import { Application, BackendSession, ChannelService, pinus } from "pinus"; import { setMedianCe, getMedianCe, getGuildActivityStatus, getRecordScore, getGuildActivityObj, getGuildActivityRank, sendSingleGuildGateActEndMsg, sendGuildActEndMsg } from "../../../services/guildActivityService"; import { resResult } from "../../../pubUtils/util"; import { STATUS, GUILD_ACTIVITY_TYPE, GUILD_POINT_WAYS, ENEMIES_TYPE, GET_POINT_WAYS } from "../../../consts"; import { GameModel } from "../../../db/Game"; import { ServerlistModel } from "../../../db/Serverlist"; import { UserGuildActivityRecModel, Record } from "../../../db/UserGuildActivityRec"; import { GUILDACTIVITY } from "../../../pubUtils/dicParam"; import { GuildActivityRecordModel } from "../../../db/GuildActivityRec"; import { GuildActivityCityModel } from "../../../db/GuildActivityCity"; import { RoleModel, RoleType } from "../../../db/Role"; import { GuildModel } from "../../../db/Guild"; import { RankParam, GuildRankParam } from "../../../domain/rank"; import { setRank, getGuildKeyName, getRankScore, getRank, getUnionRank } from "../../../services/redisService"; import { REDIS_KEY } from "../../../consts"; import { addActive } from "../../../services/guildService"; import { gameData } from "../../../pubUtils/data"; import { getGuildChannelSid } from "../../../services/chatService"; import { guildActivityStart } from "../../../services/timeTaskService"; export default function (app: Application) { return new GateActivityHandler(app); } export class GateActivityHandler { channelService: ChannelService; constructor(private app: Application) { this.channelService = app.get('channelService'); } private aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id // 进入蛮夷入侵界面 async getGateActivity(msg: {}, session: BackendSession) { const roleId = session.get('roleId'); const roleName = session.get('roleName'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid); if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR); let { code: sourceCode } = guildActivityRec; let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid); let { challengeCnt } = myGuildActivityRec; let ranks = await getGuildActivityRank(guildCode, serverId, roleId, roleName); return resResult(STATUS.SUCCESS, { ...statusResult, challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt, ...ranks }); } // 开启挑战 async checkBattle(msg: { heroes: number[] }, session: BackendSession) { let { heroes } = msg; if(!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS); const roleId = session.get('roleId'); const roleName = session.get('roleName'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH); let obj = getGuildActivityObj(this.aid); let gateHp = obj.getGateHpAndInc(guildCode); if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // TODO 测试完成后去掉这条判断 // if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN); let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid); if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR); let { code: sourceCode } = guildActivityRec; let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid); if(myGuildActivityRec.challengeCnt > 0) { return resResult(STATUS.CHALLENGE_CNT_NOT_ENOUGH); } await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes); let { code, challengeCnt } = myGuildActivityRec; // 更新公会参与的玩家 obj.pushMembers(guildCode, serverId, roleId); // 返回当前军团总军功 let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode); // 前一天中位数战力 let medianCe = await getMedianCe(serverId); return resResult(STATUS.SUCCESS, { code, ...statusResult, guildScore: guildScore||0, myScore: 0, gateHp, challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt, medianCe }); } // 上报玩家获得军功 async action(msg: { code: string, record: { round: number, dataId: number }[] }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); let { code, record } = msg; let obj = getGuildActivityObj(this.aid); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // TODO 测试完成后去掉这条判断 // if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN); let gateHp = obj.getGateHpAndInc(guildCode); if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO); // 计算record内得分 let memberRecord = obj.getMemberRecord(code, roleId); let scoreResult = getRecordScore(this.aid, record, memberRecord); if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); let { score, newRecords, memberRecord: newMemberRecord } = scoreResult; obj.setMemberRecord(code, newMemberRecord); // 更新redis数据 let role = await RoleModel.findByRoleId(roleId); let { lv, vLv, head, frame, spine, title } = role; let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title); let myScore = await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, score, Date.now(), userParam); let guild = await GuildModel.findByCode(guildCode, serverId); let leader = guild.leader; let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader); let guildScore = await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, score, Date.now(), params, true); // 更新数据库 let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords); return resResult(STATUS.SUCCESS, { code: rec.code, ...statusResult, guildScore: guildScore||0, myScore: myScore||0, gateHp }); } // 上报敌军攻打城门情况 async hitGate(msg: { code: string, damage: number }, session: BackendSession) { let roleId = session.get('roleId'); let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); let { code, damage } = msg; let obj = getGuildActivityObj(this.aid); let gateHp = obj.getGateHpAndInc(guildCode); if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // TODO 测试完成后去掉这条判断 // if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN); gateHp = obj.getGateHpAndInc(guildCode, -1 * damage); if(gateHp <= 0) { // 推送 停止活动并结算奖励 await sendSingleGuildGateActEndMsg(guildCode, serverId); } // 推送 城门血量 let chatSid = await getGuildChannelSid(guildCode); pinus.app.rpc.chat.guildRemote.pushGateHp.toServer(chatSid, guildCode, { gateHp }); // 返回当前军团总军功 let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode); let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, true); return resResult(STATUS.SUCCESS, { code, ...statusResult, guildScore, myScore, gateHp }) } // 结束挑战 async battleEnd(msg: { code: string, isSuccess: boolean }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); let { code, isSuccess } = msg; let obj = getGuildActivityObj(this.aid); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // 更新userGuildActivityRecord let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true }); if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR); // 功劳簿计算 let { record } = myGuildActivityRec; let round = 0, enemyCnt = 0, littleBossCnt = 0, bossCnt = 0; for(let { enemyType, round: r } of record) { if(r > round) round = r; if(enemyType == ENEMIES_TYPE.ENEMY) { enemyCnt ++; } else if (enemyType == ENEMIES_TYPE.LITTLE_BOSS) { littleBossCnt ++; } else if (enemyType == ENEMIES_TYPE.BOSS) { bossCnt ++; } } if(isSuccess) { let score = gameData.gateActivityPoint.get(GET_POINT_WAYS.DEFENSE_SUCCESS); // 更新redis数据 let role = await RoleModel.findByRoleId(roleId); let { lv, vLv, head, frame, spine, title } = role; let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title); await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, score, Date.now(), userParam); let guild = await GuildModel.findByCode(guildCode, serverId); let leader = guild.leader; let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader); await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, score, Date.now(), params, true); } // 发放活跃 await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值 // 返回当前军团总军功 let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode); let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, true); let gateHp = obj.getGateHpAndInc(guildCode); obj.delMemberRecord(code); let info = { round, enemyCnt, littleBossCnt, bossCnt, isSuccess } return resResult(STATUS.SUCCESS, { code, ...statusResult, guildScore, myScore, gateHp, info }) } // TODO debug接口,可以不用 async newServer() { let serverlist = await GameModel.getAllServerList(); for(let server of serverlist) { await ServerlistModel.newServer(server.id, server.serverType, {...server}); } } async debugGetPrivate(msg: { }, session: BackendSession) { let guildCode = session.get('guildCode'); console.log(guildCode); let serverId = session.get('serverId'); let res = getGuildActivityObj(this.aid).getObj(guildCode, serverId); return resResult(STATUS.SUCCESS, res) } async test(msg: { }, session: BackendSession) { let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); await GuildActivityCityModel.declare(serverId, 1, guildCode); // let result = await setMedianCe(); // return resResult(STATUS.SUCCESS, {result}); } async debugIncChallengeCnt(msg: { }, session: BackendSession) { let roleId = session.get('roleId'); let res = await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { challengeCnt: 0 }); return resResult(STATUS.SUCCESS, { challengeCnt: res.challengeCnt }); } async debugStartActivity(msg: { aid: number }, session: BackendSession) { let { aid } = msg; let dic = gameData.guildActivity.get(aid); await guildActivityStart(dic); return resResult(STATUS.SUCCESS); } async debugEndActivity(msg: { aid: number }, session: BackendSession) { let { aid } = msg; await sendGuildActEndMsg(aid); return resResult(STATUS.SUCCESS); } }