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🏷️ 添加数据库中的深渊相关类型
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1
src/types/Game/Abyss.d.ts
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src/types/Game/Abyss.d.ts
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/**
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* @file types Game Abyss.d.ts
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* @description 游戏深渊相关类型定义文件
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* @todo v0.1.5 不使用
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* @author BTMuli<bt-muli@outlook.com>
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* @since Alpha v0.2.0
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*/
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127
src/types/Sqlite/Abyss.d.ts
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src/types/Sqlite/Abyss.d.ts
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/**
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* @file types Sqlite Abyss.d.ts
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* @description 数据库深境螺旋相关类型定义文件
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* @author BTMuli <bt-muli@outlook.com>
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* @since Alpha v0.2.0
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*/
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declare namespace TGApp.Sqlite.Abyss {
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/**
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* @description 数据库-深境螺旋表
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* @since Alpha v0.2.0
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* @interface SingleTable
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* @property {number} id - 深境螺旋 ID
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* @property {string} startTime - 开始时间
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* @property {string} endTime - 结束时间
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* @property {number} totalBattleTimes - 总战斗次数
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* @property {number} totalWinTimes - 总胜利次数
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* @property {string} maxFloor - 最深抵达
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* @property {number} totalStar - 总星数
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* @property {boolean} isUnlock - 是否解锁
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* @property {Character[]} revealRank - 出战次数
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* @property {Character[]} defeatRank - 最多击破数
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* @property {Character[]} damageRank - 最强一击
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* @property {Character[]} takeDamageRank - 承受最多伤害
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* @property {Character[]} normalSkillRank - 元素战技释放数
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* @property {Character[]} energySkillRank - 元素爆发次数
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* @property {Floor[]} floors - 深境螺旋各层数据
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* @property {string} updated - 更新时间
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* @return SingleTable
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*/
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export interface SingleTable {
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id: number
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startTime: string
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endTime: string
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totalBattleTimes: number
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totalWinTimes: number
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maxFloor: string
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totalStar: number
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isUnlock: 0 | 1
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revealRank: Character[]
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defeatRank: Character[]
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damageRank: Character[]
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takeDamageRank: Character[]
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normalSkillRank: Character[]
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energySkillRank: Character[]
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floors: Floor[]
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updated: string
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}
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/**
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* @description 数据库-深境螺旋表-角色数据
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* @since Alpha v0.2.0
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* @interface Character
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* @property {number} id - 角色 ID
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* @property {number} value - 值
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* @property {number} star - 星级
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* @return Character
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*/
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export interface Character {
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id: number
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value: number
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star: number
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}
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/**
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* @description 数据库-深境螺旋表-层数据
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* @since Alpha v0.2.0
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* @interface Floor
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* @property {number} id - 层 ID
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* @property {number} winStar - 获得星数
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* @property {number} maxStar - 最大星级
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* @property {boolean} isUnlock - 是否解锁
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* @property {Level[]} levels - 关卡数据
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* @return Floor
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*/
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export interface Floor {
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id: number
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winStar: number
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maxStar: number
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isUnlock: 0 | 1
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levels: Level[]
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}
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/**
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* @description 数据库-深境螺旋表-关卡数据
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* @since Alpha v0.2.0
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* @interface Level
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* @property {number} id - 关卡 ID
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* @property {number} winStar - 获得星数
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* @property {number} maxStar - 最大星级
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* @property {Battle} upBattle - 上半场数据
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* @property {Battle} downBattle - 下半场数据
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* @return Level
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*/
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export interface Level {
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id: number
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winStar: number
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maxStar: number
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upBattle: Battle
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downBattle: Battle
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}
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/**
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* @description 数据库-深境螺旋表-战斗数据
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* @since Alpha v0.2.0
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* @interface Battle
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* @property {string} time - 时间
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* @property {CharacterInfo[]} characters - 角色数据
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* @return Battle
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*/
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export interface Battle {
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time: string
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characters: CharacterInfo[]
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}
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/**
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* @description 数据库-深境螺旋表-角色数据
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* @since Alpha v0.2.0
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* @interface CharacterInfo
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* @extends Character
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* @property {number} level - 等级
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* @return CharacterInfo
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*/
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export interface CharacterInfo extends Character {
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level: number
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}
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}
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