PGRData/Script/matrix/xentity/xexpedition/XExpeditionComboList.lua

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7.1 KiB
Lua

-- 虚像地平线组合对象列表
local XExpeditionComboList = XClass(nil, "XExpeditionComboList")
local XCombo = require("XEntity/XExpedition/XExpeditionCombo")
local COMBOTYPE_TACTICS = 1 -- 战术连携
local COMBOTYPE_DEFAULTTEAM = 4 --预设羁绊
--================
--构造函数
--================
function XExpeditionComboList:Ctor(team)
self.Team = team
self:InitCombos()
end
--================
--初始化羁绊
--================
function XExpeditionComboList:InitCombos()
self.Combos = {}
local childComboList = XExpeditionConfig.GetChildComboTable()
for id, combo in pairs(childComboList) do
self.Combos[id] = XCombo.New(combo, self.Team)
end
self:InitComboReferences()
end
--================
--初始化所有羁绊的固定关联人员列表
--================
function XExpeditionComboList:InitComboReferences()
local allCharas = XExpeditionConfig.GetBaseCharacterCfg()
for eBaseId, eBaseCharaCfg in pairs(allCharas) do
for _, comboId in pairs(eBaseCharaCfg.ReferenceComboId) do
local combo = self.Combos[comboId]
if combo and (combo:GetComboTypeId() == COMBOTYPE_TACTICS or combo:GetComboTypeId() == COMBOTYPE_DEFAULTTEAM) then
combo:SetDefaultReferenceCharaList(eBaseId)
end
end
end
end
--================
--获取所有羁绊对象列表(包括没激活的)
--================
function XExpeditionComboList:GetAllCombos()
local allCombos = {}
local eActivity = XDataCenter.ExpeditionManager.GetEActivity()
local defaultTeamCfgs = eActivity:GetDefaultTeamCfg()
local defaultIdDic = {}
for _, cfgs in pairs(defaultTeamCfgs or {}) do
defaultIdDic[cfgs.TeamId] = true
end
for id, combo in pairs(self.Combos) do
if (not combo:CheckIsDefaultCombo()) or defaultIdDic[combo:GetDefaultTeamId()] then
allCombos[id] = combo
end
end
return allCombos
end
--================
--获取指定Id的组合对象
--@param comboId:组合ID
--================
function XExpeditionComboList:GetComboByComboId(comboId)
if not self.Combos[comboId] then
return nil
end
return self.Combos[comboId]
end
--================
--检查队伍羁绊列表
--@param team:队伍
--================
function XExpeditionComboList:CheckCombos(team)
if not team then return end
local tempIds = {}
self:ResetComboCheckList()
self.CurrentCombos = {}
for _, teamChara in pairs(team) do
local comboIds = teamChara:GetCharacterComboIds()
for _, comboId in pairs(comboIds) do
local combo = self:GetComboByComboId(comboId)
if not tempIds[comboId] then
tempIds[comboId] = true
if combo:CheckDefaultTeamCombo() then
table.insert(self.CurrentCombos, combo)
end
end
combo:AddCheckList(teamChara)
end
end
self:CheckActiveStatus()
end
--================
--获取所有现在关联的羁绊列表(包括没激活的)
--================
function XExpeditionComboList:GetCurrentCombos(team)
self:CheckCombos(team)
local allCurrentCombos = {}
local eActivity = XDataCenter.ExpeditionManager.GetEActivity()
local defaultTeamCfgs = eActivity:GetDefaultTeamCfg()
local defaultIdDic = {}
for _, cfgs in pairs(defaultTeamCfgs or {}) do
defaultIdDic[cfgs.TeamId] = true
end
for _, combo in pairs(self.CurrentCombos) do
if (not combo:CheckIsDefaultCombo()) or defaultIdDic[combo:GetDefaultTeamId()] then
table.insert(allCurrentCombos, combo)
end
end
return allCurrentCombos
end
--================
--重置当前组合状态列表的所有组合检查列表
--================
function XExpeditionComboList:ResetComboCheckList()
if not self.CurrentCombos then return end
for _, combo in pairs(self.Combos) do
combo:ResetCheckList()
end
end
--================
--刷新当前组合状态列表的所有组合状态
--================
function XExpeditionComboList:CheckActiveStatus()
for _, combo in pairs(self.CurrentCombos) do
combo:Check()
end
end
--================
--获取角色有效的羁绊ID列表
--================
function XExpeditionComboList:GetActiveComboIdsByEChara(eChara, isSort)
local previewList = {}
local comboIds = eChara:GetCharacterComboIds()
local eActivity = XDataCenter.ExpeditionManager.GetEActivity()
local defaultTeamCfgs = eActivity:GetDefaultTeamCfg()
local defaultIdDic = {}
for _, cfgs in pairs(defaultTeamCfgs or {}) do
defaultIdDic[cfgs.TeamId] = true
end
for _, comboId in pairs(comboIds) do
local combo = self:GetComboByComboId(comboId)
if not combo:CheckIsDefaultCombo() or defaultIdDic[combo:GetDefaultTeamId()] then
--if combo:GetComboActive() then
table.insert(previewList, comboId)
--end
end
end
if isSort then
table.sort(previewList, self.SortComboIdsFunc)
end
return previewList
end
--================
--返回招募时的预览羁绊ID列表
--================
function XExpeditionComboList:GetPreviewCombosWhenRecruit(eChara, isSort)
local previewList = {}
local comboIds = eChara:GetCharacterComboIds()
local eActivity = XDataCenter.ExpeditionManager.GetEActivity()
local defaultTeamCfgs = eActivity:GetDefaultTeamCfg()
local defaultIdDic = {}
for _, cfgs in pairs(defaultTeamCfgs or {}) do
defaultIdDic[cfgs.TeamId] = true
end
for _, comboId in pairs(comboIds) do
local combo = self:GetComboByComboId(comboId)
if not combo:CheckIsDefaultCombo() or defaultIdDic[combo:GetDefaultTeamId()] then
combo:PreviewCheckNew(eChara)
--if combo:GetPreActive() then
table.insert(previewList, comboId)
--end
end
end
if isSort then
table.sort(previewList, self.SortComboIdsFunc)
end
return previewList
end
--================
--展示组合排序 核心羁绊>当前羁绊星级>人数 (激活状态按照星级排序,未激活状态按照人数排序)
--================
function XExpeditionComboList.SortComboIdsFunc(a, b)
local ACombo = XDataCenter.ExpeditionManager.GetComboByChildComboId(a)
local BCombo = XDataCenter.ExpeditionManager.GetComboByChildComboId(b)
local aActive = ACombo:GetComboActive()
local aDefaultTeamId = ACombo:GetDefaultTeamId()
local aRank = ACombo:GetTotalRank()
local aReachNum = ACombo:GetReachConditionNum()
local bActive = BCombo:GetComboActive()
local bDefaultTeamId = BCombo:GetDefaultTeamId()
local bRank = BCombo:GetTotalRank()
local bReachNum = BCombo:GetReachConditionNum()
if aActive ~= bActive then
return aActive and not bActive
end
if aDefaultTeamId ~= bDefaultTeamId then
return aDefaultTeamId > bDefaultTeamId
end
if aActive and bActive and aRank ~= bRank then
return aRank > bRank
end
if not aActive and not bActive and aReachNum ~= bReachNum then
return aReachNum > bReachNum
end
return a > b
end
return XExpeditionComboList