import { Application, BackendSession, HandlerService, } from 'pinus'; import { resResult, genCode, getRandSingleEelm } from '../../../pubUtils/util'; import { DEBUG_MAGIC_WORD, ITEM_CHANGE_REASON, STATUS, TASK_TYPE, TRAIN_REWARD_TYPE } from '../../../consts'; import { GuildTrainModel } from '../../../db/GuildTrain'; import { BattleRecordModel } from '../../../db/BattleRecord'; import { nowSeconds, getTimeFun, getZeroPoint } from '../../../pubUtils/timeUtil'; import { refreshTrain, getGuildTrainInfo, unlockTrain, getGuildTrainRewards, getGuildTrainInstance, getTrainBoxRewardsResult, resetTrain } from '../../../services/guildTrainService'; import { findIndex, findWhere } from 'underscore' import { lockData } from '../../../services/redLockService'; import { GUILD_REPORT_NUM, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst'; import { UserGuildModel } from '../../../db/UserGuild'; import { GuildModel } from '../../../db/Guild'; import { getArmyTrainJuDian, getTrainBaseByLv, gameData } from '../../../pubUtils/data'; import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst'; import { handleCost, addItems } from '../../../services/role/rewardService'; import { ARMY } from '../../../pubUtils/dicParam'; import { addActive } from '../../../services/guildService'; import { GuildTrainReportModel } from '../../../db/GuildTrainReport'; import { DATA_NAME } from '../../../consts/dataName'; import { pushGuildTrainSucMsg } from '../../../services/chatService'; import { checkTaskInGuildTrain } from '../../../services/task/taskService'; import { guildInter, RewardInter } from '../../../pubUtils/interface'; import { getGuildTrainGkInfo } from '../../../pubUtils/data'; export default function (app: Application) { new HandlerService(app, {}); return new GuildTrainHandler(app); } export class GuildTrainHandler { constructor(private app: Application) { } //获得试炼的详情 async getTrainInstance(msg: guildInter & {}, session: BackendSession) { const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const { myUserGuild } = msg; let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let guild = await GuildModel.findGuild(code, serverId, 'trainId trainLv code'); let result = await getGuildTrainInstance(roleId, guild, userGuild); return resResult(STATUS.SUCCESS, result); } //获得试炼战报 async getTrainReports(msg: guildInter & {}, session: BackendSession) { const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const { myUserGuild } = msg; let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let trainIds = []; let { trainId } = await GuildModel.findGuild(code, serverId, 'trainId'); trainIds.push(trainId); if (trainId > 1) trainIds.push(trainId - 1); let trainReports = await GuildTrainReportModel.findGuildTrainByTrainIds(code, trainIds); let reports = []; trainReports.map(({ reports: resReports, trainId: resTrainId }) => { if (resTrainId != trainId) { let lenNum = resReports.length; resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);//获得上场的战报的信息与本次战报合并 } reports.push(...resReports); }); return resResult(STATUS.SUCCESS, { reports }); } //获得试炼宝箱 async getTrainBoxs(msg: guildInter & {}, session: BackendSession) { const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const { myUserGuild } = msg; let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let resTrainBoxs = await getTrainBoxRewardsResult(code); return resResult(STATUS.SUCCESS, { trainBoxRewards: resTrainBoxs }); } /** * 挑战练兵副本 * @param msg * @param session */ async trainBattleStart(msg: guildInter & { hid: number, trainId: number, difficulty: number, battleId: number }, session: BackendSession) { const { hid, difficulty, trainId, myUserGuild, battleId } = msg; const roleId = session.get('roleId'); const roleName = session.get('roleName'); const serverId = parseInt(session.get('serverId')); let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; if (userGuild.trainCount <= 0) return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH); let { trainId: curTeainId, trainLv } = await GuildModel.findGuild(code, serverId, 'trainId trainLv'); if (curTeainId !== trainId) return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE); let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId, 'trainId isComplete trainInstances'); if (!guildTrain && guildTrain.isComplete) return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); let { trainInstances } = getArmyTrainJuDian(trainId); let instance = findWhere(trainInstances, { hid }); if (!instance) return resResult(STATUS.WRONG_PARMS); let trainInstance = findWhere(guildTrain.trainInstances, { hid }); if (!trainInstance) return resResult(STATUS.WRONG_PARMS); if (trainInstance.progress >= instance.progress) { return resResult(STATUS.GUILD_TRAIN_IS_COMPLETE); } const battleCode = genCode(8); // 关卡唯一值 await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { roleId, roleName, battleId, status: 0, record: { heroes: [], trainId, hid, guildCode: code, difficulty, trainLv }, } }, true); return resResult(STATUS.SUCCESS, { battleCode }); } /** * 战斗结算 * @param msg * @param session */ async trainBattleEnd(msg: guildInter & { battleCode: string, isSuccess: boolean }, session: BackendSession) { const { battleCode, isSuccess, myUserGuild } = msg; const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const roleName: string = session.get('roleName'); const sid: string = session.get('sid'); let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true); if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId || battleRecord.record.guildCode != code) { return resResult(STATUS.WRONG_PARMS); } let time = Math.floor(battleRecord.createdAt.getTime() / 1000); if (userGuild.trainCount - 1 < 0) { return resResult(STATUS.WRONG_PARMS); } let todayRef = getTimeFun().getTimeWithHour(); // 今天的5点 if (time < todayRef && nowSeconds() > todayRef) { return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//重置前进入战斗,重置后回调该接口 } if (time > getZeroPoint()) { // 刷新时间,如果是4点算前一天的5点 userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数 } await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { status: isSuccess ? 1 : 2 } }, true);//设置战斗状态 let { trainId, trainLv, hid, difficulty } = battleRecord.record; let maxTrainId = gameData.lastGuildTrainIdOfLv.get(trainLv); let res: any = await lockData(serverId, DATA_NAME.TRAIN, code + '_' + trainId);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); try { let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId); if (!guildTrain) { res.releaseCallback();//解锁 return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); } let trainInstance = findWhere(guildTrain.trainInstances, { hid }); if (!trainInstance) { res.releaseCallback();//解锁 return resResult(STATUS.WRONG_PARMS); } let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId); let dicWar = gameData.war.get(battleRecord.battleId); if(!dicWar) return resResult(STATUS.DIC_DATA_NOT_FOUND); let instance = findWhere(trainInstances, { hid }); if (!instance) {//校验是否存在该关卡 res.releaseCallback();//解锁 return resResult(STATUS.WRONG_PARMS); } let score = isSuccess ? dicWar.winReward.get(TRAIN_REWARD_TYPE.SCORE) : dicWar.failReward.get(TRAIN_REWARD_TYPE.SCORE); let item = isSuccess ? dicWar.winReward.get(TRAIN_REWARD_TYPE.ITEM) : dicWar.failReward.get(TRAIN_REWARD_TYPE.ITEM); let addScore = Math.floor(score);//个人获得积分,也是压制进度 //个人功勋奖励 let goods = await addItems(roleId, roleName, sid, item, ITEM_CHANGE_REASON.TRAIN_BATTLE_END); let { isComplete, ranks } = guildTrain; let reports = []; // let index = findIndex(ranks, { roleId }); // if (index !== -1) { // ranks[index].score += addScore;//更新原有的排名信息 // } else { // ranks.push({ score: addScore, roleId });//新增排名 // } let needLockNext = false; let report = { roleName, trainId, hid, score: addScore, time: nowSeconds(), type: isSuccess ? 2 : 1, difficulty };//type 1:失败, 2:成功,3:表示系统战报即:被成功压制 reports.push(report); if (trainInstance.progress < instance.progress) { if (trainInstance.progress + addScore >= instance.progress) { //压制成功 if (!isComplete) { isComplete = true; guildTrain.trainInstances.forEach(({ hid: otherHid, progress }) => { if (hid != otherHid && progress != instance.progress) { isComplete = false; } }); if (isComplete) { //解锁下一关 needLockNext = true; } } let progress = instance.progress; guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete); //type 1:失败, 2:成功,3:表示系统战报即:被成功压制 reports.push({ type: 3, time: nowSeconds(), score: addScore, roleName, trainId, hid, difficulty }); pushGuildTrainSucMsg(roleId, roleName, code, hid); if (needLockNext && maxTrainId > trainId) { guildTrain = await unlockTrain(code, trainId + 1); } res.releaseCallback();//解锁 } else { //压制失败,更新排行榜进度等信息 let progress = trainInstance.progress + addScore; guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete); res.releaseCallback();//解锁 } } else { // //玩家结算前已经完成进度,修改玩家的排名 // guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks }); res.releaseCallback();//解锁 } await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报 let { trainCount, trainRewards } = userGuild; let result: any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息 result.battleGoods = goods; result.createdAt = time; await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN); // 任务 await checkTaskInGuildTrain(serverId, roleId, sid, battleRecord.battleId, isSuccess, isComplete); return resResult(STATUS.SUCCESS, result); } catch(e) { res.releaseCallback();//解锁 throw e; } } /** * 领取练兵场宝箱 hid:副本id,index:领取位置 * @param msg * @param session */ async getTrainInstanceBox(msg: guildInter & { trainId: number, hid: number, index: number }, session: BackendSession) { let { trainId, hid, index, myUserGuild } = msg; const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const roleName: string = session.get('roleName'); const sid = session.get('sid'); let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let { trainLv } = await GuildModel.findGuild(code, serverId, 'trainLv'); let res: any = await lockData(serverId, DATA_NAME.TRAIN_BOX, code + '_' + trainId + '_' + index);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); let { trainInstances } = getArmyTrainJuDian(trainId); let trainInfo = getGuildTrainGkInfo(trainId, hid); let { progress } = findWhere(trainInstances, { hid }); // console.log('progress = ' + progress); let guildTrain = await GuildTrainModel.findTrainInstanceBoxByIndex(code, trainId, hid, progress); if (!guildTrain) { res.releaseCallback();//解锁 return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); } let trainInstance = findWhere(guildTrain.trainInstances, { hid }); if (trainInstance.endTime < nowSeconds()) { //宝箱失效 res.releaseCallback();//解锁 return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME); } let trainBox = findWhere(trainInstance.trainBoxs, { index }) if (!!trainBox) { res.releaseCallback();//解锁 return resResult(STATUS.GUILD_TRAIN_BOX_INDEX_IS_GOT); } trainBox = findWhere(trainInstance.trainBoxs, { roleId }) if (!!trainBox) { res.releaseCallback();//解锁 return resResult(STATUS.GUILD_TRAIN_BOX_IS_GOT); } let good = getRandSingleEelm(trainInfo.heroRewards); let goods = await addItems(roleId, roleName, sid, [good], ITEM_CHANGE_REASON.TRAIN_BOX_REWARD); let resGuildTrain = await GuildTrainModel.receiveBoxByIndex(code, roleId, trainId, hid, index, good); res.releaseCallback();//解锁 if (!resGuildTrain) { return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL); } let result: any = getGuildTrainRewards(resGuildTrain); result.goods = goods; return resResult(STATUS.SUCCESS, result); } /** * 领取练兵试炼等级奖励 * @param msg * @param session */ async getTrainLvUpRewards(msg: guildInter & { trainId: number }, session: BackendSession) { let { trainId, myUserGuild } = msg; const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const sid: string = session.get('sid'); const serverId: number = parseInt(session.get('serverId')); let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId); if (!guildTrain || !guildTrain.isComplete) return resResult(STATUS.GUILD_TRAIN_IS_NOT_COMPLETE); let { jinjieReward } = getArmyTrainJuDian(trainId); if (userGuild.trainRewards.indexOf(trainId) != -1) return resResult(STATUS.GUILD_TRAIN_QUALITY_REWARD_IS_GOT); userGuild = await UserGuildModel.receiveTrainRewards(roleId, trainId); if (!userGuild) { return resResult(STATUS.INTERNAL_ERR); } let goods = await addItems(roleId, roleName, sid, jinjieReward, ITEM_CHANGE_REASON.TRAIN_LV_REWARD); let { trainRewards } = userGuild; return resResult(STATUS.SUCCESS, { trainRewards, goods }); } //购买挑战次数 async purchaseTrainCount(msg: guildInter & { count: number }, session: BackendSession) { let { count, myUserGuild } = msg; const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const sid: string = session.get('sid'); let userGuild = await refreshTrain(myUserGuild, roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); if (userGuild.buyTrainCount >= ARMY.ARMY_TRAIN_BUYTIMES) return resResult(STATUS.GUILD_BUY_TRAIN_COUNT_REACH_MAX); let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_TRAIN_TIMESCOST }], ITEM_CHANGE_REASON.TRAIN_BATTLE_BUY_CNT); if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let { trainCount, buyTrainCount } = await UserGuildModel.addTrainCount(roleId, count); return resResult(STATUS.SUCCESS, { trainCount, buyTrainCount }); } // debug接口: 添加挑战次数 async debugAddTrainCount(msg: { magicWord: string }, session: BackendSession) { const { magicWord } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } const roleId: string = session.get('roleId'); await UserGuildModel.addTrainCount(roleId, 1); return resResult(STATUS.SUCCESS); } // debug接口: 重置试炼场 async debugResetTrainInstance(msg: { magicWord: string }, session: BackendSession) { const { magicWord } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } const guildCode: string = session.get('guildCode'); const serverId: number = session.get('serverId'); await GuildModel.updateInfo(guildCode, { resetTrainTimeDaily: new Date(Date.now() - 86400000)}) await resetTrain(guildCode, serverId); return resResult(STATUS.SUCCESS); } }