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ZYZ/shared/consts/consts.ts
2020-11-20 10:44:47 +08:00

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export const TURBO_CORE_URL = 'https://coresrv.tgamebox.cn';
export const APP_ID = 'AXaXmIHPs9eONvzrBesD8aSKQNXYdALF';
export const TURBO_PARM_SECRET = 'ipqw05du6ob4x130w89t31yrqd6xs005zzltcmg2zpqnvrjp1s';
export const ENCRYPT_IV = 'f7182j5f04e377ux';
export const ENCRYPT_KEY = 'fiqaxijabbantusmprc234fj';
export const AUTH_SMS_CNT_PER_DAY = 8;
export const COUNTER = {
UID: 'uid',
GMUID: 'gmuid',
API: 'api',
GM_GROUP: 'gmgroup'
};
export const ACTION_POIN = {
MAX: 100000,
PER: 6 * 60 * 1000
};
export const BATTLE_REWARD_TYPE = {
FIX_REWARD: 1,
CONDITION_REWARD: 2,
RANDOM_REWARD: 3
};
export const IT_TYPE = {
BLUEPRT: 28
}
export const GOOD_TYPE = {
EQUIP: 1,
CONSUMES: 2,
SCRIPT: 3
};
const itid_array = [
{ id: 1, name: '剑', goodType: GOOD_TYPE.EQUIP },
{ id: 2, name: '枪', goodType: GOOD_TYPE.EQUIP },
{ id: 3, name: '刀', goodType: GOOD_TYPE.EQUIP },
{ id: 4, name: '弓', goodType: GOOD_TYPE.EQUIP },
{ id: 5, name: '拳', goodType: GOOD_TYPE.EQUIP },
{ id: 6, name: '扇', goodType: GOOD_TYPE.EQUIP },
{ id: 7, name: '宝剑', goodType: GOOD_TYPE.EQUIP },
{ id: 8, name: '权杖', goodType: GOOD_TYPE.EQUIP },
{ id: 9, name: '头盔', goodType: GOOD_TYPE.EQUIP },
{ id: 10, name: '帽子', goodType: GOOD_TYPE.EQUIP },
{ id: 11, name: '头巾', goodType: GOOD_TYPE.EQUIP },
{ id: 12, name: '铠甲(衣)', goodType: GOOD_TYPE.EQUIP },
{ id: 13, name: '战袍(衣)', goodType: GOOD_TYPE.EQUIP },
{ id: 14, name: '法衣(衣)', goodType: GOOD_TYPE.EQUIP },
{ id: 15, name: '铠甲(裤)', goodType: GOOD_TYPE.EQUIP },
{ id: 16, name: '战袍(裤)', goodType: GOOD_TYPE.EQUIP },
{ id: 17, name: '法衣(裤)', goodType: GOOD_TYPE.EQUIP },
{ id: 18, name: '重靴', goodType: GOOD_TYPE.EQUIP },
{ id: 19, name: '战靴', goodType: GOOD_TYPE.EQUIP },
{ id: 20, name: '布鞋', goodType: GOOD_TYPE.EQUIP },
{ id: 21, name: '饰品', goodType: GOOD_TYPE.EQUIP },
{ id: 22, name: '消耗类物品(图纸类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
{ id: 23, name: '消耗类物品(材料类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
{ id: 24, name: '消耗类物品(宝箱类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
{ id: 26, name: '武将碎片', goodType: GOOD_TYPE.CONSUMES, field: "souls" },
{ id: 27, name: '货币', goodType: GOOD_TYPE.CONSUMES, field: "currency", isCurrency: true }
];
export const ITID = new Map<number, {id: number, name: string, goodType: number, field?: string, isCurrency?: boolean}>();
for(let obj of itid_array) {
ITID.set(obj.id, obj);
}
export const CURRENCY_TYPE = {
GOLD: "gold",
COIN: "coin",
ACTION_POINT: "ap"
}
const currencyArr = [
{ "gid": 31001, "name": "铜钱", "type": CURRENCY_TYPE.COIN },
{ "gid": 31002, "name": "元宝", "type": CURRENCY_TYPE.GOLD },
{ "gid": 31003, "name": "体力", "type": CURRENCY_TYPE.ACTION_POINT },
];
export const CURRENCY = new Map<number, {gid: number, name: string, type: string}>();
for(let obj of currencyArr) {
CURRENCY.set(obj.gid, obj);
}
export const WAR_TYPE = {
NORMAL: 1, // 主线本
VESTIGE: 2, // 遗迹本
EVENT: 3, // 事件本
DAILY: 4, // 每日
EXPEDITION: 5, // 远征
MYSTERY: 6, // 秘境
WARLOARDS: 7, // 群雄
TOWER: 8, // 天梯
PVP: 9, // PVP
GUILD_TIMER: 10, // 军团定时副本
GUILD_WEEKLY: 11, // 军团周副本
MAIN_ELITE: 12, // 主线精英
MYSTERY_ELITE: 13 // 秘境精英
};
// 事件,是否开启保存随机记录方式
export const EVENT_RANDOM_TYPE_ONE_OPEN = false;
// 奇遇事件每次刷新几个
export const EVENT_REFRESH_NUM = 3;
// 奇遇事件开启等级
export const EVENT_START_LV = 1;
// 存于用户Role表事件开启状态
export const EVENT_STATUS = {
WAITING: 0, // 未开启
STARTING: 1, // 初步触发,等到挑战完成
OPEN: 2 // 开启
};
// 奇遇事件状态
export const EVENT_RECORD_STATUS = {
WAITING: 0, // 初始状态
BATTLE_SUCCESS: 1, // 挑战成功,待领取成功奖励
BATTLE_FAIL: 2, // 挑战失败,可领取失败奖励
SUCCESS_RECEIVED: 3, // 领取成功奖励
FAIL_RECEIVED: 4 // 领取了失败奖励
};
// 奇遇事件类型
export const EVENT_TYPE = {
BOX: 1, // 宝箱
QUIZ: 2, // 答题
BATTLE: 3 // 战斗
};
export const EVENT_ANSWER_STATUS = {
WAITING: 0,
CORRECT: 1,
WRONG: 2
};
export const EXPEDITION_WAR_RECORD_STATUS = {
HIDE: -1,
WAITING: 0,
SUCCESS: 1,
FAIL: 2
};
export const EVENT_START_BATTLE = 101;
export const HANG_UP_CONSTS = {
ENABLE_LV: 2, // 第几层开始可以挂机
UNIT_TIME: 10 * 60 * 1000, // 每几分钟能有一次收益
MAX_TIME: 24 * 60 * 60 * 1000, // 最多可储存24小时收益
MAX_SPD_UP_CNT: 2, // 每天可以收取多少次
REFRESH_TIME: 5, // 每天的几点刷新
SPD_UP_REC_TIME: 6 * 60 * 60 * 1000 // 加速直接获得6小时收益
}
export const TOWER_TASK_CONST = {
REFRESH_TIME: 5, // 每天几点刷新
RAND_CNT: 8, // 每次刷新多少个任务
MAX_TASK_REF_CNT: 8, // 完成的派遣任务数最多多少个
MAX_HEROES_NUM: 3, // 每个任务最大派遣武将数
COST_GOLD: 50 // 每次刷新花费的元宝
}
export const DAILY_CONST = {
REFRESH_TIME: 5 // 每天加点刷新
}
export const DUNGEON_CONST = {
REFRESH_TIME: 5, // 每天加点刷新
MAX_CNT: 10, // 最大挑战次数
MAX_BUY_CNT: 10 // 最大购买次数
}
export const EXPEDITION_CONST = {
REFRESH_TIME: 5, // 重置次数刷新时间
INCREASE_POINT: 1, // 远征每成功一次累计的点数
RESET_CNT: 1 // 可以免费重置的次数
}
export const WAR_JSON_ATTRIBUTE_TYPE = {
"1": "hp", // 生命
"2": "atk", // 物攻
"3": "matk", // 策攻
"4": "def", // 物防
"5": "mdef", // 测防
"6": "agi", // 敏捷
"7": "luk", // 幸运
"8": "speed", // 移动
"9": "hit", // 命中等级
"10": "cri", // 暴击等级
"11": "flee", // 格挡等级
"12": "antCri", // 抗暴等级
"13": "damageIncrease", // 伤害加深等级
"14": "damageDecrease", // 伤害减免等级
"15": "defIngnore", // 忽视防御等级
"16": "bloodSuck", // 吸血等级
"17": "ap" // 怒气
};
export const EVENT_QUIZ_NUM = 3;
export const DEFAULT_HEROES = [ 312, 314, 311, 309, 315];
export const FIX_SMS_CODE_TELS = ['18855953630', '13911134885', '15167549151', '15618654010', '15167549151'];
export const GONGSHI = {
"TOWER_HANG_UP_SPEED_COST": "50",
"TOWER_TASK_REF_COST": "200",
"DAILY_REFRESH_NUM_COST": "50*num"
};
/**
* 计算元宝和次数相关的系数
* 公式: A * num + B
*/
export const GOLD_COST_RATIO = {
"TOWER_HANG_SPDUP": { "A": 0, "B": 50 }, // 天梯挂机加速花费
"TOWER_TASK_REF": { "A": 0, "B": 50 }, // 天梯派遣刷新花费
"DAILY_REF_NUM": { "A": 50, "B": 0 }, // 每日购买次数花费
"DUNGRON_BUY_NUM": { "A": 0, "B": 50 } // 秘境购买次数花费
}
export const EXPRESSION = {
"CE": "1*hp+2*atk+2*matk+2*def+2*mdef+2*agi+2*luk+1*hit+1*cri+1*flee+1*antCri+1.75*damageIncrease+1.75*damageDecrease+3.5*defIngnore+3.5*bloodSuck"
}
// 寻宝(共斗)相关
export const COM_TEAM_STATUS = {
DEFAULT: 0,
FIGHTING: 1,
WIN: 2,
LOOSE: 3
}
// 功能开启等级
export const COM_TEAM_ENABLE_LV = 1;
// 助战掉落占队长掉落的比例
export const COM_ASSIST_DROP_RATE = 0.5;
// 藏宝图伪随机所需体力
export const COM_BLUEPRT_DROP_PER_AP = 10;
// 每局时长限制,秒
export const COM_BATTLE_TIME_LMT = 10 * 60;
// 机器人生成时间,秒
export const COM_BATTLE_ROBOT_TIME_LMT = 1;
// 每个机器人消耗 boss 血量百分比
export const COM_BATTLE_ROBOT_HURT_RATE = 0.4;
// 每个机器人消耗 boss 血量百分比浮动范围
export const COM_BATTLE_ROBOT_HURT_RAND_RATE = 0.05;
// 每日情谊点上限
export const COM_BATTLE_FRDCNT_MAX = 100;
// 情谊点掉落数量
export const COM_BATTLE_FRDCNT_DROP = 10;