375 lines
13 KiB
Lua
375 lines
13 KiB
Lua
ArenaManager = {};
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local this = ArenaManager
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local ArenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
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local ArenaSetting = ConfigManager.GetConfig(ConfigName.ArenaSetting)
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function this.Initialize()
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this.arenaRewardKey = GameDataBase.SheetBase.GetKeys(ArenaReward)
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this.minRank = {}
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this.maxRank = {}
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this.dailyReward = {}
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this.seasonReward = {}
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this.GetArenaData()
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-- 是否跳过战斗
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this._IsSkipFight = nil
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-- 监听赛季结束事件
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Game.GlobalEvent:AddEvent(GameEvent.FunctionCtrl.OnFunctionClose, function(openType)
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if openType == FUNCTION_OPEN_TYPE.ARENA then
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this.OnArenaClose()
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end
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end)
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end
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-- 竞技场赛季结束回调
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function this.OnArenaClose()
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-- 重置红点
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ResetServerRedPointStatus(RedPointType.Arena_Record)
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end
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--获得竞技场奖励数据
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function this.GetArenaData()
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for k, v in ConfigPairs(ArenaReward) do
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this.minRank[k] = v.MinRank
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this.maxRank[k] =v.MaxRank
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table.insert(this.dailyReward, v.DailyReward)
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table.insert(this.seasonReward, v.SeasonReward)
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end
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end
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this.ArenaInfo = {}
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this.EnemyList = {}
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this.hadTakeBox = {}--竞技场宝箱数据
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-- 接受服务器竞技场基础数据
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function this.ReceiveBaseArenaData(msg)
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this.ArenaInfo = msg.arenaInfo
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this.EnemyList = msg.arenaInfo.arenaEnemys
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this.hadTakeBox = {}
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for i = 1, #msg.arenaInfo.hadTakeBox do
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this.hadTakeBox[msg.arenaInfo.hadTakeBox[i]] = msg.arenaInfo.hadTakeBox[i]
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Arena.OnBaseDataChange)
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end
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this.ArenaRank = {}
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this.MyRank = {}
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this._CurPage = 0
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-- 接受服务器竞技场基础数据
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function this.ReceiveArenaRankData(page, msg)
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this._CurPage = page
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if page == 1 then
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this.ArenaRank = {}
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end
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-- 构建自身排名数据
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this.MyRank.rank = msg.myRank
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this.MyRank.score = msg.myscore
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-- 计算排名数据列表
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local length = #this.ArenaRank
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for i, rank in ipairs(msg.rankInfos) do
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this.ArenaRank[length + i] = rank
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Arena.OnRankDataChange)
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end
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--- 请求下一页数据
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--- forceRefresh 强制刷新数据会直接请求第一页数据
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function this.RequestNextPageRank(forceRefresh)
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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PopupTipPanel.ShowTip(Language[10075])
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return
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end
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-- 强制刷新第一页数据
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if forceRefresh then
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NetManager.RequestArenaRankData(1)
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return
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end
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--判断是否符合刷新条件
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local rankNum = #this.ArenaRank
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-- 最多显示
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local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 4)
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local MaxNum = config and tonumber(config.Value) or 100
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if rankNum >= MaxNum then return end
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-- 上一页数据少于20条,则没有下一页数,不再刷新
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if rankNum % 20 > 0 then return end
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-- 请求下一页
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NetManager.RequestArenaRankData(this._CurPage + 1)
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end
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-- 请求挑战
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function this.RequestArenaChallenge(index, isSkip, func)
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-- 判断剩余时间
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if this.GetLeftTime() <= 0 then
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PopupTipPanel.ShowTip(Language[10076])
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return
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end
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-- 获取挑战队伍,检测挑战队伍是否可用
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local teamId = FormationTypeDef.FORMATION_NORMAL--FormationTypeDef.FORMATION_ARENA_ATTACK
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local formationList = FormationManager.GetFormationByID(teamId)
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if #formationList.teamHeroInfos == 0 then
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PopupTipPanel.ShowTip(Language[10077])
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return
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end
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-- 判断物品是否够
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local leftTimes = this.GetArenaChallengeTimes()
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if leftTimes <= 0 then
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local itemId, needNum = this.GetArenaChallengeCost()
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local haveNum = BagManager.GetItemCountById(itemId)
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if haveNum < needNum then
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UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.ChallengeTicket })
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PopupTipPanel.ShowTip(Language[10078])
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return
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end
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end
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-- 获取敌方uid
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if not this.EnemyList[index] then return end
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local enemy = this.EnemyList[index]
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-- 请求挑战
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NetManager.RequestArenaChallenge(teamId, enemy.personInfo.uid, isSkip, function(msg)
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-- 基础数据变化
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this.ArenaInfo.score = this.ArenaInfo.score + msg.myScoreChange
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if msg.fightResult == 1 then
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this.ArenaInfo.successNums = this.ArenaInfo.successNums + 1
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else
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this.ArenaInfo.failNums = this.ArenaInfo.failNums + 1
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end
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-- 挑战次数变化
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if leftTimes > 0 then
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local privilege = ArenaSetting[1].BattleFree
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PrivilegeManager.RefreshPrivilegeUsedTimes(privilege, 1)
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else
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-- 刷新物品数量
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--改为后端刷新了
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--local itemId, needNum = this.GetArenaChallengeCost()
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--BagManager.UpdateItemsNum(itemId, needNum)
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end
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-- 新的敌人数据
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this.EnemyList = msg.arenaEnemys
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-- 刷新界面
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Game.GlobalEvent:DispatchEvent(GameEvent.Arena.OnBaseDataChange)
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--调用回调事件,关闭编队界面
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if func then func(msg) end
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--构建显示结果数据
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local arg = {}
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arg.result = msg.fightResult
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arg.blue = {}
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arg.blue.uid = PlayerManager.uid
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arg.blue.name = JingJiShouWeiToEn(PracticeManager.SetNameColor(PlayerManager.nickName,PracticeManager.PracticeLevel))
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arg.blue.head = PlayerManager.head
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arg.blue.frame = HeadManager.GetCurFrameId()
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arg.blue.deltaScore = msg.myScoreChange
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arg.red= {}
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arg.red.uid = enemy.personInfo.uid
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arg.red.name = JingJiShouWeiToEn(PracticeManager.SetNameColor(enemy.personInfo.name,enemy.personInfo.practiceLevel))--enemy.personInfo.name)
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arg.red.head = enemy.personInfo.head
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arg.red.frame = enemy.personInfo.headFrame
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arg.red.deltaScore = msg.defScoreChange
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arg.reward = msg.drop
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Log("竞技场积分变化值:"..msg.myScoreChange)
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--- 判断是否要播放战斗回放
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local fightData = msg.fightData
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if isSkip == 0 then
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-- 播放完成后,打开结果界面
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this.RequestReplayRecord(msg.fightResult, fightData, nil,function()
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BattleRecordManager.SetBattleBothNameStr(PlayerManager.nickName.."|"..JingJiShouWeiToEn(enemy.personInfo.name) )
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UIManager.OpenPanel(UIName.ArenaResultPopup, arg)
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end,BATTLE_TYPE.ARENA)
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else
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-- 设置战斗数据用于统计战斗
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local _fightData = BattleManager.GetBattleServerData({fightData = fightData}, 1)
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BattleRecordManager.SetBattleRecord(_fightData)
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BattleRecordManager.SetBattleBothNameStr(PlayerManager.nickName.."|"..JingJiShouWeiToEn(enemy.personInfo.name) )
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-- 不用回放直接显示结果
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UIManager.OpenPanel(UIName.ArenaResultPopup, arg)
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end
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CheckRedPointStatus(RedPointType.Arena_Reward)
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CheckRedPointStatus(RedPointType.Arena_Free)
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end)
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end
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-- 请求新的对手数据
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this._RefreshTimeStemp = 0
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function this.RequestNewArenaEnemy()
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-- 判断剩余时间
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if this.GetLeftTime() <= 0 then
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PopupTipPanel.ShowTip(Language[10076])
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return
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end
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local curTimeStemp = GetTimeStamp()
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local limitTime = 3
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-- 计算距离下一次刷新剩余时间
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local lastTime = math.floor(limitTime - (curTimeStemp - this._RefreshTimeStemp))
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if this._RefreshTimeStemp ~= 0 and lastTime > 0 then
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PopupTipPanel.ShowTip(lastTime..Language[10079])
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return
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end
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this._RefreshTimeStemp = curTimeStemp
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-- 请求刷新数据,并刷新显示
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NetManager.RequestNewArenaEnemy(function(msg)
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this.EnemyList = msg.arenaEnemys
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Game.GlobalEvent:DispatchEvent(GameEvent.Arena.OnBaseDataChange)
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PopupTipPanel.ShowTip(Language[10080])
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end)
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end
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-- 请求获取竞技场防守数据
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this.ArenaRecords = {}
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function this.RequestArenaRecord()
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-- 请求刷新数据,并刷新显示
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NetManager.RequestArenaRecord(function(msg)
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for k,v in ipairs(msg.arenaRecordInfo) do
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LogRed("v.attackInfo.practiceLevel:"..tostring(v.attackInfo.practiceLevel))
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v.attackInfo.name = JingJiShouWeiToEn(PracticeManager.SetNameColor(v.attackInfo.name,v.attackInfo.practiceLevel))
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end
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this.ArenaRecords = msg.arenaRecordInfo
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table.sort(this.ArenaRecords, function(a,b)
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return a.attackTime > b.attackTime
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end)
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Game.GlobalEvent:DispatchEvent(GameEvent.Arena.OnRecordDataChange)
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end)
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end
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-- 请求回放数据
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function this.RequestRecordFightData(isWin, fightId, nameStr, func)
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NetManager.FightRePlayRequest(1, fightId, function(msg)
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local fightData = msg.fightData
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if not fightData then
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PopupTipPanel.ShowTip(Language[10081])
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return
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end
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this.RequestReplayRecord(isWin, fightData, nameStr, func)
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end)
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end
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--- 请求开始播放回放
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--- isWin 战斗结果 1 胜利 0 失败
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--- fightData 战斗数据
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--- nameStr 交战双方名称
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--- doneFunc 战斗播放完成要回调的事件
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function this.RequestReplayRecord(isWin, fightData, nameStr, doneFunc,battle_type)
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local fightData = BattleManager.GetBattleServerData({fightData = fightData}, 1)
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local battlePanel = UIManager.OpenPanel(UIName.BattlePanel, fightData, battle_type and battle_type or BATTLE_TYPE.BACK, doneFunc)
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battlePanel:ShowNameShow(isWin, nameStr)
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end
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-- 获取竞技场基础数据
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function this.GetArenaBaseData()
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return this.ArenaInfo
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end
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-- 获取敌人数据
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function this.GetEnemyList()
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return this.EnemyList
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end
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-- 获取排行榜信息
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function this.GetRankInfo()
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local myRank = {}
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myRank.personInfo = {}
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myRank.personInfo.rank = this.MyRank.rank or -1
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myRank.personInfo.score = this.MyRank.score or this.ArenaInfo.score
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myRank.personInfo.level = PlayerManager.level
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myRank.personInfo.name = PlayerManager.nickName
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myRank.personInfo.head = PlayerManager.head
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myRank.personInfo.totalForce = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_ARENA_DEFEND)
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myRank.team = {}
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myRank.team.heroTid = {}
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ARENA_DEFEND)
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for i, hero in pairs(formationList.teamHeroInfos) do
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local heroTid = HeroManager.GetSingleHeroData(hero.heroId).id
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myRank.team.heroTid[i] = heroTid
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end
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return this.ArenaRank, myRank, this._CurPage
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end
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-- 获取竞技场剩余时间
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function this.GetLeftTime()
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local leftTime = ActTimeCtrlManager.GetActLeftTime(8)
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leftTime = leftTime < 0 and 0 or leftTime
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return leftTime
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end
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-- 获取竞技场赛季名称
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function this.GetArenaName()
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return GetLanguageStrById(ArenaSetting[1].AreanName)
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end
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-- 获取竞技场剩余挑战次数
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function this.GetArenaChallengeTimes()
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local privilege = ArenaSetting[1].BattleFree
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local allTimes = PrivilegeManager.GetPrivilegeNumber(privilege)
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local leftTimes = PrivilegeManager.GetPrivilegeRemainValue(privilege)
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return leftTimes, allTimes
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end
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-- 获取竞技场挑战消耗
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function this.GetArenaChallengeCost()
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local itemId = ArenaSetting[1].Cost[1]
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local itemNum = ArenaSetting[1].Cost[2]
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return itemId, itemNum
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end
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-- 获取防守记录
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function this.GetRecordList()
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return this.ArenaRecords
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end
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-- 判断是否要跳过战斗
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function this.SetIsSkipFight(isSkip)
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this._IsSkipFight = isSkip or false
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PlayerPrefs.SetString(PlayerManager.uid .. "_Arena_IsSkipFight", tostring(this._IsSkipFight))
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end
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function this.IsSkipFight()
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if not this.CheckSkipFight() then
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return false
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end
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if not this._IsSkipFight then
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local isSkipStr = PlayerPrefs.GetString(PlayerManager.uid .. "_Arena_IsSkipFight")
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this._IsSkipFight = isSkipStr ~= "false" and true
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end
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return this._IsSkipFight
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end
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-- 检测跳过战斗是否可用
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function this.CheckSkipFight()
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local isOpen = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.ArenaJump)
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return isOpen
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end
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--竞技场宝箱数据获取
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function this.GetHadTakeBoxData()
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return this.hadTakeBox
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end
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--竞技场宝箱数据获取
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function this.SetHadTakeBoxData(boxId)
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this.hadTakeBox[boxId] = boxId
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end
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function this.FreeBattleRedCheck()
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return (this.GetArenaChallengeTimes() > 0) and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA)
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end
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function this.RewardBoxRedCheck()
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local arenaBattleReward = ConfigManager.GetConfig(ConfigName.ArenaBattleReward)
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local baseData = this.GetArenaBaseData()
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local allNums = baseData.successNums + baseData.failNums
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local allBoxGetState = this.GetHadTakeBoxData()
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for i = 1, 7 do
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if arenaBattleReward[i] then
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local state = 1--1 未完成 2 未领取 3 已完成allNums >= arenaBattleReward[i].BattleTimes and false
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if allNums >= arenaBattleReward[i].BattleTimes and not allBoxGetState[i] and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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return true
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end
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end
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end
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return false
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end
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return this |