802 lines
39 KiB
TypeScript
802 lines
39 KiB
TypeScript
import { GVGRecModel, GVGRecType } from '../../../db/GVGRec';
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import { GVGAreaInMap, GVGTeamInList, GVGTeamInListOnPoint, GVGTeamSpineInMap, LeagueGood, MyTeamInfo, MyTeamSimpleInfo } from '../../../domain/gvgField/returnData';
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import { GVGTeamModel, GVGTeamType, GVGTeamUpdate } from '../../../db/GVGTeam';
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import { GVGUserDataModel } from '../../../db/GVGUserData';
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import { GVGCityModel, GVGCityType } from '../../../db/GVGCity';
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import { Application, BackendSession, ChannelService, HandlerService, pinus } from "pinus";
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import { resResult, genCode, getRandSingleEelm } from "../../../pubUtils/util";
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import { GVGLeagueModel } from '../../../db/GVGLeague';
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import { getGroupKey, getGVGConfig, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService';
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import { redisAddBattleScore, battleEndSendMessage, calBattleScoreByCe, checkAreaIsInCity, checkGVGBattleStart, checkMoveStatus, getBattleRanksByCity, getBirthAreaOfCity, getGVGWarId, getOppHeroes, getTechKnifeHurt, getTechReviveMinus, initRobots, pushTeamMoveMessage, getGVGCitiesInfo, leaveCity, refreshTeams, checkEnterCityTime, generNewLineup, getBattleRank, checkSettleStatus } from '../../../services/gvg/gvgBattleService';
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import { getGVGBattleData } from '../../../services/gvg/gvgBattleMemory';
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import { GVGBattleRecModel } from '../../../db/GVGBattleRec';
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import { getFightTimeByPeriod } from '../../../services/gvg/gvgFightService';
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import { gameData, getReviveGold } from '../../../pubUtils/data';
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import { getAllServerName } from '../../../services/redisService';
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import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
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import { SaveTeamParam, SaveTeamUpdateParam } from '../../../domain/gvgField/gvgDb';
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import { GVG_AREA_TYPE, GVG_ATTACK_TYPE, GVG_ITEM, GVG_PERIOD, GVG_REC_TYPE, ITEM_CHANGE_REASON, PUSH_ROUTE, REDIS_KEY, STATUS } from '../../../consts';
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import { addRoleToAreaChannel, addRoleToAreaTeamChannel, addRoleToGVGCityChannel, leaveGVGAreaChannel, leaveGVGAreaTeamChannel, leaveGVGCityTeamChannel } from '../../../services/chatChannelService';
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import { nowSeconds } from '../../../pubUtils/timeUtil';
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import { GVGUserItemModel } from '../../../db/GVGUserItem';
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import { handleGVGCost } from '../../../services/gvg/gvgItemService';
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import { getGoldObject, handleCost } from '../../../services/role/rewardService';
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import { GVGCityAreaPointModel } from '../../../db/GVGCityAreaPoint';
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import { Rank } from '../../../services/rankService';
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import { LeagueRankInfo, RoleRankInfo } from '../../../domain/rank';
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import { addBattleEndRec } from '../../../services/gvg/gvgRecService';
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import { RoleModel } from '../../../db/Role';
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import { EXTERIOR, GVG } from '../../../pubUtils/dicParam';
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import { sendMessageToGVGAreaByTeamWithSuc, sendMessageToUserWithSuc } from '../../../services/pushService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GVGBattleHandler(app);
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}
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export class GVGBattleHandler {
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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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// 获取我的编队信息
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async getTeams(msg: {}, session: BackendSession) {
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const roleId = session.get('roleId');
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const teams = await GVGTeamModel.findByRole(roleId, '-_id teamCode index head frame spine lineup')
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return resResult(STATUS.SUCCESS, { teams: teams.map(team => new MyTeamSimpleInfo(team)) });
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}
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// 保存队伍
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// index: 队伍索引位置
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// head: 头像
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// frame: 相框
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// spine: 形象
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// lineup: 阵容
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async saveTeam(msg: SaveTeamParam, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const roleName = session.get('roleName');
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const guildCode = session.get('guildCode');
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const { cityId, index, head, spine, frame, lineup } = msg;
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let { configId, period } = getGVGPeriodData();
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if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let { leagueCode, name: leagueName } = myLeague;
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let durability = gameData.gvgTeamDurability.get(index)||0;
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let groupKey = await getGroupKey(serverId);
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let updateParam: SaveTeamUpdateParam = { index, head, spine, frame, configId, groupKey }
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if(lineup) {
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let { isOK, heroes } = await checkBattleHeroesByHid(roleId, lineup.map(cur => cur.actorId));
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if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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let { newLineup, newLineupCe } = await generNewLineup(roleId, heroes, lineup);
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updateParam.lineup = newLineup;
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updateParam.lineupCe = newLineupCe;
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}
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let originTeam = await GVGTeamModel.findByRoleAndIndex(roleId, index, 'cityId');
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if(!originTeam && cityId > 0) {
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let city = await GVGCityModel.increaseTeam(configId, groupKey, cityId, roleId);
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updateParam.cityId = cityId;
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updateParam.areaId = getBirthAreaOfCity(city, leagueCode)
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}
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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const team = await GVGTeamModel.saveTeam(roleId, index, updateParam, { roleName, serverId, leagueCode, leagueName, durability, maxDurability: durability, lv: role.lv });
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if (!team) {
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return resResult(STATUS.GVG_SAVE_TEAM_FAILED);
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}
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if(cityId > 0) {
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let teamObj = getGVGBattleData(groupKey);
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teamObj.enterCity(team);
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}
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return resResult(STATUS.SUCCESS, { curTeam: new MyTeamSimpleInfo(team) });
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}
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// 获取城池信息
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async getCity(msg: { cityId: number }, session: BackendSession) {
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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const { cityId } = msg;
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let { configId, period } = getGVGPeriodData();
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let { startFightTime, endFightTime } = getFightTimeByPeriod(period);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let groupKey = await getGroupKey(serverId);
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let guardCity = await GVGCityModel.findByCityId(configId + 1, groupKey, cityId);
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if(!guardCity) guardCity = await GVGCityModel.findByCityId(configId, groupKey, cityId);
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const { guardLeague: leagueCode = '', guardLeagueName: name = '', guardLeagueIcon: icon = 0, players = [] } = guardCity||{};
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let ourTeamCnt = 0, oppTeamCnt = 0;
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for(let { leagueCode, teamCnt } of players) {
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myLeague.leagueCode == leagueCode? (ourTeamCnt+= teamCnt): (oppTeamCnt += teamCnt);
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}
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return resResult(STATUS.SUCCESS, {
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cityId,
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guardLeague: { leagueCode, name, icon },
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guardStartTime: startFightTime - GVG.GVG_GUARD_START_TIME,
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startTime: startFightTime,
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endTime: endFightTime,
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ourTeamCnt,
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oppTeamCnt,
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});
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}
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// 进入城池之前的检查
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async checkMyTeam(msg: { cityId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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const { cityId } = msg;
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let hasSettled = false, otherCityId = 0;
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let { configId, period } = getGVGPeriodData();
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if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let groupKey = await getGroupKey(serverId);
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let teams = await refreshTeams(configId, groupKey, roleId, myLeague);
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// 玩家队伍信息中城池id不一致,说明玩家已经进入了其他城池
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for(let { cityId: teamCityId } of teams) {
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if(teamCityId > 0 && teamCityId != cityId) {
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hasSettled = true; otherCityId = teamCityId; break;
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}
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}
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return resResult(STATUS.SUCCESS, { hasSettled, cityId: otherCityId });
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}
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// 进入城池
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async enterCity(msg: { cityId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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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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const { cityId } = msg;
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let { configId, period } = getGVGPeriodData();
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if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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let groupKey = await getGroupKey(serverId);
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let city = await GVGCityModel.findByCityId(configId, groupKey, cityId);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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if(!checkEnterCityTime(city, myLeague.leagueCode)) return resResult(STATUS.GVG_NOT_ENTER_CITY_TIME);
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// 初始化本城池的守擂机器人
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await initRobots(configId, groupKey, city||{ cityId, guardLeague: '' });
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// 每赛季初自己的几支队伍恢复耐久、城市、顺便更新一下自己的玩家名、联军
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let teams = await refreshTeams(configId, groupKey, roleId, myLeague);
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if(await GVGTeamModel.checkLockTeam(roleId, cityId)) return resResult(STATUS.GVG_BATTLE_TEAM_LOCK_ENTERY_CITY);
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let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
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let originCityId = gvgUserData?.cityId||0;
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// 检测是否已经在城池中,玩家不在这个城池中时进行处理
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if (originCityId != cityId) {
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if(gvgUserData?.cityId > 0) { // 如果leaveCity没有退出成功,玩家还遗留在上一座城中,做一下处理
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await leaveCity(true, roleId, serverId, guildCode, myLeague);
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}
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const roleTeamCnt = await GVGTeamModel.getTeamCntByRole(roleId);
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city = await GVGCityModel.increasePlayer(configId, groupKey, cityId, roleId, myLeague.leagueCode, roleTeamCnt);
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if(!city) return resResult(STATUS.GVG_BATTLE_CITY_FULL);
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gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId);
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}
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let teamResult: MyTeamInfo[] = [];
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for(let team of teams) { // 有可能多个编队有的在城池中(驻守),有点不在(新编)
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let originCityId = team.cityId||0;
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if(originCityId == cityId) {
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teamResult.push(new MyTeamInfo(team));
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continue;
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};
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let areaId = getBirthAreaOfCity(city, myLeague.leagueCode);
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team = await GVGTeamModel.enterCity(team.teamCode, cityId, areaId, groupKey);
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if(!team) continue;
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// 更新内存队伍信息
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let teamObj = getGVGBattleData(groupKey);
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teamObj.enterCity(team);
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teamResult.push(new MyTeamInfo(team))
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}
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const { ranks, myRank } = await getBattleRanksByCity(configId, groupKey, cityId, myLeague);
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await leaveGVGCityTeamChannel(roleId, sid);
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await addRoleToGVGCityChannel(roleId, groupKey, cityId, sid);
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return resResult(STATUS.SUCCESS, {
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cityId,
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ranks, myRank,
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recs: [],
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teams: teamResult,
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});
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}
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// 离开城池
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async leaveCity(msg: { cityId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const guildCode = session.get('guildCode');
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const serverId = session.get('serverId');
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const { cityId } = msg;
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let { configId, period } = getGVGPeriodData();
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// 检测是否已经在城池中
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
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if (!gvgUserData) {
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return resResult(STATUS.GVG_USER_NOT_FOUND);
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}
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if (gvgUserData.cityId != cityId) {
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return resResult(STATUS.GVG_USER_NOT_IN_CITY);
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}
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// 更新玩家城池和队伍城池
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await leaveCity(false, roleId, serverId, guildCode, myLeague);
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await leaveGVGAreaChannel(roleId, sid);
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await leaveGVGAreaTeamChannel(roleId, sid);
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await leaveGVGCityTeamChannel(roleId, sid);
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return resResult(STATUS.SUCCESS);
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}
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// 获取区域上的队伍
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async getAreaTeams(msg: { cityId: number, areaIds: number[] }, session: BackendSession) {
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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const { cityId, areaIds } = msg;
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if(!checkAreaIsInCity(cityId, areaIds)) return resResult(STATUS.GVG_AREA_NOT_IN_CITY);
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let groupKey = await getGroupKey(serverId);
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let serverNames = await getAllServerName();
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let teamObj = getGVGBattleData(groupKey);
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let result: GVGTeamSpineInMap[] = [];
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for(let areaId of areaIds) {
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let teams = teamObj.findTeamsByArea(areaId);
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for(let team of teams) {
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result.push(new GVGTeamSpineInMap(team, serverNames))
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}
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}
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// 加入频道
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await leaveGVGAreaChannel(roleId, sid);
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await addRoleToAreaChannel(roleId, groupKey, areaIds, sid);
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return resResult(STATUS.SUCCESS, { cityId, spines: result });
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}
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// 点击自己的编队获取区域列表
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async getAreaOfMyTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) {
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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const { cityId, teamCode } = msg;
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let groupKey = await getGroupKey(serverId);
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let { configId } = getGVGPeriodData();
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let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
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if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
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if(myTeam.cityId != cityId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY);
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let teams = await GVGTeamModel.findByAreaId(configId, groupKey, cityId, myTeam.areaId);
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let points: GVGTeamInListOnPoint[] = [], players: GVGTeamInList[] = [];
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let pointIds = gameData.gvgPointByAreaId.get(myTeam.areaId)||[];
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for(let pointId of pointIds) {
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let team = teams.find(cur => cur.pointId == pointId);
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let obj = new GVGTeamInListOnPoint(pointId, !!team, team);
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points.push(obj);
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}
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for(let team of teams) {
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if(team.pointId == 0) {
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let obj = new GVGTeamInList(team);
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players.push(obj);
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}
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}
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await leaveGVGAreaTeamChannel(roleId, sid);
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await addRoleToAreaTeamChannel(roleId, groupKey, myTeam.areaId, sid);
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return resResult(STATUS.SUCCESS, {
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cityId, areaId: myTeam.areaId, points, players
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});
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}
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// 开始移动
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// areaId: 要移动的目标据点 id
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async startMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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const { areaId, cityId, teamCode } = msg;
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let groupKey = await getGroupKey(serverId);
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let team = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
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let checkResult = checkMoveStatus(team, cityId, areaId);
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if(checkResult.code != 0) return resResult(checkResult);
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team = await GVGTeamModel.startMove(teamCode, areaId, team.areaId);
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// 更新内存数据
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let teamObj = getGVGBattleData(groupKey);
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teamObj.move(teamCode, areaId, team.fromAreaId, team.startMoveTime, team.stopMoveTime);
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await addRoleToAreaTeamChannel(roleId, groupKey, areaId, sid);
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await pushTeamMoveMessage(team);
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return resResult(STATUS.SUCCESS, { areaId, cityId, stopMoveTime: team.stopMoveTime, moveCdTime: team.moveCdTime });
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}
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// 停止移动
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// areaId: 移动到的目标据点 id
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async stopMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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const { areaId, cityId, teamCode } = msg;
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let groupKey = await getGroupKey(serverId);
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let team = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
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if(!team) return resResult(STATUS.GVG_BATTLE_TEAM_NOT_FOUND);
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if(team.cityId != cityId && team.areaId != areaId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY);
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team = await GVGTeamModel.stopMove(teamCode, areaId);
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// 更新内存数据
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let teamObj = getGVGBattleData(groupKey);
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teamObj.move(teamCode, areaId, 0, team.startMoveTime, team.stopMoveTime);
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await leaveGVGAreaTeamChannel(roleId, sid);
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await addRoleToAreaTeamChannel(roleId, groupKey, areaId, sid);
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return resResult(STATUS.SUCCESS, { areaId, cityId, curTeam: new MyTeamInfo(team) });
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}
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// 队伍入驻积分点
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async teamSettle(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const { cityId, areaId, pointId, teamCode } = msg;
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let { configId, period } = getGVGPeriodData();
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if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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let groupKey = await getGroupKey(serverId);
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let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
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if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
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let checkResult = checkSettleStatus(myTeam);
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if(checkResult.code != 0) return resResult(checkResult);
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let dicAreaPoint = gameData.gvgAreaPoint.get(pointId);
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if(dicAreaPoint.areaId != myTeam.areaId) return resResult(STATUS.GVG_POINT_NOT_AREA);
|
||
|
||
let point = await GVGCityAreaPointModel.settlePoint(cityId, areaId, pointId, myTeam);
|
||
if(!point) return resResult(STATUS.GVG_POINT_HAS_SETTLED);
|
||
const curTeam = await GVGTeamModel.settlePoint(teamCode, pointId);
|
||
|
||
let teamObj = getGVGBattleData(groupKey);
|
||
teamObj.teamSettle(roleId, teamCode, pointId);
|
||
|
||
// addTeamSettleRec(curTeam);
|
||
|
||
await sendMessageToGVGAreaByTeamWithSuc(groupKey, curTeam.areaId, PUSH_ROUTE.GVG_AREA_POINT_CHANGE, {
|
||
cityId: curTeam.cityId, areaId: curTeam.areaId, targetPointId: pointId, originPointId: myTeam.pointId, point: new GVGTeamInListOnPoint(curTeam.pointId, true, curTeam)
|
||
});
|
||
return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(curTeam) });
|
||
}
|
||
|
||
// 队伍离开积分点
|
||
async teamLeave(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) {
|
||
const roleId = session.get('roleId');
|
||
const serverId = session.get('serverId');
|
||
const { pointId, teamCode } = msg;
|
||
|
||
let { configId, period } = getGVGPeriodData();
|
||
if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
|
||
|
||
let groupKey = await getGroupKey(serverId);
|
||
|
||
let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
|
||
if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
|
||
let dicAreaPoint = gameData.gvgAreaPoint.get(pointId);
|
||
if(dicAreaPoint.areaId != myTeam.areaId) return resResult(STATUS.GVG_POINT_NOT_AREA);
|
||
|
||
const curTeam = await GVGTeamModel.settlePoint(teamCode, 0);
|
||
await GVGCityAreaPointModel.leavePoint(configId, groupKey, pointId);
|
||
let teamObj = getGVGBattleData(groupKey);
|
||
teamObj.teamSettle(roleId, teamCode, 0);
|
||
|
||
await sendMessageToGVGAreaByTeamWithSuc(groupKey, curTeam.areaId, PUSH_ROUTE.GVG_AREA_POINT_CHANGE, {
|
||
cityId: curTeam.cityId, areaId: curTeam.areaId, targetPointId: pointId, originPointId: myTeam.pointId, point: new GVGTeamInListOnPoint(curTeam.pointId, true, curTeam)
|
||
});
|
||
return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(curTeam) });
|
||
}
|
||
|
||
// 队伍开始攻击
|
||
// teamCode: 攻击方队伍
|
||
// oppoTeamCode: 防守方队伍
|
||
async battleStart(msg: { cityId: number, teamCode: string, oppoTeamCode: string, pointId: number }, session: BackendSession) {
|
||
const roleId = session.get('roleId');
|
||
const serverId = session.get('serverId');
|
||
const { teamCode, oppoTeamCode } = msg;
|
||
|
||
let { configId, period } = getGVGPeriodData();
|
||
if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
|
||
let { startFightTime } = getFightTimeByPeriod(period);
|
||
if(startFightTime > nowSeconds()) return resResult(STATUS.GVG_NOT_BATTLE_TIME);
|
||
|
||
let groupKey = await getGroupKey(serverId);
|
||
|
||
let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode);
|
||
let checkStatus = checkGVGBattleStart(roleId, attackTeam, defenseTeam);
|
||
if(checkStatus.code != 0) return resResult(checkStatus);
|
||
|
||
const warId = getGVGWarId(defenseTeam);
|
||
const battleRecord = await GVGBattleRecModel.createRec(configId, groupKey, warId, attackTeam, defenseTeam);
|
||
|
||
attackTeam = await GVGTeamModel.battleStartLockAttack(teamCode);
|
||
defenseTeam = await GVGTeamModel.battleStartLockDefense(oppoTeamCode, teamCode);
|
||
// 内存处理
|
||
let teamObj = getGVGBattleData(groupKey);
|
||
teamObj.setTime(attackTeam.teamCode, attackTeam);
|
||
teamObj.setTime(defenseTeam.teamCode, defenseTeam);
|
||
let heroes = getOppHeroes(warId, defenseTeam.isRobot, defenseTeam.lineup)
|
||
|
||
return resResult(STATUS.SUCCESS, { battleCode: battleRecord.battleCode, warId, isRobot: defenseTeam.isRobot, heroes, curTeam: new MyTeamInfo(attackTeam), oppTeam: new MyTeamInfo(defenseTeam) });
|
||
}
|
||
|
||
// 队伍停止攻击
|
||
async battleEnd(msg: { cityId: number, battleCode: string, isSuccess: boolean }, session: BackendSession) {
|
||
const serverId = session.get('serverId');
|
||
const { cityId, battleCode, isSuccess } = msg;
|
||
|
||
let { configId, period } = getGVGPeriodData();
|
||
const record = await GVGBattleRecModel.findByBattleCode(battleCode);
|
||
if(!record) return resResult(STATUS.GVG_BATTLEREC_NOT_FOUND);
|
||
if(record.battleEndTime > 0) return resResult(STATUS.GVG_BATTLEREC_HAS_SUMMIT);
|
||
let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(record.attackTeam.teamCode, record.defenseTeam.teamCode);
|
||
if(defenseTeam.lockTeamCode != attackTeam.teamCode) return resResult(STATUS.GVG_LOCK_TIME_OUT)
|
||
|
||
let groupKey = await getGroupKey(serverId);
|
||
let city = await GVGCityModel.findByCityId(configId, groupKey, cityId);
|
||
if (!city) return resResult(STATUS.GVG_CITY_NOT_FOUND);
|
||
|
||
// 计算并更新两支队伍耐久
|
||
let { win, fail } = gameData.gvgBattleDurabilityMinus;
|
||
attackTeam = await GVGTeamModel.battleEndAttack(attackTeam.teamCode, isSuccess? -win: -fail, getBirthAreaOfCity(city, attackTeam.leagueCode), await getTechReviveMinus(groupKey, configId, attackTeam.leagueCode));
|
||
defenseTeam = await GVGTeamModel.battleEndDefense(defenseTeam.teamCode, isSuccess? -fail: -win, getBirthAreaOfCity(city, defenseTeam.leagueCode), GVG.GVG_DEFAULT_DEFENSE_CD, await getTechReviveMinus(groupKey, configId, defenseTeam.leagueCode));
|
||
if(defenseTeam.curTeamBreak && defenseTeam.originPointId > 0 && !defenseTeam.isCatapult) { // 打败的对手原来占领着一个位置,现在这个位置是你的了
|
||
if(!attackTeam.curTeamBreak) {
|
||
attackTeam = await GVGTeamModel.settlePoint(attackTeam.teamCode, defenseTeam.originPointId);
|
||
await GVGCityAreaPointModel.settlePoint(cityId, attackTeam.areaId, defenseTeam.originPointId, attackTeam);
|
||
} else {
|
||
await GVGCityAreaPointModel.leavePoint(configId, groupKey, defenseTeam.originPointId);
|
||
}
|
||
}
|
||
if(defenseTeam.curTeamBreak) {
|
||
let attackScore = calBattleScoreByCe(isSuccess, defenseTeam.lineupCe);
|
||
let attackCurTeamBreak = attackTeam.curTeamBreak;
|
||
let originPointId = attackTeam.originPointId;
|
||
attackTeam = await GVGTeamModel.addScore(attackTeam.teamCode, attackScore, 0);
|
||
attackTeam.curTeamBreak = attackCurTeamBreak;
|
||
attackTeam.originPointId = originPointId;
|
||
await redisAddBattleScore(attackTeam, attackScore);
|
||
}
|
||
|
||
// 更新内存
|
||
let teamObj = getGVGBattleData(groupKey);
|
||
teamObj.battleEnd([attackTeam, defenseTeam]);
|
||
// 更新rec
|
||
let rec = await GVGBattleRecModel.battleEnd(battleCode, isSuccess, attackTeam, defenseTeam);
|
||
await battleEndSendMessage(groupKey, cityId, defenseTeam, attackTeam, GVG_ATTACK_TYPE.PLAYER);
|
||
addBattleEndRec(rec);
|
||
|
||
return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(attackTeam), oppTeam: new MyTeamInfo(defenseTeam) });
|
||
}
|
||
|
||
// 使用道具
|
||
// teamCode: 要使用道具的队伍
|
||
async useItem(msg: { cityId: number, itemId: number, teamCode: string, oppoTeamCode: string }, session: BackendSession) {
|
||
const roleId = session.get('roleId');
|
||
const sid = session.get('sid');
|
||
const guildCode = session.get('guildCode');
|
||
const serverId = session.get('serverId');
|
||
const { cityId, itemId, teamCode, oppoTeamCode } = msg;
|
||
|
||
if(itemId != GVG_ITEM.KNIFE) return resResult(STATUS.GVG_ITEM_CANNOT_USE);
|
||
|
||
let { configId, period } = getGVGPeriodData();
|
||
if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
|
||
|
||
let groupKey = await getGroupKey(serverId);
|
||
|
||
let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode);
|
||
let checkStatus = checkGVGBattleStart(roleId, attackTeam, defenseTeam);
|
||
if(checkStatus.code != 0) return resResult(checkStatus);
|
||
|
||
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
|
||
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
|
||
|
||
let costResult = await handleGVGCost(roleId, myLeague.leagueCode, sid, [{ id: GVG_ITEM.KNIFE, count: 1 }], [], ITEM_CHANGE_REASON.GVG_USE_ITEM);
|
||
if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
|
||
|
||
let city = await GVGCityModel.findByCityId(configId, groupKey, cityId);
|
||
if (!city) return resResult(STATUS.GVG_CITY_NOT_FOUND);
|
||
|
||
let hurt = await getTechKnifeHurt(configId, attackTeam.leagueCode);
|
||
defenseTeam = await GVGTeamModel.battleEndDefense(oppoTeamCode, -hurt, getBirthAreaOfCity(city, defenseTeam.leagueCode), 0, await getTechReviveMinus(groupKey, configId, defenseTeam.leagueCode));
|
||
if(defenseTeam.curTeamBreak && defenseTeam.originPointId > 0 && !defenseTeam.isCatapult) { // 打败的对手原来占领着一个位置,现在这个位置是你的了
|
||
if(!attackTeam.curTeamBreak) {
|
||
attackTeam = await GVGTeamModel.settlePoint(attackTeam.teamCode, defenseTeam.originPointId);
|
||
await GVGCityAreaPointModel.settlePoint(cityId, attackTeam.areaId, defenseTeam.originPointId, attackTeam);
|
||
} else {
|
||
await GVGCityAreaPointModel.leavePoint(configId, groupKey, defenseTeam.originPointId);
|
||
}
|
||
|
||
}
|
||
if(defenseTeam.curTeamBreak) {
|
||
let attackScore = calBattleScoreByCe(true, defenseTeam.lineupCe);
|
||
await redisAddBattleScore(attackTeam, attackScore);
|
||
}
|
||
|
||
// 更新内存
|
||
let teamObj = getGVGBattleData(groupKey);
|
||
teamObj.battleEnd([attackTeam, defenseTeam]);
|
||
|
||
await battleEndSendMessage(groupKey, cityId, defenseTeam, attackTeam, GVG_ATTACK_TYPE.KNIFE);
|
||
return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(attackTeam), oppTeam: new MyTeamInfo(defenseTeam) });
|
||
}
|
||
|
||
// 复活队伍
|
||
async reviveTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) {
|
||
const roleId = session.get('roleId');
|
||
const sid = session.get('sid');
|
||
const serverId = session.get('serverId');
|
||
const guildCode = session.get('guildCode');
|
||
|
||
const { teamCode } = msg;
|
||
let { configId, period } = getGVGPeriodData();
|
||
let groupKey = await getGroupKey(serverId);
|
||
|
||
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
|
||
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
|
||
|
||
let team = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
|
||
if(!team) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
|
||
if(team.restartTime < nowSeconds()) return resResult(STATUS.GVG_TEAM_NOT_NEED_REVIVE);
|
||
|
||
let userData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
|
||
let reviveCnt = userData?.reviveCnt||0;
|
||
|
||
const hasItem = await GVGUserItemModel.checkItemCnt(configId, myLeague.leagueCode, roleId, GVG_ITEM.REVIVE_COIN, 1);
|
||
if(hasItem) {
|
||
const costResult = await handleGVGCost(roleId, myLeague.leagueCode, sid, [{ id: GVG_ITEM.REVIVE_COIN, count: 1 }], [], ITEM_CHANGE_REASON.GVG_REVIVE);
|
||
if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
|
||
} else {
|
||
let gold = getReviveGold(reviveCnt + 1);
|
||
const costResult = await handleCost(roleId, sid, [getGoldObject(gold)], ITEM_CHANGE_REASON.GVG_REVIVE);
|
||
if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
|
||
userData = await GVGUserDataModel.addReviveCnt(configId, myLeague.leagueCode, roleId, 1);
|
||
reviveCnt = userData?.reviveCnt||0;
|
||
}
|
||
team = await GVGTeamModel.reviveTeam(teamCode);
|
||
|
||
// 更新内存
|
||
let teamObj = getGVGBattleData(groupKey);
|
||
teamObj.battleEnd([team]);
|
||
|
||
// 更新成功返回队伍信息
|
||
return resResult(STATUS.SUCCESS, { reviveCnt, curTeam: new MyTeamInfo(team) });
|
||
}
|
||
|
||
// 获取战报
|
||
// type: 战报类型
|
||
async getRecs(msg: { type: number }, session: BackendSession) {
|
||
const roleId = session.get('roleId');
|
||
const serverId = session.get('serverId');
|
||
const guildCode = session.get('guildCode');
|
||
const { type } = msg;
|
||
// 根据 type 获取战报
|
||
let { configId, period } = getGVGPeriodData();
|
||
let groupKey = await getGroupKey(serverId);
|
||
|
||
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
|
||
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
|
||
|
||
let recs: GVGRecType[] = [];
|
||
if(type == GVG_REC_TYPE.BATTLE_BY_CITY) {
|
||
recs = await GVGRecModel.findBattleRecByGroup(configId, groupKey);
|
||
} else if (type == GVG_REC_TYPE.BATTLE_BY_LEAGUE) {
|
||
recs = await GVGRecModel.findBattleRecByLeague(configId, myLeague.leagueCode);
|
||
} else if (type == GVG_REC_TYPE.BATTLE_BY_ROLE) {
|
||
recs = await GVGRecModel.findBattleRecByRole(configId, roleId, myLeague.leagueCode);
|
||
}
|
||
return resResult(STATUS.SUCCESS, { recs });
|
||
}
|
||
|
||
// 获取概况
|
||
async getOverview(msg: {}, session: BackendSession) {
|
||
const serverId = session.get('serverId');
|
||
|
||
let { configId } = getGVGPeriodData();
|
||
let groupKey = await getGroupKey(serverId);
|
||
let serverType = await getGVGServerType(serverId);
|
||
|
||
const cities = await GVGCityModel.findByConfigAndGroup(configId, groupKey);
|
||
const points = await GVGCityAreaPointModel.findByConfig(configId, groupKey);
|
||
|
||
let result: { cityId: number, guardLeagueName: string, areas: { areaId: number, points: { pointId: number, guardLeagueName: string }[] }[] }[] = [];
|
||
for(let [ cityId, { mapType, battleAreaIds }] of gameData.gvgCity) {
|
||
if(mapType != serverType) continue;
|
||
let city = cities.find(cur => cur.cityId == cityId);
|
||
let areas: { areaId: number, points: {pointId: number, guardLeagueName: string }[]}[] = [];
|
||
for(let areaId of battleAreaIds) {
|
||
let pointIds = gameData.gvgPointByAreaId.get(areaId)||[];
|
||
let pointArrs: { pointId: number, guardLeagueName: string }[] = [];
|
||
for(let pointId of pointIds) {
|
||
let dicAreaPoint = gameData.gvgAreaPoint.get(pointId);
|
||
if(!dicAreaPoint) continue;
|
||
let playerPoint = points.find(cur => cur.pointId == pointId);
|
||
pointArrs.push({ pointId, guardLeagueName: playerPoint? (playerPoint.leagueName||"无"): dicAreaPoint.name });
|
||
}
|
||
if(pointArrs.length > 0) areas.push({ areaId, points: pointArrs });
|
||
}
|
||
result.push({ cityId, guardLeagueName: city?.guardLeagueName||'', areas });
|
||
}
|
||
|
||
return resResult(STATUS.SUCCESS, { cities: result });
|
||
}
|
||
|
||
// 排行榜
|
||
async getRanks(msg: {}, session: BackendSession) {
|
||
const serverId = session.get('serverId');
|
||
const guildCode = session.get('guildCode');
|
||
const roleId = session.get('roleId');
|
||
|
||
let { configId } = getGVGPeriodData();
|
||
let groupKey = await getGroupKey(serverId);
|
||
let cities = await getGVGCitiesInfo(configId, groupKey);
|
||
|
||
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
|
||
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
|
||
|
||
let { myRank: myLeagueRank, ranks: leagueRanks } = await getBattleRank(REDIS_KEY.GVG_BATTLE_LEAGUE_RANK, { configId, groupKey }, { leagueCode: myLeague.leagueCode });
|
||
let { myRank: myMemberRank, ranks: memberRanks } = await getBattleRank(REDIS_KEY.GVG_BATTLE_RANK, { configId, groupKey }, { roleId });
|
||
|
||
return resResult(STATUS.SUCCESS, {
|
||
cities, leagueRanks, myLeagueRank, memberRanks, myMemberRank
|
||
})
|
||
}
|
||
|
||
async debugStartSchedule() {
|
||
let { countdownTime } = getGVGPeriodData();
|
||
pinus.app.rpc.guild.guildRemote.setPeriodTime.broadcast(nowSeconds(), countdownTime);
|
||
await pinus.app.rpc.systimer.systimerRemote.gvgBattleStartSchedule.broadcast();
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
|
||
async debugEndSchedule() {
|
||
pinus.app.rpc.guild.guildRemote.resetPeriodTime.broadcast();
|
||
await pinus.app.rpc.systimer.systimerRemote.gvgBattleEndSchedule.broadcast();
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
|
||
async debugAddRobots(msg: { cityId: number, teamCnt: number }, session: BackendSession) {
|
||
const serverId = session.get('serverId');
|
||
const { cityId, teamCnt } = msg;
|
||
|
||
const { configId } = getGVGConfig();
|
||
const groupKey = await getGroupKey(serverId);
|
||
const teamObj = getGVGBattleData(groupKey);
|
||
const teams: any[] = [];
|
||
const areaIds = gameData.gvgCity.get(cityId)?.areaIds||[];
|
||
for(let i = 0; i < teamCnt; i++) {
|
||
let areaId = getRandSingleEelm(areaIds);
|
||
teams.push({ configId, groupKey, roleId: 'test', roleName: 'test' + i, serverId, lv: 100, teamCode: genCode(8), index: 3, leagueCode: 'test', leagueName: 'test' + i, guildCode: 'test', areaId, cityId, pointId: 0, head: EXTERIOR.EXTERIOR_FACE, frame: EXTERIOR.EXTERIOR_FACECASE, spine: EXTERIOR.EXTERIOR_APPEARANCE, durability: 100, maxDurability: 100, restartTime: nowSeconds(), attackTime: nowSeconds(), lockTime: nowSeconds(), startMoveTime: nowSeconds(), stopMoveTime: nowSeconds(), moveCdTime: nowSeconds(), defenseTime: nowSeconds(), lineupCe: 100000 })
|
||
}
|
||
await GVGTeamModel.insertMany(teams);
|
||
teamObj.enterCity(...teams);
|
||
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
|
||
private moveInterval: NodeJS.Timer;
|
||
private attackInterval: NodeJS.Timer;
|
||
async debugMoveRobots(msg: { cityId: number, frequency: number }, session: BackendSession) {
|
||
const serverId = session.get('serverId');
|
||
const { cityId, frequency } = msg;
|
||
|
||
const { configId } = getGVGConfig();
|
||
const groupKey = await getGroupKey(serverId);
|
||
const teamObj = getGVGBattleData(groupKey);
|
||
const serverNames = await getAllServerName();
|
||
|
||
if(this.moveInterval) {
|
||
clearInterval(this.moveInterval);
|
||
}
|
||
|
||
let fun = async () => {
|
||
let teams = teamObj.findTeamsByRole('test');
|
||
for(let teamMem of teams) {
|
||
let fromAreaId = teamMem.areaId;
|
||
let dicArea = gameData.gvgArea.get(fromAreaId);
|
||
// 更新内存数据
|
||
let toAreaId = getRandSingleEelm(dicArea.relateArea);
|
||
let team = await GVGTeamModel.startMove(teamMem.teamCode, toAreaId, fromAreaId);
|
||
|
||
// 更新内存数据
|
||
let teamObj = getGVGBattleData(groupKey);
|
||
teamObj.move(teamMem.teamCode, toAreaId, team.fromAreaId, team.startMoveTime, team.stopMoveTime);
|
||
await pushTeamMoveMessage(team);
|
||
}
|
||
|
||
};
|
||
await fun();
|
||
this.moveInterval = setInterval(fun, frequency)
|
||
return resResult(STATUS.SUCCESS)
|
||
}
|
||
|
||
async debugAttacks(msg: { cityId: number, frequency: number }, session: BackendSession) {
|
||
const roleId = session.get('roleId');
|
||
const serverId = session.get('serverId');
|
||
const sid = session.get('sid');
|
||
const { cityId, frequency } = msg;
|
||
|
||
const { configId } = getGVGConfig();
|
||
const groupKey = await getGroupKey(serverId);
|
||
const teamObj = getGVGBattleData(groupKey);
|
||
const serverNames = await getAllServerName();
|
||
|
||
if(this.attackInterval) {
|
||
clearInterval(this.attackInterval);
|
||
}
|
||
|
||
let fun = async () => {
|
||
for(let areaId of teamObj.findAreas()) {
|
||
let teams = teamObj.findTeamsByArea(areaId);
|
||
let areaTeams = teams.map(team => new GVGTeamInList(team as any));
|
||
await sendMessageToGVGAreaByTeamWithSuc(teamObj.groupKey, areaId, PUSH_ROUTE.GVG_TEAM_ATTACKED, {
|
||
cityId, areaId, attackType: GVG_ATTACK_TYPE.PLAYER, teams: areaTeams
|
||
});
|
||
let myTeams = teams.filter(team => team.roleId == roleId).map(team => new GVGTeamInList(team as any));
|
||
if(myTeams.length > 0) await sendMessageToUserWithSuc(roleId, PUSH_ROUTE.GVG_MY_TEAM_ATTACKED, {
|
||
cityId, areaId, attackType: GVG_ATTACK_TYPE.PLAYER, teams: myTeams
|
||
}, sid);
|
||
}
|
||
|
||
};
|
||
await fun();
|
||
this.attackInterval = setInterval(fun, frequency)
|
||
return resResult(STATUS.SUCCESS)
|
||
}
|
||
|
||
async debugStopMoveRobot(msg: { cityId: number }, session: BackendSession) {
|
||
if(this.moveInterval) {
|
||
clearInterval(this.moveInterval);
|
||
}
|
||
if(this.attackInterval) {
|
||
clearInterval(this.attackInterval);
|
||
}
|
||
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
}
|