ServerCommerceActBattleGroundCS.lua 16 KB

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  1. -- 跨服商业活动-巅峰战场(跨服)
  2. local Msg = require("core.Msg")
  3. local Timer = require("core.Timer")
  4. local DB = require("common.DB")
  5. local CommonDB = require("common.CommonDB")
  6. local CommonDefine = require("common.CommonDefine")
  7. local Log = require("common.Log")
  8. local LuaMongo = _G.lua_mongo
  9. local Util = require("common.Util")
  10. local Grid = require("bag.Grid")
  11. local MiddleConnect = require("middle.MiddleConnect")
  12. local InnerMsg = require("core.InnerMsg")
  13. local MiddleManager = require("middle.MiddleManager")
  14. local NpcConfig = require("excel.jjc").skyladdernpc
  15. local CreateRole = require("role.CreateRole")
  16. local ServerCommerceActDefine = require("serverCommerce.ServerCommerceActDefine")
  17. local CombatDefine = require("combat.CombatDefine")
  18. local dbUpdate = {_id=nil}
  19. local dbUpdateField = {}
  20. local RANK_SHOW_NUM = 50 -- 排行榜显示的数量
  21. local notifyActEnd = false -- 是否收到活动结束通知的标识
  22. local battleGroundData = {
  23. -- allAreaRankList = { -- 各个战区排行榜, 榜上的都是真实玩家
  24. -- [WarZoneServerIdx] = {
  25. -- [rank] = {
  26. -- rank = rank,
  27. -- serverId = serverId,
  28. -- playerUuid = playerUuid,
  29. -- name = name,
  30. -- bodyId = bodyId,
  31. -- headId = headId,
  32. -- headFrameId = headFrameId,
  33. -- heroArr = {heroId1, heroId2},
  34. -- },
  35. -- },
  36. -- },
  37. -- generaRankList = { -- 通用排行榜(榜上都是机器人),各个战区排行榜上没有真实玩家或对应排名没有真实玩家时, 使用该排行榜
  38. -- [rank] = {
  39. -- rank = rank,
  40. -- serverId = serverId,
  41. -- playerUuid = playerUuid,
  42. -- name = name,
  43. -- bodyId = bodyId,
  44. -- headId = headId,
  45. -- headFrameId = headFrameId,
  46. -- monsterOutID = monsterOutID, -- 机器人才有
  47. -- heroArr = {heroId1, heroId2},
  48. -- },
  49. -- },
  50. -- },
  51. -- joinList = { -- 参加过该活动的玩家列表
  52. -- -- {serverId, playerUuid},
  53. -- -- {serverId2, playerUuid2},
  54. -- },
  55. }
  56. -- 生成一个排行榜列表
  57. local function genRankList(rankList)
  58. local function genPlayerData(player, tNpcConfig, rank)
  59. local r = math.random(1, #tNpcConfig.monsterOutID)
  60. player.rank = rank
  61. player.name = CreateRole.getRandomName()
  62. player.headId = CreateRole.getRandomHead()
  63. player.headFrameId = CreateRole.getRandomHeadFrame()
  64. player.bodyId = CreateRole.getRandomBody()
  65. player.playerUuid = tNpcConfig.monsterOutID[r]
  66. player.monsterOutID = tNpcConfig.monsterOutID[r]
  67. end
  68. local rank = 1
  69. for _, cfg in ipairs(NpcConfig) do
  70. for i = 1, cfg.cnt do
  71. rankList[rank] = {}
  72. genPlayerData(rankList[rank], cfg, rank)
  73. rank = rank + 1
  74. if rank > ServerCommerceActDefine.COMMERCEACT_NPC_CNT then
  75. break
  76. end
  77. end
  78. end
  79. end
  80. -- 插入数据
  81. local function insertData(data)
  82. LuaMongo.insert(DB.db_battleground, data)
  83. end
  84. -- 修改db单个字段
  85. local function updateValue(key, value)
  86. if not key then return end
  87. if value then
  88. dbUpdateField["$set"] = {[key]=value}
  89. dbUpdateField["$unset"] = nil
  90. else
  91. dbUpdateField["$set"] = nil
  92. dbUpdateField["$unset"] = {[key]=1}
  93. end
  94. dbUpdate._id = battleGroundData._id
  95. LuaMongo.update(DB.db_battleground, dbUpdate, dbUpdateField)
  96. end
  97. -- 保存所有数据
  98. local function saveAllData()
  99. dbUpdate._id = battleGroundData._id
  100. LuaMongo.update(DB.db_battleground, dbUpdate, battleGroundData)
  101. end
  102. local function loadData()
  103. LuaMongo.find(DB.db_battleground)
  104. local data = {}
  105. if LuaMongo.next(data) then
  106. battleGroundData = data
  107. end
  108. if battleGroundData.allAreaRankList and next(battleGroundData.allAreaRankList) then
  109. for areaIdx, rankList in pairs(battleGroundData.allAreaRankList) do
  110. battleGroundData.allAreaRankList[areaIdx] = {}
  111. for _, player in pairs(rankList) do
  112. battleGroundData.allAreaRankList[areaIdx][player.rank] = player
  113. end
  114. end
  115. end
  116. if not battleGroundData.generaRankList then
  117. battleGroundData.generaRankList = {}
  118. genRankList(battleGroundData.generaRankList)
  119. insertData(battleGroundData)
  120. end
  121. table.sort(battleGroundData.generaRankList, function (a, b)
  122. return a.rank < b.rank
  123. end)
  124. end
  125. function BattleGround_InitAfterStart()
  126. if _G.is_middle ~= true then
  127. return
  128. end
  129. loadData()
  130. end
  131. -- 通过本服Id获取所在战区Id
  132. local function getWarZoneServerIdx(sourceServerId)
  133. local nServerKey = MiddleConnect.MiddleConnect_TrueServerID2ConfServerID(sourceServerId)
  134. nServerKey = MiddleConnect.MiddleConnect_GetWarZoneServer(nServerKey)
  135. return nServerKey
  136. end
  137. -- 生成一个战区排行榜
  138. local function genWarZoneRankList(warZoneServerIdx)
  139. local isInsert = false
  140. if not next(battleGroundData) then
  141. isInsert = true
  142. end
  143. battleGroundData.allAreaRankList = battleGroundData.allAreaRankList or {}
  144. battleGroundData.allAreaRankList[warZoneServerIdx] = {}
  145. genRankList(battleGroundData.allAreaRankList[warZoneServerIdx])
  146. if isInsert then
  147. return insertData(battleGroundData)
  148. end
  149. updateValue("allAreaRankList".."."..warZoneServerIdx, battleGroundData.allAreaRankList[warZoneServerIdx])
  150. end
  151. -- 获取本服所在战区的排行榜
  152. local function getMyWarZoneRankList(sourceServerId)
  153. local warZoneServerIdx = getWarZoneServerIdx(sourceServerId)
  154. if not battleGroundData.allAreaRankList or not battleGroundData.allAreaRankList[warZoneServerIdx] then
  155. -- genWarZoneRankList(warZoneServerIdx)
  156. return
  157. end
  158. return battleGroundData.allAreaRankList[warZoneServerIdx]
  159. end
  160. -- 初始化本战区的排行榜
  161. local function initMyWarZoneRankList(sourceServerId)
  162. local warZoneServerIdx = getWarZoneServerIdx(sourceServerId)
  163. if not battleGroundData.allAreaRankList or not battleGroundData.allAreaRankList[warZoneServerIdx] then
  164. battleGroundData.allAreaRankList = battleGroundData.allAreaRankList or {}
  165. battleGroundData.allAreaRankList[warZoneServerIdx] = {}
  166. end
  167. end
  168. -- 获取通用排行榜
  169. local function getGeneraRankList()
  170. return battleGroundData.generaRankList
  171. end
  172. -- 通过玩家uuid获取排名
  173. local function getPlayerRankByUuid(rankList, targetPlayerUuid)
  174. local targetRank = ServerCommerceActDefine.COMMERCEACT_NPC_CNT + 1
  175. if not rankList then
  176. return targetRank
  177. end
  178. for rank, rankInfo in pairs(rankList) do
  179. if rankInfo.playerUuid == targetPlayerUuid then
  180. targetRank = rank
  181. break
  182. end
  183. end
  184. return targetRank
  185. end
  186. -- 遍历
  187. local function findVal(list, val)
  188. for k, info in pairs(list or {}) do
  189. if info[2] == val then
  190. return k
  191. end
  192. end
  193. end
  194. local function writeLog(logStr)
  195. Log.write(Log.LOGID_OSS_COMMON_ACT, logStr)
  196. end
  197. -- 发奖
  198. local function issueReward(fd, rankArr)
  199. local msgData = InnerMsg.wl.WL_BATTLEGROUND_NOTIFY_PRIZEAWARD
  200. msgData.playerArr = rankArr
  201. InnerMsg.sendMsg(fd, msgData)
  202. end
  203. -- 普通服请求玩家排名
  204. function BG_N2C_PlayerRank_Req(msg)
  205. local msgData = InnerMsg.wl.WL_BATTLEGROUND_PLAYER_RANK_QUERY
  206. msgData.playerRank = 0
  207. msgData.playerUuid = msg.playerUuid
  208. local myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  209. msgData.playerRank = getPlayerRankByUuid(myWarZoneRankList, msg.playerUuid)
  210. local fd = MiddleManager.getFDBySvrIndex(msg.sourceServerId)
  211. InnerMsg.sendMsg(fd, msgData)
  212. end
  213. -- 普通服请求对手数据
  214. function BG_N2C_MatchList_Req(msg)
  215. local msgData = InnerMsg.wl.WL_BATTLEGROUND_MATCHLIST_QUERY
  216. msgData.playerUuid = msg.playerUuid
  217. msgData.playerInfoList = {}
  218. local myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  219. local generaRankList = getGeneraRankList()
  220. for _, rank in ipairs(msg.matchList) do
  221. local rankInfo = myWarZoneRankList and myWarZoneRankList[rank] or generaRankList[rank]
  222. if rankInfo then
  223. msgData.playerInfoList[#msgData.playerInfoList+1] = {
  224. rank = rank,
  225. serverId = rankInfo.serverId,
  226. name = rankInfo.name,
  227. showBodyId = rankInfo.bodyId
  228. }
  229. end
  230. end
  231. local fd = MiddleManager.getFDBySvrIndex(msg.sourceServerId)
  232. InnerMsg.sendMsg(fd, msgData)
  233. end
  234. -- 普通服请求玩家数据
  235. function BG_N2C_PlayerData_Req(msg)
  236. local msgData = InnerMsg.wl.WL_BATTLEGROUND_PLAYER_DATA_QUERY
  237. msgData.playerUuid = msg.playerUuid
  238. msgData.playerInfo = {}
  239. local myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  240. local generaRankList = getGeneraRankList()
  241. local rankInfo = myWarZoneRankList and myWarZoneRankList[msg.playerRank] or generaRankList[msg.playerRank]
  242. if rankInfo then
  243. msgData.playerInfo.serverId = rankInfo.serverId
  244. msgData.playerInfo.name = rankInfo.name
  245. msgData.playerInfo.heroHeadId = rankInfo.headId
  246. msgData.playerInfo.heroHeadFrameId = rankInfo.headFrameId
  247. msgData.playerInfo.monsteroutId = 0
  248. if rankInfo.serverId then -- 真实玩家
  249. msgData.playerInfo.heroArr = {}
  250. for _, heroId in ipairs(rankInfo.heroArr or {}) do
  251. msgData.playerInfo.heroArr[#msgData.playerInfo.heroArr+1] = heroId
  252. end
  253. else
  254. -- 机器人
  255. msgData.playerInfo.monsteroutId = rankInfo.monsterOutID
  256. end
  257. end
  258. local fd = MiddleManager.getFDBySvrIndex(msg.sourceServerId)
  259. InnerMsg.sendMsg(fd, msgData)
  260. end
  261. -- 普通服请求排行榜数据
  262. function BG_N2C_RankList_Req(msg)
  263. local msgData = InnerMsg.wl.WL_BATTLEGROUND_RANKLIST_QUERY
  264. msgData.playerUuid = msg.playerUuid
  265. msgData.rankList = {}
  266. local myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  267. local generaRankList = getGeneraRankList()
  268. for rank=1, RANK_SHOW_NUM do
  269. local rankInfo = myWarZoneRankList and myWarZoneRankList[rank] or generaRankList[rank]
  270. msgData.rankList[rank] = {
  271. rank = rank,
  272. serverId = rankInfo.serverId,
  273. name = rankInfo.name,
  274. heroHeadId = rankInfo.headId,
  275. heroHeadFrameId = rankInfo.headFrameId,
  276. playerUuid = rankInfo.playerUuid,
  277. }
  278. end
  279. local fd = MiddleManager.getFDBySvrIndex(msg.sourceServerId)
  280. InnerMsg.sendMsg(fd, msgData)
  281. end
  282. -- 玩家请求挑战某个排名
  283. function BG_N2C_Challenge_Req(msg)
  284. local msgData = InnerMsg.wl.WL_BATTLEGROUND_CHALLENGE_QUERY
  285. msgData.playerUuid = msg.playerUuid
  286. msgData.playerInfo = {}
  287. msgData.errCode = 0
  288. local fd = MiddleManager.getFDBySvrIndex(msg.sourceServerId)
  289. local targetRank = msg.rank
  290. local myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  291. local generaRankList = getGeneraRankList()
  292. local targetRanker = myWarZoneRankList and myWarZoneRankList[targetRank] or generaRankList[targetRank]
  293. if not targetRanker then
  294. msgData.errCode = -1
  295. return InnerMsg.sendMsg(fd, msgData)
  296. end
  297. msgData.playerInfo = {
  298. rank = targetRank,
  299. playerUuid = targetRanker.playerUuid,
  300. defServerId = targetRanker.serverId or 0
  301. }
  302. InnerMsg.sendMsg(fd, msgData)
  303. end
  304. -- 挑战结束
  305. function BG_N2C_Challenge_End(msg)
  306. local atkPlayerUuid = msg.playerUuid
  307. local atkRank = msg.atkRank
  308. local defRank = msg.defRank
  309. local challengeRes = msg.challengeRes
  310. -- 加入参与列表
  311. battleGroundData.joinList = battleGroundData.joinList or {}
  312. if not findVal(battleGroundData.joinList, atkPlayerUuid) then
  313. battleGroundData.joinList[#battleGroundData.joinList+1] = {msg.sourceServerId, atkPlayerUuid}
  314. updateValue("joinList", battleGroundData.joinList)
  315. end
  316. -- 挑战没有胜利
  317. if challengeRes ~= CombatDefine.RESULT_WIN then
  318. return
  319. end
  320. local myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  321. if not myWarZoneRankList then
  322. initMyWarZoneRankList(msg.sourceServerId)
  323. myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  324. end
  325. -- 如果挑战方在榜上, 则检查当前排名与挑战时排名是否一致, 如果不一致则获取最新排名
  326. local atkRanker = myWarZoneRankList[atkRank]
  327. if atkRanker and atkRanker.playerUuid ~= atkPlayerUuid then
  328. atkRank = getPlayerRankByUuid(myWarZoneRankList, msg.playerUuid)
  329. end
  330. -- 如果挑战者排名高于被挑战者排名, 则不做任何操作
  331. if atkRank > atkRank then
  332. return
  333. end
  334. local defTemp = myWarZoneRankList[defRank]
  335. -- 如果挑战方在榜上, 则先把挑战方从排行榜上移除
  336. if atkRank <= ServerCommerceActDefine.COMMERCEACT_NPC_CNT then
  337. myWarZoneRankList[atkRank] = nil
  338. end
  339. -- 第一次挑战, 则使用生成的玩家数据
  340. if not atkRanker then
  341. atkRanker = msg.playerShowData
  342. end
  343. -- 把挑战方加入到排行榜上, 排名为防守方原排名
  344. atkRanker.rank = defRank
  345. myWarZoneRankList[defRank] = atkRanker
  346. -- 如果双方都在榜上, 则被挑战方排名下降为挑战方原排名
  347. if defTemp and atkRank <= ServerCommerceActDefine.COMMERCEACT_NPC_CNT then
  348. defTemp.rank = atkRank
  349. myWarZoneRankList[atkRank] = defTemp
  350. end
  351. -- 保存排行榜数据
  352. local warZoneServerIdx = getWarZoneServerIdx(msg.sourceServerId)
  353. updateValue("allAreaRankList".."."..warZoneServerIdx, battleGroundData.allAreaRankList[warZoneServerIdx])
  354. -- 通知挑战者排名提高
  355. local msgData = InnerMsg.wl.WL_BATTLEGROUND_NOTIFY_PLAYER
  356. local fd = MiddleManager.getFDBySvrIndex(atkRanker.serverId)
  357. msgData.playerUuid = atkRanker.playerUuid
  358. msgData.newRank = atkRanker.rank
  359. msgData.atkeServerId = msg.sourceServerId
  360. msgData.atkName = atkRanker.name
  361. msgData.updateType = 1
  362. InnerMsg.sendMsg(fd, msgData)
  363. -- 如果被挑战方是真实玩家, 则通知
  364. if defTemp and defTemp.serverId and defTemp.serverId ~= 0 then
  365. msgData.playerUuid = defTemp.playerUuid
  366. msgData.newRank = defTemp.rank
  367. msgData.updateType = 2
  368. fd = MiddleManager.getFDBySvrIndex(defTemp.serverId)
  369. InnerMsg.sendMsg(fd, msgData)
  370. end
  371. end
  372. -- 更换战斗阵容
  373. function BG_N2C_Lineup_Update(msg)
  374. local myWarZoneRankList = getMyWarZoneRankList(msg.sourceServerId)
  375. local myRank = getPlayerRankByUuid(myWarZoneRankList, msg.playerUuid)
  376. if myRank > ServerCommerceActDefine.COMMERCEACT_NPC_CNT then
  377. return
  378. end
  379. myWarZoneRankList[myRank].heroArr = msg.heroArr
  380. local warZoneServerIdx = getWarZoneServerIdx(msg.sourceServerId)
  381. updateValue("allAreaRankList".."."..warZoneServerIdx, battleGroundData.allAreaRankList[warZoneServerIdx])
  382. end
  383. -- 活动结束
  384. function BG_N2C_Act_End(msg)
  385. if notifyActEnd then
  386. return
  387. end
  388. local logData = {
  389. joinList = battleGroundData.joinList,
  390. allAreaRankList = battleGroundData.allAreaRankList,
  391. }
  392. local logTb = Util.serialize(logData)
  393. local logStr = table.concat(logTb)
  394. writeLog(logStr)
  395. local fd_2_Rank = {}
  396. local joinList = battleGroundData.joinList
  397. local allAreaRankList = battleGroundData.allAreaRankList
  398. -- 参与玩家(包括在榜玩家)
  399. for _, playerInfo in ipairs(joinList or {}) do
  400. local serverId = playerInfo[1]
  401. local fd = MiddleManager.getFDBySvrIndex(serverId)
  402. fd_2_Rank[fd] = fd_2_Rank[fd] or {}
  403. fd_2_Rank[fd][#fd_2_Rank[fd]+1] = {ServerCommerceActDefine.COMMERCEACT_NPC_CNT, playerInfo[2]}
  404. end
  405. -- 在榜玩家
  406. for _, rankList in pairs(allAreaRankList or {}) do
  407. for _, player in pairs(rankList) do
  408. local fd = MiddleManager.getFDBySvrIndex(player.serverId)
  409. fd_2_Rank[fd] = fd_2_Rank[fd] or {}
  410. local idx = findVal(fd_2_Rank[fd], player.playerUuid)
  411. if idx then
  412. fd_2_Rank[fd][idx][1] = player.rank
  413. end
  414. end
  415. end
  416. if next(fd_2_Rank) then
  417. local delay_sec = 0
  418. for fd, rankArr in pairs(fd_2_Rank) do
  419. delay_sec = delay_sec + 3
  420. Timer.addLater(delay_sec, issueReward, fd, rankArr)
  421. end
  422. -- 重置排行榜数据
  423. -- battleGroundData = {}
  424. -- saveAllData()
  425. -- 更新标识
  426. notifyActEnd = true
  427. end
  428. end