增加修炼功能
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@@ -6,20 +6,25 @@ public interface IGameEquService
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Task<game_equ> GetEquInfo(int equId);
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Task<game_equ_suit> GetEuqSuitInfo(string suitCode);
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#endregion
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#region 用户装备
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Task<List<unit_user_equ>> GetUserEquData(string userId, int type, string equName, int PageIndex, int PageSize,
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RefAsync<int> Total, bool isRemOn = false);
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RefAsync<int> Total, bool isRemOn = false, bool isRemLock = false);
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Task<List<unit_user_equ>> GetUserEquData(string userId, int equId);
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Task<List<unit_user_equ>> GetUserEquData(string userId, string code, List<string> noUeId);
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Task<unit_user_equ> GetUserEquInfo(string ueId);
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Task<int> GetUserEquByEquIdCount(string userId, int equId);
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Task<List<unit_user_equ>> GetUserEquByEquId(string userId, int equId);
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Task<bool> AddUserEqu(string userId, int equId, int count, string remark);
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Task<bool> AddUserEqu(unit_user_equ equData, string remark);
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Task<unit_user_equ> AddUserEqu(string userId, int equId, bool rdAttr = false, string remark = "");
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Task<bool> UpdateUserEquInfo(unit_user_equ equData, bool isAddLog = false, string code = "",
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string remark = "");
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Task<bool> DeductUserEqu(string userId, List<unit_user_equ> equData, string remark);
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Task<bool> DeductUserEqu(string userId, int equId, int count, string remark);
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@@ -27,13 +32,36 @@ public interface IGameEquService
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bool isAddAttr = false);
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Task<List<unit_user_equ>> GetUserOnEqu(string userId);
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Task<UserAttrModel> GetUserEquAttrModel(string userId);
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Task<bool> EquOnOrDown(unit_user_equ data, int state);
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Task<List<UserEquSuit>> GetUserEquSuit(string userId);
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Task<List<AttrItem>> GetUserEquSuitAttrInfo(string userId);
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#endregion
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#region 辅助
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#region 觉醒相关
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Task<game_equ_awaken> GetEquAwakenInfo(string atId);
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Task<game_equ_awaken> GetRandomOneAwakenByCode(string code);
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Task<EquAwakenData> GetEquAwakenInfoByLev(string atId, int lev);
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#endregion
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#region 洗练属性/词条
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Task<List<AttrItem>> GetRandomEquAttr(string equCode, int lev);
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#endregion
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#region 强化相关
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Task<game_equ_up> GetUserEquUpData(int lev);
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#endregion
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#region 辅助
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Task<int> GetUserEquWeightSum(string userId);
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Task<game_equ_make> GetMakeEquByGoodsId(int goodsId);
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#endregion
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}
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@@ -0,0 +1,26 @@
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namespace Application.Domain;
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public interface IGameFightService
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{
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#region 用户战斗索引
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Task<List<string>> GetUserFight(string userId);
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Task<bool> RemoveUserFight(string userId, string fightId);
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#endregion
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#region 战斗信息
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Task<game_fight_data> GetFightInfo(string fightId);
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Task<long> GetFightBlood(string keyId, long maxBlood);
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Task SetFightBlood(string keyId, long blood);
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Task AddFightHarm(string fightId, string userId, long harm);
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Task<bool> AddFight(string fightId, string areaCode, string keyId, string mainId, string code,
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string scene, string mapId,
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string userId, long exp = 0, long copper = 0, long petExp = 0, string award = "", string pars = "");
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Task<bool> SetFightWin(string fightId, string winUser);
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#endregion
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#region 战斗相关
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#endregion
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}
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@@ -29,7 +29,11 @@ public interface IGameGoodsService
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#endregion
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#region 船只
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Task<game_ship> GetShipInfo(int shipId);
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#region 药品
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Task<string> CheckUseDrug(string userId, int goodsId, string drugConfig, string scene = "");
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Task<bool> UseDrug(string userId, int goodsId, string drugConfig, string scene = "");
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#endregion
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}
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@@ -18,6 +18,7 @@ public interface IGameMapService
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#region 用户地图
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Task<string> GetUserOnMapId(string userId);
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Task<game_city_map> GetUserOnToMapInfo(string userId);
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Task<unit_user_online> GetUserOnMap(string userId);
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Task UpdateUserOnMap(string userId, string ip, string mapId);
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Task<bool> UpdateUserOnMap(unit_user_online data, string mapId);
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@@ -0,0 +1,20 @@
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namespace Application.Domain;
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public interface IGameMonsterService
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{
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#region 基础资源库
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Task<game_monster> GetMonsterInfo(string monsterId);
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#endregion
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#region 地图怪物
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Task<List<game_monster_map>> GetMonsterDataByMap(string mapId);
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Task<game_monster_map> GetMapMonsterInfo(string mmId);
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Task<bool> CreateMonsterToMap(string userId, string mapId, string areaCode, string monsterId,
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int count = 1, int time = 0, string par = "");
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Task<unit_user_monster> GetCreateMonsterInfo(string umId);
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Task<List<MapMonsterModel>> GetMapMonster(string userId, string mapId, string teamId);
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#endregion
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}
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@@ -0,0 +1,6 @@
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namespace Application.Domain;
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public interface IGameDicService
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{
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Task<game_dic> GetDicInfo(string code);
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}
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@@ -43,4 +43,11 @@ public interface IMessageService
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List<MsgEventBtn> btns = null, int days = 10);
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#endregion
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#region 广播消息
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Task<List<game_broadcast>> GetBroadcastData(int area);
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Task<bool> SendBroadcast(string userId, string code, string msg);
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#endregion
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}
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@@ -4,9 +4,10 @@ public interface IUnitUserAttrService
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{
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#region 个人属性
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Task<UserAttrModel> GetUserAttrModel(string userId);
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Task<UserAttrModel> GetUserAttrModel(string userId, string scene = "Default");
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Task<unit_user_attr> GetUserAttr(string userId);
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Task<int> GetUserLev(string userId);
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#endregion
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#region 体力操作
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@@ -29,6 +30,7 @@ public interface IUnitUserAttrService
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Task<bool> UpdateUserMorale(string userId, int op, int count);
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Task<bool> CheackRecoverMorale(string userId);
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Task LockRecoverMorale(string userId);
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#endregion
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#region 活力
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@@ -43,6 +45,42 @@ public interface IUnitUserAttrService
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Task<bool> UpdateOnLineTime(string userId, string code, int time);
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#endregion
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#region 药品栏
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Task<unit_user_drug> GetUserDrug(string userId);
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Task<bool> UpdateUserDrug(unit_user_drug data);
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#endregion
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#region BUFF状态
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Task<List<unit_user_state>> GetUserStateData(string userId, string scene = "Default");
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Task<bool> AddUserState(string userId, string groupId, string name, string scene, string tips,
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List<AttrItem> attr, int time, int count = 1);
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#endregion
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#region 游戏资源储备
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Task<List<unit_user_stock>> GetUserStock(string userId, string code = "Default");
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Task<bool> AddUserStock(string userId, string goodsId,string name, string type, string code, long sign,
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string par = "",
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int minute = 0);
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Task<bool> UpdateUserStock(unit_user_stock data);
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#endregion
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#region 负面状态
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Task<List<unit_user_load>> GetUserLoadState(string userId);
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Task<bool> AddUserLoadState(string userId, string name, string code);
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Task<bool> RandomRemoveUserLoadState(string userId, int count);
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Task RemoveUserLoadState(string userId);
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#endregion
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}
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@@ -19,7 +19,7 @@ public interface IUnitUserWeight
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Task<bool> UpdateUserShipOnWeight(string userId, int op, int weight);
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Task<bool> CheakUserShipWeight(string userId, int useWeight);
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Task<bool> DeleteUserShip(string usId, string userId);
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Task<bool> AddUserShip(string userId, string name, int goodsId, int speed, int weight);
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Task<bool> AddUserShip(string userId, string name, int goodsId, int speed, int weight,int copper,long sale,string remark);
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#endregion
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