netobj

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Published: Nov 14, 2022 License: GPL-3.0 Imports: 14 Imported by: 0

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Constants

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Variables

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var ChaoIDs = []string{} /* 109 elements not displayed */

Functions

This section is empty.

Types

type BattleState

type BattleState struct {
	ScoreRecordedToday       bool                 `json:"hasRecordedScoreToday"`
	DailyBattleHighScore     int64                `json:"maxScore"`
	PrevDailyBattleHighScore int64                `json:"lastMaxScore"`
	BattleStartsAt           int64                `json:"startTime"`
	BattleEndsAt             int64                `json:"expireTime"`
	MatchedUpWithRival       bool                 `json:"matchedUpWithRival"`
	RivalID                  string               `json:"rivalId"`
	Wins                     int64                `json:"numWin"`
	Losses                   int64                `json:"numLose"`
	Draws                    int64                `json:"numDraw"`
	Failures                 int64                `json:"numLoseByDefault"`
	WinStreak                int64                `json:"goOnWin"`
	LossStreak               int64                `json:"goOnLosses"`
	BattleHistory            []obj.BattlePair     `json:"battleDataHistory"`
	PendingReward            bool                 `json:"pendingReward"`
	PendingRewardData        obj.RewardBattlePair `json:"pendingRewardData"`
}

TODO: Clean this up!

func DefaultBattleState

func DefaultBattleState() BattleState

func NewBattleState

func NewBattleState(scoreRecordedToday bool, dailyBattleHighScore, prevDailyBattleHighScore, battleStartTime, battleEndTime int64, matchedUpWithRival bool, rivalID string, wins, losses, draws, failures, winStreak, lossStreak int64, battleHistory []obj.BattlePair, pendingReward bool, pendingRewardData obj.RewardBattlePair) BattleState

type Chao

type Chao struct {
	obj.Chao
	Status    int64 `json:"status"` // enums.ChaoStatus*
	Level     int64 `json:"level"`
	Dealing   int64 `json:"setStatus"` // enums.ChaoDealing*
	NumInvite int64 `json:"numInvite"` // ?
	Acquired  int64 `json:"acquired"`  // appears in the game code as NumAcquired
}

func NewNetChao

func NewNetChao(chao obj.Chao, status, level, dealing, acquired int64) Chao

type ChaoRouletteGroup

type ChaoRouletteGroup struct {
	ChaoWheelOptions ChaoWheelOptions `json:"ORN_lastChaoWheelOptions"` // actual wheel options for this wheel
	WheelChao        []string         `json:"ORN_wheelChao"`            // what Chao/characters are in this wheel
	ChaoRouletteInfo RouletteInfo     `json:"ORN_chaoRouletteInfo"`     // may not be needed
}

func DefaultChaoRouletteGroup

func DefaultChaoRouletteGroup(playerState PlayerState, allowedCharacters, allowedChao []string, oldCharacters bool) ChaoRouletteGroup

type ChaoSpinPrize

type ChaoSpinPrize struct {
	ID     string `json:"chaoId"`
	Level  int64  `json:"level"`
	Rarity int64  `json:"rarity"`
}

func ChaoIDToChaoSpinPrize

func ChaoIDToChaoSpinPrize(chid string) ChaoSpinPrize

func CharacterIDToChaoSpinPrize

func CharacterIDToChaoSpinPrize(cid string) ChaoSpinPrize

func CharacterToChaoSpinPrize

func CharacterToChaoSpinPrize(char Character) ChaoSpinPrize

func GenericIDToChaoSpinPrize

func GenericIDToChaoSpinPrize(id string) ChaoSpinPrize

func NetChaoToChaoSpinPrize

func NetChaoToChaoSpinPrize(chao Chao) ChaoSpinPrize

type ChaoSpinResult

type ChaoSpinResult struct {
	WonPrize ChaoSpinPrize `json:"getChao"` // chao or character
	ItemList []obj.Item    `json:"itemList"`
	ItemWon  int64         `json:"itemWon"` // probably index of item in ItemList
}

func DefaultChaoSpinResultNoItems

func DefaultChaoSpinResultNoItems(wonPrize ChaoSpinPrize) ChaoSpinResult

type ChaoSpinResult2

type ChaoSpinResult2 struct {
	WonPrize ItemSpinPrize `json:"getItem"` // item??????????
	ItemList []obj.Item    `json:"itemList"`
	ItemWon  int64         `json:"itemWon"` // probably index of item in ItemList
}

type ChaoWheelOptions

type ChaoWheelOptions struct {
	Rarity               []int64        `json:"rarity"`
	ItemWeight           []int64        `json:"itemWeight"`
	CampaignList         []obj.Campaign `json:"campaignList"`
	SpinCost             int64          `json:"spinCost"`
	ChaoRouletteType     int64          `json:"chaoRouletteType"` // value from enums.ChaoWheelType*
	NumSpecialEgg        int64          `json:"numSpecialEgg"`
	RouletteAvailable    int64          `json:"rouletteAvailable"`    // flag
	NumChaoRouletteToken int64          `json:"numChaoRouletteToken"` // number of premium roulette tickets
	NumChaoRoulette      int64          `json:"numChaoRoulette"`      // == 0 --> chaoWheelOptions.IsTutorial
	StartTime            int64          `json:"startTime"`            // TODO: Is this needed?
	EndTime              int64          `json:"endTime"`              // TODO: Is this needed?
}

func DefaultChaoWheelOptions

func DefaultChaoWheelOptions(playerState PlayerState) ChaoWheelOptions

func NewChaoWheelOptions

func NewChaoWheelOptions(rarity, itemWeight []int64, campaignList []obj.Campaign, spinCost, chaoRouletteType, numSpecialEgg, rouletteAvailable, numChaoRouletteToken, numChaoRoulette, startTime, endTime int64) ChaoWheelOptions

type Character

type Character struct {
	obj.Character
	Status            int64          `json:"status"` // value from enums.CharacterStatus*
	Level             int64          `json:"level"`
	Exp               int64          `json:"exp"`
	Star              int64          `json:"star"`
	StarMax           int64          `json:"starMax"`
	LockCondition     int64          `json:"lockCondition"` // value from enums.LockCondition*
	CampaignList      []obj.Campaign `json:"campaignList"`
	AbilityLevel      []int64        `json:"abilityLevel"`    // levels for each ability
	AbilityNumRings   []int64        `json:"abilityNumRings"` // where is this being checked? I can't find the string using dnSpy...
	AbilityLevelUp    []int64        `json:"abilityLevelup"`  // according to the game code, this is supposed to be a list of ability IDs?
	AbilityLevelUpExp []int64        `json:"abilityLevelupExp,omitempty"`
}

func DefaultCharacter

func DefaultCharacter(char obj.Character) Character

func DefaultCharacterState

func DefaultCharacterState() []Character

func DefaultLockedCharacter

func DefaultLockedCharacter(char obj.Character) Character

func DefaultRouletteLockedCharacter

func DefaultRouletteLockedCharacter(char obj.Character) Character

func DefaultStageLockedCharacter

func DefaultStageLockedCharacter(char obj.Character) Character

func UnlockedCharacterState

func UnlockedCharacterState() []Character

type EventRaidbossState

type EventRaidbossState struct {
	ID               int64  `json:"raidbossId"`
	Level            int64  `json:"raidbossLevel"`
	Rarity           int64  `json:"raidbossRarity"` // 0: Normal, 1: Rare, 2: Super-rare
	HP               int64  `json:"raidbossHitPoint"`
	MaxHP            int64  `json:"raidbossMaxHitPoint"`
	Status           int64  `json:"raidbossStatus"`   // TODO: research
	EscapeAt         int64  `json:"raidbossEscapeAt"` // the time when the raid boss expires
	EncounterName    string `json:"encounterName"`
	EncounterFlg     int64  `json:"encounterFlg"`
	CrowdedFlg       int64  `json:"crowdedFlg"`       // raid boss is full?
	ParticipateCount int64  `json:"participateCount"` // number of people taking on this raid boss?
}

func DefaultRaidbossState

func DefaultRaidbossState() EventRaidbossState

func NewRaidbossState

func NewRaidbossState(id, level, rarity int64, encounterName string) EventRaidbossState

type EventState

type EventState struct {
	Param           int64 `json:"param"`
	RewardID        int64 `json:"rewardId"`
	PreviousEventID int64 `json:"ORN_prevEventId"`
}

func DefaultEventState

func DefaultEventState() EventState

func NewEventState

func NewEventState(param, rewardId, previousEventId int64) EventState

type EventUserRaidbossState

type EventUserRaidbossState struct {
	NumRaidbossRings       int64 `json:"numRaidbossRings"` // NOTE: these are different from normal rings!
	RaidBossEnergy         int64 `json:"raidbossEnergy"`
	RaidBossEnergyBuy      int64 `json:"raidbossEnergyBuy"`
	NumBeatedEncounter     int64 `json:"numBeatedEncounter"`  // number of times the boss has been defeated?
	NumBeatedEnterprise    int64 `json:"numBeatedEnterprise"` // ?
	NumRaidBossEncountered int64 `json:"numTotalEncountered"`
	EnergyRenewsAt         int64 `json:"raidbossEnergyRenewsAt"`
}

func DefaultUserRaidbossState

func DefaultUserRaidbossState() EventUserRaidbossState

type ItemSpinPrize

type ItemSpinPrize struct {
	ID     string `json:"itemId"`
	Level  int64  `json:"level"`
	Rarity int64  `json:"rarity"`
}

func ItemIDToItemSpinPrize

func ItemIDToItemSpinPrize(itemid string) ItemSpinPrize

type LoginBonusState

type LoginBonusState struct {
	CurrentFirstLoginBonusDay int64 `json:"currentFirstLoginBonusDay"` // this doesn't get reset when the login bonus resets
	CurrentLoginBonusDay      int64 `json:"currentLoginBonusDay"`
	LastLoginBonusTime        int64 `json:"lastLoginBonusTime"`
	NextLoginBonusTime        int64 `json:"nextLoginBonusTime"`
	LoginBonusStartTime       int64 `json:"loginBonusStartTime"`
	LoginBonusEndTime         int64 `json:"loginBonusEndTime"`
}

func DefaultLoginBonusState

func DefaultLoginBonusState(currentFirstLoginBonusDay int64) LoginBonusState

func NewLoginBonusState

func NewLoginBonusState(cflbd, clbd, llbt, nlbt, lbst, lbet int64) LoginBonusState

type MileageFriend

type MileageFriend struct {
	ID              string          `json:"friendId"`
	Name            string          `json:"name"`
	URL             string          `json:"url"`
	MileageMapState MileageMapState `json:"mapState"`
}

type MileageMapState

type MileageMapState struct {
	obj.MapInfo
	Episode          int64 `json:"episode"`
	Chapter          int64 `json:"chapter"`
	Point            int64 `json:"point"`            // point in episode
	StageTotalScore  int64 `json:"stageTotalScore"`  // TODO: discover use. This is very likely used for the total score gained in the current chapter, which means this value MUST be set to the total chapter score
	ChapterStartTime int64 `json:"chapterStartTime"` // TODO: discover use. Appears to be used for point item expiry?
}

func DefaultMileageMapState

func DefaultMileageMapState() MileageMapState

func (MileageMapState) AddScore

func (m MileageMapState) AddScore(score int64)

func (MileageMapState) AdvanceChapter

func (m MileageMapState) AdvanceChapter()

type OptionUserResult

type OptionUserResult struct {
	TotalSumHighScore      int64 `json:"totalSumHightScore"`      // highest total score recorded
	QuickTotalSumHighScore int64 `json:"quickTotalSumHightScore"` // same as above but for timed mode
	NumTakeAllRings        int64 `json:"numTakeAllRings"`         // total number of rings acquired ever
	NumTakeAllRedRings     int64 `json:"numTakeAllRedRings"`      // total number of red rings acquired ever
	NumChaoRoulette        int64 `json:"numChaoRoulette"`         // total times the chao roulette was spun
	NumItemRoulette        int64 `json:"numItemRoulette"`         // total times the item roulette was spun
	NumJackpot             int64 `json:"numJackPot"`              // total number of jackpots won ever
	NumMaximumJackpotRings int64 `json:"numMaximumJackPotRings"`  // biggest jackpot won
	NumSupport             int64 `json:"numSupport"`              // ?
}

func DefaultOptionUserResult

func DefaultOptionUserResult() OptionUserResult

type PlayCharacter

type PlayCharacter struct {
}

type Player

type Player struct {
	ID                     string                      `json:"userID"`
	Username               string                      `json:"username"`
	Password               string                      `json:"password"`
	MigrationPassword      string                      `json:"migrationPassword"` // used in migration
	UserPassword           string                      `json:"userPassword"`      // used in migration
	Key                    string                      `json:"key"`
	LastLogin              int64                       // TODO: use `json:"lastLogin"`
	PlayerState            PlayerState                 `json:"playerState"`
	CharacterState         []Character                 `json:"characterState"`
	ChaoState              []Chao                      `json:"chaoState"`
	EventState             EventState                  `json:"eventState"`
	EventUserRaidbossState EventUserRaidbossState      `json:"eventUserRaidboss"`
	OptionUserResult       OptionUserResult            `json:"optionUserResult"`
	MileageMapState        MileageMapState             `json:"mileageMapState"`
	MileageFriends         []MileageFriend             `json:"mileageFriendList"`
	PlayerVarious          PlayerVarious               `json:"playerVarious"`
	LastWheelOptions       WheelOptions                `json:"ORN_wheelOptions"` // TODO: Make RouletteGroup to hold LastWheelOptions and RouletteInfo?
	RouletteInfo           RouletteInfo                `json:"ORN_rouletteInfo"`
	ChaoRouletteGroup      ChaoRouletteGroup           `json:"ORN_chaoRouletteGroup"`
	PersonalEvents         []eventconf.ConfiguredEvent `json:"ORN_personalEvents"`
	Suspended              bool                        `json:"ORN_suspended"`
	OperatorMessages       []obj.OperatorMessage       `json:"operatorMessageList"`
	BattleState            BattleState                 `json:"battleState"`
	LoginBonusState        LoginBonusState             `json:"loginBonusState"`
}

func NewPlayer

func NewPlayer(id, username, password, migrationPassword, userPassword, key string, playerState PlayerState, characterState []Character, chaoState []Chao, eventState EventState, eventUserRaidbossState EventUserRaidbossState, optionUserResult OptionUserResult, mileageMapState MileageMapState, mf []MileageFriend, playerVarious PlayerVarious, wheelOptions WheelOptions, rouletteInfo RouletteInfo, chaoRouletteGroup ChaoRouletteGroup, personalEvents []eventconf.ConfiguredEvent, suspended bool, operatorMessages []obj.OperatorMessage, battleState BattleState, loginBonusState LoginBonusState) Player

func (*Player) AcceptOperatorMessage

func (p *Player) AcceptOperatorMessage(id int64) interface{}

func (*Player) AddAnimals

func (p *Player) AddAnimals(amount int64)

func (*Player) AddDistance

func (p *Player) AddDistance(amount int64)

func (*Player) AddEnergy

func (p *Player) AddEnergy(amount int64)

func (*Player) AddItem

func (p *Player) AddItem(item obj.Item)

func (*Player) AddNetChao

func (p *Player) AddNetChao(netchao Chao) bool

func (*Player) AddNewChao

func (p *Player) AddNewChao(chao obj.Chao) bool

func (*Player) AddNewChaoByID

func (p *Player) AddNewChaoByID(chid string) bool

func (*Player) AddOperatorMessage

func (p *Player) AddOperatorMessage(messageContents string, item obj.MessageItem, expiresAfter int64)

func (*Player) AddRedRings

func (p *Player) AddRedRings(amount int64)

func (*Player) AddRings

func (p *Player) AddRings(amount int64)

func (p *Player) Save() {

}

TODO: remove any functions that access p.PlayerState since we are not calling from a pointer anyways and it will not modify the object

func (*Player) AllChaoMaxLevel

func (p *Player) AllChaoMaxLevel(legacyCap bool) bool

func (*Player) AllCharactersMaxLevel

func (p *Player) AllCharactersMaxLevel() bool

func (*Player) ApplyHighDistance

func (p *Player) ApplyHighDistance(amount int64)

func (*Player) ApplyHighScore

func (p *Player) ApplyHighScore(score int64) bool

func (*Player) CleanUpExpiredOperatorMessages

func (p *Player) CleanUpExpiredOperatorMessages()

func (*Player) GetAllMaxLevelIDs

func (p *Player) GetAllMaxLevelIDs(legacyCap bool) []string

func (*Player) GetAllNonMaxedChao

func (p *Player) GetAllNonMaxedChao(legacyCap bool) []string

func (*Player) GetAllNonMaxedChaoAndCharacters

func (p *Player) GetAllNonMaxedChaoAndCharacters(legacyCap bool) []string

func (*Player) GetAllNonMaxedCharacters

func (p *Player) GetAllNonMaxedCharacters() []string

func (*Player) GetAllOperatorMessageIDs

func (p *Player) GetAllOperatorMessageIDs() []int64

func (*Player) GetChao

func (p *Player) GetChao(chid string) (Chao, error)

func (*Player) GetChara

func (p *Player) GetChara(cid string) (Character, error)

func (*Player) GetMainChao

func (p *Player) GetMainChao() (Chao, error)

func (*Player) GetMainChara

func (p *Player) GetMainChara() (Character, error)

func (*Player) GetMaxLevelChao

func (p *Player) GetMaxLevelChao(legacyCap bool) []Chao

func (*Player) GetMaxLevelChaoIDs

func (p *Player) GetMaxLevelChaoIDs(legacyCap bool) []string

func (*Player) GetMaxLevelCharacterIDs

func (p *Player) GetMaxLevelCharacterIDs() []string

func (*Player) GetMaxLevelCharacters

func (p *Player) GetMaxLevelCharacters() []Character

func (*Player) GetSubChao

func (p *Player) GetSubChao() (Chao, error)

func (*Player) GetSubChara

func (p *Player) GetSubChara() (Character, error)

func (*Player) HasChao

func (p *Player) HasChao(chid string) bool

func (*Player) IndexOfChao

func (p *Player) IndexOfChao(chid string) int

func (*Player) IndexOfChara

func (p *Player) IndexOfChara(cid string) int

func (*Player) IndexOfItem

func (p *Player) IndexOfItem(iid string) int

func (*Player) RemoveAllItemsOf

func (p *Player) RemoveAllItemsOf(iid string)

func (*Player) RemoveFromOperatorMessages

func (p *Player) RemoveFromOperatorMessages(index int)

func (*Player) RemoveItemOf

func (p *Player) RemoveItemOf(iid string) bool

func (*Player) SetMainChao

func (p *Player) SetMainChao(chid string)

func (*Player) SetMainCharacter

func (p *Player) SetMainCharacter(cid string)

func (*Player) SetPassword

func (p *Player) SetPassword(password string)

func (*Player) SetSubChao

func (p *Player) SetSubChao(chid string)

func (*Player) SetSubCharacter

func (p *Player) SetSubCharacter(cid string)

func (*Player) SetUsername

func (p *Player) SetUsername(username string)

func (*Player) SubAnimals

func (p *Player) SubAnimals(amount int64)

func (*Player) SubEnergy

func (p *Player) SubEnergy(amount int64)

func (*Player) SubRedRings

func (p *Player) SubRedRings(amount int64)

func (*Player) SubRings

func (p *Player) SubRings(amount int64)

type PlayerState

type PlayerState struct {
	Items                     []obj.Item `json:"items"`         // items owned
	EquippedItemIDs           []string   `json:"equipItemList"` // default is list of 3 "-1"s. look to be item ids
	MainCharaID               string     `json:"mainCharaID"`
	SubCharaID                string     `json:"subCharaID"`
	MainChaoID                string     `json:"mainChaoID"`
	SubChaoID                 string     `json:"subChaoID"`
	NumRings                  int64      `json:"numRings,string"`           // number of rings
	NumBuyRings               int64      `json:"numBuyRings,string"`        // number of rings purchased
	NumRedRings               int64      `json:"numRedRings,string"`        // number of red rings
	NumBuyRedRings            int64      `json:"numBuyRedRings,string"`     // number of red rings purchased
	Energy                    int64      `json:"energy,string"`             // energy/'lives'
	EnergyBuy                 int64      `json:"energyBuy,string"`          // ?
	EnergyRenewsAt            int64      `json:"energyRenewsAt"`            // does 0 mean it is instant?
	MumMessages               int64      `json:"mumMessages"`               // number of unread messages
	RankingLeague             int64      `json:"rankingLeague,string"`      // 'league index'
	QuickRankingLeague        int64      `json:"quickRankingLeague,string"` // same as above, but for timed mode
	NumRouletteTicket         int64      `json:"numRouletteTicket,string"`
	NumChaoRouletteTicket     int64      `json:"numChaoRouletteTicket"` // This isn't a requirement from the game for PlayerState, but is useful to have here
	ChaoEggs                  int64      `json:"chaoEggs"`              // Same as above
	HighScore                 int64      `json:"totalHighScore,string"`
	TimedHighScore            int64      `json:"quickTotalHighScore,string"`
	TotalDistance             int64      `json:"totalDistance,string"`
	HighDistance              int64      `json:"maximumDistance,string"` // high distance in one go? (appears as "Longest Run (m)" in user stats)
	DailyMissionID            int64      `json:"dailyMissionId,string"`
	DailyMissionEndTime       int64      `json:"dailyMissionEndTime"` // 11:59 pm of current day
	DailyChallengeValue       int64      `json:"dailyChallengeValue"` // internally listed as ProgressStatus... Current day of the challenge?
	DailyChallengeComplete    int64      `json:"dailyChallengeComplete"`
	NumDailyChallenge         int64      `json:"numDailyChalCont"`
	NumPlaying                int64      `json:"numPlaying,string"` // possibly the number of times played?
	Animals                   int64      `json:"numAnimals,string"`
	Rank                      int64      `json:"numRank,string"`
	TotalScore                int64      `json:"ORN_totalScore,string"`
	TimedTotalScore           int64      `json:"ORN_timedTotalScore,string"`
	HighScoreThisPeriod       int64      `json:"ORN_highScoreThisPeriod,string"`
	TimedHighScoreThisPeriod  int64      `json:"ORN_timedHighScoreThisPeriod,string"`
	TotalScoreThisPeriod      int64      `json:"ORN_totalScoreThisPeriod,string"`
	TimedTotalScoreThisPeriod int64      `json:"ORN_timedTotalScoreThisPeriod,string"`
	WeeklyScoresExpireAt      int64      `json:"ORN_weeklyScoresExpireAt,string"`
	DailyChalCatNum           int64      `json:"ORN_dailyChalCatNum,string"`
	DailyChalSetNum           int64      `json:"ORN_dailyChalSetNum,string"`
	DailyChalPosNum           int64      `json:"ORN_dailyChalPosNum,string"`
	NextNumDailyChallenge     int64      `json:"ORN_nextNumDailyChalCont"`
}

func DefaultPlayerState

func DefaultPlayerState() PlayerState

type PlayerVarious

type PlayerVarious struct {
	CmSkipCount          int64 `json:"cmSkipCount"`       // no clear purpose
	EnergyRecoveryMax    int64 `json:"energyRecoveryMax"` // max time-recoverable energy
	EnergyRecoveryTime   int64 `json:"energyRecveryTime"` // time until energy recovery
	OnePlayCmCount       int64 `json:"onePlayCmCount"`
	OnePlayContinueCount int64 `json:"onePlayContinueCount"` // number of continues allowed
	IsPurchased          int64 `json:"isPurchased"`
}

func DefaultPlayerVarious

func DefaultPlayerVarious() PlayerVarious

type RaidBossGroup

type RaidBossGroup struct {
	CurrentRaidBoss      EventRaidbossState   `json:"ORN_currentRaidBoss"`
	PreviousRaidBosses   []EventRaidbossState `json:"ORN_previousRaidBosses`
	AverageRaidBossLevel int64                `json:"ORN_averageRaidBossLevel"`
	NextID               int64                `json:"ORN_nextId"`
}

type RaidbossWheelOptions

type RaidbossWheelOptions struct {
	Items                []string       `json:"items"`
	Item                 []int64        `json:"item"`
	ItemWeight           []int64        `json:"itemWeight"`
	ItemWon              int64          `json:"itemWon"`
	NextFreeSpin         int64          `json:"nextFreeSpin"` // midnight (start of next day)
	RouletteRank         int64          `json:"rouletteRank"`
	NumSpecialEgg        int64          `json:"numSpecialEgg"`
	NumRouletteToken     int64          `json:"numRouletteToken"`
	NumJackpotRing       int64          `json:"numJackpotRing"`
	NumRemainingRoulette int64          `json:"numRemainingRoulette"`
	SpinID               int64          `json:"spinID"`
	CostItemList         []obj.CostItem `json:"costItemList"`
}

func DefaultRaidbossWheelOptions

func DefaultRaidbossWheelOptions(numRouletteTicket, numSpecialEgg, rouletteCountInPeriod, rouletteRank, freeSpins int64) RaidbossWheelOptions

type RouletteInfo

type RouletteInfo struct {
	RoulettePeriodEnd     int64 `json:"ORN_roulettePeriodEnd"`
	RouletteCountInPeriod int64 `json:"ORN_rouletteCountInPeriod"`
	GotJackpotThisPeriod  bool  `json:"ORN_gotJackpotThisPeriod"`
}

func DefaultRouletteInfo

func DefaultRouletteInfo() RouletteInfo

type ServerHighScoreEntry

type ServerHighScoreEntry struct {
	HighScore int64  `json:"highScore"`
	UserID    string `json:"userId"`
	Timestamp int64  `json:"timestamp"`
}

func NewServerHighScoreEntry

func NewServerHighScoreEntry(highScore int64, uid string) ServerHighScoreEntry

type WheelOptions

type WheelOptions struct {
	Items                []string   `json:"items"`
	Item                 []int64    `json:"item"`
	ItemWeight           []int64    `json:"itemWeight"`
	ItemWon              int64      `json:"itemWon"`
	NextFreeSpin         int64      `json:"nextFreeSpin"` // midnight (start of next day)
	SpinCost             int64      `json:"spinCost"`     // TODO: where is this used?
	RouletteRank         int64      `json:"rouletteRank"`
	NumRouletteToken     int64      `json:"numRouletteToken"`
	NumJackpotRing       int64      `json:"numJackpotRing"`
	NumRemainingRoulette int64      `json:"numRemainingRoulette"`
	ItemList             []obj.Item `json:"itemList"`
}

func DefaultWheelOptions

func DefaultWheelOptions(numRouletteTicket, rouletteCountInPeriod, rouletteRank, freeSpins int64) WheelOptions

func UpgradeWheelOptions

func UpgradeWheelOptions(origWheel WheelOptions, numRouletteTicket, rouletteCountInPeriod, freeSpins int64) WheelOptions

type WheelSpinInfo

type WheelSpinInfo struct {
	ID    string `json:"id"`
	Start int64  `json:"start"`
	End   int64  `json:"end"`
	Param string `json:"param"`
}

func DefaultWheelSpinInfoList

func DefaultWheelSpinInfoList() []WheelSpinInfo

func NewWheelSpinInfo

func NewWheelSpinInfo(id, param string) WheelSpinInfo

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