GameData.ts 47 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. //弹出收获、生虫、加速
  409. if (!this.checkCanHarvest()) {
  410. if (!this.checkCanClearSick()) {
  411. this.checkCanSpeedUp(true);
  412. }
  413. }
  414. flyRed = false;
  415. break;
  416. case 1:
  417. gData.farmSystem.btnMake();
  418. this.nextMake = null;
  419. this.setNextProduct(false);
  420. gData.adData.checkPopRed();
  421. flyRed = await this.updateNewTaskProgress();
  422. break;
  423. case 2:
  424. gData.pastureSystem.btnMake();
  425. this.nextMake = null;
  426. this.setNextProduct(false);
  427. gData.adData.checkPopRed();
  428. flyRed = await this.updateNewTaskProgress();
  429. break;
  430. case 3:
  431. gData.factorySystem.btnMake();
  432. this.nextMake = null;
  433. this.setNextProduct(false);
  434. gData.adData.checkPopRed();
  435. flyRed = await this.updateNewTaskProgress();
  436. break;
  437. }
  438. return flyRed;
  439. }
  440. public async updateNewTaskProgress(isNeedRefresh = false) {
  441. // if (gData.gameData.init_redBagTask) {
  442. // return;
  443. // }
  444. if (this.playerProp.userFarmTaskInfo) {
  445. let com = this.playerProp.userFarmTaskInfo.completeCount;
  446. let count = this.playerProp.userFarmTaskInfo.taskCount;
  447. if (com >= count) {
  448. mk.tip.pop('任务红包进度已满,快去提现');
  449. return false;
  450. }
  451. }
  452. let data = {};
  453. let response = await mk.http.sendData('farmTask/updateUserFarmTaskInfo', data);
  454. mk.console.logSingle('refrehTask=>', response);
  455. if (response.errcode != 0) {
  456. return false;
  457. }
  458. this.playerProp.userFarmTaskInfo = response.data.userFarmTaskInfo;
  459. if (this.playerProp.userFarmTaskInfo.completeCount >= this.playerProp.userFarmTaskInfo.taskCount) {
  460. mk.ui.closeAllUI();
  461. mk.guide.open(3);
  462. }
  463. // if (isNeedRefresh) {
  464. // gData.gameData.init_task = true;
  465. // }
  466. return true;
  467. }
  468. public setFarmDataMap(id, data, sendToServer = true) {
  469. this._farmDataMap.set(id, data);
  470. let len = this._farmData.length;
  471. for (var i = 0; i < len; i++) {
  472. if (this._farmData[i].id == id) {
  473. this._farmData[i].state = data.state;
  474. this._farmData[i].productID = data.productID;
  475. this._farmData[i].growSpan = data.growSpan;
  476. break;
  477. }
  478. }
  479. this.needFreshArr.push(id);
  480. //更新到服务器
  481. if (sendToServer) {
  482. this.freshSendToServer(1);
  483. }
  484. }
  485. public getFarmDataMap(id) {
  486. return this._farmDataMap.get(id);
  487. }
  488. /** 服务器数据设置到本地 */
  489. public setFramDataMapByServer() {
  490. this._farmData = this.getProp(GameProp.farmData);
  491. if (!this._farmData) {
  492. this._farmData = [];
  493. }
  494. let len = this._farmData.length;
  495. //新玩家初始化农田数据
  496. if (len < 18) {
  497. let id = 31000;
  498. let data = null;
  499. for (var i = 0; i < 18; i++) {
  500. if (i < 9) {
  501. data = { id: id, state: FarmState.Empty, productID: 0, growSpan: 0 };
  502. }
  503. else if (i == 9) {
  504. data = { id: id, state: FarmState.CanUnlock, productID: 0, growSpan: 0 };
  505. }
  506. else {
  507. data = { id: id, state: FarmState.Lock, productID: 0, growSpan: 0 };
  508. }
  509. this._farmData.push(data);
  510. this._farmDataMap.set(id, data);
  511. id++;
  512. }
  513. //第一次初始数据
  514. this.setMaxProduct(ProductType.nzw, 10003);
  515. //更新到服务器
  516. this.setProp(GameProp.farmData, this._farmData);
  517. }
  518. else {
  519. let sickTimes = 0;
  520. for (var i = 0; i < len; i++) {
  521. this._farmDataMap.set(this._farmData[i].id, this._farmData[i]);
  522. if (this._farmData[i].state == FarmState.Sick) {
  523. sickTimes++;
  524. }
  525. }
  526. this.RawInsectCurArr[0] = sickTimes;
  527. }
  528. }
  529. /** puduct配置数据 <picture, config> */
  530. private _productMap: Map<number, any> = new Map();
  531. /** puduct类型配置数据 <tab, 类型数组> */
  532. private _productTypeMap: Map<string, any> = new Map();
  533. /** 设置puduct配置数据 */
  534. public setProductMapFromJson() {
  535. let productJson = this.configs.Product;
  536. // // 先用本地数据
  537. // let productJson = gData.configData.configMap.get('product');
  538. let len = productJson.length;
  539. let product = null;
  540. let tab = '';
  541. let arr = [];
  542. for (var i = 0; i < len; i++) {
  543. product = productJson[i];
  544. this._productMap.set(product.picture, product);
  545. if (tab != product.tab) {
  546. arr = [];
  547. this._productTypeMap.set(product.tab, arr);
  548. tab = product.tab;
  549. }
  550. arr.push(product);
  551. }
  552. }
  553. /** 根据id获取单个数据 */
  554. public getProductMap(id) {
  555. return this._productMap.get(id);
  556. }
  557. /** 根据tab获取数组 */
  558. public getProductArrByType(type: ProductType) {
  559. return this._productTypeMap.get(type);
  560. }
  561. /** 产品生产/种植次数 服务器数据 */
  562. private _productMakeTimesData = [];
  563. /** 产品生产/种植次数 */
  564. private _productMakeTimesMap: Map<number, number> = new Map();
  565. addProductMakeTimesById(id: number) {
  566. let times = this._productMakeTimesMap.get(id);
  567. if (!times) {
  568. times = 0;
  569. }
  570. times++;
  571. this._productMakeTimesMap.set(id, times);
  572. //更新到服务器
  573. let has = false;
  574. let len = this._productMakeTimesData.length;
  575. for (var i = 0; i < len; i++) {
  576. if (this._productMakeTimesData[i].id == id) {
  577. this._productMakeTimesData[i].times = times;
  578. has = true;
  579. break;
  580. }
  581. }
  582. if (!has) {
  583. let data = { 'id': id, 'times': times };
  584. this._productMakeTimesData.push(data);
  585. }
  586. //设置可种植/生产最大id
  587. let nextID = id + 1;
  588. let curConfig = this.getProductMap(id);
  589. let nextConfig = this.getProductMap(nextID);
  590. if (id == this.getMaxProduct(curConfig.tab)) {
  591. if (nextConfig) {
  592. gData.plantData.init_itemIndex = nextID;
  593. }
  594. }
  595. if (nextConfig) {
  596. if (nextConfig.tab == curConfig.tab && nextID > this.getMaxProduct(curConfig.tab)) {
  597. if (nextConfig.unlock == 1 && nextConfig.value <= times) {
  598. this.setMaxProduct(curConfig.tab, nextID);
  599. let nConfig = this.getProductMap(nextID + 1);
  600. if (nConfig) {
  601. gData.plantData.init_lock = nextID + 1;
  602. }
  603. }
  604. }
  605. }
  606. this.setProp(GameProp.productMakeTimes, this._productMakeTimesData);
  607. }
  608. getProductMakeTimesById(id: number) {
  609. let times = this._productMakeTimesMap.get(id);
  610. if (!times) {
  611. times = 0
  612. }
  613. return times;
  614. }
  615. //------------- 养殖场数据-----------
  616. /** 养殖场数据 服务器数据 */
  617. private _pastureData = [];
  618. /** 养殖场字典 本地数据,方便操作*/
  619. private _pastureDataMap: Map<number, any> = new Map();
  620. public setPastureDataMap(id, data, sendToServer = true) {
  621. this._pastureDataMap.set(id, data);
  622. let len = this._pastureData.length;
  623. for (var i = 0; i < len; i++) {
  624. if (this._pastureData[i].id == id) {
  625. this._pastureData[i].state = data.state;
  626. this._pastureData[i].productID = data.productID;
  627. this._pastureData[i].growSpan = data.growSpan;
  628. break;
  629. }
  630. }
  631. this.needFreshArr.push(id);
  632. //更新到服务器
  633. if (sendToServer) {
  634. this.freshSendToServer(2);
  635. }
  636. }
  637. public getPastureDataMap(id) {
  638. return this._pastureDataMap.get(id);
  639. }
  640. /** 服务器数据设置到本地 */
  641. public setPastureDataMapByServer() {
  642. this._pastureData = this.getProp(GameProp.pastureData);
  643. if (!this._pastureData) {
  644. this._pastureData = [];
  645. }
  646. let len = this._pastureData.length;
  647. //新玩家初始化养殖场数据
  648. if (len < 3) {
  649. let arr = this.getProductArrByType(ProductType.dw);
  650. let len1 = arr.length;
  651. let id = 30001;
  652. let data = null;
  653. for (var i = 0; i < len1; i++) {
  654. if (this.playerProp.gradeLevel < arr[i].value) {
  655. data = { id: id, state: PastureState.Lock, productID: arr[i].picture, growSpan: 0 };
  656. }
  657. else {
  658. data = { id: id, state: PastureState.Empty, productID: arr[i].picture, growSpan: 0 };
  659. }
  660. this._pastureData.push(data);
  661. this._pastureDataMap.set(id, data);
  662. id++;
  663. }
  664. //更新到服务器
  665. this.setProp(GameProp.pastureData, this._pastureData);
  666. }
  667. else {
  668. let sickTimes = 0;
  669. for (var i = 0; i < len; i++) {
  670. this._pastureDataMap.set(this._pastureData[i].id, this._pastureData[i]);
  671. if (this._pastureData[i].state == PastureState.Sick) {
  672. sickTimes++;
  673. }
  674. }
  675. this.RawInsectCurArr[1] = sickTimes;
  676. }
  677. }
  678. //------------- 工厂数据-----------
  679. /** 工厂数据 服务器数据 */
  680. private _factoryData = [];
  681. /** 工厂字典 本地数据,方便操作*/
  682. private _factoryDataMap: Map<number, any> = new Map();
  683. public setFactoryDataMap(id, data, sendToServer = true) {
  684. this._factoryDataMap.set(id, data);
  685. let len = this._factoryData.length;
  686. for (var i = 0; i < len; i++) {
  687. if (this._factoryData[i].id == id) {
  688. this._factoryData[i].state = data.state;
  689. this._factoryData[i].productID = data.productID;
  690. this._factoryData[i].growSpan = data.growSpan;
  691. break;
  692. }
  693. }
  694. this.needFreshArr.push(id);
  695. //更新到服务器
  696. if (sendToServer) {
  697. this.freshSendToServer(3);
  698. }
  699. }
  700. public getFactoryDataMap(id) {
  701. return this._factoryDataMap.get(id);
  702. }
  703. /** 服务器数据设置到本地 */
  704. public setFactoryDataMapByServer() {
  705. this._factoryData = this.getProp(GameProp.factoryData);
  706. if (!this._factoryData) {
  707. this._factoryData = [];
  708. }
  709. let len = this._factoryData.length;
  710. //新玩家初始化工厂数据
  711. if (len < 6) {
  712. let id = 30004;
  713. let data = null;
  714. let tab = null;
  715. for (var i = 0; i < 6; i++) {
  716. tab = this.getTabByConfigID(id);
  717. let arr = this.getProductArrByType(tab);
  718. if (this.playerProp.gradeLevel < arr[0].value) {
  719. data = { id: id, state: FactroyState.Lock, productID: 0, growSpan: 0 };
  720. }
  721. else {
  722. data = { id: id, state: FactroyState.Empty, productID: 0, growSpan: 0 };
  723. //更新最大可购买商品
  724. this.setMaxProduct(tab, arr[0].picture, false);
  725. }
  726. this._factoryData.push(data);
  727. this._factoryDataMap.set(id, data);
  728. id++;
  729. }
  730. //更新到服务器
  731. this.setProp(GameProp.maxProduct, this._maxProduct);
  732. this.setProp(GameProp.factoryData, this._factoryData);
  733. }
  734. else {
  735. let sickTimes = 0;
  736. for (var i = 0; i < len; i++) {
  737. this._factoryDataMap.set(this._factoryData[i].id, this._factoryData[i]);
  738. if (this._factoryData[i].state == FactroyState.Sick) {
  739. sickTimes++;
  740. }
  741. }
  742. this.RawInsectCurArr[2] = sickTimes;
  743. }
  744. }
  745. /** 通过工厂建筑物ID获取标签 */
  746. getTabByConfigID(configID: number): ProductType {
  747. let tab = ProductType.bmhc;
  748. switch (configID) {
  749. case 30004:
  750. tab = ProductType.bmhc;
  751. break;
  752. case 30005:
  753. tab = ProductType.gdp;
  754. break;
  755. case 30006:
  756. tab = ProductType.ztc;
  757. break;
  758. case 30007:
  759. tab = ProductType.lrc;
  760. break;
  761. case 30008:
  762. tab = ProductType.gfmg;
  763. break;
  764. case 30009:
  765. tab = ProductType.kcd;
  766. break;
  767. }
  768. return tab;
  769. }
  770. /** 通过标签获取工厂建筑物ID */
  771. getConfigIDByTab(tab: ProductType): number {
  772. let configID = 0;
  773. switch (tab) {
  774. case ProductType.bmhc:
  775. configID = 30004;
  776. break;
  777. case ProductType.gdp:
  778. configID = 30005;
  779. break;
  780. case ProductType.ztc:
  781. configID = 30006;
  782. break;
  783. case ProductType.lrc:
  784. configID = 30007;
  785. break;
  786. case ProductType.gfmg:
  787. configID = 30008;
  788. break;
  789. case ProductType.kcd:
  790. configID = 30009;
  791. break;
  792. }
  793. return configID;
  794. }
  795. /** 发送数据到服务器 */
  796. freshSendToServer(type) {
  797. switch (type) {
  798. case 1:
  799. this.setProp(GameProp.farmData, this._farmData);
  800. break;
  801. case 2:
  802. this.setProp(GameProp.pastureData, this._pastureData);
  803. break;
  804. case 3:
  805. this.setProp(GameProp.factoryData, this._factoryData);
  806. break;
  807. }
  808. }
  809. /** 最大可种植/生产商品数组 */
  810. private _maxProduct = [];
  811. public getMaxProduct(tab) {
  812. if (this._maxProduct) {
  813. let len = this._maxProduct.length;
  814. let data = null;
  815. for (var i = 0; i < len; i++) {
  816. data = this._maxProduct[i];
  817. if (data.tab == tab) {
  818. return data.productID;
  819. }
  820. }
  821. }
  822. return null;
  823. }
  824. public setMaxProduct(tab, id, sendToServer = true) {
  825. if (!this._maxProduct) {
  826. this._maxProduct = [];
  827. }
  828. let len = this._maxProduct.length;
  829. let data = null;
  830. let has = false;
  831. for (var i = 0; i < len; i++) {
  832. data = this._maxProduct[i];
  833. if (data.tab == tab) {
  834. data.productID = id;
  835. has = true;
  836. break;
  837. }
  838. }
  839. if (!has) {
  840. data = { tab: tab, productID: id };
  841. this._maxProduct.push(data);
  842. }
  843. if (sendToServer) {
  844. this.setProp(GameProp.maxProduct, this._maxProduct);
  845. }
  846. }
  847. public initSetMaxProduct() {
  848. if (this._maxProduct.length <= 0) {
  849. this._maxProduct = this.getProp(GameProp.maxProduct);
  850. }
  851. }
  852. private initProductTimes() {
  853. this._productMakeTimesData = this.getProp(GameProp.productMakeTimes);
  854. if (!this._productMakeTimesData) {
  855. this._productMakeTimesData = [];
  856. }
  857. let len = this._productMakeTimesData.length;
  858. for (var i = 0; i < len; i++) {
  859. this._productMakeTimesMap.set(this._productMakeTimesData[i].id, this._productMakeTimesData[i].times);
  860. }
  861. }
  862. /** 农场升级时解锁工厂,检查最大可种植/生产商品 */
  863. public checkGradeUpUnLock() {
  864. for (var key in ProductType) {
  865. let tab = ProductType[key];
  866. let configArr = this.getProductArrByType(tab);
  867. let len = configArr.length;
  868. let data = null;
  869. let needUpdate = false;
  870. switch (tab) {
  871. case ProductType.nzw:
  872. //不做处理,游戏最开始已解锁
  873. break;
  874. case ProductType.dw:
  875. let id = 30001;
  876. needUpdate = false;
  877. let maxId = 0;
  878. for (var i = 0; i < len; i++) {
  879. data = this.getPastureDataMap(id);
  880. if (data.state == PastureState.Lock && this.playerProp.completeFarmTaskTimes >= configArr[i].value) {
  881. data = { id: id, state: PastureState.Empty, productID: configArr[i].picture, growSpan: 0 };
  882. this.setPastureDataMap(id, data, false);
  883. needUpdate = true;
  884. maxId = configArr[i].picture;
  885. }
  886. id++;
  887. }
  888. //更新到服务器
  889. if (needUpdate) {
  890. //更新最大可购买商品
  891. this.setMaxProduct(ProductType.dw, maxId);
  892. this.setProp(GameProp.pastureData, this._pastureData);
  893. this.setNextProduct();
  894. }
  895. break;
  896. default:
  897. //工厂解锁根据第一个商品
  898. needUpdate = false;
  899. let configID = this.getConfigIDByTab(tab);
  900. data = this.getFactoryDataMap(configID);
  901. if (data.state == FactroyState.Lock && this.playerProp.completeFarmTaskTimes >= configArr[0].value) {
  902. data = { id: id, state: FactroyState.Empty, productID: 0, growSpan: 0 };
  903. this.setFactoryDataMap(configID, data, false);
  904. needUpdate = true;
  905. //更新最大可购买商品
  906. this.setMaxProduct(tab, configArr[0].picture);
  907. }
  908. if (needUpdate) {
  909. this.setProp(GameProp.factoryData, this._factoryData);
  910. this.setNextProduct();
  911. }
  912. break;
  913. }
  914. }
  915. }
  916. checkCanSpeedUp(pop = false) {
  917. let can = false;
  918. can = gData.farmSystem.canSpeedUp();
  919. if (!can) {
  920. can = gData.pastureSystem.canSpeedUp();
  921. if (!can) {
  922. can = gData.factorySystem.canSpeedUp();
  923. }
  924. }
  925. if (can && pop) {
  926. mk.ui.openPanel('module/speedUpUI/speedUp');
  927. }
  928. return can;
  929. }
  930. setHarvest() {
  931. gData.farmSystem.setHarvest();
  932. gData.pastureSystem.setHarvest();
  933. gData.factorySystem.setHarvest();
  934. }
  935. checkCanHarvest() {
  936. let can = false;
  937. can = gData.farmSystem.canHarvest();
  938. if (!can) {
  939. can = gData.pastureSystem.canHarvest();
  940. if (!can) {
  941. can = gData.factorySystem.canHarvest();
  942. }
  943. }
  944. return can;
  945. }
  946. checkCanClearSick() {
  947. let can = false;
  948. can = gData.farmSystem.canClearSick();
  949. if (!can) {
  950. can = gData.pastureSystem.canClearSick();
  951. if (!can) {
  952. can = gData.factorySystem.canClearSick();
  953. }
  954. }
  955. return can;
  956. }
  957. }
  958. /**
  959. * 所有模块的非校验数据
  960. */
  961. export enum GameProp {
  962. /** -------------------- 通用玩家数据 ------------------------- */
  963. /** 是否新手 0新手 1老手 */
  964. newPlayer = 1,
  965. /** 当前新手引导步骤 */
  966. guideID = 2,
  967. /** 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*/
  968. isAutoOpenPanel = 3,
  969. /** 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 */
  970. isOpenBankOnCloseCash = 4,
  971. //看视频次数
  972. videoTimes = 5,
  973. //提现次数
  974. cashTimes = 6,
  975. /** ------------------ 游戏核心数据 --------------------------- */
  976. /** 农田数据 */
  977. farmData = 11,
  978. /** 产品生产次数 */
  979. productMakeTimes = 12,
  980. /** 可生产最大产品字典 */
  981. maxProduct = 13,
  982. /** 养殖场数据 */
  983. pastureData = 14,
  984. /** 工厂数据 */
  985. factoryData = 15,
  986. /** 剩余可种植次数 */
  987. leftTimes = 16,
  988. /**
  989. 图鉴领取数据*/
  990. farmMapGetRewardData = 17,
  991. //红包任务tag
  992. redBagTaskRefresh = 18,
  993. /** ------------------ 转盘数据 ------------------------------ */
  994. turnable_leftTimes = 20,
  995. }
  996. /**
  997. * 玩家数据
  998. */
  999. class PlayerProp {
  1000. /** 自定义不需要校验的数据 */
  1001. gameUserData = 0;
  1002. _isSignInToday = 0;
  1003. /**
  1004. * 今日是否有签到
  1005. * - 0 未签到,表示可以签到
  1006. * - 1 有签到,表示不可签到
  1007. */
  1008. set isSignInToday(value: number) {
  1009. this._isSignInToday = value;
  1010. gData.sign.init_data = true;
  1011. gData.gameData.init_red_point = true;
  1012. }
  1013. get isSignInToday(): number {
  1014. return this._isSignInToday;
  1015. }
  1016. private _piggyBank: number = 0;
  1017. /** 存钱罐存款 */
  1018. set piggyBank(value: number) {
  1019. if (this._piggyBank === value) return;
  1020. 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
  1021. this._piggyBank = value;
  1022. gData.gameData.init_coin = true;
  1023. gData.gameData.init_red_point = true;
  1024. }
  1025. get piggyBank(): number {
  1026. return this._piggyBank;
  1027. }
  1028. /** 初始化 */
  1029. initPiggyBank(v) {
  1030. this._piggyBank = v;
  1031. }
  1032. _isWithdrawable = 0;
  1033. /**
  1034. * 存钱罐能否提现
  1035. * - 0 不能提现
  1036. * - 1 能提现
  1037. */
  1038. set isWithdrawable(value: number) {
  1039. if (this._isWithdrawable != value) {
  1040. this._isWithdrawable = value;
  1041. gData.gameData.init_red_point = true;
  1042. }
  1043. }
  1044. get isWithdrawable(): number {
  1045. return this._isWithdrawable;
  1046. }
  1047. /** 存钱罐每日提现次数 */
  1048. piggyBankCashTimes = 0;
  1049. /** 累计存钱罐每日提现次数 */
  1050. totalPiggyBankCashTimes = 0;
  1051. /** 提现进度 */
  1052. cashIndex = 0;
  1053. /** 上次登录时间 */
  1054. lastTime = 0;
  1055. /** 登录天数 */
  1056. loginDays = 0;
  1057. newPlayer = 0;
  1058. private _redMoney: number = 0;
  1059. /** 红包币数量 */
  1060. set redMoney(value: number) {
  1061. this._redMoney = value;
  1062. gData.gameData.init_coin = true;
  1063. //gData.gameData.init_red_point = true;
  1064. gData.gameData.init_wallet_redMoney = true;
  1065. mk.ui.invokeRefreshEventByName("refreshCoin");
  1066. mk.data.setTAEventUser(0, 'current_redmoney_stock', this._redMoney);
  1067. }
  1068. get redMoney(): number {
  1069. return this._redMoney;
  1070. }
  1071. _signInDay = 0;
  1072. /** 累计签到次数 客户端理解 上次签到天数 */
  1073. set signInDay(value: number) {
  1074. if (this._signInDay === value) return;
  1075. this._signInDay = value;
  1076. gData.sign.init_data = true;
  1077. }
  1078. get signInDay(): number {
  1079. return this._signInDay;
  1080. }
  1081. /** 转盘次数 */
  1082. turntableTimes = 0;
  1083. /** 版本号 */
  1084. versioncfg = 0;
  1085. /** 福袋数据 */
  1086. userTuCaoInfo = 0;
  1087. /** 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*/
  1088. isFirstRedMoney = 0;
  1089. //农场等级
  1090. gradeLevel = 1;
  1091. //农场等级奖励数据
  1092. farmGradeData: any = {};
  1093. //农场等级名字
  1094. farmGradeName: number = 1;
  1095. //农场经验
  1096. private farmExp = 0;
  1097. set farmExpValue(value: number) {
  1098. this.farmExp = value;
  1099. gData.gameData.init_expLevel = true;
  1100. }
  1101. get farmExpValue(): number {
  1102. return this.farmExp;
  1103. }
  1104. //提现新手数据
  1105. userNoviceWeFareInfo: any = {};
  1106. //提现记录数据
  1107. redMoneyCashPayRecordList = null;
  1108. //任务红;
  1109. userFarmTaskInfo = null;
  1110. getRedMoneyCashOutTimesByIndex(index: number): number {
  1111. if (this.redMoneyCashPayRecordList) {
  1112. for (let i = 0; i != this.redMoneyCashPayRecordList.length; ++i) {
  1113. if (index === this.redMoneyCashPayRecordList[i].index) {
  1114. return this.redMoneyCashPayRecordList[i].frequency;
  1115. }
  1116. }
  1117. }
  1118. return 0;
  1119. }
  1120. /** ABTest分组id */
  1121. groupCode = 0;
  1122. //加速剩余次数
  1123. speedUpLeftTimes = 0;
  1124. /** 农场任务完成次数 */
  1125. completeFarmTaskTimes = 0;
  1126. }
  1127. /**
  1128. * 奖励状态
  1129. */
  1130. export enum RewardState {
  1131. /** 已领取 */
  1132. none = 1,
  1133. /** 未解锁 */
  1134. lock = 2,
  1135. /** 可领取 */
  1136. unlock = 3
  1137. }
  1138. /**
  1139. * 奖励类型
  1140. */
  1141. export enum RewardType {
  1142. /** 红包币 */
  1143. redBag = 1,
  1144. /** 毛币 */
  1145. rmb = 2,
  1146. /** 金猪币 */
  1147. pigRmb = 3,
  1148. /** 生产次数 */
  1149. productTimes = 4,
  1150. }
  1151. /**
  1152. * 音频路径
  1153. */
  1154. export enum AUDIO_TYPE {
  1155. /**主界面背景音乐*/
  1156. bgm = 'bgm',
  1157. /**打开存钱罐界面播放一次*/
  1158. pigBank = 'pigBank',
  1159. /**关卡玩法背景音乐*/
  1160. missionBg = 'missionBg',
  1161. /**红包币领取界面关闭音效*/
  1162. rewardClose = 'rewardClose',
  1163. /**红包币领取界面开启音效*/
  1164. rewardOpen = 'rewardOpen',
  1165. /**红包界面打开音效*/
  1166. reward = 'reward',
  1167. /**提现到账界面打开播放一次*/
  1168. receiptNotice = 'receiptNotice',
  1169. /**通用按钮点击音效 */
  1170. button = 'button',
  1171. /**转盘转动音效*/
  1172. turnableplay = 'turnableplay',
  1173. /**转盘转动音效*/
  1174. turnplateDrawEnd = 'turnplateDrawEnd',
  1175. /**主页背景音乐 */
  1176. music_startBg = "music_startBg",
  1177. /**游戏背景音乐 */
  1178. music_gameBg = "music_gameBg",
  1179. /**按钮点击 */
  1180. ef_button_click = "ef_button_click",
  1181. /**红包打开 */
  1182. ef_redPacket_open = "ef_redPacket_open",
  1183. /**红包来了音效 */
  1184. ef_redPacket_come = "ef_redPacket_come",
  1185. /**消除4个 */
  1186. ef_bonus4 = "ef_bonus4",
  1187. /**消除5个 */
  1188. ef_bonus5 = "ef_bonus5",
  1189. /**消除6个 */
  1190. ef_bonus6 = "ef_bonus6",
  1191. /**消除7个 */
  1192. ef_bonus7 = "ef_bonus7",
  1193. /**消除8个 */
  1194. ef_bonus8 = "ef_bonus8",
  1195. /**普通消除音效 */
  1196. ef_eliminate = "ef_eliminate",
  1197. /**bouns消除音效 */
  1198. ef_eliminate_bonus = "ef_eliminate_bonus",
  1199. /**胜利音效 */
  1200. ef_win = "ef_win",
  1201. /**锤子 */
  1202. ef_change = "ef_change",
  1203. /**刷新 */
  1204. ef_refresh = "ef_refresh",
  1205. /**飞翔 */
  1206. ef_fly = "ef_fly",
  1207. /**关闭按钮音效*/
  1208. closeButton = "closeButton",
  1209. //红包界面打开
  1210. congratulations = 'congratulations',
  1211. //红包飞音效
  1212. redmoney = 'redmoney'
  1213. }
  1214. /** ECPM */
  1215. type ADShowCfg = {
  1216. average_ecpm: number,
  1217. insert_probability: number,
  1218. is_show_banner: number,
  1219. is_show_inter: number,
  1220. }
  1221. /**事件类型 */
  1222. export enum EVENT_TYPE {
  1223. BACK_WxAuth = "BACK_WxAuth",
  1224. UPDATE_CashNum = "UPDATE_CashNum",
  1225. }
  1226. /** 数据事件Id */
  1227. export enum DataEventId {
  1228. /** 点击 */
  1229. guide = "guide",
  1230. /** 按钮点击 */
  1231. button_click = "button_click",
  1232. /** 看视频 */
  1233. video_init = "video_init",
  1234. /** 看视频完成 */
  1235. video_end = "video_end",
  1236. /** 成功拉取全屏视频 */
  1237. interstitial2_init = "interstitial2_init",
  1238. /** 广告点击 */
  1239. Ad_click = "Ad_click",
  1240. /** 全屏视频完成 */
  1241. interstitial2_end = "interstitial2_end",
  1242. /** 福袋功能 */
  1243. fudaiFunction = "fudaiFunction",
  1244. /** 互推功能 */
  1245. hutuiFunction = "hutuiFunction",
  1246. /** 激励视频ecpm */
  1247. ad_videoEcpm = 'ad_video',
  1248. /** 开屏ecpm */
  1249. ad_openEcpm = 'ad_open',
  1250. /** 提现 */
  1251. Sundry = 'Sundry'
  1252. }
  1253. /** 视频广告类型 */
  1254. export enum VideoAdType {
  1255. video_init_1 = '农场加等级经验',
  1256. video_init_2 = '提现-加进度',
  1257. video_init_3 = '提现-加现金',
  1258. video_init_4 = '签到',
  1259. video_init_5 = '抽奖',
  1260. video_init_6 = '图鉴领奖',
  1261. video_init_7 = '消灭害虫',
  1262. video_init_8 = '恢复健康',
  1263. video_init_9 = '恢复供电',
  1264. video_init_10 = '山羊红包',
  1265. video_init_11 = '拓建',
  1266. video_init_12 = '收获',
  1267. video_init_13 = '飘浮红包',
  1268. video_init_14 = '全体加速',
  1269. video_init_15 = '福利加进度',
  1270. video_init_16 = '生产加次数',
  1271. video_init_17 = '点击生产按钮',
  1272. video_init_18 = '离开游戏领红包',
  1273. video_init_19 = '定时弹出红包',
  1274. }
  1275. export enum InterFullAdType {
  1276. interstitial2_init_1 = '点击红包的关闭按钮',
  1277. interstitial2_init_2 = '普通收获',
  1278. interstitial2_init_3 = '点击鸟和狗'
  1279. }
  1280. export enum InterAdType {
  1281. interstitial1_click_1 = '恭喜发财红包弹出后',
  1282. interstitial1_click_2 = '恭喜获得弹窗弹出后',
  1283. interstitial1_click_3 = '生虫/生病/停电弹出后'
  1284. }
  1285. export enum BannerAdType {
  1286. banner_click_1 = '恭喜获得弹窗弹出后',
  1287. banner_click_2 = '任务红包',
  1288. banner_click_3 = '恭喜发财红包',
  1289. banner_click_4 = '图鉴',
  1290. banner_click_5 = '全体加速',
  1291. banner_click_6 = '收获弹窗',
  1292. banner_click_7 = '拓建弹窗',
  1293. banner_click_8 = '三个恢复弹窗',
  1294. banner_click_9 = '抽奖'
  1295. }
  1296. export enum ExpAddType {
  1297. EAT_video = 1,
  1298. EAT_harvest = 2,
  1299. EAT_others = 3,
  1300. }
  1301. export enum FarmState {
  1302. Lock,
  1303. CanUnlock,
  1304. Empty,
  1305. Growing,
  1306. Ripe,
  1307. Sick
  1308. }
  1309. export enum PastureState {
  1310. Lock,
  1311. Empty,
  1312. Growing,
  1313. Ripe,
  1314. Sick
  1315. }
  1316. export enum ProductType {
  1317. nzw = '农作物',
  1318. dw = '动物',
  1319. bmhc = '爆米花厂',
  1320. gdp = '糕点铺',
  1321. ztc = '制糖厂',
  1322. lrc = '炼乳厂',
  1323. gfmg = '功夫面馆',
  1324. kcd = '快餐店'
  1325. }
  1326. /** 动物状态 */
  1327. export enum AnimalState {
  1328. Hanger,
  1329. Eat,
  1330. Wait
  1331. }
  1332. export enum FactroyState {
  1333. Lock,
  1334. Empty,
  1335. Producting,
  1336. Ripe,
  1337. Sick
  1338. }