c1_lua/lua/app/userdata/battle/battle_grid_entity.lua
2023-04-25 21:10:28 +08:00

241 lines
6.0 KiB
Lua

local BattleGridEntity = class("BattleGridEntity", BaseData)
local BattleConst = GConst.BattleConst
function BattleGridEntity:ctor(data)
self:clear()
self.posId = data.posId or 0
self.gridType = data.gridType or BattleConst.GRID_TYPE.EMPTY
self.elementType = data.elementType or BattleConst.ELEMENT_TYPE.NONE
self.skillId = data.skillId
self.linkSkillCount = data.linkSkillCount or 0 -- 任意链接技能激活次数
self.isIdle = false
self.data.isDirty = false
self:determineIdleStatus()
end
function BattleGridEntity:clear()
self.gridType = BattleConst.GRID_TYPE.EMPTY
self.elementType = BattleConst.ELEMENT_TYPE.RED
self.skillId = nil
self.linkSkillCount = 0 -- 任意链接技能激活次数
self.isIdle = false
self.data.isDirty = false
end
function BattleGridEntity:getSnapshoptInfo()
return {
posId = self.posId,
gridType = self.gridType,
elementType = self.elementType,
isIdle = self.isIdle,
skillId = self.skillId,
linkSkillCount = self.linkSkillCount,
}
end
function BattleGridEntity:setInfoBySnapshop(snapshot)
self.posId = snapshot.posId or 0
self.gridType = snapshot.gridType or BattleConst.GRID_TYPE.EMPTY
self.elementType = snapshot.elementType or BattleConst.ELEMENT_TYPE.RED
self.isIdle = snapshot.isIdle
self.skillId = snapshot.skillId
self.linkSkillCount = snapshot.linkSkillCount
self:setDirty()
end
function BattleGridEntity:setDirty()
self.data.isDirty = not self.data.isDirty
end
function BattleGridEntity:getPosId()
return self.posId
end
function BattleGridEntity:setPosId(posId)
self.posId = posId
end
function BattleGridEntity:getGridType()
return self.gridType
end
function BattleGridEntity:getElementType(skillEntity)
if skillEntity and skillEntity:getIgnoreElementType() and self.linkSkillCount <= 0 then
return nil
end
return self.elementType
end
function BattleGridEntity:isCantFallType()
return not self:isEmptyType()
end
function BattleGridEntity:isObstacleType()
return self.gridType == BattleConst.GRID_TYPE.OBSTACLE
end
function BattleGridEntity:isEmptyType()
return self.gridType == BattleConst.GRID_TYPE.EMPTY
end
function BattleGridEntity:isElmentTypeInvalid()
return BattleConst.ELEMENT_TYPE_INVALID[self.gridType] ~= nil
end
function BattleGridEntity:addAroundEliminationCount(boomType)
local nextGridType = BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT[self.gridType]
if nextGridType then
local beforeGridtype = self:getGridType()
if beforeGridtype == BattleConst.GRID_TYPE.VINES and boomType <= BattleConst.AROUND_BOOM_TYPE.ACOUND then
return false
end
self:setGridType(nextGridType)
if nextGridType == BattleConst.GRID_TYPE.EMPTY and beforeGridtype ~= BattleConst.GRID_TYPE.ICE then
self:setIsIdle(true)
end
end
self:setDirty()
return true
end
function BattleGridEntity:getPos()
return ModuleManager.BattleManager:getPosInfo(self.posId)
end
function BattleGridEntity:setCell(cell)
self.gridCell = cell
end
function BattleGridEntity:getCell()
return self.gridCell
end
function BattleGridEntity:getIsIdle()
return self.isIdle
end
function BattleGridEntity:setIsIdle(isIdle)
self.isIdle = isIdle == true
end
function BattleGridEntity:canLink()
if self:getIsIdle() then
return false
end
return not BattleConst.CANT_LINK_GRID_TYPE[self.gridType]
end
function BattleGridEntity:addPath(singlePath)
self:getPath()
table.insert(self.pathList, singlePath)
end
function BattleGridEntity:getPath()
if not self.pathList then
self.pathList = {}
end
return self.pathList
end
function BattleGridEntity:clearPath()
self.pathList = {}
end
function BattleGridEntity:setGridType(gridType)
self.gridType = gridType
self:setDirty()
end
function BattleGridEntity:setElementType(elementType)
self.elementType = elementType
self:setDirty()
end
function BattleGridEntity:getSkillId()
if not self.skillId or self.skillId <= 0 then
return
end
return self.skillId
end
function BattleGridEntity:setSkilId(skillId)
self.skillId = skillId
self.linkSkillCount = 0
self:setDirty()
end
function BattleGridEntity:canChangeInfo()
if self:canLink() and not self:getSkillId() then
return true
end
return false
end
function BattleGridEntity:isEmptyIdle()
if self:isEmptyType() and not self:getSkillId() and not self:getIsIdle() then
return true
end
return false
end
function BattleGridEntity:isNotObstacleIdle()
if not self:isObstacleType() and not self:getSkillId() and not self:getIsIdle() then
return true
end
return false
end
function BattleGridEntity:getNeedElimination()
return self.needElimination
end
function BattleGridEntity:getNeedChangePos()
if not self:getSkillId() then
return false
end
local skillEntity = DataManager.BattleData:getSkillEntityBySkillId(self:getSkillId())
if not skillEntity then
return false
end
local cfg = ModuleManager.BattleManager.SKILL_CFG[skillEntity:getSkillId()]
if cfg and cfg.method == BattleConst.SKILL_METHOD_TYPE.ON_FINAL then
return true
end
return false
end
function BattleGridEntity:addLinkSkillCount(count)
self.linkSkillCount = self.linkSkillCount + (count or 1)
end
function BattleGridEntity:setLinkSkillCount(count)
self.linkSkillCount = count or 0
end
function BattleGridEntity:getLinkSkillCount()
return self.linkSkillCount
end
function BattleGridEntity:determineIdleStatus()
if not self.isIdle and self.gridType == BattleConst.GRID_TYPE.EMPTY and self.elementType == BattleConst.ELEMENT_TYPE.NONE then
self.isIdle = true
end
end
function BattleGridEntity:getObstacleIcon()
if not self.obstacleIcon then
return "battle_hinder_1"
end
return self.obstacleIcon
end
function BattleGridEntity:setObstacleIcon(icon)
self.obstacleIcon = icon
end
return BattleGridEntity