631 lines
17 KiB
Lua
631 lines
17 KiB
Lua
local BattleTeamEntity = require "app/userdata/battle/team/battle_team_entity"
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local BattleSkillEntity = require "app/userdata/battle/skill/battle_skill_entity"
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local BattleData = class("BattleData", BaseData)
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local SKILL_CFG = ConfigManager:getConfig("skill")
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local BattleConst = GConst.BattleConst
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local BATTLE_GRID_ENTITY = require "app/userdata/battle/battle_grid_entity"
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local BATTLE_BOARD_SKILL_ENTITY = require "app/userdata/battle/skill/battle_board_skill_entity"
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local ATTR_TYPE = GConst.ATTR_TYPE
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local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR
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local TIME_SPEED_LEVEL_0 = 0
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local TIME_SPEED_LEVEL_1 = 1
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local TIME_SPEED_LEVEL_2 = 2
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local TIME_SPEED_LEVEL_3 = 3
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local TIME_SPEED_LEVEL_SKILL = 100
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function BattleData:init()
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self:clear()
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self.battleLv = 1
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self.curBattleExp = 0
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self.needBattleExp = self:getLvNeedExp()
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self.addLvCount = 0
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self.timeScale = BattleConst.TIME_SCALE.LEVEL_1
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self.lockElementMap = {}
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self.data.timeSpeed = 1
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self.data.lvDirty = false
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BattleSkillEntity.sid = 0
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self.atkTeam = self:initTeam(BattleConst.SIDE_ATK)
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self.defTeam = self:initTeam(BattleConst.SIDE_DEF)
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self:initRogueSkills()
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end
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function BattleData:getTimeScale()
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return self.timeScale
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end
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function BattleData:pauseBattle()
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self.cacheSpeed = self.data.timeSpeed
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self.cacheTimeScale = self.timeScale
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self:setTimeSpeed(TIME_SPEED_LEVEL_0)
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end
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function BattleData:resumeBattle()
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if self.cacheSpeed == nil then
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return
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end
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if self.data.timeSpeed ~= TIME_SPEED_LEVEL_0 then
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return
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end
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self:setTimeSpeed(self.cacheSpeed or TIME_SPEED_LEVEL_1, self.cacheTimeScale)
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end
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function BattleData:resetTimeSpeed()
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if self.cacheSpeed then -- 目前处于暂停状态
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self.cacheSpeed = TIME_SPEED_LEVEL_1
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return
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end
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if self.data.timeSpeed <= TIME_SPEED_LEVEL_1 then
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return
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end
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self:setTimeSpeed(TIME_SPEED_LEVEL_1)
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end
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function BattleData:addTimeSpeed()
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if self.data.timeSpeed >= TIME_SPEED_LEVEL_3 then
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return
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end
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if self.cacheSpeed then -- 目前处于暂停状态
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if self.cacheSpeed < TIME_SPEED_LEVEL_3 then
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self.cacheSpeed = self.cacheSpeed + 1
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end
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return
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end
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local timeSpeed = self.data.timeSpeed + 1
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self:setTimeSpeed(timeSpeed)
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end
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function BattleData:setSkillTimeSpeed(timeScale)
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self:setTimeSpeed(TIME_SPEED_LEVEL_SKILL, timeScale)
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end
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function BattleData:setTimeSpeed(timeSpeed, timeScale)
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if timeSpeed == self.data.timeSpeed then
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return
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end
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if timeSpeed == TIME_SPEED_LEVEL_0 then
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self.timeScale = 0
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elseif timeSpeed == TIME_SPEED_LEVEL_1 then
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self.timeScale = BattleConst.TIME_SCALE.LEVEL_1
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elseif timeSpeed == TIME_SPEED_LEVEL_2 then
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self.timeScale = BattleConst.TIME_SCALE.LEVEL_2
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elseif timeSpeed == TIME_SPEED_LEVEL_3 then
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self.timeScale = BattleConst.TIME_SCALE.LEVEL_3
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else
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self.timeScale = timeScale or BattleConst.TIME_SCALE.LEVEL_1
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end
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self.data.timeSpeed = timeSpeed
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end
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function BattleData:initRogueSkills()
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self.skillPool = {}
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self.skillMap = {}
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local skillmap = {}
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local formation = DataManager.FormationData:getStageFormation()
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for matchType, heroId in pairs(formation) do
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if heroId > 0 then
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local heroEntity = DataManager.HeroData:getHeroById(heroId)
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if heroEntity then
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local skillId = heroEntity:getBaseSkill()
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local cfg = SKILL_CFG[skillId]
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self.skillMap[cfg.position] = BATTLE_BOARD_SKILL_ENTITY:create(skillId)
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self.skillMap[cfg.position]:addUpSkills(heroEntity:getRogueSkillList())
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self.skillMap[cfg.position]:setUnlockId(heroEntity:getUnlockRogueId())
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for _, id in ipairs(heroEntity:getActiveTogueSkills()) do
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if not skillmap[id] then
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if not self.skillPool[cfg.position] then
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self.skillPool[cfg.position] = {}
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end
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table.insert(self.skillPool[cfg.position], id)
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skillmap[id] = true
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end
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end
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end
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end
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end
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end
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function BattleData:refreshBoard(board, blockIcon)
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for i, info in ipairs(board) do
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local r = 1
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local c = 1
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local zheng = i // BattleConst.ROW_COUNT
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local yu = i % BattleConst.ROW_COUNT
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if yu > 0 then
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r = zheng + 1
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c = yu
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else
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r = zheng
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c = BattleConst.ROW_COUNT
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end
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local posId = ModuleManager.BattleManager:getPosId(r, c)
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local data = {
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posId = posId,
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gridType = info[1],
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elementType = info[2]
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}
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if self.gridEntities[data.posId] then
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self.gridEntities[data.posId]:clear()
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self.gridEntities[data.posId]:setGridType(data.gridType)
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self.gridEntities[data.posId]:setElementType(data.elementType)
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else
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self.gridEntities[data.posId] = BATTLE_GRID_ENTITY:create(data)
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end
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self.gridEntities[data.posId]:determineIdleStatus()
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self.gridEntities[data.posId]:setObstacleIcon(blockIcon)
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end
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end
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function BattleData:getNewGridEntity(posId, gridType, elementType)
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local data = {
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posId = posId or 0,
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gridType = gridType or BattleConst.GRID_TYPE.EMPTY,
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elementType = elementType or BattleConst.ELEMENT_TYPE.RED
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}
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return BATTLE_GRID_ENTITY:create(data)
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end
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function BattleData:clear()
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self:clearGridSequence()
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self.gridEntities = {}
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self.skillMap = {}
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self.selectSkillMap = {}
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end
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function BattleData:getElementTypeMap()
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local elementTypeMap = {}
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if self.gridEntities then
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for posId, entity in pairs(self.gridEntities) do
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if entity:canLink() 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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end
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end
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return elementTypeMap
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end
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function BattleData:getGridSequence()
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return self.gridSequence
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end
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function BattleData:alreadyInsertSequence(posId)
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return self.gridSequenceMap[posId] == true
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end
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function BattleData:getIsVirtual()
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return self.isVirtual
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end
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function BattleData:getSequenceHadSkill()
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for _, info in ipairs(self:getGridSequence()) do
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local entity = self.gridEntities[info.posId]
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if entity and entity:getSkillId() then
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return entity:getSkillId(), entity:getPosId()
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end
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end
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return
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end
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function BattleData:insertGridSequence(posId, snapshot, isVirtual)
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if self:alreadyInsertSequence(posId) then
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return false
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end
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self.gridSequenceMap[posId] = true
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self.isVirtual = isVirtual
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table.insert(self.gridSequence, {posId = posId, snapshot = snapshot})
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return true
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end
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function BattleData:removeGridSequence(posId)
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if not self:alreadyInsertSequence(posId) then
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return
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end
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local count = #self.gridSequence
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local lastPosId = self.gridSequence[count].posId
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local snapshot = self.gridSequence[count].snapshot
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if lastPosId ~= posId then
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return
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end
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table.remove(self.gridSequence, count)
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self.gridSequenceMap[lastPosId] = false
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return snapshot
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end
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function BattleData:getFirstSequenceSnapshot(posId)
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if not self.gridSequence[1] then
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return
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end
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local snapshot = self.gridSequence[1].snapshot
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return snapshot
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end
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function BattleData:cacheSkillInfluenceGrids(grids)
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if not self.skillInfluenceGrids then
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self.skillInfluenceGrids = {}
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end
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for posId, info in pairs(grids) do
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self.skillInfluenceGrids[posId] = info
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end
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end
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function BattleData:getSkillInfluenceGrids()
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return self.skillInfluenceGrids or {}
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end
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function BattleData:clearSkillInfluenceGrids()
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local grids = self:getSkillInfluenceGrids()
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self.skillInfluenceGrids = {} -- 技能影响的格子
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return grids
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end
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function BattleData:clearGridSequence()
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self.gridSequence = {} -- 格子队列
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self.gridSequenceMap = {} -- 格子队列对应的map,方面查找
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self.isVirtual = nil
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self:clearSkillInfluenceGrids()
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end
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function BattleData:getGridEnties()
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return self.gridEntities or {}
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end
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function BattleData:getGridEntity(posId)
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return self.gridEntities[posId]
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end
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function BattleData:exchangeGridEntities(posId1, posId2)
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local e1 = self.gridEntities[posId1]
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local e2 = self.gridEntities[posId2]
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e1:setPosId(posId2)
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e2:setPosId(posId1)
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e2:setIsIdle(false)
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self.gridEntities[posId1] = e2
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self.gridEntities[posId2] = e1
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end
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function BattleData:setGridEntitiesPosId(changeInfo)
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local map = {}
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for posId, targetPosId in pairs(changeInfo) do
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local entity = self.gridEntities[posId]
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entity:setPosId(targetPosId)
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map[targetPosId] = entity
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end
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for posId, entity in pairs(map) do
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self.gridEntities[posId] = entity
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end
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end
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function BattleData:setGridInfo(posId, gridInfo)
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local entity = self.gridEntities[posId]
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if not entity then
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return
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end
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if gridInfo.gridType then
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entity:setGridType(gridInfo.gridType)
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end
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if gridInfo.elementType then
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entity:setElementType(gridInfo.elementType)
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end
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entity:setSkilId() -- 清除skillId
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entity:determineIdleStatus()
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end
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function BattleData:setInfoBySnapshop(posId, snapInfo)
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local entity = self.gridEntities[posId]
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if not entity then
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return
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end
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entity:setInfoBySnapshop(snapInfo)
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end
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function BattleData:setGridType(posId, gridType)
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local entity = self.gridEntities[posId]
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if not entity then
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return
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end
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entity:setGridType(gridType)
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entity:determineIdleStatus()
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end
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function BattleData:getSkillEntities()
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return self.skillMap
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end
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function BattleData:getSkillEntityByElement(elementType)
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if not self.skillMap then
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return
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end
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return self.skillMap[elementType]
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end
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function BattleData:getSkillEntityBySkillId(skillId)
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if not self.skillMap or not skillId then
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return
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end
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local cfg = SKILL_CFG[skillId]
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if not cfg then
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return
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end
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return self.skillMap[cfg.position]
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end
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function BattleData:unlockSkillEntity(elementType)
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if self.skillMap[elementType] then
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self.skillMap[elementType]:setUnlock()
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end
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end
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function BattleData:isUnlockedSkillElementType(elementType)
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if not self.skillMap[elementType] then
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return false
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end
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return self.skillMap[elementType]:getUnlocked()
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end
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function BattleData:addSkillEnergy(elementMap)
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if not self.skillMap then
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return
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end
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for elementType, entity in pairs(self.skillMap) do
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if entity:getUnlocked() then
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entity:addEnergy(elementMap[elementType] or 0)
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end
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end
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end
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function BattleData:addSkillCount(skillId, value)
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if not self.selectSkillMap[skillId] then
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self.selectSkillMap[skillId] = {
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count = 0,
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value = 0
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}
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end
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self.selectSkillMap[skillId].count = self.selectSkillMap[skillId].count + 1
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if value then
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self.selectSkillMap[skillId].value = (self.selectSkillMap[skillId].value) + value
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end
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end
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function BattleData:getSkillCount(skillId)
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if self.selectSkillMap[skillId] then
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return self.selectSkillMap[skillId].count
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end
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return 0
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end
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function BattleData:getSelectSkillMap()
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return self.selectSkillMap
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end
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function BattleData:getSkillPool()
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return self.skillPool
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end
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function BattleData:changeSkillId(elementType, newId)
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if not newId then
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return
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end
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local entity = self:getSkillEntityByElement(elementType)
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if entity then
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entity:refreshSkillId(newId)
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end
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end
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function BattleData:cacheLockElement(elementType, status)
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self.lockElementMap[elementType] = status
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end
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function BattleData:getCacheLockedElement(elementType)
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return self.lockElementMap[elementType]
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end
|
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function BattleData:cacheBoardSkill()
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self.cacheSkillList = {}
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self.cacheSkillCount = 0
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local list
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local count = 0
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for posId, entity in pairs(self:getGridEnties()) do
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if entity:getSkillId() then
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if not list then
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list = {}
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end
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table.insert(list, {skillId = entity:getSkillId(), posId = posId})
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count = count + 1
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end
|
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end
|
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if list then
|
||
if count > BattleConst.MAX_CACHE_SKILL_COUNT then
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||
count = BattleConst.MAX_CACHE_SKILL_COUNT
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end
|
||
|
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for i = 1, count do
|
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if not list[1] then
|
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break
|
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end
|
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local info = table.remove(list, math.random(1, #list))
|
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table.insert(self.cacheSkillList, info)
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self.cacheSkillCount = self.cacheSkillCount + 1
|
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end
|
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end
|
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end
|
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|
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function BattleData:getCacheBoardSkill()
|
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if not self.cacheSkillList then
|
||
return self.cacheSkillList, 0
|
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end
|
||
return self.cacheSkillList, self.cacheSkillCount
|
||
end
|
||
|
||
function BattleData:clearCacheBoardSkill()
|
||
self.cacheSkillList = {}
|
||
self.cacheSkillCount = 0
|
||
end
|
||
|
||
function BattleData:getBattleLv()
|
||
return self.battleLv
|
||
end
|
||
|
||
function BattleData:getBattleExp()
|
||
return self.curBattleExp
|
||
end
|
||
|
||
function BattleData:getBattleNeedExp()
|
||
return self.needBattleExp
|
||
end
|
||
|
||
function BattleData:getLvNeedExp(lv)
|
||
lv = lv or self.battleLv
|
||
local cfg = ConfigManager:getConfig("battle_exp")
|
||
if not cfg[lv] then
|
||
return cfg[ConfigManager:getConfigNum("battle_exp")].exp
|
||
end
|
||
return cfg[lv].exp
|
||
end
|
||
|
||
function BattleData:addExp(exp)
|
||
self.curBattleExp = self.curBattleExp + exp
|
||
while self.curBattleExp >= self.needBattleExp do
|
||
self.curBattleExp = self.curBattleExp - self.needBattleExp
|
||
self.addLvCount = self.addLvCount + 1
|
||
self.battleLv = self.battleLv + 1
|
||
self.needBattleExp = self:getLvNeedExp()
|
||
end
|
||
self.data.lvDirty = not self.data.lvDirty
|
||
end
|
||
|
||
function BattleData:useAddlvCount()
|
||
if self.addLvCount <= 0 then
|
||
self.addLvCount = 0
|
||
return false
|
||
end
|
||
self.addLvCount = self.addLvCount - 1
|
||
return true
|
||
end
|
||
|
||
function BattleData:initTeam(side)
|
||
local data = nil
|
||
if side == BattleConst.SIDE_ATK then
|
||
data = self:initHeroData()
|
||
end
|
||
local team = BattleTeamEntity:create()
|
||
team:init(side, data)
|
||
return team
|
||
end
|
||
|
||
function BattleData:getAtkTeam()
|
||
return self.atkTeam
|
||
end
|
||
|
||
function BattleData:getDefTeam()
|
||
return self.defTeam
|
||
end
|
||
|
||
function BattleData:initHeroData()
|
||
local units = {}
|
||
local skillCfg = ConfigManager:getConfig("skill")
|
||
local formation = DataManager.FormationData:getStageFormation()
|
||
for matchType, heroId in pairs(formation) do
|
||
if heroId > 0 then
|
||
local heroEntity = DataManager.HeroData:getHeroById(heroId)
|
||
if heroEntity then
|
||
local heroAttr = heroEntity:getAllAttr()
|
||
local skillId = heroEntity:getBaseSkill()
|
||
local hp = heroAttr[ATTR_TYPE.hp] // DEFAULT_FACTOR
|
||
local unitData = {
|
||
id = heroId,
|
||
modelId = heroEntity:getModelId(),
|
||
matchType = matchType,
|
||
normalSkills = heroEntity:getHurtSkill(),
|
||
assistingSkill = heroEntity:getAssistingSkill(),
|
||
body = 2, -- 英雄默认是中体型
|
||
attr = {
|
||
hp = hp,
|
||
max_hp = hp,
|
||
atk = 0,
|
||
atk_red = heroAttr[ATTR_TYPE.atk_red] // DEFAULT_FACTOR,
|
||
atk_yellow = heroAttr[ATTR_TYPE.atk_yellow] // DEFAULT_FACTOR,
|
||
atk_green = heroAttr[ATTR_TYPE.atk_green] // DEFAULT_FACTOR,
|
||
atk_blue = heroAttr[ATTR_TYPE.atk_blue] // DEFAULT_FACTOR,
|
||
atk_purple = heroAttr[ATTR_TYPE.atk_purple] // DEFAULT_FACTOR,
|
||
}
|
||
}
|
||
local skillInfo = skillCfg[skillId]
|
||
if skillInfo then
|
||
if skillInfo.effect_type == 1 then -- 主动
|
||
unitData.activeSkills = {skillId}
|
||
elseif skillInfo.effect_type == 2 then -- 被动
|
||
unitData.passiveSkills = {skillId}
|
||
end
|
||
end
|
||
table.insert(units, unitData)
|
||
end
|
||
end
|
||
end
|
||
local data = {
|
||
units = units
|
||
}
|
||
return data
|
||
end
|
||
|
||
function BattleData:addMonster(monsterId, newTeam)
|
||
local monsterInfo = ConfigManager:getConfig("monster")[monsterId]
|
||
local hp = monsterInfo.hp // DEFAULT_FACTOR
|
||
local atk = monsterInfo.atk // DEFAULT_FACTOR
|
||
local unitData = {
|
||
id = monsterId,
|
||
modelId = monsterInfo.model_id,
|
||
matchType = 0,
|
||
normalSkills = monsterInfo.hurt_skill,
|
||
normalSkillCount = monsterInfo.atk_times or 0,
|
||
activeSkills = monsterInfo.skill,
|
||
passiveSkills = monsterInfo.passive_skill,
|
||
assistingSkill = nil,
|
||
isBoss = monsterInfo.is_boss,
|
||
exp = monsterInfo.monster_exp or 0,
|
||
body = monsterInfo.body,
|
||
attr = {
|
||
hp = hp,
|
||
max_hp = hp,
|
||
atk = atk,
|
||
atk_red = 0,
|
||
atk_yellow = 0,
|
||
atk_green = 0,
|
||
atk_blue = 0,
|
||
atk_purple = 0,
|
||
}
|
||
}
|
||
if newTeam then
|
||
self.defTeam:init(BattleConst.SIDE_DEF)
|
||
end
|
||
return self.defTeam:addUnit(unitData)
|
||
end
|
||
|
||
function BattleData:getNormalAttackName(index)
|
||
if self.normalAttackName == nil then
|
||
self.normalAttackName = {}
|
||
end
|
||
local name = self.normalAttackName[index]
|
||
if name == nil then
|
||
name = string.format("attack%02d", index)
|
||
self.normalAttackName[index] = name
|
||
end
|
||
return name
|
||
end
|
||
|
||
return BattleData |