353 lines
13 KiB
TypeScript
353 lines
13 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 } 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 } 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 } from "./redisService";
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import { GuildModel } from "../db/Guild";
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import { SimpleGuildRankParam, SimpleRoleRankParam } from "../domain/rank";
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import { getGuildChannelSid, getWorldChannelSid } from "./chatChannelService";
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import { pinus } from "pinus";
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import { GuildActivityRecordModel } from "../db/GuildActivityRec";
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import { uniq } from 'underscore'
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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 } from "../db/GuildActivityCity";
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let gateActivityObj: GateActivityObject;
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let cityActivityObj: CityActivityObject;
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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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/**
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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);
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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, 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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if(round > curRound) { // 每回合开始得10分
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sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START);
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curRound = round;
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}
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historyEnemies.push(dataId);
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}
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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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/**
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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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}
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}
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/**
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* 活动结束发送结束信号以及结算奖励
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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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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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let chatSid = await getWorldChannelSid(serverId);
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pinus.app.rpc.chat.chatRemote.sendGuildActivityEnd.toServer(chatSid, serverId);
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if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
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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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}
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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
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*/
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export async function sendSingleGuildGateActEndMsg(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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* 军团结算奖励
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* @param guildCode
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* @param serverId
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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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members = uniq(members, cur => cur.roleId);
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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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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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}
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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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/**
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* 获取活动参加者
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* @param guildCode 军团code
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* @param sourceType 拍卖类型 AUCTION_SOURCE
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* @param sourceCode 活动唯一code
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*/
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export async function participants(guildCode: string, sourceType: number, sourceCode: string) {
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let rec = await GuildActivityRecordModel.findBySourceCode(guildCode, sourceType, sourceCode);
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if(!rec) return [];
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return rec.members||[];
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}
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export function getCities(guildCode: string, dbCities: GuildActivityCityType[]) {
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let cities = new Array<CityParam>();
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for(let [ cityId, dic ] of gameData.cityActivity) {
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let param = new CityParam(cityId);
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let curCity = dbCities.find(cur => cur.cityId == cityId);
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if(curCity) {
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param.guardGuildCode = curCity.guardGuildCode;
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param.guardGuildName = curCity.guardGuildName;
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param.declareCount = curCity.declareCount;
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}
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param.status = getCityStatus(guildCode, cityId, dic.preCity, dbCities);
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cities.push(param);
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}
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return cities
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}
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/**
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* 诸侯混战 获取城池状态
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* @param guildCode
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* @param cityId
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* @param preCity
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* @param dbCities
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*/
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export function getCityStatus(guildCode: string, cityId: number, preCity: number[], dbCities: GuildActivityCityType[]) {
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let status = CITY_STATUS.NOT_OPEN;
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if(preCity && preCity.length) {
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let hasGuardCity = dbCities.find(cur => {
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return preCity.includes(cur.cityId) && cur.guardGuildCode == guildCode;
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});
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if(!!hasGuardCity) {
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status = CITY_STATUS.CAN_DECLARE;
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}
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} else {
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status = CITY_STATUS.CAN_DECLARE;
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}
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let curCity = dbCities.find(cur => cur.cityId == cityId);
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if(curCity) {
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if(curCity.guardGuildCode == guildCode) {
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status = CITY_STATUS.GUARD;
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} else if (curCity.declareGuilds.includes(guildCode)) {
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status = CITY_STATUS.DECLARED;
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}
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}
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return status;
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} |