Files
ZYZ/game-server/app/services/ladderService.ts
2022-07-19 17:14:11 +08:00

266 lines
10 KiB
TypeScript

import { LADDER_OPP_STATUS, LADDER_STATUS, PUSH_ROUTE, REDIS_KEY } from "../consts";
import { HeroType } from "../db/Hero";
import { LadderMatchModel, LadderMatchType, LadderUpdateInter } from "../db/LadderMatch";
import { LadderMatchRecModel } from "../db/LadderMatchRec";
import { RoleModel, RoleType } from "../db/Role";
import { LadderDataReturn, LadderDefense, LadderOppPlayerHeroInfo, LadderOppPlayerInDB, LadderOppPlayerInfo, LadderOppPlayerReturn } from "../domain/battleField/ladder";
import { RoleRankInfo } from "../domain/rank";
import { gameData, getDicLadderMatchByMyRank } from "../pubUtils/data";
import { ItemInter } from "../pubUtils/interface";
import { getRandValueByMinMax, shouldRefresh } from "../pubUtils/util";
import { sendMessageToUserWithSuc } from "./pushService";
import { Rank } from "./rankService";
import { combineItems } from "./role/util";
export function refreshLadderDaily(ladderData: LadderMatchType) {
let { refOppCnt = 0, buyCnt = 0, challengeCnt = 0, refDaily } = ladderData;
let curTime = new Date();
let shouldRefOpp = shouldRefresh(refDaily, curTime);
if (shouldRefOpp) {
refOppCnt = 0; buyCnt = 0; challengeCnt =0; refDaily = curTime;
}
return {
shouldRefOpp,
refOppCnt, refDaily, buyCnt, challengeCnt,
}
}
export function getBuyCntCost(buyCnt: number, incCnt: number) {
let items: ItemInter[] = [];
for(let i = 1; i <= incCnt; i++) {
let cost = getSingleBuyCost(buyCnt + i);
if(!cost) return false;
items.push(cost);
}
return combineItems(items);
}
function getSingleBuyCost(buyCnt: number) {
for(let { id, count, times } of gameData.ladderConsume) {
if(buyCnt <= times) {
return { id, count }
}
}
return false
}
export async function getLadderData(roleId: string, needOppPlayer: boolean) {
let ladderData = await LadderMatchModel.findByRoleId(roleId);
if(!ladderData) {
let role = await RoleModel.findByRoleId(roleId);
ladderData = await LadderMatchModel.createLadder({ serverId: role.serverId, roleId: role.roleId, role: role._id });
}
// 刷新次数
let refOppObj = refreshLadderDaily(ladderData);
if(refOppObj.shouldRefOpp) {
ladderData = await LadderMatchModel.updateByRoleId(roleId, refOppObj);
}
let ladderRec = await LadderMatchRecModel.findNotCompleteRecByRoleId(roleId);
let result = new LadderDataReturn();
result.setLadderData(ladderData, ladderRec);
if(needOppPlayer) {
let oppPlayersReturn = await getLadderEnemies(ladderData);
result.setOppPlayers(oppPlayersReturn);
}
return result;
}
export async function getLadderEnemies(ladderData: LadderMatchType) {
let oppPlayers = ladderData.oppPlayers||[];
if(!oppPlayers || oppPlayers.length) {
return await getOppPlayerDetailByDb(ladderData.serverId, ladderData.oppPlayers);
} else {
return await refreshLadderEnemies(ladderData);
}
}
async function getOppPlayerDetailByDb(serverId: number, oppPlayers: LadderOppPlayerInDB[]) {
let oppPlayersReturn: LadderOppPlayerReturn[] = [];
for(let oppPlayer of oppPlayers) {
let player = await generateOppPlayer(serverId, oppPlayer.rank, oppPlayers);
oppPlayersReturn.push(player);
}
return oppPlayersReturn;
}
// 获取redis当中的玩家排名数据
export async function getLadderMatchByRank(serverId: number, from: number, to: number) {
let r = new Rank(REDIS_KEY.LADDER, { serverId }, false, 3000);
let rawResults = await r.getRankByRangeRaw(from, to, false);
return rawResults.map(cur => ({ rank: cur.scores[0], roleId: cur.field }))
}
export async function refreshLadderEnemies(ladderData: LadderMatchType, update: LadderUpdateInter = {}) {
let rankNumbers = randOppRankNumbers(ladderData.rank); // 随机出想要的排名
let min = rankNumbers[0], max = rankNumbers[rankNumbers.length - 1];
let ranks = await getLadderMatchByRank(ladderData.serverId, min, max);
let oppPlayers: LadderOppPlayerReturn[] = [], oppPlayersSave: LadderOppPlayerInDB[] = [];
for(let rank of rankNumbers) {
let player = await generateOppPlayer(ladderData.serverId, rank, ranks);
oppPlayersSave.push({ rank, roleId: player.roleId, isRobot: player.isRobot });
oppPlayers.push(player);
}
await LadderMatchModel.updateByRoleId(ladderData.roleId, { ...update, oppPlayers: oppPlayersSave });
return oppPlayers
}
async function generateOppPlayer(serverId: number, rank: number, oppPlayers: { rank: number, roleId: string, isRobot?: boolean }[]) {
let player = oppPlayers.find(cur => cur.rank == rank && !cur.isRobot);
let result = new LadderOppPlayerReturn(rank, !player);
if(player) {
let r = new Rank(REDIS_KEY.LADDER, { serverId }, false);
let param = <RoleRankInfo>await r.getParam(player.rank, player.roleId, [player.rank]);
result.setByRedis(param, 0);
} else {
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
result.setByRobot(dicLadderDifficultRatio);
}
return result;
}
function randOppRankNumbers(myRank: number) {
let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
if(!dicLadderMatch) return new Array(5).fill(3001);
let beforeRanks = randomRank(true, myRank, dicLadderMatch.rangeBeforeMax, dicLadderMatch.rangeBeforeNum, dicLadderMatch.gap.min, dicLadderMatch.gap.max);
let afterRanks = randomRank(false, myRank, dicLadderMatch.rangeAfterMax, dicLadderMatch.rangeAfterNum, dicLadderMatch.gap.min, dicLadderMatch.gap.max);
let topTen = getNumberArr(1, 10);
let ranks = [...topTen, ...beforeRanks, ...afterRanks];
return uniqueArr(ranks.sort((a, b) => a - b));
}
function uniqueArr<T>(arr: T[]) {
return arr.filter( (item, index, arr) => {
//当前元素,在原始数组中的第一个索引==当前索引值,否则返回当前元素
return arr.indexOf(item) === index;
});
}
function getNumberArr(from: number, to: number) {
let arr: number[] = [];
for(let i = from; i <= to; i++) arr.push(i);
return arr;
}
function randomRank(isBefore: boolean, myRank: number, range: number, num: number, gapMin: number, gapMax: number) {
let ratio = isBefore? -1: 1;
let arr: number[] = [], result = myRank;
while(arr.length < num) {
let minMax = [ result + ratio * gapMin, result + ratio * gapMax ].sort((a, b) => a - b);
let num = getRandValueByMinMax(minMax[0], minMax[1], 0);
if(isOver(isBefore, myRank, range, num)) break;
result = num;
arr.push(result);
}
return arr;
}
// 超出匹配范围
function isOver(isBefore: boolean, myRank: number, range: number, result: number) {
if(isBefore) {
console.log('before', myRank - range < result)
return result < myRank - range;
} else {
console.log('after', myRank + range > result)
return result > myRank + range;
}
}
export function checkRank(myRank: number, targetRank: number) {
let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
if(!dicLadderMatch && myRank != 0 && targetRank != 3001) return false;
if(myRank < targetRank) { // 向后打
if(myRank + dicLadderMatch.rangeAfterMax < targetRank) return false;
} else { // 向前打
if(myRank - dicLadderMatch.rangeBeforeMax > targetRank) return false;
}
return true;
}
export async function getLadderOppStatus(ladderData: LadderMatchType, targetRoleId: string, myRank: number, rank: number) {
if(ladderData.rank != myRank) return { status: LADDER_OPP_STATUS.MY_RANK_CHANGE };
let { oppPlayers } = ladderData;
let curOppPlayer = oppPlayers.find(cur => cur.roleId == targetRoleId);
if(!curOppPlayer|| curOppPlayer.rank != rank) return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
if(curOppPlayer.isRobot) {
let hisLadderData = await LadderMatchModel.checkByRank(rank);
if(hisLadderData) return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
return { status: LADDER_OPP_STATUS.BATTLE, isRobot: true };
} else {
let hisLadderData = await LadderMatchModel.lock(targetRoleId, rank);
if(!hisLadderData) return { status: LADDER_OPP_STATUS.OPP_IS_LOCKED };
return { status: LADDER_OPP_STATUS.BATTLE, isRobot: false, hisLadderData };
}
}
/**
*
* @param isRobot 是否是机器
* @param isDefense 是攻还是守方
* @param rank 排名
* @param ladderData 需要populate过的ladderMatch表
* @returns
*/
export function generateInitRecInfo(isRobot: boolean, isDefense: boolean, rank: number, ladderData: LadderMatchType) {
if(isRobot) {
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
let dicWarJson = gameData.warJson.get(dicLadderDifficultRatio.gkId)||[];
let heroes: LadderOppPlayerHeroInfo[] = [];
for(let json of dicWarJson) {
if(json.relation == 2) {
let hero = new LadderOppPlayerHeroInfo();
hero.setByWarJson(json);
heroes.push(hero);
}
}
let info = new LadderOppPlayerInfo();
info.initByRobot(dicLadderDifficultRatio, heroes, isDefense);
return info;
} else {
let defCe = calculateDefCeByDefense(ladderData.defense);
let role = <RoleType>ladderData.role;
let heroes: LadderOppPlayerHeroInfo[] = [];
if(isDefense) { // 防守方可以将武将也存入,攻方要等出战
let defenseHeroes = ladderData.defense?.heroes||[];
for(let defenseHero of defenseHeroes) {
let hero = new LadderOppPlayerHeroInfo();
hero.setByDefenseHero(<HeroType>defenseHero.hero);
heroes.push(hero);
}
}
let info = new LadderOppPlayerInfo();
info.initByPlayer(rank, role, heroes, defCe, isDefense);
return info;
}
}
function calculateDefCeByDefense(defense: LadderDefense) {
if(!defense) return 0;
let ce = 0;
for(let hero of defense.heroes) {
ce += hero.ce;
}
return ce;
}
export async function ladderTimeout(battleCode: string, status: LADDER_STATUS) {
let rec = await LadderMatchRecModel.timeout(battleCode);
if(status == LADDER_STATUS.CHECK) {
await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_CHECK_STOP, { battleCode });
} else if (status == LADDER_STATUS.BATTLE) {
await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_BATTLE_STOP, { battleCode });
}
}