c1_lua/lua/app/userdata/battle/battle_data.lua
2023-04-10 09:58:43 +08:00

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local BattleData = class("BattleData", BaseData)
local BattleConst = GConst.BattleConst
local BATTLE_GRID_ENTITY = require "app/userdata/battle/battle_grid_entity"
local BATTLE_CARD_SKILL_ENTITY = require "app/userdata/battle/skill/battle_card_skill_entity"
function BattleData:init(board)
self:clear()
for i, info in ipairs(board) do
local r = 1
local c = 1
local zheng = i // BattleConst.ROW_COUNT
local yu = i % BattleConst.ROW_COUNT
if yu > 0 then
r = zheng + 1
c = yu
else
r = zheng
c = BattleConst.ROW_COUNT
end
local posId = ModuleManager.BattleManager:getPosId(r, c)
local data = {
posId = posId,
gridType = info[1],
elementType = info[2]
}
self.gridEntities[data.posId] = BATTLE_GRID_ENTITY:create(data)
if self.gridEntities[data.posId]:canLink() then
self.elementTypeMap[data.elementType] = (self.elementTypeMap[data.elementType] or 0) + 1
end
end
end
function BattleData:clear()
self:clearGridSequence()
self.gridEntities = {}
self.elementTypeMap = {} -- 同元素得格子数量
end
function BattleData:getElementTypeMap()
return self.elementTypeMap
end
function BattleData:getGridSequence()
return self.gridSequence
end
function BattleData:alreadyInsertSequence(posId)
return self.gridSequenceMap[posId] == true
end
function BattleData:insertGridSequence(posId, snapshot)
if self:alreadyInsertSequence(posId) then
return false
end
self.gridSequenceMap[posId] = true
table.insert(self.gridSequence, {posId = posId, snapshot = snapshot})
return true
end
function BattleData:removeGridSequence(posId)
if not self:alreadyInsertSequence(posId) then
return
end
local count = #self.gridSequence
local lastPosId = self.gridSequence[count].posId
local snapshot = self.gridSequence[count].snapshot
if lastPosId ~= posId then
return
end
table.remove(self.gridSequence, count)
self.gridSequenceMap[lastPosId] = false
return snapshot
end
function BattleData:cacheSkillInfluenceGrids(grids)
self.skillInfluenceGrids = grids
end
function BattleData:getSkillInfluenceGrids()
return self.skillInfluenceGrids
end
function BattleData:clearGridSequence()
self.gridSequence = {} -- 格子队列
self.gridSequenceMap = {} -- 格子队列对应的map方面查找
end
function BattleData:getGridEnties()
return self.gridEntities
end
function BattleData:getGridEntity(posId)
return self.gridEntities[posId]
end
function BattleData:exchangeGridEntities(posId1, posId2)
local e1 = self.gridEntities[posId1]
local e2 = self.gridEntities[posId2]
e1:setPosId(posId2)
e2:setPosId(posId1)
e2:setIsIdle(false)
self.gridEntities[posId1] = e2
self.gridEntities[posId2] = e1
end
function BattleData:setGridInfo(posId, gridInfo)
local entity = self.gridEntities[posId]
if not entity then
return
end
if entity:canLink() then
local elementType = entity:getElementType()
self.elementTypeMap[elementType] = (self.elementTypeMap[elementType] or 0) - 1
if self.elementTypeMap[elementType] < 0 then
self.elementTypeMap[elementType] = 0
end
end
if gridInfo.gridType then
entity:setGridType(gridInfo.gridType)
end
if gridInfo.elementType then
entity:setElementType(gridInfo.elementType)
if entity:canLink() then
self.elementTypeMap[gridInfo.elementType] = (self.elementTypeMap[gridInfo.elementType] or 0) + 1
end
end
end
return BattleData