ConstGame.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.ComponentModel.DataAnnotations;
  4. namespace ET.Server
  5. {
  6. public static class PLAYER
  7. {
  8. public const int initLevel = 1;
  9. public const int initSp = 5000;
  10. public const int initGold = 0; // 1000000;
  11. public const int initTicket = 0; // 1000000;
  12. public const int initPrimaryDiamond = 0;
  13. public const int initDiamond = 0; // 1000000;
  14. public const int initEnergy = 1000;
  15. public const int initFriendly = 0;
  16. public const int initVip = 0;
  17. public const int initHp = 999999;
  18. public const int initMp = 999999;
  19. public const int initPrestige = 0;
  20. public const int initCharm = 100;
  21. public const int maxNum = 4; // 最多角色数量
  22. }
  23. public static class DouyinConst
  24. {
  25. /** 小程序 ID **/
  26. public const string Appid = "tt1f2a69978016076d10";
  27. /** 小程序的 APP Secret,可以在开发者后台获取 **/
  28. public const string Secret = "0a2d84c09dcab30b26a82da1c93da78544ad6f6e";
  29. /** POST 获取开放能力接口的调用凭证 **/
  30. public const string GetAccessTokenUrl = "https://developer.toutiao.com/api/apps/v2/token";
  31. /** POST 获取直播间信息 **/
  32. public const string GetLiveInfoUrl = "https://webcast.bytedance.com/api/webcastmate/info";
  33. /** POST 礼物置顶 **/
  34. public const string TopGiftUrl = "https://webcast.bytedance.com/api/gift/top_gift";
  35. /** POST 启动抖音推送回调任务 **/
  36. public const string StartTaskUrl = "https://webcast.bytedance.com/api/live_data/task/start";
  37. /** POST 停止抖音推送回调任务 **/
  38. public const string StopTaskUrl = "https://webcast.bytedance.com/api/live_data/task/stop";
  39. /** GET 查询任务状态 **/
  40. public const string CheckTaskUrl = "https://webcast.bytedance.com/api/live_data/task/get";
  41. }
  42. public static class DouyinItem
  43. {
  44. /** 1抖:仙女棒 **/
  45. public const string GiftId_1 = "n1/Dg1905sj1FyoBlQBvmbaDZFBNaKuKZH6zxHkv8Lg5x2cRfrKUTb8gzMs=";
  46. /** 10抖:能力药丸 **/
  47. public const string GiftId_10 = "28rYzVFNyXEXFC8HI+f/WG+I7a6lfl3OyZZjUS+CVuwCgYZrPrUdytGHu0c=";
  48. /** 52抖:甜甜圈 **/
  49. public const string GiftId_52 = "PJ0FFeaDzXUreuUBZH6Hs+b56Jh0tQjrq0bIrrlZmv13GSAL9Q1hf59fjGk=";
  50. /** 99抖:能量电池 **/
  51. public const string GiftId_99 = "IkkadLfz7O/a5UR45p/OOCCG6ewAWVbsuzR/Z+v1v76CBU+mTG/wPjqdpfg=";
  52. /** 199抖:恶魔炸弹 **/
  53. public const string GiftId_199 = "gx7pmjQfhBaDOG2XkWI2peZ66YFWkCWRjZXpTqb23O/epru+sxWyTV/3Ufs=";
  54. /** 520抖:神秘空投 **/
  55. public const string GiftId_520 = "pGLo7HKNk1i4djkicmJXf6iWEyd+pfPBjbsHmd3WcX0Ierm2UdnRR7UINvI=";
  56. public static Dictionary<string, int> GiftHash = new() {
  57. { DouyinItem.GiftId_1, 1 },
  58. { DouyinItem.GiftId_10, 2 },
  59. { DouyinItem.GiftId_52, 3 },
  60. { DouyinItem.GiftId_99, 4 },
  61. { DouyinItem.GiftId_199, 5 },
  62. { DouyinItem.GiftId_520, 6 }
  63. };
  64. }
  65. /** 通知战斗事件信息 */
  66. public static class NotifyBSName
  67. {
  68. // public const string ZoneFlagNotify = "ZoneFlagNotifyR2B";
  69. public const string TriggerEvent = "TriggerEventR2B";
  70. }
  71. /// <summary>
  72. /// 性别类型
  73. /// </summary>
  74. public enum SexType: byte
  75. {
  76. Man = 0,
  77. Woman = 1,
  78. }
  79. /// <summary>
  80. /// 职业类型
  81. /// </summary>
  82. public enum PlayerProType: byte
  83. {
  84. /** 通用 **/
  85. COMMON = 0,
  86. /** 苍刃 **/
  87. CANG_LANG = 1,
  88. /** 御剑 **/
  89. YU_JIAN = 2,
  90. /** 剑仙 **/
  91. YI_XIAN = 3,
  92. /** 神剑 **/
  93. SHEN_JIAN = 4,
  94. /** 道灵 **/
  95. LI_NHU = 5,
  96. }
  97. /// <summary>
  98. /// 出生类型
  99. /// </summary>
  100. public enum BORN_TYPE
  101. {
  102. HISTORY = 0,
  103. NORMAL = 1,
  104. BORN = 2,
  105. HISTORY_Dungeon_ReLogin = 3,
  106. }
  107. public enum AreaForce
  108. {
  109. None = 0,
  110. MONSTER = 1,
  111. FORCEA = 2,
  112. FORCEB = 3,
  113. }
  114. /// <summary>
  115. /// 地图玩法类型
  116. /// </summary>
  117. public enum MapType
  118. {
  119. /** 无 **/
  120. None = 0,
  121. /** 主城|野外 **/
  122. NORMAL = 1,
  123. /** 副本 **/
  124. FIGHT_LEVEL = 2,
  125. // >100属于跨服地图玩法
  126. /** 跨服野外场景 **/
  127. CROSS_NORMAL = 101,
  128. }
  129. /// <summary>
  130. /// 进入场景时候情况区分
  131. /// </summary>
  132. public enum ENTER_TYPE: byte
  133. {
  134. /** 默认 **/
  135. NONE = 0,
  136. /** 重连 **/
  137. RE_LOGIN = 1,
  138. /** 场景人数已满,踢出场景 **/
  139. SCENE_PLAYER_MAX = 2,
  140. }
  141. public enum ENTER_STATE
  142. {
  143. /** 切场景 **/
  144. changeArea = 1,
  145. /** 登陆游戏 **/
  146. online = 2,
  147. }
  148. public enum PkModel
  149. {
  150. /** PVP-PKModel表格 和平不攻击任何玩家*/
  151. Peace = 0,
  152. /** 和平不攻击任何玩家*/
  153. Justice = 1,
  154. /** 只攻击黑黄红名玩家*/
  155. Force = 2,
  156. /** 只攻击非本仙盟玩家*/
  157. Guild = 3,
  158. /** 只攻击非本队伍玩家*/
  159. Team = 4,
  160. /** 只攻击非本服玩家*/
  161. Server = 5,
  162. /** 攻击所有玩家*/
  163. All = 6,
  164. }
  165. /**
  166. * 技能类型
  167. */
  168. public enum SkillType
  169. {
  170. /** 主动技能 **/
  171. ACTIVE = 1,
  172. /** 宠物给主人增加的 **/
  173. PET_GIVE_ACTIVE = 2,
  174. /** 普攻 **/
  175. NORMAL = 3,
  176. /** 玩家被动 **/
  177. PLAYER_PASSIVE = 4,
  178. /** 宠物 给人的被动 **/
  179. PET_GIVE_PASSIVE = 5,
  180. CARD_SKILL = 6,
  181. }
  182. /**
  183. * 0:回城复活;1:原地复活;2:出生点复活;3:复活点复活;4:技能复活;5.随机点复活
  184. */
  185. public enum ReliveType
  186. {
  187. /** 回城复活 */
  188. CITY = 0,
  189. /** 原地复活 */
  190. NOW = 1,
  191. /** 出生点复活 */
  192. BORN = 2,
  193. /** 复活点复活 */
  194. PLACE = 3,
  195. /** 技能复活 */
  196. SKILL = 4,
  197. /** 随机点复活 */
  198. RANDOM = 5,
  199. }
  200. public enum PlayerBtlData
  201. {
  202. [Display(Name = "生命")]
  203. MaxHP = 1,
  204. [Display(Name = "生命%")]
  205. HPPer = 2,
  206. [Display(Name = "攻击")]
  207. Attack = 3,
  208. [Display(Name = "攻击%")]
  209. AttackPer = 4,
  210. [Display(Name = "防御")]
  211. Def = 5,
  212. [Display(Name = "防御%")]
  213. DefPer = 6,
  214. [Display(Name = "穿透")]
  215. IgnoreDefense = 7,
  216. [Display(Name = "穿透%")]
  217. IgnoreDefensePer = 8,
  218. [Display(Name = "暴击率")]
  219. CritRate = 9,
  220. [Display(Name = "抗暴")]
  221. ResCrit = 10,
  222. [Display(Name = "抗暴% ")]
  223. ResCritPer = 11,
  224. [Display(Name = "抗暴率")]
  225. ResCritRate = 12,
  226. [Display(Name = "暴击伤害%")]
  227. CritDamage = 13,
  228. [Display(Name = "暴伤抵御%")]
  229. CritDamageRes = 14,
  230. [Display(Name = "玩家间伤害增加%")]
  231. IncAllDamage = 15, // 玩家之间
  232. [Display(Name = "玩家间伤害减免%")]
  233. AllDamageReduce = 16, // 玩家之间
  234. [Display(Name = "韧性%")]
  235. CtrlTimeReduce = 17,
  236. [Display(Name = "冷却缩减%")]
  237. SkillCD = 18,
  238. [Display(Name = "生命恢复")]
  239. HPRegen = 19,
  240. [Display(Name = "银两掉落")]
  241. ExdGold = 20, //--
  242. [Display(Name = "杀怪经验")]
  243. ExdExp = 21, //--
  244. [Display(Name = "恢复生命")]
  245. HPRecover = 22, //--废弃了,用HPRegen
  246. [Display(Name = "恢复生命%")]
  247. HPRecoverPer = 23, //--
  248. [Display(Name = "治疗效果")]
  249. HealEffect = 24,
  250. [Display(Name = "被治疗效果")]
  251. HealedEffect = 25,
  252. [Display(Name = "移动速度")]
  253. RunSpeed = 26, // 移动速度加成百分比, moveSpeed基础移速
  254. [Display(Name = "技能加成%")]
  255. SkillDamage = 27,
  256. [Display(Name = "攻击速度")]
  257. AttackSpeed = 28,
  258. [Display(Name = "控制增幅%")]
  259. ControlUp = 29,
  260. [Display(Name = "金属性攻击")]
  261. GoldAttack = 30,
  262. [Display(Name = "金属性防御")]
  263. GoldDefense = 31,
  264. [Display(Name = "木属性攻击")]
  265. WoodAttack = 32,
  266. [Display(Name = "木属性防御")]
  267. WoodDefense = 33,
  268. [Display(Name = "水属性攻击")]
  269. WaterAttack = 34,
  270. [Display(Name = "水属性防御")]
  271. WaterDefense = 35,
  272. [Display(Name = "火属性攻击")]
  273. FireAttack = 36,
  274. [Display(Name = "火属性防御")]
  275. FireDefense = 37,
  276. [Display(Name = "土属性攻击")]
  277. SoilAttack = 38,
  278. [Display(Name = "土属性防御")]
  279. SoilDefense = 39,
  280. [Display(Name = "对boss额外暴击率")]
  281. ToBossCritRate = 40,
  282. [Display(Name = "对boss额外暴击伤害")]
  283. ToBossCritDamage = 41,
  284. [Display(Name = "金克制")]
  285. GoldRestraint = 42,
  286. [Display(Name = "木克制")]
  287. WoodRestraint = 43,
  288. [Display(Name = "水克制")]
  289. WaterRestraint = 44,
  290. [Display(Name = "火克制")]
  291. FireRestraint = 45,
  292. [Display(Name = "土克制")]
  293. SoilRestraint = 46,
  294. [Display(Name = "金抵御")]
  295. GoldResist = 47,
  296. [Display(Name = "木抵御")]
  297. WoodResist = 48,
  298. [Display(Name = "水抵御")]
  299. WaterResist = 49,
  300. [Display(Name = "火抵御")]
  301. FireResist = 50,
  302. [Display(Name = "土抵御")]
  303. SoilResist = 51,
  304. [Display(Name = "杀意值")]
  305. PvpKillValue = 52,
  306. [Display(Name = "妖气等级")]
  307. YaoQiLevel = 53,
  308. [Display(Name = "普攻吸血")]
  309. NormalAtkLeech = 54,
  310. [Display(Name = "技能吸血")]
  311. ActiveAtkLeech = 55,
  312. [Display(Name = "神器主属性伤害加成")]
  313. ArtifactMainPer = 56,
  314. [Display(Name = "怪物伤害增益%")]
  315. FieldBossDamageAdd = 57, // Map表有areaType,副本,野外地图类型区分
  316. [Display(Name = "怪物伤害减免%")]
  317. DungeonMonsterDamageAdd = 58, // 2021.3.30修改,含义以备注为准
  318. [Display(Name = "杀意等级")]
  319. PvpKillLevel = 59,
  320. [Display(Name = "七杀克制")]
  321. MonsterRestraint1 = 60,
  322. [Display(Name = "离明克制")]
  323. MonsterRestraint2 = 61,
  324. [Display(Name = "夜耀克制")]
  325. MonsterRestraint3 = 62,
  326. [Display(Name = "昌曲克制")]
  327. MonsterRestraint4 = 63,
  328. [Display(Name = "沧海克制")]
  329. MonsterRestraint5 = 64,
  330. [Display(Name = "所有伤害加成")]
  331. AllAtak = 65,
  332. [Display(Name = "所有伤害抵御")]
  333. AllDef = 66,
  334. }
  335. }