525 lines
26 KiB
TypeScript
525 lines
26 KiB
TypeScript
import { Application, BackendSession, HandlerService, } from 'pinus';
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import { resResult, genCode, getRandSingleEelm } from '@pubUtils/util';
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import { DEBUG_MAGIC_WORD, ITEM_CHANGE_REASON, STATUS, TASK_TYPE, TRAIN_REWARD_TYPE } from '../../../consts';
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import { GuildTrainModel } from '@db/GuildTrain';
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import { BattleRecordModel } from '@db/BattleRecord';
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import { nowSeconds, getTimeFun, getZeroPoint } from '@pubUtils/timeUtil';
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import { refreshTrain, getGuildTrainInfo, unlockTrain, getGuildTrainRewards, getGuildTrainInstance, getTrainBoxRewardsResult, resetTrain, getTrainBoxRewardsResultWithoutAlreadyGeted, checkGuildTrainReward, transTrainReward } from '../../../services/guildTrainService';
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import { findIndex, findWhere } from 'underscore'
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import { lockData } from '../../../services/redLockService';
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import { GUILD_REPORT_NUM, GUILD_POINT_WAYS } from '@consts/constModules/guildConst';
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import { UserGuildModel } from '@db/UserGuild';
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import { GuildModel } from '@db/Guild';
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import { getArmyTrainJuDian, getTrainBaseByLv, gameData } from '@pubUtils/data';
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '@consts/constModules/itemConst';
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import { handleCost, addItems } from '../../../services/role/rewardService';
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import { ARMY } from '@pubUtils/dicParam';
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import { addActive } from '../../../services/guildService';
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import { GuildTrainReportModel } from '@db/GuildTrainReport';
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import { DATA_NAME } from '@consts/dataName';
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import { pushGuildTrainSucMsg } from '../../../services/chatService';
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import { checkTaskInGuildTrain } from '../../../services/task/taskService';
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import { guildInter, pvpEndParamInter, RewardInter } from '@pubUtils/interface';
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import { getGuildTrainGkInfo } from '@pubUtils/data';
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import { getBattleRecordParam } from '../../../services/normalBattleService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GuildTrainHandler(app);
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}
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export class GuildTrainHandler {
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constructor(private app: Application) {
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}
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//获得试炼的详情
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async getTrainInstance(msg: guildInter & {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const { myUserGuild } = msg;
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let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let guild = await GuildModel.findGuild(code, serverId, 'trainId trainLv code');
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let result = await getGuildTrainInstance(roleId, guild, userGuild);
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return resResult(STATUS.SUCCESS, result);
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}
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//获得试炼战报
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async getTrainReports(msg: guildInter & {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const { myUserGuild } = msg;
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let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let trainIds = [];
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let { trainId } = await GuildModel.findGuild(code, serverId, 'trainId');
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trainIds.push(trainId);
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if (trainId > 1)
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trainIds.push(trainId - 1);
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let trainReports = await GuildTrainReportModel.findGuildTrainByTrainIds(code, trainIds);
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let reports = [];
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trainReports.map(({ reports: resReports, trainId: resTrainId }) => {
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if (resTrainId != trainId) {
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let lenNum = resReports.length;
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resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);//获得上场的战报的信息与本次战报合并
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}
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reports.push(...resReports);
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});
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return resResult(STATUS.SUCCESS, { reports });
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}
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//获得试炼宝箱
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async getTrainBoxs(msg: guildInter & {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const { myUserGuild } = msg;
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let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code, trainBoxRewards = []} = userGuild;
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let alreadyGetTrainBoxReards: { [hid: number]: string[] } = {}; // {英雄id:[军团id]}
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trainBoxRewards.forEach(item => {
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if (typeof item != 'object' || !item.hid || !item.guildCode) {
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return;
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}
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if (!alreadyGetTrainBoxReards[item.hid]) {
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alreadyGetTrainBoxReards[item.hid] = [];
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}
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alreadyGetTrainBoxReards[item.hid].push(item.guildCode);
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});
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let resTrainBoxs = await getTrainBoxRewardsResultWithoutAlreadyGeted(code, alreadyGetTrainBoxReards);
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return resResult(STATUS.SUCCESS, { trainBoxRewards: resTrainBoxs });
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}
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/**
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* 挑战练兵副本
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* @param msg
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* @param session
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*/
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async trainBattleStart(msg: guildInter & { hid: number, trainId: number, difficulty: number, battleId: number }, session: BackendSession) {
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const { hid, difficulty, trainId, myUserGuild, battleId } = msg;
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const serverId = parseInt(session.get('serverId'));
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let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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if (userGuild.trainCount <= 0)
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return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH);
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let { trainId: curTeainId, trainLv } = await GuildModel.findGuild(code, serverId, 'trainId trainLv');
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if (curTeainId !== trainId)
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return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE);
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId, 'trainId isComplete trainInstances');
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if (!guildTrain && guildTrain.isComplete)
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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let { trainInstances } = getArmyTrainJuDian(trainId);
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let instance = findWhere(trainInstances, { hid });
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if (!instance)
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return resResult(STATUS.WRONG_PARMS);
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (!trainInstance)
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return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE);
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if (trainInstance.progress >= instance.progress) {
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return resResult(STATUS.GUILD_TRAIN_IS_COMPLETE);
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}
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const battleCode = genCode(8); // 关卡唯一值
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: {
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roleId, roleName, battleId,
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status: 0,
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record: { heroes: [], trainId, hid, guildCode: code, difficulty, trainLv },
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}
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}, true);
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return resResult(STATUS.SUCCESS, { battleCode });
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}
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/**
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* 战斗结算
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* @param msg
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* @param session
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*/
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async trainBattleEnd(msg: guildInter & { battleCode: string, isSuccess: boolean, damageRecords: pvpEndParamInter[], round: number }, session: BackendSession) {
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const { battleCode, isSuccess, myUserGuild, damageRecords, round } = msg;
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const roleName: string = session.get('roleName');
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const sid: string = session.get('sid');
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let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
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if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId || battleRecord.record.guildCode != code) {
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return resResult(STATUS.WRONG_PARMS);
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}
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let time = Math.floor(battleRecord.createdAt.getTime() / 1000);
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if (userGuild.trainCount - 1 < 0) {
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return resResult(STATUS.WRONG_PARMS);
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}
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let todayRef = <number>getTimeFun().getTimeWithHour(); // 今天的5点
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if (time < todayRef && nowSeconds() > todayRef) {
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return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//重置前进入战斗,重置后回调该接口
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}
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if (time > getZeroPoint()) { // 刷新时间,如果是4点算前一天的5点
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userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数
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}
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: isSuccess ? 1 : 2, ...getBattleRecordParam(damageRecords, round) }
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}, true);//设置战斗状态
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let { trainId, trainLv, hid, difficulty } = battleRecord.record;
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let maxTrainId = gameData.lastGuildTrainIdOfLv.get(trainLv);
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let res: any = await lockData(serverId, DATA_NAME.TRAIN, code + '_' + trainId);//加锁
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if (!!res.err)
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return resResult(STATUS.REDLOCK_ERR);
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try {
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!guildTrain) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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}
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (!trainInstance) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE);
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}
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let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
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let dicWar = gameData.war.get(battleRecord.battleId);
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if(!dicWar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let instance = findWhere(trainInstances, { hid });
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if (!instance) {//校验是否存在该关卡
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let score = isSuccess ? dicWar.winReward.get(TRAIN_REWARD_TYPE.SCORE) : dicWar.failReward.get(TRAIN_REWARD_TYPE.SCORE);
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let item = isSuccess ? dicWar.winReward.get(TRAIN_REWARD_TYPE.ITEM) : dicWar.failReward.get(TRAIN_REWARD_TYPE.ITEM);
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let addScore = Math.floor(<number>score);//个人获得积分,也是压制进度
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//个人功勋奖励
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let goods = await addItems(roleId, roleName, sid, <RewardInter[]>item, ITEM_CHANGE_REASON.TRAIN_BATTLE_END);
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let { isComplete, ranks } = guildTrain;
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let reports = [];
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// let index = findIndex(ranks, { roleId });
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// if (index !== -1) {
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// ranks[index].score += addScore;//更新原有的排名信息
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// } else {
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// ranks.push({ score: addScore, roleId });//新增排名
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// }
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let needLockNext = false;
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let report = { roleName, trainId, hid, score: addScore, time: nowSeconds(), type: isSuccess ? 2 : 1, difficulty };//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
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reports.push(report);
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if (trainInstance.progress < instance.progress) {
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if (trainInstance.progress + addScore >= instance.progress) {
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//压制成功
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if (!isComplete) {
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isComplete = true;
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guildTrain.trainInstances.forEach(({ hid: otherHid, progress }) => {
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if (hid != otherHid && progress != instance.progress) {
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isComplete = false;
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}
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});
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if (isComplete) { //解锁下一关
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needLockNext = true;
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}
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}
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let progress = instance.progress;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
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reports.push({ type: 3, time: nowSeconds(), score: addScore, roleName, trainId, hid, difficulty });
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pushGuildTrainSucMsg(roleId, roleName, code, hid);
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if (needLockNext && maxTrainId > trainId) {
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guildTrain = await unlockTrain(code, trainId + 1);
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}
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res.releaseCallback();//解锁
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} else {
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//压制失败,更新排行榜进度等信息
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let progress = trainInstance.progress + addScore;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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res.releaseCallback();//解锁
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}
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} else {
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// //玩家结算前已经完成进度,修改玩家的排名
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// guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks });
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res.releaseCallback();//解锁
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}
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await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
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let { trainCount, trainRewards } = userGuild;
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let result: any = await getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
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result.battleGoods = goods;
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result.createdAt = time;
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await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
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// 任务
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await checkTaskInGuildTrain(serverId, roleId, sid, battleRecord.battleId, isSuccess, isComplete);
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return resResult(STATUS.SUCCESS, result);
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} catch(e) {
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res.releaseCallback();//解锁
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throw e;
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}
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}
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/**
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* 练兵场扫荡
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* @param msg
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* @param session
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*/
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async trainBattleSweep(msg: guildInter & { hid: number, difficulty: number, trainId: number, battleId: number }, session: BackendSession) {
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const { hid, difficulty, trainId, battleId, myUserGuild } = msg;
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const roleName: string = session.get('roleName');
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const sid: string = session.get('sid');
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let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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if (userGuild.trainCount - 1 < 0) {
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return resResult(STATUS.WRONG_PARMS);
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}
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let hasPassed = await BattleRecordModel.getBattleRecordByIdAndStatus(roleId, battleId, 1);
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if(!hasPassed) return resResult(STATUS.GUILD_TRAIN_CANNOT_SWEEP);
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let { trainLv } = await GuildModel.findGuild(code, serverId, 'trainLv');
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let maxTrainId = gameData.lastGuildTrainIdOfLv.get(trainLv);
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let res: any = await lockData(serverId, DATA_NAME.TRAIN, code + '_' + trainId);//加锁
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if (!!res.err)
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return resResult(STATUS.REDLOCK_ERR);
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!guildTrain) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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}
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (!trainInstance) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE);
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}
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let { trainInstances } = getArmyTrainJuDian(trainId);
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let dicWar = gameData.war.get(battleId);
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if(!dicWar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let instance = findWhere(trainInstances, { hid });
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if (!instance) {//校验是否存在该关卡
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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if (trainInstance.progress >= instance.progress) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_IS_COMPLETE);
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}
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userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数
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let score = dicWar.winReward.get(TRAIN_REWARD_TYPE.SCORE);
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let item = dicWar.winReward.get(TRAIN_REWARD_TYPE.ITEM);
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let addScore = Math.floor(<number>score);//个人获得积分,也是压制进度
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//个人功勋奖励
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let goods = await addItems(roleId, roleName, sid, <RewardInter[]>item, ITEM_CHANGE_REASON.TRAIN_BATTLE_END);
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let { isComplete, ranks } = guildTrain;
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let reports = [];
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let needLockNext = false;
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let report = { roleName, trainId, hid, score: addScore, time: nowSeconds(), type: 2, difficulty };//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
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reports.push(report);
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if (trainInstance.progress < instance.progress) {
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if (trainInstance.progress + addScore >= instance.progress) {
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//压制成功
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if (!isComplete) {
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isComplete = true;
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guildTrain.trainInstances.forEach(({ hid: otherHid, progress }) => {
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if (hid != otherHid && progress != instance.progress) {
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isComplete = false;
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}
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});
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if (isComplete) { //解锁下一关
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needLockNext = true;
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}
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}
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let progress = instance.progress;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
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reports.push({ type: 3, time: nowSeconds(), score: addScore, roleName, trainId, hid, difficulty });
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pushGuildTrainSucMsg(roleId, roleName, code, hid);
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if (needLockNext && maxTrainId > trainId) {
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guildTrain = await unlockTrain(code, trainId + 1);
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}
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res.releaseCallback();//解锁
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} else {
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//压制失败,更新排行榜进度等信息
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let progress = trainInstance.progress + addScore;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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res.releaseCallback();//解锁
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}
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} else {
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// //玩家结算前已经完成进度,修改玩家的排名
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// guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks });
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res.releaseCallback();//解锁
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}
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await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
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let { trainCount, trainRewards } = userGuild;
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let result: any = await getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
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result.goods = goods;
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await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
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// 任务
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await checkTaskInGuildTrain(serverId, roleId, sid, battleId, true, isComplete);
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return resResult(STATUS.SUCCESS, result);
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}
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/**
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* 领取练兵场宝箱 hid:副本id,index:领取位置
|
||
* @param msg
|
||
* @param session
|
||
*/
|
||
async getTrainInstanceBox(msg: guildInter & { trainId: number, hid: number, index: number }, session: BackendSession) {
|
||
let { trainId, hid, index, myUserGuild } = msg;
|
||
const roleId: string = session.get('roleId');
|
||
const serverId: number = parseInt(session.get('serverId'));
|
||
const roleName: string = session.get('roleName');
|
||
const sid = session.get('sid');
|
||
let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
|
||
if (!userGuild)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
const { guildCode: code } = userGuild;
|
||
let { trainLv } = await GuildModel.findGuild(code, serverId, 'trainLv');
|
||
let res: any = await lockData(serverId, DATA_NAME.TRAIN_BOX, code + '_' + trainId + '_' + index);//加锁
|
||
if (!!res.err)
|
||
return resResult(STATUS.REDLOCK_ERR);
|
||
|
||
let { trainInstances } = getArmyTrainJuDian(trainId);
|
||
let trainInfo = getGuildTrainGkInfo(trainId, hid);
|
||
let { progress } = findWhere(trainInstances, { hid });
|
||
// console.log('progress = ' + progress);
|
||
let guildTrain = await GuildTrainModel.findTrainInstanceBoxByIndex(code, trainId, hid, progress);
|
||
if (!guildTrain) {
|
||
res.releaseCallback();//解锁
|
||
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
|
||
}
|
||
let trainInstance = findWhere(guildTrain.trainInstances, { hid });
|
||
if (trainInstance.endTime < nowSeconds()) {
|
||
//宝箱失效
|
||
res.releaseCallback();//解锁
|
||
return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME);
|
||
}
|
||
let trainBox = findWhere(trainInstance.trainBoxs, { index })
|
||
if (!!trainBox) {
|
||
res.releaseCallback();//解锁
|
||
return resResult(STATUS.GUILD_TRAIN_BOX_INDEX_IS_GOT);
|
||
}
|
||
trainBox = findWhere(trainInstance.trainBoxs, { roleId })
|
||
if (!!trainBox) {
|
||
res.releaseCallback();//解锁
|
||
return resResult(STATUS.GUILD_TRAIN_BOX_IS_GOT);
|
||
}
|
||
let good = getRandSingleEelm(trainInfo.heroRewards);
|
||
let goods = await addItems(roleId, roleName, sid, [good], ITEM_CHANGE_REASON.TRAIN_BOX_REWARD);
|
||
|
||
let resGuildTrain = await GuildTrainModel.receiveBoxByIndex(code, roleId, trainId, hid, index, good);
|
||
let resUserGuild = await UserGuildModel.receiveTrainBoxRewards(roleId, hid, resGuildTrain.guildCode);
|
||
res.releaseCallback();//解锁
|
||
|
||
if (!resGuildTrain || !resUserGuild) {
|
||
return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL);
|
||
}
|
||
let result: any = getGuildTrainRewards(resGuildTrain);
|
||
|
||
result.goods = goods;
|
||
return resResult(STATUS.SUCCESS, result);
|
||
}
|
||
/**
|
||
* 领取练兵试炼等级奖励
|
||
* @param msg
|
||
* @param session
|
||
*/
|
||
async getTrainLvUpRewards(msg: guildInter & { trainId: number }, session: BackendSession) {
|
||
let { trainId, myUserGuild } = msg;
|
||
const roleId: string = session.get('roleId');
|
||
const roleName: string = session.get('roleName');
|
||
const sid: string = session.get('sid');
|
||
const serverId: number = parseInt(session.get('serverId'));
|
||
let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
|
||
if (!userGuild)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
const { guildCode: code } = userGuild;
|
||
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
|
||
if (!guildTrain || !guildTrain.isComplete)
|
||
return resResult(STATUS.GUILD_TRAIN_IS_NOT_COMPLETE);
|
||
let { jinjieReward, trainLv } = getArmyTrainJuDian(trainId);
|
||
if (!checkGuildTrainReward(userGuild.trainRewards, trainId))
|
||
return resResult(STATUS.GUILD_TRAIN_QUALITY_REWARD_IS_GOT);
|
||
userGuild = await UserGuildModel.receiveTrainRewards(roleId, trainId);
|
||
if (!userGuild) {
|
||
return resResult(STATUS.INTERNAL_ERR);
|
||
}
|
||
let goods = await addItems(roleId, roleName, sid, jinjieReward, ITEM_CHANGE_REASON.TRAIN_LV_REWARD);
|
||
return resResult(STATUS.SUCCESS, { trainRewards: transTrainReward(userGuild.trainRewards, trainLv), goods });
|
||
}
|
||
|
||
//购买挑战次数
|
||
async purchaseTrainCount(msg: guildInter & { count: number }, session: BackendSession) {
|
||
let { count, myUserGuild } = msg;
|
||
const roleId: string = session.get('roleId');
|
||
const serverId: number = parseInt(session.get('serverId'));
|
||
const sid: string = session.get('sid');
|
||
let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
|
||
if (!userGuild)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
if (userGuild.buyTrainCount >= ARMY.ARMY_TRAIN_BUYTIMES)
|
||
return resResult(STATUS.GUILD_BUY_TRAIN_COUNT_REACH_MAX);
|
||
let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_TRAIN_TIMESCOST }], ITEM_CHANGE_REASON.TRAIN_BATTLE_BUY_CNT);
|
||
if (!result)
|
||
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||
let { trainCount, buyTrainCount } = await UserGuildModel.addTrainCount(roleId, count);
|
||
return resResult(STATUS.SUCCESS, { trainCount, buyTrainCount });
|
||
}
|
||
|
||
// debug接口: 添加挑战次数
|
||
async debugAddTrainCount(msg: { magicWord: string }, session: BackendSession) {
|
||
const { magicWord } = msg;
|
||
if (magicWord !== DEBUG_MAGIC_WORD) {
|
||
return resResult(STATUS.TOKEN_ERR);
|
||
}
|
||
const roleId: string = session.get('roleId');
|
||
await UserGuildModel.addTrainCount(roleId, 1);
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
|
||
// debug接口: 重置试炼场
|
||
async debugResetTrainInstance(msg: { magicWord: string }, session: BackendSession) {
|
||
const { magicWord } = msg;
|
||
if (magicWord !== DEBUG_MAGIC_WORD) {
|
||
return resResult(STATUS.TOKEN_ERR);
|
||
}
|
||
|
||
const guildCode: string = session.get('guildCode');
|
||
const serverId: number = session.get('serverId');
|
||
await GuildModel.updateInfo(guildCode, { resetTrainTimeDaily: new Date(Date.now() - 86400000)})
|
||
await resetTrain(guildCode, serverId);
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
}
|
||
|