532 lines
16 KiB
JavaScript
532 lines
16 KiB
JavaScript
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// --------------------------------------------------------------------
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// @author: xxx@syg.com(必填, 创建模块的人员)
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// @description:
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// 工會戰(聯盟榮耀戰)
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// <br/>Create: 2019-02-27 11:03:16
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// --------------------------------------------------------------------
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const BridgeController = require( "bridge.controller" );
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const RoleController = require("role_controller");
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const GuildwarEvent = require("guildwar_event");
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const GuildwarConst = require("guildbat.define");
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const GuildbatMod = cc.Class( {
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extends: BridgeController,
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ctor: function() {
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},
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// 初始化配置数据
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initConfig: function() {
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this.challengeCount = 0 // 已挑战次数
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this.guildWarResult = GuildwarConst.result.fighting // 战斗结果
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this.myGuildWarBaseInfo = {} // 我方联盟战基础数据(星数、buff等)
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this.enemyGuildWarBaseInfo = {} // 敌方联盟战基础数据(星数、名称)
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this.guildWarStatus = GuildwarConst.status.close // 联盟战状态
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this.guildWarStartTime = 0 // 联盟战开始时间
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this.guildWarEndTime = 0 // 联盟战结束时间
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this.guildWarEnemyFlag = 0 // 是否匹配到对手
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this.guildWarTopThreeRank = {} // 前三排名
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this.award_box_data = {};
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},
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// 注册协议接受事件
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registerProtocals: function() {
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this.RegisterProtocal(24200, this.handle24200) // 联盟战详细信息
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this.RegisterProtocal(24201, this.handle24201) // 敌方单个据点信息
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this.RegisterProtocal(24202, this.handle24202) // 发起战斗
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this.RegisterProtocal(24203, this.handle24203) // 战斗结果
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this.RegisterProtocal(24204, this.handle24204) // 联盟战的状态
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this.RegisterProtocal(24205, this.handle24205) // 对战列表
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this.RegisterProtocal(24206, this.handle24206) // 据点数据更新(只更新有变化的)
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this.RegisterProtocal(24207, this.handle24207) // 联盟战基础数据更新(星数、buff等)
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this.RegisterProtocal(24208, this.handle24208) // 本方联盟战据点数据
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this.RegisterProtocal(24209, this.handle24209) // 防守记录
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this.RegisterProtocal(24210, this.handle24210) // 有新的日志产生
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this.RegisterProtocal(24212, this.handle24212) // 战场日志
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this.RegisterProtocal(24213, this.handle24213) // 联盟战详细排名
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this.RegisterProtocal(24214, this.handle24214) // 联盟战结果
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this.RegisterProtocal(24220, this.handle24220); //寶箱數據
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this.RegisterProtocal(24221, this.handle24221); //領取寶箱
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this.RegisterProtocal(24223, this.handle24223); //寶箱被領取推送
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},
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// 从服务器初始化数据
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reqBaseFromServer: function( _cb ) {
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// 配置加载
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let cfgs = [
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"guild_war_data"
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];
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this.loadConfigs( cfgs, ( _ret, _data ) => {
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this.requestGuildWarData(_cb);
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} );
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},
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//请求联盟战详细数据
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requestGuildWarData: function (_cb) {
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this.SendProtocal(24200, {}, _cb);
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},
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// 请求基礎信息返回
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handle24200: function( _data ) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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if (_data.count) { //已挑战次数
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this.setGuildWarChallengeCount(_data.count);
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}
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if (_data.result) {
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this.setGuildWarResult(_data.result);
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}
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if (_data.ranks) {
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this.setGuildWarTopThreeRank(_data.ranks);
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}
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//我方联盟基础信息
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var myBaseInfo = {};
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myBaseInfo.gname = _data.gname1;
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myBaseInfo.hp = _data.hp1;
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myBaseInfo.buff_lev = _data.buff_lev1;
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this.setMyGuildWarBaseInfo(myBaseInfo);
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//敌方联盟数据
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this.setEnemyGuildWarData(_data);
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gcore.GlobalEvent.fire(GuildwarEvent.GuildWarEnemyPositionDataInitEvent);
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},
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//请求敌方单个据点数据
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requestEnemyPositionData: function (pos,_cb) {
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if (!pos) return
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var protocal = {};
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protocal.pos = pos;
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this.SendProtocal(24201, protocal, _cb);
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},
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handle24201: function( _data ) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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nx.bridge.createPanel("WndGuildBatForm",{data:_data});
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},
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//发起战斗
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requestGuildWarFighting: function (pos, hp, flag, _cb) {
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if (!pos) return
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var protocal = {};
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protocal.pos = pos;
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protocal.hp = hp;
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protocal.flag = flag;
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this.SendProtocal(24202, protocal, _cb);
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},
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//发起战斗
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handle24202: function (_data) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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if (_data.code == 1) {
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this.setGuildWarChallengeCount(_data.count);
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildwarChallengeCountEvent);
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// this.openAttkPositionWindow(false);
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// this.openAttkLookWindow(false);
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}
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},
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handle24203: function( _data ) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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nx.bridge.vset("ResultInfo",_data);
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},
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//请求联盟战状态
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reqestGuildWarStatus: function (_cb) {
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this.SendProtocal(24204, {}, _cb);
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},
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handle24204: function( _data ) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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this.setGuildWarStatus(_data);
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildWarStatusEvent, _data.status, _data.flag)
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},
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//请求对战列表数据
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requestGuildWarBattleList: function (_cb) {
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this.SendProtocal(24205, {}, _cb);
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},
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//联盟战对阵列表
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handle24205: function (_data) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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// if (data && this.battle_list_window) {
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// this.battle_list_window.setData(data);
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// }
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateMateViewsEvent,_data);
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},
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//据点数据更新(本方与对方都走这里,变量更)
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handle24206: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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if (data) {
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if (data.flag && data.flag == 1) {
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this.updateMyGuildWarPositionData(data.defense);
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} else {
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this.updateEnemyGuildWarPositionData(data.defense);
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}
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}
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},
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//联盟战基础数据更新(星数、buff等)
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handle24207: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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if (data) {
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if (data.result) {
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this.setGuildWarResult(data.result)
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}
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var myBaseInfo = {};
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myBaseInfo.hp = data.hp;
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myBaseInfo.buff_lev = data.buff_lev;
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this.updateMyGuildWarBaseInfo(myBaseInfo);
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if (data.hp2) {
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this.updateEnemyGuildWarBaseInfo(data.hp2);
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}
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if (data.ranks) {
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this.setGuildWarTopThreeRank(data.ranks);
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}
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildWarBaseInfoEvent)
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}
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},
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//请求本方联盟战据点数据
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requestMyGuildPositionData: function (_cb) {
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this.SendProtocal(24208, {}, _cb);
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},
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//本方据点数据
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handle24208: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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this.setMyGuildWarPositionData(data.defense);
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this.setAvgPower(data.avg_power)
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gcore.GlobalEvent.fire(GuildwarEvent.GetGuildWarMyPositionDataEvent)
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},
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//请求据点防守记录
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requestPositionDefendData: function (g_id1, g_sid1, pos, _cb) {
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var protocal = {};
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protocal.pos = pos;
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protocal.g_id1 = g_id1;
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protocal.g_sid1 = g_sid1;
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this.SendProtocal(24209, protocal, _cb);
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},
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//防守记录
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handle24209: function (_data) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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},
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//有新的日志产生
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handle24210: function () {
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// var GuildConst = require("guild_const");
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// this.model.updateGuildWarRedStatus(GuildConst.red_index.guildwar_log, true, true)
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},
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//请求战场日志
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requestBattleLogData: function (_cb) {
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this.SendProtocal(24212, {}, _cb);
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},
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//战场日志
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handle24212: function (_data) {
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if( !this.isGoodData( _data ) ) {
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return;
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}
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateBatLogEvent,_data);
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},
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//请求联盟战详细排名数据
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requestGuildWarRankData: function (_cb) {
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this.SendProtocal(24213, {}, _cb);
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},
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//联盟战详细排名
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handle24213: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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// gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildWarRankDataEvent, data.ranks);
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nx.bridge.createPanel("WndGuildBatRank",{ranks:data.ranks});
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},
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//联盟战结果
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handle24214: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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this.setGuildWarResult(data.result);
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildWarBaseInfoEvent)
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},
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//请求宝箱数据
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requestAwardBoxData: function (_cb) {
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this.SendProtocal(24220, {}, _cb);
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},
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//联盟战宝箱数据
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handle24220: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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this.setGuildWarBoxData(data);
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildWarBoxDataEvent, data);
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},
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//请求领取宝箱数据
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requestGetBoxAward: function (order,_cb) {
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var protocal = {};
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protocal.order = order;
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this.SendProtocal(24221, protocal, _cb);
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},
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//领取宝箱
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handle24221: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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},
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//更新单个宝箱数据
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handle24223: function (data) {
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if( !this.isGoodData( data ) ) {
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return;
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}
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this.updateGuildWarBoxData(data);
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this.role_vo = RoleController.getInstance().getRoleVo();
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//判断一下是否为玩家自己领取了宝箱,更新界面领取状态
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if (this.role_vo && data.rid == this.role_vo.rid && data.sid == this.role_vo.srv_id) {
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gcore.GlobalEvent.fire(GuildwarEvent.UpdateMyAwardBoxEvent)
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}
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},
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setGuildWarBoxData(data){
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this.award_box_data = data;
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},
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updateGuildWarBoxData(data){
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let total_list = this.award_box_data.guild_war_box;
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for(let i in total_list){
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if(data.order == total_list[i].order){
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total_list[i] = data;
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break;
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}
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}
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},
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//根据序号获取宝箱数据
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getGuildWarDataByOrder: function (order) {
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for (var k in this.award_box_data.guild_war_box) {
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var box_vo = this.award_box_data.guild_war_box[k];
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if (box_vo.order == order) {
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return box_vo;
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}
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}
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},
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//获取全部宝箱数据
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getGuildWarBoxData: function () {
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return this.award_box_data;
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},
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//设置已挑战次数
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setGuildWarChallengeCount: function (count) {
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this.challengeCount = count || 0;
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},
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getGuildWarChallengeCount: function () {
|
||
|
|
return this.challengeCount;
|
||
|
|
},
|
||
|
|
|
||
|
|
//设置联盟战结果
|
||
|
|
setGuildWarResult: function (result) {
|
||
|
|
this.guildWarResult = result;
|
||
|
|
},
|
||
|
|
|
||
|
|
getGuildWarResult: function () {
|
||
|
|
return this.guildWarResult
|
||
|
|
},
|
||
|
|
|
||
|
|
//设置联盟战前三名数据
|
||
|
|
setGuildWarTopThreeRank: function (data) {
|
||
|
|
this.guildWarTopThreeRank = data;
|
||
|
|
},
|
||
|
|
|
||
|
|
getGuildWarTopThreeRank: function () {
|
||
|
|
return this.guildWarTopThreeRank
|
||
|
|
},
|
||
|
|
|
||
|
|
//设置我方联盟战基础数据(星数、buff等)
|
||
|
|
setMyGuildWarBaseInfo: function (data) {
|
||
|
|
this.myGuildWarBaseInfo = data || {};
|
||
|
|
},
|
||
|
|
|
||
|
|
getMyGuildWarBaseInfo: function () {
|
||
|
|
return this.myGuildWarBaseInfo;
|
||
|
|
},
|
||
|
|
|
||
|
|
//更新我方联盟战基础数据
|
||
|
|
updateMyGuildWarBaseInfo:function(data){
|
||
|
|
for(var k in data){
|
||
|
|
this.myGuildWarBaseInfo[k] = data[k];
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
//更新敌方联盟战基础数据(目前只是星数)
|
||
|
|
updateEnemyGuildWarBaseInfo: function (hp) {
|
||
|
|
this.enemyGuildWarBaseInfo.hp = hp;
|
||
|
|
},
|
||
|
|
|
||
|
|
getEnemyGuildWarBaseInfo: function () {
|
||
|
|
return this.enemyGuildWarBaseInfo
|
||
|
|
},
|
||
|
|
|
||
|
|
//设置敌方联盟战数据
|
||
|
|
setEnemyGuildWarData: function (data) {
|
||
|
|
//基础数据
|
||
|
|
this.enemyGuildWarBaseInfo.gname = data.gname2 || "";
|
||
|
|
this.enemyGuildWarBaseInfo.hp = data.hp2 || 0;
|
||
|
|
this.enemyGuildWarBaseInfo.g_id = data.g_id || 0;
|
||
|
|
this.enemyGuildWarBaseInfo.g_sid = data.g_sid || "";
|
||
|
|
|
||
|
|
//据点数据
|
||
|
|
this.enemyGuildWarPositionList = {};
|
||
|
|
for (var k in data.defense) {
|
||
|
|
var pdata = data.defense[k];
|
||
|
|
this.enemyGuildWarPositionList[pdata.pos] = pdata;
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
getEnemyGuildWarPositionList: function () {
|
||
|
|
var list = [];
|
||
|
|
for (var i in this.enemyGuildWarPositionList) {
|
||
|
|
var vo = this.enemyGuildWarPositionList[i];
|
||
|
|
if (vo) {
|
||
|
|
list.push(vo)
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return list;
|
||
|
|
},
|
||
|
|
|
||
|
|
//获取敌方某一据点的当前血量
|
||
|
|
getEnemyPositionHpByPos: function (pos) {
|
||
|
|
var position_vo = this.enemyGuildWarPositionList[pos];
|
||
|
|
if (position_vo) {
|
||
|
|
return position_vo.hp;
|
||
|
|
}
|
||
|
|
return 0
|
||
|
|
},
|
||
|
|
|
||
|
|
//敌方是否还有存活的据点
|
||
|
|
checkEnemyIsHaveLivePosition: function () {
|
||
|
|
var is_have = false;
|
||
|
|
for (var k in this.enemyGuildWarPositionList) {
|
||
|
|
var vo = this.enemyGuildWarPositionList[k];
|
||
|
|
if (vo.hp > 0) {
|
||
|
|
is_have = true;
|
||
|
|
break
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return is_have;
|
||
|
|
},
|
||
|
|
|
||
|
|
//设置我方联盟战据点数据
|
||
|
|
setMyGuildWarPositionData: function (dataList) {
|
||
|
|
this.myGuildWarPositionList = {};
|
||
|
|
for (var k in dataList) {
|
||
|
|
var data = dataList[k];
|
||
|
|
this.myGuildWarPositionList[data.pos] = data;
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
getMyGuildWarPositionList: function () {
|
||
|
|
var list = [];
|
||
|
|
for (var i in this.myGuildWarPositionList) {
|
||
|
|
var vo = this.myGuildWarPositionList[i];
|
||
|
|
if (vo) {
|
||
|
|
list.push(vo)
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return list;
|
||
|
|
},
|
||
|
|
|
||
|
|
//更新我方据点数据(变量更)
|
||
|
|
updateMyGuildWarPositionData: function (dataList) {
|
||
|
|
for (var k in dataList) {
|
||
|
|
var data = dataList[k];
|
||
|
|
this.myGuildWarPositionList[data.pos] = data;
|
||
|
|
gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildWarPositionDataEvent,data.pos,data);
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
//更新敌方据点数据(变量更)
|
||
|
|
updateEnemyGuildWarPositionData: function (dataList) {
|
||
|
|
for (var k in dataList) {
|
||
|
|
var data = dataList[k];
|
||
|
|
this.enemyGuildWarPositionList[data.pos] = data;
|
||
|
|
gcore.GlobalEvent.fire(GuildwarEvent.UpdateGuildWarPositionDataEvent,data.pos,data);
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
//设置联盟战状态数据
|
||
|
|
setGuildWarStatus: function (data) {
|
||
|
|
this.guildWarStatus = data.status || GuildwarConst.status.close;
|
||
|
|
this.guildWarStartTime = data.start_time || 0;
|
||
|
|
this.guildWarEndTime = data.end_time || 0;
|
||
|
|
this.guildWarEnemyFlag = data.flag || 0;
|
||
|
|
|
||
|
|
//当状态变为未开启时,清掉缓存数据
|
||
|
|
if (this.guildWarStatus == GuildwarConst.status.close) {
|
||
|
|
this.initConfig();
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
getENdTime(){
|
||
|
|
return this.guildWarEndTime;
|
||
|
|
},
|
||
|
|
|
||
|
|
getGuildWarStatus: function () {
|
||
|
|
return this.guildWarStatus
|
||
|
|
},
|
||
|
|
|
||
|
|
getGuildWarSurplusTime: function () {
|
||
|
|
return this.guildWarEndTime - client.socket.getTime();
|
||
|
|
},
|
||
|
|
|
||
|
|
getGuildWarEnemyFlag: function () {
|
||
|
|
return this.guildWarEnemyFlag
|
||
|
|
},
|
||
|
|
|
||
|
|
// --聯盟總戰力
|
||
|
|
setAvgPower(avg_power){
|
||
|
|
this.avg_power = avg_power || 0
|
||
|
|
},
|
||
|
|
|
||
|
|
getAvgPower(){
|
||
|
|
return this.avg_power || 0
|
||
|
|
},
|
||
|
|
} );
|
||
|
|
|
||
|
|
module.exports = GuildbatMod;
|