246 lines
6.4 KiB
Lua
246 lines
6.4 KiB
Lua
local BattleTeamEntity = require "app/userdata/battle/team/battle_team_entity"
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local BattleData = class("BattleData", BaseData)
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local SKILL_HERO_CFG = ConfigManager:getConfig("skill_hero")
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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_borad_skill_entity"
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function BattleData:init(board, skillIds)
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self:clear()
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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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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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self.gridEntities[data.posId] = BATTLE_GRID_ENTITY:create(data)
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if self.gridEntities[data.posId]:canLink() then
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self.elementTypeMap[data.elementType] = (self.elementTypeMap[data.elementType] or 0) + 1
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end
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end
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--- todo
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skillIds = {
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10, 21, 30, 40, 50
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}
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for _, skillId in ipairs(skillIds) do
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local cfg = SKILL_HERO_CFG[skillId]
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self.skillMap[cfg.position] = BATTLE_BOARD_SKILL_ENTITY:create(skillId)
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end
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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.elementTypeMap = {} -- 同元素得格子数量
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self.skillMap = {}
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end
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function BattleData:getElementTypeMap()
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return self.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:insertGridSequence(posId, snapshot)
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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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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: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, status in pairs(grids) do
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self.skillInfluenceGrids[posId] = true
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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:clearSkillInfluenceGrids()
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end
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function BattleData:getGridEnties()
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return self.gridEntities
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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: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 entity:canLink() then
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local elementType = entity:getElementType()
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self.elementTypeMap[elementType] = (self.elementTypeMap[elementType] or 0) - 1
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if self.elementTypeMap[elementType] < 0 then
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self.elementTypeMap[elementType] = 0
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end
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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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if entity:canLink() then
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self.elementTypeMap[gridInfo.elementType] = (self.elementTypeMap[gridInfo.elementType] or 0) + 1
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end
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end
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entity:setSkilId() -- 清除skillId
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end
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function BattleData:getSameElementList(elementType, count, useAlternate)
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local result = {}
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if not self.gridEntities then
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return result
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end
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local sameElementList = {}
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local alternateList = {}
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for posId, entity in pairs(self.gridEntities) do
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if entity:canChangeInfo() then
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if entity:getElementType() == elementType then
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table.insert(sameElementList, posId)
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else
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table.insert(alternateList, posId)
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end
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end
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end
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local addCount = 0
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for i = 1, count do
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if not sameElementList[i] then
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break
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end
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table.insert(result, table.remove(sameElementList, math.random(1, #sameElementList)))
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addCount = addCount + 1
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end
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if addCount < count and useAlternate then
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for i = 1, count - addCount do
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if not alternateList[1] then
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break
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end
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table.insert(result, table.remove(alternateList, math.random(1, #alternateList)))
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end
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end
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return result
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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_HERO_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: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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entity:addEnergy(elementMap[elementType] or 0)
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end
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end
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function BattleData:initTeam(side)
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local team = BattleTeamEntity:create()
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team:init(side)
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return team
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end
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return BattleData |