Files
ZYZ/game-server/app/servers/battle/handler/expeditionBattleHandler.ts
2020-10-16 14:54:28 +08:00

379 lines
14 KiB
TypeScript

import { Application, BackendSession } from 'pinus';
import { getGamedata, getWarById } from '../../../pubUtils/gamedata';
import { BattleRecordModel } from '../../../db/BattleRecord';
import { ExpeditionRecordModel } from '../../../db/ExpeditionRecord';
import { ExpeditionWarRecordModel } from '../../../db/ExpeditionWarRecord';
import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
import { RoleModel } from '../../../db/Role';
import { calculateSumCE, genCode } from '../../../pubUtils/util';
import { matchPlayers, matchRobots, getPointRewardStatus, getCEScaleAndRange } from '../../../services/expeditionService';
import { EXPEDITION_INCREASE_POINT } from '../../../consts/consts';
import { WarReward } from '../../../services/warRewardService';
import { handleFixedReward } from '../../../services/rewardService';
import { getAp, setAp } from '../../../services/actionPointService';
export default function(app: Application) {
return new ExpeditionBattleHandler(app);
}
export class ExpeditionBattleHandler {
constructor(private app: Application) {
}
/**
* 获取初始数据
* 获取当前远征挑战情况,远征点数,点数宝箱领取情况 */
async getStatus(msg: { }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
// 每日刷新,刷新关卡进度,宝箱进度,武将状态
let now = new Date();
let today = now.setHours(0, 0, 0, 0);
let expeditionRecord = await ExpeditionRecordModel.getTodayRecord(roleId, today);
if(!expeditionRecord) { // 每天新建一条记录
let code = genCode(8);
expeditionRecord = await ExpeditionRecordModel.createTodayRecord(code, {
roleId, roleName, time: today, heroes: []
});
}
// 每一关的挑战状态
let { expeditionCode, heroes } = expeditionRecord;
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
let curLv = 0;
if(expeditionWarRecord.length > 0) {
curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
}
// 点数,和宝箱领取状态
let pointRewards = await getPointRewardStatus(roleId);
return {
code: 200,
data: {
expeditionCode,
curLv,
expeditionWarRecord,
pointRewards,
heroes
}
}
}
/**
* 获取敌军数据
* 匹配其他玩家,或机器人数据
*/
async getEnemies(msg: { expeditionCode: string, expeditionId: number }, session: BackendSession) {
const roleId = session.get('roleId');
// const roleName = session.get('roleName');
const { expeditionCode, expeditionId } = msg;
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
if(!expeditionWarRecord) { // 如果没有信息
// 计算我方战斗力(最高五人)
let myCe = await calculateSumCE(roleId, 1, { num: 5 });
let enemyObj = {
enemyFrom: 0,
enemyId: '',
enemies: new Array()
};
let dicExpedition = getGamedata('dic_expedition');
let curDicExpedition = dicExpedition.find(cur => cur.id == expeditionId);
// 获取系数和步长
let {scale, range, lv} = await getCEScaleAndRange(roleId, curDicExpedition);
// 优先匹配其他玩家
let flag = await matchPlayers(scale, range, myCe, enemyObj);
// 当数量不够时使用机器人匹配
if(!flag) {
flag = await matchRobots(scale, myCe, curDicExpedition.ce, curDicExpedition.json, lv, enemyObj);
}
if(!flag) {
return {code: 202, data:'无法匹配对手'};
}
// 保存
let {warId} = curDicExpedition;
expeditionWarRecord = await ExpeditionWarRecordModel.saveRecord(expeditionCode, expeditionId, {
roleId, battleId: warId, ...enemyObj
});
}
let { battleId, enemyFrom, enemies, battleStatus } = expeditionWarRecord;
return {
code: 200,
data: {
expeditionCode, expeditionId, battleId,
battleStatus,
enemyFrom,
enemies
}
}
}
/**
* 进入战斗
* 记录我军数据,生成战斗唯一表示,记录状态
*/
async checkBattle(msg: { expeditionCode: string, expeditionId: number, battleId: number, heroes: Array<number> }, session: BackendSession) {
const { expeditionCode, expeditionId, battleId, heroes } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let warInfo = getWarById(battleId);
if(!warInfo) {
return { code: 202, data: "缺少关卡信息" }
}
let apJson = await getAp(Date.now(), roleId);
let {ap} = apJson;
if(ap < warInfo.cost) {
return { code: 202, data: "体力不足" }
}
// 前置关卡是否挑战过
let previousGk = warInfo.previousGk;
if(previousGk) {
let preBattle = await BattleRecordModel.getBattleRecordByIdAndStatus(roleId, previousGk, 1);
if(!preBattle) return {code: 202, data: '需要完成上一关才可以挑战'};
}
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
if(!expeditionWarRecord ) {
return {code: 202, data: '需要先匹配好对手'}
}
if(expeditionWarRecord.battleStatus == 1) {
return {code: 202, data: '已挑战过这一关'}
}
const battleCode = genCode(8);
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: {
roleId, roleName, battleId,
status: 0,
warName: warInfo.gk_name,
warType: warInfo.warType,
record: { heroes }
}
}, true);
let result = await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId, 0, battleCode);
return {
code: 200,
data: {
expeditionCode,
expeditionId,
battleId,
battleCode,
battleStatus: result.battleStatus,
apJson
}
}
}
/**
* 战斗结算
* 结算战斗奖励,更新远征状态
*/
async battleEnd(msg: { expeditionCode: string, expeditionId: number, battleCode: string, battleId: number, isSuccess: boolean, heroes: Array<{actorId: number, hp: number, ap: number}>, enemies: Array<{dataId: number, hp: number, ap: number}>, star: number }, session: BackendSession) {
const { expeditionCode, battleCode, battleId, expeditionId, isSuccess, heroes, star, enemies } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let warInfo = getWarById(battleId);
if(!warInfo) {
return { code: 202, data: "缺少关卡信息" }
}
if(!warInfo.hasOwnProperty('cost')) {
warInfo['cost'] = 0;
}
const BattleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode);
if(!BattleRecord || BattleRecord.status != 0) {
return { code: 202, data: '关卡状态错误' }
}
let flag = 1; // 对比hero信息
let { record: { heroes: dbHeroes } } = BattleRecord;
for(let {actorId} of heroes) {
if(dbHeroes.indexOf(actorId) == -1) flag = 0;
}
if(!flag) {
return { code: 202, data: '关卡信息不同' }
}
const now = Date.now(); // 当前时间戳
let apJson = await setAp(now, roleId, -1 * warInfo.cost); // 扣除体力
if(!apJson) {
return { code: 202, data: '体力不足' }
}
// 检查record
let expeditionRecord = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
if(!expeditionRecord|| !expeditionWarRecord) {
return { code: 202, data:'未找到该记录' }
}
// 更新我方剩余血量
await ExpeditionRecordModel.updateHeroStatus(expeditionCode, expeditionRecord.heroes, heroes);
// 更新敌人剩余状态及战斗状态
expeditionWarRecord = await ExpeditionWarRecordModel.updateEnemiesStatus(expeditionCode, expeditionId, isSuccess?1:2, enemies);
// 更新battleRecord状态
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: isSuccess?1: 2, star }
}, true);
// 更新点数
let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess?EXPEDITION_INCREASE_POINT:0);
let { expeditionPoint = 0 } = role;
// 关卡奖励
let warReward = new WarReward(roleId, roleName, battleId, isSuccess);
let reward = await warReward.saveReward(1);
return {
code: 200,
data: {
expeditionCode, expeditionId,
battleCode, battleId,
battleStatus: expeditionWarRecord.battleStatus,
goods: reward,
apJson,
expeditionPoint
}
}
}
/**
* 领取战斗宝箱
* 领取宝箱,更新远征状态
*/
async battleReward(msg: { expeditionCode: string, expeditionId: number }, session: BackendSession) {
const { expeditionCode, expeditionId } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
// 检查expeditionWarRecord的battleStatus
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
if(!expeditionWarRecord) {
return {code: 202, data: '未找到该关卡'}
}
if(expeditionWarRecord.battleStatus != 1) {
return {code: 202, data: '需要战斗胜利后才可以领取'}
}
if(expeditionWarRecord.received) {
return {code: 202, data: '已经领取过了'}
}
// 设置expeditionWarRecord的received和rewards
let dicExpedition = getGamedata('dic_expedition');
let curDicExpedition = dicExpedition.find(cur => cur.id == expeditionId);
if(!curDicExpedition) {
return {code: 202, data: '未找到该配置'}
}
let result = await ExpeditionWarRecordModel.updateBoxStatus(expeditionCode, expeditionId, true, curDicExpedition.reward);
let { battleId, battleCode, battleStatus, received } = result;
// 获取东西
let goods = await handleFixedReward(roleId, roleName, curDicExpedition.reward, 1);
return {
code: 200,
data: {
expeditionCode, expeditionId,
battleId, battleCode, battleStatus, received,
goods
}
}
}
/**
* 领取点数宝箱
* 领取点数宝箱,不扣除点数,那么就需要记录领取状态并且有返回
*/
async pointReward(msg: { point }, session: BackendSession) {
const { point } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let role = await RoleModel.findByRoleId(roleId);
let {expeditionPoint} = role;
let dicExpeditionPoint = getGamedata('dic_expedition_point');
let curDicExpeditionPoint = dicExpeditionPoint.find(cur => cur.point == point);
if(!curDicExpeditionPoint) {
return {code: 202, data: '该点数不能领取奖励'}
}
if(point > expeditionPoint) {
return {code: 202, data: '点数不足'};
}
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
if(pointStatusInDatabase) {
let {rewards} = pointStatusInDatabase;
let curReward = rewards.find(cur => cur.point == point);
if(curReward && curReward.received) {
return {code: 202, data: '已领取过'}
}
}
// 标记状态
await ExpeditionPointModel.updatePointStatus(roleId, point, curDicExpeditionPoint.reward);
let pointRewards = await getPointRewardStatus(roleId);
let goods = await handleFixedReward(roleId, roleName, curDicExpeditionPoint.reward, 1);
return {
code: 200,
data: {
pointRewards,
goods
}
}
}
/**
* 刷新点数宝箱
* 扣除远征点数,并刷新箱子状态
*/
async resetPointReward(msg: { }, session: BackendSession) {
let roleId = session.get('roleId');
// let roleName = session.get('roleName');
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
if(!pointStatusInDatabase) {
return {code: 202, data: '已刷新'}
}
let { rewards } = pointStatusInDatabase;
let dicExpeditionPoint = getGamedata('dic_expedition_point');
let flag = true, maxPoint = 0;
for(let dic of dicExpeditionPoint) {
let curReward = rewards.find(cur => cur.point == dic.point);
if(!curReward || !curReward.received) {
flag = false;
}
if(dic.point > maxPoint) maxPoint = dic.point;
}
if(!flag) {
return {code: 202, data: '宝箱需要领取完才可以刷新'}
}
// 刷新
await ExpeditionPointModel.completeStatus(roleId);
await RoleModel.increaseExpeditionPoint(roleId, maxPoint * -1);
let pointRewards = await getPointRewardStatus(roleId);
return {
code: 200,
data: {
pointRewards
}
}
}
}