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using System;
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namespace ET
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{
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public static class ConstValue
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{
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public const string LoginAddress = "127.0.0.1:10005";
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public const int Mature = 1;
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public const int BUILDING_STATE_BUILDING = 1;
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public const int BUILDING_STATE_FINISH = 2;
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public const int BUILDING_STATE_REPAIR = 3;
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public const int DewConfigId = 1002; //露水的ID
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public const int Construct_Need_MaxPeople = 4; // 一个建筑最多需要4
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}
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public static class ConstEntityType
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{
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public const int ENTITY_PEOPLE = 1; //人实体
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public const int ENTITY_RESOURCE = 2; //资源实体
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public const int ENTITY_GATHER = 3; //采集实体
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public const int ENTITY_ITEM = 4; //道具实体
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public const int ENTITY_BUILDING = 5; //建筑
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public const int ENTITY_CONSTRUCT = 6; //建造(没有完成的建筑)
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}
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public static class ConstBehaveType
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{
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public const int BEHAVE_IDLE = 0; //空闲
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public const int BEHAVE_PREPARE_GATHER = 1; //去采集
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public const int BEHAVE_GATHER = 2; //正在采集
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public const int BEHAVE_PREPARE_CONSTRUCT = 3; //去建造
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public const int BEHAVE_CONSTRUCT = 4; //建造
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}
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public static class ConstPeopleType
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{
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public const int PEOPLE_PLAYER = 1; //主角
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public const int PEOPLE_HERO = 2; //伙伴
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public const int PEOPLE_FARMER = 3; //普通村民
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}
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public static class ConstAtkType
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{
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public const int ATK_ACTIVE = 1; //主动攻击
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public const int ATK_BACK = 2; //反击
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public const int ATK_HUNT = 3; //追击
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public const int ATK_ADD = 4; //额外攻击
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}
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public static class ConstCastPosition
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{
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public const int ORIGINAL_POS = 1; // 原地
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public const int TARGET_POS = 2; // 目标位置
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public const int BATTLE_MID = 3; // 战场中间
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}
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public static class ConstHurtType
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{
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public const int HURT_NORMAL = 0; //正常伤害
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public const int HURT_PARRY = 1; //招架
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public const int HURT_SHIELD = 2; //掩护
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}
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public static class ConstBattleType
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{
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public const int BATTLE_PVE = 1; //
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public const int BATTLE_PVP = 2; //
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}
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public static class ConstBattleState
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{
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public const int BATTLE_STATE_FIGHT = 1; //战斗状态
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public const int BATTLE_STATE_FAIL = 2; //战斗失败
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public const int BATTLE_STATE_WIN = 3; //战斗胜利
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}
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public static class ConstContinueType
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{
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public const int CONTINUE_ROUND = 2; //回合
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public const int CONTINUE_ATK_TIMES = 3; //全场普通攻击次数
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public const int CONTINUE_FOREVER = 4;//永久
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public const int CONTINUE_ATKED = 5; //被攻击
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}
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public static class ConstTriggerEvent
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{
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public const int TRIGGER_MISS = 1; //闪避事件
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public const int TRIGGER_CRITI = 2; //暴击事件
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public const int TRIGGER_PARRY = 3; //招架
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public const int TRIGGER_ATKBACK = 4; //反击
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public const int TRIGGER_ROUND = 5; //回合
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public const int TRIGGER_ATKADD = 6; //额外招式
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public const int TRIGGER_MOVE = 7; //位移事件
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public const int TRIGGER_TEAMATE_ATKED = 8; //队友收到攻击
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public const int TRIGGER_ATK = 9; //自己攻击
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public const int TRIGGER_HP_BELOW = 10;//血量低于
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public const int TRIGGER_ATKED = 11; //被攻击
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public const int TRIGGER_DIRECT_ATKED = 12; //受到直接攻击
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}
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public static class ConstBool
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{
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public const int CONST_FALSE = 1;
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public const int CONST_TRUE = 2;
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}
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public static class ConstFightType
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{
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public const int FIGHT_TYPE_PLAYER = 1;
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public const int FIGHT_TYPE_MONSTER = 2;
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}
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public static class ConstConstructType
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{
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public const int CONSTRUCT_TYPE_NEW = 1; //创建新的建筑
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public const int CONSTRUCT_TYPE_UPGRADE = 2; //升级建筑
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}
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public static class FarmlandState
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{
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public const int FARMLAND_STATE_FREE = 1;//空闲
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public const int FARMLAND_STATE_PLANT = 2; //种植
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public const int FARMLAND_STATE_GROW = 3; //生长
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public const int FARMLAND_STATE_RIPE = 4; //成熟
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public const int FARMLAND_STATE_HARVEST = 5;//收割
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}
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}
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