c1_lua/lua/app/userdata/hero/hero_data.lua
2023-05-30 10:17:31 +08:00

169 lines
3.7 KiB
Lua

local HeroEntity = require "app/userdata/hero/hero_entity"
local HeroData = class("HeroData", BaseData)
function HeroData:ctor()
self.heroes = {}
self.data.activeCount = 0
self.data.isDirty = false
self.matchActiveHeroMap = {}
self.maxHeroLvOnInit = 0
self.showHeroUnlockChapter = 0
self.heroChapterUnlockMap = {}
end
function HeroData:clear()
self.heroes = {}
end
function HeroData:init(data)
self.heroes = {}
for k, v in pairs(self.heroChapterUnlockMap) do
self.heroChapterUnlockMap[k] = false
end
if data then
for id, heroInfo in pairs(data) do
self:addHero(heroInfo.id, heroInfo.level)
if self.maxHeroLvOnInit < heroInfo.level then
self.maxHeroLvOnInit = heroInfo.level
end
end
end
local heroCfg = ConfigManager:getConfig("hero")
for heroId, info in pairs(heroCfg) do
local entity = self:getHeroById(heroId)
if entity:isActived() then
local matchType = entity:getMatchType()
if not self.matchActiveHeroMap[matchType] then
self.matchActiveHeroMap[matchType] = {}
end
self.matchActiveHeroMap[matchType][entity:getCfgId()] = true
end
if info.unlock_chapter and info.is_show == 1 then
self.heroChapterUnlockMap[info.unlock_chapter] = true
end
end
self.showHeroUnlockChapter = 0
end
function HeroData:addHero(cfgId, lv)
if self.heroes[cfgId] then
return
end
self.heroes[cfgId] = self:getEntity(cfgId, lv)
self.data.activeCount = self.data.activeCount + 1
end
function HeroData:getEntity(cfgId, lv)
return HeroEntity:create(cfgId, lv)
end
function HeroData:getHeroById(id)
if not id then
return
end
if not self.heroes[id] then
self.heroes[id] = self:getEntity(id, 0)
end
return self.heroes[id]
end
function HeroData:getAllHeroes()
return self.heroes
end
function HeroData:getActiveHeroCount()
return self.data.activeCount
end
function HeroData:getHeroIsActive(id)
local entity = self.heroes[id]
if entity == nil then
return false
end
return entity:isActived()
end
function HeroData:getUnlockHeroCount()
local count = 0
for id, entity in pairs(self.heroes) do
if entity:isUnlock() then
count = count + 1
end
end
return count
end
function HeroData:setHeroLv(id, lv)
local entity = self:getHeroById(id)
if not entity:isActived() then
self.data.activeCount = self.data.activeCount + 1
ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_NEW_HERO_GOT)
end
entity:setLv(lv)
if entity:isActived() then
local matchType = entity:getMatchType()
if not self.matchActiveHeroMap[matchType] then
self.matchActiveHeroMap[matchType] = {}
end
self.matchActiveHeroMap[matchType][entity:getCfgId()] = true
end
end
function HeroData:getMatchActiveHeroMap()
return self.matchActiveHeroMap
end
function HeroData:setDirty()
self.data.isDirty = not self.data.isDirty
end
function HeroData:getRp()
local formationMap = DataManager.FormationData:getStageFormation()
if not formationMap then
return false
end
local heroMap = {}
for _, heroId in pairs(formationMap) do
heroMap[heroId] = true
end
for id, entity in pairs(self.heroes) do
if entity:canLvUp() and not heroMap[id] then
return true
end
end
return false
end
function HeroData:getMaxHeroLvOnInit()
return self.maxHeroLvOnInit
end
function HeroData:getIfCanShowHeroUnlock()
return self.showHeroUnlockChapter > 0
end
function HeroData:markShowHeroUnlock()
self.showHeroUnlockChapter = 0
end
function HeroData:checkIfCanShowHeroUnlock(chapterId)
if not self.heroChapterUnlockMap[chapterId] then
return
end
self.showHeroUnlockChapter = chapterId
end
function HeroData:getHeroChapterUnlockList()
local list = {}
for id, entity in pairs(self.heroes) do
if not entity:isActived() and entity:getUnlcokChapter() == self.showHeroUnlockChapter then
table.insert(list, id)
end
end
return list
end
return HeroData