2020-08-06 17:52:32 +08:00
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EndLessMapManager = {};
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2020-05-09 13:31:21 +08:00
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local this = EndLessMapManager
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
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local endLessConfig = ConfigManager.GetConfig(ConfigName.EndlessMapConfig)
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this.limiteLevel = gameSetting[1].EndlessMinLevel
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-- 所有妖灵师的血量数据
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this.allHeroBlood = {}
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function this.Initialize()
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this.isCanNote = false -- 是否进入可标记状态
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this.PointNoteDataList = {} -- 标记列表
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this.hungery = false -- 没有行动力了
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this.leftEnergy = 0 -- 剩余行动力
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this.totalEnergy = 0 -- 总行动力
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this.targetMapId = 0 -- 传送去的地图Id
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this.justEnterMap = false -- 才刚进图伦家
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this.srcMapId = 0 -- 传送时上一张地图的ID
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this.curMapName = "" -- 当前地图名
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this.mapFightTimes = 0 -- 当前地图战斗次数
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this.energyCost = 0 -- 当前地图行动力消耗
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this.isReset = false -- 是处于复位状态
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this.openMapInfo = {} -- 地图的开放消息
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this.isTrigger = false -- 检测在是否在触发事件
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this.isUpdateOnClose = false -- 检测在MapPanel隐藏时是否更新过, 在面板关闭后初始化
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this.freshPointData = {}
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this.isAddPoint = false -- 是否新增一个刷新点
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this.openMapId = 0 -- 开放的地图ID
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this.worldLevel = 0 -- 开放的世界等级
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this.isOpenedFullPanel = false -- 是否在退出地图前打开过全屏界面
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-- 打开过编队界面
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this.openedFormat = false
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this.isSkipFight = 1 -- 服务器记录的是否跳过战斗
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this.EndLessRoleDead = false -- 无尽副本角色进入死亡状态,走一步重置
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end
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function this.InitHeroHp(msg, func)
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2020-06-23 18:36:24 +08:00
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Log(Language[11174])
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2020-05-09 13:31:21 +08:00
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this.allHeroBlood = {}
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if msg and #msg.heroInfo > 0 then
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for i = 1, #msg.heroInfo do
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local heroData = msg.heroInfo[i]
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local allEquipAddProVal= HeroManager.CalculateWarAllProVal(heroData.heroId)
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local maxHp = allEquipAddProVal[3]
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local hp = heroData.hp / 10000
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local data = {}
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data.percentHp = hp
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data.curHp = math.ceil(hp * maxHp)
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data.heroId = heroData.heroId
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this.allHeroBlood[heroData.heroId] = data
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--Log("当前英雄血量" .. heroData.hp)
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end
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end
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-- 请求完妖灵师数据后才打开编队刷新队伍
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if func then func() end
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end
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-- 在地图中更换编队后,更新上阵编队的最大血量值
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function this.UpDateTeamMaxHp(info)
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-- 不是无尽副本,直接返回
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
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-- 替换地图编队的最大血量
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local mapTeam = {}
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for i = 1, #info do
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local roleId = info[i].heroId
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local allProp = HeroManager.CalculateWarAllProVal(roleId)
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allProp[2] = info[i].heroHp
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allProp[3] = info[i].heroMaxHp
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--Log(" 更换编队后的剩余血量 == " .. info[i].heroHp)
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mapTeam[i] = {
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heroId = roleId,
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allProVal = allProp,
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}
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end
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MapManager.formationList = mapTeam
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2020-08-18 10:10:49 +08:00
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LogGreen("indication的编队长度:"..#mapTeam)
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2020-05-09 13:31:21 +08:00
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CallBackOnPanelOpen(UIName.MapPanel, function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.FormationHpChange)
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end)
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end
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-- 解析标记点的数据
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function this.InitMapNoteData(signs)
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2020-08-14 11:44:58 +08:00
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LogPink("signs是:"..signs)
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2020-05-09 13:31:21 +08:00
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-- 不是无尽副本,直接返回
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
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-- 初始化
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for i, v in ConfigPairs (endLessConfig) do
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this.PointNoteDataList[v.Id] = {}
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end
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if #signs > 0 then
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for i = 1, #signs do
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local data = {}
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data.notePos = signs[i].cellId
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data.noteInfo = signs[i].info
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data.mapId = signs[i].mapId
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--Log("标记内容" .. data.noteInfo)
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local u, v = Map_Pos2UV(data.notePos)
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--Log("标记位置(" ..u .. ", " .. v .. ")")
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2020-08-14 11:44:58 +08:00
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-- this.PointNoteDataList[data.mapId][data.notePos] = data
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2020-05-09 13:31:21 +08:00
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this.PointNoteDataList[data.mapId][data.notePos] = data
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end
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end
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2020-08-14 11:44:58 +08:00
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LogPink("#PointNoteDataList"..#this.PointNoteDataList)
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2020-05-09 13:31:21 +08:00
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end
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function this.InitRefreshPoint(refreshInfo, func)
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--Log("需要刷新点的数量是 == " .. #refreshInfo )
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this.freshPointData = {}
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for i = 1, #refreshInfo do
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local data = refreshInfo[i]
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if data.time > math.ceil(PlayerManager.serverTime) then
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this.freshPointData[data.cellId] = data.time
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--Log("需要等待" .. data.time - math.ceil(PlayerManager.serverTime) .. "秒后刷新")
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end
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end
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if func then func() end
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end
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-- 登录初始化地图数据
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function this.InitMapInfoData(mapInfo)
|
2020-06-23 18:36:24 +08:00
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Log(Language[11175] .. mapInfo.mapId)
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Log(Language[11176] .. mapInfo.worldLevel)
|
2020-05-09 13:31:21 +08:00
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this.openMapId = mapInfo.mapId -- 开放的地图ID
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this.worldLevel = mapInfo.worldLevel -- 开放的世界等级
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local score = 0
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if not mapInfo.bloodScore or mapInfo.bloodScore < 0 then
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score = 0
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else
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score = mapInfo.bloodScore
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end
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MatchDataManager.myScore = mapInfo.bloodScore -- 血战的初始积分
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end
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-- ================================== 妖灵师状态刷新 ========================================
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-- 换人后刷新队伍血量
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function this.RefreshTeamInfo()
|
2020-06-23 18:36:24 +08:00
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Log(Language[11177])
|
2020-05-09 13:31:21 +08:00
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local mapTeam = {}
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local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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for i = 1, #curTeam.teamHeroInfos do
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local roleData = curTeam.teamHeroInfos[i]
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local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
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allProp[2] = this.allHeroBlood[roleData.heroId].curHp
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mapTeam[i] = {
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heroId = roleData.heroId,
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allProVal = allProp,
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}
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end
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return mapTeam
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end
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-- 刷新地图中的队伍数据
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function this.RefershMapTeam()
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if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.isInMap then
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--MapManager.formationList = this.RefreshTeamInfo()
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end
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end
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-- 无尽副本中得到某一个妖灵师的血量值, 传入动态ID
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function this.GetHeroLeftBlood(heroId)
|
2020-06-23 18:36:24 +08:00
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then Log(Language[11178]) return end
|
2020-05-09 13:31:21 +08:00
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if this.allHeroBlood[heroId] then
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return this.allHeroBlood[heroId].curHp
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else
|
2020-06-23 18:36:24 +08:00
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Log(Language[11179])
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2020-05-09 13:31:21 +08:00
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local allProp = HeroManager.CalculateWarAllProVal(heroId)
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return allProp[3]
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end
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end
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-- 无尽副本删除编队中某一个成员的数据
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function this.DeleteDeadRole()
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2020-06-23 18:36:24 +08:00
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then Log(Language[11180]) return end
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Log(Language[11181])
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2020-05-09 13:31:21 +08:00
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-- 死人后重组
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local newMapTeam = {} -- 地图中的编队数据
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local newFormation = {} -- 编队界面的编队数据
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local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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-- 编队界面的数据
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newFormation.teamHeroInfos = {}
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newFormation.teamPokemonInfos = {}
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newFormation.teamId = FormationTypeDef.FORMATION_ENDLESS_MAP
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newFormation.teamName = curTeam.teamName
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newFormation.teamPokemonInfos = curTeam.teamPokemonInfos
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--Log("成员数量 -- " .. #curTeam.teamHeroInfos)
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-- 成员数据
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for i = 1, #curTeam.teamHeroInfos do
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local roleData = curTeam.teamHeroInfos[i]
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-- 如果队员没死翘翘了
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local curRoleHp = this.GetHeroLeftBlood(roleData.heroId)
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if curRoleHp > 0 then
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-- 地图数据重组
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local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
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allProp[2] = curRoleHp
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newMapTeam[#newMapTeam + 1] = {
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heroId = roleData.heroId,
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allProVal = allProp,
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}
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-- 编队界面数据重组
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table.insert(newFormation.teamHeroInfos, roleData)
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end
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end
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return newFormation, newMapTeam
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end
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--编队界面有死亡猎妖师重组编队数据
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function this.RoleListFormationNewMapTeam()
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local newMapTeam = {} -- 地图中的编队数据
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local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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-- 成员数据
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if curTeam.teamHeroInfos and #curTeam.teamHeroInfos > 0 then
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for i = 1, #curTeam.teamHeroInfos do
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local roleData = curTeam.teamHeroInfos[i]
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local curRoleHp = 0
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if this.allHeroBlood[roleData.heroId] then
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curRoleHp = this.allHeroBlood[roleData.heroId].curHp
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else
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local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
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curRoleHp = allProp[3]
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end
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if curRoleHp > 0 then
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local info = {}
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info.position = #newMapTeam+1--curTeam.teamHeroInfos[i].position
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info.heroId = roleData.heroId
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table.insert(newMapTeam,info)
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end
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end
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end
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FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP, newMapTeam, curTeam.teamPokemonInfos)
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return newMapTeam
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end
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-- 角色战斗失败,删除相应的地图队伍
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function this.DeleteMapTeam()
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for i = 1, #MapManager.formationList do
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MapManager.formationList[i].allProVal[2] = 0
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local heroId = MapManager.formationList[i].heroId
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this.allHeroBlood[heroId].curHp = 0
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end
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end
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-- 判断队伍是否还有活着的人
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|
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|
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function this.IsMapTeamAlive()
|
2020-08-18 10:10:49 +08:00
|
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|
|
LogGreen("编队人数:"..#MapManager.formationList)
|
2020-05-09 13:31:21 +08:00
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|
|
for i = 1, #MapManager.formationList do
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if MapManager.formationList[i].allProVal[2] > 0 then
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return true
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end
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end
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return false
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end
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|
-- 是否所有都死翘翘
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function this.IsAllDead()
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|
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for i, v in pairs(this.allHeroBlood) do
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if v.curHp > 0 then
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|
return false
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end
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end
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|
|
return true
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end
|
|
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|
|
-- 刷新编队界面得到的编队以及地图中的编队数据, 只有打开编队界面才刷新地图编队
|
|
|
|
|
function this.RrefreshFormation()
|
|
|
|
|
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
|
|
|
|
|
local teamId = FormationTypeDef.FORMATION_ENDLESS_MAP
|
|
|
|
|
local newFormation, newMapTeam = this.DeleteDeadRole()
|
|
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|
|
FormationManager.formationList[teamId] = newFormation
|
2020-06-23 18:36:24 +08:00
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|
|
Log(Language[11182])
|
2020-05-09 13:31:21 +08:00
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|
|
MapManager.formationList = newMapTeam
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|
|
end
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end
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|
-- =============================================================================================
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|
-- ==================== 地图标记 ===============================================================
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-- 无尽副本是否进入了可标记状态
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|
|
function this.IsCanNoteState()
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|
|
local canNote = false
|
|
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|
|
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
|
|
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|
|
if this.isCanNote then
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|
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|
|
canNote = true
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|
end
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|
|
end
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|
|
return canNote
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|
|
end
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|
|
-- 进入标记状态点击后保存点击选中的坐标值
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|
|
function this.SetNotePos(u, v)
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|
|
local selectedPos = Map_UV2Pos(u, v)
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|
|
-- 没有标记过打开标记面板
|
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|
|
local panelType = 1
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|
|
panelType = this.IsPointNote(selectedPos) and 2 or 1
|
|
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|
|
UIManager.OpenPanel(UIName.MapNotePopup, selectedPos, panelType)
|
|
|
|
|
end
|
|
|
|
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|
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|
|
-- 判断某一个点是否已经被标记
|
|
|
|
|
function this.IsPointNote(pos)
|
|
|
|
|
local isNote = false
|
|
|
|
|
if not this.PointNoteDataList[MapManager.curMapId][pos] or this.PointNoteDataList[MapManager.curMapId][pos].notePos == 0 then
|
|
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|
|
isNote = false
|
|
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|
|
else
|
|
|
|
|
isNote = true
|
|
|
|
|
end
|
|
|
|
|
return isNote
|
|
|
|
|
end
|
|
|
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|
|
-- 删除一个已经标记的点, 需要删除的点必定存在,不然判断方法就完蛋了
|
|
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|
|
function this.DeleteNotePoint(pos, func)
|
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|
|
local noteData = this.PointNoteDataList[MapManager.curMapId][pos]
|
|
|
|
|
local deletePos = pos
|
|
|
|
|
local mapId = MapManager.curMapId
|
|
|
|
|
local deleteInfo = noteData.noteInfo
|
|
|
|
|
local deteType = 2
|
|
|
|
|
|
|
|
|
|
NetManager.RequestNotePoint(mapId, deletePos, deleteInfo, deteType, function ()
|
|
|
|
|
if func then func() end
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- ===========================================================================================
|
|
|
|
|
-- =================== 消耗行动力 ===================================================
|
|
|
|
|
-- 进入当前地图消耗行动力数值
|
|
|
|
|
function this.EnergyCostEnterMap(mapId)
|
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|
|
|
-- 只有无尽副本执行
|
|
|
|
|
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
|
|
|
|
|
local cost = 0
|
|
|
|
|
local curCost = endLessConfig[this.srcMapId].TeleportCost
|
|
|
|
|
local distCost = endLessConfig[mapId].TeleportCost
|
|
|
|
|
cost = math.abs(distCost - curCost)
|
|
|
|
|
return cost
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 角色进入鸡儿状态
|
|
|
|
|
function this.roleIsHungery()
|
|
|
|
|
local isHungery = false
|
|
|
|
|
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
|
|
|
|
|
if this.hungery then
|
|
|
|
|
isHungery = true
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
return isHungery
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 判断鸡儿状态
|
|
|
|
|
function this.isHungery()
|
|
|
|
|
local curEnergy = EndLessMapManager.leftEnergy
|
|
|
|
|
if curEnergy <= 0 then
|
|
|
|
|
EndLessMapManager.hungery = true
|
|
|
|
|
else
|
|
|
|
|
EndLessMapManager.hungery = false
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 是否有足够的行动力给你去浪
|
|
|
|
|
function this.IsCanTransport(mapId)
|
|
|
|
|
local canTransport = false
|
|
|
|
|
canTransport = this.leftEnergy >= this.EnergyCostEnterMap(mapId)
|
|
|
|
|
|
|
|
|
|
return canTransport
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 向服务器索要剩余行动力
|
|
|
|
|
function this.GetLeftEnergy(func)
|
|
|
|
|
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
|
|
|
|
|
NetManager.ReqeustRefreshEnergy(func)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 返回行动力上限。跟VIP挂钩
|
|
|
|
|
function this.GetTotalEnergy()
|
|
|
|
|
return PrivilegeManager.GetPrivilegeNumber(20)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--判断当前的行动力是已经是上限
|
|
|
|
|
function this.EnergyEnough()
|
|
|
|
|
-- 地图里用显示的数据,地图外面用背包的数据
|
|
|
|
|
local curEnergy = 0
|
|
|
|
|
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.isInMap then
|
|
|
|
|
curEnergy = this.leftEnergy
|
|
|
|
|
else
|
|
|
|
|
curEnergy = BagManager.GetItemCountById(1)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
local limitValue = this.GetTotalEnergy()
|
|
|
|
|
return curEnergy >= limitValue
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 返回剩余行动力
|
|
|
|
|
function this.GetLeftMapEnergy()
|
|
|
|
|
local curEnergy = 0
|
|
|
|
|
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.isInMap then
|
|
|
|
|
curEnergy = this.leftEnergy
|
|
|
|
|
else
|
|
|
|
|
curEnergy = BagManager.GetItemCountById(1)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
return curEnergy
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- =================================================================================
|
|
|
|
|
-- ============= 其他杂项处理方法 =====================================================
|
|
|
|
|
-- 获取统计数据
|
|
|
|
|
function this.OutMapStats(msg)
|
|
|
|
|
if msg then
|
|
|
|
|
this.mapFightTimes = msg.fightCount
|
|
|
|
|
this.energyCost = msg.consumeExecution
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 通过传送门传送到想去的地图
|
|
|
|
|
function this.TranssportByMapId(mapId)
|
|
|
|
|
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 获取开放的地图数据
|
|
|
|
|
function this.GetOpenMapInfo(openMapId)
|
|
|
|
|
for i = 1, #openMapId do
|
|
|
|
|
this.openMapInfo[openMapId[i]] = openMapId[i]
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 判断无尽副本当前地图是否开放
|
|
|
|
|
function this.IsThisMapOpen(mapId)
|
|
|
|
|
local isOpen = false
|
|
|
|
|
if this.openMapInfo[mapId] and this.openMapInfo[mapId] > 0 then
|
|
|
|
|
Log("openMapInfo == " .. this.openMapInfo[mapId])
|
|
|
|
|
isOpen = true
|
|
|
|
|
else
|
|
|
|
|
isOpen = false
|
|
|
|
|
end
|
|
|
|
|
return isOpen
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
2020-06-23 18:36:24 +08:00
|
|
|
|
return this
|