import { Application, BackendSession, pinus } from 'pinus'; import { resResult, genCode, getRandomByLen } from '../../../pubUtils/util'; import { STATUS, GUILD_OPERATE, GUILD_AUTH, GUILD_JOB } from '../../../consts'; import { GuildTrainModel } from '../../../db/GuildTrain'; import { BattleRecordModel } from '../../../db/BattleRecord'; import { nowSeconds, getHourPoint, getCurHourPoint } from '../../../pubUtils/timeUtil'; import { getUserGuild, getGuildTrainInfo, unlockTrain, resetTrain, getGuildTrainRewards} from '../../../services/guildTrainService'; import { findIndex, findWhere, indexBy } from 'underscore' import { lockData } from '../../../services/redLockService'; import { GUILD_DATA_NAME, REFRESH_HOUR } from '../../../consts/constModules/guildConst'; import { UserGuildModel } from '../../../db/UserGuild'; import { GuildModel } from '../../../db/Guild'; import { getArmyTrainJuDian, getTrainSoloReward, getTrainBaseByLv } from '../../../pubUtils/data'; import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst'; import { handleCost, addItems } from '../../../services/rewardService'; import { ARMY } from '../../../pubUtils/dicParam'; import { addActive } from '../../../services/guildService'; export default function (app: Application) { return new GuildTrainHandler(app); } export class GuildTrainHandler { constructor(private app: Application) { } //获得试炼的详情 async getTrainInstance(msg: {}, session: BackendSession) { const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); let userGuild = await getUserGuild(roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let { trainId } = await GuildModel.findGuild(code, serverId, 'trainId'); let trainIds = [trainId]; if (trainId - 1 > 0) { trainIds.push(trainId - 1); } let guildTrains = await GuildTrainModel.findGuildTrainByTrainIds(code, trainIds); if (!guildTrains || !findWhere(guildTrains, {trainId})) { let guildTrain = await unlockTrain(code, trainId); if (!guildTrains) { guildTrains.push(guildTrain); } } let { trainCount, trainRewards, buyTrainCount } = userGuild; let result:any = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards, [trainId]); result.buyTrainCount = buyTrainCount; return resResult(STATUS.SUCCESS, result); } async trainBattleStart(msg: { hid: number, trainId: number, difficulty: number }, session: BackendSession) { const { hid, difficulty, trainId } = msg; const roleId = session.get('roleId'); const roleName = session.get('roleName'); const serverId = parseInt(session.get('serverId')); let userGuild = await getUserGuild(roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; if (userGuild.trainCount <= 0) return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH); let { trainId: curTeainId } = await GuildModel.findGuild(code, serverId, 'trainId'); if (curTeainId !== trainId) return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE); let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId, 'trainId isComplete trainInstances'); if (!guildTrain && guildTrain.isComplete) return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); let { trainInstances } = getArmyTrainJuDian(trainId); let instance = findWhere(trainInstances, { hid }); if (!instance) return resResult(STATUS.WRONG_PARMS); let trainInstance = findWhere(guildTrain.trainInstances, { hid }); if (!trainInstance) return resResult(STATUS.WRONG_PARMS); if (trainInstance.progress >= instance.progress) { return resResult(STATUS.GUILD_TRAIN_IS_COMPLETE); } const battleCode = genCode(8); // 关卡唯一值 await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { roleId, roleName, battleId: instance.warId, status: 0, record: { heroes:[], trainId, hid, guildCode: code, difficulty}, } }, true); return resResult(STATUS.SUCCESS, { battleCode }); } async trainBattleEnd(msg: { battleCode: string, isSuccess: boolean}, session: BackendSession) { const { battleCode, isSuccess } = msg; const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const roleName: string = session.get('roleName'); const sid: string = session.get('sid'); let userGuild = await getUserGuild(roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true); // if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId || battleRecord.record.guildCode != code) { // return resResult(STATUS.WRONG_PARMS); // } let time = Math.floor(battleRecord.createdAt.getTime()/1000); // if (userGuild.trainCount - 1 < 0) { // return resResult(STATUS.WRONG_PARMS); // } if (time < getCurHourPoint(REFRESH_HOUR) && nowSeconds() > getCurHourPoint(REFRESH_HOUR)) { return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//关卡已经重置 } if (time > getHourPoint(REFRESH_HOUR)) { userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 }); } await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { status: isSuccess?1:2 } }, true); let trainId = battleRecord.record.trainId; let hid = battleRecord.record.hid; let res:any = await lockData(serverId, GUILD_DATA_NAME.TRAIN, code + '_' + trainId);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId); if (!guildTrain) { res.releaseCallback();//解锁 return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); } let trainInstance = findWhere(guildTrain.trainInstances, { hid }); if (!trainInstance) return resResult(STATUS.WRONG_PARMS); let { trainInstances } = getArmyTrainJuDian(trainId); let instance = findWhere(trainInstances, { hid }); if (!instance) return resResult(STATUS.WRONG_PARMS); let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty); if (!trainSoloReward) return resResult(STATUS.WRONG_PARMS); let addScore = isSuccess?trainSoloReward.winScore:trainSoloReward.failScore; let goods = await addItems(roleId, roleName, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour}]); let guildTrains = []; let trainIds = []; //是否压制 let { isComplete, reports, ranks } = guildTrain; let index = findIndex(ranks, {roleId}); if (index !== -1) { ranks[index].score += addScore; } else { ranks.push({score: addScore, roleId}); } let needLockNext = false; let resGuildTrain; let report = {roleId, trainId, hid, score: addScore, time: nowSeconds(), isSuccessed: isSuccess, type: 1};//1表示普通战报, 2表示系统战报即:被成功压制 if (trainInstance.progress < instance.progress ) { if (trainInstance.progress + addScore >= instance.progress) { reports.push(...[{isSuccessed: true, type: 2, time:nowSeconds(), score: addScore, roleId, trainId, hid},report]); if (!isComplete) { isComplete = true; guildTrain.trainInstances.forEach(({hid: otherHid, progress})=>{ if (hid != otherHid && progress != instance.progress) { isComplete = false; } }); if (isComplete) { //解锁下一关 needLockNext = true; } } let progress = instance.progress; resGuildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete); if (needLockNext) { // let nextResGuildTrain = await unlockTrain(code, trainId + 1); trainIds.push(nextResGuildTrain.trainId); guildTrains.push(nextResGuildTrain); } res.releaseCallback();//解锁 } else { let progress = trainInstance.progress + addScore; resGuildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete); res.releaseCallback();//解锁 } } else { reports.push(report); resGuildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, {reports, ranks}); res.releaseCallback();//解锁 } if (!needLockNext) { if (trainId - 1 > 0 ) { let lastGuildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId - 1); guildTrains.push(lastGuildTrain); } trainIds.push(resGuildTrain.trainId); } guildTrains.push(resGuildTrain); let { trainCount, trainRewards } = userGuild; let result:any = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards, trainIds); result.battleGoods = goods; await addActive(roleId, serverId, 2, 1); return resResult(STATUS.SUCCESS, result); } async getTrainInstanceBox(msg: { trainId: number , hid: number, index: number}, session: BackendSession) { let { trainId, hid, index } = msg; const roleId: string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const roleName: string = session.get('roleName'); const sid = session.get('sid'); let userGuild = await getUserGuild(roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let res:any = await lockData(serverId, GUILD_DATA_NAME.TRAIN_BOX, code + '_' + trainId);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); let { heroRewards, trainInstances } = getArmyTrainJuDian(trainId); let { progress } = findWhere(trainInstances, {hid}); let guildTrain = await GuildTrainModel.findTrainInstanceBoxByIndex(code, roleId, trainId, hid, index, progress, nowSeconds()); if (!guildTrain) { res.releaseCallback();//解锁 return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); } let good = getRandomByLen(heroRewards); let goods = await addItems(roleId, roleName, sid, [good]); let resGuildTrain = await GuildTrainModel.receiveBoxByIndex(code, roleId, trainId, hid, index, good); res.releaseCallback();//解锁 if (!resGuildTrain) { let result:any = getGuildTrainRewards(guildTrain); return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL, result); } let result:any = getGuildTrainRewards(resGuildTrain); result.goods = goods; return resResult(STATUS.SUCCESS, result); } async getTrainLvUpRewards(msg: {trainId: number }, session: BackendSession) { let { trainId } = msg; const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const sid: string = session.get('sid'); const serverId: number = parseInt(session.get('serverId')); let userGuild = await getUserGuild(roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId); if (!guildTrain||!guildTrain.isComplete) return resResult(STATUS.GUILD_TRAIN_IS_NOT_COMPLETE); let { jinjieReward } = getArmyTrainJuDian(trainId); if (userGuild.trainRewards.indexOf(trainId) != -1) return resResult(STATUS.GUILD_TRAIN_QUALITY_REWARD_IS_GOT); userGuild = await UserGuildModel.receiveTrainRewards(roleId, trainId); if (!userGuild) { return resResult(STATUS.INTERNAL_ERR); } let goods = await addItems(roleId, roleName, sid, jinjieReward); let { trainRewards } = userGuild; return resResult(STATUS.SUCCESS, { trainRewards, goods }); } //购买挑战次数 async purchaseTrainCount(msg: {count: number}, session: BackendSession) { let { count } = msg; const roleId:string = session.get('roleId'); const serverId: number = parseInt(session.get('serverId')); const sid:string = session.get('sid'); let userGuild = await getUserGuild(roleId, serverId); if (!userGuild) return resResult(STATUS.WRONG_PARMS); if (userGuild.buyTrainCount >= ARMY.ARMY_TRAIN_BUYTIMES) return resResult(STATUS.GUILD_BUY_TRAIN_COUNT_REACH_MAX); let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_TRAIN_TIMESCOST}]); if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let { trainCount, buyTrainCount } = await UserGuildModel.addTrainCount(roleId, count); return resResult(STATUS.SUCCESS, { trainCount, buyTrainCount }); } }