PGRData/Resources/Scripts/XManager/XRpgMakerGameManager.lua
2022-12-26 14:06:01 +05:30

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23 KiB
Lua

local XRpgMakerGameActivityDb = require("XEntity/XRpgMakerGame/XRpgMakerGameActivityDb")
local XRpgMakerGameEnterStageDb = require("XEntity/XRpgMakerGame/XRpgMakerGameEnterStageDb")
local XRpgMakerGameEndPoint = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameEndPoint")
local XRpgMakerGameMonsterData = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameMonsterData")
local XRpgMakerGamePlayer = require("XEntity/XRpgMakerGame/Object/XRpgMakerGamePlayer")
local XRpgMakerGameTriggerData = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameTriggerData")
local XUiRpgMakerGamePlayScene = require("XUi/XUiRpgMakerGame/PlayMain/XUiRpgMakerGamePlayScene")
XRpgMakerGameManagerCreator = function()
local tableInsert = table.insert
local tableSort = table.sort
local tableRemove = table.remove
local tonumber = tonumber
local pairs = pairs
local CSXTextManagerGetText = CS.XTextManager.GetText
local stringFormat = string.format
local RpgMakerGameActivityDb = XRpgMakerGameActivityDb.New()
local RpgMakerGameEnterStageDb = XRpgMakerGameEnterStageDb.New()
local PlayerObj = XRpgMakerGamePlayer.New()
local EndPointObj = XRpgMakerGameEndPoint.New()
local GameMonsterObjDic = {} --怪物对象字典
local TriggerObjDic = {} --机关对象字典
local Actions = {} --状态列表
local CurrentCount = 0 --当前回合数
local CurrentScene = XUiRpgMakerGamePlayScene.New()
local CurrTabGroupIndexByUiMainTemp --缓存主界面选择的chapter对应的TabGroupIndex
---------------------本地接口 begin------------------
local InitMonsetObj = function(mapId)
GameMonsterObjDic = {}
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
local monsterObj
for _, monsterId in ipairs(monsterIdList) do
GameMonsterObjDic[monsterId] = XRpgMakerGameMonsterData.New(monsterId)
end
end
local ClearMonsterObj = function()
for _, monsterObj in pairs(GameMonsterObjDic) do
monsterObj:Dispose()
end
GameMonsterObjDic = {}
end
local ResetMonsetObj = function()
for _, monsterObj in pairs(GameMonsterObjDic) do
monsterObj:InitData()
end
end
local InitTriggerObjDic = function(mapId)
TriggerObjDic = {}
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
local monsterObj
for _, triggerId in ipairs(triggerIdList) do
TriggerObjDic[triggerId] = XRpgMakerGameTriggerData.New(triggerId)
end
end
local ClearTriggerObj = function()
for _, triggerObj in pairs(TriggerObjDic) do
triggerObj:Dispose()
end
TriggerObjDic = {}
end
local ResetTriggerObj = function()
for _, triggerObj in pairs(TriggerObjDic) do
triggerObj:InitData()
end
end
local _CurrentReqMoveLock --请求移动协议结果未处理之前不允许接着请求
local LockReqMove = function()
_CurrentReqMoveLock = true
end
local UnLockReqMove = function()
_CurrentReqMoveLock = nil
end
local IsLockReqMove = function()
return _CurrentReqMoveLock or false
end
local ResetStepCount = function()
XDataCenter.RpgMakerGameManager.SetCurrentCount(0)
end
local InsertAction = function(action)
tableInsert(Actions, action)
end
---------------------本地接口 end--------------------
local XRpgMakerGameManager = {}
-----------------功能入口 begin----------------
function XRpgMakerGameManager.GetRpgMakerGameStageStatus(rpgMakerGameStageId)
local stageIsClear = XRpgMakerGameManager.IsStageClear(rpgMakerGameStageId)
if stageIsClear then
return XRpgMakerGameConfigs.RpgMakerGameStageStatus.Clear
end
local preStage = XRpgMakerGameConfigs.GetRpgMakerGameStagePreStage(rpgMakerGameStageId)
local preStageIsClear = not XTool.IsNumberValid(preStage) and true or XRpgMakerGameManager.IsStageClear(preStage)
if preStageIsClear then
return XRpgMakerGameConfigs.RpgMakerGameStageStatus.UnLock
end
return XRpgMakerGameConfigs.RpgMakerGameStageStatus.Lock
end
function XRpgMakerGameManager.IsStageClear(stageId)
local stageDb = XRpgMakerGameManager.GetRpgMakerActivityStageDb(stageId)
return stageDb and true or false
end
function XRpgMakerGameManager.CheckActivityIsOpen()
local id = XRpgMakerGameConfigs.GetDefaultActivityId()
local timeId = XRpgMakerGameConfigs.GetRpgMakerGameActivityTimeId(id)
if not XFunctionManager.CheckInTimeByTimeId(timeId) then
if CS.XFight.IsRunning or XLuaUiManager.IsUiLoad("UiLoading") then
return false
end
XUiManager.TipText("ActivityMainLineEnd")
XLuaUiManager.RunMain()
return false
end
return true
end
function XRpgMakerGameManager.GetActivityTime()
local id = XRpgMakerGameConfigs.GetDefaultActivityId()
local timeId = XRpgMakerGameConfigs.GetRpgMakerGameActivityTimeId(id)
return XFunctionManager.GetTimeByTimeId(timeId)
end
function XRpgMakerGameManager.CheckActivityCondition()
local functionId = XFunctionManager.FunctionName.RpgMakerActivity
local isOpen = XFunctionManager.JudgeCanOpen(functionId)
local desc = XFunctionManager.GetFunctionOpenCondition(functionId)
if not isOpen then
XUiManager.TipMsg(desc)
end
return isOpen, desc
end
function XRpgMakerGameManager.CheckRedPoint()
local groupId = XRpgMakerGameManager.GetCurrTaskTimeLimitId()
return XDataCenter.TaskManager.CheckLimitTaskList(groupId)
end
-----------------功能入口 end------------------
-----------------主界面 begin------------------
function XRpgMakerGameManager.GetRpgMakerActivityStageDb(stageCfgId)
return RpgMakerGameActivityDb:GetStageDb(stageCfgId)
end
function XRpgMakerGameManager.GetRpgMakerChapterClearStarCount(chapterId)
local stageIdList = XRpgMakerGameConfigs.GetRpgMakerGameStageIdList(chapterId)
local stageDb
local starCount = 0
for _, stageId in ipairs(stageIdList) do
stageDb = XRpgMakerGameManager.GetRpgMakerActivityStageDb(stageId)
if stageDb then
starCount = starCount + stageDb:GetStarCount()
end
end
return starCount
end
function XRpgMakerGameManager.IsChapterUnLock(chapterId)
if not XTool.IsNumberValid(chapterId) then
return true
end
local timeId = XRpgMakerGameConfigs.GetRpgMakerGameChapterOpenTimeId(chapterId)
return XFunctionManager.CheckInTimeByTimeId(timeId)
end
function XRpgMakerGameManager.IsStageUnLock(stageId)
local stageStatus = XRpgMakerGameManager.GetRpgMakerGameStageStatus(stageId)
if stageStatus ~= XRpgMakerGameConfigs.RpgMakerGameStageStatus.Lock then
return true
end
local preStage = XRpgMakerGameConfigs.GetRpgMakerGameStagePreStage(stageId)
local preStageName = XRpgMakerGameConfigs.GetRpgMakerGameStageName(preStage)
local desc = CS.XTextManager.GetText("RpgMakerGameStageNotOpen", preStageName)
return false, desc
end
function XRpgMakerGameManager.GetCurrTaskTimeLimitId()
local activityId = XRpgMakerGameConfigs.GetDefaultActivityId()
return XRpgMakerGameConfigs.GetRpgMakerGameActivityTaskTimeLimitId(activityId)
end
function XRpgMakerGameManager.GetTimeLimitTask()
local groupId = XRpgMakerGameManager.GetCurrTaskTimeLimitId()
return XDataCenter.TaskManager.GetTimeLimitTaskListByGroupId(groupId)
end
function XRpgMakerGameManager.SetCurrTabGroupIndexByUiMainTemp(currTabGroupIndexByUiMainTemp)
CurrTabGroupIndexByUiMainTemp = currTabGroupIndexByUiMainTemp
end
function XRpgMakerGameManager.SetCurrClearButtonGroupIndex()
XSaveTool.SaveData("RpgMakerGameCurrClearButtonGroupIndex" .. XPlayer.Id, CurrTabGroupIndexByUiMainTemp)
end
function XRpgMakerGameManager.GetCurrClearButtonGroupIndex()
return XSaveTool.GetData("RpgMakerGameCurrClearButtonGroupIndex" .. XPlayer.Id)
end
-----------------主界面 end--------------------
-----------------关卡内 begin------------------
function XRpgMakerGameManager.InitStageMap(mapId, selectRoleId)
PlayerObj:InitData(mapId, selectRoleId)
EndPointObj:InitData(mapId)
InitMonsetObj(mapId)
InitTriggerObjDic(mapId)
ResetStepCount()
end
function XRpgMakerGameManager.ResetStageMap()
local enterStageDb = XRpgMakerGameManager:GetRpgMakerGameEnterStageDb()
local mapId = enterStageDb:GetMapId()
local selectRoleId = enterStageDb:GetSelectRoleId()
PlayerObj:InitData(mapId, selectRoleId)
EndPointObj:InitData(mapId)
ResetTriggerObj()
ResetMonsetObj()
ResetStepCount()
XRpgMakerGameManager.ResetActions()
end
function XRpgMakerGameManager.ClearStageMap()
PlayerObj:Dispose()
EndPointObj:Dispose()
ClearMonsterObj()
ClearTriggerObj()
ResetStepCount()
end
function XRpgMakerGameManager.GetNextAction()
local action = tableRemove(Actions, 1)
XRpgMakerGameManager.UpdateActionData(action)
return action
end
function XRpgMakerGameManager.IsActionsEmpty()
return XTool.IsTableEmpty(Actions)
end
--更新状态数据,不播放动画
function XRpgMakerGameManager.UpdateActionData(action)
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionPlayerMove then
XRpgMakerGameManager.SetCurrentCount(action.CurrentCount)
PlayerObj:SetFaceDirection(action.Direction)
PlayerObj:UpdatePosition(action.EndPosition)
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionKillMonster then
local monsterObj = XRpgMakerGameManager.GetMonsterObj(action.MonsterId)
if monsterObj then
monsterObj:Die()
end
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionStageWin then
local enterStageDb = XRpgMakerGameManager:GetRpgMakerGameEnterStageDb()
local stageId = enterStageDb:GetStageId()
local selectRoleId = enterStageDb:GetSelectRoleId()
local stepCount = XRpgMakerGameManager.GetCurrentCount()
local stageDb = XRpgMakerGameManager.GetRpgMakerActivityStageDb(stageId)
local starCount = action.StarCondition and #action.StarCondition or 0
if stageDb then
if stageDb:GetStarCount() < starCount then
stageDb:SetRoleId(selectRoleId)
stageDb:SetStepCount(stepCount)
stageDb:SetStarCondition(action.StarCondition)
end
else
RpgMakerGameActivityDb:UpdateStageDb({StageCfgId = stageId, RoleId = selectRoleId, StepCount = stepCount, StarCondition = action.StarCondition})
end
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionEndPointOpen then
EndPointObj:EndPointOpen()
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionMonsterRunAway
or action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionMonsterPatrol then
local monsterObj = XRpgMakerGameManager.GetMonsterObj(action.MonsterId)
if monsterObj then
monsterObj:SetFaceDirection(action.Direction)
monsterObj:UpdatePosition(action.EndPosition)
end
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionMonsterChangeDirection then
local monsterObj = XRpgMakerGameManager.GetMonsterObj(action.MonsterId)
if monsterObj then
monsterObj:SetFaceDirection(action.Direction)
end
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionMonsterKillPlayer then
PlayerObj:Die()
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionTriggerStatusChange then
local triggerObj = XRpgMakerGameManager.GetTriggerObj(action.TriggerId)
if triggerObj then
triggerObj:SetTriggerStatus(action.TriggerStatus)
end
return
end
if action.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionUnlockRole then
RpgMakerGameActivityDb:UpdateUnlockRoleId(action.RoleId)
return
end
end
--地图某一时刻的状态
function XRpgMakerGameManager.UpdateMapStatusDb(data)
--玩家状态
PlayerObj:UpdateData(data.GamePlayer)
--终点状态
EndPointObj:UpdateData(data.EndPoint)
--怪物状态
for _, monsterData in ipairs(data.GameMonsters) do
local id = monsterData.Id
local monsterObj = GameMonsterObjDic[id]
if monsterObj then
monsterObj:UpdateData(monsterData)
end
end
--机关
for _, triggerData in ipairs(data.Triggers) do
local id = triggerData.Id
local triggerObj = TriggerObjDic[id]
if triggerObj then
triggerObj:UpdateData(triggerData)
end
end
XDataCenter.RpgMakerGameManager.SetCurrentCount(data.CurrentRound)
end
function XRpgMakerGameManager.SetCurrentCount(currentCount)
CurrentCount = currentCount
end
function XRpgMakerGameManager.GetCurrentCount()
return CurrentCount
end
function XRpgMakerGameManager.GetMonsterObj(monsterId)
return XTool.IsNumberValid(monsterId) and GameMonsterObjDic[monsterId]
end
--获得怪物死亡的数量
function XRpgMakerGameManager.GetMonsterDeathCount()
local normalMonsterDeathCount = 0
local bossDeathCount = 0
local totalDeathCount = 0
local monsterTypeCfg
for _, obj in pairs(GameMonsterObjDic) do
monsterTypeCfg = XRpgMakerGameConfigs.GetRpgMakerGameMonsterType(obj:GetId())
if monsterTypeCfg == XRpgMakerGameConfigs.XRpgMakerGameMonsterType.Normal and obj:IsDeath() then
normalMonsterDeathCount = normalMonsterDeathCount + 1
elseif monsterTypeCfg == XRpgMakerGameConfigs.XRpgMakerGameMonsterType.BOSS and obj:IsDeath() then
bossDeathCount = bossDeathCount + 1
end
end
totalDeathCount = normalMonsterDeathCount + bossDeathCount
return totalDeathCount, normalMonsterDeathCount, bossDeathCount
end
function XRpgMakerGameManager.GetTriggerObj(triggerId)
return XTool.IsNumberValid(triggerId) and TriggerObjDic[triggerId]
end
function XRpgMakerGameManager.GetRpgMakerGameEnterStageDb()
return RpgMakerGameEnterStageDb
end
function XRpgMakerGameManager.GetPlayerObj()
return PlayerObj
end
function XRpgMakerGameManager.GetEndPointObj()
return EndPointObj
end
function XRpgMakerGameManager.ResetActions()
Actions = {}
end
function XRpgMakerGameManager.GetCurrentScene()
return CurrentScene
end
--获得一个随机对话内容的id
function XRpgMakerGameManager.GetRandomDialogBoxId()
--设置随机数种子
math.randomseed(os.time())
local idList = XRpgMakerGameConfigs.GetRpgMakerGameRandomDialogBoxIdList()
local clearStageIdList = {}
local preStageId
local isStageClear
local weight
local sum = 0
local randomDialogBoxId
--获取权重总和
for _, id in ipairs(idList) do
preStageId = XRpgMakerGameConfigs.GetRpgMakerGameRandomDialogBoxPreStage(id)
isStageClear = not XTool.IsNumberValid(preStageId) and true or XRpgMakerGameManager.IsStageClear(preStageId)
weight = XRpgMakerGameConfigs.GetRpgMakerGameRandomDialogBoxWeight(id)
if isStageClear then
table.insert(clearStageIdList, id)
sum = sum + weight
end
end
--随机数加上权重,越大的权重,数值越大
local maxRand = 0
local rand
for _, id in ipairs(clearStageIdList) do
rand = math.random(0, sum)
weight = XRpgMakerGameConfigs.GetRpgMakerGameRandomDialogBoxWeight(id)
if rand + weight > maxRand then
maxRand = rand + weight
randomDialogBoxId = id
end
end
return randomDialogBoxId
end
function XRpgMakerGameManager.GetSceneCubeObj(row, col)
local currentScene = XRpgMakerGameManager.GetCurrentScene()
return currentScene and currentScene:GetCubeObj(row, col)
end
function XRpgMakerGameManager.GetSceneCubeUpCenterPosition(row, col)
local cubeObj = XRpgMakerGameManager.GetSceneCubeObj(row, col)
return cubeObj and cubeObj:GetGameObjUpCenterPosition()
end
function XRpgMakerGameManager.GetSceneCubeTransform(row, col)
local cubeObj = XRpgMakerGameManager.GetSceneCubeObj(row, col)
return cubeObj and cubeObj:GetTransform()
end
-----------------关卡内 end--------------------
-----------------角色相关 begin----------------
function XRpgMakerGameManager.GetOnceUnLockRoleId()
local roleIdList = XRpgMakerGameConfigs.GetRpgMakerGameRoleIdList()
for _, roleId in ipairs(roleIdList) do
if XRpgMakerGameManager.IsUnlockRole(roleId) then
return roleId
end
end
return roleIdList[1]
end
function XRpgMakerGameManager.IsUnlockRole(roleId)
if not XTool.IsNumberValid(roleId) then
return false
end
local unlockRoleIdList = XRpgMakerGameManager.GetUnlockRoleIdList()
for _, unlockRoleId in ipairs(unlockRoleIdList) do
if unlockRoleId == roleId then
return true
end
end
return false, XRpgMakerGameConfigs.GetRpgMakerGameRoleLockTipsDesc(roleId)
end
function XRpgMakerGameManager.GetUnlockRoleIdList()
return RpgMakerGameActivityDb:GetUnlockRoleIdList()
end
-----------------角色相关 end------------------
-----------------协议相关 begin----------------
--进入活动请求
function XRpgMakerGameManager.RequestRpgMakerGameEnter()
if not XDataCenter.RpgMakerGameManager.CheckActivityCondition() then
return
end
XNetwork.Call("RpgMakerGameEnterRequest", {}, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
RpgMakerGameActivityDb:UpdateData(res.ActivityDb or res.ActivityData) --中途改了名字,防止出错
if not XLuaUiManager.IsUiLoad("UiRpgMakerGameMain") then
XLuaUiManager.Open("UiRpgMakerGameMain")
end
end)
end
--进入一个TileMap
function XRpgMakerGameManager.RequestRpgMakerGameEnterStage(stageId, selectRoleId, cb)
local req = { StageId = stageId, SelectRoleId = selectRoleId }
XNetwork.Call("RpgMakerGameEnterStageRequest", req, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
CurrentScene:RemoveScene()
XRpgMakerGameManager.ResetActions()
RpgMakerGameEnterStageDb:UpdateData(res)
for _, action in ipairs(res.Actions or {}) do
InsertAction(action)
end
XRpgMakerGameManager.InitStageMap(res.MapId, res.SelectRoleId)
XLuaUiManager.Open("UiFubenRpgMakerGameMovie", stageId)
CurrentScene:LoadScene(res.MapId, function()
local delay = CS.XGame.ClientConfig:GetInt("RpgMakerGameLoadingDelayClose") --延迟Loading界面关闭的时间
XScheduleManager.ScheduleOnce(function()
XLuaUiManager.Close("UiFubenRpgMakerGameMovie")
CurrentScene:SetSceneActive(false) --处理光照异常
CurrentScene:SetSceneActive(true)
if cb then
cb()
end
end, delay)
end, "UiRpgMakerGamePlayMain")
end)
end
--玩家移动
function XRpgMakerGameManager.RequestRpgMakerGameMapMove(mapId, direction, cb)
if IsLockReqMove() then return end
local req = { MapId = mapId, Direction = direction }
LockReqMove()
XNetwork.Call("RpgMakerGameMapMoveRequest", req, function(res)
if res.Code ~= XCode.Success then
UnLockReqMove()
XUiManager.TipCode(res.Code)
return
end
for _, action in ipairs(res.Actions) do
InsertAction(action)
end
UnLockReqMove()
if cb then
cb()
end
end)
end
--重置游戏
function XRpgMakerGameManager.RequestRpgMakerGameMapResetGame(mapId, cb)
local req = { MapId = mapId }
XNetwork.Call("RpgMakerGameMapResetGameRequest", req, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
XRpgMakerGameManager.ResetStageMap()
for _, action in ipairs(res.Actions or {}) do
InsertAction(action)
end
if cb then
cb()
end
end)
end
--后退
function XRpgMakerGameManager.RequestRpgMakerGameMapBackUp(mapId, cb)
local currCount = XRpgMakerGameManager.GetCurrentCount()
if currCount == 0 then
return
end
local req = { MapId = mapId }
XNetwork.Call("RpgMakerGameMapBackUpRequest", req, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
XRpgMakerGameManager.UpdateMapStatusDb(res.GameMapStatusDb)
for _, action in ipairs(res.Actions or {}) do
InsertAction(action)
end
local currentRound = res.GameMapStatusDb.CurrentRound
if cb then
cb(currentRound)
end
end)
end
-----------------协议相关 end----------------
return XRpgMakerGameManager
end