184 lines
5.2 KiB
Lua
184 lines
5.2 KiB
Lua
XComeAcrossConfig = XComeAcrossConfig or {}
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ComeAcrossGameType = {
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GAME_CLICK = 1,
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GAME_ELIMINATE = 2,
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}
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local TABLE_COMEACROSS = "Share/Trust/TrustGameConfig.tab";
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local TABLE_COMEACROSS_CLICK_POOL = "Share/Trust/TrustGameClickPool.tab";
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local TABLE_COMEACROSS_ELIMINATE_POOL = "Share/Trust/TrustGameEliminatePool.tab";
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local TABLE_COMEACROSS_REWARD = "Share/Trust/TrustGameReward.tab";
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local TABLE_COMEACROSS_POSITION = "Share/Trust/TrustGamePosition.tab";
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local TABLE_COMEACROSS_GRID = "Share/Trust/TrustGameGrid.tab";
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local TABLE_COMEACROSS_GAMETYPE = "Share/Trust/TrustGameTypeConfig.tab";
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local ComeAcrossConfig = {}
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local ComeAcrossClickPoolConfig = {}
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local ComeAcrossEliminatePoolConfig = {}
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local ComeAcrossRewardConfig = {}
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local ComeAcrossPositionConfig = {}
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local ComeAcrossGridConfig = {}
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local ComeAcrossGameTypeConfig = {}
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local GameTypePools = {}
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function XComeAcrossConfig.Init()
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ComeAcrossConfig = XTableManager.ReadByIntKey(TABLE_COMEACROSS, XTable.XTableTrustGameConfig, "Id")
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ComeAcrossRewardConfig = XTableManager.ReadByIntKey(TABLE_COMEACROSS_REWARD, XTable.XTableTrustGameReward, "Id")
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ComeAcrossClickPoolConfig = XTableManager.ReadByIntKey(TABLE_COMEACROSS_CLICK_POOL, XTable.XTableTrustGameClickPool, "Id")
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ComeAcrossEliminatePoolConfig = XTableManager.ReadByIntKey(TABLE_COMEACROSS_ELIMINATE_POOL, XTable.XTableTrustGameEliminatePool, "Id")
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ComeAcrossPositionConfig = XTableManager.ReadByIntKey(TABLE_COMEACROSS_POSITION, XTable.XTableTrustGamePosition, "Id")
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ComeAcrossGridConfig = XTableManager.ReadByIntKey(TABLE_COMEACROSS_GRID, XTable.XTableTrustGameGrid, "Id")
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ComeAcrossGameTypeConfig = XTableManager.ReadByIntKey(TABLE_COMEACROSS_GAMETYPE, XTable.XTableTrustGameTypeConfig, "Id")
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GameTypePools[ComeAcrossGameType.GAME_CLICK] = ComeAcrossClickPoolConfig
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GameTypePools[ComeAcrossGameType.GAME_ELIMINATE] = ComeAcrossEliminatePoolConfig
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end
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--获取小游戏关卡表
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function XComeAcrossConfig.GetComeAcrossConfig()
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return ComeAcrossConfig
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end
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--获取小游戏关卡
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function XComeAcrossConfig.GetComeAcrossConfigById(id)
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if not ComeAcrossConfig then
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return
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end
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return ComeAcrossConfig[id]
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end
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--获取小游戏内容
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function XComeAcrossConfig.GetComeAcrossTypeConfigById(id)
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if not ComeAcrossGameTypeConfig then
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return
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end
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return ComeAcrossGameTypeConfig[id]
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end
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--获取小游戏位置
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function XComeAcrossConfig.GetComeAcrossPositionConfigById(id)
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if not ComeAcrossPositionConfig then
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return
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end
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return ComeAcrossPositionConfig[id]
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end
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--获得奖励
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function XComeAcrossConfig.GetComeAcrossRewardConfigById(id)
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if not ComeAcrossRewardConfig then
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return
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end
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return ComeAcrossRewardConfig[id]
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end
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--根据类型获取小游戏消除元素
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function XComeAcrossConfig.GetComeAcrossGridConfigById(gridType)
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if not ComeAcrossGridConfig then
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return
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end
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for _,v in ipairs(ComeAcrossGridConfig) do
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if v.Type == gridType then
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return v
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end
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end
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return nil
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end
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--随机获取N个小游戏
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function XComeAcrossConfig.RandomNumberGetGameConfig(count)
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if not ComeAcrossConfig then
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return
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end
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local length = #ComeAcrossConfig
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if length <= count then
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return ComeAcrossConfig
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end
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local temp = {}
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for _, v in ipairs(ComeAcrossConfig) do
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table.insert(temp, v)
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end
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local games = {}
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for i = 1, count, 1 do
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local sum = #temp
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local rand = math.random(1, sum)
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local gameTable = {}
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gameTable.GameConfig = table.remove(temp, rand)
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gameTable.TypeOfGames = XComeAcrossConfig.RandomNumberGetGameConfigFormPoolByType(gameTable.GameConfig.Count, gameTable.GameConfig.Type,gameTable.GameConfig.Difficult)
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gameTable.Position = ComeAcrossPositionConfig[i]
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table.insert(games, gameTable)
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end
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return games
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end
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--从游戏类型池随出特定类型和数量的游戏关卡
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function XComeAcrossConfig.RandomNumberGetGameConfigFormPoolByType(count, gameType,difficult)
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local pools = GameTypePools[gameType]
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if not pools or #pools <= count then
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return pools
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end
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--筛选难度
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local pool = {}
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for _,v in ipairs(pools) do
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if v.Difficult == difficult then
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table.insert(pool,v)
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end
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end
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if not pool or #pool <= count then
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return pool
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end
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--获取权重总和
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local sum = 0
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for _, v in ipairs(pool) do
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sum = sum + v.Weight
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end
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--设置随机数种子
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math.randomseed(os.time())
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--随机数加上权重,越大的权重,数值越大
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local weightList = {}
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for i, v in ipairs(pool) do
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local rand = math.random(0, sum)
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local seed = {}
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seed.Index = i
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seed.Weight = rand + v.Weight
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table.insert(weightList, seed)
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end
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--排序
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table.sort(weightList, function(x, y)
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return x.Weight > y.Weight
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end)
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--返回最大的权重值的前几个
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local typeOfGames = {}
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for i = 1, count, 1 do
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local index = weightList[i].Index
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if pool[index] then
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table.insert(typeOfGames,pool[index] )
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end
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end
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return typeOfGames
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end
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