netobj

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Published: Feb 10, 2024 License: GPL-3.0 Imports: 14 Imported by: 0

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Constants

This section is empty.

Variables

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

Functions

func VerifyTransferPasswordAndGetPlayerID

func VerifyTransferPasswordAndGetPlayerID(transferCreds TransferCredentials, userPassword string) (bool, string)

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"` // very rarely gets incremented, but game expects it so it's here
	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"`
	WantsStricterMatchmaking bool                 `json:"wantsStricterMatchmaking"`
	NextRerollAvailableAt    int64                `json:"nextRerollAvailableAt"`
}

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, wantsStricterMatchmaking bool, nextRerollAvailableAt int64) BattleState

type Chao

type Chao struct {
	obj.Chao
	Status   int64 `json:"status"` // enums.ChaoStatus*
	Level    int64 `json:"level"`
	Dealing  int64 `json:"setStatus"` // enums.ChaoDealing*
	Acquired int64 `json:"acquired"`  // flag
}

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) 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"` // TODO: what does this do?
	ItemWon  int64         `json:"itemWon"`  // probably index of item in ItemList
}

func DefaultChaoSpinResultNoItems

func DefaultChaoSpinResultNoItems(wonPrize ChaoSpinPrize) ChaoSpinResult

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"`  // this is a list of items using enums.ItemID*
	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 DefaultRouletteOnlyLockedCharacter

func DefaultRouletteOnlyLockedCharacter(char obj.Character) Character

func DefaultSpecialLockedCharacter

func DefaultSpecialLockedCharacter(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 DefaultRaidbossState2

func DefaultRaidbossState2() EventRaidbossState

func DefaultRaidbossState3

func DefaultRaidbossState3() 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"` // record-keeping, to see which reward ID we're currently on so we don't double-reward gifts
}

func DefaultEventState

func DefaultEventState() EventState

func NewEventState

func NewEventState(param, rewardID 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 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"`
	MileageMapState       MileageMapState             `json:"mileageMapState"`
	MileageFriends        []MileageFriend             `json:"mileageFriendList"`
	PlayerVarious         PlayerVarious               `json:"playerVarious"`
	OptionUserResult      OptionUserResult            `json:"optionUserResult"`
	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"`
	Messages              []obj.Message               `json:"messageList"`
	OperatorMessages      []obj.OperatorMessage       `json:"operatorMessageList"`
	LoginBonusState       LoginBonusState             `json:"loginBonusState"`
	InRun                 bool                        `json:"inRun"`
	EventState            EventState                  `json:"eventState"`
	ResetCount            int64                       `json:"resetCount"` // Automatically incremented when Debug_ResetPlayer is executed on the player, for bookkeeping purposes
	BattleState           BattleState                 `json:"battleState"`
	DisallowInactivePurge bool                        `json:"disallowInactivePurge"`
	LastLoginPlatformID   int64                       `json:"lastLoginPlatformID`
}

func NewPlayer

func NewPlayer(id, username, password, migrationPassword, userPassword, key string, playerState PlayerState, characterState []Character, chaoState []Chao, mileageMapState MileageMapState, mf []MileageFriend, playerVarious PlayerVarious, optionUserResult OptionUserResult, wheelOptions WheelOptions, rouletteInfo RouletteInfo, chaoRouletteGroup ChaoRouletteGroup, personalEvents []eventconf.ConfiguredEvent, messages []obj.Message, operatorMessages []obj.OperatorMessage, loginBonusState LoginBonusState, inRun bool, eventState EventState, resetCount int64, battleState BattleState, disallowInactivePurge bool, lastLoginPlatformID int64) Player

func (*Player) AcceptMessage

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

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() 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) CleanUpExpiredMessages

func (p *Player) CleanUpExpiredMessages()

func (*Player) CleanUpExpiredOperatorMessages

func (p *Player) CleanUpExpiredOperatorMessages()

func (*Player) FixUpOperatorMessages

func (p *Player) FixUpOperatorMessages()

func (*Player) GetAllMaxLevelIDs

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

func (*Player) GetAllMessageIDs

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

func (*Player) GetAllNonMaxedChao

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

func (*Player) GetAllNonMaxedChaoAndCharacters

func (p *Player) GetAllNonMaxedChaoAndCharacters() []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() []Chao

func (*Player) GetMaxLevelChaoIDs

func (p *Player) GetMaxLevelChaoIDs() []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) HasChara

func (p *Player) HasChara(cid 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) RemoveFromMessages

func (p *Player) RemoveFromMessages(index int)

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?
	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"` // ?
	Animals                int64      `json:"numAnimals,string"`
	Rank                   int64      `json:"numRank,string"`
	DailyChalCatNum        int64      `json:"ORN_dailyChalCatNum,string"`
	DailyChalSetNum        int64      `json:"ORN_dailyChalSetNum,string"`
	DailyChalPosNum        int64      `json:"ORN_dailyChalPosNum,string"`
	NextNumDailyChallenge  int64      `json:"ORN_nextNumDailyChalCont"`
	MainCharaLevel         int64      `json:"mainCharaLevel"`
	MainChaoLevel          int64      `json:"mainChaoLevel"`
	SubChaoLevel           int64      `json:"subChaoLevel"`
}

func DefaultPlayerState

func DefaultPlayerState() PlayerState

type PlayerVarious

type PlayerVarious struct {
	CmSkipCount          int64 `json:"cmSkipCount"` // no clear purpose
	EnergyRecoveryMax    int64 `json:"energyRecoveryMax"`
	EnergyRecoveryTime   int64 `json:"energyRecveryTime"`
	OnePlayCmCount       int64 `json:"onePlayCmCount"`       // number of ad continues per run??? no effect in 2.x
	OnePlayContinueCount int64 `json:"onePlayContinueCount"` // number of RSR continues per run
	IsPurchased          int64 `json:"isPurchased"`          // removes ads? doesn't seem to do anything in 2.x
}

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 TransferCredentials

type TransferCredentials struct {
	TransferID       string `json:"transferId"`
	TransferPassword string `json:"transferPassword"`
	PlayerID         string `json:"playerId"`
}

func DefaultTransferCredentials

func DefaultTransferCredentials() TransferCredentials

func PlayerToTransferCredentials

func PlayerToTransferCredentials(player Player) TransferCredentials

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"`
	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

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