local BattleController = class("BattleController") local ELIMINATION_TOUCH_EVENT = GConst.ELIMINATION_TOUCH_EVENT local BattleConst = GConst.BattleConst -- *************各个子模块的战斗需要重写的方法 START************* function BattleController:getInitBoard() return {} end function BattleController:getFixedRandomGrid() return {} end -- 战斗对应的ui function BattleController:getBattleUIPath() return "app/ui/battle/battle_ui" end -- 战斗结束 function BattleController:controllBattleEnd() end -- 不同模块的战斗需要初始化的东西 function BattleController:initOther() end -- *************各个子模块的战斗需要重写的方法 START************* function BattleController:ctor() end function BattleController:init(params) params = params or {} DataManager.BattleData:init(self:getInitBoard()) UIManager:closeAllUI() self.battleUI = UIManager:showUI(self:getBattleUIPath()) self.battleUI:setController(self) self.battleUI:addLoadUICompleteListener(function() end) end function BattleController:onTouchEvent(eventType, posId) local entity = DataManager.BattleData:getGridEntity(posId) if not entity:canLink() then return end if eventType == ELIMINATION_TOUCH_EVENT.DOWN then if #DataManager.BattleData:getGridSequence() > 0 then DataManager.BattleData:clearGridSequence() end DataManager.BattleData:insertGridSequence(posId) self.battleUI:showBoardMask(entity:getElementType()) elseif eventType == ELIMINATION_TOUCH_EVENT.ENTER then local sequence = DataManager.BattleData:getGridSequence() local lastPosId = sequence[#sequence] if not lastPosId then return end local outLineMap = BattleConst.GRID_OUT_LINE_POS_ID[lastPosId] if not outLineMap or not outLineMap[posId] then return end local lastEntity = DataManager.BattleData:getGridEntity(lastPosId) if lastEntity:getElementType() ~= entity:getElementType() then return end if not DataManager.BattleData:insertGridSequence(posId) then local beforePosId = sequence[#sequence - 1] if not beforePosId then return end if beforePosId == posId then -- 进入的是倒数第二个,则移除倒数第一个 DataManager.BattleData:removeGridSequence(lastPosId) end end elseif eventType == ELIMINATION_TOUCH_EVENT.EXIT then else -- 取消和抬起 self.battleUI:showBoardMask(nil) local sequence = DataManager.BattleData:getGridSequence() local count = #sequence if count < BattleConst.ELIMINATION_MIN_COUNT then return end local cellList = {} for _, posId in ipairs(sequence) do local entity = DataManager.BattleData:getGridEntity(posId) table.insert(cellList, entity:getCell()) end self.battleUI:eliminationAni(cellList, function() self:onEliminationAniOver() end) end end function BattleController:onEliminationAniOver() local sequence = DataManager.BattleData:getGridSequence() local count = #sequence if count < BattleConst.ELIMINATION_MIN_COUNT then return end local boomGridIds = {} local eliminationPosIds = {} for _, posId in ipairs(sequence) do local outline = BattleConst.GRID_OUT_LINE_POS_ID[posId] for aroundPosId, _ in pairs(outline) do boomGridIds[aroundPosId] = true end local entity = DataManager.BattleData:getGridEntity(posId) entity:setIsIdle(true) eliminationPosIds[posId] = true end local newIdleList = {} local cellList = {} for posId, status in pairs(boomGridIds) do if not eliminationPosIds[posId] then local entity = DataManager.BattleData:getGridEntity(posId) if entity then entity:addAroundEliminationCount() if entity:getIsIdle() then table.insert(newIdleList, entity) table.insert(cellList, entity:getCell()) end end end end DataManager.BattleData:clearGridSequence() if cellList[1] then self.battleUI:eliminationAni(cellList, function() self:fillBoard() end) return end self:fillBoard() end function BattleController:fillBoard() -- todo临时暴力求解 local pathMap = {} local columnCount = {} for c = 1, BattleConst.COLUMN_COUNT do for r = BattleConst.ROW_COUNT, 1, -1 do local posId = ModuleManager.BattleManager:getPosId(r, c) local entity = DataManager.BattleData:getGridEntity(posId) if entity:getIsIdle() then self:fillThisPos(posId, columnCount) end end end for c = 1, BattleConst.COLUMN_COUNT do for r = BattleConst.ROW_COUNT, 1, -1 do local posId = ModuleManager.BattleManager:getPosId(r, c) local entity = DataManager.BattleData:getGridEntity(posId) if #entity:getPath() > 0 then pathMap[posId] = entity:getPath() entity:clearPath() end end end self.battleUI:fallGrid(pathMap) end ---- 从一个点直接遍历所有相关的路径 function BattleController:fillThisPos(posId, columnCount) local entity = DataManager.BattleData:getGridEntity(posId) if not entity or not entity:getIsIdle() then return end local list = BattleConst.UP_LINE_FILL_LIST[posId] if not list[1] then -- 第一排 local rc = ModuleManager.BattleManager:getPosRC(posId) local c = rc.c if not columnCount[c] then columnCount[c] = 0 end columnCount[c] = columnCount[c] + 1 local fallPosId = posId local fallEntity = DataManager.BattleData:getGridEntity(fallPosId) if not fallEntity then -- 异常情况,理论上不可能不存在 return end local newStartPosId for i = columnCount[c], 1, -1 do newStartPosId = ModuleManager.BattleManager:getFirstLineLastRowPosId(i, c) local curPos = ModuleManager.BattleManager:getPosInfo(newStartPosId) fallEntity:addPath({x = curPos.x, y = curPos.y}) end local curPos = ModuleManager.BattleManager:getPosInfo(posId) fallEntity:addPath({x = curPos.x, y = curPos.y}) DataManager.BattleData:exchangeGridEntities(posId, fallPosId) DataManager.BattleData:setGridInfo(posId, self:getRandomGridInfo()) else for index, fallPosId in ipairs(list) do local fallEntity = DataManager.BattleData:getGridEntity(fallPosId) if not fallEntity then -- 异常情况,理论上不可能不存在 return end if fallEntity then if not fallEntity:isCantFallType() then if fallEntity:getIsIdle() then self:fillThisPos(fallPosId, columnCount) end fallEntity = DataManager.BattleData:getGridEntity(fallPosId) if not fallEntity:getIsIdle() then if not fallEntity:getPath()[1] then local curPos = ModuleManager.BattleManager:getPosInfo(fallPosId) fallEntity:addPath({x = curPos.x, y = curPos.y}) end local curPos = ModuleManager.BattleManager:getPosInfo(posId) fallEntity:addPath({x = curPos.x, y = curPos.y}) DataManager.BattleData:exchangeGridEntities(posId, fallPosId) self:fillThisPos(fallPosId, columnCount) return end end end end end end function BattleController:getRandomGridInfo() if not self.fixedRandomList then self.fixedRandomList = {} for _, elementType in ipairs(self:getFixedRandomGrid()) do table.insert(self.fixedRandomList, elementType) end end local gridType = 0 local elementType if self.fixedRandomList[1] then elementType = table.remove(self.fixedRandomList, 1) else local map = DataManager.BattleData:getElementTypeMap() local indexs = {} local typeList = {} for typeName, typeNum in pairs(BattleConst.ELEMENT_TYPE) do local weight = ((map[typeNum] or 0) + 1) * BattleConst.ELEMENT_WIGHT if weight > BattleConst.MAX_ELEMENT_WIGHT then weight = BattleConst.MAX_ELEMENT_WIGHT end table.insert(indexs, weight) table.insert(typeList, typeNum) end local index = GFunc.getRandomIndex(indexs) elementType = typeList[index] end return {gridType = gridType, elementType = elementType} end return BattleController