Files
ZYZ/game-server/app/servers/battle/handler/comBattleHandler.ts
T
2021-12-14 18:04:00 +08:00

819 lines
37 KiB
TypeScript

import { MemComBtlTeam } from './../../../domain/battleField/ComBattleTeamField';
import { difference } from 'underscore';
/*
* @Author: 梁桐川
* @Date: 2020-11-30 15:05:48
* @Last Modified by: 梁桐川
* @Last Modified time: 2021-08-27 17:47:56
*/
import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, COM_BTL_QUALITY, MSG_SOURCE, QUALITY_TYPE, ROLE_SELECT, TASK_TYPE, KING_EXP_RATIO_TYPE, ITEM_CHANGE_REASON } from './../../../consts';
import Role, { RoleModel } from '../../../db/Role';
import { STATUS } from '../../../consts/statusCode';
import { Application, BackendSession } from 'pinus';
import { resResult, getRandSingleEelm } from '../../../pubUtils/util';
import { RoleStatus, ComBattleTeamModel, ComBattleTeamType, BossHp, ComRoleStatusHero } from '../../../db/ComBattleTeam';
import { ItemModel, ItemType } from '../../../db/Item';
import { addItems, handleCost } from '../../../services/rewardService';
import { checkRoleInQueue, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService';
import { getRandBlueprtId, clearComBtlTimer, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, handleComBtlProgress, getComBattleFriendAdd, teammateInBlackList, blueprtIdValid, createComTeamData, hasEnoughBlueprt, addRoleToTeam, addRoleStToTeam, addValidSearchingRoles, validToJoin, addRobotsToTeam, addRobotsLater, teamIsFullToStart, oneTeamNotInBlack, getAllAssistCnt } from '../../../services/comBattleService';
import { setAp } from '../../../services/actionPointService';
import { roleLevelup } from '../../../services/normalBattleService';
import { addUserToChannel, getSimpleRoleInfo } from '../../../services/roleService';
import { ChannelUser } from '../../../domain/ChannelUser';
import { pushComBtlTeamMsg, pushFriendTeamInviteMsg, pushNormalItemMsg, pushTeamInviteMsg } from '../../../services/chatService';
import { EXTERIOR } from '../../../pubUtils/dicParam';
import { getZeroPointD, getTimeFunD } from '../../../pubUtils/timeUtil';
import { FriendParams } from '../../../domain/roleField/friend';
import { checkTask, checkTaskWithGoods } from '../../../services/taskService';
import { gameData, getWarByBlueprtId } from '../../../pubUtils/data';
import { HeroModel } from '../../../db/Hero';
export default function(app: Application) {
return new ComBattleHandler(app);
}
export class ComBattleHandler {
constructor(private app: Application) {
this.app.set('teamMap', this.teamMap);
this.app.set('teamDisTimer', this.teamDisTimer);
this.app.set('robotHurtTimer', this.robotHurtTimer);
}
private teamMap: Map<string, MemComBtlTeam> = new Map();
private teamDisTimer: Map<string, NodeJS.Timer> = new Map();
private robotHurtTimer: Map<string, NodeJS.Timer> = new Map();
/**
* @description 队长创建队伍
* @param {{blueprtId: number, pub: boolean, ceLimit: number}} msg 藏宝图Id,是否公开,战力限制
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async createTeam(msg: {blueprtId: number, pub: boolean, ceLimit: number}, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let teamCode = session.get('teamCode');
const { blueprtId, pub, ceLimit } = msg;
console.log('createTeam msg: ', msg);
// 检查藏宝图Id是否合法
if (!blueprtIdValid(blueprtId)) return resResult(STATUS.COM_BATTLE_BLUEPRT_INVALID);
const enoughBlueprt = await hasEnoughBlueprt(roleId, sid, blueprtId);
if (!enoughBlueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
const roleInfo = await RoleModel.findByRoleId(roleId, null, true);
const { lv, topLineupCe } = roleInfo;
if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
if(ceLimit && ceLimit > topLineupCe * (1 + COM_BTL_CONST.ROBOT_CE_RATIO)) {
return resResult(STATUS.COM_BATTLE_CREATE_CE_LIMIT)
}
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, true);
// 创建队伍数据结构
let comTeam: MemComBtlTeam = createComTeamData(teamCode, pub, blueprtId, roleId, ceLimit);
addRoleToTeam(comTeam, roleInfo, true, false);
addUserToChannel(channel, new ChannelUser(roleId, sid));
// 将正在匹配的符合要求的玩家加入队伍,并推送入队消息
await addValidSearchingRoles(comTeam, channelService);
// 队伍数据持久化
const team = await ComBattleTeamModel.createTeam(comTeam);
if (!team) {
channel.destroy();
return resResult(STATUS.COM_BATTLE_CREATE_ERR);
}
this.teamMap.set(teamCode, comTeam);
// 倒计时一定时间给队长匹配机器人
if (pub === true) {
await addRobotsLater(comTeam, roleInfo, this.teamMap, this.teamDisTimer, channel);
}
setDismissTimer(comTeam, this.teamMap, roleId, this.teamDisTimer, channel);
return resResult(STATUS.SUCCESS, { teamCode, roleStatus: comTeam.roleStatus });
}
/**
* @description 匹配队伍
* @param {{qualityArr: [number]}} msg 要匹配的品质数组列表
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async searchTeam(msg: {qualityArr: [number], lvRange: number}, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
const { qualityArr, lvRange = 1 } = msg;
const roleInfo = await RoleModel.findByRoleId(roleId, null, true);
const { lv } = roleInfo;
let { topLineupCe = 1000 } = roleInfo;
if (comBtlLvInvalid(lv, lvRange)) {
return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
}
if (difference(qualityArr, COM_BTL_QUALITY).length !== 0) {
return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
}
const teams = await ComBattleTeamModel.getOtherTeamByQualityAndSt(roleId, qualityArr, COM_TEAM_STATUS.DEFAULT, lvRange, topLineupCe);
const team: ComBattleTeamType = await oneTeamNotInBlack(teams, roleId);
if (team && team.roleIds.length < 3 && team.status === COM_TEAM_STATUS.DEFAULT && team.roleIds.indexOf(roleId) === -1 && team.blacklist && team.blacklist.indexOf(roleId) === -1) {
return resResult(STATUS.SUCCESS, {teamCode: team.teamCode});
}
let teamCode = session.get('teamCode');
await setTeamSearchReq(roleId, sid, qualityArr, lvRange);
let thiz = this;
// 倒计时匹配两个机器人
setTimeout(async () => {
let inQueue = await checkRoleInQueue(roleId, sid, qualityArr, lvRange);
if (!inQueue) return;
await rmRoleFromQueue(roleId, sid, qualityArr, lvRange);
// 创建队伍
let blueprtId = getRandBlueprtId(qualityArr).pop();
let comTeam: MemComBtlTeam = createComTeamData(teamCode, false, blueprtId, 'robot', 0)
let { quality } = gameData.goods.get(blueprtId);
let isFrd = await getFrd(roleId, quality);
// 将玩家加入队伍
addRoleToTeam(comTeam, roleInfo, false, isFrd);
let channelService = thiz.app.get('channelService');
let channel = channelService.getChannel(teamCode, true);
addUserToChannel(channel, new ChannelUser(roleId, sid));
// 创建并添加机器人
await addRobotsToTeam(comTeam, roleId, topLineupCe, lv, thiz.teamMap, thiz.teamDisTimer, channel, 2);
await ComBattleTeamModel.createTeam(comTeam);
thiz.teamMap.set(teamCode, comTeam);
// 机器人队伍 3 秒直接开战
setTimeout(async () => {
thiz.startBattle({teamCode}, session);
}, 3000);
}, COM_BTL_CONST.ASSIST_TIME);
return resResult(STATUS.SUCCESS);
}
/**
* @description 取消匹配
* @param {{}} msg
* @param {BackendSession} session
* @memberof ComBattleHandler
*/
async cancelSearch(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
await rmRoleFromQueue(roleId, sid, COM_BTL_QUALITY, null);
return resResult(STATUS.SUCCESS);
}
/**
* @description 当匹配 searchTeam 匹配到其它队伍时,需要调用此接口加入
* @param {{teamCode: string, isFrd: boolean}} msg 要加入的队伍编号,是否情谊助战
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async joinTeam(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let { teamCode, isFrd } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (teamIsFullToStart(teamStatus)) return resResult(STATUS.COM_BATTLE_MEMBER_LIMIT);
if (teamStatus.roleIds.indexOf(roleId) !== -1) return resResult(STATUS.COM_BATTLE_DUP_ENTER);
if (teamStatus.blacklist.indexOf(roleId) != -1) return resResult(STATUS.COM_BATTLE_BE_KICKED);
let { lv = 1, head = EXTERIOR.EXTERIOR_FACE, topLineupCe = 0, frame = EXTERIOR.EXTERIOR_FACECASE, spine = EXTERIOR.EXTERIOR_APPEARANCE } = await Role.findByRoleId(roleId, null, true);
let { quality } = gameData.goods.get(teamStatus.blueprtId);
if (lv < COM_BTL_CONST.ENABLE_LV) {
return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
} else if (comBtlLvInvalid(lv, teamStatus.lvRange)) {
return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
} else if (topLineupCe < teamStatus.ceLimit) {
return resResult(STATUS.COM_BATTLE_CE_LIMIT);
}
if (!isFrd) {
isFrd = await getFrd(roleId, quality);
}
// 加入队伍
if (!validToJoin(teamStatus, roleId)) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
let roleStatus = new RoleStatus(roleId, roleName, false, isFrd, head, frame, spine, topLineupCe, lv);
const team = await ComBattleTeamModel.addRole(teamCode, roleStatus);
if (!team) {
return resResult(STATUS.COM_BATTLE_JOIN_ERR);
}
addRoleStToTeam(teamStatus, roleStatus);
// 推送队伍信息给所有玩家
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
addUserToChannel(channel, new ChannelUser(roleId, sid));
channel.pushMessage('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: teamStatus}));
setDismissTimer(teamStatus, this.teamMap, roleId, this.teamDisTimer, channel);
return resResult(STATUS.SUCCESS, { teamInfo: teamStatus});
}
/**
* @description 设置是否情谊助战
* @param {{teamCode: string, isFrd: boolean}} msg 队伍编号;情谊助战要设置的值,true 为情谊助战
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async setFrdAssistance(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) {
let roleId = session.get('roleId');
let { isFrd, teamCode } = msg;
const isFrdPre = isFrd;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (teamStatus.capId === roleId) return resResult(STATUS.COM_BATTLE_SET_FRD_ERR);
if (!isFrd) {
isFrd = await getFrd(roleId, teamStatus.quality);
}
if (isFrd !== isFrdPre) {
return resResult(STATUS.COM_BATTLE_ASSIST_NOT_ENOUGH);
}
teamStatus.roleStatus.forEach(async st => {
st.isFrd = isFrd;
await ComBattleTeamModel.updateRoleStFrd(teamCode, roleId, isFrd);
});
return resResult(STATUS.SUCCESS, { teamCode, isFrd });
}
/**
* ! 获取队伍列表-deprecated
* @param msg
* @param session
*/
async getTeams(msg: { blueprtIds: number[] }, session: BackendSession) {
let roleId = session.get('roleId');
let { lv } = await Role.findByRoleId(roleId);
if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
const teams = await ComBattleTeamModel.getTeamByBlueprt(msg.blueprtIds, COM_TEAM_STATUS.DEFAULT, true);
if (!teams) return resResult(STATUS.COM_BATTLE_NO_VALID_TEAM);
return resResult(STATUS.SUCCESS, { teamInfos: teams});
}
/**
* ! deprecate
* @description 队伍准备
* @param {{teamCode: string, heroes: number[]}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async teammateReady(msg: {teamCode: string, heroes: number[]}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, heroes: hids } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
const heroDBs = await HeroModel.findByHidRange(hids, roleId);
const heroes = heroDBs.map(hero => {
return new ComRoleStatusHero(hero);
});
let team = await ComBattleTeamModel.updateHeroes(teamCode, roleId, heroes);
if (!team) return resResult(STATUS.COM_BATTLE_UPDATE_HEROES_ERR);
teamStatus.roleStatus.forEach(st => {
if (st && st.roleId === roleId) {
st.heroes = heroes;
}
});
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
channel.pushMessage('onTeammateReady', resResult(STATUS.SUCCESS, {teamCode, roleId, heroes}));
return resResult(STATUS.SUCCESS);
}
/**
* @description 出兵时记录玩家阵容
* @param {{teamCode: string, heroes: number[]}} msg 队伍编号;阵容
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async setupHeroes(msg: {teamCode: string, heroes: number[], battleCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, heroes: hids, battleCode = 'default' } = msg;
if (!hids || hids.length === 0) return resResult(STATUS.COM_BATTLE_HEROES_ERR);
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
const heroDBs = await HeroModel.findByHidRange(hids, roleId);
const heroes = heroDBs.map(hero => {
return new ComRoleStatusHero(hero);
});
let team = await ComBattleTeamModel.setupBattleInfo(teamCode, roleId, heroes, battleCode);
if (!team) return resResult(STATUS.COM_BATTLE_UPDATE_HEROES_ERR);
teamStatus.roleStatus.forEach(st => {
if (st && st.roleId === roleId) {
st.heroes = heroes;
st.battleCode = battleCode;
}
});
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
channel.pushMessage('onTeammateReady', resResult(STATUS.SUCCESS, {teamCode, roleId, heroes}));
return resResult(STATUS.SUCCESS);
}
/**
* @description 从队伍中移除玩家
* @param {{teamCode: string, roleIdToRm: string}} msg 队伍编号;要移除的玩家 Id
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async rmTeammate(msg: {teamCode: string, roleIdToRm: string}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, roleIdToRm } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (roleId === teamStatus.capId && roleId === roleIdToRm) return resResult(STATUS.COM_BATTLE_RM_SELF); // 队长移除自己视为解散,提示确认
if (roleId !== teamStatus.capId && roleId !== roleIdToRm) return resResult(STATUS.COM_BATTLE_CAN_NOT_RM);
// if (roleId !== teamStatus.capId) return resResult(STATUS.COM_BATTLE_CAP_ONLY); // 只有队长可以移除玩家
// 移除操作
let team = await ComBattleTeamModel.removeRole(teamCode, roleIdToRm);
if (!team) return resResult(STATUS.COM_BATTLE_RM_TEAMMATE_ERR);
let roleIdx = teamStatus.roleIds.indexOf(roleIdToRm);
teamStatus.roleIds.splice(roleIdx, 1);
teamStatus.roleStatus.some((elem, idx) => {
if (elem.roleId === roleIdToRm) {
teamStatus.roleStatus.splice(idx, 1);
}
});
if(roleId === teamStatus.capId) { // 队长移除队友,并把他加入黑名单
teamStatus.blacklist.push(roleIdToRm);
}
// 推送移除消息
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
// 先推送离队消息,再将玩家从房间中移除
channel.pushMessage('onLeaveTeam', resResult(STATUS.SUCCESS, {teamCode, roleId: roleIdToRm}));
let users: string[] = channel.getMembers();
if (users.indexOf(roleIdToRm) !== -1) {
channel.removeMember(roleIdToRm);
}
clearComBtlTimer(teamCode, this.teamDisTimer); // 移除队员停止解散计时
let thiz = this;
setTimeout(async () => {
let curTeamStatus = thiz.teamMap.get(teamCode);
if (validToJoin(curTeamStatus)) {
let roleSt: RoleStatus;
for (let st of curTeamStatus.roleStatus) {
if (st.roleId === roleId) {
roleSt = st;
}
}
if (!roleSt) return;
let { topLineupCe, lv } = roleSt;
await addRobotsToTeam(curTeamStatus, roleId, topLineupCe, lv, thiz.teamMap, thiz.teamDisTimer, channel, 3 - curTeamStatus.roleIds.length);
}
}, COM_BTL_CONST.ASSIST_TIME);
return resResult(STATUS.SUCCESS);
}
/**
* @description 队长解散队伍
* @param {{teamCode: string}} msg 要解散的队伍编号
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async dismiss(msg: {teamCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode } = msg;
let teamStatus = this.teamMap.get(teamCode);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
let result = await dismissTeam(teamStatus, this.teamMap, roleId, this.teamDisTimer, channel);
return result;
}
/**
* @description 开始战斗,队长操作或机器人队伍操作
* @param {{teamCode: string}} msg 队伍编号
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async startBattle(msg: {teamCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let { teamCode } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (teamStatus.capId !== roleId && teamStatus.capId !== 'robot') return resResult(STATUS.COM_BATTLE_CAP_ONLY);
if (teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_ALREADY_START);
teamStatus.status = COM_TEAM_STATUS.FIGHTING;
let team = await ComBattleTeamModel.updateStatusByCode(teamCode, COM_TEAM_STATUS.FIGHTING);
if (!team) return resResult(STATUS.COM_BATTLE_START_ERR);
clearComBtlTimer(teamCode, this.teamDisTimer); // 战斗开始停止解散计时
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
await getComBattleFriendAdd(teamStatus.roleStatus);
channel.pushMessage('onComBtlStart', resResult(STATUS.SUCCESS, {teamCode, roleStatus: teamStatus.roleStatus}));
// 每场倒计时结算
let thiz = this;
setTimeout(async () => {
let teamStatus = thiz.teamMap.get(teamCode);
if (teamStatus && teamStatus.status === COM_TEAM_STATUS.FIGHTING) {
clearRobotHurtTimer(teamStatus, this.robotHurtTimer);
let channelService = thiz.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
let team = await ComBattleTeamModel.syncTeamData({teamCode, status: COM_TEAM_STATUS.LOOSE, roleStatus: teamStatus.roleStatus, bossHpArr: teamStatus.bossHpArr}, true);
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
// // 将藏宝图加回去
// await addItems(roleId, roleName, sid, [{ id: team.blueprtId, count: 1 }])
teamStatus.timeout = true;
channel.pushMessage('onTeamComplete', resResult(STATUS.SUCCESS, {teamCode, result: false, timeout: true}));
thiz.teamMap.delete(teamCode);
}
}, COM_BTL_CONST.BTL_TIME_LMT);
teamStatus.roleStatus.forEach((st, idx) => {
if (st.isRobot === true) {
updateRobotHurtByTime(teamStatus, st, COM_BTL_CONST.ROBOT_BASE_TIME_INTERVAL + idx, channel, this.robotHurtTimer, this.teamMap);
}
});
return resResult(STATUS.SUCCESS);
}
/**
* @description 战场中的状态同步,战斗结果判定
* @param {{teamCode: string, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: number[], curRnd: number}} msg 队伍编号;boss 承伤;武将阵亡;当前回合
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async action(msg: {teamCode: string, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: number[], curRnd: number}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, killed, bossHurts, curRnd } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) {
return resResult(STATUS.SUCCESS);
}
if (teamStatus.status !== COM_TEAM_STATUS.FIGHTING) return resResult(STATUS.COM_BATTLE_NOT_START);
for (let st of teamStatus.roleStatus) {
if (st.roleId === roleId && (!st.heroes || st.heroes.length === 0)) {
return resResult(STATUS.SUCCESS);
}
}
// 重置总血量,计算真实伤害
let actBossHurts: {dataId: number, hurtHp: number}[] = [];
let totalHurtHp = 0;
teamStatus.bossHpArr.forEach(boss => {
for (let bh of bossHurts) {
if (boss.dataId === bh.dataId && bh.hurtHp < 0) {
let deltaHp = Math.abs(bh.hurtHp);
if (boss.curHp >= deltaHp) {
actBossHurts.push({dataId: boss.dataId, hurtHp: deltaHp});
totalHurtHp += deltaHp;
boss.curHp -= deltaHp;
} else if (boss.curHp > 0) {
actBossHurts.push({dataId: boss.dataId, hurtHp: boss.curHp});
totalHurtHp += boss.curHp;
boss.curHp = 0;
}
}
}
});
// 更新玩家武将阵亡情况,计算玩家总伤害
const roleSt = teamStatus.roleStatus.find(st => st.roleId === roleId);
roleSt.totalDmg += totalHurtHp;
if (killed && killed.length) {
roleSt.killed = Array.from(new Set([...roleSt.killed, ...killed]));
}
teamStatus.curRnd = curRnd;
teamStatus.bossCurHp -= totalHurtHp;
if (teamStatus.bossCurHp < 0) teamStatus.bossCurHp = 0;
// 推送本次行动情况
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
const roleStatus = teamStatus.roleStatus.map(st => {return {roleId: st.roleId, totalDmg: st.totalDmg, killed: st.killed}});
channel.pushMessage('onTeammateAct', resResult(STATUS.SUCCESS, { teamCode, bossCurHp: teamStatus.bossCurHp, bossHpArr: teamStatus.bossHpArr, roleStatus, actRoleId: roleId, actBossHurts }));
const result = await handleComBtlProgress(teamStatus, this.robotHurtTimer, this.teamMap, channel);
if (result && result.code !== 0) return result;
return resResult(STATUS.SUCCESS);
}
/**
* ! 客户端给服务器的战斗结束通知-deprecated
* @param msg
* @param session
*/
async battleEnd(msg: {teamCode: string, isSuccess: boolean}, session: BackendSession) {
let roleId = session.get('roleId');
let { teamCode, isSuccess } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
if (isSuccess && teamStatus.bossCurHp <= 0) {
let team = await ComBattleTeamModel.updateResult(teamCode, roleId, isSuccess);
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
channel.pushMessage('onTeamComplete', resResult(STATUS.SUCCESS, {teamCode, result: isSuccess}));
} else if (!isSuccess) {
let team = await ComBattleTeamModel.updateResult(teamCode, roleId, isSuccess);
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
if (team.status === COM_TEAM_STATUS.LOOSE) {
channel.pushMessage('onTeamComplete', resResult(STATUS.SUCCESS, {teamCode, result: isSuccess}));
} else {
channel.pushMessage('onTeammateAct', resResult(STATUS.SUCCESS, {teamCode, bossCurHp: teamStatus.bossCurHp, roleStatus: {roleId, battleStatus: 2}}));
}
}
return resResult(STATUS.SUCCESS, { bossCurHp: teamStatus.bossCurHp });
}
/**
* @description 寻宝结算
* @param {{teamCode: string}} msg 寻宝队伍编号
* @param {BackendSession} session
* @returns 掉落物品和玩家升级信息
* @memberof ComBattleHandler
*/
async comBattleEnd(msg: {teamCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let ip = session.get('ip');
let { teamCode } = msg;
let team = await ComBattleTeamModel.getTeamByCode(teamCode);
clearRobotHurtTimer(team, this.robotHurtTimer);
if (!team || team.status !== COM_TEAM_STATUS.WIN) return resResult(STATUS.COM_BATTLE_REWARD_ERR);
let { roleStatus, blueprtId, status, bossHpArr } = team;
let roleSt: RoleStatus = null;
roleStatus.forEach(st => {
if (st && st.roleId === roleId) {
roleSt = st;
}
});
if (roleSt.gotReward) return resResult(STATUS.COM_BATTLE_REWARDED);
let warInfo = getWarByBlueprtId(blueprtId);
if (!warInfo) return resResult(STATUS.BATTLE_MISS_INFO);
let role = await RoleModel.findByRoleId(roleId, 'lv');
let apJson = await setAp(roleId, ip, role.lv, -1 * warInfo.cost, sid, ITEM_CHANGE_REASON.COM_BATTLE_END); // 扣除体力
if(!apJson) {
return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
}
// const { dropResult } = await incEquipPrintDrop(roleSt);
// if (dropResult) {
// const dropEquipId = randEquipPrintId(warInfo);
// if (dropEquipId) {
// roleSt.fixReward.push({ id: dropEquipId, count: 1 });
// }
// }
await ComBattleTeamModel.updateRewardSt(teamCode, roleId, true);
const goods = await addItems(roleId, roleName, sid, roleSt.fixReward, ITEM_CHANGE_REASON.COM_BATTLE_END);
let actordata = await roleLevelup(KING_EXP_RATIO_TYPE.BATTLE, roleId, warInfo.kingExp, session);// 主公升级经验
// 任务
await checkTaskWithGoods(roleId, sid, TASK_TYPE.COM_BATTLE_DROP, goods);
return resResult(STATUS.SUCCESS, { battleGoods: goods, ...actordata, teamInfo: {status, teamCode, roleStatus, bossHpArr} });
}
async getComBtlStatus(msg: {teamCode: string}, session: BackendSession) {
let { teamCode } = msg;
let roleStatus: RoleStatus[], status: number, bossHpArr: BossHp[], timeout: boolean;
let memTeam = this.teamMap.get(teamCode);
if (memTeam) {
({ roleStatus, status, bossHpArr, timeout } = memTeam);
} else {
let dbTeam = await ComBattleTeamModel.getTeamByCode(teamCode);
if (!dbTeam) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
({ roleStatus, status, bossHpArr, timeout } = dbTeam);
}
return resResult(STATUS.SUCCESS, { teamInfo: {status, teamCode, roleStatus, bossHpArr, timeout} });
}
/**
* @description 获取自己一段时间内的寻宝记录
* @param {{}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async getTeamRec(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let timef = getTimeFunD();
let teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, null, <Date>timef.getBeforeDayWithHour(2));
if (!teams) return resResult(STATUS.COM_BATTLE_NO_RECENT_REC);
return resResult(STATUS.SUCCESS, {teamInfos: teams});
}
/**
* @description 获取藏宝图数量
* @param {{ids: number[]}} msg 藏宝图Id数组,可选参数
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async getBlueprtCount(msg: {ids: number[]}, session: BackendSession) {
let roleId = session.get('roleId');
let { ids } = msg;
let blueprts: ItemType[];
if (ids && ids.length) {
blueprts = await ItemModel.findbyRoleAndIds(roleId, ids);
} else {
blueprts = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.BLUEPRT);
}
return resResult(STATUS.SUCCESS, { blueprts });
}
/**
* @description 获取今日已助战次数
* @param {{}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async getAssistCnt(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let cnt = await getAllAssistCnt(roleId);
return resResult(STATUS.SUCCESS, {cnt});
}
/**
* @description 获取寻宝可用次数,包含藏宝图数量和助战次数,分别用于创建和加入队伍
* @param {{}} msg 无参数
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async getComBtlCnt(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let cnt = await getAllAssistCnt(roleId);
const blueprts = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.BLUEPRT);
return resResult(STATUS.SUCCESS, { blueprts, assistCnt: cnt });
}
async sendTeamMsg(msg: { teamCode: string, type: number, content: string, targetRoleId: string, targetMsgCode: string }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
const { teamCode, type, content, targetRoleId, targetMsgCode } = msg;
const result = await pushComBtlTeamMsg(teamCode, roleId, roleName, type, MSG_SOURCE.TEAM_ROLE, content, targetRoleId, targetMsgCode);
if (!result) {
return resResult(STATUS.WRONG_PARMS);
}
return resResult(STATUS.SUCCESS);
}
/**
* @description 一键邀请,自动在世界频道发送消息
* @param {{ teamCode: string }} msg
* @param {BackendSession} session
* @memberof ComBattleHandler
*/
async autoInvite(msg: { teamCode: string }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let serverId = session.get('serverId');
const { teamCode } = msg;
let teamStatus = this.teamMap.get(teamCode);
if(!teamStatus) return resResult(STATUS.WRONG_PARMS);
const { msgDataWorld, msgDataGuild } = await pushTeamInviteMsg(roleId, roleName, serverId, teamCode, teamStatus.blueprtId);
if (!msgDataWorld || !msgDataGuild) return resResult(STATUS.WRONG_PARMS);
return resResult(STATUS.SUCCESS);
}
/**
* @description 邀请队友
* @param {{ teamCode: string, targetRoleId: string }} msg
* @param {BackendSession} session
* @memberof ComBattleHandler
*/
async inviteTeammate(msg: { teamCode: string, targetRoleId: string }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
const { teamCode, targetRoleId } = msg;
let teamStatus = this.teamMap.get(teamCode);
if(!teamStatus) return resResult(STATUS.WRONG_PARMS);
const msgData = await pushFriendTeamInviteMsg(roleId, roleName, teamCode, teamStatus.blueprtId, targetRoleId);
if (!msgData) return resResult(STATUS.WRONG_PARMS);
const roleInfo = await getSimpleRoleInfo(targetRoleId);
let index = teamStatus.blacklist.indexOf(targetRoleId);
if(index != -1) {
teamStatus.blacklist.splice(index, 1);
}
return resResult(STATUS.SUCCESS, {...msgData, roleInfo});
}
/**
* @description 最近组队过的队友列表
* @param {} msg
* @param {BackendSession} session
*/
async getRecentTeammates(msg: { }, session: BackendSession) {
let roleId = session.get('roleId');
const teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, null, getZeroPointD());
let roleIdList = new Array<string>();
for(let { roleIds } of teams) {
for(let r of roleIds) {
if(r != roleId) roleIdList.push(r);
}
}
const roles = await RoleModel.findRoleByField('roleId', roleIdList, ROLE_SELECT.SHOW_SIMPLE, true);
let result = new Array<FriendParams>();
for(let role of roles) {
if(role.quitTime == role.loginTime) {
let r = new FriendParams(role);
result.push(r);
}
}
return resResult(STATUS.SUCCESS, { list: result });
}
/**
* @description 藏宝图合成
* @param {{original: Array<{id: number, count: number}>}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async composeBlueprt(msg: {original: Array<{id: number, count: number}>}, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const sid = session.get('sid');
const serverId = session.get('serverId');
const { original } = msg;
// 原材料检查
let originalQuality: number, originalSum: number = 0;
for(let {id, count} of original) {
const goodInfo = gameData.goods.get(id);
if(!originalQuality) originalQuality = goodInfo.quality;
if(originalQuality != goodInfo.quality) {
return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
}
if(goodInfo.itid == IT_TYPE.BLUEPRT) {
originalSum += count;
}
}
const dicCompose = gameData.blurprtCompose.get(originalQuality);
if(!dicCompose) {
return resResult(STATUS.COM_BLUEPRT_QUALITY_CANNOT_COMPOSE);
}
if(originalSum != dicCompose.blueprtNum) {
return resResult(STATUS.COM_BLUEPRT_COUNT_ERROR);
}
// 添加寻宝币
original.push(...dicCompose.coinNum);
// 消耗藏宝图和寻宝币
let costResult = await handleCost(roleId, sid, original, ITEM_CHANGE_REASON.BLUEPRT_COMPOSE);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
const targetList = gameData.blueprt.get(dicCompose.targetQuality);
const target = getRandSingleEelm(targetList);
const reward = [{id: target, count: 1}];
const goods = await addItems(roleId, roleName, sid, reward, ITEM_CHANGE_REASON.BLUEPRT_COMPOSE);
if (dicCompose.targetQuality >= QUALITY_TYPE.ORANGE) {
const { name } = gameData.goods.get(target);
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.ORANGE_BLUEPRT_COMPOSE, target, name);
}
await checkTask(roleId, sid, TASK_TYPE.COM_BATTLE_BLUEPRT, 1, true, { quality: dicCompose.targetQuality });
return resResult(STATUS.SUCCESS, { goods, costGold: 0 });
}
}