268 lines
9.6 KiB
TypeScript
268 lines
9.6 KiB
TypeScript
|
||
import { ExpeditionPointModel } from '../db/ExpeditionPoint';
|
||
import Role, { RoleModel, RoleType } from '../db/Role';
|
||
import { PvpDefenseModel } from '../db/PvpDefense';
|
||
|
||
import { shouldRefresh, calculateSumCE } from '../pubUtils/util';
|
||
import { EXPEDITION_CONST, LINEUP_NUM, EXPEDITION_WAR_RECORD_STATUS, ABI_TYPE } from '../consts';
|
||
import { ExpeditionWarRecordModel } from '../db/ExpeditionWarRecord';
|
||
import { HeroType } from '../db/Hero';
|
||
import { gameData } from '../pubUtils/data';
|
||
import { getPlayerAttribute, getRobotAttribute } from './pvpService';
|
||
import { getTimeFunD } from '../pubUtils/timeUtil';
|
||
import { ExpeditionRecordModel } from '../db/ExpeditionRecord';
|
||
import { Attribute } from '../domain/roleField/attribute';
|
||
|
||
/**
|
||
* 获取远征关卡列表
|
||
* @param roleId
|
||
* @param roleName
|
||
*/
|
||
export async function getExpeditionStatus(roleId: string, roleName: string) {
|
||
// 重置次数
|
||
let role = await RoleModel.findByRoleId(roleId);
|
||
if(!role.hasInit) return false
|
||
// 获取远征关卡状态
|
||
let expeditionRecord = await ExpeditionRecordModel.getCurRecord(roleId);
|
||
if (!expeditionRecord) { // 首次新建一条记录
|
||
// 我方战力
|
||
let myCe = await calculateSumCE(roleId, 1, { num: LINEUP_NUM });
|
||
expeditionRecord = await ExpeditionRecordModel.createRecord({
|
||
roleId, roleName, heroes: [], myCe
|
||
});
|
||
await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
|
||
}
|
||
|
||
// 每一关的挑战状态
|
||
let { expeditionCode, heroes } = expeditionRecord;
|
||
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
|
||
let curLv = 0;
|
||
if (expeditionWarRecord.length > 0) {
|
||
curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
|
||
}
|
||
|
||
let curTime = new Date();
|
||
let { resetCnt } = await getResetRemainCnt(curTime, roleId, role);
|
||
|
||
// 点数,和宝箱领取状态
|
||
let pointRewards = await getPointRewardStatus(roleId, role);
|
||
return {
|
||
expeditionCode,
|
||
curLv,
|
||
expeditionWarRecord,
|
||
pointRewards,
|
||
heroes: heroes.map(cur => { return { "dataId": cur.seqId, "hp": cur.hp, "ap": cur.ap } }),
|
||
resetCnt
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 根据存下的战力获取当前远征关卡的对手
|
||
* @param roleId 我的id
|
||
* @param myCe 存在expeditionRecord内的战力(缩过)
|
||
* @param expeditionCode 远征批次id
|
||
* @param expeditionId 该关卡id
|
||
* @param battleStatus 该关卡的挑战状态
|
||
*/
|
||
export async function findOrCreateEnemies(roleId: string, myCe: number, expeditionCode: string, expeditionId: number, battleStatus: number) {
|
||
|
||
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
|
||
if(!expeditionWarRecord) { // 如果没有信息
|
||
let curDicExpedition = gameData.expedition.get(expeditionId);
|
||
if(curDicExpedition) {
|
||
|
||
let enemyObj = {
|
||
enemyFrom: 0,
|
||
enemyId: '',
|
||
enemies: new Array(),
|
||
ce: 0
|
||
};
|
||
|
||
// 获取系数和步长
|
||
let {scale, range, lv} = await getCEScaleAndRange(roleId, curDicExpedition);
|
||
// 优先匹配其他玩家
|
||
let flag = await matchPlayers(roleId, scale, range, myCe, curDicExpedition.json, enemyObj);
|
||
// 当数量不够时使用机器人匹配
|
||
if(!flag) {
|
||
flag = await matchRobots(scale, myCe, curDicExpedition.ce, curDicExpedition.json, lv, enemyObj);
|
||
}
|
||
if(flag) {
|
||
// 保存
|
||
let {warId} = curDicExpedition;
|
||
expeditionWarRecord = await ExpeditionWarRecordModel.saveRecord(expeditionCode, expeditionId, {
|
||
roleId, battleId: warId, ...enemyObj, battleStatus
|
||
});
|
||
}
|
||
}
|
||
}
|
||
|
||
// 处理当前血量
|
||
let {enemiesCurHpAp, enemies} = expeditionWarRecord;
|
||
for(let enemy of enemies) {
|
||
let cur = {"hp": 0, "ap": 0};
|
||
let getHp = enemiesCurHpAp && enemiesCurHpAp.find(cur => cur.dataId == enemy.dataId);
|
||
if(getHp) {
|
||
cur.hp = getHp.hp;
|
||
cur.ap = getHp.ap;
|
||
} else {
|
||
let attr = new Attribute();
|
||
attr.setByStr(enemy.attribute);
|
||
cur.hp = attr.hp;
|
||
cur.ap = 0;
|
||
}
|
||
enemy["cur"] = cur;
|
||
}
|
||
|
||
return expeditionWarRecord;
|
||
}
|
||
|
||
/**
|
||
* 远征关卡匹配玩家
|
||
* @param roleId 我的id
|
||
* @param scale 己方战力和对方战力比
|
||
* @param range 浮动范围
|
||
* @param myCe 己方战力(已缩小)
|
||
* @param warJsonIndex 模板出兵表id
|
||
* @param enemyObj 返回的敌军数据
|
||
*/
|
||
export async function matchPlayers(roleId: string, scale: number, range: number, myCe: number, warJsonIndex:any, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any>, ce: number }) {
|
||
let dicWarJson = gameData.warJson.get(warJsonIndex);
|
||
|
||
let min = myCe * scale * (1 - range/100);
|
||
let max = myCe * scale * (1 + range/100);
|
||
|
||
let resultRange = await PvpDefenseModel.findByScale(roleId, min, max);
|
||
if(resultRange.length > 0) {
|
||
let index = Math.floor(Math.random() * resultRange.length);
|
||
let result = resultRange[index];
|
||
let {roleId, heroes, defCe } = result;
|
||
let role = <RoleType>result.role;
|
||
let { attr: roleAttrs } = role;
|
||
|
||
enemyObj.enemyFrom = 1;
|
||
enemyObj.enemyId = roleId;
|
||
enemyObj.ce = defCe;
|
||
|
||
let heroIndex = 0;
|
||
for(let json of dicWarJson) {
|
||
if(json.relation == 2) {
|
||
let hero = heroes[heroIndex];
|
||
if(hero) {
|
||
let h = <HeroType>hero.hero;
|
||
if(h) {
|
||
let { star, lv, attr: heroAttrs, ce } = h;
|
||
let dicHero = gameData.hero.get(hero.actorId);
|
||
let { attribute } = getPlayerAttribute(heroAttrs, roleAttrs);
|
||
let heroInfo = {
|
||
actorId: hero.actorId,
|
||
actorName: dicHero.name,
|
||
skill:0,
|
||
seid:'&',
|
||
star,
|
||
spine: 0,
|
||
attribute,
|
||
lv,
|
||
ce
|
||
};
|
||
|
||
enemyObj.enemies.push({...json, ...heroInfo});
|
||
heroIndex ++;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
return true;
|
||
} else {
|
||
return false
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 匹配远征机器人
|
||
* @param scale 己方战力和出兵表配置战力比
|
||
* @param myCe 己方战力(已缩小)
|
||
* @param robotCe 机器人战力(10000,相当于已缩小战力)
|
||
* @param warJsonIndex 模板出兵表id
|
||
* @param lv 我的主公等级
|
||
* @param enemyObj 返回的敌军数据
|
||
*/
|
||
export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex: number, lv: number, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any>, ce: number }) {
|
||
let dicWarJson = gameData.warJson.get(warJsonIndex);
|
||
if(dicWarJson) {
|
||
enemyObj.enemyFrom = 2;
|
||
enemyObj.enemyId = warJsonIndex + '';
|
||
|
||
let allCe = 0;
|
||
for(let json of dicWarJson) {
|
||
if(json.relation == 2) {
|
||
const { attribute } = json;
|
||
|
||
let { attribute: newAttribute, ce } = getRobotAttribute(attribute, myCe, robotCe, scale);
|
||
enemyObj.enemies.push({...json, attribute: newAttribute, lv, ce});
|
||
allCe += ce;
|
||
}
|
||
}
|
||
|
||
enemyObj.ce = Math.floor(allCe);
|
||
|
||
return true
|
||
} else {
|
||
return false
|
||
}
|
||
}
|
||
|
||
// 远征匹配系数表
|
||
export async function getCEScaleAndRange(roleId: string, curDicExpedition: any) {
|
||
// 匹配,判断是不是新手期
|
||
const role = await RoleModel.findByRoleId(roleId);
|
||
let timef = getTimeFunD(role.createdAt)
|
||
let isNew = timef.getDayGap() <= 3;
|
||
let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
|
||
let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
|
||
return {scale, range, lv: role.lv}
|
||
}
|
||
|
||
// 远征累计点数获取
|
||
export async function getPointRewardStatus(roleId: string, role?: Role) {
|
||
if(!role) {
|
||
role = await RoleModel.findByRoleId(roleId);
|
||
}
|
||
let {expeditionPoint = 0} = role;
|
||
let dicExpeditionPoint = gameData.expeditionPoint;
|
||
let rewards: { point: number, received: boolean }[] = [];
|
||
for(let [point] of dicExpeditionPoint) {
|
||
rewards.push({ point, received: false })
|
||
}
|
||
let pointRewards = {
|
||
expeditionPoint, rewards
|
||
};
|
||
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
|
||
if(pointStatusInDatabase) {
|
||
let { rewards = [] } = pointStatusInDatabase;
|
||
pointRewards.rewards.forEach(cur => {
|
||
let obj = rewards.find(ccur => ccur.point == cur.point);
|
||
if(obj) cur.received = obj.received;
|
||
});
|
||
}
|
||
return pointRewards
|
||
}
|
||
|
||
export async function getResetRemainCnt(curTime: Date, roleId: string, role?: Role, ) {
|
||
if(!role) {
|
||
role = await RoleModel.findByRoleId(roleId);
|
||
}
|
||
|
||
let { expeditionResetCnt, expeditionResetRefTime } = role;
|
||
let needRefresh = !expeditionResetRefTime || shouldRefresh(expeditionResetRefTime, curTime);
|
||
if(needRefresh) {
|
||
expeditionResetCnt = 0; expeditionResetRefTime = curTime;
|
||
}
|
||
|
||
let maxCnt = EXPEDITION_CONST.RESET_CNT;
|
||
|
||
return {
|
||
resetCnt: maxCnt - expeditionResetCnt,
|
||
needRefresh
|
||
};
|
||
} |