Files
ZYZ/game-server/app/services/guildTrainService.ts
T

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TypeScript

import { UserGuildModel, UserGuildType } from '../db/UserGuild';
import { getArmyTrainJuDian, getGuildTrainGkInfo, getTrainBaseByLv } from '../pubUtils/data';
import { nowSeconds, getZeroPoint, isToday, getSeconds, getZeroPointD } from '../pubUtils/timeUtil';
import { GUILD_STRUCTURE, PUSH_ROUTE, SHOP_REFRESH_TYPE, WAR_TYPE } from '../consts';
import { GuildTrainType, GuildTrainModel, TrainInstance } from '../db/GuildTrain';
import { GuildModel, GuildType } from '../db/Guild';
import { findWhere } from 'underscore';
import { ARMY } from '../pubUtils/dicParam';
import { lockData } from './redLockService';
import { pinus } from 'pinus';
import { MailModel, MailType } from '../db/Mail';
import { resResult, getRandSingleEelm, shouldRefresh } from '../pubUtils/util';
import { STATUS } from '../consts/statusCode';
import { GuildTrainReportModel } from '../db/GuildTrainReport';
import { DATA_NAME } from '../consts/dataName';
import { sendMailByContent } from './mailService';
import { MAIL_TYPE } from '../consts';
import { getGuildChannelSid } from './chatChannelService';
import { sendMessageToGuildWithSuc } from './pushService';
import { gameData } from '../pubUtils/data';
import { BattleRecordModel } from '../db/BattleRecord';
/**
* 获得userGuild,并检查,是否需要每日重置购买挑战次数和今日挑战次数,已经检查是否需要每周重置练兵场
* @param roleId
* @param serverId
*/
export async function refreshTrain(userGuild: UserGuildType, roleId: string, serverId: number) {
let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild;
await resetTrain(guildCode, serverId);//检查重置练兵场
if (trainTime < getZeroPoint()) {//重置挑战次数和购买次数
trainCount = ARMY.ARMY_TRAIN_BUYTIMES;
buyTrainCount = 0;
userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {});
}
return userGuild;
}
export async function getTrainBoxRewardsResult(guildCode: string) {
let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励
let resTrainBoxs = [];
guildTrains.forEach(({ trainInstances, trainId }) => {
let { trainInstances: instances } = getArmyTrainJuDian(trainId);
let flag = false;
let boxRewards = [];
trainInstances.map(({ hid, progress, endTime, trainBoxs }) => {
let isComplete = false;
let instance = findWhere(instances, { hid });
if (progress >= instance.progress) {
isComplete = true;
if (endTime > nowSeconds())
flag = true;
}
boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
});
if (flag) {
resTrainBoxs.push({ trainId, boxRewards });
}
})
return resTrainBoxs
}
/**
* 领过的试炼宝箱不允许再领
*
* @export
* @param {string} guildCode
* @param {number[]} receivedTrainBox: {[英雄id]:[军团id]} 表示已经领取过该英雄奖励的军团
* @return {*}
*/
export async function getTrainBoxRewardsResultWithoutAlreadyGeted(guildCode: string, receivedTrainBox: { [hid: number]: string[] }) {
let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励
let resTrainBoxs = [];
guildTrains.forEach(({ trainInstances, trainId }) => {
let { trainInstances: instances } = getArmyTrainJuDian(trainId);
let flag = false;
let boxRewards = [];
trainInstances.map(({ hid, progress, endTime, trainBoxs }) => {
let isComplete = false;
let instance = findWhere(instances, { hid });
if (progress >= instance.progress) {
isComplete = true;
if (endTime > nowSeconds())
flag = true;
}
// 在任何军团都未领取过 || 在本军团领取过 ==> 全部正常展示
if (!receivedTrainBox[hid] || (receivedTrainBox[hid] && receivedTrainBox[hid].length > 0 && receivedTrainBox[hid].indexOf(guildCode) != -1)) {
boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
} else {
// 领取过,且不是在本军团领取的 ==> 置灰、奖励不可领取
isComplete = false;
endTime = 0;
boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
}
});
if (flag) {
resTrainBoxs.push({ trainId, boxRewards });
}
})
return resTrainBoxs
}
/**
* 获得未失效的试炼宝箱奖励
* @param guildTrain
*/
export function getGuildTrainRewards (guildTrain) {
let { trainInstances: instances } = getArmyTrainJuDian(guildTrain.trainId);
let trainBoxs = guildTrain.trainInstances.map(({hid, trainBoxs, endTime})=>{
let instance = findWhere(instances, { hid });
let isComplete = false;
if ( guildTrain.progress >= instance.progress)
isComplete = true;
return {hid, recordBoxs: trainBoxs, trainId: guildTrain.trainId, endTime, isComplete};
})
return { trainBoxs };
}
/**
* 获得练兵场封装信息 练兵场关卡进度,排行榜,挑战次数,和练兵场升级奖励
* @param guildTrain
* @param roleId
* @param trainCount
* @param trainRewards
*/
export async function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string, trainCount:number, trainRewards: Array<number>) {
let { trainId, isComplete, trainInstances, ranks } = guildTrain;
let { trainInstances: dicInstances, trainLv } = getArmyTrainJuDian(trainId);
let battleIds: number[] = [];
for(let { hid } of dicInstances) {
let trainInfo = getGuildTrainGkInfo(trainId, hid);
if(trainInfo) battleIds.push(...trainInfo.difficulty);
}
let battleRecords = await BattleRecordModel.findByBattleIds(roleId, battleIds, 1);
let resTrainInstances = trainInstances.map(({hid, progress, endTime})=>{
let dicInstance = dicInstances.find(cur => cur.hid == hid);
if(!dicInstance) return { hid, progress, endTime, isComplete: false, passedDifficult: [] }
let trainInfo = getGuildTrainGkInfo(trainId, hid);
let passedDifficult = trainInfo.difficulty.filter(warId => {
let battleRecord = battleRecords.find(record => record.battleId == warId);
return !!battleRecord;
})
let isComplete = progress >= dicInstance.progress;
return {hid, progress, endTime, isComplete, passedDifficult };
});
let resGuildTrain = {trainId, isComplete, trainInstances: resTrainInstances, myRank: 0, ranks: [] };
return { guildTrain: resGuildTrain, trainCount, trainRewards: transTrainReward(trainRewards, trainLv)};
}
/**
* 解锁试炼trainId
* @param code
* @param trainId
*/
export async function unlockTrain(code: string, trainId: number) {
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
if (!!guildTrain) {
return guildTrain;
}
let { trainInstances } = getArmyTrainJuDian(trainId);
// 初始化
let instances:Array<TrainInstance> = trainInstances.map(trainInstance => {
let t = new TrainInstance();
t.hid = trainInstance.hid;
t.progress = 0;
t.endTime = 0;
t.trainBoxs = [];
return t;
});
guildTrain = await GuildTrainModel.openGuildTrain(code, trainId, instances);
await GuildTrainReportModel.resetGuildTrainReport(code, trainId);
await GuildModel.updateInfo(code, { trainId }, {});
return guildTrain;
}
/**
* 重置练兵场
* @param code
* @param serverId
*/
export async function resetTrain(code: string, serverId: number) {
let res:any = await lockData(serverId, DATA_NAME.GUILD, code);//加锁
if (!!res.err)
return;
let { structure, trainId, resetTrainTimeDaily } = await GuildModel.findGuild(code, serverId, 'structure trainId resetTrainTimeDaily');
// 上周试炼到的trainId
const currentTrainId = trainId;
// if(trainId && shouldRefresh(resetTrainTimeDaily, new Date())) {
// let { trainInstances } = getArmyTrainJuDian(trainId);
// // 初始化
// let instances = trainInstances.map(trainInstance => {
// let t = new TrainInstance();
// t.hid = trainInstance.hid;
// t.progress = 0;
// t.endTime = 0;
// t.trainBoxs = [];
// return t;
// });
// await GuildTrainModel.updateGuildTrain(code, trainId, { trainInstances: instances });
// await GuildModel.updateInfo(code, { resetTrainTimeDaily: new Date() });
// }
let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.TRAIN});
let guild = await GuildModel.resetGuildTrain(code, serverId, lv);
res.releaseCallback();//解锁
if (!guild) {//不满足重置条件,结束并解锁
return trainId;
}
const userGuildList = await UserGuildModel.getListByGuild(code, 'trainRewards roleId createdAt', {});
const guildTrains = await GuildTrainModel.getGuildTrainBoxs(code);
const minTrainIdOfCurrentLv = gameData.firstGuildTrainIdOfLv.get(lv);
//结算未领取的宝箱奖励发送到邮件中
userGuildList.forEach(async function ({roleId, trainRewards, createdAt}) {
if (getZeroPoint(SHOP_REFRESH_TYPE.WEEKLY) < getSeconds(createdAt)) {
// 此处发放的奖励是上周该军团的奖励; 如果本周一5AM之后,不发放
return;
}
let goods: { id: number, count: number }[] = [];
guildTrains.forEach(guildTrain=>{
guildTrain.trainInstances.forEach(({ trainBoxs, hid })=>{
if (!findWhere(trainBoxs, {roleId})) {
let { heroRewards } = getGuildTrainGkInfo(guildTrain.trainId, hid);
let good = getRandSingleEelm(heroRewards);
goods.push(good);
}
})
});
for (let trainId = minTrainIdOfCurrentLv; trainId < currentTrainId; trainId++) {
let { jinjieReward } = getArmyTrainJuDian(trainId);
if (trainRewards.indexOf(trainId) === -1) {
goods.push(...jinjieReward);
}
}
if (!!goods.length) {
await sendMailByContent(MAIL_TYPE.GUILD_TRAIN_REWARD, roleId, {
params: [], goods
});
}
});
await sendMessageToGuildWithSuc(code, PUSH_ROUTE.GUILD_TRAIN_RESET, {});
await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定
await unlockTrain(code, guild.trainId);//开启练兵场1级
// 只重置上周加入军团的玩家,本周加入的不重置
await UserGuildModel.resetTrainUserGuildLastWeekJoinedIn(code);//重置玩家的挑战次数和购买挑战次数
return trainId
}
/**
* 检查并重置试炼
* @param roleId
* @param serverId
*/
export async function checkResetTrain(roleId: string, serverId: number) {
let userGuild = await UserGuildModel.getMyGuild(roleId,'guildCode');
if (!userGuild)
return;
await resetTrain(userGuild.guildCode, serverId);
}
/**
* 成员退出删除排行奖励
* @param guildCode
* @param roleId
* @param trainId
*/
export async function removeTrainRank(guildCode: string, roleId: string, trainId: number) {
await GuildTrainModel.removeTrainRank(guildCode, roleId, trainId);
}
/**
* 获取军团练兵场
* @param roleId
* @param guild
* @param userGuild
*/
export async function getGuildTrainInstance(roleId: string, guild: GuildType, userGuild: UserGuildType) {
let { trainId, trainLv, code } = guild;
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
if (!guildTrain) return null
let { trainCount, trainRewards, buyTrainCount } = userGuild;
let result: any = await getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);
result.buyTrainCount = buyTrainCount || 0;
result.trainLv = trainLv;
return result;
}
/**
* 检查某trainId是否可以领取
* @param trainRewards 玩家记录中已经领取过了的试炼奖励id
* @param trainId 玩家将要领取的试炼奖励id
*/
export function checkGuildTrainReward(trainRewards: number[], trainId: number) {
let dicJudian = getArmyTrainJuDian(trainId);
if(!dicJudian) return false;
let sameIndexOfcurTrain = gameData.trainIdByIndex.get(dicJudian.index)||new Map();
for(let [_lv, trainId] of sameIndexOfcurTrain) {
if(trainRewards.indexOf(trainId) != -1) return false; // 领取过
}
return true
}
/**
* 将玩家已经领取过的记录按照当前军团等级转换
* @param lv 等级
* @param trainRewards 玩家领取记录
*/
export function transTrainReward(trainRewards: number[], lv: number) {
return trainRewards.map(trainId => {
let dicJudian = getArmyTrainJuDian(trainId);
let dicNewTrain = gameData.trainIdByIndex.get(dicJudian?.index)||new Map();
return dicNewTrain?.get(lv)||0
})
}