Files
ZYZ/game-server/app/servers/guild/handler/cityActivityHandler.ts

319 lines
13 KiB
TypeScript

import { Application, ChannelService, BackendSession, pinus, HandlerService, } from "pinus";
import { GUILD_ACTIVITY_TYPE, STATUS, REDIS_KEY, GUILD_POINT_WAYS, CITY_STATUS, TASK_TYPE } from "../../../consts";
import { resResult } from "../../../pubUtils/util";
import { getGuildActivityStatus, getCityActivityObj, getCityStatus as pubGetCityStatus, getCities, getCityActivityRank, sendSingleCityActEndMsg, getMedianCe } from "../../../services/guildActivityService";
import { GuildActivityCityModel } from "../../../db/GuildActivityCity";
import { gameData } from "../../../pubUtils/data";
import { UserGuildActivityRecModel } from "../../../db/UserGuildActivityRec";
import { leaveCityChannel, addRoleToCityChannel, getCityChannelSid } from "../../../services/chatService";
import { UserGuildModel } from "../../../db/UserGuild";
import { GuildActivityRecordModel } from "../../../db/GuildActivityRec";
import { nowSeconds, getTimeFun } from "../../../pubUtils/timeUtil";
import { getGoldObject } from "../../../pubUtils/itemUtils";
import { GUILDACTIVITY, SERVER_DEBUG_MODE } from "../../../pubUtils/dicParam";
import { handleCost } from "../../../services/rewardService";
import { addActive } from "../../../services/guildService";
import { Rank } from "../../../services/rankService";
import { checkActivityTask, checkTask } from "../../../services/taskService";
import { guildInter } from "../../../pubUtils/interface";
import { dispatch } from "../../../pubUtils/dispatcher";
export default function (app: Application) {
new HandlerService(app, {});
return new CityActivityHandler(app);
}
export class CityActivityHandler {
channelService: ChannelService;
constructor(private app: Application) {
this.channelService = app.get('channelService');
}
private aid = GUILD_ACTIVITY_TYPE.CITY_ACTIVITY; // 诸侯混战id
// 进入诸侯混战
async getCityActivity(msg: {}, session: BackendSession) {
// const roleId = session.get('roleId');
// const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
const dbCities = await GuildActivityCityModel.getAllCities(serverId);
let cities = getCities(guildCode, dbCities);
return resResult(STATUS.SUCCESS, {
...statusResult,
cities
});
}
// 获取单个城池状态
async getCityStatus(msg: { cityId: number }, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
let sid = session.get('sid');
const { cityId } = msg;
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicCity = gameData.cityActivity.get(cityId);
if (!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let obj = getCityActivityObj();
let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
if (!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
let myGuildActivityRec = await UserGuildActivityRecModel.findByRoleId(roleId, guildActivityRec.code);
let challengeTime = 0;
if (myGuildActivityRec) {
challengeTime = myGuildActivityRec.challengeTime;
}
const dbCities = await GuildActivityCityModel.getAllCities(serverId);
let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity, dbCities);
if (cityStatus == CITY_STATUS.DECLARED) {
obj.pushGuild(guildCode, serverId, cityId);
}
let historyCity = obj.getHistoryCity(roleId);
if (historyCity) {
await leaveCityChannel(roleId, sid, historyCity);
}
await addRoleToCityChannel(roleId, sid, cityId);
obj.setHistoryCity(roleId, cityId);
let ranks = await getCityActivityRank(guildCode, serverId, cityId, roleId, roleName);
return resResult(STATUS.SUCCESS, {
cityId,
...statusResult,
cityStatus,
gateHp,
challengeTime,
...ranks
});
}
// 宣战
async declareCity(msg: { cityId: number }, session: BackendSession) {
// const roleId = session.get('roleId');
// const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
//TODO 权限校验&时间校验
let { cityId } = msg;
let dicCity = gameData.cityActivity.get(cityId);
if (dicCity.preCity.length > 0) return resResult(STATUS.CAN_NOT_DECLARE);
let checkResult = await GuildActivityCityModel.checkDeclartion(serverId, guildCode);
if (!!checkResult) return resResult(STATUS.HAS_DECLARED);
let curCity = await GuildActivityCityModel.getCity(serverId, cityId);
if (curCity && curCity.guardGuildCode) {
return resResult(STATUS.CITY_IS_GUARD);
}
let rec = await GuildActivityCityModel.declare(serverId, cityId, guildCode);
let chatSid = await getCityChannelSid(guildCode);
pinus.app.rpc.chat.guildRemote.sendGuildCityDeclare.toServer(chatSid, cityId, guildCode, rec.declareCount);
let obj = getCityActivityObj();
obj.pushGuild(guildCode, serverId, cityId);
const dbCities = await GuildActivityCityModel.getAllCities(serverId);
let cities = getCities(guildCode, dbCities);
return resResult(STATUS.SUCCESS, { cities });
}
// 开始挑战
async checkBattle(msg: guildInter & { cityId: number, costGold: boolean, heroes: number[] }, session: BackendSession) {
let { cityId, costGold, heroes, myUserGuild: userGuild } = msg;
if (!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS);
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const sid = session.get('sid');
if (!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
let checkResult = await GuildActivityCityModel.checkDeclartion(serverId, guildCode);
if (!checkResult) return resResult(STATUS.HAS_NOT_DECLARED);
let obj = getCityActivityObj();
const dicCity = gameData.cityActivity.get(cityId);
let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
if (gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
if (!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
let { code: sourceCode } = guildActivityRec;
let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
if (costGold) {
let goldObj = getGoldObject(GUILDACTIVITY.CITYACTIVITY_CD_COST);
const costRes = await handleCost(roleId, sid, [goldObj]);
if (!costRes) {
return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
}
} else {
if (myGuildActivityRec.challengeTime > nowSeconds()) {
return resResult(STATUS.CHALLENGE_TIME_NOT_REACH);
}
}
myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes);
let { code } = myGuildActivityRec;
// 更新公会参与的玩家
obj.pushMembers(guildCode, roleId, userGuild.job);
// 返回当前军团总军功
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
let guildScore = await r.getMyScore({ guildCode });
const dbCities = await GuildActivityCityModel.getAllCities(serverId);
let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity, dbCities);
// 前一天中位数战力
let medianCe = await getMedianCe(serverId);
return resResult(STATUS.SUCCESS, {
code,
cityId,
cityStatus,
...statusResult,
gateHp,
guildScore,
myScore: 0,
medianCe
});
}
// 上报城门受到伤害
async hitGate(msg: { cityId: number, code: string, damage: number, hid: number, round: number }, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const sid = session.get('sid');
let { cityId, code, damage, hid, round } = msg;
if (damage == undefined || damage < 0) return resResult(STATUS.WRONG_PARMS);
const dicCity = gameData.cityActivity.get(cityId);
let obj = getCityActivityObj();
let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
if (gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
let pushResult = await UserGuildActivityRecModel.pushCityRecord(code, { round, hid, damage });
if (!pushResult) return resResult(STATUS.WRONG_PARMS);
let tomorrow = <number>getTimeFun().getAfterDayWithHour();
// 更新redis数据
let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode }, true);
let myScore = await myR.setRankWithRoleInfo(roleId, damage, Date.now(), null, true);
await myR.setExpire(tomorrow);
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
let guildScore = await r.setRankWithGuildInfo(guildCode, damage, Date.now(), null, true);
await r.setExpire(tomorrow);
gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp, -1 * damage);
if (gateHp <= 0) {
// 推送 停止活动并结算奖励
await sendSingleCityActEndMsg(cityId, serverId);
}
// 推送 城门血量
let chatSid = await getCityChannelSid(cityId);
pinus.app.rpc.chat.guildRemote.pushCityGateHp.toServer(chatSid, cityId, gateHp);
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
guildScore,
myScore,
gateHp
})
}
// 结束挑战
async battleEnd(msg: { cityId: number, code: string, isSuccess: boolean }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
let { cityId, code, isSuccess } = msg;
let obj = getCityActivityObj();
let statusResult = getGuildActivityStatus(this.aid);
if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicCity = gameData.cityActivity.get(cityId);
if (!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 更新userGuildActivityRecord
let challengeTime = nowSeconds() + GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD;
if(SERVER_DEBUG_MODE.CURRENT_TIME == 1) {
let guilds = pinus.app.getServersByType('guild');
let guild = dispatch(roleId, guilds, 'guild');
let currentTime = await pinus.app.rpc.guild.guildActivityRemote.getCurrentTime.toServer(guild.id);
challengeTime = Math.floor(currentTime/1000) + GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD;
}
let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true, cityId, challengeTime });
if (!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
// 发放活跃
await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
// 返回当前军团总军功
let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode }, true);
let myScore = await myR.getMyScore({ roleId });
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
let guildScore = await r.getMyScore({ guildCode });
let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
// 任务
await checkTask(roleId, sid, TASK_TYPE.GUILD_ACTIVITY, 1, true, { aid: this.aid });
//成长任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.GUILD_ACTIVITY, 1, { aid: this.aid })
return resResult(STATUS.SUCCESS, {
isSuccess,
code,
...statusResult,
guildScore,
myScore,
gateHp,
challengeTime: myGuildActivityRec.challengeTime
});
}
}