399 lines
15 KiB
TypeScript
399 lines
15 KiB
TypeScript
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// 军团活动蛮夷入侵城门血量等数据存储
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import { Member, GateMembersRec, WoodenHorse, Event } from "../domain/battleField/guildActivity";
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import { GUILDACTIVITY } from "../pubUtils/dicParam";
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import { RewardInter } from "../pubUtils/interface";
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import { getRaceEventItems, gameData } from "../pubUtils/data";
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import { GuildModel } from "../db/Guild";
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import { sendSingleRaceActEndMsg } from "./guildActivityService";
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import { REDIS_KEY, RACE_EVENT_TYPE, RACE_EVENT_EFFECT_TYPE, RACE_EVENT, STATUS } from "../consts";
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import { getGuildChannelSid } from "./chatService";
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import { pinus } from "pinus";
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import { getRandEelm, sortArrRandom, resResult } from "../pubUtils/util";
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import { Rank } from "./rankService";
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import { getNextHourPoint } from "../pubUtils/timeUtil";
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export class GateActivityObject {
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private gateHp: Map<string, number> = new Map(); // 城门血条,每个军团有一条血条 guildCode => hp
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private members: Map<string, Array<Member>> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}]
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private membersRecord: Map<string, GateMembersRec> = new Map(); // 每个成员的回合数和敌军数,防刷 recCode => GateMembersRec
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private guilds: Map<number, string[]> = new Map(); // 参加的所有军团 server => [guildCode]
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public getObj(guildCode: string, serverId: number) {
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// console.log(guildCode, serverId)
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return {
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gateHp: this.getGateHpAndInc(guildCode),
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members: this.members.get(guildCode)||[],
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memberesRecord: [...this.membersRecord],
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guilds: this.guilds.get(serverId)||[]
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}
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}
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public getGateHpAndInc(guildCode: string, inc: number = 0) {
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let gateHp = this.gateHp.get(guildCode);
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if(!this.gateHp.has(guildCode)) {
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gateHp = GUILDACTIVITY.GATEACTIVITY_GATEHP;
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}
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if(inc != 0) {
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gateHp += inc;
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this.gateHp.set(guildCode, gateHp);
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}
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if(gateHp <= 0) gateHp = 0;
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return gateHp
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}
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public getGuilds() {
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return this.guilds;
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}
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public pushMembers(guildCode: string, serverId: number, roleId: string, job: number) {
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if(this.members.has(guildCode)) {
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let members = this.members.get(guildCode);
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if(members.findIndex(cur => cur.roleId == roleId) == -1) {
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members.push({ roleId, job });
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}
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} else {
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let arr = new Array<string>();
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arr.push(roleId);
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this.members.set(guildCode, [{ roleId, job }]);
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}
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if(this.guilds.has(serverId)) {
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let arr = this.guilds.get(serverId);
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if(!arr.includes(guildCode)) arr.push(guildCode);
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this.guilds.set(serverId, arr);
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} else {
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this.guilds.set(serverId, [guildCode]);
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}
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}
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public getMemberRecord(recCode: string, roleId: string) {
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return this.membersRecord.get(recCode)||new GateMembersRec(roleId)
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}
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public setMemberRecord(recCode: string, newMemberRecord: GateMembersRec) {
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this.membersRecord.set(recCode, newMemberRecord);
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}
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public delMemberRecord(recCode: string) {
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this.membersRecord.delete(recCode);
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}
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public delGuildRecord(guildCode: string, serverId: number) {
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let guildList = this.guilds.get(serverId);
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if(guildList) {
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let index = guildList.indexOf(guildCode);
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guildList.splice(index, 1);
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}
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this.members.delete(guildCode);
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}
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}
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// 军团诸侯混战等数据
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export class CityActivityObject {
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private gateHp: Map<string, number> = new Map(); // 城门血条,每个cityId有一条血条 serverId&cityId => gateHp
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private members: Map<string, Array<Member>> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}]
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private cities: Map<string, string[]> = new Map(); // 各个城池参与的军团 serverId&cityId => [guildCode]
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private guilds: Map<string, number> = new Map(); // 军团所在的城池 guildCode => cityId
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private historyCity: Map<string, number> = new Map(); // 获取自己打开过的城池的页面 roleId => cityId
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private getKey(serverId: number, cityId: number) {
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return `${serverId}_${cityId}`;
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}
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private decodeKey(key: string) {
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let arr = key.split('_');
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return {
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serverId: parseInt(arr[0]),
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cityId: parseInt(arr[1])
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}
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}
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public getObj( serverId: number, cityId: number, guildCode: string) {
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let key = this.getKey(serverId, cityId);
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return {
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gateHp: this.gateHp.get(key),
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members: this.members.get(guildCode),
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city: this.cities.get(key),
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guild: this.guilds.get(guildCode)
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}
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}
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public getAllCities() {
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let allCities = new Array<{ serverId: number, cityId: number, guildCodes: string[]}>();
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let serverlists = new Array<number>();
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for(let [key, guildCodes] of this.cities) {
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let { serverId, cityId } = this.decodeKey(key);
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allCities.push({ serverId, cityId, guildCodes });
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if(!serverlists.includes(serverId)) serverlists.push(serverId);
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}
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return {cities: allCities, serverlists};
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}
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public getGuildsInCity(serverId: number, cityId: number) {
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let key = this.getKey(serverId, cityId);
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return this.cities.get(key)||[];
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}
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public getMembersOfGuild(guildCode: string) {
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return this.members.get(guildCode)||[];
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}
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public getGateHpAndInc(serverId: number, cityId: number, maxHp: number, inc: number = 0) {
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let key = this.getKey(serverId, cityId);
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let gateHp = this.gateHp.get(key);
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if(!this.gateHp.has(key)) {
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gateHp = maxHp;
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}
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if(inc != 0) {
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gateHp += inc;
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this.gateHp.set(key, gateHp);
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}
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if(gateHp <= 0) gateHp = 0;
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return gateHp
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}
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public getHistoryCity(roleId: string) {
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return this.historyCity.get(roleId)
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}
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public setHistoryCity(roleId: string, cityId: number) {
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return this.historyCity.set(roleId, cityId);
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}
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public pushMembers(guildCode: string, roleId: string, job: number) {
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if(this.members.has(guildCode)) {
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let members = this.members.get(guildCode);
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if(members.findIndex(cur => cur.roleId == roleId) == -1) {
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members.push({ roleId, job });
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}
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} else {
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let arr = new Array<string>();
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arr.push(roleId);
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this.members.set(guildCode, [{ roleId, job }]);
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}
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}
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public pushGuild(guildCode: string, serverId: number, cityId: number) {
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let key = this.getKey(serverId, cityId);
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if(!this.cities.has(key)) {
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this.cities.set(key, [guildCode]);
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} else {
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let arr = this.cities.get(key);
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if(!arr.includes(guildCode)) {
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arr.push(guildCode);
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}
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}
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this.guilds.set(guildCode, cityId);
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}
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public delCityRecord(cityId: number, serverId: number) {
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let key = this.getKey(serverId, cityId);
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let guildCodes = this.cities.get(key)||[];
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for(let guildCode of guildCodes) {
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this.members.delete(guildCode);
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this.guilds.delete(guildCode);
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}
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this.cities.delete(key);
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}
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}
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// 军团诸侯混战等数据
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export class RaceActivityObject {
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private status = 0; // 活动状态 0-未开始 1-已开始 2-已结束 // TODO 写进const表
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public guildList: Array<{ serverId: number, guildCode: string }> = []; // 所有军团
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private members: Map<string, Array<Member>> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}]
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private woodenHorses: Map<string, WoodenHorse> = new Map(); // 每个军团的木牛流马 guildCode => WoodenHorse
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private events: Map<string, Event[]> = new Map(); // 每个军团遇到的事件
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private items: Map<string, RewardInter[]> = new Map(); // 每个玩家的道具 roleId => [{id, count}]
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public getItem(roleId: string) {
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return this.items.get(roleId)||[]
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}
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// 是否加入过
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public hasJoin(guildCode: string, roleId: string) {
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let member = this.members.get(guildCode)||[];
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return member.findIndex(cur => cur.roleId == roleId) != -1;
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}
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// 加入member
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private pushMember(guildCode: string, roleId: string, job: number) {
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if(!this.members.has(guildCode)) {
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this.members.set(guildCode, []);
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}
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this.members.get(guildCode).push({roleId, job});
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}
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public getMembersOfGuild(guildCode: string) {
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return this.members.get(guildCode)||[];
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}
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public getAllWoodenHorses() {
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return this.woodenHorses;
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}
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public async joinWoodenHorse(guildCode: string, roleId: string, roleName: string, serverId: number, sid: string, job: number) {
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let woodenHorse = await this.getWoodenHorse(guildCode, serverId);
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if(!woodenHorse) return false;
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woodenHorse.joinMember(roleId, roleName, sid)
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this.pushMember(guildCode, roleId, job);
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if(this.status == 1) { // TODO 写进const表
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let item = getRaceEventItems();
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this.handleItems(roleId, sid, item);
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this.woodenHorseStartRace(woodenHorse);
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}
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return await this.getWoodenHorse(guildCode, serverId);
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}
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// 获取某个军团的木马状态
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public async getWoodenHorse(guildCode: string, serverId: number) {
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if(!this.woodenHorses.has(guildCode)) {
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this.initEvents(guildCode);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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if(!guild) return false;
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let { name: guildName, guildCe } = guild;
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this.woodenHorses.set(guildCode, new WoodenHorse(guildCode, guildName, guildCe, serverId));
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this.guildList.push({guildCode, serverId});
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}
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let woodenHorse = this.woodenHorses.get(guildCode);
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let events = this.events.get(guildCode)||[];
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let needSendEnd = woodenHorse.calCurWoodenHorse(events);
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if(woodenHorse.status == 1 || woodenHorse.status == 2) { // 更新距离 // TODO 写进const表
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let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true, 5);
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await r.setRank({guildCode}, Math.floor(woodenHorse.distance * 1000), woodenHorse.time - woodenHorse.startTime, false);
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await r.setExpire(getNextHourPoint(5));
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if (needSendEnd) { // 抵达后发送奖励,发送消息,结算
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await sendSingleRaceActEndMsg(guildCode, woodenHorse);
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}
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}
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this.handleItemsByWoodenHorse(woodenHorse);
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return woodenHorse;
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}
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public async useItem(fromRoleId: string, sid: string, fromGuild: string, toGuild: string, id: number, count: number) {
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let rec = this.handleItems(fromRoleId, sid, [{id, count: -1 * count}]);
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if(!rec) return false;
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let event = new Event(id, fromGuild, toGuild, count);
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if(!this.events.has(toGuild)) {
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this.events.set(toGuild, [event]);
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} else {
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let events = this.events.get(toGuild)||[];
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events.push(event);
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this.events.set(toGuild, events);
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}
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let chatSid = await getGuildChannelSid(toGuild);
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pinus.app.rpc.chat.guildRemote.sendRaceEvent.toServer(chatSid, toGuild, [event]);
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return event;
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}
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// 定时任务到,开始比赛,设置开始赛道,发放初始道具
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public startRace() {
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this.status = 1; // TODO 写进const表
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let guildCodes = new Array<string>();
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for(let [code, woodenHorse] of this.woodenHorses) {
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if(woodenHorse.memberCnt > 0) {
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this.woodenHorseStartRace(woodenHorse);
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guildCodes.push(code);
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}
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}
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return guildCodes;
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}
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private woodenHorseStartRace(woodenHorse: WoodenHorse) {
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woodenHorse.status = 1; // TODO 写进const表
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woodenHorse.time = Date.now();
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woodenHorse.startTime = Date.now();
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let members = woodenHorse.members;
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for(let { roleId, sid } of members) {
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let item = getRaceEventItems();
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this.handleItems(roleId, sid, item);
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}
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}
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// 初始进入就随机9个灵球事件
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public initEvents(guildCode: string) {
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if(!this.events.get(guildCode)) {
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this.events.set(guildCode, []);
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}
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let dicEncounter = gameData.raceActivityEncounter; // 距离=>事件类型
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let goodEventNum = Math.floor(dicEncounter.eventNum/2);
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let badEventNum = dicEncounter.eventNum - goodEventNum;
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let dicRaceTypes = gameData.raceTypes.get(RACE_EVENT_TYPE.EVENT);
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let goodEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.GOOD), goodEventNum);
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let badEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.BAD), badEventNum);
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let events = sortArrRandom(goodEvents.concat(badEvents));
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let index = 0;
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for(let [distance, type] of dicEncounter.events) {
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if(type == RACE_EVENT_TYPE.ITEM) {
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let event = new Event(RACE_EVENT.ITEM, guildCode, guildCode, 1, distance);
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this.events.get(guildCode).push(event);
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} else if (type == RACE_EVENT_TYPE.EVENT) {
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let event = new Event(events[index], guildCode, guildCode, 1, distance);
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this.events.get(guildCode).push(event);
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index ++;
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}
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}
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}
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public getEvents(guildCode: string, distance: number) {
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let events = this.events.get(guildCode)||[];
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let result = new Array<Event>();
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for(let event of events) {
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let { endTime, endDistance } = event;
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if(endTime) {
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if(Date.now() > endTime) continue;
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}
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if(endDistance) {
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if(distance > endDistance) continue;
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}
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result.push(event);
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}
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return result;
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}
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private handleItemsByWoodenHorse(woodenHorse: WoodenHorse) {
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let { members } = woodenHorse;
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for(let curMember of members) {
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let { roleId, sid, items = [] } = curMember;
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if(items.length > 0) this.handleItems(roleId, sid, items);
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curMember.items = [];
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}
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}
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private handleItems(roleId: string, sid: string, incItems: {id: number, count: number}[]) {
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let items = this.items.get(roleId)||[];
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let sendItems = new Array<{id: number, count: number}>();
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for(let {id, count: inc} of incItems) {
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let curItem = items.find(cur => cur.id == id);
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if(!curItem) {
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curItem = { id, count: 0 };
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items.push(curItem);
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}
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if(curItem.count + inc < 0 ) return false;
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if(inc != 0) {
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curItem.count += inc;
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sendItems.push({ id, count: curItem.count });
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}
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}
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this.items.set(roleId, items);
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let uids = [{uid: roleId, sid}];
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pinus.app.get('channelService').pushMessageByUids('onRaceItemUpdate', resResult(STATUS.SUCCESS, { items: sendItems }), uids);
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return items;
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}
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public deleteFromList(guildCode: string) {
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let index = this.guildList.findIndex(cur => cur.guildCode == guildCode);
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this.guildList.splice(index, 1);
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}
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} |