✨ feat(gvg): 遗迹生成数据
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@@ -1,11 +1,15 @@
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import { RoleType } from "../../db/Role";
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import { GVGLeagueType } from "../../db/GVGLeague";
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import { GVGLeaguePrepareType } from "../../db/GVGLeaguePrepare";
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import { Distribute, GVGUserDataType } from "../../db/GVGUserData";
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import { GVGUserDataType } from "../../db/GVGUserData";
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import { GuildType } from "../../db/Guild";
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import { LEAGUE_JOB } from "../../consts";
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import { GVGLeagueFarmType } from "../../db/GVGLeagueFarm";
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import { nowSeconds } from "../../pubUtils/timeUtil";
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import { DicGVGVestige } from "../../pubUtils/dictionary/DicGVGVestige";
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import { EXTERIOR, GVG } from "../../pubUtils/dicParam";
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import { DicWarJson } from "../../pubUtils/dictionary/DicWarJson";
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import { gameData } from "../../pubUtils/data";
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import { HeroType } from "../../db/Hero";
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class LeagueLeaderInfo {
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name: string; // 盟主名
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@@ -353,3 +357,161 @@ export interface LeagueGood {
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id: number,
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count: number
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}
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export class GVGVestigeOppPlayer {
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rank: number;
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roleId: string;
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roleName: string;
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lv: number;
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head: number;
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frame: number;
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spine: number;
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title: number;
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guildName: string;
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serverName: string;
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lineupCe: number;
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score: number;
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constructor(rank: number) {
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this.rank = rank;
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}
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setByRole(role: RoleType, serverNames: any, lineupCe: number, score: number) {
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this.roleId = role.roleId;
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this.roleName = role.roleName;
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this.lv = role.lv;
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this.head = role.head;
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this.frame = role.frame;
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this.spine = role.spine;
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this.title = role.title;
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this.guildName = role.guildName;
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this.serverName = serverNames[role.serverId];
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this.lineupCe = lineupCe;
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this.score = score;
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}
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setByDic(dic: DicGVGVestige, serverName: string) {
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this.lineupCe = dic.ce;
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this.roleId = `robot${this.rank}`;
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this.roleName = GVG.GVG_ROBOT_NAME;
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this.lv = dic.level;
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this.head = dic.head;
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this.frame = EXTERIOR.EXTERIOR_FACECASE;
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this.spine = dic.spine;
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this.title = 1;
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this.guildName = '';
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this.serverName = serverName;
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this.lineupCe = dic.ce;
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this.score = dic.score;
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}
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}
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// getOppLineup返回
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export class GVGVestigeOppLineupHero {
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hid: number; // 武将
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skinId: number; // 皮肤id
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quality: number; // 品质
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star: number; // 星级
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colorStar: number; // 彩星
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lv: number; // 等级
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setByWarJson(warJson: DicWarJson) {
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this.hid = warJson.actorId;
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this.skinId = warJson.actorId;
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this.lv = warJson.lv;
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let dicHero = gameData.hero.get(warJson.actorId);
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if(dicHero) {
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this.quality = dicHero.quality;
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if(this.quality == 4) {
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this.star = 6;
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this.colorStar = warJson.star;
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} else {
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this.star = warJson.star;
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this.colorStar = 0;
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}
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}
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}
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setByDefenseHero(hero: HeroType) {
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this.hid = hero.hid;
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this.skinId = hero.skinId;
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this.quality = hero.quality;
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this.star = hero.star;
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this.colorStar = hero.colorStar;
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this.lv = hero.lv;
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}
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}
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export class GVGVestigeOppLineup {
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vestigeId: number; // 遗迹id
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myRank: number;
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rank: number;
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score: number;
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isRobot: boolean;
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roleId: string;
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roleName: string;
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serverName: string;
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guildName: string;
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lv: number;
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head: number;
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frame: number;
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spine: number;
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title: number;
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lineupCe: number = 0; // 阵容战力
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heroes: GVGVestigeOppLineupHero[] = [];
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constructor(vestigeId: number) {
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this.vestigeId = vestigeId;
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}
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setMyRank(myRank: number) {
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this.myRank = myRank;
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}
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setRobot(dic: DicGVGVestige, warJsons: DicWarJson[], serverName: string) {
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this.isRobot = true;
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this.rank = dic.rank;
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this.score = dic.score;
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this.roleId = `robot${dic.rank}`;
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this.roleName = GVG.GVG_ROBOT_NAME;
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this.serverName = serverName;
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this.guildName = '';
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this.lineupCe = dic.ce;
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this.lv = dic.level;
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this.head = dic.head;
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this.frame = EXTERIOR.EXTERIOR_FACECASE;
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this.spine = dic.spine;
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this.title = 1;
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for(let warJson of warJsons) {
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if(warJson.relation == 2) {
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let hero = new GVGVestigeOppLineupHero();
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hero.setByWarJson(warJson);
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this.heroes.push(hero);
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}
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}
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}
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setPlayer(dic: DicGVGVestige, role: RoleType, heroes: HeroType[], serverNames: any) {
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this.isRobot = false;
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this.rank = dic.rank;
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this.score = dic.score;
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this.roleId = role.roleId;
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this.roleName = role.roleName;
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this.serverName = serverNames[role.serverId];
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this.guildName = role.guildName;
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this.title = role.title;
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this.lv = role.lv;
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this.head = role.head;
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this.frame = role.frame;
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this.spine = role.spine;
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for(let hero of heroes) {
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this.lineupCe += hero.ce;
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let obj = new GVGVestigeOppLineupHero();
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obj.setByDefenseHero(hero);
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this.heroes.push(obj);
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}
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}
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}
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