import { UserGuildModel, UserGuildType } from '../db/UserGuild'; import { getArmyTrainJuDian, getGuildTrainGkInfo, getTrainBaseByLv } from '../pubUtils/data'; import { nowSeconds, getZeroPoint, isToday, getSeconds } from '../pubUtils/timeUtil'; import { GUILD_STRUCTURE, PUSH_ROUTE, SHOP_REFRESH_TYPE } from '../consts'; import { GuildTrainType, GuildTrainModel, TrainInstance } from '../db/GuildTrain'; import { GuildModel, GuildType } from '../db/Guild'; import { findWhere } from 'underscore'; import { ARMY } from '../pubUtils/dicParam'; import { lockData } from './redLockService'; import { pinus } from 'pinus'; import { MailModel, MailType } from '../db/Mail'; import { resResult, getRandSingleEelm, shouldRefresh } from '../pubUtils/util'; import { STATUS } from '../consts/statusCode'; import { GuildTrainReportModel } from '../db/GuildTrainReport'; import { DATA_NAME } from '../consts/dataName'; import { sendMailByContent } from './mailService'; import { MAIL_TYPE } from '../consts'; import { getGuildChannelSid } from './chatChannelService'; import { sendMessageToGuildWithSuc } from './pushService'; import { gameData } from '../pubUtils/data'; /** * 获得userGuild,并检查,是否需要每日重置购买挑战次数和今日挑战次数,已经检查是否需要每周重置练兵场 * @param roleId * @param serverId */ export async function refreshTrain(userGuild: UserGuildType, roleId: string, serverId: number) { let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild; await resetTrain(guildCode, serverId);//检查重置练兵场 if (trainTime < getZeroPoint()) {//重置挑战次数和购买次数 trainCount = ARMY.ARMY_TRAIN_BUYTIMES; buyTrainCount = 0; userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {}); } return userGuild; } export async function getTrainBoxRewardsResult(guildCode: string) { let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励 let resTrainBoxs = []; guildTrains.forEach(({ trainInstances, trainId }) => { let { trainInstances: instances } = getArmyTrainJuDian(trainId); let flag = false; let boxRewards = []; trainInstances.map(({ hid, progress, endTime, trainBoxs }) => { let isComplete = false; let instance = findWhere(instances, { hid }); if (progress >= instance.progress) { isComplete = true; if (endTime > nowSeconds()) flag = true; } boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete }); }); if (flag) { resTrainBoxs.push({ trainId, boxRewards }); } }) return resTrainBoxs } /** * 领过的试炼宝箱不允许再领 * * @export * @param {string} guildCode * @param {number[]} receivedTrainBox: {[英雄id]:[军团id]} 表示已经领取过该英雄奖励的军团 * @return {*} */ export async function getTrainBoxRewardsResultWithoutAlreadyGeted(guildCode: string, receivedTrainBox: { [hid: number]: string[] }) { let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励 let resTrainBoxs = []; guildTrains.forEach(({ trainInstances, trainId }) => { let { trainInstances: instances } = getArmyTrainJuDian(trainId); let flag = false; let boxRewards = []; trainInstances.map(({ hid, progress, endTime, trainBoxs }) => { let isComplete = false; let instance = findWhere(instances, { hid }); if (progress >= instance.progress) { isComplete = true; if (endTime > nowSeconds()) flag = true; } // 在任何军团都未领取过 || 在本军团领取过 ==> 全部正常展示 if (!receivedTrainBox[hid] || (receivedTrainBox[hid] && receivedTrainBox[hid].length > 0 && receivedTrainBox[hid].indexOf(guildCode) != -1)) { boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete }); } else { // 领取过,且不是在本军团领取的 ==> 置灰、奖励不可领取 isComplete = false; endTime = 0; boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete }); } }); if (flag) { resTrainBoxs.push({ trainId, boxRewards }); } }) return resTrainBoxs } /** * 获得未失效的试炼宝箱奖励 * @param guildTrain */ export function getGuildTrainRewards (guildTrain) { let { trainInstances: instances } = getArmyTrainJuDian(guildTrain.trainId); let trainBoxs = guildTrain.trainInstances.map(({hid, trainBoxs, endTime})=>{ let instance = findWhere(instances, { hid }); let isComplete = false; if ( guildTrain.progress >= instance.progress) isComplete = true; return {hid, recordBoxs: trainBoxs, trainId: guildTrain.trainId, endTime, isComplete}; }) return { trainBoxs }; } /** * 获得练兵场封装信息 练兵场关卡进度,排行榜,挑战次数,和练兵场升级奖励 * @param guildTrain * @param roleId * @param trainCount * @param trainRewards */ export function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string, trainCount:number, trainRewards: Array) { let { trainId, isComplete, trainInstances, ranks } = guildTrain; // ranks.sort(function(a, b) { // return b.score - a.score; // }); // let myRank = {}; // let resRanks = ranks.map(({roleId: rankRoleId, score}, index)=>{ // if (roleId == rankRoleId) // myRank = {roleId: rankRoleId, score, rankLv: index+1}; // return {roleId: rankRoleId, score, rankLv: index+1}; // }); let { trainInstances: instances } = getArmyTrainJuDian(trainId); let resTrainInstances = trainInstances.map(({hid, progress, endTime})=>{ let instance = findWhere(instances, { hid }); let isComplete = false; if ( progress >= instance.progress) isComplete = true; return {hid, progress, endTime, isComplete}; }); let resGuildTrain = {trainId, isComplete, trainInstances: resTrainInstances, myRank: 0, ranks: [] }; return { guildTrain: resGuildTrain, trainCount, trainRewards}; } /** * 解锁试炼trainId * @param code * @param trainId */ export async function unlockTrain(code: string, trainId: number) { let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId); if (!!guildTrain) { return guildTrain; } let { trainInstances } = getArmyTrainJuDian(trainId); // 初始化 let instances:Array = trainInstances.map(trainInstance => { let t = new TrainInstance(); t.hid = trainInstance.hid; t.progress = 0; t.endTime = 0; t.trainBoxs = []; return t; }); guildTrain = await GuildTrainModel.openGuildTrain(code, trainId, instances); await GuildTrainReportModel.resetGuildTrainReport(code, trainId); await GuildModel.updateInfo(code, { trainId }, {}); return guildTrain; } /** * 重置练兵场 * @param code * @param serverId */ export async function resetTrain(code: string, serverId: number) { let res:any = await lockData(serverId, DATA_NAME.GUILD, code);//加锁 if (!!res.err) return; let { structure, trainId, resetTrainTimeDaily } = await GuildModel.findGuild(code, serverId, 'structure trainId resetTrainTimeDaily'); // 上周试炼到的trainId const currentTrainId = trainId; // if(trainId && shouldRefresh(resetTrainTimeDaily, new Date())) { // let { trainInstances } = getArmyTrainJuDian(trainId); // // 初始化 // let instances = trainInstances.map(trainInstance => { // let t = new TrainInstance(); // t.hid = trainInstance.hid; // t.progress = 0; // t.endTime = 0; // t.trainBoxs = []; // return t; // }); // await GuildTrainModel.updateGuildTrain(code, trainId, { trainInstances: instances }); // await GuildModel.updateInfo(code, { resetTrainTimeDaily: new Date() }); // } let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.TRAIN}); let guild = await GuildModel.resetGuildTrain(code, serverId, lv); res.releaseCallback();//解锁 if (!guild) {//不满足重置条件,结束并解锁 return trainId; } const userGuildList = await UserGuildModel.getListByGuild(code, 'trainRewards roleId createdAt', {}); const guildTrains = await GuildTrainModel.getGuildTrainBoxs(code); const minTrainIdOfCurrentLv = gameData.firstGuildTrainIdOfLv.get(lv); //结算未领取的宝箱奖励发送到邮件中 userGuildList.forEach(async function ({roleId, trainRewards, createdAt}) { if (getZeroPoint(SHOP_REFRESH_TYPE.WEEKLY) < getSeconds(createdAt)) { // 此处发放的奖励是上周该军团的奖励; 如果本周一5AM之后,不发放 return; } let goods: { id: number, count: number }[] = []; guildTrains.forEach(guildTrain=>{ guildTrain.trainInstances.forEach(({ trainBoxs, hid })=>{ if (!findWhere(trainBoxs, {roleId})) { let { heroRewards } = getGuildTrainGkInfo(guildTrain.trainId, hid); let good = getRandSingleEelm(heroRewards); goods.push(good); } }) }); for (let trainId = minTrainIdOfCurrentLv; trainId < currentTrainId; trainId++) { let { jinjieReward } = getArmyTrainJuDian(trainId); if (trainRewards.indexOf(trainId) === -1) { goods.push(...jinjieReward); } } if (!!goods.length) { await sendMailByContent(MAIL_TYPE.GUILD_TRAIN_REWARD, roleId, { params: [], goods }); } }); await sendMessageToGuildWithSuc(code, PUSH_ROUTE.GUILD_TRAIN_RESET, {}); await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定 await unlockTrain(code, guild.trainId);//开启练兵场1级 // 只重置上周加入军团的玩家,本周加入的不重置 await UserGuildModel.resetTrainUserGuildLastWeekJoinedIn(code);//重置玩家的挑战次数和购买挑战次数 return trainId } /** * 检查并重置试炼 * @param roleId * @param serverId */ export async function checkResetTrain(roleId: string, serverId: number) { let userGuild = await UserGuildModel.getMyGuild(roleId,'guildCode'); if (!userGuild) return; await resetTrain(userGuild.guildCode, serverId); } /** * 成员退出删除排行奖励 * @param guildCode * @param roleId * @param trainId */ export async function removeTrainRank(guildCode: string, roleId: string, trainId: number) { await GuildTrainModel.removeTrainRank(guildCode, roleId, trainId); } /** * 获取军团练兵场 * @param roleId * @param guild * @param userGuild */ export async function getGuildTrainInstance(roleId: string, guild: GuildType, userGuild: UserGuildType) { let { trainId, trainLv, code } = guild; let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId); if (!guildTrain) { guildTrain = await unlockTrain(code, trainId); } let { trainCount, trainRewards, buyTrainCount } = userGuild; let result: any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards); result.buyTrainCount = buyTrainCount || 0; result.trainLv = trainLv; return result; }