GameData.ts 45 KB

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  1. import Util from "../../before/util/Util";
  2. import FunBtns from "../game/FunBtns";
  3. import Game from "../game/Game";
  4. /**
  5. * @description 游戏核心玩法数据
  6. * @author 邹勇
  7. */
  8. export class GameData {
  9. public dataFinish: boolean = false;
  10. public savePropFinish: boolean = false;
  11. public savePropsFinish: boolean = false;
  12. public getPropsFnish: boolean = false;
  13. //是否触摸屏幕
  14. public isTouchScreen: boolean = false;
  15. public configs: any = {};
  16. public adShowConfig: ADShowCfg;
  17. /** 功能开启 */
  18. public funOpenData: string[] = [];
  19. public playerProp: PlayerProp = null;
  20. /** 标志位:刷新主界面货币 */
  21. public init_coin: boolean = false;
  22. public updatePiggyBankValue: boolean = false;
  23. /** 标志位:刷新主界面头像 */
  24. public init_head: boolean = false;
  25. public init_add: boolean = false;
  26. /** 标志位:刷新主界面红点 */
  27. public init_red_point: boolean = true;
  28. //标志位,刷新提现界面的红包币
  29. public init_wallet_redMoney = false;
  30. /** 属性存储字典 */
  31. public props: Map<number, any> = new Map<number, any>();
  32. public pools = [
  33. { url: "game/prefab/tips", num: 20 },
  34. { url: "game/prefab/coin", num: 20 }
  35. ];
  36. /** 主页样式脚本 */
  37. public gameStyle: Game = null;
  38. /** 入口按钮 */
  39. public funBtns: FunBtns = null;
  40. /** 剩余可种植次数 */
  41. public leftTimes: number = -1;
  42. /** 最大可种植次数 */
  43. public maxTimes: number = -1;
  44. /** 恢复种植次数间隔 */
  45. public ProductionRecovery: number = 15;
  46. public init_leftTimes: boolean = false;
  47. /** 可生产商品配置 */
  48. public nextCanProduct = null;
  49. /** 按钮生产选中的农田、牧场或工厂 */
  50. public nextMake = null;
  51. /** 类型标识 */
  52. private nextType = 0;
  53. /** 刷新生产按钮信息 */
  54. public init_makeInfo = false;
  55. /** 正在生产 */
  56. public isProducting = false;
  57. /** 标志位 刷新任务描述 */
  58. public init_task = false;
  59. public init_expLevel = false;
  60. //标志位任务跟新
  61. public init_redBagTask = false;
  62. //标志位 生产奖励的任务ui刷新
  63. public init_productTask = false;
  64. public init_speedup = false;
  65. public shareUrl = '';
  66. public shareTitle = '';
  67. public shareDes = '';
  68. public shareImgUrl = '';
  69. /**
  70. * 初始化游戏数据:网络配置信息,用户信息
  71. * @returns
  72. */
  73. public async init() {
  74. let data: any = { "versionCode": gData.appData.version };
  75. let response = await mk.http.sendData('getAllConfigInfo', data);
  76. if (response.errcode != 0) {
  77. if (response.errcode == -10003 || response.errcode == -20003) {
  78. //清除缓存
  79. gData.loginData.reload();
  80. }
  81. return;
  82. }
  83. mk.console.logSingle("getAllConfigInfo", response.data);
  84. this.initConfigs(response.data);
  85. //初始化topon
  86. mk.ad.init();
  87. data = {};
  88. response = await mk.http.sendData('getInfoCrypt', data);
  89. if (response.errcode != 0) {
  90. return;
  91. }
  92. mk.console.logSingle("getInfoCrypt", response.data);
  93. this.initPlayerProp(response.data)
  94. this.initProps(response.data.gameUserData);
  95. data = {};
  96. response = await mk.http.sendData('user/adShowConfig', data);
  97. if (response.errcode != 0) {
  98. return;
  99. }
  100. this.adShowConfig = response.data;
  101. mk.console.logSingle("user/adShowConfig", response.data);
  102. gData.adData.initEcpmData();
  103. // data = {};
  104. // response = await mk.http.sendData('noviceWeFare/getNoviceWeFareInfo', data);
  105. // if (response.errcode != 0) {
  106. // return;
  107. // }
  108. // this.playerProp.userTuCaoInfo = response.data.userWelFareTaskInfo;
  109. // mk.console.logSingle("welFare/getUserWelFareTaskInfo", response.data);
  110. gData.guideData.init();
  111. gData.guideWeakData.init();
  112. gData.moduleData.forEach(element => {
  113. element.init();
  114. });
  115. this.dataFinish = true;
  116. }
  117. private initConfigs(data) {
  118. // console.log('config ', data);
  119. this.configs = data;
  120. this.funOpenData = this.configs.ServerConfig.Functionswitch.split(",");
  121. //从服务器解析配置
  122. this.setProductMapFromJson();
  123. gData.loginData.popIdentifySwitch = this.configs.ServerConfig.popIdentifySwitch == '1';
  124. gData.gameData.shareUrl = this.configs.ServerConfig.shareUrl;
  125. gData.gameData.shareTitle = this.configs.ServerConfig.shareTitle;
  126. gData.gameData.shareDes = this.configs.ServerConfig.shareDes;
  127. gData.gameData.shareImgUrl = this.configs.ServerConfig.shareImgUrl;
  128. }
  129. /**
  130. * 初始化玩家数据
  131. */
  132. private initPlayerProp(res_data) {
  133. this.playerProp = new PlayerProp();
  134. this.playerProp.cashIndex = res_data.cashIndex;
  135. this.playerProp.gameUserData = res_data.gameUserData;
  136. this.playerProp.isSignInToday = res_data.isSignInToday;
  137. this.playerProp.isWithdrawable = res_data.isWithdrawable;
  138. this.playerProp.lastTime = res_data.lastTime;
  139. this.playerProp.loginDays = res_data.loginDays;
  140. this.playerProp.newPlayer = res_data.newPlayer;
  141. this.playerProp.initPiggyBank(res_data.piggyBank);
  142. this.playerProp.piggyBankCashTimes = res_data.piggyBankCashTimes;
  143. this.playerProp.redMoney = res_data.redMoney == null ? 0 : res_data.redMoney;
  144. this.playerProp.signInDay = res_data.signInDay;
  145. this.playerProp.totalPiggyBankCashTimes = res_data.totalPiggyBankCashTimes;
  146. this.playerProp.turntableTimes = res_data.turntableTimes;
  147. this.playerProp.versioncfg = res_data.versioncfg;
  148. this.playerProp.isFirstRedMoney = res_data.isFirstRedMoney;
  149. gData.adData.watchNumToday = res_data.dayVideoTimesForRedMoney == null ? 0 : res_data.dayVideoTimesForRedMoney;
  150. this.playerProp.gradeLevel = res_data.farmLevel
  151. this.playerProp.userTuCaoInfo = res_data.userWelFareTaskInfo;
  152. this.playerProp.farmExpValue = res_data.userExp;
  153. this.playerProp.farmGradeData = res_data.userFarmGrageRewardInfo;
  154. this.playerProp.userNoviceWeFareInfo = res_data.userNoviceWeFareInfo;
  155. this.playerProp.redMoneyCashPayRecordList = res_data.redMoneyCashPayRecordList;
  156. mk.console.logSingle('userNoviceWeFareInfo==>', res_data.userNoviceWeFareInfo);
  157. //mk.console.logSingle('redMoneyCashPayRecordList==>', res_data.redMoneyCashPayRecordList);
  158. this.playerProp.userFarmTaskInfo = res_data.userFarmTaskInfo;
  159. this.playerProp.speedUpLeftTimes = res_data.speedUpLeftTimes;
  160. mk.data.setTAUserID(gData.loginData.uin);
  161. if (gData.loginData.isFirstIn) {
  162. gData.loginData.isFirstIn = false;
  163. mk.data.setTAEventRegister();
  164. mk.data.sendDataEvent('ABTest', `触发${this.playerProp.groupCode}方案`);
  165. //注册时版本号
  166. mk.data.setTAEventUserStr(0, 'regtime_app_id', gData.appData.appVersion);
  167. }
  168. //当前版本号
  169. mk.data.setTAEventUserStr(0, 'now_app_id', gData.appData.appVersion);
  170. //渠道号
  171. mk.data.setTAEventUserStr(0, 'channel_id', gData.appData.umengChannel);
  172. //test
  173. // this.playerProp.gradeLevel = 6;
  174. }
  175. /**
  176. * 保存单个数据
  177. */
  178. public async setProp(key: GameProp, value: any) {
  179. let data = {
  180. key: key + '',
  181. value: value
  182. };
  183. this.props.set(key, value);
  184. await mk.http.sendData('savePlayerProp', data);
  185. this.savePropFinish = true;
  186. }
  187. /**
  188. * 保存多个数据
  189. */
  190. public async setProps(arr: { key: GameProp, value: any }[]) {
  191. let needProp = {};
  192. for (let i = 0; i < arr.length; i++) {
  193. needProp[arr[i].key + ''] = arr[i].value;
  194. }
  195. let data = {
  196. needProp: needProp
  197. };
  198. for (let i = 0; i < arr.length; i++) {
  199. this.props.set(arr[i].key, arr[i].value);
  200. }
  201. await mk.http.sendData('saveAllPlayerProp', data);
  202. this.savePropsFinish = true;
  203. }
  204. /** 获取属性 */
  205. public getProp(key: GameProp): any {
  206. if (this.props == null) {
  207. return 0;
  208. }
  209. let value = this.props.get(key);
  210. return value;
  211. }
  212. /**
  213. * 向服务器请求所有属性后更新
  214. */
  215. public async getAllProps() {
  216. let response = await mk.http.sendData('getAllPlayerProp', {});
  217. if (response.errcode != 0) {
  218. return;
  219. }
  220. this.initProps(response.data);
  221. this.getPropsFnish = true;
  222. }
  223. private initProps(data) {
  224. if (data == null) {
  225. return;
  226. }
  227. for (let key in data) {
  228. this.props.set(parseInt(key), data[key]);
  229. }
  230. this.setFramDataMapByServer();
  231. this.setPastureDataMapByServer();
  232. this.setFactoryDataMapByServer();
  233. this.initSetMaxProduct();
  234. this.initProductTimes();
  235. this.initLeftTimes();
  236. this.initFarmMapGetRewardData();
  237. // let isNewTask = this.getProp(GameProp.redBagTaskRefresh);
  238. // if (isNewTask != undefined) {
  239. // this.init_redBagTask = isNewTask;
  240. // }
  241. }
  242. private initLeftTimes() {
  243. let lefttimes = this.getProp(GameProp.leftTimes);
  244. if (lefttimes == undefined) {
  245. this.leftTimes = parseInt(this.configs.ServerConfig.FreeProduction);
  246. this.setProp(GameProp.leftTimes, this.leftTimes);
  247. }
  248. else {
  249. this.leftTimes = lefttimes;
  250. }
  251. this.maxTimes = parseInt(this.configs.ServerConfig.ProductionMax);
  252. this.ProductionRecovery = parseInt(this.configs.ServerConfig.ProductionRecovery);
  253. // //test
  254. // this.leftTimes = 1;
  255. // this.maxTimes = 20;
  256. // this.ProductionRecovery = 1;
  257. }
  258. /** 增加减少生产次数
  259. * @param add 增减变量
  260. */
  261. public changeLeftTimes(add) {
  262. gData.gameData.leftTimes += add;
  263. gData.gameData.leftTimes = (gData.gameData.leftTimes > gData.gameData.maxTimes ? gData.gameData.maxTimes : gData.gameData.leftTimes);
  264. if (gData.gameData.leftTimes < 0) {
  265. gData.gameData.leftTimes = 0;
  266. }
  267. gData.gameData.setProp(GameProp.leftTimes, gData.gameData.leftTimes);
  268. gData.gameData.init_leftTimes = true;
  269. }
  270. //图鉴领取数据
  271. private _farmMapRewardData = [];
  272. public getFarmMapRewardState(index) {
  273. if (index.i < this._farmMapRewardData.length) {
  274. if (index.j < this._farmMapRewardData[index.i].length) {
  275. return this._farmMapRewardData[index.i][index.j];
  276. }
  277. }
  278. return 1;
  279. }
  280. public setFarmMapRewardState(index, state) {
  281. if (index.i < this._farmMapRewardData.length) {
  282. if (index.j < this._farmMapRewardData[index.i].length) {
  283. this._farmMapRewardData[index.i][index.j] = state;
  284. this.setProp(GameProp.farmMapGetRewardData, this._farmMapRewardData);
  285. }
  286. }
  287. }
  288. private initFarmMapGetRewardData() {
  289. this._farmMapRewardData = this.getProp(GameProp.farmMapGetRewardData);
  290. if (!this._farmMapRewardData) {
  291. this._farmMapRewardData = [];
  292. }
  293. let needSync = false;
  294. let index = 0;
  295. this._productTypeMap.forEach((value, key) => {
  296. if (this._farmMapRewardData.length <= index) {
  297. let len = value.length;
  298. let arr = [];
  299. for (let i = 0; i != len; ++i) {
  300. arr.push(0);
  301. }
  302. this._farmMapRewardData.push(arr);
  303. needSync = true;
  304. console.log("-----add 数组数据")
  305. } else {
  306. let data = this._farmMapRewardData[index];
  307. let len = value.length;
  308. for (let i = 0; i != len; ++i) {
  309. if (i >= data.length) {
  310. data.push(0);
  311. needSync = true;
  312. console.log("-----add 单个数据")
  313. }
  314. }
  315. }
  316. ++index;
  317. });
  318. if (needSync) {
  319. this.setProp(GameProp.farmMapGetRewardData, this._farmMapRewardData);
  320. }
  321. }
  322. /** 是否是新用户 */
  323. public isNewPlayer(): boolean {
  324. let v = this.getProp(GameProp.newPlayer);
  325. return v == 0;
  326. }
  327. //*********** ================= 农场数据 ================== */
  328. /** 农田数据 服务器数据 */
  329. private _farmData = [];
  330. /** 农田字典 本地数据,方便操作*/
  331. private _farmDataMap: Map<number, any> = new Map();
  332. //刷新农田
  333. public needFreshArr = [];
  334. /** 随机获取可种植物品 */
  335. getRandomPlantConfig() {
  336. let id = Util.rnd(10001, this.getMaxProduct(ProductType.nzw));
  337. return this.getProductMap(id);
  338. }
  339. /** 随机获取可生产产品 */
  340. getRandomFactoryConfig(configID) {
  341. let tab = gData.gameData.getTabByConfigID(configID);
  342. let arr = this.getProductArrByType(tab);
  343. let max = this.getMaxProduct(tab);
  344. let canArr = [];
  345. let len = arr.length;
  346. for (var i = 0; i < len; i++) {
  347. if (arr[i].picture <= max) {
  348. canArr.push(arr[i].picture);
  349. if (arr[i].picture == max) {
  350. break;
  351. }
  352. }
  353. }
  354. let index = Util.rnd(0, canArr.length - 1);
  355. let id = canArr[index];
  356. return this.getProductMap(id);
  357. }
  358. /** 自动生产选中下一个 */
  359. setNextProduct(sel = true) {
  360. if (this.nextMake) {
  361. return;
  362. }
  363. let next = gData.farmSystem.selectNextFarm(sel);
  364. if (!next) {
  365. let next1 = gData.pastureSystem.nextPasture();
  366. if (!next1) {
  367. let next2 = gData.factorySystem.nextFactory();
  368. if (!next2) {
  369. this.nextType = 0;
  370. }
  371. else {
  372. this.nextType = 3;
  373. }
  374. }
  375. else {
  376. this.nextType = 2;
  377. }
  378. }
  379. else {
  380. this.nextType = 1;
  381. }
  382. this.init_makeInfo = true;
  383. }
  384. hasFirstCheck = false;
  385. firstCheckNext() {
  386. if (!this.hasFirstCheck && gData.farmSystem.farms.length >= 18
  387. && gData.pastureSystem.pastureIcons.length >= 3 && gData.factorySystem.factoryIcons.length >= 6) {
  388. this.hasFirstCheck = true;
  389. Util.objSortByKey(gData.farmSystem.farms, 'sortID');
  390. Util.objSortByKey(gData.pastureSystem.pastureIcons, 'sortID');
  391. Util.objSortByKey(gData.factorySystem.factoryIcons, 'sortID');
  392. gData.gameData.setNextProduct(false);
  393. }
  394. }
  395. makeProduct() {
  396. let flyRed = true;
  397. switch (this.nextType) {
  398. case 0:
  399. mk.tip.pop('农场已满,无法继续生产');
  400. flyRed = false;
  401. break;
  402. case 1:
  403. gData.farmSystem.btnMake();
  404. this.nextMake = null;
  405. this.setNextProduct(false);
  406. gData.adData.checkPopRed();
  407. this.updateNewTaskProgress();
  408. break;
  409. case 2:
  410. gData.pastureSystem.btnMake();
  411. this.nextMake = null;
  412. this.setNextProduct(false);
  413. gData.adData.checkPopRed();
  414. this.updateNewTaskProgress();
  415. break;
  416. case 3:
  417. gData.factorySystem.btnMake();
  418. this.nextMake = null;
  419. this.setNextProduct(false);
  420. gData.adData.checkPopRed();
  421. this.updateNewTaskProgress();
  422. break;
  423. }
  424. return flyRed;
  425. }
  426. private async updateNewTaskProgress() {
  427. // if (gData.gameData.init_redBagTask) {
  428. // return;
  429. // }
  430. if (this.playerProp.userFarmTaskInfo) {
  431. let com = this.playerProp.userFarmTaskInfo.completeCount;
  432. let count = this.playerProp.userFarmTaskInfo.taskCount;
  433. if (com >= count)
  434. return;
  435. }
  436. let data = {};
  437. let response = await mk.http.sendData('farmTask/updateUserFarmTaskInfo', data);
  438. mk.console.logSingle('refrehTask=>', response);
  439. if (response.errcode != 0) {
  440. return null;
  441. }
  442. this.playerProp.userFarmTaskInfo = response.data.userFarmTaskInfo;
  443. //gData.gameData.init_task = true;
  444. }
  445. public setFarmDataMap(id, data, sendToServer = true) {
  446. this._farmDataMap.set(id, data);
  447. let len = this._farmData.length;
  448. for (var i = 0; i < len; i++) {
  449. if (this._farmData[i].id == id) {
  450. this._farmData[i].state = data.state;
  451. this._farmData[i].productID = data.productID;
  452. this._farmData[i].growSpan = data.growSpan;
  453. break;
  454. }
  455. }
  456. this.needFreshArr.push(id);
  457. //更新到服务器
  458. if (sendToServer) {
  459. this.setProp(GameProp.farmData, this._farmData);
  460. }
  461. }
  462. public getFarmDataMap(id) {
  463. return this._farmDataMap.get(id);
  464. }
  465. /** 服务器数据设置到本地 */
  466. public setFramDataMapByServer() {
  467. this._farmData = this.getProp(GameProp.farmData);
  468. if (!this._farmData) {
  469. this._farmData = [];
  470. }
  471. let len = this._farmData.length;
  472. //新玩家初始化农田数据
  473. if (len < 18) {
  474. let id = 31000;
  475. let data = null;
  476. for (var i = 0; i < 18; i++) {
  477. if (i < 9) {
  478. data = { id: id, state: FarmState.Empty, productID: 0, growSpan: 0 };
  479. }
  480. else if (i == 9) {
  481. data = { id: id, state: FarmState.CanUnlock, productID: 0, growSpan: 0 };
  482. }
  483. else {
  484. data = { id: id, state: FarmState.Lock, productID: 0, growSpan: 0 };
  485. }
  486. this._farmData.push(data);
  487. this._farmDataMap.set(id, data);
  488. id++;
  489. }
  490. //第一次初始数据
  491. this.setMaxProduct(ProductType.nzw, 10003);
  492. //更新到服务器
  493. this.setProp(GameProp.farmData, this._farmData);
  494. }
  495. else {
  496. for (var i = 0; i < len; i++) {
  497. this._farmDataMap.set(this._farmData[i].id, this._farmData[i]);
  498. }
  499. }
  500. //初始化产品最大次数
  501. }
  502. /** puduct配置数据 <picture, config> */
  503. private _productMap: Map<number, any> = new Map();
  504. /** puduct类型配置数据 <tab, 类型数组> */
  505. private _productTypeMap: Map<string, any> = new Map();
  506. /** 设置puduct配置数据 */
  507. public setProductMapFromJson() {
  508. let productJson = this.configs.Product;
  509. // // 先用本地数据
  510. // let productJson = gData.configData.configMap.get('product');
  511. let len = productJson.length;
  512. let product = null;
  513. let tab = '';
  514. let arr = [];
  515. for (var i = 0; i < len; i++) {
  516. product = productJson[i];
  517. this._productMap.set(product.picture, product);
  518. if (tab != product.tab) {
  519. arr = [];
  520. this._productTypeMap.set(product.tab, arr);
  521. tab = product.tab;
  522. }
  523. arr.push(product);
  524. }
  525. }
  526. /** 根据id获取单个数据 */
  527. public getProductMap(id) {
  528. return this._productMap.get(id);
  529. }
  530. /** 根据tab获取数组 */
  531. public getProductArrByType(type: ProductType) {
  532. return this._productTypeMap.get(type);
  533. }
  534. /** 产品生产/种植次数 服务器数据 */
  535. private _productMakeTimesData = [];
  536. /** 产品生产/种植次数 */
  537. private _productMakeTimesMap: Map<number, number> = new Map();
  538. addProductMakeTimesById(id: number) {
  539. let times = this._productMakeTimesMap.get(id);
  540. if (!times) {
  541. times = 0;
  542. }
  543. times++;
  544. this._productMakeTimesMap.set(id, times);
  545. //更新到服务器
  546. let has = false;
  547. let len = this._productMakeTimesData.length;
  548. for (var i = 0; i < len; i++) {
  549. if (this._productMakeTimesData[i].id == id) {
  550. this._productMakeTimesData[i].times = times;
  551. has = true;
  552. break;
  553. }
  554. }
  555. if (!has) {
  556. let data = { 'id': id, 'times': times };
  557. this._productMakeTimesData.push(data);
  558. }
  559. //设置可种植/生产最大id
  560. let nextID = id + 1;
  561. let curConfig = this.getProductMap(id);
  562. let nextConfig = this.getProductMap(nextID);
  563. if (id == this.getMaxProduct(curConfig.tab)) {
  564. if (nextConfig) {
  565. gData.plantData.init_itemIndex = nextID;
  566. }
  567. }
  568. if (nextConfig) {
  569. if (nextConfig.tab == curConfig.tab && nextID > this.getMaxProduct(curConfig.tab)) {
  570. if (nextConfig.unlock == 1 && nextConfig.value <= times) {
  571. this.setMaxProduct(curConfig.tab, nextID);
  572. let nConfig = this.getProductMap(nextID + 1);
  573. if (nConfig) {
  574. gData.plantData.init_lock = nextID + 1;
  575. }
  576. }
  577. }
  578. }
  579. this.setProp(GameProp.productMakeTimes, this._productMakeTimesData);
  580. }
  581. getProductMakeTimesById(id: number) {
  582. let times = this._productMakeTimesMap.get(id);
  583. if (!times) {
  584. times = 0
  585. }
  586. return times;
  587. }
  588. //------------- 养殖场数据-----------
  589. /** 养殖场数据 服务器数据 */
  590. private _pastureData = [];
  591. /** 养殖场字典 本地数据,方便操作*/
  592. private _pastureDataMap: Map<number, any> = new Map();
  593. public setPastureDataMap(id, data, sendToServer = true) {
  594. this._pastureDataMap.set(id, data);
  595. let len = this._pastureData.length;
  596. for (var i = 0; i < len; i++) {
  597. if (this._pastureData[i].id == id) {
  598. this._pastureData[i].state = data.state;
  599. this._pastureData[i].productID = data.productID;
  600. this._pastureData[i].growSpan = data.growSpan;
  601. break;
  602. }
  603. }
  604. this.needFreshArr.push(id);
  605. //更新到服务器
  606. if (sendToServer) {
  607. this.setProp(GameProp.pastureData, this._pastureData);
  608. }
  609. }
  610. public getPastureDataMap(id) {
  611. return this._pastureDataMap.get(id);
  612. }
  613. /** 服务器数据设置到本地 */
  614. public setPastureDataMapByServer() {
  615. this._pastureData = this.getProp(GameProp.pastureData);
  616. if (!this._pastureData) {
  617. this._pastureData = [];
  618. }
  619. let len = this._pastureData.length;
  620. //新玩家初始化养殖场数据
  621. if (len < 3) {
  622. let arr = this.getProductArrByType(ProductType.dw);
  623. let len1 = arr.length;
  624. let id = 30001;
  625. let data = null;
  626. for (var i = 0; i < len1; i++) {
  627. if (this.playerProp.gradeLevel < arr[i].value) {
  628. data = { id: id, state: PastureState.Lock, productID: arr[i].picture, growSpan: 0 };
  629. }
  630. else {
  631. data = { id: id, state: PastureState.Empty, productID: arr[i].picture, growSpan: 0 };
  632. }
  633. this._pastureData.push(data);
  634. this._pastureDataMap.set(id, data);
  635. id++;
  636. }
  637. //更新到服务器
  638. this.setProp(GameProp.pastureData, this._pastureData);
  639. }
  640. else {
  641. for (var i = 0; i < len; i++) {
  642. this._pastureDataMap.set(this._pastureData[i].id, this._pastureData[i]);
  643. }
  644. }
  645. }
  646. //------------- 工厂数据-----------
  647. /** 工厂数据 服务器数据 */
  648. private _factoryData = [];
  649. /** 工厂字典 本地数据,方便操作*/
  650. private _factoryDataMap: Map<number, any> = new Map();
  651. public setFactoryDataMap(id, data, sendToServer = true) {
  652. this._factoryDataMap.set(id, data);
  653. let len = this._factoryData.length;
  654. for (var i = 0; i < len; i++) {
  655. if (this._factoryData[i].id == id) {
  656. this._factoryData[i].state = data.state;
  657. this._factoryData[i].productID = data.productID;
  658. this._factoryData[i].growSpan = data.growSpan;
  659. break;
  660. }
  661. }
  662. this.needFreshArr.push(id);
  663. //更新到服务器
  664. if (sendToServer) {
  665. this.setProp(GameProp.factoryData, this._factoryData);
  666. }
  667. }
  668. public getFactoryDataMap(id) {
  669. return this._factoryDataMap.get(id);
  670. }
  671. /** 服务器数据设置到本地 */
  672. public setFactoryDataMapByServer() {
  673. this._factoryData = this.getProp(GameProp.factoryData);
  674. if (!this._factoryData) {
  675. this._factoryData = [];
  676. }
  677. let len = this._factoryData.length;
  678. //新玩家初始化工厂数据
  679. if (len < 6) {
  680. let id = 30004;
  681. let data = null;
  682. let tab = null;
  683. for (var i = 0; i < 6; i++) {
  684. tab = this.getTabByConfigID(id);
  685. let arr = this.getProductArrByType(tab);
  686. if (this.playerProp.gradeLevel < arr[0].value) {
  687. data = { id: id, state: FactroyState.Lock, productID: 0, growSpan: 0 };
  688. }
  689. else {
  690. data = { id: id, state: FactroyState.Empty, productID: 0, growSpan: 0 };
  691. //更新最大可购买商品
  692. this.setMaxProduct(tab, arr[0].picture, false);
  693. }
  694. this._factoryData.push(data);
  695. this._factoryDataMap.set(id, data);
  696. id++;
  697. }
  698. //更新到服务器
  699. this.setProp(GameProp.maxProduct, this._maxProduct);
  700. this.setProp(GameProp.factoryData, this._factoryData);
  701. }
  702. else {
  703. for (var i = 0; i < len; i++) {
  704. this._factoryDataMap.set(this._factoryData[i].id, this._factoryData[i]);
  705. }
  706. }
  707. }
  708. /** 通过工厂建筑物ID获取标签 */
  709. getTabByConfigID(configID: number): ProductType {
  710. let tab = ProductType.bmhc;
  711. switch (configID) {
  712. case 30004:
  713. tab = ProductType.bmhc;
  714. break;
  715. case 30005:
  716. tab = ProductType.gdp;
  717. break;
  718. case 30006:
  719. tab = ProductType.ztc;
  720. break;
  721. case 30007:
  722. tab = ProductType.lrc;
  723. break;
  724. case 30008:
  725. tab = ProductType.gfmg;
  726. break;
  727. case 30009:
  728. tab = ProductType.kcd;
  729. break;
  730. }
  731. return tab;
  732. }
  733. /** 通过标签获取工厂建筑物ID */
  734. getConfigIDByTab(tab: ProductType): number {
  735. let configID = 0;
  736. switch (tab) {
  737. case ProductType.bmhc:
  738. configID = 30004;
  739. break;
  740. case ProductType.gdp:
  741. configID = 30005;
  742. break;
  743. case ProductType.ztc:
  744. configID = 30006;
  745. break;
  746. case ProductType.lrc:
  747. configID = 30007;
  748. break;
  749. case ProductType.gfmg:
  750. configID = 30008;
  751. break;
  752. case ProductType.kcd:
  753. configID = 30009;
  754. break;
  755. }
  756. return configID;
  757. }
  758. /** 最大可种植/生产商品数组 */
  759. private _maxProduct = [];
  760. public getMaxProduct(tab) {
  761. if (this._maxProduct) {
  762. let len = this._maxProduct.length;
  763. let data = null;
  764. for (var i = 0; i < len; i++) {
  765. data = this._maxProduct[i];
  766. if (data.tab == tab) {
  767. return data.productID;
  768. }
  769. }
  770. }
  771. return null;
  772. }
  773. public setMaxProduct(tab, id, sendToServer = true) {
  774. if (!this._maxProduct) {
  775. this._maxProduct = [];
  776. }
  777. let len = this._maxProduct.length;
  778. let data = null;
  779. let has = false;
  780. for (var i = 0; i < len; i++) {
  781. data = this._maxProduct[i];
  782. if (data.tab == tab) {
  783. data.productID = id;
  784. has = true;
  785. break;
  786. }
  787. }
  788. if (!has) {
  789. data = { tab: tab, productID: id };
  790. this._maxProduct.push(data);
  791. }
  792. if (sendToServer) {
  793. this.setProp(GameProp.maxProduct, this._maxProduct);
  794. }
  795. }
  796. public initSetMaxProduct() {
  797. if (this._maxProduct.length <= 0) {
  798. this._maxProduct = this.getProp(GameProp.maxProduct);
  799. }
  800. }
  801. private initProductTimes() {
  802. this._productMakeTimesData = this.getProp(GameProp.productMakeTimes);
  803. if (!this._productMakeTimesData) {
  804. this._productMakeTimesData = [];
  805. }
  806. let len = this._productMakeTimesData.length;
  807. for (var i = 0; i < len; i++) {
  808. this._productMakeTimesMap.set(this._productMakeTimesData[i].id, this._productMakeTimesData[i].times);
  809. }
  810. }
  811. /** 农场升级时解锁工厂,检查最大可种植/生产商品 */
  812. public checkGradeUpUnLock() {
  813. for (var key in ProductType) {
  814. let tab = ProductType[key];
  815. let configArr = this.getProductArrByType(tab);
  816. let len = configArr.length;
  817. let data = null;
  818. let needUpdate = false;
  819. switch (tab) {
  820. case ProductType.nzw:
  821. //不做处理,游戏最开始已解锁
  822. break;
  823. case ProductType.dw:
  824. let id = 30001;
  825. needUpdate = false;
  826. let maxId = 0;
  827. for (var i = 0; i < len; i++) {
  828. data = this.getPastureDataMap(id);
  829. if (data.state == PastureState.Lock && this.playerProp.gradeLevel >= configArr[i].value) {
  830. data = { id: id, state: PastureState.Empty, productID: configArr[i].picture, growSpan: 0 };
  831. this.setPastureDataMap(id, data, false);
  832. needUpdate = true;
  833. maxId = configArr[i].picture;
  834. }
  835. id++;
  836. }
  837. //更新到服务器
  838. if (needUpdate) {
  839. //更新最大可购买商品
  840. this.setMaxProduct(ProductType.dw, maxId);
  841. this.setProp(GameProp.pastureData, this._pastureData);
  842. this.setNextProduct();
  843. }
  844. break;
  845. default:
  846. //工厂解锁根据第一个商品
  847. needUpdate = false;
  848. let configID = this.getConfigIDByTab(tab);
  849. data = this.getFactoryDataMap(configID);
  850. if (data.state == FactroyState.Lock && this.playerProp.gradeLevel >= configArr[0].value) {
  851. data = { id: id, state: FactroyState.Empty, productID: 0, growSpan: 0 };
  852. this.setFactoryDataMap(configID, data, false);
  853. needUpdate = true;
  854. //更新最大可购买商品
  855. this.setMaxProduct(tab, configArr[0].picture);
  856. }
  857. if (needUpdate) {
  858. this.setProp(GameProp.factoryData, this._factoryData);
  859. this.setNextProduct();
  860. }
  861. break;
  862. }
  863. }
  864. }
  865. checkCanSpeedUp() {
  866. let can = false;
  867. can = gData.farmSystem.canSpeedUp();
  868. if (!can) {
  869. can = gData.pastureSystem.canSpeedUp();
  870. if (!can) {
  871. can = gData.factorySystem.canSpeedUp();
  872. }
  873. }
  874. return can;
  875. }
  876. setHarvest() {
  877. gData.farmSystem.setHarvest();
  878. gData.pastureSystem.setHarvest();
  879. gData.factorySystem.setHarvest();
  880. }
  881. }
  882. /**
  883. * 所有模块的非校验数据
  884. */
  885. export enum GameProp {
  886. /** -------------------- 通用玩家数据 ------------------------- */
  887. /** 是否新手 0新手 1老手 */
  888. newPlayer = 1,
  889. /** 当前新手引导步骤 */
  890. guideID = 2,
  891. /** 需要自动弹界面 每次登录都弹 除首次 表示今日是否要自动开 1自动开 2不自动开 其他不处理*/
  892. isAutoOpenPanel = 3,
  893. /** 关闭常规提现时需要自动开存钱罐 每天一次 表示今日有没有开过 */
  894. isOpenBankOnCloseCash = 4,
  895. //看视频次数
  896. videoTimes = 5,
  897. //提现次数
  898. cashTimes = 6,
  899. /** ------------------ 游戏核心数据 --------------------------- */
  900. /** 农田数据 */
  901. farmData = 11,
  902. /** 产品生产次数 */
  903. productMakeTimes = 12,
  904. /** 可生产最大产品字典 */
  905. maxProduct = 13,
  906. /** 养殖场数据 */
  907. pastureData = 14,
  908. /** 工厂数据 */
  909. factoryData = 15,
  910. /** 剩余可种植次数 */
  911. leftTimes = 16,
  912. /**
  913. 图鉴领取数据*/
  914. farmMapGetRewardData = 17,
  915. //红包任务tag
  916. redBagTaskRefresh = 18,
  917. /** ------------------ 转盘数据 ------------------------------ */
  918. turnable_leftTimes = 20,
  919. }
  920. /**
  921. * 玩家数据
  922. */
  923. class PlayerProp {
  924. /** 自定义不需要校验的数据 */
  925. gameUserData = 0;
  926. _isSignInToday = 0;
  927. /**
  928. * 今日是否有签到
  929. * - 0 未签到,表示可以签到
  930. * - 1 有签到,表示不可签到
  931. */
  932. set isSignInToday(value: number) {
  933. this._isSignInToday = value;
  934. gData.sign.init_data = true;
  935. gData.gameData.init_red_point = true;
  936. }
  937. get isSignInToday(): number {
  938. return this._isSignInToday;
  939. }
  940. private _piggyBank: number = 0;
  941. /** 存钱罐存款 */
  942. set piggyBank(value: number) {
  943. if (this._piggyBank === value) return;
  944. if (gData.gameData.playerProp.isWithdrawable && value > 0) return;// 存钱罐可提现状态,不能增加存钱罐金额
  945. this._piggyBank = value;
  946. gData.gameData.init_coin = true;
  947. gData.pigbank.init_data = true;
  948. gData.gameData.init_red_point = true;
  949. }
  950. get piggyBank(): number {
  951. return this._piggyBank;
  952. }
  953. /** 初始化 */
  954. initPiggyBank(v) {
  955. this._piggyBank = v;
  956. }
  957. _isWithdrawable = 0;
  958. /**
  959. * 存钱罐能否提现
  960. * - 0 不能提现
  961. * - 1 能提现
  962. */
  963. set isWithdrawable(value: number) {
  964. if (this._isWithdrawable != value) {
  965. this._isWithdrawable = value;
  966. gData.pigbank.init_data = true;
  967. gData.gameData.init_red_point = true;
  968. }
  969. }
  970. get isWithdrawable(): number {
  971. return this._isWithdrawable;
  972. }
  973. /** 存钱罐每日提现次数 */
  974. piggyBankCashTimes = 0;
  975. /** 累计存钱罐每日提现次数 */
  976. totalPiggyBankCashTimes = 0;
  977. /** 提现进度 */
  978. cashIndex = 0;
  979. /** 上次登录时间 */
  980. lastTime = 0;
  981. /** 登录天数 */
  982. loginDays = 0;
  983. newPlayer = 0;
  984. private _redMoney: number = 0;
  985. /** 红包币数量 */
  986. set redMoney(value: number) {
  987. this._redMoney = value;
  988. gData.gameData.init_coin = true;
  989. //gData.gameData.init_red_point = true;
  990. gData.gameData.init_wallet_redMoney = true;
  991. mk.ui.invokeRefreshEventByName("refreshCoin");
  992. }
  993. get redMoney(): number {
  994. return this._redMoney;
  995. }
  996. _signInDay = 0;
  997. /** 累计签到次数 客户端理解 上次签到天数 */
  998. set signInDay(value: number) {
  999. if (this._signInDay === value) return;
  1000. this._signInDay = value;
  1001. gData.sign.init_data = true;
  1002. }
  1003. get signInDay(): number {
  1004. return this._signInDay;
  1005. }
  1006. /** 转盘次数 */
  1007. turntableTimes = 0;
  1008. /** 版本号 */
  1009. versioncfg = 0;
  1010. /** 福袋数据 */
  1011. userTuCaoInfo = 0;
  1012. /** 能免费领红包 1 表示是新人第一次产出红包币,不用看视频*/
  1013. isFirstRedMoney = 0;
  1014. //农场等级
  1015. gradeLevel = 1;
  1016. //农场等级奖励数据
  1017. farmGradeData: any = {};
  1018. //农场等级名字
  1019. farmGradeName: number = 1;
  1020. //农场经验
  1021. private farmExp = 0;
  1022. set farmExpValue(value: number) {
  1023. this.farmExp = value;
  1024. gData.gameData.init_expLevel = true;
  1025. }
  1026. get farmExpValue(): number {
  1027. return this.farmExp;
  1028. }
  1029. //提现新手数据
  1030. userNoviceWeFareInfo: any = {};
  1031. //提现记录数据
  1032. redMoneyCashPayRecordList = null;
  1033. //任务红;
  1034. userFarmTaskInfo = null;
  1035. getRedMoneyCashOutTimesByIndex(index: number): number {
  1036. if (this.redMoneyCashPayRecordList) {
  1037. for (let i = 0; i != this.redMoneyCashPayRecordList.length; ++i) {
  1038. if (index === this.redMoneyCashPayRecordList[i].index) {
  1039. return this.redMoneyCashPayRecordList[i].frequency;
  1040. }
  1041. }
  1042. }
  1043. return 0;
  1044. }
  1045. /** ABTest分组id */
  1046. groupCode = 0;
  1047. //加速剩余次数
  1048. speedUpLeftTimes = 0;
  1049. }
  1050. /**
  1051. * 奖励状态
  1052. */
  1053. export enum RewardState {
  1054. /** 已领取 */
  1055. none = 1,
  1056. /** 未解锁 */
  1057. lock = 2,
  1058. /** 可领取 */
  1059. unlock = 3
  1060. }
  1061. /**
  1062. * 奖励类型
  1063. */
  1064. export enum RewardType {
  1065. /** 红包币 */
  1066. redBag = 1,
  1067. /** 毛币 */
  1068. rmb = 2,
  1069. /** 金猪币 */
  1070. pigRmb = 3,
  1071. /** 生产次数 */
  1072. productTimes = 4,
  1073. }
  1074. /**
  1075. * 音频路径
  1076. */
  1077. export enum AUDIO_TYPE {
  1078. /**主界面背景音乐*/
  1079. bgm = 'bgm',
  1080. /**打开存钱罐界面播放一次*/
  1081. pigBank = 'pigBank',
  1082. /**关卡玩法背景音乐*/
  1083. missionBg = 'missionBg',
  1084. /**红包币领取界面关闭音效*/
  1085. rewardClose = 'rewardClose',
  1086. /**红包币领取界面开启音效*/
  1087. rewardOpen = 'rewardOpen',
  1088. /**红包界面打开音效*/
  1089. reward = 'reward',
  1090. /**提现到账界面打开播放一次*/
  1091. receiptNotice = 'receiptNotice',
  1092. /**通用按钮点击音效 */
  1093. button = 'button',
  1094. /**转盘转动音效*/
  1095. turnableplay = 'turnableplay',
  1096. /**转盘转动音效*/
  1097. turnplateDrawEnd = 'turnplateDrawEnd',
  1098. /**主页背景音乐 */
  1099. music_startBg = "music_startBg",
  1100. /**游戏背景音乐 */
  1101. music_gameBg = "music_gameBg",
  1102. /**按钮点击 */
  1103. ef_button_click = "ef_button_click",
  1104. /**红包打开 */
  1105. ef_redPacket_open = "ef_redPacket_open",
  1106. /**红包来了音效 */
  1107. ef_redPacket_come = "ef_redPacket_come",
  1108. /**消除4个 */
  1109. ef_bonus4 = "ef_bonus4",
  1110. /**消除5个 */
  1111. ef_bonus5 = "ef_bonus5",
  1112. /**消除6个 */
  1113. ef_bonus6 = "ef_bonus6",
  1114. /**消除7个 */
  1115. ef_bonus7 = "ef_bonus7",
  1116. /**消除8个 */
  1117. ef_bonus8 = "ef_bonus8",
  1118. /**普通消除音效 */
  1119. ef_eliminate = "ef_eliminate",
  1120. /**bouns消除音效 */
  1121. ef_eliminate_bonus = "ef_eliminate_bonus",
  1122. /**胜利音效 */
  1123. ef_win = "ef_win",
  1124. /**锤子 */
  1125. ef_change = "ef_change",
  1126. /**刷新 */
  1127. ef_refresh = "ef_refresh",
  1128. /**飞翔 */
  1129. ef_fly = "ef_fly",
  1130. /**关闭按钮音效*/
  1131. closeButton = "closeButton",
  1132. //红包界面打开
  1133. openRedBag = 'congratulations',
  1134. //红包飞音效
  1135. redmoney = 'redmoney'
  1136. }
  1137. /** ECPM */
  1138. type ADShowCfg = {
  1139. average_ecpm: number,
  1140. insert_probability: number,
  1141. is_show_banner: number,
  1142. is_show_inter: number,
  1143. }
  1144. type PlayerInfoType = {
  1145. /** 自定义不需要校验的数据 */
  1146. gameUserData: object,
  1147. /** 今日是否有签到 */
  1148. isSignInToday: number,
  1149. /** 存钱罐存款 */
  1150. piggyBank: number,
  1151. /** 存钱罐能否提现 */
  1152. isWithdrawable: boolean,
  1153. /** 存钱罐每日提现次数 */
  1154. piggyBankCashTimes: number,
  1155. /** 累计存钱罐每日提现次数 */
  1156. totalPiggyBankCashTimes: number,
  1157. /** 提现进度 */
  1158. cashIndex: number,
  1159. /** 上次登录时间 */
  1160. lastTime: number,
  1161. /** 登录天数 */
  1162. loginDays: number,
  1163. newPlayer: Boolean,
  1164. /** 红包币数量 */
  1165. redMoney: number,
  1166. /** 累计签到次数 客户端理解 上次签到天数 */
  1167. signInDay: number,
  1168. /** 转盘次数 */
  1169. turntableTimes: number,
  1170. /** 版本号 */
  1171. versioncfg: string,
  1172. /** 福袋数据 */
  1173. userTuCaoInfo: object,
  1174. }
  1175. /**事件类型 */
  1176. export enum EVENT_TYPE {
  1177. BACK_WxAuth = "BACK_WxAuth",
  1178. UPDATE_CashNum = "UPDATE_CashNum",
  1179. }
  1180. /** 数据事件Id */
  1181. export enum DataEventId {
  1182. /** 点击 */
  1183. guide = "guide",
  1184. /** 按钮点击 */
  1185. button_click = "button_click",
  1186. /** 看视频 */
  1187. video_init = "video_init",
  1188. /** 点击视频 */
  1189. video_click = "video_click",
  1190. /** 看视频完成 */
  1191. video_end = "video_end",
  1192. /** 成功拉取全屏视频 */
  1193. interstitial2_init = "interstitial2_init",
  1194. /** 全屏视频点击 */
  1195. interstitial2_click = "interstitial2_click",
  1196. /** 全屏视频完成 */
  1197. interstitial2_end = "interstitial2_end",
  1198. /** 插屏广告内点击 */
  1199. interstitial1_click = "interstitial1_click",
  1200. /** banner点击 */
  1201. banner_click = "banner_click",
  1202. /** 开屏点击 */
  1203. splash_click = "splash_click",
  1204. /** 福袋功能 */
  1205. fudaiFunction = "fudaiFunction",
  1206. /** 互推功能 */
  1207. hutuiFunction = "hutuiFunction",
  1208. /** 激励视频ecpm */
  1209. ad_videoEcpm = 'ad_video',
  1210. /** 开屏ecpm */
  1211. ad_openEcpm = 'ad_open',
  1212. /** 提现 */
  1213. Sundry = 'Sundry'
  1214. }
  1215. /** 视频广告类型 */
  1216. export enum VideoAdType {
  1217. video_init_1 = '农场加等级经验',
  1218. video_init_2 = '提现-加进度',
  1219. video_init_3 = '提现-加现金',
  1220. video_init_4 = '签到',
  1221. video_init_5 = '抽奖',
  1222. video_init_6 = '图鉴领奖',
  1223. video_init_7 = '消灭害虫',
  1224. video_init_8 = '恢复健康',
  1225. video_init_9 = '恢复供电',
  1226. video_init_10 = '山羊红包',
  1227. video_init_11 = '拓建',
  1228. video_init_12 = '收获',
  1229. video_init_13 = '飘浮红包',
  1230. video_init_14 = '全体加速',
  1231. video_init_15 = '福利加进度',
  1232. video_init_16 = '生产加次数',
  1233. video_init_17 = '点击生产按钮',
  1234. video_init_18 = '离开游戏领红包',
  1235. video_init_19 = '定时弹出红包',
  1236. }
  1237. export enum InterFullAdType {
  1238. interstitial2_init_1 = '点击红包的关闭按钮',
  1239. interstitial2_init_2 = '普通收获',
  1240. interstitial2_init_3 = '点击鸟和狗'
  1241. }
  1242. export enum InterAdType {
  1243. interstitial1_click_1 = '恭喜发财红包弹出后',
  1244. interstitial1_click_2 = '恭喜获得弹窗弹出后',
  1245. interstitial1_click_3 = '生虫/生病/停电弹出后'
  1246. }
  1247. export enum BannerAdType {
  1248. banner_click_1 = '恭喜获得弹窗弹出后',
  1249. banner_click_2 = '任务红包',
  1250. banner_click_3 = '恭喜发财红包',
  1251. banner_click_4 = '图鉴',
  1252. banner_click_5 = '全体加速',
  1253. banner_click_6 = '收获弹窗',
  1254. banner_click_7 = '拓建弹窗',
  1255. banner_click_8 = '三个恢复弹窗',
  1256. banner_click_9 = '抽奖'
  1257. }
  1258. export enum ExpAddType {
  1259. EAT_video = 1,
  1260. EAT_harvest = 2,
  1261. }
  1262. export enum FarmState {
  1263. Lock,
  1264. CanUnlock,
  1265. Empty,
  1266. Growing,
  1267. Ripe,
  1268. Sick
  1269. }
  1270. export enum PastureState {
  1271. Lock,
  1272. Empty,
  1273. Growing,
  1274. Ripe,
  1275. Sick
  1276. }
  1277. export enum ProductType {
  1278. nzw = '农作物',
  1279. dw = '动物',
  1280. bmhc = '爆米花厂',
  1281. gdp = '糕点铺',
  1282. ztc = '制糖厂',
  1283. lrc = '炼乳厂',
  1284. gfmg = '功夫面馆',
  1285. kcd = '快餐店'
  1286. }
  1287. /** 动物状态 */
  1288. export enum AnimalState {
  1289. Hanger,
  1290. Eat,
  1291. Wait
  1292. }
  1293. export enum FactroyState {
  1294. Lock,
  1295. Empty,
  1296. Producting,
  1297. Ripe,
  1298. Sick
  1299. }