forked from endernon/PGRData
284 lines
No EOL
7.7 KiB
Lua
284 lines
No EOL
7.7 KiB
Lua
local XTRPGMazeNode = require("XEntity/XTRPG/XTRPGMazeNode")
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local type = type
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local tableInsert = table.insert
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local Default = {
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__Id = 0,
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__CurrentNodeIndex = 0,
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__Map = {},
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__NodeNum = 0,
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__NodeIdList = {},
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__CardIdToNodeIdDic = {},
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}
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local XTRPGMazeLayer = XClass(nil, "XTRPGMazeLayerLayer")
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function XTRPGMazeLayer:Ctor(id)
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for key, value in pairs(Default) do
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if type(value) == "table" then
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self[key] = {}
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else
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self[key] = value
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end
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end
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self.__Id = id
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self:InitMap()
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end
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function XTRPGMazeLayer:InitMap()
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local configs = XTRPGConfigs.GetMazeMapConfigs(self.__Id)
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for nodeId, config in pairs(configs) do
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local cardIds = config.CardId
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local node = XTRPGMazeNode.New(nodeId)
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node:InitCards(cardIds)
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self.__Map[nodeId] = node
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tableInsert(self.__NodeIdList, nodeId)
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for _, cardId in pairs(cardIds) do
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self.__CardIdToNodeIdDic[cardId] = nodeId
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end
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end
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self.__NodeNum = #self.__NodeIdList
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end
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function XTRPGMazeLayer:UpdateData(finishCardIds)
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if not finishCardIds then return end
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for _, cardId in pairs(finishCardIds) do
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local node = self:GetNodeByCardId(cardId)
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if node then
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node:SetCardFinished(cardId)
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end
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end
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end
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function XTRPGMazeLayer:GetCardIds()
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return self.__CardIdToNodeIdDic
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end
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function XTRPGMazeLayer:GetNodeIdByCardId(cardId)
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local nodeId = self.__CardIdToNodeIdDic[cardId]
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if not nodeId then
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XLog.Error("XTRPGMaze:GetNodeIdByCardId Error: nodeId not exist, cardId is: " .. cardId, self.__CardIdToNodeIdDic)
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return
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end
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return nodeId
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end
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function XTRPGMazeLayer:GetNodeId(nodeIndex)
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local nodeId = self.__NodeIdList[nodeIndex]
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if not nodeId then
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XLog.Error("XTRPGMaze:GetNodeId Error: nodeId not exist, nodeIndex is: " .. nodeIndex, self.__NodeIdList)
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return
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end
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return nodeId
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end
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function XTRPGMazeLayer:GetNodeIndex(paramNodeId)
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for nodeIndex, nodeId in pairs(self.__NodeIdList) do
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if nodeId == paramNodeId then
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return nodeIndex
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end
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end
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return 0
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end
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function XTRPGMazeLayer:GetLastNodeIndex(nodeIndex)
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local nextIndex = nodeIndex - 1
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if nextIndex < 1 then
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nextIndex = self:GetNodeNum()
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end
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return nextIndex
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end
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function XTRPGMazeLayer:GetNextNodeIndex(nodeIndex)
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local nextIndex = nodeIndex + 1
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if nextIndex > self:GetNodeNum() then
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nextIndex = 1
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end
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return nextIndex
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end
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function XTRPGMazeLayer:GetNodeNum()
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return self.__NodeNum
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end
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function XTRPGMazeLayer:GetNextNodeId()
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local nextNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex)
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return self:GetNodeId(nextNodeIndex)
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end
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function XTRPGMazeLayer:GetNode(nodeId)
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if not nodeId then
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XLog.Error("XTRPGMaze:GetNode Error: nodeId is nil")
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return
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end
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local node = self.__Map[nodeId]
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if not node then
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XLog.Error("XTRPGMaze:GetNode Error: node not exist, nodeId is: " .. nodeId, self.__Map)
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return
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end
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return node
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end
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function XTRPGMazeLayer:GetNodeByCardId(cardId)
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local nodeId = self:GetNodeIdByCardId(cardId)
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return self:GetNode(nodeId)
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end
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function XTRPGMazeLayer:GetSortedNodeIdList(notSort)
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local list = {}
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local nodeNum = self:GetNodeNum()
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local nodeIndex = notSort and 1 or self.__CurrentNodeIndex
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for i = 1, nodeNum do
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tableInsert(list, self:GetNodeId(nodeIndex))
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nodeIndex = self:GetNextNodeIndex(nodeIndex)
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end
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return list
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end
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function XTRPGMazeLayer:GetNodeCardBeginEndPos(nodeId)
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local node = self:GetNode(nodeId)
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return node:GetStartPos(), node:GetEndPos()
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end
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function XTRPGMazeLayer:GetNodeCardNum(nodeId)
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local node = self:GetNode(nodeId)
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return node:GetCardNum()
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end
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function XTRPGMazeLayer:GetNodeCardId(nodeId, cardIndex)
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local node = self:GetNode(nodeId)
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return node:GetCardId(cardIndex)
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end
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function XTRPGMazeLayer:GetCurrentStandNodeIndex()
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return self:GetLastNodeIndex(self.__CurrentNodeIndex)
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end
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function XTRPGMazeLayer:GetCurrentNodeId()
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return self:GetNodeId(self.__CurrentNodeIndex)
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end
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function XTRPGMazeLayer:IsNodeReachable(nodeId)
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local curNodeId = self:GetCurrentNodeId()
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return nodeId == curNodeId
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end
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function XTRPGMazeLayer:IsCardReachable(nodeId, cardIndex)
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if not self:IsNodeReachable(nodeId) then return false end
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local node = self:GetNode(nodeId)
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return node:IsCardReachable(cardIndex)
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end
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function XTRPGMazeLayer:IsCardFinished(cardId)
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local node = self:GetNodeByCardId(cardId)
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if not node then return false end
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return node:IsCardFinished(cardId)
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end
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function XTRPGMazeLayer:IsCardDisposeableForeverFinished(cardId)
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local node = self:GetNodeByCardId(cardId)
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if not node then return false end
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return node:IsCardDisposeableForeverFinished(cardId)
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end
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--当前所在卡牌的正前方卡牌位置判断
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function XTRPGMazeLayer:IsCardAfterCurrentStand(nodeId, cardIndex)
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--站立位置正前方是可选择的
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local curNodeId = self:GetCurrentNodeId()
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if nodeId ~= curNodeId then return false end
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--卡牌位置为上次选择作为中轴的卡牌
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local node = self:GetNode(nodeId)
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if not node:IsCardCurrentStand(cardIndex) then return false end
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return true
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end
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--当前所在卡牌判断
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function XTRPGMazeLayer:IsCardCurrentStand(nodeId, cardIndex)
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--站在可选择的节点前面一行
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local lastNodeIndex = self:GetLastNodeIndex(self.__CurrentNodeIndex)
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local lastNodeId = self:GetNodeId(lastNodeIndex)
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if nodeId ~= lastNodeId then return false end
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--卡牌位置为上次选择作为中轴的卡牌
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local node = self:GetNode(nodeId)
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if not node:IsCardCurrentStand(cardIndex) then return false end
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return true
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end
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function XTRPGMazeLayer:GetMoveDelta(cardIndex)
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local nodeId = self:GetCurrentNodeId()
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local node = self:GetNode(nodeId)
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return node:GetMoveDelta(cardIndex)
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end
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function XTRPGMazeLayer:GetCardFinishedId(nodeId, cardIndex)
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local node = self:GetNode(nodeId)
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return node:GetCardFinishedId(cardIndex)
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end
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function XTRPGMazeLayer:CheckCardCurrentType(nodeId, cardId, cardType)
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local node = self:GetNode(nodeId)
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return node:CheckCardCurrentType(cardId, cardType)
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end
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function XTRPGMazeLayer:Enter()
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self.__CurrentNodeIndex = XTRPGConfigs.GetMazeLayerStartNodeId(self.__Id)
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self.__CurrentNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex) --实际配置的是站立节点位置,当前可选择卡牌节点应前进一位
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local startCardIndex = XTRPGConfigs.GetMazeLayerStartCardIndex(self.__Id)
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for _, node in pairs(self.__Map) do
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node:Enter(startCardIndex)
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end
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end
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function XTRPGMazeLayer:Reset()
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for _, node in pairs(self.__Map) do
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node:Reset()
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end
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end
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function XTRPGMazeLayer:SelectCard(cardIndex)
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local nodeId = self:GetCurrentNodeId()
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local node = self:GetNode(nodeId)
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node:SelectCard(cardIndex)
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end
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function XTRPGMazeLayer:OnCardResult(cardIndex, resultData)
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local nodeId = self:GetCurrentNodeId()
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local node = self:GetNode(nodeId)
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node:OnCardResult(cardIndex, resultData)
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end
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function XTRPGMazeLayer:MoveNext(cardIndex)
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for _, node in pairs(self.__Map) do
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node:MoveNext(cardIndex)
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end
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self.__CurrentNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex)
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end
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function XTRPGMazeLayer:MoveTo(nodeId, cardIndex)
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for _, node in pairs(self.__Map) do
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node:MoveTo(cardIndex)
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end
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self.__CurrentNodeIndex = self:GetNodeIndex(nodeId)
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self.__CurrentNodeIndex = self:GetNextNodeIndex(self.__CurrentNodeIndex) --实际配置的是站立节点位置,当前可选择卡牌节点应前进一位
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end
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return XTRPGMazeLayer |