PGRData/Script/matrix/xmanager/XEquipManager.lua

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XEquipManagerCreator = function()
local pairs = pairs
local type = type
local table = table
local next = next
local tableInsert = table.insert
local tableRemove = table.remove
local tableSort = table.sort
local mathMin = math.min
local mathFloor = math.floor
local CSXTextManagerGetText = CS.XTextManager.GetText
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---@class XEquipManager
local XEquipManager = {}
local Equips = {} -- 装备数据
local WeaponTypeCheckDic = {}
local AwarenessTypeCheckDic = {}
local OverLimitTexts = {}
local AwarenessSuitPrefabInfoList = {} --意识组合预设
local AwakeItemTypeDic = {}
local EQUIP_FIRST_GET_KEY = "EquipFirstGetTemplateIds"
local EQUIP_DECOMPOSE_RETURN_RATE = CS.XGame.Config:GetInt("EquipDecomposeReturnRate") / 10000
local EQUIP_SUIT_PREFAB_MAX_NUM = CS.XGame.Config:GetInt("EquipSuitPrefabMaxNum")
local EQUIP_SUIT_CHARACTER_PREFAB_MAX_NUM = CS.XGame.Config:GetInt("EquipSuitCharacterPrefabMaxNum")
local XEquip = require("XEntity/XEquip/XEquip")
local XEquipSuitPrefab = require("XEntity/XEquip/XEquipSuitPrefab")
local XSkillInfoObj = require("XEntity/XEquip/XSkillInfoObj")
-----------------------------------------Privite Begin------------------------------------
local function GetEquipTemplateId(equipId)
local equip = XEquipManager.GetEquip(equipId)
return equip.TemplateId
end
local function GetEquipCfg(equipId)
local templateId = GetEquipTemplateId(equipId)
return XEquipConfig.GetEquipCfg(templateId)
end
local function CheckEquipExist(equipId)
return Equips[equipId]
end
local function GetEquipBorderCfg(equipId)
local templateId = GetEquipTemplateId(equipId)
return XEquipConfig.GetEquipBorderCfg(templateId)
end
local function GetSuitPresentEquipTemplateId(suitId)
local templateIds = XEquipConfig.GetEquipTemplateIdsBySuitId(suitId)
return templateIds and templateIds[1]
end
local function GetEquipBreakthroughCfg(equipId)
local equip = XEquipManager.GetEquip(equipId)
return XEquipConfig.GetEquipBreakthroughCfg(equip.TemplateId, equip.Breakthrough)
end
local function GetEquipBreakthroughCfgNext(equipId)
local equip = XEquipManager.GetEquip(equipId)
return XEquipConfig.GetEquipBreakthroughCfg(equip.TemplateId, equip.Breakthrough + 1)
end
local function InitEquipTypeCheckDic()
WeaponTypeCheckDic[XEquipConfig.EquipSite.Weapon] = XEquipConfig.Classify.Weapon
for _, site in pairs(XEquipConfig.EquipSite.Awareness) do
AwarenessTypeCheckDic[site] = XEquipConfig.Classify.Awareness
end
end
local function GetSuitPrefabInfoList()
return AwarenessSuitPrefabInfoList
end
local function GetEquipAwakeCfg(equipId)
local equip = XEquipManager.GetEquip(equipId)
return XEquipConfig.GetEquipAwakeCfg(equip.TemplateId)
end
local function InitAwakeItemTypeDic()
local equipAwakeCfgs = XEquipConfig.GetEquipAwakeCfgs()
for _, equipAwakeCfg in pairs(equipAwakeCfgs) do
local itemIds = equipAwakeCfg.ItemId
if itemIds then
for _, itemId in pairs(itemIds) do
local awakeItemType = AwakeItemTypeDic[itemId]
if not awakeItemType then
awakeItemType = {}
AwakeItemTypeDic[itemId] = awakeItemType
end
local equipCfg = XEquipConfig.GetEquipCfg(equipAwakeCfg.Id)
if not awakeItemType[equipCfg.SuitId] then
awakeItemType[equipCfg.SuitId] = equipCfg.SuitId
end
end
end
end
end
InitEquipTypeCheckDic()
InitAwakeItemTypeDic()
-----------------------------------------Privite End------------------------------------
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function XEquipManager.InitEquipData(equipDic)
Equips = equipDic
end
function XEquipManager.NotifyEquipChipGroupList(data)
AwarenessSuitPrefabInfoList = {}
local chipGroupDataList = data.ChipGroupDataList
for _, chipGroupData in ipairs(chipGroupDataList) do
tableInsert(AwarenessSuitPrefabInfoList, XEquipSuitPrefab.New(chipGroupData))
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY)
end
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function XEquipManager.DeleteEquip(equipId)
XMVCA:GetAgency(ModuleId.XEquip):DeleteEquip(equipId)
end
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function XEquipManager.GetEquip(equipId)
return XMVCA:GetAgency(ModuleId.XEquip):GetEquip(equipId)
end
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-- 是否拥有这件装备
function XEquipManager.IsOwnEquip(templateId)
for _, equip in pairs(Equips) do
if equip.TemplateId == templateId then
return true
end
end
return false
end
--==============================
---@desc 通过templateId获取背包中或目标角色身上的装备
---@templateId 装备真实Id
---@return table
--==============================
function XEquipManager.GetEnableEquipIdsByTemplateId(templateId, targetCharacterId)
local equipIds = {}
for id, equip in pairs(Equips) do
if equip.TemplateId == templateId and
(equip.CharacterId <= 0 or equip.CharacterId == targetCharacterId) then
table.insert(equipIds, id)
end
end
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return equipIds
end
--==============================
---@desc 目标装备是否可用(未被其他角色装备)
---@templateId 装备真实Id
---@return boolean
--==============================
function XEquipManager.IsEquipActive(templateId, characterId)
for id, equip in pairs(Equips) do
if equip.TemplateId == templateId and
(equip.CharacterId <= 0 or equip.CharacterId == characterId) then
return true
end
end
return false
end
--desc: 获取所有武器equipId
function XEquipManager.GetWeaponIds()
local weaponIds = {}
for k, v in pairs(Equips) do
if XEquipManager.IsClassifyEqual(v.Id, XEquipConfig.Classify.Weapon) then
tableInsert(weaponIds, k)
end
end
return weaponIds
end
function XEquipManager.GetWeaponCount()
local weaponIds = XEquipManager.GetWeaponIds()
return weaponIds and #weaponIds or 0
end
function XEquipManager.GetAwarenessCount(characterType)
local awarenessIds = XEquipManager.GetAwarenessIds(characterType)
return awarenessIds and #awarenessIds or 0
end
function XEquipManager.GetSuitIdsByStars(starCheckList)
local suitIds = {}
local doNotRepeatSuitIds = {}
local equipIds = XEquipManager.GetAwarenessIds()
for _, equipId in pairs(equipIds) do
local templateId = GetEquipTemplateId(equipId)
local star = XEquipManager.GetEquipStar(templateId)
if starCheckList[star] then
local suitId = XEquipManager.GetSuitId(equipId)
if suitId > 0 then
doNotRepeatSuitIds[suitId] = true
end
end
end
for suitId in pairs(doNotRepeatSuitIds) do
tableInsert(suitIds, suitId)
end
--展示排序:构造体〉感染体〉通用
local UserTypeSortPriority = {
[XEquipConfig.UserType.All] = 1,
[XEquipConfig.UserType.Isomer] = 2,
[XEquipConfig.UserType.Normal] = 3
}
tableSort(
suitIds,
function(lSuitID, rSuitID)
local lStar = XEquipManager.GetSuitStar(lSuitID)
local rStar = XEquipManager.GetSuitStar(rSuitID)
if lStar ~= rStar then
return lStar > rStar
end
local aCharacterType = XEquipManager.GetSuitCharacterType(lSuitID)
local bCharacterType = XEquipManager.GetSuitCharacterType(rSuitID)
if aCharacterType ~= bCharacterType then
return UserTypeSortPriority[aCharacterType] > UserTypeSortPriority[bCharacterType]
end
end
)
tableInsert(suitIds, 1, XEquipConfig.DEFAULT_SUIT_ID.Normal)
tableInsert(suitIds, 2, XEquipConfig.DEFAULT_SUIT_ID.Isomer)
return suitIds
end
function XEquipManager.GetDecomposeRewardEquipCount(equipId)
local weaponCount, awarenessCount = 0, 0
local rewards = XEquipManager.GetDecomposeRewards({equipId})
for _, v in pairs(rewards) do
if XArrangeConfigs.GetType(v.TemplateId) == XArrangeConfigs.Types.Weapon then
weaponCount = weaponCount + v.Count
elseif XArrangeConfigs.GetType(v.TemplateId) == XArrangeConfigs.Types.Wafer then
awarenessCount = awarenessCount + v.Count
end
end
return weaponCount, awarenessCount
end
function XEquipManager.GetDecomposeRewards(equipIds)
local itemInfoList = {}
local rewards = {}
local coinId = XDataCenter.ItemManager.ItemId.Coin
XTool.LoopCollection(
equipIds,
function(equipId)
local equip = XEquipManager.GetEquip(equipId)
local decomposeconfig = XEquipConfig.GetEquipDecomposeCfg(equip.TemplateId, equip.Breakthrough)
local levelUpCfg = XEquipConfig.GetLevelUpCfg(equip.TemplateId, equip.Breakthrough, equip.Level)
local equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
local exp = (equip.Exp + levelUpCfg.AllExp + equipBreakthroughCfg.Exp)
local expToCoin = mathFloor(exp / decomposeconfig.ExpToOneCoin)
if expToCoin > 0 then
local coinReward = rewards[coinId]
if coinReward then
coinReward.Count = coinReward.Count + expToCoin
else
rewards[coinId] = XRewardManager.CreateRewardGoods(coinId, expToCoin)
end
end
local ratedExp = exp * EQUIP_DECOMPOSE_RETURN_RATE
local expToFoodId = decomposeconfig.ExpToItemId
local singleExp = XDataCenter.ItemManager.GetItemsAddEquipExp(expToFoodId)
local expToFoodCount = mathFloor(ratedExp / (singleExp))
if expToFoodCount > 0 then
local foodReward = rewards[expToFoodId]
if foodReward then
foodReward.Count = foodReward.Count + expToFoodCount
else
rewards[expToFoodId] = XRewardManager.CreateRewardGoods(expToFoodId, expToFoodCount)
end
end
if decomposeconfig.RewardId > 0 then
local rewardList = XRewardManager.GetRewardList(decomposeconfig.RewardId)
for _, item in pairs(rewardList) do
if rewards[item.TemplateId] then
rewards[item.TemplateId].Count = rewards[item.TemplateId].Count + item.Count
else
rewards[item.TemplateId] = XRewardManager.CreateRewardGoodsByTemplate(item)
end
end
end
end
)
for _, reward in pairs(rewards) do
tableInsert(itemInfoList, reward)
end
itemInfoList = XRewardManager.SortRewardGoodsList(itemInfoList)
return itemInfoList
end
function XEquipManager.GetSuitPrefabNum()
return #AwarenessSuitPrefabInfoList
end
function XEquipManager.GetSuitPrefabNumMax()
return EQUIP_SUIT_PREFAB_MAX_NUM
end
function XEquipManager.GetEquipSuitCharacterPrefabMaxNum()
return EQUIP_SUIT_CHARACTER_PREFAB_MAX_NUM
end
function XEquipManager.GetSuitPrefabIndexList(characterType)
local prefabIndexList = {}
for index, suitPrefab in pairs(AwarenessSuitPrefabInfoList) do
if not characterType or suitPrefab:GetCharacterType() == characterType then
tableInsert(prefabIndexList, index)
end
end
return prefabIndexList
end
function XEquipManager.GetSuitPrefabInfo(index)
return index and AwarenessSuitPrefabInfoList[index]
end
function XEquipManager.SaveSuitPrefabInfo(equipGroupData)
tableInsert(AwarenessSuitPrefabInfoList, XEquipSuitPrefab.New(equipGroupData))
end
function XEquipManager.DeleteSuitPrefabInfo(index)
if not index then
return
end
tableRemove(AwarenessSuitPrefabInfoList, index)
end
function XEquipManager.GetUnSavedSuitPrefabInfo(characterId)
local equipGroupData = {
Name = "",
ChipIdList = XEquipManager.GetCharacterWearingAwarenessIds(characterId)
}
return XEquipSuitPrefab.New(equipGroupData)
end
-----------------------------------------Function Begin------------------------------------
local DefaultSort = function(a, b, exclude)
if not exclude or exclude ~= XEquipConfig.PriorSortType.Star then
local aStar = XEquipManager.GetEquipStar(a.TemplateId)
local bStar = XEquipManager.GetEquipStar(b.TemplateId)
if aStar ~= bStar then
return aStar > bStar
end
end
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-- 是否超限
local isOverrunA = a:IsOverrun() and 1 or 0
local isOverrunB = b:IsOverrun() and 1 or 0
if isOverrunA ~= isOverrunB then
return isOverrunA > isOverrunB
end
if not exclude or exclude ~= XEquipConfig.PriorSortType.Breakthrough then
if a.Breakthrough ~= b.Breakthrough then
return a.Breakthrough > b.Breakthrough
end
end
if not exclude or exclude ~= XEquipConfig.PriorSortType.Level then
if a.Level ~= b.Level then
return a.Level > b.Level
end
end
if a.IsRecycle ~= b.IsRecycle then
return a.IsRecycle == false
end
return XEquipManager.GetEquipPriority(a.TemplateId) > XEquipManager.GetEquipPriority(b.TemplateId)
end
function XEquipManager.SortEquipIdListByPriorType(equipIdList, priorSortType)
local sortFunc
if priorSortType == XEquipConfig.PriorSortType.Level then
sortFunc = function(aId, bId)
local a = XEquipManager.GetEquip(aId)
local b = XEquipManager.GetEquip(bId)
if a.Level ~= b.Level then
return a.Level > b.Level
end
return DefaultSort(a, b, priorSortType)
end
elseif priorSortType == XEquipConfig.PriorSortType.Breakthrough then
sortFunc = function(aId, bId)
local a = XEquipManager.GetEquip(aId)
local b = XEquipManager.GetEquip(bId)
if a.Breakthrough ~= b.Breakthrough then
return a.Breakthrough > b.Breakthrough
end
return DefaultSort(a, b, priorSortType)
end
elseif priorSortType == XEquipConfig.PriorSortType.Star then
sortFunc = function(aId, bId)
local a = XEquipManager.GetEquip(aId)
local b = XEquipManager.GetEquip(bId)
local aStar = XEquipManager.GetEquipStar(a.TemplateId)
local bStar = XEquipManager.GetEquipStar(b.TemplateId)
if aStar ~= bStar then
return aStar > bStar
end
return DefaultSort(a, b, priorSortType)
end
elseif priorSortType == XEquipConfig.PriorSortType.Proceed then
sortFunc = function(aId, bId)
local a = XEquipManager.GetEquip(aId)
local b = XEquipManager.GetEquip(bId)
if a.CreateTime ~= b.CreateTime then
return a.CreateTime < b.CreateTime
end
return DefaultSort(a, b, priorSortType)
end
else
sortFunc = function(aId, bId)
local a = XEquipManager.GetEquip(aId)
local b = XEquipManager.GetEquip(bId)
return DefaultSort(a, b)
end
end
tableSort(
equipIdList,
function(aId, bId)
--强制优先插入装备中排序
local aWearing = XEquipManager.IsWearing(aId) and 1 or 0
local bWearing = XEquipManager.IsWearing(bId) and 1 or 0
if aWearing ~= bWearing then
return aWearing < bWearing
end
return sortFunc(aId, bId)
end
)
end
function XEquipManager.ConstructAwarenessStarToSiteToSuitIdsDic(characterType, IsGift)
local starToSuitIdsDic = {}
local doNotRepeatSuitIds = {}
local equipIds = XEquipManager.GetAwarenessIds(characterType)
for _, equipId in pairs(equipIds) do
local templateId = GetEquipTemplateId(equipId)
local star = XEquipManager.GetEquipStar(templateId)
doNotRepeatSuitIds[star] = doNotRepeatSuitIds[star] or {}
local site = XEquipManager.GetEquipSite(equipId)
doNotRepeatSuitIds[star][site] = doNotRepeatSuitIds[star][site] or {}
doNotRepeatSuitIds[star].Total = doNotRepeatSuitIds[star].Total or {}
local suitId = XEquipManager.GetSuitId(equipId)
if suitId > 0 then
local IsCanBeGift = XEquipManager.IsCanBeGift(equipId)
if not IsGift or IsCanBeGift then
doNotRepeatSuitIds[star][site][suitId] = true
doNotRepeatSuitIds[star]["Total"][suitId] = true
end
end
end
for star = 1, XEquipConfig.MAX_STAR_COUNT do
starToSuitIdsDic[star] = {}
for _, site in pairs(XEquipConfig.EquipSite.Awareness) do
starToSuitIdsDic[star][site] = {}
if doNotRepeatSuitIds[star] and doNotRepeatSuitIds[star][site] then
for suitId in pairs(doNotRepeatSuitIds[star][site]) do
tableInsert(starToSuitIdsDic[star][site], suitId)
end
end
end
starToSuitIdsDic[star].Total = {}
if doNotRepeatSuitIds[star] then
for suitId in pairs(doNotRepeatSuitIds[star]["Total"]) do
tableInsert(starToSuitIdsDic[star]["Total"], suitId)
end
end
end
return starToSuitIdsDic
end
function XEquipManager.ConstructAwarenessSiteToEquipIdsDic(characterType, IsGift)
local siteToEquipIdsDic = {}
for _, site in pairs(XEquipConfig.EquipSite.Awareness) do
siteToEquipIdsDic[site] = {}
end
local equipIds = XEquipManager.GetAwarenessIds(characterType)
for _, equipId in pairs(equipIds) do
local IsCanBeGift = XEquipManager.IsCanBeGift(equipId)
if not IsGift or IsCanBeGift then
local site = XEquipManager.GetEquipSite(equipId)
tableInsert(siteToEquipIdsDic[site], equipId)
end
end
return siteToEquipIdsDic
end
function XEquipManager.ConstructAwarenessSuitIdToEquipIdsDic(characterType, IsGift)
local suitIdToEquipIdsDic = {}
local equipIds = XEquipManager.GetAwarenessIds(characterType)
for _, equipId in pairs(equipIds) do
local suitId = XEquipManager.GetSuitId(equipId)
suitIdToEquipIdsDic[suitId] = suitIdToEquipIdsDic[suitId] or {}
if suitId > 0 then
local site = XEquipManager.GetEquipSite(equipId)
suitIdToEquipIdsDic[suitId]["Total"] = suitIdToEquipIdsDic[suitId]["Total"] or {}
suitIdToEquipIdsDic[suitId][site] = suitIdToEquipIdsDic[suitId][site] or {}
local IsCanBeGift = XEquipManager.IsCanBeGift(equipId)
if not IsGift or IsCanBeGift then
tableInsert(suitIdToEquipIdsDic[suitId][site], equipId)
tableInsert(suitIdToEquipIdsDic[suitId]["Total"], equipId)
end
end
end
return suitIdToEquipIdsDic
end
function XEquipManager.ConstructAwarenessResonanceTypeToEquipIdsDic(characterId)
local ResonanceType = {
CurCharacter = 1, --当前角色共鸣
Others = 2, --其他角色共鸣
None = 3 --无共鸣
}
local resonanceTypeToEquipIdsDic = {
[ResonanceType.CurCharacter] = {},
[ResonanceType.Others] = {},
[ResonanceType.None] = {}
}
local characterType = XCharacterConfigs.GetCharacterType(characterId)
local equipIds = XEquipManager.GetAwarenessIds(characterType)
for _, equipId in pairs(equipIds) do
local resonanceType = ResonanceType.None
local isFive = XEquipManager.IsFiveStar(equipId)
local equip = XEquipManager.GetEquip(equipId)
local resonanceInfo = equip.ResonanceInfo
if resonanceInfo then
for _, data in pairs(resonanceInfo) do
--五星共鸣过的意识属于【当前角色共鸣】分类中
if isFive then
resonanceType = ResonanceType.CurCharacter
break
end
if data.CharacterId == characterId then
resonanceType = ResonanceType.CurCharacter
break
end
resonanceType = ResonanceType.Others
end
end
tableInsert(resonanceTypeToEquipIdsDic[resonanceType], equipId)
end
return resonanceTypeToEquipIdsDic
end
function XEquipManager.TipEquipOperation(equipId, changeTxt, closeCb, setMask)
local uiName = "UiEquipCanBreakthroughTip"
if XLuaUiManager.IsUiShow(uiName) then
XLuaUiManager.Remove(uiName)
end
XLuaUiManager.Open(uiName, equipId, changeTxt, closeCb, setMask)
end
-----------------------------------------Function End------------------------------------
-----------------------------------------Protocol Begin------------------------------------
function XEquipManager.SetLock(equipId, isLock)
if not equipId then
XLog.Error("XEquipManager.SetLock错误: 参数equipId不能为空")
return
end
local req = {EquipId = equipId, IsLock = isLock}
XNetwork.Call(
"EquipUpdateLockRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
local equip = XEquipManager.GetEquip(equipId)
equip:SetLock(isLock)
CsXGameEventManager.Instance:Notify(XEventId.EVENT_EQUIP_LOCK_STATUS_CHANGE_NOTYFY, equipId, isLock)
XEventManager.DispatchEvent(XEventId.EVENT_EQUIP_LOCK_STATUS_CHANGE_NOTYFY, equipId, isLock)
end
)
end
function XEquipManager.AwarenessTransform(suitId, site, usedIdList, cb)
if not suitId then
XLog.Error("XEquipManager.SetLock错误: 参数suitId不能为空")
return
end
local req = {SuitId = suitId, Site = site, UseIdList = usedIdList}
XNetwork.Call(
"EquipTransformChipRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
for _, id in pairs(usedIdList) do
XEquipManager.DeleteEquip(id)
end
if cb then
cb(res.EquipData)
end
end
)
end
--characterId:专属组合角色Id通用组合为0
function XEquipManager.EquipSuitPrefabSave(suitPrefabInfo, characterId)
if not suitPrefabInfo then
return
end
local name = suitPrefabInfo:GetName()
if not name or name == "" then
XUiManager.TipText("EquipSuitPrefabSaveNotName")
return
end
local chipIds = suitPrefabInfo:GetEquipIds()
if not next(chipIds) then
XUiManager.TipText("EquipSuitPrefabSaveNotEquipIds")
return
end
local req = {
Name = name,
ChipIds = chipIds,
CharacterId = characterId
}
XNetwork.Call(
"EquipAddChipGroupRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
XEquipManager.SaveSuitPrefabInfo(res.ChipGroupData)
XUiManager.TipText("EquipSuitPrefabSaveSuc")
CsXGameEventManager.Instance:Notify(XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY)
end
)
end
function XEquipManager.EquipSuitPrefabDelete(prefabIndex)
local suitPrefabInfo = XEquipManager.GetSuitPrefabInfo(prefabIndex)
if not suitPrefabInfo then
return
end
local req = {GroupId = suitPrefabInfo:GetGroupId()}
XNetwork.Call(
"EquipDeleteChipGroupRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
XEquipManager.DeleteSuitPrefabInfo(prefabIndex)
XUiManager.TipText("EquipSuitPrefabDeleteSuc")
CsXGameEventManager.Instance:Notify(XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY)
end
)
end
function XEquipManager.EquipSuitPrefabRename(prefabIndex, newName)
local suitPrefabInfo = XEquipManager.GetSuitPrefabInfo(prefabIndex)
if not suitPrefabInfo then
return
end
local equipGroupData = {
GroupId = suitPrefabInfo:GetGroupId(),
Name = newName,
ChipIdList = suitPrefabInfo:GetEquipIds(),
CharacterId = suitPrefabInfo:GetCharacterId()
}
local req = {GroupData = equipGroupData}
XNetwork.Call(
"EquipUpdateChipGroupRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
suitPrefabInfo:UpdateData(equipGroupData)
XUiManager.TipText("EquipSuitPrefabRenameSuc")
CsXGameEventManager.Instance:Notify(XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY)
end
)
end
-----------------------------------------Protocol End------------------------------------
-----------------------------------------Checker Begin-----------------------------------
function XEquipManager.CheckMaxCount(equipType, count)
if equipType == XEquipConfig.Classify.Weapon then
local maxWeaponCount = XEquipConfig.GetMaxWeaponCount()
if count and count > 0 then
return XEquipManager.GetWeaponCount() + count > maxWeaponCount
else
return XEquipManager.GetWeaponCount() >= maxWeaponCount
end
elseif equipType == XEquipConfig.Classify.Awareness then
local maxAwarenessCount = XEquipConfig.GetMaxAwarenessCount()
if count and count > 0 then
return XEquipManager.GetAwarenessCount() + count > maxAwarenessCount
else
return XEquipManager.GetAwarenessCount() >= maxAwarenessCount
end
end
end
function XEquipManager.CheckBagCount(count, equipType)
if XEquipManager.CheckMaxCount(equipType, count) then
local messageTips
if equipType == XEquipConfig.Classify.Weapon then
messageTips = CSXTextManagerGetText("WeaponBagFull")
elseif equipType == XEquipConfig.Classify.Awareness then
messageTips = CSXTextManagerGetText("ChipBagFull")
end
XUiManager.TipMsg(messageTips, XUiManager.UiTipType.Tip)
return false
end
return true
end
function XEquipManager.IsWeapon(equipId)
return XEquipManager.IsClassifyEqual(equipId, XEquipConfig.Classify.Weapon)
end
function XEquipManager.IsWeaponByTemplateId(templateId)
return XEquipManager.IsClassifyEqualByTemplateId(templateId, XEquipConfig.Classify.Weapon)
end
function XEquipManager.IsAwareness(equipId)
return XEquipManager.IsClassifyEqual(equipId, XEquipConfig.Classify.Awareness)
end
function XEquipManager.IsAwarenessByTemplateId(templateId)
return XEquipManager.IsClassifyEqualByTemplateId(templateId, XEquipConfig.Classify.Awareness)
end
function XEquipManager.IsFood(equipId)
local equipCfg = GetEquipCfg(equipId)
return equipCfg.Type == XEquipConfig.EquipType.Food
end
function XEquipManager.IsClassifyEqual(equipId, classify)
local templateId = GetEquipTemplateId(equipId)
return XEquipManager.IsClassifyEqualByTemplateId(templateId, classify)
end
function XEquipManager.IsCharacterTypeFit(equipId, characterType)
local templateId = GetEquipTemplateId(equipId)
return XEquipManager.IsCharacterTypeFitByTemplateId(templateId, characterType)
end
function XEquipManager.IsCharacterTypeFitByTemplateId(templateId, characterType)
local configCharacterType = XEquipConfig.GetEquipCharacterType(templateId)
return configCharacterType == XEquipConfig.UserType.All or configCharacterType == characterType
end
function XEquipManager.IsClassifyEqualByTemplateId(templateId, classify)
local equipClassify = XEquipManager.GetEquipClassifyByTemplateId(templateId)
return classify and equipClassify and classify == equipClassify
end
function XEquipManager.IsTypeEqual(equipId, equipType)
local equipCfg = GetEquipCfg(equipId)
return equipCfg.Type == XEquipConfig.EquipType.Universal or equipType and equipType == equipCfg.Type
end
function XEquipManager.IsWearing(equipId)
if not equipId then
return false
end
local equip = XEquipManager.GetEquip(equipId)
return equip and equip.CharacterId and equip.CharacterId > 0
end
function XEquipManager.IsInSuitPrefab(equipId)
if not equipId then
return false
end
local suitPrefabList = GetSuitPrefabInfoList()
for _, suitPrefabInfo in pairs(suitPrefabList) do
if suitPrefabInfo:IsEquipIn(equipId) then
return true
end
end
return false
end
function XEquipManager.IsLock(equipId)
if not equipId then
return false
end
local equip = XEquipManager.GetEquip(equipId)
return equip and equip.IsLock
end
function XEquipManager.GetEquipLevel(equipId)
local equip = XEquipManager.GetEquip(equipId)
return equip.Level
end
function XEquipManager.IsMaxLevel(equipId)
local equip = XEquipManager.GetEquip(equipId)
return equip.Level >= XEquipManager.GetBreakthroughLevelLimit(equipId)
end
function XEquipManager.IsMaxLevelByTemplateId(templateId, breakThrough, level)
return level >= XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, breakThrough)
end
function XEquipManager.IsMaxBreakthrough(equipId)
if not CheckEquipExist(equipId) then return false end
local equip = XEquipManager.GetEquip(equipId)
local equipBorderCfg = GetEquipBorderCfg(equipId)
return equip.Breakthrough >= equipBorderCfg.MaxBreakthrough
end
function XEquipManager.IsMaxLevelAndBreakthrough(equipId)
if not CheckEquipExist(equipId) then return false end
return XEquipManager.IsMaxBreakthrough(equipId) and XEquipManager.IsReachBreakthroughLevel(equipId)
end
function XEquipManager.IsReachBreakthroughLevel(equipId)
if not CheckEquipExist(equipId) then return false end
local equip = XEquipManager.GetEquip(equipId)
return equip.Level >= XEquipManager.GetBreakthroughLevelLimit(equipId)
end
function XEquipManager.IsCanBeGift(equipId) --是否能作为师徒系统的礼物
local IsNotWearing = not XEquipManager.IsWearing(equipId)
local IsNotInSuit = not XEquipManager.IsInSuitPrefab(equipId)
local IsUnLock = not XEquipManager.IsLock(equipId)
local templateId = GetEquipTemplateId(equipId)
local IsCanGive = not XMentorSystemConfigs.IsCanNotGiveWafer(templateId)
local equip = XEquipManager.GetEquip(equipId)
local resonanCecount = XEquipManager.GetResonanceCount(equipId)
local breakthrough = equip and equip.Breakthrough or 0
local level = equip and equip.Level or 1
return IsNotWearing and IsNotInSuit and IsUnLock and IsCanGive and resonanCecount == 0 and level == 1 and
breakthrough == 0
end
function XEquipManager.CanBreakThrough(equipId)
return not XEquipManager.IsMaxBreakthrough(equipId) and XEquipManager.IsReachBreakthroughLevel(equipId)
end
function XEquipManager.CanBreakThroughByEquipData(equip)
local equipBorderCfg = XEquipConfig.GetEquipBorderCfg(equip.TemplateId)
local isMaxBreakthrough = equip.Breakthrough >= equipBorderCfg.MaxBreakthrough
local isReachBreakthroughLevel = equip.Level >= XEquipManager.GetBreakthroughLevelLimitByEquipData(equip)
return not isMaxBreakthrough and isReachBreakthroughLevel
end
function XEquipManager.CanBreakThroughByTemplateId(templateId, breakThrough, level)
local equipBorderCfg = XEquipConfig.GetEquipBorderCfg(templateId)
local isMaxBreakthrough = breakThrough >= equipBorderCfg.MaxBreakthrough
local isReachBreakthroughLevel =
level >= XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, breakThrough)
return not isMaxBreakthrough and isReachBreakthroughLevel
end
function XEquipManager.IsFiveStar(equipId)
local templateId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
local quality = XDataCenter.EquipManager.GetEquipQuality(templateId)
return quality == XEquipConfig.MIN_RESONANCE_EQUIP_STAR_COUNT
end
function XEquipManager.CanResonance(equipId)
local templateId = GetEquipTemplateId(equipId)
local star = XEquipManager.GetEquipStar(templateId)
return star >= XEquipConfig.MIN_RESONANCE_EQUIP_STAR_COUNT
end
function XEquipManager.CanResonanceByTemplateId(templateId)
local resonanceSkillNum = XEquipManager.GetResonanceSkillNumByTemplateId(templateId)
return resonanceSkillNum > 0
end
function XEquipManager.CanResonanceBindCharacter(equipId)
local templateId = GetEquipTemplateId(equipId)
local star = XEquipManager.GetEquipStar(templateId)
return star >= XEquipConfig.GetMinResonanceBindStar()
end
function XEquipManager.CheckResonanceConsumeItemEnough(equipId)
local itemIds = {}
local consumeItemId = XEquipManager.GetResonanceConsumeItemId(equipId)
local haveCount = XDataCenter.ItemManager.GetCount(consumeItemId)
local consumeCount = XEquipManager.GetResonanceConsumeItemCount(equipId)
local consumeSelectSkillItemId = XEquipManager.GetResonanceConsumeSelectSkillItemId(equipId)
local haveSelectCount = XDataCenter.ItemManager.GetCount(consumeSelectSkillItemId)
local consumeSelectSkillItemCount = XEquipManager.GetResonanceConsumeSelectSkillItemCount(equipId)
local isEnough = false
if consumeItemId and haveCount >= consumeCount then
table.insert(itemIds, consumeItemId)
isEnough = true
end
if consumeSelectSkillItemId and haveSelectCount >= consumeSelectSkillItemCount then
table.insert(itemIds, consumeSelectSkillItemId)
isEnough = true
end
return isEnough, itemIds
end
function XEquipManager.CheckEquipPosResonanced(equipId, pos)
local equip = XEquipManager.GetEquip(equipId)
return equip.ResonanceInfo and equip.ResonanceInfo[pos]
end
--装备是否共鸣过
function XEquipManager.IsEquipResonanced(equipId)
local equip = XEquipManager.GetEquip(equipId)
return equip and not XTool.IsTableEmpty(equip.ResonanceInfo) or
not XTool.IsTableEmpty(equip.UnconfirmedResonanceInfo)
end
function XEquipManager.CheckEquipStarCanAwake(equipId)
local templateId = GetEquipTemplateId(equipId)
local star = XEquipManager.GetEquipStar(templateId)
if star < XEquipConfig.GetMinAwakeStar() then
return false
end
return true
end
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function XEquipManager.CheckEquipCanAwake(equipId, pos)
if not XEquipManager.CheckEquipStarCanAwake(equipId) then
return false
end
local templateId = GetEquipTemplateId(equipId)
local maxLevel = XEquipManager.GetEquipMaxLevel(templateId)
local equip = XEquipManager.GetEquip(equipId)
if equip.Level ~= maxLevel then
return false
end
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if not XDataCenter.EquipManager.CheckEquipPosResonanced(equipId, pos) then
return false
end
return true
end
function XEquipManager.IsEquipAwaken(equipId)
for pos = 1, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
if XEquipManager.IsEquipPosAwaken(equipId, pos) then
return true
end
end
return false
end
function XEquipManager.IsEquipPosAwaken(equipId, pos)
local equip = XEquipManager.GetEquip(equipId)
return equip:IsEquipPosAwaken(pos)
end
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-- 根据意识id 获得对应的公约加成描述字符串
function XEquipManager.GetEquipAwarenessOccupyHarmDesc(equipId, forceNum)
local str = ""
if XTool.IsNumberValid(equipId) then
local curr = 0
for i = 1, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
local awaken = XEquipManager.IsEquipPosAwaken(equipId, i)
if awaken then
curr = curr + 1
end
end
local equipData = XEquipManager.GetEquip(equipId)
if curr > 0 then
local awakeCfg = XEquipConfig.GetEquipAwakeCfg(equipData.TemplateId)
str = awakeCfg.AwarenessAttrDesc..((forceNum or curr) * awakeCfg.AwarenessAttrValue).."%"
end
end
return str
end
function XEquipManager.CheckEquipPosUnconfirmedResonanced(equipId, pos)
local equip = XEquipManager.GetEquip(equipId)
return equip.UnconfirmedResonanceInfo and equip.UnconfirmedResonanceInfo[pos]
end
function XEquipManager.CheckFirstGet(templateId)
local needFirstShow = XEquipConfig.GetNeedFirstShow(templateId)
if not needFirstShow or needFirstShow == 0 then
return false
end
local firstGetTemplateIds = XSaveTool.GetData(XPlayer.Id .. EQUIP_FIRST_GET_KEY) or {}
if firstGetTemplateIds[templateId] then
return false
else
firstGetTemplateIds[templateId] = true
XSaveTool.SaveData(XPlayer.Id .. EQUIP_FIRST_GET_KEY, firstGetTemplateIds)
return true
end
end
--狗粮
function XEquipManager.IsEquipRecomendedToBeEat(strengthenEquipId, equipId, doNotLimitStar)
if not equipId then
return false
end
local equip = XEquipManager.GetEquip(equipId)
local equipClassify = XEquipManager.GetEquipClassify(strengthenEquipId)
local canNotAutoEatStar = not doNotLimitStar and XEquipConfig.CAN_NOT_AUTO_EAT_STAR
if
XEquipManager.GetEquipClassify(equipId) == equipClassify and --武器吃武器,意识吃意识
not XEquipManager.IsWearing(equipId) and --不能吃穿戴中
not XEquipManager.IsInSuitPrefab(equipId) and --不能吃预设中
not XEquipManager.IsLock(equipId) and --不能吃上锁中
(not canNotAutoEatStar or XEquipManager.GetEquipStar(equip.TemplateId) < canNotAutoEatStar) and --不自动吃大于该星级的装备
equip.Breakthrough == 0 and --不吃突破过的
equip.Level == 1 and
equip.Exp == 0 and --不吃强化过的
not equip.ResonanceInfo and
not equip.UnconfirmedResonanceInfo
then --不吃共鸣过的
return true
end
return false
end
--强化默认使用装备条件,不满足则使用道具
function XEquipManager.IsStrengthenDefaultUseEquip(StrenthenEquipId)
local equipIdList = XDataCenter.EquipManager.GetCanEatEquipIds(StrenthenEquipId)
for _, equipId in pairs(equipIdList) do
if XEquipManager.IsEquipRecomendedToBeEat(StrenthenEquipId, equipId) then
return true
end
end
local itemIdList = XDataCenter.EquipManager.GetCanEatItemIds(StrenthenEquipId)
if next(itemIdList) then
return false
end
return true
end
-----------------------------------------Checker End------------------------------------
-----------------------------------------Getter Begin------------------------------------
local function ConstructEquipAttrMap(attrs, isIncludeZero, remainDigitTwo)
local equipAttrMap = {}
for _, attrIndex in ipairs(XEquipConfig.AttrSortType) do
local value = attrs and attrs[attrIndex]
--默认保留两位小数
if not remainDigitTwo then
value = value and FixToInt(value)
else
value = value and tonumber(string.format("%0.2f", FixToDouble(value)))
end
if isIncludeZero or value and value > 0 then
tableInsert(
equipAttrMap,
{
AttrIndex = attrIndex,
Name = XAttribManager.GetAttribNameByIndex(attrIndex),
Value = value or 0
}
)
end
end
return equipAttrMap
end
function XEquipManager.GetEquipAttrMap(equipId, preLevel)
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return XMVCA:GetAgency(ModuleId.XEquip):GetEquipAttrMap(equipId, nil, preLevel)
end
function XEquipManager.GetEquipAttrMapByEquipData(equip)
local attrMap = {}
if not equip then
return attrMap
end
local attrs = XFightEquipManager.GetEquipAttribs(equip)
attrMap = ConstructEquipAttrMap(attrs)
return attrMap
end
function XEquipManager.GetTemplateEquipAttrMap(templateId, preLevel)
local equipData = {
TemplateId = templateId,
Breakthrough = 0,
Level = 1
}
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local attrs = XFightEquipManager.GetEquipAttribs(equipData, nil, preLevel)
return ConstructEquipAttrMap(attrs)
end
--构造装备属性字典
function XEquipManager.ConstructTemplateEquipAttrMap(templateId, breakthroughTimes, level)
local equipData = {
TemplateId = templateId,
Breakthrough = breakthroughTimes,
Level = level
}
local attrs = XFightEquipManager.GetEquipAttribs(equipData)
return ConstructEquipAttrMap(attrs)
end
--构造装备提升属性字典
function XEquipManager.ConstructTemplateEquipPromotedAttrMap(templateId, breakthroughTimes)
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, breakthroughTimes)
local map = XAttribManager.GetPromotedAttribs(equipBreakthroughCfg.AttribPromotedId)
return ConstructEquipAttrMap(map, false, true)
end
function XEquipManager.GetWearingAwarenessMergeAttrMap(characterId)
local wearingAwarenessIds = XEquipManager.GetCharacterWearingAwarenessIds(characterId)
return XEquipManager.GetAwarenessMergeAttrMap(wearingAwarenessIds)
end
function XEquipManager.GetAwarenessMergeAttrMap(equipIds)
local equipList = {}
for _, equipId in pairs(equipIds) do
tableInsert(equipList, XEquipManager.GetEquip(equipId))
end
local attrs = XFightEquipManager.GetEquipListAttribs(equipList)
return ConstructEquipAttrMap(attrs, true)
end
function XEquipManager.GetBreakthroughPromotedAttrMap(equipId, preBreakthrough)
local equipBreakthroughCfg
if preBreakthrough then
equipBreakthroughCfg = GetEquipBreakthroughCfgNext(equipId)
else
equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
end
local map = XAttribManager.GetPromotedAttribs(equipBreakthroughCfg.AttribPromotedId)
return ConstructEquipAttrMap(map, false, true)
end
function XEquipManager.GetCharacterWearingEquips(characterId)
local equips = {}
for _, equip in pairs(Equips) do
if characterId > 0 and equip.CharacterId == characterId then
tableInsert(equips, equip)
end
end
return equips
end
function XEquipManager.GetCharacterWearingWeaponId(characterId)
for _, equip in pairs(Equips) do
if
equip.CharacterId == characterId and XEquipManager.IsWearing(equip.Id) and
XEquipManager.IsClassifyEqual(equip.Id, XEquipConfig.Classify.Weapon)
then
return equip.Id
end
end
end
function XEquipManager.GetCharacterWearingWeapon(characterId)
for _, equip in pairs(Equips) do
if
equip.CharacterId == characterId and XEquipManager.IsWearing(equip.Id) and
XEquipManager.IsClassifyEqual(equip.Id, XEquipConfig.Classify.Weapon)
then
return equip
end
end
end
function XEquipManager.GetWearingEquipIdBySite(characterId, site)
for _, equip in pairs(Equips) do
if equip.CharacterId == characterId and XEquipManager.GetEquipSite(equip.Id) == site then
return equip.Id
end
end
end
function XEquipManager.GetWearingEquipBySite(characterId, site)
for _, equip in pairs(Equips) do
if equip.CharacterId == characterId and XEquipManager.GetEquipSite(equip.Id) == site then
return equip
end
end
end
function XEquipManager.GetCharacterWearingAwarenessIds(characterId)
local awarenessIds = {}
local equips = XEquipManager.GetCharacterWearingEquips(characterId)
for _, equip in pairs(equips) do
if XEquipManager.IsClassifyEqual(equip.Id, XEquipConfig.Classify.Awareness) then
tableInsert(awarenessIds, equip.Id)
end
end
return awarenessIds
end
function XEquipManager.GetCharacterWearingAwarenessIdCount(characterId)
local awarenessIds = XEquipManager.GetCharacterWearingAwarenessIds(characterId)
return #awarenessIds
end
--desc: 获取符合当前角色使用类型的所有武器equipId
function XEquipManager.GetCanUseWeaponIds(characterId)
local weaponIds = {}
local requireEquipType = XCharacterConfigs.GetCharacterEquipType(characterId)
for k, v in pairs(Equips) do
if
XEquipManager.IsClassifyEqual(v.Id, XEquipConfig.Classify.Weapon) and
XEquipManager.IsTypeEqual(v.Id, requireEquipType)
then
tableInsert(weaponIds, k)
end
end
return weaponIds
end
--desc: 获取符合当前角色使用类型的所有武器templateId
function XEquipManager.GetCanUseWeaponTemplateIds(characterId)
local weaponTemplateIds = {}
local requireEquipType = XCharacterConfigs.GetCharacterEquipType(characterId)
local equipTemplates = XEquipConfig.GetEquipTemplates()
for _, v in pairs(equipTemplates) do
if
XEquipManager.IsClassifyEqualByTemplateId(v.Id, XEquipConfig.Classify.Weapon) and
v.Type == requireEquipType
then
tableInsert(weaponTemplateIds, v.Id)
end
end
return weaponTemplateIds
end
--desc: 获取符合当前武器使用角色的所有templateId
function XEquipManager.GetWeaponUserTemplateIds(weaponTemplateIds)
local characters = XCharacterConfigs.GetCharacterTemplates()
local canUesCharacters = {}
for _, character in pairs(characters) do
local weaponIds = XEquipManager.GetCanUseWeaponTemplateIds(character.Id)
for _, weaponId in pairs(weaponIds) do
if weaponTemplateIds == weaponId then
tableInsert(canUesCharacters, character)
end
end
end
return canUesCharacters
end
--desc: 获取所有意识
function XEquipManager.GetAwarenessIds(characterType)
local awarenessIds = {}
for k, v in pairs(Equips) do
local equipId = v.Id
if
XEquipManager.IsClassifyEqual(equipId, XEquipConfig.Classify.Awareness) and
(not characterType or XEquipManager.IsCharacterTypeFit(equipId, characterType))
then
tableInsert(awarenessIds, k)
end
end
return awarenessIds
end
local CanEatEquipSort = function(lEquipId, rEquipId)
local ltemplateId = GetEquipTemplateId(lEquipId)
local rtemplateId = GetEquipTemplateId(rEquipId)
local lEquip = XEquipManager.GetEquip(lEquipId)
local rEquip = XEquipManager.GetEquip(rEquipId)
local lStar = XEquipManager.GetEquipStar(ltemplateId)
local rStar = XEquipManager.GetEquipStar(rtemplateId)
if lStar ~= rStar then
return lStar < rStar
end
local lIsFood = XEquipManager.IsFood(lEquipId)
local rIsFood = XEquipManager.IsFood(rEquipId)
if lIsFood ~= rIsFood then
return lIsFood
end
if lEquip.Breakthrough ~= rEquip.Breakthrough then
return lEquip.Breakthrough < rEquip.Breakthrough
end
if lEquip.Level ~= rEquip.Level then
return lEquip.Level < rEquip.Level
end
return XEquipManager.GetEquipPriority(ltemplateId) < XEquipManager.GetEquipPriority(rtemplateId)
end
local function GetCanEatWeaponIds(equipId)
local weaponIds = {}
for k, v in pairs(Equips) do
if
v.Id ~= equipId and XEquipManager.IsClassifyEqual(v.Id, XEquipConfig.Classify.Weapon) and
not XEquipManager.IsWearing(v.Id) and
not XEquipManager.IsLock(v.Id)
then
tableInsert(weaponIds, k)
end
end
tableSort(weaponIds, CanEatEquipSort)
return weaponIds
end
local function GetCanEatAwarenessIds(equipId)
local awarenessIds = {}
for k, v in pairs(Equips) do
if
v.Id ~= equipId and XEquipManager.IsClassifyEqual(v.Id, XEquipConfig.Classify.Awareness) and
not XEquipManager.IsWearing(v.Id) and
not XEquipManager.IsInSuitPrefab(v.Id) and
not XEquipManager.IsLock(v.Id)
then
tableInsert(awarenessIds, k)
end
end
tableSort(awarenessIds, CanEatEquipSort)
return awarenessIds
end
function XEquipManager.GetCanEatEquipIds(equipId)
local equipIds = {}
if XEquipManager.IsAwareness(equipId) then
equipIds = GetCanEatAwarenessIds(equipId)
elseif XEquipManager.IsWeapon(equipId) then
equipIds = GetCanEatWeaponIds(equipId)
end
return equipIds
end
function XEquipManager.GetCanEatItemIds(equipId)
local itemIds = {}
local equipClassify = XEquipManager.GetEquipClassify(equipId)
local items = XDataCenter.ItemManager.GetEquipExpItems(equipClassify)
for _, item in pairs(items) do
tableInsert(itemIds, item.Id)
end
return itemIds
end
function XEquipManager.GetRecomendEatEquipIds(equipId, requireStarDic, ignoreSort, doNotLimitStar)
local equipIds = {}
--根据星级筛选一遍
local CheckStar = function(equipId)
if not requireStarDic then
return true
end
local equip = XEquipManager.GetEquip(equipId)
return requireStarDic[XEquipManager.GetEquipStar(equip.TemplateId)] and true or false
end
for _, v in pairs(Equips) do
local tmpEquipId = v.Id
if
tmpEquipId ~= equipId and XEquipManager.IsEquipRecomendedToBeEat(equipId, tmpEquipId, doNotLimitStar) and
CheckStar(tmpEquipId)
then
tableInsert(equipIds, tmpEquipId)
end
end
--排序
if not ignoreSort then
tableSort(equipIds, CanEatEquipSort)
end
return equipIds
end
function XEquipManager.GetCanDecomposeWeaponIds()
local weaponIds = {}
for k, v in pairs(Equips) do
if
XEquipManager.IsClassifyEqual(v.Id, XEquipConfig.Classify.Weapon) and not XEquipManager.IsWearing(v.Id) and
not XEquipManager.IsLock(v.Id)
then
tableInsert(weaponIds, k)
end
end
return weaponIds
end
function XEquipManager.GetCanDecomposeAwarenessIdsBySuitId(suitId)
local awarenessIds = {}
local equipIds = XEquipManager.GetEquipIdsBySuitId(suitId)
for _, v in pairs(equipIds) do
if
XEquipManager.IsClassifyEqual(v, XEquipConfig.Classify.Awareness) and not XEquipManager.IsWearing(v) and
not XEquipManager.IsInSuitPrefab(v) and
not XEquipManager.IsLock(v)
then
tableInsert(awarenessIds, v)
end
end
return awarenessIds
end
function XEquipManager.GetEquipSite(equipId)
local equipCfg = GetEquipCfg(equipId)
return equipCfg.Site
end
function XEquipManager.GetEquipSiteByEquipData(equip)
local equipCfg = XEquipConfig.GetEquipCfg(equip.TemplateId)
return equipCfg.Site
end
function XEquipManager.GetEquipType(equipId)
local equipCfg = GetEquipCfg(equipId)
return equipCfg.Type
end
function XEquipManager.GetEquipSiteByTemplateId(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.Site
end
function XEquipManager.GetEquipTypeByTemplateId(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.Type
end
function XEquipManager.GetEquipWearingCharacterId(equipId)
local equip = XEquipManager.GetEquip(equipId)
return equip.CharacterId > 0 and equip.CharacterId or nil
end
function XEquipManager.IsEquipWearingByCharacterId(equipId, characterId)
if not XTool.IsNumberValid(characterId) then
return false
end
return XEquipManager.GetEquipWearingCharacterId(equipId) == characterId
end
--专属角色Id
function XEquipManager.GetEquipSpecialCharacterId(equipId)
local equipCfg = GetEquipCfg(equipId)
if equipCfg.CharacterId > 0 then
return equipCfg.CharacterId
end
end
function XEquipManager.GetEquipSpecialCharacterIdByTemplateId(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
if equipCfg.CharacterId > 0 then
return equipCfg.CharacterId
end
end
function XEquipManager.GetEquipClassify(equipId)
local site = XEquipManager.GetEquipSite(equipId)
if site == XEquipConfig.EquipSite.Weapon then
return XEquipConfig.Classify.Weapon
end
return XEquipConfig.Classify.Awareness
end
function XEquipManager.GetEquipClassifyByTemplateId(templateId)
if not XEquipConfig.CheckTemplateIdIsEquip(templateId) then
return
end
local equipSite = XEquipManager.GetEquipSiteByTemplateId(templateId)
return WeaponTypeCheckDic[equipSite] or AwarenessTypeCheckDic[equipSite]
end
function XEquipManager.GetSuitId(equipId)
local equipCfg = GetEquipCfg(equipId)
return equipCfg.SuitId
end
function XEquipManager.GetSuitIdByTemplateId(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.SuitId
end
function XEquipManager.GetEquipTemplateIdsBySuitId(suitId)
local equipTemplateIds = XEquipConfig.GetEquipTemplateIdsBySuitId(suitId)
return equipTemplateIds
end
function XEquipManager.GetWeaponTypeIconPath(equipId)
local templateId = GetEquipTemplateId(equipId)
if XEquipManager.IsClassifyEqualByTemplateId(templateId, XEquipConfig.Classify.Weapon) then
return XEquipConfig.GetWeaponTypeIconPath(templateId)
end
end
function XEquipManager.GetEquipBreakThroughIcon(equipId)
local equip = XEquipManager.GetEquip(equipId)
return XEquipConfig.GetEquipBreakThroughIcon(equip.Breakthrough)
end
function XEquipManager.GetEquipBreakThroughIconByBreakThrough(breakthrough)
return XEquipConfig.GetEquipBreakThroughIcon(breakthrough)
end
function XEquipManager.GetEquipBreakThroughSmallIcon(equipId)
local equip = XEquipManager.GetEquip(equipId)
if equip.Breakthrough == 0 then
return
end
return XEquipConfig.GetEquipBreakThroughSmallIcon(equip.Breakthrough)
end
function XEquipManager.GetEquipBreakThroughBigIcon(equipId, preBreakthrough)
local equip = XEquipManager.GetEquip(equipId)
local breakthrough = equip.Breakthrough
if preBreakthrough then
breakthrough = breakthrough + preBreakthrough
end
return XEquipConfig.GetEquipBreakThroughBigIcon(breakthrough)
end
function XEquipManager.GetEquipIdsBySuitId(suitId, site)
if suitId == XEquipConfig.DEFAULT_SUIT_ID.Normal then
return XEquipManager.GetAwarenessIds(XCharacterConfigs.CharacterType.Normal)
elseif suitId == XEquipConfig.DEFAULT_SUIT_ID.Isomer then
return XEquipManager.GetAwarenessIds(XCharacterConfigs.CharacterType.Isomer)
end
local equipIds = {}
for _, equip in pairs(Equips) do
local equipId = equip.Id
if suitId == XEquipManager.GetSuitId(equipId) then
if type(site) ~= "number" or XEquipManager.GetEquipSite(equipId) == site then
tableInsert(equipIds, equipId)
end
end
end
return equipIds
end
function XEquipManager.GetSuitName(suitId)
if XEquipConfig.IsDefaultSuitId(suitId) then
return ""
end
local suitCfg = XEquipConfig.GetEquipSuitCfg(suitId)
return suitCfg.Name
end
function XEquipManager.GetSuitDescription(suitId)
if XEquipConfig.IsDefaultSuitId(suitId) then
return ""
end
local suitCfg = XEquipConfig.GetEquipSuitCfg(suitId)
return suitCfg.Description
end
function XEquipManager.GetSuitSites(templateId)
local suitId = XEquipManager.GetSuitIdByTemplateId(templateId)
return XEquipConfig.GetSuitSites(suitId)
end
function XEquipManager.GetSuitCharacterType(suitId)
if suitId == XEquipConfig.DEFAULT_SUIT_ID.Normal then
return XEquipConfig.UserType.Normal
elseif suitId == XEquipConfig.DEFAULT_SUIT_ID.Isomer then
return XEquipConfig.UserType.Isomer
end
local templateId = GetSuitPresentEquipTemplateId(suitId)
return XEquipConfig.GetEquipCharacterType(templateId)
end
function XEquipManager.GetSuitStar(suitId)
if XEquipConfig.IsDefaultSuitId(suitId) then
return 0
end
local templateId = GetSuitPresentEquipTemplateId(suitId)
return XEquipManager.GetEquipStar(templateId)
end
function XEquipManager.GetSuitQualityIcon(suitId)
if XEquipConfig.IsDefaultSuitId(suitId) then
return
end
local templateId = GetSuitPresentEquipTemplateId(suitId)
return XEquipManager.GetEquipBgPath(templateId)
end
function XEquipManager.GetCharacterWearingSuitMergeActiveSkillDesInfoList(characterId)
local wearingAwarenessIds = XEquipManager.GetCharacterWearingAwarenessIds(characterId)
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return XEquipManager.GetSuitMergeActiveSkillDesInfoList(wearingAwarenessIds, characterId)
end
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function XEquipManager.GetSuitMergeActiveSkillDesInfoList(wearingAwarenessIds, characterId)
local skillDesInfoList = {}
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local overrunSuitId = 0 -- 超限绑定的套装id
local isAddOverrun = false
if characterId then
local usingWeaponId = XEquipManager.GetCharacterWearingWeaponId(characterId)
if usingWeaponId ~= 0 then
local equip = XEquipManager.GetEquip(usingWeaponId)
if equip:CanOverrun() and equip:IsOverrunBlindMatch() then
overrunSuitId = equip:GetOverrunChoseSuit()
end
end
end
local suitIdSet = {}
for _, equipId in pairs(wearingAwarenessIds) do
local suitId = XEquipManager.GetSuitId(equipId)
if suitId > 0 then
local count = suitIdSet[suitId]
suitIdSet[suitId] = count and count + 1 or 1
end
end
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if overrunSuitId ~= 0 and not suitIdSet[overrunSuitId] then
suitIdSet[overrunSuitId] = 0
end
for suitId, count in pairs(suitIdSet) do
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local isOverrun = suitId == overrunSuitId
isAddOverrun = isAddOverrun or isOverrun
local activeskillDesList = XEquipManager.GetSuitActiveSkillDesList(suitId, count, isOverrun, isOverrun)
for _, info in pairs(activeskillDesList) do
if info.IsActive then
tableInsert(skillDesInfoList, info)
end
end
end
return skillDesInfoList
end
function XEquipManager.GetActiveSuitEquipsCount(characterId, suitId)
local count = 0
local siteCheckDic = {}
local wearingAwarenessIds = XEquipManager.GetCharacterWearingAwarenessIds(characterId)
for _, equipId in pairs(wearingAwarenessIds) do
local wearingSuitId = XEquipManager.GetSuitId(equipId)
if suitId > 0 and suitId == wearingSuitId then
count = count + 1
local site = XEquipManager.GetEquipSite(equipId)
siteCheckDic[site] = true
end
end
return count, siteCheckDic
end
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function XEquipManager.GetSuitActiveSkillDesList(suitId, count, isOverrun, isAddOverrunTips)
count = count or 0
local activeskillDesList = {}
local skillDesList = XEquipManager.GetSuitSkillDesList(suitId)
if skillDesList[2] then
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local isActive = count >= 2
local isActiveWithOverrun = count + XEquipConfig.OVERRUN_ADD_SUIT_CNT >= 2
local skillInfo = {}
skillInfo.SkillDes = skillDesList[2] or ""
skillInfo.PosDes = CSXTextManagerGetText("EquipSuitSkillPrefix2")
skillInfo.IsActive = isOverrun and isActiveWithOverrun or isActive
skillInfo.IsActiveByOverrun = isOverrun and not isActive and isActiveWithOverrun
if skillInfo.IsActiveByOverrun then
skillInfo.OverrunTips = CSXTextManagerGetText("EquipOverrunActive2")
if isAddOverrunTips then
skillInfo.SkillDes = skillInfo.SkillDes .. CSXTextManagerGetText("EquipOverrunActiveTips")
end
end
tableInsert(activeskillDesList, skillInfo)
end
if skillDesList[4] then
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local isActive = count >= 4
local isActiveWithOverrun = count + XEquipConfig.OVERRUN_ADD_SUIT_CNT >= 4
local skillInfo = {}
skillInfo.SkillDes = skillDesList[4] or ""
skillInfo.PosDes = CSXTextManagerGetText("EquipSuitSkillPrefix4")
skillInfo.IsActive = isOverrun and isActiveWithOverrun or isActive
skillInfo.IsActiveByOverrun = isOverrun and not isActive and isActiveWithOverrun
if skillInfo.IsActiveByOverrun then
skillInfo.OverrunTips = CSXTextManagerGetText("EquipOverrunActive4")
if isAddOverrunTips then
skillInfo.SkillDes = skillInfo.SkillDes .. CSXTextManagerGetText("EquipOverrunActiveTips")
end
end
tableInsert(activeskillDesList, skillInfo)
end
if skillDesList[6] then
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local isActive = count >= 6
local isActiveWithOverrun = count + XEquipConfig.OVERRUN_ADD_SUIT_CNT >= 6
local skillInfo = {}
skillInfo.SkillDes = skillDesList[6] or ""
skillInfo.PosDes = CSXTextManagerGetText("EquipSuitSkillPrefix6")
skillInfo.IsActive = isOverrun and isActiveWithOverrun or isActive
skillInfo.IsActiveByOverrun = isOverrun and not isActive and isActiveWithOverrun
if skillInfo.IsActiveByOverrun then
skillInfo.OverrunTips = CSXTextManagerGetText("EquipOverrunActive6")
if isAddOverrunTips then
skillInfo.SkillDes = skillInfo.SkillDes .. CSXTextManagerGetText("EquipOverrunActiveTips")
end
end
tableInsert(activeskillDesList, skillInfo)
end
return activeskillDesList
end
function XEquipManager.GetSuitSkillDesList(suitId)
if not suitId or suitId == 0 or XEquipConfig.IsDefaultSuitId(suitId) then
return {}
end
local suitCfg = XEquipConfig.GetEquipSuitCfg(suitId)
return suitCfg and suitCfg.SkillDescription or {}
end
function XEquipManager.GetEquipCountInSuit(suitId, site)
return #XEquipManager.GetEquipIdsBySuitId(suitId, site)
end
function XEquipManager.GetMaxSuitCount()
return XEquipConfig.GetMaxSuitCount()
end
function XEquipManager.GetWeaponModelCfgByEquipId(equipId, uiName)
local templateId = GetEquipTemplateId(equipId)
local breakthroughTimes = XEquipManager.GetBreakthroughTimes(equipId)
local resonanceCount = XEquipManager.GetResonanceCount(equipId)
return XEquipManager.GetWeaponModelCfg(templateId, uiName, breakthroughTimes, resonanceCount)
end
function XEquipManager.GetBreakthroughTimes(equipId)
local breakthroughTimes = 0
if CheckEquipExist(equipId) then
local equip = XEquipManager.GetEquip(equipId)
breakthroughTimes = equip.Breakthrough
end
return breakthroughTimes
end
function XEquipManager.GetResonanceCount(equipId)
local resonanceCount = 0
if CheckEquipExist(equipId) then
local equip = XEquipManager.GetEquip(equipId)
resonanceCount =
equip.ResonanceInfo and (equip.ResonanceInfo.Count or XTool.GetTableCount(equip.ResonanceInfo)) or 0
end
return resonanceCount
end
--desc: 获取装备模型配置列表
function XEquipManager.GetWeaponModelCfg(templateId, uiName, breakthroughTimes, resonanceCount)
local modelCfg = {}
if not templateId then
XLog.Error("XEquipManager.GetWeaponModelCfg错误: 参数templateId不能为空")
return modelCfg
end
local template = XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
local modelId =
XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, template.Id, resonanceCount)
modelCfg.ModelId = modelId
modelCfg.TransformConfig = XEquipConfig.GetEquipModelTransformCfg(templateId, uiName, resonanceCount)
return modelCfg
end
-- 获取装备模型id列表
function XEquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
local idList = {}
local templateId = equip.TemplateId
local isWeaponFashion = weaponFashionId and not XWeaponFashionConfigs.IsDefaultId(weaponFashionId)
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local isAprilFoolDay = XDataCenter.AprilFoolDayManager.IsInTitleTime()
local template = (not isWeaponFashion and isAprilFoolDay) and XEquipConfig.GetFoolEquipResCfg(templateId) or XEquipConfig.GetEquipResCfg(templateId, equip.Breakthrough)
local resonanceCount =
equip and equip.ResonanceInfo and (equip.ResonanceInfo.Count or XTool.GetTableCount(equip.ResonanceInfo)) or
0
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if template then
for case, modelTransId in pairs(template.ModelTransId) do
if XTool.IsNumberValid(modelTransId) then
local modelId = isWeaponFashion and XWeaponFashionConfigs.GetWeaponResonanceModelId(case, weaponFashionId, resonanceCount)
if not modelId then
modelId = isAprilFoolDay and
XEquipConfig.GetFoolWeaponResonanceModelId(case, templateId, resonanceCount) or
XEquipConfig.GetWeaponResonanceModelId(case, templateId, resonanceCount)
end
idList[case] = modelId
end
end
end
return idList
end
--desc: 获取武器模型名字列表(战斗用)
function XEquipManager.GetWeaponModelNameList(templateId)
local nameList = {}
local usage = XEquipConfig.WeaponUsage.Battle
local template = XEquipConfig.GetEquipResCfg(templateId)
for _, modelId in pairs(template.ModelTransId) do
local modelName = XEquipConfig.GetEquipModelName(modelId, usage)
tableInsert(nameList, modelName)
end
return nameList
end
--desc: 获取武器模型名字列表(战斗用)
function XEquipManager.GetWeaponModelNameListByFight(fightNpcData)
local nameList = {}
local characterId = fightNpcData.Character.Id
local weaponFashionId =
fightNpcData.WeaponFashionId or
XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
local usage = XEquipConfig.WeaponUsage.Battle
for _, equip in pairs(fightNpcData.Equips) do
if XEquipManager.IsWeaponByTemplateId(equip.TemplateId) then
local idList = XEquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
for _, modelId in ipairs(idList) do
tableInsert(nameList, XEquipConfig.GetEquipModelName(modelId, usage))
end
break
end
end
return nameList or {}
end
--desc: 获取武器动画controller(战斗用)
function XEquipManager.GetWeaponControllerList(templateId)
local controllerList = {}
local usage = XEquipConfig.WeaponUsage.Battle
local template = XEquipConfig.GetEquipResCfg(templateId)
for _, modelId in pairs(template.ModelTransId) do
local controller = XEquipConfig.GetEquipAnimController(modelId, usage)
tableInsert(controllerList, controller or "")
end
return controllerList
end
--desc: 获取武器模动画controller(战斗用)
function XEquipManager.GetWeaponControllerListByFight(fightNpcData)
local controllerList = {}
local characterId = fightNpcData.Character.Id
local weaponFashionId =
fightNpcData.WeaponFashionId or
XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
local usage = XEquipConfig.WeaponUsage.Battle
for _, equip in pairs(fightNpcData.Equips) do
if XEquipManager.IsWeaponByTemplateId(equip.TemplateId) then
local idList = XEquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
for _, modelId in ipairs(idList) do
tableInsert(controllerList, XEquipConfig.GetEquipAnimController(modelId, usage))
end
break
end
end
return controllerList
end
--desc: 获取武器模型id列表
function XEquipManager.GetEquipModelIdListByFight(fightNpcData)
local idList = {}
local characterId = fightNpcData.Character.Id
local weaponFashionId =
fightNpcData.WeaponFashionId or
XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
for _, equip in pairs(fightNpcData.Equips) do
if XEquipManager.IsWeaponByTemplateId(equip.TemplateId) then
idList = XEquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
break
end
end
return idList
end
--desc: 通过角色id获取武器模型名字列表
function XEquipManager.GetEquipModelIdListByCharacterId(characterId, isDefault, weaponFashionId)
local isOwnCharacter = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
-- 武器时装预览
if weaponFashionId then
if isOwnCharacter then
local equipId = XEquipManager.GetCharacterWearingWeaponId(characterId)
local equip = XEquipManager.GetEquip(equipId)
return XEquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
else
local templateId = XCharacterConfigs.GetCharacterDefaultEquipId(characterId)
local equip = {TemplateId = templateId}
return XEquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
end
end
-- 默认武器预览
if isDefault or not isOwnCharacter then
local idList = {}
local templateId = XCharacterConfigs.GetCharacterDefaultEquipId(characterId)
local template = XEquipConfig.GetEquipResCfg(templateId)
for _, id in pairs(template.ModelTransId) do
tableInsert(idList, id)
end
return idList
end
-- 主角获取武器逻辑
local equipId = XEquipManager.GetCharacterWearingWeaponId(characterId)
local equip = XEquipManager.GetEquip(equipId)
weaponFashionId = XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
return XEquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
end
-- 获取武器共鸣成功的特效显示时间
function XEquipManager.GetWeaponResonanceEffectDelay(equipId, resonanceCount)
if not equipId then
return
end
local equip = XEquipManager.GetEquip(equipId)
local modelId =
XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, equip.TemplateId, resonanceCount)
return XEquipConfig.GetWeaponResonanceEffectDelay(modelId)
end
-- 获取角色武器共鸣特效(战斗用)
function XEquipManager.GetWeaponResonanceEffectPathByFight(fightNpcData)
local equip
for _, v in pairs(fightNpcData.Equips) do
local equipTemplate = XEquipConfig.GetEquipCfg(v.TemplateId)
if equipTemplate.Site == XEquipConfig.EquipSite.Weapon then
equip = v
break
end
end
if not equip then
XLog.Warning("参数fightNpcData" .. tostring(fightNpcData) .. "中不包含武器")
return
end
local resonanceCount =
equip.ResonanceInfo and (equip.ResonanceInfo.Count or XTool.GetTableCount(equip.ResonanceInfo)) or 0
local modelId =
XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, equip.TemplateId, resonanceCount)
return XEquipConfig.GetEquipModelEffectPath(modelId)
end
function XEquipManager.GetEquipCount(templateId)
local count = 0
for _, v in pairs(Equips) do
if v.TemplateId == templateId then
count = count + 1
end
end
return count
end
function XEquipManager.GetFirstEquip(templateId)
for _, v in pairs(Equips) do
if v.TemplateId == templateId then
return v
end
end
end
--desc: 获取装备大图标路径
function XEquipManager.GetEquipBigIconPath(templateId)
if not templateId then
XLog.Error("XEquipManager.GetEquipBigIconPath错误, 参数templateId不能为空")
return
end
local equipResCfg = XEquipConfig.GetEquipResCfg(templateId)
return equipResCfg.BigIconPath
end
--desc: 获取装备图标路径
function XEquipManager.GetEquipIconPath(templateId)
if not templateId then
XLog.Error("XEquipManager.GetEquipIconPath错误: 参数templateId不能为空")
return
end
local equipResCfg = XEquipConfig.GetEquipResCfg(templateId)
return equipResCfg.IconPath
end
--desc: 获取装备在背包中显示图标路径
function XEquipManager.GetEquipIconBagPath(templateId, breakthroughTimes)
local equipResCfg = XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
return equipResCfg.IconPath
end
--desc: 获取套装在背包中显示图标路径
function XEquipManager.GetSuitIconBagPath(suitId)
local suitCfg = XEquipConfig.GetEquipSuitCfg(suitId)
return suitCfg.IconPath
end
--desc: 获取套装在背包中显示大图标路径
function XEquipManager.GetSuitBigIconBagPath(suitId)
local suitCfg = XEquipConfig.GetEquipSuitCfg(suitId)
if not suitCfg then
local path = XEquipConfig.GetEquipSuitPath()
XLog.ErrorTableDataNotFound(
"XEquipManager.GetSuitBigIconBagPath",
"suitCfg",
path,
"suitId",
tostring(suitId)
)
return
end
return suitCfg.BigIconPath
end
--desc: 获取意识立绘路径
function XEquipManager.GetEquipLiHuiPath(templateId, breakthroughTimes)
if not templateId then
XLog.Error("XEquipManager.GetEquipLiHuiPath 错误: 参数templateId不能为空")
return
end
local equipResCfg = XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
return equipResCfg.LiHuiPath
end
function XEquipManager.GetEquipPainterName(templateId, breakthroughTimes)
local equipResCfg = XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
return equipResCfg.PainterName
end
function XEquipManager.GetEquipBgPath(templateId)
return XEquipConfig.GetEquipBgPath(templateId)
end
function XEquipManager.GetEquipQualityPath(templateId)
return XEquipConfig.GetEquipQualityPath(templateId)
end
function XEquipManager.GetEquipQuality(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.Quality
end
function XEquipManager.GetEquipPriority(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.Priority
end
function XEquipManager.GetEquipStar(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.Star
end
function XEquipManager.GetEquipName(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.Name or ""
end
function XEquipManager.GetEquipDescription(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
return equipCfg.Description or ""
end
function XEquipManager.GetOriginWeaponSkillInfo(templateId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
local weaponSkillId = equipCfg.WeaponSkillId
if not weaponSkillId then
local path = XEquipConfig.GetEquipPath()
XLog.ErrorTableDataNotFound(
"XEquipManager.GetOriginWeaponSkillInfo",
"weaponSkillId",
path,
"templateId",
tostring(templateId)
)
return
end
return XSkillInfoObj.New(XEquipConfig.EquipResonanceType.WeaponSkill, weaponSkillId)
end
function XEquipManager.GetEquipMinLevel(templateId)
local equipBorderCfg = XEquipConfig.GetEquipBorderCfg(templateId)
return equipBorderCfg.MinLevel
end
function XEquipManager.GetEquipMaxLevel(templateId)
local equipBorderCfg = XEquipConfig.GetEquipBorderCfg(templateId)
return equipBorderCfg.MaxLevel
end
function XEquipManager.GetEquipMinBreakthrough(templateId)
local equipBorderCfg = XEquipConfig.GetEquipBorderCfg(templateId)
return equipBorderCfg.MinBreakthrough
end
function XEquipManager.GetEquipMaxBreakthrough(templateId)
local equipBorderCfg = XEquipConfig.GetEquipBorderCfg(templateId)
return equipBorderCfg.MaxBreakthrough
end
function XEquipManager.GetNextLevelExp(equipId, level)
local equip = XDataCenter.EquipManager.GetEquip(equipId)
level = level or equip.Level
local levelUpCfg = XEquipConfig.GetLevelUpCfg(equip.TemplateId, equip.Breakthrough, level)
return levelUpCfg.Exp
end
function XEquipManager.GetEquipAddExp(equipId, count)
count = count or 1
local exp
local equip = XEquipManager.GetEquip(equipId)
local levelUpCfg = XEquipConfig.GetLevelUpCfg(equip.TemplateId, equip.Breakthrough, equip.Level)
local offerExp = XEquipManager.GetEquipOfferExp(equipId)
--- 获得经验 = 装备已培养经验 * 继承比例 + 突破提供的经验
exp = equip.Exp + levelUpCfg.AllExp
exp = exp * XEquipConfig.GetEquipExpInheritPercent() / 100
exp = exp + offerExp
return exp * count
end
function XEquipManager.GetEquipLevelTotalNeedExp(equipId, targetLevel)
local totalExp = 0
local equip = XEquipManager.GetEquip(equipId)
for level = equip.Level, targetLevel - 1 do
totalExp = totalExp + XEquipManager.GetNextLevelExp(equipId, level)
end
totalExp = totalExp - equip.Exp
return totalExp
end
function XEquipManager.GetEatEquipsCostMoney(equipIdKeys)
local costMoney = 0
for equipId in pairs(equipIdKeys) do
local equipCfg = GetEquipCfg(equipId)
costMoney = costMoney + XEquipConfig.GetEatEquipCostMoney(equipCfg.Site, equipCfg.Star)
end
return costMoney
end
function XEquipManager.GetEatItemsCostMoney(itemIdDic)
local costMoney = 0
for itemId, count in pairs(itemIdDic) do
costMoney = costMoney + XDataCenter.ItemManager.GetItemsAddEquipCost(itemId, count)
end
return costMoney
end
--获取指定突破次数下最大等级限制
function XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, times)
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, times or 0)
return equipBreakthroughCfg.LevelLimit
end
function XEquipManager.GetBreakthroughLevelLimit(equipId)
local equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
return equipBreakthroughCfg.LevelLimit
end
function XEquipManager.GetBreakthroughLevelLimitByEquipData(equip)
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(equip.TemplateId, equip.Breakthrough)
return equipBreakthroughCfg.LevelLimit
end
function XEquipManager.GetBreakthroughLevelLimitNext(equipId)
local equipBreakthroughCfg = GetEquipBreakthroughCfgNext(equipId)
return equipBreakthroughCfg.LevelLimit
end
function XEquipManager.GetBreakthroughCondition(equipId)
local equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
return equipBreakthroughCfg.ConditionId
end
function XEquipManager.GetBreakthroughUseMoney(equipId)
local equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
return equipBreakthroughCfg.UseMoney
end
function XEquipManager.GetBreakthroughUseItemId(equipId)
local equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
return equipBreakthroughCfg.UseItemId
end
function XEquipManager.GetBreakthroughConsumeItems(equipId)
local consumeItems = {}
local equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
for i = 1, #equipBreakthroughCfg.ItemId do
tableInsert(
consumeItems,
{
Id = equipBreakthroughCfg.ItemId[i],
Count = equipBreakthroughCfg.ItemCount[i]
}
)
end
return consumeItems
end
function XEquipManager.GetAwakeConsumeCoin(equipId)
local consumeCoin = 0
local coinId = XDataCenter.ItemManager.ItemId.Coin
local config = GetEquipAwakeCfg(equipId)
for i = 1, #config.ItemId do
local itemId = config.ItemId[i]
if itemId == coinId then
consumeCoin = config.ItemCount[i]
break
end
end
return consumeCoin
end
function XEquipManager.GetAwakeConsumeItemList(equipId)
local consumeItems = {}
local coinId = XDataCenter.ItemManager.ItemId.Coin
local config = GetEquipAwakeCfg(equipId)
for i = 1, #config.ItemId do
local itemId = config.ItemId[i]
if itemId ~= coinId then
tableInsert(
consumeItems,
{
ItemId = itemId,
Count = config.ItemCount[i]
}
)
end
end
return consumeItems
end
function XEquipManager.GetAwakeConsumeItemCrystalList(equipId)
local consumeItems = {}
local coinId = XDataCenter.ItemManager.ItemId.Coin
local config = GetEquipAwakeCfg(equipId)
for i = 1, #config.ItemCrystalId do
local itemId = config.ItemCrystalId[i]
if itemId ~= coinId then
tableInsert(
consumeItems,
{
ItemId = itemId,
Count = config.ItemCrystalCount[i]
}
)
end
end
return consumeItems
end
function XEquipManager.GetAwakeConsumeCrystalCoin(equipId)
local consumeCoin = 0
local coinId = XDataCenter.ItemManager.ItemId.Coin
local config = GetEquipAwakeCfg(equipId)
for i = 1, #config.ItemCrystalId do
local itemId = config.ItemCrystalId[i]
if itemId == coinId then
consumeCoin = config.ItemCrystalCount[i]
break
end
end
return consumeCoin
end
function XEquipManager.GetAwakeSkillDesList(equipId, pos)
local templateId = GetEquipTemplateId(equipId)
return XEquipConfig.GetEquipAwakeSkillDesList(templateId, pos)
end
function XEquipManager.GetAwakeSkillDesListByEquipData(equip, pos)
local templateId = equip.TemplateId
return XEquipConfig.GetEquipAwakeSkillDesList(templateId, pos)
end
function XEquipManager.GetEquipOfferExp(equipId)
local equipBreakthroughCfg = GetEquipBreakthroughCfg(equipId)
return equipBreakthroughCfg.Exp
end
function XEquipManager.GetResonanceSkillNum(equipId)
local templateId = GetEquipTemplateId(equipId)
return XEquipManager.GetResonanceSkillNumByTemplateId(templateId)
end
function XEquipManager.GetResonanceSkillNumByTemplateId(templateId)
local count = 0
local equipResonanceCfg = XEquipConfig.GetEquipResonanceCfg(templateId)
if not equipResonanceCfg then
return count
end
for pos = 1, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
if
equipResonanceCfg.WeaponSkillPoolId and equipResonanceCfg.WeaponSkillPoolId[pos] and
equipResonanceCfg.WeaponSkillPoolId[pos] > 0
then
count = count + 1
elseif
equipResonanceCfg.AttribPoolId and equipResonanceCfg.AttribPoolId[pos] and
equipResonanceCfg.AttribPoolId[pos] > 0
then
count = count + 1
elseif
equipResonanceCfg.CharacterSkillPoolId and equipResonanceCfg.CharacterSkillPoolId[pos] and
equipResonanceCfg.CharacterSkillPoolId[pos] > 0
then
count = count + 1
end
end
return count
end
function XEquipManager.GetResonanceSkillInfo(equipId, pos)
local skillInfo = {}
local equip = XEquipManager.GetEquip(equipId)
if equip.ResonanceInfo and equip.ResonanceInfo[pos] then
skillInfo = XSkillInfoObj.New(equip.ResonanceInfo[pos].Type, equip.ResonanceInfo[pos].TemplateId)
end
return skillInfo
end
function XEquipManager.GetResonanceSkillInfoByEquipData(equip, pos)
local skillInfo = {}
if equip.ResonanceInfo and equip.ResonanceInfo[pos] then
skillInfo = XSkillInfoObj.New(equip.ResonanceInfo[pos].Type, equip.ResonanceInfo[pos].TemplateId)
end
return skillInfo
end
function XEquipManager.GetUnconfirmedResonanceSkillInfo(equipId, pos)
local skillInfo = {}
local equip = XEquipManager.GetEquip(equipId)
if equip.UnconfirmedResonanceInfo and equip.UnconfirmedResonanceInfo[pos] then
skillInfo =
XSkillInfoObj.New(
equip.UnconfirmedResonanceInfo[pos].Type,
equip.UnconfirmedResonanceInfo[pos].TemplateId
)
end
return skillInfo
end
function XEquipManager.GetResonanceBindCharacterId(equipId, pos)
local equip = XEquipManager.GetEquip(equipId)
return equip.ResonanceInfo and equip.ResonanceInfo[pos] and equip.ResonanceInfo[pos].CharacterId or 0
end
function XEquipManager.GetResonanceBindCharacterIdByEquipData(equip, pos)
return equip.ResonanceInfo and equip.ResonanceInfo[pos] and equip.ResonanceInfo[pos].CharacterId or 0
end
function XEquipManager.GetUnconfirmedResonanceBindCharacterId(equipId, pos)
local equip = XEquipManager.GetEquip(equipId)
return equip.UnconfirmedResonanceInfo and equip.UnconfirmedResonanceInfo[pos] and
equip.UnconfirmedResonanceInfo[pos].CharacterId
end
function XEquipManager.GetResonanceConsumeItemId(equipId)
local templateId = GetEquipTemplateId(equipId)
local equipResonanceItemCfg = XEquipConfig.GetEquipResonanceConsumeItemCfg(templateId)
return equipResonanceItemCfg.ItemId[1]
end
function XEquipManager.GetResonanceConsumeItemCount(equipId)
local templateId = GetEquipTemplateId(equipId)
local equipResonanceItemCfg = XEquipConfig.GetEquipResonanceConsumeItemCfg(templateId)
local count = equipResonanceItemCfg.ItemCount[1]
return count
end
function XEquipManager.GetResonanceConsumeSelectSkillItemId(equipId)
local templateId = GetEquipTemplateId(equipId)
local equipResonanceItemCfg = XEquipConfig.GetEquipResonanceConsumeItemCfg(templateId)
return equipResonanceItemCfg.SelectSkillItemId[1]
end
function XEquipManager.GetResonanceConsumeSelectSkillItemCount(equipId)
local templateId = GetEquipTemplateId(equipId)
local equipResonanceItemCfg = XEquipConfig.GetEquipResonanceConsumeItemCfg(templateId)
local count = equipResonanceItemCfg.SelectSkillItemCount[1]
return count
end
function XEquipManager.GetResonanceCanEatEquipIds(equipId)
local equipIds = {}
if XEquipManager.IsClassifyEqual(equipId, XEquipConfig.Classify.Weapon) then
--武器消耗同星级
local resonanceEquip = XEquipManager.GetEquip(equipId)
local star = XEquipManager.GetEquipStar(resonanceEquip.TemplateId)
for _, equip in pairs(Equips) do
if
equip.Id ~= equipId and star == XEquipManager.GetEquipStar(equip.TemplateId) and
XEquipManager.IsClassifyEqual(equip.Id, XEquipConfig.Classify.Weapon) and
not XEquipManager.IsWearing(equip.Id) and
not XEquipManager.IsLock(equip.Id)
then
tableInsert(equipIds, equip.Id)
end
end
else
--意识消耗同套装
local resonanceSuitId = XEquipManager.GetSuitId(equipId)
for _, equip in pairs(Equips) do
if
equip.Id ~= equipId and resonanceSuitId == XEquipManager.GetSuitId(equip.Id) and
XEquipManager.IsClassifyEqual(equip.Id, XEquipConfig.Classify.Awareness) and
not XEquipManager.IsWearing(equip.Id) and
not XEquipManager.IsInSuitPrefab(equip.Id) and
not XEquipManager.IsLock(equip.Id)
then
tableInsert(equipIds, equip.Id)
end
end
end
--加个默认排序
XEquipManager.SortEquipIdListByPriorType(equipIds)
return equipIds
end
function XEquipManager.GetCanResonanceCharacterList(equipId)
local canResonanceCharacterList = {}
local wearingCharacterId = XEquipManager.GetEquipWearingCharacterId(equipId)
if wearingCharacterId then
tableInsert(canResonanceCharacterList, XDataCenter.CharacterManager.GetCharacter(wearingCharacterId))
end
local templateId = GetEquipTemplateId(equipId)
local characterType = XEquipConfig.GetEquipCharacterType(templateId)
local ownCharacterList = XDataCenter.CharacterManager.GetOwnCharacterList(characterType)
for _, character in pairs(ownCharacterList) do
local characterId = character.Id
if characterId ~= wearingCharacterId then
local characterEquipType = XCharacterConfigs.GetCharacterEquipType(characterId)
if XEquipManager.IsTypeEqual(equipId, characterEquipType) then
tableInsert(canResonanceCharacterList, character)
end
end
end
return canResonanceCharacterList
end
--获取某TemplateID的装备的数量
function XEquipManager.GetEquipCountByTemplateID(templateId)
local count = 0
for _, v in pairs(Equips) do
if v.TemplateId == templateId then
count = count + 1
end
end
return count
end
local function GetWeaponSkillAbility(equip, characterId)
local template = XEquipConfig.GetEquipCfg(equip.TemplateId)
if not template then
return
end
if template.Site ~= XEquipConfig.EquipSite.Weapon then
XLog.Error("GetWeaponSkillAbility 错误: 参数equip不是武器, equip的Site是: " .. template.site)
return
end
local ability = 0
if template.WeaponSkillId > 0 then
local weaponAbility = XEquipConfig.GetWeaponSkillAbility(template.WeaponSkillId)
if not weaponAbility then
local path = XEquipConfig.GetWeaponSkillPath()
XLog.ErrorTableDataNotFound(
"XEquipManager.GetWeaponSkillAbility",
"weaponAbility",
path,
"WeaponSkillId",
tostring(template.WeaponSkillId)
)
return
end
ability = ability + weaponAbility
end
if equip.ResonanceInfo then
for _, resonanceData in pairs(equip.ResonanceInfo) do
if resonanceData.Type == XEquipConfig.EquipResonanceType.WeaponSkill then
if resonanceData.CharacterId == 0 or resonanceData.CharacterId == characterId then
local weaponAbility = XEquipConfig.GetWeaponSkillAbility(resonanceData.TemplateId)
if not weaponAbility then
local path = XEquipConfig.GetWeaponSkillPath()
XLog.ErrorTableDataNotFound(
"XEquipManager.GetWeaponSkillAbility",
"weaponAbility",
path,
"WeaponSkillId",
tostring(resonanceData.TemplateId)
)
return
end
ability = ability + weaponAbility
end
end
end
end
return ability
end
local function GetEquipSkillAbility(equipList, characterId)
local suitCount = {}
local ability = 0
for _, equip in pairs(equipList) do
local template = XEquipConfig.GetEquipCfg(equip.TemplateId)
if not template then
return 0
end
if template.Site == XEquipConfig.EquipSite.Weapon then
local weaponAbility = GetWeaponSkillAbility(equip, characterId)
if not weaponAbility then
return 0
end
ability = ability + weaponAbility
end
if template.SuitId > 0 then
if not suitCount[template.SuitId] then
suitCount[template.SuitId] = 1
else
suitCount[template.SuitId] = suitCount[template.SuitId] + 1
end
end
end
for suitId, count in pairs(suitCount) do
local template = XEquipConfig.GetEquipSuitCfg(suitId)
if not template then
return 0
end
for i = 1, mathMin(count, XEquipConfig.MAX_SUIT_COUNT) do
local effectId = template.SkillEffect[i]
if effectId and effectId > 0 then
local effectTemplate = XEquipConfig.GetEquipSuitEffectCfg(effectId)
if not effectTemplate then
return 0
end
ability = ability + effectTemplate.Ability
end
end
end
return ability
end
function XEquipManager.GetEquipSkillAbility(characterId)
local equipList = XEquipManager.GetCharacterWearingEquips(characterId)
if not equipList or #equipList <= 0 then
return 0
end
return GetEquipSkillAbility(equipList, characterId)
end
function XEquipManager.GetEquipSkillAbilityOther(character, equipList)
if not equipList or #equipList <= 0 then
return 0
end
return GetEquipSkillAbility(equipList, character.Id)
end
--- 计算装备战斗力(不包含角色共鸣相关)
function XEquipManager.GetEquipAbility(characterId)
local equipList = XEquipManager.GetCharacterWearingEquips(characterId)
if not equipList or #equipList <= 0 then
return 0
end
local skillAbility = GetEquipSkillAbility(equipList, 0)
local equipListAttribs = XFightEquipManager.GetEquipListAttribs(equipList)
local equipListAbility = XAttribManager.GetAttribAbility(equipListAttribs)
return equipListAbility + skillAbility
end
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--==============================
---@desc 获取装备升级消耗来源
---@eatType 消耗类型
---@equipId 装备Id
---@return table
--==============================
function XEquipManager.GetEquipEatSkipIds(eatType, equipId)
local site = XEquipManager.GetEquipSite(equipId)
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local template = XEquipConfig.GetEquipEatSkipIdTemplate(eatType, site)
return template.SkipIdParams
end
--==============================
---@desc 获取装备来源
---@templateId 装备Id
---@return table
--==============================
function XEquipManager.GetEquipSkipIds(templateId)
local equipType = XEquipManager.GetEquipClassifyByTemplateId(templateId)
local template = XEquipConfig.GetEquipSkipIdTemplate(equipType)
return template.SkipIdParams
end
function XEquipManager.CheckBoxOverLimitOfDraw() --武器意识拦截检测
OverLimitTexts["Weapon"] = nil
OverLimitTexts["Wafer"] = nil
local max = XEquipConfig.GetMaxWeaponCount()
local cur = XEquipManager.GetWeaponCount()
if (max - cur) < 1 then
OverLimitTexts["Weapon"] = CS.XTextManager.GetText("WeaponBoxIsFull")
end
max = XEquipConfig.GetMaxAwarenessCount()
cur = XEquipManager.GetAwarenessCount()
if (max - cur) < 1 then
OverLimitTexts["Wafer"] = CS.XTextManager.GetText("WaferBoxIsFull")
end
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---@type XMailAgency
local mailAgency = XMVCA:GetAgency(ModuleId.XMail)
if mailAgency:CheckMailIsOverLimit(true) then
return true
end
if OverLimitTexts["Weapon"] then
XUiManager.TipMsg(OverLimitTexts["Weapon"])
return true
end
if OverLimitTexts["Wafer"] then
XUiManager.TipMsg(OverLimitTexts["Wafer"])
return true
end
return false
end
function XEquipManager.CheckBoxOverLimitOfGetAwareness() --意识拦截检测
OverLimitTexts["Wafer"] = nil
local max = XEquipConfig.GetMaxAwarenessCount()
local cur = XEquipManager.GetAwarenessCount()
if (max - cur) < 1 then
OverLimitTexts["Wafer"] = CS.XTextManager.GetText("WaferBoxIsFull")
end
max = CS.XGame.Config:GetInt("MailCountLimit")
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---@type XMailAgency
local mailAgency = XMVCA:GetAgency(ModuleId.XMail)
cur = mailAgency:GetMailListCount()
if (max - cur) < 1 then
XUiManager.TipMsg(CS.XTextManager.GetText("MailBoxIsFull"))
return true
end
if OverLimitTexts["Wafer"] then
XUiManager.TipMsg(OverLimitTexts["Wafer"])
return true
end
return false
end
function XEquipManager.GetMaxCountOfBoxOverLimit(EquipId, MaxCount, Count) --武器意识拦截检测
local maxCount = MaxCount
OverLimitTexts["Weapon"] = nil
OverLimitTexts["Wafer"] = nil
OverLimitTexts["Item"] = nil
if XArrangeConfigs.GetType(EquipId) == XArrangeConfigs.Types.Weapon then
local max = XEquipConfig.GetMaxWeaponCount()
local cur = XEquipManager.GetWeaponCount()
if (max - cur) // Count < maxCount then
maxCount = math.max(0, (max - cur) // Count)
OverLimitTexts["Weapon"] = CS.XTextManager.GetText("WeaponBoxWillBeFull")
end
elseif XArrangeConfigs.GetType(EquipId) == XArrangeConfigs.Types.Wafer then
local max = XEquipConfig.GetMaxAwarenessCount()
local cur = XEquipManager.GetAwarenessCount()
if (max - cur) // Count < maxCount then
maxCount = math.max(0, (max - cur) // Count)
OverLimitTexts["Wafer"] = CS.XTextManager.GetText("WaferBoxWillBeFull")
end
elseif XArrangeConfigs.GetType(EquipId) == XArrangeConfigs.Types.Item then
local item = XDataCenter.ItemManager.GetItem(EquipId)
local max = item.Template.MaxCount
local cur = item:GetCount()
if max > 0 then
if (max - cur) // Count < maxCount then
maxCount = math.max(0, (max - cur) // Count)
OverLimitTexts["Item"] = CS.XTextManager.GetText("ItemBoxWillBeFull")
end
end
end
return maxCount
end
function XEquipManager.ShowBoxOverLimitText() --武器意识拦截检测
if OverLimitTexts["Weapon"] then
XUiManager.TipMsg(OverLimitTexts["Weapon"])
return true
end
if OverLimitTexts["Wafer"] then
XUiManager.TipMsg(OverLimitTexts["Wafer"])
return true
end
if OverLimitTexts["Item"] then
XUiManager.TipMsg(OverLimitTexts["Item"])
return true
end
return false
end
function XEquipManager.GetAwakeItemApplicationScope(itemId) --获取觉醒道具能够生效的意识列表
if not AwakeItemTypeDic then
XLog.Error("EquipAwake.tab Is None or EquipAwakeItem Is None")
return nil
end
return AwakeItemTypeDic[itemId]
end
--装备回收相关 begin
--意识回收设置
local AwarenessRecycleInfo = {
--设置的回收星级默认选中1-4星
StarCheckDic = {
[1] = true,
[2] = true,
[3] = true,
[4] = true
},
Days = 0 --设置回收天数, 0为不回收
}
local function UpdateAwarenessRecycleInfo(recycleInfo)
if XTool.IsTableEmpty(recycleInfo) then
return
end
local starDic = {}
for _, star in pairs(recycleInfo.RecycleStar or {}) do
starDic[star] = true
end
AwarenessRecycleInfo.StarCheckDic = starDic
AwarenessRecycleInfo.Days = recycleInfo.Days or 0
end
function XEquipManager.IsEquipCanRecycle(equipId)
if not equipId then
return false
end
local equip = XEquipManager.GetEquip(equipId)
if not equip then
return false
end
local equipId = equip.Id
return XEquipManager.IsClassifyEqual(equipId, XEquipConfig.Classify.Awareness) and --是意识(后续开放武器回收)
XEquipManager.GetEquipStar(equip.TemplateId) <= XEquipConfig.CAN_NOT_AUTO_EAT_STAR and --星级≤5
equip.Breakthrough == 0 and --无突破
equip.Level == 1 and
equip.Exp == 0 and --无强化
not equip.ResonanceInfo and
not equip.UnconfirmedResonanceInfo and --无共鸣
not XEquipManager.IsEquipAwaken(equipId) and --无觉醒
not XEquipManager.IsWearing(equipId) and --未被穿戴
not XEquipManager.IsInSuitPrefab(equipId) and --未被预设在意识组合中
not XEquipManager.IsLock(equipId) --未上锁
end
--是否待回收
function XEquipManager.IsRecycle(equipId)
if not equipId then
return false
end
local equip = XEquipManager.GetEquip(equipId)
if not equip then
return false
end
return equip.IsRecycle
end
function XEquipManager.GetCanRecycleWeaponIds()
local weaponIds = {}
for k, v in pairs(Equips) do
local equipId = v.Id
if
XEquipManager.IsClassifyEqual(equipId, XEquipConfig.Classify.Weapon) and
XEquipManager.IsEquipCanRecycle(equipId)
then
tableInsert(weaponIds, k)
end
end
return weaponIds
end
function XEquipManager.GetCanRecycleAwarenessIdsBySuitId(suitId)
local awarenessIds = {}
local equipIds = XEquipManager.GetEquipIdsBySuitId(suitId)
for _, equipId in pairs(equipIds) do
if
XEquipManager.IsClassifyEqual(equipId, XEquipConfig.Classify.Awareness) and
XEquipManager.IsEquipCanRecycle(equipId)
then
tableInsert(awarenessIds, equipId)
end
end
return awarenessIds
end
function XEquipManager.GetEquipRecycleItemCount(equipId, count)
count = count or 1
return precent * XEquipManager.GetEquipAddExp(equipId, count)
end
function XEquipManager.GetRecycleRewards(equipIds)
local itemInfoList = {}
local totalExp = 0
for _, equipId in pairs(equipIds) do
local addExp = XEquipManager.GetEquipAddExp(equipId)
totalExp = totalExp + addExp
end
if totalExp == 0 then
return itemInfoList
end
local precent = XEquipConfig.GetEquipRecycleItemPercent()
local itemInfo = {
TemplateId = XEquipConfig.GetEquipRecycleItemId(),
Count = mathFloor(precent * totalExp)
}
tableInsert(itemInfoList, itemInfo)
return itemInfoList
end
function XEquipManager.GetRecycleStarCheckDic()
return XTool.Clone(AwarenessRecycleInfo.StarCheckDic)
end
function XEquipManager.GetRecycleSettingDays()
return AwarenessRecycleInfo.Days or 0
end
function XEquipManager.CheckRecycleInfoDifferent(starCheckDic, days)
if days ~= AwarenessRecycleInfo.Days then
return true
end
for star, value in pairs(starCheckDic) do
if value and not AwarenessRecycleInfo.StarCheckDic[star] then
return true
end
end
for star, value in pairs(AwarenessRecycleInfo.StarCheckDic) do
if value and not starCheckDic[star] then
return true
end
end
return false
end
--装备意识回收请求
function XEquipManager.EquipChipRecycleRequest(equipIds, cb)
local req = {ChipIds = equipIds}
XNetwork.Call(
"EquipChipRecycleRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
local rewardGoodsList = res.RewardGoodsList
for _, id in pairs(equipIds) do
XEquipManager.DeleteEquip(id)
end
if cb then
cb(rewardGoodsList)
end
end
)
end
--装备意识设置自动回收请求
function XEquipManager.EquipChipSiteAutoRecycleRequest(starList, days, cb)
local req = {StarList = starList, Days = days}
XNetwork.Call(
"EquipChipSiteAutoRecycleRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateAwarenessRecycleInfo(
{
RecycleStar = starList,
Days = days
}
)
if cb then
cb()
end
end
)
end
function XEquipManager.IsSetRecycleNeedConfirm(equipId)
if XEquipManager.IsHaveRecycleCookie() then
return false
end
local equip = XEquipManager.GetEquip(equipId)
return equip and XEquipManager.GetEquipStar(equip.TemplateId) == XEquipConfig.CAN_NOT_AUTO_EAT_STAR
end
function XEquipManager.GetRecycleCookieKey()
return XPlayer.Id .. "IsHaveRecycleCookie"
end
function XEquipManager.IsHaveRecycleCookie()
local key = XEquipManager.GetRecycleCookieKey()
local updateTime = XSaveTool.GetData(key)
if not updateTime then
return false
end
return XTime.GetServerNowTimestamp() < updateTime
end
function XEquipManager.SetRecycleCookie(isSelect)
local key = XEquipManager.GetRecycleCookieKey()
if not isSelect then
XSaveTool.RemoveData(key)
else
if XEquipManager.IsHaveRecycleCookie() then
return
end
local updateTime = XTime.GetSeverTomorrowFreshTime()
XSaveTool.SaveData(key, updateTime)
end
end
--装备更新回收标志请求
function XEquipManager.EquipUpdateRecycleRequest(equipId, isRecycle, cb)
isRecycle = isRecycle and true or false
local callFunc = function()
local req = {EquipId = equipId, IsRecycle = isRecycle}
XNetwork.Call(
"EquipUpdateRecycleRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
local equip = XEquipManager.GetEquip(equipId)
equip:SetRecycle(isRecycle)
if cb then
cb()
end
CsXGameEventManager.Instance:Notify(
XEventId.EVENT_EQUIP_RECYCLE_STATUS_CHANGE_NOTYFY,
equipId,
isRecycle
)
XEventManager.DispatchEvent(XEventId.EVENT_EQUIP_RECYCLE_STATUS_CHANGE_NOTYFY, equipId, isRecycle)
end
)
end
if isRecycle and XEquipManager.IsSetRecycleNeedConfirm(equipId) then
local title = CSXTextManagerGetText("EquipSetRecycleConfirmTitle")
local content = CSXTextManagerGetText("EquipSetRecycleConfirmContent")
local days = XEquipManager.GetRecycleSettingDays()
local content2 =
days > 0 and CSXTextManagerGetText("EquipSetRecycleConfirmContentExtra", days) or
CSXTextManagerGetText("EquipSetRecycleConfirmContentExtraNegative")
local hintInfo = {
SetHintCb = XEquipManager.SetRecycleCookie,
Status = XEquipManager.IsHaveRecycleCookie
}
XUiManager.DialogHintTip(title, content, content2, nil, callFunc, hintInfo)
else
callFunc()
end
end
function XEquipManager.NotifyEquipChipAutoRecycleSite(data)
UpdateAwarenessRecycleInfo(data.ChipRecycleSite)
end
function XEquipManager.NotifyEquipAutoRecycleChipList(data)
local equipIds = data.ChipIds
if XTool.IsTableEmpty(equipIds) then
return
end
for _, equipId in pairs(equipIds) do
XEquipManager.DeleteEquip(equipId)
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_EQUIP_RECYCLE_NOTIFY, equipIds)
end
--装备回收相关 end
--region 一键培养(单位:升级单位/LevelUnit)
local XEquipLevelUpConsume = require("XEntity/XEquip/XEquipLevelUpConsume")
--升级单位转换为突破次数,等级
function XEquipManager.ConvertToBreakThroughAndLevel(templateId, levelUnit)
local breakthrough, level = 0, 0
local maxBreakThrough = XEquipManager.GetEquipMaxBreakthrough(templateId)
for i = 0, maxBreakThrough do
local levelLimit = XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, i)
if levelUnit <= levelLimit then
level = levelUnit
break
end
breakthrough = breakthrough + 1
levelUnit = levelUnit - levelLimit
end
return breakthrough, level
end
--突破次数,等级转换为升级单位
function XEquipManager.ConvertToLevelUnit(templateId, breakthrough, level)
breakthrough = breakthrough or 0
level = level or 1
local levelUnit = 0
for i = 0, breakthrough - 1 do
levelUnit = levelUnit + XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, i)
end
levelUnit = levelUnit + level
return levelUnit
end
--获取装备最大升级单位(全突破)
function XEquipManager.GetEquipMaxLevelUnit(templateId)
local breakThrough = XEquipManager.GetEquipMaxBreakthrough(templateId)
local level = XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, breakThrough)
return XEquipManager.ConvertToLevelUnit(templateId, breakThrough, level)
end
--获取装备当前升级单位(当前突破次数等级之和+当前等级)
function XEquipManager.GetEquipLevelUnit(equipId)
local equip = XEquipManager.GetEquip(equipId)
return XEquipManager.ConvertToLevelUnit(equip.TemplateId, equip.Breakthrough, equip.Level)
end
--检查指定突破次数下的突破条件
function XEquipManager.CheckBreakthroughCondition(templateId, breakthrough)
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, breakthrough)
local conditionId = equipBreakthroughCfg.ConditionId
if not XTool.IsNumberValid(conditionId) then
return true, ""
end
return XConditionManager.CheckCondition(conditionId)
end
--获取装备从当前到目标突破次数总消耗货币
function XEquipManager.GetMutiBreakthroughUseMoney(templateId, originBreakthrough, targetBreakthrough)
local costMoney = 0
for i = originBreakthrough, targetBreakthrough - 1 do
costMoney = costMoney + XEquipConfig.GetEquipBreakthroughCfg(templateId, i).UseMoney
end
return costMoney
end
--获取装备从当前到目标突破次数总消耗道具
function XEquipManager.GetMutiBreakthroughConsumeItems(equipId, targetBreakthrough)
local itemDic, canBreakThrough = {}, true
local equip = XEquipManager.GetEquip(equipId)
local templateId = equip.TemplateId
--根据最后一次突破取所有消耗物品种类
local consumeItems = {}
local lastBreakThrough = XEquipManager.GetEquipMaxBreakthrough(templateId) - 1
if lastBreakThrough < 0 then
--没有突破配置
return itemDic, canBreakThrough
end
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, lastBreakThrough)
for index, itemId in ipairs(equipBreakthroughCfg.ItemId) do
tableInsert(
consumeItems,
{
Id = itemId,
Count = 0
}
)
end
--取到达目标突破次数时消耗物品数量
local originBreakthrough = equip.Breakthrough
for i = equip.Breakthrough, targetBreakthrough - 1 do
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, i)
for index, itemId in pairs(equipBreakthroughCfg.ItemId) do
if not itemDic[itemId] then
itemDic[itemId] = 0
end
itemDic[itemId] = itemDic[itemId] + equipBreakthroughCfg.ItemCount[index]
end
end
for itemId, itemCount in pairs(itemDic) do
if not XDataCenter.ItemManager.CheckItemCountById(itemId, itemCount) then
canBreakThrough = false
end
for _, item in pairs(consumeItems) do
if item.Id == itemId then
item.Count = itemCount
end
end
end
return consumeItems, canBreakThrough
end
--获取装备从当前到目标突破次数总消耗货币
function XEquipManager.GetMutiBreakthroughUseMoney(equipId, targetBreakthrough)
local costMoney = 0
local equip = XEquipManager.GetEquip(equipId)
for i = equip.Breakthrough, targetBreakthrough - 1 do
costMoney = costMoney + XEquipConfig.GetEquipBreakthroughCfg(equip.TemplateId, i).UseMoney
end
return costMoney
end
--可消耗对象优先级排序
local ConsumeSort = function(consumeA, consumeB)
--提供经验从小到大
if consumeA.AddExp ~= consumeB.AddExp then
return consumeA.AddExp < consumeB.AddExp
end
--货币消耗从小到大
if consumeA.CostMoney ~= consumeB.CostMoney then
return consumeA.CostMoney < consumeB.CostMoney
end
--消耗类型(装备优先于道具)
if consumeA.Type ~= consumeB.Type then
return consumeA:IsEquip()
end
--Id从小到大
return consumeA.Id < consumeB.Id
end
--根据传入的消耗类型字典 返回可消耗物品/装备排序列表
function XEquipManager.GetMutiLevelUpRecommendItems(equipId, consumeTypeDic)
local result = {}
local requireStarDic = {}
for consumeType, value in pairs(consumeTypeDic) do
if value then
if consumeType == 0 then
--0代表道具类型
local itemIdList = XEquipManager.GetCanEatItemIds(equipId)
for _, itemId in pairs(itemIdList) do
local obj = XEquipLevelUpConsume.New()
obj:InitItem(itemId)
tableInsert(result, obj)
end
else
--其他数字代表装备星级
requireStarDic[consumeType] = true
end
end
end
local equipIds = XEquipManager.GetRecomendEatEquipIds(equipId, requireStarDic, true, true)
for _, equipId in pairs(equipIds) do
local obj = XEquipLevelUpConsume.New()
obj:InitEquip(equipId)
tableInsert(result, obj)
end
tableSort(result, ConsumeSort)
return result
end
--单突破次数下强化到指定等级
local function DoSingleLevelUp(templateId, breakthrough, curLevel, curExp, targetLevel, consumes, operations)
--是否满足升级条件(经验达到目标等级),消耗总提供经验(考虑溢出),总消耗货币, 升到指定等级总所需经验,实际可到达等级(考虑所有消耗)
local tmpCanLevelUp, tmpTotalExp, tmpCostMoney, needExp, canReachLevel = false, 0, 0, 0, 0
--升级操作记录
local operation = {
OperationType = 1,
UseEquipIdDic = {},
UseItems = {},
ConsumeInfoDic = {} --消耗信息字典
}
--先计算需要总经验
for level = curLevel, targetLevel - 1 do
local levelUpCfg = XEquipConfig.GetLevelUpCfg(templateId, breakthrough, level)
needExp = needExp + levelUpCfg.Exp
end
needExp = needExp - curExp
--从消耗队列中顺序消耗,直至累积经验达到/超过所需总经验
for index, consume in ipairs(consumes) do
local id = consume.Id
local canEatItemCount = consume:GetLeftCount()
--检查是否已被操作过
for _, inOperation in pairs(operations) do
--上一轮操作已经吃过这个装备
if inOperation.UseEquipIdDic[id] then
goto CONTINUE_ONE
end
----上一轮操作已经吃了部分这个道具
--if inOperation.UseItems[id] then
-- canEatItemCount = canEatItemCount - inOperation.UseItems[id]
--end
end
--依次消耗
for i = 1, canEatItemCount do
if tmpTotalExp >= needExp then
goto CONTINUE_ONE
end
consume:Eat()
tmpTotalExp = tmpTotalExp + consume:GetAddExp()
tmpCostMoney = tmpCostMoney + consume:GetCostMoney()
--记录消耗
local count = 0
if consume:IsEquip() then
count = 1
operation.UseEquipIdDic[id] = true
else
count = operation.UseItems[id] or 0
count = count + 1
operation.UseItems[id] = count
end
operation.ConsumeInfoDic[index] = count
end
::CONTINUE_ONE::
end
--尝试从消耗队列中顺序去除多余的消耗,直至累积经验刚好满足所需总经验
for index, consume in ipairs(consumes) do
local id = consume.Id
local hasEatItemCount --本轮强化吃掉的数量
if consume:IsEquip() then
--检查本轮是否有吃掉这个装备
if not operation.UseEquipIdDic[id] then
goto CONTINUE_TWO
end
hasEatItemCount = 1
else
--检查本轮是否有吃掉这个道具
hasEatItemCount = operation.UseItems[id]
if not hasEatItemCount then
goto CONTINUE_TWO
end
end
--依次去除消耗
while true do
if hasEatItemCount < 1 then
goto CONTINUE_TWO
end
--经验已经满足
local exp = consume:GetAddExp()
if tmpTotalExp - exp < needExp then
goto CONTINUE_TWO
end
consume:Vomit()
tmpTotalExp = tmpTotalExp - exp
tmpCostMoney = tmpCostMoney - consume:GetCostMoney()
--记录去除消耗
if consume:IsEquip() then
hasEatItemCount = 0
operation.UseEquipIdDic[consume.Id] = nil
operation.ConsumeInfoDic[index] = nil
else
hasEatItemCount = hasEatItemCount - 1
operation.UseItems[consume.Id] = hasEatItemCount
operation.ConsumeInfoDic[index] = hasEatItemCount
if hasEatItemCount < 1 then
operation.UseItems[consume.Id] = nil
operation.ConsumeInfoDic[index] = nil
end
end
end
::CONTINUE_TWO::
end
--是否满足升级条件(经验达到目标等级)
tmpCanLevelUp = tmpTotalExp >= needExp
--将本次升级操作插入操作列表
if needExp > 0 then
tableInsert(operations, operation)
end
return tmpCanLevelUp, tmpTotalExp, tmpCostMoney, needExp
end
--根据传入的已排序消耗物品列表,计算出满足目标等级的最终经验及升级消耗(只计算升级消耗,不计算突破)
function XEquipManager.TryMultiLevelUp(equipId, targetBreakthrough, targetLevel, consumes)
--是否满足消耗条件, 总经验(包含溢出), 升级总消耗货币, 实际到达等级, 记录每单次突破下升级消耗操作列表(服务端要求)
local canLevelUp, totalExp, levelUpCostMoney, realTargetLevel, operations = true, 0, 0, targetLevel, {}
--重置选择消耗列表
for _, consume in pairs(consumes) do
consume:Reset()
end
local templateId = GetEquipTemplateId(equipId)
local equip = XEquipManager.GetEquip(equipId)
local curLevel = equip.Level
local curExp = equip.Exp
local tmpTargeLv, tmpMaxLv
local curBreakthrough = equip.Breakthrough
for breakthrough = curBreakthrough, targetBreakthrough do
tmpMaxLv = XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, breakthrough)
if breakthrough ~= targetBreakthrough then
tmpTargeLv = tmpMaxLv
else
tmpTargeLv = targetLevel
end
--遍历时,阶段与装备当前阶段不同,装备的当前经验不参与计算
if curBreakthrough ~= breakthrough then
curExp = 0
end
local tmpCanLevelUp, tmpTotalExp, tmpCostMoney, needExp =
DoSingleLevelUp(templateId, breakthrough, curLevel, curExp, tmpTargeLv, consumes, operations)
if not tmpCanLevelUp then
canLevelUp = false
end
--若不是最终突破次数, 修正总经验至当前突破次数满等级所需经验, 否则检查溢出经验是否足够再次升级
if tmpTotalExp > needExp then
if breakthrough == targetBreakthrough then
--尝试用溢出经验再次升级
local level = tmpTargeLv
local overExp = tmpTotalExp - needExp
while true do
if level == tmpMaxLv then
break
end
local levelUpCfg = XEquipConfig.GetLevelUpCfg(templateId, breakthrough, level)
overExp = overExp - levelUpCfg.Exp
if overExp < 0 then
break
end
realTargetLevel = realTargetLevel + 1
level = level + 1
end
end
end
--将本次突破操作插入操作列表
if breakthrough ~= targetBreakthrough then
tableInsert(
operations,
{
OperationType = 2,
UseEquipIdDic = {},
UseItems = {}
}
)
end
totalExp = totalExp + tmpTotalExp
levelUpCostMoney = levelUpCostMoney + tmpCostMoney
curLevel = 1
curExp = 0
end
totalExp = XMath.ToInt(totalExp)
--是否满足消耗条件, 总经验(包含溢出), 升级总消耗货币, 实际到达等级, 记录每单次突破下升级消耗操作列表(服务端要求)
return canLevelUp, totalExp, levelUpCostMoney, realTargetLevel, operations
end
--=============================
---@desc:[一键培养] 计算出最大可达到等级单元
---@param:equipId 装备id
---@param:consumes 升级材料列表
---@tips:不采用XEquipManager.GetMultiStrengthenMaxTarget是因为它直接将满阶段满级作为目标当材料足够时可能会出现
--- 以下情况: 从二段1级升级到二段10级经验满足但是材料列表的材料单价超过了当前拥有的螺母导致只能升级到小于10级
--=============================
function XEquipManager.GetStrengthenMaxTarget(equipId, consumes)
local templateId = GetEquipTemplateId(equipId)
--装备信息
local equip = XEquipManager.GetEquip(equipId)
--当前等级单元
local curLevelUnit = XEquipManager.ConvertToLevelUnit(templateId, equip.Breakthrough, equip.Level)
--最大突破阶段
local maxBreakthrough = XDataCenter.EquipManager.GetEquipMaxBreakthrough(templateId)
--最大突破阶段的最大等级
local maxLevel = XDataCenter.EquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, maxBreakthrough)
--最大等级单元
local maxLevelUnit = XEquipManager.ConvertToLevelUnit(templateId, maxBreakthrough, maxLevel)
--当前剩余的螺母
local leftMoney = XDataCenter.ItemManager.GetCoinsNum()
for levelUnit = curLevelUnit + 1, maxLevelUnit do
local targetBreakthrough, targetLevel = XDataCenter.EquipManager.ConvertToBreakThroughAndLevel(templateId, levelUnit)
local canLevelUp, totalExp, levelUpCostMoney, realTargetLevel, operations =
XDataCenter.EquipManager.TryMultiLevelUp(equipId, targetBreakthrough, targetLevel, consumes)
--突破消耗的金币
local breakthroughCostMoney = XDataCenter.EquipManager.GetMutiBreakthroughUseMoney(equipId, targetBreakthrough)
local costMoney = breakthroughCostMoney + levelUpCostMoney
if leftMoney < costMoney then -- 金币不足
return levelUnit - 1
end
if not canLevelUp then -- 强化素材不足
return levelUnit - 1
end
--突破条件
local tmpBreakthrough = targetBreakthrough
if tmpBreakthrough == maxBreakthrough then
--突破次数达到上限后已经没有条件限制,但策划要求以第一次突破的条件作为默认显示
tmpBreakthrough = 0
end
local passCondition, _ = XDataCenter.EquipManager.CheckBreakthroughCondition(templateId, tmpBreakthrough)
local _, canBreakThrough = XDataCenter.EquipManager.GetMutiBreakthroughConsumeItems(equipId, targetBreakthrough)
if not (passCondition and canBreakThrough) then -- 不满足培养条件
return levelUnit - 1
end
if levelUnit == maxLevelUnit then
return levelUnit -- 达到最大等级
end
end
end
--根据传入的已排序消耗物品列表,计算出最大可到达等级单元(计算所有条件:突破道具,升级消耗,总货币,突破条件)
function XEquipManager.GetMultiStrengthenMaxTarget(equipId, consumes)
--最大可到达突破次数, 最大可到达等级
local equip = XEquipManager.GetEquip(equipId)
local maxTargetBreakthrough, maxTargetLevel = equip.Breakthrough, equip.Level
local templateId = GetEquipTemplateId(equipId)
local targetBreakthrough = XDataCenter.EquipManager.GetEquipMaxBreakthrough(templateId)
local targetLevel =
XDataCenter.EquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, targetBreakthrough)
--尝试用满突破次数&&满等级作为目标进行升级,获得排序消耗操作队列
local _, _, _, _, operations =
XDataCenter.EquipManager.TryMultiLevelUp(equipId, targetBreakthrough, targetLevel, consumes)
local leftMoney = XDataCenter.ItemManager.GetCoinsNum()
local tmpTotalExp = 0
--按照操作队列中顺序依次模拟消耗,直至货币不足/突破道具条件不满足/突破道具不足
for index, operation in pairs(operations) do
if operation.OperationType == 1 then
--强化
if equip.Breakthrough == maxTargetBreakthrough then
tmpTotalExp = equip.Exp
end
local consumeIndexList = {}
for idx in pairs(operation.ConsumeInfoDic) do
tableInsert(consumeIndexList, consumes[idx])
end
tableSort(
consumeIndexList,
function(a, b)
-- 根据经验值从大到小排序
return a:GetAddExp() > b:GetAddExp()
end
)
-- 经验从大到小排序,在有限的螺母内获取最大的经验值
for idx, consume in ipairs(consumeIndexList) do
local consumeCount = consume.SelectCount -- 选中的数量
for i = 1, consumeCount do
local tmpLeftMoney = leftMoney - consume:GetCostMoney()
if tmpLeftMoney >= 0 then
leftMoney = tmpLeftMoney
tmpTotalExp = tmpTotalExp + consume:GetAddExp()
end
end
end
----检查货币消耗,获取最大可获得经验
--for _, index in ipairs(consumeIndexList) do
-- local consume = consumes[index]
-- local consumeCount = operation.ConsumeInfoDic[index]
-- for i = 1, consumeCount do
-- leftMoney = leftMoney - consume:GetCostMoney()
-- if leftMoney < 0 then
-- goto LEVEL_CALC
-- end
-- tmpTotalExp = tmpTotalExp + consume:GetAddExp()
-- end
--end
--计算等级
::LEVEL_CALC::
local levelLimit =
XEquipManager.GetBreakthroughLevelLimitByTemplateId(templateId, maxTargetBreakthrough)
for level = maxTargetLevel, levelLimit - 1 do
local levelUpCfg = XEquipConfig.GetLevelUpCfg(templateId, maxTargetBreakthrough, level)
tmpTotalExp = tmpTotalExp - levelUpCfg.Exp
if tmpTotalExp < 0 then
goto RESULT
end
maxTargetLevel = maxTargetLevel + 1
end
--本轮操作结束后重置等级/经验
tmpTotalExp = 0 --不保留溢出经验
else
--突破
local targetBreakthrough = maxTargetBreakthrough + 1
--突破条件不满足
if not XEquipManager.CheckBreakthroughCondition(templateId, targetBreakthrough) then
goto RESULT
end
--突破道具不足
local _, canBreakThrough =
XDataCenter.EquipManager.GetMutiBreakthroughConsumeItems(equipId, targetBreakthrough)
if not canBreakThrough then
goto RESULT
end
--货币不足
local breakthroughCostMoney = XEquipConfig.GetEquipBreakthroughCfg(equip.TemplateId, maxTargetBreakthrough).UseMoney
leftMoney = leftMoney - breakthroughCostMoney
if leftMoney < 0 then
goto RESULT
end
maxTargetBreakthrough = targetBreakthrough
--本轮操作结束后重置等级/经验
maxTargetLevel = 1 --等级重置为1级
end
end
--最大可到达突破次数, 最大可到达等级
::RESULT::
return XEquipManager.ConvertToLevelUnit(templateId, maxTargetBreakthrough, maxTargetLevel)
end
--消耗列表展示排序
local consumeShowSort = function(consumeA, consumeB)
--道具显示在前,装备显示在后
if consumeA.Type ~= consumeB.Type then
return consumeA:IsItem()
end
--品质
local quality1 = consumeA:GetQuality()
local quality2 = consumeB:GetQuality()
if quality1 ~= quality2 then
return quality1 > quality2
end
--星级
local aStar = consumeA:GetStar()
local bStar = consumeB:GetStar()
if aStar ~= bStar then
return aStar > bStar
end
--等级
local aLevel = consumeA:GetLevel()
local bLevel = consumeB:GetLevel()
if aLevel ~= bLevel then
return aLevel > bLevel
end
--优先级
local priority1 = consumeA:GetPriority()
local priority2 = consumeB:GetPriority()
if priority1 ~= priority2 then
return priority1 > priority2
end
--TemplateId
return consumeA.TemplateId > consumeB.TemplateId
end
--获取排序后的消耗列表
function XEquipManager.GetSortedConsumes(consumes)
local result = {}
for _, consume in pairs(consumes) do
if consume:IsSelect() then
tableInsert(result, consume)
end
end
tableSort(result, consumeShowSort)
return result
end
2024-09-01 20:49:41 +00:00
--endregion
2024-09-01 20:49:41 +00:00
--region---------------------------------EquipSignboard--------------------------------
function XEquipManager.GetEquipAnimControllerBySignboard(characterId, fashionId, actionId)
return XEquipConfig.GetEquipAnimControllerBySignboard(characterId, fashionId, actionId)
end
2024-09-01 20:49:41 +00:00
function XEquipManager.CheckHasLoadEquipBySignboard(characterId, fashionId, actionId)
return XEquipConfig.CheckHasLoadEquipBySignboard(characterId, fashionId, actionId)
end
--endregion
--#region 武器超限
-- 检测超限引导
function XEquipManager.CheckOverrunGuide(weaponId)
-- debug模式下禁用引导时不播放
if XMain.IsDebug then
local isGuideDisable = XDataCenter.GuideManager.CheckFuncDisable()
if isGuideDisable then
return
end
end
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-- 功能未开启
local isOpen = XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.EquipOverrun)
if not isOpen then
return
end
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-- 装备不可超限
local equip = XEquipManager.GetEquip(weaponId)
local canOverrun = XEquipConfig.CanOverrunByTemplateId(equip.TemplateId)
if not canOverrun then
return
end
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-- 播放引导,已播过会跳过
local guideId = CS.XGame.ClientConfig:GetInt("EquipOverrunGuideId")
if guideId ~= 0 then
local guide = XGuideConfig.GetGuideGroupTemplatesById(guideId)
local isFinish = XDataCenter.GuideManager.CheckIsGuide(guideId)
local isGuiding = XDataCenter.GuideManager.CheckIsInGuide()
if not isFinish and not isGuiding then
XDataCenter.GuideManager.TryActiveGuide(guide)
end
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end
end
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--#endregion 武器超限
-----------------------------------------Getter End------------------------------------
XEquipManager.GetEquipTemplateId = GetEquipTemplateId
return XEquipManager
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end