366 lines
16 KiB
TypeScript
366 lines
16 KiB
TypeScript
import { Application, BackendSession } from 'pinus';
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import { BattleRecordModel } from '../../../db/BattleRecord';
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import { BattleSweepRecordModel } from '../../../db/BattleSweepRecord';
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import { genCode } from '../../../pubUtils/util';
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import { WAR_TYPE, EVENT_STATUS, FUNC_OPT_TYPE, MSG_SOURCE, REDIS_KEY, TASK_TYPE } from '../../../consts';
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import { checkDaily, checkDailyAndIncrease } from '../../../services/dailyBattleService';
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import { checkTowerWar, towerBattleEnd } from '../../../services/battleService';
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import { WarReward } from '../../../services/warRewardService';
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import { getAp, setAp } from '../../../services/actionPointService';
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import { setBattleStatus, checkEventBattle } from '../../../services/eventSercive';
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import { STATUS } from '../../../consts/statusCode';
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import { resResult } from '../../../pubUtils/util';
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import { RoleModel } from '../../../db/Role';
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import { RScriptRecordModel } from '../../../db/RScriptRecord';
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import { updateWarStar, checkBattleHeroes, roleLevelup, getBattleList } from '../../../services/normalBattleService';
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import { checkDungeonNum, checkDungeonAndIncrease } from '../../../services/dungeonService';
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import { switchOnFunc } from '../../../services/funcSwitchService';
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import { gameData } from '../../../pubUtils/data';
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import { pushMysteryFirstMsg, pushTowerMsg, pushVestigeFirstMsg } from '../../../services/chatService';
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import { nowSeconds } from '../../../pubUtils/timeUtil';
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import { Rank } from '../../../services/rankService';
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import { checkTaskWithWar, checkTaskInBattleEnd, checkActivityTask } from '../../../services/taskService';
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import { ActivitySelfServiceModel } from '../../../db/ActivitySelfService';
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import { getSelfServiceShopActivityData } from '../../../services/selfServiceShopActivityService';
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import { challengeDailyGK } from '../../../services/dailyGKService';
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export default function (app: Application) {
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return new NormalBattleHandler(app);
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}
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export class NormalBattleHandler {
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constructor(private app: Application) {
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}
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// 获取关卡列表
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async checkBattle(msg: { battleId: number, heroes: Array<number> }, session: BackendSession) {
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const { battleId, heroes: seqIds = [] } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let warInfo = gameData.war.get(battleId);
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if (!warInfo) {
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return resResult(STATUS.BATTLE_MISS_INFO);
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}
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let apJson = await getAp(Date.now(), roleId);
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let { ap } = apJson;
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if (ap < warInfo.cost) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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// 前置关卡是否挑战过
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let previousGk = warInfo.previousGk;
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if (previousGk) {
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let { warStar } = await RoleModel.findByRoleId(roleId);
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let preBattle = warStar.findIndex(cur => cur.id == previousGk);
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if (preBattle == -1) return resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
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}
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let { isOK, heroes } = await checkBattleHeroes(roleId, seqIds);
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if (!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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const battleCode = genCode(8); // 关卡唯一值
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let dailyNum = {};
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let towerData = {};
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let dungeonNum = {};
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if (warInfo.warType == WAR_TYPE.DAILY) {
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let checkResult = await checkDaily(roleId, battleId, 1);
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if (checkResult.status == -1) {
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return checkResult.resResult
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}
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dailyNum = Object.assign(dailyNum, checkResult.data);
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} else if (warInfo.warType == WAR_TYPE.TOWER) {
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let checkResult = await checkTowerWar(roleId, battleId, heroes);
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if (checkResult.status == -1) {
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return checkResult.resResult
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}
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towerData = Object.assign(towerData, checkResult.data);
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} else if (warInfo.warType == WAR_TYPE.EVENT) {
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// 记录事件状态
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let eventStatus = session.get('eventStatus') || EVENT_STATUS.WAITING;
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let checkResult = await checkEventBattle(roleId, eventStatus, battleId, battleCode);
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if (checkResult.status == -1) {
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return checkResult.resResult
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}
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} else if (warInfo.warType == WAR_TYPE.MYSTERY || warInfo.warType == WAR_TYPE.MYSTERY_ELITE) {
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let checkResult = await checkDungeonNum(roleId, 1);
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if (checkResult.status == -1) {
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return checkResult.resResult
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}
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dungeonNum = Object.assign(dungeonNum, checkResult.data);
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}
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const BattleRecord = await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: {
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roleId, roleName, battleId,
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status: 0,
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warName: warInfo.gk_name,
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warType: warInfo.warType,
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record: { heroes, seqIds }
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}
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}, true);
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let { status } = BattleRecord;
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return resResult(STATUS.SUCCESS, {
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battleId, battleCode, status, apJson, dailyNum, towerData, dungeonNum
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});
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}
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// 关卡列表
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async getBattleList(msg: { type: number }, session: BackendSession) {
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const { type } = msg;
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let roleId = session.get('roleId');
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let role = await RoleModel.findByRoleId(roleId);
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let result = await getBattleList(role, type);
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return resResult(STATUS.SUCCESS, {
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list: result
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});
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}
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// 关卡结算,记录使用的武将,获得奖励
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async battleEnd(msg: { battleCode: string, battleId: number, isSuccess: boolean, star: number, heroes: Array<any>, activityId: number }, session: BackendSession) {
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const { battleCode, battleId, isSuccess, heroes = [], star, activityId } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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const funcs: number[] = session.get('funcs');
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let serverId = session.get('serverId');
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let warInfo = gameData.war.get(battleId);
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if (!warInfo) {
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return resResult(STATUS.BATTLE_MISS_INFO);
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}
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// 寻宝不使用通用战斗模块结算
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if (warInfo.warType == WAR_TYPE.WARLOARDS) {
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return resResult(STATUS.BATTLE_END_WRONG_TYPE);
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}
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const BattleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
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if (!BattleRecord || BattleRecord.status != 0) {
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return resResult(STATUS.BATTLE_STATUS_WRONG);
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}
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let flag = 1; // 对比hero信息
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let { record: { heroes: dbHeroes, seqIds: dbSeqIds } } = BattleRecord;
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for (let seqId of dbSeqIds) {
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if (dbSeqIds.indexOf(seqId) == -1) flag = 0;
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}
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if (!flag) {
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return resResult(STATUS.BATTLE_INFO_VALIDATE_ERR);
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}
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const now = Date.now(); // 当前时间戳
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let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost); // 扣除体力
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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let { warStar } = await RoleModel.findByRoleId(roleId);
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let warReward = new WarReward(roleId, roleName, sid, battleId, isSuccess);
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let dailyNum = {};
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let towerStatus = null;
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let dungeonNum = {};
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if (warInfo.warType == WAR_TYPE.DAILY) {
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let checkResult = await checkDailyAndIncrease(roleId, [{ id: battleId, star, warType: warInfo.warType }, ...warStar], battleId, 1, false);
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if (checkResult.status == -1) {
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return checkResult.resResult;
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}
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dailyNum = Object.assign(dailyNum, checkResult.data)
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} else if (warInfo.warType == WAR_TYPE.EVENT) {
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// 记录事件状态
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await setBattleStatus(session, roleId, battleId, isSuccess, battleCode);
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} else if (warInfo.warType == WAR_TYPE.TOWER) {
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let towerEndResult = await towerBattleEnd(sid, funcs, roleId, serverId, battleCode, battleId, isSuccess, heroes);
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if (towerEndResult) {
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if (towerEndResult.status == -1) {
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return towerEndResult.resResult;
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}
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towerStatus = towerEndResult.data.towerStatus;
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if (towerEndResult.data.towerReward)
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warReward.setFixReward(towerEndResult.data.towerReward)
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pushTowerMsg(roleId, roleName, serverId, MSG_SOURCE.TOWER_SUC, towerEndResult.data.newRec.lv);
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}
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} else if (warInfo.warType == WAR_TYPE.MYSTERY || warInfo.warType == WAR_TYPE.MYSTERY_ELITE) {
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let checkResult = await checkDungeonAndIncrease(roleId, 1, false);
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let role = await RoleModel.saveDungeonHero(roleId, battleId, heroes, isSuccess);
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if (role) {
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let r = new Rank(REDIS_KEY.DUNGEON_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, role.dungeonWarId, role.dungeonUpdatedAt, role);
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}
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if (checkResult.status == -1) {
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return checkResult.resResult;
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}
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dungeonNum = Object.assign(dungeonNum, checkResult.data)
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} else if (warInfo.warType == WAR_TYPE.NORMAL) {
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let role = await RoleModel.updateMainWarId(roleId, battleId, nowSeconds());
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if (role) {
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let r = new Rank(REDIS_KEY.MAIN_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, role.mainWarId, role.mainUpdatedAt, role);
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}
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} else if (warInfo.warType == WAR_TYPE.MAIN_ELITE) {
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let role = await RoleModel.updateMainEliteWarId(roleId, battleId, nowSeconds());
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if (role) {
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let r = new Rank(REDIS_KEY.MAIN_ELITE_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, role.mainEliteWarId, role.mainEliteUpdatedAt, role);
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.BATTLE_MAIN_ELITE, 1, { mainEliteWarId: battleId })
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}
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} else if (warInfo.warType == WAR_TYPE.ACT_SELF_SHOP) {
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//糜家商队挑战成功后记录挑战次数
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if (isSuccess) {
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let playerData = await getSelfServiceShopActivityData(serverId, roleId)
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await ActivitySelfServiceModel.addChallengeRecord(serverId, playerData.activityId, roleId, playerData.roundIndex, 1, new Date())
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}
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} else if (warInfo.warType == WAR_TYPE.ACT_DAILY_GK) {
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if (isSuccess) {
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await challengeDailyGK(serverId, roleId, activityId, battleId)
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}
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}
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if (isSuccess) { // 挑战胜利
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// 是否首通
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let condition1 = warStar.find(cur => cur.id == battleId);
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if (!condition1) {
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await switchOnFunc(roleId, FUNC_OPT_TYPE.BATTLE_END, battleId, session);
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warReward.setCondition(0, true);
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pushMysteryFirstMsg(roleId, roleName, serverId, warInfo.warType, warInfo.war_id);
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pushVestigeFirstMsg(roleId, roleName, serverId, warInfo.warType, warInfo.war_id);
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}
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// 是否首次3星
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if (star == 3 && (!condition1 || condition1.star != 3)) {
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warReward.setCondition(1, true);
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}
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await updateWarStar(roleId, battleId, warInfo.warType, star);
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}
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let reward = await warReward.saveReward(1);
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const updateResult = await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: isSuccess ? 1 : 2, star, record: { heroes } }
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}, true);
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let { status } = updateResult;
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let actordata = await roleLevelup(roleId, isSuccess ? warInfo.kingExp : 0, session);// 主公升级经验
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await checkTaskInBattleEnd(serverId, roleId, sid, funcs, battleId, dbHeroes, star);
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// 返回值:
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// towerStatus: false-本层未通过, true-本层已通过
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return resResult(STATUS.SUCCESS, {
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battleCode, battleId, status,
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battleGoods: reward,
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apJson,
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towerStatus, dailyNum, dungeonNum,
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...actordata
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});
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}
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async battleSweep(msg: { battleId: number, count: number }, session: BackendSession) {
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const { battleId, count } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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let funcs: number[] = session.get('funcs');
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let warInfo = gameData.war.get(battleId);
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if (!warInfo) {
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return resResult(STATUS.BATTLE_MISS_INFO);
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}
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// 校验是否三星通关过
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let { warStar } = await RoleModel.findByRoleId(roleId);
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let curWar = warStar.find(cur => cur.id == battleId);
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if (!curWar || curWar.star != 3) {
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return resResult(STATUS.BATTLE_SWEEP_CONDITION_STAR);
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}
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// 扣体力
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const now = Date.now(); // 当前时间戳
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let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost * count); // 扣除体力
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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// 扫荡次数
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let dailyNum = {};
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let dungeonNum = {};
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if (warInfo.warType == WAR_TYPE.DAILY) {
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let checkResult = await checkDailyAndIncrease(roleId, warStar, battleId, count, true);
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if (checkResult.status == -1) {
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return checkResult.resResult
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}
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dailyNum = Object.assign(dailyNum, checkResult.data)
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} else if (warInfo.warType == WAR_TYPE.MYSTERY || warInfo.warType == WAR_TYPE.MYSTERY_ELITE) {
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let checkResult = await checkDungeonAndIncrease(roleId, count, true);
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if (checkResult.status == -1) {
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return checkResult.resResult
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}
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dungeonNum = Object.assign(dungeonNum, checkResult.data)
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}
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// 发奖励
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let warReward = new WarReward(roleId, roleName, sid, battleId, true);
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let result = await warReward.saveReward(count);
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let actordata = await roleLevelup(roleId, warInfo.kingExp * count, session)// 主公升级经验
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// 扫荡记录
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await BattleSweepRecordModel.saveBattleSweepRecordById(roleId, battleId, {
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$set: {
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roleName,
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warName: warInfo.gk_name,
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warType: warInfo.warType
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},
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$inc: { count }
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});
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// 任务
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await checkTaskWithWar(roleId, sid, funcs, TASK_TYPE.BATTLE_MAIN_SWEEP, battleId, [], count, 0);
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return resResult(STATUS.SUCCESS, {
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battleId, count,
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battleGoods: result,
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apJson,
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dailyNum, dungeonNum,
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...actordata
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});
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}
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async saveScript(msg: { battleId: number, type: number, script: string }, session: BackendSession) {
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const { battleId, type, script } = msg;
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let roleId = session.get('roleId');
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let warInfo = gameData.war.get(battleId);
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let result = await RScriptRecordModel.setScript(roleId, battleId, warInfo.warType, type, script);
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if (result) {
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if (!result.scriptBefore) result.scriptBefore = '';
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if (!result.scriptAfter) result.scriptAfter = '';
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return resResult(STATUS.SUCCESS, result);
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} else {
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console.error('script not created');
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return resResult(STATUS.INTERNAL_ERR);
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}
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}
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async getScriptByBattle(msg: { battleIds: Array<number> }, session: BackendSession) {
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const { battleIds } = msg;
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let roleId = session.get('roleId');
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let list = new Array();
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for (let battleId of battleIds) {
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let result = await RScriptRecordModel.findbyRoleAndBattle(roleId, battleId);
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if (result) {
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let { scriptBefore = '', scriptAfter = '' } = result;
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list.push({ battleId, scriptBefore, scriptAfter });
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} else {
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list.push({ battleId, scriptBefore: '', scriptAfter: '' });
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}
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}
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return resResult(STATUS.SUCCESS, { list });
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}
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}
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