import { GVGCityType } from './../../../db/GVGCity'; import { GVGRecModel } from '../../../db/GVGRec'; import { LeagueGood } from '../../../domain/gvgField/returnData'; import { GVGTeamModel, GVGTeamType } from '../../../db/GVGTeam'; import { GVGUserDataModel } from '../../../db/GVGUserData'; import { GVGCityModel } from '../../../db/GVGCity'; import { Application, BackendSession, ChannelService, HandlerService } from "pinus"; import { DEBUG_MAGIC_WORD, GVG_PERIOD, STATUS } from "../../../consts"; import { LineupHero } from "../../../domain/roleField/hero"; import { resResult, genCode } from "../../../pubUtils/util"; import { GVGLeagueModel } from '../../../db/GVGLeague'; import { checkGVGPeriod, getGroupIdOfServer, getGVGConfig, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService'; import { checkMoveStatus, getBirthAreaOfCity, initRobots } from '../../../services/gvg/gvgBattleService'; import { getGVGBattleData } from '../../../services/gvg/gvgBattleMemory'; import { nowSeconds } from '../../../pubUtils/timeUtil'; import { GVGBattleRecModel } from '../../../db/GVGBattleRec'; 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) { } // 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: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) { if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const roleId = session.get('roleId'); const guildCode = session.get('guildCode'); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); const { index, head, frame, spine, lineup } = msg; const team = await GVGTeamModel.saveTeam(roleId, myLeague.leagueCode, index, head, frame, spine, lineup); if (!team) { return resResult(STATUS.GVG_SAVE_TEAM_FAILED); } return resResult(STATUS.SUCCESS, { teams: [ team.teamCode ] }); } // 获取城池信息 async getCity(msg: { cityId: number }, session: BackendSession) { const guildCode = session.get('guildCode'); const { cityId } = msg; let { configId } = getGVGPeriodData(); 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 } = city; const { battleTime: startTime, scheduleTime } = getGVGConfig(); const cityTeamCnt = await GVGTeamModel.getTeamCntByCity(cityId); const leagueTeamCnt = await GVGTeamModel.getTeamCntByCity(cityId, myLeague.leagueCode); return resResult(STATUS.SUCCESS, { cityId, guardLeague: { leagueCode, name, icon }, startTime, endTime: scheduleTime, // ! endTime 修正 ourTeamCnt: leagueTeamCnt, oppTeamCnt: cityTeamCnt - leagueTeamCnt, // ! 总数是否直接存储在城池中,或有其它更好的方案 }); } // 进入城池之前的检查 async checkMyTeam(msg: { cityId: number }, session: BackendSession) { if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const roleId = session.get('roleId'); const { cityId } = msg; const resData = {}; const teams = await GVGTeamModel.findByRole(roleId); // 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 if (teams && teams.length > 0 && teams[0].cityId && teams[0].cityId !== cityId) { resData['hasSettled'] = true; resData['cityId'] = teams[0].cityId; } return resResult(STATUS.SUCCESS, resData); } // 进入城池 async enterCity(msg: { cityId: number }, session: BackendSession) { if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const roleId = session.get('roleId'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); const { cityId } = msg; let { configId } = getGVGPeriodData(); 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); await initRobots(groupId, serverType, cityId); let city: GVGCityType = await GVGCityModel.findByCityId(configId, groupId, serverType, cityId); let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId); if (!gvgUserData) { return resResult(STATUS.GVG_USER_NOT_FOUND); } let teams: GVGTeamType[] = []; // 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 (gvgUserData.cityId !== cityId) { 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); } city = await GVGCityModel.increasePlayer(configId, groupId, serverType, cityId, roleId, myLeague.leagueCode); if(!city) return resResult(STATUS.GVG_BATTLE_CITY_FULL); gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId); // 更新内存队伍信息 let areaId = getBirthAreaOfCity(city, myLeague.leagueCode); await GVGTeamModel.enterCity(roleId, cityId, areaId, groupId, serverType); teams = await GVGTeamModel.findByRole(roleId); let teamObj = getGVGBattleData(groupId, serverType); teamObj.enterCity(teams); } if (!teams || teams.length === 0) { teams = await GVGTeamModel.findByRole(roleId); } const recs = await GVGRecModel.findByCity(cityId, configId); return resResult(STATUS.SUCCESS, { cityId, ranks: [], // ! redis 中积分排行榜 recs, teams, }); } // 离开城池 async leaveCity(msg: { cityId: number }, session: BackendSession) { if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const roleId = session.get('roleId'); const guildCode = session.get('guildCode'); const serverId = session.get('serverId'); const { cityId } = msg; let { configId } = 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); } // 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); // 更新内存数据 let teamObj = getGVGBattleData(groupId, serverType); teamObj.move(teamCode, areaId, 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, 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()) return resResult(STATUS.GVG_TEAM_DEFENSEING); const battleRecord = await GVGBattleRecModel.createRec(attackTeam, defenseTeam); attackTeam = await GVGTeamModel.lockAttack(teamCode, groupId, serverType); defenseTeam = await GVGTeamModel.lockDefense(oppoTeamCode, groupId, serverType); // 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 { battleCode, isSuccess } = msg; const record = await GVGBattleRecModel.findByBattleCode(battleCode); if(!record) return resResult(STATUS.GVG_BATTLEREC_NOT_FOUND); const teamCode = ''; const leagueGoods: LeagueGood[] = null; // ! 计算并更新两支队伍耐久 const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean(); // ! 推送战斗结果给对手队伍 // const channel = this.channelService.getChannel(teamCode, false); // if (!!channel) { // channel.pushMessage('onBattleResult', { isSuccess }); // } // ! 结算奖励 if (isSuccess) { // ! 更新 leagueGoods } return resResult(STATUS.SUCCESS, { curTeam, leagueGoods }); } // 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 }); } // 获取区域上的队伍 async getAreaTeams(msg: { cityId: number, areaIds: [number] }, session: BackendSession) { const { cityId, areaIds } = msg; const queryParam = {}; areaIds.forEach(areaId => { queryParam[areaId] = [{ $match: { areaId, cityId } }, { $limit: 20 }]; }); const teams = await GVGTeamModel.aggregate([ { $facet: queryParam }, ]); return resResult(STATUS.SUCCESS, { teams }); } }