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ZYZ/game-server/app/servers/battle/handler/comBattleHandler.ts
T

670 lines
31 KiB
TypeScript

/*
* @Author: 梁桐川
* @Date: 2020-11-30 15:05:48
* @Last Modified by: 梁桐川
* @Last Modified time: 2020-11-30 18:08:49
*/
import { COM_BATTLE_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ID_NAME, COM_BATTLE_ASSIST_TIME, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS } from './../../../consts/consts';
import { IT_TYPE, GOLD_COST_RATIO, CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/consts';
import { getGoodById, getBossHpByBlueprtId, getComBtlSetByQuality, getBlueprtComposeByQuality, getBluePrtByQuality } from '../../../pubUtils/gamedata';
import { COM_TEAM_ENABLE_LV } from '../../../consts/consts';
import { ComBattleTeamModel } from '../../../db/ComBattleTeam';
import Role, { RoleModel } from '../../../db/Role';
import { STATUS } from '../../../consts/statusCode';
import { Application, BackendSession } from 'pinus';
import { resResult, getRandomByLen, calculateNum, getRandValue } from '../../../pubUtils/util';
import { RoleStatus } from '../../../db/ComBattleTeam';
import { ItemModel } from '../../../db/Item';
import { handleReward } from '../../../services/rewardService';
import { getTeamSearchByQuality, setTeamSearchReq } from '../../../services/redisService';
import { getRandRobot, transBossHpArr } from '../../../services/battleService';
import { getRandBlueprtId } from '../../../services/comBattleService';
export default function(app: Application) {
return new ComBattleHandler(app);
}
class ComTeam {
// 队伍唯一编号
teamCode: string;
// 玩家列表
roleIds: Array<string>
// 队伍是否开放加入
pub: boolean;
// 对应藏宝图 Id
blueprtId: number;
// 战斗状态 0:未开始,1:已开始,2:胜利,3:失败
status: number;
// 玩家状态
roleStatus: Array<RoleStatus>;
// 队长 roleId
capId: string;
// 战力限制
ceLimit: number;
// boss 总血量
bossHp: number;
// boss 当前血量
bossCurHp: number;
// 单个 boss 血量状态
bossHpArr: Array<{dataId: number, hp: number, curHp: number}>;
// 品质
quality: number;
// 当前回合
curRnd: number;
constructor(teamCode: string, pub: boolean, blueprtId: number, status: number, capId: string, ceLimit: number, bossHp: number, quality: number, bossHpArr:Array<{dataId: number, hp: number, curHp: number}> ) {
this.teamCode = teamCode;
this.pub = pub;
this.blueprtId = blueprtId;
this.status = status;
this.capId = capId;
this.ceLimit = ceLimit;
this.bossHp = bossHp;
this.bossCurHp = bossHp;
this.quality = quality;
this.bossHpArr = bossHpArr;
this.curRnd = 0;
}
}
export class ComBattleHandler {
constructor(private app: Application) {
}
private teamMap: Map<string, ComTeam> = new Map();
/**
* @description 队长创建队伍
* @param {{blueprtId: number, pub: boolean, ceLimit: number}} msg 藏宝图Id,是否公开,战力限制
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async createTeam(msg: {blueprtId: number, pub: boolean, ceLimit: number}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let teamCode = session.get('teamCode');
const { blueprtId, pub, ceLimit } = msg;
console.log('createTeam msg: ', msg);
// 检查藏宝图Id是否合法
let goodData = getGoodById(blueprtId);
if (!goodData || goodData.itid !== IT_TYPE.BLUEPRT) return resResult(STATUS.COM_BATTLE_BLUEPRT_INVALID);
// 检查藏宝图是否足够
let { lv, headHid = 19, topFiveCe, sHid = 19 } = await RoleModel.findByRoleId(roleId);
if (lv < COM_TEAM_ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
let blueprt = await ItemModel.findbyRoleAndGidAndCount(roleId, blueprtId, 1);
if (!blueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_FOUND);
// 检查是否有已创建未结束的寻宝,预先占用一张藏宝图
let teams = await ComBattleTeamModel.getTeamByCapAndStatus(roleId, COM_TEAM_STATUS.FIGHTING);
if (teams && blueprt.count <= teams.length) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
let roleStatus = [];
let roleIds = [];
roleIds.push(roleId);
let capStatus = new RoleStatus(roleId, roleName, true, false, headHid, sHid, topFiveCe, lv);
roleStatus.push(capStatus);
// 检查是否有正在匹配的符合要求的玩家
let teammates = await getTeamSearchByQuality(goodData.quality);
console.log('teammates: ', teammates);
if (teammates) {
for (let teammate of teammates) {
let roleInfo = await RoleModel.findByRoleId(teammate.roleId);
if (!roleInfo || roleIds.indexOf(teammate.roleId) !== -1) continue;
let {roleId, roleName, headHid = 19, sHid = 19, topFiveCe, lv} = roleInfo;
if (topFiveCe < ceLimit) continue;
// TODO: 没处理情谊助战
const st = new RoleStatus(roleId, roleName, false, false, headHid, sHid, topFiveCe, lv);
roleStatus.push(st);
roleIds.push(roleInfo.roleId);
}
}
let { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId);
// 创建队伍数据结构
let comTeam = new ComTeam(teamCode, pub, blueprtId, COM_TEAM_STATUS.DEFAULT, roleId, ceLimit, bossHpSum || 10000, goodData.quality, transBossHpArr(bossHpArr));
comTeam.roleStatus = roleStatus;
comTeam.roleIds = roleIds;
this.teamMap.set(teamCode, comTeam);
// TODO: 处理助战回滚
const team = await ComBattleTeamModel.createTeam(comTeam);
if (!team) return resResult(STATUS.COM_BATTLE_CREATE_ERR);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, true);
let users = channel.getMembers();
for (let roleId of roleIds) {
if (users.indexOf(roleId) === -1) {
channel.add(roleId, sid);
}
}
if (teammates) {
let uids = [];
for (let teammate of teammates) {
let { roleId, sid } = teammate;
uids.push({uid: roleId, sid});
}
// TODO: 处理助战 timer
channelService.pushMessageByUids('onTeamJoin', {teamInfo: comTeam}, uids);
}
return resResult(STATUS.SUCCESS, { teamCode, roleStatus });
}
/**
* @description 匹配队伍
* @param {{qualityArr: [number]}} msg 要匹配的品质数组列表
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async searchTeam(msg: {qualityArr: [number]}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
const { qualityArr } = msg;
let { lv, headHid = 19, topFiveCe = 1000, sHid = 19 } = await RoleModel.findByRoleId(roleId);
const team = await ComBattleTeamModel.getOneTeamByQualityAndSt(qualityArr, COM_TEAM_STATUS.DEFAULT, topFiveCe);
// TODO: 有匹配的队伍还需要重新 joinTeam 加入,有失败可能,体验不好,需优化
if (team) {
return resResult(STATUS.SUCCESS, {teamCode: team.teamCode});
}
let teamCode = session.get('teamCode');
await setTeamSearchReq(roleId, sid, qualityArr);
let thiz = this;
// 倒计时匹配两个机器人
setTimeout(async () => {
let roleStatus = [];
let roleIds = []
let robotHeroes = getRandRobot(2); // 随机两个阵容
let roleInfo = new RoleStatus(roleId, roleName, false, false, headHid, sHid, topFiveCe, lv);
roleStatus.push(roleInfo);
roleIds.push(roleId);
let blueprtId = (await getRandBlueprtId(qualityArr)).pop();
let { quality } = getGoodById(blueprtId);
let { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId);
let comTeam = new ComTeam(teamCode, false, blueprtId, COM_TEAM_STATUS.DEFAULT, 'robot', 0, bossHpSum || 10000, quality, transBossHpArr(bossHpArr));
// 创建并添加机器人
for (let robot of robotHeroes) {
const robotCe = getRandValue(topFiveCe, COM_BATTLE_ROBOT_CE_RATIO, 0);
const robotLv = getRandValue(lv, COM_BATTLE_ROBOT_CE_RATIO, 0);
const imgHid = robot[Math.floor(Math.random() * robot.length)];
const { robotRoleId, robotRoleName } = COM_BATTLE_ROBOT_ID_NAME[Math.floor(Math.random() * COM_BATTLE_ROBOT_ID_NAME.length)];
let robotStatus = new RoleStatus(robotRoleId, robotRoleName, false, false, imgHid, imgHid, robotCe, robotLv, robot, true);
roleStatus.push(robotStatus);
roleIds.push(robotRoleId);
}
comTeam.roleStatus = roleStatus;
comTeam.roleIds = roleIds;
let channelService = thiz.app.get('channelService');
const team = await ComBattleTeamModel.createTeam(comTeam);
// if (!team) channelService.pushMessageByUids('onTeamJoin', {teamInfo: null}, [{uid: roleId, sid}]);
thiz.teamMap.set(teamCode, comTeam);
// 推送组队消息
channelService.pushMessageByUids('onTeamJoin', {teamInfo: comTeam}, [{uid: roleId, sid}]);
let channel = channelService.getChannel(teamCode, true);
let users = channel.getMembers();
if (users.indexOf(roleId) === -1) {
channel.add(roleId, sid);
}
}, COM_BATTLE_ASSIST_TIME);
return resResult(STATUS.SUCCESS);
}
/**
* @description 当匹配 searchTeam 匹配到其它队伍时,需要调用此接口加入
* @param {{teamCode: string, isFrd: boolean}} msg 要加入的队伍编号,是否情谊助战
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async joinTeam(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
console.log('teamMap:' + JSON.stringify(this.teamMap));
let { teamCode, isFrd } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || teamStatus.status !== 0 || teamStatus.roleIds.length === 3) return resResult(STATUS.COM_BATTLE_MEMBER_LIMIT);
if (teamStatus.roleIds.indexOf(roleId) !== -1) return resResult(STATUS.COM_BATTLE_DUP_ENTER);
let { lv = 1, headHid = 19, topFiveCe = 0, sHid = 19 } = await Role.findByRoleId(roleId);
let { quality } = getGoodById(teamStatus.blueprtId);
let { assistanceLevel, assistanceTime } = getComBtlSetByQuality(quality);
if (lv < COM_TEAM_ENABLE_LV) {
return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
} else if (lv < assistanceLevel) {
return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
} else if (topFiveCe < teamStatus.ceLimit) {
return resResult(STATUS.COM_BATTLE_CE_LIMIT);
}
let teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, teamStatus.quality, new Date(new Date().setHours(0, 0, 0, 0)), true);
if (teams.length >= assistanceTime) resResult(STATUS.COM_BATTLE_ASSIST_NOT_ENOUGH);
// 加入队伍
let roleStatus = new RoleStatus(roleId, roleName, false, isFrd, headHid, sHid, topFiveCe, lv);
const team = await ComBattleTeamModel.addRole(teamCode, roleStatus);
if (!team || team.roleIds.length === 3) {
return resResult(STATUS.COM_BATTLE_JOIN_ERR);
}
// 推送加入信息给其他玩家
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
teamStatus.roleIds.push(roleId);
teamStatus.roleStatus.push(roleStatus);
channel.pushMessage('onTeamJoin', {teamInfo: teamStatus});
let users = channel.getMembers();
if (users.indexOf(roleId) === -1) {
channel.add(roleId, sid);
}
return resResult(STATUS.SUCCESS, { teamInfo: teamStatus});
}
/**
* 获取队伍列表-deprecated
* @param msg
* @param session
*/
async getTeams(msg: { blueprtIds: Array<number> }, session: BackendSession) {
let roleId = session.get('roleId');
let { lv } = await Role.findByRoleId(roleId);
if (lv < COM_TEAM_ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
const teams = await ComBattleTeamModel.getTeamByBlueprt(msg.blueprtIds, COM_TEAM_STATUS.DEFAULT, true);
if (!teams) return resResult(STATUS.COM_BATTLE_NO_VALID_TEAM);
return resResult(STATUS.SUCCESS, { teamInfos: teams});
}
/**
* @description 获取今日已助战次数
* @param {{}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async getAssistCnt(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, null, new Date(new Date().setHours(0, 0, 0, 0)), true);
let cnt = [0, 0, 0, 0, 0];
teams.forEach(team => {
if (team && team.quality) {
cnt[team.quality - 1] += 1;
}
});
return resResult(STATUS.SUCCESS, {cnt});
}
/**
* @description 队伍准备-deprecate
* @param {{teamCode: string, heroes: Array<number>}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async teammateReady(msg: {teamCode: string, heroes: Array<number>}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, heroes } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
let team = await ComBattleTeamModel.updateHeroes(teamCode, roleId, heroes);
if (!team) return resResult(STATUS.COM_BATTLE_UPDATE_HEROES_ERR);
teamStatus.roleStatus.forEach(st => {
if (st && st.roleId === roleId) {
st.heroes = heroes;
}
});
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
channel.pushMessage('onTeammateReady', {teamCode, roleId, heroes});
return resResult(STATUS.SUCCESS);
}
/**
* @description 出兵时记录玩家阵容
* @param {{teamCode: string, heroes: Array<number>}} msg 队伍编号;阵容
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async setupHeroes(msg: {teamCode: string, heroes: Array<number>}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, heroes } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
let team = await ComBattleTeamModel.updateHeroes(teamCode, roleId, heroes);
if (!team) return resResult(STATUS.COM_BATTLE_UPDATE_HEROES_ERR);
teamStatus.roleStatus.forEach(st => {
if (st && st.roleId === roleId) {
st.heroes = heroes;
}
});
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
channel.pushMessage('onTeammateReady', {teamCode, roleId, heroes});
return resResult(STATUS.SUCCESS);
}
/**
* @description 从队伍中移除玩家
* @param {{teamCode: string, roleIdToRm: string}} msg 队伍编号;要移除的玩家 Id
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async rmTeammate(msg: {teamCode: string, roleIdToRm: string}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, roleIdToRm } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (roleId === teamStatus.capId && roleId === roleIdToRm) return resResult(STATUS.COM_BATTLE_RM_SELF); // 队长移除自己视为解散,提示确认
// if (roleId !== teamStatus.capId && roleId !== roleIdToRm) return resResult(STATUS.COM_BATTLE_CAN_NOT_RM);
if (roleId !== teamStatus.capId) return resResult(STATUS.COM_BATTLE_CAP_ONLY); // 只有队长可以移除玩家
// 移除操作
let team = await ComBattleTeamModel.removeRole(teamCode, roleIdToRm);
if (!team) return resResult(STATUS.COM_BATTLE_RM_TEAMMATE_ERR);
let roleIdx = teamStatus.roleIds.indexOf(roleIdToRm);
teamStatus.roleIds.splice(roleIdx, 1);
teamStatus.roleStatus.some((elem, idx) => {
if (elem.roleId === roleIdToRm) {
teamStatus.roleStatus.splice(idx, 1);
}
});
// 推送移除消息
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
let users = channel.getMembers();
if (users.indexOf(roleIdToRm) !== -1) {
channel.removeMember(roleIdToRm);
}
channel.pushMessage('onLeaveTeam', {teamCode, roleId: roleIdToRm});
return resResult(STATUS.SUCCESS);
}
/**
* @description 队长解散队伍
* @param {{teamCode: string}} msg 要解散的队伍编号
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async dismiss(msg: {teamCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (roleId !== teamStatus.capId) return resResult(STATUS.COM_BATTLE_CAP_ONLY);
let team = await ComBattleTeamModel.removeTeam(teamCode);
if (!team) return resResult(STATUS.COM_BATTLE_DISSMISS_ERR);
let rmSt = this.teamMap.delete(teamCode);
if (!rmSt) return resResult(STATUS.COM_BATTLE_DISSMISS_ERR);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
channel.pushMessage('onTeamDismiss', {teamCode});
channel.destroy();
return resResult(STATUS.SUCCESS);
}
/**
* @description 开始战斗,队长操作或机器人队伍操作
* @param {{teamCode: string}} msg 队伍编号
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async startBattle(msg: {teamCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (teamStatus.capId !== roleId && teamStatus.capId !== 'robot') return resResult(STATUS.COM_BATTLE_CAP_ONLY);
if (teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_ALREADY_START);
teamStatus.status = COM_TEAM_STATUS.FIGHTING;
let team = await ComBattleTeamModel.updateStatus(teamCode, COM_TEAM_STATUS.FIGHTING);
if (!team) return resResult(STATUS.COM_BATTLE_START_ERR);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
channel.pushMessage('onComBtlStart', {teamCode, roleStatus: teamStatus.roleStatus});
return resResult(STATUS.SUCCESS);
}
/**
* @description 战场中的状态同步,战斗结果判定
* @param {{teamCode: string, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: Array<number>, curRnd: number}} msg 队伍编号;boss 承伤;武将阵亡;当前回合
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async action(msg: {teamCode: string, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: Array<number>, curRnd: number}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, killed, bossHurts, curRnd } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (teamStatus.status !== COM_TEAM_STATUS.FIGHTING) return resResult(STATUS.COM_BATTLE_NOT_START);
// 重置总血量,计算真实伤害
let totalHurtHp = 0;
teamStatus.bossHpArr.forEach(boss => {
for (let bh of bossHurts) {
if (boss.dataId === bh.dataId && bh.hurtHp < 0) {
let deltaHp = Math.abs(bh.hurtHp);
if (boss.curHp >= deltaHp) {
totalHurtHp += deltaHp;
boss.curHp -= deltaHp;
} else {
totalHurtHp += deltaHp;
boss.curHp = 0;
}
}
}
});
// 更新玩家武将阵亡情况,计算玩家总伤害,计算机器人造成的伤害
teamStatus.roleStatus.forEach(roleSt => {
if (roleSt.roleId === roleId) {
if (killed && killed.length) {
killed.forEach(killedHid => {
if (roleSt.killed.indexOf(killedHid) === -1) {
roleSt.killed.push(killedHid);
}
});
}
roleSt.totalDmg += totalHurtHp;
} else if (curRnd > teamStatus.curRnd && curRnd <= COM_BATTLE_ROBOT_ROUND_LMT && roleSt.isRobot) {
// 机器人的伤害为:boss 血量的一定比例,平均到一定回合数内,再平均到每个敌军,上下浮动一定比例
let eachHurtHp = getRandValue(teamStatus.bossHp / COM_BATTLE_ROBOT_ROUND_LMT * COM_BATTLE_ROBOT_HURT_RATIO / 5, COM_BATTLE_ROBOT_HURT_CH_RATIO, 0);
let robotTotalHurt = 0;
teamStatus.bossHpArr.forEach(boss => {
if (boss.curHp >= eachHurtHp) {
robotTotalHurt += eachHurtHp;
boss.curHp -= eachHurtHp;
} else { // 丢弃溢出的伤害
robotTotalHurt += boss.curHp;
boss.curHp = 0;
}
});
teamStatus.bossCurHp -= robotTotalHurt;
roleSt.totalDmg += robotTotalHurt;
// 输出回合一到机器人武将集体阵亡
if (curRnd === COM_BATTLE_ROBOT_ROUND_LMT) {
roleSt.killed === roleSt.heroes;
}
}
});
teamStatus.curRnd = curRnd;
teamStatus.bossCurHp -= totalHurtHp;
if (teamStatus.bossCurHp < 0) teamStatus.bossCurHp = 0;
// 推送本次行动情况
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
const roleStatus = teamStatus.roleStatus.map(st => {return {roleId: st.roleId, totalDmg: st.totalDmg, killed: st.killed}});
channel.pushMessage('onTeammateAct', {teamCode, bossCurHp: teamStatus.bossCurHp, bossHpArr: teamStatus.bossHpArr, roleStatus});
// 判断战斗是否结束
if (teamStatus.bossCurHp === 0) {
let team = await ComBattleTeamModel.syncTeamData({teamCode, status: COM_TEAM_STATUS.WIN, roleStatus: teamStatus.roleStatus});
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
channel.pushMessage('onTeamComplete', {teamCode, result: true});
} else {
let allPlayerKilled = true;
let robotRestHurt = 0;
// 看看是否还有活人
teamStatus.roleStatus.forEach(st => {
if (!st.isRobot && st.killed.length < st.heroes.length) {
allPlayerKilled = false
}
});
// 没有活人的话看看还有没有机器人没打完伤害
if (allPlayerKilled && teamStatus.curRnd < COM_BATTLE_ROBOT_ROUND_LMT) {
teamStatus.roleStatus.forEach(st => {
if (st.isRobot) {
const deltaRnd = COM_BATTLE_ROBOT_ROUND_LMT - teamStatus.curRnd;
let hurtHp = getRandValue(teamStatus.bossHp / COM_BATTLE_ROBOT_ROUND_LMT * COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, 0) * deltaRnd; // 1 个机器人对 boss 造成的总伤害
robotRestHurt += hurtHp;
}
})
}
if (allPlayerKilled) {
// 没有活人且机器人剩余伤害打不死 boss,战败
if (teamStatus.bossCurHp > robotRestHurt) {
let team = await ComBattleTeamModel.syncTeamData({teamCode, status: COM_TEAM_STATUS.LOOSE, roleStatus: teamStatus.roleStatus});
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
channel.pushMessage('onTeamComplete', {teamCode, result: false});
} else {
let team = await ComBattleTeamModel.syncTeamData({teamCode, status: COM_TEAM_STATUS.WIN, roleStatus: teamStatus.roleStatus});
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
channel.pushMessage('onTeamComplete', {teamCode, result: true});
}
}
}
return resResult(STATUS.SUCCESS);
}
/**
* 客户端给服务器的战斗结束通知-deprecated
* @param msg
* @param session
*/
async battleEnd(msg: {teamCode: string, isSuccess: boolean}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, isSuccess } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
if (isSuccess && teamStatus.bossCurHp <= 0) {
let team = await ComBattleTeamModel.updateResult(teamCode, roleId, isSuccess);
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
// TODO: 根据策划结论考虑是否在推送中添加掉落
// TODO: 用户总伤害等的持久化
channel.pushMessage('onTeamComplete', {teamCode, result: isSuccess});
} else if (!isSuccess) {
let team = await ComBattleTeamModel.updateResult(teamCode, roleId, isSuccess);
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
if (team.status === COM_TEAM_STATUS.LOOSE) {
channel.pushMessage('onTeamComplete', {teamCode, result: isSuccess});
} else {
channel.pushMessage('onTeammateAct', {teamCode, bossCurHp: teamStatus.bossCurHp, roleStatus: {roleId, battleStatus: 2}});
}
}
return resResult(STATUS.SUCCESS, { bossCurHp: teamStatus.bossCurHp });
}
/**
* @description 获取自己一段时间内的寻宝记录
* @param {{}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async getTeamRec(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, null, new Date(new Date().setHours(0, 0, 0, 0) - 2 * 24 * 60 * 60 * 1000));
if (!teams) return resResult(STATUS.COM_BATTLE_NO_RECENT_REC);
return resResult(STATUS.SUCCESS, {teamInfos: teams});
}
/**
* @description 藏宝图合成
* @param {{original: Array<{id: number, count: number}>}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async composeBlueprt(msg: {original: Array<{id: number, count: number}>}, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const { original } = msg;
// 原材料检查
let originalQuality: number, originalSum: number = 0;
for(let {id, count} of original) {
const goodInfo = getGoodById(id);
if(!originalQuality) originalQuality = goodInfo.quality;
if(originalQuality != goodInfo.quality) {
return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
}
if(goodInfo.itid == IT_TYPE.BLUEPRT) {
originalSum += count;
}
}
const dicCompose = getBlueprtComposeByQuality(originalQuality);
if(!dicCompose) {
return resResult(STATUS.COM_BLUEPRT_QUALITY_CANNOT_COMPOSE);
}
if(originalSum != dicCompose.blueprtNum) {
return resResult(STATUS.COM_BLUEPRT_COUNT_ERROR);
}
// 检查元宝
const role = await RoleModel.findByRoleId(roleId);
const costGold = calculateNum(GOLD_COST_RATIO.BLUEPRT_COMPOSE_COST, {num: originalQuality}, 1000);
if(!role || role.gold < costGold) {
return resResult(STATUS.TOWER_GOLD_NOT_ENOUGH);
}
// 添加寻宝币
original.push({
id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.TREASURE_POINT),
count: dicCompose.coinNum
});
// 消耗藏宝图和寻宝币
const rec = await ItemModel.decreaseItems(roleId, original);
if(!rec) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
// 消耗元宝
await RoleModel.costGold(roleId, costGold);
const targetList = getBluePrtByQuality(dicCompose.targetQuality);
const target = getRandomByLen(targetList);
const reward = [{gid: target, count: 1}];
const goods = await handleReward(roleId, roleName, reward);
return resResult(STATUS.SUCCESS, { ...goods, costGold });
}
}