Files
ZYZ/game-server/app/servers/battle/handler/expeditionBattleHandler.ts
2021-06-01 10:51:10 +08:00

315 lines
13 KiB
TypeScript

import { Application, BackendSession } from 'pinus';
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 { getPointRewardStatus, getResetRemainCnt, findOrCreateEnemies, getExpeditionStatus } from '../../../services/expeditionService';
import { EXPEDITION_CONST, EXPEDITION_WAR_RECORD_STATUS, LINEUP_NUM, TASK_TYPE } from '../../../consts';
import { WarReward } from '../../../services/warRewardService';
import { addItems } from '../../../services/rewardService';
import { getAp, setAp } from '../../../services/actionPointService';
import { STATUS } from '../../../consts/statusCode';
import { resResult } from '../../../pubUtils/util';
import { checkBattleHeroes, roleLevelup } from '../../../services/normalBattleService';
import { checkActivityTask, checkTask, checkTaskInBattleEnd } from '../../../services/taskService';
import { gameData } from '../../../pubUtils/data';
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');
let res = await getExpeditionStatus(roleId, roleName);
return resResult(STATUS.SUCCESS, res);
}
/**
* 重置远征本
* 每天5点可以重置远征本 */
async resetStatus(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let curTime = new Date();
let { needRefresh, resetCnt } = await getResetRemainCnt(curTime, roleId);
if (resetCnt <= 0) {
return resResult(STATUS.EXPEDITION_RESET_NUM_NOT_ENOUGH)
}
await ExpeditionRecordModel.hideRecord(roleId); // 刷掉旧关卡
// 我方战力(暂定)
let myCe = await calculateSumCE(roleId, 1, { num: LINEUP_NUM });
// 每一关的挑战状态
let { expeditionCode, heroes } = await ExpeditionRecordModel.createRecord({
roleId, roleName, heroes: [], myCe
});
await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
await RoleModel.increaseExpeditionResetCnt(roleId, needRefresh, curTime);
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
let curLv = 0;
if (expeditionWarRecord.length > 0) {
curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
}
return resResult(STATUS.SUCCESS, {
expeditionCode,
curLv,
expeditionWarRecord,
heroes,
resetCnt: resetCnt - 1
});
}
/**
* 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 { myCe } = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING);
if (!curExpeditionWarRecord) {
return resResult(STATUS.EXPEDITION_MATCH_NO_PLAYER);
}
let { battleId, enemyFrom, enemies, battleStatus, ce: curCe } = curExpeditionWarRecord;
let nextCe = 0; // 下一关战力
if (gameData.expedition.has(expeditionId + 1)) {
let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.HIDE);
if (nextExpeditionWarRecord) nextCe = nextExpeditionWarRecord.ce;
}
return resResult(STATUS.SUCCESS, {
expeditionCode, expeditionId, battleId,
battleStatus,
enemyFrom,
enemies,
curCe,
nextCe
});
}
/**
* 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: seqIds = [] } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let warInfo = gameData.war.get(battleId);
if (!warInfo) {
return resResult(STATUS.BATTLE_MISS_INFO);
}
let apJson = await getAp(Date.now(), roleId);
let { ap } = apJson;
if (ap < warInfo.cost) {
return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
}
// 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 resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
}
let { isOK, heroes } = await checkBattleHeroes(roleId, seqIds);
if (!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
if (!expeditionWarRecord) {
return resResult(STATUS.EXPEDITION_MISS_WAR_RECORD);
}
if (expeditionWarRecord.battleStatus == EXPEDITION_WAR_RECORD_STATUS.SUCCESS) {
return resResult(STATUS.EXPEDITION_DUPLICATE_CHALLENGE);
}
const battleCode = genCode(8);
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: {
roleId, roleName, battleId,
status: 0,
warName: warInfo.gk_name,
warType: warInfo.warType,
record: { heroes, seqIds }
}
}, true);
let result = await ExpeditionWarRecordModel.updateBattleCode(expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING, battleCode);
return resResult(STATUS.SUCCESS, {
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<{ dataId: 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');
const serverId = session.get('serverId');
let sid = session.get('sid');
let funcs: number[] = session.get('funcs');
let warInfo = gameData.war.get(battleId);
if (!warInfo) {
return resResult(STATUS.BATTLE_MISS_INFO);
}
const BattleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode);
if (!BattleRecord || BattleRecord.status != 0) {
return resResult(STATUS.BATTLE_STATUS_WRONG);
}
let flag = 1; // 对比hero信息
let { record: { heroes: dbHeroes, seqIds: dbSeqIds } } = BattleRecord;
for (let { dataId } of heroes) {
if (dbSeqIds.indexOf(dataId) == -1) flag = 0;
}
if (!flag) {
return resResult(STATUS.BATTLE_INFO_VALIDATE_ERR);
}
const now = Date.now(); // 当前时间戳
let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost); // 扣除体力
if (!apJson) {
return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
}
// 检查record
let expeditionRecord = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
if (!expeditionRecord || !expeditionWarRecord) {
return resResult(STATUS.EXPEDITION_MISS_WAR_RECORD);
}
// 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
let battleStatus = isSuccess ? EXPEDITION_WAR_RECORD_STATUS.SUCCESS : EXPEDITION_WAR_RECORD_STATUS.FAIL;
expeditionWarRecord = await ExpeditionWarRecordModel.updateEnemiesStatus(expeditionCode, expeditionId, battleStatus, 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_CONST.INCREASE_POINT : 0);
let { expeditionPoint = 0 } = role;
// 关卡奖励
let warReward = new WarReward(roleId, roleName, sid, battleId, isSuccess);
let reward = await warReward.saveReward(1);
let actordata = await roleLevelup(roleId, isSuccess ? warInfo.kingExp : 0, session);// 主公升级经验
if (isSuccess) {
// 更新下一关状态
await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
}
await checkTaskInBattleEnd(serverId, roleId, sid, funcs, battleId, dbHeroes, star);
return resResult(STATUS.SUCCESS, {
expeditionCode, expeditionId,
battleCode, battleId,
battleStatus: expeditionWarRecord.battleStatus,
battleGoods: reward,
apJson,
expeditionPoint,
...actordata
});
}
/**
* 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: number }, session: BackendSession) {
const { point } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
const funcs: number[] = session.get('funcs');
const serverId = session.get('serverId');
let role = await RoleModel.findByRoleId(roleId);
let { expeditionPoint } = role;
let dicExpeditionPoint = gameData.expeditionPoint;
let curDicExpeditionPoint = dicExpeditionPoint.get(point);
if (!curDicExpeditionPoint) {
return resResult(STATUS.EXPEDITION_MISS_POINT_INFO);
}
if (point > expeditionPoint) {
return resResult(STATUS.EXPEDITION_POINT_NOT_ENOUGH);
}
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
if (pointStatusInDatabase) {
let { rewards } = pointStatusInDatabase;
let curReward = rewards.find(cur => cur.point == point);
if (curReward && curReward.received) {
return resResult(STATUS.EXPEDITION_WRONG_RECEIVE_STATUS);
}
}
// 标记状态
let { rewards: resultRewards } = await ExpeditionPointModel.updatePointStatus(roleId, point, curDicExpeditionPoint.reward);
let hasReceivedAll = true, maxPoint = 0;
for (let [point] of dicExpeditionPoint) {
let curReward = resultRewards.find(cur => cur.point == point);
if (!curReward || !curReward.received) {
hasReceivedAll = false;
}
if (point > maxPoint) maxPoint = point;
}
if (hasReceivedAll) { // 全部领取了,刷新
await ExpeditionPointModel.completeStatus(roleId);
await RoleModel.increaseExpeditionPoint(roleId, maxPoint * -1);
}
let pointRewards = await getPointRewardStatus(roleId);
// 任务
await checkTask(roleId, sid, funcs, TASK_TYPE.BATTLE_EXPEDITION_BOX, 1, true, { point });
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.BATTLE_EXPEDITION_BOX, 1)
let goods = await addItems(roleId, roleName, sid, curDicExpeditionPoint.reward);
return resResult(STATUS.SUCCESS, {
costPoint: hasReceivedAll ? maxPoint : 0,
pointRewards,
goods
})
}
}