483 lines
16 KiB
Lua
483 lines
16 KiB
Lua
--新的命格管理
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GiftManager = {}
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local this = GiftManager
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local giftConfig = ConfigManager.GetConfig(ConfigName.GiftConfig)
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local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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function this.Initialize()
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this.allHeroGifts = {}
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this.playerGifts = {}
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end
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--初始化命石
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function this.InitGemsInfo(msg)
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end
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--初始化英雄礼物
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function this.InitHeroGift(id, list)
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this.allHeroGifts[id] = list
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end
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--初始化主角礼物
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function this.InitPlayerGift(list)
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this.playerGifts = list
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end
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--获取收取等级和最大数量
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function this.GetCollectLvAndNum()
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local lv = 0
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local maxNum = 0
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local collect = 0
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local curNum = 0
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for i = 1, #this.playerGifts do
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local id = this.playerGifts[i]
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if equipConfig[id] then
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collect = collect + equipConfig[id].Gift
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end
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end
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for k, v in ConfigPairs(giftConfig) do
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if collect >= v.Gift then
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lv = v.Id
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curNum = v.Box
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else
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maxNum = v.Box
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break
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end
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end
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if maxNum == 0 then
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maxNum = curNum
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end
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return lv, curNum, maxNum
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end
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--获取收取等级和最大数量
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function this.GetHeroGiftBoxNum(dynamicId)
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local list = GiftManager.GetHeroGifts(dynamicId)
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local maxNum = #list
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for k, v in ConfigPairs(giftConfig) do
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if v.Harmony <= PowerCenterManager.allData.level and v.Box > maxNum then
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maxNum = v.Box
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end
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end
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return maxNum
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end
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--设置英雄礼物 type 1:穿 2:脱
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function this.SetHeroGift(id, list, type)
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if this.allHeroGifts[id] == nil then
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this.allHeroGifts[id] = {}
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end
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for i = 1, #list do
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if type == 1 then
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table.insert(this.allHeroGifts[id], list[i])
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elseif type == 2 then
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table.removebyvalue(this.allHeroGifts[id], list[i])
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end
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end
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HeroManager.ChangeHeroGift(id, this.allHeroGifts[id])
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end
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--设置主角礼物
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function this.SetPlayerGift(list)
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for i = 1, #list do
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table.insert(this.playerGifts, list[i])
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end
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end
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--移除主角礼物
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function this.RemovePlayerGift(list)
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for i = 1, #list do
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table.removebyvalue(this.playerGifts, list[i])
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end
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end
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function this.GetHeroGifts(_id)
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if this.allHeroGifts[_id] then
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return this.allHeroGifts[_id]
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end
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return {}
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end
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function this.GetPlayerGifts()
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return this.playerGifts
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end
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function this.changeGiftsByType(_type, _list)
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end
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--获取英雄礼物增加的属性
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function this.GetHeroGiftAddPro(_id)
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local data = {}
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if not this.allHeroGifts[_id] then
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LogError("英雄gift======================nil")
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return data
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end
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local addPro = 0
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if this.playerGifts and #this.playerGifts > 0 then
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for i = 1, #this.playerGifts do
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local id = this.playerGifts[i]
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if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp > 0 then
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addPro = addPro + equipConfig[id].HeroGitUp
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end
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end
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end
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--HeroGitUp
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local list = this.allHeroGifts[_id]
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for i = 1, #list do
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local id = list[i]
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local pro = equipConfig[id].Property
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if pro and #pro > 0 then
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for k = 1, #pro do
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local key = pro[k][1]
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local value = pro[k][2]
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if tonumber(key) ~= 0 and tonumber(key) ~= nil then
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if not data[key] then
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data[key] = 0
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end
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data[key] = data[key] + value
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end
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end
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end
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--英雄礼物不会加成主角属性
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-- local pro2 = equipConfig[id].PlayerProperty
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-- if pro2 and #pro2>0 then
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-- for k = 1, #pro2 do
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-- if not data[pro2[k][1]] then
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-- data[pro2[k][1]] = 0
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-- end
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-- data[pro2[k][1]] = data[pro2[k][1]] + pro2[k][2]
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-- end
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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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--获取英雄礼物增加的白板属性属性(表里配置的属性)
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function this.GetHeroGiftAddOriginalPro(_id)
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local data = {}
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if not this.allHeroGifts[_id] then
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LogError("英雄gift======================nil")
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return data
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end
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local addPro = 0
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if this.playerGifts and #this.playerGifts > 0 then
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for i = 1, #this.playerGifts do
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local id = this.playerGifts[i]
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if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp > 0 then
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addPro = addPro + equipConfig[id].HeroGitUp
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end
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end
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end
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--HeroGitUp
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local list = this.allHeroGifts[_id]
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for i = 1, #list do
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local id = list[i]
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local pro = equipConfig[id].Property
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if pro and #pro > 0 then
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for k = 1, #pro do
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local key = pro[k][1]
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local value = pro[k][2]
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if tonumber(key) ~= 0 and tonumber(key) ~= nil then
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if not data[key] then
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data[key] = 0
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end
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data[key] = data[key] + value
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end
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end
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end
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--英雄礼物不会加成主角属性
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-- local pro2 = equipConfig[id].PlayerProperty
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-- if pro2 and #pro2>0 then
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-- for k = 1, #pro2 do
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-- if not data[pro2[k][1]] then
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-- data[pro2[k][1]] = 0
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-- end
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-- data[pro2[k][1]] = data[pro2[k][1]] + pro2[k][2]
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-- end
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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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--检测英雄礼物合成红点
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function this.CheckHeroGiftComRed()
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local giftList = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig, "Position", 8)
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if giftList then
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for i = 1, #giftList do
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local curequipSign = giftList[i]
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if curequipSign.Formula and #curequipSign.Formula > 0 and type(curequipSign.Formula[1][1]) ~= "userdata" then
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local key = curequipSign.Formula[1][1]
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local value = curequipSign.Formula[1][2]
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local isMatEnough = false
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local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
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local curBagSoulPrintDatas = {}
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local maxNum = 0
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for i = 1, #datas do
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if curequipSign.Star > 0 then
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if datas[i].id == key then
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for j = 1, datas[i].num do
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if maxNum == value then
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break
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end
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maxNum = maxNum + 1
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end
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end
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else
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if equipConfig[datas[i].id].Quality == key then
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for j = 1, datas[i].num do
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if maxNum == value then
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break
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end
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maxNum = maxNum + 1
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end
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end
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end
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end
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if maxNum >= value then
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isMatEnough = true
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end
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local resource = curequipSign.Resource
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local isGoldEough = true
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if resource and #resource > 0 and type(resource[1][1]) ~= "userdata" then
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for i = 1, #resource do
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if BagManager.GetItemCountById(resource[i][1]) < resource[i][2] then
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isGoldEough = false
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end
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end
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end
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if isMatEnough and isGoldEough 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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end
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return false
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end
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--检测主角礼物合成红点
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function this.CheckPlayerGiftComRed()
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local giftList = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig, "Position", 7)
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if giftList then
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for i = 1, #giftList do
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local curequipSign = giftList[i]
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if curequipSign.Formula and #curequipSign.Formula > 0 and type(curequipSign.Formula[1][1]) ~= "userdata" then
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local key = curequipSign.Formula[1][1]
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local value = curequipSign.Formula[1][2]
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local isMatEnough = false
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local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
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local curBagSoulPrintDatas = {}
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local maxNum = 0
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for i = 1, #datas do
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if curequipSign.Star > 0 then
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if datas[i].id == key then
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for j = 1, datas[i].num do
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if maxNum == value then
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break
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end
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maxNum = maxNum + 1
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end
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end
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else
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if equipConfig[datas[i].id].Quality == key then
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for j = 1, datas[i].num do
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if maxNum == value then
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break
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end
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maxNum = maxNum + 1
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end
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end
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end
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end
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if maxNum >= value then
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isMatEnough = true
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end
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local resource = curequipSign.Resource
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local isGoldEough = true
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if resource and #resource > 0 and type(resource[1][1]) ~= "userdata" then
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for i = 1, #resource do
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if BagManager.GetItemCountById(resource[i][1]) < resource[i][2] then
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isGoldEough = false
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end
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end
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end
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if isMatEnough and isGoldEough 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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end
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return false
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end
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--检测英雄红点
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function this.CheckRoleRedPointById(_id)
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local lv, cur, max = this.GetCollectLvAndNum()
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if this.allHeroGifts[_id] then
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local list = this.allHeroGifts[_id]
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if #list >= cur then
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return false
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end
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local suitIds = {}
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for i = 1, #list do
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table.insert(suitIds, equipConfig[list[i]].SuiteID)
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end
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local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
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for i = 1, #allEquip do
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if CheckListIsContainValue1(list, allEquip[i].id) == false and CheckListIsContainValue1(suitIds, equipConfig[allEquip[i].id].SuiteID) == false then
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return true
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end
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end
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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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--获取单个英雄装备数据
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function this.GetSingleHeroSingleEquipData(_equipid, _heroDid)
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--LogError("获取英雄礼物信息:"..tostring(_equipid).."/".._heroDid)
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return equipConfig[_equipid]
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end
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--检测主角红点
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function this.CheckPlayerRedPoint()
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local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Gift)
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if isOpen == false then
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return false
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end
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local suitIds = {}
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for i = 1, #this.playerGifts do
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table.insert(suitIds, equipConfig[this.playerGifts[i]].SuiteID)
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end
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local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
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for i = 1, #allEquip do
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if CheckListIsContainValue1(this.playerGifts, allEquip[i].id) == false and CheckListIsContainValue1(suitIds, equipConfig[allEquip[i].id].SuiteID) == false 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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--获取英雄潜能等级
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function this.GetHeroPotencyLvById(did)
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local lv = 0
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if this.playerGifts and #this.playerGifts > 0 then
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for i = 1, #this.playerGifts do
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local id = this.playerGifts[i]
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if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
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lv = lv + equipConfig[id].PotentialNew[2]
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end
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end
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end
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if this.allHeroGifts and this.allHeroGifts[did] then
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local list = this.allHeroGifts[did]
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for i = 1, #list do
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local id = list[i]
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if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
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lv = lv + equipConfig[id].PotentialNew[2]
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end
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end
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end
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--LogError("礼物增加 潜能 lv====================================="..lv)
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return lv
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end
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--获取主角礼物添加的潜能等级
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function this.GetPlayerGiftAddPotencyLv()
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local lv = 0
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if this.playerGifts and #this.playerGifts > 0 then
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for i = 1, #this.playerGifts do
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local id = this.playerGifts[i]
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if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
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lv = lv + equipConfig[id].PotentialNew[2]
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end
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end
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end
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return lv
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end
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--获取英雄礼物添加的潜能等级
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function this.GetHeroGiftAddPotencyLv(did)
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local lv = 0
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if this.allHeroGifts and this.allHeroGifts[did] then
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local list = this.allHeroGifts[did]
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for i = 1, #list do
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local id = list[i]
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if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
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lv = lv + equipConfig[id].PotentialNew[2]
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end
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end
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end
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return lv
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end
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--获取主角礼物增加的属性
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function this.GetPlayerGiftAddPro()
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local data = {}
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for i = 1, #this.playerGifts do
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local id = this.playerGifts[i]
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local pro = equipConfig[id].PlayerProperty
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if pro and #pro > 0 then
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for k = 1, #pro do
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local key = pro[k][1]
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local value = pro[k][2]
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if tonumber(key) ~= nil and tonumber(key) ~= 0 then
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if key ~= 0 and key ~= nil then
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if not data[key] then
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data[key] = 0
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end
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data[key] = data[key] + value
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end
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end
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end
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end
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local pro2 = equipConfig[id].Property
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if pro2 and #pro2 > 0 and pro2[1][1] ~= 0 and pro2[1][1] ~= nil then
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for k = 1, #pro2 do
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local key = pro2[k][1]
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local value = pro2[k][2]
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if tonumber(key) ~= nil and tonumber(key) ~= 0 then
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if not data[key] then
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data[key] = 0
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end
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if value and value ~= 0 then
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LogError("pro2[k][1]===" .. key .. " value==" .. value)
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data[key] = data[key] + value
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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 data
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end
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function this.CheckGemRed()
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return false
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end
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function this.CheckSuperGemRed()
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return false
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end
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function this.GetPlayerGiftAdd()
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local addPro = 0
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if this.playerGifts and #this.playerGifts > 0 then
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for i = 1, #this.playerGifts do
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local id = this.playerGifts[i]
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if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp > 0 then
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addPro = addPro + equipConfig[id].HeroGitUp
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end
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end
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end
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return addPro / 100
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end
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return this
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