// 军团活动蛮夷入侵城门血量等数据存储 import { Member, GateMembersRec, WoodenHorse, Event } from "../domain/battleField/guildActivity"; import { GUILDACTIVITY } from "../pubUtils/dicParam"; import { RewardInter } from "../pubUtils/interface"; import { getRaceEventItems, gameData } from "../pubUtils/data"; import { GuildModel } from "../db/Guild"; import { sendSingleRaceActEndMsg } from "./guildActivityService"; import { REDIS_KEY, RACE_EVENT_TYPE, RACE_EVENT_EFFECT_TYPE, RACE_EVENT, STATUS } from "../consts"; import { getGuildChannelSid } from "./chatService"; import { pinus } from "pinus"; import { getRandEelm, sortArrRandom, resResult } from "../pubUtils/util"; import { Rank } from "./rankService"; import { getTimeFun } from "../pubUtils/timeUtil"; export class GateActivityObject { private gateHp: Map = new Map(); // 城门血条,每个军团有一条血条 guildCode => hp private members: Map> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}] private membersRecord: Map = new Map(); // 每个成员的回合数和敌军数,防刷 recCode => GateMembersRec private guilds: Map = new Map(); // 参加的所有军团 server => [guildCode] public getObj(guildCode: string, serverId: number) { // console.log(guildCode, serverId) return { gateHp: this.getGateHpAndInc(guildCode), members: this.members.get(guildCode)||[], memberesRecord: [...this.membersRecord], guilds: this.guilds.get(serverId)||[] } } public getGateHpAndInc(guildCode: string, inc: number = 0) { let gateHp = this.gateHp.get(guildCode); if(!this.gateHp.has(guildCode)) { gateHp = GUILDACTIVITY.GATEACTIVITY_GATEHP; } if(inc != 0) { gateHp += inc; this.gateHp.set(guildCode, gateHp); } if(gateHp <= 0) gateHp = 0; return gateHp } public getGuilds() { return this.guilds; } public pushMembers(guildCode: string, serverId: number, roleId: string, job: number) { if(this.members.has(guildCode)) { let members = this.members.get(guildCode); if(members.findIndex(cur => cur.roleId == roleId) == -1) { members.push({ roleId, job }); } } else { let arr = new Array(); arr.push(roleId); this.members.set(guildCode, [{ roleId, job }]); } if(this.guilds.has(serverId)) { let arr = this.guilds.get(serverId); if(!arr.includes(guildCode)) arr.push(guildCode); this.guilds.set(serverId, arr); } else { this.guilds.set(serverId, [guildCode]); } } public getMemberRecord(recCode: string, roleId: string) { return this.membersRecord.get(recCode)||new GateMembersRec(roleId) } public setMemberRecord(recCode: string, newMemberRecord: GateMembersRec) { this.membersRecord.set(recCode, newMemberRecord); } public delMemberRecord(recCode: string) { this.membersRecord.delete(recCode); } public delGuildRecord(guildCode: string, serverId: number) { let guildList = this.guilds.get(serverId); if(guildList) { let index = guildList.indexOf(guildCode); guildList.splice(index, 1); } this.members.delete(guildCode); } } // 军团诸侯混战等数据 export class CityActivityObject { private gateHp: Map = new Map(); // 城门血条,每个cityId有一条血条 serverId&cityId => gateHp private members: Map> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}] private cities: Map = new Map(); // 各个城池参与的军团 serverId&cityId => [guildCode] private guilds: Map = new Map(); // 军团所在的城池 guildCode => cityId private historyCity: Map = new Map(); // 获取自己打开过的城池的页面 roleId => cityId private getKey(serverId: number, cityId: number) { return `${serverId}_${cityId}`; } private decodeKey(key: string) { let arr = key.split('_'); return { serverId: parseInt(arr[0]), cityId: parseInt(arr[1]) } } public getObj( serverId: number, cityId: number, guildCode: string) { let key = this.getKey(serverId, cityId); return { gateHp: this.gateHp.get(key), members: this.members.get(guildCode), city: this.cities.get(key), guild: this.guilds.get(guildCode) } } public getAllCities() { let allCities = new Array<{ serverId: number, cityId: number, guildCodes: string[]}>(); let serverlists = new Array(); for(let [key, guildCodes] of this.cities) { let { serverId, cityId } = this.decodeKey(key); allCities.push({ serverId, cityId, guildCodes }); if(!serverlists.includes(serverId)) serverlists.push(serverId); } return {cities: allCities, serverlists}; } public getGuildsInCity(serverId: number, cityId: number) { let key = this.getKey(serverId, cityId); return this.cities.get(key)||[]; } public getMembersOfGuild(guildCode: string) { return this.members.get(guildCode)||[]; } public getGateHpAndInc(serverId: number, cityId: number, maxHp: number, inc: number = 0) { let key = this.getKey(serverId, cityId); let gateHp = this.gateHp.get(key); if(!this.gateHp.has(key)) { gateHp = maxHp; } if(inc != 0) { gateHp += inc; this.gateHp.set(key, gateHp); } if(gateHp <= 0) gateHp = 0; return gateHp } public getHistoryCity(roleId: string) { return this.historyCity.get(roleId) } public setHistoryCity(roleId: string, cityId: number) { return this.historyCity.set(roleId, cityId); } public pushMembers(guildCode: string, roleId: string, job: number) { if(this.members.has(guildCode)) { let members = this.members.get(guildCode); if(members.findIndex(cur => cur.roleId == roleId) == -1) { members.push({ roleId, job }); } } else { let arr = new Array(); arr.push(roleId); this.members.set(guildCode, [{ roleId, job }]); } } public pushGuild(guildCode: string, serverId: number, cityId: number) { let key = this.getKey(serverId, cityId); if(!this.cities.has(key)) { this.cities.set(key, [guildCode]); } else { let arr = this.cities.get(key); if(!arr.includes(guildCode)) { arr.push(guildCode); } } this.guilds.set(guildCode, cityId); } public delCityRecord(cityId: number, serverId: number) { let key = this.getKey(serverId, cityId); let guildCodes = this.cities.get(key)||[]; for(let guildCode of guildCodes) { this.members.delete(guildCode); this.guilds.delete(guildCode); } this.cities.delete(key); } } // 军团诸侯混战等数据 export class RaceActivityObject { private status = 0; // 活动状态 0-未开始 1-已开始 2-已结束 // TODO 写进const表 public guildList: Array<{ serverId: number, guildCode: string }> = []; // 所有军团 private members: Map> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}] private woodenHorses: Map = new Map(); // 每个军团的木牛流马 guildCode => WoodenHorse private events: Map = new Map(); // 每个军团遇到的事件 private items: Map = new Map(); // 每个玩家的道具 roleId => [{id, count}] public getItem(roleId: string) { return this.items.get(roleId)||[] } // 是否加入过 public hasJoin(guildCode: string, roleId: string) { let member = this.members.get(guildCode)||[]; return member.findIndex(cur => cur.roleId == roleId) != -1; } // 加入member private pushMember(guildCode: string, roleId: string, job: number) { if(!this.members.has(guildCode)) { this.members.set(guildCode, []); } this.members.get(guildCode).push({roleId, job}); } public getMembersOfGuild(guildCode: string) { return this.members.get(guildCode)||[]; } public getAllWoodenHorses() { return this.woodenHorses; } public async joinWoodenHorse(guildCode: string, roleId: string, roleName: string, serverId: number, sid: string, job: number) { let woodenHorse = await this.getWoodenHorse(guildCode, serverId); if(!woodenHorse) return false; woodenHorse.joinMember(roleId, roleName, sid) this.pushMember(guildCode, roleId, job); if(this.status == 1) { // TODO 写进const表 let item = getRaceEventItems(); this.handleItems(roleId, sid, item); this.woodenHorseStartRace(woodenHorse); } return await this.getWoodenHorse(guildCode, serverId); } // 获取某个军团的木马状态 public async getWoodenHorse(guildCode: string, serverId: number) { if(!this.woodenHorses.has(guildCode)) { this.initEvents(guildCode); let guild = await GuildModel.findByCode(guildCode, serverId); if(!guild) return false; let { name: guildName, guildCe } = guild; this.woodenHorses.set(guildCode, new WoodenHorse(guildCode, guildName, guildCe, serverId)); this.guildList.push({guildCode, serverId}); } let woodenHorse = this.woodenHorses.get(guildCode); let events = this.events.get(guildCode)||[]; let needSendEnd = woodenHorse.calCurWoodenHorse(events); if(woodenHorse.status == 1 || woodenHorse.status == 2) { // 更新距离 // TODO 写进const表 let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true, 5); await r.setRank({guildCode}, Math.floor(woodenHorse.distance * 1000), woodenHorse.time - woodenHorse.startTime, false); let tomorrow = getTimeFun().getAfterDayWithHour(); await r.setExpire(tomorrow); if (needSendEnd) { // 抵达后发送奖励,发送消息,结算 await sendSingleRaceActEndMsg(guildCode, woodenHorse); } } this.handleItemsByWoodenHorse(woodenHorse); return woodenHorse; } public async useItem(fromRoleId: string, sid: string, fromGuild: string, toGuild: string, id: number, count: number) { let rec = this.handleItems(fromRoleId, sid, [{id, count: -1 * count}]); if(!rec) return false; let event = new Event(id, fromGuild, toGuild, count); if(!this.events.has(toGuild)) { this.events.set(toGuild, [event]); } else { let events = this.events.get(toGuild)||[]; events.push(event); this.events.set(toGuild, events); } let chatSid = await getGuildChannelSid(toGuild); pinus.app.rpc.chat.guildRemote.sendRaceEvent.toServer(chatSid, toGuild, [event]); return event; } // 定时任务到,开始比赛,设置开始赛道,发放初始道具 public startRace() { this.status = 1; // TODO 写进const表 let guildCodes = new Array(); for(let [code, woodenHorse] of this.woodenHorses) { if(woodenHorse.memberCnt > 0) { this.woodenHorseStartRace(woodenHorse); guildCodes.push(code); } } return guildCodes; } private woodenHorseStartRace(woodenHorse: WoodenHorse) { woodenHorse.status = 1; // TODO 写进const表 woodenHorse.time = Date.now(); woodenHorse.startTime = Date.now(); let members = woodenHorse.members; for(let { roleId, sid } of members) { let item = getRaceEventItems(); this.handleItems(roleId, sid, item); } } // 初始进入就随机9个灵球事件 public initEvents(guildCode: string) { if(!this.events.get(guildCode)) { this.events.set(guildCode, []); } let dicEncounter = gameData.raceActivityEncounter; // 距离=>事件类型 let goodEventNum = Math.floor(dicEncounter.eventNum/2); let badEventNum = dicEncounter.eventNum - goodEventNum; let dicRaceTypes = gameData.raceTypes.get(RACE_EVENT_TYPE.EVENT); let goodEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.GOOD), goodEventNum); let badEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.BAD), badEventNum); let events = sortArrRandom(goodEvents.concat(badEvents)); let index = 0; for(let [distance, type] of dicEncounter.events) { if(type == RACE_EVENT_TYPE.ITEM) { let event = new Event(RACE_EVENT.ITEM, guildCode, guildCode, 1, distance); this.events.get(guildCode).push(event); } else if (type == RACE_EVENT_TYPE.EVENT) { let event = new Event(events[index], guildCode, guildCode, 1, distance); this.events.get(guildCode).push(event); index ++; } } } public getEvents(guildCode: string, distance: number) { let events = this.events.get(guildCode)||[]; let result = new Array(); for(let event of events) { let { endTime, endDistance } = event; if(endTime) { if(Date.now() > endTime) continue; } if(endDistance) { if(distance > endDistance) continue; } result.push(event); } return result; } private handleItemsByWoodenHorse(woodenHorse: WoodenHorse) { let { members } = woodenHorse; for(let curMember of members) { let { roleId, sid, items = [] } = curMember; if(items.length > 0) this.handleItems(roleId, sid, items); curMember.items = []; } } private handleItems(roleId: string, sid: string, incItems: {id: number, count: number}[]) { let items = this.items.get(roleId)||[]; let sendItems = new Array<{id: number, count: number}>(); for(let {id, count: inc} of incItems) { let curItem = items.find(cur => cur.id == id); if(!curItem) { curItem = { id, count: 0 }; items.push(curItem); } if(curItem.count + inc < 0 ) return false; if(inc != 0) { curItem.count += inc; sendItems.push({ id, count: curItem.count }); } } this.items.set(roleId, items); let uids = [{uid: roleId, sid}]; pinus.app.get('channelService').pushMessageByUids('onRaceItemUpdate', resResult(STATUS.SUCCESS, { items: sendItems }), uids); return items; } public deleteFromList(guildCode: string) { let index = this.guildList.findIndex(cur => cur.guildCode == guildCode); this.guildList.splice(index, 1); } }