348 lines
15 KiB
TypeScript
348 lines
15 KiB
TypeScript
import { Application, BackendSession, ChannelService, pinus } from "pinus";
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import { getMedianCe, getGuildActivityStatus, getRecordScore, getGateActivityObj, sendSingleGateActEndMsg, participants, getGateActivityRank, getCityActivityObj } from "../../../services/guildActivityService";
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import { resResult } from "../../../pubUtils/util";
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import { STATUS, GUILD_ACTIVITY_TYPE, GUILD_POINT_WAYS, ENEMIES_TYPE, GET_POINT_WAYS } from "../../../consts";
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import { GameModel } from "../../../db/Game";
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import { ServerlistModel } from "../../../db/Serverlist";
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import { UserGuildActivityRecModel } from "../../../db/UserGuildActivityRec";
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import { GUILDACTIVITY } from "../../../pubUtils/dicParam";
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import { GuildActivityRecordModel } from "../../../db/GuildActivityRec";
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import { RoleModel, RoleType } from "../../../db/Role";
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import { GuildModel } from "../../../db/Guild";
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import { RankParam, GuildRankParam } from "../../../domain/rank";
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import { setRank, getGuildKeyName, getRankScore, setUserGuildActivityRank, delGuildActivityRank } from "../../../services/redisService";
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import { REDIS_KEY } from "../../../consts";
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import { addActive } from "../../../services/guildService";
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import { gameData } from "../../../pubUtils/data";
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import { getGuildChannelSid } from "../../../services/chatService";
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import { guildActivityStart, gateActivityEnd, cityActivityEnd } from "../../../services/timeTaskService";
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import { UserGuildModel } from "../../../db/UserGuild";
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import { GuildActivityCityModel } from "../../../db/GuildActivityCity";
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export default function (app: Application) {
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return new GateActivityHandler(app);
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}
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export class GateActivityHandler {
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channelService: ChannelService;
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constructor(private app: Application) {
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this.channelService = app.get('channelService');
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}
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private aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id
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// 进入蛮夷入侵界面
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async getGateActivity(msg: {}, session: BackendSession) {
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
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if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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let { code: sourceCode } = guildActivityRec;
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let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
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let { challengeCnt } = myGuildActivityRec;
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let ranks = await getGateActivityRank(guildCode, serverId, roleId, roleName);
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return resResult(STATUS.SUCCESS, {
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...statusResult,
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challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt,
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...ranks
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});
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}
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// 开启挑战
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async checkBattle(msg: { heroes: number[] }, session: BackendSession) {
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let { heroes } = msg;
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if(!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS);
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
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let obj = getGateActivityObj();
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let gateHp = obj.getGateHpAndInc(guildCode);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'job');
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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
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if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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let { code: sourceCode } = guildActivityRec;
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let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
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if(myGuildActivityRec.challengeCnt > 0) {
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return resResult(STATUS.CHALLENGE_CNT_NOT_ENOUGH);
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}
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myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes);
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let { code, challengeCnt } = myGuildActivityRec;
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// 更新公会参与的玩家
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obj.pushMembers(guildCode, serverId, roleId, userGuild.job);
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// 返回当前军团总军功
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let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
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// 前一天中位数战力
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let medianCe = await getMedianCe(serverId);
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return resResult(STATUS.SUCCESS, {
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code,
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...statusResult,
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guildScore: guildScore||0,
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myScore: 0,
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gateHp,
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challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt,
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medianCe
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});
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}
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// 上报玩家获得军功
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async action(msg: { code: string, record: { round: number, dataId: number }[] }, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let guildCode = session.get('guildCode');
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let serverId = session.get('serverId');
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let { code, record } = msg;
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let obj = getGateActivityObj();
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let gateHp = obj.getGateHpAndInc(guildCode);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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// 计算record内得分
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let memberRecord = obj.getMemberRecord(code, roleId);
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let scoreResult = getRecordScore(this.aid, record, memberRecord);
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if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { score, newRecords, memberRecord: newMemberRecord } = scoreResult;
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obj.setMemberRecord(code, newMemberRecord);
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// 更新redis数据
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let role = await RoleModel.findByRoleId(roleId);
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let { lv, vLv, head, frame, spine, title } = role;
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let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
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let myScore = await setUserGuildActivityRank(REDIS_KEY.USER_GATE_ACTIVITY, guildCode, serverId, roleId, score, Date.now(), userParam);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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let leader = <RoleType>guild.leader;
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let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
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let guildScore = await setRank(REDIS_KEY.GATE_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
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// 更新数据库
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let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords);
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return resResult(STATUS.SUCCESS, {
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code: rec.code,
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...statusResult,
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guildScore: guildScore||0,
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myScore: myScore||0,
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gateHp
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});
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}
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// 上报敌军攻打城门情况
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async hitGate(msg: { code: string, damage: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let guildCode = session.get('guildCode');
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let serverId = session.get('serverId');
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let { code, damage } = msg;
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let obj = getGateActivityObj();
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let gateHp = obj.getGateHpAndInc(guildCode);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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gateHp = obj.getGateHpAndInc(guildCode, -1 * damage);
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if(gateHp <= 0) {
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// 推送 停止活动并结算奖励
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await sendSingleGateActEndMsg(guildCode, serverId);
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}
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// 推送 城门血量
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.pushGateHp.toServer(chatSid, guildCode, gateHp);
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// 返回当前军团总军功
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let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
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let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, roleId, true);
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return resResult(STATUS.SUCCESS, {
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code,
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...statusResult,
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guildScore,
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myScore,
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gateHp
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})
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}
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// 结束挑战
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async battleEnd(msg: { code: string, isSuccess: boolean }, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let guildCode = session.get('guildCode');
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let serverId = session.get('serverId');
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let { code, isSuccess } = msg;
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let obj = getGateActivityObj();
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// 更新userGuildActivityRecord
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let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true });
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if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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// 功劳簿计算
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let { record } = myGuildActivityRec;
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let round = 0, enemyCnt = 0, littleBossCnt = 0, bossCnt = 0;
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for(let { enemyType, round: r } of record) {
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if(r > round) round = r;
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if(enemyType == ENEMIES_TYPE.ENEMY) {
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enemyCnt ++;
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} else if (enemyType == ENEMIES_TYPE.LITTLE_BOSS) {
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littleBossCnt ++;
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} else if (enemyType == ENEMIES_TYPE.BOSS) {
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bossCnt ++;
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}
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}
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if(isSuccess) {
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let score = gameData.gateActivityPoint.get(GET_POINT_WAYS.DEFENSE_SUCCESS);
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// 更新redis数据
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let role = await RoleModel.findByRoleId(roleId);
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let { lv, vLv, head, frame, spine, title } = role;
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let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
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await setUserGuildActivityRank(REDIS_KEY.USER_GATE_ACTIVITY, guildCode, serverId, roleId, score, Date.now(), userParam);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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let leader = <RoleType>guild.leader;
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let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
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await setRank(REDIS_KEY.GATE_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
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}
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// 发放活跃
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await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
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// 返回当前军团总军功
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let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
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let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, roleId, true);
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let gateHp = obj.getGateHpAndInc(guildCode);
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obj.delMemberRecord(code);
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let info = {
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round,
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enemyCnt, littleBossCnt, bossCnt,
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isSuccess
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}
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return resResult(STATUS.SUCCESS, {
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code,
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...statusResult,
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guildScore,
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myScore,
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gateHp,
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info
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})
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}
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// ! 测试接口
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async debugGetPrivate(msg: { }, session: BackendSession) {
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let guildCode = session.get('guildCode');
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console.log(guildCode);
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let serverId = session.get('serverId');
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let res = getGateActivityObj().getObj(guildCode, serverId);
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return resResult(STATUS.SUCCESS, res)
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}
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// ! 测试接口
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async test(msg: { sourceType: number, sourceCode: string }, session: BackendSession) {
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let guildCode = session.get('guildCode');
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let serverId = session.get('serverId');
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// await GuildActivityCityModel.declare(serverId, 1, guildCode);
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let {sourceType, sourceCode} = msg;
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let result = await participants(guildCode, sourceType, sourceCode);
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return result;
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// let result = await setMedianCe();
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// return resResult(STATUS.SUCCESS, {result});
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}
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// ! 测试接口
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async debugIncChallengeCnt(msg: { }, session: BackendSession) {
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let roleId = session.get('roleId');
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let res = await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { challengeCnt: 0 });
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return resResult(STATUS.SUCCESS, { challengeCnt: res.challengeCnt });
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}
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// ! 测试接口
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async debugStartActivity(msg: { aid: number }, session: BackendSession) {
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let { aid } = msg;
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let dic = gameData.guildActivity.get(aid);
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await guildActivityStart(dic);
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let map = new Map<number, string[]>();
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let guilds = await GuildModel.findAllGuild('serverId code');
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for(let { serverId, code } of guilds) {
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if(map.has(serverId)) {
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map.get(serverId).push(code);
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} else {
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map.set(serverId, [code]);
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}
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}
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await delGuildActivityRank(aid, map);
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return resResult(STATUS.SUCCESS);
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}
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// ! 测试接口
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async debugEndActivity(msg: { aid: number }, session: BackendSession) {
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let { aid } = msg;
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if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
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await gateActivityEnd();
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} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
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await cityActivityEnd();
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}
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return resResult(STATUS.SUCCESS);
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}
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// ! 测试接口 将自己添加进活动roleId里
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async debugAddParticipants(msg: { aid: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let guildCode = session.get('guildCode');
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if(!guildCode) return resResult(STATUS.GUILD_NOT_FOUND);
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let serverId = session.get('serverId');
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let { aid } = msg;
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await GuildActivityRecordModel.getRecord(guildCode, serverId, aid);
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let userGuild = await UserGuildModel.getMyGuild(roleId);
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let result = await GuildActivityRecordModel.updateInfo(guildCode, { memberCnt: 1, members: [{ roleId, job: userGuild.job }], auctionType: aid + 1 });
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return resResult(STATUS.SUCCESS, {
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sourceType: result.auctionType,
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sourceCode: result.code
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});
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}
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}
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