532 lines
19 KiB
Lua
532 lines
19 KiB
Lua
GodSoulManager = {}
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local this = GodSoulManager
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local heroRankupGroup = ConfigManager.GetConfig(ConfigName.HeroRankupGroup)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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this.heroDatas = {}
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this.GodSoulTableData = {}
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function this.Initialize()
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this.InitializeTableData()
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this.heroDatas = {}
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end
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function this.InitializeTableData()
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for k,v in ConfigPairs(heroConfig) do
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if not this.GodSoulTableData[v.Id] then
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this.GodSoulTableData[v.Id] = {}
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end
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if not v.Soul then
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else
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for i = 1,#v.Soul do
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if not this.GodSoulTableData[v.Id][v.Soul[i][1]] then
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this.GodSoulTableData[v.Id][v.Soul[i][1]] = {}
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for j = 1,#v.SoulSkill do
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if v.Soul[i][1] == v.SoulSkill[j][1] then
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this.GodSoulTableData[v.Id][v.Soul[i][1]].skill = GetSkillConfigDesc(passiveSkillConfig[v.SoulSkill[j][2]])
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break
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end
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end
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end
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local data = {}
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data.index = v.Soul[i][2]
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data.num = 1 --v.Soul[i][4]
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local config = heroRankupGroup[v.Soul[i][3]]
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if config.Issame == 1 then
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data.id = v.Id
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data.property = 0
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data.profession = 0
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elseif config.IsId > 0 then
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data.id = config.IsId
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data.property = 0
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data.profession = 0
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else
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data.id = 0
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if config.IsSameClan == 1 then
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data.property = v.PropertyName
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else
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data.property = 0
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end
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if config.IsSameJob == 1 then
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data.profession = v.Profession
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else
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data.profession = 0
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end
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end
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data.star = config.StarLimit
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for j = 1,v.Soul[i][4] do
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table.insert(this.GodSoulTableData[v.Id][v.Soul[i][1]],data)
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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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function this.BindHeroDatas(heroData)
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if not this.heroDatas[heroData.id] then
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this.heroDatas[heroData.id] = {}
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end
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if not this.heroDatas[heroData.id].BindHeroDatas then
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this.heroDatas[heroData.id].BindHeroDatas = {}
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end
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for k,v in ipairs(heroData.godSoulList) do
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if not this.heroDatas[heroData.id].BindHeroDatas[v.level] then
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this.heroDatas[heroData.id].BindHeroDatas[v.level] = {}
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end
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for n,m in ipairs(v.heros) do
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if this.CheckExistBindHeroDataByDid(heroData.id,m) and this.CheckExistBindHeroDataByDid(heroData.id,m) > 0 then
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else
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table.insert(this.heroDatas[heroData.id].BindHeroDatas[v.level],m)
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this.BingToHeroData(heroData.id,v.level,m)
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end
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end
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end
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HeroPropManager.SetDirtyByType(heroData.id,Hero_Prop_Type.GodSoul)
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end
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function this.GetGodSoulLv(curId)
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local level = 0
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if not this.heroDatas[curId] then
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return level
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end
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local existLevel = {}
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local unExistLevel = {}
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for k,v in pairs(this.heroDatas[curId].BindHeroDatas) do
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if #v > 0 and level < k then
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level = k
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end
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end
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return level
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end
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function this.BingToHeroData(targetId,tarGetLv,Id)
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if not this.heroDatas[Id] then
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this.heroDatas[Id] = {}
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end
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if not this.heroDatas[Id].BindToHeroDatas then
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this.heroDatas[Id].BindToHeroDatas = {} --被绑定了哪些神将
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end
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if not this.heroDatas[Id].BindToHeroDatas[targetId] then
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this.heroDatas[Id].BindToHeroDatas[targetId] = {}
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end
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this.heroDatas[Id].BindToHeroDatas[targetId] = tarGetLv
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end
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--检测curId 是否绑定了bindId
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function this.CheckExistBindHeroDataByDid(curId,bindId)
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local level = 0
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if not this.heroDatas[curId] then
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return level
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end
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if not this.heroDatas[curId].BindHeroDatas then
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return level
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end
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for k,v in pairs(this.heroDatas[curId].BindHeroDatas) do
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for n,m in ipairs(v) do
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if m == bindId then
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return k
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end
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end
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end
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return level
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end
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--检测 curId 是否被 bindId 绑定
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function this.CheckExistBindToHeroDataByDid(curId,bindId)
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if not this.heroDatas[curId] then
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return false
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end
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if not this.heroDatas[curId].BindHeroDatas then
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return false
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end
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if not this.heroDatas[curId].BindToHeroDatas[bindId] or this.heroDatas[curId].BindToHeroDatas[bindId] == 0 then
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return false
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end
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return this.heroDatas[curId].BindToHeroDatas[bindId]
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end
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--解除curId,curlv绑定的
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function this.UnBindHeroDatas(curId,curlv,isOnly)
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if not this.heroDatas[curId] then
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return
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end
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if not this.heroDatas[curId].BindHeroDatas then
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return
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end
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for k,v in pairs(this.heroDatas[curId].BindHeroDatas) do
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if (k >= curlv and not isOnly) or (isOnly and k == curlv) then
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for n,m in ipairs(v) do
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this.UnBindToHeroDatas(m,curId)
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end
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this.heroDatas[curId].BindHeroDatas[k] = {}
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end
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end
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HeroPropManager.SetDirtyByType(curId,Hero_Prop_Type.GodSoul)
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end
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--解除bindId被绑定的curId
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function this.UnBindToHeroDatas(bindId,curId)
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if not this.heroDatas[bindId] then
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return
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end
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if not this.heroDatas[bindId].BindToHeroDatas then
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return
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end
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if not this.heroDatas[bindId].BindToHeroDatas[curId] or this.heroDatas[bindId].BindToHeroDatas[curId] == 0 then
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return
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end
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this.heroDatas[bindId].BindToHeroDatas[curId] = nil
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end
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--删除一个神将
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function this.DeleteHeroId(heroId)
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if not this.heroDatas[heroId] then
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return false
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end
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this.UnBindHeroDatas(heroId,1)
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if not this.heroDatas[heroId].BindToHeroDatas then
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return false
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end
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for k,v in pairs(this.heroDatas[heroId].BindToHeroDatas) do
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if v > 0 then
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this.UnBindHeroDatas(k,v)
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end
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end
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this.heroDatas[heroId] = {}
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end
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--获取id,lv级绑定的神将
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function this.GetBindHeroDatasByLevel(id,lv,conditionIndex)
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local data = {}
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if not this.heroDatas[id] then
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return data
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end
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if not this.heroDatas[id].BindHeroDatas then
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return data
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end
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for k,v in pairs(this.heroDatas[id].BindHeroDatas) do
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if k == lv then
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for i = 1,#v do
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if conditionIndex and i == conditionIndex then
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table.insert(data,v[i])
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elseif not conditionIndex then
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table.insert(data,v[i])
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end
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end
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break
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end
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end
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return data
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end
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--获取激活神魂所需的神将条件
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function this.GetGodSoulDataByLv(id,lv,conditionIndex)
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if lv == 0 then
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return this.GodSoulTableData[id] or {}
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end
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if this.GodSoulTableData[id] and this.GodSoulTableData[id][lv] and #this.GodSoulTableData[id][lv] > 0 then
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if conditionIndex and conditionIndex > 0 then
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return {this.GodSoulTableData[id][lv][conditionIndex]}
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else
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return this.GodSoulTableData[id][lv]
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end
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end
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return {}
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end
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function this.MergeGodSoulDataByLv(heroId,lv)
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local tempData = {}
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for k,v in ipairs(heroConfig[heroId].Soul) do
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if v[1] == lv then
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local data = {}
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data.index = v[2]
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data.num = v[4]
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local config = heroRankupGroup[v[3]]
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if config.Issame == 1 then
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data.id = heroConfig[heroId].Id
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data.property = 0
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data.profession = 0
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elseif config.IsId > 0 then
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data.id = config.IsId
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data.property = 0
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data.profession = 0
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else
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data.id = 0
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if config.IsSameClan == 1 then
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data.property = heroConfig[heroId].PropertyName
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else
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data.property = 0
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end
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if config.IsSameJob == 1 then
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data.profession = heroConfig[heroId].Profession
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else
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data.profession = 0
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end
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end
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data.star = config.StarLimit
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table.insert(tempData,data)
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end
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end
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return tempData
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end
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--检测红点
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function this.CheckRedPointGodSoul(curHeroData)
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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or curHeroData.heroConfig.IsSoulOpen == 0 or curHeroData.star < 11 then
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return false
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end
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local lv = this.GetGodSoulLv(curHeroData.dynamicId)
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local isShow = this.CheckCanUpGodSoul2(curHeroData,lv + 1) or false
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return isShow
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end
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--筛选符合条件的所有神将
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function this.GetGodSoulData(curHeroData,lv,conditionIndex)
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local datas = HeroManager.GetAllHeroList()
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local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv,conditionIndex)
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local haveDatas = {}
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if godData then
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for k,v in pairs(datas) do
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if v.star >= 10 and curHeroData.dynamicId ~= v.dynamicId then
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local index = -1 --无法使用
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for j = 1,#godData do
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local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
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if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then
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if v.star < godData[j].star then
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index = -1
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elseif isChoosed and isChoosed == lv then
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index = 666
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elseif isChoosed > 0 and isChoosed ~= lv then
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index = 664
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else
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index = 665
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end
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break
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elseif isChoosed > 0 and isChoosed ~= lv then
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index = 0
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break
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elseif (v.star >= godData[j].star) and godData[j].id < 1 then
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if (godData[j].property > 0 and v.property == godData[j].property)
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or (godData[j].profession > 0 and v.profession == godData[j].profession)
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or (godData[j].property == 0 and godData[j].profession == 0) then
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if index == -1 then
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index = 0
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end
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end
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if (godData[j].property > 0 and v.property == godData[j].property) then
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index = index + 1
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elseif (godData[j].profession > 0 and v.profession == godData[j].profession) then
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index = index + 1
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elseif godData[j].property == 0 and godData[j].profession == 0 then
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index = index + 1
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end
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else
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end
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end
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table.insert(haveDatas,{state = index,herodata = v})
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end
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end
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end
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table.sort(haveDatas,function(a,b)
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if a.state == b.state then
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if a.herodata.star == b.herodata.star then
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return a.herodata.star > b.herodata.star
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end
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return a.herodata.heroConfig.Sort < b.herodata.heroConfig.Sort
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end
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return a.state > b.state
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end)
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-- for k,v in ipairs(haveDatas) do
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-- LogGreen("v.state:"..v.state.." v.heroConfig.Id:"..v.herodata.heroConfig.Id)
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-- end
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return haveDatas
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end
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--检测所选择神将是否满足激活神魂
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function this.CheckCanUpGodSoul(curHeroData,lv,datas)
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local godDatas = HeroManager.GetAllHeroList()
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if datas then
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godDatas = {}
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for i = 1,#datas do
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local tempData = HeroManager.GetSingleHeroData(datas[i])
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table.insert(godDatas,tempData)
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end
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end
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local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv)
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local enoughData = {} --每个条件满足的数量
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local enoughDatas = {} --每个条件是否满足
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for j = 1,#godData do
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if not enoughData[j] then
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enoughData[j] = 0
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end
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end
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for j = 1,#godData do
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if not enoughDatas[j] then
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enoughDatas[j] = false
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end
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end
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local s = function()
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local isAll = true
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enoughDatas = {}
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for i = 1,#enoughData do
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if enoughData[i] < godData[i].num then
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isAll = false
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enoughDatas[i] = false
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else
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enoughDatas[i] = true
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end
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end
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return isAll,enoughData,enoughDatas
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end
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if godData then
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for k,v in pairs(godDatas) do
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if curHeroData.dynamicId == v.dynamicId then
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else
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local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
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if isChoosed and isChoosed ~= lv and isChoosed > 0 then
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else
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for j = 1,#godData do
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if v.star >= godData[j].star then
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if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then
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enoughData[j] = enoughData[j] + 1
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elseif godData[j].property > 0 and v.property == godData[j].property then
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enoughData[j] = enoughData[j] + 1
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elseif godData[j].profession > 0 and v.profession == godData[j].profession then
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enoughData[j] = enoughData[j] + 1
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elseif godData[j].property == 0 and godData[j].profession == 0 and godData[j].id == 0 then
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enoughData[j] = enoughData[j] + 1
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end
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local isAll,enoughData,enoughDatas = s()
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if isAll then
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return isAll,enoughData,enoughDatas
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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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end
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return s()
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end
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return false,enoughData,enoughDatas
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end
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--检测所选择神将是否满足激活神魂
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function this.CheckCanUpGodSoul2(curHeroData,lv)
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local godDatas = HeroManager.GetAllHeroList()
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local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv)
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if godData and #godData > 0 then
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local godSingleDatas = {}
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for i = 1,#godData do
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godSingleDatas[i] = 0
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end
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-- for k,v in pairs(godDatas) do
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-- LogGreen("v.heroConfig.Id:"..v.heroConfig.Id)
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-- end
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-- coroutine.start(function()
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-- this.PutQueen(godData, godDatas,1,godSingleDatas,curHeroData,lv)
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-- end)
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--用条件进行匹配,使得满足条件
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--return this.PutQueen(godData, godDatas,1,godSingleDatas,curHeroData,lv)
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else
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return false
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end
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return false
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end
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-- 放置神将 --godData 条件 -- 神将列表 --下一个条件 --已经放置的条件 --当前神将 当前等级
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function this.PutQueen(godData, godDatas, nextIndex,godSingleDatas,curHeroData,lv)
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for k,v in pairs(godDatas) do
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coroutine.wait(0.01)
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if this.CheckoutCanPut(v,godSingleDatas,nextIndex,godData[nextIndex],curHeroData,lv) then
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nextIndex = nextIndex + 1
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if this.CheckConditionEnough(godSingleDatas)then
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return true
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else
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if this.PutQueen(godData, godDatas, nextIndex,godSingleDatas,curHeroData,lv) then
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return true
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end
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end
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nextIndex = nextIndex - 1
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godSingleDatas[nextIndex] = 0
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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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-- 是否满足条件
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function this.CheckConditionEnough(godSingleDatas)
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for i = 1,#godSingleDatas do
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if not tonumber(godSingleDatas[i]) and godSingleDatas[i] and godSingleDatas[i].dynamicId then
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else
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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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--heroData 要放置的神将 heroList 已经放置的神将列表 index 放置位置 condition 放置条件 curHeroData,当前神将 curHeroData,curLv 当前等级
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function this.CheckoutCanPut(heroData,heroList,index,condition,curHeroData,curLv)
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--这个神将不是它本身 并且这个神将可以选择(没有被其他位置选择)
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local returnValue = false
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if heroData.dynamicId ~= curHeroData.dynamicId
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and not this.HaveHeroData(heroData,heroList,index) then
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--这个神将满足这个位置的条件
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if this.CheckCanUpGodSoul3(heroData,condition,curHeroData,curLv) then
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heroList[index] = heroData
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returnValue = true
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else
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returnValue = false
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end
|
||
end
|
||
return returnValue
|
||
end
|
||
|
||
--这个神将没有被其他位置选择并且这个神将不是他本身
|
||
function this.HaveHeroData(heroData,heroList,pos)
|
||
for i = 1,#heroList do
|
||
if not tonumber(heroList[i]) and heroList[i].dynamicId and heroData.dynamicId == heroList[i].dynamicId then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
--检测所选择神将是否满足激活神魂
|
||
function this.CheckCanUpGodSoul3(heroData,condition,curHeroData,curLv)
|
||
if condition then
|
||
local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,heroData.dynamicId)
|
||
if isChoosed and isChoosed > 0 and isChoosed ~= curLv then
|
||
return false
|
||
else
|
||
if heroData.star >= condition.star then
|
||
if condition.id > 0 and heroData.heroConfig.Id == condition.id then
|
||
return true
|
||
elseif condition.property > 0 and heroData.property == condition.property then
|
||
return true
|
||
elseif condition.profession > 0 and heroData.profession == condition.profession then
|
||
return true
|
||
elseif condition.property == 0 and condition.profession == 0 and condition.id == 0 then
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
function this.GetHeroGodSoulDatas(dynamicId,id,_lv)
|
||
local lv = _lv or 0
|
||
if HeroManager.GetHongMengData(dynamicId) then
|
||
lv = this.GetGodSoulLv(dynamicId) or 0
|
||
end
|
||
local data = {}
|
||
for j = 1,#heroConfig[id].SoulSkill do
|
||
if heroConfig[id].SoulSkill[j][1] <= lv then
|
||
table.insert(data,heroConfig[id].SoulSkill[j][2])
|
||
end
|
||
end
|
||
return data
|
||
end
|
||
|
||
return this |