import { Application, BackendSession, ChannelService } from "pinus"; import { setMedianCe, getMedianCe, getGuildActivityStatus, getRecordScore } from "../../../services/guildActivityService"; import { resResult } from "../../../pubUtils/util"; import { STATUS, GUILD_ACTIVITY_TYPE } from "../../../consts"; import { GameModel } from "../../../db/Game"; import { ServerlistModel } from "../../../db/Serverlist"; import { UserGuildActivityRecModel, Record } from "../../../db/UserGuildActivityRec"; import { UserGuildModel } from "../../../db/UserGuild"; import { GUILDACTIVITY } from "../../../pubUtils/dicParam"; import { GuildActivityRecordModel } from "../../../db/GuildActivityRec"; 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"; export default function (app: Application) { return new GateActivityHandler(app); } export class GateActivityHandler { channelService: ChannelService; constructor(private app: Application) { this.channelService = app.get('channelService'); } private gateHp: Map = new Map(); // 城门血条,每个军团有一条血条 private members: Map> = new Map(); // 每个军团参与的成员 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; // TODO 处理多余字段 let {ranks: guildRank, myRank: myGuildRank} = await getUnionRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode, 10); let {ranks: memberRank, myRank: myMemberRank} = await getRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId); if(!myGuildRank) { let guild = await GuildModel.findByCode(guildCode, serverId, 'name'); myGuildRank = { rank: 0, code: guildCode, name: guild.name, num: 0 } } if(!myMemberRank) { myMemberRank = { rank: 0, roleId, roleName, num: 0 } } return resResult(STATUS.SUCCESS, { ...statusResult, challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt, guildRank, myGuildRank, memberRank, myMemberRank }) } // 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 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, heroes, this.aid); let { code, challengeCnt } = myGuildActivityRec; // 返回当前军团总军功 let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode); // 城门血条 let gateHp = this.gateHp.get(guildCode)||GUILDACTIVITY.GATEACTIVITY_GATEHP; // 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 statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // 计算record内得分 // TODO 防刷分,应加入记录玩家操作 let scoreResult = getRecordScore(this.aid, record); if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); let { score, newRecords } = scoreResult; // 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, guildCode, 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, 0, Date.now(), params, true); // 更新数据库 let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords); let gateHp = this.gateHp.get(guildCode)||GUILDACTIVITY.GATEACTIVITY_GATEHP; 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: {}, session: BackendSession) { } // 结束挑战 async battleEnd(msg: { count: number }, session: BackendSession) { } // 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 test() { let result = await setMedianCe(); return resResult(STATUS.SUCCESS, {result}); } }