PGRData/Script/matrix/xconfig/XSameColorGameConfigs.lua

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XSameColorGameConfigs = XSameColorGameConfigs or {}
-- 配置表
local SHARE_TABLE_PATH = "Share/SameColorGame/"
local CLIENT_TABLE_PATH = "Client/SameColorGame/"
-- share
local TABLE_ACTIVITY = SHARE_TABLE_PATH .. "SameColorGameActivity.tab"
local TABLE_BALL = SHARE_TABLE_PATH .. "SameColorGameBall.tab"
local TABLE_BOSS = SHARE_TABLE_PATH .. "SameColorGameBoss.tab"
local TABLE_BOSS_GRADE = SHARE_TABLE_PATH .. "SameColorGameBossGrade.tab"
local TABLE_COMBO = SHARE_TABLE_PATH .. "SameColorGameCombo.tab"
local TABLE_ROLE = SHARE_TABLE_PATH .. "SameColorGameRole.tab"
local TABLE_SCORE = SHARE_TABLE_PATH .. "SameColorGameScore.tab"
local TABLE_SKILL = SHARE_TABLE_PATH .. "SameColorGameSkill.tab"
local TABLE_SKILL_GROUP = SHARE_TABLE_PATH .. "SameColorGameSkillGroup.tab"
local TABLE_BOSS_SKILL = SHARE_TABLE_PATH .. "SameColorGameBossSkill.tab"
local TABLE_BUFF = SHARE_TABLE_PATH .. "SameColorGameBuff.tab"
-- client
local TABLE_CLIENT_CONFIG = CLIENT_TABLE_PATH .. "SameColorGameCfg.tab"
local TABLE_CLIENT_BATTLESHOW_ROLE = CLIENT_TABLE_PATH .. "BattleShowRole.tab"
-- 变量
local ActivityConfigDic
local ActivityValueConfig
local BossConfigDic
local BossGradeDicConfig
local RoleConfigDic
local BallConfigDic
local SkillConfigDic
local SkillGroupConfigDic
local BossSkillConfigDic
local BuffConfigDic
local BattleShowRoleDic
XSameColorGameConfigs.UiBossChildPanelType = {
Main = 1, -- 主页面
Boss = 2, -- Boss详情
Role = 3, -- 角色详情
Ready = 4, -- 角色技能
}
XSameColorGameConfigs.BattleCameraType = {
Standby = 1, -- 待机
Combat = 2, -- 战斗
}
XSameColorGameConfigs.BallState = {
Stop = 1, -- 停止
Moving = 2, -- 移动中
Showing = 3, -- 表演中
}
XSameColorGameConfigs.TaskType = {
Day = 1, -- 日常任务
Reward = 2, -- 奖励任务
}
XSameColorGameConfigs.ActionType = {
ActionNone = 0,
ActionMapInit = 1,--地图初始化
ActionItemRemove = 2,--消除
ActionItemDrop = 3,--下落
ActionItemCreateNew = 4,--新增
ActionShuffle = 5,--洗牌
ActionGameInterrupt = 6,--游戏中断
ActionSettleScore = 7,--分数结算
ActionSwap = 8,--交换球
ActionAddStep = 9,--增加步数
ActionSubStep = 10,--减少步数
ActionChangeColor = 11,--改变颜色
ActionAddBuff = 12,--增加buff
ActionRemoveBuff = 13,--删除buff
ActionBossReleaseSkill = 14,--boss释放技能
ActionBossSkipSkill = 15,--boss跳过技能
ActionEnergyChange = 16,--能量改变
ActionCdChange = 17,--技能cd改变
}
XSameColorGameConfigs.ScreenMaskType = {--技能准备时的黑幕类型
Condition = 1, --指向条件栏(回合数,伤害,评分)
Board = 2,--指向棋盘
Buff = 3,--指向Buff栏
Energy = 4,--指向能量栏
Skill = 5,--指向技能栏
Popup = 6,--指向弹窗
}
XSameColorGameConfigs.ControlType = {--技能准备时的触发方式
None = 0,--无
ClickBall = 1,--选择球触发
ClickPopup = 2,--选择弹窗选定触发
ClickTwoBall = 3,--选择两球触发
}
XSameColorGameConfigs.BallColor = {
RedAttack = 1,
YellowAttack = 2,
BlueAttack = 3,
NormalAttack = 4,
}
XSameColorGameConfigs.BuffType = {
None = 0,
AddStep = 1,
SubStep = 2,
AddDamage = 3,
SubDamage = 4,
NoDamage = 5,
}
XSameColorGameConfigs.EnergyChangeType = {
Add = 1,
Percent = 2,
}
XSameColorGameConfigs.EnergyChangeFrom = {
UseSkill = 1,--使用充能技能
Boss = 2,--被boss攻击
Combo = 3,--连击
Buff = 4,--buff/技能效果
Round = 5,--每回合环境造成
}
-- 角色最大装备技能数量
XSameColorGameConfigs.RoleMaxSkillCount = 3
-- 排行榜百分比显示限制阈值
XSameColorGameConfigs.PercRankLimit = 100
-- 上榜最大人数
XSameColorGameConfigs.MaxTopRankCount = 100
-- 特殊排名阈值
XSameColorGameConfigs.MaxSpecialRankIndex = 3
function XSameColorGameConfigs.Init()
local xTableManager = XTableManager
local xTable = XTable
-- 活动
ActivityConfigDic = xTableManager.ReadByIntKey(TABLE_ACTIVITY, xTable.XTableSameColorGameActivity, "Id")
ActivityValueConfig = xTableManager.ReadByStringKey(TABLE_CLIENT_CONFIG, xTable.XTableSameColorGameCfg, "Key")
-- boss
BossConfigDic = xTableManager.ReadByIntKey(TABLE_BOSS, xTable.XTableSameColorGameBoss, "Id")
-- boss分数等级配置信息
local bossGradeConfigDic = xTableManager.ReadByIntKey(TABLE_BOSS_GRADE, xTable.XTableSameColorGameBossGrade, "Id")
local bossGradeConfig
BossGradeDicConfig = {}
for id, config in pairs(bossGradeConfigDic) do
BossGradeDicConfig[config.BossId] = BossGradeDicConfig[config.BossId] or {}
table.insert(BossGradeDicConfig[config.BossId], config)
end
for id, configs in pairs(BossGradeDicConfig) do
table.sort(configs, function(configA, configB)
return configA.Damage < configB.Damage
end)
end
-- 角色配置相关
RoleConfigDic = xTableManager.ReadByIntKey(TABLE_ROLE, xTable.XTableSameColorGameRole, "Id")
-- 球配置
BallConfigDic = xTableManager.ReadByIntKey(TABLE_BALL, xTable.XTableSameColorGameBall, "Id")
-- 技能
SkillConfigDic = xTableManager.ReadByIntKey(TABLE_SKILL, xTable.XTableSameColorGameSkill, "Id")
-- 技能组
SkillGroupConfigDic = xTableManager.ReadByIntKey(TABLE_SKILL_GROUP, xTable.XTableSameColorGameSkillGroup, "Id")
-- boss技能详情
BossSkillConfigDic = xTableManager.ReadByIntKey(TABLE_BOSS_SKILL, xTable.XTableSameColorGameBossSkill, "Id")
--buff
BuffConfigDic = xTableManager.ReadByIntKey(TABLE_BUFF, xTable.XTableSameColorGameBuff, "Id")
BattleShowRoleDic = xTableManager.ReadByStringKey(TABLE_CLIENT_BATTLESHOW_ROLE, xTable.XTableUiBattleShowRole, "ModelId")
end
-- 获取当前活动配置表
function XSameColorGameConfigs.GetCurrentConfig()
local defaultConfig
for _, config in pairs(ActivityConfigDic) do
defaultConfig = config
if config.TimerId > 0 then
return config
end
end
return defaultConfig
end
function XSameColorGameConfigs.GetActivityConfigValue(key)
if not ActivityValueConfig[key] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetActivityConfigValue",
"客户端配置字段_Key",
TABLE_CLIENT_CONFIG,
"Key",
tostring(key))
end
return ActivityValueConfig[key].Values
end
-- 根据id获取对应的boss配置
function XSameColorGameConfigs.GetBossConfig(id)
if not BossConfigDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBossConfig",
"Boss配置字段_Id",
TABLE_BOSS,
"Id",
tostring(id))
end
return BossConfigDic[id]
end
-- 获取所有boss配置表
function XSameColorGameConfigs.GetBossConfigDic()
return BossConfigDic
end
-- 根据bossId和分数获取对应的评价等级名称
function XSameColorGameConfigs.GetBossGradeName(bossId, score)
local configs = BossGradeDicConfig[bossId]
if not configs then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBossGradeName",
"BossGrade配置字段_Id",
TABLE_BOSS_GRADE,
"Id",
tostring(bossId))
end
local config
for i = #configs, 1, -1 do
config = configs[i]
if score >= config.Damage then
return config.GradeName
end
end
return configs[1].GradeName
end
-- 根据bossId和分数获取对应的评价等级名称
function XSameColorGameConfigs.GetBossGradeIndex(bossId, score)
local configs = BossGradeDicConfig[bossId]
if not configs then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBossGradeIndex",
"BossGrade配置字段_Id",
TABLE_BOSS_GRADE,
"Id",
tostring(bossId))
end
local config
for i = #configs, 1, -1 do
config = configs[i]
if score >= config.Damage then
return config.Grade
end
end
return configs[1].Grade
end
function XSameColorGameConfigs.GetBossGradeDic(bossId)
local configs = BossGradeDicConfig[bossId]
if not configs then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBossGradeName",
"BossGrade配置字段_Id",
TABLE_BOSS_GRADE,
"Id",
tostring(bossId))
end
return configs
end
-- 根据bossId和分数获取对应的下一级评价等级名称以及分差
function XSameColorGameConfigs.GetScoreNextGradeNameAndDamageGap(bossId, score)
local configs = BossGradeDicConfig[bossId]
if not configs then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBossNextGradeName",
"BossGrade配置字段_Id",
TABLE_BOSS_GRADE,
"Id",
tostring(bossId))
end
local config
local nextConfig
for i = #configs, 1, -1 do
config = configs[i]
nextConfig = configs[i + 1]
if score >= config.Damage then
if nextConfig then
return nextConfig.GradeName, nextConfig.Damage - score
else
return config.GradeName, 0
end
end
end
local index = 1
if configs[2] then
index = 2
end
return configs[index].GradeName, configs[index].Damage - score
end
-- 获取所有角色配置表
function XSameColorGameConfigs.GetRoleConfigDic()
return RoleConfigDic
end
-- 获取角色配置
function XSameColorGameConfigs.GetRoleConfig(id)
if not RoleConfigDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetRoleConfig",
"Role配置字段_Id",
TABLE_ROLE,
"Id",
tostring(id))
end
return RoleConfigDic[id]
end
-- 获取球的所有配置
function XSameColorGameConfigs.GetBallConfigDic()
return BallConfigDic
end
-- 根据id获取球的配置
function XSameColorGameConfigs.GetBallConfig(id)
if not BallConfigDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBallConfig",
"Ball配置字段_Id",
TABLE_BALL,
"Id",
tostring(id))
end
return BallConfigDic[id]
end
function XSameColorGameConfigs.GetSkillConfigDic()
return SkillConfigDic
end
-- 根据id获取技能的配置
function XSameColorGameConfigs.GetSkillConfig(id)
if not SkillConfigDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetSkillConfig",
"Skill配置字段_Id",
TABLE_SKILL,
"Id",
tostring(id))
end
return SkillConfigDic[id]
end
function XSameColorGameConfigs.GetSkillGroupConfigDic()
return SkillGroupConfigDic
end
-- 根据id获取技能的配置
function XSameColorGameConfigs.GetSkillGroupConfig(id)
if not SkillGroupConfigDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetSkillGroupConfig",
"SkillGroup配置字段_Id",
TABLE_SKILL_GROUP,
"Id",
tostring(id))
end
return SkillGroupConfigDic[id]
end
function XSameColorGameConfigs.GetBossSkillConfig(id)
if not BossSkillConfigDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBossSkillConfig",
"BossSkill配置字段_Id",
TABLE_BOSS_SKILL,
"Id",
tostring(id))
end
return BossSkillConfigDic[id]
end
function XSameColorGameConfigs.GetBuffConfig(id)
if not BuffConfigDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBuffConfig",
"Buff配置字段_Id",
TABLE_BUFF,
"Id",
tostring(id))
end
return BuffConfigDic[id]
end
function XSameColorGameConfigs.GetBossSkillConfigDic()
return BossSkillConfigDic
end
function XSameColorGameConfigs.GetBattleShowRoleConfig(id)
if not BattleShowRoleDic[id] then
XLog.ErrorTableDataNotFound(
"SameColorGameConfigs.GetBattleShowRoleConfig",
"BattleShowRole配置字段_ModelId",
TABLE_CLIENT_BATTLESHOW_ROLE,
"ModelId",
id)
end
return BattleShowRoleDic[id]
end
function XSameColorGameConfigs.CreatePosKey(x, y)
if x and y then
return string.format("%d_%d", x, y)
else
return nil
end
end
function XSameColorGameConfigs.CheckPosIsAdjoin(posA, posB)
local adjoinX = false
local adjoinY = false
local sameX = false
local sameY = false
if posA.PositionX == posB.PositionX + 1 or posA.PositionX == posB.PositionX - 1 then
adjoinX = true
end
if posA.PositionY == posB.PositionY + 1 or posA.PositionY == posB.PositionY - 1 then
adjoinY = true
end
if posA.PositionX == posB.PositionX then
sameX = true
end
if posA.PositionY == posB.PositionY then
sameY = true
end
return (adjoinX and sameY) or (adjoinY and sameX)
end