import { UserGuildModel } from '../db/UserGuild'; import { getArmyTrainJuDian, getTrainBaseByLv } from '../pubUtils/data'; import { nowSeconds, getHourPoint } from '../pubUtils/timeUtil'; import { REFRESH_HOUR, GUILD_STRUCTURE } from '../consts/constModules/guildConst'; import { GuildTrainType, GuildTrainModel, TrainInstance } from '../db/GuildTrain'; import { GuildModel } from '../db/Guild'; import { findWhere } from 'underscore'; import { ARMY } from '../pubUtils/dicParam'; import { lockData } from './redLockService'; import { pinus } from 'pinus'; import { MailModel, MailType } from '../db/Mail'; import { getRandomByLen, resResult } from '../pubUtils/util'; import { STATUS } from '../consts/statusCode'; import { GuildTrainReportModel } from '../db/GuildTrainReport'; import { DATA_NAME } from '../consts/dataName'; import { getMailContent } from './mailService'; import { MAIL_TYPE } from '../consts'; /** * 获得userGuild,并检查,是否需要每日重置购买挑战次数和今日挑战次数,已经检查是否需要每周重置练兵场 * @param roleId * @param serverId */ export async function getUserGuild(roleId: string, serverId: number) { let userGuild = await UserGuildModel.getMyGuild(roleId,'trainCount trainTime trainRewards guildCode buyTrainCount'); if (!userGuild) return; let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild; await resetTrain(guildCode, serverId);//检查重置练兵场 if (trainTime < getHourPoint(REFRESH_HOUR)) {//重置挑战次数和购买次数 trainCount = ARMY.ARMY_TRAIN_BUYTIMES; buyTrainCount = 0; userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {}); } return userGuild; } /** * 获得未失效的试炼宝箱奖励 * @param guildTrain */ export function getGuildTrainRewards (guildTrain) { let { trainInstances: instances } = getArmyTrainJuDian(guildTrain.trainId); let trainBoxs = guildTrain.trainInstances.map(({hid, trainBoxs, endTime})=>{ let instance = findWhere(instances, { hid }); let isComplete = false; if ( guildTrain.progress >= instance.progress) isComplete = true; return {hid, recordBoxs: trainBoxs, trainId: guildTrain.trainId, endTime, isComplete}; }) return { trainBoxs }; } /** * 获得练兵场封装信息 练兵场关卡进度,排行榜,挑战次数,和练兵场升级奖励 * @param guildTrain * @param roleId * @param trainCount * @param trainRewards */ export function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string, trainCount:number, trainRewards: Array) { let { trainId, isComplete, trainInstances, ranks } = guildTrain; ranks.sort(function(a, b) { return b.score - a.score; }); let myRank = {}; let resRanks = ranks.map(({roleId: rankRoleId, score}, index)=>{ if (roleId == rankRoleId) myRank = {roleId: rankRoleId, score, rankLv: index+1}; return {roleId: rankRoleId, score, rankLv: index+1}; }); let { trainInstances: instances } = getArmyTrainJuDian(trainId); let resTrainInstances = trainInstances.map(({hid, progress, endTime})=>{ let instance = findWhere(instances, { hid }); let isComplete = false; if ( progress >= instance.progress) isComplete = true; return {hid, progress, endTime, isComplete}; }); let resGuildTrain = {trainId, isComplete, trainInstances: resTrainInstances, myRank, ranks: resRanks}; return { guildTrain: resGuildTrain, trainCount, trainRewards}; } /** * 解锁试炼trainId * @param code * @param trainId */ export async function unlockTrain(code: string, trainId: number) { let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId); if (!!guildTrain) { return guildTrain; } let { trainInstances } = getArmyTrainJuDian(trainId); // 初始化 let instances:Array = trainInstances.map(trainInstance => { let t = new TrainInstance(); t.hid = trainInstance.hid; t.progress = 0; t.endTime = 0; t.trainBoxs = []; return t; }); guildTrain = await GuildTrainModel.openGuildTrain(code, trainId, instances); await GuildTrainReportModel.resetGuildTrainReport(code, trainId); await GuildModel.updateInfo(code, { trainId }, {}); return guildTrain; } /** * 重置练兵场 * @param code * @param serverId */ export async function resetTrain(code: string, serverId: number) { let res:any = await lockData(serverId, DATA_NAME.GUILD, code);//加锁 if (!!res.err) return; let { structure } = await GuildModel.findGuild(code, serverId, 'structure'); let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.TRAIN}); let guild = await GuildModel.resetGuildTrain(code, serverId, lv); res.releaseCallback();//解锁 if (!guild) {//不满足重置条件,结束并解锁 return; } const userGuildList = await UserGuildModel.getListByGuild(code, 'trainRewards', {}); const guildTrains = await GuildTrainModel.getGuildTrainBoxs(code); let mails = new Array(); let pushMessage = []; let { shilianRewardRatio } = getTrainBaseByLv(GUILD_STRUCTURE.TRAIN); //结算未领取的宝箱奖励发送到邮件中 userGuildList.forEach(async function ({roleId, trainRewards}) { let goods = []; guildTrains.forEach(guildTrain=>{ guildTrain.trainInstances.forEach(({ trainBoxs })=>{ if (!findWhere(trainBoxs, {roleId})) { let { heroRewards } = getArmyTrainJuDian(guildTrain.trainId); let good = getRandomByLen(heroRewards); good.count = Math.floor((100 + shilianRewardRatio) * good.count/100); goods.push(good); } }) }); for (let trainId = 1; trainId < guild.trainId; trainId++) { let { jinjieReward } = getArmyTrainJuDian(trainId); if (trainRewards.indexOf(trainId)) { goods.push(...jinjieReward); } } if (!!goods.length) { await getMailContent(roleId, MAIL_TYPE.GUILD_TRAIN_REWARD, [], goods, mails, pushMessage); } }); await MailModel.addMails(mails); pushMessage.forEach(({route, data, uids })=>{ pinus.app.channelService.pushMessageByUids(route, resResult(STATUS.SUCCESS, { mails:data }), uids); pinus.app.channelService.pushMessageByUids('onGuildTainReset', resResult(STATUS.SUCCESS, {}), uids);//通知在线玩家练兵场重置, }); await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定 await unlockTrain(code, 1);//开启练兵场1级 await UserGuildModel.resetTrainUserGuild(code);//重置玩家的挑战次数和购买挑战次数 } /** * 检查并重置试炼 * @param roleId * @param serverId */ export async function checkResetTrain(roleId: string, serverId: number) { let userGuild = await UserGuildModel.getMyGuild(roleId,'guildCode'); if (!userGuild) return; await resetTrain(userGuild.guildCode, serverId); } /** * 成员退出删除排行奖励 * @param guildCode * @param roleId * @param trainId */ export async function removeTrainRank(guildCode: string, roleId: string, trainId: number) { await GuildTrainModel.removeTrainRank(guildCode, roleId, trainId); }