Files
ZYZ/game-server/app/servers/guild/handler/cityActivityHandler.ts
2026-03-13 01:38:40 +00:00

427 lines
19 KiB
TypeScript

import { Application, ChannelService, BackendSession, pinus, HandlerService, } from "pinus";
import { GUILD_ACTIVITY_TYPE, STATUS, REDIS_KEY, CITY_STATUS, TASK_TYPE, ITEM_CHANGE_REASON, PUSH_ROUTE, GUILD_ACTIVITY_STATUS } from "../../../consts";
import { genCode, resResult } from "@pubUtils/util";
import { getGuildActivityStatus, getCityStatus as pubGetCityStatus, getCities, getCityActivityRank, sendSingleCityActEndMsg, declareCity, autoDeclareMyCity, getGAIndexInPinus, getDeclareIndex, sendCityGuildRankToUser } from "../../../services/guildActivity/guildActivityService";
import { GuildActivityCityModel } from "@db/GuildActivityCity";
import { gameData } from "@pubUtils/data";
import { UserGuildActivityRecModel } from "@db/UserGuildActivityRec";
import { leaveCityChannel, addRoleToCityChannel } from "../../../services/chatService";
import { GuildActivityRecordModel } from "@db/GuildActivityRec";
import { nowSeconds, getTimeFun } from "@pubUtils/timeUtil";
import { GUILDACTIVITY } from "@pubUtils/dicParam";
import { getGoldObject, handleCost } from "../../../services/role/rewardService";
import { Rank } from "../../../services/rankService";
import { checkTask } from "../../../services/task/taskService";
import { guildInter } from "@pubUtils/interface";
import { dispatch } from "@pubUtils/dispatcher";
import { ServerRecordModel } from "@db/ServerRecords";
import { sendMessageToCityWithSuc } from "../../../services/pushService";
import { isDebugTime } from "@pubUtils/sdkUtil";
import { GuildActivityCityDeclareModel } from "@db/GuildActivityCityDeclare";
import { GuildModel } from "@db/Guild";
import { getHistoryCity, redisClient, setHistoryCity } from "../../../services/redisService";
import { HeroModel } from "@db/Hero";
import { getCityActivityObj } from "../../../services/memoryCache/guildActivityData";
export default function (app: Application) {
new HandlerService(app, {});
return new CityActivityHandler(app);
}
export class CityActivityHandler {
channelService: ChannelService;
constructor(private app: Application) {
this.channelService = app.get('channelService');
}
private aid = GUILD_ACTIVITY_TYPE.CITY_ACTIVITY; // 诸侯混战id
// 进入诸侯混战
async getCityActivity(msg: {}, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
let index = getGAIndexInPinus(this.aid);
let declareIndex = getDeclareIndex();
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let obj = getCityActivityObj();
if(obj.getStatus() == GUILD_ACTIVITY_STATUS.START) {
await autoDeclareMyCity(serverId, roleId, guildCode, declareIndex);
}
const dbCities = await GuildActivityCityModel.getAllCities(serverId, declareIndex);
let cities = getCities(guildCode, dbCities);
let guildActivityRec = await GuildActivityRecordModel.findByGuild(guildCode, this.aid, index);
let ranks = await getCityActivityRank(guildCode, serverId, guildActivityRec?.challengeCityId, roleId, roleName);
return resResult(STATUS.SUCCESS, {
...statusResult,
cities,
...ranks
});
}
// 获取单个城池状态
async getCityStatus(msg: { cityId: number }, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
let sid = session.get('sid');
const { cityId } = msg;
let index = getGAIndexInPinus(this.aid);
let declareIndex = getDeclareIndex();
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicCity = gameData.cityActivity.get(cityId);
if (!dicCity) return resResult(STATUS.CITY_NOT_FOUND);
let obj = getCityActivityObj();
let {gateHp, maxHp} = await obj.getGateHpAndInc(serverId, cityId);
let guildActivityRec = await GuildActivityRecordModel.findByGuild(guildCode, this.aid, index);
if (!guildActivityRec) return resResult(STATUS.WRONG_PARMS);
let myGuildActivityRec = await UserGuildActivityRecModel.findByRoleId(roleId, guildActivityRec.code);
let challengeTime = 0;
if (myGuildActivityRec) {
challengeTime = myGuildActivityRec.challengeTime;
}
const dbCities = await GuildActivityCityModel.getAllCities(serverId, declareIndex);
let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity, dbCities);
if (cityStatus == CITY_STATUS.DECLARED) {
obj.pushGuild(guildCode, serverId, cityId);
}
let historyCity = await getHistoryCity(roleId);
if (historyCity) {
await leaveCityChannel(roleId, sid, serverId, `${historyCity}`);
}
await addRoleToCityChannel(roleId, sid, serverId, cityId);
await setHistoryCity(roleId, cityId);
let ranks = await getCityActivityRank(guildCode, serverId, cityId, roleId, roleName);
return resResult(STATUS.SUCCESS, {
cityId,
...statusResult,
cityStatus,
gateHp, maxHp,
challengeTime,
...ranks
});
}
// 宣战
async declareCity(msg: { cityId: number }, session: BackendSession) {
const roleId = session.get('roleId');
// const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
let { cityId } = msg;
let dicCity = gameData.cityActivity.get(cityId);
if (dicCity.preCity.length > 0) return resResult(STATUS.CAN_NOT_DECLARE);
let declareIndex = getDeclareIndex();
let checkResult = await GuildActivityCityDeclareModel.checkDeclartion(serverId, guildCode, declareIndex);
if (!!checkResult) return resResult(STATUS.HAS_DECLARED);
await GuildActivityCityModel.getCity(serverId, cityId, declareIndex);
let declareResult = await declareCity(serverId, roleId, guildCode, cityId, false, declareIndex);
if(!declareResult) return resResult(STATUS.HAS_DECLARED);
const dbCities = await GuildActivityCityModel.getAllCities(serverId, declareIndex);
let cities = getCities(guildCode, dbCities);
return resResult(STATUS.SUCCESS, { cities });
}
// 开始挑战
async checkBattle(msg: guildInter & { cityId: number, heroes: number[] }, session: BackendSession) {
let { cityId, heroes, myUserGuild: userGuild } = msg;
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const sid = session.get('sid');
let index = getGAIndexInPinus(this.aid);
let declareIndex = getDeclareIndex();
if (!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
let checkResult = await GuildActivityCityDeclareModel.checkDeclartion(serverId, guildCode, declareIndex);
if (!checkResult) return resResult(STATUS.HAS_NOT_DECLARED);
let obj = getCityActivityObj();
const dicCity = gameData.cityActivity.get(cityId);
if (!dicCity) return resResult(STATUS.CITY_NOT_FOUND);
let { gateHp, maxHp } = await obj.getGateHpAndInc(serverId, cityId);
if (gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid, index, [], cityId);
if (!guildActivityRec) return resResult(STATUS.WRONG_PARMS);
let { code: sourceCode } = guildActivityRec;
let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
if (myGuildActivityRec.challengeTime > nowSeconds()) {
return resResult(STATUS.CHALLENGE_TIME_NOT_REACH);
}
myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes);
let { code } = myGuildActivityRec;
// 更新公会参与的玩家
obj.pushMembers(guildCode, roleId, userGuild.job, myGuildActivityRec.code);
// 返回当前军团总军功
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId, index }, true);
let guildScore = await r.getMyScore({ guildCode });
const dbCities = await GuildActivityCityModel.getAllCities(serverId, declareIndex);
let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity, dbCities);
// 全服活跃统计
await ServerRecordModel.addActiveGuild(serverId, roleId, guildCode);
// 任务
await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_ACTIVITY, { aid: this.aid });
return resResult(STATUS.SUCCESS, {
code,
cityId,
cityStatus,
...statusResult,
gateHp, maxHp,
guildScore,
myScore: 0
});
}
async resetChallengeTime(msg: {}, session: BackendSession) {
if(1==1) return resResult(STATUS.FUNCTION_CLOSE);
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const sid = session.get('sid');
let index = getGAIndexInPinus(this.aid);
if (!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
let guildActivityRec = await GuildActivityRecordModel.findByGuild(guildCode, this.aid, index);
if (!guildActivityRec) return resResult(STATUS.WRONG_PARMS);
let { code: sourceCode } = guildActivityRec;
let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
let goldObj = getGoldObject(GUILDACTIVITY.CITYACTIVITY_CD_COST);
const costRes = await handleCost(roleId, sid, [goldObj], ITEM_CHANGE_REASON.CITY_ACT_RESET_CHALLENGE_TIME);
if (!costRes) {
return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
}
myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(myGuildActivityRec.code, { challengeTime: 0 });
return resResult(STATUS.SUCCESS, {
challengeTime: myGuildActivityRec.challengeTime
});
}
// 上报城门受到伤害
async hitGate(msg: { cityId: number, code: string, damage: number, hid: number, round: number, timegap: number, roundTime: number }, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const sid = session.get('sid');
let { cityId, code, damage, hid, round, timegap = 0, roundTime = 0 } = msg;
let obj = getCityActivityObj();
let { gateHp, maxHp } = await obj.getGateHpAndInc(serverId, cityId);
if (gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let member = obj.getMember(guildCode, roleId);
if(!member) return resResult(STATUS.NOT_CHECK_BATTLE);
if(!member.startActionTime || member.startActionTime == 0) {
member.startActionTime = nowSeconds();
}
if ((roundTime > 0 && roundTime < 500) || (timegap - (nowSeconds() - member.startActionTime) > 5)) { // 前后端误差超过5秒拦截
return resResult(STATUS.SUCCESS, {
isError: true,
timegap: nowSeconds() - member.startActionTime
});
}
let hero = await HeroModel.findBySeqIdAndRole(hid, roleId);
if(!hero && (damage/maxHp > 0.01)) damage = 0;
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
if(statusResult.status != GUILD_ACTIVITY_STATUS.START) {
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
isError: false,
timegap: nowSeconds() - member.startActionTime,
})
}
let challengeTime = nowSeconds() + GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD;
if(isDebugTime()) {
let guilds = pinus.app.getServersByType('guild');
let guild = await dispatch(redisClient(), roleId, guilds, 'guild');
let currentTime = await pinus.app.rpc.guild.guildActivityRemote.getCurrentTime.toServer(guild.id);
challengeTime = Math.floor(currentTime/1000) + GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD;
}
let pushResult = await UserGuildActivityRecModel.pushCityRecord(code, { round, hid, damage }, challengeTime);
if (!pushResult) return resResult(STATUS.WRONG_PARMS);
let nextWeek = <number>getTimeFun().getAfterDayWithHour(7);
// 更新redis数据
let index = getGAIndexInPinus(this.aid);
let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode, index }, true);
let myScore = await myR.setRankWithRoleInfo(roleId, damage, obj.getTimeGap(), null, true);
await myR.setExpire(nextWeek);
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId, index }, true);
let guildScore = await r.setRankWithGuildInfo(guildCode, damage, obj.getTimeGap(), null, true);
await r.setExpire(nextWeek);
({gateHp, maxHp} = await obj.getGateHpAndInc(serverId, cityId, -1 * damage));
if (gateHp <= 0) {
// 推送 停止活动并结算奖励
await sendSingleCityActEndMsg(cityId, serverId);
}
// 推送 城门血量
await sendMessageToCityWithSuc(serverId, cityId, PUSH_ROUTE.GUILD_CITY_ACT_HP, { cityId, gateHp, maxHp });
await sendCityGuildRankToUser(serverId, cityId, guildCode, roleId);
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
guildScore,
myScore,
gateHp,
isError: false,
timegap: nowSeconds() - member.startActionTime,
})
}
// 结束挑战
async battleEnd(msg: { cityId: number, code: string, isSuccess: boolean }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
let { cityId, code, isSuccess } = msg;
let obj = getCityActivityObj();
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicCity = gameData.cityActivity.get(cityId);
if (!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 更新userGuildActivityRecord
let challengeTime = nowSeconds() + GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD;
if(isDebugTime()) {
let guilds = pinus.app.getServersByType('guild');
let guild = await dispatch(redisClient(), roleId, guilds, 'guild');
let currentTime = await pinus.app.rpc.guild.guildActivityRemote.getCurrentTime.toServer(guild.id);
challengeTime = Math.floor(currentTime/1000) + GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD;
}
let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true, cityId, challengeTime });
if (!myGuildActivityRec) return resResult(STATUS.WRONG_PARMS);
// 返回当前军团总军功
let index = getGAIndexInPinus(this.aid);
let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode, index }, true);
let myScore = await myR.getMyScore({ roleId });
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId, index }, true);
let guildScore = await r.getMyScore({ guildCode });
let { gateHp, maxHp } = await obj.getGateHpAndInc(serverId, cityId);
return resResult(STATUS.SUCCESS, {
isSuccess,
code,
...statusResult,
guildScore,
myScore,
gateHp,
maxHp,
challengeTime: myGuildActivityRec.challengeTime
});
}
async debugTestAutoDeclare(msg: { }, session: BackendSession) {
let serverId = session.get('serverId');
let roleId = session.get('roleId');
let guildCode = session.get('guildCode');
let declareIndex = getDeclareIndex();
for(let i = 0; i < 1000; i++) {
autoDeclareMyCity(serverId, roleId, guildCode, declareIndex);
}
return resResult(STATUS.SUCCESS)
}
private interval: NodeJS.Timer;
async debugStartHitGate(msg: { param: number }, session: BackendSession) {
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let { param = 1000 } = msg;
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
if(statusResult.status != GUILD_ACTIVITY_STATUS.START) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
if(this.interval) {
clearInterval(this.interval);
}
let fun = async () => {
for(let [cityId] of gameData.cityActivity) {
let guilds = pinus.app.getServersByType('guild');
let guild = await dispatch(redisClient(), `${cityId}`, guilds, 'guild');
await pinus.app.rpc.guild.guildActivityRemote.debugSendGateHp.toServer(guild.id, serverId, cityId);
}
await pinus.app.rpc.guild.guildActivityRemote.sendRankToGuilds.broadcast(this.aid);
};
await fun();
this.interval = setInterval(fun, param)
return resResult(STATUS.SUCCESS)
}
async debugStopHitGate(msg: { magicWord: string }, session: BackendSession) {
if(this.interval) {
clearInterval(this.interval);
}
return resResult(STATUS.SUCCESS);
}
}