import { GVGRecModel, GVGRecType } from '../../../db/GVGRec'; import { GVGAreaInMap, GVGTeamInList, GVGTeamInListOnPoint, GVGTeamSpineInMap, LeagueGood, MyTeamInfo, MyTeamSimpleInfo } from '../../../domain/gvgField/returnData'; import { GVGTeamModel, GVGTeamType, GVGTeamUpdate } from '../../../db/GVGTeam'; import { GVGUserDataModel } from '../../../db/GVGUserData'; import { GVGCityModel, GVGCityType } from '../../../db/GVGCity'; import { Application, BackendSession, ChannelService, HandlerService, pinus } from "pinus"; import { resResult, genCode, getRandSingleEelm } from "../../../pubUtils/util"; import { GVGLeagueModel } from '../../../db/GVGLeague'; import { getGroupKey, getGVGConfig, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService'; import { redisAddBattleScore, battleEndSendMessage, calBattleScoreByCe, checkAreaIsInCity, checkGVGBattleStart, checkMoveStatus, getBattleRanksByCity, getBirthAreaOfCity, getGVGWarId, getOppHeroes, getTechKnifeHurt, getTechReviveMinus, initRobots, pushTeamMoveMessage, getAllGVGCitiesInfo, leaveCity, refreshTeams, checkEnterCityTime, generNewLineup, getBattleRank, checkSettleStatus, getSpineCnt, getPlayerRanksByCity, getPlayerSettleRanksByCity, checkGVGLineupWhenSave } from '../../../services/gvg/gvgBattleService'; import { getGVGBattleData } from '../../../services/memoryCache/gvgBattleData'; import { GVGBattleRecModel } from '../../../db/GVGBattleRec'; import { getFightTimeByPeriod } from '../../../services/gvg/gvgFightService'; import { gameData, getReviveGold } from '../../../pubUtils/data'; import { getAllServerName } from '../../../services/redisService'; import { checkBattleHeroesByHid } from '../../../services/normalBattleService'; import { SaveTeamParam, SaveTeamUpdateParam } from '../../../domain/gvgField/gvgDb'; import { GVG_AREA_TYPE, GVG_ATTACK_TYPE, GVG_ITEM, GVG_PERIOD, GVG_POINT_TYPE, GVG_REC_TYPE, ITEM_CHANGE_REASON, LEAGUE_MANAGE_TYPE, PUSH_ROUTE, REDIS_KEY, STATUS } from '../../../consts'; import { addRoleToAreaChannel, addRoleToAreaTeamChannel, addRoleToGVGCityChannel, leaveGVGAreaChannel, leaveGVGAreaTeamChannel, leaveGVGCityTeamChannel } from '../../../services/chatChannelService'; import { nowSeconds } from '../../../pubUtils/timeUtil'; import { GVGUserItemModel } from '../../../db/GVGUserItem'; import { handleGVGCost } from '../../../services/gvg/gvgItemService'; import { getGoldObject, handleCost } from '../../../services/role/rewardService'; import { GVGCityAreaPointModel } from '../../../db/GVGCityAreaPoint'; import { Rank } from '../../../services/rankService'; import { LeagueRankInfo, RoleRankInfo } from '../../../domain/rank'; import { addBattleEndRec } from '../../../services/gvg/gvgRecService'; import { RoleModel } from '../../../db/Role'; import { EXTERIOR, GVG } from '../../../pubUtils/dicParam'; import { sendMessageToGuildWithSuc, sendMessageToGVGAreaByTeamWithSuc, sendMessageToUserWithSuc } from '../../../services/pushService'; import { checkLeagueAuth } from '../../../services/gvg/gvgTeamService'; import { GVGLeaguePrepareModel } from '../../../db/GVGLeaguePrepare'; 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'); let { configId } = getGVGConfig(); const teams = await GVGTeamModel.findByRole(roleId, '-_id teamCode index head frame spine lineup combo confirmConfigId') return resResult(STATUS.SUCCESS, { teams: teams.map(team => new MyTeamSimpleInfo(team, configId)) }); } // 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 { cityId, index, head, spine, frame, lineup, combo } = msg; let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let checkLineupResult = await checkGVGLineupWhenSave(roleId, index, lineup); if(checkLineupResult.code != 0) return resResult(checkLineupResult); 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 groupKey = await getGroupKey(serverId); let role = await RoleModel.findByRoleId(roleId, 'lv title'); let updateParam: SaveTeamUpdateParam = { index, head, spine, frame, roleName, serverId, leagueCode, leagueName, lv: role.lv, title: role.title } if(lineup) { let hids: number[] = []; for(let { actorId, subHid } of lineup) { hids.push(actorId); if(subHid) hids.push(subHid); } let { isOK, heroes } = await checkBattleHeroesByHid(roleId, hids); if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND); let { newLineup, newLineupCe } = await generNewLineup(roleId, heroes, lineup); updateParam.lineup = newLineup; updateParam.lineupCe = newLineupCe; } let originTeam = await GVGTeamModel.findByRoleAndIndex(roleId, index, 'cityId'); if(!originTeam && cityId > 0) { let city = await GVGCityModel.increaseTeam(configId, groupKey, cityId, roleId); updateParam.cityId = cityId; updateParam.areaId = getBirthAreaOfCity(city, leagueCode) } if(combo) updateParam.combo = combo; const team = await GVGTeamModel.saveTeam(roleId, index, updateParam, { configId, groupKey, durability, maxDurability: durability }); if (!team) { return resResult(STATUS.GVG_SAVE_TEAM_FAILED); } if(cityId > 0) { let teamObj = getGVGBattleData(groupKey); teamObj.enterCity(team); } return resResult(STATUS.SUCCESS, { curTeam: new MyTeamSimpleInfo(team, configId) }); } // 确认我的编队信息 async confirmTeam(msg: {}, session: BackendSession) { const roleId = session.get('roleId'); const guildCode = session.get('guildCode'); const serverId = session.get('serverId'); let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let groupKey = await getGroupKey(serverId); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let teams = await refreshTeams(configId, groupKey, roleId, myLeague, true); return resResult(STATUS.SUCCESS, { teams: teams.map(team => new MyTeamSimpleInfo(team, configId)) }); } // 获取城池信息 async getCity(msg: { cityId: number }, session: BackendSession) { const serverId = session.get('serverId'); 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); let groupKey = await getGroupKey(serverId); let guardCity = await GVGCityModel.findByCityId(configId + 1, groupKey, cityId); if(!guardCity) guardCity = await GVGCityModel.findByCityId(configId, groupKey, cityId); const { guardLeague: leagueCode = '', guardLeagueName: name = '', guardLeagueIcon: icon = 0, players = [] } = guardCity||{}; 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 - GVG.GVG_GUARD_START_TIME, 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 serverId = session.get('serverId'); const guildCode = session.get('guildCode'); const { cityId } = msg; let hasSettled = false, otherCityId = 0; let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let groupKey = await getGroupKey(serverId); let teams = await refreshTeams(configId, groupKey, roleId, myLeague, false); // 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 sid = session.get('sid'); 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); let groupKey = await getGroupKey(serverId); let city = await GVGCityModel.findByCityId(configId, groupKey, cityId); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); if(!checkEnterCityTime(city, myLeague.leagueCode)) return resResult(STATUS.GVG_NOT_ENTER_CITY_TIME); // 初始化本城池的守擂机器人 await initRobots(configId, groupKey, city||{ cityId, guardLeague: '' }); // 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 teams = await refreshTeams(configId, groupKey, roleId, myLeague, true); if(await GVGTeamModel.checkLockTeam(roleId, cityId)) return resResult(STATUS.GVG_BATTLE_TEAM_LOCK_ENTERY_CITY); let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId); let originCityId = gvgUserData?.cityId||0; // 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) { 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 leaveCity(true, roleId, serverId, guildCode, myLeague); } const roleTeamCnt = await GVGTeamModel.getTeamCntByRole(roleId); city = await GVGCityModel.increasePlayer(configId, groupKey, cityId, roleId, myLeague.leagueCode, roleTeamCnt); if(!city) return resResult(STATUS.GVG_BATTLE_CITY_FULL); gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId); } let teamResult: MyTeamInfo[] = []; for(let team of teams) { // 有可能多个编队有的在城池中(驻守),有点不在(新编) let originCityId = team.cityId||0; if(originCityId == cityId) { teamResult.push(new MyTeamInfo(team)); continue; }; let areaId = getBirthAreaOfCity(city, myLeague.leagueCode); team = await GVGTeamModel.enterCity(team.teamCode, cityId, areaId, groupKey); if(!team) continue; // 更新内存队伍信息 let teamObj = getGVGBattleData(groupKey); teamObj.enterCity(team); teamResult.push(new MyTeamInfo(team)) } const { ranks, myRank } = await getBattleRanksByCity(configId, groupKey, cityId, myLeague); const { ranks: memberRanks, myRank: myMemberRank } = await getPlayerRanksByCity(configId, groupKey, cityId, roleId); const { ranks: memberSettleRanks, myRank: myMemberSettleRank } = await getPlayerSettleRanksByCity(configId, groupKey, cityId, roleId); const recs = await GVGRecModel.findBattleRecByRole(configId, roleId, myLeague.leagueCode, 5); await leaveGVGCityTeamChannel(roleId, sid); await addRoleToGVGCityChannel(roleId, groupKey, cityId, sid); return resResult(STATUS.SUCCESS, { cityId, ranks, myRank, memberRanks, myMemberRank, memberSettleRanks, myMemberSettleRank, recs, teams: teamResult, }); } // 离开城池 async leaveCity(msg: { cityId: number }, session: BackendSession) { const roleId = session.get('roleId'); const sid = session.get('sid'); const guildCode = session.get('guildCode'); const serverId = session.get('serverId'); const { cityId } = msg; let { configId, period } = getGVGPeriodData(); // 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); } // 更新玩家城池和队伍城池 await leaveCity(false, roleId, serverId, guildCode, myLeague); await leaveGVGAreaChannel(roleId, sid); await leaveGVGAreaTeamChannel(roleId, sid); await leaveGVGCityTeamChannel(roleId, sid); return resResult(STATUS.SUCCESS); } // 获取区域上的队伍 async getAreaTeams(msg: { cityId: number, areaIds: number[] }, session: BackendSession) { const roleId = session.get('roleId'); const sid = session.get('sid'); const serverId = session.get('serverId'); const { cityId, areaIds } = msg; if(!checkAreaIsInCity(cityId, areaIds)) return resResult(STATUS.GVG_AREA_NOT_IN_CITY); let groupKey = await getGroupKey(serverId); let serverNames = await getAllServerName(); let teamObj = getGVGBattleData(groupKey); let result: GVGTeamSpineInMap[] = []; let spineCnt = await getSpineCnt(); for(let areaId of areaIds) { let teams = teamObj.findTeamsByArea(areaId, spineCnt); for(let team of teams) { result.push(new GVGTeamSpineInMap(team, serverNames)) } } // 加入频道 await leaveGVGAreaChannel(roleId, sid); await addRoleToAreaChannel(roleId, groupKey, areaIds, sid); return resResult(STATUS.SUCCESS, { cityId, spines: 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 sid = session.get('sid'); const serverId = session.get('serverId'); const { cityId, teamCode } = msg; let groupKey = await getGroupKey(serverId); let { configId } = getGVGPeriodData(); let myTeam = await GVGTeamModel.findMyTeamByCode(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(configId, groupKey, cityId, myTeam.areaId); let points: GVGTeamInListOnPoint[] = [], players: GVGTeamInList[] = []; let pointIds = gameData.gvgPointByAreaId.get(myTeam.areaId)||[]; for(let pointId of pointIds) { let dicPoint = gameData.gvgAreaPoint.get(pointId); let team = teams.find(cur => cur.pointId == pointId); if(!team && dicPoint.type != GVG_POINT_TYPE.ROBOT) continue; 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); } } await leaveGVGAreaTeamChannel(roleId, sid); await addRoleToAreaTeamChannel(roleId, groupKey, myTeam.areaId, sid); 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 sid = session.get('sid'); const serverId = session.get('serverId'); const { areaId, cityId, teamCode } = msg; let groupKey = await getGroupKey(serverId); let team = await GVGTeamModel.findMyTeamByCode(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(groupKey); teamObj.move(teamCode, areaId, team.fromAreaId, team.startMoveTime, team.stopMoveTime); await leaveGVGAreaTeamChannel(roleId, sid); await addRoleToAreaTeamChannel(roleId, groupKey, areaId, sid); await pushTeamMoveMessage(team); return resResult(STATUS.SUCCESS, { areaId, cityId, stopMoveTime: team.stopMoveTime, moveCdTime: team.moveCdTime }); } // 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 sid = session.get('sid'); const serverId = session.get('serverId'); const { areaId, cityId, teamCode } = msg; let groupKey = await getGroupKey(serverId); let team = await GVGTeamModel.findMyTeamByCode(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(groupKey); teamObj.move(teamCode, areaId, 0, team.startMoveTime, team.stopMoveTime); return resResult(STATUS.SUCCESS, { areaId, cityId, curTeam: new MyTeamInfo(team) }); } // 队伍入驻积分点 async teamSettle(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const { cityId, areaId, pointId, teamCode } = msg; let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let groupKey = await getGroupKey(serverId); let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode); if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND); let checkResult = checkSettleStatus(myTeam); if(checkResult.code != 0) return resResult(checkResult); let dicAreaPoint = gameData.gvgAreaPoint.get(pointId); if(dicAreaPoint.areaId != myTeam.areaId) return resResult(STATUS.GVG_POINT_NOT_AREA); if(dicAreaPoint.type != GVG_POINT_TYPE.ROBOT) return resResult(STATUS.GVG_POINT_TYPE_ERR); let point = await GVGCityAreaPointModel.settlePoint(cityId, areaId, pointId, myTeam); if(!point) return resResult(STATUS.GVG_POINT_HAS_SETTLED); const curTeam = await GVGTeamModel.settlePoint(teamCode, pointId); let teamObj = getGVGBattleData(groupKey); teamObj.teamSettle(roleId, teamCode, pointId); // addTeamSettleRec(curTeam); await sendMessageToGVGAreaByTeamWithSuc(groupKey, curTeam.areaId, PUSH_ROUTE.GVG_AREA_POINT_CHANGE, { cityId: curTeam.cityId, areaId: curTeam.areaId, targetPointId: pointId, originPointId: myTeam.pointId, point: new GVGTeamInListOnPoint(curTeam.pointId, true, curTeam) }); return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(curTeam) }); } // 队伍离开积分点 async teamLeave(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const { pointId, teamCode } = msg; let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let groupKey = await getGroupKey(serverId); let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode); if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND); let checkResult = checkSettleStatus(myTeam); if(checkResult.code != 0) return resResult(checkResult); let dicAreaPoint = gameData.gvgAreaPoint.get(pointId); if(dicAreaPoint.areaId != myTeam.areaId) return resResult(STATUS.GVG_POINT_NOT_AREA); const curTeam = await GVGTeamModel.settlePoint(teamCode, 0); await GVGCityAreaPointModel.leavePoint(configId, groupKey, teamCode); let teamObj = getGVGBattleData(groupKey); teamObj.teamSettle(roleId, teamCode, 0); await sendMessageToGVGAreaByTeamWithSuc(groupKey, curTeam.areaId, PUSH_ROUTE.GVG_AREA_POINT_CHANGE, { cityId: curTeam.cityId, areaId: curTeam.areaId, targetPointId: pointId, originPointId: myTeam.pointId, point: new GVGTeamInListOnPoint(curTeam.pointId, true, curTeam) }); return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(curTeam) }); } // 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 { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let { startFightTime, endFightTime } = getFightTimeByPeriod(period); if(startFightTime > nowSeconds()) return resResult(STATUS.GVG_NOT_BATTLE_TIME); if(endFightTime < nowSeconds()) return resResult(STATUS.GVG_BATTLE_IS_END); let groupKey = await getGroupKey(serverId); let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode); let checkStatus = checkGVGBattleStart(roleId, attackTeam, defenseTeam); if(checkStatus.code != 0) return resResult(checkStatus); const warId = getGVGWarId(defenseTeam); const battleRecord = await GVGBattleRecModel.createRec(configId, groupKey, warId, attackTeam, defenseTeam); attackTeam = await GVGTeamModel.battleStartLockAttack(teamCode); defenseTeam = await GVGTeamModel.battleStartLockDefense(oppoTeamCode, teamCode); // 内存处理 let teamObj = getGVGBattleData(groupKey); teamObj.setTime(attackTeam.teamCode, attackTeam); teamObj.setTime(defenseTeam.teamCode, defenseTeam); let heroes = getOppHeroes(warId, defenseTeam.isRobot, defenseTeam.lineup) return resResult(STATUS.SUCCESS, { battleCode: battleRecord.battleCode, warId, isRobot: defenseTeam.isRobot, heroes, combo: defenseTeam.combo, curTeam: new MyTeamInfo(attackTeam), oppTeam: new MyTeamInfo(defenseTeam) }); } // 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(); let { startFightTime, endFightTime } = getFightTimeByPeriod(period); if(startFightTime > nowSeconds()) return resResult(STATUS.GVG_NOT_BATTLE_TIME); if(endFightTime < nowSeconds()) return resResult(STATUS.GVG_BATTLE_IS_END); const record = await GVGBattleRecModel.findByBattleCode(battleCode); if(!record) return resResult(STATUS.GVG_BATTLEREC_NOT_FOUND); if(record.battleEndTime > 0) return resResult(STATUS.GVG_BATTLEREC_HAS_SUMMIT); let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(record.attackTeam.teamCode, record.defenseTeam.teamCode); let attackOriginId = attackTeam.pointId; if(defenseTeam.lockTeamCode != attackTeam.teamCode) return resResult(STATUS.GVG_LOCK_TIME_OUT) let groupKey = await getGroupKey(serverId); let city = await GVGCityModel.findByCityId(configId, groupKey, 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, getBirthAreaOfCity(city, attackTeam.leagueCode), await getTechReviveMinus(groupKey, configId, attackTeam.leagueCode)); defenseTeam = await GVGTeamModel.battleEndDefense(defenseTeam.teamCode, isSuccess? -fail: -win, getBirthAreaOfCity(city, defenseTeam.leagueCode), GVG.GVG_DEFAULT_DEFENSE_CD, await getTechReviveMinus(groupKey, configId, defenseTeam.leagueCode)); if(defenseTeam.curTeamBreak && defenseTeam.originPointId > 0 && !defenseTeam.isCatapult) { // 打败的对手原来占领着一个位置,现在这个位置是你的了 if(!attackTeam.curTeamBreak) { let settleResult = await GVGCityAreaPointModel.settlePoint(cityId, attackTeam.areaId, defenseTeam.originPointId, attackTeam, defenseTeam.isRobot? '': defenseTeam.teamCode); if(settleResult) attackTeam = await GVGTeamModel.settlePoint(attackTeam.teamCode, defenseTeam.originPointId); } else { await GVGCityAreaPointModel.leavePoint(configId, groupKey, defenseTeam.teamCode); } } if(attackTeam.curTeamBreak && attackTeam.originPointId) { await GVGCityAreaPointModel.leavePoint(configId, groupKey, attackTeam.teamCode); } if(defenseTeam.curTeamBreak) { let attackScore = calBattleScoreByCe(isSuccess, defenseTeam.lineupCe); let attackCurTeamBreak = attackTeam.curTeamBreak; attackTeam = await GVGTeamModel.addScore(attackTeam.teamCode, attackScore, 0); attackTeam.curTeamBreak = attackCurTeamBreak; await redisAddBattleScore(attackTeam, attackScore); } // 更新内存 let teamObj = getGVGBattleData(groupKey); teamObj.battleEnd([attackTeam, defenseTeam]); // 更新rec let rec = await GVGBattleRecModel.battleEnd(battleCode, isSuccess, attackTeam, defenseTeam); await battleEndSendMessage(groupKey, cityId, defenseTeam, {...attackTeam, originPointId: attackOriginId}, GVG_ATTACK_TYPE.PLAYER); addBattleEndRec(rec); return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(attackTeam), oppTeam: new MyTeamInfo(defenseTeam) }); } // 使用道具 // teamCode: 要使用道具的队伍 async useItem(msg: { cityId: number, itemId: number, teamCode: string, oppoTeamCode: string }, session: BackendSession) { const roleId = session.get('roleId'); const sid = session.get('sid'); const guildCode = session.get('guildCode'); const serverId = session.get('serverId'); const { cityId, itemId, teamCode, oppoTeamCode } = msg; if(itemId != GVG_ITEM.KNIFE) return resResult(STATUS.GVG_ITEM_CANNOT_USE); let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let groupKey = await getGroupKey(serverId); let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode); let attackOriginId = attackTeam.pointId; let checkStatus = checkGVGBattleStart(roleId, attackTeam, defenseTeam); if(checkStatus.code != 0) return resResult(checkStatus); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let costResult = await handleGVGCost(roleId, myLeague.leagueCode, sid, [{ id: GVG_ITEM.KNIFE, count: 1 }], [], ITEM_CHANGE_REASON.GVG_USE_ITEM); if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH); let city = await GVGCityModel.findByCityId(configId, groupKey, cityId); if (!city) return resResult(STATUS.GVG_CITY_NOT_FOUND); let hurt = await getTechKnifeHurt(configId, attackTeam.leagueCode); defenseTeam = await GVGTeamModel.battleEndDefense(oppoTeamCode, -hurt, getBirthAreaOfCity(city, defenseTeam.leagueCode), 0, await getTechReviveMinus(groupKey, configId, defenseTeam.leagueCode)); if(defenseTeam.curTeamBreak && defenseTeam.originPointId > 0 && !defenseTeam.isCatapult) { // 打败的对手原来占领着一个位置,现在这个位置是你的了 if(!attackTeam.curTeamBreak) { let settleResult = await GVGCityAreaPointModel.settlePoint(cityId, attackTeam.areaId, defenseTeam.originPointId, attackTeam, defenseTeam.isRobot? '': defenseTeam.teamCode); if(settleResult) attackTeam = await GVGTeamModel.settlePoint(attackTeam.teamCode, defenseTeam.originPointId); } else { await GVGCityAreaPointModel.leavePoint(configId, groupKey, defenseTeam.teamCode); } } if(defenseTeam.curTeamBreak) { let attackScore = calBattleScoreByCe(true, defenseTeam.lineupCe); await redisAddBattleScore(attackTeam, attackScore); } // 更新内存 let teamObj = getGVGBattleData(groupKey); teamObj.battleEnd([attackTeam, defenseTeam]); await battleEndSendMessage(groupKey, cityId, defenseTeam, {...attackTeam, originPointId: attackOriginId}, GVG_ATTACK_TYPE.KNIFE); return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(attackTeam), oppTeam: new MyTeamInfo(defenseTeam) }); } // 复活队伍 async reviveTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) { const roleId = session.get('roleId'); const sid = session.get('sid'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); const { teamCode } = msg; let { configId, period } = getGVGPeriodData(); let groupKey = await getGroupKey(serverId); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let team = await GVGTeamModel.findMyTeamByCode(roleId, teamCode); if(!team) return resResult(STATUS.GVG_TEAM_NOT_FOUND); if(team.restartTime < nowSeconds()) return resResult(STATUS.GVG_TEAM_NOT_NEED_REVIVE); let userData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId); let reviveCnt = userData?.reviveCnt||0; const hasItem = await GVGUserItemModel.checkItemCnt(configId, myLeague.leagueCode, roleId, GVG_ITEM.REVIVE_COIN, 1); if(hasItem) { const costResult = await handleGVGCost(roleId, myLeague.leagueCode, sid, [{ id: GVG_ITEM.REVIVE_COIN, count: 1 }], [], ITEM_CHANGE_REASON.GVG_REVIVE); if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH); } else { let gold = getReviveGold(reviveCnt + 1); const costResult = await handleCost(roleId, sid, [getGoldObject(gold)], ITEM_CHANGE_REASON.GVG_REVIVE); if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH); userData = await GVGUserDataModel.addReviveCnt(configId, myLeague.leagueCode, roleId, 1); reviveCnt = userData?.reviveCnt||0; } team = await GVGTeamModel.reviveTeam(teamCode); // 更新内存 let teamObj = getGVGBattleData(groupKey); teamObj.battleEnd([team]); // 更新成功返回队伍信息 return resResult(STATUS.SUCCESS, { reviveCnt, curTeam: new MyTeamInfo(team) }); } // 获取战报 // type: 战报类型 async getRecs(msg: { type: number }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); const { type } = msg; // 根据 type 获取战报 let { configId, period } = getGVGPeriodData(); let groupKey = await getGroupKey(serverId); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let recs: GVGRecType[] = []; if(type == GVG_REC_TYPE.BATTLE_BY_CITY) { recs = await GVGRecModel.findBattleRecByGroup(configId, groupKey); } else if (type == GVG_REC_TYPE.BATTLE_BY_LEAGUE) { recs = await GVGRecModel.findBattleRecByLeague(configId, myLeague.leagueCode); } else if (type == GVG_REC_TYPE.BATTLE_BY_ROLE) { recs = await GVGRecModel.findBattleRecByRole(configId, roleId, myLeague.leagueCode); } return resResult(STATUS.SUCCESS, { recs }); } // 获取概况 async getOverview(msg: {}, session: BackendSession) { const serverId = session.get('serverId'); let { configId } = getGVGPeriodData(); let groupKey = await getGroupKey(serverId); let serverType = await getGVGServerType(serverId); const cities = await GVGCityModel.findByConfigAndGroup(configId, groupKey); const points = await GVGCityAreaPointModel.findByConfig(configId, groupKey); let result: { cityId: number, guardLeagueName: string, areas: { areaId: number, points: { pointId: number, guardLeagueName: string }[] }[] }[] = []; for(let [ cityId, { mapType, battleAreaIds }] of gameData.gvgCity) { if(mapType != serverType) continue; let city = cities.find(cur => cur.cityId == cityId); let areas: { areaId: number, points: {pointId: number, guardLeagueName: string }[]}[] = []; for(let areaId of battleAreaIds) { let pointIds = gameData.gvgPointByAreaId.get(areaId)||[]; let pointArrs: { pointId: number, guardLeagueName: string }[] = []; for(let pointId of pointIds) { let dicAreaPoint = gameData.gvgAreaPoint.get(pointId); if(!dicAreaPoint) continue; let playerPoint = points.find(cur => cur.pointId == pointId); pointArrs.push({ pointId, guardLeagueName: playerPoint? (playerPoint.leagueName||"无"): dicAreaPoint.name }); } if(pointArrs.length > 0) areas.push({ areaId, points: pointArrs }); } result.push({ cityId, guardLeagueName: city?.guardLeagueName||'', areas }); } return resResult(STATUS.SUCCESS, { cities: result }); } // 排行榜 async getRanks(msg: {}, session: BackendSession) { const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); const roleId = session.get('roleId'); let { configId } = getGVGPeriodData(); let groupKey = await getGroupKey(serverId); let serverType = await getGVGServerType(serverId); let cities = await getAllGVGCitiesInfo(configId, groupKey, serverType); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let { myRank: myLeagueRank, ranks: leagueRanks } = await getBattleRank(REDIS_KEY.GVG_BATTLE_LEAGUE_RANK, { configId, groupKey }, { leagueCode: myLeague.leagueCode }); let { myRank: myMemberRank, ranks: memberRanks } = await getBattleRank(REDIS_KEY.GVG_BATTLE_RANK, { configId, groupKey }, { roleId }); let { myRank: myMemberSettleRank, ranks: memberSettleRanks } = await getBattleRank(REDIS_KEY.GVG_BATTLE_USR_SETTLE_RANK, { configId, groupKey }, { roleId }); return resResult(STATUS.SUCCESS, { cities, leagueRanks, myLeagueRank, memberRanks, myMemberRank, memberSettleRanks, myMemberSettleRank }) } // 设置目标城池 async setTargetCity(msg: { cityId: number, isTarget: boolean }, session: BackendSession) { const guildCode = session.get('guildCode'); const roleId = session.get('roleId'); const { cityId, isTarget } = msg; let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let dicCity = gameData.gvgCity.get(cityId); if(!dicCity) return resResult(STATUS.GVG_CITY_NOT_FOUND); let targetCities: number[] = []; // 权限 const checkAuth = await checkLeagueAuth(roleId, myLeague, LEAGUE_MANAGE_TYPE.SET_TARGET_CITY); if(!checkAuth) return resResult(STATUS.GVG_HAS_NO_AUTH); if(isTarget) { let leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, myLeague.leagueCode); targetCities = leaguePrepare?.targetCities||[]; if(targetCities.indexOf(cityId) != -1) return resResult(STATUS.GVG_TARGET_CITY_HAS_SET); if(targetCities.length >= 2) return resResult(STATUS.GVG_TARGET_CITY_CNT_MAX); leaguePrepare = await GVGLeaguePrepareModel.setTargetCity(configId, myLeague.leagueCode, cityId); targetCities = leaguePrepare?.targetCities||[]; } else { let leaguePrepare = await GVGLeaguePrepareModel.cancelTargetCity(configId, myLeague.leagueCode, cityId); targetCities = leaguePrepare?.targetCities||[]; } // 发送消息 for(let guildCode of myLeague.guildCodes) { await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.GVG_TARGET_CITY_UPDATE, { targetCities }); } return resResult(STATUS.SUCCESS, { configId, targetCities }); } // 设置管理信息 async setNotice(msg: { notice: string }, session: BackendSession) { const guildCode = session.get('guildCode'); const roleId = session.get('roleId'); const { notice = '' } = msg; let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let { configId, period } = getGVGPeriodData(); if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); // 权限 const checkAuth = await checkLeagueAuth(roleId, myLeague, LEAGUE_MANAGE_TYPE.SET_NOTICE); if(!checkAuth) return resResult(STATUS.GVG_HAS_NO_AUTH); let leaguePrepare = await GVGLeaguePrepareModel.setNotice(configId, myLeague.leagueCode, notice); if(!leaguePrepare) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); for(let guildCode of myLeague.guildCodes) { await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.GVG_NOTICE_UPDATE, { notice: leaguePrepare.notice }); } return resResult(STATUS.SUCCESS, { configId, notice: leaguePrepare.notice }); } // enterCity里返回的那个ranks async getRankByCity(msg: { cityId: number }, session: BackendSession) { const guildCode = session.get('guildCode'); const serverId = session.get('serverId'); const roleId = session.get('roleId'); const { cityId } = msg; let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let { configId } = getGVGPeriodData(); const groupKey = await getGroupKey(serverId); const { ranks, myRank } = await getBattleRanksByCity(configId, groupKey, cityId, myLeague); const { ranks: memberRanks, myRank: myMemberRank } = await getPlayerRanksByCity(configId, groupKey, cityId, roleId); const { ranks: memberSettleRanks, myRank: myMemberSettleRank } = await getPlayerSettleRanksByCity(configId, groupKey, cityId, roleId); return resResult(STATUS.SUCCESS, { cityId, ranks, myRank, memberRanks, myMemberRank, memberSettleRanks, myMemberSettleRank }) } async debugStartSchedule() { let { countdownTime } = getGVGPeriodData(); pinus.app.rpc.guild.guildRemote.setPeriodTime.broadcast(nowSeconds(), countdownTime); await pinus.app.rpc.systimer.systimerRemote.gvgBattleStartSchedule.broadcast(); return resResult(STATUS.SUCCESS); } async debugEndSchedule() { pinus.app.rpc.guild.guildRemote.resetPeriodTime.broadcast(); await pinus.app.rpc.systimer.systimerRemote.gvgBattleEndSchedule.broadcast(); return resResult(STATUS.SUCCESS); } async debugAddRobots(msg: { cityId: number, teamCnt: number }, session: BackendSession) { const serverId = session.get('serverId'); const { cityId, teamCnt } = msg; const { configId } = getGVGConfig(); const groupKey = await getGroupKey(serverId); const teamObj = getGVGBattleData(groupKey); const teams: any[] = []; const areaIds = gameData.gvgCity.get(cityId)?.areaIds||[]; for(let i = 0; i < teamCnt; i++) { let areaId = getRandSingleEelm(areaIds); teams.push({ configId, groupKey, roleId: 'test', roleName: 'test' + i, serverId, lv: 100, teamCode: genCode(8), index: 3, leagueCode: 'test', leagueName: 'test' + i, guildCode: 'test', areaId, cityId, pointId: 0, head: EXTERIOR.EXTERIOR_FACE, frame: EXTERIOR.EXTERIOR_FACECASE, spine: EXTERIOR.EXTERIOR_APPEARANCE, durability: 100, maxDurability: 100, restartTime: nowSeconds(), attackTime: nowSeconds(), lockTime: nowSeconds(), startMoveTime: nowSeconds(), stopMoveTime: nowSeconds(), moveCdTime: nowSeconds(), defenseTime: nowSeconds(), lineupCe: 100000 }) } await GVGTeamModel.insertMany(teams); teamObj.enterCity(...teams); return resResult(STATUS.SUCCESS); } private moveInterval: NodeJS.Timer; private attackInterval: NodeJS.Timer; async debugMoveRobots(msg: { cityId: number, frequency: number }, session: BackendSession) { const serverId = session.get('serverId'); const { cityId, frequency } = msg; const { configId } = getGVGConfig(); const groupKey = await getGroupKey(serverId); const teamObj = getGVGBattleData(groupKey); const serverNames = await getAllServerName(); if(this.moveInterval) { clearInterval(this.moveInterval); } let fun = async () => { let teams = teamObj.findTeamsByRole('test'); for(let i = 0; i < teams.length; i++) { let teamMem = teams[i]; setTimeout(async () => { let fromAreaId = teamMem.areaId; let dicArea = gameData.gvgArea.get(fromAreaId); // 更新内存数据 let toAreaId = getRandSingleEelm(dicArea.relateArea); let team = await GVGTeamModel.startMove(teamMem.teamCode, toAreaId, fromAreaId); // 更新内存数据 let teamObj = getGVGBattleData(groupKey); teamObj.move(teamMem.teamCode, toAreaId, team.fromAreaId, team.startMoveTime, team.stopMoveTime); await pushTeamMoveMessage(team); }, i * 100); } }; await fun(); this.moveInterval = setInterval(fun, frequency) return resResult(STATUS.SUCCESS) } async debugAttacks(msg: { cityId: number, frequency: number }, session: BackendSession) { const roleId = session.get('roleId'); const serverId = session.get('serverId'); const sid = session.get('sid'); const { cityId, frequency } = msg; const { configId } = getGVGConfig(); const groupKey = await getGroupKey(serverId); const teamObj = getGVGBattleData(groupKey); const serverNames = await getAllServerName(); if(this.attackInterval) { clearInterval(this.attackInterval); } let spineCnt = await getSpineCnt(); let fun = async () => { for(let areaId of teamObj.findAreas()) { let teams = teamObj.findTeamsByArea(areaId, spineCnt); let areaTeams = teams.map(team => new GVGTeamInList(team as any)); await sendMessageToGVGAreaByTeamWithSuc(teamObj.groupKey, areaId, PUSH_ROUTE.GVG_TEAM_ATTACKED, { cityId, areaId, attackType: GVG_ATTACK_TYPE.PLAYER, teams: areaTeams }); let myTeams = teams.filter(team => team.roleId == roleId).map(team => new GVGTeamInList(team as any)); if(myTeams.length > 0) await sendMessageToUserWithSuc(roleId, PUSH_ROUTE.GVG_MY_TEAM_ATTACKED, { cityId, areaId, attackType: GVG_ATTACK_TYPE.PLAYER, teams: myTeams }, sid); } }; await fun(); this.attackInterval = setInterval(fun, frequency) return resResult(STATUS.SUCCESS) } async debugStopMoveRobot(msg: { cityId: number }, session: BackendSession) { if(this.moveInterval) { clearInterval(this.moveInterval); } if(this.attackInterval) { clearInterval(this.attackInterval); } return resResult(STATUS.SUCCESS); } }