import { gameData } from "../pubUtils/data"; import { RoleType, RoleModel } from "../db/Role"; import { FriendRelationType, Relation } from "../db/FriendRelation"; import { getResStr } from "../pubUtils/util"; import { STATUS, FRIEND_RELATION_TYPE } from "../consts"; import { FriendShipType, FriendShipModel } from "../db/FriendShip"; import { outputCnt } from '../pubUtils/friendUtil'; import { isRoleOnline } from "./redisService"; /** * 增加双方好友数 * @param role1 我方 * @param role2 对方 * @returns 是否添加成功 */ export async function increaseFrdCnt(role1: RoleType, role2: RoleType, originalFriendCnt: number) { let { roleId, lv, friendCnt } = role1; let dicFriend = gameData.roleFriend.get(lv); if(friendCnt >= dicFriend.frdCnt) return getResStr(STATUS.FRIEND_MY_CNT_MAX); let { roleId: _roleId, lv: _lv, friendCnt: _friendCnt } = role2; let _dicFriend = gameData.roleFriend.get(_lv); if(_friendCnt >= _dicFriend.frdCnt) return getResStr(STATUS.FRIEND_THEY_CNT_MAX); let incMyFrdCnt = await RoleModel.increaseFriendCnt(roleId, 1, dicFriend.frdCnt); if(!incMyFrdCnt) return getResStr(STATUS.FRIEND_MY_CNT_MAX); let incHisFrdCnt = await RoleModel.increaseFriendCnt(_roleId, 1, _dicFriend.frdCnt); if(!incHisFrdCnt) { // 回滚 await RoleModel.increaseFriendCnt(roleId, -1, dicFriend.frdCnt); return getResStr(STATUS.FRIEND_THEY_CNT_MAX); } originalFriendCnt = incMyFrdCnt.friendCnt; return ''; } export function getRecommendType(myFriendRelation: FriendRelationType, myRoleId: string, roleId: string) { if(myRoleId == roleId) { return FRIEND_RELATION_TYPE.MYSELF; } let friendList = myFriendRelation? myFriendRelation.friends: []; let blackList = myFriendRelation? myFriendRelation.blacklist: []; let hasFriend = friendList.find(cur => cur.roleId == roleId); if(hasFriend) { return FRIEND_RELATION_TYPE.HAS_FRIEND; } let hasBlcklist = blackList.find(cur => cur.roleId == roleId); if(hasBlcklist) { return FRIEND_RELATION_TYPE.HAS_BLOCKED; } return FRIEND_RELATION_TYPE.NORMAL; } /** * 根据收到的新及时间排序 * * @param roleId 自己的玩家id * @param list 需要排序列表 */ export async function sortByBeSentHeart(roleId: string, list: Relation[]) { let result = new Array(); for(let cur of list) { let json = getSentHeart(roleId, cur); let friendRole = cur.role; let friendShip = cur.friendShip; let isOnline = await isRoleOnline(friendRole.roleId); result.push({...cur, ...json, isOnline, quitTime: friendRole.quitTime, friendValue: friendShip.friendValue}); } result.sort((a, b) => { if(a.beSentHeart && b.beSentHeart) { // 只要有一方送过 if(a.beSentHeart == b.beSentHeart) { return a.beSentHeartTime - b.beSentHeartTime; } else { return b.beSentHeart - a.beSentHeart; } } else { // 都没送过的情况 if(a.isOnline != b.isOnline) { return a.isOnline?1:-1 } if(a.quitTime != b.quitTime) { return b.quitTime - a.quitTime } return a.friendValue - b.friendValue; } }); return result } function getSentHeart(roleId: string, relation: Relation) { let friendShip = relation.friendShip; let json = outputCnt(roleId, friendShip); if(!json) { return { beSentHeart: 0, beSentHeartTime: 0 } } return { beSentHeart: json.beSentHeart, beSentHeartTime: json.beSentHeartTime } } export async function getFriendLvAdd(roleId: string, hisRoleId: string) { let friendShip = await FriendShipModel.getFriendLv(roleId, hisRoleId); if(!friendShip) { return 0 } let dic = gameData.roleFriendLv.get(friendShip.friendLv); if(!dic) { return 0 } return dic.comBattleAdd }