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, getCutDay, 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 } from "../domain/battleField/guildActivity"; import { DicGuildActivity } from "../pubUtils/dictionary/DicGuildActivity"; import { getUnionRank, getRank, getGuildKeyName, getMyUnionRank, getRankScore, getCityKeyName, getAllServers } from "./redisService"; import { GuildModel } from "../db/Guild"; import { SimpleGuildRankParam, SimpleRoleRankParam } 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"; let gateActivityObj: GateActivityObject; let cityActivityObj: CityActivityObject; export function getGateActivityObj() { if(!gateActivityObj) { gateActivityObj = new GateActivityObject(); } return gateActivityObj; } export function getCityActivityObj() { if(!cityActivityObj) { cityActivityObj = new CityActivityObject(); } return cityActivityObj } /** * 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); 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 = getCutDay(); 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; console.log('*******', sum, score, enemyType); historyEnemies.push(dataId); } } for(let i = curRound + 1; i <= round; i++) { sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START); memberRecord.round = i; console.log('********', sum, 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; } /** * 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, serverlists} = obj.getAllCities(); for(let { serverId, cityId } of cities) { await cityActivitySettleReward(cityId, serverId); } // 发完之后再做下周自动宣战 for(let serverId of serverlists) { await autoDeclare(serverId); } cityActivityObj = new CityActivityObject(); } } // 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); } /** * 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 */ async function autoDeclare(serverId: number) { let allCities = await GuildActivityCityModel.getAllCities(serverId); for(let { cityId, guardGuildCode } of allCities) { 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.preCity, dbCities); cities.push(param); } return cities } /** * 诸侯混战 获取城池状态 * @param guildCode * @param cityId * @param preCity * @param dbCities */ export function getCityStatus(guildCode: string, cityId: number, preCity: number[], dbCities: GuildActivityCityType[]) { let status = CITY_STATUS.NOT_OPEN; if(preCity && preCity.length) { let hasGuardCity = dbCities.find(cur => { return preCity.includes(cur.cityId) && cur.guardGuildCode == guildCode; }); if(!!hasGuardCity) { status = CITY_STATUS.CAN_DECLARE; } } else { status = CITY_STATUS.CAN_DECLARE; } 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; } } return status; }