938 lines
31 KiB
Lua
938 lines
31 KiB
Lua
local BattleHelper = require "app/module/battle/helper/battle_helper"
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local BattleController = class("BattleController")
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local BATTLE_BOARD_SKILL_HANDLE = require "app/module/battle/skill/battle_board_skill_handle"
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local BATTLE_ROGUE_SKILL_HANDLE = require "app/module/battle/skill/battle_rogue_skill_handle"
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local ELIMINATION_TOUCH_EVENT = GConst.ELIMINATION_TOUCH_EVENT
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local BattleConst = GConst.BattleConst
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-- *************各个子模块的战斗需要重写的方法 START*************
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function BattleController:getChapterId()
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return 0
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end
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function BattleController:getInitBoard()
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return {}
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end
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function BattleController:getNotInvolvedSkills()
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return {}
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end
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function BattleController:getSealElementType()
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return {}
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end
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-- 战斗对应的ui
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function BattleController:getBattleUIPath()
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return "app/ui/battle/battle_ui"
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end
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-- 战斗结束
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function BattleController:controllBattleEnd()
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end
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-- 不同模块的战斗需要初始化的东西
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function BattleController:initOther()
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end
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-- 需要额外加载的资源
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function BattleController:loadOtherRes(callback)
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return callback()
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end
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function BattleController:onLinkChange()
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for posId, entity in pairs(self.battleData:getGridEnties()) do
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if entity:getCell() then
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entity:getCell():showHighLight(false)
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end
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end
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local sequence = self.battleData:getGridSequence()
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local elementTypeMap = {}
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local posIdMap = {}
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local mainElementType
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for _, info in ipairs(sequence) do
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posIdMap[info.posId] = true
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local entity = self.battleData:getGridEntity(info.posId)
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if not entity:getSkillId() then
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local elementType = entity:getElementType()
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elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
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mainElementType = elementType
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end
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if entity:getCell() then
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entity:getCell():showHighLight(true)
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end
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end
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for posId, info in pairs(self.battleData:getSkillInfluenceGrids()) do
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local entity = self.battleData:getGridEntity(posId)
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if not posIdMap[posId] then
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posIdMap[posId] = true
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if not entity:getSkillId() 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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if entity:getCell() and info.direction ~= BattleConst.BOARD_RANGE_TYPE.RANDOM then
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entity:getCell():showCircle(true)
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end
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end
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self.battleUI:refreshSkill(elementTypeMap)
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Logger.logHighlight("---------onLinkChange--------------")
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Logger.printTable(elementTypeMap)
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if mainElementType then
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Logger.logHighlight("mainElementType " .. mainElementType)
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end
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end
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-- *************各个子模块的战斗需要重写的方法 END*************
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function BattleController:ctor()
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self.battleData = DataManager.BattleData
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end
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function BattleController:init(params)
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params = params or {}
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self.chapterId = self:getChapterId()
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self.battleData:init()
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BattleHelper:init()
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self:prepareFight()
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end
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function BattleController:prepareFight()
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local count = 0
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local totalCount = 2
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local function onPreloadFinished()
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count = count + 1
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if count == totalCount then
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self:onLoadComplete()
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end
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end
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UIManager:closeAllUI()
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self.battleUI = UIManager:showUI(self:getBattleUIPath())
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self.battleUI:setController(self)
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self.battleUI:addLoadUICompleteListener(function()
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self:initAllUnits(onPreloadFinished)
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self:generateBoard()
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end)
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self:loadOtherRes(onPreloadFinished)
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end
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function BattleController:initAllUnits(callback)
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self.atkUnits = {}
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self.defUnits = {}
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local atkTeam = self.battleData:getAtkTeam()
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local count = 0
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local totalCount = atkTeam:getMembersCount()
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local function onloadFinished()
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count = count + 1
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if count == totalCount then
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callback()
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end
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end
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local members = atkTeam:getAllMembers()
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for k, v in pairs(members) do
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local modelId = v:getModelId()
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BattleHelper:loadBattleHeroModel(modelId, self.battleUI:getBattleNode(), function(spineObject)
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local heroComp = spineObject:addLuaComponent(BattleConst.TYPEOF_LUA_COMP.BATTLE_HERO_COMPONENT)
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heroComp:initWithEntity(modelId, v, self)
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self.atkUnits[v:getMatchType()] = heroComp
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if not v:getIsMainUnit() then
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heroComp:hideOutsideScreen()
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end
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onloadFinished()
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end)
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end
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if totalCount == 0 then
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callback()
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end
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end
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function BattleController:onLoadComplete()
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end
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function BattleController:onTouchEvent(eventType, posId)
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local entity = self.battleData:getGridEntity(posId)
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if not entity:canLink() then
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return
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end
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if eventType == ELIMINATION_TOUCH_EVENT.DOWN then
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if #self.battleData:getGridSequence() > 0 then
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self.battleData:clearGridSequence()
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end
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self.battleData:insertGridSequence(posId, self:snapshotBoard())
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local skillEntity = self.battleData:getSkillEntityBySkillId(entity:getSkillId())
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local maskElementType = entity:getElementType(skillEntity)
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self.battleUI:showBoardMask(maskElementType)
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self:findSkillInfluenceGrids()
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self:onLinkChange()
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elseif eventType == ELIMINATION_TOUCH_EVENT.ENTER then
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local sequence = self.battleData:getGridSequence()
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local info = sequence[#sequence]
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local lastPosId = info and info.posId
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if not lastPosId then
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return
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end
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local outLineMap = BattleConst.GRID_OUT_LINE_POS_ID[lastPosId]
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if not outLineMap or not outLineMap[posId] then
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return
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end
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if self.battleData:alreadyInsertSequence(posId) then
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local info = sequence[#sequence - 1]
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local beforePosId = info and info.posId
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if not beforePosId then
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return
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end
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if beforePosId == posId then -- 进入的是倒数第二个,则移除倒数第一个
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local snapshot = self.battleData:removeGridSequence(lastPosId)
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if snapshot then -- 如果有快照,则恢复一次
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for posId, info in pairs(snapshot) do
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local entity = self.battleData:getGridEntity(posId)
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if entity then
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entity:setInfoBySnapshop(info)
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end
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end
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end
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local lastEntity = self.battleData:getGridEntity(beforePosId)
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local lastSkillEntity = self.battleData:getSkillEntityBySkillId(lastEntity:getSkillId())
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local maskElementType = lastEntity:getElementType(lastSkillEntity)
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self.battleUI:showBoardMask(maskElementType)
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self:findSkillInfluenceGrids()
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self:onLinkChange()
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return
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end
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end
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local skillId = entity:getSkillId()
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local skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
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local elementType = entity:getElementType(skillEntity)
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local lastEntity = self.battleData:getGridEntity(lastPosId)
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local lastSkillId = lastEntity:getSkillId()
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local lastSkillEntity = self.battleData:getSkillEntityBySkillId(lastSkillId)
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local lastElementType = lastEntity:getElementType(lastSkillEntity)
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if skillEntity and self.battleData:getSequenceHadSkill() then
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return
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end
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if not elementType or not lastElementType then
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else
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if lastElementType ~= elementType then
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return
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end
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end
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local maskElementType = elementType or lastElementType
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self.battleUI:showBoardMask(maskElementType)
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self.battleData:insertGridSequence(posId, self:snapshotBoard())
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if lastEntity:getNeedChangePos() and not entity:getNeedChangePos() then -- 需要移动到队列末尾
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local lastSkillId = lastEntity:getSkillId()
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local skillId = entity:getSkillId()
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self:setGridSkillId(lastPosId, skillId)
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self:setGridSkillId(posId, lastSkillId)
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end
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local newElementType = elementType or lastElementType
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if newElementType then
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entity:setElementType(newElementType)
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lastEntity:setElementType(newElementType)
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end
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entity:addLinkSkillCount()
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self:findSkillInfluenceGrids()
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self:onLinkChange()
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elseif eventType == ELIMINATION_TOUCH_EVENT.EXIT then
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else -- 取消和抬起
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self.battleUI:showBoardMask(nil)
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local sequence = self.battleData:getGridSequence()
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local count = #sequence
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if count < BattleConst.ELIMINATION_MIN_COUNT then
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if count <= 0 then
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self.battleData:clearGridSequence()
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self:onLinkChange()
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return
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end
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local snapshot = self.battleData:removeGridSequence(sequence[1].posId)
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if snapshot then -- 如果有快照,则恢复一次
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for posId, info in pairs(snapshot) do
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local entity = self.battleData:getGridEntity(posId)
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if entity then
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entity:setInfoBySnapshop(info)
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end
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end
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end
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self.battleData:clearGridSequence()
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self:onLinkChange()
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return
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end
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self:onLinkOver()
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end
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end
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function BattleController:onLinkOver()
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local sequence = self.battleData:getGridSequence()
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local count = #sequence
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if count < BattleConst.ELIMINATION_MIN_COUNT then
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return
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end
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local skillId = self.battleData:getSequenceHadSkill()
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local skillEntity
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local linkElementType
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local influenceElementType
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if skillId then
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skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
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end
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local elementTypeMap = {}
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local eliminationPosIds = {}
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local boomGridIds = {}
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for _, info in ipairs(sequence) do
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if not eliminationPosIds[info.posId] then
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local entity = self.battleData:getGridEntity(info.posId)
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if not entity:getSkillId() then
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local elementType = entity:getElementType()
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elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
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linkElementType = elementType
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end
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local outline = BattleConst.GRID_OUT_LINE_POS_ID[info.posId]
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for aroundPosId, _ in pairs(outline) do
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boomGridIds[aroundPosId] = true
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end
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local entity = self.battleData:getGridEntity(info.posId)
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entity:setIsIdle(true)
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eliminationPosIds[info.posId] = true
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end
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end
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for posId, _ in pairs(self.battleData:getSkillInfluenceGrids()) do
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local entity = self.battleData:getGridEntity(posId)
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if not entity:getIsIdle() then
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if entity:isEmptyIdle() then
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entity:setIsIdle(true)
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if not eliminationPosIds[posId] then
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eliminationPosIds[posId] = true
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table.insert(sequence, {posId = posId})
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end
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if not entity:getSkillId() then
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local elementType = entity:getElementType()
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elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
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if not influenceElementType then
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influenceElementType = {}
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end
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influenceElementType[elementType] = true
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end
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else
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boomGridIds[posId] = true
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end
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end
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end
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for posId, status in pairs(boomGridIds) do
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if not eliminationPosIds[posId] then
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local entity = self.battleData:getGridEntity(posId)
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if entity then
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local elementTypeInvalid = entity:isElmentTypeInvalid()
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entity:addAroundEliminationCount()
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if entity:getIsIdle() then
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eliminationPosIds[posId] = true
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table.insert(sequence, {posId = posId, noAni = elementTypeInvalid})
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if not entity:getSkillId() and not elementTypeInvalid 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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end
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end
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self.battleData:addSkillEnergy(elementTypeMap)
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self.battleData:clearGridSequence()
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self.battleUI:disableUITouch()
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self.battleUI:eliminationAni(sequence, function()
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local instructions = self:generateInstructions(skillEntity, linkElementType, influenceElementType, elementTypeMap)
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self:exeInstructions(instructions, function()
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self:fillBoard()
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end)
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end)
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end
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function BattleController:fillBoard()
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local pathMap = {}
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local columnCount = {}
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local gridMap = {}
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for c = 1, BattleConst.COLUMN_COUNT do
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for r = BattleConst.ROW_COUNT, 1, -1 do
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local posId = ModuleManager.BattleManager:getPosId(r, c)
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local entity = self.battleData:getGridEntity(posId)
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if entity:getIsIdle() then
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self:fillThisPos(posId, columnCount, gridMap)
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end
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end
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end
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while true do
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local find = false
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for c = 1, BattleConst.COLUMN_COUNT do
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local list = gridMap[c]
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if list and list[1] then -- 此列有需要填充的元素
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local entity = table.remove(list, 1)
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if entity then
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self.battleData:setGridInfo(entity:getPosId(), self:getRandomGridInfo())
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end
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find = true
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end
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end
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if not find then
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break
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end
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end
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for c = 1, BattleConst.COLUMN_COUNT do
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for r = BattleConst.ROW_COUNT, 1, -1 do
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local posId = ModuleManager.BattleManager:getPosId(r, c)
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local entity = self.battleData:getGridEntity(posId)
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if #entity:getPath() > 0 then
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pathMap[posId] = entity:getPath()
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entity:clearPath()
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end
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end
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end
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self.battleUI:fallGrid(pathMap, function()
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self:onFillBoardOver()
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self.battleUI:enableUITouch()
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---- 临时
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-- local list = {BattleConst.GRID_TYPE.SNOW_BOX, BattleConst.GRID_TYPE.SOLID_SNOW, BattleConst.GRID_TYPE.VINES, BattleConst.GRID_TYPE.ICE}
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-- local gridType = list[math.random(1, 4)]
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-- self:generateGridType(gridType)
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-- ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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-- self:generateBoard()
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end)
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end
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function BattleController:onFillBoardOver()
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self:generateSkill()
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self.battleUI:refreshSkill()
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end
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function BattleController:generateInstructions(skillEntity, elementType, influenceElementType, elementTypeMap)
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local instructions = {}
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---- 加buff
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if skillEntity then
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if skillEntity:getLinkAtkp() > 0 and elementType then
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local attrType = BattleConst.ELEMENT_TYPE_ATKP_NAME[elementType]
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if attrType then
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table.insert(instructions, {
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name = BattleConst.INSTRUCTION_NAME.ADD_CUR_ROUND_ATTR,
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attr = {
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type = attrType,
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num = skillEntity:getLinkAtkp()
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}
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})
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end
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end
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if skillEntity:getInInfluenceAtkp() > 0 and influenceElementType then
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for elementType, _ in pairs(influenceElementType) do
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local attrType = BattleConst.ELEMENT_TYPE_ATKP_NAME[elementType]
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if attrType then
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table.insert(instructions, {
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name = BattleConst.INSTRUCTION_NAME.ADD_CUR_ROUND_ATTR,
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attr = {
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type = attrType,
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num = skillEntity:getInInfluenceAtkp()
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}
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})
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end
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end
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end
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end
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local elementTypeCount = 0
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---- 援助
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for element, count in pairs(elementTypeMap) do
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if element == elementType then
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elementTypeCount = count
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else
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table.insert(instructions, {
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name = BattleConst.INSTRUCTION_NAME.ASSISTING,
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count = count,
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skillMatch = element,
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})
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end
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end
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---- 普攻
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if elementTypeCount > 0 then
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table.insert(instructions, {
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name = BattleConst.INSTRUCTION_NAME.GENERAL_ATTACK,
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count = elementTypeCount,
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skillMatch = elementType
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})
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end
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---- 技能
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if skillEntity then
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table.insert(instructions, {
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name = BattleConst.INSTRUCTION_NAME.PLAY_SKILL,
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skillMatch = elementType
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})
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end
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return instructions
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end
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|
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function BattleController:exeInstructions(instructions, callback)
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|
Logger.logHighlight("--------exeInstructions----------")
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Logger.printTable(instructions)
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-- todo
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if callback then
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callback()
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end
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end
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|
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function BattleController:generateBoard()
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local boardList, _ = self:getInitBoard()
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if self.curBoardIndex and self.curBoardIndex >= #boardList then
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return
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end
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if not self.battleUI then
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return
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end
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local skillCount = 0
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local skillList = {}
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for posId, entity in pairs(self.battleData:getGridEnties()) do
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if entity:getSkillId() then
|
|
table.insert(skillList, {skillId = entity:getSkillId(), posId = posId})
|
|
skillCount = skillCount + 1
|
|
end
|
|
end
|
|
|
|
self.battleUI:cacheSkillAni(skillList, false, function()
|
|
self.curBoardIndex = (self.curBoardIndex or 0) + 1
|
|
local board = boardList[self.curBoardIndex]
|
|
self.battleData:refreshBoard(board)
|
|
self.battleUI:initGridCell()
|
|
|
|
if skillCount > 0 then
|
|
local posidList = {}
|
|
for posId, entity in pairs(self.battleData:getGridEnties()) do
|
|
if entity:isEmptyIdle() then
|
|
table.insert(posidList, posId)
|
|
end
|
|
end
|
|
|
|
posidList = table.shuffle(posidList)
|
|
local newSkillId = {}
|
|
for index, info in ipairs(skillList) do
|
|
if posidList[1] then
|
|
newSkillId[index] = info
|
|
newSkillId[index].posId = table.remove(posidList)
|
|
else
|
|
break
|
|
end
|
|
end
|
|
self.battleUI:cacheSkillAni(newSkillId, true)
|
|
end
|
|
end)
|
|
end
|
|
|
|
function BattleController:generateSkill()
|
|
local map = {}
|
|
for _, skillEntity in pairs(self.battleData:getSkillEntities()) do
|
|
if skillEntity:getEnergyEnough() then
|
|
map[skillEntity:getPosition()] = skillEntity:getSkillId()
|
|
end
|
|
end
|
|
|
|
for elementType, skillId in pairs(map) do
|
|
local list = self:getSkillElementList(elementType, 1, true)
|
|
for _, posId in ipairs(list) do
|
|
self:setGridSkillId(posId, skillId)
|
|
end
|
|
end
|
|
end
|
|
|
|
function BattleController:setGridSkillId(posId, skillId)
|
|
local entity = self.battleData:getGridEntity(posId)
|
|
if entity then
|
|
entity:setSkilId(skillId)
|
|
local skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
|
|
if skillEntity and entity:getElementType() ~= skillEntity:getPosition() then
|
|
entity:setElementType(skillEntity:getPosition())
|
|
end
|
|
end
|
|
end
|
|
|
|
function BattleController:generateGridType(gridType)
|
|
if not gridType then
|
|
return
|
|
end
|
|
|
|
local list = {}
|
|
local count = 0
|
|
for posId, entity in pairs(self.battleData:getGridEnties()) do
|
|
if entity:isEmptyIdle() then
|
|
table.insert(list, entity)
|
|
count = count + 1
|
|
end
|
|
end
|
|
if count > 0 then
|
|
local entity = list[math.random(1, count)]
|
|
self.battleData:setGridInfo(entity:getPosId(), {gridType = gridType, elementType = entity:getElementType()})
|
|
end
|
|
end
|
|
|
|
function BattleController:getSkillElementList(elementType, count, useAlternate)
|
|
local result = {}
|
|
local gridEntities = self.battleData:getGridEnties()
|
|
if not gridEntities then
|
|
return result
|
|
end
|
|
|
|
local sameElementList = {}
|
|
local alternateList = {}
|
|
local addCount = 0
|
|
|
|
for row = 1, BattleConst.ROW_COUNT do
|
|
for column = 1, BattleConst.COLUMN_COUNT do
|
|
local posId = ModuleManager.BattleManager:getPosId(row, column)
|
|
local entity = gridEntities[posId]
|
|
if entity and entity:canChangeInfo() then
|
|
if entity:getElementType() == elementType then
|
|
table.insert(sameElementList, posId)
|
|
else
|
|
table.insert(alternateList, posId)
|
|
end
|
|
end
|
|
end
|
|
|
|
local remainCount = count - addCount
|
|
if remainCount <= 0 then
|
|
return result
|
|
end
|
|
|
|
for i = 1, remainCount do
|
|
if not sameElementList[i] then
|
|
break
|
|
end
|
|
table.insert(result, table.remove(sameElementList, math.random(1, #sameElementList)))
|
|
addCount = addCount + 1
|
|
if addCount >= count then
|
|
return result
|
|
end
|
|
end
|
|
|
|
if addCount < count and useAlternate then
|
|
for i = 1, count - addCount do
|
|
if not alternateList[1] then
|
|
break
|
|
end
|
|
table.insert(result, table.remove(alternateList, math.random(1, #alternateList)))
|
|
addCount = addCount + 1
|
|
if addCount >= count then
|
|
return result
|
|
end
|
|
end
|
|
end
|
|
|
|
if addCount >= count then
|
|
return result
|
|
end
|
|
end
|
|
|
|
return result
|
|
end
|
|
|
|
---- 从一个点直接遍历所有相关的路径
|
|
function BattleController:fillThisPos(posId, columnCount, gridMap)
|
|
local entity = self.battleData:getGridEntity(posId)
|
|
if not entity or not entity:getIsIdle() then
|
|
return
|
|
end
|
|
|
|
local list = BattleConst.UP_LINE_FILL_LIST[posId]
|
|
if not list[1] then -- 第一排
|
|
local rc = ModuleManager.BattleManager:getPosRC(posId)
|
|
local c = rc.c
|
|
if not columnCount[c] then
|
|
columnCount[c] = 0
|
|
end
|
|
columnCount[c] = columnCount[c] + 1
|
|
|
|
local fallPosId = posId
|
|
local fallEntity = self.battleData:getGridEntity(fallPosId)
|
|
if not fallEntity then -- 异常情况,理论上不可能不存在
|
|
return
|
|
end
|
|
|
|
local newStartPosId
|
|
for i = columnCount[c], 1, -1 do
|
|
newStartPosId = ModuleManager.BattleManager:getFirstLineLastRowPosId(i, c)
|
|
local curPos = ModuleManager.BattleManager:getPosInfo(newStartPosId)
|
|
fallEntity:addPath({x = curPos.x, y = curPos.y})
|
|
end
|
|
|
|
local curPos = ModuleManager.BattleManager:getPosInfo(posId)
|
|
fallEntity:addPath({x = curPos.x, y = curPos.y})
|
|
|
|
self.battleData:exchangeGridEntities(posId, fallPosId)
|
|
if not gridMap[c] then
|
|
gridMap[c] = {}
|
|
end
|
|
table.insert(gridMap[c], fallEntity)
|
|
else
|
|
for index, fallPosId in ipairs(list) do
|
|
local fallEntity = self.battleData:getGridEntity(fallPosId)
|
|
if not fallEntity then -- 异常情况,理论上不可能不存在
|
|
return
|
|
end
|
|
if fallEntity then
|
|
if not fallEntity:isCantFallType() then
|
|
if fallEntity:getIsIdle() then
|
|
self:fillThisPos(fallPosId, columnCount, gridMap)
|
|
end
|
|
fallEntity = self.battleData:getGridEntity(fallPosId)
|
|
if not fallEntity:getIsIdle() then
|
|
if not fallEntity:getPath()[1] then
|
|
local curPos = ModuleManager.BattleManager:getPosInfo(fallPosId)
|
|
fallEntity:addPath({x = curPos.x, y = curPos.y})
|
|
end
|
|
|
|
local curPos = ModuleManager.BattleManager:getPosInfo(posId)
|
|
fallEntity:addPath({x = curPos.x, y = curPos.y})
|
|
|
|
self.battleData:exchangeGridEntities(posId, fallPosId)
|
|
self:fillThisPos(fallPosId, columnCount, gridMap)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function BattleController:getRandomGridInfo()
|
|
local list, fixedRandomGrid = self:getInitBoard()
|
|
local fixedRandomList = fixedRandomGrid[self.curBoardIndex]
|
|
|
|
local gridType = 0
|
|
local elementType
|
|
if fixedRandomList and fixedRandomList[1] then
|
|
elementType = table.remove(fixedRandomList, 1)
|
|
else
|
|
local map = self.battleData:getElementTypeMap()
|
|
local indexs = {}
|
|
local typeList = {}
|
|
for typeName, typeNum in pairs(BattleConst.ELEMENT_TYPE) do
|
|
if not self:getSealElementType()[typeNum] and self.battleData:getSkillEntityByElement(typeNum) then
|
|
local weight = ((map[typeNum] or 0) + 1) * BattleConst.ELEMENT_WIGHT
|
|
if weight > BattleConst.MAX_ELEMENT_WIGHT then
|
|
weight = BattleConst.MAX_ELEMENT_WIGHT
|
|
end
|
|
table.insert(indexs, weight)
|
|
table.insert(typeList, typeNum)
|
|
end
|
|
end
|
|
|
|
local index = GFunc.getRandomIndex(indexs)
|
|
elementType = typeList[index]
|
|
end
|
|
|
|
return {gridType = gridType, elementType = elementType}
|
|
end
|
|
|
|
function BattleController:findSkillInfluenceGrids()
|
|
local girds = self.battleData:clearSkillInfluenceGrids()
|
|
for posId, _ in pairs(girds) do
|
|
local entity = self.battleData:getGridEntity(posId)
|
|
if entity:getCell() then
|
|
entity:getCell():showCircle(false)
|
|
end
|
|
end
|
|
|
|
local sequence = self.battleData:getGridSequence()
|
|
local sequenceEntities = {}
|
|
for _, info in ipairs(sequence) do
|
|
local entity = self.battleData:getGridEntity(info.posId)
|
|
table.insert(sequenceEntities, entity)
|
|
end
|
|
|
|
for _, info in ipairs(sequence) do
|
|
local entity = self.battleData:getGridEntity(info.posId)
|
|
local skillId = entity:getSkillId()
|
|
if skillId then
|
|
local skillEntity = self.battleData:getSkillEntityBySkillId(skillId)
|
|
if skillEntity then
|
|
BATTLE_BOARD_SKILL_HANDLE.activeBoardSkill(info.posId, skillEntity, self.battleData:getGridEnties(), sequenceEntities)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function BattleController:getRandomSkillList(getCount)
|
|
getCount = getCount or BattleConst.SKILL_SELECT_COUNT
|
|
local result = {}
|
|
local cfg = ConfigManager:getConfig("skill_rogue")
|
|
local skillPool = self.battleData:getSkillPool()
|
|
local map = {}
|
|
|
|
local count = 0
|
|
local newSkillPool = {}
|
|
local skillWeight = {}
|
|
for _, skillId in ipairs(skillPool) do
|
|
local skillCfg = cfg[skillId]
|
|
if skillCfg and not skillCfg.limit_times or self.battleData:getSkillCount(skillId) < skillCfg.limit_times then
|
|
if not map[skillId] then
|
|
table.insert(newSkillPool, skillId)
|
|
table.insert(skillWeight, skillCfg.weight)
|
|
count = count + 1
|
|
map[skillId] = true
|
|
end
|
|
end
|
|
end
|
|
|
|
if count > 0 then
|
|
local index = GFunc.getRandomIndex(skillWeight)
|
|
local skillId = table.remove(newSkillPool, index)
|
|
table.remove(skillWeight, index)
|
|
count = count - 1
|
|
table.insert(result, skillId)
|
|
getCount = getCount - 1
|
|
end
|
|
|
|
for skillId, info in ipairs(cfg) do
|
|
if not self:getNotInvolvedSkills()[skillId] then
|
|
if info.universal then
|
|
if not info.limit_times or self.battleData:getSkillCount(skillId) < info.limit_times then
|
|
if not map[skillId] then
|
|
table.insert(newSkillPool, skillId)
|
|
table.insert(skillWeight, info.weight)
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
for i = 1, getCount do
|
|
local index = GFunc.getRandomIndex(skillWeight)
|
|
local skillId = table.remove(newSkillPool, index)
|
|
table.remove(skillWeight, index)
|
|
count = count - 1
|
|
table.insert(result, skillId)
|
|
end
|
|
|
|
result = table.shuffle(result)
|
|
return result
|
|
end
|
|
|
|
function BattleController:onSelectSkill(skillId)
|
|
self.battleData:addSkillCount(skillId)
|
|
BATTLE_ROGUE_SKILL_HANDLE.takeEffect(skillId, self.battleData, self)
|
|
end
|
|
|
|
function BattleController:changeElementType(count, elementType)
|
|
local list = {}
|
|
for _, entity in pairs(self.battleData:getGridEnties()) do
|
|
if entity:canChangeInfo() and entity:getElementType() ~= elementType then
|
|
table.insert(list, entity)
|
|
end
|
|
end
|
|
|
|
for i = 1, count do
|
|
if not list[1] then
|
|
break
|
|
end
|
|
local entity = table.remove(list, math.random(1, #list))
|
|
if entity then
|
|
entity:setElementType(elementType)
|
|
end
|
|
end
|
|
end
|
|
|
|
function BattleController:addHeroAttr(attrName, value)
|
|
Logger.logHighlight("------addHeroAttr------ " .. attrName .. " " .. value)
|
|
-- if attrName == then
|
|
-- -- body
|
|
-- elseif attrName == then
|
|
-- -- body
|
|
-- elseif attrName == then'
|
|
-- -- body
|
|
-- elseif attrName == then
|
|
-- -- body
|
|
-- elseif attrName == then
|
|
-- -- body
|
|
-- else
|
|
|
|
-- end
|
|
end
|
|
|
|
function BattleController:changeSkillId(elementType, skillId)
|
|
Logger.logHighlight("------changeSkillId------ " .. elementType .. " " .. skillId)
|
|
end
|
|
|
|
function BattleController:addSkillReleaseCount(elementType, count)
|
|
Logger.logHighlight("------addSkillReleaseCount------ " .. elementType .. " " .. count)
|
|
end
|
|
|
|
function BattleController:addSkillEffectParams(elementType, effect)
|
|
Logger.logHighlight("------addSkillEffectParams------ " .. elementType .. " " .. json.encode(effect))
|
|
end
|
|
|
|
function BattleController:addSkillRound(elementType, effect)
|
|
Logger.logHighlight("------addSkillRound------ " .. elementType .. " " .. json.encode(effect))
|
|
end
|
|
|
|
function BattleController:addSkillEffect(elementType, effects)
|
|
Logger.logHighlight("------addSkillEffect------ " .. elementType .. " " .. json.encode(effects))
|
|
end
|
|
|
|
---- 快照一次棋盘
|
|
function BattleController:snapshotBoard()
|
|
local snapshot = {}
|
|
for _, entity in pairs(self.battleData:getGridEnties()) do
|
|
snapshot[entity:getPosId()] = entity:getSnapshoptInfo()
|
|
end
|
|
return snapshot
|
|
end
|
|
|
|
function BattleController:clear()
|
|
BattleHelper:clear()
|
|
end
|
|
|
|
function BattleController:endBattleAndExit()
|
|
ModuleManager.BattleManager:exitBattle()
|
|
end
|
|
|
|
return BattleController |