forked from endernon/PGRData
372 lines
No EOL
11 KiB
Lua
372 lines
No EOL
11 KiB
Lua
local MAX_PARTNER_MEMBER = 3 --最大携带的辅助机数量
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--辅助机主动技能类型
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local MAIN_SKILL_TYPE = XPartnerConfigs.SkillType.MainSkill
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--辅助机被动技能类型
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local PASSIVE_SKILL_TYPE = XPartnerConfigs.SkillType.PassiveSkill
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--==============================
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---@desc 辅助机预设类
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--==============================
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local XPartnerPrefab = XClass(nil, "XPartnerPrefab")
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function XPartnerPrefab:Ctor(teamId, data)
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self.TeamId = teamId
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self.TeamPartnerData = data and data or {}
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end
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--==============================
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---@desc 初始化技能数据
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--==============================
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function XPartnerPrefab:InitSkillCache(teamData)
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self.TeamData = teamData
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if XTool.IsTableEmpty(self.TeamPartnerData) then
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for pos = 1, MAX_PARTNER_MEMBER do
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self.TeamPartnerData[pos] = {}
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end
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return
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end
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local partnerData = self.TeamPartnerData
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for _, data in pairs(partnerData or {}) do
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self:__RefreshSkillData(data)
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end
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end
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--==============================
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---@desc 根据站位获取辅助机id
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---@pos 站位
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---@return number
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--==============================
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function XPartnerPrefab:GetPartnerIdByPos(pos)
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local partnerId = 0
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if not pos or pos <= 0 then return partnerId end
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if XTool.IsTableEmpty(self.TeamPartnerData) then return partnerId end
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local data = self.TeamPartnerData[pos]
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return data and data.PartnerId or partnerId
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end
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--==============================
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---@desc 根据id获取携带者的下标
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---@param nil
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---@return nil{type}
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--==============================
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function XPartnerPrefab:GetPosByPartnerId(partnerId)
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local pos = 0
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for idx, data in pairs(self.TeamPartnerData or {}) do
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local pId = data.PartnerId
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if pId == partnerId then
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pos = idx
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end
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end
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return pos
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end
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--==============================
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---@desc 获取id与站位的对应关系
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---@return table
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--==============================
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function XPartnerPrefab:GetCarriedDict()
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local carriedDict = {}
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for pos, data in pairs(self.TeamPartnerData or {}) do
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local partnerId = data.PartnerId
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if XTool.IsNumberValid(partnerId) then
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carriedDict[partnerId] = pos
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end
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end
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return carriedDict
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end
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--==============================
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---@desc 获取携带者的角色Id
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---@partnerId 辅助机Id
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---@return number
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--==============================
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function XPartnerPrefab:GetCharacterId(partnerId)
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if not XTool.IsNumberValid(partnerId) then return 0 end
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local teamData = self.TeamData
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if XTool.IsTableEmpty(teamData) then return 0 end
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local carriedDict = self:GetCarriedDict()
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local pos = carriedDict[partnerId]
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return teamData.TeamData[pos]
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end
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--==============================
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---@desc 当前辅助机是否被携带
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---@partnerId 辅助机Id
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---@return boolean
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--==============================
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function XPartnerPrefab:GetIsCarry(partnerId)
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local isCarried = false
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if not XTool.IsNumberValid(partnerId) then return isCarried end
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local characterId = self:GetCharacterId(partnerId)
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isCarried = XTool.IsNumberValid(characterId) and true or false
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return isCarried
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end
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--==============================
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---@desc 当前队伍携带的辅助机数量
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---@return number
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--==============================
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function XPartnerPrefab:GetCarriedCount()
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local count = 0
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for _, data in pairs(self.TeamPartnerData or {}) do
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local partnerId = data.PartnerId
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if XTool.IsNumberValid(partnerId) then
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count = count + 1
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end
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end
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return count > MAX_PARTNER_MEMBER and MAX_PARTNER_MEMBER or count
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end
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--==============================
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---@desc 装备辅助机
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---@pos 站位
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--==============================
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function XPartnerPrefab:Equip(pos, newPartnerId)
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if not XTool.IsNumberValid(newPartnerId) then return end
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if not self.TeamPartnerData[pos] then
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self.TeamPartnerData[pos] = {}
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end
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self.TeamPartnerData[pos].PartnerId = newPartnerId
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self:UpdateSkillData(pos, newPartnerId)
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end
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--==============================
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---@desc 卸下辅助机
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---@pos 站位
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--==============================
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function XPartnerPrefab:Unload(pos, isKeepCache)
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local partnerId = self:GetPartnerIdByPos(pos)
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if not XTool.IsNumberValid(partnerId) then
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return
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end
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if not isKeepCache then
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XDataCenter.PartnerManager.ClearPresetSkillCache(partnerId)
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end
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self.TeamPartnerData[pos] = {
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PartnerId = 0,
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SkillData = {}
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}
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end
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--==============================
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---@desc 队伍覆盖
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---@roleList 角色列表
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--==============================
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function XPartnerPrefab:CoverByTeam(roleList)
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for pos, chrId in ipairs(roleList or {}) do
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local partnerId = XDataCenter.PartnerManager.GetCarryPartnerIdByCarrierId(chrId)
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if XTool.IsNumberValid(chrId) and XTool.IsNumberValid(partnerId) then
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self:Equip(pos, partnerId)
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else
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self:Unload(pos)
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end
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end
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end
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--==============================
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---@desc 更新技能数据
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---@partnerId 辅助机Id
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---@return table
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--==============================
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function XPartnerPrefab:GetSkillData(partnerId)
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if not XTool.IsNumberValid(partnerId) then return {} end
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for _, data in pairs(self.TeamPartnerData) do
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local pId = data.PartnerId
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if pId == partnerId then
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local skillData = data.SkillData
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XMessagePack.MarkAsTable(skillData)
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return skillData
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end
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end
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return {}
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end
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--==============================
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---@desc 更新技能数据到队伍缓存中
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---@partnerId 辅助机Id
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--==============================
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function XPartnerPrefab:UpdateSkillData(pos, partnerId)
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if not XTool.IsNumberValid(partnerId) then return end
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local mainSkillGroups = XDataCenter.PartnerManager.GetPresetSkillList(partnerId, MAIN_SKILL_TYPE)
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local passiveSkillGroups = XDataCenter.PartnerManager.GetPresetSkillList(partnerId, PASSIVE_SKILL_TYPE)
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--更新回调
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local updateFunc = function(groups)
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local skills = {}
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for _, group in ipairs(groups) do
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if XTool.IsTableEmpty(group) then
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goto Continue
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end
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local skillId = group:GetDefaultActiveSkillId()
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if XTool.IsNumberValid(skillId) then
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table.insert(skills, skillId)
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end
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::Continue::
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end
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return skills
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end
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local skill = {
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[MAIN_SKILL_TYPE] = updateFunc(mainSkillGroups),
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[PASSIVE_SKILL_TYPE] = updateFunc(passiveSkillGroups)
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}
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XMessagePack.MarkAsTable(skill)
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self.TeamPartnerData[pos].SkillData = skill
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--刷新到缓存中
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self:__RefreshSkillData(self.TeamPartnerData[pos])
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return skill
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end
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--==============================
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---@desc 获取辅助机数据
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---@return table
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--==============================
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function XPartnerPrefab:GetPartnerData()
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local partnerData = {}
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for pos = 1, MAX_PARTNER_MEMBER do
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local pId = self:GetPartnerIdByPos(pos)
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if XTool.IsNumberValid(pId) then
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partnerData[pos] = {
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PartnerId = pId,
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SkillData = self:GetSkillData(pId)
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}
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else
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partnerData[pos] = {}
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end
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end
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return partnerData
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end
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--==============================
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---@desc 判断辅助机的预设技能与真实技能是否更改
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---@partnerId 辅助机Id
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---@return boolean
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--==============================
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function XPartnerPrefab:IsSkillChangeWithPrefab2Group(partnerId)
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if not XTool.IsNumberValid(partnerId) then
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return false
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end
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local partner = XDataCenter.PartnerManager.GetPartnerEntityById(partnerId)
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local skillData = self:GetSkillData(partnerId)
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local isCarried = self:GetIsCarry(partnerId)
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local prefabMainSkillList, prefabPassiveSkillList
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--辅助机预设的技能
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if isCarried then
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prefabMainSkillList = skillData[MAIN_SKILL_TYPE]
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prefabPassiveSkillList = skillData[PASSIVE_SKILL_TYPE]
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else
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prefabMainSkillList = XDataCenter.PartnerManager.GetPresetDefaultSkillIdList(partnerId, MAIN_SKILL_TYPE)
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prefabPassiveSkillList = XDataCenter.PartnerManager.GetPresetDefaultSkillIdList(partnerId, PASSIVE_SKILL_TYPE)
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end
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--辅助机真实携带的技能
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local groupMainSkillList = partner:GetCarryMainSkillDefaultIdList()
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local groupPassiveSkillList = partner:GetCarryPassiveSkillDefaultIdList()
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--比较主动技能
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if self:__Compare(prefabMainSkillList, groupMainSkillList) then
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return true
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end
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--比较被动技能
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if self:__Compare(prefabPassiveSkillList, groupPassiveSkillList) then
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return true
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end
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return false
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end
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--==============================
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---@desc 判断辅助机的预设技能与缓存技能是否更改
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---@partnerId 辅助机Id
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---@return boolean
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--==============================
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function XPartnerPrefab:IsSkillChangeWithPrefab2Cache(partnerId)
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if not XTool.IsNumberValid(partnerId) then
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return false
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end
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local skillData = self:GetSkillData(partnerId)
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local prefabMainSkillList = skillData[MAIN_SKILL_TYPE]
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local prefabPassiveSkillList = skillData[PASSIVE_SKILL_TYPE]
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local cacheMainSkillList = XDataCenter.PartnerManager.GetPresetDefaultSkillIdList(partnerId, MAIN_SKILL_TYPE, true)
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local cachePassiveSkillList = XDataCenter.PartnerManager.GetPresetDefaultSkillIdList(partnerId, PASSIVE_SKILL_TYPE, true)
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--比较主动技能
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if self:__Compare(prefabMainSkillList, cacheMainSkillList) then
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return true
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end
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--比较被动技能
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if self:__Compare(prefabPassiveSkillList, cachePassiveSkillList) then
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return true
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end
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return false
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end
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--region 私有方法
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--判断函数
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function XPartnerPrefab:__Compare(prefabSkillList, groupSkillList)
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prefabSkillList = prefabSkillList or {}
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groupSkillList = groupSkillList or {}
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--技能数不一致
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if #prefabSkillList ~= #groupSkillList then
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return true
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end
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for i, id in ipairs(prefabSkillList) do
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if id ~= groupSkillList[i] then
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return true
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end
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end
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return false
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end
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--==============================
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---@desc 刷新技能数据到缓中
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---@data nil
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--==============================
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function XPartnerPrefab:__RefreshSkillData(data)
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if not data then return end
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local skillData = data.SkillData or {}
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local partnerId = data.PartnerId
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local mainSkills = skillData[MAIN_SKILL_TYPE]
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local passiveSkills = skillData[PASSIVE_SKILL_TYPE]
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local mainSkillDict = {}
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local passiveSkillDict = {}
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for _, skillId in ipairs(mainSkills or {}) do
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mainSkillDict[skillId] = true
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end
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for _, skillId in ipairs(passiveSkills or {}) do
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passiveSkillDict[skillId] = true
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end
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XDataCenter.PartnerManager.RefreshPresetSkillCache(partnerId, mainSkillDict, MAIN_SKILL_TYPE)
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XDataCenter.PartnerManager.RefreshPresetSkillCache(partnerId, passiveSkillDict, PASSIVE_SKILL_TYPE)
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end
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--endregion
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return XPartnerPrefab |