import { RoleType } from "../../db/Role"; import { GVGLeagueType } from "../../db/GVGLeague"; import { GVGLeaguePrepareType } from "../../db/GVGLeaguePrepare"; import { GVGUserDataType } from "../../db/GVGUserData"; import { GuildType } from "../../db/Guild"; import { GVGLeagueFarmType } from "../../db/GVGLeagueFarm"; import { nowSeconds } from "../../pubUtils/timeUtil"; import { DicGVGVestige } from "../../pubUtils/dictionary/DicGVGVestige"; import { EXTERIOR, GVG } from "../../pubUtils/dicParam"; import { DicWarJson } from "../../pubUtils/dictionary/DicWarJson"; import { gameData } from "../../pubUtils/data"; import { HeroType } from "../../db/Hero"; import { RoleRankInfo } from "../rank"; class LeagueLeaderInfo { name: string; // 盟主名 serverId: number; // 盟主所处小区 serverName: number; // 盟主所处小区名 constructor(leader: RoleType, serverNames: any) { this.name = leader.roleName; this.serverId = leader.serverId; this.serverName = serverNames[this.serverId]; } } class GVGItem { id: number; count: number; expireTime: number; // 过期时间 } class LeaguePlayerData { auth: number = 3; // 我的权限 1-盟主 2-副盟主 3-平民 job: number = 0; // 我的职能,1-贤臣 2-猛将 0-未选择 canPrepare: boolean = false; // 是否可以使用整备期模块,组建期过后加入的玩家,当天的整备模块不可参与 canChooseJob: boolean = true; // 是否可以选择职能,团内选择职业的人数达到最大人数了,已经不可再选职位了 items: GVGItem[] = []; // 持有的道具,包括两种令、战功和种子 // 奖励相关 receivedLv: number = 0; // 奖励领到几级 tasks: GVGTask[] = []; // 如果没有达成的任务就不放在这个数组里面 } class LeagueResource { food: number = 0; // 粮食 mineral: number = 0; // 矿物 wood: number = 0; // 木堆 } class GVGTask { id: number; // 任务id count: number; status: number; // 状态 0-未领取 1-已领取 } export class GVGMainData { configId: number = 0; // 赛期 period: number = 1; // 当前是什么期 1-组建期 2-备战期 3-激战期 countdownTime: number = 0; // 这个周期结束时间,10位时间戳单位秒 type: number = 1; // 1-单服 2-跨服 hasLeague: boolean = false; // 是否拥有联军 // 左侧联军信息 leagueCode: string; // 联军唯一code leader: LeagueLeaderInfo; name: string; // 联军名 icon: number; // 图标 leagueLv: number; // 联军等级 notice: string; // 公告 guildCnt: number; // 军团数量 memberCnt: number; // 玩家人数 teamCnt: number; // 里面的玩家的队伍数 TODO leagueCe: number; // 联军内所有人总战力 // 个人信息 myInfo: LeaguePlayerData = new LeaguePlayerData(); // 激战期相关,城池背景 cities: number[] = []; // 占领的城池id // 内政相关 resources: LeagueResource = new LeagueResource(); // 联盟的物资 activeTech: number[] = []; // 已激活了的科技树的id maxMemberCnt: number; // 进入备战期总玩家人数 producerCnt: number; // 贤臣人数 fighterCnt: number; // 猛将人数 sumTime: number = 0; // 今日贡献结算时间 10位时间戳 // 是否每天首次登录 isFirst = false; leagueGoods: { itemType: number, id: number, count: number }[]; constructor(configId: number, period: number, countdownTime: number, type: number) { this.configId = configId; this.period = period; this.countdownTime = countdownTime; this.type = type; } setLeague(league: GVGLeagueType, serverNames: any) { if(!league) return; this.hasLeague = true; this.leagueCode = league.leagueCode; let leader = league.leader; this.leader = new LeagueLeaderInfo(leader, serverNames); this.name = league.name; this.icon = league.icon; this.notice = league.notice; this.guildCnt = league.guildCnt; this.memberCnt = league.memberCnt; } setLeagueParpare(leaguePrepare: GVGLeaguePrepareType) { if(!leaguePrepare) return; this.leagueLv = leaguePrepare.lv; this.resources = leaguePrepare.resources; this.activeTech = leaguePrepare.activeTech||[]; this.maxMemberCnt = leaguePrepare.maxMemberCnt; this.producerCnt = leaguePrepare.producerCnt; this.fighterCnt = leaguePrepare.fighterCnt; } setPlayerInfo(userData: GVGUserDataType, auth: number, canPrepare: boolean, canChooseJob: boolean, items: GVGItem[], tasks: GVGTask[]) { this.myInfo.auth = auth; this.myInfo.canPrepare = canPrepare; this.myInfo.canChooseJob = canChooseJob; this.myInfo.items = items; if(userData) { this.myInfo.job = userData?.job||0; this.myInfo.receivedLv = userData?.receivedLv||0; } this.myInfo.tasks = tasks; } setFistLogin(item: { itemType: number, id: number, count: number }[]) { this.isFirst = true; this.leagueGoods = item; } setLeagueCe(leagueCe: number) { this.leagueCe = leagueCe; } setCities(cities: number[]) { this.cities = cities; } } export class LeagueListInfo { leagueCode: string; // 联军唯一id name: string; // 联军名 icon: number; // icon memberCnt: number; // 玩家人数 guildCnt: number; // 组成军团名 leaderName: string; // 大将军的姓名 leaderServerName: string; // 大将军所处小区名 leagueCe: number; // 联军战力 hasApply: boolean = false; // 是否申请过了 constructor(league: GVGLeagueType, serverNames: any) { if(!league) return; this.leagueCode = league.leagueCode; this.name = league.name; this.icon = league.icon; this.memberCnt = league.memberCnt; this.guildCnt = league.guildCnt; this.leaderName = (league.leader).roleName; this.leaderServerName = serverNames[(league.leader).serverId]; } setHasApply(hasApply: boolean) { this.hasApply = hasApply; } setLeagueCe(leagueCe: number) { this.leagueCe = leagueCe; } } export class LeagueSimpleInfo extends LeagueListInfo { lv: number = 1; // 等级 notice: string; // 公共 cities: number[] = []; // 占领的城池 constructor(league: GVGLeagueType, serverNames: any) { super(league, serverNames); if(!league) return; this.notice = league.notice; } setCities(cities: number[]) { this.cities = cities; } setLv(lv: number) { this.lv = lv; } } export class LeagueGuildInfo { guildCode: string; // 军团唯一id icon: number; name: string; // 军团名 serverName: string; // 区服名 lv: number; // 军团等级 memberCnt: number; // 人数 leaderName: string; // 大将军的姓名 guildCe: number; // 军团战力 hasInvited: boolean; // 是否邀请过了 active: number; constructor(guild: GuildType, serverNames: any) { if(!guild) return; this.guildCode = guild.code; this.icon = guild.icon; this.name = guild.name; this.serverName = serverNames[guild.serverId]; this.lv = guild.lv; this.memberCnt = guild.memberCnt; let leader = guild.leader; this.leaderName = leader.roleName; this.guildCe = guild.guildCe; } setHasInvited(hasInvited: boolean) { this.hasInvited = hasInvited; } setActive(active: number) { this.active = active; } } export class LeagueMemberListInfo { roleId: string; // 玩家id roleName: string; // 玩家名 lv: number; // 玩家等级 head: number; // 玩家头像 frame: number; // 玩家相框 title: number; // 爵位 guildName: string; // 所处军团名 serverName: string; // 所处小区名 job: number = 0; // 官职 1-贤臣 2-猛将 auth: number = 0; // 官职 active: number = 0; // 活跃 ce: number; // 玩家战力 isOnline: boolean; // 是否在线 quitTime: number; // 离线时间 constructor(role: RoleType, serverNames: any) { if(!role) return; this.roleId = role.roleId; this.roleName = role.roleName; this.lv = role.lv; this.head = role.head; this.frame = role.frame; this.title = role.title; this.guildName = role.guildName; this.serverName = serverNames[role.serverId]; this.ce = role.ce; this.quitTime = role.quitTime; this.isOnline = role.quitTime == role.loginTime; } setByUserData(data: GVGUserDataType) { if(!data) return; this.active = data.active||0; this.job = data.job; } setAuth(auth: number) { this.auth = auth; } } export class LeagueMemberDistributeInfo extends LeagueMemberListInfo{ rank: number = 0; food: number = 0; mineral: number = 0; wood: number = 0; score: number = 0; setByUserData(data: GVGUserDataType) { if(!data) return; this.active = data.active; this.job = data.job; this.food = data.distribute?.food||0; this.mineral = data.distribute?.mineral||0; this.wood = data.distribute?.wood||0; this.score = data.distribute?.score||0 } setRank(rank: number) { this.rank = rank; } } export class LeagueDistributeInfo { job: number; // 1-内政 2-外政 sumDistribute: number; // 总贡献(宝箱显示) receivedBox: number[]; // 已领取的宝箱id members: LeagueMemberDistributeInfo[]; constructor(job: number, sumDistribute: number, receivedBox: number[]) { this.job = job; this.sumDistribute = sumDistribute||0; this.receivedBox = receivedBox||[]; } setMembers(members: LeagueMemberDistributeInfo[]) { this.members = members; } } export class LeagueFarmListInfo { farmId: number; count: number; // 已种植数量 canHarvest: boolean; constructor(farmId: number, count: number, canHarvest: boolean) { this.farmId = farmId; this.count = count; this.canHarvest = canHarvest; } } export class LeagueField { fieldId: number; // 田的编号 seedType: number; // 已种植了的种子类型 0-未种 1-小麦 2-玉米 3-水稻 addType: number; // 特殊加成类型 0-普通田 1-小麦加成 2-玉米 3-水稻 harvestTime: number; // 收获时间, 10位时间戳 unlockTime: number; // 锁定时间,会按照内政令的数量给玩家预锁定一批填,超过时间限制就不锁给他了也会分给其他人了 index: number = 0; // 位置 constructor(leagueFarm: GVGLeagueFarmType) { if(!leagueFarm) return; this.fieldId = leagueFarm.fieldId; this.seedType = leagueFarm.seedType; this.addType = leagueFarm.addType; this.harvestTime = leagueFarm.harvestTime; this.unlockTime = leagueFarm.unlockTime; this.index = leagueFarm.index||0; } } export class LeagueFarmMember { roleId: string; // 种田玩家 roleName: string; guildName: string; serverName: string; count: number; // 种植地块 output: number; // 预计产量 canHelp: boolean; // 是否可以帮收 harvestTime: number; // 收成时间,10位时间戳 constructor(role: RoleType, serverNames: any) { this.roleId = role.roleId; this.roleName = role.roleName; this.guildName = role.guildName; this.serverName = serverNames[role.serverId]; } setByFields(fields: GVGLeagueFarmType[]) { this.count = fields.length; this.harvestTime = Math.min(...fields.map(cur => cur.harvestTime))||0; this.canHelp = !!fields.find(cur => cur.harvestTime < nowSeconds()); this.output = fields.reduce((pre, cur) => (pre + cur.output||0), 0); } setByMines(mines: GVGLeagueFarmType[]) { this.count = mines.length; this.output = mines.reduce((pre, cur) => (pre + cur.output||0), 0); } } export interface LeagueGood { itemType: number, id: number, count: number } export class GVGVestigeOppPlayer { rank: number; roleId: string; roleName: string; lv: number; head: number; frame: number; spine: number; title: number; guildName: string; serverName: string; lineupCe: number; score: number; constructor(rank: number) { this.rank = rank; } setByRole(role: RoleType, serverNames: any, lineupCe: number, score: number) { this.roleId = role.roleId; this.roleName = role.roleName; this.lv = role.lv; this.head = role.head; this.frame = role.frame; this.spine = role.spine; this.title = role.title; this.guildName = role.guildName; this.serverName = serverNames[role.serverId]; this.lineupCe = lineupCe; this.score = score; } setByDic(dic: DicGVGVestige, serverName: string) { this.lineupCe = dic.ce; this.roleId = `robot${this.rank}`; this.roleName = GVG.GVG_ROBOT_NAME; this.lv = dic.level; this.head = dic.head; this.frame = EXTERIOR.EXTERIOR_FACECASE; this.spine = dic.spine; this.title = 1; this.guildName = ''; this.serverName = serverName; this.lineupCe = dic.ce; this.score = dic.score; } } // getOppLineup返回 export class GVGVestigeOppLineupHero { hid: number; // 武将 skinId: number; // 皮肤id quality: number; // 品质 star: number; // 星级 colorStar: number; // 彩星 lv: number; // 等级 setByWarJson(warJson: DicWarJson) { this.hid = warJson.actorId; this.skinId = warJson.actorId; this.lv = warJson.lv; let dicHero = gameData.hero.get(warJson.actorId); if(dicHero) { this.quality = dicHero.quality; if(this.quality == 4) { this.star = 6; this.colorStar = warJson.star; } else { this.star = warJson.star; this.colorStar = 0; } } } setByDefenseHero(hero: HeroType) { this.hid = hero.hid; this.skinId = hero.skinId; this.quality = hero.quality; this.star = hero.star; this.colorStar = hero.colorStar; this.lv = hero.lv; } } class OppData { rank: number; score: number; isRobot: boolean; roleId: string; roleName: string; serverName: string; guildName: string; lv: number; head: number; frame: number; spine: number; title: number; lineupCe: number = 0; // 阵容战力 heroes: GVGVestigeOppLineupHero[] = []; setRobot(dic: DicGVGVestige, warJsons: DicWarJson[], serverName: string) { this.isRobot = true; this.rank = dic.rank; this.score = dic.score; this.roleId = `robot${dic.rank}`; this.roleName = GVG.GVG_ROBOT_NAME; this.serverName = serverName; this.guildName = ''; this.lineupCe = dic.ce; this.lv = dic.level; this.head = dic.head; this.frame = EXTERIOR.EXTERIOR_FACECASE; this.spine = dic.spine; this.title = 1; for(let warJson of warJsons) { if(warJson.relation == 2) { let hero = new GVGVestigeOppLineupHero(); hero.setByWarJson(warJson); this.heroes.push(hero); } } } setPlayer(dic: DicGVGVestige, role: RoleType, heroes: HeroType[], serverNames: any) { this.isRobot = false; this.rank = dic.rank; this.score = dic.score; this.roleId = role.roleId; this.roleName = role.roleName; this.serverName = serverNames[role.serverId]; this.guildName = role.guildName; this.title = role.title; this.lv = role.lv; this.head = role.head; this.frame = role.frame; this.spine = role.spine; for(let hero of heroes) { this.lineupCe += hero.ce; let obj = new GVGVestigeOppLineupHero(); obj.setByDefenseHero(hero); this.heroes.push(obj); } } } export class GVGVestigeOppLineup { vestigeId: number; // 遗迹id myRank: number; opp: OppData = new OppData(); constructor(vestigeId: number) { this.vestigeId = vestigeId; } setMyRank(myRank: number) { this.myRank = myRank; } setRobot(dic: DicGVGVestige, warJsons: DicWarJson[], serverName: string) { this.opp.setRobot(dic, warJsons, serverName); } setPlayer(dic: DicGVGVestige, role: RoleType, heroes: HeroType[], serverNames: any) { this.opp.setPlayer(dic, role, heroes, serverNames); } } export class VestigeRank { rank: number; roleId: string; roleName: string; guildName: string; serverName: string; lv: number; head: number; frame: number; lineupCe: number; score: number; setByRankParam(obj: RoleRankInfo, serverName: string, lineupCe: number, score: number) { this.rank = obj.rank; this.roleId = obj.roleId; this.roleName = obj.roleName; this.guildName = obj.guildName; this.serverName = serverName; this.lv = obj.lv; this.head = obj.head; this.frame = obj.frame; this.lineupCe = lineupCe; this.score = score; } setByRole(role: RoleType, serverName: string) { this.rank = 0; this.roleId = role.roleId; this.roleName = role.roleName; this.guildName = role.guildName; this.serverName = serverName; this.lv = role.lv; this.head = role.head; this.frame = role.frame; this.lineupCe = 0; this.score = 0; } }