import { GVGCityType } from './../../../db/GVGCity'; import { GVGRecModel } from '../../../db/GVGRec'; import { GVGAreaInMap, GVGTeamInList, GVGTeamInListOnPoint, GVGTeamSpineInMap, LeagueGood, MyTeamInfo } from '../../../domain/gvgField/returnData'; import { GVGTeamModel, GVGTeamType, GVGTeamUpdate } from '../../../db/GVGTeam'; import { GVGUserDataModel } from '../../../db/GVGUserData'; import { GVGCityModel } from '../../../db/GVGCity'; import { Application, BackendSession, ChannelService, HandlerService } from "pinus"; import { resResult, genCode } from "../../../pubUtils/util"; import { GVGLeagueModel } from '../../../db/GVGLeague'; import { checkGVGPeriod, getGroupIdOfServer, getGVGConfig, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService'; import { calBattleScoreByCe, calLeagueScore, checkAreaIsInCity, checkMoveStatus, getBirthAreaOfCity, initRobots, teamBreak } from '../../../services/gvg/gvgBattleService'; import { getGVGBattleData } from '../../../services/gvg/gvgBattleMemory'; import { nowSeconds } from '../../../pubUtils/timeUtil'; import { GVGBattleRecModel } from '../../../db/GVGBattleRec'; import { getFightTimeByPeriod } from '../../../services/gvg/gvgFightService'; import { gameData } from '../../../pubUtils/data'; import { getAllServerName } from '../../../services/redisService'; import { checkBattleHeroesByHid } from '../../../services/normalBattleService'; import { pick } from 'underscore'; import { SaveTeamParam, SaveTeamUpdateParam } from '../../../domain/gvgField/gvgDb'; import { GVG_PERIOD, PUSH_ROUTE, STATUS } from '../../../consts'; import { sendMessageToUserWithSuc } from '../../../services/pushService'; import { GVGHeroInfo } from '../../../domain/dbGeneral'; import { ArtifactModel } from '../../../db/Artifact'; import { getHeroesAttributes } from '../../../services/playerCeService'; export default function (app: Application) { new HandlerService(app, {}); return new GVGBattleHandler(app); } export class GVGBattleHandler { channelService: ChannelService; constructor(private app: Application) { this.channelService = app.get('channelService'); } // 获取我的编队信息 async getTeams(msg: {}, session: BackendSession) { const roleId = session.get('roleId'); const teams = await GVGTeamModel.findByRole(roleId, '-_id teamCode index head frame spine lineup') return resResult(STATUS.SUCCESS, { teams }); } // 保存队伍 // index: 队伍索引位置 // head: 头像 // frame: 相框 // spine: 形象 // lineup: 阵容 async saveTeam(msg: SaveTeamParam, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const roleName = session.get('roleName'); const guildCode = session.get('guildCode'); const { index, head, spine, frame, lineup } = msg; let { configId, period } = getGVGPeriodData(); // if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); // TODO 测试临时注 let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let { leagueCode, name: leagueName } = myLeague; let durability = gameData.gvgTeamDurability.get(index)||0; let updateParam: SaveTeamUpdateParam = { index, head, spine, frame, configId, groupId, serverType } if(lineup) { let attrByHid = await getHeroesAttributes(roleId); let { isOK, heroes } = await checkBattleHeroesByHid(roleId, lineup.map(cur => cur.actorId)); if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND); let newLineup: GVGHeroInfo[] = []; for(let { actorId, dataId, order } of lineup) { let hero = heroes.find(cur => cur.hid == actorId); if(hero) { let artifact = hero.artifact? await ArtifactModel.findbySeqId(roleId, hero.artifact): null; let heroInfo = new GVGHeroInfo(); heroInfo.setHeroInfo(hero, artifact); heroInfo.setDataId(dataId, order); let attr = attrByHid.get(actorId); if(!attr) continue; let attribute = attr.getAttributesToString(); heroInfo.setAttribute(attribute); newLineup.push(heroInfo); } } let lineupCe = heroes.reduce((pre, cur) => pre + cur.ce, 0); updateParam.lineup = newLineup; updateParam.lineupCe = lineupCe; } const team = await GVGTeamModel.saveTeam(roleId, index, updateParam, { roleName, serverId, leagueCode, leagueName, durability, maxDurability: durability }); if (!team) { return resResult(STATUS.GVG_SAVE_TEAM_FAILED); } return resResult(STATUS.SUCCESS, { curTeam: pick(team, ['teamCode', 'index', 'head', 'frame', 'spine', 'lineup']) }); } // 获取城池信息 async getCity(msg: { cityId: number }, session: BackendSession) { const guildCode = session.get('guildCode'); const { cityId } = msg; let { configId, period } = getGVGPeriodData(); let { startFightTime, endFightTime } = getFightTimeByPeriod(period); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); const city = await GVGCityModel.findOne({ configId, cityId }).lean(); const { guardLeague: leagueCode = '', guardLeagueName: name = '', guardLeagueIcon: icon = 0, players } = city; let ourTeamCnt = 0, oppTeamCnt = 0; for(let { leagueCode, teamCnt } of players) { myLeague.leagueCode == leagueCode? (ourTeamCnt+= teamCnt): (oppTeamCnt += teamCnt); } return resResult(STATUS.SUCCESS, { cityId, guardLeague: { leagueCode, name, icon }, guardStartTime: startFightTime - 3 * 60,// TODO 进系统参数表 startTime: startFightTime, endTime: endFightTime, ourTeamCnt, oppTeamCnt, }); } // 进入城池之前的检查 async checkMyTeam(msg: { cityId: number }, session: BackendSession) { const roleId = session.get('roleId'); const { cityId } = msg; let hasSettled = false, otherCityId = 0; const teams = await GVGTeamModel.findByRole(roleId, 'cityId'); // 玩家队伍信息中城池id不一致,说明玩家已经进入了其他城池 for(let { cityId: teamCityId } of teams) { if(teamCityId > 0 && teamCityId != cityId) { hasSettled = true; otherCityId = teamCityId; break; } } return resResult(STATUS.SUCCESS, { hasSettled, cityId: otherCityId }); } // 进入城池 async enterCity(msg: { cityId: number }, session: BackendSession) { const roleId = session.get('roleId'); const roleName = session.get('roleName'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); const { cityId } = msg; let { configId, period } = getGVGPeriodData(); // if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); // TODO 测试临时注 let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); // 初始化本城池的守擂机器人 await initRobots(configId, groupId, serverType, cityId); let teams = await GVGTeamModel.findByRole(roleId, '-_id'); // 每赛季初自己的几支队伍恢复耐久、城市、顺便更新一下自己的玩家名、联军 let updateArr: GVGTeamUpdate[] = [], originCityId = 0; for(let team of teams) { if(team.configId != configId) { let { teamCode, maxDurability } = team; updateArr.push({ teamCode, durability: maxDurability, cityId: 0, areaId: 0, pointId: 0, roleName, guildCode, leagueCode: myLeague.leagueCode, leagueName: myLeague.name, groupId, serverType }); } if(team.cityId) originCityId = team.cityId; } if(updateArr.length > 0) teams = await GVGTeamModel.refreshByConfig(roleId, updateArr); // 检测是否已经在城池中,玩家不在这个城池中时进行处理 if (originCityId != cityId) { let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId); if(gvgUserData?.cityId > 0) { // 如果leaveCity没有退出成功,玩家还遗留在上一座城中,做一下处理 await GVGCityModel.decreasePlayer(configId, groupId, serverType, gvgUserData.cityId, roleId); } const roleTeamCnt = await GVGTeamModel.getTeamCntByRole(roleId); let city = await GVGCityModel.increasePlayer(configId, groupId, serverType, cityId, roleId, myLeague.leagueCode, roleTeamCnt); if(!city) return resResult(STATUS.GVG_BATTLE_CITY_FULL); gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId); let areaId = getBirthAreaOfCity(city, myLeague.leagueCode); await GVGTeamModel.enterCity(roleId, cityId, areaId, groupId, serverType); teams = await GVGTeamModel.findByRole(roleId, '-_id'); // 更新内存队伍信息 let teamObj = getGVGBattleData(groupId, serverType); teamObj.enterCity(teams); } const recs = await GVGRecModel.findByCity(cityId, configId); const teamResult = teams.map(team => new MyTeamInfo(team)); return resResult(STATUS.SUCCESS, { cityId, ranks: [], // ! redis 中积分排行榜 recs, teams: teamResult, }); } // 离开城池 async leaveCity(msg: { cityId: number }, session: BackendSession) { const roleId = session.get('roleId'); const guildCode = session.get('guildCode'); const serverId = session.get('serverId'); const { cityId } = msg; let { configId, period } = getGVGPeriodData(); let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); // 检测是否已经在城池中 let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId); if (!gvgUserData) { return resResult(STATUS.GVG_USER_NOT_FOUND); } if (gvgUserData.cityId != cityId) { return resResult(STATUS.GVG_USER_NOT_IN_CITY); } const city = await GVGCityModel.decreasePlayer(configId, groupId, serverType, cityId, roleId); if (!city) { return resResult(STATUS.GVG_CITY_NOT_FOUND); } // 更新玩家城池和队伍城池 gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, 0); await GVGTeamModel.enterCity(roleId, 0, 0, groupId, serverType); // 处理内存数据 let teamObj = getGVGBattleData(groupId, serverType); teamObj.leaveCity(roleId); return resResult(STATUS.SUCCESS); } // 获取区域上的队伍 async getAreaTeams(msg: { cityId: number, areaIds: number[] }, session: BackendSession) { const serverId = session.get('serverId'); const { cityId, areaIds } = msg; if(!checkAreaIsInCity(cityId, areaIds)) return resResult(STATUS.GVG_AREA_NOT_IN_CITY); let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let serverNames = await getAllServerName(); let teamObj = getGVGBattleData(groupId, serverType); let result: GVGAreaInMap[] = []; for(let areaId of areaIds) { let teams = teamObj.findTeamsByArea(areaId); let spines = teams.map(team => new GVGTeamSpineInMap(team, serverNames)); result.push({ areaId, spines }) } return resResult(STATUS.SUCCESS, { cityId, areas: result }); } // 点击自己的编队获取区域列表 async getAreaOfMyTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const { cityId, teamCode } = msg; let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let myTeam = await GVGTeamModel.findByTeamCode(roleId, teamCode); if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND); if(myTeam.cityId != cityId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY); let teams = await GVGTeamModel.findByAreaId(groupId, serverType, cityId, myTeam.areaId); let points: GVGTeamInListOnPoint[] = [], players: GVGTeamInList[] = []; let pointIds = gameData.gvgPointByAreaId.get(myTeam.areaId)||[]; console.log('#### teams', teams, teams.length); for(let pointId of pointIds) { let team = teams.find(cur => cur.pointId == pointId); console.log('#### point', pointId, team); let obj = new GVGTeamInListOnPoint(pointId, !!team, team); points.push(obj); } for(let team of teams) { if(team.pointId == 0) { let obj = new GVGTeamInList(team); players.push(obj); } } return resResult(STATUS.SUCCESS, { cityId, areaId: myTeam.areaId, points, players }); } // 开始移动 // areaId: 要移动的目标据点 id async startMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const { areaId, cityId, teamCode } = msg; let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let team = await GVGTeamModel.findByTeamCode(roleId, teamCode); let checkResult = checkMoveStatus(team, cityId, areaId); if(checkResult.code != 0) return resResult(checkResult); team = await GVGTeamModel.startMove(teamCode, areaId, team.areaId); // 更新内存数据 let teamObj = getGVGBattleData(groupId, serverType); teamObj.move(teamCode, areaId, team.fromAreaId, team.startMoveTime, team.stopMoveTime); return resResult(STATUS.SUCCESS, { areaId, cityId, stopMoveTime: team.stopMoveTime }); } // 停止移动 // areaId: 移动到的目标据点 id async stopMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const { areaId, cityId, teamCode } = msg; let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let team = await GVGTeamModel.findByTeamCode(roleId, teamCode); if(!team) return resResult(STATUS.GVG_BATTLE_TEAM_NOT_FOUND); if(team.cityId != cityId && team.areaId != areaId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY); team = await GVGTeamModel.stopMove(teamCode, areaId); // 更新内存数据 let teamObj = getGVGBattleData(groupId, serverType); teamObj.move(teamCode, areaId, 0, team.startMoveTime, team.stopMoveTime); return resResult(STATUS.SUCCESS, { areaId, cityId, curTeam: team }); } // 队伍入驻积分点 async teamSettle(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) { const serverId = session.get('serverId'); const { pointId, teamCode } = msg; const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { pointId }).lean(); let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let teamObj = getGVGBattleData(groupId, serverType); teamObj.teamSettle(teamCode, pointId); return resResult(STATUS.SUCCESS, { curTeam }); } // 队伍离开积分点 async teamLeave(msg: any, session: BackendSession) { return resResult(STATUS.SUCCESS); } // 队伍开始攻击 // teamCode: 攻击方队伍 // oppoTeamCode: 防守方队伍 async battleStart(msg: { cityId: number, teamCode: string, oppoTeamCode: string, pointId: number }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const { teamCode, oppoTeamCode } = msg; let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode); if(!attackTeam || !defenseTeam) return resResult(STATUS.GVG_BATTLE_TEAM_INVALID); if(attackTeam.attackTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_ATTACKING); if(defenseTeam.defenseTime > nowSeconds() || defenseTeam.lockTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_DEFENSEING); if(attackTeam.durability <= 0) return resResult(STATUS.GVG_ATTACK_TEAM_BROKEN); if(defenseTeam.durability <= 0) return resResult(STATUS.GVG_DEFENSE_TEAM_BROKEN); const battleRecord = await GVGBattleRecModel.createRec(attackTeam, defenseTeam); attackTeam = await GVGTeamModel.battleStartLockAttack(teamCode); defenseTeam = await GVGTeamModel.battleStartLockDefense(oppoTeamCode, teamCode); // 内存处理 let teamObj = getGVGBattleData(groupId, serverType); teamObj.setTime(teamCode, attackTeam); teamObj.setTime(teamCode, defenseTeam); return resResult(STATUS.SUCCESS, { battleCode: battleRecord.battleCode, curTeam: attackTeam }); } // 队伍停止攻击 async battleEnd(msg: { cityId: number, battleCode: string, isSuccess: boolean }, session: BackendSession) { const serverId = session.get('serverId'); const { cityId, battleCode, isSuccess } = msg; let { configId, period } = getGVGPeriodData(); const record = await GVGBattleRecModel.findByBattleCode(battleCode); if(!record) return resResult(STATUS.GVG_BATTLEREC_NOT_FOUND); let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(record.attackTeam.teamCode, record.defenseTeam.teamCode); if(defenseTeam.attackTeam != attackTeam.teamCode) return resResult(STATUS.GVG_LOCK_TIME_OUT) let groupId = await getGroupIdOfServer(serverId); let serverType = await getGVGServerType(serverId); let city = await GVGCityModel.findByCityId(configId, groupId, serverType, cityId); if (!city) return resResult(STATUS.GVG_CITY_NOT_FOUND); // 计算并更新两支队伍耐久 let { win, fail } = gameData.gvgBattleDurabilityMinus; attackTeam = await GVGTeamModel.battleEndAttack(attackTeam.teamCode, isSuccess? -win: -fail, calBattleScoreByCe(isSuccess, attackTeam.lineupCe), calLeagueScore(defenseTeam)); defenseTeam = await GVGTeamModel.battleEndDefense(defenseTeam.teamCode, isSuccess? -fail: -win, calBattleScoreByCe(isSuccess, defenseTeam.lineupCe)); if(attackTeam.durability <= 0) attackTeam = await teamBreak(city, attackTeam); if(defenseTeam.durability <= 0) defenseTeam = await teamBreak(city, defenseTeam); // ! 推送战斗结果给对手队伍 // const channel = this.channelService.getChannel(teamCode, false); // if (!!channel) { // channel.pushMessage('onBattleResult', { isSuccess }); // } if(!defenseTeam.isRobot) { sendMessageToUserWithSuc(defenseTeam.roleId, PUSH_ROUTE.GVG_TEAM_ATTACKED, { cityId, areaId: defenseTeam.areaId, teams: [defenseTeam] }); } return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(attackTeam) }); } // 使用道具 // teamCode: 要使用道具的队伍 async useItem(msg: { cityId: number, itemId: number, teamCode: string }, session: BackendSession) { const { itemId, teamCode } = msg; // ! 检查道具是否存在 // ! 检查道具是否可以使用在该队伍 const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean(); // ! 根据 item 使用效果更新 team return resResult(STATUS.SUCCESS, { team }); } // 复活队伍 async reviveTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) { const { teamCode } = msg; // ! 检查该队伍是否可以复活,可以的话更新队伍状态 const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean(); // 更新成功返回队伍信息 return resResult(STATUS.SUCCESS, { team }); } // 获取战报 // type: 战报类型 async getRecs(msg: { type: number }, session: BackendSession) { const { type } = msg; // 根据 type 获取战报 const recs = await GVGRecModel.find({ type }).limit(20).lean(); return resResult(STATUS.SUCCESS, { recs }); } // 获取概况 async getOverview(msg: {}, session: BackendSession) { const cities = await GVGCityModel.find({}).lean(); // ! 重新组织每个城市的数据,添加据点和积分点的信息 return resResult(STATUS.SUCCESS, { cities }); } }