413 lines
9.8 KiB
Lua
413 lines
9.8 KiB
Lua
local HeroEntity = require "app/userdata/hero/hero_entity"
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local HeroData = class("HeroData", BaseData)
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function HeroData:ctor()
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self.heroes = {}
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self.data.activeCount = 0
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self.data.isDirty = false
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self.matchActiveHeroMap = {}
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self.maxHeroLvOnInit = 0
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self.showHeroUnlockChapter = 0
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self.showHeroUnlockDan = 0
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self.heroChapterUnlockMap = {}
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self.heroChapterUnlockMapBi = {}
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self.heroDanUnlockMap = {}
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self.heroDanUnlockMapBi = {}
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self.allAtkpAttr = {}
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self.allAtkpAttrByHero = {}
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end
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function HeroData:clear()
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self.heroes = {}
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end
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function HeroData:init(data)
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self.heroes = {}
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for k, v in pairs(self.heroChapterUnlockMap) do
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self.heroChapterUnlockMap[k] = false
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end
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for k, v in pairs(self.heroChapterUnlockMapBi) do
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self.heroChapterUnlockMapBi[k] = false
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end
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for k, v in pairs(self.heroDanUnlockMap) do
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self.heroDanUnlockMap[k] = false
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end
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for k, v in pairs(self.heroDanUnlockMapBi) do
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self.heroDanUnlockMapBi[k] = false
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end
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if data then
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for id, heroInfo in pairs(data) do
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self:addHero(heroInfo)
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if self.maxHeroLvOnInit < heroInfo.level then
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self.maxHeroLvOnInit = heroInfo.level
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end
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end
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end
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for heroId, entity in pairs(self.heroes) do
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if entity and entity:isActived() then
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local matchType = entity:getMatchType()
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if not self.matchActiveHeroMap[matchType] then
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self.matchActiveHeroMap[matchType] = {}
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end
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self.matchActiveHeroMap[matchType][entity:getCfgId()] = true
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end
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-- if info.unlock_chapter and info.is_show == 1 then
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-- self.heroChapterUnlockMap[info.unlock_chapter] = true
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-- end
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-- if info.unlock_chapter then
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-- self.heroChapterUnlockMapBi[info.unlock_chapter] = true
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-- end
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-- if info.unlock_arena and info.is_show == 1 then
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-- self.heroDanUnlockMap[info.unlock_arena] = true
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-- end
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-- if info.unlock_arena then
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-- self.heroDanUnlockMapBi[info.unlock_arena] = true
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-- end
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end
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self.showHeroUnlockChapter = 0
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self.showHeroUnlockDan = 0
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end
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-- 是否是合法的英雄
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function HeroData:isExistHeroById(id)
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if not id or id == 0 then
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return false
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end
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return ConfigManager:getConfig("hero")[id] ~= nil
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end
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function HeroData:addHero(heroStruct)
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if self.heroes[heroStruct.id] then
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return
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end
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local entity = self:getEntity(heroStruct)
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self.heroes[heroStruct.id] = entity
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self.data.activeCount = self.data.activeCount + 1
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end
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function HeroData:getEntity(heroStruct)
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return HeroEntity:create(heroStruct.id, heroStruct.level, heroStruct.skin, heroStruct.star)
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end
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function HeroData:getHeroById(id)
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if not self:isExistHeroById(id) then
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return
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end
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if not self.heroes[id] then
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self.heroes[id] = self:getEntity({id = id, level = 0, skin = 0, star = 0})
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end
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return self.heroes[id]
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end
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function HeroData:getAllHeroes()
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return self.heroes
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end
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function HeroData:getActiveHeroCount()
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return self.data.activeCount
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end
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function HeroData:getHeroIsActive(id)
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local entity = self.heroes[id]
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if entity == nil then
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return false
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end
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return entity:isActived()
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end
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function HeroData:getHeroIsUnlock(id)
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local entity = self.heroes[id]
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if entity == nil then
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return false
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end
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return entity:isUnlock()
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end
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function HeroData:getUnlockHeroCount()
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local count = 0
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for id, entity in pairs(self.heroes) do
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if entity:isUnlock() then
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count = count + 1
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end
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end
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return count
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end
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function HeroData:setHeroLv(id, lv)
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local entity = self:getHeroById(id)
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local activeBefore = true
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if not entity:isActived() then
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self.data.activeCount = self.data.activeCount + 1
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_NEW_HERO_GOT)
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ModuleManager.PlayerManager:checkUnlockAvatar(id)
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activeBefore = false
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BIReport:postFirstGetHero(self.data.activeCount)
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end
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local beforeLv = entity:getLv()
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entity:setLv(lv)
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if entity:isActived() then
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local matchType = entity:getMatchType()
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if not self.matchActiveHeroMap[matchType] then
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self.matchActiveHeroMap[matchType] = {}
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end
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self.matchActiveHeroMap[matchType][entity:getCfgId()] = true
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end
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if activeBefore then
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.LEVEL_UP)
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else
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if not entity:getUnlcokChapter() then
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.UNLOCK)
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end
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.ACTIVE)
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end
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BIReport:postHeroLev(beforeLv, lv)
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BIReport:postFirstDayHeroLevel(id)
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end
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function HeroData:getMatchActiveHeroMap()
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return self.matchActiveHeroMap
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end
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function HeroData:setDirty()
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self.data.isDirty = not self.data.isDirty
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end
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function HeroData:getRp()
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local formationMap = DataManager.FormationData:getStageFormation()
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if not formationMap then
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return false
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end
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local heroMap = {}
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for _, heroId in pairs(formationMap) do
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heroMap[heroId] = true
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end
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for id, entity in pairs(self.heroes) do
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if entity:canLvUp() then
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if heroMap[id] or not entity:isActived() then
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return true
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end
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end
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end
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if DataManager.CollectionData:hasRedPoint() then
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return true
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end
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return false
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end
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function HeroData:getMaxHeroLvOnInit()
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return self.maxHeroLvOnInit
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end
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function HeroData:getIfCanShowHeroUnlock()
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return self.showHeroUnlockChapter > 0 or self.showHeroUnlockDan > 0
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end
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function HeroData:markShowHeroUnlock()
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self.showHeroUnlockChapter = 0
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self.showHeroUnlockDan = 0
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end
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function HeroData:checkIfCanShowHeroUnlock(chapterId)
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if self.heroChapterUnlockMapBi[chapterId] then -- 日志上报
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for id, entity in pairs(self.heroes) do
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if not entity:isActived() and entity:getUnlcokChapter() == chapterId then
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.UNLOCK)
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end
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end
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end
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if not self.heroChapterUnlockMap[chapterId] then
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return
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end
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self.showHeroUnlockChapter = chapterId
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end
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function HeroData:checkIfCanShowHeroUnlockDan(dan)
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if self.heroDanUnlockMapBi[dan] then -- 日志上报
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for id, entity in pairs(self.heroes) do
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if not entity:isActived() and entity:getUnlockDan() == dan then
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.UNLOCK)
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end
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end
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end
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if not self.heroDanUnlockMap[dan] then
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return
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end
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self.showHeroUnlockDan = dan
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end
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function HeroData:getHeroChapterUnlockList()
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local list = {}
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for id, entity in pairs(self.heroes) do
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if not entity:isActived() and entity:getIsShowUnlcokChapter() and (entity:getUnlcokChapter() == self.showHeroUnlockChapter or entity:getUnlockDan() == self.showHeroUnlockDan) then
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table.insert(list, id)
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end
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end
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return list
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end
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function HeroData:getAllHeroesBIStr()
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local str
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for heroId, entity in pairs(self:getAllHeroes()) do
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if str then
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str = str .. "|"
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else
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str = GConst.EMPTY_STRING
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end
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str = str .. heroId .. ":" .. entity:getLv()
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end
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return str
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end
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-- 获取所有英雄列表(等级>品质>id)
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function HeroData:getAllHeroesSort(formationType)
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local formationMap
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if formationType then
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local formation = DataManager.FormationData:getFormation(formationType)
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formationMap = {}
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for _, heroId in pairs(formation) do
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formationMap[heroId] = true
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end
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end
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local result = {}
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local heroCfg = ConfigManager:getConfig("hero")
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for id, v in pairs(heroCfg) do
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table.insert(result, {cfgId = id, sort = id, elementType = v.position})
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end
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for _, info in ipairs(result) do
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local heroEntity = self:getHeroById(info.cfgId)
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local sort = info.cfgId -- id 预留6位
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sort = sort + (10 - info.elementType) * 1000000 -- 位置预留1位
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sort = sort + 10000000000 * heroEntity:getQlt() -- 品质1位
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sort = sort + 10000000 * heroEntity:getLv() -- 预留3位
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if formationMap and formationMap[info.cfgId] then --在布阵中
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sort = sort + 10000000000000
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end
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if not heroEntity:isActived() and heroEntity:canLvUp() then
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sort = sort + 1000000000000
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else
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if heroEntity:isUnlock() then
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sort = sort + 300000000000
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if heroEntity:isActived() then
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sort = sort + 400000000000
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else
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sort = sort + 300000000000
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end
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elseif DataManager.BagData.ItemData:getItemNumById(heroEntity:getFragmentId()) > 0 then
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sort = sort + 200000000000
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else
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sort = sort + 100000000000
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end
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end
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info.sort = sort
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end
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table.sort(result, function(a, b)
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return a.sort > b.sort
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end)
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return result
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end
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-- region 配置相关
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function HeroData:getHeroConfig(id)
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if id then
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return ConfigManager:getConfig("hero")[id]
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else
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return ConfigManager:getConfig("hero")
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end
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end
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function HeroData:getHeroQlt(id)
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local cfg = self:getHeroConfig(id)
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if cfg then
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return cfg.qlt
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end
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end
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function HeroData:getHeroLevelConfig(lv)
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if lv then
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return ConfigManager:getConfig("hero_level")[lv]
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else
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return ConfigManager:getConfig("hero_level")
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end
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end
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-- 升级目前跟质量无关
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function HeroData:getHeroLevelCost(lv, qlt)
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local cfg = self:getHeroLevelConfig(lv)
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if cfg then
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return cfg.cost
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end
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end
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-- endregion
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-- region 升星相关
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function HeroData:isStarOpen()
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return true
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end
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function HeroData:getStarById(id)
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local hero = self.heroes[id]
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if hero then
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return hero:getStar()
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end
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return 0
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end
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function HeroData:onHeroStarUp(id)
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local entity = self:getHeroById(id)
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if entity then
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entity:onHeroStarUp()
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end
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-- BIReport:postHeroLev(beforeLv, lv)
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-- BIReport:postFirstDayHeroLevel(id)
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end
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-- endregion
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-- region 皮肤相关
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function HeroData:isSkinOpen()
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return true
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end
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-- endregion
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-- region 属性相关
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function HeroData:getAttrByMatchType(matchType, attrType)
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self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
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return self.allAtkpAttr[matchType][attrType] or 0
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end
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function HeroData:setHeroAttr(heroId, attr)
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self.allAtkpAttrByHero[heroId] = attr
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self:calcAttr()
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end
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function HeroData:calcAttr()
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for heroId, attrs in pairs(self.allAtkpAttrByHero) do
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-- self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
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local matchType = self.heroes[heroId]:getMatchType()
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self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
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for k,v in pairs(attrs) do
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self.allAtkpAttr[matchType][k] = (self.allAtkpAttr[matchType][k] or 0) + v
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end
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end
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end
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-- endregion
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return HeroData |