PGRData/Script/matrix/xmanager/XCommonCharacterFiltManager.lua
2024-09-01 22:49:41 +02:00

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-- v1.30 通用构造体角色过滤筛选管理器,包括筛选和排序功能(逐渐替换旧筛选器)
-- 该标签类型用于查找CharacterManager的方法用于搜索方法和规定标签数字序号与 CharacterFilterTagGroup 对应
CharacterFilterTagTypeNum =
{
InitialQuality = 5,
Career = 1,
Element = 2,
}
CharacterFilterGroupType = -- 该参数决定当前筛选界面使用哪些标签进行显示,对应 CharacterFilterCommonGroup.tab的id
{
Default = 1, --默认泛用型
Isomer = 2, --授格者专用
Prequel = 3, --支线间章
Fragment = 4, --资源收集角色碎片
Draw = 5, --抽武器/辅助机筛选适配角色
}
CharacterSortTagType =
{
Default = 1,
Level = 2,
Quality = 3,
Ability = 4,
}
XCommonCharacterFiltManagerCreator = function()
---@class XCommonCharacterFiltManager XCommonCharacterFiltManager
local XCommonCharacterFiltManager = {}
local SelectTagData = {} -- 记录缓存用
local SelectListData = {}
local SortTagData = {}
local SortFunction = {}
local tagMethodName = "GetCharacter"
function XCommonCharacterFiltManager.Init()
XCommonCharacterFiltManager.InitSortFunction()
end
function XCommonCharacterFiltManager.GetTagNameByTagGroupId(id)
for k, v in pairs(CharacterFilterTagTypeNum) do
if v == id then
return k
end
end
end
---@param characterList 传入以有存在字段名为Id值为CharacterID数据组成的构造体角色顺序表list etc:{ [1] = {Id = CharacterId}[2] = {Id = CharacterId}...}
---@param selectTagData 筛选项数据
function XCommonCharacterFiltManager.DoFilter(charaterList, selectTagData)
local resultList = {}
for k, charaData in ipairs(charaterList) do
if XCommonCharacterFiltManager.IsCharaInTag(charaData, selectTagData, "InitialQuality") --检测稀有度筛选项
and XCommonCharacterFiltManager.IsCharaInTag(charaData, selectTagData, "Career") --检测职业筛选项
and XCommonCharacterFiltManager.IsCharaInTag(charaData, selectTagData, "Element") --检测元素筛选项
then
table.insert(resultList, charaData)
end
end
return resultList
end
-- 检测筛选项是否满足条件
---@param charaData 构造体角色数据
---@param tagTypeName 筛选项名称
function XCommonCharacterFiltManager.IsCharaInTag(charaData, selectTagData, tagTypeName)
local tagData = selectTagData[tagTypeName] --拿到该筛选项的数据
if not tagData or not next(tagData) then -- 如果该筛选项为空则不启用该筛选项,默认为全选该筛选项
return true
end
-- tagTypeName筛选项的字段名和characterManager对应方法的字段名一样
-- 构造体角色数据一定要通过characterManager接口去拿不要通过XCharacter去拿因为传进来的构造体角色可能是机器人
for k, v in pairs(tagData) do
if XDataCenter.CharacterManager[tagMethodName..tagTypeName](charaData.Id) == v then
return true
end
end
return false
end
-- 缓存筛选项数据需要手动缓存和清除因为无法区分混合筛选还是单类型构造体筛选类型指泛用和独域退出界面时要手动调用Clear清除
function XCommonCharacterFiltManager.SetSelectTagData(selectTagData, keyName)
if not keyName then return end
SelectTagData[keyName] = XTool.Clone(selectTagData) --缓存记录筛选项(keyName可以和构造体类型独域、泛用耦合也可以自定义keyName)
end
-- 缓存筛选后的列表数据
function XCommonCharacterFiltManager.SetSelectListData(sortList, keyName)
if not keyName then return end
SelectListData[keyName] = sortList
end
function XCommonCharacterFiltManager.GetSelectTagData(keyName)
return XTool.Clone(SelectTagData[keyName])
end
function XCommonCharacterFiltManager.GetSelectListData(keyName)
return SelectListData[keyName]
end
function XCommonCharacterFiltManager.ClearSelectTagData(keyName)
if keyName then
SelectTagData[keyName] = nil
SelectListData[keyName] = nil
else
SelectTagData = {}
SelectListData = {}
end
end
-- 缓存排序数据(需要手动缓存和清除),退出界面时要手动调用Clear清除
function XCommonCharacterFiltManager.SetSortData(sortTypeName, keyName)
if not keyName then return end
SortTagData[keyName] = sortTypeName --缓存记录筛选项(keyName仅和构造体类型独域、泛用耦合)
end
function XCommonCharacterFiltManager.GetSortData(keyName)
return SortTagData[keyName]
end
function XCommonCharacterFiltManager.ClearSortData(keyName)
if keyName then
SortTagData[keyName] = nil
else
SortTagData = {}
end
end
function XCommonCharacterFiltManager.ClearCacheData()
XCommonCharacterFiltManager.ClearSelectTagData()
XCommonCharacterFiltManager.ClearSortData()
end
function XCommonCharacterFiltManager.InitSortFunction()
local LevelSort = function(idA, idB, isAscendOrder)
local levelA = XDataCenter.CharacterManager.GetCharacterLevel(idA)
local levelB = XDataCenter.CharacterManager.GetCharacterLevel(idB)
local isSort = false
if levelA ~= levelB then
isSort = true
if isAscendOrder then
return isSort, levelA < levelB
end
return isSort, levelA > levelB
end
return isSort
end
local QualitySort = function(idA, idB, isAscendOrder)
local qualityA = XDataCenter.CharacterManager.GetCharacterQuality(idA)
local qualityB = XDataCenter.CharacterManager.GetCharacterQuality(idB)
local isSort = false
if qualityA ~= qualityB then
isSort = true
if isAscendOrder then
return isSort, qualityA < qualityB
end
return isSort, qualityA > qualityB
end
return isSort
end
local AbilitySort = function(idA, idB, isAscendOrder)
local abilityA = XDataCenter.CharacterManager.GetCharacterHaveRobotAbilityById(idA)
local abilityB = XDataCenter.CharacterManager.GetCharacterHaveRobotAbilityById(idB)
local isSort = false
if abilityA ~= abilityB then
isSort = true
if isAscendOrder then
return isSort, abilityA < abilityB
end
return isSort, abilityA > abilityB
end
return isSort
end
SortFunction[CharacterSortTagType.Default] = function(idA, idB, isAscendOrder, alreadySortTag, isSortAbility)
local isSort, sortResult
if alreadySortTag ~= XRoomCharFilterTipsConfigs.EnumSortTag.Level then
isSort, sortResult = LevelSort(idA, idB, isAscendOrder)
if isSort then
return sortResult
end
end
if isSortAbility and alreadySortTag ~= XRoomCharFilterTipsConfigs.EnumSortTag.Ability then
isSort, sortResult = AbilitySort(idA, idB, isAscendOrder)
if isSort then
return sortResult
end
end
if alreadySortTag ~= XRoomCharFilterTipsConfigs.EnumSortTag.Quality then
isSort, sortResult = QualitySort(idA, idB, isAscendOrder)
if isSort then
return sortResult
end
end
local priorityA = XCharacterConfigs.GetCharacterPriority(idA)
local priorityB = XCharacterConfigs.GetCharacterPriority(idB)
if priorityA ~= priorityB then
if isAscendOrder then
return priorityA < priorityB
end
return priorityA > priorityB
end
return idA > idB
end
SortFunction[CharacterSortTagType.Quality] = function(idA, idB, isAscendOrder)
local isSort, sortResult = QualitySort(idA, idB, isAscendOrder)
if isSort then
return sortResult
end
return SortFunction[CharacterSortTagType.Default](idA, idB, isAscendOrder, CharacterSortTagType.Quality, true)
end
SortFunction[CharacterSortTagType.Level] = function(idA, idB, isAscendOrder)
local isSort, sortResult = LevelSort(idA, idB, isAscendOrder)
if isSort then
return sortResult
end
return SortFunction[CharacterSortTagType.Default](idA, idB, isAscendOrder, CharacterSortTagType.Level, true)
end
SortFunction[CharacterSortTagType.Ability] = function(idA, idB, isAscendOrder)
local isSort, sortResult = AbilitySort(idA, idB, isAscendOrder)
if isSort then
return sortResult
end
return SortFunction[CharacterSortTagType.Default](idA, idB, isAscendOrder, CharacterSortTagType.Ability)
end
end
-- 排序
---@param characterList 传入以有存在字段名为Id值为CharacterID数据组成的构造体角色顺序表list etc:{ [1] = {Id = CharacterId}[2] = {Id = CharacterId}...}
---@param sortTypeName 排序标签
---@param isAscendOrder 是否升序
function XCommonCharacterFiltManager.DoSort(charaterList, sortTypeName, isAscendOrder)
if not sortTypeName then
sortTypeName = CharacterSortTagType.Default
end
-- 该排序兼容角色碎片
-- 以下列表按顺序最后合并
local targetCharacterInTeam = {} --目标角色在队伍(有蓝色圆形标签的角色,目前只有成员界面会有这种角色,且仅有一个)
local inTeamList = {} -- 在队伍的角色
local canUnlockFragmentList = {} -- 可解锁的碎片
local targetCharacterNotInTeam = {} --目标角色不在队伍
local nmOwnCharaList = {} -- 不在队伍的拥有角色/机器人角色
local normalFragmentList = {} -- 不可解锁的碎片
for k, v in ipairs(charaterList) do
if (not XDataCenter.CharacterManager.GetCharacter(v.Id)) and (not XRobotManager.CheckIsRobotId(v.Id)) then -- 分开碎片和角色
local curFragmentA = XDataCenter.CharacterManager.GetCharUnlockFragment(v.Id)
local bornQualityA = XCharacterConfigs.GetCharMinQuality(v.Id)
local characterTypeA = XCharacterConfigs.GetCharacterType(v.Id)
local needFragmentA = XCharacterConfigs.GetComposeCount(characterTypeA, bornQualityA)
local isCanUnlockA = curFragmentA >= needFragmentA -- 是否可解锁碎片
if isCanUnlockA then
table.insert(canUnlockFragmentList, v)
else
table.insert(normalFragmentList, v)
end
else
if XDataCenter.TeamManager.CheckInTeam(v.Id) then
if XDataCenter.EquipGuideManager.IsEquipGuideCharacter(v.Id) then
table.insert(targetCharacterInTeam, v)
else
table.insert(inTeamList, v)
end
else
if XDataCenter.EquipGuideManager.IsEquipGuideCharacter(v.Id) then
table.insert(targetCharacterNotInTeam, v)
else
table.insert(nmOwnCharaList, v)
end
end
end
end
-- 需要使用标签排序功能的仅为 【不在队伍的拥有角色/机器人角色】和【不可解锁的碎片】
table.sort(nmOwnCharaList, function (dataA, dataB)
local idA, idB = dataA.Id, dataB.Id
return SortFunction[sortTypeName](idA, idB, isAscendOrder)
end)
table.sort(normalFragmentList, function (dataA, dataB)
local idA, idB = dataA.Id, dataB.Id
return SortFunction[sortTypeName](idA, idB, isAscendOrder)
end)
local resultList = {}
resultList = appendArray(targetCharacterInTeam, inTeamList)
resultList = appendArray(resultList, canUnlockFragmentList)
resultList = appendArray(resultList, targetCharacterNotInTeam)
resultList = appendArray(resultList, nmOwnCharaList)
resultList = appendArray(resultList, normalFragmentList)
return resultList
end
XCommonCharacterFiltManager.Init()
return XCommonCharacterFiltManager
end