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

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local XStrongholdMineRecord = require("XEntity/XStronghold/XStrongholdMineRecord")
local XStrongholdGroupInfo = require("XEntity/XStronghold/XStrongholdGroupInfo")
local XStrongholdTeam = require("XEntity/XStronghold/XStrongholdTeam")
local XStrongholdAssistantRecord = require("XEntity/XStronghold/XStrongholdAssistantRecord")
local XExFubenSimulationChallengeManager = require("XEntity/XFuben/XExFubenSimulationChallengeManager")
local _ActivityTimer
XStrongholdManagerCreator = function()
local tableInsert = table.insert
local tableSort = table.sort
local tableRemove = table.remove
local tonumber = tonumber
local mathFloor = math.floor
local mathMax = math.max
local mathCeil = math.ceil
local ipairs = ipairs
local pairs = pairs
local CsXTextManagerGetText = CsXTextManagerGetText
local stringFormat = string.format
local stringIsNilOrEmpty = string.IsNilOrEmpty
local IsNumberValid = XTool.IsNumberValid
local IsTableEmpty = XTool.IsTableEmpty
local Clone = XTool.Clone
---@class XStrongholdManager
local XStrongholdManager = XExFubenSimulationChallengeManager.New(XFubenConfigs.ChapterType.Stronghold)
XStrongholdManager.IsomerTeamElementId = -1 --异构体/感染体的队伍属性Id
XStrongholdManager.SpTeamElementId = -2 --SP区的队伍属性Id
-----------------功能入口 begin----------------
local ACTIVITY_STATUS = {
DEFAULT = 0, --未开启
ACTIVITY_BEGIN = 1, --开启中
FIGHT_BEGIN = 2, --战斗开启
FIGHT_END = 3, --战斗结束
ACTIVITY_END = 4 --已结束
}
local _ActivityStatus = ACTIVITY_STATUS.DEFAULT --活动状态
local _ActivityId = 0 --活动期数
local _BeginTime = 0 --活动开启时间
local _FightBeginTime = 0 --挑战开启时间
local _FightAutoBeginTime = 0 --挑战自动开启时间
local _FightEndTime = 0 --挑战结束时间
local _EndTime = 0 --活动结束时间
local _CurDay = 0 --当前天数(挑战开始后)
local _TotalDay = 0 --挑战总天数(挑战开始后)
local _TargetCountDownTime -- 倒计时的目标时间戳
local _ActivityEnd = false --活动是否重置
local function ClearActivityTimer()
if _ActivityTimer then
XScheduleManager.UnSchedule(_ActivityTimer)
_ActivityTimer = nil
end
end
local UpdateActivityStatus
UpdateActivityStatus = function()
local leftTime = 0 --距离下一阶段剩余时间
XCountDown.RemoveTimer(XCountDown.GTimerName.Stronghold)
--活动未开启
if not IsNumberValid(_BeginTime) or not IsNumberValid(_ActivityId) then
_ActivityStatus = ACTIVITY_STATUS.DEFAULT
leftTime = 0
end
local nowTime = XTime.GetServerNowTimestamp()
if not IsNumberValid(_FightBeginTime) then
--活动开启中,等待挑战开始(手动第一次战斗后记录开启挑战时间)
local lastTime = XStrongholdConfigs.GetActivityFightAutoBeginSeconds(_ActivityId)
_FightAutoBeginTime = _BeginTime + lastTime
leftTime = _FightAutoBeginTime - nowTime
if leftTime > 0 then
_ActivityStatus = ACTIVITY_STATUS.ACTIVITY_BEGIN
else
_ActivityStatus = ACTIVITY_STATUS.ACTIVITY_END
end
else
local lastTime = XStrongholdConfigs.GetActivityFightContinueSeconds(_ActivityId)
_FightEndTime = _FightBeginTime + lastTime
if nowTime < _FightEndTime then
--挑战开启中
_ActivityStatus = ACTIVITY_STATUS.FIGHT_BEGIN
leftTime = _FightEndTime - nowTime
elseif nowTime < _EndTime then
--挑战已结束
_ActivityStatus = ACTIVITY_STATUS.FIGHT_END
leftTime = _EndTime - nowTime
else
--活动已结束
leftTime = 0
_ActivityStatus = ACTIVITY_STATUS.ACTIVITY_END
end
end
_TargetCountDownTime = leftTime + nowTime
XCountDown.RemoveTimer(XCountDown.GTimerName.Stronghold)
XCountDown.CreateTimer(XCountDown.GTimerName.Stronghold, leftTime)
ClearActivityTimer()
-- 当时间大于24.85天时, 定时器*1000会溢出int上限
leftTime = math.min(leftTime, 100000)
if leftTime > 0 then
_ActivityTimer =
XScheduleManager.ScheduleOnce(
function()
UpdateActivityStatus()
end,
leftTime * XScheduleManager.SECOND
)
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_ACTIVITY_STATUS_CHANGE)
XEventManager.DispatchEvent(XEventId.EVENT_STRONGHOLD_ACTIVITY_STATUS_CHANGE)
end
local function UpdateActivityInfo(activityId, beginTime, fightBeginTime)
_ActivityId = activityId
_BeginTime = beginTime
_FightBeginTime = fightBeginTime
_EndTime = _BeginTime + XStrongholdConfigs.GetActivityOneCycleSeconds(_ActivityId)
_TotalDay = XStrongholdConfigs.GetActivityFightTotalDay(activityId)
end
local function UpdateCurDay(data, fightBeginTime)
if not data then
return
end
local totalDay = XStrongholdManager.GetTotalDay()
_CurDay = data <= totalDay and data or _CurDay
_FightBeginTime = fightBeginTime or _FightBeginTime
UpdateActivityStatus()
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_CUR_DAY_CHANGE)
end
local function CheckActivityReset(activityId)
return IsNumberValid(_ActivityId) and _ActivityId ~= activityId
end
function XStrongholdManager.ClearActivityEnd()
_ActivityEnd = nil
end
function XStrongholdManager.OnActivityEnd()
if not _ActivityEnd then
return false
end
if CS.XFight.IsRunning or XLuaUiManager.IsUiLoad("UiLoading") then
return false
end
--延迟是为了防止打断UI动画
XScheduleManager.ScheduleOnce(
function()
XLuaUiManager.RunMain()
XUiManager.TipText("ActivityBranchOver")
end,
1000
)
XStrongholdManager.ClearActivityEnd()
return true
end
--活动开启
function XStrongholdManager.IsOpen()
return _ActivityStatus ~= ACTIVITY_STATUS.DEFAULT and _ActivityStatus ~= ACTIVITY_STATUS.ACTIVITY_END
end
--挑战开始前
function XStrongholdManager.IsActivityBegin()
return _ActivityStatus == ACTIVITY_STATUS.ACTIVITY_BEGIN
end
--挑战开始
function XStrongholdManager.IsFightBegin()
return _ActivityStatus == ACTIVITY_STATUS.FIGHT_BEGIN
end
--挑战结束
function XStrongholdManager.IsFightEnd()
return _ActivityStatus == ACTIVITY_STATUS.FIGHT_END
end
--活动结束
function XStrongholdManager.IsEnd()
return not XStrongholdManager.IsOpen()
end
function XStrongholdManager.CheckActivityStatus(status)
return IsNumberValid(status) and status == _ActivityStatus
end
function XStrongholdManager.GetStartTime()
if not IsNumberValid(_BeginTime) then
return XStrongholdConfigs.GetActivityDefaultOpenTime()
end
return _BeginTime
end
function XStrongholdManager.GetEndTime()
if not IsNumberValid(_BeginTime) then
return XStrongholdConfigs.GetActivityDefaultEndTime()
end
return _EndTime
end
--获取挑战时间
function XStrongholdManager.GetFightTime()
return _FightBeginTime, _FightEndTime
end
--获取挑战开启时长
function XStrongholdManager.GetFightPassingTime()
if not XTool.IsNumberValid(_FightBeginTime) then
return 0
end
local now = XTime.GetServerNowTimestamp()
return now - _FightBeginTime
end
--获取挑战自动开启时间
function XStrongholdManager.GetFightAutoBeginTime()
return _FightAutoBeginTime
end
function XStrongholdManager.GetCurDay()
return _CurDay
end
function XStrongholdManager.GetTotalDay()
return _TotalDay
end
--获取每日结算时间 HH:mm
function XStrongholdManager.GetCountTimeStr()
local fightBeginTime = XStrongholdManager.GetFightTime()
if not IsNumberValid(fightBeginTime) then
return ""
end
return XTime.TimestampToGameDateTimeString(fightBeginTime, "HH:mm")
end
--获取延后结算时间 X月X日HH:mm
function XStrongholdManager.GetDelayCountTimeStr()
local fightBeginTime = XStrongholdManager.GetFightTime()
local countDay = XStrongholdManager.GetCurDay() + XStrongholdManager.GetDelayDays()
local countTime = fightBeginTime + countDay * 3600 * 24
return XTime.TimestampToGameDateTimeString(countTime, CsXTextManagerGetText("StrongholdTimeFormat"))
end
function XStrongholdManager.EnterUiMain(beforeOpenUiCb)
if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Stronghold) then
return
end
if not XStrongholdManager.IsOpen() then
XUiManager.TipText("StrongholdActivityNotOpen")
return
end
local callFunc = function()
if beforeOpenUiCb then
beforeOpenUiCb(
function()
XLuaUiManager.Open("UiStrongholdMain")
end
)
else
XLuaUiManager.Open("UiStrongholdMain")
end
end
if not XStrongholdManager.IsSelectedLevelId() then
XLuaUiManager.Open("UiStrongholdChooseLevelType", callFunc)
else
callFunc()
end
end
-----------------功能入口 end------------------
-----------------矿场相关 begin------------------
local _TotalMineral = 0 --历史累计矿石数量
local _MineralLeft = 0 --可领矿石
local _MinerItemId = 0 --矿工物品Id
local _MineralItemId = 0 --矿石物品Id
local _MinerEfficiency = 0 --矿工效率
local _MinerGrowRate = 0 --矿工增殖百分比
local _MineRecords = {} --产出记录
local _MineRecordSynDic = {} --产出历史记录(服务端同步)
local _OldMineralItemCount = 0 --缓存旧的矿石物品数量
local _OldTotalMineralCount = 0 --缓存旧的预期总产出
local _BatteryItemId = 0 --电池道具Id
local function InitMine()
_MinerItemId = XStrongholdConfigs.GetCommonConfig("MinerId")
_MineralItemId = XStrongholdConfigs.GetCommonConfig("MineralId")
_MinerEfficiency = XStrongholdConfigs.GetCommonConfig("MinerEfficiency")
_MinerGrowRate = XStrongholdConfigs.GetCommonConfig("MinerGrowRate")
_BatteryItemId = XStrongholdConfigs.GetCommonConfig("BatteryItemId")
end
local function UpdateTotalMineral(data)
if not data then
return
end
_TotalMineral = data
end
local function UpdateMineralLeft(data)
if not data then
return
end
_MineralLeft = data
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_MINERAL_LEFT_CHANGE)
end
local function GetMineRecord(day)
local record = _MineRecords[day]
if not record then
record = XStrongholdMineRecord.New(day)
_MineRecords[day] = record
end
return record
end
local function CalcMineRecords()
local totalMineralCount = 0
local totalDay = XStrongholdManager.GetTotalDay()
for day = 1, totalDay do
local minerCount, mineralCount = 0, 0
local synRecord = _MineRecordSynDic[day]
if synRecord then
minerCount = synRecord.MinerCount
mineralCount = synRecord.MineralCount
else
minerCount = XStrongholdManager.GetPredictMinerCount(day)
mineralCount = XStrongholdManager.GetPredictMineralCount(day)
end
totalMineralCount = totalMineralCount + mineralCount
local record = GetMineRecord(day)
record:UpdateData(minerCount, mineralCount, totalMineralCount)
end
end
local function UpdateMineRecords(data)
_MineRecordSynDic = {}
for _, synRecord in pairs(data or {}) do
local synDay = synRecord.Day
_MineRecordSynDic[synDay] = synRecord
end
CalcMineRecords()
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_MINERAL_RECORD_CHANGE)
end
local function CatchOldData()
local itemId = XStrongholdManager.GetMineralItemId()
local itemCount = XDataCenter.ItemManager.GetCount(itemId)
local minerCount = XStrongholdManager.GetMinerCount()
XStrongholdManager.CatchOldMineralItemCount(itemCount)
XStrongholdManager.CatchOldTotalMineralCount()
XStrongholdManager.SetCookieMinerCount(minerCount)
end
function XStrongholdManager.HasMineralLeft()
if not XStrongholdManager.IsOpen() or XStrongholdManager.IsFightEnd() then
return false
end
return _MineralLeft > 0
end
function XStrongholdManager.EnterUiMine()
XLuaUiManager.Open("UiStrongholdMining")
end
function XStrongholdManager.GetMinerItemId()
return _MinerItemId
end
--获取当前矿工人数
function XStrongholdManager.GetMinerCount()
return XDataCenter.ItemManager.GetCount(_MinerItemId)
end
--预期矿工人数 = 当前矿工人数 + 当前矿工人数 * 增殖百分比
function XStrongholdManager.GetPredictMinerCount(day)
local predictMinerCount = XStrongholdManager.GetMinerCount()
local curDay = XStrongholdManager.GetCurDay()
day = day or curDay
--修改为由矿产日志最后一次记录开始推算
local lastRecordDay = curDay
for i = 1, day do
if not _MineRecordSynDic[i] then
lastRecordDay = i
break
end
end
for i = lastRecordDay, day - 1 do
predictMinerCount = mathCeil(predictMinerCount + predictMinerCount * _MinerGrowRate * 0.01)
end
return predictMinerCount
end
--预期矿产数
function XStrongholdManager.GetPredictMineralCount(day)
day = day or XStrongholdManager.GetCurDay()
local predictMinerCount = XStrongholdManager.GetPredictMinerCount(day)
return XStrongholdManager.GetMineralOutput(predictMinerCount)
end
--获取上一次查看的矿工人数
function XStrongholdManager.GetCookieMinerCount()
local key = XStrongholdManager.GetMinerCountCookieKey()
return XSaveTool.GetData(key) or 0
end
function XStrongholdManager.SetCookieMinerCount(count)
local key = XStrongholdManager.GetMinerCountCookieKey()
XSaveTool.SaveData(key, count)
end
function XStrongholdManager.ClearCookieMinerCount()
local key = XStrongholdManager.GetMinerCountCookieKey()
XSaveTool.RemoveData(key)
end
function XStrongholdManager.GetMinerCountCookieKey()
if not IsNumberValid(_ActivityId) then
return
end
return XPlayer.Id .. _ActivityId .. "_XStrongholdManager_CookieMinerCount"
end
function XStrongholdManager.GetMineralItemId()
return _MineralItemId
end
function XStrongholdManager.GetMineralCount()
return XDataCenter.ItemManager.GetCount(_MinerItemId)
end
function XStrongholdManager.GetTotalMineralCount()
return _TotalMineral or 0
end
function XStrongholdManager.GetTotalMinerEfficiency()
return _MinerEfficiency or 0
end
function XStrongholdManager.GetTotalMinerGrowRate()
return _MinerGrowRate or 0
end
--产出矿石 = 矿工数量 * 矿工效率(向上取整)
function XStrongholdManager.GetMineralOutput(minerCount)
minerCount = minerCount or XStrongholdManager.GetMinerCount()
return mathCeil(minerCount * _MinerEfficiency)
end
function XStrongholdManager.GetMineRecordsForShow()
local showRecords = {}
CalcMineRecords()
--修改为获取时实时计算
for _, record in ipairs(_MineRecords) do
local showRecord = {}
showRecord.Day = record:GetDay()
showRecord.MinerCount = record:GetMinerCount()
showRecord.MineralCount = record:GetMineralCount()
showRecord.TotalMineralCount = record:GetTotalMineralCount()
tableInsert(showRecords, showRecord)
end
return showRecords
end
--预期总产出 = 矿产记录最后一天总产出
function XStrongholdManager.GetPredictTotalMineralCount()
CalcMineRecords()
--修改为获取时实时计算
local totalDay = XStrongholdManager.GetTotalDay()
local record = GetMineRecord(totalDay)
return record:GetTotalMineralCount()
end
function XStrongholdManager.NotifyStrongholdTotalMineral(data)
UpdateTotalMineral(data.TotalMineral)
end
--领取矿石
function XStrongholdManager.GetStrongholdMineralRequest(cb)
XNetwork.Call(
"GetStrongholdMineralRequest",
nil,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateMineralLeft(0)
local mineralCount = res.MineralCount
if cb then
cb(mineralCount)
end
end
)
end
function XStrongholdManager.CatchOldMineralItemCount(itemCount)
_OldMineralItemCount = itemCount
end
function XStrongholdManager.GetOldItemCount()
return _OldMineralItemCount
end
function XStrongholdManager.CatchOldTotalMineralCount()
_OldTotalMineralCount = XStrongholdManager.GetPredictTotalMineralCount()
end
function XStrongholdManager.GetOldTotalMineralCount()
return _OldTotalMineralCount
end
-----------------矿场相关 end------------------
-----------------电场相关 begin------------------
local _MaxElectricEnergy = 0 --电能上限
local _ElectricTeamMaxCharacterNum = 0 --电能队伍最大人数
local _ElectricCharacterIdDic = {} --电能队伍
local function InitElectric()
_ElectricTeamMaxCharacterNum = XStrongholdConfigs.GetCommonConfig("MaxElectricTeamMemberCount")
end
local function UpdateMaxElectricEnergy(data)
_MaxElectricEnergy = data or _MaxElectricEnergy
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_MAX_ELECTRIC_CHANGE)
end
local function UpdateElectricCharacters(data)
_ElectricCharacterIdDic = {}
local count = 0
for _, characterId in ipairs(data or {}) do
if count > _ElectricTeamMaxCharacterNum then
XLog.Error(
"XStrongholdManager UpdateElectricCharacters error: 同步电能队伍数据出错,超出最大队伍人数上限: " ..
_ElectricTeamMaxCharacterNum .. ", data: ",
data
)
break
end
if characterId > 0 then
_ElectricCharacterIdDic[characterId] = characterId
count = count + 1
end
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_MAX_ELECTRIC_CHANGE)
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_ELECTRIC_CHARACTER_CHANGE)
end
function XStrongholdManager.GetMaxElectricEnergy()
return _MaxElectricEnergy
end
--电能队伍战力达到要求后会额外增加电能上限
function XStrongholdManager.GetExtraElectricEnergy()
local totalAbility = XStrongholdManager.GetElectricCharactersTotalAbility()
return XStrongholdConfigs.GetTeamAbilityToExtraElectric(totalAbility)
end
--总电能上限
function XStrongholdManager.GetTotalElectricEnergy()
return _MaxElectricEnergy + XStrongholdManager.GetExtraElectricEnergy()
end
--根据GroupId获得章节限制使用电能上限
function XStrongholdManager.GetChapterMaxElectricUseByGroupId(groupId)
if not XTool.IsNumberValid(groupId) then
return 0
end
local chapterId = XStrongholdConfigs.GetChapterIdByGroupId(groupId)
if not XTool.IsNumberValid(chapterId) then
return 0
end
return XStrongholdConfigs.GetChapterMaxElectricUse(chapterId)
end
--当前章节可使用总电能上限
function XStrongholdManager.GetTotalCanUseElectricEnergy(groupId)
local totalElectric = XStrongholdManager.GetTotalElectricEnergy()
if not XTool.IsNumberValid(groupId) then
return totalElectric
end
local limitElectric = XStrongholdManager.GetChapterMaxElectricUseByGroupId(groupId)
if not XTool.IsNumberValid(limitElectric) then
return totalElectric
end
return XMath.Clamp(totalElectric, totalElectric, limitElectric)
end
function XStrongholdManager.GetAddElectricEnergy()
local day = XStrongholdManager.GetCurDay()
local levelId = XStrongholdManager.GetLevelId()
if XStrongholdManager.IsAnyDayPaused() then
--暂停时获取电能上限累积
local totalCount = 0
local totalDay = XStrongholdManager.GetTotalDay()
local isContinuePaused = false
for countDay = 1, totalDay do
if XStrongholdManager.IsDayPaused(countDay) then
isContinuePaused = true
totalCount = totalCount + XStrongholdConfigs.GetElectricAdd(countDay, levelId)
else
if isContinuePaused then
isContinuePaused = false
totalCount = totalCount + XStrongholdConfigs.GetElectricAdd(countDay, levelId)
end
end
end
return totalCount
else
return XStrongholdConfigs.GetElectricAdd(day, levelId)
end
end
--检查已使用电能是否溢出
function XStrongholdManager.CheckElectricOverLimit(cancelCharacterId, teamList, groupId)
local totalElectric = 0
if IsNumberValid(cancelCharacterId) then
--撤回电能支援队员时电力减少值
local ability = XDataCenter.CharacterManager.GetCharacterAbilityById(cancelCharacterId)
local totalAbility = XStrongholdManager.GetElectricCharactersTotalAbility() - ability
totalElectric = XStrongholdConfigs.GetTeamAbilityToExtraElectric(totalAbility) + _MaxElectricEnergy
else
totalElectric = XStrongholdManager.GetTotalCanUseElectricEnergy(groupId)
end
local useElectric = XStrongholdManager.GetTotalUseElectricEnergy(teamList)
return useElectric > totalElectric
end
--获得推荐电力的文本颜色、是否需要弹窗提示
function XStrongholdManager.GetSuggestElectricColor(groupId, teamList, useElectric)
local chapterId = XTool.IsNumberValid(groupId) and XStrongholdConfigs.GetChapterIdByGroupId(groupId)
local isHavechapterId = XTool.IsNumberValid(chapterId)
local levelId = XDataCenter.StrongholdManager.GetLevelId()
local suggestElectric = isHavechapterId and XStrongholdConfigs.GetChapterSuggestElectric(chapterId, levelId) or 0
useElectric = useElectric or XStrongholdManager.GetTotalUseElectricEnergy(teamList)
local totalElectricEnergy = XStrongholdManager.GetTotalCanUseElectricEnergy(groupId)
local color, isTips
if XTool.IsNumberValid(suggestElectric) then
if useElectric > totalElectricEnergy then
color = CS.UnityEngine.Color.red
elseif useElectric > suggestElectric + XStrongholdManager.GetExtraElectricEnergy() then
color = XUiHelper.Hexcolor2Color("FF9008")
isTips = true
else
color = XUiHelper.Hexcolor2Color("188649")
end
else
color = XUiHelper.Hexcolor2Color("188649")
end
return color, isTips
end
--获取电能队伍总战力
function XStrongholdManager.GetElectricCharactersTotalAbility()
local totalAbility = 0
for _, characterId in pairs(_ElectricCharacterIdDic) do
local ability = XDataCenter.CharacterManager.GetCharacterAbilityById(characterId)
totalAbility = totalAbility + ability
end
return totalAbility
end
--获取可上阵电能支援角色
function XStrongholdManager.GetCanElectricCharacters(characterType)
local characterList = XDataCenter.CharacterManager.GetOwnCharacterList(characterType)
tableSort(
characterList,
function(a, b)
--电能支援
local aIsElectric = XStrongholdManager.CheckInElectricTeam(a.Id)
local bIsElectric = XStrongholdManager.CheckInElectricTeam(b.Id)
if aIsElectric ~= bIsElectric then
return aIsElectric
end
--已经上阵
local aIsInTeam = XStrongholdManager.CheckInTeamList(a.Id)
local bIsInTeam = XStrongholdManager.CheckInTeamList(b.Id)
if aIsInTeam ~= bIsInTeam then
return not aIsInTeam
end
return false
end
)
return characterList
end
function XStrongholdManager.GetCookieElectricEnergy()
local key = XStrongholdManager.GetElectricEnergyCookieKey()
return XSaveTool.GetData(key) or 0
end
function XStrongholdManager.SetCookieElectricEnergy(count)
local key = XStrongholdManager.GetElectricEnergyCookieKey()
XSaveTool.SaveData(key, count)
end
function XStrongholdManager.ClearCookieElectricEnergy()
local key = XStrongholdManager.GetElectricEnergyCookieKey()
XSaveTool.RemoveData(key)
end
function XStrongholdManager.GetElectricEnergyCookieKey()
if not IsNumberValid(_ActivityId) then
return
end
return XPlayer.Id .. _ActivityId .. "_XStrongholdManager_MaxElectricEnergy"
end
function XStrongholdManager.GetElectricCharacterIds()
local characterIds = {}
for _, characterId in pairs(_ElectricCharacterIdDic) do
tableInsert(characterIds, characterId)
end
return characterIds
end
function XStrongholdManager.GetElectricTeamMaxCharacterNum()
return _ElectricTeamMaxCharacterNum
end
function XStrongholdManager.CheckInElectricTeam(characterId)
return _ElectricCharacterIdDic[characterId] and true or false
end
function XStrongholdManager.CheckElectricMaxNum()
local curNum = 0
for _, characterId in pairs(_ElectricCharacterIdDic) do
if characterId > 0 then
curNum = curNum + 1
end
end
local maxNum = XStrongholdManager.GetElectricTeamMaxCharacterNum()
return curNum >= maxNum
end
--设置电能队伍
function XStrongholdManager.SetStrongholdElectricTeamRequest(characterIds, cb)
local req = {CharacterIds = characterIds}
XNetwork.Call(
"SetStrongholdElectricTeamRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateElectricCharacters(characterIds)
if cb then
cb()
end
end
)
end
function XStrongholdManager.GetBatteryItemId()
return _BatteryItemId
end
-----------------电场相关 end------------------
-----------------耐力相关 begin------------------
local _Endurance = 0 --耐力值
local function UpdateEndurance(data)
_Endurance = data or 0
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_ENDURANCE_CHANGE)
end
--当据点为章节关底时,消耗耐力应为之前未通关的关卡数之和
function XStrongholdManager.GetGroupCostEndurance(groupId)
if XStrongholdManager.IsGroupFinished(groupId) or XStrongholdManager.CheckGroupHasFinishedStage(groupId) then
return 0
end
local costEndurance = XStrongholdConfigs.GetGroupCostEndurance(groupId)
local allGroupIds = {}
local recurFunc
recurFunc = function(tb)
if IsTableEmpty(tb) then
return
end
for _, toFinisheGroupId in pairs(tb) do
if not XStrongholdManager.IsGroupFinished(toFinisheGroupId) then
allGroupIds[toFinisheGroupId] = toFinisheGroupId
end
local toFinishGroupIds = XStrongholdConfigs.GetGroupFinishRelatedId(toFinisheGroupId)
recurFunc(toFinishGroupIds)
end
end
local toFinishGroupIds = XStrongholdConfigs.GetGroupFinishRelatedId(groupId)
recurFunc(toFinishGroupIds)
for _, groupId in pairs(allGroupIds) do
costEndurance = costEndurance + XStrongholdConfigs.GetGroupCostEndurance(groupId)
end
return costEndurance
end
function XStrongholdManager.GetMaxEndurance()
local curDay = XStrongholdManager.GetCurDay()
local levelId = XStrongholdManager.GetLevelId()
return XStrongholdConfigs.GetMaxEndurance(curDay - 1, levelId) +
XStrongholdConfigs.GetLevelInitEndurance(levelId)
end
function XStrongholdManager.GetMaxLimitEndurance()
local totalDay = XStrongholdManager.GetTotalDay()
local levelId = XStrongholdManager.GetLevelId()
return XStrongholdConfigs.GetMaxEndurance(totalDay, levelId) + XStrongholdConfigs.GetLevelInitEndurance(levelId)
end
function XStrongholdManager.GetCurEndurance()
return _Endurance
end
function XStrongholdManager.NotifyStrongholdEnduranceData(data)
UpdateEndurance(data.Endurance)
end
-----------------耐力相关 end------------------
-----------------据点相关 begin------------------
local _FinishGroupIdDic = {}
--已完成据点Id字典
local _NewFinishGroupIds = {}
--最新完成据点Id列表
local _GroupInfos = {}
--历史完成据点Id列表
local _HistoryGroupInfos = {}
--已经打印的据点Id字典
local _LogGroupIdDic = {}
--据点信息
local _CurrentSelectGroupId = 0 --当前选择的据点Id用于检查队伍是否符合条件
local _DelayTipChapterId = 0 --已通关前置据点但未满足解锁条件的章节Id(通过条件后弹出解锁提示)
local function InitGroupInfos()
local groupIds = XStrongholdConfigs.GetAllGroupIds()
for _, groupId in pairs(groupIds) do
local groupInfo = XStrongholdGroupInfo.New(groupId)
_GroupInfos[groupId] = groupInfo
end
end
local function GetGroupInfo(groupId)
local groupInfo = _GroupInfos[groupId]
if not groupInfo and not _LogGroupIdDic[groupId] then
_LogGroupIdDic[groupId] = true
local groupInfosIds = {}
for groupId in pairs(_GroupInfos) do
table.insert(groupInfosIds, groupId)
end
XLog.Error(
"XStrongholdManager GetGroupInfo error, groupId与服务端数据不对应, groupId: ",
groupId .. ", _GroupInfos: ",
groupInfosIds
)
end
return groupInfo
end
local function GetHistoryGroupInfo(groupId)
return _HistoryGroupInfos[groupId]
end
local function ResetGroupInfo(groupId, stageId)
if not IsNumberValid(groupId) then
return
end
local groupInfo = GetGroupInfo(groupId)
if XTool.IsNumberValid(stageId) then
groupInfo:ResetFinishStage(stageId)
else
groupInfo:ResetFinishStages()
end
end
local function UpdateGroupStageDatas(data)
if IsTableEmpty(data) then
return
end
for _, stageData in pairs(data) do
local groupId = stageData.Id
if not IsNumberValid(groupId) then
XLog.Error("XStrongholdManager UpdateGroupStageDatas error, groupId非法, data: ", data)
end
local stageIds = stageData.StageIds
local stageBuffIdDic = stageData.StageBuffId
local supportId = stageData.SupportId
local groupInfo = GetGroupInfo(groupId, true)
if groupInfo then
groupInfo:InitStageData(stageIds, stageBuffIdDic, supportId)
end
end
XStrongholdManager.InitStageInfo()
end
local function UpdateGroupInfos(data)
if IsTableEmpty(data) then
return
end
for _, groupData in pairs(data) do
local groupId = groupData.Id
local finishStageIds = groupData.FinishStageIds
local groupInfo = GetGroupInfo(groupId)
groupInfo:UpdateFinishStages(finishStageIds)
end
end
local function UpdateFinishGroupIds(data)
_FinishGroupIdDic = {}
for _, groupId in pairs(data) do
if XTool.IsNumberValid(groupId) then
_FinishGroupIdDic[groupId] = groupId
end
end
--触发新手引导
XDataCenter.GuideManager.CheckGuideOpen()
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_FINISH_GROUP_CHANGE)
end
local function UpdateFinishGroupUseElectricEnergy(finishGroupInfos, historyFinishGroupInfos)
local groupId
local groupInfoTemp
for _, groupInfo in pairs(finishGroupInfos or {}) do
groupId = groupInfo.Id
groupInfoTemp = XTool.IsNumberValid(groupId) and GetGroupInfo(groupId)
if groupInfoTemp then
groupInfoTemp:UpdatePassUseElectric(groupInfo.UsedElectricEnergy, groupInfo.UsedSystemElectricEnergy)
end
end
for _, groupInfo in pairs(historyFinishGroupInfos or {}) do
groupId = groupInfo.Id
groupInfoTemp = GetHistoryGroupInfo(groupId)
if not groupInfoTemp then
groupInfoTemp = XStrongholdGroupInfo.New(groupId, true)
_HistoryGroupInfos[groupId] = groupInfoTemp
end
groupInfoTemp:UpdatePassUseElectric(groupInfo.UsedElectricEnergy, groupInfo.UsedSystemElectricEnergy)
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_FINISH_GROUP_USE_ELECTRIC_CHANGE)
end
local function UpdateNewFinishGroupIds(data)
if IsTableEmpty(data) then
return
end
_NewFinishGroupIds = {}
for _, groupId in pairs(data) do
if groupId > 0 and not _FinishGroupIdDic[groupId] then
tableInsert(_NewFinishGroupIds, groupId)
end
end
end
--据点进度变更时章节界面检查
function XStrongholdManager.CheckNewFinishGroupIds()
--有需要延迟检查条件是否通过的章节
if XTool.IsNumberValid(_DelayTipChapterId) then
if XDataCenter.StrongholdManager.CheckChapterUnlock(_DelayTipChapterId) then
local chapterName = XStrongholdConfigs.GetChapterName(_DelayTipChapterId)
local msg = CsXTextManagerGetText("StrongholdtipNewChapter", chapterName)
XUiManager.TipMsg(msg)
_DelayTipChapterId = 0
return
end
end
if IsTableEmpty(_NewFinishGroupIds) then
return
end
local tipChapterId
local tipLastGroupDebuff = false
--配置了StageBuff字段且非关底的据点通过时提示关底被削弱
local tipNewChapter = false
--通过关底据点时提示解锁新章节(此条弹出时忽略上一条提示)
for _, groupId in pairs(_NewFinishGroupIds) do
local chapterId = XStrongholdConfigs.GetChapterIdByGroupId(groupId)
if XStrongholdConfigs.IsChapterLastGroupId(groupId) then
local nextChapterId = XStrongholdConfigs.GetNextChapterId(chapterId)
if XStrongholdManager.CheckChapterUnlock(nextChapterId) then
tipNewChapter = true
tipChapterId = nextChapterId
break
else
_DelayTipChapterId = nextChapterId
end
end
if XStrongholdConfigs.CheckHasGroupBossBuffId(groupId, _ActivityId) then
tipLastGroupDebuff = true
tipChapterId = chapterId
end
end
if XTool.IsNumberValid(tipChapterId) then
--新章节开启提示
if tipNewChapter then
local chapterName = XStrongholdConfigs.GetChapterName(tipChapterId)
local msg = CsXTextManagerGetText("StrongholdtipNewChapter", chapterName)
XUiManager.TipMsg(msg)
elseif tipLastGroupDebuff then
--关底BUFF削弱提示
local lastGroupId = XStrongholdConfigs.GetChapterLastGroupId(tipChapterId)
local groupOrder = XStrongholdConfigs.GetGroupOrder(lastGroupId)
local msg = CsXTextManagerGetText("StrongholdTipLastGroupDebuff", groupOrder)
XUiManager.TipMsg(msg)
end
end
_NewFinishGroupIds = {}
end
function XStrongholdManager.GetGroupStageIds(groupId)
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:GetStageIds() or {}
end
--检查通关指定据点时使用的电量是否小于等于指定值
function XStrongholdManager.CheckGroupPassUseElectric(groupId, requireUseElectric, elType, isHistory)
if not XTool.IsNumberValid(groupId) then
return false
end
local groupInfo
if isHistory then
groupInfo = GetHistoryGroupInfo(groupId)
elseif XStrongholdManager.IsGroupFinished(groupId) then
groupInfo = GetGroupInfo(groupId)
end
if not groupInfo then
return false
end
local passUseElectric, usedSystemElectricEnergy = groupInfo:GetPassUseElectric()
if IsNumberValid(elType) then
return usedSystemElectricEnergy <= requireUseElectric --elType不为0时用通关当前据点使用的系统电量判断
else
return passUseElectric <= requireUseElectric
end
end
function XStrongholdManager.GetAllGroupStageIds()
local allStageIds = {}
for groupId in pairs(_GroupInfos) do
local stageIds = XStrongholdManager.GetGroupStageIds(groupId)
for _, stageId in pairs(stageIds) do
tableInsert(allStageIds, stageId)
end
end
return allStageIds
end
function XStrongholdManager.GetGroupStageId(groupId, stageIndex)
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:GetStageId(stageIndex) or 0
end
function XStrongholdManager.GetGroupStageName(groupId, stageIndex)
local stageId = XStrongholdManager.GetGroupStageId(groupId, stageIndex)
return stageId ~= 0 and XDataCenter.FubenManager.GetStageName(stageId) or ""
end
function XStrongholdManager.GetGroupStageBuffDesc(groupId, stageIndex)
local groupInfo = GetGroupInfo(groupId)
local buffId = groupInfo:GetStageBuffId(stageIndex)
return buffId > 0 and XStrongholdConfigs.GetBuffDesc(buffId) or ""
end
--获取据点BaseBuff
function XStrongholdManager.GetGroupBaseBuffIds(groupId)
return XStrongholdConfigs.GetGroupBaseBuffIds(groupId, _ActivityId)
end
--获取据点BossBuff
function XStrongholdManager.GetGroupBossBuffIds(groupId)
return XStrongholdConfigs.GetGroupBossBuffIds(groupId, _ActivityId)
end
--获取据点首通奖励Id
function XStrongholdManager.GetGroupRewardId(groupId)
local levelId = XStrongholdManager.GetLevelId()
return XStrongholdConfigs.GetGroupRewardId(groupId, levelId)
end
function XStrongholdManager.CheckAnyGroupHasFinishedStage()
for groupId, groupInfo in pairs(_GroupInfos) do
if groupInfo:CheckHasStageFinished() then
return groupId
end
end
return false
end
--检查据点是否有挑战中的关卡进度
function XStrongholdManager.CheckGroupHasFinishedStage(groupId)
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:CheckHasStageFinished() or false
end
--检查章节是否有挑战中的关卡进度
function XStrongholdManager.CheckChapterHasFinishedStage(chapterId)
local groupIds = XStrongholdConfigs.GetGroupIds(chapterId)
for _, groupId in pairs(groupIds) do
if XStrongholdManager.CheckGroupHasFinishedStage(groupId) then
return true
end
end
return false
end
function XStrongholdManager.IsGroupStageFinished(groupId, stageIndex)
if not IsNumberValid(groupId) or not IsNumberValid(stageIndex) then
return false
end
local requireTeamMemberDic = XStrongholdManager.GetGroupRequireTeamMemberDic(groupId)
if not requireTeamMemberDic[stageIndex] then
return false
end
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:IsStageFinished(stageIndex) or false
end
function XStrongholdManager.GetGroupNextFightStageIndex(groupId)
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:GetNextFightStageIndex() or 0
end
function XStrongholdManager.GetGroupStageNum(groupId)
return #XStrongholdManager.GetGroupStageIds(groupId)
end
function XStrongholdManager.GetGroupSupportId(groupId)
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:GetSupportId() or 0
end
--获取据点要求梯队数量
function XStrongholdManager.GetGroupRequireTeamNum(groupId)
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:GetRequireTeamNum() or 0
end
--获取据点要求梯队数量
function XStrongholdManager.GetGroupRequireTeamIds(groupId)
local requireTeamIds = {}
if not groupId then
--预设模式下返回默认最大数量
local maxTeamNum = XStrongholdConfigs.GetMaxTeamNum()
for teamId = 1, maxTeamNum do
tableInsert(requireTeamIds, teamId)
end
else
--读取战斗关卡要求队伍成员数量
local requireTeamNum = XStrongholdManager.GetGroupRequireTeamNum(groupId)
for teamId = 1, requireTeamNum do
tableInsert(requireTeamIds, teamId)
end
end
return requireTeamIds
end
function XStrongholdManager.GetGroupRequireTeamMemberDic(groupId)
local requireTeamMemberDic = {}
local requireTeamNum = XStrongholdManager.GetGroupRequireTeamNum(groupId)
for teamId = 1, requireTeamNum do
local requireCount = XStrongholdConfigs.GetGroupRequireTeamMemberNum(groupId, teamId)
if requireCount > 0 then
requireTeamMemberDic[teamId] = requireCount
end
end
return requireTeamMemberDic
end
function XStrongholdManager.GetGroupRequireAbility(groupId)
if not IsNumberValid(groupId) then
return 0
end
local supportId = XStrongholdManager.GetGroupSupportId(groupId)
return supportId > 0 and XStrongholdConfigs.GetSupportRequireAbility(supportId) or 0
end
--检查完美战术是否激活
function XStrongholdManager.CheckSupportActive(supportId, teamList)
if not XTool.IsNumberValid(supportId) then
return false
end
local conditionIds = XStrongholdConfigs.GetSupportConditionIds(supportId)
for _, conditionId in pairs(conditionIds) do
if not XConditionManager.CheckCondition(conditionId, teamList) then
return false
end
end
return true
end
function XStrongholdManager.CheckGroupSupportAcitve(groupId, teamList)
local supportId = XStrongholdManager.GetGroupSupportId(groupId)
return XStrongholdManager.CheckSupportActive(supportId, teamList)
end
function XStrongholdManager.OpenUiSupport(groupId, teamList)
local supportId = XStrongholdManager.GetGroupSupportId(groupId)
if not IsNumberValid(supportId) then
XLog.Error("XUiStrongholdDetail:OnClickBtnAssitantBuff error: 支援方案Id未配置, groupId: ", groupId)
return
end
XLuaUiManager.Open("UiStrongholdSupportTips", supportId, teamList)
end
--获取据点章节类型
function XStrongholdManager.GetGroupChapterType(groupId)
local groupInfo = GetGroupInfo(groupId)
return groupInfo and groupInfo:GetChapterType() or XStrongholdConfigs.ChapterType.Normal
end
--困难章节是否可显示
function XStrongholdManager.IsChapterHardCanShow()
local conditionId = XStrongholdConfigs.GetCommonConfig("MaintainChapterCondition")
if not XTool.IsNumberValid(conditionId) then
return true
end
return XConditionManager.CheckCondition(conditionId)
end
--困难章节是否可显示,且普通章节全部通关
function XStrongholdManager.IsChapterHardCanFight()
if not XStrongholdManager.IsChapterHardCanShow() then
return false
end
local finishCount = XStrongholdManager.GetFinishGroupCount(XStrongholdConfigs.ChapterType.Normal)
local totalCount = XStrongholdManager.GetAllGroupCount(XStrongholdConfigs.ChapterType.Normal)
return finishCount >= totalCount
end
--获取据点进度
function XStrongholdManager.GetGroupProgress()
local finishCount, totalCount = 0, 0
finishCount = XStrongholdManager.GetFinishGroupCount(XStrongholdConfigs.ChapterType.Normal)
totalCount = XStrongholdManager.GetAllGroupCount(XStrongholdConfigs.ChapterType.Normal)
--普通章节全部通关,困难章节满足显示条件时,显示困难章节进度
--否则显示普通章节进度
if finishCount == totalCount and XStrongholdManager.IsChapterHardCanShow() then
finishCount = XStrongholdManager.GetFinishGroupCount(XStrongholdConfigs.ChapterType.Hard)
totalCount = XStrongholdManager.GetAllGroupCount(XStrongholdConfigs.ChapterType.Hard)
end
return finishCount, totalCount
end
function XStrongholdManager.GetAllGroupCount(chapterType)
local count = 0
for _, groupInfo in pairs(_GroupInfos) do
if not chapterType or groupInfo:GetChapterType() == chapterType then
count = count + 1
end
end
return count
end
function XStrongholdManager.GetFinishGroupCount(chapterType)
local count = 0
for groupId in pairs(_FinishGroupIdDic) do
if groupId > 0 and (not chapterType or XStrongholdManager.GetGroupChapterType(groupId) == chapterType) then
count = count + 1
end
end
return count
end
function XStrongholdManager.IsGroupFinished(groupId)
return _FinishGroupIdDic[groupId] and true or false
end
--据点解锁条件为前置据点是否通关
function XStrongholdManager.IsGroupUnlock(groupId)
local preGroupId = XStrongholdConfigs.GetGroupPreGroupId(groupId)
if not IsNumberValid(preGroupId) then
return true
end
return XStrongholdManager.IsGroupFinished(preGroupId)
end
--章节是否解锁
function XStrongholdManager.CheckChapterUnlock(chapterId)
local isUnlock, conditionDes = false, ""
if not XTool.IsNumberValid(chapterId) then
return false
end
--检查条件Id
local conditionId = XStrongholdConfigs.GetChapterUnlockCondition(chapterId)
if XTool.IsNumberValid(conditionId) then
isUnlock, conditionDes = XConditionManager.CheckCondition(conditionId)
if not isUnlock then
return isUnlock, conditionDes
end
end
--检查章节的第一个据点的前置据点是否通关
local firstGroupId = XStrongholdConfigs.GetChapterFirstGroupId(chapterId)
isUnlock = XStrongholdManager.IsGroupUnlock(firstGroupId)
local preGroupId = XStrongholdConfigs.GetGroupPreGroupId(firstGroupId)
if IsNumberValid(preGroupId) then
local groupName = XStrongholdConfigs.GetGroupOrder(preGroupId)
conditionDes = CsXTextManagerGetText("StrongholdChapterUnlockCondition", groupName)
end
return isUnlock, conditionDes
end
--章节是否需要消耗行动点
function XStrongholdManager.CheckChapterNotCostEndurance(chapterId)
if not XTool.IsNumberValid(chapterId) then
return false
end
local groupIdList = XStrongholdConfigs.GetGroupIds(chapterId)
for _, groupId in ipairs(groupIdList) do
if XTool.IsNumberValid(XStrongholdConfigs.GetGroupCostEndurance(groupId)) then
return false
end
end
return true
end
--获取单章节进度
function XStrongholdManager.GetChapterGroupProgress(chapterId)
local finishCount, totalCount = 0, 0
local groupIds = XStrongholdConfigs.GetGroupIds(chapterId)
totalCount = #groupIds
for _, groupId in pairs(groupIds) do
if XStrongholdManager.IsGroupFinished(groupId) then
finishCount = finishCount + 1
end
end
return finishCount, totalCount
end
---已解锁战区是否全部通关
function XStrongholdManager.CheckAllChapterIsClear(chapterType)
local chapterIds = XStrongholdConfigs.GetAllChapterIds(chapterType)
for _, chapterId in pairs(chapterIds) do
if XStrongholdManager.CheckChapterUnlock(chapterId) then
local finishCount, totalCount = XStrongholdManager.GetChapterGroupProgress(chapterId)
if finishCount < totalCount then
return false
end
end
end
return true
end
function XStrongholdManager.CheckChapterNoUseEnduranceIsClear(chapterType)
local chapterIds = XStrongholdConfigs.GetAllChapterIds(chapterType)
for _, chapterId in pairs(chapterIds) do
if XStrongholdManager.CheckChapterNotCostEndurance(chapterId) and XStrongholdManager.CheckChapterUnlock(chapterId) then
local finishCount, totalCount = XStrongholdManager.GetChapterGroupProgress(chapterId)
if finishCount < totalCount then
return false
end
end
end
return true
end
--检查词缀是否激活
function XStrongholdManager.CheckBuffActive(buffId, isBossBuff)
local ret, desc = true, ""
local conditionId = XStrongholdConfigs.GetBuffConditionId(buffId)
if IsNumberValid(conditionId) then
ret, desc = XConditionManager.CheckCondition(conditionId)
end
return ret, desc
end
function XStrongholdManager.GetCurrentSelectGroupId()
return _CurrentSelectGroupId
end
function XStrongholdManager.SetCurrentSelectGroupId(groupId)
_CurrentSelectGroupId = groupId or 0
end
--检查是否有未完成的据点,并有足够耐力挑战
function XStrongholdManager.CheckHasUnFinishedCanFightGroup()
--当日首次登陆,且困难章节有可挑战据点
if XStrongholdManager.CheckHardChapterCanFight() then
return true
end
local groupIds = XStrongholdConfigs.GetAllGroupIds(XStrongholdConfigs.ChapterType.Normal)
for _, groupId in pairs(groupIds) do
if not XStrongholdManager.IsGroupFinished(groupId) then
local costEndurance = XStrongholdManager.GetGroupCostEndurance(groupId)
local curEndurance = XStrongholdManager.GetCurEndurance()
return costEndurance <= curEndurance
end
end
return false
end
function XStrongholdManager.SetCookieChapterHard()
local key = XStrongholdManager.GetChapterHardCookieKey()
XSaveTool.SaveData(key, 1)
end
function XStrongholdManager.GetCookieChapterHard()
local key = XStrongholdManager.GetChapterHardCookieKey()
return XSaveTool.GetData(key)
end
function XStrongholdManager.GetChapterHardCookieKey()
if not IsNumberValid(_ActivityId) then
return ""
end
local refreshTime = XTime.GetSeverNextRefreshTime()
return string.format("XStrongholdManager_ChapterHard_%d_%d_%d", XPlayer.Id, _ActivityId, refreshTime)
end
function XStrongholdManager.SetCookieChapterHardFirstOpen()
local key = XStrongholdManager.GetChapterHardFirstOpenCookieKey()
XSaveTool.SaveData(key, 1)
end
function XStrongholdManager.GetCookieChapterHardFirstOpen()
local key = XStrongholdManager.GetChapterHardFirstOpenCookieKey()
return XSaveTool.GetData(key)
end
function XStrongholdManager.GetChapterHardFirstOpenCookieKey()
if not IsNumberValid(_ActivityId) then
return ""
end
return string.format("XStrongholdManager_ChapterHard_%d_%d", XPlayer.Id, _ActivityId)
end
--困难章节首次开启
function XStrongholdManager.CheckHardChapterFirstOpen()
if not XStrongholdManager.IsChapterHardCanShow() then
return false
end
if XStrongholdManager.GetCookieChapterHardFirstOpen() then
return false
end
XUiManager.TipText("StrongholdActivityChapterHardFirstOpen")
XStrongholdManager.SetCookieChapterHardFirstOpen()
end
--当日首次登陆,且困难章节有可挑战据点
function XStrongholdManager.CheckHardChapterCanFight()
if not XStrongholdManager.IsChapterHardCanShow() then
return false
end
if XStrongholdManager.GetCookieChapterHard() then
return false
end
local chapterIds = XStrongholdConfigs.GetAllChapterIds(XStrongholdConfigs.ChapterType.Hard)
for _, chapterId in pairs(chapterIds) do
if XStrongholdManager.CheckChapterUnlock(chapterId) then
local groupIds = XStrongholdConfigs.GetAllGroupIds(XStrongholdConfigs.ChapterType.Hard)
for _, groupId in pairs(groupIds) do
if not XStrongholdManager.IsGroupFinished(groupId) then
return true
end
end
end
end
return false
end
--重置据点进度
function XStrongholdManager.ResetStrongholdGroupRequest(groupId, cb)
local req = {Id = groupId}
XNetwork.Call(
"ResetStrongholdGroupRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
ResetGroupInfo(groupId)
XStrongholdManager.KickOutInvalidMembersInTeamList()
--队伍信息中的援助角色也已经失效,需要清理
XStrongholdManager.ResetCurFightInfo()
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_FINISH_GROUP_CHANGE)
if cb then
cb()
end
end
)
end
--重置关卡进度
function XStrongholdManager.ResetStrongholdStageRequest(groupId, stageId, cb)
local req = {GroupId = groupId, StageId = stageId}
XNetwork.Call(
"ResetStrongholdStageRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
ResetGroupInfo(groupId, stageId)
XStrongholdManager.KickOutInvalidMembersInTeamList()
--队伍信息中的援助角色也已经失效,需要清理
XStrongholdManager.ResetCurFightInfo()
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_FINISH_GROUP_CHANGE)
if cb then
cb()
end
end
)
end
--更新完成过的据点列表
function XStrongholdManager.NotifyStrongholdFinishGroupId(data)
UpdateNewFinishGroupIds(data.FinishGroupIds)
UpdateFinishGroupIds(data.FinishGroupIds)
UpdateMaxElectricEnergy(data.ElectricEnergy)
UpdateFinishGroupUseElectricEnergy(data.FinishGroupInfos, data.HistoryFinishGroupInfos)
end
--更新复刷据点使用的电量
function XStrongholdManager.NotifyStrongholdFinishGroupInfo(data)
UpdateFinishGroupUseElectricEnergy(data.FinishGroupInfos, data.HistoryFinishGroupInfos)
end
--更新据点信息
function XStrongholdManager.NotifyUpdateStrongholdGroupData(data)
UpdateGroupInfos({data.GroupInfo})
end
--删除据点信息
function XStrongholdManager.NotifyDeleteStrongholdGroupData(data)
ResetGroupInfo(data.Id)
end
--据点组是否可以扫荡
function XStrongholdManager.IsAutoFightByGroupId(groupId)
local isOpen, desc = false, ""
if not XStrongholdManager.IsSelectedLevelId() then
return isOpen, desc
end
local conditionId = XStrongholdConfigs.GetGroupSweepCondition(groupId, XStrongholdManager.GetLevelId())
local isFinished = XDataCenter.StrongholdManager.IsGroupFinished(groupId)
if not isFinished and XTool.IsNumberValid(conditionId) then
isOpen, desc = XConditionManager.CheckCondition(conditionId)
end
return isOpen, desc
end
--配置扫荡条件且未满足则显示条件文本
function XStrongholdManager.GetAutoFightConditionDesc(groupId)
local conditionId = XStrongholdConfigs.GetGroupSweepCondition(groupId, XStrongholdManager.GetLevelId())
if XTool.IsNumberValid(conditionId) then
local isOpen, desc = XConditionManager.CheckCondition(conditionId)
return isOpen and "" or desc
end
return ""
end
-----------------据点相关 end------------------
-----------------队伍相关 begin------------------
local _TeamList = {} --队伍列表
local _MaxTeamNum = 0 --最大队伍数量
local function InitTeamList()
_MaxTeamNum = XStrongholdConfigs.GetMaxTeamNum()
for teamId = 1, _MaxTeamNum do
local team = XStrongholdTeam.New(teamId)
_TeamList[teamId] = team
end
end
local function GetTeam(teamId)
local team = _TeamList[teamId]
if not team then
XLog.Error("XStrongholdManager GetTeam error, 找不到队伍数据, teamId: ", teamId .. ", _TeamList: ", _TeamList)
return
end
return team
end
local function ClearTeamList()
for teamId, team in pairs(_TeamList) do
team:Reset()
end
end
--原始需求:
--战斗队伍的修改要同步到预设队伍
--战斗队伍的修改不能影响到预设队伍其他未使用梯队
--需求冲突:
--无法保证被部分修改后的预设队伍合法性
local function UpdateTeamList(data)
ClearTeamList()
if IsTableEmpty(data) then
return
end
-- local synedTeamIdCheckDic = {}
--从服务端同步的真实队伍信息
for _, teamInfo in pairs(data) do
local teamId = teamInfo.Id
-- synedTeamIdCheckDic[teamId] = teamId
local team = GetTeam(teamId)
team:Reset()
team:SetCaptainPos(teamInfo.CaptainPos)
team:SetFirstPos(teamInfo.FirstPos)
team:SetRune(teamInfo.RuneId, teamInfo.SubRuneId)
team:SetElementId(teamInfo.ElementId)
for _, memberInfo in pairs(teamInfo.CharacterInfos) do
team:SetMember(
memberInfo.Pos,
memberInfo.Id,
memberInfo.PlayerId,
memberInfo.RobotId,
memberInfo.Ability
)
end
for _, pluginInfo in pairs(teamInfo.PluginInfos) do
team:SetPlugin(pluginInfo.Id, pluginInfo.Count)
end
end
-- --同步完毕后对本地缓存队伍进行队员重复性检查
-- for teamId, team in pairs(_TeamList) do
-- if not synedTeamIdCheckDic[teamId] then
-- end
-- end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_TEAMLIST_CHANGE)
end
--从队伍列表生成原始服务端队伍数据
local function GenerateOriginalTeamInfos(teamList)
local teamInfos = {}
local stageIdList = XDataCenter.StrongholdManager.GetMostStageIdList()
for index, team in pairs(teamList) do
local teamInfo = {}
teamInfo.Id = team:GetId()
teamInfo.CaptainPos = team:GetCaptainPos()
teamInfo.FirstPos = team:GetFirstPos()
teamInfo.RuneId, teamInfo.SubRuneId = team:GetRune()
local stageId = stageIdList[index]
local recommendType = XFubenConfigs.GetStageRecommendCharacterType(stageId)
local element
if recommendType == XCharacterConfigs.CharacterType.Isomer then
element = XStrongholdManager.IsomerTeamElementId
elseif recommendType == XCharacterConfigs.CharacterType.Sp then
element = XStrongholdManager.SpTeamElementId
else
element = XTool.IsNumberValid(stageId) and XFubenConfigs.GetStageRecommendCharacterElement(stageId) or 0
end
teamInfo.ElementId = element
teamInfo.CharacterInfos = {}
local members = team:GetAllMembers()
--一队固定3角色
for i = 1, 3 do
local member = members[i]
local characterInfo = {}
characterInfo.Pos = member and member:GetPos() or i
local robotId = member and member:GetRobotId() or 0
characterInfo.RobotId = robotId
local characterId = member and member:GetCharacterId() or 0
characterInfo.Id = IsNumberValid(characterId) and characterId or XRobotManager.GetCharacterId(robotId)
--服务端他一定要kt.
characterInfo.PlayerId = member and member:GetPlayerId() or 0
characterInfo.Ability = member and member:GetAbility() or 0
tableInsert(teamInfo.CharacterInfos, characterInfo)
end
teamInfo.PluginInfos = {}
local plugins = team:GetAllPlugins()
for _, plugin in pairs(plugins) do
local pluginInfo = {}
pluginInfo.Id = plugin:GetId()
pluginInfo.Count = plugin:GetCount()
tableInsert(teamInfo.PluginInfos, pluginInfo)
end
tableInsert(teamInfos, teamInfo)
end
return teamInfos
end
--把上一期的编队根据这一期的关卡元素推荐设置
local function CheckUpdateTeam()
if not XStrongholdManager.IsOpen() then
return
end
local curActivityId = _ActivityId
local levelId = XStrongholdManager.GetLevelId()
if not XTool.IsNumberValid(curActivityId) or not XTool.IsNumberValid(levelId) then
return
end
local teamActivityIdCookieKey = XPlayer.Id .. "_XStrongholdManager_TeamActivityId"
local lastActivityId = XSaveTool.GetData(teamActivityIdCookieKey) or XStrongholdManager.GetLastActivityId()
if lastActivityId == curActivityId then
return
end
XSaveTool.SaveData(teamActivityIdCookieKey, curActivityId)
local stageIdList = XDataCenter.StrongholdManager.GetMostStageIdList()
local teamList = XDataCenter.StrongholdManager.GetTeamListTemp()
for i, team in ipairs(teamList) do
local stageId = stageIdList[i]
if not XTool.IsNumberValid(stageId) then
goto continue
end
for j = 1, #teamList do
local recommendElement = XFubenConfigs.GetStageRecommendCharacterElement(stageId)
local recommendType = XFubenConfigs.GetStageRecommendCharacterType(stageId)
local teamTemp = teamList[j]
local teamElementId = teamTemp:GetElementId()
if (teamElementId == recommendElement) or
(recommendType == XCharacterConfigs.CharacterType.Sp and teamElementId == XStrongholdManager.SpTeamElementId) or
(recommendType == XCharacterConfigs.CharacterType.Isomer and teamElementId == XStrongholdManager.IsomerTeamElementId)
then
if i ~= j then
local teamIdTemp = team:GetId()
team:SetId(teamTemp:GetId())
teamTemp:SetId(teamIdTemp)
teamList[i], teamList[j] = teamList[j], teamList[i]
end
goto continue
end
end
:: continue ::
end
XDataCenter.StrongholdManager.SetStrongholdTeamRequest(teamList)
end
function XStrongholdManager.GetTeamListTemp()
return Clone(_TeamList)
end
--据说TeamList的数据会直接保存至服务器为了解决预设梯队跟当前关卡队伍不一样的问题新建一个FighterTeamList
function XStrongholdManager.GetFighterTeamListTemp(teamList,groupId)
local requireTeamIds = XStrongholdManager.GetGroupRequireTeamIds(groupId)
local fighterTeamList = {}
for index, teamId in ipairs(requireTeamIds) do
fighterTeamList[teamId] = teamList[teamId]
end
return fighterTeamList
end
--获取根据据点人数要求裁剪后的队伍列表Clone(bad performance cause GC)
function XStrongholdManager.GetTeamListClipTemp(groupId, teamList)
local teamList = teamList and Clone(teamList) or Clone(_TeamList)
local isPrefab = not IsNumberValid(groupId)
if not isPrefab then
--战斗编队模式下按照关卡队伍要求修整队伍
local requireTeamMemberDic = XStrongholdManager.GetGroupRequireTeamMemberDic(groupId)
--剔除不在配置的队伍要求人数字典中的队伍
for teamId in pairs(teamList) do
if not requireTeamMemberDic[teamId] then
teamList[teamId] = nil
end
end
--按照队伍要求人数裁剪每个队伍中多余的队员
for teamId, requireTeamMember in pairs(requireTeamMemberDic) do
local team = teamList[teamId]
team:ClipMembers(requireTeamMember)
end
else
--预设模式下剔除掉自己拥有的角色以外的队伍成员
for _, team in pairs(teamList) do
team:KickOutOtherMembers()
end
end
XStrongholdManager.KickOutInvalidMembersInTeamList(teamList, groupId)
return teamList
end
--剔除队伍列表中已经失效的援助角色和试玩角色
function XStrongholdManager.KickOutInvalidMembersInTeamList(teamList, groupId)
teamList = teamList or _TeamList
local levelId = XStrongholdManager.GetLevelId()
local robotIdList, canUseRobotIdDic
if groupId and XTool.IsNumberValid(levelId) then
robotIdList, canUseRobotIdDic = XStrongholdConfigs.GetGroupCanUseRobotIds(groupId, nil, levelId)
end
for stageIndex, team in pairs(teamList) do
--有关卡挑战进度的角色不清
if not XStrongholdManager.IsGroupStageFinished(groupId, stageIndex) then
team:KickOutInvalidMembers(canUseRobotIdDic)
end
end
end
--重置队伍列表
function XStrongholdManager.ClearTeamList(teamList)
teamList = teamList or _TeamList
for _, team in pairs(teamList) do
team:Clear()
end
end
--自动编队
--依照玩家拥有的角色进行填充自队伍1至队伍5
--填充时先按照最后一个关卡组中的每个关卡对应的优势属性,优先上阵推荐属性的角色
--然后按照玩家拥有角色的战力高低进行填充
--支援和试用角色不会自动上阵
--未设置符文的梯队自左至右按照符文表的ID依次填充全部使用第一个子符文
function XStrongholdManager.AutoTeam(teamList)
teamList = teamList or _TeamList
XStrongholdManager.ClearTeamList(teamList)
local lastGroupId = XStrongholdManager.GetLastGroupId()
local stageIdList = XStrongholdManager.GetGroupStageIds(lastGroupId)
--自动编队仅上阵已拥有构造体
local ownCharacters = XDataCenter.CharacterManager.GetOwnCharacterList()
tableSort(
ownCharacters,
function(a, b)
return a.Ability > b.Ability
end
)
local waitCharacterIds = {}
for _, character in ipairs(ownCharacters) do
local characterId = character.Id
--不能在电能支援队伍中
if not XStrongholdManager.CheckInElectricTeam(characterId) then
tableInsert(waitCharacterIds, characterId)
end
end
local requireTeamIds = XStrongholdManager.GetGroupRequireTeamIds()
--每支队伍先上阵推荐属性的角色
for _, teamId in ipairs(requireTeamIds) do
local team = teamList[teamId]
local stageId = stageIdList[teamId]
local memberNum = XStrongholdConfigs.GetMaxTeamMemberNum()
for pos = 1, memberNum do
if stageId then
for index, characterId in ipairs(waitCharacterIds) do
if XFubenConfigs.IsStageRecommendCharacterType(stageId, characterId) then
local member = team:GetMember(pos)
member:SetCharacterId(characterId)
tableRemove(waitCharacterIds, index)
break
end
end
end
end
end
for _, teamId in ipairs(requireTeamIds) do
local team = teamList[teamId]
local memberNum = XStrongholdConfigs.GetMaxTeamMemberNum()
for pos = 1, memberNum do
local member = team:GetMember(pos)
if member:IsEmpty() then
for index, characterId in ipairs(waitCharacterIds) do
local characterType = XCharacterConfigs.GetCharacterType(characterId)
if not team:ExistDifferentCharacterType(characterType) then
member:SetCharacterId(characterId)
tableRemove(waitCharacterIds, index)
break
end
end
end
end
end
XStrongholdManager.AutoRune(teamList)
end
function XStrongholdManager.GetLastGroupId()
local allChapterIds = XStrongholdConfigs.GetAllChapterIds()
local lastChapter = allChapterIds[#allChapterIds]
local groupIds = XStrongholdConfigs.GetGroupIds(lastChapter)
return groupIds[#groupIds]
end
--获得数量最多的关卡Id列表
function XStrongholdManager.GetMostStageIdList()
local allChapterIds = XStrongholdConfigs.GetAllChapterIds()
local groupIds
local stageIdList
local stageIdListTemp
for _, chapterId in ipairs(allChapterIds) do
groupIds = XStrongholdConfigs.GetGroupIds(chapterId)
for index, groupId in ipairs(groupIds) do
stageIdListTemp = XStrongholdManager.GetGroupStageIds(groupId)
if not stageIdList or #stageIdListTemp >= #stageIdList then
stageIdList = stageIdListTemp
end
end
end
return stageIdList or {}
end
--获取已使用电能总和
function XStrongholdManager.GetTotalUseElectricEnergy(teamList)
local useElectric = 0
teamList = teamList or _TeamList
for _, team in pairs(teamList) do
useElectric = useElectric + team:GetUseElectricEnergy()
end
return useElectric
end
--检查队伍是否符合当前挑战的关卡中的队伍人数要求
function XStrongholdManager.CheckCurGroupTeamFull(teamList)
local groupId = XStrongholdManager.GetCurrentSelectGroupId()
if not IsNumberValid(groupId) then
return false
end
teamList = teamList or _TeamList
local requireTeamMemberDic = XStrongholdManager.GetGroupRequireTeamMemberDic(groupId)
for teamId, requireTeamMemberNum in pairs(requireTeamMemberDic) do
local team = teamList[teamId]
for pos = 1, requireTeamMemberNum do
local member = team:GetMember(pos)
if not member or member:IsEmpty() then
return false
end
end
end
return true
end
--获取队伍列表战力总和
function XStrongholdManager.GetTeamListTotalAbility(teamList)
local totalAbility = 0
teamList = teamList or _TeamList
for _, team in pairs(teamList) do
local ability = team:GetTeamAbility()
totalAbility = totalAbility + ability
end
return totalAbility
end
--检查队伍列表平均战力是否符合要求
function XStrongholdManager.CheckTeamListAverageAbility(requireAbility, teamList)
local groupId = XStrongholdManager.GetCurrentSelectGroupId()
if not IsNumberValid(groupId) then
return false
end
local totalAbility, memberCount = 0, 0
teamList = teamList or _TeamList
local requireTeamNum = XStrongholdManager.GetGroupRequireTeamNum(groupId)
for teamId = 1, requireTeamNum do
local team = teamList[teamId]
local requireTeamMemberNum = XStrongholdConfigs.GetGroupRequireTeamMemberNum(groupId, teamId)
for pos = 1, requireTeamMemberNum do
if not team:CheckPosEmpty(pos) then
totalAbility = totalAbility + team:GetTeamMemberAbility(pos)
memberCount = memberCount + 1
end
end
end
local averageAbility = memberCount > 0 and totalAbility / memberCount or 0
return averageAbility >= requireAbility, averageAbility
end
--检查队伍列表内的队伍中每名成员是否符合战力要求
function XStrongholdManager.CheckTeamListEveryMemberAbility(requireAbility, teamList)
local groupId = XStrongholdManager.GetCurrentSelectGroupId()
if not IsNumberValid(groupId) then
return false
end
teamList = teamList or _TeamList
local requireTeamNum = XStrongholdManager.GetGroupRequireTeamNum(groupId)
for teamId = 1, requireTeamNum do
local team = teamList[teamId]
local requireTeamMemberNum = XStrongholdConfigs.GetGroupRequireTeamMemberNum(groupId, teamId)
if not team:CheckTeamEveryMemberAbility(requireAbility, requireTeamMemberNum) then
return false
end
end
return true
end
--检查角色是否在队伍列表中
function XStrongholdManager.CheckInTeamList(characterId, teamList, playerId, notCheckTeamId)
if not IsNumberValid(characterId) then
return false
end
teamList = teamList or _TeamList
for _, team in pairs(teamList) do
if team:GetId() ~= notCheckTeamId and team:CheckInTeam(characterId, playerId) then
return true
end
end
return false
end
function XStrongholdManager.GetCharacterInTeamId(characterId, teamList, playerId)
if not IsNumberValid(characterId) then
return 0
end
teamList = teamList or _TeamList
local isInTeam, pos
for teamId, team in pairs(teamList) do
isInTeam, pos = team:CheckInTeam(characterId, playerId)
if isInTeam then
return teamId, pos
end
end
return 0, 0
end
function XStrongholdManager.GetTeamCaptinPosAndFirstPos(teamId, teamList)
local team = teamList and teamList[teamId] or GetTeam(teamId)
return team:GetCaptainPos(), team:GetFirstPos()
end
function XStrongholdManager.GetTeamShowCharacterIds(teamId, teamList)
local team = teamList and teamList[teamId] or GetTeam(teamId)
return team:GetShowCharacterIds()
end
--检查角色是否在队伍列表中并存在通关记录
function XStrongholdManager.CheckInTeamListLock(groupId, characterId, teamList, playerId)
if not IsNumberValid(groupId) then
return false
end
local stageIndex = XStrongholdManager.GetCharacterInTeamId(characterId, teamList, playerId)
if not IsNumberValid(stageIndex) then
return false
end
return XStrongholdManager.IsGroupStageFinished(groupId, stageIndex)
end
--检查队伍列表中是否已上阵相同型号角色
function XStrongholdManager.CheckTeamListExistSameCharacter(
waitCharacterId,
teamList,
playerId,
selectTeamId,
selectMemberIndex)
if not IsNumberValid(waitCharacterId) then
return false
end
teamList = teamList or _TeamList
local count = 1
--在队伍中找到的相同型号角色的位置
local findTeamId, findMemberIndex = 0, 0
for teamId, team in pairs(teamList) do
findMemberIndex = team:GetSameCharacterPos(waitCharacterId)
if IsNumberValid(findMemberIndex) then
findTeamId = teamId
break
end
end
--存在相同型号角色
local existSameCharacter = IsNumberValid(findTeamId) and IsNumberValid(findMemberIndex)
if existSameCharacter then
count = count + 1
--找到的角色位置即将被替换掉
if selectTeamId == findTeamId and selectMemberIndex == findMemberIndex then
count = count - 1
end
end
--在队伍中找到的待操作角色的位置
local waitTeamId, waitMemberIndex = 0, 0
for teamId, team in pairs(teamList) do
waitMemberIndex = team:GetInTeamMemberIndex(waitCharacterId, playerId)
if IsNumberValid(waitMemberIndex) then
waitTeamId = teamId
break
end
end
--待操作角色已经在队伍中
local waitCharacterInTeam = IsNumberValid(waitTeamId) and IsNumberValid(waitMemberIndex)
if waitCharacterInTeam then
--找到的位置和待操作角色的位置相同
local samePos = findTeamId == waitTeamId and findMemberIndex == waitMemberIndex
if samePos then
count = count - 1
end
end
return count > 1
end
--检查队伍列表中是否已上阵支援角色(只能上阵一个)
function XStrongholdManager.CheckTeamListExistAssitantCharacter(teamList)
teamList = teamList or _TeamList
for teamId, team in pairs(teamList) do
if team:CheckExistAssitantCharacter() then
return true
end
end
return false
end
--检查队伍列表是否为空
function XStrongholdManager.CheckTeamListEmpty(teamList, groupId)
teamList = teamList or _TeamList
for teamId, team in pairs(teamList) do
local requireTeamMemberNum = XStrongholdConfigs.GetGroupRequireTeamMemberNum(groupId, teamId)
for pos = 1, requireTeamMemberNum do
if not team:CheckPosEmpty(pos) then
return false
end
end
end
return true
end
--检查队伍列表中所有队伍是否均有队长/首发
function XStrongholdManager.CheckTeamListAllHasCaptainAndFirstPos(groupId, teamList)
local allHasCaptain, allHasFirstPos = true, true
local requireTeamNum = XStrongholdManager.GetGroupRequireTeamNum(groupId)
teamList = teamList or _TeamList
for teamId = 1, requireTeamNum do
local team = teamList[teamId]
if not team then
return false, false
end
if not team:CheckHasCaptain() then
allHasCaptain = false
end
if not team:CheckHasFirstPos() then
allHasFirstPos = false
end
end
return allHasCaptain, allHasFirstPos
end
-- 获取所有的可选角色 不分角色类型
function XStrongholdManager.GetAllCanUseCharacterOrRobotIds(groupId)
local isPrefab = not IsNumberValid(groupId)
local levelId = XStrongholdManager.GetLevelId()
local robotIds = not isPrefab and XStrongholdConfigs.GetGroupCanUseRobotIds(groupId, nil, levelId) or {}
local res = {}
for k, id in pairs(robotIds) do
table.insert(res, {Id = id})
end
local characterList = XDataCenter.CharacterManager.GetOwnCharacterList()
for k, v in pairs(characterList) do
table.insert(res, v)
end
return res
end
function XStrongholdManager.GotOverrideSortList(initSelectCharId, groupId, teamId)
local stageId = nil
if IsNumberValid(groupId) then
stageId = XStrongholdManager.GetGroupStageId(groupId, teamId)
end
local sortOverride =
{
CheckFunList =
{
-- 选中角色
[CharacterSortFunType.Custom1] = function (idA, idB)
local isASele = initSelectCharId == idA
local isBSele = initSelectCharId == idB
if isASele ~= isBSele then
return true
end
end,
-- 推荐角色
[CharacterSortFunType.Custom2] = function (idA, idB)
if not IsNumberValid(stageId) then
return false
end
local isA = XFubenConfigs.IsStageRecommendCharacterType(stageId, idA)
local isB = XFubenConfigs.IsStageRecommendCharacterType(stageId, idB)
if isA ~= isB then
return true
end
end,
-- 非电能支援靠前
[CharacterSortFunType.Custom3] = function (idA, idB)
local aIsElectric = XDataCenter.StrongholdManager.CheckInElectricTeam(idA)
local bIsElectric = XDataCenter.StrongholdManager.CheckInElectricTeam(idB)
if aIsElectric ~= bIsElectric then
return true
end
end,
},
SortFunList =
{
[CharacterSortFunType.Custom1] = function (idA, idB)
local isASele = initSelectCharId == idA
local isBSele = initSelectCharId == idB
if isASele ~= isBSele then
return isASele
end
end,
[CharacterSortFunType.Custom2] = function (idA, idB)
local isA = XFubenConfigs.IsStageRecommendCharacterType(stageId, idA)
local isB = XFubenConfigs.IsStageRecommendCharacterType(stageId, idB)
if isA ~= isB then
return isA
end
end,
[CharacterSortFunType.Custom3] = function (idA, idB)
local aIsElectric = XDataCenter.StrongholdManager.CheckInElectricTeam(idA)
local bIsElectric = XDataCenter.StrongholdManager.CheckInElectricTeam(idB)
if aIsElectric ~= bIsElectric then
return not aIsElectric
end
end,
}
}
return sortOverride
end
--获取可上阵已拥有角色/机器人
function XStrongholdManager.GetCanUseCharacterOrRobotIds(groupId, stageIndex, characterType, teamList)
local isPrefab = not IsNumberValid(groupId)
local levelId = XStrongholdManager.GetLevelId()
local ids = not isPrefab and XStrongholdConfigs.GetGroupCanUseRobotIds(groupId, characterType, levelId) or {}
local characterList = XDataCenter.CharacterManager.GetOwnCharacterList(characterType)
for _, character in pairs(characterList) do
tableInsert(ids, character.Id)
end
local stageId = groupId and XStrongholdManager.GetGroupStageId(groupId, stageIndex) or nil
teamList = teamList or _TeamList
tableSort(
ids,
function(aId, bId)
--电能支援
local aIsElectric = XStrongholdManager.CheckInElectricTeam(aId)
local bIsElectric = XStrongholdManager.CheckInElectricTeam(bId)
if aIsElectric ~= bIsElectric then
return not aIsElectric
end
--已经上阵
local aIsInTeam = XStrongholdManager.CheckInTeamList(aId, teamList)
local bIsInTeam = XStrongholdManager.CheckInTeamList(bId, teamList)
if aIsInTeam ~= bIsInTeam then
return not aIsInTeam
end
--关卡推荐排序
if stageId then
local aIsStageRecomend = XFubenConfigs.IsStageRecommendCharacterType(stageId, aId)
local bIsStageRecomend = XFubenConfigs.IsStageRecommendCharacterType(stageId, bId)
if aIsStageRecomend ~= bIsStageRecomend then
return aIsStageRecomend
end
end
--自己战力比试玩推荐角色高的优先
if stageId then
local aIsMediumRecommend = XStrongholdManager.CheckIsMediumRecommend(aId, stageId)
local bIsMediumRecommend = XStrongholdManager.CheckIsMediumRecommend(bId, stageId)
if aIsMediumRecommend ~= bIsMediumRecommend then
return aIsMediumRecommend
end
end
--试玩角色
local aIsRobot = XRobotManager.CheckIsRobotId(aId)
local bIsRobot = XRobotManager.CheckIsRobotId(bId)
if aIsRobot ~= bIsRobot then
return aIsRobot
end
--战力排序
local aAbility =
aIsRobot and XRobotManager.GetRobotAbility(aId) or
XDataCenter.CharacterManager.GetCharacterAbilityById(aId)
local bAbility =
bIsRobot and XRobotManager.GetRobotAbility(bId) or
XDataCenter.CharacterManager.GetCharacterAbilityById(bId)
if aAbility ~= bAbility then
return aAbility > bAbility
end
return false
end
)
return ids
end
--检查是否中等推荐
function XStrongholdManager.CheckIsMediumRecommend(charId, stageId)
if not stageId then
return false
end
local isStageRecomend = XFubenConfigs.IsStageRecommendCharacterType(stageId, charId)
if not isStageRecomend then
return false
end
local isRobot = XRobotManager.CheckIsRobotId(charId)
if not isRobot then
return true
end
local notRobotCharacterId = XRobotManager.GetCharacterId(charId)
local notRobotCharAbility = XDataCenter.CharacterManager.GetCharacterAbilityById(notRobotCharacterId)
local robotCharAbility = XRobotManager.GetRobotAbility(charId)
return robotCharAbility > notRobotCharAbility
end
function XStrongholdManager.CompareTeamLists(teamList1, teamList2)
if IsTableEmpty(teamList1) and IsTableEmpty(teamList2) then
return true
end
if not teamList1 then
return false
end
if not teamList2 then
return false
end
for teamId, team1 in pairs(teamList1) do
local team2 = teamList2[teamId]
if not team1:Compare(team2) then
return false
end
end
return true
end
--设置预设队伍
function XStrongholdManager.SetStrongholdTeamRequest(teamList, isOwn, cb)
if not XStrongholdManager.IsOpen() then
return
end
local teamInfos = GenerateOriginalTeamInfos(teamList)
if isOwn == nil then
isOwn = false
--是否仅保存自己拥有的角色
end
--队伍数据未变动时不同步服务端
if XStrongholdManager.CompareTeamLists(teamList, _TeamList) then
UpdateTeamList(teamInfos)
if cb then
cb()
end
return
end
local req = {TeamInfos = teamInfos, Own = isOwn}
XNetwork.Call(
"SetStrongholdTeamRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateTeamList(teamInfos)
if cb then
cb()
end
end
)
end
--检查耐力
function XStrongholdManager.CheckEndurance(groupId)
local costEndurance = XStrongholdManager.GetGroupCostEndurance(groupId)
local curEndurance = XStrongholdManager.GetCurEndurance()
if costEndurance > curEndurance then
XUiManager.TipText("StrongholdEnterFightEnduranceLack")
return false
end
return true
end
--设置战斗队伍
function XStrongholdManager.SetStrongholdFightTeamRequest(groupId, teamList, cb, ignoreRepeatCheck)
if not XStrongholdManager.IsOpen() then
return
end
--检查耐力
if not XStrongholdManager.CheckEndurance(groupId) then
return
end
--检查电能是否溢出
if XStrongholdManager.CheckElectricOverLimit(nil, teamList, groupId) then
XUiManager.TipText("StrongholdEnterFightElectricOver")
return
end
--检查队伍列表中所有需要的队伍是否均有队长/首发
local allHasCaptain, allHasFirstPos =
XStrongholdManager.CheckTeamListAllHasCaptainAndFirstPos(groupId, teamList)
if not allHasCaptain then
XUiManager.TipText("StrongholdEnterFightTeamListNoCaptain")
return
end
if not allHasFirstPos then
XUiManager.TipText("StrongholdEnterFightTeamListNoFirstPos")
return
end
--使用了支援角色
if XStrongholdManager.CheckTeamListExistAssitantCharacter(teamList) then
--支援次数不足
local times = XStrongholdManager.GetBorrowCount()
local maxTimes = XStrongholdConfigs.GetBorrowMaxTimes()
if times >= maxTimes then
XUiManager.TipText("StrongholdBorrowMaxTimes")
return
end
--支援消耗不足
local itemId, count = XStrongholdConfigs.GetBorrowCostItemInfo(times)
if not XDataCenter.ItemManager.CheckItemCountById(itemId, count) then
XUiManager.TipText("StrongholdBorrowCostLack")
return
end
end
local teamInfos = GenerateOriginalTeamInfos(teamList)
--队伍数据未变动时不同步服务端
if not ignoreRepeatCheck and XStrongholdManager.CompareTeamLists(teamList, _TeamList) then
UpdateTeamList(teamInfos)
if cb then
cb()
end
return
end
local req = {Id = groupId, TeamInfos = teamInfos}
XNetwork.Call(
"SetStrongholdFightTeamRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
CatchOldData()
if cb then
cb()
end
end
)
end
-----------------队伍相关 end------------------
-----------------援助角色(来自于其他玩家) begin------------------
local _BorrowCount = 0 --援助次数
local _AssistantCharacters = {} --援助角色列表(来自于其他玩家)
local function UpdateBorrowCount(data)
_BorrowCount = data or _BorrowCount
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_BORROW_COUNT_CHANGE)
end
--[[ // 援助角色详情
[MessagePackObject(keyAsPropertyName: true)]
public class StrongholdAssistCharacterDetail
{
public int Id;
public string Name;
public XCharacterData Character;
public List<XEquipData> Equips = new List<XEquipData>();
}
]]
local function UpdateAssistantCharacters(data)
_AssistantCharacters = {}
for _, info in pairs(data) do
local id = info.Id
_AssistantCharacters[id] = info
end
end
local function GetAssistantInfo(playerId)
if not IsNumberValid(playerId) then
return
end
return _AssistantCharacters[playerId]
end
XStrongholdManager.GetAssistantInfo = GetAssistantInfo
function XStrongholdManager.GetBorrowCount()
return _BorrowCount
end
function XStrongholdManager.GetAssistantPlayerIds(groupId, stageIndex, teamList)
local playerIds = {}
for playerId in pairs(_AssistantCharacters) do
tableInsert(playerIds, playerId)
end
teamList = teamList or _TeamList
local stageId = groupId and XStrongholdManager.GetGroupStageId(groupId, stageIndex) or nil
tableSort(
playerIds,
function(aPlayerId, bPlayerId)
local aId = XStrongholdManager.GetAssistantPlayerCharacterId(aPlayerId)
local bId = XStrongholdManager.GetAssistantPlayerCharacterId(bPlayerId)
--已经上阵
local aIsInTeam = XStrongholdManager.CheckInTeamList(aId, teamList, aPlayerId)
local bIsInTeam = XStrongholdManager.CheckInTeamList(bId, teamList, bPlayerId)
if aIsInTeam ~= bIsInTeam then
return not aIsInTeam
end
--关卡推荐排序
if stageId then
local aIsStageRecomend = XFubenConfigs.IsStageRecommendCharacterType(stageId, aId)
local bIsStageRecomend = XFubenConfigs.IsStageRecommendCharacterType(stageId, bId)
if aIsStageRecomend ~= bIsStageRecomend then
return aIsStageRecomend
end
end
--战力排序
local aAbility = XStrongholdManager.GetAssistantPlayerAbiility(aPlayerId)
local bAbility = XStrongholdManager.GetAssistantPlayerAbiility(bPlayerId)
if aAbility ~= bAbility then
return aAbility > bAbility
end
return false
end
)
return playerIds
end
function XStrongholdManager.GetAssistantPlayerCharacterId(playerId)
local info = GetAssistantInfo(playerId)
return info and info.Character.Id or 0
end
function XStrongholdManager.GetAssistantPlayerFashionId(playerId)
local info = GetAssistantInfo(playerId)
return info and info.Character.FashionId or 0
end
function XStrongholdManager.GetAssistantPlayerLiberateLv(playerId)
local info = GetAssistantInfo(playerId)
return info and info.Character.LiberateLv or 0
end
function XStrongholdManager.GetAssistantPlayerAbiility(playerId)
local info = GetAssistantInfo(playerId)
return info and info.Character and info.Character.Ability or 0
end
function XStrongholdManager.CheckAssitantValid(playerId, characterId)
local info = GetAssistantInfo(playerId)
if IsTableEmpty(info) then
return false
end
return IsNumberValid(characterId) and XStrongholdManager.GetAssistantPlayerCharacterId(playerId) == characterId
end
function XStrongholdManager.CheckAssitantListWaitInit()
return IsTableEmpty(_AssistantCharacters) and XStrongholdManager.CheckAssitantRefreshCD()
end
local _LastTimeGetStrongholdAssistCharacterListRequest = 0
local _CDGetStrongholdAssistCharacterListRequest =
XStrongholdConfigs.GetCommonConfig("RefreshAssistCharacterInterval")
function XStrongholdManager.CheckAssitantRefreshCD()
local now = XTime.GetServerNowTimestamp()
local lastCd =
mathCeil(
_LastTimeGetStrongholdAssistCharacterListRequest + _CDGetStrongholdAssistCharacterListRequest - now
)
if lastCd > 0 then
local desc = CS.XTextManager.GetText("StrongholdRefershAssistCharacterInCD", lastCd)
return false, desc
end
return true, ""
end
--请求援助角色列表
function XStrongholdManager.GetStrongholdAssistCharacterListRequest(cb)
local now = XTime.GetServerNowTimestamp()
local isRefreshCd, desc = XStrongholdManager.CheckAssitantRefreshCD()
if not isRefreshCd then
XUiManager.TipMsg(desc)
return
end
_LastTimeGetStrongholdAssistCharacterListRequest = XTime.GetServerNowTimestamp()
XNetwork.Call(
"GetStrongholdAssistCharacterListRequest",
nil,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateAssistantCharacters(res.CharacterDetails)
if cb then
cb()
end
end
)
end
--通知借用次数
function XStrongholdManager.NotifyStrongholdBorrowCount(data)
UpdateBorrowCount(data.BorrowCount)
end
-----------------援助角色(来自于其他玩家) end------------------
-----------------支援相关(共享角色) begin------------------
local _AssistantCharacterId = 0 --共享角色Id
local _AssistantRecords = {} --支援记录
local function UpdateShareCharacterId(data)
if not IsNumberValid(data) then
return
end
_AssistantCharacterId = data
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_SHARE_CHARACTER_CHANGE)
end
local function ClearAssitantRecords()
_AssistantRecords = {}
end
local function UpdateAssistantRecords(data)
ClearAssitantRecords()
if not IsNumberValid(data) then
return
end
for _, recordInfo in pairs(data) do
local day = recordInfo.Id
local record = XStrongholdAssistantRecord.New(day)
record:UpdateData(recordInfo)
_AssistantRecords[day] = record
end
end
local function CheckHaveAssistantRecord()
return not IsTableEmpty(_AssistantRecords)
end
function XStrongholdManager.GetAssitantRecordStrList()
local recordStrList = {}
local recordStr, record = ""
local totalDay = XStrongholdManager.GetTotalDay()
for day = 1, totalDay do
record = _AssistantRecords[day]
if record then
if record:IsPause() then
recordStr = record:GetDelayRecordString()
if not stringIsNilOrEmpty(recordStr) then
tableInsert(recordStrList, recordStr)
end
else
recordStr = record:GetDurationRewardRecordString()
if not stringIsNilOrEmpty(recordStr) then
tableInsert(recordStrList, recordStr)
end
recordStr = record:GetLendRewardRecordString()
if not stringIsNilOrEmpty(recordStr) then
tableInsert(recordStrList, recordStr)
end
end
end
end
return recordStrList
end
--援助开启
function XStrongholdManager.CheckAssistantOpen()
local conditionId = XStrongholdConfigs.GetCommonConfig("SetAssistCharacterCondition")
return XConditionManager.CheckCondition(conditionId)
end
function XStrongholdManager.CheckCookieAssistantFirstOpen()
if not XStrongholdManager.CheckAssistantOpen() then
return
end
if XStrongholdManager.GetCookieAssistantFirstOpen() then
return
end
XUiManager.TipText("StrongholdAssistantFirstOpen")
XStrongholdManager.SetCookieAssistantFirstOpen()
end
function XStrongholdManager.SetCookieAssistantFirstOpen()
local key = XStrongholdManager.GetAssistantFirstOpenCookieKey()
XSaveTool.SaveData(key, true)
end
function XStrongholdManager.GetCookieAssistantFirstOpen()
local key = XStrongholdManager.GetAssistantFirstOpenCookieKey()
return XSaveTool.GetData(key) and true or false
end
function XStrongholdManager.GetAssistantFirstOpenCookieKey()
if not IsNumberValid(_ActivityId) then
return
end
return XPlayer.Id .. _ActivityId .. "_XStrongholdManager_CookieAssistantFirstOpen"
end
function XStrongholdManager.IsHaveAssistantCharacter()
return _AssistantCharacterId > 0
end
function XStrongholdManager.GetAssistantCharacterId()
return _AssistantCharacterId
end
function XStrongholdManager.CheckIsAssistantCharacter(characterId)
return IsNumberValid(characterId) and _AssistantCharacterId == characterId
end
function XStrongholdManager.EnterUiAssistant()
if not XStrongholdManager.CheckAssistantOpen() then
return
end
--未拥有支援角色时直接打开UI
if not XStrongholdManager.IsHaveAssistantCharacter() then
XLuaUiManager.Open("UiStrongholdHelp")
return
end
--拥有支援角色记录时直接打开UI
if CheckHaveAssistantRecord() then
XLuaUiManager.Open("UiStrongholdHelp")
return
end
--未拥有支援角色记录时先请求记录
local cb = function()
XLuaUiManager.Open("UiStrongholdHelp")
end
XStrongholdManager.GetStrongholdLendDetailRequest(cb)
end
--设置共享角色
local _LastTimeSetStrongholdAssistCharacterRequest = 0
local _CDSetStrongholdAssistCharacterRequest = XStrongholdConfigs.GetCommonConfig("SetAssistCharacterInterval")
function XStrongholdManager.SetStrongholdAssistCharacterRequest(characterId, cb)
local now = XTime.GetServerNowTimestamp()
local lastCd =
mathCeil(_LastTimeSetStrongholdAssistCharacterRequest + _CDSetStrongholdAssistCharacterRequest - now)
if lastCd > 0 then
local desc = CS.XTextManager.GetText("StrongholdSetAssistCharacterInCD", lastCd)
XUiManager.TipMsg(desc)
return
end
_LastTimeSetStrongholdAssistCharacterRequest = now
local req = {CharacterId = characterId}
XNetwork.Call(
"SetStrongholdAssistCharacterRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateShareCharacterId(characterId)
CsXGameEventManager.Instance:Notify(
XEventId.EVENT_STRONGHOLD_ASSISTANT_CHARACTER_SET_CHANGE,
characterId
)
if cb then
cb()
end
end
)
end
--查询借出奖励记录
function XStrongholdManager.GetStrongholdLendDetailRequest(cb)
XNetwork.Call(
"GetStrongholdLendDetailRequest",
nil,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateAssistantRecords(res.LendDayInfos)
if cb then
cb()
end
end
)
end
-----------------支援相关(共享角色) end------------------
-----------------奖励(任务) begin------------------
local _FinishedRewardIdDic = {}
--已领取奖励Id字典
local function UpdateFinishedRewardIds(data)
if IsTableEmpty(data) then
return
end
for _, rewardId in pairs(data) do
if rewardId and rewardId > 0 then
_FinishedRewardIdDic[rewardId] = rewardId
end
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_FINISH_REWARDS_CHANGE)
end
function XStrongholdManager.GetAllRewardIds(levelId, rewardType)
levelId = levelId or XStrongholdManager.GetLevelId()
local rewardIds = XStrongholdConfigs.GetAllRewardIds(levelId, rewardType)
tableSort(
rewardIds,
function(aId, bId)
local aCanGet = XStrongholdManager.IsRewardCanGet(aId)
local bCanGet = XStrongholdManager.IsRewardCanGet(bId)
if aCanGet ~= bCanGet then
return aCanGet
end
local aIsFinished = XStrongholdManager.IsRewardFinished(aId)
local bIsFinished = XStrongholdManager.IsRewardFinished(bId)
if aIsFinished ~= bIsFinished then
return not aIsFinished
end
return aId < bId
end
)
return rewardIds
end
function XStrongholdManager.IsRewardFinished(rewardId)
return _FinishedRewardIdDic[rewardId]
end
function XStrongholdManager.IsRewardCanGet(rewardId)
if not XStrongholdManager.IsOpen() or XStrongholdManager.IsFightEnd() then
return
end
local conditionId = XStrongholdConfigs.GetRewardConditionId(rewardId)
local ret, des, haveCount, requireCount = XConditionManager.CheckCondition(conditionId)
return ret and not XStrongholdManager.IsRewardFinished(rewardId)
end
function XStrongholdManager.IsAnyRewardCanGet(rewardType)
if not XStrongholdManager.IsOpen() then
return
end
local rewardIds = XStrongholdManager.GetAllRewardIds(nil, rewardType)
for _, rewardId in pairs(rewardIds) do
if XStrongholdManager.IsRewardCanGet(rewardId) then
return true
end
end
return false
end
--领取奖励
function XStrongholdManager.GetStrongholdRewardRequest(rewardId, cb)
local req = {Id = rewardId}
XNetwork.Call(
"GetStrongholdRewardRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateFinishedRewardIds({rewardId})
local rewardGoods = res.RewardGoodsList
if cb then
cb(rewardGoods)
end
end
)
end
-----------------奖励(任务) end------------------
-----------------上期战报 begin------------------
local _LastActivityId = 0 --活动id
local _LastMinerCount = 0 --矿工数量
local _LastMineralCount = 0 --矿石数量
local _LastAssistCount = 0 --支援次数
local _LastAssistRewardValue = 0 --支援奖励
local _LastFinishCount = 0 --完成据点数量
local function UpdateLastAcitivityRecord(data)
if IsTableEmpty(data) then
return
end
_LastActivityId = data.Id or 0
_LastMinerCount = data.MinerCount or 0
_LastMineralCount = data.MineralCount or 0
_LastAssistCount = data.AssistCount or 0
_LastAssistRewardValue = data.AssistRewardValue or 0
_LastFinishCount = data.FinishCount or 0
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_ACTIVITY_RESULT_CHANGE)
end
function XStrongholdManager.CheckShowLastActivityRecord()
if not IsNumberValid(_LastActivityId) then
return false
end
if XStrongholdManager.GetCookieLastActivityRecord() ~= 0 then
return false
end
if _LastActivityId ~= _ActivityId then
return true
end
return false
end
function XStrongholdManager.GetCookieLastActivityRecord()
local key = XStrongholdManager.GetLastActivityRecordCookieKey()
return XSaveTool.GetData(key) or 0
end
function XStrongholdManager.SetCookieGetCookieLastActivityRecord()
local key = XStrongholdManager.GetLastActivityRecordCookieKey()
XSaveTool.SaveData(key, 1)
end
function XStrongholdManager.GetLastActivityRecordCookieKey()
if not IsNumberValid(_LastActivityId) then
return
end
return XPlayer.Id .. _LastActivityId .. "_XStrongholdManager_CookieLastActivityRecord"
end
--获取当期/上期进度
function XStrongholdManager.GetLastAcitivityFinishProgress()
local finishCount, totalCount = 0, 0
finishCount = _LastFinishCount or 0
totalCount = XStrongholdManager.GetAllGroupCount(XStrongholdConfigs.ChapterType.Normal)
return finishCount, totalCount
end
function XStrongholdManager.GetLastMinerCount()
return _LastMinerCount or 0
end
function XStrongholdManager.GetLastMineralCount()
return _LastMineralCount or 0
end
function XStrongholdManager.GetLastAssistCount()
return _LastAssistCount or 0
end
function XStrongholdManager.GetLastAssistRewardValue()
return _LastAssistRewardValue or 0
end
--通知战报信息
function XStrongholdManager.NotifyStrongholdResultRecord(data)
UpdateLastAcitivityRecord(data.Record)
end
function XStrongholdManager.GetLastActivityId()
return _LastActivityId
end
-----------------上期战报 end------------------
-----------------副本相关 begin------------------
local _CurFightGroupId = 0
local _CurFightStageIndex = 0
local _SingleFight = false --是否挑战单关卡
local function InitStageType(stageId)
stageId = tonumber(stageId)
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
if stageInfo then
stageInfo.Type = XDataCenter.FubenManager.StageType.Stronghold
end
end
function XStrongholdManager.InitStageInfo()
local stageIds = XStrongholdManager.GetAllGroupStageIds()
for _, stageId in pairs(stageIds) do
InitStageType(stageId)
end
end
function XStrongholdManager.ResetCurFightInfo()
_CurFightGroupId = 0
_CurFightStageIndex = 0
end
function XStrongholdManager.OpenFightLoading(stageId)
if _SingleFight then
XDataCenter.FubenManager.OpenFightLoading(stageId)
return
end
local groupId = _CurFightGroupId
local stageIndex = _CurFightStageIndex
if stageIndex == 1 and XStrongholdConfigs.IsChapterLastGroupId(groupId) then
return
end
XLuaUiManager.Open("UiStrongholdInfo", groupId, stageIndex)
end
function XStrongholdManager.CloseFightLoading(stageId)
if _SingleFight then
XDataCenter.FubenManager.CloseFightLoading(stageId)
else
XLuaUiManager.Remove("UiStrongholdInfo")
end
end
function XStrongholdManager.ShowReward(winData)
local groupId = _CurFightGroupId
local stageCount = XStrongholdManager.GetGroupStageNum(groupId)
local stageIndex = _CurFightStageIndex
local allFinished = winData.SettleData.StrongholdFightResult.AllFinished --当前据点所有关卡是否都挑战通过
if _SingleFight then
--单关卡挑战
_SingleFight = false
else
--多波连续挑战
if not allFinished and stageIndex < stageCount then
_CurFightStageIndex = stageIndex + 1
XStrongholdManager.EnterFight(groupId, nil, nil, true)
end
end
if allFinished then
XStrongholdManager.ResetCurFightInfo()
XLuaUiManager.Remove("UiStrongholdDeploy")
XLuaUiManager.Open("UiStrongholdFightSettleWin", winData)
end
end
function XStrongholdManager.ChallengeLose()
XStrongholdManager.ResetCurFightInfo()
_SingleFight = false
end
function XStrongholdManager.TryEnterFight(groupId, teamId, oTeamList)
local callFunc = function()
local teamList = XStrongholdManager.GetTeamListClipTemp(groupId, oTeamList)
local enterFunc = function()
local cb = function()
XStrongholdManager.EnterFight(groupId, teamList, teamId)
end
local setStrongholdTeamCb = function()
local ignoreRepeatCheck = true
XStrongholdManager.SetStrongholdFightTeamRequest(groupId, teamList, cb, ignoreRepeatCheck)
end
XStrongholdManager.SetStrongholdTeamRequest(oTeamList, nil, setStrongholdTeamCb)
end
local checkRuneFunc = function()
local notRune = false
if XTool.IsNumberValid(teamId) then
--单梯队作战
local team = teamList[teamId]
notRune = not team:HasRune()
else
for _, team in pairs(teamList) do
if not team:HasRune() then
notRune = true
break
end
end
end
if notRune then
--符文配置不全提示
local title = CSXTextManagerGetText("StrongholdTeamAutoRuneConfirmTitle")
local content = CSXTextManagerGetText("StrongholdTeamAutoRuneConfirmContent")
local setRuneFunc = function()
XStrongholdManager.AutoRune(teamList)
--拷贝符文到队伍预设
for teamId, team in pairs(teamList) do
local oTeam = oTeamList[teamId]
if not XTool.IsTableEmpty(oTeam) then
local runeId, subRuneId = team:GetRune()
oTeam:SetRune(runeId, subRuneId)
end
end
enterFunc()
end
XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, nil, setRuneFunc)
else
enterFunc()
end
end
--超出推荐电力弹窗
local FighterTeamList = XDataCenter.StrongholdManager.GetFighterTeamListTemp(oTeamList, groupId)
local color, isShowTips = XStrongholdManager.GetSuggestElectricColor(groupId, FighterTeamList)
if isShowTips then
local chapterId = XStrongholdConfigs.GetChapterIdByGroupId(groupId)
local useElectric = XDataCenter.StrongholdManager.GetTotalUseElectricEnergy(oTeamList)
local levelId = XDataCenter.StrongholdManager.GetLevelId()
local suggestElectric = XStrongholdConfigs.GetChapterSuggestElectric(chapterId, levelId)
local extraElectricEnerg = XStrongholdManager.GetExtraElectricEnergy()
local title = CSXTextManagerGetText("TipTitle")
local content2 = CSXTextManagerGetText("StrongholdSuggestElectricTipsDesc", suggestElectric, extraElectricEnerg)
local content3 = CSXTextManagerGetText("StrongholdSuggestElectricTipsDesc2", useElectric)
local extraData = {["Content2"] = content2, ["Content3"] = content3}
XUiManager.DialogTip(title, "", XUiManager.DialogType.Normal, nil, checkRuneFunc, extraData)
else
checkRuneFunc()
end
end
if XStrongholdManager.IsFightBegin() then
callFunc()
else
--首次进入玩法战斗提示
local title = CSXTextManagerGetText("StrongholdFirstFightConfirmTitle")
local fightAutoBeginTime = XStrongholdManager.GetFightAutoBeginTime()
local timeStr =
XUiHelper.GetTime(
fightAutoBeginTime - XTime.GetServerNowTimestamp(),
XUiHelper.TimeFormatType.STRONGHOLD
)
local content = CSXTextManagerGetText("StrongholdFirstFightConfirmContent", timeStr)
XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, nil, callFunc)
end
end
function XStrongholdManager.EnterFight(groupId, teamList, stageIndex, isContinueFight)
local teamList = XStrongholdManager.GetTeamListClipTemp(groupId, teamList)
--单队挑战单关卡
if XTool.IsNumberValid(stageIndex) then
_SingleFight = true
end
_CurFightGroupId = groupId
stageIndex = stageIndex or _CurFightStageIndex
if not IsNumberValid(stageIndex) or XStrongholdManager.IsGroupStageFinished(groupId, stageIndex) then
stageIndex = XStrongholdManager.GetGroupNextFightStageIndex(groupId)
end
_CurFightStageIndex = stageIndex
local stageId = XStrongholdManager.GetGroupStageId(groupId, stageIndex)
local enterFight = function()
local teamId = stageIndex
local captainPos, firstFightPos = XStrongholdManager.GetTeamCaptinPosAndFirstPos(teamId, teamList)
local characterIds = XStrongholdManager.GetTeamShowCharacterIds(teamId, teamList)
XDataCenter.FubenManager.EnterStrongholdFight(stageId, characterIds, captainPos, firstFightPos)
end
if XStrongholdConfigs.IsChapterLastGroupId(groupId) then
if not _SingleFight then
XLuaUiManager.Open("UiStrongholdInfo", groupId, stageIndex)
end
--连续挑战不显示词缀界面
if isContinueFight then
enterFight()
else
XLuaUiManager.Open("UiStrongholdAnimation", groupId, enterFight)
end
else
enterFight()
end
end
--扫荡
local _SweepStrongholdStageRequestLock = false
function XStrongholdManager.RequestSweepStrongholdStage(groupId, cb)
if not XStrongholdManager.CheckEndurance(groupId) or _SweepStrongholdStageRequestLock then
return
end
_SweepStrongholdStageRequestLock = true
CatchOldData()
local lastLevel = XPlayer.GetLevelOrHonorLevel()
local lastExp = XPlayer.Exp
XNetwork.Call(
"SweepStrongholdStageRequest",
{GroupId = groupId},
function(res)
_SweepStrongholdStageRequestLock = false
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
if cb then
cb()
end
local data = {
SettleData = res,
RoleLevel = lastLevel,
RoleExp = lastExp
}
XLuaUiManager.Open("UiStrongholdFightSettleWin", data)
end
)
end
-----------------副本相关 end------------------
-----------------等级分区 begin------------------
local _LevelId = 0
--当前选择的分区
function XStrongholdManager.GetLevelId()
return _LevelId
end
local function UpdateLevelId(levelId)
_LevelId = levelId or _LevelId
--根据分区初始化关卡信息
InitGroupInfos()
end
--是否已经选择过分区
function XStrongholdManager.IsSelectedLevelId()
return IsNumberValid(_LevelId)
end
--选择等级分区
function XStrongholdManager.SelectStrongholdLevelRequest(levelId, cb)
if XStrongholdManager.IsSelectedLevelId() then
XUiManager.tiptext("StrongholdAlreadySelectLevel")
return
end
local req = {LevelId = levelId}
XNetwork.Call(
"SelectStrongholdLevelRequest",
req,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
UpdateLevelId(levelId)
UpdateGroupStageDatas(res.GroupStageDatas)
UpdateMaxElectricEnergy(res.ElectricEnergy)
UpdateEndurance(res.Endurance)
CheckUpdateTeam()
if cb then
cb()
end
end
)
end
-----------------等级分区 end------------------
-----------------暂停结算 begin------------------
local _PauseDays = {}
--暂停结算的天数(下次结算后清除)
local function InitPauseDays()
_PauseDays = {}
local totalDay = XStrongholdManager.GetTotalDay()
for day = 1, totalDay do
_PauseDays[day] = false
end
end
local function UpdatePauseDays(days)
InitPauseDays()
for _, day in pairs(days or {}) do
_PauseDays[day] = true
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_PAUSE_DAY_CHANGE)
end
--该天数是否暂停了结算
function XStrongholdManager.IsDayPaused(day)
day = day or XStrongholdManager.GetCurDay()
return _PauseDays[day] and true or false
end
--是否有处于暂停中的天数(昨天/前天/...
function XStrongholdManager.IsAnyDayPaused()
for _, isPause in pairs(_PauseDays) do
if isPause then
return true
end
end
return false
end
--获取暂停天数from curDay
function XStrongholdManager.GetDelayDays()
local delayDays = 0
local curDay = XStrongholdManager.GetCurDay()
local totalDay = XStrongholdManager.GetTotalDay()
for day = curDay, totalDay do
if not XStrongholdManager.IsDayPaused(day) then
break
end
delayDays = delayDays + 1
end
return delayDays
end
--挑战开始后48小时不可设置暂停
local PAUSE_DELAY_AFTER_FIGHT_BEGIN = 48 * 3600
function XStrongholdManager.CheckPauseTimeAfterFightBegin()
local nowTime = XTime.GetServerNowTimestamp()
local fightBeginTime = XStrongholdManager.GetFightTime()
return nowTime - fightBeginTime >= PAUSE_DELAY_AFTER_FIGHT_BEGIN
end
--挑战结束前24小时不可设置暂停
local PAUSE_DELAY_BEFORE_FIGHT_END = 24 * 3600
function XStrongholdManager.CheckPauseTimeBeforeFightEnd()
local nowTime = XTime.GetServerNowTimestamp()
local delayDays = XStrongholdManager.GetDelayDays()
local _, fightEndTime = XStrongholdManager.GetFightTime()
return fightEndTime - nowTime - delayDays * 24 * 3600 >= PAUSE_DELAY_BEFORE_FIGHT_END
end
--是否可以暂停结算
function XStrongholdManager.IsCanPaused()
return XStrongholdManager.IsFightBegin() and --作战期开始
XStrongholdManager.CheckPauseTimeAfterFightBegin() and
XStrongholdManager.CheckPauseTimeBeforeFightEnd()
end
local _LastTimeSetStrongholdStayRequest = 0
local _CDSetStrongholdStayRequest = 3
function XStrongholdManager.CheckSetStrongholdStayRequestCD()
local now = XTime.GetServerNowTimestamp()
local lastCd = _LastTimeSetStrongholdStayRequest + _CDSetStrongholdStayRequest - now
if lastCd > 0 then
return false
end
return true
end
--设置暂停
function XStrongholdManager.SetStrongholdStayRequest(cb)
if not XStrongholdManager.IsCanPaused() then
return
end
if not XStrongholdManager.CheckSetStrongholdStayRequestCD() then
return
end
XNetwork.Call(
"SetStrongholdStayRequest",
nil,
function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
_LastTimeSetStrongholdStayRequest = XTime.GetServerNowTimestamp()
UpdatePauseDays(res.StayDays)
if cb then
cb()
end
end
)
end
-----------------暂停结算 end------------------
-----------------符文 begin------------------
local _RuneIdList = {} --本期符文Id列表
local _RuneIdDic = {} --本期符文Id字典
local _UsingRuneIdDic = {} --使用中符文Id字典
local _UsingSubRuneIdDic = {} --使用中子符文Id字典
local function UpdateRuneIds(data)
_RuneIdList = {}
for _, runeId in pairs(data or {}) do
if XTool.IsNumberValid(runeId) then
tableInsert(_RuneIdList, runeId)
_RuneIdDic[runeId] = true
end
end
tableSort(
_RuneIdList,
function(a, b)
return a < b
end
)
end
function XStrongholdManager.GetAllRuneIds()
return XTool.Clone(_RuneIdList)
end
function XStrongholdManager.UseRune(runeId, subRuneId, teamId)
if XTool.IsNumberValid(runeId) then
_UsingRuneIdDic[runeId] = teamId
end
if XTool.IsNumberValid(subRuneId) then
_UsingSubRuneIdDic[subRuneId] = teamId
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_RUNE_CHANGE)
end
function XStrongholdManager.TakeOffRune(runeId, subRuneId)
if XTool.IsNumberValid(runeId) then
_UsingRuneIdDic[runeId] = nil
end
if XTool.IsNumberValid(subRuneId) then
_UsingSubRuneIdDic[subRuneId] = nil
end
end
function XStrongholdManager.GetRuneUsingTeamId(runeId)
return _UsingRuneIdDic[runeId]
end
--符文是否锁定(被有通关记录的队伍使用)
function XStrongholdManager.IsRuneLock(runeId, groupId, subRuneId)
if not XTool.IsNumberValid(groupId) then
return false
end
if XTool.IsNumberValid(subRuneId) and not XStrongholdManager.IsSubRuneUsing(subRuneId) then
return false
end
local usingTeamId = XStrongholdManager.GetRuneUsingTeamId(runeId)
if not XTool.IsNumberValid(usingTeamId) then
return false
end
return XStrongholdManager.IsGroupStageFinished(groupId, usingTeamId)
end
function XStrongholdManager.IsRuneUsing(runeId)
return _UsingRuneIdDic[runeId] and true or false
end
function XStrongholdManager.IsSubRuneUsing(subRuneId)
return _UsingSubRuneIdDic[subRuneId] and true or false
end
function XStrongholdManager.GetNextCanUseRuneId()
for _, runeId in ipairs(_RuneIdList) do
if not XStrongholdManager.IsRuneUsing(runeId) then
return runeId
end
end
return 0
end
function XStrongholdManager.AutoRune(teamList)
teamList = teamList or _TeamList
for _, team in pairs(teamList) do
if not team:HasRune() then
local runeId = XStrongholdManager.GetNextCanUseRuneId()
if XTool.IsNumberValid(runeId) then
local subRuneId = XStrongholdConfigs.GetSubRuneIds(runeId)[1]
team:SetRune(runeId, subRuneId)
end
end
end
end
--是否为本期的符文
function XStrongholdManager.IsCurActivityRune(runeId)
return _RuneIdDic[runeId]
end
-----------------符文 end------------------
--登录通知
function XStrongholdManager.NotifyStrongholdLoginData(data)
if CheckActivityReset(data.Id) then
XStrongholdManager.Reset()
end
XStrongholdManager.Init()
UpdateActivityInfo(data.Id, data.BeginTime, data.FightBeginTime)
UpdateLevelId(data.LevelId)
UpdatePauseDays(data.StayDays)
UpdateCurDay(data.CurDay, data.FightBeginTime)
UpdateTotalMineral(data.TotalMineral)
UpdateMineralLeft(data.MineralLeft)
UpdateEndurance(data.Endurance)
UpdateMaxElectricEnergy(data.ElectricEnergy)
UpdateElectricCharacters(data.ElectricCharacterIds)
UpdateBorrowCount(data.BorrowCount)
UpdateFinishGroupIds(data.FinishGroupIds)
UpdateFinishGroupUseElectricEnergy(data.FinishGroupInfos, data.HistoryFinishGroupInfos)
UpdateFinishedRewardIds(data.RewardIds)
UpdateMineRecords(data.MineRecords)
UpdateGroupStageDatas(data.GroupStageDatas)
UpdateGroupInfos(data.GroupInfos)
UpdateLastAcitivityRecord(data.LastResultRecord)
UpdateTeamList(data.TeamInfos)
UpdateShareCharacterId(data.AssistCharacterId)
UpdateRuneIds(data.RuneList)
CheckUpdateTeam()
end
--活动结束
function XStrongholdManager.NotifyStrongholdEnd()
XStrongholdManager.Reset()
end
--通知天数改变
function XStrongholdManager.NotifyStrongholdChangeDay(data)
UpdateCurDay(data.CurDay, data.FightBeginTime)
UpdatePauseDays(data.StayDays)
UpdateMineralLeft(data.MineralLeft)
UpdateEndurance(data.Endurance)
UpdateMaxElectricEnergy(data.ElectricEnergy)
UpdateMineRecords(data.MineRecords)
UpdateBorrowCount(data.BorrowCount)
ClearAssitantRecords()
end
--在线重置
function XStrongholdManager.Reset()
_ActivityStatus = ACTIVITY_STATUS.DEFAULT --活动状态
_ActivityId = 0 --活动期数
_BeginTime = 0 --活动开启时间
_FightBeginTime = 0 --挑战开启时间
_FightAutoBeginTime = 0 --挑战自动开启时间
_FightEndTime = 0 --挑战结束时间
_EndTime = 0 --活动结束时间
_CurDay = 0 --当前天数(挑战开始后)
_TotalDay = 0 --挑战总天数(挑战开始后)
_TotalMineral = 0 --历史累计矿石数量
_MineralLeft = 0 --可领矿石
_MineRecords = {} --产出记录
_MineRecordSynDic = {} --产出历史记录(服务端同步)
_Endurance = 0 --耐力值
_MaxElectricEnergy = 0 --电能上限
_BorrowCount = 0 --援助次数
_FinishGroupIdDic = {}
--已完成据点Id字典
_NewFinishGroupIds = {}
--最新完成据点Id列表
_FinishedRewardIdDic = {}
--已领取奖励Id字典
_GroupInfos = {}
--据点信息
XStrongholdManager.ResetTeamList()
--队伍列表
_AssistantCharacters = {} --援助角色列表(来自于其他玩家)
_AssistantCharacterId = 0 --共享角色Id
_PauseDays = {}
--暂停结算的天数
_LevelId = 0
--当前选择的分区
_RuneIdList = {} --本期符文Id列表
_UsingRuneIdDic = {} --使用中符文Id字典
_UsingSubRuneIdDic = {} --使用中子符文Id字典
_ActivityEnd = true
CsXGameEventManager.Instance:Notify(XEventId.EVENT_STRONGHOLD_ACTIVITY_END)
end
--只重置队伍列表中的符文和插件
function XStrongholdManager.ResetTeamList()
for _, team in ipairs(_TeamList) do
team:ClearRune()
team:InitPlugins()
end
end
function XStrongholdManager.Init()
InitMine()
InitTeamList()
InitElectric()
InitPauseDays()
XEventManager.AddEventListener(XEventId.EVENT_FIGHT_FINISH_LOSEUI_CLOSE, XStrongholdManager.ChallengeLose)
end
------------------副本入口扩展 start-------------------------
function XStrongholdManager:ExGetChapterType()
return XDataCenter.FubenManager.ChapterType.Stronghold
end
function XStrongholdManager:ExCheckIsShowRedPoint()
return XRedPointConditionStrongholdRewardCanGet.Check()
end
-- 获取进度提示
function XStrongholdManager:ExGetProgressTip()
local str = ""
if not self:ExGetIsLocked() then
local finishCount, totalCount = XStrongholdManager.GetGroupProgress()
str = CsXTextManagerGetText("StrongholdActivityProgress", finishCount, totalCount)
end
return str
end
-- 获取剩余进行时间 eg: 距离结束还有x天x小时
function XStrongholdManager:ExGetRunningTimeStr()
local str = ""
local time = _TargetCountDownTime - XTime.GetServerNowTimestamp()
local timeText = XUiHelper.GetTime(time, XUiHelper.TimeFormatType.STRONGHOLD)
if XStrongholdManager.IsActivityBegin() then
str = CsXTextManagerGetText("StrongholdActivityTimeActivityBegin", timeText)
elseif XStrongholdManager.IsFightBegin() then
str = CsXTextManagerGetText("StrongholdActivityTimeFightBegin", timeText)
elseif XStrongholdManager.IsFightEnd() then
str = CsXTextManagerGetText("StrongholdActivityTimeFightEnd", timeText)
end
return str
end
function XStrongholdManager:ExCheckIsFinished(cb)
if _ActivityStatus ~= ACTIVITY_STATUS.ACTIVITY_BEGIN and _ActivityStatus ~= ACTIVITY_STATUS.FIGHT_BEGIN then -- 特殊只要不在战斗期就一定显示Clear
if cb then
cb(true)
end
self.IsClear = true
return true
end
local isHardChapterAllFinish = XStrongholdManager.CheckAllChapterIsClear(XStrongholdConfigs.ChapterType.Hard)
local isNormalChapterNotCostAllFinish = XStrongholdManager.CheckChapterNoUseEnduranceIsClear(XStrongholdConfigs.ChapterType.Normal)
local result = false
if not XStrongholdManager.IsFightBegin() then
result = false
elseif XStrongholdManager.IsChapterHardCanFight() then -- 掩护作战开放期间满足下列条件才能达成完成 -- 1.已解锁的掩护作战全部完成 2.没有可领取奖励 3.作战点数用完 4.如果本次作战中驱逐作战中存在不用作战点数的关卡通关了才算完成
if not XStrongholdManager.IsAnyRewardCanGet()
and isHardChapterAllFinish
and isNormalChapterNotCostAllFinish
and XStrongholdManager.GetCurEndurance() <= 0 then
result = true
end
else -- 非掩护作战开放期间满足下列条件才能达成完成 -- 1.没有可领取奖励 2.作战点数用完 3.如果本次作战中驱逐作战中存在不用作战点数的关卡通关了才算完成
if not XStrongholdManager.IsAnyRewardCanGet()
and isNormalChapterNotCostAllFinish
and XStrongholdManager.GetCurEndurance() <= 0 then
result = true
end
end
self.IsClear = result
if cb then
cb(result)
end
return result
end
function XStrongholdManager:ExOpenMainUi()
XStrongholdManager.EnterUiMain()
end
------------------副本入口扩展 end-------------------------
------------------海外 Start-------------------------
-- 由于海外超级矿区不连续,所以几个周常都需要新增一个判断是否开启按钮的开关
function XStrongholdManager:OverseaActive()
return IsNumberValid(_ActivityId)
end
------------------海外 End-------------------------
return XStrongholdManager
end
---------------------(服务器推送)begin------------------
XRpc.NotifyStrongholdLoginData = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdLoginData(data)
end
XRpc.NotifyStrongholdChangeDay = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdChangeDay(data)
end
XRpc.NotifyStrongholdTotalMineral = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdTotalMineral(data)
end
XRpc.NotifyStrongholdResultRecord = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdResultRecord(data)
end
XRpc.NotifyStrongholdBorrowCount = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdBorrowCount(data)
end
XRpc.NotifyStrongholdFinishGroupId = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdFinishGroupId(data)
end
XRpc.NotifyStrongholdFinishGroupInfo = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdFinishGroupInfo(data)
end
XRpc.NotifyUpdateStrongholdGroupData = function(data)
XDataCenter.StrongholdManager.NotifyUpdateStrongholdGroupData(data)
end
XRpc.NotifyDeleteStrongholdGroupData = function(data)
XDataCenter.StrongholdManager.NotifyDeleteStrongholdGroupData(data)
end
XRpc.NotifyStrongholdEnduranceData = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdEnduranceData(data)
end
XRpc.NotifyStrongholdEnd = function(data)
XDataCenter.StrongholdManager.NotifyStrongholdEnd(data)
end
---------------------(服务器推送)end------------------