package enum import ( "slices" ) // 联盟旗帜类型 const ( League_FlagBg int32 = 1 // 旗帜-背景 League_FlagIcon int32 = 2 // 旗帜-图标 ) // 联盟权限 const ( League_Permission_Member int32 = 1 // 人员管理 League_Permission_Diplomacy int32 = 2 // 外交 League_Permission_Castle int32 = 3 // 城池管理 League_Permission_Construction int32 = 4 // 同盟建设 League_Permission_Decree int32 = 5 // 发送法令邮件 League_Permission_Command int32 = 6 // 发送指挥邮件 ) // 联盟日志 const ( Log_LeagueCreate int32 = 101 // {0}创建了联盟 Log_LeagueJoin int32 = 102 // {0}加入了联盟 Log_LeagueQuit int32 = 103 // {0}退出了联盟 Log_LeagueKick int32 = 104 // {0}.{1}将{2}请离联盟 Log_LeagueJobRegined int32 = 105 // {0}的{1}职位被撤销 Log_LeagueCityAppoint int32 = 106 // {0}的城池{1}城主职位被任命 Log_LeagueCityRevoke int32 = 107 // {0}的城池{1}城主职位被撤销 Log_LeagueJobSet int32 = 108 // 盟主.{0}委任{1}为{2} 服务端:{0}玩家名称 {1}被任命玩家名称 {2}职位ID L-联盟-职位表职位ID Log_LeagueLeaderTransfer int32 = 109 // 盟主职位{0}已转让给{1} 服务端: {0}原盟主玩家名称 {1}新盟主玩家名称 Log_LeagueLeaderImpeach int32 = 110 // 盟主{0}已被弹劾,新盟主变更为{1} 服务端: {0}原盟主玩家名称 {1}新盟主玩家名称 Log_LeagueDeclareWar int32 = 201 // {0}对{1}的{2}{3}宣战 服务端:{0}玩家名称 {1}城池ID D-地图-城池表城池配置ID Log_LeagueDeclareCancel int32 = 202 // {0}终止了对{1}的{2}{3}宣战 服务端:{0}玩家名称 {1}城池ID D-地图-城池表城池配置ID Log_LeagueCaptureCity int32 = 203 // 我方攻占了{0}的{1}{2} 服务端:{0}城池ID D-地图-城池表城池配置ID Log_LeagueCaptureCity_Enemy int32 = 204 // {0}联盟攻占了我方的{1}{2} 服务端:{0}攻占联盟名称 {1}城池ID D-地图-城池表城池配置ID Log_LeagueBuildBuilding int32 = 301 // {0}{1}建造了建筑{2} 服务端:{0}职位ID L-联盟-职位表职位ID {1}玩家名称 {2}建筑ID D-建筑-建筑表建筑配置ID Log_LeagueGiveUpBuilding int32 = 302 // {0}{1}成功放弃了建筑{2} 服务端:{0}职位ID L-联盟-职位表职位ID {1}玩家名称 {2}建筑ID D-建筑-建筑表建筑配置ID Log_LeagueRelationChange int32 = 401 // 和联盟{0}的关系已成为{1} 服务端:{0}联盟名称 {1}关系类型ID 0联邦 1友盟 Log_LeagueRelationBreak int32 = 402 // 和联盟{0}的{1}关系已解除 服务端:{0}联盟名称 {1}关系类型ID 0联邦 1友盟 Log_LeagueRateUpdate int32 = 501 // {0}调整了{1}税率{2}->{3} Log_LeagueCollectResource int32 = 502 // {0}采集了{1}x{2},入库:{3} Log_LeagueTechUpgradeCost int32 = 503 // {0}消耗{1}x{2},学习了科技{3} Log_LeagueFRatioUpdate int32 = 601 // {0}调整了F币税率{1}->{2} Log_LeagueFundBonus int32 = 602 // {0}分配了F币x{1} 查看> Log_LeagueCollectResourceF int32 = 603 // {0}采集了F币x{1},入库:{2} ) type LeagueMemberWarType int32 // 联盟成员战绩类型 const ( LeagueWarType_Glory LeagueMemberWarType = 1 // 功勋 LeagueWarType_Contribution LeagueMemberWarType = 2 // 贡献 LeagueWarType_AttackCityCount LeagueMemberWarType = 3 // 攻城次数 LeagueWarType_AttackCityValue LeagueMemberWarType = 4 // 攻城值 LeagueWarType_CampaignsCount LeagueMemberWarType = 5 // 讨伐次数 LeagueWarType_CampaignsNum LeagueMemberWarType = 6 // 讨伐数量 LeagueWarType_CaptureResCount LeagueMemberWarType = 7 // 占领敌方资源地数 LeagueWarType_CaptureCityCount LeagueMemberWarType = 8 // 击溃玩家主城数 LeagueWarType_KillEnemyCount LeagueMemberWarType = 9 // 杀敌数 ) // 职位类型 const ( JobType_Leader int32 = 1 // 盟主 ) var ( LeaguePermissionss = []int32{ League_Permission_Member, League_Permission_Diplomacy, League_Permission_Castle, League_Permission_Construction, League_Permission_Decree, League_Permission_Command, } ) func CheckLeaguePermissionExist(permID int32) bool { return slices.Contains(LeaguePermissionss, permID) } func GetSendLeagueMailPermission(mailType int32) int32 { switch mailType { case MailType_Decree, MailType_Union: return League_Permission_Decree case MailType_Command: return League_Permission_Command default: return 0 } } // 联盟货币类型的id const ( LeagueItemIDExp int32 = 20001 // 联盟经验 LeagueItemIDSeasonScore int32 = 20101 // 联盟赛季积分 LeagueItemIDWood int32 = 20201 // 木材 LeagueItemIDIron int32 = 20202 // 铁矿 LeagueItemIDStone int32 = 20203 // 石料 LeagueItemIDGrain int32 = 20204 // 粮食 LeagueItemIDF int32 = 20205 // F币 ) var ( LeagueItemMaxNumList = []int32{ // 有上限货币道具ID列表 LeagueItemIDWood, LeagueItemIDIron, LeagueItemIDStone, LeagueItemIDGrain, } LeagueCurrencyList = []int32{ LeagueItemIDWood, LeagueItemIDIron, LeagueItemIDStone, LeagueItemIDGrain, LeagueItemIDF, LeagueItemIDExp, } ) const ( LeagueAttrMemberCountLimit int32 = 101 // 成员人数上限 LeagueAttrCastleCountLimit int32 = 201 // 城池上限 LeagueAttrCampCountLimit int32 = 301 // 联盟大营数量上限 LeagueAttrCampLevelLimit int32 = 302 // 联盟大营等级上限 LeagueAttrFlagCountLimit int32 = 401 // 旗帜数量上限 LeagueAttrBarricadeCountLimit int32 = 501 // 拒马数量上限 LeagueAttrBarricadeLevelLimit int32 = 502 // 拒马等级上限 LeagueAttrArrowTowerCountLimit int32 = 601 // 箭塔数量上限 LeagueAttrArrowTowerLevelLimit int32 = 602 // 箭塔等级上限 LeagueAttrResTownCountLimit int32 = 701 // 联盟资源田数量上限 LeagueAttrResTownLevelLimit int32 = 702 // 联盟资源田等级上限 LeagueAttrResCapacity int32 = 801 // 联盟仓库资源存储上限(木石粮铁) LeagueAttrResCapacityProtect int32 = 802 // 联盟仓库资源保护上限 LeagueAttrWoodYield int32 = 901 // 联盟木材产量 (每小时) LeagueAttrStoneYield int32 = 902 // 联盟石料产量 (每小时) LeagueAttrGrainYield int32 = 903 // 联盟粮食产量 (每小时) LeagueAttrIronYield int32 = 904 // 联盟铁矿产量 (每小时) LeagueAttrResidenceCountLimit int32 = 1000 // 可建筑驻地 LeagueAttrResTownHp int32 = 1001 // 驻地耐久 LeagueAttrResTownDefense int32 = 1002 // 驻地城防部队数量 LeagueAttrBossLevelLimit int32 = 1101 // 联盟boss等级上限 LeagueAttrSiegeCampLimit int32 = 1201 // 攻城大营数量上限 ) func IsLeagueCurrency(id int32) bool { return slices.Contains(LeagueCurrencyList, id) } const ( LeagueDiplomacy_Umeng int32 = 1 // 联盟外交-友盟 LeagueDiplomacy_Union int32 = 2 // 联盟外交-加入联邦邀请 LeagueDiplomacy_ApplyAdd int32 = 1 // 联盟外交申请添加 LeagueDiplomacy_ApplyDel int32 = 2 // 联盟外交申请删除 ) func IsNotLeagueDiplomacyType(applyType int32) bool { if applyType == LeagueDiplomacy_Umeng || applyType == LeagueDiplomacy_Union { return false } return true } const ( LeagueMapBuildType_Res = 5 // 资源田类型 )