Files
ZYZ/game-server/app/servers/guild/handler/gateActivityHandler.ts
2021-03-24 18:42:06 +08:00

348 lines
15 KiB
TypeScript

import { Application, BackendSession, ChannelService, pinus } from "pinus";
import { getMedianCe, getGuildActivityStatus, getRecordScore, getGateActivityObj, sendSingleGateActEndMsg, participants, getGateActivityRank, getCityActivityObj } from "../../../services/guildActivityService";
import { resResult } from "../../../pubUtils/util";
import { STATUS, GUILD_ACTIVITY_TYPE, GUILD_POINT_WAYS, ENEMIES_TYPE, GET_POINT_WAYS } from "../../../consts";
import { UserGuildActivityRecModel } from "../../../db/UserGuildActivityRec";
import { GUILDACTIVITY } from "../../../pubUtils/dicParam";
import { GuildActivityRecordModel } from "../../../db/GuildActivityRec";
import { RoleModel, RoleType } from "../../../db/Role";
import { GuildModel } from "../../../db/Guild";
import { RankParam, GuildRankParam } from "../../../domain/rank";
import { setRank, getGuildKeyName, getRankScore, setUserGuildActivityRank, delGuildActivityRank } from "../../../services/redisService";
import { REDIS_KEY } from "../../../consts";
import { addActive } from "../../../services/guildService";
import { gameData } from "../../../pubUtils/data";
import { getGuildChannelSid } from "../../../services/chatService";
import { guildActivityStart, gateActivityEnd, cityActivityEnd } from "../../../services/timeTaskService";
import { UserGuildModel } from "../../../db/UserGuild";
export default function (app: Application) {
return new GateActivityHandler(app);
}
export class GateActivityHandler {
channelService: ChannelService;
constructor(private app: Application) {
this.channelService = app.get('channelService');
}
private aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id
// 进入蛮夷入侵界面
async getGateActivity(msg: {}, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
let { code: sourceCode } = guildActivityRec;
let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
let { challengeCnt } = myGuildActivityRec;
let ranks = await getGateActivityRank(guildCode, serverId, roleId, roleName);
return resResult(STATUS.SUCCESS, {
...statusResult,
challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt,
...ranks
});
}
// 开启挑战
async checkBattle(msg: { heroes: number[] }, session: BackendSession) {
let { heroes } = msg;
if(!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS);
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
let obj = getGateActivityObj();
let gateHp = obj.getGateHpAndInc(guildCode);
if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
let userGuild = await UserGuildModel.getMyGuild(roleId, 'job');
let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
let { code: sourceCode } = guildActivityRec;
let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
if(myGuildActivityRec.challengeCnt > 0) {
return resResult(STATUS.CHALLENGE_CNT_NOT_ENOUGH);
}
myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes);
let { code, challengeCnt } = myGuildActivityRec;
// 更新公会参与的玩家
obj.pushMembers(guildCode, serverId, roleId, userGuild.job);
// 返回当前军团总军功
let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
// 前一天中位数战力
let medianCe = await getMedianCe(serverId);
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
guildScore: guildScore||0,
myScore: 0,
gateHp,
challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt,
medianCe
});
}
// 上报玩家获得军功
async action(msg: { code: string, round: number, record: { round: number, dataId: number }[] }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
let { code, round, record } = msg;
let obj = getGateActivityObj();
let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
let gateHp = obj.getGateHpAndInc(guildCode);
if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
// 计算record内得分
let memberRecord = obj.getMemberRecord(code, roleId);
let scoreResult = getRecordScore(this.aid, round, record, memberRecord);
if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { score, newRecords, memberRecord: newMemberRecord } = scoreResult;
obj.setMemberRecord(code, newMemberRecord);
// 更新redis数据
let role = await RoleModel.findByRoleId(roleId);
let { lv, vLv, head, frame, spine, title } = role;
let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
let myScore = await setUserGuildActivityRank(REDIS_KEY.USER_GATE_ACTIVITY, guildCode, serverId, roleId, score, Date.now(), userParam);
let guild = await GuildModel.findByCode(guildCode, serverId);
let leader = <RoleType>guild.leader;
let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
let guildScore = await setRank(REDIS_KEY.GATE_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
// 更新数据库
let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords);
return resResult(STATUS.SUCCESS, {
code: rec.code,
...statusResult,
guildScore: guildScore||0,
myScore: myScore||0,
gateHp
});
}
// 上报敌军攻打城门情况
async hitGate(msg: { code: string, damage: number }, session: BackendSession) {
let roleId = session.get('roleId');
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
let { code, damage } = msg;
let obj = getGateActivityObj();
let gateHp = obj.getGateHpAndInc(guildCode);
if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
gateHp = obj.getGateHpAndInc(guildCode, -1 * damage);
if(gateHp <= 0) {
// 推送 停止活动并结算奖励
await sendSingleGateActEndMsg(guildCode, serverId);
}
// 推送 城门血量
let chatSid = await getGuildChannelSid(guildCode);
pinus.app.rpc.chat.guildRemote.pushGateHp.toServer(chatSid, guildCode, gateHp);
// 返回当前军团总军功
let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, roleId, true);
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
guildScore,
myScore,
gateHp
})
}
// 结束挑战
async battleEnd(msg: { code: string, isSuccess: boolean }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
let { code, isSuccess } = msg;
let obj = getGateActivityObj();
let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 更新userGuildActivityRecord
let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true });
if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
// 功劳簿计算
let { record } = myGuildActivityRec;
let round = 0, enemyCnt = 0, littleBossCnt = 0, bossCnt = 0;
for(let { enemyType, round: r } of record) {
if(r > round) round = r;
if(enemyType == ENEMIES_TYPE.ENEMY || enemyType == ENEMIES_TYPE.ELITE_ENEMY ) {
enemyCnt ++;
} else if (enemyType == ENEMIES_TYPE.LITTLE_BOSS) {
littleBossCnt ++;
} else if (enemyType == ENEMIES_TYPE.BOSS) {
bossCnt ++;
}
}
if(isSuccess) {
let score = gameData.gateActivityPoint.get(GET_POINT_WAYS.DEFENSE_SUCCESS);
// 更新redis数据
let role = await RoleModel.findByRoleId(roleId);
let { lv, vLv, head, frame, spine, title } = role;
let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
await setUserGuildActivityRank(REDIS_KEY.USER_GATE_ACTIVITY, guildCode, serverId, roleId, score, Date.now(), userParam);
let guild = await GuildModel.findByCode(guildCode, serverId);
let leader = <RoleType>guild.leader;
let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
await setRank(REDIS_KEY.GATE_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
}
// 发放活跃
await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
// 返回当前军团总军功
let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, roleId, true);
let gateHp = obj.getGateHpAndInc(guildCode);
obj.delMemberRecord(code);
let info = {
round,
enemyCnt, littleBossCnt, bossCnt,
isSuccess
}
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
guildScore,
myScore,
gateHp,
info
})
}
// ! 测试接口
async debugGetPrivate(msg: { }, session: BackendSession) {
let guildCode = session.get('guildCode');
console.log(guildCode);
let serverId = session.get('serverId');
let res = getGateActivityObj().getObj(guildCode, serverId);
return resResult(STATUS.SUCCESS, res)
}
// ! 测试接口
async test(msg: { sourceType: number, sourceCode: string }, session: BackendSession) {
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
// await GuildActivityCityModel.declare(serverId, 1, guildCode);
let {sourceType, sourceCode} = msg;
let result = await participants(guildCode, sourceType, sourceCode);
return result;
// let result = await setMedianCe();
// return resResult(STATUS.SUCCESS, {result});
}
// ! 测试接口
async debugIncChallengeCnt(msg: { }, session: BackendSession) {
let roleId = session.get('roleId');
let res = await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { challengeCnt: -100 });
return resResult(STATUS.SUCCESS, { challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - (res?.challengeCnt||0) });
}
// ! 测试接口
async debugStartActivity(msg: { aid: number }, session: BackendSession) {
let { aid } = msg;
let dic = gameData.guildActivity.get(aid);
let result = await guildActivityStart(dic);
if(!result) {
return resResult(STATUS.GUILD_ACTIVITY_IS_OPEN)
}
let map = new Map<number, string[]>();
let guilds = await GuildModel.findAllGuild('serverId code');
for(let { serverId, code } of guilds) {
if(map.has(serverId)) {
map.get(serverId).push(code);
} else {
map.set(serverId, [code]);
}
}
await delGuildActivityRank(aid, map);
return resResult(STATUS.SUCCESS);
}
// ! 测试接口
async debugEndActivity(msg: { aid: number }, session: BackendSession) {
let { aid } = msg;
if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
await gateActivityEnd();
} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
await cityActivityEnd();
}
return resResult(STATUS.SUCCESS);
}
// ! 测试接口 将自己添加进活动roleId里
async debugAddParticipants(msg: { aid: number }, session: BackendSession) {
let roleId = session.get('roleId');
let guildCode = session.get('guildCode');
if(!guildCode) return resResult(STATUS.GUILD_NOT_FOUND);
let serverId = session.get('serverId');
let { aid } = msg;
await GuildActivityRecordModel.getRecord(guildCode, serverId, aid);
let userGuild = await UserGuildModel.getMyGuild(roleId);
let result = await GuildActivityRecordModel.updateInfo(guildCode, { memberCnt: 1, members: [{ roleId, job: userGuild.job }], auctionType: aid + 1 });
return resResult(STATUS.SUCCESS, {
sourceType: result.auctionType,
sourceCode: result.code
});
}
}