Update - 1.9.0.103

EN: 1.9.0.103
CN: 1.9.0.104
JP: 1.9.0.106
KR: 1.9.0.108
This commit is contained in:
SL1900
2026-04-18 00:15:00 +09:00
parent 35fe1f046d
commit e0549005e1
1150 changed files with 941124 additions and 19847 deletions
+414 -171
View File
@@ -1,16 +1,11 @@
local PenguinLevel = class("PenguinLevel")
local PenguinCard = require("Game.UI.Play_PenguinCard.PenguinCard")
local PenguinCardBuff = require("Game.UI.Play_PenguinCard.PenguinCardBuff")
local PenguinCardQuest = require("Game.UI.Play_PenguinCard.PenguinCardQuest")
local TimerManager = require("GameCore.Timer.TimerManager")
local LocalData = require("GameCore.Data.LocalData")
local ConfigData = require("GameCore.Data.ConfigData")
local GameState = {
Start = 0,
Prepare = 1,
Dealing = 2,
Flip = 3,
Settlement = 4,
Complete = 5
}
local PenguinCardUtils = require("Game.UI.Play_PenguinCard.PenguinCardUtils")
function PenguinLevel:Init(nFloorId, nLevelId, nActId, tbStarScore)
self.nFloorId = nFloorId
self.tbStarScore = tbStarScore or {
@@ -71,6 +66,9 @@ function PenguinLevel:ParseLevelData(nFloorId)
self.nRoundLimit = mapLevelCfg.InitialRound
self.nFixedTurnGroupId = mapLevelCfg.FixedTurn
self.sLevelDesc = mapLevelCfg.Floortips
self.bShowWin = mapLevelCfg.ShowWin
self.nQuestTurn = mapLevelCfg.QuestTurn
self.nQuestGroup = mapLevelCfg.QuestGroup
self.nBuyLimit = mapLevelCfg.InitialBuyLimit
self.nWeightGroupId = mapLevelCfg.WeightGroup
local mapPoolCfg = ConfigTable.GetData("PenguinBaseCardPool", mapLevelCfg.PoolId)
@@ -86,6 +84,19 @@ function PenguinLevel:ClearLevelData()
self.nGameState = nil
self.nCurTurn = 0
self.nCurRound = 0
self.nHp = 3
if self.tbBuffPool == nil then
self.tbBuffPool = {}
end
if self.tbBuff == nil then
self.tbBuff = {}
elseif next(self.tbBuff) ~= nil then
local nCount = #self.tbBuff
for i = nCount, 1, -1 do
self:RecycleBuff(self.tbBuff[i])
table.remove(self.tbBuff, i)
end
end
if self.tbPenguinCardPool == nil then
self.tbPenguinCardPool = {}
end
@@ -103,6 +114,10 @@ function PenguinLevel:ClearLevelData()
end
end
end
if self.tbQuestPool == nil then
self.tbQuestPool = {}
end
self.mapQuest = nil
self.mapLog = {}
self.nTotalRound = 0
self.nBestTurnScore = 0
@@ -118,11 +133,11 @@ function PenguinLevel:StartGame()
self:SwitchGameState()
end
function PenguinLevel:CompleteGame()
local nNextState = GameState.Complete
local nNextState = PenguinCardUtils.GameState.Complete
self:SwitchNextGameState(nNextState, {bManual = true})
end
function PenguinLevel:RestartGame()
local nNextState = GameState.Start
local nNextState = PenguinCardUtils.GameState.Start
local nWaitTime = self:QuitGameState(nNextState)
if nWaitTime == 0 then
self:StartGame()
@@ -141,7 +156,8 @@ function PenguinLevel:QuitGame(callback)
local bOpen = actData:CheckActivityOpen()
if bOpen then
bAct = true
actData:SendActivityPenguinCardSettleReq(self.nLevelId, self.nStar, self.nScore, callback)
local nScore = math.floor(self.nScore + 0.5 + 1.0E-9)
actData:SendActivityPenguinCardSettleReq(self.nLevelId, self.nStar, nScore, callback)
else
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Alert,
@@ -161,57 +177,75 @@ function PenguinLevel:SwitchGameState()
self:SwitchNextGameState(nNextState)
end
function PenguinLevel:RunGameState(mapParam)
if self.nGameState == GameState.Start then
if self.nGameState == PenguinCardUtils.GameState.Start then
self:RunState_Start()
elseif self.nGameState == GameState.Prepare then
elseif self.nGameState == PenguinCardUtils.GameState.Prepare then
self:RunState_Prepare()
elseif self.nGameState == GameState.Dealing then
elseif self.nGameState == PenguinCardUtils.GameState.Dealing then
self:RunState_Dealing()
elseif self.nGameState == GameState.Flip then
elseif self.nGameState == PenguinCardUtils.GameState.Flip then
self:RunState_Flip()
elseif self.nGameState == GameState.Settlement then
elseif self.nGameState == PenguinCardUtils.GameState.Settlement then
self:RunState_Settlement()
elseif self.nGameState == GameState.Complete then
elseif self.nGameState == PenguinCardUtils.GameState.Complete then
self:RunState_Complete(mapParam)
elseif self.nGameState == PenguinCardUtils.GameState.Quest then
self:RunState_Quest()
end
end
function PenguinLevel:QuitGameState(nNextState)
local nWaitTime = 0
if self.nGameState == GameState.Start then
if self.nGameState == PenguinCardUtils.GameState.Start then
nWaitTime = self:QuitState_Start()
elseif self.nGameState == GameState.Prepare then
elseif self.nGameState == PenguinCardUtils.GameState.Prepare then
nWaitTime = self:QuitState_Prepare(nNextState)
elseif self.nGameState == GameState.Dealing then
elseif self.nGameState == PenguinCardUtils.GameState.Dealing then
nWaitTime = self:QuitState_Dealing(nNextState)
elseif self.nGameState == GameState.Flip then
elseif self.nGameState == PenguinCardUtils.GameState.Flip then
nWaitTime = self:QuitState_Flip(nNextState)
elseif self.nGameState == GameState.Settlement then
elseif self.nGameState == PenguinCardUtils.GameState.Settlement then
nWaitTime = self:QuitState_Settlement(nNextState)
elseif self.nGameState == GameState.Complete then
elseif self.nGameState == PenguinCardUtils.GameState.Complete then
nWaitTime = self:QuitState_Complete()
elseif self.nGameState == PenguinCardUtils.GameState.Quest then
nWaitTime = self:QuitState_Quest(nNextState)
end
return nWaitTime
end
function PenguinLevel:CheckNextGameState()
if self.nGameState == nil then
return GameState.Start
elseif self.nGameState == GameState.Start then
return GameState.Prepare
elseif self.nGameState == GameState.Prepare then
return GameState.Dealing
elseif self.nGameState == GameState.Dealing then
return GameState.Flip
elseif self.nGameState == GameState.Flip then
return GameState.Settlement
elseif self.nGameState == GameState.Settlement then
if self.nCurRound >= self.nRoundLimit then
if self.nCurTurn >= self.nMaxTurn then
return GameState.Complete
else
return GameState.Prepare
end
return PenguinCardUtils.GameState.Start
elseif self.nGameState == PenguinCardUtils.GameState.Start then
if self.nQuestTurn >= 0 and self.nCurTurn >= self.nQuestTurn then
return PenguinCardUtils.GameState.Quest
else
return GameState.Dealing
return PenguinCardUtils.GameState.Prepare
end
elseif self.nGameState == PenguinCardUtils.GameState.Prepare then
return PenguinCardUtils.GameState.Dealing
elseif self.nGameState == PenguinCardUtils.GameState.Dealing then
return PenguinCardUtils.GameState.Flip
elseif self.nGameState == PenguinCardUtils.GameState.Flip then
return PenguinCardUtils.GameState.Settlement
elseif self.nGameState == PenguinCardUtils.GameState.Settlement then
if self.nCurRound < self:GetRoundLimitInTurn() then
return PenguinCardUtils.GameState.Dealing
end
if self.nCurTurn >= self.nMaxTurn then
return PenguinCardUtils.GameState.Complete
end
if self.mapQuest ~= nil then
return PenguinCardUtils.GameState.Quest
elseif self.nQuestTurn >= 0 and self.nCurTurn >= self.nQuestTurn then
return PenguinCardUtils.GameState.Quest
else
return PenguinCardUtils.GameState.Prepare
end
elseif self.nGameState == PenguinCardUtils.GameState.Quest then
if self.nCurTurn >= self.nMaxTurn or 0 >= self.nHp then
return PenguinCardUtils.GameState.Complete
else
return PenguinCardUtils.GameState.Prepare
end
end
end
@@ -230,28 +264,200 @@ function PenguinLevel:SwitchNextGameState(nNextState, mapParam)
end
function PenguinLevel:RunState_Start()
EventManager.Hit("PenguinCard_RunState_Start")
self:SwitchGameState()
end
function PenguinLevel:QuitState_Start()
EventManager.Hit("PenguinCard_QuitState_Start")
return 0
local nWaitTime = 0.167
return nWaitTime
end
function PenguinLevel:RunState_Quest()
self.tbSelectableQuest = {}
self.bSkipQuestShow = false
self.mapQuestForShow = nil
if self.mapQuest ~= nil then
self.mapQuestForShow = clone(self.mapQuest)
local bComplete = self.mapQuest:CheckComplete()
if bComplete then
self:CompleteQuest()
self:RollQuest()
else
local bExpired = self.mapQuest:CheckExpired()
if bExpired then
self:ChangeHp(-1)
if self.nHp > 0 then
self:RollQuest()
end
else
self.bSkipQuestShow = true
end
end
else
self:RollQuest()
if next(self.tbSelectableQuest) == nil then
self.bSkipQuestShow = true
end
end
EventManager.Hit("PenguinCard_RunState_Quest", self.bSkipQuestShow)
if self.bSkipQuestShow then
self:SwitchGameState()
end
end
function PenguinLevel:QuitState_Quest(nNextState)
self.tbSelectableQuest = {}
self.bSkipQuestShow = false
self.mapQuestForShow = nil
EventManager.Hit("PenguinCard_QuitState_Quest", nNextState)
local nWaitTime = 0
if nNextState == PenguinCardUtils.GameState.Start then
nWaitTime = 0.6
elseif nNextState == PenguinCardUtils.GameState.Prepare then
nWaitTime = 0.57
elseif nNextState == PenguinCardUtils.GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:RollQuest()
local tbId = self:GetRollQuestResult()
self:ClearSelectableQuest()
for _, nId in ipairs(tbId) do
local mapCard = self:CreateQuest(nId)
table.insert(self.tbSelectableQuest, mapCard)
end
self.mapQuest = nil
end
function PenguinLevel:GetRollQuestResult()
local mapWeightCfg = ConfigTable.GetData("PenguinCardQuestWeight", self.nQuestGroup * 100 + self.nCurTurn)
if not mapWeightCfg then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Error_EmptyQuest")
})
return {}
end
local tbId = PenguinCardUtils.WeightedRandom(mapWeightCfg.QuestList, mapWeightCfg.Weight, 3)
return tbId
end
function PenguinLevel:ClearSelectableQuest()
if next(self.tbSelectableQuest) ~= nil then
for i = #self.tbSelectableQuest, 1, -1 do
local mapCard = table.remove(self.tbSelectableQuest, i)
self:RecycleQuest(mapCard)
end
end
end
function PenguinLevel:SelectQuest(nIndex)
self.mapQuest = nil
self.mapQuest = self.tbSelectableQuest[nIndex]
table.remove(self.tbSelectableQuest, nIndex)
self:ClearSelectableQuest()
EventManager.Hit("PenguinCard_SelectQuest")
if NovaAPI.IsEditorPlatform() then
printLog("领取任务:" .. " " .. self.mapQuest.nId)
end
end
function PenguinLevel:CompleteQuest()
local mapData = self:CreateBuff(self.mapQuest.nBuffId)
mapData:ResetAllTrigger()
self:AddBuff(mapData, true)
end
function PenguinLevel:ChangeHp(nChange)
self.nHp = self.nHp + nChange
if NovaAPI.IsEditorPlatform() then
printLog("Hp变化:" .. " " .. nChange .. " 当前:" .. self.nHp)
end
EventManager.Hit("PenguinCard_ChangeHp", nChange)
if self.nHp <= 0 then
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.FatalDamage, {nHpChange = nChange})
end
end
function PenguinLevel:AddBuff(mapBuff, bWaitShow)
if mapBuff.bOnly then
local nBuffCount = #self.tbBuff
for i = nBuffCount, 1, -1 do
if mapBuff.nId == self.tbBuff[i].nId then
self:DeleteBuff(i)
end
end
table.insert(self.tbBuff, mapBuff)
EventManager.Hit("PenguinCard_AddBuff", mapBuff, bWaitShow)
else
local nHasKey = 0
for k, v in pairs(self.tbBuff) do
if v.nId == mapBuff.nId then
nHasKey = k
break
end
end
if 0 < nHasKey then
self.tbBuff[nHasKey]:AddGrowthLayer()
else
table.insert(self.tbBuff, mapBuff)
EventManager.Hit("PenguinCard_AddBuff", mapBuff, bWaitShow)
end
end
if NovaAPI.IsEditorPlatform() then
printLog("获得buff" .. " " .. mapBuff.nId)
end
end
function PenguinLevel:DeleteBuff(i, nDelayTime)
self:RecycleBuff(self.tbBuff[i])
table.remove(self.tbBuff, i)
EventManager.Hit("PenguinCard_DeleteBuff", i, nDelayTime)
end
function PenguinLevel:RecycleBuff(mapBuff)
mapBuff:Clear()
table.insert(self.tbBuffPool, mapBuff)
end
function PenguinLevel:CreateBuff(nId)
local mapBuff
if next(self.tbBuffPool) == nil then
mapBuff = PenguinCardBuff.new(nId)
else
mapBuff = table.remove(self.tbBuffPool, 1)
mapBuff:Init(nId)
end
return mapBuff
end
function PenguinLevel:RecycleQuest(mapQuest)
mapQuest:Clear()
table.insert(self.tbQuestPool, mapQuest)
end
function PenguinLevel:CreateQuest(nId)
local mapQuest
if next(self.tbQuestPool) == nil then
mapQuest = PenguinCardQuest.new(nId)
else
mapQuest = table.remove(self.tbQuestPool, 1)
mapQuest:Init(nId)
end
return mapQuest
end
function PenguinLevel:RunState_Prepare()
self.nCurTurn = self.nCurTurn + 1
self.nCurRound = 0
self.nTurnBuyCount = 0
self.nTurnScore = 0
self.tbHandRankCount = {}
self.tbSelectablePenguinCard = {}
self.bSelectedPenguinCard = false
self:FreeRollPenguinCard()
EventManager.Hit("PenguinCard_RunState_Prepare")
end
function PenguinLevel:QuitState_Prepare(nNextState)
self.nUpgradeDiscount = 1
self.nTempAddRound = 0
for _, v in ipairs(self.tbBuff) do
v:ResetTurnTrigger()
end
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
v:ResetTurnTrigger()
end
end
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.Prepare)
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.BeforeUpgrade)
self:FreeRollPenguinCard()
EventManager.Hit("PenguinCard_RunState_Prepare")
end
function PenguinLevel:QuitState_Prepare(nNextState)
self:ClearSelectablePenguinCard()
self.nTurnBuyCount = 0
self.tbSelectablePenguinCard = {}
@@ -259,15 +465,18 @@ function PenguinLevel:QuitState_Prepare(nNextState)
self.bPreTurnWin = false
EventManager.Hit("PenguinCard_QuitState_Prepare", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
if nNextState == PenguinCardUtils.GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
elseif nNextState == PenguinCardUtils.GameState.Dealing then
nWaitTime = 0.45
elseif nNextState == GameState.Complete then
elseif nNextState == PenguinCardUtils.GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:GetRoundLimitInTurn()
return self.nRoundLimit + self.nTempAddRound
end
function PenguinLevel:AddRound()
if self.nRoundLimit == self.nMaxRound then
EventManager.Hit(EventId.OpenMessageBox, {
@@ -277,7 +486,7 @@ function PenguinLevel:AddRound()
})
return
end
local nCost = self.tbRoundUpgradeCost[self.nRoundLimit + 1]
local nCost = self.tbRoundUpgradeCost[self.nRoundLimit + 1] * self.nUpgradeDiscount
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
@@ -293,6 +502,7 @@ function PenguinLevel:AddRound()
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRoundSuccess"), self.nRoundLimit)
})
self:AfterUpgrade(nCost)
EventManager.Hit("PenguinCard_AddRound")
end
function PenguinLevel:AddSlot()
@@ -304,7 +514,7 @@ function PenguinLevel:AddSlot()
})
return
end
local nCost = self.tbSlotUpgradeCost[self.nSlotCount + 1]
local nCost = self.tbSlotUpgradeCost[self.nSlotCount + 1] * self.nUpgradeDiscount
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
@@ -320,6 +530,7 @@ function PenguinLevel:AddSlot()
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddSlotSuccess"), self.nSlotCount)
})
self:AfterUpgrade(nCost)
EventManager.Hit("PenguinCard_AddSlot")
end
function PenguinLevel:AddRoll()
@@ -331,7 +542,7 @@ function PenguinLevel:AddRoll()
})
return
end
local nCost = self.tbBuyLimitUpgradeCost[self.nBuyLimit + 1]
local nCost = self.tbBuyLimitUpgradeCost[self.nBuyLimit + 1] * self.nUpgradeDiscount
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
@@ -347,8 +558,14 @@ function PenguinLevel:AddRoll()
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRollSuccess"), self.nBuyLimit)
})
self:AfterUpgrade(nCost)
EventManager.Hit("PenguinCard_AddRoll")
end
function PenguinLevel:AfterUpgrade(nUpgradeCost)
self.nUpgradeDiscount = 1
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.AfterUpgrade, {nUpgradeCost = nUpgradeCost})
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.BeforeUpgrade)
end
function PenguinLevel:FreeRollPenguinCard()
local tbId = self:GetRollPenguinCardResult()
if next(tbId) == nil then
@@ -418,11 +635,21 @@ function PenguinLevel:SelectPenguinCard(nIndex)
self.tbPenguinCard[nAimIndex] = mapCard
end
self.tbPenguinCard[nAimIndex]:SetSlotIndex(nAimIndex)
self.tbPenguinCard[nAimIndex]:ResetGameTrigger()
self.tbPenguinCard[nAimIndex]:ResetAllTrigger()
self.bSelectedPenguinCard = true
self.nGetPenguinCardCount = self.nGetPenguinCardCount + 1
self:AfterChangePenguinCard()
EventManager.Hit("PenguinCard_SelectPenguinCard", nAimIndex, bUpgrade)
end
function PenguinLevel:AfterChangePenguinCard()
local nAllLevel = 0
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
nAllLevel = nAllLevel + v.nLevel
end
end
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.PenguinCardChange, {PenguinCardLevel = nAllLevel})
end
function PenguinLevel:CheckUpgradePenguinCard(mapSelectCard)
local bUpgrade = false
local nFirstEmpty = 0
@@ -448,6 +675,7 @@ function PenguinLevel:SalePenguinCard(nIndex)
local nGroupId = mapCard.nGroupId
self:RecyclePenguinCard(mapCard)
self.tbPenguinCard[nIndex] = 0
self:AfterChangePenguinCard()
EventManager.Hit("PenguinCard_SalePenguinCard", nIndex, nGroupId)
end
function PenguinLevel:GetRollPenguinCardCost()
@@ -487,7 +715,7 @@ function PenguinLevel:GetRollPenguinCardResult()
return {}
end
local tbMaxGroupId = self:GetMaxLevelPenguinCard()
local tbId = self:WeightedRandom(mapWeightCfg.CardList, mapWeightCfg.Weight, 3, tbMaxGroupId)
local tbId = PenguinCardUtils.WeightedRandom(mapWeightCfg.CardList, mapWeightCfg.Weight, 3, tbMaxGroupId)
return tbId
end
function PenguinLevel:GetMaxLevelPenguinCard()
@@ -524,13 +752,16 @@ function PenguinLevel:RunState_Dealing()
self.nRoundRatio = 1
self.nRoundMultiRatio = 0
self.mapCalBaseCardPool = clone(self.mapBaseCardPool)
for _, v in ipairs(self.tbBuff) do
v:ResetRoundTrigger()
end
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
v:ResetRoundTrigger()
end
end
self:TriggerPenguinCard(GameEnum.PenguinCardTriggerPhase.Dealing)
self.tbBaseCardId = self:WeightedRandom(self.mapCalBaseCardPool.tbId, self.mapCalBaseCardPool.tbWeight, self.nBaseCardCount, {}, true)
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.Dealing)
self.tbBaseCardId = PenguinCardUtils.WeightedRandom(self.mapCalBaseCardPool.tbId, self.mapCalBaseCardPool.tbWeight, self.nBaseCardCount, {}, true)
if 0 < self.nFixedTurnGroupId then
local nFixedId = self.nFixedTurnGroupId * 10000 + self.nCurTurn * 100 + self.nCurRound
local mapFixedCfg = ConfigTable.GetData("PenguinCardFixedTurn", nFixedId, true)
@@ -548,15 +779,21 @@ end
function PenguinLevel:QuitState_Dealing(nNextState)
EventManager.Hit("PenguinCard_QuitState_Dealing", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
if nNextState == PenguinCardUtils.GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Flip then
elseif nNextState == PenguinCardUtils.GameState.Flip then
nWaitTime = 0.85
elseif nNextState == GameState.Complete then
elseif nNextState == PenguinCardUtils.GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:ChangeBaseCardWeight(tbChangeWeight)
for k, v in pairs(tbChangeWeight) do
local nIndex = table.indexof(self.mapCalBaseCardPool.tbId, tonumber(k))
self.mapCalBaseCardPool.tbWeight[nIndex] = self.mapCalBaseCardPool.tbWeight[nIndex] + v
end
end
function PenguinLevel:RunState_Flip()
EventManager.Hit("PenguinCard_RunState_Flip")
self:PlayAuto()
@@ -565,11 +802,11 @@ function PenguinLevel:QuitState_Flip(nNextState)
self:StopAuto()
EventManager.Hit("PenguinCard_QuitState_Flip", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
if nNextState == PenguinCardUtils.GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Settlement then
elseif nNextState == PenguinCardUtils.GameState.Settlement then
nWaitTime = 1
elseif nNextState == GameState.Complete then
elseif nNextState == PenguinCardUtils.GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
@@ -599,12 +836,27 @@ function PenguinLevel:ShowBaseCard(nIndex)
if 0 < mapCfg.SuitCount2 then
SuitCount[mapCfg.Suit2] = mapCfg.SuitCount2
end
self:TriggerPenguinCard(GameEnum.PenguinCardTriggerPhase.Flip, {
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.Flip, {
SuitCards = SuitCards,
SuitCount = SuitCount,
BaseCard = {nId = nId, nIndex = i}
})
end
local mapAfterCfg = ConfigTable.GetData("PenguinBaseCard", self.tbBaseCardId[i])
if mapAfterCfg then
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.FlipEnd, {
BaseCard = {
nId = self.tbBaseCardId[i],
nIndex = i
}
})
if self.mapQuest ~= nil then
self.mapQuest:AddProgress(GameEnum.PenguinCardQuestType.SuitCount, {
nId = mapAfterCfg.Suit1,
nCount = mapAfterCfg.SuitCount1
})
end
end
end
end
local bAll = nIndex == nil
@@ -648,7 +900,17 @@ function PenguinLevel:CheckHandRank()
end
if nAble == nType then
self.nHandRankId = v.Id
if not self.tbHandRankCount[self.nHandRankId] then
self.tbHandRankCount[self.nHandRankId] = 0
end
self.tbHandRankCount[self.nHandRankId] = self.tbHandRankCount[self.nHandRankId] + 1
self:ChangeRoundScore(v.Value, v.Ratio, 0, true)
if self.mapQuest ~= nil then
self.mapQuest:AddProgress(GameEnum.PenguinCardQuestType.HandRank, {
nId = self.nHandRankId,
nCount = 1
})
end
break
end
end
@@ -659,12 +921,17 @@ function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio, bFr
local nBeforeMultiRatio = self.nRoundMultiRatio
local nBeforeRatio = self.nRoundRatio
self.nRoundValue = self.nRoundValue + nAddValue
self.nRoundMultiRatio = self.nRoundMultiRatio + nAddMultiRatio
if 0 < nAddMultiRatio then
if self.nRoundMultiRatio == 0 then
self.nRoundMultiRatio = 1
end
self.nRoundMultiRatio = self.nRoundMultiRatio + (nAddMultiRatio - 1)
end
self.nRoundRatio = self.nRoundRatio + nAddRatio
local nBeforeAllRatio = 0 < nBeforeMultiRatio and nBeforeMultiRatio * nBeforeRatio or nBeforeRatio
local nAfterAllRatio = self.nRoundMultiRatio > 0 and self.nRoundRatio * self.nRoundMultiRatio or self.nRoundRatio
nBeforeAllRatio = math.floor(nBeforeAllRatio * 10 + 0.5 + 1.0E-9) / 10
nAfterAllRatio = math.floor(nAfterAllRatio * 10 + 0.5 + 1.0E-9) / 10
nBeforeAllRatio = math.floor(nBeforeAllRatio * 100 + 0.5 + 1.0E-9) / 100
nAfterAllRatio = math.floor(nAfterAllRatio * 100 + 0.5 + 1.0E-9) / 100
self.nRoundScore = self.nRoundValue * nAfterAllRatio
local nAddScore = self.nRoundScore - nBeforeScore
self.nTurnScore = self.nTurnScore + nAddScore
@@ -690,6 +957,20 @@ function PenguinLevel:GetShowedCardCount()
end
return nShowed
end
function PenguinLevel:ReplaceBaseCard(nIndex, nBeforeId, nAfterId)
local mapBeforeCfg = ConfigTable.GetData("PenguinBaseCard", nBeforeId)
local mapAfterCfg = ConfigTable.GetData("PenguinBaseCard", nAfterId)
if not mapBeforeCfg or not mapAfterCfg then
return
end
self.mapAllSuit[mapBeforeCfg.Suit1] = self.mapAllSuit[mapBeforeCfg.Suit1] - mapBeforeCfg.SuitCount1
if not self.mapAllSuit[mapAfterCfg.Suit1] then
self.mapAllSuit[mapAfterCfg.Suit1] = 0
end
self.mapAllSuit[mapAfterCfg.Suit1] = self.mapAllSuit[mapAfterCfg.Suit1] + mapAfterCfg.SuitCount1
self.tbBaseCardId[nIndex] = nAfterId
EventManager.Hit("PenguinCard_ReplaceBaseCard", nIndex)
end
function PenguinLevel:RunState_Settlement()
if not self.mapHandRankHistory[self.nHandRankId] then
self.mapHandRankHistory[self.nHandRankId] = 0
@@ -706,9 +987,11 @@ function PenguinLevel:RunState_Settlement()
end
self.mapSuitHistory[v] = self.mapSuitHistory[v] + 1
end
self:TriggerPenguinCard(GameEnum.PenguinCardTriggerPhase.Settlement, {
self:TriggerEffect(GameEnum.PenguinCardTriggerPhase.Settlement, {
HandRankSuitCount = HandRankSuitCount,
SuitCount = self.mapAllSuit
SuitCount = self.mapAllSuit,
HandRank = self.nHandRankId,
HandRankCount = self.tbHandRankCount
})
self:AddLog()
EventManager.Hit("PenguinCard_RunState_Settlement")
@@ -717,6 +1000,14 @@ end
function PenguinLevel:QuitState_Settlement(nNextState)
self:StopAuto()
self:ChangeScore(self.nRoundScore)
if self.mapQuest ~= nil then
self.mapQuest:AddProgress(GameEnum.PenguinCardQuestType.Score, {
nCount = self.nRoundScore
})
end
if self:GetRoundLimitInTurn() == self.nCurRound then
self:EndTurn()
end
self.tbHandRank = {}
self.nHandRankId = 0
self.mapAllSuit = {}
@@ -727,17 +1018,29 @@ function PenguinLevel:QuitState_Settlement(nNextState)
self.mapCalBaseCardPool = {}
EventManager.Hit("PenguinCard_QuitState_Settlement", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
if nNextState == PenguinCardUtils.GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
elseif nNextState == PenguinCardUtils.GameState.Dealing then
nWaitTime = 0.57
elseif nNextState == GameState.Prepare then
elseif nNextState == PenguinCardUtils.GameState.Prepare then
nWaitTime = 0.57
elseif nNextState == GameState.Complete then
elseif nNextState == PenguinCardUtils.GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:EndTurn()
local nBuffCount = #self.tbBuff
for i = nBuffCount, 1, -1 do
local bAble = self.tbBuff[i]:AddDuration_Turn()
if not bAble then
self:DeleteBuff(i)
end
end
if self.mapQuest ~= nil then
self.mapQuest:AddTurnCount()
end
end
function PenguinLevel:AddLog()
if not self.mapLog[self.nCurTurn] then
self.mapLog[self.nCurTurn] = {
@@ -874,7 +1177,7 @@ function PenguinLevel:PlayAuto(bClick)
if not self.bAuto or self.bPause then
return
end
if self.nGameState == GameState.Flip then
if self.nGameState == PenguinCardUtils.GameState.Flip then
self.sequence = DOTween.Sequence()
for j = 1, self.nBaseCardCount do
if self.tbShowedCard[j] == false then
@@ -885,7 +1188,7 @@ function PenguinLevel:PlayAuto(bClick)
end
end
self.sequence:SetUpdate(true)
elseif self.nGameState == GameState.Settlement then
elseif self.nGameState == PenguinCardUtils.GameState.Settlement then
local bKeep = not PlayerData.Guide:CheckGuideFinishById(302)
if EditorSettings and EditorSettings.bJumpGuide then
bKeep = false
@@ -899,7 +1202,7 @@ function PenguinLevel:PlayAuto(bClick)
end
self.sequence:AppendCallback(function()
EventManager.Hit("PenguinCard_QuitScoreAni")
if self.nRoundLimit == self.nCurRound and self.nCurTurn < self.nMaxTurn then
if self:GetRoundLimitInTurn() == self.nCurRound and self.nCurTurn < self.nMaxTurn then
local callback = function()
self:SwitchGameState()
end
@@ -948,7 +1251,7 @@ function PenguinLevel:ChangeScore(nChange)
nStar = i
end
end
if nBeforeStar < 3 and nStar == 3 and self.nGameState == GameState.Settlement then
if nBeforeStar == 0 and nStar == 1 and self.nGameState == PenguinCardUtils.GameState.Settlement then
self.bPreTurnWin = true
end
EventManager.Hit("PenguinCard_ChangeScore", nBefore, nBeforeStar, nStar)
@@ -965,72 +1268,6 @@ function PenguinLevel:GetStar()
end
return nStar
end
function PenguinLevel:WeightedRandom(tbId, tbWeight, n, tbExcludeGroupId, bDuplicate)
if #tbId ~= #tbWeight then
printError("tbId 和 tbWeight 长度必须相同")
end
tbExcludeGroupId = tbExcludeGroupId or {}
local tbExcludeSet = {}
for _, v in ipairs(tbExcludeGroupId) do
tbExcludeSet[v] = true
end
local tbCandidates = {}
for i = 1, #tbId do
local id = tbId[i]
local w = tbWeight[i]
if next(tbExcludeSet) == nil then
table.insert(tbCandidates, {id = id, weight = w})
else
local mapCfg = ConfigTable.GetData("PenguinCard", id)
if mapCfg and not tbExcludeSet[mapCfg.GroupId] then
table.insert(tbCandidates, {id = id, weight = w})
end
end
end
if #tbCandidates == 0 then
return {}
end
local result = {}
if bDuplicate then
local totalWeight = 0
for _, item in ipairs(tbCandidates) do
totalWeight = totalWeight + item.weight
end
for _ = 1, n do
local r = math.random() * totalWeight
local cum = 0
for _, item in ipairs(tbCandidates) do
cum = cum + item.weight
if r < cum then
table.insert(result, item.id)
break
end
end
end
else
local actualN = math.min(n, #tbCandidates)
for _ = 1, actualN do
local totalWeight = 0
for _, item in ipairs(tbCandidates) do
totalWeight = totalWeight + item.weight
end
if totalWeight <= 0 then
break
end
local r = math.random() * totalWeight
local cum = 0
for i, item in ipairs(tbCandidates) do
cum = cum + item.weight
if r < cum then
table.insert(result, item.id)
table.remove(tbCandidates, i)
break
end
end
end
end
return result
end
function PenguinLevel:SetWarning(bAble)
self.bWarning = bAble
end
@@ -1043,41 +1280,47 @@ function PenguinLevel:GetOwnPenguinCardCount()
end
return nCount
end
function PenguinLevel:TriggerPenguinCard(nTriggerPhase, mapTriggerSource)
local callback = function(nEffectType, tbEffectParam)
if nEffectType == GameEnum.PenguinCardEffectType.AddBaseCardWeight then
for k, v in pairs(tbEffectParam) do
local nIndex = table.indexof(self.mapCalBaseCardPool.tbId, tonumber(k))
self.mapCalBaseCardPool.tbWeight[nIndex] = self.mapCalBaseCardPool.tbWeight[nIndex] + v
function PenguinLevel:ExecuteEffect(nEffectType, mapEffectValue, mapTriggerSource)
if nEffectType == GameEnum.PenguinCardEffectType.AddBaseCardWeight then
self:ChangeBaseCardWeight(mapEffectValue)
elseif nEffectType == GameEnum.PenguinCardEffectType.ReplaceBaseCard then
self:ReplaceBaseCard(mapTriggerSource.BaseCard.nIndex, mapTriggerSource.BaseCard.nId, mapEffectValue[1])
elseif nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
self:ChangeRoundScore(mapEffectValue, 0, 0)
elseif nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier then
self:ChangeRoundScore(0, mapEffectValue, 0)
elseif nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
self:ChangeRoundScore(0, 0, mapEffectValue)
elseif nEffectType == GameEnum.PenguinCardEffectType.UpgradeDiscount then
self.nUpgradeDiscount = mapEffectValue / 100
elseif nEffectType == GameEnum.PenguinCardEffectType.AddRound then
self.nTempAddRound = self.nTempAddRound + mapEffectValue
elseif nEffectType == GameEnum.PenguinCardEffectType.BlockFatalDamage then
self:ChangeHp(-1 * mapTriggerSource.nHpChange)
EventManager.Hit("PenguinCard_BlockFatalDamage")
elseif nEffectType == GameEnum.PenguinCardEffectType.UpgradeRebate then
self:ChangeScore(mapTriggerSource.nUpgradeCost * mapEffectValue / 100)
end
end
function PenguinLevel:TriggerEffect(nTriggerPhase, mapTriggerSource)
local callback = function(nEffectType, mapEffectValue)
self:ExecuteEffect(nEffectType, mapEffectValue, mapTriggerSource)
end
local nBuffCount = #self.tbBuff
for i = nBuffCount, 1, -1 do
local bTriggered = self.tbBuff[i]:Trigger(nTriggerPhase, mapTriggerSource, callback)
if bTriggered then
local bAble = self.tbBuff[i]:AddDuration_Count()
if not bAble then
local nDelayTime = self.tbBuff[i]:GetDelayTime()
self:DeleteBuff(i, nDelayTime)
end
elseif nEffectType == GameEnum.PenguinCardEffectType.ReplaceBaseCard then
local nAfterId = tbEffectParam[1]
local nBeforeId = mapTriggerSource.BaseCard.nId
local nIndex = mapTriggerSource.BaseCard.nIndex
local mapBeforeCfg = ConfigTable.GetData("PenguinBaseCard", nBeforeId)
if mapBeforeCfg then
self.mapAllSuit[mapBeforeCfg.Suit1] = self.mapAllSuit[mapBeforeCfg.Suit1] - mapBeforeCfg.SuitCount1
end
self.tbBaseCardId[nIndex] = nAfterId
local mapAfterCfg = ConfigTable.GetData("PenguinBaseCard", nAfterId)
if mapAfterCfg then
if not self.mapAllSuit[mapAfterCfg.Suit1] then
self.mapAllSuit[mapAfterCfg.Suit1] = 0
end
self.mapAllSuit[mapAfterCfg.Suit1] = self.mapAllSuit[mapAfterCfg.Suit1] + mapAfterCfg.SuitCount1
end
EventManager.Hit("PenguinCard_ReplaceBaseCard", nIndex)
elseif nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
self:ChangeRoundScore(tbEffectParam[1], 0, 0)
elseif nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier then
self:ChangeRoundScore(0, tbEffectParam[1], 0)
elseif nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
self:ChangeRoundScore(0, 0, tbEffectParam[1])
end
end
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
v:Trigger(nTriggerPhase, mapTriggerSource, callback)
v:Growth(nTriggerPhase, mapTriggerSource)
end
end
end