c1_lua/lua/app/module/daily_challenge/daily_challenge_manager.lua

229 lines
8.1 KiB
Lua

local DailyChallengeManager = class("DailyChallengeManager", BaseModule)
function DailyChallengeManager:init()
self:addEventListener(EventManager.CUSTOM_EVENT.CHANGE_MAIN_CITY_PAGE, function(idx)
DataManager.DailyChallengeData:setShowingMainComp(idx == GConst.MainCityConst.BOTTOM_PAGE.MAIN)
end)
self:addEventListener(EventManager.CUSTOM_EVENT.UI_CLOSE, function(index)
if index == UIManager.UI_PATH.MAINCITY_UI then
DataManager.DailyChallengeData:setShowingMainComp(false)
end
end)
end
function DailyChallengeManager:showBattleBuffUI()
UIManager:showUI("app/ui/battle/battle_daily_challenge_buff_ui")
end
function DailyChallengeManager:showBattleTaskUI()
UIManager:showUI("app/ui/daily_challenge/daily_challenge_task_ui")
end
function DailyChallengeManager:getBuffDesc(id)
local desc = I18N:getText("buff_daily_challenge", id, "desc")
return desc
end
function DailyChallengeManager:checkDayChange()
if not DataManager.DailyChallengeData:getIfCanReset() then
return
end
if not DataManager.DailyChallengeData:isShowingMainComp() then
return
end
-- 跨天了,请求新数据
self:performWithDelayGlobal(function()
self:onResetState()
end, math.random())
end
-- 开始挑战
function DailyChallengeManager:startChallenge()
-- 判断次数
if not DataManager.DailyChallengeData:isEnoughChallengeTime() then
GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.DAILY_CHALLENGE_DESC_1))
return
end
-- 判断体力
if not DataManager.DailyChallengeData:isEnoughHp() then
GFunc.showItemNotEnough(GConst.ItemConst.ITEM_ID_VIT)
ModuleManager.CommerceManager:showBuyVitUI()
return
end
-- 检查阵容
if not DataManager.FormationData:formationIsFull(GConst.BattleConst.FORMATION_TYPE.STAGE) then
GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_8))
return
end
if not DataManager.DailyChallengeData:isMeetChallenge() then
return
end
local parmas = {}
self:sendMessage(ProtoMsgType.FromMsgEnum.ChapterDailyChallengeStartReq, parmas, {}, self.rspStartChallenge, BIReport.ITEM_GET_TYPE.DAILY_CHALLENGE)
end
function DailyChallengeManager:rspStartChallenge(result)
if result.err_code == GConst.ERROR_STR.SUCCESS then
DataManager.DailyChallengeData:onFightCountReduce()
DataManager.DailyChallengeData:setFixedChapterId(result.today_fixed_chapter_id)
ModuleManager.BattleManager:playBattle(GConst.BattleConst.BATTLE_TYPE.DAILY_CHALLENGE)
end
end
-- 挑战结束
function DailyChallengeManager:endChallenge(chapterId, combatReport, taskProgress, heroInfo, taskCurProgress)
local parmas = {
win = combatReport.victory,
chapter_id = chapterId,
hero_info = heroInfo,
task_stat = taskProgress,
combatReport = combatReport,
taskCurProgress = taskCurProgress
}
self:sendMessage(ProtoMsgType.FromMsgEnum.ChapterDailyChallengeSettlementReq, parmas, {}, self.endChallengeFinish, BIReport.ITEM_GET_TYPE.DAILY_CHALLENGE_END)
end
function DailyChallengeManager:endChallengeFinish(result)
if result.err_code == GConst.ERROR_STR.SUCCESS then
local reqData = result.reqData
local rewards = result.rewards
ModuleManager.BattleManager:showBattleResultUI(GConst.BattleConst.BATTLE_TYPE.DAILY_CHALLENGE, rewards, reqData.combatReport)
DataManager.DailyChallengeData:init(result.daily_challenge)
ModuleManager.TaskManager:addFightTaskProgress(reqData.task_stat)
-- bi日志上报任务完成情况
local taskProgress = reqData.taskCurProgress or {}
local completedCount = 0
local taskInfo = {}
local tasks = DataManager.DailyChallengeData:getTasks()
for index, info in ipairs(tasks) do
local id = info.task_id
local idStr = tostring(id)
taskInfo[idStr] = GFunc.getTable(info)
taskInfo[idStr].curProgress = 0
local progress = taskProgress[id]
if progress then
if type(progress) == "table" then
taskInfo[idStr].curProgress = progress[info.param] or 0
else
taskInfo[idStr].curProgress = progress
end
end
if info.claimed or DataManager.DailyChallengeData:canClaimTask(index) then
completedCount = completedCount + 1
if taskInfo[idStr].curProgress < (taskInfo[idStr].progress or 0) then
taskInfo[idStr].curProgress = taskInfo[idStr].progress or 0
end
end
end
BIReport:postDailyChallengeTaskState(completedCount, taskInfo)
end
end
function DailyChallengeManager:onResetState()
if not DataManager.DailyChallengeData:isOpen() then
return
end
if DataManager.DailyChallengeData:getIsInReset() then
return
end
DataManager.DailyChallengeData:setInReset(true)
self:sendMessage(ProtoMsgType.FromMsgEnum.ChapterDailyChallengeResetReq, {}, {}, self.rspResetState, BIReport.ITEM_GET_TYPE.DAILY_CHALLENGE_RESET)
end
function DailyChallengeManager:rspResetState(result)
DataManager.DailyChallengeData:setInReset(false)
DataManager.DailyChallengeData:init(result.daily_challenge)
end
-- 获取任务(箱子)奖励
function DailyChallengeManager:getTaskReward(idx)
self.getRewardTaskIdx = idx
local parmas = {
idx = idx,
}
self:sendMessage(ProtoMsgType.FromMsgEnum.DailyChallengeTaskAwardReq, parmas, {}, self.getTaskRewardFinish, BIReport.ITEM_GET_TYPE.DAILY_CHALLENGE_TASK_REWARD)
end
function DailyChallengeManager:getTaskRewardFinish(result)
if result.err_code == GConst.ERROR_STR.SUCCESS then
GFunc.showRewardBox(result.rewards)
DataManager.DailyChallengeData:onGetedTaskReward(self.getRewardTaskIdx)
end
end
function DailyChallengeManager:dealTaskProgress(battleController)
local teamEntity = battleController.battleData:getAtkTeam()
local members = teamEntity:getAllMembers()
local heroInfo = {}
for k, v in pairs(members) do
heroInfo[v:getId()] = {
skill_cast = v:getActiveSkillReleaseCount(),
Damage = v:getDamageCount(),
}
end
local comboOver10Count = battleController.taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.COMBO_OVER_10]
local linkCountOver8Count = battleController.taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.LINK_COUNT_OVER_8]
local skillCountMap = {}
local damageMatchTypeMap = {}
local damageHeroMap = {}
local totalDmg = 0
for heroId, info in pairs(heroInfo) do
local entity = DataManager.HeroData:getHeroById(heroId)
if entity then
skillCountMap[entity:getMatchType()] = info.skill_cast
damageMatchTypeMap[entity:getMatchType()] = info.Damage
damageHeroMap[heroId] = info.Damage
totalDmg = totalDmg + info.Damage
end
end
if totalDmg <= 0 then
totalDmg = 1
end
for matchType, damage in pairs(damageMatchTypeMap) do
damageMatchTypeMap[matchType] = math.floor(damage / totalDmg * GConst.BattleConst.DEFAULT_FACTOR + 0.000001)
end
for heroId, damage in pairs(damageHeroMap) do
damageHeroMap[heroId] = math.floor(damage / totalDmg * GConst.BattleConst.DEFAULT_FACTOR + 0.000001)
end
local taskProgress = {
[3] = comboOver10Count,
[4] = linkCountOver8Count,
[5] = skillCountMap,
[7] = damageHeroMap,
[8] = damageMatchTypeMap
}
return taskProgress
end
function DailyChallengeManager:getCurTaskProgress(battleController)
local taskCurProgress ={}
local taskProgress = self:dealTaskProgress(battleController)
local tasks = DataManager.DailyChallengeData:getTasks()
for index, info in ipairs(tasks) do
local id = info.task_id
local progress = taskProgress[id]
if progress then
if type(progress) == "table" then
taskCurProgress[id] = progress[info.param] or 0
else
taskCurProgress[id] = progress
end
end
end
return taskCurProgress
end
return DailyChallengeManager