GameData.ts 49 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 addHb: number = 0;
  23. public updatePiggyBankValue: boolean = false;
  24. /** 标志位:刷新主界面头像 */
  25. public init_head: boolean = false;
  26. public init_add: boolean = false;
  27. /** 标志位:刷新主界面红点 */
  28. public init_red_point: boolean = true;
  29. //标志位,刷新提现界面的红包币
  30. public init_wallet_redMoney = false;
  31. /** 属性存储字典 */
  32. public props: Map<number, any> = new Map<number, any>();
  33. public pools = [
  34. { url: "game/prefab/tips", num: 20 },
  35. { url: "game/prefab/coin", num: 20 }
  36. ];
  37. /** 主页样式脚本 */
  38. public gameStyle: Game = null;
  39. /** 入口按钮 */
  40. public funBtns: FunBtns = null;
  41. /** 剩余可种植次数 */
  42. public leftTimes: number = -1;
  43. /** 最大可种植次数 */
  44. public maxTimes: number = -1;
  45. /** 恢复种植次数间隔 */
  46. public ProductionRecovery: number = 15;
  47. public init_leftTimes: boolean = false;
  48. /** 可生产商品配置 */
  49. public nextCanProduct = null;
  50. /** 按钮生产选中的农田、牧场或工厂 */
  51. public nextMake = null;
  52. /** 类型标识 */
  53. private nextType = 0;
  54. /** 刷新生产按钮信息 */
  55. public init_makeInfo = false;
  56. /** 正在生产 */
  57. public isProducting = false;
  58. /** 标志位 刷新任务描述 */
  59. public init_task = false;
  60. public init_expLevel = false;
  61. //标志位任务跟新
  62. public init_redBagTask = false;
  63. //标志位 生产奖励的任务ui刷新
  64. public init_productTask = false;
  65. public init_speedup = false;
  66. 标志位
  67. public init_hideRedBag = false;
  68. public shareUrl = '';
  69. public shareTitle = '';
  70. public shareDes = '';
  71. public shareImgUrl = '';
  72. /** 生虫/生病/停电最多个数 */
  73. public RawInsectArr = [];
  74. /** 生虫/生病/停电当前个数 */
  75. public RawInsectCurArr = [0, 0, 0];
  76. /**
  77. * 初始化游戏数据:网络配置信息,用户信息
  78. * @returns
  79. */
  80. public async init() {
  81. let data: any = { "versionCode": gData.appData.version };
  82. let response = await mk.http.sendData('getAllConfigInfo', data);
  83. if (response.errcode != 0) {
  84. if (response.errcode == -10003 || response.errcode == -20003) {
  85. //清除缓存
  86. gData.loginData.reload();
  87. }
  88. return;
  89. }
  90. mk.console.logSingle("getAllConfigInfo", response.data);
  91. this.initConfigs(response.data);
  92. //初始化topon
  93. mk.ad.init();
  94. data = {};
  95. response = await mk.http.sendData('getInfoCrypt', data);
  96. if (response.errcode != 0) {
  97. return;
  98. }
  99. mk.console.logSingle("getInfoCrypt", response.data);
  100. this.initPlayerProp(response.data)
  101. this.initProps(response.data.gameUserData);
  102. data = {};
  103. response = await mk.http.sendData('user/adShowConfig', data);
  104. if (response.errcode != 0) {
  105. return;
  106. }
  107. this.adShowConfig = response.data;
  108. mk.console.logSingle("user/adShowConfig", response.data);
  109. gData.adData.initEcpmData();
  110. // data = {};
  111. // response = await mk.http.sendData('noviceWeFare/getNoviceWeFareInfo', data);
  112. // if (response.errcode != 0) {
  113. // return;
  114. // }
  115. // this.playerProp.userTuCaoInfo = response.data.userWelFareTaskInfo;
  116. // mk.console.logSingle("welFare/getUserWelFareTaskInfo", response.data);
  117. gData.guideData.init();
  118. gData.guideWeakData.init();
  119. gData.moduleData.forEach(element => {
  120. element.init();
  121. });
  122. this.dataFinish = true;
  123. }
  124. private initConfigs(data) {
  125. // console.log('config ', data);
  126. this.configs = data;
  127. this.funOpenData = this.configs.ServerConfig.Functionswitch.split(",");
  128. //从服务器解析配置
  129. this.setProductMapFromJson();
  130. gData.loginData.popIdentifySwitch = this.configs.ServerConfig.popIdentifySwitch == '1';
  131. gData.gameData.shareUrl = this.configs.ServerConfig.shareUrl;
  132. gData.gameData.shareTitle = this.configs.ServerConfig.shareTitle;
  133. gData.gameData.shareDes = this.configs.ServerConfig.shareDes;
  134. gData.gameData.shareImgUrl = this.configs.ServerConfig.shareImgUrl;
  135. gData.gameData.RawInsectArr = this.configs.ServerConfig.RawInsect.split(',');
  136. }
  137. /**
  138. * 初始化玩家数据
  139. */
  140. private initPlayerProp(res_data) {
  141. this.playerProp = new PlayerProp();
  142. this.playerProp.cashIndex = res_data.cashIndex;
  143. this.playerProp.gameUserData = res_data.gameUserData;
  144. this.playerProp.isSignInToday = res_data.isSignInToday;
  145. this.playerProp.isWithdrawable = res_data.isWithdrawable;
  146. this.playerProp.lastTime = res_data.lastTime;
  147. this.playerProp.loginDays = res_data.loginDays;
  148. this.playerProp.newPlayer = res_data.newPlayer;
  149. this.playerProp.initPiggyBank(res_data.piggyBank);
  150. this.playerProp.piggyBankCashTimes = res_data.piggyBankCashTimes;
  151. this.playerProp.redMoney = res_data.redMoney == null ? 0 : res_data.redMoney;
  152. this.playerProp.signInDay = res_data.signInDay;
  153. this.playerProp.totalPiggyBankCashTimes = res_data.totalPiggyBankCashTimes;
  154. this.playerProp.turntableTimes = res_data.turntableTimes;
  155. this.playerProp.versioncfg = res_data.versioncfg;
  156. this.playerProp.isFirstRedMoney = res_data.isFirstRedMoney;
  157. gData.adData.watchNumToday = res_data.dayVideoTimesForRedMoney == null ? 0 : res_data.dayVideoTimesForRedMoney;
  158. this.playerProp.gradeLevel = res_data.farmLevel
  159. this.playerProp.userTuCaoInfo = res_data.userWelFareTaskInfo;
  160. this.playerProp.farmExpValue = res_data.userExp;
  161. this.playerProp.farmGradeData = res_data.userFarmGrageRewardInfo;
  162. this.playerProp.userNoviceWeFareInfo = res_data.userNoviceWeFareInfo;
  163. this.playerProp.redMoneyCashPayRecordList = res_data.redMoneyCashPayRecordList;
  164. mk.console.logSingle('userNoviceWeFareInfo==>', res_data.userNoviceWeFareInfo);
  165. //mk.console.logSingle('redMoneyCashPayRecordList==>', res_data.redMoneyCashPayRecordList);
  166. this.playerProp.userFarmTaskInfo = res_data.userFarmTaskInfo;
  167. this.playerProp.speedUpLeftTimes = res_data.speedUpLeftTimes;
  168. this.playerProp.completeFarmTaskTimes = res_data.completeFarmTaskTimes;
  169. mk.data.setTAUserID(gData.loginData.uin);
  170. mk.data.setTAEventUser(0, 'logindays_total', this.playerProp.loginDays);
  171. if (this.playerProp.completeFarmTaskTimes == 0) {
  172. mk.data.setTAEventUser(0, 'Cumulative_task', gData.gameData.playerProp.completeFarmTaskTimes);
  173. }
  174. if (gData.loginData.isFirstIn) {
  175. gData.loginData.isFirstIn = false;
  176. mk.data.setTAEventRegister();
  177. mk.data.sendDataEvent('ABTest', `触发${this.playerProp.groupCode}方案`);
  178. //注册时版本号
  179. mk.data.setTAEventUserStr(0, 'regtime_app_id', gData.appData.appVersion);
  180. //星云uid
  181. mk.data.setTAEventUserStr(0, 'xy_uid', gData.loginData.uin);
  182. mk.data.setTAEventUser(0, 'farm_lv', gData.gameData.playerProp.gradeLevel);
  183. }
  184. //当前版本号
  185. mk.data.setTAEventUserStr(0, 'now_app_id', gData.appData.appVersion);
  186. //渠道号
  187. mk.data.setTAEventUserStr(0, 'channel_id', gData.appData.umengChannel);
  188. // //test
  189. // this.playerProp.completeFarmTaskTimes = 3;
  190. }
  191. /**
  192. * 保存单个数据
  193. */
  194. public async setProp(key: GameProp, value: any) {
  195. let data = {
  196. key: key + '',
  197. value: value
  198. };
  199. this.props.set(key, value);
  200. await mk.http.sendData('savePlayerProp', data);
  201. this.savePropFinish = true;
  202. }
  203. /**
  204. * 保存多个数据
  205. */
  206. public async setProps(arr: { key: GameProp, value: any }[]) {
  207. let needProp = {};
  208. for (let i = 0; i < arr.length; i++) {
  209. needProp[arr[i].key + ''] = arr[i].value;
  210. }
  211. let data = {
  212. needProp: needProp
  213. };
  214. for (let i = 0; i < arr.length; i++) {
  215. this.props.set(arr[i].key, arr[i].value);
  216. }
  217. await mk.http.sendData('saveAllPlayerProp', data);
  218. this.savePropsFinish = true;
  219. }
  220. /** 获取属性 */
  221. public getProp(key: GameProp): any {
  222. if (this.props == null) {
  223. return 0;
  224. }
  225. let value = this.props.get(key);
  226. return value;
  227. }
  228. /**
  229. * 向服务器请求所有属性后更新
  230. */
  231. public async getAllProps() {
  232. let response = await mk.http.sendData('getAllPlayerProp', {});
  233. if (response.errcode != 0) {
  234. return;
  235. }
  236. this.initProps(response.data);
  237. this.getPropsFnish = true;
  238. }
  239. private initProps(data) {
  240. if (data == null) {
  241. return;
  242. }
  243. for (let key in data) {
  244. this.props.set(parseInt(key), data[key]);
  245. }
  246. this.setFramDataMapByServer();
  247. this.setPastureDataMapByServer();
  248. this.setFactoryDataMapByServer();
  249. this.initProductTimes();
  250. this.initLeftTimes();
  251. this.initFarmMapGetRewardData();
  252. this.initCashOutTimes();
  253. // let isNewTask = this.getProp(GameProp.redBagTaskRefresh);
  254. // if (isNewTask != undefined) {
  255. // this.init_redBagTask = isNewTask;
  256. // }
  257. }
  258. private initLeftTimes() {
  259. let lefttimes = this.getProp(GameProp.leftTimes);
  260. if (lefttimes == undefined) {
  261. this.leftTimes = parseInt(this.configs.ServerConfig.FreeProduction);
  262. this.setProp(GameProp.leftTimes, this.leftTimes);
  263. }
  264. else {
  265. this.leftTimes = lefttimes;
  266. }
  267. this.maxTimes = parseInt(this.configs.ServerConfig.ProductionMax);
  268. this.ProductionRecovery = parseInt(this.configs.ServerConfig.ProductionRecovery);
  269. // //test
  270. // this.leftTimes = 1;
  271. // this.maxTimes = 20;
  272. // this.ProductionRecovery = 1;
  273. }
  274. /** 增加减少生产次数
  275. * @param add 增减变量
  276. */
  277. public changeLeftTimes(add, isIgnoreMaxTimes = false) {
  278. gData.gameData.leftTimes += add;
  279. if (add > 0 && !isIgnoreMaxTimes) {
  280. gData.gameData.leftTimes = (gData.gameData.leftTimes > gData.gameData.maxTimes ? gData.gameData.maxTimes : gData.gameData.leftTimes);
  281. }
  282. if (gData.gameData.leftTimes < 0) {
  283. gData.gameData.leftTimes = 0;
  284. }
  285. gData.gameData.setProp(GameProp.leftTimes, gData.gameData.leftTimes);
  286. gData.gameData.init_leftTimes = true;
  287. }
  288. //图鉴领取数据
  289. private _farmMapRewardData = [];
  290. public getFarmMapRewardState(index) {
  291. if (index.i < this._farmMapRewardData.length) {
  292. if (index.j < this._farmMapRewardData[index.i].length) {
  293. return this._farmMapRewardData[index.i][index.j];
  294. }
  295. }
  296. return 1;
  297. }
  298. public setFarmMapRewardState(index, state) {
  299. if (index.i < this._farmMapRewardData.length) {
  300. if (index.j < this._farmMapRewardData[index.i].length) {
  301. this._farmMapRewardData[index.i][index.j] = state;
  302. this.setProp(GameProp.farmMapGetRewardData, this._farmMapRewardData);
  303. }
  304. }
  305. }
  306. private initFarmMapGetRewardData() {
  307. this._farmMapRewardData = this.getProp(GameProp.farmMapGetRewardData);
  308. if (!this._farmMapRewardData) {
  309. this._farmMapRewardData = [];
  310. }
  311. let needSync = false;
  312. let index = 0;
  313. this._productTypeMap.forEach((value, key) => {
  314. if (this._farmMapRewardData.length <= index) {
  315. let len = value.length;
  316. let arr = [];
  317. for (let i = 0; i != len; ++i) {
  318. arr.push(0);
  319. }
  320. this._farmMapRewardData.push(arr);
  321. needSync = true;
  322. console.log("-----add 数组数据")
  323. } else {
  324. let data = this._farmMapRewardData[index];
  325. let len = value.length;
  326. for (let i = 0; i != len; ++i) {
  327. if (i >= data.length) {
  328. data.push(0);
  329. needSync = true;
  330. console.log("-----add 单个数据")
  331. }
  332. }
  333. }
  334. ++index;
  335. });
  336. if (needSync) {
  337. this.setProp(GameProp.farmMapGetRewardData, this._farmMapRewardData);
  338. }
  339. }
  340. //提现次数
  341. public _cashOutTimes = 0;
  342. public initCashOutTimes()
  343. {
  344. let v= this.getProp(GameProp.cashOutTimes);
  345. if(v)
  346. {
  347. this._cashOutTimes = v;
  348. }else{
  349. this._cashOutTimes = 0;
  350. }
  351. console.log(`initCashOutTimes====>${this._cashOutTimes }`);
  352. }
  353. public addCashOutTimes()
  354. {
  355. this._cashOutTimes += 1;
  356. this.setProp(GameProp.cashOutTimes, this._cashOutTimes);
  357. console.log(`addCashOutTimes====>${this._cashOutTimes }`);
  358. }
  359. /** 是否是新用户 */
  360. public isNewPlayer(): boolean {
  361. let v = this.getProp(GameProp.newPlayer);
  362. return v == 0;
  363. }
  364. //*********** ================= 农场数据 ================== */
  365. /** 农田数据 服务器数据 */
  366. private _farmData = [];
  367. /** 农田字典 本地数据,方便操作*/
  368. private _farmDataMap: Map<number, any> = new Map();
  369. //刷新农田
  370. public needFreshArr = [];
  371. /** 随机获取可种植物品 */
  372. getRandomPlantConfig() {
  373. let id = Util.rnd(10001, this.getMaxProduct(ProductType.nzw));
  374. return this.getProductMap(id);
  375. }
  376. /** 随机获取可生产产品 */
  377. getRandomFactoryConfig(configID) {
  378. let tab = gData.gameData.getTabByConfigID(configID);
  379. let arr = this.getProductArrByType(tab);
  380. let max = this.getMaxProduct(tab);
  381. let canArr = [];
  382. let len = arr.length;
  383. for (var i = 0; i < len; i++) {
  384. if (arr[i].picture <= max) {
  385. canArr.push(arr[i].picture);
  386. if (arr[i].picture == max) {
  387. break;
  388. }
  389. }
  390. }
  391. let index = Util.rnd(0, canArr.length - 1);
  392. let id = canArr[index];
  393. return this.getProductMap(id);
  394. }
  395. /** 自动生产选中下一个 */
  396. setNextProduct(sel = true) {
  397. if (this.nextMake) {
  398. return;
  399. }
  400. let next = gData.farmSystem.selectNextFarm(sel);
  401. if (!next) {
  402. let next1 = gData.pastureSystem.nextPasture();
  403. if (!next1) {
  404. let next2 = gData.factorySystem.nextFactory();
  405. if (!next2) {
  406. this.nextType = 0;
  407. }
  408. else {
  409. this.nextType = 3;
  410. }
  411. }
  412. else {
  413. this.nextType = 2;
  414. }
  415. }
  416. else {
  417. this.nextType = 1;
  418. }
  419. this.init_makeInfo = true;
  420. }
  421. hasFirstCheck = false;
  422. firstCheckNext() {
  423. if (!this.hasFirstCheck && gData.farmSystem.farms.length >= 18
  424. && gData.pastureSystem.pastureIcons.length >= 3 && gData.factorySystem.factoryIcons.length >= 6) {
  425. this.hasFirstCheck = true;
  426. Util.objSortByKey(gData.farmSystem.farms, 'sortID');
  427. Util.objSortByKey(gData.pastureSystem.pastureIcons, 'sortID');
  428. Util.objSortByKey(gData.factorySystem.factoryIcons, 'sortID');
  429. gData.gameData.setNextProduct(false);
  430. }
  431. }
  432. async makeProduct() {
  433. let flyRed = true;
  434. switch (this.nextType) {
  435. case 0:
  436. mk.tip.pop('农场已满,无法继续生产');
  437. //弹出收获、生虫、加速
  438. if (!this.checkCanHarvest()) {
  439. if (!this.checkCanClearSick()) {
  440. this.checkCanSpeedUp(true);
  441. }
  442. }
  443. flyRed = false;
  444. break;
  445. case 1:
  446. flyRed = await gData.farmSystem.btnMake();
  447. gData.adData.checkPopRed();
  448. break;
  449. case 2:
  450. flyRed = await gData.pastureSystem.btnMake();
  451. gData.adData.checkPopRed();
  452. break;
  453. case 3:
  454. flyRed = await gData.factorySystem.btnMake();
  455. gData.adData.checkPopRed();
  456. break;
  457. }
  458. return flyRed;
  459. }
  460. public async updateNewTaskProgress(isNeedRefresh = false) {
  461. // if (gData.gameData.init_redBagTask) {
  462. // return;
  463. // }
  464. if (this.playerProp.userFarmTaskInfo) {
  465. let com = this.playerProp.userFarmTaskInfo.completeCount;
  466. let count = this.playerProp.userFarmTaskInfo.taskCount;
  467. if (com >= count) {
  468. mk.tip.pop('任务红包进度已满,快去提现');
  469. return false;
  470. }
  471. }
  472. let data = {};
  473. let response = await mk.http.sendData('farmTask/updateUserFarmTaskInfo', data);
  474. mk.console.logSingle('refrehTask=>', response);
  475. if (response.errcode != 0) {
  476. return false;
  477. }
  478. gData.gameData.init_task = true;
  479. this.playerProp.userFarmTaskInfo = response.data.userFarmTaskInfo;
  480. if (this.playerProp.userFarmTaskInfo.completeCount >= this.playerProp.userFarmTaskInfo.taskCount) {
  481. mk.ui.closeAllUI();
  482. mk.guide.open(4);
  483. }
  484. // if (isNeedRefresh) {
  485. // gData.gameData.init_task = true;
  486. // }
  487. return true;
  488. }
  489. public setFarmDataMap(id, data, sendToServer = true) {
  490. this._farmDataMap.set(id, data);
  491. let len = this._farmData.length;
  492. for (var i = 0; i < len; i++) {
  493. if (this._farmData[i].id == id) {
  494. this._farmData[i].state = data.state;
  495. this._farmData[i].productID = data.productID;
  496. this._farmData[i].growSpan = data.growSpan;
  497. break;
  498. }
  499. }
  500. this.needFreshArr.push(id);
  501. //更新到服务器
  502. if (sendToServer) {
  503. this.freshSendToServer(1);
  504. }
  505. }
  506. public getFarmDataMap(id) {
  507. return this._farmDataMap.get(id);
  508. }
  509. /** 服务器数据设置到本地 */
  510. public setFramDataMapByServer() {
  511. this._farmData = this.getProp(GameProp.farmData);
  512. if (!this._farmData) {
  513. this._farmData = [];
  514. }
  515. let len = this._farmData.length;
  516. //新玩家初始化农田数据
  517. if (len < 18) {
  518. let id = 31000;
  519. let data = null;
  520. let unluckNum = parseInt(gData.gameData.configs.ServerConfig.unluckNum);
  521. for (var i = 0; i < 18; i++) {
  522. if (i < unluckNum) {
  523. data = { id: id, state: FarmState.Empty, productID: 0, growSpan: 0 };
  524. }
  525. else if (i == unluckNum) {
  526. data = { id: id, state: FarmState.CanUnlock, productID: 0, growSpan: 0 };
  527. }
  528. else {
  529. data = { id: id, state: FarmState.Lock, productID: 0, growSpan: 0 };
  530. }
  531. this._farmData.push(data);
  532. this._farmDataMap.set(id, data);
  533. id++;
  534. }
  535. //第一次初始数据
  536. // this.setMaxProduct(10003);
  537. //更新到服务器
  538. this.setProp(GameProp.farmData, this._farmData);
  539. }
  540. else {
  541. let sickTimes = 0;
  542. for (var i = 0; i < len; i++) {
  543. this._farmDataMap.set(this._farmData[i].id, this._farmData[i]);
  544. if (this._farmData[i].state == FarmState.Sick) {
  545. sickTimes++;
  546. }
  547. }
  548. this.RawInsectCurArr[0] = sickTimes;
  549. }
  550. this.setMaxProduct(10003, true);
  551. }
  552. /** puduct配置数据 <picture, config> */
  553. private _productMap: Map<number, any> = new Map();
  554. /** puduct类型配置数据 <tab, 类型数组> */
  555. private _productTypeMap: Map<string, any> = new Map();
  556. /** 设置puduct配置数据 */
  557. public setProductMapFromJson() {
  558. let productJson = this.configs.Product;
  559. // // 先用本地数据
  560. // let productJson = gData.configData.configMap.get('product');
  561. let len = productJson.length;
  562. let product = null;
  563. let tab = '';
  564. let arr = [];
  565. for (var i = 0; i < len; i++) {
  566. product = productJson[i];
  567. this._productMap.set(product.picture, product);
  568. if (tab != product.tab) {
  569. arr = [];
  570. this._productTypeMap.set(product.tab, arr);
  571. tab = product.tab;
  572. }
  573. arr.push(product);
  574. }
  575. }
  576. /** 根据id获取单个数据 */
  577. public getProductMap(id) {
  578. return this._productMap.get(id);
  579. }
  580. /** 根据tab获取数组 */
  581. public getProductArrByType(type: ProductType) {
  582. return this._productTypeMap.get(type);
  583. }
  584. /** 产品生产/种植次数 服务器数据 */
  585. private _productMakeTimesData = [];
  586. /** 产品生产/种植次数 */
  587. private _productMakeTimesMap: Map<number, number> = new Map();
  588. private initProductTimes() {
  589. this._productMakeTimesData = this.getProp(GameProp.productMakeTimes);
  590. if (!this._productMakeTimesData) {
  591. this._productMakeTimesData = [];
  592. }
  593. let len = this._productMakeTimesData.length;
  594. for (var i = 0; i < len; i++) {
  595. this._productMakeTimesMap.set(this._productMakeTimesData[i].id, this._productMakeTimesData[i].times);
  596. this.setMaxProduct(this._productMakeTimesData[i].id);
  597. }
  598. }
  599. addProductMakeTimesById(id: number) {
  600. let times = this._productMakeTimesMap.get(id);
  601. if (!times) {
  602. times = 0;
  603. }
  604. times++;
  605. this._productMakeTimesMap.set(id, times);
  606. //更新到服务器
  607. let has = false;
  608. let len = this._productMakeTimesData.length;
  609. for (var i = 0; i < len; i++) {
  610. if (this._productMakeTimesData[i].id == id) {
  611. this._productMakeTimesData[i].times = times;
  612. has = true;
  613. break;
  614. }
  615. }
  616. if (!has) {
  617. let data = { 'id': id, 'times': times };
  618. this._productMakeTimesData.push(data);
  619. }
  620. //设置可种植/生产最大id
  621. let nextID = id + 1;
  622. let curConfig = this.getProductMap(id);
  623. let nextConfig = this.getProductMap(nextID);
  624. if (id == this.getMaxProduct(curConfig.tab)) {
  625. if (nextConfig) {
  626. gData.plantData.init_itemIndex = nextID;
  627. }
  628. }
  629. if (nextConfig) {
  630. if (nextConfig.tab == curConfig.tab && nextID > this.getMaxProduct(curConfig.tab)) {
  631. if (nextConfig.unlock == 1 && nextConfig.value <= times) {
  632. this._productMakeTimesMap.set(nextID, 0);
  633. let data = { 'id': nextID, 'times': 0 };
  634. this._productMakeTimesData.push(data);
  635. this.setMaxProduct(nextID);
  636. let nConfig = this.getProductMap(nextID + 1);
  637. if (nConfig) {
  638. gData.plantData.init_lock = nextID + 1;
  639. }
  640. }
  641. }
  642. }
  643. this.setProp(GameProp.productMakeTimes, this._productMakeTimesData);
  644. }
  645. getProductMakeTimesById(id: number) {
  646. let times = this._productMakeTimesMap.get(id);
  647. if (!times) {
  648. times = 0
  649. }
  650. return times;
  651. }
  652. //------------- 养殖场数据-----------
  653. /** 养殖场数据 服务器数据 */
  654. private _pastureData = [];
  655. /** 养殖场字典 本地数据,方便操作*/
  656. private _pastureDataMap: Map<number, any> = new Map();
  657. public setPastureDataMap(id, data, sendToServer = true) {
  658. this._pastureDataMap.set(id, data);
  659. let len = this._pastureData.length;
  660. for (var i = 0; i < len; i++) {
  661. if (this._pastureData[i].id == id) {
  662. this._pastureData[i].state = data.state;
  663. this._pastureData[i].productID = data.productID;
  664. this._pastureData[i].growSpan = data.growSpan;
  665. break;
  666. }
  667. }
  668. this.needFreshArr.push(id);
  669. //更新到服务器
  670. if (sendToServer) {
  671. this.freshSendToServer(2);
  672. }
  673. }
  674. public getPastureDataMap(id) {
  675. return this._pastureDataMap.get(id);
  676. }
  677. /** 服务器数据设置到本地 */
  678. public setPastureDataMapByServer() {
  679. this._pastureData = this.getProp(GameProp.pastureData);
  680. if (!this._pastureData) {
  681. this._pastureData = [];
  682. }
  683. let len = this._pastureData.length;
  684. //新玩家初始化养殖场数据
  685. if (len < 3) {
  686. let arr = this.getProductArrByType(ProductType.dw);
  687. let len1 = arr.length;
  688. let id = 30001;
  689. let data = null;
  690. for (var i = 0; i < len1; i++) {
  691. if (this.playerProp.completeFarmTaskTimes < arr[i].value) {
  692. data = { id: id, state: PastureState.Lock, productID: arr[i].picture, growSpan: 0 };
  693. }
  694. else {
  695. data = { id: id, state: PastureState.Empty, productID: arr[i].picture, growSpan: 0 };
  696. }
  697. this._pastureData.push(data);
  698. this._pastureDataMap.set(id, data);
  699. id++;
  700. }
  701. //更新到服务器
  702. this.setProp(GameProp.pastureData, this._pastureData);
  703. }
  704. else {
  705. let sickTimes = 0;
  706. for (var i = 0; i < len; i++) {
  707. this._pastureDataMap.set(this._pastureData[i].id, this._pastureData[i]);
  708. if (this._pastureData[i].state == PastureState.Sick) {
  709. sickTimes++;
  710. }
  711. }
  712. this.RawInsectCurArr[1] = sickTimes;
  713. }
  714. }
  715. //------------- 工厂数据-----------
  716. /** 工厂数据 服务器数据 */
  717. private _factoryData = [];
  718. /** 工厂字典 本地数据,方便操作*/
  719. private _factoryDataMap: Map<number, any> = new Map();
  720. public setFactoryDataMap(id, data, sendToServer = true) {
  721. this._factoryDataMap.set(id, data);
  722. let len = this._factoryData.length;
  723. for (var i = 0; i < len; i++) {
  724. if (this._factoryData[i].id == id) {
  725. this._factoryData[i].state = data.state;
  726. this._factoryData[i].productID = data.productID;
  727. this._factoryData[i].growSpan = data.growSpan;
  728. break;
  729. }
  730. }
  731. this.needFreshArr.push(id);
  732. //更新到服务器
  733. if (sendToServer) {
  734. this.freshSendToServer(3);
  735. }
  736. }
  737. public getFactoryDataMap(id) {
  738. return this._factoryDataMap.get(id);
  739. }
  740. /** 服务器数据设置到本地 */
  741. public setFactoryDataMapByServer() {
  742. this._factoryData = this.getProp(GameProp.factoryData);
  743. if (!this._factoryData) {
  744. this._factoryData = [];
  745. }
  746. let len = this._factoryData.length;
  747. //新玩家初始化工厂数据
  748. if (len < 6) {
  749. let id = 30004;
  750. let data = null;
  751. let tab = null;
  752. for (var i = 0; i < 6; i++) {
  753. tab = this.getTabByConfigID(id);
  754. let arr = this.getProductArrByType(tab);
  755. if (this.playerProp.completeFarmTaskTimes < arr[0].value) {
  756. data = { id: id, state: FactroyState.Lock, productID: 0, growSpan: 0 };
  757. }
  758. else {
  759. data = { id: id, state: FactroyState.Empty, productID: 0, growSpan: 0 };
  760. //更新最大可购买商品
  761. this.setMaxProduct(arr[0].picture, true);
  762. }
  763. this._factoryData.push(data);
  764. this._factoryDataMap.set(id, data);
  765. id++;
  766. }
  767. //更新到服务器
  768. this.setProp(GameProp.factoryData, this._factoryData);
  769. }
  770. else {
  771. let sickTimes = 0;
  772. let id = 30004;
  773. let tab = null;
  774. for (var i = 0; i < len; i++) {
  775. tab = this.getTabByConfigID(id);
  776. let arr = this.getProductArrByType(tab);
  777. this._factoryDataMap.set(this._factoryData[i].id, this._factoryData[i]);
  778. if (this._factoryData[i].state == FactroyState.Sick) {
  779. sickTimes++;
  780. }
  781. if (this.playerProp.completeFarmTaskTimes >= arr[0].value) {
  782. //更新最大可购买商品
  783. this.setMaxProduct(arr[0].picture, true);
  784. }
  785. id++;
  786. }
  787. this.RawInsectCurArr[2] = sickTimes;
  788. }
  789. }
  790. /** 通过工厂建筑物ID获取标签 */
  791. getTabByConfigID(configID: number): ProductType {
  792. let tab = ProductType.bmhc;
  793. switch (configID) {
  794. case 30004:
  795. tab = ProductType.bmhc;
  796. break;
  797. case 30005:
  798. tab = ProductType.gdp;
  799. break;
  800. case 30006:
  801. tab = ProductType.ztc;
  802. break;
  803. case 30007:
  804. tab = ProductType.lrc;
  805. break;
  806. case 30008:
  807. tab = ProductType.gfmg;
  808. break;
  809. case 30009:
  810. tab = ProductType.kcd;
  811. break;
  812. }
  813. return tab;
  814. }
  815. /** 通过标签获取工厂建筑物ID */
  816. getConfigIDByTab(tab: ProductType): number {
  817. let configID = 0;
  818. switch (tab) {
  819. case ProductType.bmhc:
  820. configID = 30004;
  821. break;
  822. case ProductType.gdp:
  823. configID = 30005;
  824. break;
  825. case ProductType.ztc:
  826. configID = 30006;
  827. break;
  828. case ProductType.lrc:
  829. configID = 30007;
  830. break;
  831. case ProductType.gfmg:
  832. configID = 30008;
  833. break;
  834. case ProductType.kcd:
  835. configID = 30009;
  836. break;
  837. }
  838. return configID;
  839. }
  840. /** 发送数据到服务器 */
  841. freshSendToServer(type) {
  842. switch (type) {
  843. case 1:
  844. this.setProp(GameProp.farmData, this._farmData);
  845. break;
  846. case 2:
  847. this.setProp(GameProp.pastureData, this._pastureData);
  848. break;
  849. case 3:
  850. this.setProp(GameProp.factoryData, this._factoryData);
  851. break;
  852. }
  853. }
  854. /** 最大可种植/生产商品数组 */
  855. private _maxProduct = [];
  856. public getMaxProduct(tab) {
  857. if (this._maxProduct) {
  858. let len = this._maxProduct.length;
  859. let data = null;
  860. for (var i = 0; i < len; i++) {
  861. data = this._maxProduct[i];
  862. if (data.tab == tab) {
  863. return data.productID;
  864. }
  865. }
  866. }
  867. return null;
  868. }
  869. /** 设置最大可生产商品
  870. * @param id 产品id
  871. * @param unlock 是否是解锁增加
  872. */
  873. public setMaxProduct(id, unlock = false) {
  874. let config = this.getProductMap(id);
  875. if (!this._maxProduct) {
  876. this._maxProduct = [];
  877. }
  878. let len = this._maxProduct.length;
  879. let data = null;
  880. let has = false;
  881. for (var i = 0; i < len; i++) {
  882. data = this._maxProduct[i];
  883. if (data.tab == config.tab) {
  884. if (data.productID < id) {
  885. data.productID = id;
  886. }
  887. has = true;
  888. break;
  889. }
  890. }
  891. if (!has && unlock) {
  892. data = { tab: config.tab, productID: id };
  893. this._maxProduct.push(data);
  894. }
  895. gData.farmMapData.isStateChange = true;
  896. }
  897. /** 农场升级时解锁工厂,检查最大可种植/生产商品 */
  898. public checkTaskFinishUnLock() {
  899. for (var key in ProductType) {
  900. let tab = ProductType[key];
  901. let configArr = this.getProductArrByType(tab);
  902. let len = configArr.length;
  903. let data = null;
  904. let needUpdate = false;
  905. switch (tab) {
  906. case ProductType.nzw:
  907. break;
  908. case ProductType.dw:
  909. let id = 30001;
  910. needUpdate = false;
  911. let maxId = 0;
  912. for (var i = 0; i < len; i++) {
  913. data = this.getPastureDataMap(id);
  914. if (this.playerProp.completeFarmTaskTimes >= configArr[i].value) {
  915. if (data.state == PastureState.Lock) {
  916. data = { id: id, state: PastureState.Empty, productID: configArr[i].picture, growSpan: 0 };
  917. this.setPastureDataMap(id, data, false);
  918. needUpdate = true;
  919. }
  920. maxId = configArr[i].picture;
  921. }
  922. id++;
  923. }
  924. if (maxId != 0) {
  925. //更新最大可购买商品
  926. this.setMaxProduct(maxId, true);
  927. }
  928. //更新到服务器
  929. if (needUpdate) {
  930. this.setProp(GameProp.pastureData, this._pastureData);
  931. this.setNextProduct();
  932. }
  933. break;
  934. default:
  935. //工厂解锁根据第一个商品
  936. needUpdate = false;
  937. let configID = this.getConfigIDByTab(tab);
  938. data = this.getFactoryDataMap(configID);
  939. if (this.playerProp.completeFarmTaskTimes >= configArr[0].value) {
  940. if (data.state == FactroyState.Lock) {
  941. data = { id: id, state: FactroyState.Empty, productID: 0, growSpan: 0 };
  942. this.setFactoryDataMap(configID, data, false);
  943. needUpdate = true;
  944. }
  945. //更新最大可购买商品
  946. this.setMaxProduct(configArr[0].picture, true);
  947. }
  948. if (needUpdate) {
  949. this.setProp(GameProp.factoryData, this._factoryData);
  950. this.setNextProduct();
  951. }
  952. break;
  953. }
  954. }
  955. }
  956. checkCanSpeedUp(pop = false) {
  957. let can = false;
  958. can = gData.farmSystem.canSpeedUp();
  959. if (!can) {
  960. can = gData.pastureSystem.canSpeedUp();
  961. if (!can) {
  962. can = gData.factorySystem.canSpeedUp();
  963. }
  964. }
  965. if (can && pop) {
  966. mk.ui.openPanel('module/speedUpUI/speedUp');
  967. }
  968. return can;
  969. }
  970. setHarvest() {
  971. gData.farmSystem.setHarvest();
  972. gData.pastureSystem.setHarvest();
  973. gData.factorySystem.setHarvest();
  974. }
  975. checkCanHarvest() {
  976. let can = false;
  977. can = gData.farmSystem.canHarvest();
  978. if (!can) {
  979. can = gData.pastureSystem.canHarvest();
  980. if (!can) {
  981. can = gData.factorySystem.canHarvest();
  982. }
  983. }
  984. return can;
  985. }
  986. checkCanClearSick() {
  987. let can = false;
  988. can = gData.farmSystem.canClearSick();
  989. if (!can) {
  990. can = gData.pastureSystem.canClearSick();
  991. if (!can) {
  992. can = gData.factorySystem.canClearSick();
  993. }
  994. }
  995. return can;
  996. }
  997. doPointToXYLogic() {
  998. let value = mk.storage.getStorage('cash_out');
  999. if (!value) {
  1000. mk.storage.setStorage('cash_out', 1);
  1001. mk.data.sendXYEvent('cash_1', `第一次提现`);
  1002. } else {
  1003. if (value == 1) {
  1004. mk.storage.setStorage('cash_out', 2);
  1005. mk.data.sendXYEvent('cash_2', `第二次提现`);
  1006. } else if (value == 2) {
  1007. mk.storage.setStorage('cash_out', 3);
  1008. mk.data.sendXYEvent('cash_3', `第三次提现`);
  1009. }
  1010. }
  1011. }
  1012. }
  1013. /**
  1014. * 所有模块的非校验数据
  1015. */
  1016. export enum GameProp {
  1017. /** -------------------- 通用玩家数据 ------------------------- */
  1018. /** 是否新手 0新手 1老手 */
  1019. newPlayer = 1,
  1020. /** 当前新手引导步骤 */
  1021. guideID = 2,
  1022. /** 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*/
  1023. isAutoOpenPanel = 3,
  1024. /** 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 */
  1025. isOpenBankOnCloseCash = 4,
  1026. //看视频次数
  1027. videoTimes = 5,
  1028. //提现次数
  1029. cashTimes = 6,
  1030. /** ------------------ 游戏核心数据 --------------------------- */
  1031. /** 农田数据 */
  1032. farmData = 11,
  1033. /** 产品生产次数 */
  1034. productMakeTimes = 12,
  1035. /** 养殖场数据 */
  1036. pastureData = 14,
  1037. /** 工厂数据 */
  1038. factoryData = 15,
  1039. /** 剩余可种植次数 */
  1040. leftTimes = 16,
  1041. /**
  1042. 图鉴领取数据*/
  1043. farmMapGetRewardData = 17,
  1044. //红包任务tag
  1045. redBagTaskRefresh = 18,
  1046. /** ------------------ 转盘数据 ------------------------------ */
  1047. turnable_leftTimes = 20,
  1048. //提现次数
  1049. cashOutTimes = 21,
  1050. }
  1051. /**
  1052. * 玩家数据
  1053. */
  1054. class PlayerProp {
  1055. /** 自定义不需要校验的数据 */
  1056. gameUserData = 0;
  1057. _isSignInToday = 0;
  1058. /**
  1059. * 今日是否有签到
  1060. * - 0 未签到,表示可以签到
  1061. * - 1 有签到,表示不可签到
  1062. */
  1063. set isSignInToday(value: number) {
  1064. this._isSignInToday = value;
  1065. gData.sign.init_data = true;
  1066. gData.gameData.init_red_point = true;
  1067. }
  1068. get isSignInToday(): number {
  1069. return this._isSignInToday;
  1070. }
  1071. private _piggyBank: number = 0;
  1072. /** 存钱罐存款 */
  1073. set piggyBank(value: number) {
  1074. if (this._piggyBank === value) return;
  1075. 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
  1076. this._piggyBank = value;
  1077. gData.gameData.init_coin = true;
  1078. gData.gameData.init_red_point = true;
  1079. }
  1080. get piggyBank(): number {
  1081. return this._piggyBank;
  1082. }
  1083. /** 初始化 */
  1084. initPiggyBank(v) {
  1085. this._piggyBank = v;
  1086. }
  1087. _isWithdrawable = 0;
  1088. /**
  1089. * 存钱罐能否提现
  1090. * - 0 不能提现
  1091. * - 1 能提现
  1092. */
  1093. set isWithdrawable(value: number) {
  1094. if (this._isWithdrawable != value) {
  1095. this._isWithdrawable = value;
  1096. gData.gameData.init_red_point = true;
  1097. }
  1098. }
  1099. get isWithdrawable(): number {
  1100. return this._isWithdrawable;
  1101. }
  1102. /** 存钱罐每日提现次数 */
  1103. piggyBankCashTimes = 0;
  1104. /** 累计存钱罐每日提现次数 */
  1105. totalPiggyBankCashTimes = 0;
  1106. /** 提现进度 */
  1107. cashIndex = 0;
  1108. /** 上次登录时间 */
  1109. lastTime = 0;
  1110. /** 登录天数 */
  1111. loginDays = 0;
  1112. newPlayer = 0;
  1113. private _redMoney: number = 0;
  1114. /** 红包币数量 */
  1115. set redMoney(value: number) {
  1116. this._redMoney = value;
  1117. gData.gameData.init_coin = true;
  1118. //gData.gameData.init_red_point = true;
  1119. gData.gameData.init_wallet_redMoney = true;
  1120. mk.event.emit('refreshCoin');
  1121. mk.data.setTAEventUser(0, 'current_redmoney_stock', this._redMoney);
  1122. }
  1123. get redMoney(): number {
  1124. return this._redMoney;
  1125. }
  1126. _signInDay = 0;
  1127. /** 累计签到次数 客户端理解 上次签到天数 */
  1128. set signInDay(value: number) {
  1129. if (this._signInDay === value) return;
  1130. this._signInDay = value;
  1131. gData.sign.init_data = true;
  1132. }
  1133. get signInDay(): number {
  1134. return this._signInDay;
  1135. }
  1136. /** 转盘次数 */
  1137. turntableTimes = 0;
  1138. /** 版本号 */
  1139. versioncfg = 0;
  1140. /** 福袋数据 */
  1141. userTuCaoInfo = 0;
  1142. /** 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*/
  1143. isFirstRedMoney = 0;
  1144. //农场等级
  1145. gradeLevel = 1;
  1146. //农场等级奖励数据
  1147. farmGradeData: any = {};
  1148. //农场等级名字
  1149. farmGradeName: number = 1;
  1150. //农场经验
  1151. private farmExp = 0;
  1152. set farmExpValue(value: number) {
  1153. this.farmExp = value;
  1154. gData.gameData.init_expLevel = true;
  1155. }
  1156. get farmExpValue(): number {
  1157. return this.farmExp;
  1158. }
  1159. //提现新手数据
  1160. userNoviceWeFareInfo: any = {};
  1161. //提现记录数据
  1162. redMoneyCashPayRecordList = null;
  1163. //任务红;
  1164. userFarmTaskInfo = null;
  1165. getRedMoneyCashOutTimesByIndex(index: number): number {
  1166. if (this.redMoneyCashPayRecordList) {
  1167. for (let i = 0; i != this.redMoneyCashPayRecordList.length; ++i) {
  1168. if (index === this.redMoneyCashPayRecordList[i].index) {
  1169. return this.redMoneyCashPayRecordList[i].frequency;
  1170. }
  1171. }
  1172. }
  1173. return 0;
  1174. }
  1175. /** ABTest分组id */
  1176. groupCode = 0;
  1177. //加速剩余次数
  1178. speedUpLeftTimes = 0;
  1179. /** 农场任务完成次数 */
  1180. completeFarmTaskTimes = 0;
  1181. }
  1182. /**
  1183. * 奖励状态
  1184. */
  1185. export enum RewardState {
  1186. /** 已领取 */
  1187. none = 1,
  1188. /** 未解锁 */
  1189. lock = 2,
  1190. /** 可领取 */
  1191. unlock = 3
  1192. }
  1193. /**
  1194. * 奖励类型
  1195. */
  1196. export enum RewardType {
  1197. /** 红包币 */
  1198. redBag = 1,
  1199. /** 毛币 */
  1200. rmb = 2,
  1201. /** 金猪币 */
  1202. pigRmb = 3,
  1203. /** 生产次数 */
  1204. productTimes = 4,
  1205. }
  1206. /**
  1207. * 音频路径
  1208. */
  1209. export enum AUDIO_TYPE {
  1210. /**主界面背景音乐*/
  1211. bgm = 'bgm',
  1212. /**打开存钱罐界面播放一次*/
  1213. pigBank = 'pigBank',
  1214. /**关卡玩法背景音乐*/
  1215. missionBg = 'missionBg',
  1216. /**红包币领取界面关闭音效*/
  1217. rewardClose = 'rewardClose',
  1218. /**红包币领取界面开启音效*/
  1219. rewardOpen = 'rewardOpen',
  1220. /**红包界面打开音效*/
  1221. reward = 'reward',
  1222. /**提现到账界面打开播放一次*/
  1223. receiptNotice = 'receiptNotice',
  1224. /**通用按钮点击音效 */
  1225. button = 'button',
  1226. /**转盘转动音效*/
  1227. turnableplay = 'turnableplay',
  1228. /**转盘转动音效*/
  1229. turnplateDrawEnd = 'turnplateDrawEnd',
  1230. /**主页背景音乐 */
  1231. music_startBg = "music_startBg",
  1232. /**游戏背景音乐 */
  1233. music_gameBg = "music_gameBg",
  1234. /**按钮点击 */
  1235. ef_button_click = "ef_button_click",
  1236. /**红包打开 */
  1237. ef_redPacket_open = "ef_redPacket_open",
  1238. /**红包来了音效 */
  1239. ef_redPacket_come = "ef_redPacket_come",
  1240. /**消除4个 */
  1241. ef_bonus4 = "ef_bonus4",
  1242. /**消除5个 */
  1243. ef_bonus5 = "ef_bonus5",
  1244. /**消除6个 */
  1245. ef_bonus6 = "ef_bonus6",
  1246. /**消除7个 */
  1247. ef_bonus7 = "ef_bonus7",
  1248. /**消除8个 */
  1249. ef_bonus8 = "ef_bonus8",
  1250. /**普通消除音效 */
  1251. ef_eliminate = "ef_eliminate",
  1252. /**bouns消除音效 */
  1253. ef_eliminate_bonus = "ef_eliminate_bonus",
  1254. /**胜利音效 */
  1255. ef_win = "ef_win",
  1256. /**锤子 */
  1257. ef_change = "ef_change",
  1258. /**刷新 */
  1259. ef_refresh = "ef_refresh",
  1260. /**飞翔 */
  1261. ef_fly = "ef_fly",
  1262. /**关闭按钮音效*/
  1263. closeButton = "closeButton",
  1264. //红包界面打开
  1265. congratulations = 'congratulations',
  1266. //红包飞音效
  1267. redmoney = 'redmoney'
  1268. }
  1269. /** ECPM */
  1270. type ADShowCfg = {
  1271. average_ecpm: number,
  1272. insert_probability: number,
  1273. is_show_banner: number,
  1274. is_show_inter: number,
  1275. }
  1276. /**事件类型 */
  1277. export enum EVENT_TYPE {
  1278. BACK_WxAuth = "BACK_WxAuth",
  1279. UPDATE_CashNum = "UPDATE_CashNum",
  1280. }
  1281. /** 数据事件Id */
  1282. export enum DataEventId {
  1283. /** 点击 */
  1284. guide = "guide",
  1285. /** 点击跳过 */
  1286. guideSkip = "guideSkip",
  1287. /** 按钮点击 */
  1288. button_click = "button_click",
  1289. /** 看视频 */
  1290. video_init = "video_init",
  1291. /** 看视频完成 */
  1292. video_end = "video_end",
  1293. /** 成功拉取全屏视频 */
  1294. interstitial2_init = "interstitial2_init",
  1295. /** 广告点击 */
  1296. Ad_click = "Ad_click",
  1297. /** 全屏视频完成 */
  1298. interstitial2_end = "interstitial2_end",
  1299. /** 福袋功能 */
  1300. fudaiFunction = "fudaiFunction",
  1301. /** 互推功能 */
  1302. hutuiFunction = "hutuiFunction",
  1303. /** 激励视频ecpm */
  1304. ad_videoEcpm = 'ad_video',
  1305. /** 开屏ecpm */
  1306. ad_openEcpm = 'ad_open',
  1307. /** 提现 */
  1308. Sundry = 'Sundry',
  1309. /** 加载 */
  1310. loading = 'loading'
  1311. }
  1312. /** 视频广告类型 */
  1313. export enum VideoAdType {
  1314. video_init_1 = '农场加等级经验',
  1315. video_init_2 = '提现-加进度',
  1316. video_init_3 = '提现-加现金',
  1317. video_init_4 = '签到',
  1318. video_init_5 = '抽奖',
  1319. video_init_6 = '图鉴领奖',
  1320. video_init_7 = '消灭害虫',
  1321. video_init_8 = '恢复健康',
  1322. video_init_9 = '恢复供电',
  1323. video_init_10 = '山羊红包',
  1324. video_init_11 = '拓建',
  1325. video_init_12 = '收获',
  1326. video_init_13 = '飘浮红包',
  1327. video_init_14 = '全体加速',
  1328. video_init_15 = '福利加进度',
  1329. video_init_16 = '生产加次数',
  1330. video_init_17 = '点击生产按钮',
  1331. video_init_18 = '离开游戏领红包',
  1332. video_init_19 = '定时弹出红包',
  1333. video_init_20 = '插队',
  1334. }
  1335. export enum InterFullAdType {
  1336. interstitial2_init_1 = '点击红包的关闭按钮',
  1337. interstitial2_init_2 = '普通收获',
  1338. interstitial2_init_3 = '点击鸟和狗'
  1339. }
  1340. export enum InterAdType {
  1341. interstitial1_click_1 = '恭喜发财红包弹出后',
  1342. interstitial1_click_2 = '恭喜获得弹窗弹出后',
  1343. interstitial1_click_3 = '生虫/生病/停电弹出后'
  1344. }
  1345. export enum BannerAdType {
  1346. banner_click_1 = '恭喜获得弹窗弹出后',
  1347. banner_click_2 = '任务红包',
  1348. banner_click_3 = '恭喜发财红包',
  1349. banner_click_4 = '图鉴',
  1350. banner_click_5 = '全体加速',
  1351. banner_click_6 = '收获弹窗',
  1352. banner_click_7 = '拓建弹窗',
  1353. banner_click_8 = '三个恢复弹窗',
  1354. banner_click_9 = '抽奖'
  1355. }
  1356. export enum ExpAddType {
  1357. EAT_video = 1,
  1358. EAT_harvest = 2,
  1359. EAT_others = 3,
  1360. }
  1361. export enum FarmState {
  1362. Lock,
  1363. CanUnlock,
  1364. Empty,
  1365. Growing,
  1366. Ripe,
  1367. Sick
  1368. }
  1369. export enum PastureState {
  1370. Lock,
  1371. Empty,
  1372. Growing,
  1373. Ripe,
  1374. Sick
  1375. }
  1376. export enum ProductType {
  1377. nzw = '农作物',
  1378. dw = '动物',
  1379. bmhc = '爆米花厂',
  1380. gdp = '糕点铺',
  1381. ztc = '制糖厂',
  1382. lrc = '炼乳厂',
  1383. gfmg = '功夫面馆',
  1384. kcd = '快餐店'
  1385. }
  1386. /** 动物状态 */
  1387. export enum AnimalState {
  1388. Hanger,
  1389. Eat,
  1390. Wait
  1391. }
  1392. export enum FactroyState {
  1393. Lock,
  1394. Empty,
  1395. Producting,
  1396. Ripe,
  1397. Sick
  1398. }