import { Application, BackendSession, pinus, HandlerService, } from 'pinus'; import { resResult, genCode, getRandSingleEelm } from '../../../pubUtils/util'; import { STATUS, TASK_TYPE } from '../../../consts'; import { BossInstanceModel } from '../../../db/BossInstance'; import { BattleRecordModel } from '../../../db/BattleRecord'; import { nowSeconds, getZeroPoint } from '../../../pubUtils/timeUtil'; import { getBossInstanceInfo, checkBossResult, checkBossBattleMemberExists, pushBossHpMessage, addBossInstance, refreshUserGuildOfBoss, refreshGuildOfBoss } from '../../../services/guildBossService'; import { findWhere } from 'underscore' import { GUILD_STRUCTURE, GUILD_BOSS_STATUS, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst'; import { DATA_NAME } from '../../../consts/dataName'; import { UserGuildModel } from '../../../db/UserGuild'; import { addActive } from '../../../services/guildService'; import { GuildModel } from '../../../db/Guild'; import { gameData, getBossByLv } from '../../../pubUtils/data'; import { lockData } from '../../../services/redLockService'; import { pushGuildBossSucMsg, getGuildChannelSid } from '../../../services/chatService'; import { checkTask } from '../../../services/taskService'; import { guildInter } from '../../../pubUtils/interface'; import { addItems, handleCost } from '../../../services/rewardService'; import * as dicParam from '../../../pubUtils/dicParam'; import { getGoldObject } from '../../../pubUtils/itemUtils'; import { RoleModel } from '../../../db/Role'; export default function (app: Application) { new HandlerService(app, {}); return new GuildHandler(app); } export class GuildHandler { constructor(private app: Application) { } // 获得boss关卡 async getBossInstance(msg: guildInter & {}, session: BackendSession) { const roleId: string = session.get('roleId'); let { myUserGuild: userGuild } = msg; const { guildCode: code } = userGuild; let result = await getBossInstanceInfo(code, roleId, userGuild); return resResult(STATUS.SUCCESS, result); } //开启演武场 async openBossInstance(msg: guildInter & {}, session: BackendSession) { const serverId: number = parseInt(session.get('serverId')); const { myUserGuild: userGuild } = msg; const { guildCode: code } = userGuild; let res: any = await lockData(serverId, DATA_NAME.BOSS_SCRIPT, code);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); const guild = await GuildModel.findByCode(code, serverId, 'code lv structure refOpenBossTime openBossCnt'); if (!guild) { res.releaseCallback(); return resResult(STATUS.GUILD_NOT_FOUND); } const { structure } = guild; const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS); if (!curStructure) { res.releaseCallback(); return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND); } let bossBase = getBossByLv(curStructure.lv); let { bossHp, warId } = getRandSingleEelm(bossBase.wars); let resGuild = await GuildModel.costFund(code, bossBase.opencost); if (!resGuild) { res.releaseCallback(); return resResult(STATUS.GUILD_FUND_NOT_ENOUGH); } let bossInstance = await BossInstanceModel.findBossInstance(code); if (!!bossInstance && bossInstance.status == GUILD_BOSS_STATUS.OPEN) { res.releaseCallback(); return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY); } // 每天开启一次 let { leaderOpenCnt } = await refreshGuildOfBoss(guild); if(leaderOpenCnt >= dicParam.GUILD_BOSS.GUILD_BOSS_OPEN_COUNT) { res.releaseCallback(); return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY); } leaderOpenCnt = (await refreshGuildOfBoss(guild, 1)).leaderOpenCnt; let { myChallengeCnt } = await refreshUserGuildOfBoss(userGuild); await BossInstanceModel.openBossInstance(code, bossHp, warId, bossBase.bossLevel); res.releaseCallback(); let result = { warId, ranks: [], myRank: {}, bossHp, status: 3, bossLv: bossBase.bossLevel, leaderOpenCnt }; let chatSid = await getGuildChannelSid(code); pinus.app.rpc.chat.guildRemote.pushBossOpen.toServer(chatSid, code, warId, bossHp, result.status); return resResult(STATUS.SUCCESS, {...result, leaderOpenCnt, myChallengeCnt}); } async battleBoss(msg: guildInter & {}, session: BackendSession) { const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const { myUserGuild: userGuild } = msg; const { guildCode } = userGuild; let bossInstance = await BossInstanceModel.findBossInstance(guildCode); if (!bossInstance) return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED); if (bossInstance.bossHp <= 0) return resResult(STATUS.GUILD_SCRIPT_IS_COMPLETE); let myRank = findWhere(bossInstance.ranks, { roleId }); if (!!myRank && myRank.time > getZeroPoint()) return resResult(STATUS.GUILD_SCRIPT_IS_BATTLED); let { code: bossCode, warId, ranks, bossHp } = bossInstance; const battleCode = genCode(8); // 关卡唯一值 await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { roleId, roleName, battleId: warId, status: 0, record: { heroes: [], bossInstanceCode: bossCode, bossHp: bossHp }, } }, true); const serverId: number = parseInt(session.get('serverId')); await addBossInstance(guildCode, serverId, roleId); if (!findWhere(ranks, { roleId })) { await BossInstanceModel.pushRanks(bossCode, { roleId, score: 0, time: nowSeconds(), job: userGuild.job }); } else { await BossInstanceModel.updateRank(bossCode, roleId); } let { myChallengeCnt } = await refreshUserGuildOfBoss(userGuild, 0, 1); return resResult(STATUS.SUCCESS, { battleCode, bossCode: bossInstance.code, myChallengeCnt }); } async action(msg: guildInter & { bossCode: string, damage: number, battleCode: string }, session: BackendSession) { const { battleCode, damage, myUserGuild: userGuild, bossCode } = msg; const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const serverId: number = parseInt(session.get('serverId')); const { guildCode } = userGuild; let flag = await checkBossBattleMemberExists(guildCode, serverId, roleId, battleCode); if (!flag) { return resResult(STATUS.REDLOCK_ERR); } //记录伤害 let bossInstance = await BossInstanceModel.updateBossHp(bossCode, damage, roleId); if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED); await BattleRecordModel.incBossDamage(battleCode, damage, bossInstance?.bossHp); if (!bossInstance || bossInstance.bossHp == 0) {//进入结算 let flag = await checkBossResult(bossCode, guildCode, serverId, DATA_NAME.BOSS_SCRIPT, roleId, damage); if (!flag) { return resResult(STATUS.WRONG_PARMS); } pushGuildBossSucMsg(roleId, roleName, guildCode, bossInstance); return resResult(STATUS.SUCCESS, { bossHp: 0 }); } else { pushBossHpMessage(guildCode, serverId, bossInstance.bossHp); return resResult(STATUS.SUCCESS, { bossHp: bossInstance.bossHp }); } } async battleBossEnd(msg: guildInter & { bossCode: string, battleCode: string }, session: BackendSession) { const { battleCode, myUserGuild: userGuild, bossCode } = msg; const roleId = session.get('roleId'); const roleName = session.get('roleName'); const sid = session.get('sid'); const serverId: number = parseInt(session.get('serverId')); const { guildCode } = userGuild; let bossInstance = await BossInstanceModel.findByCode(bossCode); if(!bossInstance) return resResult(STATUS.WRONG_PARMS); let battleRecord = await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { status: 1 }//战斗结束统一设置成1 }, true); let { bossDamage } = battleRecord.record; // 伤害奖励 let dicBossBase = gameData.bossBaseByBossLv.get(bossInstance.bossLv); let reward = dicBossBase.damageReward.map(({id, count}) => { return { id, count: Math.floor(count * bossDamage * dicBossBase.ratio / 1000 ) } }); let battleGoods = await addItems(roleId, roleName, sid, reward); await addActive(roleId, serverId, GUILD_POINT_WAYS.BOSS_WAR);//获得活跃值 // 任务 await checkTask(roleId, sid, TASK_TYPE.GUILD_BOSS, 1, true, {}); let result = await getBossInstanceInfo(guildCode, roleId, userGuild); return resResult(STATUS.SUCCESS, { ...result, battleGoods }); } async encourage(msg: guildInter & { count: number }, session: BackendSession) { const { count, myUserGuild: userGuild } = msg; const roleId: string = session.get('roleId'); const sid: string = session.get('sid'); if(!count || count < 0) return resResult(STATUS.WRONG_PARMS); let bossInstance = await BossInstanceModel.findBossInstance(userGuild.guildCode); if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED); let { myEncourageCnt } = await refreshUserGuildOfBoss(userGuild); let costGold = (myEncourageCnt + count - dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_FREECOUNT) * dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_COST; if(costGold < 0) costGold = 0; let { gold } = await RoleModel.findByRoleId(roleId, 'gold'); if(gold < costGold) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH); let { code, bossLv } = bossInstance; let dicBossBase = gameData.bossBaseByBossLv.get(bossLv); bossInstance = await BossInstanceModel.encourage(code, count, dicBossBase.encourageSum); // 军团次数 if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_ENCOURGE_NOT_ENOUGH); let consume = getGoldObject(costGold); let costResult = await handleCost(roleId, sid, [consume]); if(!costResult) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH); let { myEncourageCnt: myEncourageCntResult } = await refreshUserGuildOfBoss(userGuild, count); let result = { encourageCnt: bossInstance.encourageCnt, encourageMax: dicBossBase.encourageSum, myEncourageCnt: myEncourageCntResult } let chatSid = await getGuildChannelSid(userGuild.guildCode); pinus.app.rpc.chat.guildRemote.pushEncourage.toServer(chatSid, userGuild.guildCode, result); return resResult(STATUS.SUCCESS, result); } async debugAddBattleTimes(msg: {}, session: BackendSession) { const roleId: string = session.get('roleId'); let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode'); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let { ranks } = await BossInstanceModel.findBossInstance(code); for (let i = 0; i < ranks.length; i++) { let rank = ranks[i]; if (rank.roleId == roleId) { rank.time = 0; break; } } let { ranks: resRanks } = await BossInstanceModel.updateBossInstance(code, { ranks }); return resResult(STATUS.SUCCESS, { ranks: resRanks }); } }