572 lines
No EOL
17 KiB
Lua
572 lines
No EOL
17 KiB
Lua
--兵法蓝图角色模型类
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local XRpgTowerCharacter = XClass(nil, "XRpgTowerCharacter")
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local XRpgTowerTalent = require("XEntity/XRpgTower/XRpgTowerTalent")
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local XRpgTowerItem = require("XEntity/XRpgTower/XRpgTowerItem")
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--[[
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*********属性说明
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RCharaCfg 兵法蓝图角色配置
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TalentIds 已激活的天赋ID列表
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TalentPoints 剩余的天赋点
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Order 在队伍列表中的位置
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]]
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--[[
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================
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构造函数
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================
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]]
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function XRpgTowerCharacter:Ctor(characterId, teamOrder)
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self.RCharaCfg = XRpgTowerConfig.GetRCharacterCfgByCharacterIdAndLevel(characterId, 1)
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self.RBaseCharaCfg = XRpgTowerConfig.GetRBaseCharaCfgByCharacterId(characterId)
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self.RobotId = self.RCharaCfg.RobotId
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self.Order = teamOrder
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self.TalentType = 1
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self.TalentIds = {}
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end
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--[[
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================
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刷新角色数据(刷新角色数据时使用)
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@param XRpgCharacterData: 通信用角色数据模型数据
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================
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]]
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function XRpgTowerCharacter:RefreshCharacterData(XRpgCharacterData)
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self.RCharaCfg = XRpgTowerConfig.GetRCharacterCfgByCharacterIdAndLevel(XRpgCharacterData.CharacterId, XDataCenter.RpgTowerManager.GetCurrentLevel())
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self.RBaseCharaCfg = XRpgTowerConfig.GetRBaseCharaCfgByCharacterId(XRpgCharacterData.CharacterId)
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self.TalentPoint = XRpgTowerItem.New(XDataCenter.RpgTowerManager.GetTalentItemId())
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self.TalentTeamPoint = XRpgTowerItem.New(XDataCenter.RpgTowerManager.GetTalentItemId())
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self.Points = { self.TalentPoint, self.TalentTeamPoint}
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self.RobotId = self.RCharaCfg.RobotId
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self.TalentIds = self:InitTalentIds(XRpgCharacterData.TalentIds)
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self.TalentPoint:SetNum(XRpgCharacterData.TalentPoints)
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self.TalentTeamPoint:SetNum(XRpgCharacterData.TalentTeamPoints)
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self:ResetInfo()
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self:InitTalents()
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self.TalentType = XRpgCharacterData.UseTalentType
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end
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function XRpgTowerCharacter:ResetInfo()
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self:InitSkillInfo()
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self:InitAbility()
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end
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--[[
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================
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清空角色技能信息
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================
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]]
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function XRpgTowerCharacter:InitSkillInfo()
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self.RoleListSkill = nil
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end
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--[[
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================
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清空角色战力信息
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================
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]]
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function XRpgTowerCharacter:InitAbility()
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self.Ability = nil
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end
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--[[
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================
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初始化天赋开启数据
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================
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]]
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function XRpgTowerCharacter:InitTalentIds(activeTalentIds)
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local talentActiveDic = {}
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for _, activeTalentId in pairs(activeTalentIds) do
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talentActiveDic[activeTalentId] = true
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end
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return talentActiveDic
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end
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--[[
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================
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初始化角色天赋信息
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================
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]]
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function XRpgTowerCharacter:InitTalents()
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local talents = XRpgTowerConfig.GetTalentCfgsByCharacterId(self:GetCharacterId())
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self.Talents = {}
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self.Type2TalentsDic = {}
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for layerId, talentLayer in pairs(talents) do
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if not self.Talents[layerId] then self.Talents[layerId] = {} end
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for index, talentCfg in pairs(talentLayer) do
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if not self.Type2TalentsDic[talentCfg.TalentType] then
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self.Type2TalentsDic[talentCfg.TalentType] = {}
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end
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if not self.Type2TalentsDic[talentCfg.TalentType][layerId] then
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self.Type2TalentsDic[talentCfg.TalentType][layerId] = {}
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end
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local newTalent = XRpgTowerTalent.New(talentCfg.TalentId, self.TalentIds[talentCfg.TalentId], self)
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table.insert(self.Talents[layerId], newTalent)
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table.insert(self.Type2TalentsDic[talentCfg.TalentType][layerId], newTalent)
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end
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table.sort(self.Talents[layerId], function(rTalent1, rTalent2)
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return rTalent1:GetId() < rTalent2:GetId()
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end)
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end
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for _, talentDic in pairs(self.Type2TalentsDic) do
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for _, talentList in pairs(talentDic) do
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table.sort(talentList, function(rTalent1, rTalent2)
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return rTalent1:GetId() < rTalent2:GetId()
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end)
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end
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end
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end
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--================
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--获取角色ID
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--================
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function XRpgTowerCharacter:GetId()
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return self.RCharaCfg and self.RCharaCfg.CharacterId
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end
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--[[
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================
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获取角色ID
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================
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]]
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function XRpgTowerCharacter:GetCharacterId()
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return self.RCharaCfg and self.RCharaCfg.CharacterId
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end
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--[[
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================
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获取机器人ID
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================
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]]
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function XRpgTowerCharacter:GetRobotId()
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return self.RobotId
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end
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--[[
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================
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获取机器人配置
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================
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]]
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function XRpgTowerCharacter:GetRobotCfg()
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return XRobotManager.GetRobotTemplate(self:GetRobotId())
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end
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--[[
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================
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获取角色在队伍中的排序
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================
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]]
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function XRpgTowerCharacter:GetOrder()
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return self.Order
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end
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--[[
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================
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获取角色要展示的基础属性类型组数据
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================
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]]
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function XRpgTowerCharacter:GetDisplayAttrTypeData()
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local attrData = {}
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for i in pairs(self.RBaseCharaCfg.DisplayAttriName) do
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local attr = {
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Name = self.RBaseCharaCfg.DisplayAttriName[i],
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Type = self.RBaseCharaCfg.DisplayAttriType[i]
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}
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table.insert(attrData, attr)
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end
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return attrData
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end
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--[[
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================
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获取角色战力
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================
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]]
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function XRpgTowerCharacter:GetAbility()
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if self.Ability then return self.Ability end
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--二期简化了技能树类型,可以直接读取机器人表的ShowAbility
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self.Ability = XRobotManager.GetRobotAbility(self:GetRobotId())
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for _, talentLayer in pairs(self.Type2TalentsDic[self:GetCharaTalentType()] or {}) do
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for index, talent in pairs(talentLayer) do
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if talent:GetIsUnLock() then
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self.Ability = self.Ability + talent:GetSpecialAbility()
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end
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end
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end
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return self.Ability
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end
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--[[
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================
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获取角色四围属性值
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================
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]]
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function XRpgTowerCharacter:GetCharaAttributes()
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local extraAttribIds = {}
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for _, talentLayer in pairs(self.Talents or {}) do
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for index, talent in pairs(talentLayer) do
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if talent:GetIsUnLock() then
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local attribId = talent:GetAttribPlus()
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if attribId then
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table.insert(extraAttribIds, attribId)
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end
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end
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end
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end
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return XRobotManager.GetRobotAttribWithExtraAttrib(self.RobotId, extraAttribIds)
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end
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--[[
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================
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获取角色天赋属性加值
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================
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]]
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function XRpgTowerCharacter:GetCharaTalentPlusAttr()
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local extraAttr
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for _, talentLayer in pairs(self.Talents) do
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for index, talent in pairs(talentLayer) do
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if talent:GetIsUnLock() then
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local attribId = talent:GetAttribPlus()
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if not extraAttr and attribId then
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extraAttr = XTool.Clone(XAttribManager.GetAttribByAttribId(attribId))
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elseif attribId then
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XAttribManager.DoAddAttribsByAttrAndAddId(extraAttr, attribId)
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end
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end
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end
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end
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return extraAttr
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end
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--[[
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================
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获取角色名称
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================
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]]
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function XRpgTowerCharacter:GetCharaName()
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return XCharacterConfigs.GetCharacterName(self.RCharaCfg.CharacterId)
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end
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--[[
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================
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获取角色名称+型号全称
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================
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]]
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function XRpgTowerCharacter:GetFullName()
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return XCharacterConfigs.GetCharacterFullNameStr(self.RCharaCfg.CharacterId)
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end
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--[[
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================
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获取角色型号名
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================
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]]
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function XRpgTowerCharacter:GetModelName()
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return XCharacterConfigs.GetCharacterTradeName(self.RCharaCfg.CharacterId)
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end
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--[[
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================
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获取角色详细界面的技能列表
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================
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]]
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function XRpgTowerCharacter:GetRoleListSkill()
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if self.RoleListSkill then return self.RoleListSkill end
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local skillData = XRobotManager.GetRobotSkillLevelDic(self:GetRobotId(), true)
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self.RoleListSkill = {}
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local removeNo = {
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[16] = true, -- 普通技能
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[18] = true,
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[21] = true,
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[22] = true,
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[23] = true
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} -- 队长技(SS,SSS,SSS+与终阶解放技能不展示,4期又改成要展示)
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local forceNo = {
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[24] = true, --SS
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[25] = true, --SSS
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[26] = true, --SSS+
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[27] = true --终解
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}
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--增加角色天赋里面的技能增益
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local plusSkillData = self:GetSkillPlusData()
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for skillId, skillLevel in pairs(plusSkillData) do
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skillData[skillId] = skillData[skillId] + skillLevel
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end
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--按SkillId排序
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local tempList = {}
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local skillHead
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for skillId, skillLevel in pairs(skillData) do
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local skillNo = skillId % 100
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skillHead = math.floor(skillId / 100)
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if not removeNo[skillNo] then
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local skillInfo = XCharacterConfigs.GetSkillGradeDesConfig(skillId, skillLevel)
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local tempData = { Order = skillId, Info = skillInfo}
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table.insert(tempList, tempData)
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end
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if forceNo[skillNo] then
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forceNo[skillNo] = false
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end
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end
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for skillNo, forceAdd in pairs(forceNo) do
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if forceAdd then
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local skillId = skillHead * 100 + skillNo
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local skillInfo = XCharacterConfigs.GetSkillGradeDesConfig(skillId, 0)
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local tempData = { Order = skillId, Info = skillInfo}
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table.insert(tempList, tempData)
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end
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end
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table.sort(tempList, function(a,b) return a.Order < b.Order end)
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for i = 1, #tempList do
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table.insert(self.RoleListSkill, tempList[i].Info)
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end
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return self.RoleListSkill
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end
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--[[
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================
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获取角色技能天赋增加部分数据
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================
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]]
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function XRpgTowerCharacter:GetSkillPlusData()
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local plusSkillData = {}
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if not self.Talents then return plusSkillData end
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--统计每个激活天赋增加的技能
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for _, talentLayer in pairs(self.Talents) do
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for index, talent in pairs(talentLayer) do
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if talent:GetIsUnLock() then
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local skillInfo = talent:GetSkillPlus()
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if skillInfo then
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for skillId, addLevel in pairs(skillInfo) do
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if not plusSkillData[skillId] then plusSkillData[skillId] = 0 end
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plusSkillData[skillId] = plusSkillData[skillId] + addLevel
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end
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end
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end
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end
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end
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return plusSkillData
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end
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--[[
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================
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获取角色小头像
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================
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]]
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function XRpgTowerCharacter:GetSmallHeadIcon()
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local fashionId = XCharacterConfigs.GetCharacterTemplate(self.RCharaCfg.CharacterId).DefaultNpcFashtionId
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return XDataCenter.FashionManager.GetFashionSmallHeadIcon(fashionId)
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end
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--[[
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================
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获取角色大头像
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================
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]]
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function XRpgTowerCharacter:GetBigHeadIcon()
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local fashionId = XCharacterConfigs.GetCharacterTemplate(self.RCharaCfg.CharacterId).DefaultNpcFashtionId
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return XDataCenter.FashionManager.GetFashionBigHeadIcon(fashionId)
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end
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--[[
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================
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获取角色职介图标
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================
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]]
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function XRpgTowerCharacter:GetJobTypeIcon()
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local jobType = XRobotManager.GetRobotJobType(self.RobotId)
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return XCharacterConfigs.GetNpcTypeIcon(jobType)
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end
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--================
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--获取角色品质图标
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--================
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function XRpgTowerCharacter:GetCharaQualityIcon()
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local cfg = XRobotManager.GetRobotTemplate(self.RobotId)
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return XCharacterConfigs.GetCharacterQualityIcon(cfg.CharacterQuality)
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end
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--================
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--获取角色天赋类型
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--================
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function XRpgTowerCharacter:GetCharaTalentType()
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return self.TalentType or 1
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end
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--================
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--设置角色天赋类型
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--================
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function XRpgTowerCharacter:SetTalentType(talentTypeId)
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if self.TalentType == talentTypeId then return end
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self.TalentType = talentTypeId
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self:ResetInfo()
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end
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--================
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--获取角色天赋类型名称
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--================
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function XRpgTowerCharacter:GetCharaTalentTypeName()
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-- return XRpgTowerConfig.GetTalentTypeNameById(self.TalentType)
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return XRpgTowerConfig.GetTalentTypeConfigByCharacterId(self:GetId(), self.TalentType).Name
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end
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--[[
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================
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是否已经满级
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================
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]]
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function XRpgTowerCharacter:GetIsMaxLevel()
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return self.RCharaCfg and (self:GetLevel() >= XDataCenter.RpgTowerManager.GetMaxLevel())
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end
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--================
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--获取角色的天赋点
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--================
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function XRpgTowerCharacter:GetTalentPoints(talentTypeId)
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return self.Points[talentTypeId]:GetNum()
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end
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--================
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--增加角色的天赋点
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--================
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function XRpgTowerCharacter:AddTalentPoints(addNum, talentTypeId)
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self.Points[talentTypeId]:AddNum(addNum)
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end
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--================
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--获取角色的天赋对象列表
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--================
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function XRpgTowerCharacter:GetTalents(talentTypeId)
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if talentTypeId then
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return self.Type2TalentsDic[talentTypeId]
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else
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return self.Talents
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end
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end
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--================
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--根据等级获取角色的天赋对象列表
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--================
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function XRpgTowerCharacter:GetTalentsByLayer(layer, talentTypeId)
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if talentTypeId then
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return self.Type2TalentsDic[talentTypeId][layer]
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else
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return self.Talents[layer]
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end
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end
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--================
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--根据角色一览视图
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--================
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function XRpgTowerCharacter:GetCharacterViewModel()
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return XRobotManager.GetRobotById(self.RobotId):GetCharacterViewModel()
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end
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--================
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--检查天赋层中没有可激活的天赋
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--================
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function XRpgTowerCharacter:CheckNoActiveByLayer(layer, talentTypeId)
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local talents = self:GetTalentsByLayer(layer, talentTypeId or self.TalentType or 1)
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local count = 0
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for _, talent in pairs(talents) do
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if talent:GetIsUnLock() then
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return false
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end
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end
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return true
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end
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--=================
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--检查该天赋层是否只有1个以下天赋解锁
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--=================
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function XRpgTowerCharacter:CheckIsOneOrLessUnlockTalentInLayer(layer, talentTypeId)
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local talents = self:GetTalentsByLayer(layer, talentTypeId or self.TalentType or 1)
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local count = 0
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for _, talent in pairs(talents) do
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if talent:GetIsUnLock() then
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count = count + 1
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if count > 1 then return false end
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end
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end
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return true
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end
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--=================
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--检查该天赋层是否有解锁的天赋
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--=================
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function XRpgTowerCharacter:CheckLayerHasUnLockTalent(layer, talentTypeId)
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local talents = self:GetTalentsByLayer(layer, talentTypeId or self.TalentType or 1)
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if not talents then return false end
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for _, talent in pairs(talents) do
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if talent:GetIsUnLock() then
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return true
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end
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end
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return false
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end
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--=================
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--检查天赋是否能重置(单天赋重置时)
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--=================
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function XRpgTowerCharacter:CheckTalentCanReset(talent)
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local talentType = talent:GetTalentType()
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local layer = talent:GetLayer()
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if self:CheckIsOneOrLessUnlockTalentInLayer(layer) and
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self:CheckLayerHasUnLockTalent(layer + 1) then
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return false
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end
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return true
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end
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--[[
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================
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获取角色是否在出战队伍中
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================
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]]
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function XRpgTowerCharacter:GetIsInTeam()
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return XDataCenter.RpgTowerManager.GetCharacterIsInTeam(self:GetCharacterId())
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end
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--[[
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================
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获取角色元素属性列表
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================
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]]
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function XRpgTowerCharacter:GetElements()
|
||
local detailElementsList = XCharacterConfigs.GetCharDetailTemplate(self:GetCharacterId())
|
||
local elements = {}
|
||
if detailElementsList then
|
||
for i = 1, #detailElementsList.ObtainElementList do
|
||
local elementConfig = XCharacterConfigs.GetCharElement(detailElementsList.ObtainElementList[i])
|
||
elements[i] = elementConfig
|
||
end
|
||
end
|
||
return elements
|
||
end
|
||
--[[
|
||
================
|
||
角色激活天赋
|
||
@param rTalent:天赋位置Id
|
||
================
|
||
]]
|
||
function XRpgTowerCharacter:TalentActive(rTalent, talentPoints)
|
||
self.Points[rTalent:GetTalentType()]:SetNum(talentPoints)
|
||
rTalent:UnLock()
|
||
self:ResetInfo()
|
||
end
|
||
--[[
|
||
================
|
||
角色重置天赋
|
||
@param talentPoints:重置后的天赋点
|
||
================
|
||
]]
|
||
function XRpgTowerCharacter:CharacterReset(talentPoints, talentTypeId)
|
||
self.Points[talentTypeId or self:GetCharaTalentType()]:SetNum(talentPoints)
|
||
local talents
|
||
talents = self.Type2TalentsDic[talentTypeId]
|
||
for _, talentLayer in pairs(talents) do
|
||
for index, talent in pairs(talentLayer) do
|
||
talent:Lock()
|
||
end
|
||
end
|
||
self:ResetInfo()
|
||
end
|
||
--================
|
||
--锁上一个天赋
|
||
--================
|
||
function XRpgTowerCharacter:LockOneTalent(talent)
|
||
talent:Lock()
|
||
local layer = talent:GetLayer()
|
||
--检查所有重置天赋后面的下一层天赋
|
||
local talents = self:GetTalentsByLayer(layer + 1, talent:GetTalentType())
|
||
if talents then
|
||
for _, talent in pairs(talents) do
|
||
talent:CheckCanUnLock()
|
||
end
|
||
end
|
||
end
|
||
--[[
|
||
================
|
||
获取角色天赋道具
|
||
================
|
||
]]
|
||
function XRpgTowerCharacter:GetTalentItem(talentTypeId)
|
||
return self.Points[talentTypeId]
|
||
end
|
||
--[[
|
||
================
|
||
检查角色是否有能激活的天赋
|
||
================
|
||
]]
|
||
function XRpgTowerCharacter:CheckCanActiveTalent()
|
||
if not self.Talents then return false end
|
||
for _, talentLayer in pairs(self:GetTalents(self:GetCharaTalentType())) do
|
||
for index, talent in pairs(talentLayer) do
|
||
if not talent:GetIsUnLock() and talent:GetCanUnLock() then return true end
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
return XRpgTowerCharacter |