262 lines
12 KiB
TypeScript
262 lines
12 KiB
TypeScript
import { STATUS } from './../../../consts/statusCode';
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import { HANG_UP_CONSTS, GOLD_COST_RATIO, TOWER_TASK_CONST, REDIS_KEY } from './../../../consts';
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import { TowerTaskRecModel } from './../../../db/TowerTaskRec';
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import { HangUpSpdUpRecModel } from './../../../db/HangUpSpdUpRec';
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import { HangUpRecordModel } from './../../../db/HangUpRecord';
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import { RoleModel } from './../../../db/Role';
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import { TowerRecordModel } from './../../../db/TowerRecord';
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import { Application, BackendSession } from 'pinus';
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import { resResult, shouldRefresh, calculateNum, genCode } from '../../../pubUtils/util';
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import { calcuHangUpReward, checkTaskConditions, checkHangUpSpdUpCnt, createCurTasks, treatTask, getRemainTime, getDoingOrWaitingTasks, getTowerStatus, getHungupRewards, getTasks } from '../../../services/battleService';
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import { addItems, handleCost } from '../../../services/rewardService';
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import { checkBattleHeroes } from '../../../services/normalBattleService';
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import { getGoldObject } from '../../../pubUtils/itemUtils';
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import { Rank } from '../../../services/rankService';
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import { gameData } from '../../../pubUtils/data';
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import { ItemInter } from '../../../pubUtils/interface';
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export default function(app: Application) {
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return new TowerBattleHandler(app);
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}
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export class TowerBattleHandler {
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constructor(private app: Application) {
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}
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/**
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* 获取天梯当前挑战状态
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* @param session
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*/
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async getStatus(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let serverId = session.get('serverId');
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let role = await RoleModel.findByRoleId(roleId);
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let data = await getTowerStatus(role);
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return resResult(STATUS.SUCCESS, data);
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}
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/**
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* 重置天梯当前层的挑战记录
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* @param towerLv 要重置的天梯层数
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* @param session
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*/
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async resetLv(msg: {towerLv: number}, session: BackendSession) {
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let roleId = session.get('roleId');
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let { towerLv } = await RoleModel.findByRoleId(roleId);
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if (msg.towerLv !== towerLv) {
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return resResult(STATUS.TOWER_RESET_ERR);
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}
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const record = await TowerRecordModel.resetRecordByLv(roleId, towerLv);
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if (!record) {
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return resResult(STATUS.TOWER_NOT_FOUND);
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}
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return resResult(STATUS.SUCCESS, record);
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}
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async checkHangUpRewards(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let result = await getHungupRewards(roleId);
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if(result.status == -1) {
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return result.resResult;
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}
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return resResult(STATUS.SUCCESS, result.data);
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}
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async recHangUpRewards(msg: {}, session: BackendSession) {
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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 result = await calcuHangUpReward(roleId);
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if(result.status == -1) {
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return result.resResult
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}
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let { timeReward, endLv, endTime, deltaTime, needReceiveGoods } = result.data;
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const goods = await addItems(roleId, roleName, sid, timeReward);
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await HangUpRecordModel.updateRec(roleId, roleName, endLv, endTime, needReceiveGoods);
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return resResult(STATUS.SUCCESS, { endTime, hangUpPassTime: Math.floor((deltaTime%HANG_UP_CONSTS.UNIT_TIME)/1000), goods });
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}
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async hangUpSpeedUp(msg: {speedUpCnt: number}, session: BackendSession) {
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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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if (msg.speedUpCnt <= 0) {
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return resResult(STATUS.WRONG_PARMS);
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}
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const curTime = new Date();
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const calResult = await calcuHangUpReward(roleId, true, msg.speedUpCnt, curTime);
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if(calResult.status == -1) {
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return calResult.resResult;
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}
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let { timeReward, endLv, deltaTime, needReceiveGoods } = calResult.data;
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let result = await checkHangUpSpdUpCnt(roleId, msg.speedUpCnt, curTime);
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if(result.status == -1) return result.resResult;
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let {data: {hangUpSpdUpCnt, gold}} = result;
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const costGold = this.getHangUpCost(hangUpSpdUpCnt, msg.speedUpCnt);
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if(costGold > gold) {
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return resResult(STATUS.TOWER_GOLD_NOT_ENOUGH);
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}
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await handleCost(roleId, sid, [getGoldObject(costGold)])
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const spdUpResult = await RoleModel.hangUpSpdUp(roleId, msg.speedUpCnt, curTime);
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if (!spdUpResult) {
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return resResult(STATUS.TOWER_HANG_UP_FAILED);
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}
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const spdUpRec = await HangUpSpdUpRecModel.updateRec(roleId, roleName, msg.speedUpCnt, endLv, needReceiveGoods);
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const goods = await addItems(roleId, roleName, sid, timeReward);
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hangUpSpdUpCnt -= msg.speedUpCnt;
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let num = HANG_UP_CONSTS.MAX_SPD_UP_CNT - hangUpSpdUpCnt + 1;
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_HANG_SPDUP, {num}, 50);
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return resResult(STATUS.SUCCESS, { goods, hangUpSpdUpCnt, nextCostGold, hangUpPassTime: Math.floor(deltaTime/1000), rewardLv: endLv, costGold });
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}
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getHangUpCost(originCnt: number, count: number) {
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let gold = 0;
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for(let i = 1; i <= count; i++) {
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let num = HANG_UP_CONSTS.MAX_SPD_UP_CNT - originCnt + i;
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if(num < 0) num = i;
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gold += calculateNum(GOLD_COST_RATIO.TOWER_HANG_SPDUP, {num}, 50);
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}
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return gold
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}
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async getTasks(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let role = await RoleModel.findByRoleId(roleId);
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let result = await getTasks(role);
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return resResult(STATUS.SUCCESS, result);
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}
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async refreshTasks(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let curTime = new Date();
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let { towerLv, towerTaskCnt = 0, towerTaskReCnt=0 } = await RoleModel.findByRoleId(roleId);
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if(TOWER_TASK_CONST.MAX_TASK_REF_CNT <= towerTaskCnt) { // 每派遣一个任务加一,最多8个完成任务
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return resResult(STATUS.TOWER_REF_CNT_NOT_ENOUGH);
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}
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let costGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt}, 50);
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let {gold} = await RoleModel.findByRoleId(roleId);
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if(costGold > gold) {
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return resResult(STATUS.TOWER_GOLD_NOT_ENOUGH);
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}
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// 只刷掉当前面板上没有做派遣的任务
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const batchCode = genCode(8);
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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let {waitingTaskCode, doingTaskCode, doingIds} = getDoingOrWaitingTasks(curTasks, curTime);
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await TowerTaskRecModel.hideTask(roleId, waitingTaskCode); // 隐藏没有在做的任务
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await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
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await createCurTasks(towerLv, batchCode, roleId, roleName, 0, waitingTaskCode.length, doingIds);
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curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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await RoleModel.increaseTowerRefCnt(roleId, 1);
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let refRemainTime = getRemainTime(curTime);
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt + 1}, 50);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold, refRemainTime});
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}
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async sendTaskHero(msg: {batchCode: string, tasks: Array<{taskCode: string, heroes: Array<number>}>}, session: BackendSession) {
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let roleId = session.get('roleId');
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const curTime = new Date();
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前一批的任务
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if (!curTasks || curTasks.length == 0) {
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return resResult(STATUS.TOWER_TASK_NOT_FOUND);
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}
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let usedHeroes = [], tasks = [];
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const tasksCode = [];
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const taskMap = new Map<string, any>()
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curTasks.forEach(task => {
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usedHeroes = usedHeroes.concat(task.heroes);
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tasksCode.push(task.taskCode);
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taskMap.set(task.taskCode, task);
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});
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for (let task of msg.tasks) {
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let curTask = taskMap.get(task.taskCode); // 数据库中,这个任务的数据
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if(!curTask) {
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return resResult(STATUS.TOWER_TASK_MISSING)
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}
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let taskInfo = gameData.towerTask.get(curTask.taskId);
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if (task.heroes.length !== taskInfo.actorNeeded) { // 武将数,从策划表中读取
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return resResult(STATUS.TOWER_TASK_MAX_HERO);
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}
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let { isOK } = await checkBattleHeroes(roleId, task.heroes);
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if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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if (tasksCode.indexOf(task.taskCode) === -1) {
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return resResult(STATUS.TOWER_TASK_CODE_NOT_FOUND);
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}
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if (usedHeroes.length > 0) { // 是否在其他任务重使用了武将
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let used = !!task.heroes.find(seqId => usedHeroes.indexOf(seqId) !== -1);
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if (used) {
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return resResult(STATUS.TOWER_TASK_HERO_HAS_USED);
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}
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}
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tasks.push({...task, completeTime: taskInfo.completeTime})
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}
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const recs = await TowerTaskRecModel.sendHeroes(roleId, msg.batchCode, tasks, curTime,);
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if (!recs || recs.length === 0) {
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return resResult(STATUS.TOWER_TASK_SEND_ERR);
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}
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await RoleModel.increaseTowerCnt(roleId, tasks.length)
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let refRemainTime = getRemainTime(curTime);
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curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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let costGold = TOWER_TASK_CONST.COST_GOLD;
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold: costGold });
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}
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async settleTask(msg: {batchCode: string, taskCode: string}, session: BackendSession) {
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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 allFlag = !msg.taskCode;
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const curTime = new Date();
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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if (!curTasks || curTasks.length == 0) {
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return resResult(STATUS.TOWER_TASK_NOT_FOUND);
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}
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const compTasks: string[] = [];
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let rewards: ItemInter[] = [];
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for (let task of curTasks) {
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if (task.batchCode !== msg.batchCode) {
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return resResult(STATUS.TOWER_TASK_BATCH_NOT_FOUND);
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}
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if ((allFlag || task.taskCode === msg.taskCode) && task.status === 1) {
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let {completeTime, reward, termsForAdd, additionalReward} = gameData.towerTask.get(task.taskId);
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if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
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compTasks.push(task.taskCode);
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rewards = rewards.concat(reward);
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if(termsForAdd) {
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const result = await checkTaskConditions(roleId, task.heroes, termsForAdd);
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if(result) {
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rewards = rewards.concat(additionalReward)
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}
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}
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}
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}
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}
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let goods = await addItems(roleId, roleName, sid, rewards);
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await TowerTaskRecModel.finishTask(msg.batchCode, compTasks);
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await TowerTaskRecModel.showTask(roleId, msg.batchCode, compTasks.length);
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let refRemainTime = getRemainTime(curTime);
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curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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let costGold = TOWER_TASK_CONST.COST_GOLD;
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), goods, refRemainTime, nextCostGold: costGold });
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}
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}
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