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

212 lines
7.9 KiB
TypeScript

import { GVGRecModel } from '../../../db/GVGRec';
import { LeagueGood } from '../../../domain/gvgField/returnData';
import { GVGTeamModel } from '../../../db/GVGTeam';
import { GVGUserDataModel } from '../../../db/GVGUserData';
import { GVGCityModel } from '../../../db/GVGCity';
import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
import { DEBUG_MAGIC_WORD, STATUS } from "../../../consts";
import { LineupHero } from "../../../domain/roleField/hero";
import { resResult, genCode } from "../../../pubUtils/util";
import { GVGConfigModel } from '../../../db/GVGConfig';
export default function (app: Application) {
new HandlerService(app, {});
return new GVGBattleHandler(app);
}
export class GVGBattleHandler {
channelService: ChannelService;
constructor(private app: Application) {
this.channelService = app.get('channelService');
}
// 保存队伍
// index: 队伍索引位置
// head: 头像
// frame: 相框
// spine: 形象
// lineup: 阵容
async saveTeam(msg: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) {
const { index, head, frame, spine, lineup } = msg;
return resResult(STATUS.SUCCESS, { teams: [ 'teamCode' ] });
}
// 获取城池信息
async getCity(msg: { cityId: number }, session: BackendSession) {
const { cityId } = msg;
const city = await GVGCityModel.findOne({ cityId }).lean();
return resResult(STATUS.SUCCESS, { city });
}
// 进入城池
async enterCity(msg: { cityId: number }, session: BackendSession) {
const { cityId } = msg;
let city = await GVGCityModel.findOne({ cityId }).lean();
if (!city) {
return resResult(STATUS.GVG_CITY_NOT_FOUND);
}
const { teamCnt, userCnt } = city;
// 检测是否满员
if (userCnt >= 200) {
return resResult(STATUS.GVG_BATTLE_CITY_FULL);
}
// ! 更新城池人数和队伍数,更新用户城池信息
return resResult(STATUS.SUCCESS, { city });
}
// 离开城池
async leaveCity(msg: { cityId: number }, session: BackendSession) {
return resResult(STATUS.SUCCESS);
}
// 开始移动
// areaId: 要移动的目标据点 id
async startMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
const { areaId, cityId } = msg;
const moveTime = Date.now();
return resResult(STATUS.SUCCESS, { areaId, cityId, moveTime });
}
// 停止移动
// areaId: 移动到的目标据点 id
async stopMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
const { areaId, cityId, teamCode } = msg;
const players = await GVGUserDataModel.find({ cityId, areaId }).limit(20).lean();
const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { areaId }).lean();
return resResult(STATUS.SUCCESS, { areaId, cityId, players, curTeam });
}
// 队伍入驻积分点
async teamSettle(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) {
const { pointId, teamCode } = msg;
const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { pointId }).lean();
return resResult(STATUS.SUCCESS, { curTeam });
}
// 队伍离开积分点
async teamLeave(msg: any, session: BackendSession) {
return resResult(STATUS.SUCCESS);
}
// 队伍开始攻击
// teamCode: 攻击方队伍
// oppoTeamCode: 防守方队伍
async battleStart(msg: { teamCode: string, oppoTeamCode: string }, session: BackendSession) {
const { teamCode, oppoTeamCode } = msg;
const teams = await GVGTeamModel.find({ teamCode: { $in: [ teamCode, oppoTeamCode ] } }).lean();
let teamInvalid = false;
let invalidTeamCode = '';
teams.forEach(team => {
if (team.attackTime > Date.now() - 1000 * 5) {
teamInvalid = true;
invalidTeamCode = team.teamCode;
}
});
if (teamInvalid) {
return resResult(STATUS.GVG_BATTLE_TEAM_INVALID, { teamCode: invalidTeamCode });
}
// 生成 battleCode
const battleCode = genCode(8);
return resResult(STATUS.SUCCESS, { battleCode });
}
// 队伍停止攻击
async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
const { battleCode, isSuccess } = msg;
// ! 根据 battleCode 获取 teamCode
const teamCode = '';
const leagueGoods: LeagueGood[] = null;
// ! 计算并更新两支队伍耐久
const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
// ! 推送战斗结果给对手队伍
// const channel = this.channelService.getChannel(teamCode, false);
// if (!!channel) {
// channel.pushMessage('onBattleResult', { isSuccess });
// }
// ! 结算奖励
if (isSuccess) {
// ! 更新 leagueGoods
}
return resResult(STATUS.SUCCESS, { curTeam, leagueGoods });
}
// 使用道具
// teamCode: 要使用道具的队伍
async useItem(msg: { itemId: number, teamCode: string }, session: BackendSession) {
const { itemId, teamCode } = msg;
// ! 检查道具是否存在
// ! 检查道具是否可以使用在该队伍
const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
// ! 根据 item 使用效果更新 team
return resResult(STATUS.SUCCESS, { team });
}
// 复活队伍
async reviveTeam(msg: { teamCode: string }, session: BackendSession) {
const { teamCode } = msg;
// ! 检查该队伍是否可以复活,可以的话更新队伍状态
const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
// 更新成功返回队伍信息
return resResult(STATUS.SUCCESS, { team });
}
// 获取战报
// type: 战报类型
async getRecs(msg: { type: number }, session: BackendSession) {
const { type } = msg;
// 根据 type 获取战报
const recs = await GVGRecModel.find({ type }).limit(20).lean();
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 });
}
// 获取区域上的队伍
async getAreaTeams(msg: { cityId: number, areaIds: [number] }, session: BackendSession) {
const { cityId, areaIds } = msg;
const queryParam = {};
areaIds.forEach(areaId => {
queryParam[areaId] = [{ $match: { areaId, cityId } }, { $limit: 20 }];
});
const teams = await GVGTeamModel.aggregate([
{ $facet: queryParam },
]);
return resResult(STATUS.SUCCESS, { teams });
}
// debug 接口,创建城市
async createCity(msg: { cityId: number, magicWord: string }, session: BackendSession) {
const { cityId, magicWord } = msg;
if (magicWord !== DEBUG_MAGIC_WORD) {
return resResult(STATUS.INTERNAL_ERR);
}
// 检查城市是否存在
let city = await GVGCityModel.getCityByCityId(cityId);
if (city) {
return resResult(STATUS.SUCCESS, { city });
}
// 创建城市
const config = await GVGConfigModel.findConfig();
if (!config || !config.configId) {
return resResult(STATUS.INTERNAL_ERR);
}
const { configId } = config;
city = await GVGCityModel.createCity(cityId, configId);
return resResult(STATUS.SUCCESS, { city });
}
}