658 lines
25 KiB
TypeScript
658 lines
25 KiB
TypeScript
import { ServerlistModel } from "../db/Serverlist";
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import { RoleModel } from "../db/Role";
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import { reduceCe } from "../pubUtils/util";
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import { GUILDACTIVITY } from "../pubUtils/dicParam";
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import { gameData, getGuildAuctionRewards, getCityActivityRewards } from "../pubUtils/data";
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import { getCurHourPoint, getCutDay, nowSeconds } from "../pubUtils/timeUtil";
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import { GUILD_ACTIVITY_STATUS, GET_POINT_WAYS, GUILD_ACTIVITY_TYPE, REDIS_KEY, AUCTION_SOURCE, MAIL_TYPE, CITY_STATUS } from "../consts";
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import { Record, UserGuildActivityRecModel } from "../db/UserGuildActivityRec";
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import { GateMembersRec, GateActivityObject, CityActivityObject, CityParam, Member, RaceActivityObject, WoodenHorse } from "../domain/battleField/guildActivity";
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import { DicGuildActivity } from "../pubUtils/dictionary/DicGuildActivity";
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import { getUnionRank, getRank, getGuildKeyName, getMyUnionRank, getRankScore, getCityKeyName, getAllServers, getUnionRankRange } from "./redisService";
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import { GuildModel } from "../db/Guild";
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import { SimpleGuildRankParam, SimpleRoleRankParam, SimpleGuildRankWithTimeParam } from "../domain/rank";
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import { getGuildChannelSid, getWorldChannelSid, getCityChannelSid } from "./chatChannelService";
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import { pinus } from "pinus";
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import { GuildActivityRecordModel } from "../db/GuildActivityRec";
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import { genAuction } from "./auctionService";
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import { sendMail } from "./mailService";
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import { getHonourObject } from '../pubUtils/itemUtils';
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import { GuildActivityCityType, GuildActivityCityModel } from "../db/GuildActivityCity";
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let gateActivityObj: GateActivityObject;
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let cityActivityObj: CityActivityObject;
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let raceActivityObj: RaceActivityObject;
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export function getGateActivityObj() {
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if(!gateActivityObj) {
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gateActivityObj = new GateActivityObject();
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}
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return gateActivityObj;
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}
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export function getCityActivityObj() {
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if(!cityActivityObj) {
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cityActivityObj = new CityActivityObject();
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}
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return cityActivityObj;
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}
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export function getRaceActivityObj() {
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if(!raceActivityObj) {
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raceActivityObj = new RaceActivityObject();
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}
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return raceActivityObj;
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}
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/**
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* 定时任务,获得前一天的活跃玩家中位数武将战力
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*/
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export async function setMedianCe() {
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let servers = await ServerlistModel.getAllServerList();
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for(let server of servers) {
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if(server.serverType == 'official') {
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let medianRole = await RoleModel.getMedianRole(server.id);
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if(!medianRole) {
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await ServerlistModel.updateByServerId(server.id, { medianCe: GUILDACTIVITY.GATEACTIVITY_ENEMYCE });
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} else {
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let { topLineup } = medianRole;
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let topHero = topLineup.sort((a, b) => b.ce - a.ce);
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let medianCe = reduceCe(topHero[0].ce);
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await ServerlistModel.updateByServerId(server.id, { medianCe });
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}
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}
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}
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return servers;
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}
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/**
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* 获得本服前一天活跃玩家中位数玩家的最强武将战力
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* @param serverId
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*/
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export async function getMedianCe(serverId: number) {
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let server = await ServerlistModel.findByServerId(serverId);
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if(server) {
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return server.medianCe;
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}
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return GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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}
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/**
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* 根据当前时间判断军团活动倒计时
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* @param id 军团活动id
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*/
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export function getGuildActivityStatus(id: number) {
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let dicGuildActivity = gameData.guildActivity.get(id);
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if(!dicGuildActivity) return false;
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return getGuildActivityByDic(dicGuildActivity);
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}
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export function getGuildActivityByDic(dicGuildActivity: DicGuildActivity) {
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let startTime = getCurHourPoint(dicGuildActivity.startTime, dicGuildActivity.startMinute);
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let countdownTime = getCurHourPoint(dicGuildActivity.countDown);
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let { duringTime, openDay } = dicGuildActivity;
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let endTime = startTime + duringTime;
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let status = 0, time = 0;
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let now = nowSeconds();
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if(now >= countdownTime && now < startTime) {
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status = GUILD_ACTIVITY_STATUS.WAITING;
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time = startTime - now;
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} else if (now >= startTime && now < endTime) {
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status = GUILD_ACTIVITY_STATUS.START;
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time = endTime - now;
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} else {
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status = GUILD_ACTIVITY_STATUS.END;
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}
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let day = getCutDay();
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let isOpen = openDay.includes(day);
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return {
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status, time, isOpen
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}
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}
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/**
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* 根据每回合上报数据判断军功
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* @param aid
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* @param record
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* @param memberRecord
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*/
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export function getRecordScore(aid: number, round: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) {
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let dicGuildActivity = gameData.guildActivity.get(aid);
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if(!dicGuildActivity) return false;
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let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
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if(!dicWarJson) return false;
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let { round: curRound, enemies: historyEnemies} = memberRecord;
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let sum = 0, newRecords = new Array<Record>();
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for(let {round, dataId} of record) {
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if(!historyEnemies.includes(dataId)) {
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let enemy = dicWarJson.find(cur => cur.dataId == dataId);
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let enemyType = enemy.enemyType;
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let score = gameData.gateActivityPoint.get(enemyType);
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newRecords.push({ round, dataId, score, enemyType});
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sum += score;
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historyEnemies.push(dataId);
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}
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}
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for(let i = curRound + 1; i <= round; i++) {
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sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START);
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memberRecord.round = i;
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}
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return { score: sum, newRecords, memberRecord }
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}
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export async function getGateActivityRank(guildCode: string, serverId: number, roleId?: string, roleName?: string) {
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let guildKey = REDIS_KEY.GATE_ACTIVITY;
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let memberKey = getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode);
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let rec = await getGuildActivityRank(guildKey, memberKey, guildCode, serverId, roleId, roleName);
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return rec;
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}
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export async function getCityActivityRank(guildCode: string, serverId: number, cityId: number, roleId?: string, roleName?: string) {
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let guildKey = getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId);
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let memberKey = getGuildKeyName(REDIS_KEY.USER_CITY_ACTIVITY, guildCode);
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let rec = await getGuildActivityRank(guildKey, memberKey, guildCode, serverId, roleId, roleName);
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return rec;
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}
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export async function getRaceActivityRank(guildCode: string, serverId: number) {
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let guildKey = REDIS_KEY.RACE_ACTIVITY;
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let obj = getRaceActivityObj();
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let guildRankResult = await getUnionRank(guildKey, serverId, guildCode);
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let guildRank = new Array<SimpleGuildRankWithTimeParam>();
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for(let { rank, code, name, num } of guildRankResult.ranks) {
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let _obj = await obj.getWoodenHorse(code, serverId);
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let param = new SimpleGuildRankWithTimeParam(rank, code, name, num, _obj?_obj.time:0, _obj?_obj.durability:0);
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guildRank.push(param);
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}
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let myGuildRank: SimpleGuildRankWithTimeParam;
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if(guildRankResult.myRank) {
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let { rank, code, name, num } = guildRankResult.myRank;
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let _obj = await obj.getWoodenHorse(code, serverId);
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myGuildRank = new SimpleGuildRankWithTimeParam(rank, code, name, num, _obj?_obj.time:0, _obj?_obj.durability:0);
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} else {
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let guild = await GuildModel.findByCode(guildCode, serverId, 'name');
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let _obj = await obj.getWoodenHorse(guildCode, serverId);
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myGuildRank = new SimpleGuildRankWithTimeParam(0, guildCode, guild?.name, 0, _obj?_obj.time:0, _obj?_obj.durability:0);
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}
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return { guildRank, myGuildRank }
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}
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/**
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* 获取和自己同屏的5个木牛流马
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* @param guildCode
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* @param serverId
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*/
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export async function getWoodenHorseList(guildCode: string, serverId: number) {
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let guildKey = REDIS_KEY.RACE_ACTIVITY;
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let obj = getRaceActivityObj();
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let myRank = await getMyUnionRank(guildKey, serverId, guildCode);
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let startRank = myRank - 2 > 0? myRank - 2: 1;
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let endRank = startRank + 4;
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let range = await getUnionRankRange(guildKey, serverId, startRank, endRank);
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let woodenHorseList = new Array<WoodenHorse>();
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for(let { code } of range) {
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let woodenHorse = await obj.getWoodenHorse(code, serverId);
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if(woodenHorse) {
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woodenHorseList.push(woodenHorse);
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}
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}
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return woodenHorseList;
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}
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/**
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* 获得军团活动排行榜
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* @param guildCode
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* @param serverId
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* @param roleId
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* @param roleName
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*/
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export async function getGuildActivityRank(guildKey: string, memberKey: string, guildCode: string, serverId: number, roleId?: string, roleName?: string) {
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let guildRankResult = await getUnionRank(guildKey, serverId, guildCode);
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let guildRank = new Array<SimpleGuildRankParam>();
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for(let { rank, code, name, num } of guildRankResult.ranks) {
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let param = new SimpleGuildRankParam(rank, code, name, num);
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guildRank.push(param);
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}
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let myGuildRank: SimpleGuildRankParam;
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if(guildRankResult.myRank) {
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let { rank, code, name, num } = guildRankResult.myRank;
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myGuildRank = new SimpleGuildRankParam(rank, code, name, num);
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} else {
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let guild = await GuildModel.findByCode(guildCode, serverId, 'name');
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myGuildRank = new SimpleGuildRankParam(0, guildCode, guild?.name, 0);
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}
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let memberRankResult = await getRank(memberKey, serverId, roleId);
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let memberRank = new Array<SimpleRoleRankParam>();
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for(let { rank, roleId, roleName, num } of memberRankResult.ranks) {
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let param = new SimpleRoleRankParam(rank, roleId, roleName, num);
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memberRank.push(param)
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}
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let myMemberRank: SimpleRoleRankParam;
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if(roleName) {
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if(memberRankResult.myRank) {
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let { rank, roleId, roleName, num } = memberRankResult.myRank;
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myMemberRank = new SimpleRoleRankParam(rank, roleId, roleName, num);
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} else {
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myMemberRank = new SimpleRoleRankParam(0, roleId, roleName, 0);
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}
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}
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return { guildRank, myGuildRank, memberRank, myMemberRank }
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}
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/**
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* 对这个guild服内所有军团发排行榜信息
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* @param aid 活动类型
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*/
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export async function sendAllGuildRanks(aid: number) {
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if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
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let obj = getGateActivityObj();
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let guilds = obj.getGuilds();
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for(let [ serverId, guildCodes ] of guilds) {
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// TODO 不需要每个军团都排序一次
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for(let guildCode of guildCodes) {
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let ranks = await getGateActivityRank(guildCode, serverId);
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.pushRank.toServer(chatSid, guildCode, ranks);
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}
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}
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} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
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let obj = getCityActivityObj();
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let { cities } = obj.getAllCities();
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// console.log(JSON.stringify(cities));
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for(let { serverId, cityId, guildCodes } of cities) {
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for(let guildCode of guildCodes) {
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let ranks = await getCityActivityRank(guildCode, serverId, cityId);
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.pushCityActRank.toServer(chatSid, guildCode, ranks);
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}
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}
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}
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}
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/**
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* 活动结算奖励
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* @param aid 活动类型
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*/
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export async function sendGuildActEndMsg(aid: number) {
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if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
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let obj = getGateActivityObj();
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let guilds = obj.getGuilds();
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for(let [ serverId, guildCodes ] of guilds) {
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for(let guildCode of guildCodes) {
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await gateActivitySettleReward(guildCode, serverId);
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}
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}
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gateActivityObj = new GateActivityObject();
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} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
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let obj = getCityActivityObj();
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let { cities, serverlists} = obj.getAllCities();
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for(let { serverId, cityId } of cities) {
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await cityActivitySettleReward(cityId, serverId);
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}
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// 发完之后再做下周自动宣战
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for(let serverId of serverlists) {
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await autoDeclare(serverId);
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}
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cityActivityObj = new CityActivityObject();
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} else if (aid == GUILD_ACTIVITY_TYPE.RACE_ACTIVITY) {
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let obj = getRaceActivityObj();
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let woodenHorseList = obj.getAllWoodenHorses();
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for(let [guildCode, woodenHorse] of woodenHorseList) {
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await raceActivitySettleReward(guildCode, woodenHorse);
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}
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}
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}
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// 全服发送结束新号
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export async function sendEndMsgToAll() {
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let serverlist = await getAllServers();
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for(let serverId of serverlist) {
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let chatSid = await getWorldChannelSid(serverId);
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pinus.app.rpc.chat.chatRemote.sendGuildActivityEnd.toServer(chatSid, serverId);
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}
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}
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/**
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* 单个军团城门血条破了之后给他发奖励
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* @param guildCode 军团code
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*/
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export async function sendSingleGateActEndMsg(guildCode: string, serverId: number) {
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
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await gateActivitySettleReward(guildCode, serverId);
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}
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/**
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* 单个城池城门血条破了之后给他发奖励
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* @param guildCode 军团code
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*/
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export async function sendSingleCityActEndMsg(cityId: number, serverId: number) {
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let chatSid = await getCityChannelSid(cityId);
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let obj = getCityActivityObj();
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let guildCodes = obj.getGuildsInCity(serverId, cityId);
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for(let guildCode of guildCodes) {
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pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
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}
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await cityActivitySettleReward(cityId, serverId);
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}
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/**
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* 单个军团抵达赛道之后给他发奖励
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* @param guildCode 军团code
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*/
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export async function sendSingleRaceActEndMsg(guildCode: string, woodenHorse: WoodenHorse) {
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
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await raceActivitySettleReward(guildCode, woodenHorse);
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}
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/**
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* 结算蛮夷入侵奖励
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* @param guildCode 军团code
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* @param serverId 服务器id
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*/
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export async function gateActivitySettleReward(guildCode: string, serverId: number) {
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let obj = getGateActivityObj();
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let { gateHp, members } = obj.getObj(guildCode, serverId);
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let rank = await getMyUnionRank(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
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let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
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let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, rank);
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let rec = await GuildActivityRecordModel.updateInfo(guildCode, {
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isSuccess: gateHp > 0,
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isCompleted: true,
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rank, score: guildScore, remainGateHp: gateHp,
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members, memberCnt: members.length,
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auctionType: AUCTION_SOURCE.GATE,
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rewards
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});
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// 结算功勋等奖励
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let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY);
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let memberRankResult = await getRank(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, '');
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for(let { rank, roleId, num: myScore } of memberRankResult.ranks) {
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let honour = dic.honour + myScore * GUILDACTIVITY.GATEACTIVITY_HONOUR_RATIO;
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await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members);
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}
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for(let { roleId } of members) { // 只参加了,没有分数的人
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await updateUserRecAndSendHonour(dic.honour, 0, 0, roleId, members);
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}
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// 加入拍卖行
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await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards);
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obj.delGuildRecord(guildCode, serverId);
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}
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async function updateUserRecAndSendHonour(honour: number, myScore: number, rank: number, roleId: string, members: Member[]) {
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let honourObj = getHonourObject(Math.floor(honour));
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await sendMail(MAIL_TYPE.GUILD_ACTIVITY_REWARD, roleId, '系统', [], [honourObj])
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await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { score: myScore, rank });
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let index = members.findIndex(cur => cur.roleId == roleId);
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members.splice(index, 1);
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}
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/**
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* 结算诸侯入侵奖励
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* @param cityId 城镇id
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* @param serverId 服务器id
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*/
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export async function cityActivitySettleReward(cityId: number, serverId: number) {
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let obj = getCityActivityObj();
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let dicCity = gameData.cityActivity.get(cityId);
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if(!dicCity) return;
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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let isSuccess = gateHp <= 0; // 血条未击破则没有占领军团
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let guildRankRsult = await getUnionRank(getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId), serverId, '');
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for(let { rank: guildRank, code: guildCode, name, num } of guildRankRsult.ranks) {
|
||
if(guildRank == 1) {
|
||
if(isSuccess) {
|
||
await GuildActivityCityModel.guard(serverId, cityId, guildCode, name); // 占领
|
||
} else {
|
||
await GuildActivityCityModel.guard(serverId, cityId, "", ""); // 无人能占领
|
||
}
|
||
}
|
||
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY, guildRank);
|
||
let members = obj.getMembersOfGuild(guildCode);
|
||
|
||
let rec = await GuildActivityRecordModel.updateInfo(guildCode, {
|
||
memberCnt: members.length, members,
|
||
isSuccess, isCompleted: true,
|
||
rank: guildRank, damage: num, remainGateHp: gateHp,
|
||
rewards,
|
||
auctionType: AUCTION_SOURCE.CITY,
|
||
});
|
||
|
||
// 奖励加入拍卖行
|
||
await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards);
|
||
|
||
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
||
let memberRankResult = await getRank(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, '');
|
||
let userRank = 0;
|
||
for(let { rank, roleId, num: myScore } of memberRankResult.ranks) {
|
||
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, rank);
|
||
await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members);
|
||
userRank = rank;
|
||
}
|
||
for(let { roleId } of members) { // 只参加了,没有分数的人
|
||
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, userRank);
|
||
await updateUserRecAndSendHonour(honour, 0, 0, roleId, members);
|
||
}
|
||
}
|
||
|
||
obj.delCityRecord(cityId, serverId);
|
||
}
|
||
|
||
/**
|
||
* 清空完declareGuilds之后,做下一次活动的自动宣战
|
||
*/
|
||
async function autoDeclare(serverId: number) {
|
||
let allCities = await GuildActivityCityModel.getAllCities(serverId);
|
||
for(let { cityId, guardGuildCode } of allCities) {
|
||
let dicCity = gameData.cityActivity.get(cityId);
|
||
if(guardGuildCode && dicCity.nextCity) {
|
||
await GuildActivityCityModel.declare(serverId, dicCity.nextCity, guardGuildCode);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取活动参加者
|
||
* @param guildCode 军团code
|
||
* @param sourceType 拍卖类型 AUCTION_SOURCE
|
||
* @param sourceCode 活动唯一code
|
||
*/
|
||
export async function participants(guildCode: string, sourceType: number, sourceCode: string) {
|
||
let rec = await GuildActivityRecordModel.findBySourceCode(guildCode, sourceType, sourceCode);
|
||
if(!rec) return [];
|
||
|
||
return rec.members||[];
|
||
}
|
||
|
||
/**
|
||
* 获取诸侯入侵各个城池状态
|
||
* @param guildCode 我方军团
|
||
* @param dbCities 所有城池
|
||
*/
|
||
export function getCities(guildCode: string, dbCities: GuildActivityCityType[]) {
|
||
|
||
let cities = new Array<CityParam>();
|
||
for(let [ cityId, dic ] of gameData.cityActivity) {
|
||
let param = new CityParam(cityId);
|
||
let curCity = dbCities.find(cur => cur.cityId == cityId);
|
||
|
||
if(curCity) {
|
||
param.guardGuildCode = curCity.guardGuildCode||"";
|
||
param.guardGuildName = curCity.guardGuildName||"";
|
||
param.declareCount = curCity.declareCount||0;
|
||
}
|
||
|
||
param.status = getCityStatus(guildCode, cityId, dic.preCity, dbCities);
|
||
cities.push(param);
|
||
}
|
||
return cities
|
||
}
|
||
|
||
|
||
/**
|
||
* 诸侯混战 获取城池状态
|
||
* @param guildCode
|
||
* @param cityId
|
||
* @param preCity
|
||
* @param dbCities
|
||
*/
|
||
export function getCityStatus(guildCode: string, cityId: number, preCity: number[], dbCities: GuildActivityCityType[]) {
|
||
let status = CITY_STATUS.NOT_OPEN;
|
||
if(preCity && preCity.length) {
|
||
let hasGuardCity = dbCities.find(cur => {
|
||
return preCity.includes(cur.cityId) && cur.guardGuildCode == guildCode;
|
||
});
|
||
if(!!hasGuardCity) {
|
||
status = CITY_STATUS.CAN_DECLARE;
|
||
}
|
||
} else {
|
||
status = CITY_STATUS.CAN_DECLARE;
|
||
}
|
||
let curCity = dbCities.find(cur => cur.cityId == cityId);
|
||
if(curCity) {
|
||
if(curCity.guardGuildCode == guildCode) {
|
||
status = CITY_STATUS.GUARD;
|
||
} else if (curCity.declareGuilds.includes(guildCode)) {
|
||
status = CITY_STATUS.DECLARED;
|
||
}
|
||
}
|
||
return status;
|
||
}
|
||
|
||
/**
|
||
* 每秒计算木牛流马状态并下发
|
||
* @param serverId 区id
|
||
*/
|
||
export async function calWoodenHorseAndSend(serverId: number) {
|
||
console.log('calWoodenHorseAndSend');
|
||
let guildKey = REDIS_KEY.RACE_ACTIVITY;
|
||
let obj = getRaceActivityObj();
|
||
let { ranks } = await getUnionRank(guildKey, serverId, '');
|
||
let map = new Map<number, WoodenHorse[]>();
|
||
|
||
let guildRank = new Array<SimpleGuildRankWithTimeParam>();
|
||
let l = ranks.length > 10?10: ranks.length;
|
||
for(let i = 0; i < l; i++) {
|
||
let { rank, code, name, num } = ranks[i]
|
||
let _obj = await obj.getWoodenHorse(code, serverId);
|
||
let param = new SimpleGuildRankWithTimeParam(rank, code, name, num, _obj?_obj.time:0, _obj?_obj.durability:0);
|
||
guildRank.push(param);
|
||
}
|
||
|
||
// 找到往前和往后2艘船
|
||
for(let i = 0; i < ranks.length; i++) {
|
||
let { code } = ranks[i];
|
||
for(let j = i; j <= i + 2; j++) {
|
||
if(j <= ranks.length - 1 && !map.has(j)) {
|
||
map.set(j, new Array<WoodenHorse>());
|
||
}
|
||
}
|
||
for(let [rank, woodenHorseList] of map) {
|
||
let limit = 5;
|
||
if(rank - 2 < 0) limit += rank - 2;
|
||
if(rank + 2 > ranks.length - 1) limit -= (rank + 2) - (ranks.length - 1);
|
||
|
||
let woodenHorse = await obj.getWoodenHorse(code, serverId);
|
||
if(!!woodenHorse) {
|
||
map.get(rank).push(woodenHorse);
|
||
} else {
|
||
limit --; // 理论上不能出现没有woodenHorse的情况,但是如果出现了,以防无返回
|
||
}
|
||
let len = map.get(rank).length;
|
||
if( len >= limit) {
|
||
// 发送
|
||
console.log('send', woodenHorseList.length);
|
||
let curRank = ranks[rank];
|
||
let wh = await obj.getWoodenHorse(curRank.code, serverId);
|
||
let myGuildRank = new SimpleGuildRankWithTimeParam(curRank.rank, curRank.code, curRank.name, curRank.num, wh?wh.time:0, wh?wh.durability:0);
|
||
|
||
let chatSid = await getGuildChannelSid(curRank.code);
|
||
let events = obj.getEvents(curRank.code, wh?wh.distance:0);
|
||
pinus.app.rpc.chat.guildRemote.pushRaceHorseUpdate.toServer(chatSid, curRank.code, woodenHorseList, { guildRank, myGuildRank }, events);
|
||
|
||
map.delete(rank);
|
||
}
|
||
}
|
||
}
|
||
|
||
return ;
|
||
}
|
||
|
||
/**
|
||
* 木牛流马活动开始信号
|
||
*/
|
||
export async function sendRaceStartMsg(serverId: number) {
|
||
let obj = getRaceActivityObj();
|
||
obj.startRace(); // 设置开启活动
|
||
|
||
let chatSid = await getWorldChannelSid(serverId);
|
||
pinus.app.rpc.chat.chatRemote.sendRaceActivityStart.toServer(chatSid, serverId);
|
||
await calWoodenHorseAndSend(serverId);
|
||
}
|
||
|
||
|
||
/**
|
||
* 结算粮草先行奖励
|
||
* @param cityId 城镇id
|
||
* @param serverId 服务器id
|
||
*/
|
||
export async function raceActivitySettleReward(guildCode: string, woodenHorse: WoodenHorse) {
|
||
let { serverId, durability, distance } = woodenHorse;
|
||
let obj = getRaceActivityObj();
|
||
// 计算排名,计算耐久,发送奖励
|
||
let rank = await getMyUnionRank(REDIS_KEY.RACE_ACTIVITY, serverId, guildCode);
|
||
|
||
let isSuccess = distance >= GUILDACTIVITY.RACEACTIVITY_LENGTH; // 血条未击破则没有占领军团
|
||
let myGuildRank = await getMyUnionRank(REDIS_KEY.RACE_ACTIVITY, serverId, guildCode);
|
||
let members = obj.getMembersOfGuild(guildCode);
|
||
|
||
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY, myGuildRank);
|
||
let rec = await GuildActivityRecordModel.updateInfo(guildCode, {
|
||
memberCnt: members.length, members,
|
||
isSuccess, isCompleted: true, rank: myGuildRank,
|
||
rewards,
|
||
woodenHorse,
|
||
});
|
||
|
||
// 奖励加入拍卖行
|
||
await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards);
|
||
|
||
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY);
|
||
let honour = dic.honour + Math.floor(durability * GUILDACTIVITY.RACEACTIVITY_DURABILITY_REWARD);
|
||
for(let { roleId } of members) {
|
||
await updateUserRecAndSendHonour(honour, 0, rank, roleId, members);
|
||
}
|
||
|
||
// 删除数据
|
||
obj.deleteRecord(guildCode);
|
||
} |