PGRData/Script/matrix/xentity/xtheatre/token/XTheatreTokenManager.lua

305 lines
No EOL
10 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

local XTheatreToken = require("XEntity/XTheatre/Token/XTheatreToken")
local XAdventureSkill = require("XEntity/XTheatre/Adventure/XAdventureSkill")
local Default = {
_SkillIllustratedBook = {}, --已解锁的技能图鉴字典存的是TheatreSkill表的Id
_Keepsakes = {}, --已解锁的信物
_UnlockTokenLevelDic = {}, --已解锁的信物的当前等级字典
_UnlockTokenCurLvToIdDic = {}, --已解锁的当前等级的信物对应的TheatreItem表的Id
_SkillPowerAndPosToSkillIdDic = {}, --已解锁的核心技能当前势力和位置对应的TheatreSkill表的Id相同势力相同位置的核心技能只会存最高等级的Id
}
-- 信物(道具)和技能图鉴管理
local XTheatreTokenManager = XClass(nil, "XTheatreTokenManager")
function XTheatreTokenManager:Ctor()
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
end
function XTheatreTokenManager:UpdateData(data)
self:UpdateSkillPowerAndPosToSkillIdDic(data.SkillIllustratedBook)
if not self.TokenDic then
self:InitAllToken()
end
for _, v in ipairs(data.Keepsakes) do
self:UpdateKeepsake(v)
end
end
function XTheatreTokenManager:UpdateSkillPowerAndPosToSkillIdDic(skillIllustratedBook)
local powerId
local pos
local curTheatreSkillId
local curSkillLv --已存在字典里的技能等级
local skillLv
for _, theatreSkillId in pairs(skillIllustratedBook) do
self._SkillIllustratedBook[theatreSkillId] = true
powerId = XTheatreConfigs.GetTheatreSkillPowerId(theatreSkillId)
pos = XTheatreConfigs.GetTheatreSkillPos(theatreSkillId)
if XTool.IsNumberValid(pos) then
if not self._SkillPowerAndPosToSkillIdDic[powerId] then
self._SkillPowerAndPosToSkillIdDic[powerId] = {}
end
curTheatreSkillId = self._SkillPowerAndPosToSkillIdDic[powerId][pos]
curSkillLv = curTheatreSkillId and XTheatreConfigs.GetTheatreSkillLv(curTheatreSkillId) or 0
skillLv = XTheatreConfigs.GetTheatreSkillLv(theatreSkillId)
if curSkillLv < skillLv then
self._SkillPowerAndPosToSkillIdDic[powerId][pos] = theatreSkillId
end
end
end
end
function XTheatreTokenManager:UpdateKeepsake(keepsakeData)
table.insert(self._Keepsakes, keepsakeData)
if not self.TokenDic or not self.TokenKeepsakeIdAndLvDic then
self:InitAllToken()
end
local keepsakeId = keepsakeData.KeepsakeId --信物id, TheatreItem表的KeepsakeId
local lv = keepsakeData.Lv
local theatreItemId = self.TokenKeepsakeIdAndLvDic[keepsakeId][lv]
local theatreKeepsake = theatreItemId and self.TokenDic[theatreItemId]
if not theatreKeepsake then
return
end
theatreKeepsake:UpdateData(keepsakeData)
if not self._UnlockTokenLevelDic[keepsakeId] or self._UnlockTokenLevelDic[keepsakeId] < lv then
self._UnlockTokenLevelDic[keepsakeId] = lv
self._UnlockTokenCurLvToIdDic[keepsakeId] = theatreKeepsake:GetId()
end
end
--更新等级和携带信物战斗次数
function XTheatreTokenManager:UpdateKeepsakeLv(data)
if not self.TokenDic or not self.TokenKeepsakeIdAndLvDic then
self:InitAllToken()
end
local keepsakeId = data.KeepsakeId --信物id, TheatreItem表的KeepsakeId
local lv = data.Lv
local theatreItemId = self.TokenKeepsakeIdAndLvDic[keepsakeId][lv]
local theatreKeepsake = theatreItemId and self.TokenDic[theatreItemId]
if not theatreKeepsake then
return
end
theatreKeepsake:UpdateData(data)
if not self._UnlockTokenLevelDic[keepsakeId] or self._UnlockTokenLevelDic[keepsakeId] < lv then
self._UnlockTokenLevelDic[keepsakeId] = lv
self._UnlockTokenCurLvToIdDic[keepsakeId] = theatreKeepsake:GetId()
end
self:UpdateCurAdventureToken(data)
end
function XTheatreTokenManager:UpdateCurAdventureToken(data)
--更新局内携带中的信物
local adventureManager = XDataCenter.TheatreManager.GetCurrentAdventureManager()
if not adventureManager then
return
end
local currToken = adventureManager:GetCurrentToken()
if not currToken then
return
end
local curKeepsakeId = currToken:GetKeepsakeId()
if curKeepsakeId ~= data.KeepsakeId then
return
end
local tokenId = XDataCenter.TheatreManager.GetTokenManager():GetTokenId(data.KeepsakeId)
adventureManager:UpdateCurrentToken(XTheatreToken.New(tokenId))
end
function XTheatreTokenManager:InitAllToken()
if self.TokenList and self.TokenDic and self.TokenKeepsakeIdAndLvDic then
return
end
self.TokenList = {}
self.TokenDic = {}
self.TokenKeepsakeIdAndLvDic = {} --TheatreItem表的KeepsakeId和等级对应的TheatreItem表Id
local configs = XTheatreConfigs.GetTheatreItem()
for id, v in pairs(configs) do
local template = XTheatreToken.New(id)
self.TokenDic[id] = template
table.insert(self.TokenList, template)
if XTool.IsNumberValid(v.KeepsakeId) then
if not self.TokenKeepsakeIdAndLvDic[v.KeepsakeId] then
self.TokenKeepsakeIdAndLvDic[v.KeepsakeId] = {}
end
self.TokenKeepsakeIdAndLvDic[v.KeepsakeId][v.Lv] = id
end
end
end
--获得所有信物和道具
--isOnlyShowCurLevelToken是否只显示当前等级且已激活的信物
function XTheatreTokenManager:GetAllToken(isOnlyShowCurLevelToken)
if not self.TokenList then
self:InitAllToken()
end
local isInsertKeepsakeDic = {}
local tokenList = {}
if not isOnlyShowCurLevelToken then
for _, token in ipairs(self.TokenList) do
--信物已激活时只显示当前等级,未激活显示最低等级
local keepsakeId = token:GetKeepsakeId()
if (not token:IsToken()) or
(not self._UnlockTokenCurLvToIdDic[keepsakeId] and XTheatreConfigs.GetTheatreMinLvTheatreItemId(keepsakeId) == token:GetId()) or
self._UnlockTokenCurLvToIdDic[keepsakeId] == token:GetId() then
table.insert(tokenList, token)
end
end
else
for _, token in ipairs(self.TokenList) do
if token:IsToken() and self._UnlockTokenCurLvToIdDic[token:GetKeepsakeId()] == token:GetId() then
table.insert(tokenList, token)
end
end
end
table.sort(tokenList, function(tokenA, tokenB)
--已解锁优先
local isActiveA = tokenA:IsActive()
local isActiveB = tokenB:IsActive()
if isActiveA ~= isActiveB then
return isActiveA
end
--按照类型由小到大排序
local typeA = tokenA:GetType()
local typeB = tokenB:GetType()
if typeA ~= typeB then
return typeA < typeB
end
return tokenA:GetId() < tokenB:GetId()
end)
return tokenList
end
--返回和势力Id相同的技能列表powerId为0或nil时返回所有技能Id
function XTheatreTokenManager:GetSkillTemplateList(powerId)
local isFilter = XTool.IsNumberValid(powerId)
local config = XTheatreConfigs.GetTheatreSkill()
local skillTemplateList = {}
for _, v in pairs(config) do
if not isFilter or v.PowerId == powerId then
table.insert(skillTemplateList, XAdventureSkill.New(v.Id))
end
end
table.sort(skillTemplateList, function(a, b)
local idA = a:GetId()
local idB = b:GetId()
--是否已解锁
local isActiveA = self:IsActiveSkill(idA)
local isActiveB = self:IsActiveSkill(idB)
if isActiveA ~= isActiveB then
return isActiveA
end
--是否核心增益
local skillTypeA = a:GetSkillType()
local skillTypeB = b:GetSkillType()
if skillTypeA ~= skillTypeB then
if skillTypeA == XTheatreConfigs.SkillType.Core then
return true
end
if skillTypeB == XTheatreConfigs.SkillType.Core then
return false
end
end
--势力由小到大
local powerIdA = a:GetPowerId()
local powerIdB = b:GetPowerId()
if powerIdA ~= powerIdB then
return powerIdA < powerIdB
end
return idA < idB
end)
return skillTemplateList
end
function XTheatreTokenManager:IsActiveSkill(theatreSkillId)
if self._SkillIllustratedBook[theatreSkillId] then
return true
end
--比激活的相同势力相同位置的核心技能等级小的都判断激活
local powerId = XTheatreConfigs.GetTheatreSkillPowerId(theatreSkillId)
local pos = XTheatreConfigs.GetTheatreSkillPos(theatreSkillId)
local activeTheatreSkillId = self:GetTheatreSkillIdByPowerIdAndPos(powerId, pos)
if activeTheatreSkillId then
local activeSkillLv = XTheatreConfigs.GetTheatreSkillLv(activeTheatreSkillId)
local skillLv = XTheatreConfigs.GetTheatreSkillLv(theatreSkillId)
if skillLv <= activeSkillLv then
return true
end
end
--局内激活技能
local adventureManager = XDataCenter.TheatreManager.GetCurrentAdventureManager()
if adventureManager then
local currSkills = adventureManager:GetCurrentSkills()
for _, adventureSkill in ipairs(currSkills) do
if adventureSkill:GetId() == theatreSkillId then
return true
end
end
end
return false
end
function XTheatreTokenManager:GetTheatreSkillIdByPowerIdAndPos(powerId, pos)
if not XTool.IsNumberValid(powerId) or not XTool.IsNumberValid(pos) then
return
end
return self._SkillPowerAndPosToSkillIdDic[powerId] and self._SkillPowerAndPosToSkillIdDic[powerId][pos]
end
function XTheatreTokenManager:IsActiveToken(theatreItemId)
if not self.TokenDic then
self:InitAllToken()
end
local token = self.TokenDic[theatreItemId]
return token and token:IsActive() or false
end
-- 检查是否有指定信物
-- id : 信物Id若不传直接判断是否有任意信物
function XTheatreTokenManager:CheckHasToken(id)
if id then
return self:IsActiveToken(id)
end
return not XTool.IsTableEmpty(self._Keepsakes)
end
function XTheatreTokenManager:GetTokenId(keepsakeId)
return self._UnlockTokenCurLvToIdDic[keepsakeId]
end
return XTheatreTokenManager