export const RANK = { boom: 1, }; export const AWARD = { daily: 1, stage: 2, }; export const MODEL_TYPE = { sell: 1, buy: 2, auction: 3, highPriceRecycle: 4, }; export const MODEL_TYPE_NAME = { 1: '普通出售', 2: '普通收购', 3: '抢拍', 4: '高价', }; export const PROP_TIMES = { one: 1, two: 2, }; export const PROP_TIMES_TIME = { 1: 8, 2: 22, }; export const MONTH_LOTTERY = { one: 1, two: 2, }; export const MONTH_LOTTERY_TIME = { 1: 1, 2: 15, }; export const MONTH = [ { label: '1月', value: 1 }, { label: '2月', value: 2 }, { label: '3月', value: 3 }, { label: '4月', value: 4 }, { label: '5月', value: 5 }, { label: '6月', value: 6 }, { label: '7月', value: 7 }, { label: '8月', value: 8 }, { label: '9月', value: 9 }, { label: '10月', value: 10 }, { label: '11月', value: 11 }, { label: '12月', value: 12 }, ]; export const GameUnitType = { None: 0, //无 Building: 1, //建筑 Warrior: 2, //勇士 Villager: 3, //村民 Monster: 4, //敌人 ResourcePoint: 5, //资源点 Npc: 6, //NPC Construct: 7, //建筑 Sapling: 8, //幼苗 Bullet: 9, //子弹 DropItem: 10, //掉落 RegionBuilding: 11, //村落建筑 RegionResPoint: 12, //村落资源点 MapPortal: 13, // 传送点 Livestock: 14, //牲畜 ImmortalTree: 15, // 不死树 RegionGift: 16, //村落礼物 RegionShop: 17, //村落商店 FixedPositionBuildingSlot: 18, // 定点建筑基座 ChallengeGuardianSlot: 19, // 挑战守护者 FixedPositionSaplingSlot: 20, // 定点幼苗基座 Decoration: 21, //装饰品 FogLit: 22, // 点亮迷雾 PlaceHolder: 23, // 创建单位(建筑,种植)的占位 BattleTestWarrior: 24, // 战斗测试勇士 BattleTestMonster: 25, // 战斗测试怪物 ChallengeWarrior: 26, // 挑战勇士 ChallengeMonster: 27, // 挑战怪物 RegionFixedPositionBuildingSlot: 28, // 村落定点建筑基座 }; export const ConstRegion = { Bag: 2, //背包 Transport: 11, //运输厅 Valley: 1001, //桃谷 Valley_Other: 1002, //他人桃谷 ForestOut: 2001, //森林外围 ForestMid: 2002, //森林内部 ForestInner: 2003, //森林深处 WuTongRegion: 3001, //梧桐村 YuXiRegion: 3002, //鱼溪村 YeWaiRegion: 5001, //野外 Challenge: 6001, //挑战区域 Challenge_Guardian: 7001, //挑战区域-守护者 TaoHome: 2004, //桃渊明家 BattleTest: 9999, // 战斗测试 }; export const NumericType = { /// /// 劳力 /// Labor: 1001, Labor_Name: '劳力', 1001: '劳力', LaborBase: 1001 * 10 + 1, LaborAdd: 1001 * 10 + 2, LaborPct: 1001 * 10 + 3, LaborFinalAdd: 1001 * 10 + 4, LaborFinalPct: 1001 * 10 + 5, /// /// 智慧 /// Wisdom: 1002, Wisdom_Name: '智慧', 1002: '智慧', WisdomBase: 1002 * 10 + 1, WisdomAdd: 1002 * 10 + 2, WisdomPct: 1002 * 10 + 3, WisdomFinalAdd: 1002 * 10 + 4, WisdomFinalPct: 1002 * 10 + 5, /// /// 小麦增产 /// WheatProduction: 1100, WheatProduction_Name: '小麦增产', 1100: '小麦增产', /// /// 水稻增产 /// RiceProduction: 1101, RiceProduction_Name: '水稻增产', 1101: '水稻增产', /// /// 大豆增产 /// SoybeansProduction: 1102, SoybeansProduction_Name: '大豆增产', 1102: '大豆增产', /// /// 白菜增产 /// CabbageProduction: 1103, CabbageProduction_Name: '白菜增产', 1103: '白菜增产', /// /// 糯米增产 /// StickyRiceProduction: 1104, StickyRiceProduction_Name: '糯米增产', 1104: '糯米增产', /// /// 萝卜增产 /// RadishProduction: 1105, RadishProduction_Name: '萝卜增产', 1105: '萝卜增产', /// /// 冬瓜增产 /// WinterMelonProduction: 1106, WinterMelonProduction_Name: '冬瓜增产', 1106: '冬瓜增产', /// /// 南瓜增产 /// PumpkinProduction: 1107, PumpkinProduction_Name: '南瓜增产', 1107: '南瓜增产', /// /// 食物增产 /// FoodProduction: 1108, FoodProduction_Name: '食物增产', 1108: '食物增产', /// /// 耐久损耗 /// DurableDamage: 1109, DurableDamage_Name: '耐久损耗', 1109: '耐久损耗', /// /// 制作时间 /// ManufactureTime: 1110, ManufactureTime_Name: '制作时间', 1110: '制作时间', /// /// 全劳作收益 /// Work: 1114, Work_Name: '全劳作收益', 1114: '全劳作收益', /// /// 体魄等级 /// BodySoulLv: 1300, BodySoulLv_Name: '体魄等级', 1300: '体魄等级', /// /// 经验 /// Exp: 1301, Exp_Name: '经验', 1301: '经验', /// /// 阅历 /// Yueli: 1302, Yueli_Name: '阅历', 1302: '阅历', /// /// 生命值 /// HP: 1401, HP_Name: '生命值', 1401: '生命值', /// /// 生命 /// MaxHp: 1402, MaxHp_Name: '生命', 1402: '生命', MaxHpBase: 1402 * 10 + 1, 14021: '生命基础', MaxHpAdd: 1402 * 10 + 2, MaxHpPct: 1402 * 10 + 3, MaxHpFinalAdd: 1402 * 10 + 4, MaxHpFinalPct: 1402 * 10 + 5, /// /// 攻击 /// ATK: 1403, ATK_Name: '攻击', 1403: '攻击', ATKBase: 1403 * 10 + 1, 14031: '攻击基础', ATKAdd: 1403 * 10 + 2, ATKPct: 1403 * 10 + 3, ATKFinalAdd: 1403 * 10 + 4, ATKFinalPct: 1403 * 10 + 5, /// /// 防御 /// DEF: 1404, DEF_Name: '防御', 1404: '防御', DEFBase: 1404 * 10 + 1, DEFAdd: 1404 * 10 + 2, DEFPct: 1404 * 10 + 3, DEFFinalAdd: 1404 * 10 + 4, DEFFinalPct: 1404 * 10 + 5, /// /// 能量值 /// MP: 1405, MP_Name: '能量值', 1405: '能量值', MPBase: 1405 * 10 + 1, MPAdd: 1405 * 10 + 2, MPPct: 1405 * 10 + 3, MPFinalAdd: 1405 * 10 + 4, MPFinalPct: 1405 * 10 + 5, /// /// 能量上限 /// MPMax: 1406, MPMax_Name: '能量上限', 1406: '能量上限', MPMaxBase: 1406 * 10 + 1, MPMaxAdd: 1406 * 10 + 2, MPMaxPct: 1406 * 10 + 3, MPMaxFinalAdd: 1406 * 10 + 4, MPMaxFinalPct: 1406 * 10 + 5, /// /// 能量消耗 /// MPCost: 1407, MPCost_Name: '能量消耗', 1407: '能量消耗', MPCostBase: 1407 * 10 + 1, MPCostAdd: 1407 * 10 + 2, MPCostPct: 1407 * 10 + 3, MPCostFinalAdd: 1407 * 10 + 4, MPCostFinalPct: 1407 * 10 + 5, /// /// 移速 /// MoveSpeed: 1408, MoveSpeed_Name: '移速', 1408: '移速', MoveSpeedBase: 1408 * 10 + 1, MoveSpeedAdd: 1408 * 10 + 2, MoveSpeedPct: 1408 * 10 + 3, MoveSpeedFinalAdd: 1408 * 10 + 4, MoveSpeedFinalPct: 1408 * 10 + 5, /// /// 攻速 /// AttackSpeed: 1409, AttackSpeed_Name: '攻速', 1409: '攻速', AttackSpeedBase: 1409 * 10 + 1, AttackSpeedAdd: 1409 * 10 + 2, AttackSpeedPct: 1409 * 10 + 3, AttackSpeedFinalAdd: 1409 * 10 + 4, AttackSpeedFinalPct: 1409 * 10 + 5, /// /// 暴击伤害 /// CriticalDamage: 1410, CriticalDamage_Name: '暴击伤害', 1410: '暴击伤害', CriticalDamageBase: 1410 * 10 + 1, CriticalDamageAdd: 1410 * 10 + 2, CriticalDamagePct: 1410 * 10 + 3, CriticalDamageFinalAdd: 1410 * 10 + 4, CriticalDamageFinalPct: 1410 * 10 + 5, /// /// 暴击率 /// Crit: 1411, Crit_Name: '暴击率', 1411: '暴击率', CritBase: 1411 * 10 + 1, CritAdd: 1411 * 10 + 2, CritPct: 1411 * 10 + 3, CritFinalAdd: 1411 * 10 + 4, CritFinalPct: 1411 * 10 + 5, /// /// 命中 /// Hit: 1412, 1412: '命中', HitBase: 1412 * 10 + 1, HitAdd: 1412 * 10 + 2, HitPct: 1412 * 10 + 3, HitFinalAdd: 1412 * 10 + 4, HitFinalPct: 1412 * 10 + 5, /// /// 闪避 /// Dodge: 1413, 1413: '闪避', DodgeBase: 1413 * 10 + 1, DodgeAdd: 1413 * 10 + 2, DodgePct: 1413 * 10 + 3, DodgeFinalAdd: 1413 * 10 + 4, DodgeFinalPct: 1413 * 10 + 5, /// /// 生命成长 /// HPGrow: 1414, 1414: '生命成长', /// /// 防御成长 /// DEFGrow: 1415, 1415: '防御成长', /// /// 攻击成长 /// ATKGrow: 1416, 1416: '攻击成长', /// /// 攻速成长 /// WSPGrow: 1417, 1417: '攻速成长', /// /// 生命恢复 /// HpRecovery: 1418, 1418: '生命恢复', /// /// 反弹伤害 /// DamageRebound: 1421, 1421: '反弹伤害', DamageReboundBase: 1421 * 10 + 1, DamageReboundAdd: 1421 * 10 + 2, DamageReboundPct: 1421 * 10 + 3, DamageReboundFinalAdd: 1421 * 10 + 4, DamageReboundFinalPct: 1421 * 10 + 5, /// /// 能量恢复 /// MPRecover: 1422, 1422: '能量恢复', MPRecoverBase: 1422 * 10 + 1, MPRecoverAdd: 1422 * 10 + 2, MPRecoverPct: 1422 * 10 + 3, MPRecoverFinalAdd: 1422 * 10 + 4, MPRecoverFinalPct: 1422 * 10 + 5, /// /// 吸血 /// SuckBlood: 1423, 1423: '吸血', SuckBloodBase: 1423 * 10 + 1, SuckBloodAdd: 1423 * 10 + 2, SuckBloodPct: 1423 * 10 + 3, SuckBloodFinalAdd: 1423 * 10 + 4, SuckBloodFinalPct: 1423 * 10 + 5, /// /// 仇恨系数 /// Hate: 1424, 1424: '仇恨系数', HateBase: 1424 * 10 + 1, HateAdd: 1424 * 10 + 2, HatePct: 1424 * 10 + 3, HateFinalAdd: 1424 * 10 + 4, HateFinalPct: 1424 * 10 + 5, /// /// 普通目标 /// TargetNum: 1425, 1425: '普通目标', TargetNumBase: 1425 * 10 + 1, TargetNumAdd: 1425 * 10 + 2, TargetNumPct: 1425 * 10 + 3, TargetNumFinalAdd: 1425 * 10 + 4, TargetNumFinalPct: 1425 * 10 + 5, /// /// 技能CD /// SkillCD: 1426, 1426: '技能CD', SkillCDBase: 1426 * 10 + 1, SkillCDAdd: 1426 * 10 + 2, SkillCDPct: 1426 * 10 + 3, SkillCDFinalAdd: 1426 * 10 + 4, SkillCDFinalPct: 1426 * 10 + 5, /// /// 攻击回血 /// AttackBackBlood: 1427, 1427: '攻击回血', AttackBackBloodBase: 1427 * 10 + 1, AttackBackBloodAdd: 1427 * 10 + 2, AttackBackBloodPct: 1427 * 10 + 3, AttackBackBloodFinalAdd: 1427 * 10 + 4, AttackBackBloodFinalPct: 1427 * 10 + 5, /// /// 伤害累计 /// CumulativeDamage: 1428, 1428: '伤害累计', /// /// 命中率 /// HitRate: 1429, 1429: '命中率', HitRateBase: 1429 * 10 + 1, HitRateAdd: 1429 * 10 + 2, HitRatePct: 1429 * 10 + 3, HitRateFinalAdd: 1429 * 10 + 4, HitRateFinalPct: 1429 * 10 + 5, /// /// 闪避率 /// DodgeRate: 1430, 1430: '闪避率', DodgeRateBase: 1430 * 10 + 1, DodgeRateAdd: 1430 * 10 + 2, DodgeRatePct: 1430 * 10 + 3, DodgeRateFinalAdd: 1430 * 10 + 4, DodgeRateFinalPct: 1430 * 10 + 5, /// /// 增伤 /// IncreaseDamage: 1432, 1432: '增伤', IncreaseDamageBase: 1432 * 10 + 1, IncreaseDamageAdd: 1432 * 10 + 2, IncreaseDamagePct: 1432 * 10 + 3, IncreaseDamageFinalAdd: 1432 * 10 + 4, IncreaseDamageFinalPct: 1432 * 10 + 5, /// /// 免伤 /// DamageReduction: 1433, 1433: '免伤', DamageReductionBase: 1433 * 10 + 1, DamageReductionAdd: 1433 * 10 + 2, DamageReductionPct: 1433 * 10 + 3, DamageReductionFinalAdd: 1433 * 10 + 4, DamageReductionFinalPct: 1433 * 10 + 5, /// /// 自身受到治疗 /// BeTreated: 1434, 1434: '自身受到治疗', BeTreatedBase: 1434 * 10 + 1, BeTreatedAdd: 1434 * 10 + 2, BeTreatedPct: 1434 * 10 + 3, BeTreatedFinalAdd: 1434 * 10 + 4, BeTreatedFinalPct: 1434 * 10 + 5, /// /// 仇恨值 /// HateValue: 1435, 1435: '仇恨值', HateValueBase: 1435 * 10 + 1, HateValueAdd: 1435 * 10 + 2, HateValuePct: 1435 * 10 + 3, HateValueFinalAdd: 1435 * 10 + 4, HateValueFinalPct: 1435 * 10 + 5, /// /// 穿透方向 /// PenetrationDirection: 1436, 1436: '穿透方向', /// /// 受到伤害 /// BeHurt: 1437, 1437: '受到伤害', /// /// 吸收伤害 /// AbsorbDamage: 1438, 1438: '吸收伤害', /// /// 治疗效果 /// TreatmentEffect: 1439, 1439: '治疗效果', TreatmentEffectBase: 1439 * 10 + 1, TreatmentEffectAdd: 1439 * 10 + 2, TreatmentEffectPct: 1439 * 10 + 3, TreatmentEffectFinalAdd: 1439 * 10 + 4, TreatmentEffectFinalPct: 1439 * 10 + 5, /// /// 攻击下限 /// ATKMin: 2000, 2000: '攻击下限', /// /// 攻击上限 /// ATKMax: 2001, 2001: '攻击上限', /// /// 武器伤害 /// WeaponDamage: 2002, 2002: '武器伤害', /// /// 火抗性 /// FireResistance: 2003, 2003: '火抗性', /// /// 雷抗性 /// ThunderResistance: 2004, 2004: '雷抗性', /// /// 毒抗性 /// PoisonResistance: 2005, 2005: '毒抗性', /// /// 冰抗性 /// IceResistance: 2006, 2006: '冰抗性', /// /// 建筑名称 /// BuildingName: 2007, 2007: '建筑名称', /// /// 耐久 /// Durable: 2008, 2008: '耐久', /// /// 体量 /// Volume: 2009, 2009: '体量', /// /// 交互人数 /// Worker: 2010, 2010: '交互人数', /// /// 资源名称 /// ResourceName: 2011, 2011: '资源名称', /// /// 采集次数 /// Collection_Num: 2012, 2012: '采集次数', /// /// 基础产出 /// BaseOutput: 2013, 2013: '基础产出', /// /// 解锁条件 /// UnlockCondition: 2014, 2014: '解锁条件', /// /// 铲除性 /// RootOut: 2015, 2015: '铲除性', /// /// 材料类型 /// MaterialType: 2016, 2016: '材料类型', /// /// 成长时间 /// GrowthTime: 2017, 2017: '成长时间', /// /// 幼苗编号 /// SaplingId: 2018, 2018: '幼苗编号', /// /// 统帅力 /// Domination: 2019, 2019: '统帅力', /// /// 人口 /// Population: 3001, 3001: '人口', /// /// 时间 /// Time: 3002, 3002: '时间', /// /// 季节 /// Season: 3003, 3003: '季节', /// /// 规模 /// Scale: 3004, 3004: '规模', /// /// 繁荣 /// Prosperity: 3005, 3005: '繁荣', /// /// 食物 /// Food: 3006, 3006: '食物', /// /// 铜钱 /// Copper: 3007, 3007: '铜钱', /// /// 金元宝 /// GoldIngot: 3008, 3008: '金元宝', /// /// 日夜 /// Day_Night: 3009, 3009: '日夜', /// /// 凝时 /// FrozenTime: 3010, 3010: '凝时', /// /// 人物姓名 /// Name: 3100, 3100: '人物姓名', /// /// 年龄 /// Age: 3101, 3101: '年龄', /// /// 性别 /// Gender: 3102, 3102: '性别', /// /// 寿命 /// LifeMax: 3103, 3103: '寿命', LifeMaxBase: 3103 * 10 + 1, LifeMaxAdd: 3103 * 10 + 2, LifeMaxPct: 3103 * 10 + 3, LifeMaxFinalAdd: 3103 * 10 + 4, LifeMaxFinalPct: 3103 * 10 + 5, /// /// 体质 /// Physique: 3104, 3104: '体质', /// /// 寿命经验 /// LifeExp: 3105, 3105: '寿命经验', /// /// 体质经验 /// PhysiqueExp: 3106, 3106: '体质经验', /// /// 劳力经验 /// LaborExp: 3107, 3107: '劳力经验', /// /// 智慧经验 /// WisdomExp: 3108, 3108: '智慧经验', /// /// 内疾减免 /// IllnessReduce: 3109, 3109: '内疾减免', /// /// 好感度 /// Impression: 3110, 3110: '好感度', /// /// 外伤值 /// Injury: 3111, 3111: '外伤值', /// /// 内疾值 /// Illness: 3112, 3112: '内疾值', /// /// 采集收益 /// CollectionIncome: 3113, 3113: '采集收益', CollectionIncomeBase: 3113 * 10 + 1, CollectionIncomeAdd: 3113 * 10 + 2, CollectionIncomePct: 3113 * 10 + 3, CollectionIncomeFinalAdd: 3113 * 10 + 4, CollectionIncomeFinalPct: 3113 * 10 + 5, /// /// 砍伐收益 /// LoggingIncome: 3114, 3114: '砍伐收益', LoggingIncomeBase: 3114 * 10 + 1, LoggingIncomeAdd: 3114 * 10 + 2, LoggingIncomePct: 3114 * 10 + 3, LoggingIncomeFinalAdd: 3114 * 10 + 4, LoggingIncomeFinalPct: 3114 * 10 + 5, /// /// 挖掘收益 /// MiningIncome: 3115, 3115: '挖掘收益', MiningIncomeBase: 3115 * 10 + 1, MiningIncomeAdd: 3115 * 10 + 2, MiningIncomePct: 3115 * 10 + 3, MiningIncomeFinalAdd: 3115 * 10 + 4, MiningIncomeFinalPct: 3115 * 10 + 5, /// /// 捕鱼收益 /// FishingIncome: 3116, 3116: '捕鱼收益', FishingIncomeBase: 3116 * 10 + 1, FishingIncomeAdd: 3116 * 10 + 2, FishingIncomePct: 3116 * 10 + 3, FishingIncomeFinalAdd: 3116 * 10 + 4, FishingIncomeFinalPct: 3116 * 10 + 5, /// /// 建造收益 /// ConstructionIncome: 3117, 3117: '建造收益', ConstructionIncomeBase: 3117 * 10 + 1, ConstructionIncomeAdd: 3117 * 10 + 2, ConstructionIncomePct: 3117 * 10 + 3, ConstructionIncomeFinalAdd: 3117 * 10 + 4, ConstructionIncomeFinalPct: 3117 * 10 + 5, /// /// 农活收益 /// FarmIncome: 3118, 3118: '农活收益', FarmIncomeBase: 3118 * 10 + 1, FarmIncomeAdd: 3118 * 10 + 2, FarmIncomePct: 3118 * 10 + 3, FarmIncomeFinalAdd: 3118 * 10 + 4, FarmIncomeFinalPct: 3118 * 10 + 5, /// /// 打猎收益 /// HuntingIncome: 3119, 3119: '打猎收益', HuntingIncomeBase: 3119 * 10 + 1, HuntingIncomeAdd: 3119 * 10 + 2, HuntingIncomePct: 3119 * 10 + 3, HuntingIncomeFinalAdd: 3119 * 10 + 4, HuntingIncomeFinalPct: 3119 * 10 + 5, /// /// 科研收益 /// ScientificIncome: 3120, 3120: '科研收益', ScientificIncomeBase: 3120 * 10 + 1, ScientificIncomeAdd: 3120 * 10 + 2, ScientificIncomePct: 3120 * 10 + 3, ScientificIncomeFinalAdd: 3120 * 10 + 4, ScientificIncomeFinalPct: 3120 * 10 + 5, /// /// 制作优质药品 /// Pharmacist: 3121, 3121: '制作优质药品', PharmacistBase: 3121 * 10 + 1, PharmacistAdd: 3121 * 10 + 2, PharmacistPct: 3121 * 10 + 3, PharmacistFinalAdd: 3121 * 10 + 4, PharmacistFinalPct: 3121 * 10 + 5, /// /// 制作优质食物 /// Chef: 3122, 3122: '制作优质食物', ChefBase: 3122 * 10 + 1, ChefAdd: 3122 * 10 + 2, ChefPct: 3122 * 10 + 3, ChefFinalAdd: 3122 * 10 + 4, ChefFinalPct: 3122 * 10 + 5, /// /// 寿命经验 /// LifeExpObtain: 3123, 3123: '寿命经验', /// /// 体质经验 /// PhysiqueExpObtain: 3124, 3124: '体质经验', /// /// 劳力经验 /// LaborExpObtain: 3125, 3125: '劳力经验', /// /// 智慧经验 /// WisdomExpObtain: 3126, 3126: '智慧经验', /// /// 伤疾减免 /// DiseaseDeduction: 3127, 3127: '伤疾减免', /// /// 建筑耐久恢复 /// DurableRecover: 3200, 3200: '建筑耐久恢复', /// /// 调用技能 /// InvokeSkill: 9997, 9997: '调用技能', /// /// 给自己上BUFF /// SelfInvokeBuff: 9998, 9998: '给自己上BUFF', /// /// 给目标上BUFF /// TargetInvokeBuff: 9999, 9999: '给目标上BUFF', }; export const Clothes_Type = { /// /// 服饰 /// APPAREL: 1, 1: '服饰', /// /// 雨具 /// RAINGEAR: 2, 2: '雨具', /// /// 小物件 /// RES: 3, 3: '小物件', /// /// 武器 /// WEAPON: 10, 10: '武器', /// /// 防具 /// ARMOR: 11, 11: '防具', /// /// 鞋子 /// SHOE: 12, 12: '鞋子', /// /// 戒指 /// RING: 13, 13: '戒指', /// /// 饰品 /// ACCESSORIES: 14, 14: '饰品', /// /// 乾坤袋 /// GEMBAG: 15, 15: '乾坤袋', }; export const AttributeOperator = { 1: '+', 2: 'x', }; export const Gender = { MAN: 1, 1: '男性', WOMAN: 2, 2: '女性', }; export const ConstBehaveType = { NONE: 0, // 无 BEHAVE_IDLE: 1, // 空闲 1: '空闲', // 空闲 BEHAVE_PREPARE_GATHER: 2, // 去采集 2: '去采集', // 去采集 BEHAVE_GATHER: 3, // 正在采集 3: '正在采集', // 正在采集 BEHAVE_PREPARE_CONSTRUCT: 4, // 去建造 4: '去建造', // 去建造 BEHAVE_CONSTRUCT: 5, // 建造 5: '建造', // 建造 BEHAVE_PREPARE_PLANT: 6, // 去种植 6: '去种植', // 去种植 BEHAVE_PLANT: 7, // 正在种植 7: '正在种植', // 正在种植 BEHAVE_PREPARE_HARVEST: 8, // 去收割 8: '去收割', // 去收割 BEHAVE_HARVEST: 9, // 正在收割 9: '正在收割', // 正在收割 BEHAVE_PREPARE_CABIN: 10, // 去小屋 10: '去小屋', // 去小屋 BEHAVE_CABIN: 11, // 驻扎小屋 11: '驻扎小屋', // 驻扎小屋 BEHAVE_TROOP_IDLE: 12, // 队伍休闲 12: '队伍休闲', // 队伍休闲 BEHAVE_BATTLE: 13, // 战斗 13: '战斗', // 战斗 BEHAVE_STUDY: 14, // 正在学习 14: '正在学习', // 正在学习 BEHAVE_FARMLAND_IDLE: 15, // 农田空闲 15: '农田空闲', // 农田空闲 BEHAVE_MOVE_BUILDING: 16, // 去建筑里 16: '去建筑里', // 去建筑里 BEHAVE_ARRIVE_BUILDING: 17, // 到达建筑里面 17: '到达建筑里面', // 到达建筑里面 BEHAVE_ACCOMPANY_VILLAGER: 18, // 陪伴游民 18: '陪伴游民', // 陪伴游民 BEHAVE_NEAR_DIE_IDLE: 19, // 濒临死亡的空闲 19: '濒临死亡的空闲', // 濒临死亡的空闲 BEHAVE_TROOP_BATTLE: 22, // 队伍战斗 22: '队伍战斗', // 队伍战斗 BEHAVE_JOIN_BATTLE: 23, // 参加战斗 23: '参加战斗', // 参加战斗 BEHAVE_DIE: 24, // 死亡,用于死亡表现 24: '死亡,用于死亡表现', // 死亡,用于死亡表现 BEHAVE_PREPARE_REST: 25, // 准备去休息 25: '准备去休息', // 准备去休息 BEHAVE_REST_IN_HOUSE: 26, // 重伤/重疾 在休息点休息 26: '重伤/重疾', // 重伤/重疾 在休息点休息 BEHAVE_DIE_WAIT_REVIVE: 27, // 死亡,等待复活 27: '死亡,等待复活', // 死亡,等待复活 BEHAVE_MONSTER_RUN_BACK: 28, // 怪物往自己的出生点跑 BEHAVE_PREPARE_STUDY: 29, // 去学习的路上 29: '去学习的路上', // 去学习的路上 BEHAVE_PREPARE_TEACH: 30, // 去教书的路上 30: '去教书的路上', // 去教书的路上 BEHAVE_TEACH: 31, // 正在教书 31: '正在教书', // 正在教书 BEHAVE_GATHER_SMALL_RESOURCE: 32, // 采集小资源 32: '采集小资源', // 采集小资源 BEHAVE_FIGHT_STATION: 33, // 在哨塔战斗 33: '在哨塔战斗', // 在哨塔战斗 BEHAVE_CHALLENGE_BATTLE: 34, // 在挑战Boss战斗 34: '在挑战Boss战斗', // 在挑战Boss战斗 BEHAVE_PLANT_MIGU: 35, // 种植迷谷树,包括跑过去的过程 35: '种植迷谷树', // 种植迷谷树,包括跑过去的过程 //夜晚行为 1001 - 1100 BEHAVE_NIGHT_NONE: 1000, BEHAVE_NIGHT_IDLE: 1001, // 夜晚空闲 1001: '夜晚空闲', // 夜晚空闲 BEHAVE_NIGHT_SLEEP: 1002, // 睡觉 1002: '睡觉', // 睡觉 BEHAVE_NIGHT_TROOP_IDLE: 1003, // 夜晚队伍空闲 1003: '夜晚队伍空闲', // 夜晚队伍空闲 BEHAVE_NIGHT_TROOP_SLEEP: 1004, // 夜晚队伍睡觉 1004: '夜晚队伍睡觉', // 夜晚队伍睡觉 }; export const CHANNEL = [ { label: '全渠道', value: '' }, { label: '母包渠道-0', value: '0' }, ]; export const PLATFORM = [ { label: '编辑器', value: 'Editor' }, { label: '安卓', value: 'Android' }, { label: '苹果', value: 'Ios' }, ]; export const NOTICE_MODEL = { type_title: 1, type_drops: 2, }; export const DATE_NAMES = { 1: 'one', 2: 'two', 3: 'three', 4: 'four', 5: 'five', 6: 'six', 7: 'seven', 8: 'eight', 9: 'nine', 10: 'ten', 11: 'eleven', 12: 'twelve', 13: 'thirteen', 14: 'fourteen', 15: 'fifteen', 16: 'sixteen', 17: 'seventeen', 18: 'eighteen', 19: 'nineteen', 20: 'twenty', 21: 'twentyOne', 22: 'twentyTwo', 23: 'twentyThree', 24: 'twentyFour', 25: 'twentyFive', 26: 'twentySix', 27: 'twentySeven', 28: 'twentyEight', 29: 'twentyNine', 30: 'thirty', }; export const DATE_NAMES1 = { 1: 'one', 2: 'two', 3: 'three', 4: 'four', 5: 'five', 6: 'six', 7: 'seven', 15: 'fifteen', 30: 'thirty', }; export const DATE_LIST = [ { name: 'one', label: '首日' }, { name: 'two', label: '次日' }, { name: 'three', label: '3日' }, { name: 'four', label: '4日' }, { name: 'five', label: '5日' }, { name: 'six', label: '6日' }, { name: 'seven', label: '7日' }, { name: 'eight', label: '8日' }, { name: 'nine', label: '9日' }, { name: 'ten', label: '10日' }, { name: 'eleven', label: '11日' }, { name: 'twelve', label: '12日' }, { name: 'thirteen', label: '13日' }, { name: 'fourteen', label: '14日' }, { name: 'fifteen', label: '15日' }, { name: 'sixteen', label: '16日' }, { name: 'seventeen', label: '17日' }, { name: 'eighteen', label: '18日' }, { name: 'nineteen', label: '19日' }, { name: 'twenty', label: '20日' }, { name: 'twentyOne', label: '21日' }, { name: 'twentyTwo', label: '22日' }, { name: 'twentyThree', label: '23日' }, { name: 'twentyFour', label: '24日' }, { name: 'twentyFive', label: '25日' }, { name: 'twentySix', label: '26日' }, { name: 'twentySeven', label: '27日' }, { name: 'twentyEight', label: '28日' }, { name: 'twentyNine', label: '29日' }, { name: 'thirty', label: '30日' }, ]; export const DATE_NAMES_KEEP = { 1: 'one', 2: 'two', 3: 'three', 4: 'four', 5: 'five', 6: 'six', 7: 'seven', 8: 'eight', 9: 'nine', 10: 'ten', 11: 'eleven', 12: 'twelve', 13: 'thirteen', 14: 'fourteen', 15: 'fifteen', 30: 'thirty', }; export const DATE_LIST_KEEP = [ { name: 'two', label: '2留' }, { name: 'three', label: '3留' }, { name: 'four', label: '4留' }, { name: 'five', label: '5留' }, { name: 'six', label: '6留' }, { name: 'seven', label: '7留' }, { name: 'eight', label: '8留' }, { name: 'nine', label: '9留' }, { name: 'ten', label: '10留' }, { name: 'eleven', label: '11留' }, { name: 'twelve', label: '12留' }, { name: 'thirteen', label: '13留' }, { name: 'fourteen', label: '14留' }, { name: 'fifteen', label: '15留' }, { name: 'sixteen', label: '16留' }, { name: 'seventeen', label: '17留' }, { name: 'eighteen', label: '18留' }, { name: 'nineteen', label: '19留' }, { name: 'twenty', label: '20留' }, { name: 'twentyOne', label: '21留' }, { name: 'twentyTwo', label: '22留' }, { name: 'twentyThree', label: '23留' }, { name: 'twentyFour', label: '24留' }, { name: 'twentyFive', label: '25留' }, { name: 'twentySix', label: '26留' }, { name: 'twentySeven', label: '27留' }, { name: 'twentyEight', label: '28留' }, { name: 'twentyNine', label: '29留' }, { name: 'thirty', label: '30留' }, ]; export const Notice_Type = [ { Name: '所有公告', Id: 0 }, { Name: '弹窗公告', Id: 1 }, { Name: '登录公告', Id: 2 }, { Name: '维护公告', Id: 3 }, { Name: '客服页面', Id: 4 }, { Name: '预览公告', Id: 5 }, ]; export const AccountType = [ { label: '正常', value: 0 }, { label: '黑名单', value: 1 }, { label: 'GM', value: 2 }, ]; export const RankNames = [ { name: '活动', id: 'ActivityRankComponent' }, { name: '凶兽', id: 'BossRankComponent' }, { name: '挑战', id: 'ChallengeRankComponent' }, { name: '战力', id: 'FightRankComponent' }, // { name: '正常', id: "RegionRankComponent"}, { name: '图鉴', id: 'BuildingRankComponent' }, ]; export const LoginUrlState = { NORMAL: 1, MAINTENANCE: 2, WHITE_LIST: 3, }; export const BATTLE_PASS = { Close: 'red', Open: 'green', Unopened: '#66b7cf', PermanentClosed: 'grey', };