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