import { ServerlistModel } from "../db/Serverlist"; import { RoleModel } from "../db/Role"; import { reduceCe } from "../pubUtils/util"; import { GUILDACTIVITY } from "../pubUtils/dicParam"; import { gameData, getGuildAuctionRewards, getCityActivityRewards } from "../pubUtils/data"; import { getCurHourPoint, getCurDay, nowSeconds } from "../pubUtils/timeUtil"; import { GUILD_ACTIVITY_STATUS, GET_POINT_WAYS, GUILD_ACTIVITY_TYPE, REDIS_KEY, AUCTION_SOURCE, MAIL_TYPE, CITY_STATUS } from "../consts"; import { Record, UserGuildActivityRecModel } from "../db/UserGuildActivityRec"; import { GateMembersRec, GateActivityObject, CityActivityObject, CityParam, Member, RaceActivityObject, WoodenHorse } from "../domain/battleField/guildActivity"; import { DicGuildActivity } from "../pubUtils/dictionary/DicGuildActivity"; import { getUnionRank, getRank, getGuildKeyName, getMyUnionRank, getRankScore, getCityKeyName, getAllServers, getUnionRankRange } from "./redisService"; import { GuildModel } from "../db/Guild"; import { SimpleGuildRankParam, SimpleRoleRankParam, SimpleGuildRankWithTimeParam } from "../domain/rank"; import { getGuildChannelSid, getWorldChannelSid, getCityChannelSid } from "./chatChannelService"; import { pinus } from "pinus"; import { GuildActivityRecordModel } from "../db/GuildActivityRec"; import { genAuction } from "./auctionService"; import { sendMail } from "./mailService"; import { getHonourObject } from '../pubUtils/itemUtils'; import { GuildActivityCityType, GuildActivityCityModel } from "../db/GuildActivityCity"; import { DicCityActivity } from "../pubUtils/dictionary/DicCityActivity"; import { open } from "inspector"; let gateActivityObj: GateActivityObject; let cityActivityObj: CityActivityObject; let raceActivityObj: RaceActivityObject; export function getGateActivityObj() { if(!gateActivityObj) { gateActivityObj = new GateActivityObject(); } return gateActivityObj; } export function getCityActivityObj() { if(!cityActivityObj) { cityActivityObj = new CityActivityObject(); } return cityActivityObj; } export function getRaceActivityObj() { if(!raceActivityObj) { raceActivityObj = new RaceActivityObject(); } return raceActivityObj; } /** * 定时任务,获得前一天的活跃玩家中位数武将战力 */ export async function setMedianCe() { let servers = await ServerlistModel.getAllServerList(); for(let server of servers) { if(server.serverType == 'official') { let medianRole = await RoleModel.getMedianRole(server.id); if(!medianRole) { await ServerlistModel.updateByServerId(server.id, { medianCe: GUILDACTIVITY.GATEACTIVITY_ENEMYCE }); } else { let { topLineup } = medianRole; let topHero = topLineup.sort((a, b) => b.ce - a.ce); let medianCe = reduceCe(topHero[0].ce); await ServerlistModel.updateByServerId(server.id, { medianCe }); } } } return servers; } /** * 获得本服前一天活跃玩家中位数玩家的最强武将战力 * @param serverId */ export async function getMedianCe(serverId: number) { let server = await ServerlistModel.findByServerId(serverId); if(server) { return server.medianCe; } return GUILDACTIVITY.GATEACTIVITY_ENEMYCE; } /** * 根据当前时间判断军团活动倒计时 * @param id 军团活动id */ export function getGuildActivityStatus(id: number) { let dicGuildActivity = gameData.guildActivity.get(id); if(!dicGuildActivity) return false; return getGuildActivityByDic(dicGuildActivity); } export function getGuildActivityByDic(dicGuildActivity: DicGuildActivity) { let startTime = getCurHourPoint(dicGuildActivity.startTime, dicGuildActivity.startMinute, dicGuildActivity.startSeconds); let countdownTime = getCurHourPoint(dicGuildActivity.countDown); let { duringTime, openDay } = dicGuildActivity; let endTime = startTime + duringTime; let status = 0, time = 0; let now = nowSeconds(); if(now >= countdownTime && now < startTime) { status = GUILD_ACTIVITY_STATUS.WAITING; time = startTime - now; } else if (now >= startTime && now < endTime) { status = GUILD_ACTIVITY_STATUS.START; time = endTime - now; } else { status = GUILD_ACTIVITY_STATUS.END; } let day = getCurDay(); let isOpen = openDay.includes(day); return { status, time, isOpen } } /** * 根据每回合上报数据判断军功 * @param aid * @param record * @param memberRecord */ export function getRecordScore(aid: number, round: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) { let dicGuildActivity = gameData.guildActivity.get(aid); if(!dicGuildActivity) return false; let dicWarJson = gameData.warJson.get(dicGuildActivity.warid); if(!dicWarJson) return false; let { round: curRound, enemies: historyEnemies} = memberRecord; let sum = 0, newRecords = new Array(); for(let {round, dataId} of record) { if(!historyEnemies.includes(dataId)) { let enemy = dicWarJson.find(cur => cur.dataId == dataId); let enemyType = enemy.enemyType; let score = gameData.gateActivityPoint.get(enemyType); newRecords.push({ round, dataId, score, enemyType}); sum += score; historyEnemies.push(dataId); } } for(let i = curRound + 1; i <= round; i++) { sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START); memberRecord.round = i; } return { score: sum, newRecords, memberRecord } } export async function getGateActivityRank(guildCode: string, serverId: number, roleId?: string, roleName?: string) { let guildKey = REDIS_KEY.GATE_ACTIVITY; let memberKey = getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode); let rec = await getGuildActivityRank(guildKey, memberKey, guildCode, serverId, roleId, roleName); return rec; } export async function getCityActivityRank(guildCode: string, serverId: number, cityId: number, roleId?: string, roleName?: string) { let guildKey = getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId); let memberKey = getGuildKeyName(REDIS_KEY.USER_CITY_ACTIVITY, guildCode); let rec = await getGuildActivityRank(guildKey, memberKey, guildCode, serverId, roleId, roleName); return rec; } export async function getRaceActivityRank(guildCode: string, serverId: number) { let guildKey = REDIS_KEY.RACE_ACTIVITY; let obj = getRaceActivityObj(); let guildRankResult = await getUnionRank(guildKey, serverId, guildCode); let guildRank = new Array(); for(let { rank, code, name, num } of guildRankResult.ranks) { let _obj = await obj.getWoodenHorse(code, serverId); let param = new SimpleGuildRankWithTimeParam(rank, code, name, _obj); guildRank.push(param); } let myGuildRank: SimpleGuildRankWithTimeParam; if(guildRankResult.myRank) { let { rank, code, name, num } = guildRankResult.myRank; let _obj = await obj.getWoodenHorse(code, serverId); myGuildRank = new SimpleGuildRankWithTimeParam(rank, code, name, _obj); } else { let guild = await GuildModel.findByCode(guildCode, serverId, 'name'); let _obj = await obj.getWoodenHorse(guildCode, serverId); myGuildRank = new SimpleGuildRankWithTimeParam(0, guildCode, guild?.name, _obj); } return { guildRank, myGuildRank } } /** * 获取和自己同屏的5个木牛流马 * @param guildCode * @param serverId */ export async function getWoodenHorseList(guildCode: string, serverId: number) { let guildKey = REDIS_KEY.RACE_ACTIVITY; let obj = getRaceActivityObj(); let myRank = await getMyUnionRank(guildKey, serverId, guildCode); let startRank = myRank - 2 > 0? myRank - 2: 1; let endRank = startRank + 4; let range = await getUnionRankRange(guildKey, serverId, startRank, endRank); let woodenHorseList = new Array(); for(let { code } of range) { let woodenHorse = await obj.getWoodenHorse(code, serverId); if(woodenHorse) { woodenHorseList.push(woodenHorse); } } return woodenHorseList; } /** * 获得军团活动排行榜 * @param guildCode * @param serverId * @param roleId * @param roleName */ export async function getGuildActivityRank(guildKey: string, memberKey: string, guildCode: string, serverId: number, roleId?: string, roleName?: string) { let guildRankResult = await getUnionRank(guildKey, serverId, guildCode); let guildRank = new Array(); for(let { rank, code, name, num } of guildRankResult.ranks) { let param = new SimpleGuildRankParam(rank, code, name, num); guildRank.push(param); } let myGuildRank: SimpleGuildRankParam; if(guildRankResult.myRank) { let { rank, code, name, num } = guildRankResult.myRank; myGuildRank = new SimpleGuildRankParam(rank, code, name, num); } else { let guild = await GuildModel.findByCode(guildCode, serverId, 'name'); myGuildRank = new SimpleGuildRankParam(0, guildCode, guild?.name, 0); } let memberRankResult = await getRank(memberKey, serverId, roleId); let memberRank = new Array(); for(let { rank, roleId, roleName, num } of memberRankResult.ranks) { let param = new SimpleRoleRankParam(rank, roleId, roleName, num); memberRank.push(param) } let myMemberRank: SimpleRoleRankParam; if(roleName) { if(memberRankResult.myRank) { let { rank, roleId, roleName, num } = memberRankResult.myRank; myMemberRank = new SimpleRoleRankParam(rank, roleId, roleName, num); } else { myMemberRank = new SimpleRoleRankParam(0, roleId, roleName, 0); } } return { guildRank, myGuildRank, memberRank, myMemberRank } } /** * 对这个guild服内所有军团发排行榜信息 * @param aid 活动类型 */ export async function sendAllGuildRanks(aid: number) { if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) { let obj = getGateActivityObj(); let guilds = obj.getGuilds(); for(let [ serverId, guildCodes ] of guilds) { // TODO 不需要每个军团都排序一次 for(let guildCode of guildCodes) { let ranks = await getGateActivityRank(guildCode, serverId); let chatSid = await getGuildChannelSid(guildCode); pinus.app.rpc.chat.guildRemote.pushRank.toServer(chatSid, guildCode, ranks); } } } else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) { let obj = getCityActivityObj(); let { cities } = obj.getAllCities(); // console.log(JSON.stringify(cities)); for(let { serverId, cityId, guildCodes } of cities) { for(let guildCode of guildCodes) { let ranks = await getCityActivityRank(guildCode, serverId, cityId); let chatSid = await getGuildChannelSid(guildCode); pinus.app.rpc.chat.guildRemote.pushCityActRank.toServer(chatSid, guildCode, ranks); } } } } /** * 活动结算奖励 * @param aid 活动类型 */ export async function sendGuildActEndMsg(aid: number) { if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) { let obj = getGateActivityObj(); let guilds = obj.getGuilds(); for(let [ serverId, guildCodes ] of guilds) { for(let guildCode of guildCodes) { await gateActivitySettleReward(guildCode, serverId); } } gateActivityObj = new GateActivityObject(); } else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) { let obj = getCityActivityObj(); let { cities } = obj.getAllCities(); for(let { serverId, cityId } of cities) { await cityActivitySettleReward(cityId, serverId); } cityActivityObj = new CityActivityObject(); } else if (aid == GUILD_ACTIVITY_TYPE.RACE_ACTIVITY) { let obj = getRaceActivityObj(); for(let {guildCode, serverId} of obj.guildList) { let woodenHorse = await obj.getWoodenHorse(guildCode, serverId); if(woodenHorse && woodenHorse.status != 0) { await raceActivitySettleReward(guildCode, woodenHorse); } } raceActivityObj = new RaceActivityObject(); } } // 全服发送结束新号 export async function sendEndMsgToAll() { let serverlist = await getAllServers(); for(let serverId of serverlist) { let chatSid = await getWorldChannelSid(serverId); pinus.app.rpc.chat.chatRemote.sendGuildActivityEnd.toServer(chatSid, serverId); } } /** * 单个军团城门血条破了之后给他发奖励 * @param guildCode 军团code */ export async function sendSingleGateActEndMsg(guildCode: string, serverId: number) { let chatSid = await getGuildChannelSid(guildCode); pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode); await gateActivitySettleReward(guildCode, serverId); } /** * 单个城池城门血条破了之后给他发奖励 * @param guildCode 军团code */ export async function sendSingleCityActEndMsg(cityId: number, serverId: number) { let chatSid = await getCityChannelSid(cityId); let obj = getCityActivityObj(); let guildCodes = obj.getGuildsInCity(serverId, cityId); for(let guildCode of guildCodes) { pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode); } await cityActivitySettleReward(cityId, serverId); } /** * 单个军团抵达赛道之后给他发奖励 * @param guildCode 军团code */ export async function sendSingleRaceActEndMsg(guildCode: string, woodenHorse: WoodenHorse) { let chatSid = await getGuildChannelSid(guildCode); pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode); await raceActivitySettleReward(guildCode, woodenHorse); } /** * 结算蛮夷入侵奖励 * @param guildCode 军团code * @param serverId 服务器id */ export async function gateActivitySettleReward(guildCode: string, serverId: number) { let obj = getGateActivityObj(); let { gateHp, members } = obj.getObj(guildCode, serverId); let rank = await getMyUnionRank(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode); let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode); let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, rank); let rec = await GuildActivityRecordModel.updateInfo(guildCode, { isSuccess: gateHp > 0, isCompleted: true, rank, score: guildScore, remainGateHp: gateHp, members, memberCnt: members.length, auctionType: AUCTION_SOURCE.GATE, rewards }); // 结算功勋等奖励 let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY); let memberRankResult = await getRank(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, ''); for(let { rank, roleId, num: myScore } of memberRankResult.ranks) { let honour = dic.honour + myScore * GUILDACTIVITY.GATEACTIVITY_HONOUR_RATIO; await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members); } for(let { roleId } of members) { // 只参加了,没有分数的人 await updateUserRecAndSendHonour(dic.honour, 0, 0, roleId, members); } // 加入拍卖行 await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards); obj.delGuildRecord(guildCode, serverId); } async function updateUserRecAndSendHonour(honour: number, myScore: number, rank: number, roleId: string, members: Member[]) { let honourObj = getHonourObject(Math.floor(honour)); await sendMail(MAIL_TYPE.GUILD_ACTIVITY_REWARD, roleId, '系统', [], [honourObj]) await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { score: myScore, rank }); let index = members.findIndex(cur => cur.roleId == roleId); members.splice(index, 1); } /** * 结算诸侯入侵奖励 * @param cityId 城镇id * @param serverId 服务器id */ export async function cityActivitySettleReward(cityId: number, serverId: number) { let obj = getCityActivityObj(); let dicCity = gameData.cityActivity.get(cityId); if(!dicCity) return; let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp); let isSuccess = gateHp <= 0; // 血条未击破则没有占领军团 let guildRankRsult = await getUnionRank(getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId), serverId, ''); for(let { rank: guildRank, code: guildCode, name, num } of guildRankRsult.ranks) { if(guildRank == 1) { if(isSuccess) { await GuildActivityCityModel.guard(serverId, cityId, guildCode, name); // 占领 } else { await GuildActivityCityModel.guard(serverId, cityId, "", ""); // 无人能占领 } } let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY, guildRank); let members = obj.getMembersOfGuild(guildCode); let rec = await GuildActivityRecordModel.updateInfo(guildCode, { memberCnt: members.length, members, isSuccess, isCompleted: true, rank: guildRank, damage: num, remainGateHp: gateHp, rewards, auctionType: AUCTION_SOURCE.CITY, }); // 奖励加入拍卖行 await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards); let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY); let memberRankResult = await getRank(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, ''); let userRank = 0; for(let { rank, roleId, num: myScore } of memberRankResult.ranks) { let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, rank); await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members); userRank = rank; } for(let { roleId } of members) { // 只参加了,没有分数的人 let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, userRank); await updateUserRecAndSendHonour(honour, 0, 0, roleId, members); } } obj.delCityRecord(cityId, serverId); } /** * 清空完declareGuilds之后,做下一次活动的自动宣战 */ export async function autoDeclare(serverId: number) { let allCities = await GuildActivityCityModel.getAllCities(serverId); let guardList = new Array<{ cityId: number, guardGuildCode: string }>(); for (let { cityId, guardGuildCode } of allCities) { guardList.push({ cityId, guardGuildCode }); await GuildActivityCityModel.clearGuard(serverId, cityId); } console.log(JSON.stringify(guardList)); for (let { cityId, guardGuildCode } of guardList) { let dicCity = gameData.cityActivity.get(cityId); if (guardGuildCode && dicCity.nextCity) { await GuildActivityCityModel.declare(serverId, dicCity.nextCity, guardGuildCode); } } } /** * 获取活动参加者 * @param guildCode 军团code * @param sourceType 拍卖类型 AUCTION_SOURCE * @param sourceCode 活动唯一code */ export async function participants(guildCode: string, sourceType: number, sourceCode: string) { let rec = await GuildActivityRecordModel.findBySourceCode(guildCode, sourceType, sourceCode); if(!rec) return []; return rec.members||[]; } /** * 获取诸侯入侵各个城池状态 * @param guildCode 我方军团 * @param dbCities 所有城池 */ export function getCities(guildCode: string, dbCities: GuildActivityCityType[]) { let cities = new Array(); for(let [ cityId, dic ] of gameData.cityActivity) { let param = new CityParam(cityId); let curCity = dbCities.find(cur => cur.cityId == cityId); if(curCity) { param.guardGuildCode = curCity.guardGuildCode||""; param.guardGuildName = curCity.guardGuildName||""; param.declareCount = curCity.declareCount||0; } param.status = getCityStatus(guildCode, cityId, dic, dbCities); cities.push(param); } return cities } /** * 诸侯混战 获取城池状态 * @param guildCode * @param cityId * @param dic * @param dbCities */ export function getCityStatus(guildCode: string, cityId: number, dic: DicCityActivity, dbCities: GuildActivityCityType[]) { let status = CITY_STATUS.NOT_OPEN; let d = getCurDay(true); let { week, preCity } = dic; let activityStatus = getGuildActivityStatus(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY); if(!activityStatus) { return CITY_STATUS.NOT_OPEN } let dicGuildActivity = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY); let { openDay } = dicGuildActivity; let curIndex = openDay.indexOf(week[0]); let startDay = openDay[curIndex - 1]||0; let endDay = openDay[openDay.length - 1]||0; if(d >= startDay && d <= endDay) status = CITY_STATUS.CAN_DECLARE; if(d == startDay && activityStatus.status != GUILD_ACTIVITY_STATUS.END) status = CITY_STATUS.NOT_OPEN; if(d == endDay && activityStatus.status == GUILD_ACTIVITY_STATUS.END) status = CITY_STATUS.NOT_OPEN; let curCity = dbCities.find(cur => cur.cityId == cityId); if(curCity) { if(curCity.guardGuildCode == guildCode) { status = CITY_STATUS.GUARD; } else if (curCity.declareGuilds.includes(guildCode)) { status = CITY_STATUS.DECLARED; } } // let hasGuard = false, hasDeclared = false; // for(let { cityId: _cityId, guardGuildCode, declareGuilds } of dbCities) { // let dicCity = gameData.cityActivity.get(_cityId); // if(dicCity.type == dic.type) { // if(guardGuildCode == guildCode) hasGuard = true; // if(declareGuilds.includes(guildCode)) hasDeclared = true; // } // } // if(status == CITY_STATUS.CAN_DECLARE && !hasDeclared && preCity.length > 0) { // status = CITY_STATUS.NOT_OPEN; // } return status; } /** * 每秒计算木牛流马状态并下发 * @param serverId 区id */ export async function calWoodenHorseAndSend(serverId: number) { console.log('calWoodenHorseAndSend'); let guildKey = REDIS_KEY.RACE_ACTIVITY; let obj = getRaceActivityObj(); let { ranks } = await getUnionRank(guildKey, serverId, ''); let map = new Map(); let guildRank = new Array(); let l = ranks.length > 10?10: ranks.length; for(let i = 0; i < l; i++) { let { rank, code, name, num } = ranks[i] let _obj = await obj.getWoodenHorse(code, serverId); let param = new SimpleGuildRankWithTimeParam(rank, code, name, _obj); guildRank.push(param); } // 找到往前和往后2艘船 for(let i = 0; i < ranks.length; i++) { let { code } = ranks[i]; for(let j = i; j <= i + 2; j++) { if(j <= ranks.length - 1 && !map.has(j)) { map.set(j, new Array()); } } for(let [rank, woodenHorseList] of map) { let limit = 5; if(rank - 2 < 0) limit += rank - 2; if(rank + 2 > ranks.length - 1) limit -= (rank + 2) - (ranks.length - 1); let woodenHorse = await obj.getWoodenHorse(code, serverId); if(!!woodenHorse) { map.get(rank).push(woodenHorse); } else { limit --; // 理论上不能出现没有woodenHorse的情况,但是如果出现了,以防无返回 } let len = map.get(rank).length; if( len >= limit) { // 发送 console.log('send', woodenHorseList.length); let curRank = ranks[rank]; let wh = await obj.getWoodenHorse(curRank.code, serverId); let myGuildRank = new SimpleGuildRankWithTimeParam(curRank.rank, curRank.code, curRank.name, wh); let chatSid = await getGuildChannelSid(curRank.code); let events = obj.getEvents(curRank.code, wh?wh.distance:0); pinus.app.rpc.chat.guildRemote.pushRaceHorseUpdate.toServer(chatSid, curRank.code, woodenHorseList, { guildRank, myGuildRank }, events); map.delete(rank); } } } return ; } /** * 木牛流马活动开始信号 */ export async function sendRaceStartMsg(serverId: number) { let obj = getRaceActivityObj(); obj.startRace(); // 设置开启活动 let chatSid = await getWorldChannelSid(serverId); pinus.app.rpc.chat.chatRemote.sendRaceActivityStart.toServer(chatSid, serverId); await calWoodenHorseAndSend(serverId); } /** * 结算粮草先行奖励 * @param cityId 城镇id * @param serverId 服务器id */ export async function raceActivitySettleReward(guildCode: string, woodenHorse: WoodenHorse) { let { serverId, durability, distance } = woodenHorse; let obj = getRaceActivityObj(); // 计算排名,计算耐久,发送奖励 let rank = await getMyUnionRank(REDIS_KEY.RACE_ACTIVITY, serverId, guildCode); let isSuccess = distance >= GUILDACTIVITY.RACEACTIVITY_LENGTH; // 血条未击破则没有占领军团 let myGuildRank = await getMyUnionRank(REDIS_KEY.RACE_ACTIVITY, serverId, guildCode); let members = obj.getMembersOfGuild(guildCode); let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY, myGuildRank); let rec = await GuildActivityRecordModel.updateInfo(guildCode, { memberCnt: members.length, members, isSuccess, isCompleted: true, rank: myGuildRank, rewards, woodenHorse, }); if(rec) { // 奖励加入拍卖行 await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards); let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY); let honour = dic.honour + Math.floor(durability * GUILDACTIVITY.RACEACTIVITY_DURABILITY_REWARD); for(let { roleId } of members) { await updateUserRecAndSendHonour(honour, 0, rank, roleId, members); } } // 删除数据 obj.deleteFromList(guildCode); }