PGRData/Script/matrix/xconfig/XFubenBossSingleConfigs.lua

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local table = table
local tableInsert = table.insert
local tableSort = table.sort
XFubenBossSingleConfigs = XFubenBossSingleConfigs or {}
XFubenBossSingleConfigs.Platform = {
Win = 0,
Android = 1,
IOS = 2,
All = 3
}
XFubenBossSingleConfigs.LevelType = {
Chooseable = 0, --未选择(高级区达成晋级终极区条件)
Normal = 1, --低级区
Medium = 2, --中极区
High = 3, --高级区
Extreme = 4, --终极区
}
XFubenBossSingleConfigs.DifficultyType = {
experiment = 1,
elites = 2,
kinght = 3,
chaos = 4,
hell = 5,
Hide = 6,
}
local TABLE_BOSS_SINGLE_GRADE = "Share/Fuben/BossSingle/BossSingleGrade.tab"
local TABLE_RABK_REWARD = "Share/Fuben/BossSingle/BossSingleRankReward.tab"
local TABLE_SCORE_REWARD = "Share/Fuben/BossSingle/BossSingleScoreReward.tab"
local TABLE_SECTION = "Share/Fuben/BossSingle/BossSingleSection.tab"
local TABLE_STAGE = "Share/Fuben/BossSingle/BossSingleStage.tab"
local TABLE_SOCRE_ROLE = "Share/Fuben/BossSingle/BossSingleScoreRule.tab"
local TABLE_GROUP = "Share/Fuben/BossSingle/BossSingleGroup.tab"
local TABLE_BOSS_SINGLE_TRIAL_GRADE = "Share/Fuben/BossSingle/BossSingleTrialGrade.tab"
-- templates
local BossSingleGradeCfg = {}
local RankRewardCfg = {} -- key = levelType, value = {cfg}
local ScoreRewardCfg = {} -- key = levelType, value = {cfg}
local BossSectionCfg = {}
local BossStageCfg = {}
local BossSectionInfo = {}
local RankRole = {}
local BossGourpCfg = {}
local BossSingleEXGradeCfg = {}
XFubenBossSingleConfigs.AUTO_FIGHT_COUNT = CS.XGame.Config:GetInt("BossSingleAutoFightCount")
XFubenBossSingleConfigs.AUTO_FIGHT_REBATE = CS.XGame.Config:GetInt("BossSingleAutoFightRebate")
function XFubenBossSingleConfigs.Init()
BossSingleGradeCfg = XTableManager.ReadByIntKey(TABLE_BOSS_SINGLE_GRADE, XTable.XTableBossSingleGrade, "LevelType")
local rankRewardCfg = XTableManager.ReadByIntKey(TABLE_RABK_REWARD, XTable.XTableBossSingleRankReward, "Id")
local scoreRewardCfg = XTableManager.ReadByIntKey(TABLE_SCORE_REWARD, XTable.XTableBossSingleScoreReward, "Id")
BossSectionCfg = XTableManager.ReadAllByIntKey(TABLE_SECTION, XTable.XTableBossSingleSection, "Id")
BossStageCfg = XTableManager.ReadAllByIntKey(TABLE_STAGE, XTable.XTableBossSingleStage, "StageId")
BossGourpCfg = XTableManager.ReadByIntKey(TABLE_GROUP, XTable.XTableBossSingleGroup, "Id")
RankRole = XTableManager.ReadByIntKey(TABLE_SOCRE_ROLE, XTable.XTableBossSingleScoreRule, "Id")
BossSingleEXGradeCfg = XTableManager.ReadByIntKey(TABLE_BOSS_SINGLE_TRIAL_GRADE, XTable.XTableBossSingleTrialGrade, "LevelType")
-- 讨伐值奖励排序
for _, cfg in pairs(scoreRewardCfg) do
if ScoreRewardCfg[cfg.LevelType] then
tableInsert(ScoreRewardCfg[cfg.LevelType], cfg)
else
ScoreRewardCfg[cfg.LevelType] = {}
tableInsert(ScoreRewardCfg[cfg.LevelType], cfg)
end
end
for _, scoreList in pairs(ScoreRewardCfg) do
tableSort(scoreList, function(a, b)
if a.Score ~= b.Score then
return a.Score < b.Score
end
return a.Id < b.Id
end)
end
-- 排行奖励排序
for _, cfg in pairs(rankRewardCfg) do
if RankRewardCfg[cfg.LevelType] then
tableInsert(RankRewardCfg[cfg.LevelType], cfg)
else
RankRewardCfg[cfg.LevelType] = {}
tableInsert(RankRewardCfg[cfg.LevelType], cfg)
end
end
for _, rankList in pairs(RankRewardCfg) do
tableSort(rankList, function(a, b)
return a.Id < b.Id
end)
end
-- BossSectionInfo = {key = bossId, value = {stageCfg}}
for id, cfg in pairs(BossSectionCfg) do
BossSectionInfo[id] = {}
for i = 1, #cfg.StageId do
local stageCfg = BossStageCfg[cfg.StageId[i]]
tableInsert(BossSectionInfo[id], stageCfg)
end
end
for _, cfgs in pairs(BossSectionInfo) do
tableSort(cfgs, function(a, b)
if a.DifficultyType ~= b.DifficultyType then
return a.DifficultyType < b.DifficultyType
end
return a.Id < b.Id
end)
end
end
function XFubenBossSingleConfigs.GetBossSingleTrialGradeCfg()
return BossSingleEXGradeCfg
end
function XFubenBossSingleConfigs.GetBossSingleGradeCfg()
return BossSingleGradeCfg
end
function XFubenBossSingleConfigs.GetBossSectionCfg()
return BossSectionCfg
end
function XFubenBossSingleConfigs.GetBossSectionInfo()
return BossSectionInfo
end
function XFubenBossSingleConfigs.GetBossStageCfg()
return BossStageCfg
end
function XFubenBossSingleConfigs.GetRankRole()
return RankRole
end
function XFubenBossSingleConfigs.GetScoreRewardCfg()
return ScoreRewardCfg
end
function XFubenBossSingleConfigs.GetRankRewardCfg()
return RankRewardCfg
end
function XFubenBossSingleConfigs.GetBossSingleGroupById(id)
return BossGourpCfg[id]
end
function XFubenBossSingleConfigs.IsInBossSectionTime(bossId)
local sectionCfg = BossSectionCfg[bossId]
local openTime = XFunctionManager.GetStartTimeByTimeId(sectionCfg.SwitchTimeId)
if not openTime or openTime <= 0 then
return true
end
local closeTime = XFunctionManager.GetEndTimeByTimeId(sectionCfg.SwitchTimeId)
if not closeTime or closeTime <= 0 then
return true
end
local nowTime = XTime.GetServerNowTimestamp()
return openTime <= nowTime and nowTime < closeTime
end
function XFubenBossSingleConfigs.GetBossSectionLeftTime(bossId)
local sectionCfg = BossSectionCfg[bossId]
local closeTime = XFunctionManager.GetEndTimeByTimeId(sectionCfg.SwitchTimeId)
if not closeTime or closeTime <= 0 then
return 0
end
local nowTime = XTime.GetServerNowTimestamp()
local leftTime = closeTime - nowTime
return leftTime
end
function XFubenBossSingleConfigs.GetBossSectionTeamBuffId(bossId)
local sectionCfg = BossSectionCfg[bossId]
return sectionCfg and sectionCfg.TeamBuffId
end