package enum import ( "slices" ) type ItemUseType int32 // 道具池使用类型 const ( ItemUseRandom ItemUseType = 1 // 权重随机一项 ItemUseGetAll ItemUseType = 2 // 获取全部 ItemUseSelectOne ItemUseType = 3 // 玩家选择一项 ) // 货币类型的id const ( ItemIDSilver int32 = 1 // 银币 ItemIDGold int32 = 2 // 金币 ItemIDF int32 = 3 // F币 ItemIDStamina int32 = 5 // 精力 ItemIDTempStamina int32 = 7 // 存储精力 ItemIDWood int32 = 101 // 木材(绑定) ItemIDIron int32 = 102 // 铁矿(绑定) ItemIDStone int32 = 103 // 石料(绑定) ItemIDGrain int32 = 104 // 粮食(绑定) ItemIDWoodUnBound int32 = 111 // 木材 ItemIDIronUnBound int32 = 112 // 铁矿 ItemIDStoneUnBound int32 = 113 // 石料 ItemIDGrainUnBound int32 = 114 // 粮食 ItemIDSeasonPoint int32 = 1001 // 赛季积分 ItemIDChargePoint int32 = 1003 // 充值积分 ItemIDArm201 int32 = 201 // 民兵 ItemIDArm202 int32 = 202 // 精锐兵1 ItemIDArm203 int32 = 203 // 精锐兵2 ItemIDArm204 int32 = 204 // 精锐兵3 ItemIDArm205 int32 = 205 // 精锐兵4 ItemIDArm206 int32 = 206 // 精锐兵5 ItemIDLordExp int32 = 10001 // 领主经验 ItemIDCrystalMine int32 = 10002 // 帝国晶矿 ItemIDContribution int32 = 10102 // 个人贡献 ItemIDFeat int32 = 10104 // 个人功勋 ) var ( // 有上限货币道具ID列表 ItemMaxNumList = []int32{ ItemIDWoodUnBound, ItemIDIronUnBound, ItemIDStoneUnBound, ItemIDGrainUnBound, ItemIDWood, ItemIDIron, ItemIDStone, ItemIDGrain, } // 有上限的game货币 GameItemMaxNumList = []int32{ ItemIDStamina, ItemIDTempStamina, } ItemResUnboundList = []int32{ ItemIDWoodUnBound, ItemIDIronUnBound, ItemIDStoneUnBound, ItemIDGrainUnBound, } // 后台需要展示的道具ID列表 OpsItemInfoList = []int32{ ItemIDSilver, ItemIDGold, ItemIDF, ItemIDStamina, ItemIDWoodUnBound, ItemIDIronUnBound, ItemIDStoneUnBound, ItemIDGrainUnBound, ItemIDWood, ItemIDIron, ItemIDStone, ItemIDGrain, } // TOD 暂时先这里处理 Map currency id list MapCurrencyIDList = []int32{ ItemIDWood, ItemIDIron, ItemIDStone, ItemIDGrain, ItemIDWoodUnBound, ItemIDIronUnBound, ItemIDStoneUnBound, ItemIDGrainUnBound, ItemIDArm201, ItemIDArm202, ItemIDArm203, ItemIDArm204, ItemIDArm205, ItemIDArm206, ItemIDSeasonPoint, ItemIDFeat, } // 个人货币转换为联盟货币(交税映射) RatioConvertMap = map[int32]int32{ ItemIDWood: LeagueItemIDWood, ItemIDIron: LeagueItemIDIron, ItemIDStone: LeagueItemIDStone, ItemIDGrain: LeagueItemIDGrain, ItemIDF: LeagueItemIDF, } // 地图侦察资源列表 MapScoutItemIDList = []int32{ ItemIDWoodUnBound, ItemIDIronUnBound, ItemIDStoneUnBound, ItemIDGrainUnBound, } // 绑定资源和非绑定资源的映射 BindingResourceMap = map[int32]int32{ ItemIDWood: ItemIDWoodUnBound, ItemIDIron: ItemIDIronUnBound, ItemIDStone: ItemIDStoneUnBound, ItemIDGrain: ItemIDGrainUnBound, } // 非绑定资源和绑定资源的映射 UnBindingResourceMap = map[int32]int32{ ItemIDWoodUnBound: ItemIDWood, ItemIDIronUnBound: ItemIDIron, ItemIDStoneUnBound: ItemIDStone, ItemIDGrainUnBound: ItemIDGrain, } // 绑定资源产出的映射 MapItemAttrs = map[int32]int32{ ItemIDWood: AttrWoodYield, ItemIDIron: AttrIronYield, ItemIDStone: AttrStoneYield, ItemIDGrain: AttrGrainYield, } ) const ( GenPoolTimeType_Hour int32 = 1 // 每小时 GenPoolTimeType_Day int32 = 2 // 每天 GenPoolTimeType_Week int32 = 3 // 每周 GenPoolTimeType_Month int32 = 4 // 每月 ) var ( MedicineType_Energy int32 = 1 // 体力药 MedicineType_Troops int32 = 2 // 补兵药 MedicineType_Injured int32 = 3 // 重伤药 ) // 判断是否是地图货币 func IsMapCurrency(id int32) bool { return slices.Contains(MapCurrencyIDList, id) } // 获取交税联盟映射 func GetLeagueRatioItemID(id int32) (int32, bool) { leagueItemID, found := RatioConvertMap[id] return leagueItemID, found }