411 lines
18 KiB
TypeScript
411 lines
18 KiB
TypeScript
import { GVGCityType } from './../../../db/GVGCity';
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import { GVGRecModel } from '../../../db/GVGRec';
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import { GVGAreaInMap, GVGTeamInList, GVGTeamInListOnPoint, GVGTeamSpineInMap, LeagueGood } from '../../../domain/gvgField/returnData';
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import { GVGTeamModel, GVGTeamType } from '../../../db/GVGTeam';
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import { GVGUserDataModel } from '../../../db/GVGUserData';
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import { GVGCityModel } from '../../../db/GVGCity';
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import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
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import { DEBUG_MAGIC_WORD, GVG_PERIOD, STATUS } from "../../../consts";
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import { LineupHero } from "../../../domain/roleField/hero";
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import { resResult, genCode } from "../../../pubUtils/util";
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import { GVGLeagueModel } from '../../../db/GVGLeague';
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import { checkGVGPeriod, getGroupIdOfServer, getGVGConfig, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService';
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import { checkAreaIsInCity, checkMoveStatus, getBirthAreaOfCity, initRobots } from '../../../services/gvg/gvgBattleService';
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import { getGVGBattleData } from '../../../services/gvg/gvgBattleMemory';
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import { nowSeconds } from '../../../pubUtils/timeUtil';
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import { GVGBattleRecModel } from '../../../db/GVGBattleRec';
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import { getFightTimeByPeriod } from '../../../services/gvg/gvgFightService';
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import { gameData } from '../../../pubUtils/data';
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import { getAllServerName } from '../../../services/redisService';
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import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
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import { pick } from 'underscore';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GVGBattleHandler(app);
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}
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export class GVGBattleHandler {
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channelService: ChannelService;
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constructor(private app: Application) {
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this.channelService = app.get('channelService');
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}
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// 获取我的编队信息
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async getTeams(msg: {}, session: BackendSession) {
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}
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// 保存队伍
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// index: 队伍索引位置
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// head: 头像
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// frame: 相框
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// spine: 形象
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// lineup: 阵容
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async saveTeam(msg: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) {
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// if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const roleName = session.get('roleName');
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const guildCode = session.get('guildCode');
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const { index, head, frame, spine, lineup } = msg;
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let durability = gameData.gvgTeamDurability.get(index)||0;
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let { isOK, heroes } = await checkBattleHeroesByHid(roleId, lineup.map(cur => cur.actorId));
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if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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let lineupCe = heroes.reduce((pre, cur) => pre + cur.ce, 0);
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const team = await GVGTeamModel.saveTeam(roleId, roleName, serverId, myLeague.leagueCode, myLeague.name, index, head, frame, spine, durability, lineup, lineupCe);
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if (!team) {
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return resResult(STATUS.GVG_SAVE_TEAM_FAILED);
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}
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return resResult(STATUS.SUCCESS, { curTeam: pick(team, ['teamCode', 'index', 'head', 'frame', 'spine', 'lineup']) });
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}
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// 获取城池信息
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async getCity(msg: { cityId: number }, session: BackendSession) {
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const guildCode = session.get('guildCode');
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const { cityId } = msg;
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let { configId, period } = getGVGPeriodData();
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let { startFightTime, endFightTime } = getFightTimeByPeriod(period);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const city = await GVGCityModel.findOne({ configId, cityId }).lean();
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const { guardLeague: leagueCode = '', guardLeagueName: name = '', guardLeagueIcon: icon = 0, players } = city;
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let ourTeamCnt = 0, oppTeamCnt = 0;
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for(let { leagueCode, teamCnt } of players) {
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myLeague.leagueCode == leagueCode? (ourTeamCnt+= teamCnt): (oppTeamCnt += teamCnt);
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}
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return resResult(STATUS.SUCCESS, {
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cityId,
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guardLeague: { leagueCode, name, icon },
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startTime: startFightTime,
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endTime: endFightTime,
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ourTeamCnt,
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oppTeamCnt,
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});
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}
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// 进入城池之前的检查
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async checkMyTeam(msg: { cityId: number }, session: BackendSession) {
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if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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const roleId = session.get('roleId');
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const { cityId } = msg;
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const resData = {};
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const teams = await GVGTeamModel.findByRole(roleId);
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// 玩家队伍信息中城池id不一致,说明玩家已经进入了其他城池
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if (teams && teams.length > 0 && teams[0].cityId && teams[0].cityId !== cityId) {
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resData['hasSettled'] = true;
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resData['cityId'] = teams[0].cityId;
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}
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return resResult(STATUS.SUCCESS, resData);
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}
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// 进入城池
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async enterCity(msg: { cityId: number }, session: BackendSession) {
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if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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const { cityId } = msg;
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let { configId } = getGVGPeriodData();
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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await initRobots(groupId, serverType, cityId);
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let city: GVGCityType = await GVGCityModel.findByCityId(configId, groupId, serverType, cityId);
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let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
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if (!gvgUserData) {
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return resResult(STATUS.GVG_USER_NOT_FOUND);
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}
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let teamObj = getGVGBattleData(groupId, serverType);
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let teams: GVGTeamType[] = [];
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// 检测是否已经在城池中,玩家不在这个城池中时进行处理
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if (!await GVGTeamModel.checkCity(roleId, cityId, groupId, serverType)) {
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if(gvgUserData.cityId > 0) { // 如果leaveCity没有退出成功,玩家还遗留在上一座城中,做一下处理
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await GVGCityModel.decreasePlayer(configId, groupId, serverType, gvgUserData.cityId, roleId);
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}
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const roleTeamCnt = await GVGTeamModel.getTeamCntByRole(roleId);
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city = await GVGCityModel.increasePlayer(configId, groupId, serverType, cityId, roleId, myLeague.leagueCode, roleTeamCnt);
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if(!city) return resResult(STATUS.GVG_BATTLE_CITY_FULL);
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gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId);
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// 更新内存队伍信息
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let areaId = getBirthAreaOfCity(city, myLeague.leagueCode);
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await GVGTeamModel.enterCity(roleId, cityId, areaId, groupId, serverType);
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teams = await GVGTeamModel.findByRole(roleId);
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teamObj.enterCity(teams);
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}
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if (!teams || teams.length === 0) {
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teams = await GVGTeamModel.findByRole(roleId);
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}
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const recs = await GVGRecModel.findByCity(cityId, configId);
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return resResult(STATUS.SUCCESS, {
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cityId,
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ranks: [], // ! redis 中积分排行榜
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recs,
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teams,
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});
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}
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// 离开城池
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async leaveCity(msg: { cityId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const guildCode = session.get('guildCode');
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const serverId = session.get('serverId');
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const { cityId } = msg;
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let { configId, period } = getGVGPeriodData();
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if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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// 检测是否已经在城池中
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
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if (!gvgUserData) {
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return resResult(STATUS.GVG_USER_NOT_FOUND);
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}
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if (gvgUserData.cityId != cityId) {
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return resResult(STATUS.GVG_USER_NOT_IN_CITY);
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}
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const city = await GVGCityModel.decreasePlayer(configId, groupId, serverType, cityId, roleId);
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if (!city) {
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return resResult(STATUS.GVG_CITY_NOT_FOUND);
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}
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// 更新玩家城池和队伍城池
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gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, 0);
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await GVGTeamModel.enterCity(roleId, 0, 0, groupId, serverType);
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// 处理内存数据
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let teamObj = getGVGBattleData(groupId, serverType);
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teamObj.leaveCity(roleId);
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return resResult(STATUS.SUCCESS);
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}
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// 获取区域上的队伍
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async getAreaTeams(msg: { cityId: number, areaIds: number[] }, session: BackendSession) {
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const serverId = session.get('serverId');
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const { cityId, areaIds } = msg;
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if(!checkAreaIsInCity(cityId, areaIds)) return resResult(STATUS.GVG_AREA_NOT_IN_CITY);
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let serverNames = await getAllServerName();
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let teamObj = getGVGBattleData(groupId, serverType);
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let result: GVGAreaInMap[] = [];
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for(let areaId of areaIds) {
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let teams = teamObj.findTeamsByArea(areaId);
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let spines = teams.map(team => new GVGTeamSpineInMap(team, serverNames));
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result.push({ areaId, spines })
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}
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return resResult(STATUS.SUCCESS, { cityId, areas: result });
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}
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// 点击自己的编队获取区域列表
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async getAreaOfMyTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const { cityId, teamCode } = msg;
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let myTeam = await GVGTeamModel.findByTeamCode(roleId, teamCode);
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if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
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if(myTeam.cityId != cityId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY);
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let teams = await GVGTeamModel.findByAreaId(groupId, serverType, cityId, myTeam.areaId);
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let points: GVGTeamInListOnPoint[] = [], players: GVGTeamInList[] = [];
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let pointIds = gameData.gvgPointByAreaId.get(myTeam.areaId)||[];
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for(let pointId of pointIds) {
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let team = teams.find(cur => cur.pointId == pointId);
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let obj = new GVGTeamInListOnPoint(pointId, !!team, team);
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points.push(obj);
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}
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for(let team of teams) {
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if(team.pointId == 0) {
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let obj = new GVGTeamInList(team);
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players.push(obj);
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}
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}
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return resResult(STATUS.SUCCESS, {
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cityId, areaId: myTeam.areaId, points, players
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});
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}
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// 开始移动
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// areaId: 要移动的目标据点 id
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async startMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const { areaId, cityId, teamCode } = msg;
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let team = await GVGTeamModel.findByTeamCode(roleId, teamCode);
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let checkResult = checkMoveStatus(team, cityId, areaId);
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if(checkResult.code != 0) return resResult(checkResult);
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team = await GVGTeamModel.startMove(teamCode, areaId, team.areaId);
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// 更新内存数据
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let teamObj = getGVGBattleData(groupId, serverType);
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teamObj.move(teamCode, areaId, team.fromAreaId, team.startMoveTime, team.stopMoveTime);
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return resResult(STATUS.SUCCESS, { areaId, cityId, stopMoveTime: team.stopMoveTime });
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}
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// 停止移动
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// areaId: 移动到的目标据点 id
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async stopMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const { areaId, cityId, teamCode } = msg;
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let team = await GVGTeamModel.findByTeamCode(roleId, teamCode);
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if(!team) return resResult(STATUS.GVG_BATTLE_TEAM_NOT_FOUND);
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if(team.cityId != cityId && team.areaId != areaId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY);
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team = await GVGTeamModel.stopMove(teamCode, areaId);
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// 更新内存数据
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let teamObj = getGVGBattleData(groupId, serverType);
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teamObj.move(teamCode, areaId, 0, team.startMoveTime, team.stopMoveTime);
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return resResult(STATUS.SUCCESS, { areaId, cityId, curTeam: team });
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}
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// 队伍入驻积分点
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async teamSettle(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) {
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const serverId = session.get('serverId');
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const { pointId, teamCode } = msg;
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const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { pointId }).lean();
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let teamObj = getGVGBattleData(groupId, serverType);
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teamObj.teamSettle(teamCode, pointId);
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return resResult(STATUS.SUCCESS, { curTeam });
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}
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// 队伍离开积分点
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async teamLeave(msg: any, session: BackendSession) {
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return resResult(STATUS.SUCCESS);
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}
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// 队伍开始攻击
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// teamCode: 攻击方队伍
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// oppoTeamCode: 防守方队伍
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async battleStart(msg: { cityId: number, teamCode: string, oppoTeamCode: string, pointId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const { teamCode, oppoTeamCode } = msg;
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode);
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if(!attackTeam || !defenseTeam) return resResult(STATUS.GVG_BATTLE_TEAM_INVALID);
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if(attackTeam.attackTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_ATTACKING);
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if(defenseTeam.defenseTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_DEFENSEING);
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const battleRecord = await GVGBattleRecModel.createRec(attackTeam, defenseTeam);
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attackTeam = await GVGTeamModel.lockAttack(teamCode, groupId, serverType);
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defenseTeam = await GVGTeamModel.lockDefense(oppoTeamCode, groupId, serverType);
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// 内存处理
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let teamObj = getGVGBattleData(groupId, serverType);
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teamObj.setTime(teamCode, attackTeam);
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teamObj.setTime(teamCode, defenseTeam);
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return resResult(STATUS.SUCCESS, { battleCode: battleRecord.battleCode, curTeam: attackTeam });
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}
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// 队伍停止攻击
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async battleEnd(msg: { cityId: number, battleCode: string, isSuccess: boolean }, session: BackendSession) {
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const { battleCode, isSuccess } = msg;
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const record = await GVGBattleRecModel.findByBattleCode(battleCode);
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if(!record) return resResult(STATUS.GVG_BATTLEREC_NOT_FOUND);
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const myTeam = await GVGTeamModel.findByTeamCode(record.attackTeam.roleId, record.attackTeam.teamCode);
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const leagueGoods: LeagueGood[] = null;
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// ! 计算并更新两支队伍耐久
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const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode: myTeam.teamCode }, {}).lean();
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// ! 推送战斗结果给对手队伍
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// const channel = this.channelService.getChannel(teamCode, false);
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// if (!!channel) {
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// channel.pushMessage('onBattleResult', { isSuccess });
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// }
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// ! 结算奖励
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if (isSuccess) {
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// ! 更新 leagueGoods
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}
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return resResult(STATUS.SUCCESS, { curTeam, leagueGoods });
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}
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// 使用道具
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// teamCode: 要使用道具的队伍
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async useItem(msg: { cityId: number, itemId: number, teamCode: string }, session: BackendSession) {
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const { itemId, teamCode } = msg;
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// ! 检查道具是否存在
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// ! 检查道具是否可以使用在该队伍
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const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
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// ! 根据 item 使用效果更新 team
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return resResult(STATUS.SUCCESS, { team });
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}
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// 复活队伍
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async reviveTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) {
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const { teamCode } = msg;
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// ! 检查该队伍是否可以复活,可以的话更新队伍状态
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const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
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// 更新成功返回队伍信息
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return resResult(STATUS.SUCCESS, { team });
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}
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// 获取战报
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// type: 战报类型
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async getRecs(msg: { type: number }, session: BackendSession) {
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const { type } = msg;
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// 根据 type 获取战报
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const recs = await GVGRecModel.find({ type }).limit(20).lean();
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return resResult(STATUS.SUCCESS, { recs });
|
||
}
|
||
|
||
// 获取概况
|
||
async getOverview(msg: {}, session: BackendSession) {
|
||
const cities = await GVGCityModel.find({}).lean();
|
||
// ! 重新组织每个城市的数据,添加据点和积分点的信息
|
||
return resResult(STATUS.SUCCESS, { cities });
|
||
}
|
||
}
|