PGRData/Script/matrix/xentity/xgoldenminer/XGoldenMinerDataDb.lua

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local XGoldenMinerItemData = require("XEntity/XGoldenMiner/XGoldenMinerItemData")
local XGoldenMinerStrengthenDb = require("XEntity/XGoldenMiner/XGoldenMinerStrengthenDb")
local XGoldenMinerCommodityDb = require("XEntity/XGoldenMiner/XGoldenMinerCommodityDb")
local XGoldenMinerStageMapInfo = require("XEntity/XGoldenMiner/XGoldenMinerStageMapInfo")
local type = type
--黄金矿工数据
local XGoldenMinerDataDb = XClass(nil, "XGoldenMinerDataDb")
local Default = {
_ActivityId = 0, --当前活动id
_StageScores = 0, --当前关卡内的积分
_TotalMaxScores = 0, --历史最大积分
_TotalMaxScoresCharacter = 0, --自己历史最大分数使用角色
_RedEnvelopeProgress = {}, --红包进度Dictionary<int/*NpcId*/, int/*累计获得数*/>
_CharacterId = 0, --当前关卡选择的角色id
_CurrentPlayStage = 0, --正在进行中的关卡
_CharacterDbs = {}, --已经解锁的角色
_FinishStageId = {}, --已完成的stageId
_ItemColumns = {}, --道具栏位置下标从0开始的字典
_BuffColumns = {}, --购买的buff道具栏位置
_UpgradeStrengthens = {}, --飞碟可升级物品项目
_MinerShopDbs = {}, --商店刷新商品
_ItemBuyRecord = {}, --商品购买记录
_StageMapInfos = {}, --随机到的关卡信息
}
function XGoldenMinerDataDb:Ctor()
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
self.StageMapInfoDic = {} --关卡Id作为key的字典
self.LastFinishStageId = 0 --通关的关卡列表中最后一个的关卡Id
self._ItemColumnsBackups = {} --备份道具栏
self:ResetCurClearData()
end
function XGoldenMinerDataDb:ResetData()
self._CharacterId = 0
self._CurrentPlayStage = 0
self._StageScores = 0
self._FinishStageId = {}
self._ItemColumns = {}
self._UpgradeStrengthens = {}
self._MinerShopDbs = {}
self._ItemBuyRecord = {}
self._StageMapInfos = {}
self._BuffColumns = {}
self._ItemColumnsBackups = {}
for _, strengthenDb in pairs(self._UpgradeStrengthens) do
strengthenDb:UpdateLevelIndex(-1)
end
end
function XGoldenMinerDataDb:UpdateData(data)
self._ActivityId = data.ActivityId
self._CharacterId = data.CharacterId
self._TotalMaxScoresCharacter = data.TotalMaxScoresCharacter
self._ItemBuyRecord = data.ItemBuyRecord
self:UpdateCurrentPlayStage(data.CurrentPlayStage)
self:UpdateTotalMaxScores(data.TotalMaxScores)
self:UpdateItemColumns(data.ItemColumns)
self:UpdateBuffColumns(data.BuffColumns)
self:UpdateUpgradeStrengthens(data.UpgradeStrengthens)
self:UpdateMinerShopDbs(data.MinerShopDbs)
self:UpdateStageMapInfos(data.StageMapInfos)
self:UpdateStageScores(data.StageScores)
self:UpdateNewCharacter(data.CharacterDbs)
self:UpdateFinishStageIds(data.FinishStageId)
self:UpdateRedEnvelopeProgress(data.RedEnvelopeProgress)
end
function XGoldenMinerDataDb:UpdateCurrentPlayStage(currentPlayStage)
self._CurrentPlayStage = currentPlayStage
end
function XGoldenMinerDataDb:UpdateFinishStageIds(finishStageIds)
self._FinishStageId = {}
for i, stageId in ipairs(finishStageIds) do
self._FinishStageId[stageId] = true
end
self.LastFinishStageId = finishStageIds[#finishStageIds]
end
function XGoldenMinerDataDb:UpdateStageScores(scores)
self._StageScores = scores
end
function XGoldenMinerDataDb:UpdateStageMapInfos(stageMapInfos)
self._StageMapInfos = {}
self.StageMapInfoDic = {}
for i, v in ipairs(stageMapInfos) do
local stageMapInfo = XGoldenMinerStageMapInfo.New()
stageMapInfo:UpdateData(v)
self._StageMapInfos[i] = stageMapInfo
self.StageMapInfoDic[v.StageId] = stageMapInfo
end
end
function XGoldenMinerDataDb:UpdateMinerShopDbs(minerShopDbs)
self._MinerShopDbs = {}
for i, v in ipairs(minerShopDbs) do
local minerShopDb = XGoldenMinerCommodityDb.New(v.ItemId)
minerShopDb:UpdateData(v)
self._MinerShopDbs[i] = minerShopDb
end
end
function XGoldenMinerDataDb:UpdateUpgradeStrengthens(upgradeStrengthens)
self._UpgradeStrengthens = {}
for i, v in ipairs(upgradeStrengthens) do
local strengthenDb = XGoldenMinerStrengthenDb.New()
strengthenDb:UpdateData(v)
self._UpgradeStrengthens[v.StrengthenId] = strengthenDb
end
end
function XGoldenMinerDataDb:UpdateUpgradeStrengthenLevel(strengthenId, levelIndex)
local strengthenDb = self:GetUpgradeStrengthen(strengthenId)
if not strengthenDb then
XLog.Error("黄金矿工更新飞碟等级错误找不到数据strengthenId", strengthenId)
return
end
strengthenDb:UpdateLevelIndex(levelIndex)
end
function XGoldenMinerDataDb:UpdateBuffColumns(buffColumns)
self._BuffColumns = {}
for i, v in pairs(buffColumns or {}) do
local itemData = XGoldenMinerItemData.New(v.ItemId)
itemData:UpdateData(v)
table.insert(self._BuffColumns, itemData)
end
end
function XGoldenMinerDataDb:UpdateBuffColumn(itemId)
local itemData = XGoldenMinerItemData.New(itemId)
table.insert(self._BuffColumns, itemData)
end
function XGoldenMinerDataDb:UpdateItemColumns(itemColumns)
self._ItemColumns = {}
for i, v in pairs(itemColumns) do
local itemData = XGoldenMinerItemData.New(v.ItemId)
itemData:SetGridIndex(i)
itemData:UpdateData(v)
self._ItemColumns[i] = itemData
end
end
--备份道具栏,用于通关不通过时回溯(后端不会下发回溯数据)
function XGoldenMinerDataDb:BackupsItemColums()
self._ItemColumnsBackups = XTool.Clone(self._ItemColumns)
end
--用备份的道具栏覆盖
function XGoldenMinerDataDb:CoverItemColums()
self._ItemColumns = XTool.Clone(self._ItemColumnsBackups)
end
--gridIndex格子下标从0开始
function XGoldenMinerDataDb:UpdateItemColumn(itemId, gridIndex)
local itemColumn = self:GetItemColumnByIndex(gridIndex)
if not itemColumn then
itemColumn = XGoldenMinerItemData.New(itemId)
itemColumn:SetGridIndex(gridIndex)
self._ItemColumns[gridIndex] = itemColumn
end
itemColumn:SetItemId(itemId)
itemColumn:SetClientItemId(itemId)
itemColumn:SetStatus(XGoldenMinerConfigs.ItemChangeType.OnGet)
end
--道具是否可使用
function XGoldenMinerDataDb:IsUseItem(useItemIndex)
local itemColumn = self:GetItemColumnByIndex(useItemIndex)
if not itemColumn then
XLog.Error("黄金矿工道具不存在,道具所在的下标为:", useItemIndex)
return false
end
if itemColumn:GetStatus() == XGoldenMinerConfigs.ItemChangeType.OnUse then
return false
end
local itemId = itemColumn:GetClientItemId()
if XGoldenMinerConfigs.GetItemType(itemId) ~= XGoldenMinerConfigs.ItemType.NormalItem then
return false
end
return true
end
--使用道具
function XGoldenMinerDataDb:UseItem(useItemIndex)
local itemColumn = self:GetItemColumnByIndex(useItemIndex)
if not itemColumn then
XLog.Error("黄金矿工使用的道具不存在,道具所在的下标为:", useItemIndex)
return false
end
itemColumn:SetStatus(XGoldenMinerConfigs.ItemChangeType.OnUse)
end
function XGoldenMinerDataDb:UpdateNewCharacter(unlockCharacters)
for _, characterId in pairs(unlockCharacters) do
self._CharacterDbs[characterId] = true
end
end
function XGoldenMinerDataDb:UpdateRedEnvelopeProgress(redEnvelopeProgress)
self._RedEnvelopeProgress = redEnvelopeProgress
end
function XGoldenMinerDataDb:UpdateTotalMaxScores(totalMaxScores)
self._TotalMaxScores = totalMaxScores
end
function XGoldenMinerDataDb:GetCurStageId()
local stageMapInfos = self:GetStageMapInfos()
local stageId
for index, stageMapInfo in ipairs(stageMapInfos) do
stageId = stageMapInfo:GetStageId()
if not self:IsStageFinish(stageId) then
return stageId, index
end
end
end
function XGoldenMinerDataDb:GetCurStageIsFirst()
local curStageId, curStageIndex = self:GetCurStageId()
return curStageIndex == 1
end
--获得未放置道具的道具栏下标
function XGoldenMinerDataDb:GetEmptyItemIndex()
local maxGridCount = XGoldenMinerConfigs.GetMaxItemGridCount()
for i = 0, maxGridCount - 1 do
if not self._ItemColumns[i] then
return i
end
end
end
function XGoldenMinerDataDb:GetActivityId()
return self._ActivityId
end
function XGoldenMinerDataDb:GetStageScores()
return self._StageScores
end
function XGoldenMinerDataDb:GetRedEnvelopeProgress(redEnvelopeNpcId)
return self._RedEnvelopeProgress[redEnvelopeNpcId] or 0
end
function XGoldenMinerDataDb:GetCharacterId()
return self._CharacterId
end
function XGoldenMinerDataDb:GetCurrentStageId()
return self._CurrentStageId
end
function XGoldenMinerDataDb:IsCharacterActive(characterId)
return self._CharacterDbs[characterId] or false
end
function XGoldenMinerDataDb:IsStageFinish(stageId)
return self._FinishStageId[stageId] or false
end
function XGoldenMinerDataDb:GetLastFinishStageId()
return self.LastFinishStageId
end
function XGoldenMinerDataDb:GetItemColumns()
return self._ItemColumns
end
function XGoldenMinerDataDb:GetItemColumnByIndex(itemIndex)
return self._ItemColumns[itemIndex]
end
function XGoldenMinerDataDb:GetBuffColumns()
return self._BuffColumns
end
--获得所有等级不为0的强化属性
function XGoldenMinerDataDb:GetAllUpgradeStrengthenList()
local upgradeStrengthenList = {}
for _, v in pairs(self._UpgradeStrengthens) do
if XTool.IsNumberValid(v:GetClientLevelIndex()) then
table.insert(upgradeStrengthenList, v)
end
end
return upgradeStrengthenList
end
function XGoldenMinerDataDb:GetUpgradeStrengthen(upgradeId)
if not self._UpgradeStrengthens[upgradeId] then
self._UpgradeStrengthens[upgradeId] = XGoldenMinerStrengthenDb.New(upgradeId)
end
return self._UpgradeStrengthens[upgradeId]
end
function XGoldenMinerDataDb:GetMinerShopDbs(isCheckLockItem)
if not isCheckLockItem then
return self._MinerShopDbs
end
--检查是否返回上锁的商店道具
local stageId = self:GetLastFinishStageId()
if not XTool.IsNumberValid(stageId) then
return self._MinerShopDbs
end
local shopGridCount = XGoldenMinerConfigs.GetStageShopGridCount(stageId)
local lockCount = XGoldenMinerConfigs.GetShopGridLockCount()
local totalCount = shopGridCount + lockCount
if totalCount <= #self._MinerShopDbs then
return self._MinerShopDbs
end
local dataCopy = XTool.Clone(self._MinerShopDbs)
for i = 1, totalCount - #dataCopy do
table.insert(dataCopy, {})
end
return dataCopy
end
function XGoldenMinerDataDb:GetMinerShopDbByIndex(index)
return self._MinerShopDbs[index]
end
function XGoldenMinerDataDb:IsItemAlreadyBuy(index)
local shopDb = self._MinerShopDbs[index]
if not shopDb then
XLog.Error("判断道具是否已购买错误,不存在的道具下标:", index, self._MinerShopDbs)
return false
end
return XTool.IsNumberValid(shopDb:GetBuyStatus())
end
function XGoldenMinerDataDb:GetStageMapInfos()
return self._StageMapInfos
end
function XGoldenMinerDataDb:GetTotalMaxScores()
return self._TotalMaxScores
end
function XGoldenMinerDataDb:GetStageMapId(stageId)
local stageMapInfo = self.StageMapInfoDic[stageId]
return stageMapInfo:GetMapId()
end
function XGoldenMinerDataDb:GetCurrentPlayStage()
return self._CurrentPlayStage
end
function XGoldenMinerDataDb:GetTotalMaxScoresCharacter()
return self._TotalMaxScoresCharacter
end
function XGoldenMinerDataDb:GetFinishStageCount()
local finishStageCount = 0
for _ in pairs(self._FinishStageId) do
finishStageCount = finishStageCount + 1
end
return finishStageCount
end
--获得当前关卡的目标得分
function XGoldenMinerDataDb:GetCurStageTargetScore()
local targetScore = 0
for stageId in pairs(self._FinishStageId) do
targetScore = targetScore + XGoldenMinerConfigs.GetStageTargetScore(stageId)
end
local curStageId = self:GetCurStageId()
if XTool.IsNumberValid(curStageId) then
targetScore = targetScore + XGoldenMinerConfigs.GetStageTargetScore(curStageId)
end
return targetScore
end
------------通关结算数据 begin--------------
function XGoldenMinerDataDb:ResetCurClearData()
--所有关卡通关或中途退出的数据
self.CurClearData = {
ClearStageCount = 0, --通关关卡数
TotalScore = 0, --总积分
IsNew = false, --是否新纪录
IsShow = false, --是否需要显示数据
}
end
function XGoldenMinerDataDb:UpdateCurClearData(totalScore, isWin)
totalScore = totalScore or 0
local lastStagefinishCount = isWin and 1 or 0 --最后一关后端不会给通关结果,前端自己判断增加
self.CurClearData = {
ClearStageCount = self:GetFinishStageCount() + lastStagefinishCount,
TotalScore = totalScore,
IsNew = totalScore > self:GetTotalMaxScores(),
IsShow = true
}
end
function XGoldenMinerDataDb:GetCurClearData()
return self.CurClearData
end
------------通关结算数据 end-----------------
return XGoldenMinerDataDb