local BattleTeamEntity = require "app/userdata/battle/team/battle_team_entity" local BattleSkillEntity = require "app/userdata/battle/skill/battle_skill_entity" local BattleData = class("BattleData", BaseData) local SKILL_CFG = ConfigManager:getConfig("skill") local BattleConst = GConst.BattleConst local BATTLE_GRID_ENTITY = require "app/userdata/battle/battle_grid_entity" local BATTLE_BOARD_SKILL_ENTITY = require "app/userdata/battle/skill/battle_board_skill_entity" local ATTR_TYPE = GConst.ATTR_TYPE local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR local TIME_SPEED_LEVEL_0 = 0 local TIME_SPEED_LEVEL_1 = 1 local TIME_SPEED_LEVEL_2 = 2 local TIME_SPEED_LEVEL_3 = 3 local TIME_SPEED_LEVEL_SKILL = 100 function BattleData:init() self:clear() self.battleLv = 1 self.curBattleExp = 0 self.needBattleExp = self:getLvNeedExp() self.addLvCount = 0 self.commonSelectSkillCount = 0 self.timeScale = BattleConst.TIME_SCALE.LEVEL_1 self.lockElementMap = {} self.data.timeSpeed = 1 self.data.lvDirty = false self.adRefreshSkillCount = 0 self.refreshSkillCount = 0 BattleSkillEntity.sid = 0 self.atkTeam = self:initTeam(BattleConst.SIDE_ATK) self.defTeam = self:initTeam(BattleConst.SIDE_DEF) self:initRogueSkills() end function BattleData:getTimeScale() return self.timeScale end function BattleData:pauseBattle() self.cacheSpeed = self.data.timeSpeed self.cacheTimeScale = self.timeScale self:setTimeSpeed(TIME_SPEED_LEVEL_0) end function BattleData:resumeBattle() if self.cacheSpeed == nil then return end if self.data.timeSpeed ~= TIME_SPEED_LEVEL_0 then return end self:setTimeSpeed(self.cacheSpeed or TIME_SPEED_LEVEL_1, self.cacheTimeScale) end function BattleData:resetTimeSpeed() if self.cacheSpeed then -- 目前处于暂停状态 self.cacheSpeed = TIME_SPEED_LEVEL_1 return end if self.data.timeSpeed <= TIME_SPEED_LEVEL_1 then return end self:setTimeSpeed(TIME_SPEED_LEVEL_1) end function BattleData:addTimeSpeed() if self.data.timeSpeed >= TIME_SPEED_LEVEL_3 then return end if self.cacheSpeed then -- 目前处于暂停状态 if self.cacheSpeed < TIME_SPEED_LEVEL_3 then self.cacheSpeed = self.cacheSpeed + 1 end return end local timeSpeed = self.data.timeSpeed + 1 self:setTimeSpeed(timeSpeed) end function BattleData:setSkillTimeSpeed(timeScale) self:setTimeSpeed(TIME_SPEED_LEVEL_SKILL, timeScale) end function BattleData:setTimeSpeed(timeSpeed, timeScale) if timeSpeed == self.data.timeSpeed then return end if timeSpeed == TIME_SPEED_LEVEL_0 then self.timeScale = 0 elseif timeSpeed == TIME_SPEED_LEVEL_1 then self.timeScale = BattleConst.TIME_SCALE.LEVEL_1 elseif timeSpeed == TIME_SPEED_LEVEL_2 then self.timeScale = BattleConst.TIME_SCALE.LEVEL_2 elseif timeSpeed == TIME_SPEED_LEVEL_3 then self.timeScale = BattleConst.TIME_SCALE.LEVEL_3 else self.timeScale = timeScale or BattleConst.TIME_SCALE.LEVEL_1 end self.data.timeSpeed = timeSpeed end function BattleData:initRogueSkills() self.skillPool = {} self.skillMap = {} local skillmap = {} local formation = DataManager.FormationData:getStageFormation() for matchType, heroId in pairs(formation) do if heroId > 0 then local heroEntity = DataManager.HeroData:getHeroById(heroId) if heroEntity then local skillId = heroEntity:getBaseSkill() local cfg = SKILL_CFG[skillId] self.skillMap[cfg.position] = BATTLE_BOARD_SKILL_ENTITY:create(skillId) self.skillMap[cfg.position]:addUpSkills(heroEntity:getRogueSkillList()) self.skillMap[cfg.position]:setUnlockId(heroEntity:getUnlockRogueId()) for _, id in ipairs(heroEntity:getActiveTogueSkills()) do if not skillmap[id] then if not self.skillPool[cfg.position] then self.skillPool[cfg.position] = {} end table.insert(self.skillPool[cfg.position], id) skillmap[id] = true end end end end end end function BattleData:refreshBoard(board, blockIcon) for i, info in ipairs(board) do local r = 1 local c = 1 local zheng = i // BattleConst.ROW_COUNT local yu = i % BattleConst.ROW_COUNT if yu > 0 then r = zheng + 1 c = yu else r = zheng c = BattleConst.ROW_COUNT end local posId = ModuleManager.BattleManager:getPosId(r, c) local data = { posId = posId, gridType = info[1] or BattleConst.GRID_TYPE.EMPTY, elementType = info[2] or BattleConst.ELEMENT_TYPE.RED } if self.gridEntities[data.posId] then self.gridEntities[data.posId]:clear() self.gridEntities[data.posId]:setGridType(data.gridType) self.gridEntities[data.posId]:setElementType(data.elementType) else self.gridEntities[data.posId] = BATTLE_GRID_ENTITY:create(data) end self.gridEntities[data.posId]:determineIdleStatus() self.gridEntities[data.posId]:setObstacleIcon(blockIcon) end end function BattleData:getNewGridEntity(posId, gridType, elementType) local data = { posId = posId or 0, gridType = gridType or BattleConst.GRID_TYPE.EMPTY, elementType = elementType or BattleConst.ELEMENT_TYPE.RED } return BATTLE_GRID_ENTITY:create(data) end function BattleData:clear() self:clearGridSequence() self.gridEntities = {} self.skillMap = {} self.selectSkillMap = {} end function BattleData:getElementTypeMap() local elementTypeMap = {} if self.gridEntities then for posId, entity in pairs(self.gridEntities) do if entity:canLink() then local elementType = entity:getElementType() elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1 end end end return elementTypeMap end function BattleData:getGridSequence() return self.gridSequence end function BattleData:alreadyInsertSequence(posId) return self.gridSequenceMap[posId] == true end function BattleData:getIsVirtual() return self.isVirtual end function BattleData:getSequenceHadSkill() for _, info in ipairs(self:getGridSequence()) do local entity = self.gridEntities[info.posId] if entity and entity:getSkillId() then return entity:getSkillId(), entity:getPosId() end end return end function BattleData:insertGridSequence(posId, snapshot, isVirtual) if self:alreadyInsertSequence(posId) then return false end self.gridSequenceMap[posId] = true self.isVirtual = isVirtual table.insert(self.gridSequence, {posId = posId, snapshot = snapshot}) return true end function BattleData:removeGridSequence(posId) if not self:alreadyInsertSequence(posId) then return end local count = #self.gridSequence local lastPosId = self.gridSequence[count].posId local snapshot = self.gridSequence[count].snapshot if lastPosId ~= posId then return end table.remove(self.gridSequence, count) self.gridSequenceMap[lastPosId] = false return snapshot end function BattleData:getFirstSequenceSnapshot(posId) if not self.gridSequence[1] then return end local snapshot = self.gridSequence[1].snapshot return snapshot end function BattleData:cacheSkillInfluenceGrids(grids) if not self.skillInfluenceGrids then self.skillInfluenceGrids = {} end for posId, info in pairs(grids) do self.skillInfluenceGrids[posId] = info end end function BattleData:getSkillInfluenceGrids() return self.skillInfluenceGrids or {} end function BattleData:clearSkillInfluenceGrids() local grids = self:getSkillInfluenceGrids() self.skillInfluenceGrids = {} -- 技能影响的格子 return grids end function BattleData:clearGridSequence() self.gridSequence = {} -- 格子队列 self.gridSequenceMap = {} -- 格子队列对应的map,方面查找 self.isVirtual = nil self:clearSkillInfluenceGrids() end function BattleData:getGridEnties() return self.gridEntities or {} end function BattleData:getGridEntity(posId) return self.gridEntities[posId] end function BattleData:exchangeGridEntities(posId1, posId2) local e1 = self.gridEntities[posId1] local e2 = self.gridEntities[posId2] e1:setPosId(posId2) e2:setPosId(posId1) e2:setIsIdle(false) self.gridEntities[posId1] = e2 self.gridEntities[posId2] = e1 end function BattleData:setGridEntitiesPosId(changeInfo) local map = {} for posId, targetPosId in pairs(changeInfo) do local entity = self.gridEntities[posId] entity:setPosId(targetPosId) map[targetPosId] = entity end for posId, entity in pairs(map) do self.gridEntities[posId] = entity end end function BattleData:setGridInfo(posId, gridInfo) local entity = self.gridEntities[posId] if not entity then return end if gridInfo.gridType then entity:setGridType(gridInfo.gridType) end if gridInfo.elementType then entity:setElementType(gridInfo.elementType) end entity:setSkilId() -- 清除skillId entity:determineIdleStatus() end function BattleData:setInfoBySnapshop(posId, snapInfo) local entity = self.gridEntities[posId] if not entity then return end entity:setInfoBySnapshop(snapInfo) end function BattleData:setGridType(posId, gridType, noDirty) local entity = self.gridEntities[posId] if not entity then return end entity:setGridType(gridType, noDirty) entity:determineIdleStatus() end function BattleData:setGridDirty(posId) local entity = self.gridEntities[posId] if not entity then return end entity:setDirty() end function BattleData:lockAllSkillGrid(lock) if not self.gridEntities then return end for posId, entity in pairs(self.gridEntities) do if entity:getSkillId() then local gridType = GConst.BattleConst.GRID_TYPE.EMPTY if lock then gridType = GConst.BattleConst.GRID_TYPE.LOCK end self:setGridType(posId, gridType) end end end function BattleData:getSkillEntities() return self.skillMap end function BattleData:getSkillEntityByElement(elementType) if not self.skillMap then return end return self.skillMap[elementType] end function BattleData:getSkillEntityBySkillId(skillId) if not self.skillMap or not skillId then return end local cfg = SKILL_CFG[skillId] if not cfg then return end return self.skillMap[cfg.position] end function BattleData:unlockSkillEntity(elementType) if self.skillMap[elementType] then self.skillMap[elementType]:setUnlock() end end function BattleData:isUnlockedSkillElementType(elementType) if not self.skillMap[elementType] then return false end return self.skillMap[elementType]:getUnlocked() end function BattleData:addSkillEnergy(elementMap) if not self.skillMap then return end for elementType, entity in pairs(self.skillMap) do if entity:getUnlocked() then entity:addEnergy(elementMap[elementType] or 0) end end end function BattleData:addSkillCount(skillId, value) if not self.selectSkillMap[skillId] then self.selectSkillMap[skillId] = { count = 0, value = 0 } end self.selectSkillMap[skillId].count = self.selectSkillMap[skillId].count + 1 if value then self.selectSkillMap[skillId].value = (self.selectSkillMap[skillId].value) + value end end function BattleData:getSkillCount(skillId) if self.selectSkillMap[skillId] then return self.selectSkillMap[skillId].count end return 0 end function BattleData:getSelectSkillMap() return self.selectSkillMap end function BattleData:getSkillPool() return self.skillPool end function BattleData:changeSkillId(elementType, newId) if not newId then return end local entity = self:getSkillEntityByElement(elementType) if entity then entity:refreshSkillId(newId) end end function BattleData:cacheLockElement(elementType, status) self.lockElementMap[elementType] = status end function BattleData:getCacheLockedElement(elementType) return self.lockElementMap[elementType] end function BattleData:cacheBoardSkill() self.cacheSkillList = {} self.cacheSkillCount = 0 local list local count = 0 for posId, entity in pairs(self:getGridEnties()) do if entity:getSkillId() then if not list then list = {} end table.insert(list, {skillId = entity:getSkillId(), posId = posId}) count = count + 1 end end if list then if count > BattleConst.MAX_CACHE_SKILL_COUNT then count = BattleConst.MAX_CACHE_SKILL_COUNT end for i = 1, count do if not list[1] then break end local info = table.remove(list, math.random(1, #list)) table.insert(self.cacheSkillList, info) self.cacheSkillCount = self.cacheSkillCount + 1 end end end function BattleData:getCacheBoardSkill() if not self.cacheSkillList then return self.cacheSkillList, 0 end return self.cacheSkillList, self.cacheSkillCount end function BattleData:clearCacheBoardSkill() self.cacheSkillList = {} self.cacheSkillCount = 0 end function BattleData:getBattleLv() return self.battleLv end function BattleData:getBattleExp() return self.curBattleExp end function BattleData:getBattleNeedExp() return self.needBattleExp end function BattleData:getLvNeedExp(lv) lv = lv or self.battleLv local cfg = ConfigManager:getConfig("battle_exp") if not cfg[lv] then return cfg[ConfigManager:getConfigNum("battle_exp")].exp end return cfg[lv].exp end function BattleData:addExp(exp) self.curBattleExp = self.curBattleExp + exp while self.curBattleExp >= self.needBattleExp do self.curBattleExp = self.curBattleExp - self.needBattleExp self.addLvCount = self.addLvCount + 1 self.battleLv = self.battleLv + 1 self.needBattleExp = self:getLvNeedExp() end self.data.lvDirty = not self.data.lvDirty end function BattleData:useAddlvCount() if self.addLvCount <= 0 then self.addLvCount = 0 return false end self.addLvCount = self.addLvCount - 1 return true end function BattleData:addCommonSelectSkillCount(count) self.commonSelectSkillCount = self.commonSelectSkillCount + (count or 1) end function BattleData:useCommonSelectSkillCount() if self.commonSelectSkillCount <= 0 then self.commonSelectSkillCount = 0 return false end self.commonSelectSkillCount = self.commonSelectSkillCount - 1 return true end function BattleData:addRefreshSkillCount(isAd) if isAd then self.adRefreshSkillCount = self.adRefreshSkillCount + 1 end self.refreshSkillCount = self.refreshSkillCount + 1 end function BattleData:getRefreshSkillCount() return self.refreshSkillCount end function BattleData:getADRefreshSkillCount() return self.adRefreshSkillCount end function BattleData:initTeam(side) local data = nil if side == BattleConst.SIDE_ATK then data = self:initHeroData() end local team = BattleTeamEntity:create() team:init(side, data) return team end function BattleData:getAtkTeam() return self.atkTeam end function BattleData:getDefTeam() return self.defTeam end function BattleData:initHeroData() local units = {} local skillCfg = ConfigManager:getConfig("skill") local formation = DataManager.FormationData:getStageFormation() for matchType, heroId in pairs(formation) do if heroId > 0 then local heroEntity = DataManager.HeroData:getHeroById(heroId) if heroEntity then local heroAttr = heroEntity:getAllAttr() local skillId = heroEntity:getBaseSkill() local hp = heroAttr[ATTR_TYPE.hp] // DEFAULT_FACTOR local unitData = { id = heroId, modelId = heroEntity:getModelId(), matchType = matchType, normalSkills = heroEntity:getHurtSkill(), assistingSkill = heroEntity:getAssistingSkill(), body = 2, -- 英雄默认是中体型 attr = { hp = hp, max_hp = hp, atk = 0, atk_red = heroAttr[ATTR_TYPE.atk_red] // DEFAULT_FACTOR, atk_yellow = heroAttr[ATTR_TYPE.atk_yellow] // DEFAULT_FACTOR, atk_green = heroAttr[ATTR_TYPE.atk_green] // DEFAULT_FACTOR, atk_blue = heroAttr[ATTR_TYPE.atk_blue] // DEFAULT_FACTOR, atk_purple = heroAttr[ATTR_TYPE.atk_purple] // DEFAULT_FACTOR, } } local skillInfo = skillCfg[skillId] if skillInfo then if skillInfo.effect_type == 1 then -- 主动 unitData.activeSkills = {skillId} elseif skillInfo.effect_type == 2 then -- 被动 unitData.passiveSkills = {skillId} end end table.insert(units, unitData) end end end local data = { units = units } return data end function BattleData:addMonster(monsterId, newTeam, battleController) local monsterInfo = ConfigManager:getConfig("monster")[monsterId] local hp = monsterInfo.hp // DEFAULT_FACTOR local atk = monsterInfo.atk // DEFAULT_FACTOR if battleController then hp = hp * (DEFAULT_FACTOR + battleController:getMonsterHpAddition()) // DEFAULT_FACTOR atk = atk * (DEFAULT_FACTOR + battleController:getMonsterAtkAddition()) // DEFAULT_FACTOR end local unitData = { id = monsterId, modelId = monsterInfo.model_id, matchType = 0, normalSkills = monsterInfo.hurt_skill, normalSkillCount = monsterInfo.atk_times or 0, activeSkills = monsterInfo.skill, passiveSkills = monsterInfo.passive_skill, assistingSkill = nil, isBoss = monsterInfo.is_boss, exp = monsterInfo.monster_exp or 0, body = monsterInfo.body, hpSkinHp = monsterInfo.monster_hp, hpSkinSkin = monsterInfo.monster_hp_skin, attr = { hp = hp, max_hp = hp, atk = atk, atk_red = 0, atk_yellow = 0, atk_green = 0, atk_blue = 0, atk_purple = 0, } } if newTeam then self.defTeam:init(BattleConst.SIDE_DEF) end return self.defTeam:addUnit(unitData) end function BattleData:getNormalAttackName(index) if self.normalAttackName == nil then self.normalAttackName = {} end local name = self.normalAttackName[index] if name == nil then name = string.format("attack%02d", index) self.normalAttackName[index] = name end return name end return BattleData