slot0 = class("SeasonInfo", import(".BaseVO")) slot0.RECOVER_UP_COUNT = 5 slot0.MAX_FIGHTCOUNT = 10 slot0.RECOVER_UP_SIX_HOUR = 6 slot0.RECOVER_UP_TWELVE_HOUR = 12 slot0.INIT_POINT = pg.arena_data_rank[1].point slot0.ONE_SEASON_TIME = 1209600 function slot0.Ctor(slot0, slot1) slot0.score = slot1.score or 0 slot0.rank = slot1.rank slot0.fightCount = slot1.fight_count slot0.resetTime = slot1.fight_count_reset_time slot0.flashTargetCount = slot1.flash_target_count + 1 slot0.score = slot0.score + uv0.INIT_POINT for slot6, slot7 in ipairs(slot1.vanguard_ship_id_list) do table.insert({}, slot7) end for slot6, slot7 in ipairs(slot1.main_ship_id_list) do table.insert(slot2, slot7) end slot0.fleet = Fleet.New({ ship_list = slot2 }) slot0.rivals = {} for slot6, slot7 in ipairs(slot1.target_list) do table.insert(slot0.rivals, Rival.New(slot7)) end slot0.preRivals = slot0.rivals end function slot0.getFlashCount(slot0) return slot0.flashTargetCount end function slot0.increaseFlashCount(slot0) slot0.flashTargetCount = slot0.flashTargetCount + 1 end function slot0.resetFlashCount(slot0) slot0.flashTargetCount = 0 end function slot0.getconsumeGem(slot0) return slot0.getMilitaryRank(slot0.score, slot0.rank).refresh_price[slot0.flashTargetCount] or slot1.refresh_price[#slot1.refresh_price] end function slot0.updateRank(slot0, slot1) slot0.rank = slot1 end function slot0.updateScore(slot0, slot1) slot0.score = slot1 end function slot0.getRivals(slot0) return Clone(slot0.rivals) end function slot0.updateRivals(slot0, slot1) slot0.preRivals = slot0.rivals slot0.rivals = slot1 end function slot0.updateFleet(slot0, slot1) slot0.fleet = slot1 end function slot0.canExercise(slot0) return slot0.fightCount > 0 end function slot0.reduceExerciseCount(slot0) slot0.fightCount = slot0.fightCount - 1 end function slot0.updateExerciseCount(slot0, slot1) slot0.fightCount = math.min(slot0.fightCount + slot1, uv0.MAX_FIGHTCOUNT) end function slot0.setExerciseCount(slot0, slot1) slot0.fightCount = slot1 end function slot0.updateResetTime(slot0, slot1) slot0.resetTime = slot1 end function slot0.getMilitaryRank(slot0, slot1) slot2 = nil for slot7 = #pg.arena_data_rank.all, 1, -1 do slot8 = slot3.all[slot7] if slot3[slot8].order ~= 0 then if slot1 <= slot3[slot8].order and slot3[slot8].point <= slot0 then slot2 = slot3[slot8] break end elseif slot9 <= slot0 then slot2 = slot3[slot8] break end end return slot2 or slot3[slot3.all[1]] end function slot0.getNextMilitaryRank(slot0, slot1) slot3 = pg.arena_data_rank[uv0.getMilitaryRank(slot0, slot1).id + 1] or pg.arena_data_rank[#pg.arena_data_rank.all] return slot3.name, slot3.point, slot3.order end function slot0.maxRankScore() slot0 = pg.arena_data_rank slot1 = slot0[slot0.all[#slot0.all]] return slot1.name, slot1.point end function slot0.getEmblem(slot0, slot1) return math.min(math.max(uv0.getMilitaryRank(slot0, slot1).id, 1), 14) end function slot0.getMainShipIds(slot0) return slot0.fleet.mainShips end function slot0.getVanguardShipIds(slot0) return slot0.fleet.vanguardShips end function slot0.getMainFleetShipCount(slot0) return table.getCount(slot0.mainShips) end function slot0.getVanguardShipsShipCount(slot0) return table.getCount(slot0.vanguardShips) end return slot0