PGRData/Script/matrix/xentity/xtrpg/XTRPGMazeLayer.lua

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local XTRPGMazeNode = require("XEntity/XTRPG/XTRPGMazeNode")
local type = type
local tableInsert = table.insert
local Default = {
__Id = 0,
__CurrentNodeIndex = 0,
__Map = {},
__NodeNum = 0,
__NodeIdList = {},
__CardIdToNodeIdDic = {},
}
local XTRPGMazeLayer = XClass(nil, "XTRPGMazeLayerLayer")
function XTRPGMazeLayer:Ctor(id)
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
self.__Id = id
self:InitMap()
end
function XTRPGMazeLayer:InitMap()
local configs = XTRPGConfigs.GetMazeMapConfigs(self.__Id)
for nodeId, config in pairs(configs) do
local cardIds = config.CardId
local node = XTRPGMazeNode.New(nodeId)
node:InitCards(cardIds)
self.__Map[nodeId] = node
tableInsert(self.__NodeIdList, nodeId)
for _, cardId in pairs(cardIds) do
self.__CardIdToNodeIdDic[cardId] = nodeId
end
end
self.__NodeNum = #self.__NodeIdList
end
function XTRPGMazeLayer:UpdateData(finishCardIds)
if not finishCardIds then return end
for _, cardId in pairs(finishCardIds) do
local node = self:GetNodeByCardId(cardId)
if node then
node:SetCardFinished(cardId)
end
end
end
function XTRPGMazeLayer:GetCardIds()
return self.__CardIdToNodeIdDic
end
function XTRPGMazeLayer:GetNodeIdByCardId(cardId)
local nodeId = self.__CardIdToNodeIdDic[cardId]
if not nodeId then
XLog.Error("XTRPGMaze:GetNodeIdByCardId Error: nodeId not exist, cardId is: " .. cardId, self.__CardIdToNodeIdDic)
return
end
return nodeId
end
function XTRPGMazeLayer:GetNodeId(nodeIndex)
local nodeId = self.__NodeIdList[nodeIndex]
if not nodeId then
XLog.Error("XTRPGMaze:GetNodeId Error: nodeId not exist, nodeIndex is: " .. nodeIndex, self.__NodeIdList)
return
end
return nodeId
end
function XTRPGMazeLayer:GetNodeIndex(paramNodeId)
for nodeIndex, nodeId in pairs(self.__NodeIdList) do
if nodeId == paramNodeId then
return nodeIndex
end
end
return 0
end
function XTRPGMazeLayer:GetLastNodeIndex(nodeIndex)
local nextIndex = nodeIndex - 1
if nextIndex < 1 then
nextIndex = self:GetNodeNum()
end
return nextIndex
end
function XTRPGMazeLayer:GetNextNodeIndex(nodeIndex)
local nextIndex = nodeIndex + 1
if nextIndex > self:GetNodeNum() then
nextIndex = 1
end
return nextIndex
end
function XTRPGMazeLayer:GetNodeNum()
return self.__NodeNum
end
function XTRPGMazeLayer:GetNextNodeId()
local nextNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex)
return self:GetNodeId(nextNodeIndex)
end
function XTRPGMazeLayer:GetNode(nodeId)
if not nodeId then
XLog.Error("XTRPGMaze:GetNode Error: nodeId is nil")
return
end
local node = self.__Map[nodeId]
if not node then
XLog.Error("XTRPGMaze:GetNode Error: node not exist, nodeId is: " .. nodeId, self.__Map)
return
end
return node
end
function XTRPGMazeLayer:GetNodeByCardId(cardId)
local nodeId = self:GetNodeIdByCardId(cardId)
return self:GetNode(nodeId)
end
function XTRPGMazeLayer:GetSortedNodeIdList(notSort)
local list = {}
local nodeNum = self:GetNodeNum()
local nodeIndex = notSort and 1 or self.__CurrentNodeIndex
for i = 1, nodeNum do
tableInsert(list, self:GetNodeId(nodeIndex))
nodeIndex = self:GetNextNodeIndex(nodeIndex)
end
return list
end
function XTRPGMazeLayer:GetNodeCardBeginEndPos(nodeId)
local node = self:GetNode(nodeId)
return node:GetStartPos(), node:GetEndPos()
end
function XTRPGMazeLayer:GetNodeCardNum(nodeId)
local node = self:GetNode(nodeId)
return node:GetCardNum()
end
function XTRPGMazeLayer:GetNodeCardId(nodeId, cardIndex)
local node = self:GetNode(nodeId)
return node:GetCardId(cardIndex)
end
function XTRPGMazeLayer:GetCurrentStandNodeIndex()
return self:GetLastNodeIndex(self.__CurrentNodeIndex)
end
function XTRPGMazeLayer:GetCurrentNodeId()
return self:GetNodeId(self.__CurrentNodeIndex)
end
function XTRPGMazeLayer:IsNodeReachable(nodeId)
local curNodeId = self:GetCurrentNodeId()
return nodeId == curNodeId
end
function XTRPGMazeLayer:IsCardReachable(nodeId, cardIndex)
if not self:IsNodeReachable(nodeId) then return false end
local node = self:GetNode(nodeId)
return node:IsCardReachable(cardIndex)
end
function XTRPGMazeLayer:IsCardFinished(cardId)
local node = self:GetNodeByCardId(cardId)
if not node then return false end
return node:IsCardFinished(cardId)
end
function XTRPGMazeLayer:IsCardDisposeableForeverFinished(cardId)
local node = self:GetNodeByCardId(cardId)
if not node then return false end
return node:IsCardDisposeableForeverFinished(cardId)
end
--当前所在卡牌的正前方卡牌位置判断
function XTRPGMazeLayer:IsCardAfterCurrentStand(nodeId, cardIndex)
--站立位置正前方是可选择的
local curNodeId = self:GetCurrentNodeId()
if nodeId ~= curNodeId then return false end
--卡牌位置为上次选择作为中轴的卡牌
local node = self:GetNode(nodeId)
if not node:IsCardCurrentStand(cardIndex) then return false end
return true
end
--当前所在卡牌判断
function XTRPGMazeLayer:IsCardCurrentStand(nodeId, cardIndex)
--站在可选择的节点前面一行
local lastNodeIndex = self:GetLastNodeIndex(self.__CurrentNodeIndex)
local lastNodeId = self:GetNodeId(lastNodeIndex)
if nodeId ~= lastNodeId then return false end
--卡牌位置为上次选择作为中轴的卡牌
local node = self:GetNode(nodeId)
if not node:IsCardCurrentStand(cardIndex) then return false end
return true
end
function XTRPGMazeLayer:GetMoveDelta(cardIndex)
local nodeId = self:GetCurrentNodeId()
local node = self:GetNode(nodeId)
return node:GetMoveDelta(cardIndex)
end
function XTRPGMazeLayer:GetCardFinishedId(nodeId, cardIndex)
local node = self:GetNode(nodeId)
return node:GetCardFinishedId(cardIndex)
end
function XTRPGMazeLayer:CheckCardCurrentType(nodeId, cardId, cardType)
local node = self:GetNode(nodeId)
return node:CheckCardCurrentType(cardId, cardType)
end
function XTRPGMazeLayer:Enter()
self.__CurrentNodeIndex = XTRPGConfigs.GetMazeLayerStartNodeId(self.__Id)
self.__CurrentNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex) --实际配置的是站立节点位置,当前可选择卡牌节点应前进一位
local startCardIndex = XTRPGConfigs.GetMazeLayerStartCardIndex(self.__Id)
for _, node in pairs(self.__Map) do
node:Enter(startCardIndex)
end
end
function XTRPGMazeLayer:Reset()
for _, node in pairs(self.__Map) do
node:Reset()
end
end
function XTRPGMazeLayer:SelectCard(cardIndex)
local nodeId = self:GetCurrentNodeId()
local node = self:GetNode(nodeId)
node:SelectCard(cardIndex)
end
function XTRPGMazeLayer:OnCardResult(cardIndex, resultData)
local nodeId = self:GetCurrentNodeId()
local node = self:GetNode(nodeId)
node:OnCardResult(cardIndex, resultData)
end
function XTRPGMazeLayer:MoveNext(cardIndex)
for _, node in pairs(self.__Map) do
node:MoveNext(cardIndex)
end
self.__CurrentNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex)
end
function XTRPGMazeLayer:MoveTo(nodeId, cardIndex)
for _, node in pairs(self.__Map) do
node:MoveTo(cardIndex)
end
self.__CurrentNodeIndex = self:GetNodeIndex(nodeId)
self.__CurrentNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex) --实际配置的是站立节点位置,当前可选择卡牌节点应前进一位
end
return XTRPGMazeLayer