985 lines
40 KiB
TypeScript
985 lines
40 KiB
TypeScript
import { ServerlistModel, ServerlistType } from "../../db/Serverlist";
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import { RoleModel } from "../../db/Role";
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import { GUILDACTIVITY } from "../../pubUtils/dicParam";
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import { gameData, getCityActivityRewards } from "../../pubUtils/data";
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import { getCurDay, nowSeconds, getTimeFun, getZeroPoint } 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, DEBUG_MAGIC_WORD, GUILD_POINT_WAYS, TASK_TYPE, AUCTION_TIME, CITY_ACTIVITY_DOOR, ABI_TYPE, PUSH_ROUTE, RACE_ACTIVITY_STATUS, SHOP_REFRESH_TYPE, COUNTER, RACE_EVENT_TYPE } from "../../consts";
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import { Record, UserGuildActivityRecModel } from "../../db/UserGuildActivityRec";
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import { GateMembersRec, CityParam, WoodenHorse, RaceActivityRankParam } from "../../domain/battleField/guildActivity";
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import { DicGuildActivity } from "../../pubUtils/dictionary/DicGuildActivity";
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import { getAllServers, getRoleOnlineInfo } from "../redisService";
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import { SimpleGuildRankParam, SimpleRoleRankParam, GuildRankInfo, RoleRankInfo } from "../../domain/rank";
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import { pinus } from "pinus";
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import { GuildActivityRecordModel } from "../../db/GuildActivityRec";
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import { genAuction, getGuildAuctionBasicNum, getGuildAuctionRewards, getRewardToDbFromMap, guildAuctionPreview } from "../auctionService";
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import { sendMailByContent } from "../mailService";
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import { GuildActivityCityType, GuildActivityCityModel } from "../../db/GuildActivityCity";
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import { DicCityActivity } from "../../pubUtils/dictionary/DicCityActivity";
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import { CityActivityObject } from "./cityActivityObj";
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import { GateActivityObject } from "./gateActivityObj";
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import { RaceActivityObject } from "./raceActivityObj";
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import { Rank } from "../rankService";
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import { BossInstanceModel } from "../../db/BossInstance";
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import { UserGuildModel } from "../../db/UserGuild";
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import { addActive } from "../guildService";
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import { ActivePlayer, GuildRecord, ServerRecordModel } from "../../db/ServerRecords";
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import { Attack } from "../../domain/battleField/pvp";
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import { getHonourObject } from "../role/rewardService";
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import { sendMessageToCityWithSuc, sendMessageToGuildWithSuc, sendMessageToServerWithSuc, sendMessageToUserWithSuc } from "../pushService";
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import { saveGuildGateHpLog } from "../../pubUtils/logUtil";
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import { GuildActivityCityDeclareModel } from "../../db/GuildActivityCityDeclare";
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import { getRandSingleEelm } from "../../pubUtils/util";
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import { CounterModel } from "../../db/Counter";
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import { setInterval } from "timers";
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import { DicRaceActivity } from "../../pubUtils/dictionary/DicRaceActivity";
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import { dispatch } from "../../pubUtils/dispatcher";
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import { GuildModel } from "../../db/Guild";
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let gateActivityObj: GateActivityObject;
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let cityActivityObj: CityActivityObject;
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let raceActivityObj: RaceActivityObject;
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export function getGateActivityObj() {
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if (!gateActivityObj) {
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gateActivityObj = new GateActivityObject();
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}
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return gateActivityObj;
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}
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export function getCityActivityObj() {
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if (!cityActivityObj) {
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cityActivityObj = new CityActivityObject();
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}
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return cityActivityObj;
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}
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export function getRaceActivityObj() {
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if (!raceActivityObj) {
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raceActivityObj = new RaceActivityObject();
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}
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return raceActivityObj;
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}
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export function clearActivityObj() {
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gateActivityObj = undefined;
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cityActivityObj = undefined;
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raceActivityObj = undefined;
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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 setPreDayActiveData(servers: ServerlistType[]) {
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for (let server of servers) {
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let roles = await RoleModel.getActivePlayers(server.id);
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let activePlayerCnt = roles.length;
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let activePlayerCe = 0, activePlayers: ActivePlayer[] = [];
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let activeGuilds: GuildRecord[] = [];
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for(let i = 0; i < roles.length; i++) {
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let role = roles[i];
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let activePlayer = new ActivePlayer(role);
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if(i < 10) {
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activePlayerCe += role.topLineupCe;
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activePlayers.push(activePlayer);
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}
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if(role.hasGuild) {
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let guildRecord = activeGuilds.find(cur => cur.guildCode == role.guildCode);
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if(!guildRecord) {
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activeGuilds.push({ guildCode: role.guildCode, players: [activePlayer] });
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} else {
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guildRecord.players.push(activePlayer);
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}
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}
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}
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await ServerRecordModel.updateData(server.id, { activePlayerCnt, activePlayerCe, activePlayers, activeGuilds });
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}
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return servers;
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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 async function getAllGuildActivityStatus(guildCode: string, serverId: number) {
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let guildActivities: { aid: number, status: number, time: number, isOpen: boolean, isCompleted?: boolean }[] = [];
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for(let [ aid, dicGuildActivity ] of gameData.guildActivity) {
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let index = getGAIndexInPinus(aid);
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let res = getGuildActivityByDic(dicGuildActivity);
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let isCompleted = res.isOpen;
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if(res.status == GUILD_ACTIVITY_STATUS.START && guildCode) {
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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, aid, index);
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if(guildActivityRec) isCompleted = guildActivityRec.isCompleted;
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}
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guildActivities.push({aid, ...res, isCompleted});
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}
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return guildActivities;
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}
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export function getGuildActivityByDic(dicGuildActivity: DicGuildActivity) {
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let t = getTimeFun();
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// console.log('*********', dicGuildActivity.startTime, dicGuildActivity.startMinute, dicGuildActivity.startSeconds)
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let startTime = <number>t.getTimeWithHour(dicGuildActivity.startTime, dicGuildActivity.startMinute, dicGuildActivity.startSeconds);
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let countdownTime = <number>t.getTimeWithHour(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 = getCurDay();
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let isOpen = openDay.includes(day);
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return {
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status, time, isOpen
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}
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}
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/**
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* 根据每回合上报数据判断军功
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* @param aid
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* @param record
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* @param memberRecord
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*/
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export function getRecordScore(aid: number, round: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) {
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let dicGuildActivity = gameData.guildActivity.get(aid);
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if (!dicGuildActivity) return false;
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let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
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if (!dicWarJson) return false;
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let { round: curRound, enemies: historyEnemies } = memberRecord;
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let sum = 0, newRecords = new Array<Record>();
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for (let { round, dataId } of record) {
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if (!historyEnemies.includes(dataId)) {
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let enemy = dicWarJson.find(cur => cur.dataId == dataId);
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let enemyType = enemy.enemyType;
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let score = gameData.gateActivityPoint.get(enemyType);
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newRecords.push({ round, dataId, score, enemyType });
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sum += score;
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historyEnemies.push(dataId);
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}
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}
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for (let i = curRound + 1; i <= round; i++) {
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sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START);
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memberRecord.round = i;
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}
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return { score: sum, newRecords, memberRecord }
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}
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export async function getGateActivityRank(guildCode: string, serverId: number, roleId?: string, roleName?: string) {
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let index = getGAIndexInPinus(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY);
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let r = new Rank(REDIS_KEY.GATE_ACTIVITY, { serverId, index }, true);
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r.setGenerFieldsFun(generGuildActivityRankField);
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let { ranks: guildRank, myRank: myGuildRank } = await r.getRankListWithMyRank({ guildCode });
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if (!myGuildRank) {
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myGuildRank = await r.generMyRankWithGuild(guildCode, 0, 0);
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}
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let myR = new Rank(REDIS_KEY.USER_GATE_ACTIVITY, { serverId, guildCode, index }, true);
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myR.setGenerFieldsFun(generGuildActivityMemberRankField);
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let { ranks: memberRank, myRank: myMemberRank } = await myR.getRankListWithMyRank({ roleId });
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if (roleName && !myMemberRank) {
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myMemberRank = await myR.generMyRankWithRole(roleId, 0, 0);
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}
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return { guildRank, myGuildRank, memberRank, myMemberRank }
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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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if(!cityId) {
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return { guildRank: [], myGuildRank: undefined, memberRank: [], myMemberRank: undefined }
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}
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let index = getGAIndexInPinus(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
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let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId, index }, true);
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r.setGenerFieldsFun(generGuildActivityRankField);
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let { ranks: guildRank, myRank: myGuildRank } = await r.getRankListWithMyRank({ guildCode });
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if (!myGuildRank) {
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myGuildRank = await r.generMyRankWithGuild(guildCode, 0, 0);
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}
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let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode, index }, true);
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myR.setGenerFieldsFun(generGuildActivityMemberRankField);
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let { ranks: memberRank, myRank: myMemberRank } = await myR.getRankListWithMyRank({ roleId });
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if (roleName && !myMemberRank) {
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myMemberRank = await myR.generMyRankWithRole(roleId, 0, 0);
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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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* 获取和自己同屏的5个木牛流马
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* @param guildCode
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* @param serverId
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*/
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export async function getWoodenHorseList(guildCode: string, serverId: number) {
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let obj = getRaceActivityObj();
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let { myGuildRank, guildRank } = await obj.getRanks(serverId, guildCode);
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let myRank = myGuildRank?.rank||0;
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let startRank = myRank - 2 > 0 ? myRank - 2 : 1;
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let endRank = startRank + 4;
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let woodenHorseList = new Array<WoodenHorse>();
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for (let { rank, code } of guildRank) {
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if(rank >= startRank && rank <= endRank) {
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let woodenHorse = await obj.getWoodenHorse(code, serverId);
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if (woodenHorse) {
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woodenHorseList.push(woodenHorse);
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}
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}
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}
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return woodenHorseList;
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}
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function generGuildActivityRankField(param: GuildRankInfo) {
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let { rank, code, name, num } = param;
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return new SimpleGuildRankParam(rank, code, name, num);
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}
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function generGuildActivityMemberRankField(param: RoleRankInfo) {
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let { rank, roleId, roleName, num } = param;
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return new SimpleRoleRankParam(rank, roleId, roleName, num);
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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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for (let guildCode of guildCodes) {
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let ranks = await getGateActivityRank(guildCode, serverId);
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await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.GATE_ACT_RANK, ranks);
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}
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}
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} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
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let obj = getCityActivityObj();
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let { cities } = obj.getAllCities();
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// console.log(JSON.stringify(cities));
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for (let { serverId, cityId, guildCodes } of cities) {
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for (let guildCode of guildCodes) {
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let ranks = await getCityActivityRank(guildCode, serverId, cityId);
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await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.CITY_ACT_RANK, ranks);
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}
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}
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}
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}
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export async function sendCityGuildRankToUser(serverId: number, cityId: number, guildCode: string, roleId: string) {
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let ranks = await getCityActivityRank(guildCode, serverId, cityId);
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await sendMessageToUserWithSuc(roleId, PUSH_ROUTE.CITY_ACT_RANK, ranks);
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}
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/**
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* 活动结算奖励
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* @param aid 活动类型
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*/
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export async function settleGuildActivityReward(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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// console.log('***** serverId', serverId, 'guildCodes', guildCodes);
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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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} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
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let obj = getCityActivityObj();
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obj.endActivity();
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let { cities } = obj.getAllCities();
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for (let { serverId, cityId } of cities) {
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await cityActivitySettleReward(cityId, serverId);
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}
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} else if (aid == GUILD_ACTIVITY_TYPE.RACE_ACTIVITY) {
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let obj = getRaceActivityObj();
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obj.stopRace();
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for (let { guildCode, serverId } of obj.getGuilds()) {
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let woodenHorse = await obj.getWoodenHorse(guildCode, serverId);
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if (woodenHorse && woodenHorse.distance > 0 && !obj.hasSend(guildCode)) {
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await raceActivitySettleReward(guildCode, woodenHorse);
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}
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}
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}
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}
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// 全服发送结束新号
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export async function sendEndMsgToAllServer() {
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let serverlist = await getAllServers();
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for (let serverId of serverlist) {
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await sendMessageToServerWithSuc(serverId, PUSH_ROUTE.GUILD_ACTIVITY_END, {});
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await sendGuildActivityStatus(serverId);
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}
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}
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export async function sendGuildActivityStatus(serverId: number) {
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let guildActivities: { aid: number, status: number, time: number, isOpen: boolean }[] = [];
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gameData.guildActivity.forEach((dicGuildActivity, aid) => {
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let res = getGuildActivityByDic(dicGuildActivity);
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guildActivities.push({aid ,...res});
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});
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await sendMessageToServerWithSuc(serverId, PUSH_ROUTE.GUILD_ACTIVITY_STATUS, { guildActivities });
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}
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/**
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* 单个城池城门血条破了之后给他发奖励
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* @param guildCode 军团code
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*/
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export async function sendSingleCityActEndMsg(cityId: number, serverId: number) {
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let obj = getCityActivityObj();
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let guildCodes = obj.getGuildsInCity(serverId, cityId);
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for (let guildCode of guildCodes) {
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await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.GUILD_ACTIVITY_END, {});
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}
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await cityActivitySettleReward(cityId, serverId);
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}
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/**
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* 单个军团抵达赛道之后给他发奖励
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* @param guildCode 军团code
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*/
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export async function sendSingleRaceActEndMsg(guildCode: string, woodenHorse: WoodenHorse) {
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await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.GUILD_ACTIVITY_END, {});
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await raceActivitySettleReward(guildCode, woodenHorse);
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}
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/**
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* 结算蛮夷入侵奖励
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* @param guildCode 军团code
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* @param serverId 服务器id
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*/
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export async function gateActivitySettleReward(guildCode: string, serverId: number) {
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console.log('gateActivitySettleReward', guildCode, serverId);
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let obj = getGateActivityObj();
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let { members } = obj.getObj(guildCode, serverId);
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// console.log('***** gateHp', gateHp, 'members', members);
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let index = getGAIndexInPinus(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY);
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let r = new Rank(REDIS_KEY.GATE_ACTIVITY, { serverId, index }, true);
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let rank = await r.getMyRank({ guildCode });
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let guildScore = await r.getMyScore({ guildCode });
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// console.log('****** ranks', rank, 'guildScore', guildScore);
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let guild = await GuildModel.findByCode(guildCode, serverId, 'lv');
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let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, rank, guild?.lv);
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// console.log('***** rewards', JSON.stringify(rewards));
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let rec = await GuildActivityRecordModel.updateInfo(guildCode, GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, index, {
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isSuccess: true,
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isCompleted: true,
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rank, score: guildScore,
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members, memberCnt: members.length,
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auctionType: AUCTION_SOURCE.GATE,
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rewards: getRewardToDbFromMap(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 myR = new Rank(REDIS_KEY.USER_GATE_ACTIVITY, { serverId, guildCode, index }, true);
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let hasSentMember: string[] = [];
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let ranks = <RoleRankInfo[]>await myR.getRankByRange();
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for (let { rank, roleId, num: myScore } of ranks) {
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if(hasSentMember.indexOf(roleId) == -1) {
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let honour = dic.honour + myScore * GUILDACTIVITY.GATEACTIVITY_HONOUR_RATIO;
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await updateUserRecAndSendHonour(honour, myScore, rank, roleId);
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hasSentMember.push(roleId);
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}
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}
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for (let { roleId } of members) {
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// 只参加了,没有分数的人
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if(hasSentMember.indexOf(roleId) == -1) {
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await updateUserRecAndSendHonour(dic.honour, 0, 0, roleId);
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hasSentMember.push(roleId);
|
|
}
|
|
// 发放活跃
|
|
await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
|
|
}
|
|
|
|
// 加入拍卖行
|
|
await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards);
|
|
|
|
// obj.delGuildRecord(guildCode, serverId);
|
|
}
|
|
|
|
async function updateUserRecAndSendHonour(honour: number, myScore: number, rank: number, roleId: string) {
|
|
let honourObj = getHonourObject(Math.floor(honour));
|
|
await sendMailByContent(MAIL_TYPE.GUILD_ACTIVITY_REWARD, roleId, { goods: [honourObj] })
|
|
|
|
await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { score: myScore, rank });
|
|
}
|
|
|
|
|
|
/**
|
|
* 结算诸侯入侵奖励
|
|
* @param cityId 城镇id
|
|
* @param serverId 服务器id
|
|
*/
|
|
export async function cityActivitySettleReward(cityId: number, serverId: number) {
|
|
console.log('###### cityActivitySettleReward 0')
|
|
let obj = getCityActivityObj();
|
|
if(!obj.lockCity(serverId, cityId)) return;
|
|
|
|
let dicCity = gameData.cityActivity.get(cityId);
|
|
if (!dicCity) return;
|
|
let {gateHp} = await obj.getGateHpAndInc(serverId, cityId);
|
|
let isSuccess = gateHp <= 0; // 血条未击破则没有占领军团
|
|
|
|
let index = getGAIndexInPinus(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
|
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId, index }, true);
|
|
let ranks = <GuildRankInfo[]>await r.getRankByRange();
|
|
console.log('###### cityActivitySettleReward 1', JSON.stringify(ranks));
|
|
for (let { rank: guildRank, code: guildCode, name, num } of ranks) {
|
|
if (guildRank == 1) {
|
|
if (isSuccess) {
|
|
await GuildActivityCityModel.guard(serverId, cityId, guildCode, name, index + 1); // 占领
|
|
if(getCurDay(true) != 6) {
|
|
await declareCity(serverId, "", guildCode, dicCity.nextCity, true, index + 1);
|
|
}
|
|
} else {
|
|
await GuildActivityCityModel.guard(serverId, cityId, "", "", index + 1); // 无人能占领
|
|
}
|
|
}
|
|
let guild = await GuildModel.findByCode(guildCode, serverId, 'lv');
|
|
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY, guildRank, guild?.lv, cityId);
|
|
let members = obj.getMembersOfGuild(guildCode);
|
|
|
|
let rec = await GuildActivityRecordModel.updateInfo(guildCode, GUILD_ACTIVITY_TYPE.CITY_ACTIVITY, index, {
|
|
members, memberCnt: members.length,
|
|
isSuccess, isCompleted: true,
|
|
rank: guildRank, damage: num, remainGateHp: gateHp,
|
|
rewards: getRewardToDbFromMap(rewards),
|
|
auctionType: AUCTION_SOURCE.CITY,
|
|
});
|
|
|
|
// 奖励加入拍卖行
|
|
await genAuction(guildCode, AUCTION_SOURCE.CITY, rec.code, serverId, rewards);
|
|
|
|
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
|
let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode, index }, true);
|
|
let ranks = <RoleRankInfo[]>await myR.getRankByRange();
|
|
let userRank = 0;
|
|
let hasSentMember: string[] = [];
|
|
for (let { rank, roleId, num: myScore } of ranks) {
|
|
if(hasSentMember.indexOf(roleId) == -1) {
|
|
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, rank);
|
|
await updateUserRecAndSendHonour(honour, myScore, rank, roleId);
|
|
hasSentMember.push(roleId);
|
|
}
|
|
userRank = rank;
|
|
}
|
|
for (let { roleId } of members) { // 只参加了,没有分数的人
|
|
if(hasSentMember.indexOf(roleId) == -1) {
|
|
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, userRank);
|
|
await updateUserRecAndSendHonour(honour, 0, 0, roleId);
|
|
hasSentMember.push(roleId);
|
|
}
|
|
// 发放活跃
|
|
await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
|
|
}
|
|
}
|
|
}
|
|
|
|
// export async function autoDeclare() {
|
|
// for(let [ cityId ] of gameData.cityActivity) {
|
|
// let msg = { cityId, declareGuildCode: "", declareCount: 0 };
|
|
// await sendMessageToCityWithSuc(cityId, PUSH_ROUTE.GUILD_CITY_DECLARE, msg);
|
|
// }
|
|
// }
|
|
|
|
/**
|
|
* 获取活动参加者
|
|
* @param guildCode 军团code
|
|
* @param sourceType 拍卖类型 AUCTION_SOURCE
|
|
* @param sourceCode 活动唯一code
|
|
*/
|
|
export async function participants(guildCode: string, sourceType: number, sourceCode: string) {
|
|
if(sourceCode == DEBUG_MAGIC_WORD) {
|
|
let userGuilds = await UserGuildModel.getListByGuild(guildCode);
|
|
return userGuilds.map(cur => {
|
|
return { roleId: cur.roleId, job: cur.job, baseNum: 0 }
|
|
})
|
|
}
|
|
|
|
if (sourceType == AUCTION_SOURCE.BOSS) {
|
|
let rec = await BossInstanceModel.findBySourceCode(guildCode, sourceCode);
|
|
if (!rec) return [];
|
|
let dic = gameData.bossBaseByBossLv.get(rec.bossLv);
|
|
return rec.ranks.map(cur => {
|
|
return { roleId: cur.roleId, job: cur.job, baseNum: dic?.basicDividend||0 }
|
|
});
|
|
} else {
|
|
let rec = await GuildActivityRecordModel.findBySourceCode(guildCode, sourceType, sourceCode);
|
|
if (!rec) return [];
|
|
|
|
let guild = await GuildModel.findByCode(guildCode, null, 'lv');
|
|
let baseNum = getGuildAuctionBasicNum(rec.aid, rec.rank, guild?.lv, rec.challengeCityId);
|
|
let members = rec.members || [];
|
|
return members.map(cur => {
|
|
return { roleId: cur.roleId, job: cur.job, baseNum }
|
|
})
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 获取诸侯入侵各个城池状态
|
|
* @param guildCode 我方军团
|
|
* @param dbCities 所有城池
|
|
*/
|
|
export function getCities(guildCode: string, dbCities: GuildActivityCityType[]) {
|
|
|
|
let cities = new Array<CityParam>();
|
|
for (let [cityId, dic] of gameData.cityActivity) {
|
|
let param = new CityParam(cityId);
|
|
let curCity = dbCities.find(cur => cur.cityId == cityId);
|
|
|
|
if (curCity) {
|
|
param.guardGuildCode = curCity.guardGuildCode || "";
|
|
param.guardGuildName = curCity.guardGuildName || "";
|
|
param.declareCount = curCity.declareCount || 0;
|
|
}
|
|
|
|
param.status = getCityStatus(guildCode, cityId, dic, dbCities);
|
|
cities.push(param);
|
|
}
|
|
return cities
|
|
}
|
|
|
|
/**
|
|
* 诸侯混战 获取城池状态
|
|
* @param guildCode
|
|
* @param cityId
|
|
* @param dic
|
|
* @param dbCities
|
|
*/
|
|
export function getCityStatus(guildCode: string, cityId: number, dic: DicCityActivity, dbCities: GuildActivityCityType[]) {
|
|
let status = CITY_STATUS.NOT_OPEN;
|
|
let d = getCurDay(true);
|
|
let { week, preCity } = dic;
|
|
let activityStatus = getGuildActivityStatus(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
|
if (!activityStatus) {
|
|
return CITY_STATUS.NOT_OPEN
|
|
}
|
|
|
|
let dicGuildActivity = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
|
let { openDay } = dicGuildActivity;
|
|
let curIndex = openDay.indexOf(week[0]);
|
|
let startDay = openDay[curIndex - 1] || 0;
|
|
let endDay = openDay[openDay.length - 1] || 0;
|
|
if (d >= startDay && d <= endDay) status = CITY_STATUS.CAN_DECLARE;
|
|
if (d == startDay && activityStatus.status != GUILD_ACTIVITY_STATUS.END) status = CITY_STATUS.NOT_OPEN;
|
|
if (d == endDay && activityStatus.status == GUILD_ACTIVITY_STATUS.END) status = CITY_STATUS.NOT_OPEN;
|
|
|
|
let curCity = dbCities.find(cur => cur.cityId == cityId);
|
|
if (curCity) {
|
|
if (curCity.guardGuildCode == guildCode) {
|
|
status = CITY_STATUS.GUARD;
|
|
} else if (curCity.declareGuilds?.includes(guildCode)) {
|
|
status = CITY_STATUS.DECLARED;
|
|
}
|
|
}
|
|
// let hasGuard = false, hasDeclared = false;
|
|
// for(let { cityId: _cityId, guardGuildCode, declareGuilds } of dbCities) {
|
|
// let dicCity = gameData.cityActivity.get(_cityId);
|
|
// if(dicCity.type == dic.type) {
|
|
// if(guardGuildCode == guildCode) hasGuard = true;
|
|
// if(declareGuilds.includes(guildCode)) hasDeclared = true;
|
|
// }
|
|
// }
|
|
// if(status == CITY_STATUS.CAN_DECLARE && !hasDeclared && preCity.length > 0) {
|
|
// status = CITY_STATUS.NOT_OPEN;
|
|
// }
|
|
|
|
return status;
|
|
}
|
|
|
|
export async function sendGuildCityDeclare(serverId: number, cityId: number, declareGuildCode: string, declareCount: number) {
|
|
let msg = { cityId, declareGuildCode, declareCount };
|
|
await sendMessageToCityWithSuc(serverId, cityId, PUSH_ROUTE.GUILD_CITY_DECLARE, msg);
|
|
await sendMessageToGuildWithSuc(declareGuildCode, PUSH_ROUTE.GUILD_CITY_DECLARE, msg);
|
|
}
|
|
|
|
/**
|
|
* 每秒计算木牛流马状态并下发
|
|
* @param serverId 区id
|
|
*/
|
|
export async function calWoodenHorseAndSend(serverId: number) {
|
|
// console.log('calWoodenHorseAndSend');
|
|
let obj = getRaceActivityObj();
|
|
return await obj.calServerHorses(serverId);
|
|
}
|
|
|
|
/**
|
|
* 木牛流马活动开始信号
|
|
*/
|
|
export async function sendRaceStartMsg(serverId: number) {
|
|
let obj = getRaceActivityObj();
|
|
obj.startRace(); // 设置开启活动
|
|
|
|
await sendMessageToServerWithSuc(serverId, PUSH_ROUTE.RACE_START, {});
|
|
await calWoodenHorseAndSend(serverId);
|
|
}
|
|
|
|
export async function guildActivityStart(aid: number) {
|
|
if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
|
|
let obj = getGateActivityObj();
|
|
obj.startActivity();
|
|
} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
|
|
let obj = getCityActivityObj();
|
|
obj.startActivity();
|
|
} else if (aid == GUILD_ACTIVITY_TYPE.RACE_ACTIVITY) {
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 结算粮草先行奖励
|
|
* @param cityId 城镇id
|
|
* @param serverId 服务器id
|
|
*/
|
|
export async function raceActivitySettleReward(guildCode: string, woodenHorse: WoodenHorse) {
|
|
let { serverId, durability, distance, isRobot } = woodenHorse;
|
|
if(isRobot) return;
|
|
let obj = getRaceActivityObj();
|
|
// 已发送
|
|
obj.send(guildCode);
|
|
// 计算排名,计算耐久,发送奖励
|
|
let { guildRank, myGuildRank } = await obj.getRanks(serverId, guildCode);
|
|
let rank = myGuildRank?.rank||0;
|
|
|
|
let joinIndex = getJoinIndex();
|
|
console.log('##### raceActivitySettleReward', joinIndex, serverId, guildCode);
|
|
let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId, index: joinIndex });
|
|
await r.setRankWithGuildInfo2(guildCode, myGuildRank.num, myGuildRank.sortTime, myGuildRank.durability);
|
|
let nextWeek = <number>getTimeFun().getAfterDayWithHour(7);
|
|
await r.setExpire(nextWeek);
|
|
|
|
let isSuccess = distance >= GUILDACTIVITY.RACEACTIVITY_LENGTH; // 血条未击破则没有占领军团
|
|
let members = obj.getMembersOfGuild(guildCode);
|
|
|
|
let guild = await GuildModel.findByCode(guildCode, serverId, 'lv');
|
|
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY, rank, guild?.lv);
|
|
let rec = await GuildActivityRecordModel.updateInfo(guildCode, GUILD_ACTIVITY_TYPE.RACE_ACTIVITY, joinIndex, {
|
|
memberCnt: members.length, members,
|
|
isSuccess, isCompleted: true, rank,
|
|
rewards: getRewardToDbFromMap(rewards),
|
|
woodenHorse: woodenHorse.getTreatTime(),
|
|
});
|
|
if (rec) {
|
|
// 奖励加入拍卖行
|
|
await genAuction(guildCode, AUCTION_SOURCE.RACE, rec.code, serverId, rewards);
|
|
|
|
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY);
|
|
let honour = dic.honour + Math.floor(durability * GUILDACTIVITY.RACEACTIVITY_DURABILITY_REWARD);
|
|
|
|
let hasSentMember: string[] = [];
|
|
for(let { roleId } of members) {
|
|
if(hasSentMember.indexOf(roleId) == -1) {
|
|
await updateUserRecAndSendHonour(honour, 0, rank, roleId);
|
|
// 发放活跃
|
|
await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
|
|
hasSentMember.push(roleId);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* !! 注意,这条函数会改变内存中的字典表,仅用于测试中使用
|
|
* 改变字典表中的军团活动开始时间&持续时间
|
|
* @param {number} aid 活动
|
|
* @param {number} startSeconds 从现在开始几秒后开启活动
|
|
* @param {number} endSeconds 从开始之后几秒后结束活动
|
|
*/
|
|
export async function setDicGuildActivity(now: number, aid: number, startSeconds: number, endSeconds: number) {
|
|
let startTime = new Date(now + startSeconds * 1000);
|
|
if(aid != 0) {
|
|
let guildActivity = gameData.guildActivity;
|
|
let cur = guildActivity.get(aid);
|
|
|
|
cur.startMinute = startTime.getMinutes();
|
|
cur.startTime = startTime.getHours();
|
|
cur.startSeconds = startTime.getSeconds();
|
|
cur.duringTime = endSeconds;
|
|
}
|
|
return startTime.getTime();
|
|
}
|
|
|
|
export async function setDicAuctionTime(startTime: number, endActivity: number, startGuild: number, endGuild: number, startWorld: number, endWorld: number) {
|
|
|
|
// console.log('********* setDicAuctionTime', startTime, endActivity, startGuild, endGuild, startWorld, endWorld);
|
|
let startGuildDate = new Date(startTime + endActivity * 1000 + startGuild * 1000);
|
|
let endGuildDate = new Date(startGuildDate.getTime() + endGuild * 1000);
|
|
let startWorldDate = new Date(endGuildDate.getTime() + startWorld * 1000);
|
|
let endWorldDate = new Date(startWorldDate.getTime() + endWorld * 1000);
|
|
|
|
|
|
// console.log('********* setDicAuctionTime', startGuildDate, endGuildDate, startWorldDate, endWorldDate);
|
|
|
|
gameData.auctionTime.set(AUCTION_TIME.GUILD_PREVIEW, formatTime(new Date(startTime)));
|
|
gameData.auctionTime.set(AUCTION_TIME.GUILD_OPEN, formatTime(startGuildDate));
|
|
gameData.auctionTime.set(AUCTION_TIME.GUILD_CLOSE, formatTime(endGuildDate));
|
|
gameData.auctionTime.set(AUCTION_TIME.WORLD_PREVIEW, formatTime(endGuildDate));
|
|
gameData.auctionTime.set(AUCTION_TIME.WORLD_OPEN, formatTime(startWorldDate));
|
|
gameData.auctionTime.set(AUCTION_TIME.WORLD_CLOSE, formatTime(endWorldDate));
|
|
|
|
// console.log('*********** setDicAuctionTime', gameData.auctionTime)
|
|
}
|
|
|
|
function formatTime(date: Date) {
|
|
return { hour: date.getHours(), minute: date.getMinutes(), seconds: date.getSeconds() }
|
|
}
|
|
|
|
export async function getCityActivityGateHp(serverId: number, cityId: number) {
|
|
console.log(`getCityActivityGateHp: serverId ${serverId}, cityId ${cityId}`);
|
|
let dicCityActivity = gameData.cityActivity.get(cityId);
|
|
|
|
let serverRecord = await ServerRecordModel.findTodayData(serverId);
|
|
if(!serverRecord) return dicCityActivity.hp;
|
|
|
|
let activePlayerCnt = 50; // 前一天参与军团活动的玩家
|
|
let activeGuildCnt = 5; // 前一天参与军团活动的军团
|
|
let activePlayerCe = 0; // 前一天前十玩家的最强战力和
|
|
let activeTopPlayerCnt = 1; // 前一天最强玩家数量
|
|
if(serverRecord) {
|
|
if(serverRecord.activePlayerCe > 0) activePlayerCe = serverRecord.activePlayerCe;
|
|
if(serverRecord.activePlayers?.length > 0) activeTopPlayerCnt = serverRecord.activePlayers?.length;
|
|
if(serverRecord.activeGuildCodes?.length > 0) activeGuildCnt = serverRecord.activeGuildCodes?.length;
|
|
if(serverRecord.activeGuildMembers?.length > 0) activePlayerCnt = serverRecord.activeGuildMembers?.length;
|
|
}
|
|
console.log(`getCityActivityGateHp: activePlayerCnt ${activePlayerCnt}, activePlayerCe ${activePlayerCe}, activeTopPlayerCnt ${activeTopPlayerCnt} activeGuildCnt ${activeGuildCnt}`);
|
|
|
|
let atk = dicCityActivity.atkTemplate||0;
|
|
console.log(`getCityActivityGateHp: atk ${atk}`);
|
|
|
|
let A = activePlayerCe/activeTopPlayerCnt/6/GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
|
|
if(A < 1) A = 1;
|
|
console.log(`getCityActivityGateHp: A ${A}`);
|
|
|
|
let gateHpBase = A * atk;
|
|
let N = dicCityActivity.hpN;
|
|
|
|
console.log(`getCityActivityGateHp: gateHpBase ${gateHpBase}, N ${N}`);
|
|
let gateHp = Math.floor(gateHpBase * (activePlayerCnt/activeGuildCnt) * N);
|
|
console.log(`getCityActivityGateHp: gateHp ${gateHp}`);
|
|
|
|
|
|
saveGuildGateHpLog(serverId, cityId, { activePlayerCnt, activePlayerCe, activeTopPlayerCnt, activeGuildCnt, atk, A, hpBase: gateHpBase, N, gateHp });
|
|
|
|
if(gateHp <= dicCityActivity.hp) {
|
|
gateHp = dicCityActivity.hp;
|
|
}
|
|
return gateHp;
|
|
}
|
|
|
|
export async function declareCity(serverId: number, roleId: string, guildCode: string, cityId: number, isAutoDeclare: boolean, declareIndex: number) {
|
|
let declareTime = Date.now();
|
|
let declareInfo = await GuildActivityCityDeclareModel.declareIfNot(serverId, guildCode, cityId, roleId, declareTime, isAutoDeclare, declareIndex);
|
|
if(!!declareInfo && declareInfo.declareTime == declareTime) { // 确实没有人宣战过,自己是第一个
|
|
let cityRec = await GuildActivityCityModel.declare(serverId, cityId, guildCode, declareIndex);
|
|
await sendGuildCityDeclare(serverId, cityId, guildCode, cityRec.declareCount);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// 非军团长的团员自动宣战
|
|
export async function autoDeclareMyCity(serverId: number, roleId: string, guildCode: string, declareIndex: number) {
|
|
let checkResult = await GuildActivityCityDeclareModel.checkDeclartion(serverId, guildCode, declareIndex);
|
|
if(checkResult) return false
|
|
|
|
let cityIds = gameData.juniorCities;
|
|
let cities = await GuildActivityCityModel.findMinDeclareCountCity(serverId, cityIds, declareIndex);
|
|
let notDeclaredCitites = cityIds.filter(curCityId => {
|
|
return cities.findIndex(city => city.cityId == curCityId) == -1;
|
|
});
|
|
let cityId = notDeclaredCitites.length > 0? getRandSingleEelm(notDeclaredCitites): cities[0].cityId;
|
|
if(!cityId) return false;
|
|
|
|
return declareCity(serverId, roleId, guildCode, cityId, true, declareIndex);
|
|
}
|
|
|
|
function getCounterName(aid: GUILD_ACTIVITY_TYPE) {
|
|
switch(aid) {
|
|
case GUILD_ACTIVITY_TYPE.GATE_ACTIVITY:
|
|
return COUNTER.GATE_ACTIVITY;
|
|
case GUILD_ACTIVITY_TYPE.CITY_ACTIVITY:
|
|
return COUNTER.CITY_ACTIVITY;
|
|
case GUILD_ACTIVITY_TYPE.RACE_ACTIVITY:
|
|
return COUNTER.RACE_ACTIVITY;
|
|
}
|
|
}
|
|
|
|
export async function incCurGuildActivityIndex(aid: number) {
|
|
let name = getCounterName(aid);
|
|
let index = await CounterModel.getNewCounter(name);
|
|
setGuildActivityIndexInPinus(aid, index); // systime
|
|
pinus.app.rpc.guild.guildActivityRemote.setGuildActivityIndex.broadcast(aid, index);
|
|
}
|
|
|
|
export async function initGuildActivityIndexInPinus() {
|
|
for(let aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; aid <= GUILD_ACTIVITY_TYPE.RACE_ACTIVITY; aid++){
|
|
let index = await getCurGuildActivityIndexByDb(aid);
|
|
setGuildActivityIndexInPinus(aid, index);
|
|
}
|
|
}
|
|
|
|
export async function getCurGuildActivityIndexByDb(aid: number) {
|
|
let name = getCounterName(aid);
|
|
return await CounterModel.getCounter(name);
|
|
}
|
|
|
|
export function getGAPinusName(aid: number) {
|
|
return `guildact${aid}`;
|
|
}
|
|
|
|
export function setGuildActivityIndexInPinus(aid: number, index: number) {
|
|
pinus.app.set(getGAPinusName(aid), index);
|
|
}
|
|
|
|
export function getGAIndexInPinus(aid: number) {
|
|
return pinus.app.get(getGAPinusName(aid));
|
|
}
|
|
|
|
export function getDeclareIndex() {
|
|
let index = getGAIndexInPinus(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
|
let obj = getCityActivityObj();
|
|
if(obj.guildActivityStatus == GUILD_ACTIVITY_STATUS.START) return index;
|
|
return index + 1;
|
|
}
|
|
|
|
export function getJoinIndex() {
|
|
let index = getGAIndexInPinus(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY);
|
|
let obj = getRaceActivityObj();
|
|
if(obj.status == GUILD_ACTIVITY_STATUS.START || obj.status == GUILD_ACTIVITY_STATUS.END) return index;
|
|
return index + 1;
|
|
}
|
|
|
|
|
|
export async function resetJoinWoodenHorse() {
|
|
let obj = getRaceActivityObj();
|
|
let joinIndex = getJoinIndex();
|
|
|
|
let guild = pinus.app.getServersByType('guild');
|
|
let recs = await GuildActivityRecordModel.findRecs(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY, joinIndex);
|
|
for(let { serverId, guildCode, joinMember } of recs) {
|
|
let server = dispatch(`${serverId}`, guild);
|
|
if(server.id != pinus.app.getServerId()) continue;
|
|
|
|
for(let { roleId, roleName, job, code} of joinMember) {
|
|
let hasJoin = !!obj.getMember(guildCode, roleId);
|
|
if (hasJoin) continue;
|
|
await obj.joinWoodenHorse(guildCode, roleId, roleName, serverId, '', job, code);
|
|
}
|
|
}
|
|
return true
|
|
}
|
|
|
|
export async function debugSendGateHp(serverId: number, cityId: number) {
|
|
let obj = getCityActivityObj();
|
|
let { gateHp, maxHp } = await obj.getGateHpAndInc(serverId, cityId);
|
|
await sendMessageToCityWithSuc(serverId, cityId, PUSH_ROUTE.GUILD_CITY_ACT_HP, { cityId, gateHp: gateHp + 1000, maxHp });
|
|
}
|
|
|
|
export async function debugAddHorse(serverId: number, guildCode: string, memberCnt: number, itemInterval: number) {
|
|
|
|
let obj = getRaceActivityObj();
|
|
|
|
let dicItem = gameData.raceTypes.get(RACE_EVENT_TYPE.DEFAULT);
|
|
let items: number[] = [];
|
|
for(let [_, arr] of dicItem) {
|
|
items.push(...arr);
|
|
};
|
|
|
|
for(let i = 0; i < memberCnt; i++) {
|
|
let roleId = `roleId${i}`;
|
|
await obj.joinWoodenHorse(guildCode, roleId, 'roleName', serverId, null, 6, 'code', true);
|
|
|
|
}
|
|
|
|
if(itemInterval >= 100) {
|
|
let members = obj.getMembersOfGuild(guildCode);
|
|
let timer = setInterval(async () => {
|
|
await obj.useItem(serverId, members[0]?.roleId, '', guildCode, guildCode, getRandSingleEelm(items), 1, true);
|
|
let woodenHorse = await obj.getWoodenHorse(guildCode, serverId, true);
|
|
if(woodenHorse.status == RACE_ACTIVITY_STATUS.END) {
|
|
clearInterval(timer);
|
|
}
|
|
}, itemInterval);
|
|
setTimeout(() => {
|
|
clearInterval(timer);
|
|
}, 10 * 60 * 1000);
|
|
}
|
|
}
|
|
|
|
export async function leaveRaceActivity(serverId: number, guildCode: string, roleId: string ) {
|
|
if(!guildCode) return;
|
|
let obj = getRaceActivityObj();
|
|
await obj.memberLeave(guildCode, serverId, roleId);
|
|
}
|
|
|
|
export async function leaveRaceActivityToRemote(serverId: number, guildCode: string, roleId: string) {
|
|
let guildServers = pinus.app.getServersByType('guild')||[];
|
|
let server = dispatch(`${serverId}`, guildServers);
|
|
if(server) {
|
|
await pinus.app.rpc.guild.guildActivityRemote.leaveRaceActivity.toServer(server.id, serverId, guildCode, roleId);
|
|
}
|
|
}
|
|
|
|
export async function leaveRaceWhenQuitGuild(serverId: number, guildCode: string, roleId: string) {
|
|
if(!guildCode) return;
|
|
let obj = getRaceActivityObj();
|
|
await obj.memberQuit(guildCode, serverId, roleId);
|
|
}
|
|
|
|
export async function leaveRaceWhenQuitGuildToRemote(serverId: number, guildCode: string, roleId: string) {
|
|
let guildServers = pinus.app.getServersByType('guild')||[];
|
|
let server = dispatch(`${serverId}`, guildServers);
|
|
if(server) {
|
|
await pinus.app.rpc.guild.guildActivityRemote.leaveRaceWhenQuitGuild.toServer(server.id, serverId, guildCode, roleId);
|
|
}
|
|
}
|
|
|
|
export async function leaveRaceWhenDismiss(guildCode: string) {
|
|
if(!guildCode) return;
|
|
let obj = getRaceActivityObj();
|
|
obj.dismiss(guildCode);
|
|
}
|
|
|
|
export async function leaveRaceWhenDismissToRemote(serverId: number, guildCode: string) {
|
|
let guildServers = pinus.app.getServersByType('guild')||[];
|
|
let server = dispatch(`${serverId}`, guildServers);
|
|
if(server) {
|
|
await pinus.app.rpc.guild.guildActivityRemote.leaveRaceWhenDismiss.toServer(server.id, guildCode);
|
|
}
|
|
} |