local BattleTeamEntity = require "app/userdata/battle/team/battle_team_entity" local BattleData = class("BattleData", BaseData) local SKILL_HERO_CFG = ConfigManager:getConfig("skill_hero") 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_borad_skill_entity" local ATTR_TYPE = GConst.ATTR_TYPE local DEFAULT_FACTOR = GConst.DEFAULT_FACTOR function BattleData:init(board, skillIds, skillPool) self:clear() self.atkTeam = self:initTeam(BattleConst.SIDE_ATK) self.defTeam = self:initTeam(BattleConst.SIDE_DEF) 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], elementType = info[2] } self.gridEntities[data.posId] = BATTLE_GRID_ENTITY:create(data) if self.gridEntities[data.posId]:canLink() then self.elementTypeMap[data.elementType] = (self.elementTypeMap[data.elementType] or 0) + 1 end end --- todo skillIds = { 10, 21, 30, 40, 50 } for _, skillId in ipairs(skillIds) do local cfg = SKILL_HERO_CFG[skillId] self.skillMap[cfg.position] = BATTLE_BOARD_SKILL_ENTITY:create(skillId) end ---- skillPool self.skillPool = skillPool or {200301} end function BattleData:clear() self:clearGridSequence() self.gridEntities = {} self.elementTypeMap = {} -- 同元素得格子数量 self.skillMap = {} self.selectSkillMap = {} end function BattleData:getElementTypeMap() return self.elementTypeMap end function BattleData:getGridSequence() return self.gridSequence end function BattleData:alreadyInsertSequence(posId) return self.gridSequenceMap[posId] == true end function BattleData:getSequenceHadSkill() for _, info in ipairs(self:getGridSequence()) do local entity = self.gridEntities[info.posId] if entity and entity:getSkillId() then return true end end return false end function BattleData:insertGridSequence(posId, snapshot) if self:alreadyInsertSequence(posId) then return false end self.gridSequenceMap[posId] = true 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:cacheSkillInfluenceGrids(grids) if not self.skillInfluenceGrids then self.skillInfluenceGrids = {} end for posId, status in pairs(grids) do self.skillInfluenceGrids[posId] = true 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:clearSkillInfluenceGrids() end function BattleData:getGridEnties() return self.gridEntities 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:setGridInfo(posId, gridInfo) local entity = self.gridEntities[posId] if not entity then return end if entity:canLink() then local elementType = entity:getElementType() self.elementTypeMap[elementType] = (self.elementTypeMap[elementType] or 0) - 1 if self.elementTypeMap[elementType] < 0 then self.elementTypeMap[elementType] = 0 end end if gridInfo.gridType then entity:setGridType(gridInfo.gridType) end if gridInfo.elementType then entity:setElementType(gridInfo.elementType) if entity:canLink() then self.elementTypeMap[gridInfo.elementType] = (self.elementTypeMap[gridInfo.elementType] or 0) + 1 end end entity:setSkilId() -- 清除skillId end function BattleData:getSkillElementList(elementType, count, useAlternate) local result = {} if not self.gridEntities then return result end local sameElementList = {} local alternateList = {} local addCount = 0 for row = 1, BattleConst.ROW_COUNT do for column = 1, BattleConst.COLUMN_COUNT do local posId = ModuleManager.BattleManager:getPosId(row, column) local entity = self.gridEntities[posId] if entity and entity:canChangeInfo() then if entity:getElementType() == elementType then table.insert(sameElementList, posId) else table.insert(alternateList, posId) end end end local remainCount = count - addCount if remainCount <= 0 then return result end for i = 1, remainCount do if not sameElementList[i] then break end table.insert(result, table.remove(sameElementList, math.random(1, #sameElementList))) addCount = addCount + 1 if addCount >= count then return result end end if addCount < count and useAlternate then for i = 1, count - addCount do if not alternateList[1] then break end table.insert(result, table.remove(alternateList, math.random(1, #alternateList))) addCount = addCount + 1 if addCount >= count then return result end end end if addCount >= count then return result end end return result 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_HERO_CFG[skillId] if not cfg then return end return self.skillMap[cfg.position] end function BattleData:addSkillEnergy(elementMap) if not self.skillMap then return end for elementType, entity in pairs(self.skillMap) do entity:addEnergy(elementMap[elementType] or 0) end end function BattleData:addSkillCount(skillId) if not self.selectSkillMap[skillId] then self.selectSkillMap[skillId] = 0 end self.selectSkillMap[skillId] = self.selectSkillMap[skillId] + 1 end function BattleData:getSkillCount(skillId) return self.selectSkillMap[skillId] or 0 end function BattleData:getSkillPool() return self.skillPool end function BattleData:changeSkillId(originId, newId) if not newId then return end local entity = DataManager.BattleData:getSkillEntityBySkillId(originId) if entity then entity:refreshSkillId(newId) end 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 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 activeSkill = heroEntity:getActiveSkill() -- 主动技能 local hp = heroAttr[ATTR_TYPE.hp] // DEFAULT_FACTOR local unitData = { id = heroId, modelId = heroEntity:getModelId(), level = heroEntity:getLv(), qlt = heroEntity:getQlt(), matchType = matchType, activeSkill = activeSkill, attr = { hp = hp, max_hp = hp, atk = heroAttr[ATTR_TYPE.atk] // DEFAULT_FACTOR, } } table.insert(units, unitData) end end end local data = { units = units } return data end return BattleData