Files
ZYZ/game-server/app/services/battleService.ts
T
liangtongchuan 33ee71adcd feature:
天梯挂机加速;天梯派遣部分新接口
fixed:
数据库类型和插入数据的用法修复
2020-10-15 01:50:22 +08:00

122 lines
5.0 KiB
TypeScript

import { HangUpRecordModel } from './../db/HangUpRecord';
import { ChannelService } from 'pinus';
import { HANG_UP_CONSTS } from './../consts/consts';
import { BattleRecordModel } from './../db/BattleRecord';
import { TowerRecordModel } from './../db/TowerRecord';
import { RoleModel } from './../db/Role';
import { getTowerDataByLv } from "../util/gamedata"
import { decodeArrayStr, shouldRefresh } from '../util/util';
import { handleFixedReward } from './rewardService';
export async function checkTowerWar(roleId: string, battleId: number, heroes: Array<number>) {
const battleIdStr = `${battleId}`;
let { towerLv } = await RoleModel.findByRoleId(roleId);
const towerInfo = getTowerDataByLv(towerLv);
if (!towerInfo) {
console.error(`天梯层数异常,lv ${towerLv} by ${roleId}`);
return { status: -1, msg: '天梯层数异常' };
}
const warIds = decodeArrayStr(towerInfo.warIds) || [];
if (warIds.indexOf(battleIdStr) === -1) {
return { status: -1, msg: '战斗 Id 异常' };
}
let { heroes: recHeroes = [], warStatus = [] } = await TowerRecordModel.getRecordByLv(roleId, towerLv);
for (let hid of heroes) {
if (recHeroes.indexOf(hid) !== -1) {
return { status: -1, msg: '使用了重复的武将' };
}
}
const curWarStatus = warStatus.find(elem => elem.warId == battleId);
if (curWarStatus.status) {
return {status: -1, msg: '天梯关卡不能重复挑战'};
}
return { status: 0, data: {
heroes: recHeroes, warStatus: curWarStatus
}};
}
export async function towerBattleEnd(channelService: ChannelService, sid: string, roleId: string, battleCode: string, battleId: number, succeed: boolean, heroes: Array<number>) {
if (succeed) {
let battleRec = await BattleRecordModel.getBattleRecordByCode(battleCode);
if (battleRec.battleId != battleId) {
return { status: -1, msg: '战斗数据错误' };
}
let { towerLv, roleName } = await RoleModel.findByRoleId(roleId);
let { warStatus, heroes: recHeroes } = await TowerRecordModel.getRecordByLv(roleId, towerLv);
for (let hid of heroes) {
if (recHeroes.indexOf(hid) !== -1) {
return { status: -1, msg: '使用了重复的武将' };
}
}
let inc = 1;
warStatus.forEach(st => {
if (st.warId !== battleId && st.status === false) {
inc = 0;
}
})
let newRec = await TowerRecordModel.updateRecord(roleId, towerLv, battleCode, battleId, heroes, inc);
let bonusReward = null;
let towerReward = null;
if (inc === 1) {
await RoleModel.towerLvUp(roleId);
const nextTowerInfo = getTowerDataByLv(towerLv + 1);
if (nextTowerInfo) {
const { warIds } = nextTowerInfo;
const sts = decodeArrayStr(warIds).map(id => {
return {warId: parseInt(id), status: false};
});
await TowerRecordModel.createRecord({roleId, lv: towerLv + 1, warStatus: sts});
}
const { bonus, fixReward } = getTowerDataByLv(towerLv);
if (bonus) {
bonusReward = await handleFixedReward(roleId, roleName, bonus, 1);
}
if (fixReward) {
towerReward = await handleFixedReward(roleId, roleName, fixReward, 1);
}
if (towerLv + 1 >= HANG_UP_CONSTS.ENABLE_LV) {
await startHangUp(roleId, roleName);
channelService.pushMessageByUids('hangUpEnable', {code: 200, data: {enable: true}}, [{uid: roleId, sid}]);
}
}
return {
status: 0,
data: {
newRec,
bonusReward, towerReward,
towerStatus: !!inc
}
};
}
}
async function startHangUp(roleId: string, roleName: string) {
await HangUpRecordModel.initRecord(roleId, roleName);
}
export async function calcuHangUpReward(roleId: string, speedUp = false, speedUpCnt = 1, curTime = new Date()) {
let { towerLv, hangUpSpdUpCnt, lastSpdUpTime } = await RoleModel.findByRoleId(roleId);
let { startLv, startTime} = await HangUpRecordModel.getCurRec(roleId);
let towerInfo = getTowerDataByLv(towerLv - 1); // towerLv 是当前层,奖励计算按照已经通过的层,即上一层
let multi = 1;
if (speedUp) {
if (hangUpSpdUpCnt >= speedUpCnt || shouldRefresh(lastSpdUpTime, new Date, HANG_UP_CONSTS.REFRESH_TIME, 1)) {
multi = speedUpCnt;
} else {
multi = 0;
}
} else {
let deltaTime = curTime.getTime() - startTime.getTime();
if (deltaTime > HANG_UP_CONSTS.MAX_TIME) deltaTime = HANG_UP_CONSTS.MAX_TIME;
multi = Math.floor(deltaTime / HANG_UP_CONSTS.UNIT_TIME);
}
return {
endLv: towerLv - 1,
endTime: new Date(startTime.getTime() + multi * HANG_UP_CONSTS.UNIT_TIME),
timeReward: towerInfo.timeReward,
multi
};
}