// GVGTeam 数据库表,存储 GVG 队伍信息 import BaseModel from "./BaseModel"; import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose'; import { genCode } from "../pubUtils/util"; import { nowSeconds } from "../pubUtils/timeUtil"; import { EXTERIOR, GVG } from "../pubUtils/dicParam"; import { DicGVGAreaPoint } from "../pubUtils/dictionary/DicGVGAreaPoint"; import { InitTeamParam, SaveTeamUpdateParam } from "../domain/gvgField/gvgDb"; import { GVGHeroInfo } from "../domain/dbGeneral"; import { GVG_BATTLE_PRE_TIME, GVG_CATAPULT, GVG_ROBOT } from "../consts"; import { Combo } from "../domain/battleField/pvp"; @index({ roleId: 1, index: 1 }) @index({ teamCode: 1 }) @index({ cityId: 1, leagueId: 1 }) export default class GVGTeam extends BaseModel { @prop({ required: true }) configId: number; // 赛季,每赛季在enterCity的时候检测,如果不一样就更新durability那些东西 @prop({ required: true }) confirmConfigId: number; // 是否确认过 @prop({ required: true }) roleId: string; // 玩家id @prop({ required: true }) roleName: string; // 玩家名 @prop({ required: true }) serverId: number; // 小区id @prop({ required: true }) lv: number; // 玩家等级 @prop({ required: true }) title: number; // 爵位 @prop({ required: true }) teamCode: string; // 玩家队伍唯一标识 @prop({ required: true }) index: number; // 队伍id,1-3,玩家的第几个队伍 @prop({ required: true }) leagueCode: string; // 联军 @prop({ required: true }) leagueName: string; // 联军 @prop({ required: true }) guildCode: string; // 军团 @prop({ required: false }) areaId: number; @prop({ required: false }) cityId: number; @prop({ required: false }) pointId: number; @prop({ required: true }) head: number; // 头像 @prop({ required: true }) spine: number; // 形象 @prop({ required: true }) frame: number; // 相框 @prop({ required: true, default: 0 }) durability: number; // 耐久 @prop({ required: true, default: 0 }) maxDurability: number; // 耐久 @prop({ required: true, default: 0 }) restartTime: number; // 修整期倒计时 @prop({ required: true, default: 0 }) attackTime: number; // 进攻冷却时间 @prop({ required: true, default: 0 }) lockTime: number; // 正在被进攻中 @prop({ required: true, default: 0 }) lockTeamCode: string; // 正在被这支队伍进攻中 @prop({ required: true, default: 0 }) fromAreaId: number; // 从那个区域移动 @prop({ required: true, default: 0 }) startMoveTime: number; @prop({ required: true, default: 0 }) moveCdTime: number; // 移动冷却时间 @prop({ required: true, default: 0 }) stopMoveTime: number; // 移动时间 @prop({ required: true, default: 0 }) defenseTime: number; // 防守保护时间 @prop({ required: true, default: 0 }) battleScore: number; // 积分 @prop({ required: true, default: 0 }) settleScore: number; // 积分 @prop({ required: true, type: () => GVGHeroInfo, _id: false }) lineup: GVGHeroInfo[]; @prop({ required: true, type: () => Combo, _id: false }) combo: Combo[]; @prop({ required: true }) lineupCe: number; @prop({ required: true }) groupKey: string; // 战区 @prop({ required: true, default: false }) isRobot: boolean; // 是否是机器人 @prop({ required: true, default: false }) captapultAtk: number; // 投石车的攻击力 @prop({ required: true, default: false }) isCatapult: boolean; // 是否是投石车 @prop({ required: true, default: false }) isBroken: boolean; // 机器人是否被击破,如果没有被击破,那么这个位置上就还是机器人,如果被击破了,这个位置就空出给玩家 originPointId: number; curTeamBreak: boolean; // 创建队伍 public static async saveTeam(roleId: string, index: number, updateParam: SaveTeamUpdateParam, initParam: InitTeamParam) { const doc = new GVGTeamModel(); const teamCode = genCode(8); const insert = Object.assign(doc.toJSON(), { ...initParam, teamCode }); delete insert.lineup; delete insert.combo; const team: GVGTeamType | null = await GVGTeamModel.findOneAndUpdate({ roleId, index }, { $setOnInsert: insert, $set: updateParam }, { upsert: true, new: true }).lean(); return team; } // 玩家切换城池更新队伍信息 public static async enterCity(teamCode: string, cityId: number, areaId: number, groupKey: string) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { cityId, areaId, fromAreaId: areaId, pointId: 0, groupKey } }, { new: true }).lean(); return team; } // 离开队伍 public static async leaveCity(roleId: string) { let res = await GVGTeamModel.updateMany({ roleId }, { $set: { cityId: 0, areaId: 0, pointId: 0 } }); return !!res["ok"]; } // 查找角色队伍数 public static async getTeamCntByRole(roleId: string) { const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select('teamCode').lean(); return teams.length; } // 获取我的编队 public static async findByRole(roleId: string, select = '') { const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select(select).lean(); return teams; } // 获取我的编队 public static async findByRoleAndIndex(roleId: string, index: number, select = '') { const teams: GVGTeamType = await GVGTeamModel.findOne({ roleId, index }).select(select).lean(); return teams; } // 获取某个玩家的某个的编队 public static async findMyTeamByCode(roleId: string, teamCode: string, select = '') { const res: GVGTeamType = await GVGTeamModel.findOne({ roleId, teamCode }).select(select).lean(); return res; } // 获取编队 public static async findByCode(teamCode: string, select = '') { const res: GVGTeamType = await GVGTeamModel.findOne({ teamCode }).select(select).lean(); return res; } // 移动 public static async startMove(teamCode: string, areaId: number, fromAreaId: number) { const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, fromAreaId, stopMoveTime: nowSeconds() + GVG.GVG_DEFAULT_MOVE_CD, moveCdTime: nowSeconds() + GVG.GVG_DEFAULT_MOVE_CD } }, { new: true }).lean(); return res; } public static async stopMove(teamCode: string, areaId: number) { const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, stopMoveTime: nowSeconds() } }, { new: true }).lean(); return res; } // 查询挑战和防守的编队 public static async findBattleTeams(teamCode: string, oppoTeamCode: string) { const teams: GVGTeamType[] = await GVGTeamModel.find({ teamCode: { $in: [ teamCode, oppoTeamCode ] } }).lean(); let attackTeam: GVGTeamType = null, defenseTeam: GVGTeamType = null; for(let team of teams) { if(team.teamCode == teamCode) attackTeam = team; if(team.teamCode == oppoTeamCode) defenseTeam = team; } return { attackTeam, defenseTeam } } // 每赛季初刷新自己的耐久等东西 public static async refreshByConfig(teamCode: string, update: GVGTeamUpdate) { const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: update }, { new: true }).lean(); return team; } public static async findRobotTeams(configId: number, groupKey: string, cityId: number) { const team: GVGTeamType[] = await GVGTeamModel.find({ configId, groupKey, cityId, isRobot: true }).lean(); return team; } // 每赛季初刷新机器人 public static async initRobots(configId: number, groupKey: string, cityId: number, dicPoints: DicGVGAreaPoint[], lv: number) { let teams: GVGTeamType[] = []; for(let { pointId, areaId, name, head, spine, ce, durability } of dicPoints) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ configId, groupKey, cityId, areaId, pointId }, { $setOnInsert: {teamCode: genCode(8), maxDurability: durability, roleName: name, head, spine, frame: EXTERIOR.EXTERIOR_FACECASE, title: 1, lineupCe: ce, isRobot: true, lv, isBroken: false, startMoveTime: 0, stopMoveTime: 0, guildCode: '', leagueCode: '', leagueName: '', fromAreaId: areaId, roleId: GVG_ROBOT, }, $set: { durability } }, { new: true, upsert: true }).lean(); teams.push(team); } return teams; } public static async findCatapultTeams(groupKey: string, cityId: number) { const team: GVGTeamType[] = await GVGTeamModel.find({ groupKey, cityId, isRobot: true, isCatapult: true }).lean(); return team; } // 生成投石车 public static async initCatapult(configId: number, groupKey: string, cityId: number, dicPoints: DicGVGAreaPoint[], leagueCode: string, leagueName: string, atk: number, durability: number, lv: number) { const teams: GVGTeamType[] = []; for(let { pointId, areaId, name, head, spine, ce } of dicPoints) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ configId, groupKey, cityId, areaId, pointId }, { $setOnInsert: { teamCode: genCode(8), maxDurability: durability, roleName: name, head, spine, frame: EXTERIOR.EXTERIOR_FACECASE, title: 1, lineupCe: ce, lv, leagueCode, leagueName, captapultAtk: atk, isRobot: true, isCatapult: true, isBroken: false, startMoveTime: 0, stopMoveTime: 0, guildCode: '', fromAreaId: areaId, roleId: GVG_CATAPULT, }, $set: { durability } }, { new: true, upsert: true }).lean(); teams.push(team); } return teams } // 攻击方攻击cd public static async battleStartLockAttack(teamCode: string) { const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { attackTime: nowSeconds() + GVG.GVG_DEFAULT_ATTACK_CD, lockTime: nowSeconds() + GVG.GVG_DEFAULT_BATTLE_CD + GVG_BATTLE_PRE_TIME, lockTeamCode: teamCode } }, { new: true }).lean(); return team; } // 防守方锁定cd public static async battleStartLockDefense(teamCode: string, lockTeamCode: string) { const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { lockTime: nowSeconds() + GVG.GVG_DEFAULT_BATTLE_CD + GVG_BATTLE_PRE_TIME, lockTeamCode } }, { new: true }).lean(); return team; } // 占领积分点 public static async settlePoint(teamCode: string, pointId: number) { const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { pointId } }, { new: true }).lean(); return team; } // 结算挑战方 public static async battleEndAttack(teamCode: string, hpInc: number, rebirthAreaId: number, reviveCd: number) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $inc: { durability: hpInc }, $set: { lockTime: 0, lockTeamCode: '' } }, { new: true }).lean(); if(team.durability <= 0) { let originPointId = team.pointId; team = await GVGTeamModel.teamBreak(teamCode, team.isRobot, team.maxDurability, rebirthAreaId, team.areaId, reviveCd); team.originPointId = originPointId; } return team; } // 结算防守方 public static async battleEndDefense(teamCode: string, hpInc: number, rebirthAreaId: number, defenseCd: number, reviveCd: number) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { defenseTime: nowSeconds() + defenseCd, lockTime: 0, lockTeamCode: '' }, $inc: { durability: hpInc } }, { new: true }).lean(); if(team.durability <= 0) { let originPointId = team.pointId; team = await GVGTeamModel.teamBreak(teamCode, team.isRobot, team.maxDurability, rebirthAreaId, team.areaId, reviveCd); team.originPointId = originPointId; } return team; } // 队伍进入修整器 public static async teamBreak(teamCode: string, isRobot: boolean, maxDurability: number, areaId: number, fromAreaId: number, reviveCd: number) { if(!isRobot) { const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { restartTime: nowSeconds() + reviveCd, stopMoveTime: nowSeconds(), areaId, fromAreaId, durability: maxDurability, pointId: 0 } }, { new: true }).lean(); team.curTeamBreak = true; return team; } else { const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { fromAreaId, durability: 0, isBroken: true } }, { new: true }).lean(); team.curTeamBreak = true; return team; } } public static async findByAreaId(configId: number, groupKey: string, cityId: number, areaId: number) { const team: GVGTeamType[] = await GVGTeamModel.find({ configId, groupKey, cityId, areaId, stopMoveTime: { $lte: nowSeconds() }, isBroken: false }).lean(); return team; } public static async findByConfigId(configId: number) { const team: GVGTeamType[] = await GVGTeamModel.find({ configId, cityId: { $gt: 0 } }).lean(); return team; } // 这个编队上是否已经有队伍了 public static async checkPoint(configId: number, groupKey: string, pointId: number) { return await GVGTeamModel.exists({ configId, groupKey, pointId, isBroken: false }); } // 投石车伤害 public static async attackByCatapult(teamCode: string, inc: number, rebirthAreaId: number, reviveCd: number) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $inc: { durability: -inc } }, { new: true }).lean(); let originPointId = team.pointId; if(team.durability <= 0) { team = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { fromAreaId: team.areaId, areaId: rebirthAreaId, pointId: 0, durability: team.maxDurability, restartTime: nowSeconds() + reviveCd } }, { new: true }).lean(); team.originPointId = originPointId; team.curTeamBreak = true; } return team; } // 加积分 public static async addScore(teamCode: string, battleScore: number, settleScore: number) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $inc: { battleScore, settleScore } }, { new: true }).lean(); return team; } // 复活 public static async reviveTeam(teamCode: string) { let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { restartTime: 0 } }, { new: true }).lean(); return team; } public static async updateLeagueName(leagueCode: string, leagueName: string) { await GVGTeamModel.updateMany({ leagueCode }, { $set: { leagueName } }); } public static async updateRoleInfo(roleId: string, info: { roleName?: string, lv?: number }) { await GVGTeamModel.updateMany({ roleId }, { $set: info }); } public static async checkLockTeam(roleId: string, cityId: number) { return await GVGTeamModel.exists({ roleId, lockTime: { $gt: nowSeconds() }, cityId: { $ne: cityId } }) } public static async removeBySub(roleId: string, subHid: number, ce: number) { await GVGTeamModel.updateMany({ roleId, 'lineup.actorId': subHid }, { $pull: { lineup: { actorId: subHid } }, $inc: { lineupCe: -ce } }); } } export const GVGTeamModel = getModelForClass(GVGTeam); export interface GVGTeamType extends Pick, keyof GVGTeam> { id: number; }; export type GVGTeamUpdate = Partial; // 将所有字段变成可选项