268 lines
9.9 KiB
TypeScript
268 lines
9.9 KiB
TypeScript
import { GUILDACTIVITY } from "../../pubUtils/dicParam";
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import { SimpleGuildRankParam, SimpleRoleRankParam } from '../rank'
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import { prop } from "@typegoose/typegoose";
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import { CITY_STATUS, RACE_ACTIVITY_STATUS, RACE_EVENT } from "../../consts";
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import { gameData, getRaceEventItems } from "../../pubUtils/data";
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import { getRandEelm } from "../../pubUtils/util";
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import { RewardInter } from "../../pubUtils/interface";
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export class GateMembersRec {
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roleId: string;
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round: number = 0;
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enemies: number[] = [];
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constructor(roleId: string) {
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this.roleId = roleId;
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}
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}
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class WoodenHorseMember {
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roleId: string;
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roleName: string;
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sid: string;
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items?: RewardInter[];
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}
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// 木牛流马
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export class WoodenHorse {
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@prop({required: true})
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serverId: number = 0; // 服务器id
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@prop({required: true})
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guildCode: string = ""; // 军团code 木马的唯一标识
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@prop({required: true})
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guildName: string = ""; // 军团名
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@prop({required: true})
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guildCe: number = 0; // 军团战力
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@prop({required: true})
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status: number = 0; // 状态 0-停止 1-开启 2-结束
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@prop({required: true})
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speed: number = GUILDACTIVITY.RACE_INIT_SPEED; // 速度
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@prop({required: true})
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durability: number = 100; // 耐久度
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@prop({required: true})
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distance: number = 0; // 距离
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@prop({required: true})
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startTime: number = 0; // 开始时间
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@prop({required: true})
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time: number = 0; // 到达时间
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@prop({required: true})
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memberCnt: number = 0; // 成员人数
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@prop({required: true})
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members: WoodenHorseMember[] = []; // 成员
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@prop({required: true})
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shield: number = 0; // 护盾数量
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@prop({required: true})
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shieldTime: number = 0; // 天师盾符
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@prop({required: true})
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stopContinueTime: number = 0; // 鬼手阴符
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constructor(guildCode: string, guildName: string, guildCe: number, serverId: number) {
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this.guildCode = guildCode;
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this.guildName = guildName;
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this.guildCe = guildCe;
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this.serverId = serverId;
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}
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/**
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* 根据时间计算当前木马速度距离耐久等
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* @param events
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* @returns {boolean} needSendEnd 是否跑到终点发送结束新号
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*/
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public calCurWoodenHorse(events: Event[]): boolean {
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if(this.status == RACE_ACTIVITY_STATUS.END) return false;
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if(this.status == RACE_ACTIVITY_STATUS.WAITING && this.stopContinueTime && Date.now() > this.stopContinueTime) {
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this.status = RACE_ACTIVITY_STATUS.START; this.stopContinueTime = 0;
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}
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if(this.status == RACE_ACTIVITY_STATUS.START) {
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if(this.distance >= GUILDACTIVITY.RACEACTIVITY_LENGTH) {
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this.distance = GUILDACTIVITY.RACEACTIVITY_LENGTH;
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this.status = RACE_ACTIVITY_STATUS.END;
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return true;
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}
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this.distance = Math.floor((this.distance + (Date.now() - this.time)/1000 * this.speed ) * 1000)/1000; // 1位小数点
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this.time = Date.now();
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}
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let effectiveEvents = new Array<Event>();
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for(let i = 0; i < events.length; i++) {
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let event = events[i];
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if(!event.startTime && event.startDistance && this.distance > event.startDistance) {
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let startTime = Date.now() - Math.floor((this.distance - event.startDistance) / this.speed);
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event.setStartTime(startTime); // 距离生效的事件的实际生效时间,主要用于速度叠加顺序
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}
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let isEffective = false;
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if(event.startTime <= Date.now() && event.endTime > Date.now()) {
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isEffective = true;
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} else if (event.startDistance <= this.distance && event.endDistance > this.distance) {
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isEffective = true;
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} else if (event.endTime < Date.now() || event.endDistance < this.distance) {
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if(event.endTime && event.startTime == event.endTime) {
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isEffective = true;
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}
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if(event.endDistance && event.startDistance == event.endDistance) {
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isEffective = true;
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}
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let index = events.findIndex(cur => cur.id == event.id);
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events.splice(index, 1);
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}
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if(isEffective) {
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effectiveEvents.push(event);
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}
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}
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effectiveEvents.sort((a, b) => a.startTime - b.startTime);
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this.speed = GUILDACTIVITY.RACE_INIT_SPEED + this.memberCnt * GUILDACTIVITY.RACE_PER_SPEED;
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for(let { id, count, endTime } of effectiveEvents) {
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this.calEvent(id, count, endTime);
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}
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if(this.durability <= 0) {
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this.status = RACE_ACTIVITY_STATUS.END;
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this.speed = 0;
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}
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return false;
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}
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private calEvent(id: number, count: number = 1, endTime?: number) {
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let { effect } = gameData.raceActivityEvents.get(id);
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switch (id) {
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case RACE_EVENT.LIANNU:
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if (this.shieldTime < Date.now()) {
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if (this.shield >= count) {
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this.shield -= count;
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} else {
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this.shield = 0;
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this.durability -= (count - this.shield) * effect[0];
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if(this.durability > 100) this.durability = 100;
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if(this.durability < 0) this.durability = 0;
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}
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}
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break;
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case RACE_EVENT.GUISHOUYINFU:
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if (this.shieldTime < Date.now()) {
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this.stopContinueTime = endTime;
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this.status = RACE_ACTIVITY_STATUS.WAITING;
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this.time = endTime;
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this.speed = 0;
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}
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break;
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case RACE_EVENT.FENGCHE:
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case RACE_EVENT.WUGUIBANYUNFU:
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this.speed *= Math.pow(1 + effect[0] / 100, count); break;
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case RACE_EVENT.LUDUN:
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this.shield += count * effect[0]; break;
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case RACE_EVENT.TIANSHIDUNFU:
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this.shieldTime = endTime; break;
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case RACE_EVENT.JIASU_1:
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this.speed *= Math.pow(1 + effect[0] / 100, count); break;
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case RACE_EVENT.JIASU_2:
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this.speed += effect[0]; break;
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case RACE_EVENT.HUIFU_1:
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this.durability += effect[0];
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if(this.durability > 100) this.durability = 100;
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if(this.durability < 0) this.durability = 0;
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break;
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case RACE_EVENT.JIANSU_1:
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this.speed *= Math.pow(1 - effect[0] / 100, count); break;
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case RACE_EVENT.JIANSU_2:
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this.speed -= effect[0]; break;
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case RACE_EVENT.SHANGHAI_1:
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this.durability -= effect[0];
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if(this.durability > 100) this.durability = 100;
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if(this.durability < 0) this.durability = 0;
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break;
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case RACE_EVENT.ITEM:
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let ranMember: WoodenHorseMember[] = getRandEelm(this.members, GUILDACTIVITY.RACEACTIVITY_EVENT_MEMBERCNT);
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if(ranMember.length <= 0) ranMember = this.members;
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for(let obj of ranMember) {
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let item = gameData.raceEventItems;
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obj.items = (obj.items||[]).concat(item);
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}
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for(let obj of this.members) {
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let item = getRaceEventItems();
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obj.items = (obj.items||[]).concat(item);
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}
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break;
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}
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}
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public joinMember(roleId: string, roleName: string, sid: string) {
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if(this.members.findIndex(cur => cur.roleId == roleId) == -1) {
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this.members.push({ roleId, roleName, sid });
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this.speed++;
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this.memberCnt++;
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}
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return this;
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}
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}
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export class Event {
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@prop({required: true})
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id: number;
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@prop({required: true})
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fromGuild: string;
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@prop({required: true})
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toGuild: string;
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@prop({required: true})
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startTime?: number;
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@prop({required: true})
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startDistance?: number;
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@prop({required: true})
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endTime?: number;
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@prop({required: true})
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endDistance?: number;
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@prop({required: true})
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count: number = 1;
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constructor(id: number, fromGuild: string, toGuild: string, count?: number, distance?: number) {
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let dicEvent = gameData.raceActivityEvents.get(id);
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this.id = id;
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this.fromGuild = fromGuild;
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this.toGuild = toGuild;
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if(distance) {
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this.startDistance = distance;
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this.endDistance = this.startDistance + dicEvent.continueDistance;
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}
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if(dicEvent.effectTime) {
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this.startTime = Date.now() + dicEvent.effectTime * 1000;
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this.endTime = this.startTime + dicEvent.continueTime * 1000;
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}
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if(count) {
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this.count = count;
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}
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}
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setStartTime(time: number) {
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this.startTime = time;
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}
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}
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export interface GuildRankParams {
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guildRank: SimpleGuildRankParam[],
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myGuildRank: SimpleGuildRankParam,
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memberRank?: SimpleRoleRankParam[],
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myMemberRank?: SimpleRoleRankParam
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}
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export class Member {
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@prop({required: true})
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roleId: string; // 玩家id
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@prop({required: true})
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job: number; // 在军团的职位
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}
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export class CityParam {
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cityId: number = 0; // 城池id
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guardGuildCode: string = ''; // 占领军团id
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guardGuildName: string = ''; // 占领军团名
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declareCount: number = 0; // 宣战数
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status: number = CITY_STATUS.NOT_OPEN; // 城池对于我军状态
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constructor(cityId: number) {
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this.cityId = cityId;
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}
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}
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