1250 lines
39 KiB
Lua
1250 lines
39 KiB
Lua
local BattleHelper = require "app/module/battle/helper/battle_helper"
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local BattleScheduler = require "app/module/battle/helper/battle_scheduler"
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local BattleTeam = require "app/module/battle/team/battle_team"
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local BattleController = class("BattleController")
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local BATTLE_BOARD_SKILL_HANDLE = require "app/module/battle/skill/battle_board_skill_handle"
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local BATTLE_ROGUE_SKILL_HANDLE = require "app/module/battle/skill/battle_rogue_skill_handle"
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local BattleBuffHandle = require "app/module/battle/helper/battle_buff_handle"
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local ELIMINATION_TOUCH_EVENT = GConst.ELIMINATION_TOUCH_EVENT
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local BattleConst = GConst.BattleConst
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local BUFF_NAME_TO_ATTR = BattleConst.BUFF_NAME_TO_ATTR
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-- *************各个子模块的战斗需要重写的方法 START*************
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function BattleController:getChapterId()
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return 0
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end
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function BattleController:getInitBoard()
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return {}
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end
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function BattleController:getNotInvolvedSkills()
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return {}
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end
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function BattleController:getSealElementType()
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return {}
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end
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-- 战斗对应的ui
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function BattleController:getBattleUIPath()
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return "app/ui/battle/battle_ui"
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end
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-- 战斗结束
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function BattleController:controllBattleEnd()
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end
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-- 不同模块的战斗需要初始化的东西
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function BattleController:initOther()
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end
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-- 需要额外加载的资源
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function BattleController:loadOtherRes(callback)
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return callback()
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end
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-- 一共有多少波
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function BattleController:getMaxWave()
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return 1
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end
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function BattleController:initDefUnits(callback)
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callback()
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end
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function BattleController:findNextDefUnit()
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self:enterRefreshBoard()
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end
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function BattleController:tick(dt)
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end
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function BattleController:onLinkChange()
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for posId, entity in pairs(self.battleData:getGridEnties()) do
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if entity:getCell() then
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entity:getCell():showHighLight(false)
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end
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end
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local sequence = self.battleData:getGridSequence()
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local elementTypeMap = {}
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local posIdMap = {}
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local mainElementType
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for _, info in ipairs(sequence) do
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posIdMap[info.posId] = true
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local entity = self.battleData:getGridEntity(info.posId)
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if not entity:getSkillId() then
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local elementType = entity:getElementType()
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elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
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mainElementType = elementType
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end
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end
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for _, info in ipairs(sequence) do
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local entity = self.battleData:getGridEntity(info.posId)
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if entity:getCell() then
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entity:getCell():showHighLight(true, mainElementType)
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end
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end
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for posId, info in pairs(self.battleData:getSkillInfluenceGrids()) do
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local entity = self.battleData:getGridEntity(posId)
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if not posIdMap[posId] and info.direction ~= BattleConst.BOARD_RANGE_TYPE.RANDOM then
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posIdMap[posId] = true
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if not entity:getSkillId() then
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local elementType = entity:getElementType()
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elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
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end
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if entity:getCell() then
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entity:getCell():showCircle(true)
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end
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end
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end
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self.battleUI:refreshSkill(elementTypeMap)
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if mainElementType then
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self.atkTeam:changeMainUnit(mainElementType)
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end
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end
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function BattleController:onRoundBegin()
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end
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function BattleController:onEliminationBegin()
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end
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-- *************各个子模块的战斗需要重写的方法 END*************
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function BattleController:ctor()
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self.battleData = DataManager.BattleData
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end
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function BattleController:init(params)
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params = params or {}
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self.chapterId = self:getChapterId()
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self.waveIndex = 0
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self.maxWaveIndex = self:getMaxWave()
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self.victory = false
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.WAIT_BEGIN
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self.effectTexts = {}
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self.instructions = {}
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self.time = 0
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self.battleData:init()
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BattleScheduler:init()
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BattleHelper:init()
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self:initBattleTeam()
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self:initOther()
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self:prepareFight()
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end
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function BattleController:initBattleTeam()
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self.atkTeam = BattleTeam:create()
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self.atkTeam:init(BattleConst.SIDE_ATK)
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self.defTeam = BattleTeam:create()
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self.defTeam:init(BattleConst.SIDE_DEF)
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end
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function BattleController:prepareFight()
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local count = 0
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local totalCount = 3
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local function onPreloadFinished()
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count = count + 1
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if count == totalCount then
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self:onLoadComplete()
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end
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end
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UIManager:closeAllUI()
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self.battleUI = UIManager:showUI(self:getBattleUIPath())
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self.battleUI:setController(self)
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self.battleUI:addLoadUICompleteListener(function()
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BattleHelper:setEffectTextCache(self.battleUI:getBattleNumber())
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self:initAtkUnits(onPreloadFinished)
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self:initDefUnits(onPreloadFinished)
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end)
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self:loadOtherRes(onPreloadFinished)
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end
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function BattleController:initAtkUnits(callback)
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local atkTeamEntity = self.battleData:getAtkTeam()
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local count = 0
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local totalCount = atkTeamEntity:getMembersCount()
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local function onloadFinished()
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count = count + 1
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if count == totalCount then
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self.battleUI:refreshAtkHp(atkTeamEntity:getHp(), atkTeamEntity:getHpPercent())
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callback()
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end
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end
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local members = atkTeamEntity:getAllMembers()
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for k, v in pairs(members) do
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local modelId = v:getModelId()
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BattleHelper:loadBattleHeroModel(modelId, self.battleUI:getBattleNode(), function(spineObject)
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local heroComp = spineObject:addLuaComponent(BattleConst.TYPEOF_LUA_COMP.BATTLE_HERO_COMPONENT)
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heroComp:initWithEntity(modelId, v, self)
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if v:getIsMainUnit() then
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self.atkTeam:addUnit(heroComp, true)
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else
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self.atkTeam:addUnit(heroComp)
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heroComp:hideOutsideScreen()
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end
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onloadFinished()
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end)
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end
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if totalCount == 0 then
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callback()
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end
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end
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function BattleController:refreshHp(side, num, percent)
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if side == BattleConst.SIDE_ATK then
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self.battleUI:refreshAtkHp(num, percent)
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else
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self.battleUI:refreshDefHp(num, percent)
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end
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end
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function BattleController:getOtherSideMainUnit(side)
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if side == BattleConst.SIDE_ATK then
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return self.defTeam:getMainUnit()
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else
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return self.atkTeam:getMainUnit()
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end
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end
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function BattleController:onLoadComplete()
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self:battleStart()
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end
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function BattleController:battleStart()
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self.isBattleStart = true
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self.tickSid = BattleScheduler:scheduleGlobal(function(dt)
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self:_tick(dt)
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end, 0)
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self:enterNextWave()
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end
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---- start 回合步骤
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function BattleController:enterNextWave()
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local atkTeam = self.battleData:getAtkTeam()
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if not atkTeam or atkTeam:getIsDead() then
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self.victory = false
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self:battleEnd()
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return
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end
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if self.waveIndex >= self.maxWaveIndex then
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self.victory = true
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self:battleEnd()
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return
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end
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self.waveIndex = self.waveIndex + 1
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if self.battleUI then
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self.battleUI:refreshWave(self.waveIndex)
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end
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if self.waveIndex == 1 then -- 第一波
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self:generateBoard()
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return
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end
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if self.isBossWave then -- 如果上一波是boss波次,则重新生成棋盘
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self:putBoardCacheSkill(function()
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self:generateBoard()
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end)
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else
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self:enterRoundBegin()
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end
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end
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function BattleController:enterRoundBegin()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN
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self:onRoundBegin()
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self:enterEliminationBegin()
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end
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function BattleController:enterEliminationBegin()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN
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self:onEliminationBegin()
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self:popBoardCacheSkill(function()
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self:enterElimination()
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end)
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end
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function BattleController:enterElimination()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_ELIMINATION
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end
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function BattleController:enterAtkStep()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_ATK_STEP
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self:exeInstructions(function()
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self:enterAtkStepOver()
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end)
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end
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function BattleController:enterAtkStepOver()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_ATK_STEP_OVER
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local defTeam = self.battleData:getDefTeam()
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if not defTeam or defTeam:getIsDead() then -- 怪物死了, 直接进入刷新逻辑
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if self.waveIndex >= self.maxWaveIndex then
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self:enterRoundEnd()
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else
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self:findNextDefUnit()
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end
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return
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end
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local atkTeam = self.battleData:getAtkTeam()
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if not atkTeam or atkTeam:getIsDead() then -- 英雄死了, 直接结算
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self:enterNextWave()
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return
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end
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self:enterDefStep()
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end
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function BattleController:enterDefStep()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_DEF_STEP
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self.defTeam:mainUnitUseAllSkills(function()
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self:enterDefStepOver()
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end)
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end
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function BattleController:enterDefStepOver()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_DEF_STEP_OVER
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local atkTeam = self.battleData:getAtkTeam()
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if not atkTeam or atkTeam:getIsDead() then -- 英雄死了, 直接结算
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self:enterNextWave()
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return
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end
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local defTeam = self.battleData:getDefTeam()
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if not defTeam or defTeam:getIsDead() then -- 怪物死了, 直接进入刷新逻辑
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if self.waveIndex >= self.maxWaveIndex then
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self:enterRoundEnd()
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else
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self:findNextDefUnit()
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end
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return
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end
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---- 临时直接调用
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self:enterRefreshBoard()
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end
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function BattleController:enterRefreshBoard()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_REFRESH_BOARD
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self:fillBoard()
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end
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function BattleController:enterRoundEnd()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_END
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local defTeam = self.battleData:getDefTeam()
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if not defTeam or defTeam:getIsDead() then -- 怪物死了, 直接进入刷新逻辑
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self:enterNextWave()
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return
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end
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local atkTeam = self.battleData:getAtkTeam()
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if not atkTeam or atkTeam:getIsDead() then -- 英雄死了, 直接结算
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self:enterNextWave()
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return
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end
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self:enterRoundBegin()
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end
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---- end回合步骤
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function BattleController:onTouchEvent(eventType, posId)
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if self.roundStep ~= BattleConst.BATTLE_ROUND_STEP.ON_ELIMINATION then
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return
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end
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local entity = self.battleData:getGridEntity(posId)
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if not entity:canLink() then
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return
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end
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if eventType == ELIMINATION_TOUCH_EVENT.DOWN then
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if #self.battleData:getGridSequence() > 0 then
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self.battleData:clearGridSequence()
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end
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self.battleData:insertGridSequence(posId, self:snapshotBoard())
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local skillEntity = self.battleData:getSkillEntityBySkillId(entity:getSkillId())
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local maskElementType = entity:getElementType(skillEntity)
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self.battleUI:showBoardMask(maskElementType)
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self:findSkillInfluenceGrids()
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self:onLinkChange()
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elseif eventType == ELIMINATION_TOUCH_EVENT.ENTER then
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local sequence = self.battleData:getGridSequence()
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local info = sequence[#sequence]
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local lastPosId = info and info.posId
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if not lastPosId then
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return
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end
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local outLineMap = BattleConst.GRID_OUT_LINE_POS_ID[lastPosId]
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if not outLineMap or not outLineMap[posId] then
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return
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end
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if self.battleData:alreadyInsertSequence(posId) then
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local info = sequence[#sequence - 1]
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local beforePosId = info and info.posId
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if not beforePosId then
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return
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end
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if beforePosId == posId then -- 进入的是倒数第二个,则移除倒数第一个
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local snapshot = self.battleData:removeGridSequence(lastPosId)
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if snapshot then -- 如果有快照,则恢复一次
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for posId, info in pairs(snapshot) do
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local entity = self.battleData:getGridEntity(posId)
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if entity then
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entity:setInfoBySnapshop(info)
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end
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end
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end
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local lastEntity = self.battleData:getGridEntity(beforePosId)
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local lastSkillEntity = self.battleData:getSkillEntityBySkillId(lastEntity:getSkillId())
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local maskElementType = lastEntity:getElementType(lastSkillEntity)
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self.battleUI:showBoardMask(maskElementType)
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self:findSkillInfluenceGrids()
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self:onLinkChange()
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return
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end
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end
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local skillId = entity:getSkillId()
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local skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
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local elementType = entity:getElementType(skillEntity)
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local lastEntity = self.battleData:getGridEntity(lastPosId)
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local lastSkillId = lastEntity:getSkillId()
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local lastSkillEntity = self.battleData:getSkillEntityBySkillId(lastSkillId)
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local lastElementType = lastEntity:getElementType(lastSkillEntity)
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if skillEntity and self.battleData:getSequenceHadSkill() then
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return
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end
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if not elementType or not lastElementType then
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else
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if lastElementType ~= elementType then
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return
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end
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end
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local maskElementType = elementType or lastElementType
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self.battleUI:showBoardMask(maskElementType)
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self.battleData:insertGridSequence(posId, self:snapshotBoard())
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if lastEntity:getNeedChangePos() and not entity:getNeedChangePos() then -- 需要移动到队列末尾
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local lastSkillId = lastEntity:getSkillId()
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local skillId = entity:getSkillId()
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self:setGridSkillId(lastPosId, skillId)
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self:setGridSkillId(posId, lastSkillId)
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end
|
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|
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local newElementType = elementType or lastElementType
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if newElementType then
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entity:setElementType(newElementType)
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lastEntity:setElementType(newElementType)
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end
|
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|
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entity:addLinkSkillCount()
|
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|
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self:findSkillInfluenceGrids()
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self:onLinkChange()
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elseif eventType == ELIMINATION_TOUCH_EVENT.EXIT then
|
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|
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else -- 取消和抬起
|
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self.battleUI:showBoardMask(nil)
|
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local sequence = self.battleData:getGridSequence()
|
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local count = #sequence
|
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if count < BattleConst.ELIMINATION_MIN_COUNT then
|
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if count <= 0 then
|
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self.battleData:clearGridSequence()
|
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self:onLinkChange()
|
||
return
|
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end
|
||
|
||
local snapshot = self.battleData:removeGridSequence(sequence[1].posId)
|
||
if snapshot then -- 如果有快照,则恢复一次
|
||
for posId, info in pairs(snapshot) do
|
||
local entity = self.battleData:getGridEntity(posId)
|
||
if entity then
|
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entity:setInfoBySnapshop(info)
|
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end
|
||
end
|
||
end
|
||
|
||
self.battleData:clearGridSequence()
|
||
self:onLinkChange()
|
||
return
|
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end
|
||
|
||
self:onLinkOver()
|
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end
|
||
end
|
||
|
||
function BattleController:onLinkOver()
|
||
local sequence = self.battleData:getGridSequence()
|
||
local count = #sequence
|
||
if count < BattleConst.ELIMINATION_MIN_COUNT then
|
||
return
|
||
end
|
||
|
||
local skillId = self.battleData:getSequenceHadSkill()
|
||
local skillEntity
|
||
local linkElementType
|
||
local influenceElementType
|
||
if skillId then
|
||
skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
|
||
end
|
||
|
||
local elementTypeMap = {}
|
||
local eliminationPosIds = {}
|
||
local boomGridIds = {}
|
||
|
||
for _, info in ipairs(sequence) do
|
||
if not eliminationPosIds[info.posId] then
|
||
local entity = self.battleData:getGridEntity(info.posId)
|
||
if not entity:getSkillId() then
|
||
local elementType = entity:getElementType()
|
||
elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
|
||
linkElementType = elementType
|
||
end
|
||
|
||
local outline = BattleConst.GRID_OUT_LINE_POS_ID[info.posId]
|
||
for aroundPosId, _ in pairs(outline) do
|
||
boomGridIds[aroundPosId] = true
|
||
end
|
||
|
||
local entity = self.battleData:getGridEntity(info.posId)
|
||
entity:setIsIdle(true)
|
||
eliminationPosIds[info.posId] = true
|
||
end
|
||
end
|
||
|
||
for posId, _ in pairs(self.battleData:getSkillInfluenceGrids()) do
|
||
local entity = self.battleData:getGridEntity(posId)
|
||
if not entity:getIsIdle() then
|
||
if entity:isEmptyIdle() then
|
||
entity:setIsIdle(true)
|
||
if not eliminationPosIds[posId] then
|
||
eliminationPosIds[posId] = true
|
||
table.insert(sequence, {posId = posId})
|
||
end
|
||
if not entity:getSkillId() then
|
||
local elementType = entity:getElementType()
|
||
elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
|
||
if not influenceElementType then
|
||
influenceElementType = {}
|
||
end
|
||
influenceElementType[elementType] = true
|
||
end
|
||
else
|
||
boomGridIds[posId] = true
|
||
end
|
||
end
|
||
end
|
||
|
||
for posId, status in pairs(boomGridIds) do
|
||
if not eliminationPosIds[posId] then
|
||
local entity = self.battleData:getGridEntity(posId)
|
||
if entity then
|
||
local elementTypeInvalid = entity:isElmentTypeInvalid()
|
||
entity:addAroundEliminationCount()
|
||
if entity:getIsIdle() then
|
||
eliminationPosIds[posId] = true
|
||
table.insert(sequence, {posId = posId, noAni = elementTypeInvalid})
|
||
if not entity:getSkillId() and not elementTypeInvalid then
|
||
local elementType = entity:getElementType()
|
||
elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
self.battleData:addSkillEnergy(elementTypeMap)
|
||
self.battleData:clearGridSequence()
|
||
|
||
self.battleUI:disableUITouch()
|
||
self.battleUI:eliminationAni(sequence, function()
|
||
self:generateInstructions(skillEntity, linkElementType, influenceElementType, elementTypeMap)
|
||
self:enterAtkStep()
|
||
end)
|
||
end
|
||
|
||
function BattleController:fillBoard()
|
||
local pathMap = {}
|
||
local columnCount = {}
|
||
|
||
local gridMap = {}
|
||
for c = 1, BattleConst.COLUMN_COUNT do
|
||
for r = BattleConst.ROW_COUNT, 1, -1 do
|
||
local posId = ModuleManager.BattleManager:getPosId(r, c)
|
||
local entity = self.battleData:getGridEntity(posId)
|
||
if entity:getIsIdle() then
|
||
self:fillThisPos(posId, columnCount, gridMap)
|
||
end
|
||
end
|
||
end
|
||
|
||
while true do
|
||
local find = false
|
||
for c = 1, BattleConst.COLUMN_COUNT do
|
||
local list = gridMap[c]
|
||
if list and list[1] then -- 此列有需要填充的元素
|
||
local entity = table.remove(list, 1)
|
||
if entity then
|
||
self.battleData:setGridInfo(entity:getPosId(), self:getRandomGridInfo())
|
||
end
|
||
find = true
|
||
end
|
||
end
|
||
|
||
if not find then
|
||
break
|
||
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 = self.battleData:getGridEntity(posId)
|
||
if #entity:getPath() > 0 then
|
||
pathMap[posId] = entity:getPath()
|
||
entity:clearPath()
|
||
end
|
||
end
|
||
end
|
||
|
||
self.battleUI:fallGrid(pathMap, function()
|
||
self:onFillBoardOver()
|
||
self.battleUI:enableUITouch()
|
||
|
||
if self.battleData:useAddlvCount() then
|
||
ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
|
||
end
|
||
end)
|
||
end
|
||
|
||
function BattleController:onFillBoardOver()
|
||
self:generateSkill(function()
|
||
self.battleUI:refreshSkill()
|
||
self:enterRoundEnd()
|
||
end)
|
||
end
|
||
|
||
function BattleController:generateInstructions(skillEntity, elementType, influenceElementType, elementTypeMap)
|
||
---- 加buff
|
||
if skillEntity then
|
||
-- if skillEntity:getLinkEffects() > 0 and elementType then
|
||
-- local attrType = BattleConst.ELEMENT_TYPE_ATKP_NAME[elementType]
|
||
-- if attrType then
|
||
-- table.insert(self.instructions, {
|
||
-- name = BattleConst.INSTRUCTION_NAME.ADD_CUR_ROUND_ATTR,
|
||
-- attr = {
|
||
-- type = attrType,
|
||
-- num = skillEntity:getLinkEffects()
|
||
-- }
|
||
-- })
|
||
-- end
|
||
-- end
|
||
|
||
if skillEntity:getInInfluenceAtkp() > 0 and influenceElementType then
|
||
for elementType, _ in pairs(influenceElementType) do
|
||
local attrType = BattleConst.ELEMENT_TYPE_ATKP_NAME[elementType]
|
||
if attrType then
|
||
table.insert(self.instructions, {
|
||
name = BattleConst.INSTRUCTION_NAME.ADD_CUR_ROUND_ATTR,
|
||
attr = {
|
||
type = attrType,
|
||
num = skillEntity:getInInfluenceAtkp()
|
||
}
|
||
})
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
local elementTypeCount = 0
|
||
local assistingList = nil
|
||
---- 援助
|
||
for element, count in pairs(elementTypeMap) do
|
||
if element == elementType then
|
||
elementTypeCount = count
|
||
else
|
||
if assistingList == nil then
|
||
assistingList = {}
|
||
end
|
||
local obj = {
|
||
count = count,
|
||
skillMatch = element,
|
||
}
|
||
table.insert(assistingList, obj)
|
||
end
|
||
end
|
||
|
||
---- 技能
|
||
if skillEntity then
|
||
table.insert(self.instructions, {
|
||
name = BattleConst.INSTRUCTION_NAME.PLAY_SKILL,
|
||
skillMatch = elementType,
|
||
count = elementTypeCount,
|
||
})
|
||
else
|
||
---- 普攻
|
||
if elementTypeCount > 0 then
|
||
table.insert(self.instructions, {
|
||
name = BattleConst.INSTRUCTION_NAME.GENERAL_ATTACK,
|
||
skillMatch = elementType,
|
||
count = elementTypeCount,
|
||
})
|
||
end
|
||
end
|
||
|
||
if assistingList then
|
||
table.insert(self.instructions, {
|
||
name = BattleConst.INSTRUCTION_NAME.ASSISTING,
|
||
assistingList = assistingList,
|
||
})
|
||
end
|
||
end
|
||
|
||
function BattleController:exeInstructions(callback)
|
||
Logger.logHighlight("--------exeInstructions----------")
|
||
Logger.printTable(self.instructions)
|
||
if not self.instructions or #self.instructions <= 0 then
|
||
callback()
|
||
return
|
||
end
|
||
local instruction = table.remove(self.instructions)
|
||
local func = BattleController._doInstruction[instruction.name]
|
||
if func then
|
||
func(self, instruction, function()
|
||
self:exeInstructions(callback)
|
||
end)
|
||
else
|
||
self:exeInstructions(callback)
|
||
end
|
||
end
|
||
|
||
function BattleController:generateBoard()
|
||
local boardList, _ = self:getInitBoard()
|
||
if self.curBoardIndex and self.curBoardIndex >= #boardList then
|
||
return
|
||
end
|
||
|
||
if not self.battleUI then
|
||
return
|
||
end
|
||
|
||
self.curBoardIndex = (self.curBoardIndex or 0) + 1
|
||
local board = boardList[self.curBoardIndex]
|
||
self.battleData:refreshBoard(board)
|
||
self.battleUI:initGridCell()
|
||
self:enterRoundBegin()
|
||
end
|
||
|
||
function BattleController:putBoardCacheSkill(callback)
|
||
if not self.battleUI then
|
||
return
|
||
end
|
||
self.battleData:cacheBoardSkill()
|
||
local skillList, skillCount = self.battleData:getCacheBoardSkill()
|
||
self.battleUI:cacheSkillAni(skillList, false, callback)
|
||
end
|
||
|
||
function BattleController:popBoardCacheSkill(callback)
|
||
local skillList, skillCount = self.battleData:getCacheBoardSkill()
|
||
self.battleData:clearCacheBoardSkill()
|
||
if self.battleUI and skillCount > 0 then
|
||
local posidList = {}
|
||
for posId, entity in pairs(self.battleData:getGridEnties()) do
|
||
if entity:isEmptyIdle() then
|
||
table.insert(posidList, posId)
|
||
end
|
||
end
|
||
|
||
posidList = table.shuffle(posidList)
|
||
local newSkillId = {}
|
||
for index, info in ipairs(skillList) do
|
||
if posidList[1] then
|
||
newSkillId[index] = info
|
||
newSkillId[index].posId = table.remove(posidList)
|
||
else
|
||
break
|
||
end
|
||
end
|
||
self.battleUI:cacheSkillAni(newSkillId, true, callback)
|
||
else
|
||
if callback then
|
||
callback()
|
||
end
|
||
end
|
||
end
|
||
|
||
function BattleController:generateSkill(callback)
|
||
local map = {}
|
||
for _, skillEntity in pairs(self.battleData:getSkillEntities()) do
|
||
if skillEntity:getEnergyEnough() then
|
||
local list = self:getSkillElementList(skillEntity:getPosition(), 1, true)
|
||
if list[1] then
|
||
map[skillEntity:getPosition()] =
|
||
{
|
||
skillId = skillEntity:getSkillId(),
|
||
posId = list[1]
|
||
}
|
||
end
|
||
end
|
||
end
|
||
|
||
if not self.battleUI then
|
||
if callback then
|
||
callback()
|
||
end
|
||
return
|
||
end
|
||
|
||
self.battleUI:generateSkillAni(map, function()
|
||
for elementType, info in pairs(map) do
|
||
self:setGridSkillId(info.posId, info.skillId)
|
||
end
|
||
|
||
if callback then
|
||
callback()
|
||
end
|
||
end)
|
||
end
|
||
|
||
function BattleController:setGridSkillId(posId, skillId)
|
||
local entity = self.battleData:getGridEntity(posId)
|
||
if entity then
|
||
entity:setSkilId(skillId)
|
||
local skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
|
||
if skillEntity and entity:getElementType() ~= skillEntity:getPosition() then
|
||
entity:setElementType(skillEntity:getPosition())
|
||
end
|
||
end
|
||
end
|
||
|
||
function BattleController:generateGridType(gridType)
|
||
if not gridType then
|
||
return
|
||
end
|
||
|
||
local list = {}
|
||
local count = 0
|
||
for posId, entity in pairs(self.battleData:getGridEnties()) do
|
||
if entity:isEmptyIdle() then
|
||
table.insert(list, entity)
|
||
count = count + 1
|
||
end
|
||
end
|
||
if count > 0 then
|
||
local entity = list[math.random(1, count)]
|
||
self.battleData:setGridInfo(entity:getPosId(), {gridType = gridType, elementType = entity:getElementType()})
|
||
end
|
||
end
|
||
|
||
function BattleController:getSkillElementList(elementType, count, useAlternate)
|
||
local result = {}
|
||
local gridEntities = self.battleData:getGridEnties()
|
||
if not 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 = 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
|
||
|
||
---- 从一个点直接遍历所有相关的路径
|
||
function BattleController:fillThisPos(posId, columnCount, gridMap)
|
||
local entity = self.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 = self.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})
|
||
|
||
self.battleData:exchangeGridEntities(posId, fallPosId)
|
||
if not gridMap[c] then
|
||
gridMap[c] = {}
|
||
end
|
||
table.insert(gridMap[c], fallEntity)
|
||
else
|
||
for index, fallPosId in ipairs(list) do
|
||
local fallEntity = self.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, gridMap)
|
||
end
|
||
fallEntity = self.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})
|
||
|
||
self.battleData:exchangeGridEntities(posId, fallPosId)
|
||
self:fillThisPos(fallPosId, columnCount, gridMap)
|
||
return
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function BattleController:getRandomGridInfo()
|
||
local list, fixedRandomGrid = self:getInitBoard()
|
||
local fixedRandomList = fixedRandomGrid[self.curBoardIndex]
|
||
|
||
local gridType = 0
|
||
local elementType
|
||
if fixedRandomList and fixedRandomList[1] then
|
||
elementType = table.remove(fixedRandomList, 1)
|
||
else
|
||
local map = self.battleData:getElementTypeMap()
|
||
local indexs = {}
|
||
local typeList = {}
|
||
for typeName, typeNum in pairs(BattleConst.ELEMENT_TYPE) do
|
||
if not self:getSealElementType()[typeNum] and self.battleData:getSkillEntityByElement(typeNum) then
|
||
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
|
||
end
|
||
|
||
local index = GFunc.getRandomIndex(indexs)
|
||
elementType = typeList[index]
|
||
end
|
||
|
||
return {gridType = gridType, elementType = elementType}
|
||
end
|
||
|
||
function BattleController:findSkillInfluenceGrids()
|
||
local girds = self.battleData:clearSkillInfluenceGrids()
|
||
for posId, _ in pairs(girds) do
|
||
local entity = self.battleData:getGridEntity(posId)
|
||
if entity:getCell() then
|
||
entity:getCell():showCircle(false)
|
||
end
|
||
end
|
||
|
||
local sequence = self.battleData:getGridSequence()
|
||
local sequenceEntities = {}
|
||
for _, info in ipairs(sequence) do
|
||
local entity = self.battleData:getGridEntity(info.posId)
|
||
table.insert(sequenceEntities, entity)
|
||
end
|
||
|
||
for _, info in ipairs(sequence) do
|
||
local entity = self.battleData:getGridEntity(info.posId)
|
||
local skillId = entity:getSkillId()
|
||
if skillId then
|
||
local skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
|
||
if skillEntity then
|
||
BATTLE_BOARD_SKILL_HANDLE.activeBoardSkill(info.posId, skillEntity, self.battleData:getGridEnties(), sequenceEntities)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function BattleController:getRandomSkillList(getCount)
|
||
getCount = getCount or BattleConst.SKILL_SELECT_COUNT
|
||
local result = {}
|
||
local cfg = ConfigManager:getConfig("skill_rogue")
|
||
local skillPool = self.battleData:getSkillPool()
|
||
local map = {}
|
||
|
||
local count = 0
|
||
local newSkillPool = {}
|
||
local skillWeight = {}
|
||
for _, skillId in ipairs(skillPool) do
|
||
local skillCfg = cfg[skillId]
|
||
if skillCfg and (not skillCfg.limit_times or self.battleData:getSkillCount(skillId) < skillCfg.limit_times) then
|
||
if not map[skillId] then
|
||
table.insert(newSkillPool, skillId)
|
||
table.insert(skillWeight, skillCfg.weight)
|
||
count = count + 1
|
||
map[skillId] = true
|
||
end
|
||
end
|
||
end
|
||
|
||
if count > 0 then
|
||
local index = GFunc.getRandomIndex(skillWeight)
|
||
local skillId = table.remove(newSkillPool, index)
|
||
table.remove(skillWeight, index)
|
||
count = count - 1
|
||
table.insert(result, skillId)
|
||
getCount = getCount - 1
|
||
end
|
||
|
||
for skillId, info in ipairs(cfg) do
|
||
if not self:getNotInvolvedSkills()[skillId] then
|
||
if info.universal then
|
||
if not info.limit_times or self.battleData:getSkillCount(skillId) < info.limit_times then
|
||
if not map[skillId] then
|
||
table.insert(newSkillPool, skillId)
|
||
table.insert(skillWeight, info.weight)
|
||
count = count + 1
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
for i = 1, getCount do
|
||
local index = GFunc.getRandomIndex(skillWeight)
|
||
local skillId = table.remove(newSkillPool, index)
|
||
table.remove(skillWeight, index)
|
||
count = count - 1
|
||
table.insert(result, skillId)
|
||
end
|
||
|
||
result = table.shuffle(result)
|
||
return result
|
||
end
|
||
|
||
function BattleController:onSelectSkill(skillId)
|
||
self.battleData:addSkillCount(skillId)
|
||
BATTLE_ROGUE_SKILL_HANDLE.takeEffect(skillId, self.battleData, self)
|
||
|
||
if self.battleData:useAddlvCount() then
|
||
ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
|
||
end
|
||
end
|
||
|
||
function BattleController:changeElementType(count, elementType)
|
||
local list = {}
|
||
for _, entity in pairs(self.battleData:getGridEnties()) do
|
||
if entity:canChangeInfo() and entity:getElementType() ~= elementType then
|
||
table.insert(list, entity)
|
||
end
|
||
end
|
||
|
||
for i = 1, count do
|
||
if not list[1] then
|
||
break
|
||
end
|
||
local entity = table.remove(list, math.random(1, #list))
|
||
if entity then
|
||
entity:setElementType(elementType)
|
||
end
|
||
end
|
||
end
|
||
|
||
function BattleController:addHeroAttr(attrName, value)
|
||
Logger.logHighlight("------addHeroAttr------ " .. attrName .. " " .. value)
|
||
if not self.battleData or not self.battleData.atkTeam then
|
||
return
|
||
end
|
||
|
||
local attr = BUFF_NAME_TO_ATTR[attrName]
|
||
if attr then
|
||
self.battleData.atkTeam:addAttr(attr[1], value, attr[2])
|
||
else
|
||
local func = BattleBuffHandle.addAttribute[attrName]
|
||
if func then
|
||
local unitComp
|
||
for matchType, comp in pairs(self.atkTeam:getUnitComp()) do
|
||
unitComp = comp
|
||
break
|
||
end
|
||
if unitComp then
|
||
func(unitComp, value)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function BattleController:addSkillEffect(elementType, effects)
|
||
Logger.logHighlight("------addSkillEffect------ " .. elementType .. " " .. json.encode(effects))
|
||
end
|
||
|
||
---- 快照一次棋盘
|
||
function BattleController:snapshotBoard()
|
||
local snapshot = {}
|
||
for _, entity in pairs(self.battleData:getGridEnties()) do
|
||
snapshot[entity:getPosId()] = entity:getSnapshoptInfo()
|
||
end
|
||
return snapshot
|
||
end
|
||
|
||
function BattleController:addBattleExp(exp)
|
||
if not self.battleData or not exp then
|
||
return
|
||
end
|
||
self.battleData:addExp(exp)
|
||
end
|
||
|
||
function BattleController:_tick(dt)
|
||
if self.isPause then
|
||
return
|
||
end
|
||
self.time = self.time + dt
|
||
self.atkTeam:tick(dt)
|
||
self.defTeam:tick(dt)
|
||
local count = #self.effectTexts
|
||
for i = count, 1, -1 do
|
||
self.effectTexts[i]:tick(dt)
|
||
if self.effectTexts[i]:getDuration() < 0 then
|
||
BattleHelper:recycleEffectText(self.effectTexts[i])
|
||
table.remove(self.effectTexts, i)
|
||
end
|
||
end
|
||
self:tick(dt)
|
||
end
|
||
|
||
function BattleController:battleEnd()
|
||
self:controllBattleEnd()
|
||
end
|
||
|
||
function BattleController:clear()
|
||
if self.alreadyClear then
|
||
return
|
||
end
|
||
self.alreadyClear = true
|
||
if self.tickSid then
|
||
BattleScheduler:unscheduleGlobal(self.tickSid)
|
||
self.tickSid = nil
|
||
end
|
||
BattleScheduler:clear()
|
||
BattleHelper:clear()
|
||
end
|
||
|
||
function BattleController:endBattleAndExit()
|
||
ModuleManager.BattleManager:exitBattle()
|
||
end
|
||
|
||
function BattleController:showEffectNumber(num, x, y)
|
||
local effectTextComp = BattleHelper:getEffectText(self.battleUI:getNumberNode())
|
||
effectTextComp:showEffectNumber(num, x, y)
|
||
table.insert(self.effectTexts, effectTextComp)
|
||
end
|
||
|
||
local function _addCurRoundAttr(self, instruction, callback)
|
||
callback()
|
||
end
|
||
|
||
local function _assisting(self, instruction, callback)
|
||
Logger.logHighlight("援助攻击")
|
||
self.atkTeam:useAssistingSkill(instruction.assistingList, callback)
|
||
end
|
||
|
||
local function _generalAttack(self, instruction, callback)
|
||
self.atkTeam:useNormalSkill(instruction.skillMatch, instruction.count, callback)
|
||
end
|
||
|
||
local function _playSkill(self, instruction, callback)
|
||
self.atkTeam:useSkill(instruction.skillMatch, instruction.count, callback)
|
||
end
|
||
|
||
BattleController._doInstruction = {
|
||
[BattleConst.INSTRUCTION_NAME.ADD_CUR_ROUND_ATTR] = _addCurRoundAttr,
|
||
[BattleConst.INSTRUCTION_NAME.ASSISTING] = _assisting,
|
||
[BattleConst.INSTRUCTION_NAME.GENERAL_ATTACK] = _generalAttack,
|
||
[BattleConst.INSTRUCTION_NAME.PLAY_SKILL] = _playSkill,
|
||
}
|
||
|
||
return BattleController |