package leagueQuest import ( "f1-game/internal/data" "f1-game/internal/enum" nameRoute "f1-game/internal/name/route" "f1-game/internal/pb" "f1-game/internal/sessions" "f1-game/nodes/map/internal/db" dbLeague "f1-game/nodes/map/internal/db/data/league" mapFacade "f1-game/nodes/map/internal/facade" "slices" cfacade "github.com/cherry-game/cherry/facade" cproto "github.com/cherry-game/cherry/net/proto" clog "github.com/cherry-game/cherry/logger" ) var srv = &service{ groupOpen: newServiceGroupOpen(), typ: newServiceType(), } func Service() *service { return srv } type service struct { mapFacade.LeagueServiceBase[*db.MapLeagueTable] typ serviceType groupOpen serviceGroupOpen } // 联盟创建时添加任务 func (p *service) OnInit(leagueTable *db.MapLeagueTable) { groupRows := []*data.QuestGroupRow{} // 添加联盟任务 for _, leagueQuest := range data.LeagueQuest.List() { if leagueQuest.QuestType == int32(enum.LeagueQuestType_Process) { if leagueQuest.QuestGroupID <= 0 { continue } groupRow, found := data.QuestGroup.GetByGroupID(leagueQuest.QuestGroupID) if !found { clog.Warnf("league quest init fail, quest group not found. leagueID:%d, groupID:%d", leagueTable.LeagueID, leagueQuest.QuestGroupID) continue } groupRows = append(groupRows, groupRow) } } if len(groupRows) > 0 { p.AddQuestWithGroups(leagueTable, groupRows...) } } // 检测重置类型 func (p *service) OnReset(leagueTable *db.MapLeagueTable) { if !leagueTable.Stats.IsCanReset() { return } delIDList := []int32{} for _, questEntity := range leagueTable.Quests { groupRow, found := data.QuestGroup.GetByGroupID(questEntity.QuestGroupID) // 删除配表找不到的任务 if !found { delIDList = append(delIDList, questEntity.QuestID) continue } // 删除 日循环任务 if leagueTable.Stats.IsDayReset && groupRow.ResetType == enum.QuestResetType_HourOfDay { delIDList = append(delIDList, questEntity.QuestID) continue } // 删除 周循环任务 if leagueTable.Stats.IsWeekReset && groupRow.ResetType == enum.QuestResetType_DayOfWeek { delIDList = append(delIDList, questEntity.QuestID) continue } } if len(delIDList) > 0 { leagueTable.Quests.DeleteQuests(delIDList) leagueTable.Save2Queue() } // 重置检查是否有新任务 p.checkQuestReset(leagueTable.LeagueID) } func (p *service) Push(leagueTable *db.MapLeagueTable, session *cproto.Session) { p.ChangePushWithSession(session, leagueTable.Quests.List()) } // TODO 现在任务变更是全联盟成员推送变更通知 func (p *service) ChangePush(leagueID int64, changeList []*dbLeague.Quest) { if leagueID <= 0 || len(changeList) <= 0 { return } leagueMemberTable, found := db.GetMapLeagueMemberTable(leagueID) if !found { clog.Warnf("league quest change push fail, league member table not found. leagueID:%d", leagueID) return } push := &pb.QuestList{} for _, change := range changeList { protoQuest := change.ToProto() push.Quests = append(push.Quests, &protoQuest) } sessions.PushPlayers(leagueMemberTable.GetLeagueMemberIDs(), nameRoute.PushMapLeague_Quests, push) } // ChangePush 推送任务变更列表 func (p *service) ChangePushWithSession(session *cproto.Session, changeList []*dbLeague.Quest) { if len(changeList) < 1 { return } push := &pb.QuestList{} for _, quest := range changeList { protoQuest := quest.ToProto() push.Quests = append(push.Quests, &protoQuest) } sessions.PushWithSession(session, nameRoute.PushMapLeague_Quests, push) } // CheckNewAndPush 检查是否有新的任务组&推送 func (p *service) checkQuestReset(leagueID int64) { var ( leagueTable, _ = db.GetMapLeagueTable(leagueID) groupRows = []*data.QuestGroupRow{} ) // 遍历配置,获取是否有新增加的任务&组 for _, groupRow := range data.QuestGroup.List() { // 功能触发类型的跳过 if groupRow.OpenType == enum.QuestOpenType_TriggerOpen { continue } //验证本组是否开放 if !p.groupOpen.validate(groupRow.OpenType, leagueID, groupRow) { continue } // 添加满足的任务组配置 groupRows = append(groupRows, groupRow) } // 添加本组的任务 p.AddQuestWithGroups(leagueTable, groupRows...) } // AddQuestWithGroups 根据任务组添加任务列表 func (p *service) AddQuestWithGroups(leagueTable *db.MapLeagueTable, groupRows ...*data.QuestGroupRow) bool { if len(groupRows) < 1 { return false } changeList := []*dbLeague.Quest{} for _, groupRow := range groupRows { questRows, found := data.Quest.ListByQuestGroupID(groupRow.GroupID) if !found { clog.Warnf("add quest with group fail, quest config not found. leagueID:%d", leagueTable.LeagueID) continue } for _, newQuestRow := range questRows { // 当前任务禁用, 跳过 if newQuestRow.Disabled { continue } newQuestEntity, ok := p.AddQuest(leagueTable, newQuestRow) if !ok { continue } changeList = append(changeList, newQuestEntity) } } if len(changeList) < 1 { return false } // 保存任务数据 leagueTable.Save2Queue() // 推送给客户端 p.ChangePush(leagueTable.LeagueID, changeList) return true } // // AddQuest 添加一个任务 func (p *service) AddQuest(leagueTable *db.MapLeagueTable, questRow *data.QuestRow) (*dbLeague.Quest, bool) { if questRow == nil { clog.Warnf("quest is nil. [config = %+v]", questRow) return nil, false } if questRow.QuestType < 1 { clog.Warnf("quest type error. [config = %+v]", questRow) return nil, false } if leagueTable.Quests.ContainQuest(questRow.QuestID) { return nil, false } if len(questRow.QuestParams) < 1 { clog.Warnf("quest params is empty. [config = %+v]", questRow) return nil, false } // 获取任务类型解析器 parser, found := p.typ.get(questRow.QuestType) if !found { clog.Warnf("quest type not implemented. [config = %+v]", questRow) return nil, false } // 创建任务 newQuestEntity := dbLeague.NewQuest(questRow.QuestGroupID, questRow.QuestID) if !parser.OnCreate(leagueTable.LeagueID, &newQuestEntity, questRow) { clog.Warnf("create new questID fail. [questID = %d]", questRow.QuestID) return nil, false } // 检查任务是否完成 newQuestEntity.CheckDataFinish(questRow.QuestParams[0]) // 添加任务到存储 isAdd := leagueTable.Quests.AddQuest(&newQuestEntity) return &newQuestEntity, isAdd } // TriggerOpenGroup 触发添加任务组(手工调用该函数) func (p *service) TriggerOpenGroup(leagueID int64, groupID int32) bool { leagueTable, _ := db.GetMapLeagueTable(leagueID) if leagueTable.Quests.ContainGroup(groupID) { return false } groupRow, found := data.QuestGroup.GetByGroupID(groupID) if !found { return false } if groupRow.OpenType != enum.QuestOpenType_TriggerOpen { clog.Infof("[playerID = %d] [groupID = %d] openType != trigger open") return false } // 添加任务 success := p.AddQuestWithGroups(leagueTable, groupRow) return success } func (p *service) DoEvent(leagueID int64, leagueTable *db.MapLeagueTable, e cfacade.IEventData) { changeList := []*dbLeague.Quest{} // 任务变更列表 for _, questEntity := range leagueTable.Quests { // 已完成或已结束的任务 则跳过 if questEntity.IsFinish() { continue } // 获取任务配置 questRow, found := data.Quest.GetByQuestGroupIDQuestID(questEntity.QuestGroupID, questEntity.QuestID) if !found { clog.Warnf("[playerID = %d, quest = %+v] quest config not found.", leagueID, questEntity) continue } parser, found := p.typ.get(questRow.QuestType) if !found { clog.Warnf("[playerID = %d, quest = %+v] quest type not found.", leagueID, questRow) continue } // 联盟和玩家的事件都不包含 if !slices.Contains(parser.LeagueEventNames(), e.Name()) && !slices.Contains(parser.PlayerEventNames(), e.Name()) { continue } // 通过事件更新任务数据 if parser.OnUpdate(leagueID, questEntity, questRow, e) { // add to change list changeList = append(changeList, questEntity) // 检查是否完成 questEntity.CheckDataFinish(questRow.QuestParams[0]) } } if len(changeList) > 0 { // 推送变更数据 leagueTable.Save2Queue() // 推送任务列表 p.ChangePush(leagueID, changeList) } } func (p *service) LeagueEventNames() []string { return p.typ.leagueEventNames() } func (p *service) PlayerEventNames() []string { return p.typ.playerEventNames() }