import { GVGCityType } from './../../../db/GVGCity'; import { LeagueCityPoint, GVGTeamMem } from './../../../domain/battleField/gvgBattle'; import { GVGRecModel } from '../../../db/GVGRec'; import { LeagueGood } from '../../../domain/gvgField/returnData'; import { GVGTeamModel } from '../../../db/GVGTeam'; import { GVGUserDataModel } from '../../../db/GVGUserData'; import { GVGCityModel } from '../../../db/GVGCity'; import { Application, BackendSession, ChannelService, HandlerService } from "pinus"; import { DEBUG_MAGIC_WORD, GVG_PERIOD, STATUS } from "../../../consts"; import { LineupHero } from "../../../domain/roleField/hero"; import { resResult, genCode } from "../../../pubUtils/util"; import { GVGLeagueModel } from '../../../db/GVGLeague'; import { checkGVGPeriod, getGVGPeriodData } from '../../../services/gvg/gvgService'; export default function (app: Application) { new HandlerService(app, {}); return new GVGBattleHandler(app); } export class GVGBattleHandler { channelService: ChannelService; // 积分点占领情况,cityId -> LeagueCode -> LeagueCityPoint private pointOccupy: Map> = new Map(); // 城池队伍状态,cityId -> areaId -> GVGTeamMem private cityTeamStatus: Map> = new Map(); constructor(private app: Application) { this.channelService = app.get('channelService'); } // 保存队伍 // index: 队伍索引位置 // head: 头像 // frame: 相框 // spine: 形象 // lineup: 阵容 async saveTeam(msg: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) { if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const roleId = session.get('roleId'); const guildCode = session.get('guildCode'); let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); const { index, head, frame, spine, lineup } = msg; const team = await GVGTeamModel.saveTeam(roleId, myLeague.leagueCode, index, head, frame, spine, lineup); if (!team) { return resResult(STATUS.GVG_SAVE_TEAM_FAILED); } return resResult(STATUS.SUCCESS, { teams: [ team.teamCode ] }); } // 获取城池信息 async getCity(msg: { cityId: number }, session: BackendSession) { if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const { cityId } = msg; let { configId } = getGVGPeriodData(); const city = await GVGCityModel.findOne({ configId, cityId }).lean(); return resResult(STATUS.SUCCESS, { city }); } // 进入城池 async enterCity(msg: { cityId: number }, session: BackendSession) { if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const roleId = session.get('roleId') const guildCode = session.get('guildCode') const { cityId } = msg; let { configId } = getGVGPeriodData(); let city: GVGCityType = await GVGCityModel.findOne({ cityId, configId }).lean(); if (!city) { return resResult(STATUS.GVG_CITY_NOT_FOUND); } // 检测是否已经在城池中,如果在城池中,直接返回城池信息 let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId); if (!gvgUserData) { return resResult(STATUS.GVG_USER_NOT_FOUND); } if (gvgUserData.cityId === cityId) { return resResult(STATUS.SUCCESS, { city }); } // 不在城池则检测是否满员 const { userCnt } = city; // 检测是否满员 if (userCnt >= 200) { return resResult(STATUS.GVG_BATTLE_CITY_FULL); } // 检测玩家是否已经在其他城池中,由 checkMyTeam 接口检测 // if (gvgUserData.cityId) { // } const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId); city = await GVGCityModel.updateCityUser(configId, cityId, 1, roleTeamCnt); gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId); // ! 队伍默认进入的据点暂时设为 0;更新内存队伍信息 const res = await GVGTeamModel.resetTeamsLoc(roleId, cityId, 0); if (!res) { return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED); } return resResult(STATUS.SUCCESS, { city }); } // 离开城池 async leaveCity(msg: { cityId: number }, session: BackendSession) { if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); const roleId = session.get('roleId') const guildCode = session.get('guildCode') const { cityId } = msg; let { configId } = getGVGPeriodData(); // 检测是否已经在城池中 let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode); if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST); let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId); if (!gvgUserData) { return resResult(STATUS.GVG_USER_NOT_FOUND); } if (gvgUserData.cityId != cityId) { return resResult(STATUS.GVG_USER_NOT_IN_CITY); } const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId); const city = await GVGCityModel.updateCityUser(configId, cityId, -1, -roleTeamCnt); if (!city) { return resResult(STATUS.GVG_CITY_NOT_FOUND); } // 更新玩家城池和队伍城池 gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, 0); const res = await GVGTeamModel.resetTeamsLoc(roleId, 0, 0); if (!res) { return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED); } // ! 还需处理内存数据 return resResult(STATUS.SUCCESS); } // 开始移动 // areaId: 要移动的目标据点 id async startMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) { const { areaId, cityId } = msg; const moveTime = Date.now(); return resResult(STATUS.SUCCESS, { areaId, cityId, moveTime }); } // 停止移动 // areaId: 移动到的目标据点 id async stopMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) { const { areaId, cityId, teamCode } = msg; const players = await GVGUserDataModel.find({ cityId, areaId }).limit(20).lean(); const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { areaId }).lean(); return resResult(STATUS.SUCCESS, { areaId, cityId, players, curTeam }); } // 队伍入驻积分点 async teamSettle(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) { const { pointId, teamCode } = msg; const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { pointId }).lean(); return resResult(STATUS.SUCCESS, { curTeam }); } // 队伍离开积分点 async teamLeave(msg: any, session: BackendSession) { return resResult(STATUS.SUCCESS); } // 队伍开始攻击 // teamCode: 攻击方队伍 // oppoTeamCode: 防守方队伍 async battleStart(msg: { teamCode: string, oppoTeamCode: string }, session: BackendSession) { const { teamCode, oppoTeamCode } = msg; const teams = await GVGTeamModel.find({ teamCode: { $in: [ teamCode, oppoTeamCode ] } }).lean(); let teamInvalid = false; let invalidTeamCode = ''; teams.forEach(team => { if (team.attackTime > Date.now() - 1000 * 5) { teamInvalid = true; invalidTeamCode = team.teamCode; } }); if (teamInvalid) { return resResult(STATUS.GVG_BATTLE_TEAM_INVALID, { teamCode: invalidTeamCode }); } // 生成 battleCode const battleCode = genCode(8); return resResult(STATUS.SUCCESS, { battleCode }); } // 队伍停止攻击 async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) { const { battleCode, isSuccess } = msg; // ! 根据 battleCode 获取 teamCode const teamCode = ''; const leagueGoods: LeagueGood[] = null; // ! 计算并更新两支队伍耐久 const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean(); // ! 推送战斗结果给对手队伍 // const channel = this.channelService.getChannel(teamCode, false); // if (!!channel) { // channel.pushMessage('onBattleResult', { isSuccess }); // } // ! 结算奖励 if (isSuccess) { // ! 更新 leagueGoods } return resResult(STATUS.SUCCESS, { curTeam, leagueGoods }); } // 使用道具 // teamCode: 要使用道具的队伍 async useItem(msg: { itemId: number, teamCode: string }, session: BackendSession) { const { itemId, teamCode } = msg; // ! 检查道具是否存在 // ! 检查道具是否可以使用在该队伍 const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean(); // ! 根据 item 使用效果更新 team return resResult(STATUS.SUCCESS, { team }); } // 复活队伍 async reviveTeam(msg: { teamCode: string }, session: BackendSession) { const { teamCode } = msg; // ! 检查该队伍是否可以复活,可以的话更新队伍状态 const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean(); // 更新成功返回队伍信息 return resResult(STATUS.SUCCESS, { team }); } // 获取战报 // type: 战报类型 async getRecs(msg: { type: number }, session: BackendSession) { const { type } = msg; // 根据 type 获取战报 const recs = await GVGRecModel.find({ type }).limit(20).lean(); return resResult(STATUS.SUCCESS, { recs }); } // 获取概况 async getOverview(msg: {}, session: BackendSession) { const cities = await GVGCityModel.find({}).lean(); // ! 重新组织每个城市的数据,添加据点和积分点的信息 return resResult(STATUS.SUCCESS, { cities }); } // 获取区域上的队伍 async getAreaTeams(msg: { cityId: number, areaIds: [number] }, session: BackendSession) { const { cityId, areaIds } = msg; const queryParam = {}; areaIds.forEach(areaId => { queryParam[areaId] = [{ $match: { areaId, cityId } }, { $limit: 20 }]; }); const teams = await GVGTeamModel.aggregate([ { $facet: queryParam }, ]); return resResult(STATUS.SUCCESS, { teams }); } // debug 接口,创建城市 async createCity(msg: { cityId: number, magicWord: string }, session: BackendSession) { const { cityId, magicWord } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.INTERNAL_ERR); } let { configId } = getGVGPeriodData(); // 检查城市是否存在 let city = await GVGCityModel.getCityByCityId(configId, cityId); if (city) { return resResult(STATUS.SUCCESS, { city }); } city = await GVGCityModel.createCity(configId, cityId); return resResult(STATUS.SUCCESS, { city }); } }