PGRData/Script/matrix/xmanager/XEscapeManager.lua

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local XEscapeData = require("XEntity/XEscape/XEscapeData")
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local XEscapeTactics = require("XEntity/XEscape/Tactics/XEscapeTactics")
local XTeam = require("XEntity/XTeam/XTeam")
XEscapeManagerCreator = function()
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---@type XEscapeData
local EscapeData = XEscapeData.New()
local CurActivityId
local EscapeDataCopy
local IsOpenChapterSettle
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---@class XEscapeManager
local XEscapeManager = {}
local Team
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local _TacticsDir = {}
local GetCacheKey = function(key)
local activityId = XEscapeManager.IsOpen() and CurActivityId or 0
return string.format("Escape_%s_PlayId_%s_%s", activityId, XPlayer.Id, key)
end
function XEscapeManager.UpdateActivityId()
local configs = XEscapeConfigs.GetEscapeActivity()
for id, v in pairs(configs) do
if XFunctionManager.CheckInTimeByTimeId(v.TimeId) then
CurActivityId = id
return
end
if XTool.IsNumberValid(v.TimeId) then
CurActivityId = id
end
end
end
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--region Ui
function XEscapeManager.OnOpenMain()
if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Escape) then
return
end
if not XEscapeManager.IsOpen() then
XUiManager.TipText("CommonActivityNotStart")
return
end
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if XEscapeManager._IsSetActivityChallenge() then
XEscapeManager._SetIsNeedActivityChallenge()
end
local openMainCb = function()
XLuaUiManager.Open("UiEscapeMain")
end
if EscapeData:IsCurChapterClear() then
XEscapeManager.RequestEscapeSettleChapter(openMainCb, openMainCb)
return
end
openMainCb()
end
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---进入战斗选人界面
function XEscapeManager.OpenBattleRoleRoom(chapterId, stageId)
--2期开放选角
--local team = XEscapeManager.GetTeam()
--if not team:GetIsEmpty() and XTool.IsNumberValid(EscapeData:GetChapterId()) then
-- XUiManager.TipErrorWithKey("EscapeFightingNotUpdateTeam")
-- return
--end
XEscapeManager.SetCurSelectChapterId(chapterId)
XLuaUiManager.Open("UiBattleRoleRoom"
, stageId
, XEscapeManager.GetTeam()
, require("XUi/XUiEscape/BattleRoom/XUiEscapeBattleRoleRoom")
)
end
---结算
function XEscapeManager.OpenUiEscapeSettle(isWin)
-- 关闭其他无用界面
local UiNameList = {
"UiEscapeFuben",
"UiEscape2Fuben"
}
for _, name in ipairs(UiNameList) do
if XLuaUiManager.IsUiLoad(name) then
XLuaUiManager.Remove(name)
end
end
if isWin then -- 清除数据残留
EscapeData:SetChapterId(false)
end
XLuaUiManager.Open("UiEscapeSettle", XEscapeConfigs.ShowSettlePanel.AllWinInfo, isWin)
end
--endregion
---@return XEscapeData
function XEscapeManager.GetEscapeData()
return EscapeData
end
function XEscapeManager.GetTeam()
if not Team then
Team = XDataCenter.TeamManager.GetXTeamByTypeId(CS.XGame.Config:GetInt("TypeIdEscape"))
local isRobot
for teamPos, entityId in ipairs(Team:GetEntityIds()) do
--清除队伍中不存在的角色
isRobot = XRobotManager.CheckIsRobotId(entityId)
if (isRobot and not XEscapeConfigs.IsStageTypeRobot(entityId)) or
(not isRobot and not XDataCenter.CharacterManager.IsOwnCharacter(entityId)) then
Team:UpdateEntityTeamPos(0, teamPos, true)
end
end
end
return Team
end
function XEscapeManager.GetTaskDataList(taskGroupId)
local taskIdList = XEscapeConfigs.GetTaskIdList(taskGroupId)
local taskList = {}
local tastData
for _, taskId in pairs(taskIdList) do
tastData = XDataCenter.TaskManager.GetTaskDataById(taskId)
if tastData then
table.insert(taskList, tastData)
end
end
local achieved = XDataCenter.TaskManager.TaskState.Achieved
local finish = XDataCenter.TaskManager.TaskState.Finish
table.sort(taskList, function(a, b)
if a.State ~= b.State then
if a.State == achieved then
return true
end
if b.State == achieved then
return false
end
if a.State == finish then
return false
end
if b.State == finish then
return true
end
end
local templatesTaskA = XDataCenter.TaskManager.GetTaskTemplate(a.Id)
local templatesTaskB = XDataCenter.TaskManager.GetTaskTemplate(b.Id)
return templatesTaskA.Priority > templatesTaskB.Priority
end)
return taskList
end
function XEscapeManager.IsOpen()
if not CurActivityId then return false end
local timeId = XEscapeConfigs.GetActivityTimeId(CurActivityId)
return XFunctionManager.CheckInTimeByTimeId(timeId)
end
function XEscapeManager.GetActivityStartTime()
if not CurActivityId then return 0 end
local timeId = XEscapeConfigs.GetActivityTimeId(CurActivityId)
return XFunctionManager.GetStartTimeByTimeId(timeId)
end
function XEscapeManager.GetActivityEndTime()
if not CurActivityId then return 0 end
local timeId = XEscapeConfigs.GetActivityTimeId(CurActivityId)
return XFunctionManager.GetEndTimeByTimeId(timeId)
end
function XEscapeManager.HandleActivityEndTime()
XLuaUiManager.RunMain()
XUiManager.TipMsg(XUiHelper.GetText("ActivityAlreadyOver"))
end
function XEscapeManager.GetActivityChapters()
local chapters = {}
if XEscapeManager.IsOpen() then
local temp = {}
temp.Id = CurActivityId
temp.Name = XEscapeConfigs.GetActivityName(CurActivityId)
temp.BannerBg = XEscapeConfigs.GetActivityBackground(CurActivityId)
temp.Type = XDataCenter.FubenManager.ChapterType.Escape
table.insert(chapters, temp)
end
return chapters
end
function XEscapeManager.GetLayerChallengeState(chapterId, layerId)
local layerIds = XEscapeConfigs.GetChapterLayerIds(chapterId)
local preLayerId
local preLayerIndex
for i, layerIdConfig in ipairs(layerIds) do
if layerIdConfig == layerId then
preLayerIndex = i - 1
preLayerId = layerIds[preLayerIndex]
break
end
end
--当前层已通关
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local layerClearCount = EscapeData:GetLayerClearNodeCount(layerId, true)
local layerClearStageCountConfig = XEscapeConfigs.GetLayerNodeCount(layerId)
if layerClearCount >= layerClearStageCountConfig then
return XEscapeConfigs.LayerState.Pass, ""
end
--不存在上一层的Id当前层可挑战
if not preLayerId then
return XEscapeConfigs.LayerState.Now, ""
end
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--战斗节点
local stageIdList = XEscapeConfigs.GetLayerStageIds(preLayerId)
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local clearNodeCount = XEscapeConfigs.GetLayerNodeCount(preLayerId)
for _, stageId in ipairs(stageIdList) do
if EscapeData:IsCurChapterStageClear(stageId) then
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clearNodeCount = clearNodeCount - 1
end
end
--策略节点
local nodeIdList = XEscapeConfigs.GetLayerTacticsNodeIds(preLayerId)
for _, nodeId in ipairs(nodeIdList) do
if EscapeData:IsCurChapterTacticsNodeClear(nodeId) then
clearNodeCount = clearNodeCount - 1
end
end
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local preStageClear = clearNodeCount <= 0
local challengeConditionDesc = not preStageClear and XUiHelper.GetText("EscapeNotClearLayerDesc", preLayerIndex) or ""
return preStageClear and XEscapeConfigs.LayerState.Now or XEscapeConfigs.LayerState.Lock, challengeConditionDesc
end
--获得达到开启条件的最高区域Id
function XEscapeManager.GetChapterOpenId()
local chapterGroupIdList = XEscapeConfigs.GetEscapeChapterGroupIdList()
for i = #chapterGroupIdList, 1, -1 do
local groupId = chapterGroupIdList[i]
local chapterIdList = XEscapeConfigs.GetEscapeChapterIdListByGroupId(groupId)
local normalChapterId = chapterIdList[1] --普通难度的章节Id
local timeId = XEscapeConfigs.GetChapterTimeId(normalChapterId)
local conditionId = XEscapeConfigs.GetChapterOpenCondition(normalChapterId)
local isOpen = XFunctionManager.CheckInTimeByTimeId(timeId)
if not isOpen then
goto continue
end
isOpen = not XTool.IsNumberValid(conditionId) or XConditionManager.CheckCondition(conditionId)
if isOpen then
return normalChapterId
end
:: continue ::
end
return 0
end
function XEscapeManager.IsChapterClear(chapterId)
return EscapeData:IsChapterClear(chapterId)
end
function XEscapeManager.IsChapterOpen(chapterId, isShowTips)
local timeId = XEscapeConfigs.GetChapterTimeId(chapterId)
if not XFunctionManager.CheckInTimeByTimeId(timeId) then
if isShowTips then
XUiManager.TipErrorWithKey("EscapeTimeNotReached")
end
return false
end
local conditionId = XEscapeConfigs.GetChapterOpenCondition(chapterId)
if XTool.IsNumberValid(conditionId) then
local isOpen, desc = XConditionManager.CheckCondition(conditionId)
if not isOpen then
if isShowTips then
XUiManager.TipError(desc)
end
return false
end
end
return true
end
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--region Tactics
---@return XEscapeTactics[]
function XEscapeManager.GetAllTactics()
local result = {}
local configs = XEscapeConfigs.GetAllTactics()
for _, config in pairs(configs) do
local tactics = XEscapeManager.GetTactics(config.Id)
result[#result + 1] = tactics
end
---@param a XEscapeTactics
---@param b XEscapeTactics
table.sort(result, function(a, b)
if a:IsUnlock() ~= b:IsUnlock() then
return a:IsUnlock()
end
return a:GetId() < b:GetId()
end)
return result
end
---@return XEscapeTactics[]
function XEscapeManager.GetTacticsByList(list)
local result = {}
if XTool.IsTableEmpty(list) then
return result
end
for _, id in ipairs(list) do
result[#result + 1] = XEscapeManager.GetTactics(id)
end
return result
end
---@return XEscapeTactics
function XEscapeManager.GetTactics(id)
if not _TacticsDir[id] then
local tactics = XEscapeTactics.New(id)
_TacticsDir[id] = tactics
end
return _TacticsDir[id]
end
--endregion
--region Difficulty
function XEscapeManager.GetDifficulty()
if EscapeData and XTool.IsNumberValid(EscapeData:GetChapterId()) then
return XEscapeConfigs.GetChapterDifficulty(EscapeData:GetChapterId())
end
local key = GetCacheKey("Difficulty")
return XSaveTool.GetData(key) or XEscapeConfigs.Difficulty.Normal
end
function XEscapeManager.SwitchDifficulty(difficulty)
if EscapeData and XTool.IsNumberValid(EscapeData:GetChapterId()) then
local curChapterDifficulty = XEscapeConfigs.GetChapterDifficulty(EscapeData:GetChapterId())
if difficulty == curChapterDifficulty then
return false
else
XUiManager.TipErrorWithKey("EscapeInChallengeMode", XEscapeConfigs.GetDifficultyName(curChapterDifficulty))
return false
end
end
local key = GetCacheKey("Difficulty")
XSaveTool.SaveData(key, difficulty)
return true
end
--endregion
---------------------缓存数据 begin---------------------
local CurSelectChapterId
function XEscapeManager.SetCurSelectChapterId(chapterId)
CurSelectChapterId = chapterId
end
function XEscapeManager.GetCurSelectChapterId()
return CurSelectChapterId or EscapeData:GetChapterId()
end
function XEscapeManager.CatchEscapeData()
EscapeDataCopy = XTool.Clone(EscapeData)
end
function XEscapeManager.GetEscapeDataCopy()
return EscapeDataCopy
end
function XEscapeManager.CheckOpenChapterSettle()
if EscapeData:IsCurChapterClear() then
if not XEscapeManager.GetIsOpenChapterSettle() then
XEscapeManager.CatchEscapeData()
end
XEscapeManager.SetOpenChapterSettle(true)
end
end
function XEscapeManager.SetOpenChapterSettle(isOpenChapterSettle)
IsOpenChapterSettle = isOpenChapterSettle
end
function XEscapeManager.GetIsOpenChapterSettle()
return IsOpenChapterSettle
end
---------------------缓存数据 end-----------------------
---------------------副本相关 begin-------------------------
function XEscapeManager.InitStageInfo()
local stageIdList = XEscapeConfigs.GetEscapeStageIdList()
local stageInfo
for _, stageId in ipairs(stageIdList) do
stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
if stageInfo then
stageInfo.Type = XDataCenter.FubenManager.StageType.Escape
end
end
end
function XEscapeManager.PreFight(stage, teamId, isAssist, challengeCount, challengeId)
local team = XEscapeManager.GetTeam()
local cardIds = {0, 0, 0}
local robotIds = {0, 0, 0}
local role
for pos, entityId in ipairs(team:GetEntityIds()) do
if entityId > 0 then
if XEntityHelper.GetIsRobot(entityId) then
robotIds[pos] = entityId
else
cardIds[pos] = entityId
end
end
end
return {
StageId = stage.StageId,
IsHasAssist = isAssist,
ChallengeCount = challengeCount,
CaptainPos = team:GetCaptainPos(),
FirstFightPos = team:GetFirstFightPos(),
CardIds = cardIds,
RobotIds = robotIds,
}
end
function XEscapeManager.ShowReward(winData)
XLuaUiManager.Open("UiEscapeSettle", XEscapeConfigs.ShowSettlePanel.SelfWinInfo, nil, winData)
end
---------------------副本相关 end-------------------------
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--region RedPoint
--检查是否有任务奖励可领取
function XEscapeManager.CheckTaskCanReward()
local configs = XEscapeConfigs.GetEscapeTask()
for id in pairs(configs) do
if XEscapeManager.CheckTaskCanRewardByEscapeTaskId(id) then
return true
end
end
return false
end
function XEscapeManager.CheckTaskCanRewardByEscapeTaskId(escapeTaskId)
local taskIdList = XEscapeConfigs.GetTaskIdList(escapeTaskId)
for _, taskId in ipairs(taskIdList) do
if XDataCenter.TaskManager.CheckTaskAchieved(taskId) then
return true
end
end
return false
end
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--活动前四天刷tag
local timeOffset = 3600 * 24 * 4
function XEscapeManager.CheckIsNeedActivityChallenge()
local startTime = XEscapeManager.GetActivityStartTime()
local endTime = startTime + timeOffset
local nowTime = XTime.GetServerNowTimestamp()
if startTime <= nowTime and nowTime < endTime then
return true
elseif nowTime >= endTime then
return not XEscapeManager._GetIsNeedActivityChallenge()
end
return false
end
---活动看板tag标记判断
function XEscapeManager._IsSetActivityChallenge()
local startTime = XEscapeManager.GetActivityStartTime()
local endTime = startTime + timeOffset
local nowTime = XTime.GetServerNowTimestamp()
return nowTime >= endTime
end
function XEscapeManager._GetIsNeedActivityChallenge()
local key = GetCacheKey("IsNeedActivityChallenge")
return XSaveTool.GetData(key) or false
end
function XEscapeManager._SetIsNeedActivityChallenge()
local key = GetCacheKey("IsNeedActivityChallenge")
return XSaveTool.SaveData(key, true)
end
--endregion
---------------------protocol begin------------------
--推送数据
function XEscapeManager.NotifyEscapeData(data)
EscapeData:UpdateData(data)
XDataCenter.EscapeManager.CheckOpenChapterSettle()
XDataCenter.EscapeManager.UpdateActivityId()
CsXGameEventManager.Instance:Notify(XEventId.EVENT_ESCAPE_DATA_NOTIFY)
XEventManager.DispatchEvent(XEventId.EVENT_ESCAPE_DATA_NOTIFY)
end
function XEscapeManager.NotifyEscapeStageResult(data)
EscapeData:UpdateStageResult(data)
end
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---检查/生成策略节点数据
function XEscapeManager.RequestEscapeCheckTacticsNode(chapterId, layerId, tacticsNodeId, successCallback, failCallback)
local requestBody = {
LayerId = layerId,
TacticsNodeId = tacticsNodeId,
}
XNetwork.CallWithAutoHandleErrorCode("EscapeCheckTacticsNodeRequest", requestBody, function(res)
if res.Code ~= XCode.Success then
if failCallback then
failCallback()
end
XUiManager.TipCode(res.Code)
return
end
EscapeData:AddTacticsNodes(res.TacticsNode)
-- 如果第一层就是策略则初始化章节选择及初始时间
local layerIdList = XEscapeConfigs.GetChapterLayerIds(chapterId)
if not XTool.IsTableEmpty(layerIdList) and layerId == layerIdList[1] then
EscapeData:SetChapterId(chapterId)
EscapeData:SetRemainTime(XEscapeConfigs.GetChapterInitialTime(chapterId))
end
if successCallback then
successCallback()
end
end)
end
---选择策略节点策略/跳过选择则tacticsId = -1
function XEscapeManager.RequestEscapeSelectTactics(layerId, tacticsNodeId, tacticsId, successCallback, failCallback)
local requestBody = {
LayerId = layerId,
TacticsNodeId = tacticsNodeId,
TacticsId = tacticsId,
}
XNetwork.Call("EscapeSelectTacticsRequest", requestBody, function(res)
if res.Code ~= XCode.Success then
if failCallback then
failCallback()
end
XUiManager.TipCode(res.Code)
return
end
EscapeData:TacticsNodeSelectTactics(tacticsNodeId, tacticsId)
XEventManager.DispatchEvent(XEventId.EVENT_ESCAPE_DATA_NOTIFY)
if successCallback then
successCallback()
end
end)
end
--重置关卡
function XEscapeManager.RequestEscapeResetStage(stageId)
local requestBody = {
StageId = stageId
}
XNetwork.CallWithAutoHandleErrorCode("EscapeResetStageRequest", requestBody)
end
--结算章节/放弃当前进度
function XEscapeManager.RequestEscapeSettleChapter(successCallback, failCallback)
XEscapeManager.CatchEscapeData()
XNetwork.Call("EscapeSettleChapterRequest", nil, function(res)
if res.Code ~= XCode.Success then
if failCallback then
failCallback()
end
XUiManager.TipCode(res.Code)
return
end
if successCallback then
successCallback()
end
end)
end
---------------------protocol end---------------------
XEscapeManager.UpdateActivityId()
return XEscapeManager
end
XRpc.NotifyEscapeData = function(data)
XDataCenter.EscapeManager.NotifyEscapeData(data)
end
XRpc.NotifyEscapeStageResult = function(data)
XDataCenter.EscapeManager.NotifyEscapeStageResult(data)
end