c1_lua/lua/app/module/battle/battle_manager.lua
2023-04-12 16:23:06 +08:00

257 lines
8.3 KiB
Lua

local BattleManager = class("BattleManager", BaseModule)
local BattleConst = GConst.BattleConst
BattleManager.SKILL_HERO_CFG = ConfigManager:getConfig("skill_hero")
local BATTLE_CONTROLLER_BASE = "app/module/battle/controller/battle_controller"
local BATTLE_CONTROLLER = {
[BattleConst.BATTLE_TYPE.STAGE] = "app/module/battle/controller/battle_controller_stage"
}
function BattleManager:showSelectSkillUI(skillList)
UIManager:showUI("app/ui/battle/battle_skill_select_ui", {skillList = skillList})
end
function BattleManager:playBattle(battleType, params, returnFunc)
if self.battleController then -- 同一时间只能有一场战斗
self:clear()
end
self.returnFunc = returnFunc
UIManager:stopCurrentBGM()
self:_play(battleType, params)
end
function BattleManager:_play(battleType, params)
local controllerPath = BATTLE_CONTROLLER[battleType] or BATTLE_CONTROLLER_BASE
self.battleController = require(controllerPath):create()
self.battleController:init(params)
end
function BattleManager:onSelectSkill(skillId)
if not self.battleController then
return
end
self.battleController:onSelectSkill(skillId)
end
function BattleManager:endBattleAndExit()
if self.battleController then
self.battleController:endBattleAndExit()
else
self:exitBattle()
end
end
function BattleManager:exitBattle()
self:clear()
if self.returnFunc then
local returnFunc = self.returnFunc
self.returnFunc = nil
returnFunc()
else -- 没有指定返回则直接去主城
UIManager:closeAllUI()
ModuleManager.MaincityManager:showMainCityUI()
end
self:performWithDelayGlobal(function()
Game:garbageCollect()
end, 0.02)
end
function BattleManager:clear()
if self.battleController == nil then
return
end
self.battleController:clear()
self.battleController = nil
DataManager.BattleData:clear()
end
----------------------- start 一些公共相关的方法 -----------------------------
function BattleManager:getPosInfo(posId)
local posInfo = GConst.BattleConst.GRID_POS[posId]
if not posInfo then
local r = self:getPosRC(posId).r
local c = self:getPosRC(posId).c
local offsetC = c - BattleConst.HALF_COLUMN_COUNT
local offsetR = BattleConst.HALF_ROW_COUNT - r
local info = {x = offsetC * BattleConst.GRID_STEP_H, y = offsetR * BattleConst.GRID_STEP_H}
GConst.BattleConst.GRID_POS[posId] = info
posInfo = GConst.BattleConst.GRID_POS[posId]
end
return posInfo
end
function BattleManager:getElementIcon(elementType)
local icon = GConst.BattleConst.ELEMENT_ICON[elementType]
if not icon then
return GConst.ATLAS_PATH.COMMON, "common_alpha"
end
return GConst.ATLAS_PATH.BATTLE, icon
end
function BattleManager:getGridTypeIcon(gridType)
local icon = GConst.BattleConst.GRID_TYPE_ICON[gridType]
if not icon then
return GConst.ATLAS_PATH.COMMON, "common_alpha"
end
return GConst.ATLAS_PATH.BATTLE, icon
end
function BattleManager:getPosId(row, column)
if not BattleConst.RC_2_POS_ID[row] then
BattleConst.RC_2_POS_ID[row] = {}
end
if not BattleConst.RC_2_POS_ID[row][column] then
local posId
local rowValue = row * BattleConst.ROW_STEP
if rowValue >= 0 then
posId = rowValue + column
else
rowValue = rowValue + BattleConst.ROW_STEP
posId = rowValue - column
end
BattleConst.RC_2_POS_ID[row][column] = posId
end
return BattleConst.RC_2_POS_ID[row][column]
end
function BattleManager:getFirstLineLastRowPosId(row, column)
return self:getPosId(1 - row, column)
end
function BattleManager:getAroundPosIdsByList(posId, boardrange, cludePosIdsMap, randomExclusion)
local posIdInfos = {}
for _, info in ipairs(boardrange) do
local list = self:getAroundPosIds(posId, info.type, info.range, cludePosIdsMap, randomExclusion)
for _, info in ipairs(list) do
table.insert(posIdInfos, info)
cludePosIdsMap[info.posId] = nil
end
end
return posIdInfos
end
function BattleManager:getAroundPosIds(posId, direction, range, cludePosIdsMap, randomExclusion)
local rc = self:getPosRC(posId)
local r = rc.r
local c = rc.c
local posIdList = {}
if direction == BattleConst.BOARD_RANGE_TYPE.RANDOM then
if cludePosIdsMap then
local cludePosIds = {}
for posId, _ in pairs(cludePosIdsMap) do
if not randomExclusion or not randomExclusion[posId] then
table.insert(cludePosIds, posId)
end
end
local count = math.min(#cludePosIds, range)
for i = 1, count do
table.insert(posIdList, {posId = cludePosIds[math.random(1, #cludePosIds)], direction = direction})
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.UP then
for i = r - 1, r - range, -1 do
if i >= 1 then
table.insert(posIdList, {posId = self:getPosId(i, c), direction = direction})
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.DOWN then
for i = r + 1, r + range do
if i <= BattleConst.ROW_COUNT then
table.insert(posIdList, {posId = self:getPosId(i, c), direction = direction})
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.LEFT then
for i = c - 1, c - range, -1 do
if i >= 1 then
table.insert(posIdList, {posId = self:getPosId(r, i), direction = direction})
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.RIGHT then
for i = c + 1, c + range do
if i <= BattleConst.COLUMN_COUNT then
table.insert(posIdList, {posId = self:getPosId(r, i), direction = direction})
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.LEFT_UP then
for i = c - 1, c - range, -1 do
if i >= 1 then
for j = r - 1, r - range, -1 do
if j >= 1 then
table.insert(posIdList, {posId = self:getPosId(j, i), direction = direction})
end
end
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.LEFT_DOWN then
for i = c - 1, c - range, -1 do
if i >= 1 then
for j = r + 1, r + range do
if j <= BattleConst.ROW_COUNT then
table.insert(posIdList, {posId = self:getPosId(j, i), direction = direction})
end
end
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.RIGHT_UP then
for i = c + 1, c + range do
if i <= BattleConst.COLUMN_COUNT then
for j = r - 1, r - range, -1 do
if j >= 1 then
table.insert(posIdList, {posId = self:getPosId(j, i), direction = direction})
end
end
end
end
elseif direction == BattleConst.BOARD_RANGE_TYPE.RIGHT_DOWN then
for i = c + 1, c + range do
if i <= BattleConst.COLUMN_COUNT then
for j = r + 1, r + range do
if j <= BattleConst.ROW_COUNT then
table.insert(posIdList, {posId = self:getPosId(j, i), direction = direction})
end
end
end
end
end
if cludePosIdsMap then
local newList = {}
for _, info in ipairs(posIdList) do
if cludePosIdsMap[info.posId] then
table.insert(newList, info)
end
end
return newList
else
return posIdList
end
end
function BattleManager:getPosRC(posId)
if not BattleConst.POS_ID_2_RC[posId] then
local r = posId // BattleConst.ROW_STEP
local c
if r <= 0 then
local adsPosId = math.abs(posId)
c = adsPosId % BattleConst.ROW_STEP
else
c = posId % BattleConst.ROW_STEP
end
BattleConst.POS_ID_2_RC[posId] = {r = r , c = c}
end
return BattleConst.POS_ID_2_RC[posId]
end
----------------------- end 一些公共相关的方法 -----------------------------
return BattleManager