282 lines
12 KiB
TypeScript
282 lines
12 KiB
TypeScript
import { BossInstanceType, BossInstanceModel } from '../db/BossInstance';
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import { lockData } from '../services/redLockService';
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import { findIndex, pick } from 'underscore';
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import { sismemberAsync, smembersAsync, saddAsync, delAsync, getRoleOnlineInfo, getServerCreateTime } from '../services/redisService';
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import { pinus } from 'pinus';
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import { STATUS } from '../consts/statusCode';
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import { resResult, shouldRefresh } from '../pubUtils/util';
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import { BattleRecordModel } from '../db/BattleRecord';
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import { getArmyBossRank, gameData, getBossHpRatio } from '../pubUtils/data';
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import { sendMailToGuildByContent } from '../services/mailService';
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import { MAIL_TYPE, AUCTION_SOURCE, ABI_TYPE, PUSH_ROUTE, BOSS_HP_RATIO_TYPE } from '../consts';
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import { GUILD_BOSS_STATUS } from '../consts/constModules/guildConst';
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import { genAuction } from './auctionService';
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import { GuildModel, GuildType } from '../db/Guild';
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import { UserGuildModel, UserGuildType } from '../db/UserGuild';
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import { getZeroPoint, getZeroPointOfTime, nowSeconds } from '../pubUtils/timeUtil';
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import { GUILDACTIVITY } from '../pubUtils/dicParam';
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import { GuildRecord, ServerRecordModel } from '../db/ServerRecords';
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import { sendMessageToGuildWithSuc, sendMessageToUsersWithSuc } from './pushService';
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import { AttributeCal } from '../domain/roleField/attribute';
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import { saveGuildBossHpLog } from '../pubUtils/logUtil';
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import { getHeroesAttributes } from './playerCeService';
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/**
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* 获得boss界面
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* @param bossInstance
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* @param roleId
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*/
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export async function getBossInstanceInfo(userGuild: UserGuildType, guild?: GuildType) {
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let bossInstance = await BossInstanceModel.findBossInstance(userGuild.guildCode);
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if(!bossInstance) {
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bossInstance = await BossInstanceModel.findLastOverBossInstance(userGuild.guildCode);
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}
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return await getBossInstanceInfoByData(bossInstance, userGuild, guild);
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}
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export async function getBossInstanceInfoByData(bossInstance: BossInstanceType, userGuild: UserGuildType, guild?: GuildType) {
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if(!guild) guild = await GuildModel.findByCode(userGuild.guildCode, null, 'code refOpenBossTime openBossCnt');
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let refObj = await getRefBossCnt(guild, userGuild); // 刷新次数
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let status = bossInstance? bossInstance.status: GUILD_BOSS_STATUS.WAIT_OPEN;
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if(status == GUILD_BOSS_STATUS.CLEAR) status = GUILD_BOSS_STATUS.WAIT_OPEN;
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let bossInfo = null;
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if(bossInstance) {
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let { code, warId, ranks, bossHp, bossTotalHp, ratio, bossLv, encourageCnt } = bossInstance;
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let dicBossBase = gameData.bossBaseByBossLv.get(bossLv);
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let rankInfo = getRanks(ranks, userGuild.roleId);
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bossInfo = { bossCode: code, warId, ...rankInfo, bossHp: zoomOutDamage(bossHp), bossTotalHp: zoomOutDamage(bossTotalHp), bossLv, encourageCnt, encourageMax: dicBossBase.encourageSum, ratio };
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}
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return { status, bossInfo, ...refObj }
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}
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export async function pushBossStatus(guildCode: string, result: any) {
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await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.GUILD_BOSS_OPEN, pick(result, ['status', 'bossInfo', 'leaderOpenCnt']));
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}
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async function getRefBossCnt(guild: GuildType, userGuild: UserGuildType) {
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let guildCnt = await refreshGuildOfBoss(guild);
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let userGuildCnt = await refreshUserGuildOfBoss(userGuild);
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return { ...guildCnt, ...userGuildCnt }
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}
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export async function refreshGuildOfBoss(guild: GuildType, inc: number = 0) {
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let { refOpenBossTime, openBossCnt, code } = guild;
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if(shouldRefresh(refOpenBossTime, new Date())) {
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openBossCnt = 0;
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}
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if(inc != 0) {
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guild = await GuildModel.updateInfo(code, { refOpenBossTime: new Date(), openBossCnt: openBossCnt + inc });
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openBossCnt = guild.openBossCnt;
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}
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return { leaderOpenCnt: openBossCnt }
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}
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export async function refreshUserGuildOfBoss(userGuild: UserGuildType, incEncourage = 0, incChallenge = 0) {
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let { refBossTime, encourageCnt, bossChallengeCnt } = userGuild;
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if(shouldRefresh(refBossTime, new Date())) {
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encourageCnt = 0, bossChallengeCnt = 0;
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}
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if(incEncourage != 0 || incChallenge != 0) {
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userGuild = await UserGuildModel.updateInfo(userGuild.roleId, { refBossTime: new Date(), encourageCnt: encourageCnt + incEncourage, bossChallengeCnt: bossChallengeCnt + incChallenge }, {});
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encourageCnt = userGuild.encourageCnt;
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bossChallengeCnt = userGuild.bossChallengeCnt;
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}
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return { myChallengeCnt: bossChallengeCnt, myEncourageCnt: encourageCnt }
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}
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export function getRanks(ranks: {roleId: string; score: number; time: number; job: number;}[], roleId: string ) {
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ranks.sort(function(a, b) {
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return b.score - a.score + a.time - b.time;
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});
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let myRank = {};
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let lastRanks = ranks.map(({roleId: battleRoleId, score }, index) => {
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if (roleId == battleRoleId) {
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myRank = { roleId, score: zoomOutDamageWithoutRadix(score), rankLv: index + 1 };
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}
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return {roleId: battleRoleId, score: zoomOutDamageWithoutRadix(score), rankLv: index + 1};
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});
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return { ranks: lastRanks, myRank }
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}
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/**
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* 获得排名区间奖励
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* @param rankLv
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*/
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export function getArmyBossRankReward(rankLv: number) {
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let armybossRankReward = getArmyBossRank();
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for (let item of armybossRankReward) {
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if (item.rankMin <= rankLv && (rankLv <= item.rankMax || item.rankMax == -1)) {
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return item.reward;
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}
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}
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}
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/**
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* 将玩家加入到正在挑战boss队列中
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* @param code
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* @param serverId
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* @param roleId
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*/
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export async function addBossInstance(code: string, serverId:number, roleId: string) {
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let hisOnlineInfo = await getRoleOnlineInfo(roleId);
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if(hisOnlineInfo.isOnline) {
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let key = 'serverId_' + serverId + 'guildCode_' + code;
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let value = roleId+ '|' + hisOnlineInfo.sid;
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await saddAsync(key, [value]);
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}
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}
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/**
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* 给当前正在挑战的玩家下发血量同步信息
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* @param code
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* @param serverId
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* @param bossHp
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* @param isDelKey
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*/
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export async function pushBossHpMessage(code: string, serverId:number, bossHp:number, isDelKey?: boolean ) {
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let key = 'serverId_' + serverId + 'guildCode_' + code;
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let members = await smembersAsync(key);
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let uids = members.map(member=>{
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let arr = member.split('|');
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let uid = arr[0];
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let sid = arr[1];
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return {uid, sid};
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});
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sendMessageToUsersWithSuc(PUSH_ROUTE.BOSS_HP_UPDATE, { bossHp: zoomOutDamage(bossHp) }, uids);
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if (isDelKey) {
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delAsync(key);
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}
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}
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/**
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* 检查该玩家当前是否正在挑战boss的队列中
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* @param code
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* @param serverId
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* @param roleId
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* @param battleCode
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*/
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export async function checkBossBattleMemberExists(code: string, serverId:number, roleId: string, battleCode:string ) {
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let hisOnlineInfo = await getRoleOnlineInfo(roleId);
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let key = 'serverId_' + serverId + 'guildCode_' + code ;
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let value = roleId+ '|' + hisOnlineInfo.sid;
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let flag = await sismemberAsync(key, value);
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if (!flag) {
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const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
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if(!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
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return false;
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}
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await addBossInstance(code, serverId, roleId);
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flag = true;
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}
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return flag;
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}
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/**
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* 成员退出,删除boss关排行信息
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* @param guildCode
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* @param roleId
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*/
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export async function removeBossRank(guildCode: string, roleId: string) {
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await BossInstanceModel.removeBossRank(guildCode, roleId);
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}
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function getBossSubAttrCe(hid: number, secondAttrLevel: number, bossLevel: number) {
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let newAttribute = new AttributeCal();
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newAttribute.setLv(bossLevel);
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let subAttr = gameData.towerPvpSubAttr.get(secondAttrLevel);
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if(subAttr) newAttribute.setByWarJson(hid, subAttr.secondAtr);
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let newCe = newAttribute.calCe();
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return newCe;
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}
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export async function getBossHp(serverId: number, guildCode: string, dicBossBaseWar: {warId: number, bossHp: number, bossHpRatio: number }, bossLv: number) {
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let { warId, bossHp: minBossHp, bossHpRatio } = dicBossBaseWar;
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console.log('getBossHp', warId, minBossHp, bossHpRatio)
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let serverRecord = await ServerRecordModel.findTodayData(serverId);
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if(!serverRecord) return { ratio: 1, bossHp: zoomInDamage(minBossHp) };
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let activeGuilds = serverRecord.activeGuilds||[];
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let myGuild = activeGuilds.find(cur => cur.guildCode == guildCode);
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let playerAtkResult = await getPlayerAtkAvg(myGuild);
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if (!playerAtkResult) return { ratio: 1, bossHp: zoomInDamage(minBossHp) };
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// *军团的玩家人数=开启前一天军团内登录的玩家数
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// *单个玩家的平均攻击力=军团前一天活跃玩家中最强6人排名前10的玩家的最强6人的攻击之和/10
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let { playerAtkAvg, playerCnt, activeCe } = playerAtkResult;
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// 倍数按开服天数变化
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let ratio = await getBossHpRatioByServer(BOSS_HP_RATIO_TYPE.BOSS_RATIO, serverId);
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// *单个玩家10回合造成的总伤害=单个玩家的平均攻击力*倍数*10
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let player10Damage = playerAtkAvg * ratio * 10;
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// boss血量=单个玩家10回合造成的总伤害*军团的玩家人数*2
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let bossHp = Math.floor(player10Damage * playerCnt * 2);
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let B = getB(warId, bossLv, activeCe, playerCnt);
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if(B < 1) {
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B = 1;
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bossHp = minBossHp;
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}
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if(bossHp < minBossHp) {
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B = 1;
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bossHp = minBossHp;
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}
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saveGuildBossHpLog(serverId, warId, guildCode, { minBossHp, bossHpRatio, ratio, playerAtkAvg, player10Damage, activeCe, playerCnt, B, bossHp })
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return { ratio: B, bossHp: zoomInDamage(bossHp) };
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}
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function getB(warId: number, bossLv: number, activeCe: number, playerCnt: number) {
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let dicWar = gameData.war.get(warId);
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if (!dicWar) return 1;
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let actorId = gameData.heroIdByWar.get(warId);
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let subCe = getBossSubAttrCe(actorId, dicWar.secondAttrLevel, bossLv)
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let B = (activeCe/playerCnt/6 - subCe)/GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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return B;
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}
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async function getPlayerAtkAvg(myGuild: GuildRecord) {
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if (!myGuild) return false;
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let playerAtkSum = 0, playerCnt = 0, activeCe = 0;
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if (myGuild) {
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let activePlayers = myGuild.players || [];
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activePlayers.sort((a, b) => b.ce - a.ce);
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for (let i = 0; i < 10; i++) {
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if (!activePlayers[i]) break;
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let onePlayerAtkSum = 0, heroCnt = 0;
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let { roleId, topLineup = [], topLineupCe = 0 } = activePlayers[i];
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let attrByHid = await getHeroesAttributes(roleId);
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for (let { hid } of topLineup) {
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let atk = attrByHid.get(hid)?.getAtk() || 0;
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onePlayerAtkSum += atk;
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heroCnt++;
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}
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if (heroCnt == 0) continue; // 基本不可能,但是以防NaN
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playerAtkSum += onePlayerAtkSum / heroCnt * 6;
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playerCnt++;
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activeCe += topLineupCe;
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}
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}
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if (playerCnt == 0) return false;
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let playerAtkAvg = playerAtkSum / playerCnt * 10;
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return { playerAtkAvg, playerCnt, activeCe };
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}
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export async function getBossHpRatioByServer(type: BOSS_HP_RATIO_TYPE, serverId: number) {
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let serverOpenTime = await getServerCreateTime(serverId);
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let serverZeroPoint = getZeroPointOfTime(serverOpenTime);
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let todayZeroPoint = getZeroPoint();
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let n = Math.floor((todayZeroPoint - serverZeroPoint)/86400) + 1;
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return getBossHpRatio(type, n);
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}
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export function zoomInDamage(damage: number, ratio = 100) {
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return Math.floor(damage * ratio);
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}
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export function zoomOutDamage(damage: number, ratio = 100) {
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return Math.floor(damage)/ratio;
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}
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export function zoomOutDamageWithoutRadix(damage: number, ratio = 100) {
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return Math.floor(damage/ratio);
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} |