449 lines
15 KiB
Lua
449 lines
15 KiB
Lua
EndLessMapManager = {};
|
||
local this = EndLessMapManager
|
||
local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
|
||
local endLessConfig = ConfigManager.GetConfig(ConfigName.EndlessMapConfig)
|
||
this.limiteLevel = gameSetting[1].EndlessMinLevel
|
||
|
||
|
||
-- 所有妖灵师的血量数据
|
||
this.allHeroBlood = {}
|
||
|
||
function this.Initialize()
|
||
this.isCanNote = false -- 是否进入可标记状态
|
||
this.PointNoteDataList = {} -- 标记列表
|
||
this.hungery = false -- 没有行动力了
|
||
this.leftEnergy = 0 -- 剩余行动力
|
||
this.totalEnergy = 0 -- 总行动力
|
||
this.targetMapId = 0 -- 传送去的地图Id
|
||
this.justEnterMap = false -- 才刚进图伦家
|
||
this.srcMapId = 0 -- 传送时上一张地图的ID
|
||
this.curMapName = "" -- 当前地图名
|
||
this.mapFightTimes = 0 -- 当前地图战斗次数
|
||
this.energyCost = 0 -- 当前地图行动力消耗
|
||
this.isReset = false -- 是处于复位状态
|
||
this.openMapInfo = {} -- 地图的开放消息
|
||
this.isTrigger = false -- 检测在是否在触发事件
|
||
this.isUpdateOnClose = false -- 检测在MapPanel隐藏时是否更新过, 在面板关闭后初始化
|
||
this.freshPointData = {}
|
||
this.isAddPoint = false -- 是否新增一个刷新点
|
||
this.openMapId = 0 -- 开放的地图ID
|
||
this.worldLevel = 0 -- 开放的世界等级
|
||
this.isOpenedFullPanel = false -- 是否在退出地图前打开过全屏界面
|
||
-- 打开过编队界面
|
||
this.openedFormat = false
|
||
this.isSkipFight = 1 -- 服务器记录的是否跳过战斗
|
||
this.EndLessRoleDead = false -- 无尽副本角色进入死亡状态,走一步重置
|
||
|
||
|
||
end
|
||
|
||
function this.InitHeroHp(msg, func)
|
||
Log(Language[11174])
|
||
this.allHeroBlood = {}
|
||
if msg and #msg.heroInfo > 0 then
|
||
for i = 1, #msg.heroInfo do
|
||
local heroData = msg.heroInfo[i]
|
||
local allEquipAddProVal= HeroManager.CalculateWarAllProVal(heroData.heroId)
|
||
local maxHp = allEquipAddProVal[3]
|
||
local hp = heroData.hp / 10000
|
||
local data = {}
|
||
data.percentHp = hp
|
||
data.curHp = math.ceil(hp * maxHp)
|
||
data.heroId = heroData.heroId
|
||
this.allHeroBlood[heroData.heroId] = data
|
||
--Log("当前英雄血量" .. heroData.hp)
|
||
end
|
||
end
|
||
|
||
|
||
-- 请求完妖灵师数据后才打开编队刷新队伍
|
||
if func then func() end
|
||
end
|
||
|
||
-- 在地图中更换编队后,更新上阵编队的最大血量值
|
||
function this.UpDateTeamMaxHp(info)
|
||
-- 不是无尽副本,直接返回
|
||
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
|
||
-- 替换地图编队的最大血量
|
||
local mapTeam = {}
|
||
for i = 1, #info do
|
||
local roleId = info[i].heroId
|
||
local allProp = HeroManager.CalculateWarAllProVal(roleId)
|
||
allProp[2] = info[i].heroHp
|
||
allProp[3] = info[i].heroMaxHp
|
||
--Log(" 更换编队后的剩余血量 == " .. info[i].heroHp)
|
||
mapTeam[i] = {
|
||
heroId = roleId,
|
||
allProVal = allProp,
|
||
}
|
||
end
|
||
MapManager.formationList = mapTeam
|
||
LogGreen("indication的编队长度:"..#mapTeam)
|
||
CallBackOnPanelOpen(UIName.MapPanel, function ()
|
||
Game.GlobalEvent:DispatchEvent(GameEvent.Map.FormationHpChange)
|
||
end)
|
||
|
||
end
|
||
|
||
-- 解析标记点的数据
|
||
function this.InitMapNoteData(signs)
|
||
LogPink("signs是:"..signs)
|
||
-- 不是无尽副本,直接返回
|
||
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
|
||
-- 初始化
|
||
for i, v in ConfigPairs (endLessConfig) do
|
||
this.PointNoteDataList[v.Id] = {}
|
||
end
|
||
|
||
|
||
|
||
if #signs > 0 then
|
||
for i = 1, #signs do
|
||
local data = {}
|
||
data.notePos = signs[i].cellId
|
||
data.noteInfo = signs[i].info
|
||
data.mapId = signs[i].mapId
|
||
--Log("标记内容" .. data.noteInfo)
|
||
local u, v = Map_Pos2UV(data.notePos)
|
||
--Log("标记位置(" ..u .. ", " .. v .. ")")
|
||
-- this.PointNoteDataList[data.mapId][data.notePos] = data
|
||
this.PointNoteDataList[data.mapId][data.notePos] = data
|
||
end
|
||
end
|
||
LogPink("#PointNoteDataList"..#this.PointNoteDataList)
|
||
end
|
||
|
||
function this.InitRefreshPoint(refreshInfo, func)
|
||
--Log("需要刷新点的数量是 == " .. #refreshInfo )
|
||
this.freshPointData = {}
|
||
for i = 1, #refreshInfo do
|
||
local data = refreshInfo[i]
|
||
if data.time > math.ceil(PlayerManager.serverTime) then
|
||
this.freshPointData[data.cellId] = data.time
|
||
--Log("需要等待" .. data.time - math.ceil(PlayerManager.serverTime) .. "秒后刷新")
|
||
end
|
||
end
|
||
|
||
if func then func() end
|
||
end
|
||
|
||
-- 登录初始化地图数据
|
||
function this.InitMapInfoData(mapInfo)
|
||
Log(Language[11175] .. mapInfo.mapId)
|
||
Log(Language[11176] .. mapInfo.worldLevel)
|
||
this.openMapId = mapInfo.mapId -- 开放的地图ID
|
||
this.worldLevel = mapInfo.worldLevel -- 开放的世界等级
|
||
|
||
local score = 0
|
||
if not mapInfo.bloodScore or mapInfo.bloodScore < 0 then
|
||
score = 0
|
||
else
|
||
score = mapInfo.bloodScore
|
||
end
|
||
MatchDataManager.myScore = mapInfo.bloodScore -- 血战的初始积分
|
||
|
||
end
|
||
-- ================================== 妖灵师状态刷新 ========================================
|
||
|
||
-- 换人后刷新队伍血量
|
||
function this.RefreshTeamInfo()
|
||
Log(Language[11177])
|
||
local mapTeam = {}
|
||
local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
||
for i = 1, #curTeam.teamHeroInfos do
|
||
local roleData = curTeam.teamHeroInfos[i]
|
||
local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
|
||
allProp[2] = this.allHeroBlood[roleData.heroId].curHp
|
||
mapTeam[i] = {
|
||
heroId = roleData.heroId,
|
||
allProVal = allProp,
|
||
}
|
||
end
|
||
|
||
return mapTeam
|
||
end
|
||
|
||
-- 刷新地图中的队伍数据
|
||
function this.RefershMapTeam()
|
||
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.isInMap then
|
||
--MapManager.formationList = this.RefreshTeamInfo()
|
||
end
|
||
end
|
||
|
||
-- 无尽副本中得到某一个妖灵师的血量值, 传入动态ID
|
||
function this.GetHeroLeftBlood(heroId)
|
||
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then Log(Language[11178]) return end
|
||
if this.allHeroBlood[heroId] then
|
||
return this.allHeroBlood[heroId].curHp
|
||
else
|
||
Log(Language[11179])
|
||
local allProp = HeroManager.CalculateWarAllProVal(heroId)
|
||
return allProp[3]
|
||
end
|
||
end
|
||
|
||
-- 无尽副本删除编队中某一个成员的数据
|
||
function this.DeleteDeadRole()
|
||
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then Log(Language[11180]) return end
|
||
Log(Language[11181])
|
||
-- 死人后重组
|
||
local newMapTeam = {} -- 地图中的编队数据
|
||
local newFormation = {} -- 编队界面的编队数据
|
||
local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
||
-- 编队界面的数据
|
||
newFormation.teamHeroInfos = {}
|
||
newFormation.teamPokemonInfos = {}
|
||
newFormation.teamId = FormationTypeDef.FORMATION_ENDLESS_MAP
|
||
newFormation.teamName = curTeam.teamName
|
||
newFormation.teamPokemonInfos = curTeam.teamPokemonInfos
|
||
|
||
|
||
--Log("成员数量 -- " .. #curTeam.teamHeroInfos)
|
||
-- 成员数据
|
||
for i = 1, #curTeam.teamHeroInfos do
|
||
local roleData = curTeam.teamHeroInfos[i]
|
||
-- 如果队员没死翘翘了
|
||
local curRoleHp = this.GetHeroLeftBlood(roleData.heroId)
|
||
if curRoleHp > 0 then
|
||
-- 地图数据重组
|
||
local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
|
||
allProp[2] = curRoleHp
|
||
newMapTeam[#newMapTeam + 1] = {
|
||
heroId = roleData.heroId,
|
||
allProVal = allProp,
|
||
}
|
||
|
||
-- 编队界面数据重组
|
||
table.insert(newFormation.teamHeroInfos, roleData)
|
||
end
|
||
end
|
||
return newFormation, newMapTeam
|
||
end
|
||
--编队界面有死亡猎妖师重组编队数据
|
||
function this.RoleListFormationNewMapTeam()
|
||
local newMapTeam = {} -- 地图中的编队数据
|
||
local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
||
-- 成员数据
|
||
if curTeam.teamHeroInfos and #curTeam.teamHeroInfos > 0 then
|
||
for i = 1, #curTeam.teamHeroInfos do
|
||
local roleData = curTeam.teamHeroInfos[i]
|
||
local curRoleHp = 0
|
||
if this.allHeroBlood[roleData.heroId] then
|
||
curRoleHp = this.allHeroBlood[roleData.heroId].curHp
|
||
else
|
||
local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
|
||
curRoleHp = allProp[3]
|
||
end
|
||
if curRoleHp > 0 then
|
||
local info = {}
|
||
info.position = #newMapTeam+1--curTeam.teamHeroInfos[i].position
|
||
info.heroId = roleData.heroId
|
||
table.insert(newMapTeam,info)
|
||
end
|
||
end
|
||
end
|
||
FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP, newMapTeam, curTeam.teamPokemonInfos)
|
||
return newMapTeam
|
||
end
|
||
-- 角色战斗失败,删除相应的地图队伍
|
||
function this.DeleteMapTeam()
|
||
for i = 1, #MapManager.formationList do
|
||
MapManager.formationList[i].allProVal[2] = 0
|
||
local heroId = MapManager.formationList[i].heroId
|
||
this.allHeroBlood[heroId].curHp = 0
|
||
end
|
||
end
|
||
|
||
-- 判断队伍是否还有活着的人
|
||
function this.IsMapTeamAlive()
|
||
LogGreen("编队人数:"..#MapManager.formationList)
|
||
for i = 1, #MapManager.formationList do
|
||
if MapManager.formationList[i].allProVal[2] > 0 then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
-- 是否所有都死翘翘
|
||
function this.IsAllDead()
|
||
for i, v in pairs(this.allHeroBlood) do
|
||
if v.curHp > 0 then
|
||
return false
|
||
end
|
||
end
|
||
return true
|
||
end
|
||
|
||
-- 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()
|
||
FormationManager.formationList[teamId] = newFormation
|
||
Log(Language[11182])
|
||
MapManager.formationList = newMapTeam
|
||
end
|
||
end
|
||
|
||
-- =============================================================================================
|
||
-- ==================== 地图标记 ===============================================================
|
||
-- 无尽副本是否进入了可标记状态
|
||
function this.IsCanNoteState()
|
||
local canNote = false
|
||
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
|
||
if this.isCanNote then
|
||
canNote = true
|
||
end
|
||
end
|
||
return canNote
|
||
end
|
||
|
||
-- 进入标记状态点击后保存点击选中的坐标值
|
||
function this.SetNotePos(u, v)
|
||
local selectedPos = Map_UV2Pos(u, v)
|
||
-- 没有标记过打开标记面板
|
||
local panelType = 1
|
||
panelType = this.IsPointNote(selectedPos) and 2 or 1
|
||
UIManager.OpenPanel(UIName.MapNotePopup, selectedPos, panelType)
|
||
end
|
||
|
||
-- 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
|
||
isNote = false
|
||
else
|
||
isNote = true
|
||
end
|
||
return isNote
|
||
end
|
||
|
||
-- 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
|
||
function this.DeleteNotePoint(pos, func)
|
||
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)
|
||
-- 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
|
||
|
||
|
||
return this |