local MainlineBattleLevel = class("MainlineBattleLevel")
local RapidJson = require("rapidjson")
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local mapEventConfig = {
LevelStateChanged = "OnEvent_SendMsgFinishBattle",
[EventId.AbandonBattle] = "OnEvent_AbandonBattle",
InteractiveBoxGet = "OnEvent_OpenChest",
LoadLevelRefresh = "OnEvent_LoadLevelRefresh",
Mainline_Time_CountUp = "OnEvent_Time",
BattlePause = "OnEvnet_Pause",
AdventureModuleEnter = "OnEvent_AdventureModuleEnter"
}
function MainlineBattleLevel:Init(parent, nSelectId, nTeamIdx, tbChestS, tbChestL)
self.bSettle = false
self.parent = parent
self.nMainLineTime = 0
self:BindEvent()
self._nSelectId = nSelectId
self.curFloorIdx = 1
self.nLargeTotalCount = 0
self.nSmallTotalCount = 0
self.curSmallCount = 0
self.curLargeCount = 0
self.bNewSmall = false
self.bNewLarge = false
self._tbBoxS = nil
self._tbBoxL = nil
self.mapCharacterTempData = {}
self._tbOpendChestS = {}
self._tbOpendChestL = {}
local mapMainline = ConfigTable.GetData_Mainline(nSelectId)
self:PrePorcessChestData(self._nSelectId)
self.nSmallTotalCount = #self._tbBoxS
self.nLargeTotalCount = #self._tbBoxL
self.bTrialLevel = mapMainline.TrialCharacter ~= nil and 0 < #mapMainline.TrialCharacter
if self.bTrialLevel then
self.nCurTeamIndex = 1
self.tbChar = {}
self.tbTrialId = {}
for _, nTrialId in pairs(mapMainline.TrialCharacter) do
if 0 < nTrialId then
local mapTrialChar = PlayerData.Char:GetTrialCharById(nTrialId)
table.insert(self.tbChar, mapTrialChar.nId)
table.insert(self.tbTrialId, nTrialId)
end
end
else
self.nCurTeamIndex = nTeamIdx
self.tbChar = PlayerData.Team:GetTeamCharId(nTeamIdx)
end
self.tbOpenedChestId = {}
for _, idx in ipairs(tbChestS) do
table.insert(self.tbOpenedChestId, self._tbBoxS[idx])
end
for _, idx in ipairs(tbChestL) do
table.insert(self.tbOpenedChestId, self._tbBoxL[idx])
end
if self.bTrialLevel then
for _, nTrialId in ipairs(self.tbTrialId) do
if 0 < nTrialId then
local mapTrialChar = PlayerData.Char:GetTrialCharById(nTrialId)
local stActorInfo = self.CalCharFixedEffectTrial(nTrialId)
safe_call_cs_func(CS.AdventureModuleHelper.SetActorAttribute, mapTrialChar.nId, stActorInfo)
end
end
else
for idx, nCharId in ipairs(self.tbChar) do
local stActorInfo = self.CalCharFixedEffect(nCharId, idx == 1)
safe_call_cs_func(CS.AdventureModuleHelper.SetActorAttribute, nCharId, stActorInfo)
end
end
PlayerData.nCurGameType = AllEnum.WorldMapNodeType.Mainline
CS.AdventureModuleHelper.EnterMainlineMap(mapMainline.FloorId[1], self.tbChar, self.tbOpenedChestId)
self.curSmallCount = #tbChestS
self.curLargeCount = #tbChestL
NovaAPI.EnterModule("AdventureModuleScene", true, 17)
end
function MainlineBattleLevel:BindEvent()
if type(mapEventConfig) ~= "table" then
return
end
for nEventId, sCallbackName in pairs(mapEventConfig) do
local callback = self[sCallbackName]
if type(callback) == "function" then
EventManager.Add(nEventId, self, callback)
end
end
end
function MainlineBattleLevel:UnBindEvent()
if type(mapEventConfig) ~= "table" then
return
end
for nEventId, sCallbackName in pairs(mapEventConfig) do
local callback = self[sCallbackName]
if type(callback) == "function" then
EventManager.Remove(nEventId, self, callback)
end
end
end
function MainlineBattleLevel.CalCharFixedEffect(nCharId, bMainChar)
local tbstInfo = {}
local tbEffectId = {}
PlayerData.Char:CalcAffinityEffect(nCharId, tbstInfo, tbEffectId)
local stActorInfo = CS.Lua2CSharpInfo_CharAttribute()
local nHeartStoneLevel = PlayerData.Char:CalCharacterAttrBattle(nCharId, tbstInfo, stActorInfo, bMainChar)
return tbstInfo, stActorInfo, nHeartStoneLevel
end
function MainlineBattleLevel.CalCharFixedEffectTrial(nTrialId)
local tbstInfo = {}
local stActorInfo = CS.Lua2CSharpInfo_CharAttribute()
local nHeartStoneLevel = PlayerData.Char:CalCharacterTrialAttrBattle(nTrialId, tbstInfo, stActorInfo)
return stActorInfo, nHeartStoneLevel
end
function MainlineBattleLevel:PrePorcessChestData(nMainlineId)
if ConfigTable.GetData_Mainline(nMainlineId) == nil then
printError("no level data:" .. nMainlineId)
end
local tbChestS = decodeJson(ConfigTable.GetData_Mainline(nMainlineId).MinChestReward)
local tbChestL = decodeJson(ConfigTable.GetData_Mainline(nMainlineId).MaxChestReward)
self._tbBoxS = tbChestS
self._tbBoxL = tbChestL
end
function MainlineBattleLevel:PlaySuccessPerform(GenerRewardItems, FirstRewardItems, ChestRewardItems, nExp, nStar, FadeTime, mapChangeInfo)
local func_SettlementFinish = function(bSuccess)
end
local tbChar = self.tbChar
local function levelEndCallback()
EventManager.Remove("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
local nFloorCount, nMapId
if PlayerData.Mainline.bUseOldMainline then
nFloorCount = #ConfigTable.GetData_Mainline(self._nSelectId).FloorId
nMapId = ConfigTable.GetData_Mainline(self._nSelectId).FloorId[nFloorCount]
else
nFloorCount = #ConfigTable.GetData_Story(self._nSelectId).FloorId
nMapId = ConfigTable.GetData_Story(self._nSelectId).FloorId[nFloorCount]
end
local nType = ConfigTable.GetData("MainlineFloor", nMapId).Theme
local sName = ConfigTable.GetData("EndSceneType", nType).EndSceneName
local tbSkin = {}
for _, nCharId in ipairs(tbChar) do
local nSkinId = PlayerData.Char:GetCharSkinId(nCharId)
table.insert(tbSkin, nSkinId)
end
CS.AdventureModuleHelper.PlaySettlementPerform(sName, "", tbSkin, func_SettlementFinish)
end
EventManager.Add("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
local function openBattleResultPanel()
EventManager.Remove("SettlementPerformLoadFinish", self, openBattleResultPanel)
local sLarge, sSmall = self:CalChestInfo()
EventManager.Hit(EventId.OpenPanel, PanelId.BattleResult, true, nStar or 3, GenerRewardItems or {}, FirstRewardItems or {}, ChestRewardItems or {}, nExp or 0, false, sLarge, sSmall, self._nSelectId, self.tbChar, mapChangeInfo)
self.bSettle = false
self:UnBindEvent()
if PlayerData.Mainline.bUseOldMainline then
self.parent:LevelEnd()
end
end
EventManager.Add("SettlementPerformLoadFinish", self, openBattleResultPanel)
CS.AdventureModuleHelper.LevelStateChanged(true, FadeTime or 0.5)
EventManager.Hit(EventId.OpenPanel, PanelId.BattleResultMask)
end
function MainlineBattleLevel:OnEvent_OpenChest(nId)
print("OpenBox:" .. nId)
local mapChest = ConfigTable.GetData("Chest", nId)
if mapChest == nil then
printError("宝箱id不存在" .. nId)
return
end
local nType = mapChest.Label
if nType == 1 then
local nIndex = table.indexof(self._tbBoxS, nId)
if self._tbBoxS == nil then
return
end
if nIndex < 1 then
return
end
mapChest = ConfigTable.GetData("Chest", nId)
table.insert(self._tbOpendChestS, nIndex)
self.curSmallCount = self.curSmallCount + 1
self.bNewSmall = true
else
local nIndex = table.indexof(self._tbBoxL, nId)
if self._tbBoxL == nil then
return
end
if nIndex < 1 then
return
end
mapChest = ConfigTable.GetData("Chest", nId)
table.insert(self._tbOpendChestL, nIndex)
self.curLargeCount = self.curLargeCount + 1
self.bNewLarge = true
end
local ShowTips = function(nTid, nCount)
if nTid == 0 or nCount == 0 then
return
end
EventManager.Hit(EventId.ShowRoguelikeDrop, nTid, nCount)
end
ShowTips(mapChest.Item1, mapChest.Number1)
ShowTips(mapChest.Item2, mapChest.Number2)
ShowTips(mapChest.Item3, mapChest.Number3)
ShowTips(mapChest.Item4, mapChest.Number4)
end
function MainlineBattleLevel:OnEvent_LoadLevelRefresh()
self:ResetCharacter()
end
function MainlineBattleLevel:CacheTempData()
local FP = CS.TrueSync.FP
self.mapCharacterTempData = {}
local AdventureModuleHelper = CS.AdventureModuleHelper
local id = AdventureModuleHelper.GetCurrentActivePlayer()
self.mapCharacterTempData.curCharId = CS.AdventureModuleHelper.GetCharacterId(id)
self.mapCharacterTempData.skillInfo = {}
self.mapCharacterTempData.effectInfo = {}
self.mapCharacterTempData.buffInfo = {}
self.mapCharacterTempData.hpInfo = {}
self.mapCharacterTempData.stateInfo = {}
local playerids = AdventureModuleHelper.GetCurrentGroupPlayers()
local Count = playerids.Count - 1
for i = 0, Count do
local charTid = AdventureModuleHelper.GetCharacterId(playerids[i])
local clsSkillId = AdventureModuleHelper.GetPlayerSkillCd(playerids[i])
local nStatus = AdventureModuleHelper.GetPlayerActorStatus(playerids[i])
local nStatusTime = AdventureModuleHelper.GetPlayerActorSpecialStatusTime(playerids[i])
self.mapCharacterTempData.hpInfo[charTid] = AdventureModuleHelper.GetEntityHp(playerids[i])
if clsSkillId ~= nil then
local tbSkillInfos = clsSkillId.skillInfos
local nSkillCount = tbSkillInfos.Count - 1
for j = 0, nSkillCount do
local clsSkillInfo = tbSkillInfos[j]
local mapSkill = ConfigTable.GetData_Skill(clsSkillInfo.skillId)
if mapSkill.Type == GameEnum.skillType.ULTIMATE then
table.insert(self.mapCharacterTempData.skillInfo, {
nCharId = charTid,
nSkillId = clsSkillInfo.skillId,
nCd = clsSkillInfo.currentUseInterval.RawValue,
nSectionAmount = clsSkillInfo.currentSectionAmount,
nSectionResumeTime = clsSkillInfo.currentResumeTime.RawValue,
nUseTimeHint = clsSkillInfo.currentUseTimeHint.RawValue,
nEnergy = clsSkillInfo.currentEnergy.RawValue
})
end
end
self.mapCharacterTempData.effectInfo[charTid] = {
mapEffect = {}
}
local tbClsEfts = AdventureModuleHelper.GetEffectList(playerids[i])
if tbClsEfts ~= nil then
local nEftCount = tbClsEfts.Count - 1
for k = 0, nEftCount do
local eftInfo = tbClsEfts[k]
local mapEft = ConfigTable.GetData_Effect(eftInfo.effectConfig.Id)
local nCd = eftInfo.CD.RawValue
if mapEft.Remove and 0 < nCd then
self.mapCharacterTempData.effectInfo[charTid].mapEffect[eftInfo.effectConfig.Id] = {nCount = 0, nCd = nCd}
end
end
end
local tbBuffInfo = AdventureModuleHelper.GetEntityBuffList(playerids[i])
self.mapCharacterTempData.buffInfo[charTid] = {
mapBuff = {}
}
if tbBuffInfo ~= nil then
local nBuffCount = tbBuffInfo.Count - 1
for l = 0, nBuffCount do
local eftInfo = tbBuffInfo[l]
local mapBuff = ConfigTable.GetData_Buff(eftInfo.buffConfig.Id)
if mapBuff.NotRemove then
table.insert(self.mapCharacterTempData.buffInfo[charTid].mapBuff, {
Id = eftInfo.buffConfig.Id,
CD = eftInfo:GetBuffLeftTime().RawValue,
nNum = eftInfo:GetBuffNum()
})
end
end
end
end
self.mapCharacterTempData.stateInfo[charTid] = {nState = nStatus, nStateTime = nStatusTime}
end
end
function MainlineBattleLevel:ResetCharacter()
if self.mapCharacterTempData.hpInfo ~= nil then
local tbActorInfo = {}
for nTid, nHp in pairs(self.mapCharacterTempData.hpInfo) do
local stCharInfo = CS.Lua2CSharpInfo_ActorAttribute()
stCharInfo.actorID = nTid
stCharInfo.curHP = nHp
table.insert(tbActorInfo, stCharInfo)
end
safe_call_cs_func(CS.AdventureModuleHelper.ResetActorAttributes, tbActorInfo)
end
if self.mapCharacterTempData.skillInfo ~= nil then
local tbSkillInfos = {}
for _, skillInfo in ipairs(self.mapCharacterTempData.skillInfo) do
local stSkillInfo = CS.Lua2CSharpInfo_ResetSkillInfo()
stSkillInfo.skillId = skillInfo.nSkillId
stSkillInfo.currentSectionAmount = skillInfo.nSectionAmount
stSkillInfo.cd = skillInfo.nCd
stSkillInfo.currentResumeTime = skillInfo.nSectionResumeTime
stSkillInfo.currentUseTimeHint = skillInfo.nUseTimeHint
stSkillInfo.energy = skillInfo.nEnergy
if tbSkillInfos[skillInfo.nCharId] == nil then
tbSkillInfos[skillInfo.nCharId] = {}
end
table.insert(tbSkillInfos[skillInfo.nCharId], stSkillInfo)
end
safe_call_cs_func(CS.AdventureModuleHelper.ResetActorSkillInfo, tbSkillInfos)
end
if self.mapCharacterTempData.buffInfo ~= nil then
local tbBuffinfo = {}
for nCharId, mapBuff in pairs(self.mapCharacterTempData.buffInfo) do
if mapBuff.mapBuff ~= nil then
for _, mapBuffInfo in pairs(mapBuff.mapBuff) do
local stBuffInfo = CS.Lua2CSharpInfo_ResetBuffInfo()
stBuffInfo.Id = mapBuffInfo.Id
stBuffInfo.Cd = mapBuffInfo.CD
stBuffInfo.buffNum = mapBuffInfo.nNum
if tbBuffinfo[nCharId] == nil then
tbBuffinfo[nCharId] = {}
end
table.insert(tbBuffinfo[nCharId], stBuffInfo)
end
end
end
safe_call_cs_func(CS.AdventureModuleHelper.ResetBuff, tbBuffinfo)
end
end
function MainlineBattleLevel:OnEvent_SendMsgFinishBattle(LevelResult, _doorIdx, FadeTime)
if self.bSettle == true then
print("已在结算流程中!")
return
end
self.bSettle = true
print("OnEvent_SendMsgFinishBattle")
local fadeT = 0
if FadeTime ~= nil then
fadeT = FadeTime
end
if LevelResult == AllEnum.LevelResult.Failed then
self:OnEvent_AbandonBattle()
return
end
local mapMainline
if PlayerData.Mainline.bUseOldMainline then
mapMainline = ConfigTable.GetData_Mainline(self._nSelectId)
else
mapMainline = ConfigTable.GetData_Story(self._nSelectId)
end
if self.curFloorIdx < #mapMainline.FloorId then
self:ChangeFloor()
return
end
local nStar = 1
local nMainlineId = self._nSelectId
if PlayerData.Mainline.bUseOldMainline then
if #self._tbBoxS == self.curSmallCount then
nStar = nStar | 2
end
if #self._tbBoxL == self.curLargeCount then
nStar = nStar | 4
end
end
local func_cbFinishSucc = function(_, mapMainData)
local nLevelStar = 0
if PlayerData.Mainline.bUseOldMainline then
self.parent:UpdateMainlineStar(self._nSelectId, nStar)
nLevelStar = self.parent:GetMianlineLevelStar(nMainlineId)
end
local function func_AvgEnd()
EventManager.Remove("StoryDialog_DialogEnd", self, func_AvgEnd)
local sLarge, sSmall = self:CalChestInfo()
EventManager.Hit(EventId.OpenPanel, PanelId.BattleResult, true, nLevelStar, mapMainData.GenerRewardItems or {}, mapMainData.FirstRewardItems or {}, mapMainData.ChestRewardItems or {}, mapMainData.Exp or 0, false, sLarge, sSmall, nMainlineId, self.tbChar, mapMainData.Change)
self:UnBindEvent()
self.parent:LevelEnd()
end
local sAvgId = PlayerData.Mainline:GetAfterBattleAvg()
if sAvgId then
EventManager.Add("StoryDialog_DialogEnd", self, func_AvgEnd)
EventManager.Hit("StoryDialog_DialogStart", sAvgId)
elseif PlayerData.Mainline.bUseOldMainline then
self:PlaySuccessPerform(mapMainData.GenerRewardItems, mapMainData.FirstRewardItems, mapMainData.ChestRewardItems, mapMainData.Exp, nLevelStar, fadeT, mapMainData.Change)
else
self:PlaySuccessPerform()
end
end
local Events = PlayerData.Achievement:GetBattleAchievement(GameEnum.levelType.Mainline, true)
local mapSendMsg = {}
mapSendMsg.Ok = true
mapSendMsg.MinChests = self._tbOpendChestS
mapSendMsg.MaxChests = self._tbOpendChestL
if 0 < #Events then
mapSendMsg.Events = {
List = {}
}
mapSendMsg.Events.List = Events
end
print("====== 当前通关主线关卡ID:" .. self._nSelectId .. " ======")
if PlayerData.Mainline.bUseOldMainline then
HttpNetHandler.SendMsg(NetMsgId.Id.mainline_settle_req, mapSendMsg, nil, func_cbFinishSucc)
elseif self.bActivityStory then
PlayerData.ActivityAvg:SendMsg_STORY_DONE(func_cbFinishSucc)
else
PlayerData.Avg:SendMsg_STORY_DONE(func_cbFinishSucc)
end
end
function MainlineBattleLevel:OnEvent_AbandonBattle()
if self._nSelectId > 0 then
local nStar = PlayerData.Mainline:GetMianlineLevelStar(self._nSelectId)
if 0 < nStar then
if #self._tbBoxS == self.curSmallCount then
nStar = 3
end
if #self._tbBoxL == self.curLargeCount then
nStar = nStar | 4
end
end
local func_cbExitSucc = function(_, mapMainData)
local nMainlineId = self._nSelectId
local sLarge, sSmall = self:CalChestInfo()
self.parent:UpdateMainlineStar(self._nSelectId, nStar)
EventManager.Hit(EventId.OpenPanel, PanelId.BattleResult, false, 0, mapMainData.GenerRewardItems or {}, mapMainData.FirstRewardItems or {}, mapMainData.ChestRewardItems or {}, mapMainData.Exp or 0, false, sLarge, sSmall, nMainlineId, self.tbChar, mapMainData.Change)
self:UnBindEvent()
self.parent:LevelEnd()
end
local mapSendMsg = {}
mapSendMsg.MinChests = self._tbOpendChestS
mapSendMsg.MaxChests = self._tbOpendChestL
HttpNetHandler.SendMsg(NetMsgId.Id.mainline_exit_req, mapSendMsg, nil, func_cbExitSucc)
end
end
function MainlineBattleLevel:CalChestInfo()
local sSmall, sLarge
if self.bNewSmall then
sSmall = string.format("%d/%d", self.curSmallCount, self.nSmallTotalCount)
else
sSmall = string.format("%d/%d", self.curSmallCount, self.nSmallTotalCount)
end
if self.bNewLarge then
sLarge = string.format("%d/%d", self.curLargeCount, self.nLargeTotalCount)
else
sLarge = string.format("%d/%d", self.curLargeCount, self.nLargeTotalCount)
end
if self.nSmallTotalCount == 0 then
sSmall = "无"
end
if self.nLargeTotalCount == 0 then
sLarge = "无"
end
return sLarge, sSmall
end
function MainlineBattleLevel:ChangeFloor()
self:CacheTempData()
local mapMainline = ConfigTable.GetData_Mainline(self._nSelectId)
self.curFloorIdx = self.curFloorIdx + 1
local function levelUnloadCallback()
EventManager.Remove("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelUnloadCallback)
if self.bTrialLevel then
for _, nTrialId in ipairs(self.tbTrialId) do
if 0 < nTrialId then
local mapTrialChar = PlayerData.Char:GetTrialCharById(nTrialId)
local stActorInfo, nHeartStoneLevel = self.CalCharFixedEffectTrial(nTrialId)
safe_call_cs_func(CS.AdventureModuleHelper.SetActorAttribute, mapTrialChar.nId, stActorInfo)
end
end
else
for idx, nCharId in ipairs(self.tbChar) do
local stActorInfo, nHeartStoneLevel = self.CalCharFixedEffect(nCharId, idx == 1)
safe_call_cs_func(CS.AdventureModuleHelper.SetActorAttribute, nCharId, stActorInfo)
end
end
self:SetCharStatus()
end
EventManager.Add("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelUnloadCallback)
CS.AdventureModuleHelper.EnterMainlineMap(mapMainline.FloorId[self.curFloorIdx], self.tbChar, self.tbOpenedChestId)
CS.AdventureModuleHelper.LevelStateChanged(false)
self.bSettle = false
end
function MainlineBattleLevel:SetCharStatus()
local nStatus = 0
local nStatusTime = 0
local tbActorInfo = {}
for _, nTid in pairs(self.tbChar) do
local stCharInfo = CS.Lua2CSharpInfo_ActorStatus()
if self.mapCharacterTempData.stateInfo ~= nil and self.mapCharacterTempData.stateInfo[nTid] ~= nil then
nStatus = self.mapCharacterTempData.stateInfo[nTid].nState
nStatusTime = self.mapCharacterTempData.stateInfo[nTid].nStateTime
end
stCharInfo.actorID = nTid
stCharInfo.status = nStatus
stCharInfo.specialStatusTime = nStatusTime
table.insert(tbActorInfo, stCharInfo)
end
safe_call_cs_func(CS.AdventureModuleHelper.SetActorStatus, tbActorInfo)
end
function MainlineBattleLevel:OnEvent_Time(nTime)
self.nMainLineTime = nTime
end
function MainlineBattleLevel:OnEvnet_Pause()
EventManager.Hit(EventId.OpenPanel, PanelId.MainBattlePause, self.nMainLineTime or 0)
end
function MainlineBattleLevel:OnEvent_AdventureModuleEnter()
EventManager.Hit(EventId.OpenPanel, PanelId.Adventure, self.tbChar)
end
return MainlineBattleLevel