PGRData/Script/matrix/xentity/xstronghold/XStrongholdTeam.lua

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local XStrongholdTeamMember = require("XEntity/XStronghold/XStrongholdTeamMember")
local XStrongholdPlugin = require("XEntity/XStronghold/XStrongholdPlugin")
local type = type
local pairs = pairs
local ipairs = ipairs
local IsNumberValid = XTool.IsNumberValid
local tableInsert = table.insert
local clone = XTool.Clone
local Default = {
_Id = 0, --队伍Id
_CaptainPos = 1, --队长位
_FirstPos = 1, --首发位
_RuneId = 0, --符文Id
_SubRuneId = 0, --子符文Id
_TeamMemberDic = {}, --上阵成员信息
_PluginDic = {}, --插件信息
}
local XStrongholdTeam = XClass(nil, "XStrongholdTeam")
function XStrongholdTeam:Ctor(id)
self:Init(id)
end
function XStrongholdTeam:Init(id)
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
self._Id = id
self:InitPlugins()
end
function XStrongholdTeam:GetId()
return self._Id
end
function XStrongholdTeam:SetCaptainPos(captainPos)
self._CaptainPos = captainPos or self._CaptainPos
end
function XStrongholdTeam:GetCaptainPos()
return self._CaptainPos
end
function XStrongholdTeam:SetFirstPos(firstPos)
self._FirstPos = firstPos or self._FirstPos
end
function XStrongholdTeam:GetFirstPos()
return self._FirstPos
end
function XStrongholdTeam:CheckHasCaptain()
return not self:CheckPosEmpty(self._CaptainPos)
end
function XStrongholdTeam:CheckHasFirstPos()
return not self:CheckPosEmpty(self._FirstPos)
end
function XStrongholdTeam:GetCaptainSkillDesc()
if not self:CheckHasCaptain() then return "" end
local captainMember = self:GetMember(self._CaptainPos)
return captainMember and captainMember:GetCaptainSkillDesc() or ""
end
function XStrongholdTeam:SetMemberForce(pos, member)
if not IsNumberValid(pos) then return end
member:SetPos(pos)
self._TeamMemberDic[pos] = member
end
function XStrongholdTeam:GetMember(pos)
if not IsNumberValid(pos) then return end
local member = self._TeamMemberDic[pos]
if not member then
member = XStrongholdTeamMember.New(pos)
self._TeamMemberDic[pos] = member
end
return member
end
function XStrongholdTeam:GetAllMembers()
local members = {}
for _, member in pairs(self._TeamMemberDic) do
tableInsert(members, member)
end
return members
end
function XStrongholdTeam:GetInTeamMemberCount()
local count = 0
for _, member in pairs(self._TeamMemberDic) do
if not member:IsEmpty() then
count = count + 1
end
end
return count
end
function XStrongholdTeam:GetShowCharacterIds()
local characterIds = {}
for pos, member in pairs(self._TeamMemberDic) do
local showCharacterId = member:GetShowCharacterId()
if IsNumberValid(showCharacterId) then
tableInsert(characterIds, showCharacterId)
end
end
return characterIds
end
--是否已上阵相同型号角色
function XStrongholdTeam:GetSameCharacterPos(characterId)
if not IsNumberValid(characterId) then return false end
characterId = XRobotManager.GetCharacterId(characterId)
for pos, member in pairs(self._TeamMemberDic) do
local showCharacterId = member:GetShowCharacterId()
if showCharacterId == characterId then
return pos
end
end
end
--是否已上阵支援角色
function XStrongholdTeam:CheckExistAssitantCharacter()
for _, member in pairs(self._TeamMemberDic) do
if member:IsAssitant() then
return true
end
end
return false
end
function XStrongholdTeam:CheckInTeam(characterId, playerId)
if not IsNumberValid(characterId) then return false end
for _, member in pairs(self._TeamMemberDic) do
if member:IsInTeam(characterId, playerId) then
return true, member:GetPos()
end
end
return false, 0
end
function XStrongholdTeam:GetInTeamMemberByCharacterId(characterId, playerId)
if not IsNumberValid(characterId) then return end
for _, member in pairs(self._TeamMemberDic) do
if member:IsInTeam(characterId, playerId) then
return member
end
end
end
function XStrongholdTeam:GetInTeamMemberIndex(characterId, playerId)
if not IsNumberValid(characterId) then return end
for memberIndex, member in pairs(self._TeamMemberDic) do
if member:IsInTeam(characterId, playerId) then
return memberIndex
end
end
end
function XStrongholdTeam:GenarateTeamCharacterList(requireMemberNum)
local characterIdList = { 0, 0, 0 }
local characterIdToIsIsAssitantDic = {}
requireMemberNum = requireMemberNum or #characterIdList
for pos in pairs(characterIdList) do
if pos <= requireMemberNum then
local member = self:GetMember(pos)
local inTeamCharacterId = member and member:GetInTeamCharacterId() or 0
characterIdList[pos] = inTeamCharacterId
characterIdToIsIsAssitantDic[inTeamCharacterId] = member:IsAssitant()
end
end
return characterIdList, characterIdToIsIsAssitantDic
end
function XStrongholdTeam:SetMember(pos, characterId, playerId, robotId, ability)
if not IsNumberValid(pos) then return end
local member = self:GetMember(pos)
if IsNumberValid(robotId) then
member:SetRobotId(robotId)
else
member:SetCharacterId(characterId, playerId)--服务端他非要发kt.
end
member:SetAbility(ability)
end
--不检查队伍中是否已经存在其他类型的角色,目前支持混编
function XStrongholdTeam:ExistDifferentCharacterType(characterType)
--for _, member in pairs(self._TeamMemberDic) do
-- if not member:IsEmpty() then
-- local inCharacterType = member:GetCharacterType()
-- if inCharacterType and characterType and inCharacterType ~= characterType then
-- return true
-- end
-- end
--end
return false
end
function XStrongholdTeam:InitPlugins()
self._PluginDic = {}
local pluginIds = XStrongholdConfigs.GetPluginIds()
for _, pluginId in ipairs(pluginIds) do
self._PluginDic[pluginId] = XStrongholdPlugin.New(pluginId)
end
end
function XStrongholdTeam:GetAllPlugins()
local plugins = {}
for _, plugin in pairs(self._PluginDic) do
tableInsert(plugins, plugin)
end
return plugins
end
function XStrongholdTeam:GetPlugin(pluginId)
local plugin = self._PluginDic[pluginId]
if not plugin then
XLog.Error("XStrongholdTeam:GetPlugin error: 插件Id与服务端不同步, pluginId is: ", pluginId, self._PluginDic)
return
end
return plugin
end
function XStrongholdTeam:SetPlugin(pluginId, count)
local plugin = self:GetPlugin(pluginId)
plugin:SetCount(count)
end
function XStrongholdTeam:IsAllPluginEmpty()
for _, plugin in pairs(self._PluginDic) do
if not plugin:IsEmpty() then
return false
end
end
return true
end
function XStrongholdTeam:GetUseElectricEnergy()
local useElectric = 0
for _, plugin in pairs(self._PluginDic) do
useElectric = useElectric + plugin:GetCostElectric()
end
return useElectric
end
--获取已上阵成员总战力
function XStrongholdTeam:GetTeamAbility()
local addAbility = 0
for pos in pairs(self._TeamMemberDic) do
addAbility = addAbility + self:GetTeamMemberAbility(pos)
end
return addAbility
end
--获取已激活插件额外增加战力
function XStrongholdTeam:GetPluginAddAbility()
local addAbility = 0
for _, plugin in pairs(self._PluginDic) do
addAbility = addAbility + plugin:GetAddAbility()
end
return addAbility
end
--队伍内成员战力 = 成员战力 + 已激活插件额外增加战力
function XStrongholdTeam:GetTeamMemberAbility(pos)
local extraAbility = self:GetPluginAddAbility()
local member = self:GetMember(pos)
return extraAbility + member:GetAbility()
end
function XStrongholdTeam:CheckPosEmpty(pos)
local member = self:GetMember(pos)
return member:IsEmpty()
end
function XStrongholdTeam:CheckTeamEveryMemberAbility(requireAbility, requireTeamMemberNum)
requireTeamMemberNum = requireTeamMemberNum or 0
for pos = 1, requireTeamMemberNum do
local ability = self:GetTeamMemberAbility(pos)
if ability < requireAbility then
return false
end
end
return true
end
--按照队伍要求人数裁剪多余的队员
function XStrongholdTeam:ClipMembers(requireTeamMember)
local inTeamCount = 0
local tmpMembers = {}
for pos, member in pairs(self._TeamMemberDic) do
if not member:IsEmpty() then
inTeamCount = inTeamCount + 1
end
if pos > requireTeamMember then
-- if inTeamCount > requireTeamMember then
--队伍人数超出上限,直接裁员
self._TeamMemberDic[pos] = nil
-- else
--队伍人数未超出上限,记录下来并移动到前面空的位置
-- tableInsert(tmpMembers, member)
-- self._TeamMemberDic[pos] = nil
-- end
end
end
--将未超出上限但位置不对的队员移动到前面空的位置
-- local nextEmptyPos = 0
-- for pos = 1, requireTeamMember do
-- local member = self._TeamMemberDic[pos]
-- if not member or member:IsEmpty() then
-- nextEmptyPos = pos
-- break
-- end
-- end
-- if IsNumberValid(pos) then
-- for _, member in pairs(tmpMembers) do
-- self._TeamMemberDic[nextEmptyPos] = member
-- member:SetPos(nextEmptyPos)
-- nextEmptyPos = nextEmptyPos + 1
-- end
-- end
--如队长/首发位为空默认设置为1号位
-- if self:CheckPosEmpty(self._CaptainPos) then
-- self._CaptainPos = 1
-- end
-- if self:CheckPosEmpty(self._FirstPos) then
-- self._FirstPos = 1
-- end
end
--剔除不属于自己拥有角色的队员
function XStrongholdTeam:KickOutOtherMembers()
for _, member in pairs(self._TeamMemberDic) do
if not member:IsOwn() then
member:ResetCharacters()
end
end
end
--剔除已经失效的援助角色
function XStrongholdTeam:KickOutInvalidMembers()
for _, member in pairs(self._TeamMemberDic) do
if not member:CheckValid() then
member:ResetCharacters()
end
end
end
--清空队伍
function XStrongholdTeam:Clear()
for _, member in pairs(self._TeamMemberDic) do
member:ResetCharacters()
end
end
function XStrongholdTeam:Reset()
local oldId = self._Id
self:Init(oldId)
end
function XStrongholdTeam:Compare(cTeam)
if not cTeam then return false end
if self:GetCaptainPos() ~= cTeam:GetCaptainPos() then
return false
end
if self:GetFirstPos() ~= cTeam:GetFirstPos() then
return false
end
local runeId, subRuneId = self:GetRune()
local cRuneId, cSubRuneId = cTeam:GetRune()
if runeId ~= cRuneId
or subRuneId ~= cSubRuneId
then
return false
end
for pos, member in pairs(self._TeamMemberDic) do
local cMember = cTeam:GetMember(pos)
if not member:Compare(cMember) then
return false
end
end
for pluginId, plugin in pairs(self._PluginDic) do
local cPlugin = cTeam:GetPlugin(pluginId)
if not plugin:Compare(cPlugin) then
return false
end
end
return true
end
--设置符文
function XStrongholdTeam:SetRune(runeId, subRuneId)
local oldRuneId, oldSubRuneId = 0, 0
if XTool.IsNumberValid(runeId) then
oldRuneId = self._RuneId
self._RuneId = runeId
end
if XTool.IsNumberValid(subRuneId) then
oldSubRuneId = self._SubRuneId
self._SubRuneId = subRuneId
end
XDataCenter.StrongholdManager.TakeOffRune(oldRuneId, oldSubRuneId)
XDataCenter.StrongholdManager.UseRune(runeId, subRuneId, self._Id)
end
--清空符文
function XStrongholdTeam:ClearRune()
XDataCenter.StrongholdManager.TakeOffRune(self._RuneId, self._SubRuneId)
self._RuneId = 0
self._SubRuneId = 0
end
--获取符文
function XStrongholdTeam:GetRune()
return self._RuneId, self._SubRuneId
end
--是否装备符文
function XStrongholdTeam:HasRune()
return XTool.IsNumberValid(self._RuneId)
and XTool.IsNumberValid(self._SubRuneId)
end
--是否装备该符文大类
function XStrongholdTeam:IsRuneUsing(runeId)
return XTool.IsNumberValid(self._RuneId)
and self._RuneId == runeId
end
--获取符文描述
function XStrongholdTeam:GetRuneDesc()
local runeId = self._RuneId
if not XTool.IsNumberValid(runeId) then return "" end
return XStrongholdConfigs.GetRuneBrief(runeId)
end
--获取符文颜色
function XStrongholdTeam:GetRuneColor()
local runeId = self._RuneId
if not XTool.IsNumberValid(runeId) then return "" end
return XStrongholdConfigs.GetRuneColor(runeId)
end
return XStrongholdTeam