import { DEFAULT_HERO_LV, FIGURE_UNLOCK_CONDITION, LINEUP_NUM, REDIS_KEY, STATUS, TASK_TYPE } from "../consts"; import { SkinModel } from "../db/Skin"; import { DEFAULT_HEROES, HERO_SYSTEM_TYPE } from "../consts"; import { HeroModel, HeroType, HeroUpdate } from "../db/Hero"; import { RoleModel, RoleType, RoleUpdate } from "../db/Role"; import { SkinUpdate } from "../db/Skin"; import { Figure, TopHero } from "../domain/dbGeneral"; import { CalHeroCe, CalRoleCe } from "../domain/roleField/calCe"; import { gameData, getHeroExpByLv } from "../pubUtils/data"; import { accomplishTask, checkTask, checkTaskWithHeroes } from './taskUtil'; import { combineFigureInfo, unlockFigureWithoutSave } from './itemUtils'; import { TaskListReturn } from "../domain/roleField/task"; import { nowSeconds } from "./timeUtil"; import { reduceCe, resResult } from "./util"; import { calculatetopLineup, } from "./playerCe"; import { GuildModel, GuildType } from "../db/Guild"; import { PvpDefenseModel } from "../db/PvpDefense"; import { ActivityModelType } from "../db/Activity"; // 储存在内存中的初始数据 export function getInitRoleInfo() { let topLineup: TopHero[] = [], topLineupCe = 0, allCe = 0, heroes: HeroUpdate[] = [], initHeroes: HeroUpdate[] = [], initSkins: SkinUpdate[] = [], heroNum = 0, conditions: {type: FIGURE_UNLOCK_CONDITION, paramHid: number }[] = []; let role = new RoleModel(); let calRoleCe = new CalRoleCe(role); let roleAttr = calRoleCe.cal(HERO_SYSTEM_TYPE.INIT); for(let { actorId: hid } of gameData.recruit) { let { quality, initialStars: star, jobid: job, name: hName, initialSkin } = gameData.hero.get(hid); // 皮肤 let skin = new SkinModel(); let dicFashion = gameData.fashion.get(initialSkin); let skinInfo = { ...skin.toJSON(), id: initialSkin, hid, skinName: dicFashion.name }; initSkins.push(skinInfo); // 武将 let hero = new HeroModel(); let heroInfo = {...hero.toJSON(), hid, star, quality, hName, job, skins: [{ id: initialSkin, skin: skinInfo._id, enable: true }], lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0 }; let calHeroCe = new CalHeroCe(hid, heroInfo); let heroAttr = calHeroCe.cal(HERO_SYSTEM_TYPE.INIT); let ce = calHeroCe.getCalculatedCe(roleAttr); heroes.push({ ...heroInfo, attr: heroAttr, ce, historyCe: ce }); // 更新role表 if(DEFAULT_HEROES.includes(hid)) { // 头像 conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: hid }); allCe += ce; heroNum++; initHeroes.push({ ...heroInfo, attr: heroAttr, ce, historyCe: ce }); } } let { figureInfo, heads, frames, spines } = unlockFigureWithoutSave(conditions, role); // 最强阵容 initHeroes.sort((a, b) => { return b.ce - a.ce }); for(let i = 0; i < LINEUP_NUM; i++) { if(initHeroes[i]) { let { hid, ce, _id } = initHeroes[i]; topLineup.push({ hid, ce, hero: _id }); topLineupCe += ce; } } let initRole: RoleUpdate = { topLineupCe, topLineup, attr: roleAttr, ce: allCe, heroNum, heroNumUpdatedAt: Date.now(), heads, frames, spines }; return { role: initRole, heroes, skins: initSkins, figureInfo } } export class UpdateHeroes { roleId: string; roleName: string; serverId: number; incHeroNum: number = 0; incRoleCe: number = 0; pushHeroes: {hid: number, incHeroCe: number, ce: number, hero: HeroUpdate}[] = []; roleUpdate: RoleUpdate; role: RoleType; guild: GuildType; constructor(roleId: string, roleName: string, serverId: number) { this.roleId = roleId; this.roleName = roleName; this.serverId = serverId; } public setRole(role: RoleType) { this.role = role; } public async getRole() { if(!this.role) { this.role = await RoleModel.findByRoleId(this.roleId); } return this.role; } public addRoleUpdateParam(param: RoleUpdate) { this.roleUpdate = {...this.roleUpdate, ...param}; } public async updateDbCe(isCreate: boolean, heroInfo: HeroUpdate, originCe = 0) { let role = await this.getRole(); if(isCreate) this.incHeroNum ++; if(heroInfo != originCe) this.incRoleCe += heroInfo.ce - originCe; this.addRoleUpdateParam(await calculatetopLineup(role, heroInfo.hid, heroInfo.ce, heroInfo._id )); this.pushHeroes.push({ hid: heroInfo.hid, incHeroCe: heroInfo.ce - originCe, ce: heroInfo.ce, hero: heroInfo }); } // 更新战力相关的各个表 public async saveCeToDb() { let role = await this.getRole(); // 更新role表 this.role = await RoleModel.updateRoleInfo(this.roleId, { heroNum: this.incHeroNum + role.heroNum, ce: this.incRoleCe + role.ce, heroNumUpdatedAt: nowSeconds(), ...this.roleUpdate }); // 更新guild表 if(role.hasGuild) { this.guild = await GuildModel.updateCe(this.roleId, this.incRoleCe, true); // 公会更新战力 } for(let { hid, incHeroCe } of this.pushHeroes) { await PvpDefenseModel.updateCe(this.roleId, hid, incHeroCe); // 更新pvp防守阵战力 } } public async updateRedisRank(Rank: any) { let role = await this.getRole(); let { serverId, roleId, pushHeroes } = this; // 更新军团信息 if(this.guild) { let r = new Rank(REDIS_KEY.GUILD_INFO, { code: this.guild.code }); await r.generParamAndSet(REDIS_KEY.GUILD_INFO, { guildCode: this.guild.code }, { guild: this.guild }); } // 武将数量 if(this.incHeroNum > 0) { let r = new Rank(REDIS_KEY.HERO_NUM_RANK, { serverId }); await r.setRankWithRoleInfo(roleId, role.heroNum, role.heroNumUpdatedAt, role); } // 最强阵容 let r = new Rank(REDIS_KEY.TOP_LINEUP_RANK, { serverId }); await r.setRankWithRoleInfo(roleId, reduceCe(role.topLineupCe), 0, role); // 最强武将 for(let { hid, ce, hero } of pushHeroes) { let r2 = new Rank(REDIS_KEY.TOP_HERO_RANK, { serverId }); await r2.setRankWithHeroInfo(roleId, hid, ce, 0, hero); let r4 = new Rank(REDIS_KEY.HERO_RANK, { serverId, hid }); await r4.setRankWithHeroInfo(roleId, hid, ce, 0, hero); } // 总战力 let r3 = new Rank(REDIS_KEY.SUM_CE_RANK, { serverId }); await r3.setRankWithRoleInfo(roleId, reduceCe(role.ce), 0, role); // 更新最强五人阵容信息 let r5 = new Rank(REDIS_KEY.TOP_LINEUP_INFO, { serverId }); await r5.generParamAndSet(REDIS_KEY.TOP_LINEUP_INFO, { roleId }, { role }); } public async pushMessage(pinus: any, sid: string) { let role = await this.getRole(); let uids = [{ uid: this.roleId, sid }]; pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(role.ce) , heros: this.pushHeroes.map(cur => { return {...cur, ce: reduceCe(cur.ce), incHeroCe: reduceCe(cur.incHeroCe) }}), topLineupCe: reduceCe(role.topLineupCe) }), uids); } } export class CreateHeroes extends UpdateHeroes { private resultHeroes: HeroType[] = []; private heroNum = 0; // 推送信息 private taskPushMessage: TaskListReturn[] = []; private activityTaskPushMessage = []; private figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[] = []; private async getSkinsOfThisHero(hid: number, initSkinInfo: SkinUpdate, isInit: boolean) { let allSkins = isInit? []: await SkinModel.findbyRoleAndHid(this.roleId, hid); let skin = await SkinModel.insertSkins(this.roleId, this.roleName, [initSkinInfo]); if(skin) allSkins.push(...skin); let skins: { id: number, skin: string, enable: boolean }[] = []; for(let skin of allSkins) { skins.push({ id: skin.id, skin: skin._id, enable: skin.id == initSkinInfo.id }); } return skins } // game-server里面创建武将 public async createWithHeroInfo(infos: Map) { let role = await this.getRole(); // 数据处理 let conditions = new Array<{ type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }>(); // 解锁头像条件 let initHeroInfos: HeroUpdate[] = []; for (let [ hid, { heroInfo, skinInfo }] of infos) { conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: heroInfo.hid }); this.updateDbCe(true, heroInfo); // 皮肤使用初始加载进内存的数据 let skins = await this.getSkinsOfThisHero(hid, { ...skinInfo, _id: new SkinModel()._id }, false); initHeroInfos.push({ ...heroInfo, skins, _id: new HeroModel()._id }); } // 武将使用初始加载数据插入 this.resultHeroes = await HeroModel.insertHeroes(this.roleId, this.roleName, this.serverId, initHeroInfos); // 头像解锁 let { figureInfo, frames, heads, spines } = unlockFigureWithoutSave(conditions, role); this.figureInfos.push(figureInfo); this.addRoleUpdateParam({ frames, heads, spines }); // 更新战力 await this.saveCeToDb(); } // 创建初始账号时候的初始 public async createWithInitInfo(infos: Map, figureInfo: { heads: Figure[], frames: Figure[], spines: Figure[] }) { this.figureInfos.push(figureInfo); let heroeInfos: HeroUpdate[] = []; for (let [ hid, { heroInfo, skinInfo }] of infos) { this.updateDbCe(true, heroInfo); let model = new SkinModel(); let skins = await this.getSkinsOfThisHero(hid, { ...skinInfo, _id: model._id }, true); heroeInfos.push({ ...heroInfo, skins, _id: new HeroModel()._id}); } this.resultHeroes = await HeroModel.insertHeroes(this.roleId, this.roleName, this.serverId, heroeInfos); } public async clearTask(activitiesTypeMap: ActivityModelType[]) { // 任务 console.log('****** checkTask before', Date.now()) let m1 = await checkTask(this.roleId, TASK_TYPE.HERO_NUM, this.heroNum, true, {}); let m2 = await checkTaskWithHeroes(this.roleId, TASK_TYPE.HERO_QUALITY, this.resultHeroes); let m3 = await checkTaskWithHeroes(this.roleId, TASK_TYPE.HERO_QUALITY_STAR_UP, this.resultHeroes); let m4 = await checkTaskWithHeroes(this.roleId, TASK_TYPE.HERO_LV, this.resultHeroes); this.taskPushMessage.push(...m1, ...m2, ...m3, ...m4); console.log('****** checkTask after', Date.now()) //成长任务 console.log('****** accomplishTask before', Date.now()) let mm1 = await accomplishTask(this.serverId, this.roleId, TASK_TYPE.HERO_NUM, this.heroNum, null, activitiesTypeMap) let mm2 = await accomplishTask(this.serverId, this.roleId, TASK_TYPE.HERO_QUALITY, this.heroNum, { heroes: this.resultHeroes }, activitiesTypeMap) console.log('****** accomplishTask after', Date.now()) this.activityTaskPushMessage.push(...mm1, ...mm2); } public async pushMessage(pinus: any, sid: string) { let role = await this.getRole(); let uids = [{ uid: this.roleId, sid }]; pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(role.ce) , heros: this.pushHeroes.map(cur => { return {...cur, ce: reduceCe(cur.ce), incHeroCe: reduceCe(cur.incHeroCe) }}), topLineupCe: reduceCe(role.topLineupCe) }), uids); pinus.app.get('channelService').pushMessageByUids('onTaskUpdate', resResult(STATUS.SUCCESS, this.taskPushMessage), uids); pinus.app.get('channelService').pushMessageByUids('onActivityUpdate', resResult(STATUS.SUCCESS, this.activityTaskPushMessage), uids); let figureInfo = combineFigureInfo(this.figureInfos); if (!!figureInfo && (figureInfo.heads.length > 0 || figureInfo.frames.length > 0 || figureInfo.spines.length > 0)) { pinus.app.get('channelService').pushMessageByUids('onHeadChange', resResult(STATUS.SUCCESS, { ...figureInfo }), uids); } } public getResultHeroes() { return this.resultHeroes.map(cur => { return { ...cur, ce: reduceCe(cur.ce)} }); } }