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

472 lines
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TypeScript

import { ServerlistModel } from "../db/Serverlist";
import { RoleModel } from "../db/Role";
import { reduceCe } from "../pubUtils/util";
import { GUILDACTIVITY } from "../pubUtils/dicParam";
import { gameData, getGuildAuctionRewards, getCityActivityRewards } from "../pubUtils/data";
import { getCurHourPoint, getCutDay, nowSeconds } from "../pubUtils/timeUtil";
import { GUILD_ACTIVITY_STATUS, GET_POINT_WAYS, GUILD_ACTIVITY_TYPE, REDIS_KEY, AUCTION_SOURCE, MAIL_TYPE, CITY_STATUS } from "../consts";
import { Record, UserGuildActivityRecModel } from "../db/UserGuildActivityRec";
import { GateMembersRec, GateActivityObject, CityActivityObject, CityParam, Member } from "../domain/battleField/guildActivity";
import { DicGuildActivity } from "../pubUtils/dictionary/DicGuildActivity";
import { getUnionRank, getRank, getGuildKeyName, getMyUnionRank, getRankScore, getCityKeyName } from "./redisService";
import { GuildModel } from "../db/Guild";
import { SimpleGuildRankParam, SimpleRoleRankParam } from "../domain/rank";
import { getGuildChannelSid, getWorldChannelSid, getCityChannelSid } from "./chatChannelService";
import { pinus } from "pinus";
import { GuildActivityRecordModel } from "../db/GuildActivityRec";
import { genAuction } from "./auctionService";
import { sendMail } from "./mailService";
import { getHonourObject } from '../pubUtils/itemUtils';
import { GuildActivityCityType, GuildActivityCityModel } from "../db/GuildActivityCity";
let gateActivityObj: GateActivityObject;
let cityActivityObj: CityActivityObject;
export function getGateActivityObj() {
if(!gateActivityObj) {
gateActivityObj = new GateActivityObject();
}
return gateActivityObj;
}
export function getCityActivityObj() {
if(!cityActivityObj) {
cityActivityObj = new CityActivityObject();
}
return cityActivityObj
}
/**
* 定时任务,获得前一天的活跃玩家中位数武将战力
*/
export async function setMedianCe() {
let servers = await ServerlistModel.getAllServerList();
for(let server of servers) {
if(server.serverType == 'official') {
let medianRole = await RoleModel.getMedianRole(server.id);
if(!medianRole) {
await ServerlistModel.updateByServerId(server.id, { medianCe: GUILDACTIVITY.GATEACTIVITY_ENEMYCE });
} else {
let { topLineup } = medianRole;
let topHero = topLineup.sort((a, b) => b.ce - a.ce);
let medianCe = reduceCe(topHero[0].ce);
await ServerlistModel.updateByServerId(server.id, { medianCe });
}
}
}
return servers;
}
/**
* 获得本服前一天活跃玩家中位数玩家的最强武将战力
* @param serverId
*/
export async function getMedianCe(serverId: number) {
let server = await ServerlistModel.findByServerId(serverId);
if(server) {
return server.medianCe;
}
return GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
}
/**
* 根据当前时间判断军团活动倒计时
* @param id 军团活动id
*/
export function getGuildActivityStatus(id: number) {
let dicGuildActivity = gameData.guildActivity.get(id);
if(!dicGuildActivity) return false;
return getGuildActivityByDic(dicGuildActivity);
}
export function getGuildActivityByDic(dicGuildActivity: DicGuildActivity) {
let startTime = getCurHourPoint(dicGuildActivity.startTime);
let countdownTime = getCurHourPoint(dicGuildActivity.countDown);
let { duringTime, openDay } = dicGuildActivity;
let endTime = startTime + duringTime;
let status = 0, time = 0;
let now = nowSeconds();
if(now >= countdownTime && now < startTime) {
status = GUILD_ACTIVITY_STATUS.WAITING;
time = startTime - now;
} else if (now >= startTime && now < endTime) {
status = GUILD_ACTIVITY_STATUS.START;
time = endTime - now;
} else {
status = GUILD_ACTIVITY_STATUS.END;
}
let day = getCutDay();
let isOpen = openDay.includes(day);
return {
status, time, isOpen
}
}
/**
* 根据每回合上报数据判断军功
* @param aid
* @param record
* @param memberRecord
*/
export function getRecordScore(aid: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) {
let dicGuildActivity = gameData.guildActivity.get(aid);
if(!dicGuildActivity) return false;
let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
if(!dicWarJson) return false;
let { round: curRound, enemies: historyEnemies} = memberRecord;
let sum = 0, newRecords = new Array<Record>();
for(let {round, dataId} of record) {
if(!historyEnemies.includes(dataId)) {
let enemy = dicWarJson.find(cur => cur.dataId == dataId);
let enemyType = enemy.enemyType;
let score = gameData.gateActivityPoint.get(enemyType);
newRecords.push({ round, dataId, score, enemyType});
sum += score;
if(round > curRound) { // 每回合开始得10分
sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START);
curRound = round;
}
historyEnemies.push(dataId);
}
}
return { score: sum, newRecords, memberRecord }
}
export async function getGateActivityRank(guildCode: string, serverId: number, roleId?: string, roleName?: string) {
let guildKey = REDIS_KEY.GATE_ACTIVITY;
let memberKey = getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode);
let rec = await getGuildActivityRank(guildKey, memberKey, guildCode, serverId, roleId, roleName);
return rec;
}
export async function getCityActivityRank(guildCode: string, serverId: number, cityId: number, roleId?: string, roleName?: string) {
let guildKey = getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId);
let memberKey = getGuildKeyName(REDIS_KEY.USER_CITY_ACTIVITY, guildCode);
let rec = await getGuildActivityRank(guildKey, memberKey, guildCode, serverId, roleId, roleName);
return rec;
}
/**
* 获得军团活动排行榜
* @param guildCode
* @param serverId
* @param roleId
* @param roleName
*/
export async function getGuildActivityRank(guildKey: string, memberKey: string, guildCode: string, serverId: number, roleId?: string, roleName?: string) {
let guildRankResult = await getUnionRank(guildKey, serverId, guildCode);
let guildRank = new Array<SimpleGuildRankParam>();
for(let { rank, code, name, num } of guildRankResult.ranks) {
let param = new SimpleGuildRankParam(rank, code, name, num);
guildRank.push(param);
}
let myGuildRank: SimpleGuildRankParam;
if(guildRankResult.myRank) {
let { rank, code, name, num } = guildRankResult.myRank;
myGuildRank = new SimpleGuildRankParam(rank, code, name, num);
} else {
let guild = await GuildModel.findByCode(guildCode, serverId, 'name');
myGuildRank = new SimpleGuildRankParam(0, guildCode, guild.name, 0);
}
let memberRankResult = await getRank(memberKey, serverId, roleId);
let memberRank = new Array<SimpleRoleRankParam>();
for(let { rank, roleId, roleName, num } of memberRankResult.ranks) {
let param = new SimpleRoleRankParam(rank, roleId, roleName, num);
memberRank.push(param)
}
let myMemberRank: SimpleRoleRankParam;
if(roleName) {
if(memberRankResult.myRank) {
let { rank, roleId, roleName, num } = memberRankResult.myRank;
myMemberRank = new SimpleRoleRankParam(rank, roleId, roleName, num);
} else {
myMemberRank = new SimpleRoleRankParam(0, roleId, roleName, 0);
}
}
return { guildRank, myGuildRank, memberRank, myMemberRank }
}
/**
* 对这个guild服内所有军团发排行榜信息
* @param aid 活动类型
*/
export async function sendAllGuildRanks(aid: number) {
if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
let obj = getGateActivityObj();
let guilds = obj.getGuilds();
for(let [ serverId, guildCodes ] of guilds) {
// TODO 不需要每个军团都排序一次
for(let guildCode of guildCodes) {
let ranks = await getGateActivityRank(guildCode, serverId);
let chatSid = await getGuildChannelSid(guildCode);
pinus.app.rpc.chat.guildRemote.pushRank.toServer(chatSid, guildCode, ranks);
}
}
} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
let obj = getCityActivityObj();
let { cities } = obj.getAllCities();
console.log(JSON.stringify(cities));
for(let { serverId, cityId, guildCodes } of cities) {
for(let guildCode of guildCodes) {
let ranks = await getCityActivityRank(guildCode, serverId, cityId);
let chatSid = await getGuildChannelSid(guildCode);
pinus.app.rpc.chat.guildRemote.pushCityActRank.toServer(chatSid, guildCode, ranks);
}
}
}
}
/**
* 活动结束发送结束信号以及结算奖励
* @param aid 活动类型
*/
export async function sendGuildActEndMsg(aid: number) {
if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
let obj = getGateActivityObj();
let guilds = obj.getGuilds();
for(let [ serverId, guildCodes ] of guilds) {
let chatSid = await getWorldChannelSid(serverId);
pinus.app.rpc.chat.chatRemote.sendGuildActivityEnd.toServer(chatSid, serverId);
for(let guildCode of guildCodes) {
await gateActivitySettleReward(guildCode, serverId);
}
}
gateActivityObj = new GateActivityObject();
} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
let obj = getCityActivityObj();
let { cities, serverlists} = obj.getAllCities();
for(let { serverId, cityId } of cities) {
await cityActivitySettleReward(cityId, serverId);
}
// 发完之后再做下周自动宣战
for(let serverId of serverlists) {
await autoDeclare(serverId);
}
cityActivityObj = new CityActivityObject();
}
}
/**
* 单个军团城门血条破了之后给他发奖励
* @param guildCode 军团code
*/
export async function sendSingleGateActEndMsg(guildCode: string, serverId: number) {
let chatSid = await getGuildChannelSid(guildCode);
pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
await gateActivitySettleReward(guildCode, serverId);
}
/**
* 单个城池城门血条破了之后给他发奖励
* @param guildCode 军团code
*/
export async function sendSingleCityActEndMsg(cityId: number, serverId: number) {
let chatSid = await getCityChannelSid(cityId);
let obj = getCityActivityObj();
let guildCodes = obj.getGuildsInCity(serverId, cityId);
for(let guildCode of guildCodes) {
pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
}
await cityActivitySettleReward(cityId, serverId);
}
/**
* 结算蛮夷入侵奖励
* @param guildCode 军团code
* @param serverId 服务器id
*/
export async function gateActivitySettleReward(guildCode: string, serverId: number) {
let obj = getGateActivityObj();
let { gateHp, members } = obj.getObj(guildCode, serverId);
let rank = await getMyUnionRank(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode);
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, rank);
let rec = await GuildActivityRecordModel.updateInfo(guildCode, {
isSuccess: gateHp > 0,
isCompleted: true,
rank, score: guildScore, remainGateHp: gateHp,
members, memberCnt: members.length,
auctionType: AUCTION_SOURCE.GATE,
rewards
});
// 结算功勋等奖励
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY);
let memberRankResult = await getRank(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, '');
for(let { rank, roleId, num: myScore } of memberRankResult.ranks) {
let honour = dic.honour + myScore * GUILDACTIVITY.GATEACTIVITY_HONOUR_RATIO;
await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members);
}
for(let { roleId } of members) { // 只参加了,没有分数的人
await updateUserRecAndSendHonour(dic.honour, 0, 0, roleId, members);
}
// 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, members: Member[]) {
let honourObj = getHonourObject(Math.floor(honour));
await sendMail(MAIL_TYPE.GUILD_ACTIVITY_REWARD, roleId, '系统', [], [honourObj])
await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { score: myScore, rank });
let index = members.findIndex(cur => cur.roleId == roleId);
members.splice(index, 1);
}
/**
* 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) {
let obj = getCityActivityObj();
let dicCity = gameData.cityActivity.get(cityId);
if(!dicCity) return;
let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
let isSuccess = gateHp <= 0; // 血条未击破则没有占领军团
let guildRankRsult = await getUnionRank(getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId), serverId, '');
for(let { rank: guildRank, code: guildCode, name, num } of guildRankRsult.ranks) {
if(guildRank == 1) {
if(isSuccess) {
await GuildActivityCityModel.guard(serverId, cityId, guildCode, name); // 占领
} else {
await GuildActivityCityModel.guard(serverId, cityId, "", ""); // 无人能占领
}
}
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY, guildRank);
let members = obj.getMembersOfGuild(guildCode);
let rec = await GuildActivityRecordModel.updateInfo(guildCode, {
memberCnt: members.length, members,
isSuccess, isCompleted: true,
rank: guildRank, damage: num, remainGateHp: gateHp,
rewards,
auctionType: AUCTION_SOURCE.CITY,
});
// 奖励加入拍卖行
await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards);
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
let memberRankResult = await getRank(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, '');
let userRank = 0;
for(let { rank, roleId, num: myScore } of memberRankResult.ranks) {
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, rank);
await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members);
userRank = rank;
}
for(let { roleId } of members) { // 只参加了,没有分数的人
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, userRank);
await updateUserRecAndSendHonour(honour, 0, 0, roleId, members);
}
}
obj.delCityRecord(cityId, serverId);
}
/**
* 清空完declareGuilds之后,做下一次活动的自动宣战
*/
async function autoDeclare(serverId: number) {
let allCities = await GuildActivityCityModel.getAllCities(serverId);
for(let { cityId, guardGuildCode } of allCities) {
let dicCity = gameData.cityActivity.get(cityId);
if(guardGuildCode && dicCity.nextCity) {
await GuildActivityCityModel.declare(serverId, dicCity.nextCity, guardGuildCode);
}
}
}
/**
* 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) {
let rec = await GuildActivityRecordModel.findBySourceCode(guildCode, sourceType, sourceCode);
if(!rec) return [];
return rec.members||[];
}
/**
* 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.preCity, dbCities);
cities.push(param);
}
return cities
}
/**
* 诸侯混战 获取城池状态
* @param guildCode
* @param cityId
* @param preCity
* @param dbCities
*/
export function getCityStatus(guildCode: string, cityId: number, preCity: number[], dbCities: GuildActivityCityType[]) {
let status = CITY_STATUS.NOT_OPEN;
if(preCity && preCity.length) {
let hasGuardCity = dbCities.find(cur => {
return preCity.includes(cur.cityId) && cur.guardGuildCode == guildCode;
});
if(!!hasGuardCity) {
status = CITY_STATUS.CAN_DECLARE;
}
} else {
status = CITY_STATUS.CAN_DECLARE;
}
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;
}
}
return status;
}