Files
StellaSora_DataLua/lua/game/ui/play_penguincard/penguinlevel.lua
T
SL1900 4e310712a3 Update - 1.7.0.92
EN: 1.7.0.92
CN: 1.7.0.94
JP: 1.7.0.95
KR: 1.7.0.98
2026-03-10 15:00:00 +09:00

1085 lines
32 KiB
Lua

local PenguinLevel = class("PenguinLevel")
local PenguinCard = require("Game.UI.Play_PenguinCard.PenguinCard")
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
}
function PenguinLevel:Init(nFloorId, nLevelId, nActId, tbStarScore)
self.nFloorId = nFloorId
self.tbStarScore = tbStarScore or {
0,
0,
0
}
self.nLevelId = nLevelId
self.nActId = nActId
self.bWarning = true
self:ParseConfigData()
self:ParseLocalData()
EventManager.Hit(EventId.OpenPanel, PanelId.PenguinCard, self)
end
function PenguinLevel:ParseConfigData()
self.nBaseCardCount = ConfigTable.GetConfigNumber("PenguinCardHandCardCount")
self.nMaxRound = ConfigTable.GetConfigNumber("PenguinCardMaxRound")
self.nMaxSlot = ConfigTable.GetConfigNumber("PenguinCardMaxSlot")
self.nMaxBuyLimit = ConfigTable.GetConfigNumber("PenguinCardHandCardCount")
self.tbRoundUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardRoundUpgradeCost")
self.tbSlotUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardSlotUpgradeCost")
self.tbBuyLimitUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardBuyLimitUpgradeCost")
self.nFireScore = ConfigTable.GetConfigNumber("PenguinCardFeverScore")
self.mapBuyCost = {}
local func_ForEach_Line = function(mapData)
self.mapBuyCost[mapData.Count] = {
Turn = mapData.Turn,
Cost = mapData.Cost
}
end
ForEachTableLine(DataTable.PenguinCardCost, func_ForEach_Line)
self.mapHandRankRule = {}
local func_ForEach_Rank = function(mapData)
self.mapHandRankRule[mapData.Order] = {
Id = mapData.Id,
SuitCount = mapData.SuitCount,
Value = mapData.Value,
Ratio = mapData.Ratio * ConfigData.IntFloatPrecision
}
end
ForEachTableLine(DataTable.PenguinCardHandRank, func_ForEach_Rank)
end
function PenguinLevel:ParseLocalData()
local bAuto = LocalData.GetPlayerLocalData("PenguinCardAuto")
self.bAuto = bAuto == true
local nSpeed = LocalData.GetPlayerLocalData("PenguinCardSpeed")
self.nSpeed = nSpeed or 1
end
function PenguinLevel:ParseLevelData(nFloorId)
local mapLevelCfg = ConfigTable.GetData("PenguinCardFloor", nFloorId)
if not mapLevelCfg then
return
end
self.nMaxTurn = mapLevelCfg.MaxTurn
self.nScore = mapLevelCfg.InitialScore
self.nTotalScore = mapLevelCfg.InitialScore
self.nSlotCount = mapLevelCfg.InitialSlot
self.nRoundLimit = mapLevelCfg.InitialRound
self.nFixedTurnGroupId = mapLevelCfg.FixedTurn
self.sLevelDesc = mapLevelCfg.Floortips
self.nBuyLimit = mapLevelCfg.InitialBuyLimit
self.nWeightGroupId = mapLevelCfg.WeightGroup
local mapPoolCfg = ConfigTable.GetData("PenguinBaseCardPool", mapLevelCfg.PoolId)
if not mapPoolCfg then
return
end
self.mapBaseCardPool = {
tbId = mapPoolCfg.BaseCardId,
tbWeight = mapPoolCfg.Weight
}
end
function PenguinLevel:ClearLevelData()
self.nGameState = nil
self.nCurTurn = 0
self.nCurRound = 0
if self.tbPenguinCardPool == nil then
self.tbPenguinCardPool = {}
end
if self.tbPenguinCard == nil then
self.tbPenguinCard = {}
for i = 1, 6 do
self.tbPenguinCard[i] = 0
end
elseif next(self.tbPenguinCard) ~= nil then
for i = 1, 6 do
local mapCard = self.tbPenguinCard[i]
if mapCard ~= 0 then
self:RecyclePenguinCard(mapCard)
self.tbPenguinCard[i] = 0
end
end
end
self.mapLog = {}
self.nTotalRound = 0
self.nBestTurnScore = 0
self.nBestRoundScore = 0
self.mapHandRankHistory = {}
self.mapSuitHistory = {}
self.nGetPenguinCardCount = 0
end
function PenguinLevel:StartGame()
math.randomseed(os.time())
self:ClearLevelData()
self:ParseLevelData(self.nFloorId)
self:SwitchGameState()
end
function PenguinLevel:CompleteGame()
local nNextState = GameState.Complete
self:SwitchNextGameState(nNextState, {bManual = true})
end
function PenguinLevel:RestartGame()
local nNextState = GameState.Start
local nWaitTime = self:QuitGameState(nNextState)
if nWaitTime == 0 then
self:StartGame()
else
TimerManager.Add(1, nWaitTime, self, function()
self:StartGame()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nWaitTime)
end
end
function PenguinLevel:QuitGame(callback)
local bAct = false
if self.nActId then
local actData = PlayerData.Activity:GetActivityDataById(self.nActId)
if actData then
local bOpen = actData:CheckActivityOpen()
if bOpen then
bAct = true
actData:SendActivityPenguinCardSettleReq(self.nLevelId, self.nStar, self.nScore, callback)
else
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Alert,
sContent = ConfigTable.GetUIText("Activity_Invalid_Tip_3")
})
end
end
end
if not bAct then
callback(true)
end
self:QuitGameState()
self:ClearLevelData()
end
function PenguinLevel:SwitchGameState()
local nNextState = self:CheckNextGameState()
self:SwitchNextGameState(nNextState)
end
function PenguinLevel:RunGameState(mapParam)
if self.nGameState == GameState.Start then
self:RunState_Start()
elseif self.nGameState == GameState.Prepare then
self:RunState_Prepare()
elseif self.nGameState == GameState.Dealing then
self:RunState_Dealing()
elseif self.nGameState == GameState.Flip then
self:RunState_Flip()
elseif self.nGameState == GameState.Settlement then
self:RunState_Settlement()
elseif self.nGameState == GameState.Complete then
self:RunState_Complete(mapParam)
end
end
function PenguinLevel:QuitGameState(nNextState)
local nWaitTime = 0
if self.nGameState == GameState.Start then
nWaitTime = self:QuitState_Start()
elseif self.nGameState == GameState.Prepare then
nWaitTime = self:QuitState_Prepare(nNextState)
elseif self.nGameState == GameState.Dealing then
nWaitTime = self:QuitState_Dealing(nNextState)
elseif self.nGameState == GameState.Flip then
nWaitTime = self:QuitState_Flip(nNextState)
elseif self.nGameState == GameState.Settlement then
nWaitTime = self:QuitState_Settlement(nNextState)
elseif self.nGameState == GameState.Complete then
nWaitTime = self:QuitState_Complete()
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
else
return GameState.Dealing
end
end
end
function PenguinLevel:SwitchNextGameState(nNextState, mapParam)
local nWaitTime = self:QuitGameState(nNextState)
if nWaitTime == 0 then
self.nGameState = nNextState
self:RunGameState(mapParam)
else
TimerManager.Add(1, nWaitTime, self, function()
self.nGameState = nNextState
self:RunGameState(mapParam)
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nWaitTime)
end
end
function PenguinLevel:RunState_Start()
EventManager.Hit("PenguinCard_RunState_Start")
self:SwitchGameState()
end
function PenguinLevel:QuitState_Start()
EventManager.Hit("PenguinCard_QuitState_Start")
return 0
end
function PenguinLevel:RunState_Prepare()
self.nCurTurn = self.nCurTurn + 1
self.nCurRound = 0
self.nTurnBuyCount = 0
self.nTurnScore = 0
self.tbSelectablePenguinCard = {}
self.bSelectedPenguinCard = false
self:FreeRollPenguinCard()
EventManager.Hit("PenguinCard_RunState_Prepare")
end
function PenguinLevel:QuitState_Prepare(nNextState)
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
v:ResetTurnTrigger()
end
end
self:ClearSelectablePenguinCard()
self.nTurnBuyCount = 0
self.tbSelectablePenguinCard = {}
self.bSelectedPenguinCard = false
self.bPreTurnWin = false
EventManager.Hit("PenguinCard_QuitState_Prepare", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
nWaitTime = 0.45
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:AddRound()
if self.nRoundLimit == self.nMaxRound then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbRoundUpgradeCost[self.nRoundLimit + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nRoundLimit = self.nRoundLimit + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRoundSuccess"), self.nRoundLimit)
})
EventManager.Hit("PenguinCard_AddRound")
end
function PenguinLevel:AddSlot()
if self.nSlotCount == self.nMaxSlot then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbSlotUpgradeCost[self.nSlotCount + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nSlotCount = self.nSlotCount + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddSlotSuccess"), self.nSlotCount)
})
EventManager.Hit("PenguinCard_AddSlot")
end
function PenguinLevel:AddRoll()
if self.nBuyLimit == self.nMaxBuyLimit then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbBuyLimitUpgradeCost[self.nBuyLimit + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nBuyLimit = self.nBuyLimit + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRollSuccess"), self.nBuyLimit)
})
EventManager.Hit("PenguinCard_AddRoll")
end
function PenguinLevel:FreeRollPenguinCard()
local tbId = self:GetRollPenguinCardResult()
if next(tbId) == nil then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard")
})
return
end
self:ClearSelectablePenguinCard()
for _, nId in ipairs(tbId) do
local mapCard = self:CreatePenguinCard(nId)
table.insert(self.tbSelectablePenguinCard, mapCard)
end
self.bSelectedPenguinCard = false
end
function PenguinLevel:RollPenguinCard()
if self.nTurnBuyCount >= self.nBuyLimit then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_RollMax")
})
return
end
local nCost = self:GetRollPenguinCardCost()
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreRoll")
})
return
end
local tbId = self:GetRollPenguinCardResult()
if next(tbId) == nil then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard")
})
return
end
self.nTurnBuyCount = self.nTurnBuyCount + 1
self:ChangeScore(-1 * nCost)
self:ClearSelectablePenguinCard()
for _, nId in ipairs(tbId) do
local mapCard = self:CreatePenguinCard(nId)
table.insert(self.tbSelectablePenguinCard, mapCard)
end
self.bSelectedPenguinCard = false
EventManager.Hit("PenguinCard_RollPenguinCard")
end
function PenguinLevel:SelectPenguinCard(nIndex)
local mapSelectCard = self.tbSelectablePenguinCard[nIndex]
local bUpgrade, nAimIndex = self:CheckUpgradePenguinCard(mapSelectCard)
if not bUpgrade and self:GetOwnPenguinCardCount() >= self.nSlotCount then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_SlotMax"))
return
end
if bUpgrade then
local nAddLevel = mapSelectCard.nLevel
self.tbPenguinCard[nAimIndex]:Upgrade(nAddLevel)
else
local mapCard = self:CreatePenguinCard(mapSelectCard.nId)
self.tbPenguinCard[nAimIndex] = mapCard
end
self.tbPenguinCard[nAimIndex]:SetSlotIndex(nAimIndex)
self.tbPenguinCard[nAimIndex]:ResetGameTrigger()
self.bSelectedPenguinCard = true
self.nGetPenguinCardCount = self.nGetPenguinCardCount + 1
EventManager.Hit("PenguinCard_SelectPenguinCard", nAimIndex, bUpgrade)
end
function PenguinLevel:CheckUpgradePenguinCard(mapSelectCard)
local bUpgrade = false
local nFirstEmpty = 0
local nAimIndex = 0
for i, v in ipairs(self.tbPenguinCard) do
if v == 0 and nFirstEmpty == 0 then
nFirstEmpty = i
end
if v ~= 0 and v.nGroupId == mapSelectCard.nGroupId then
bUpgrade = true
nAimIndex = i
break
end
end
if not bUpgrade then
nAimIndex = nFirstEmpty
end
return bUpgrade, nAimIndex
end
function PenguinLevel:SalePenguinCard(nIndex)
self:ChangeScore(self.tbPenguinCard[nIndex].nSoldPrice)
local mapCard = self.tbPenguinCard[nIndex]
local nGroupId = mapCard.nGroupId
self:RecyclePenguinCard(mapCard)
self.tbPenguinCard[nIndex] = 0
EventManager.Hit("PenguinCard_SalePenguinCard", nIndex, nGroupId)
end
function PenguinLevel:GetRollPenguinCardCost()
local findIntervalIndex = function(x, starts)
if not starts or #starts == 0 or x < starts[1] then
return 1
end
local low, high = 1, #starts
local best = 1
while low <= high do
local mid = math.floor((low + high) / 2)
if x >= starts[mid] then
best = mid
low = mid + 1
else
high = mid - 1
end
end
return best
end
local mapData = self.mapBuyCost[self.nTurnBuyCount + 1]
local nIndex = findIntervalIndex(self.nCurTurn, mapData.Turn)
local nCost = mapData.Cost[nIndex]
return nCost
end
function PenguinLevel:ClearSelectablePenguinCard()
if next(self.tbSelectablePenguinCard) ~= nil then
for i = #self.tbSelectablePenguinCard, 1, -1 do
local mapCard = table.remove(self.tbSelectablePenguinCard, i)
self:RecyclePenguinCard(mapCard)
end
end
end
function PenguinLevel:GetRollPenguinCardResult()
local mapWeightCfg = ConfigTable.GetData("PenguinCardWeight", self.nWeightGroupId * 100 + self.nCurTurn)
if not mapWeightCfg then
return {}
end
local tbMaxGroupId = self:GetMaxLevelPenguinCard()
local tbId = self:WeightedRandom(mapWeightCfg.CardList, mapWeightCfg.Weight, 3, tbMaxGroupId)
return tbId
end
function PenguinLevel:GetMaxLevelPenguinCard()
local tbGroupId = {}
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 and v.nLevel == v.nMaxLevel then
table.insert(tbGroupId, v.nGroupId)
end
end
return tbGroupId
end
function PenguinLevel:RecyclePenguinCard(mapCard)
mapCard:Clear()
table.insert(self.tbPenguinCardPool, mapCard)
end
function PenguinLevel:CreatePenguinCard(nId)
local mapCard
if next(self.tbPenguinCardPool) == nil then
mapCard = PenguinCard.new(nId)
else
mapCard = table.remove(self.tbPenguinCardPool, 1)
mapCard:Init(nId)
end
return mapCard
end
function PenguinLevel:RunState_Dealing()
self.nCurRound = self.nCurRound + 1
self.nTotalRound = self.nTotalRound + 1
self.tbHandRank = {}
self.nHandRankId = 0
self.mapAllSuit = {}
self.nRoundScore = 0
self.nRoundValue = 0
self.nRoundRatio = 1
self.nRoundMultiRatio = 0
self.mapCalBaseCardPool = clone(self.mapBaseCardPool)
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)
if 0 < self.nFixedTurnGroupId then
local nFixedId = self.nFixedTurnGroupId * 10000 + self.nCurTurn * 100 + self.nCurRound
local mapFixedCfg = ConfigTable.GetData("PenguinCardFixedTurn", nFixedId, true)
if mapFixedCfg then
self.tbBaseCardId = mapFixedCfg.BaseCardId
end
end
self.tbShowedCard = {}
for i = 1, self.nBaseCardCount do
self.tbShowedCard[i] = false
end
EventManager.Hit("PenguinCard_RunState_Dealing")
self:SwitchGameState()
end
function PenguinLevel:QuitState_Dealing(nNextState)
EventManager.Hit("PenguinCard_QuitState_Dealing", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Flip then
nWaitTime = 0.85
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:RunState_Flip()
EventManager.Hit("PenguinCard_RunState_Flip")
self:PlayAuto()
end
function PenguinLevel:QuitState_Flip(nNextState)
self:StopAuto()
EventManager.Hit("PenguinCard_QuitState_Flip", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Settlement then
nWaitTime = 1
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:ShowBaseCard(nIndex)
local add = function(i)
if self.tbShowedCard[i] == false then
self.tbShowedCard[i] = true
local nId = self.tbBaseCardId[i]
local mapCfg = ConfigTable.GetData("PenguinBaseCard", nId)
if mapCfg then
if not self.mapAllSuit[mapCfg.Suit1] then
self.mapAllSuit[mapCfg.Suit1] = 0
end
self.mapAllSuit[mapCfg.Suit1] = self.mapAllSuit[mapCfg.Suit1] + mapCfg.SuitCount1
local SuitCards = {}
if 0 < mapCfg.SuitCount1 then
table.insert(SuitCards, mapCfg.Suit1)
end
if 0 < mapCfg.SuitCount2 then
table.insert(SuitCards, mapCfg.Suit2)
end
local SuitCount = {}
if 0 < mapCfg.SuitCount1 then
SuitCount[mapCfg.Suit1] = mapCfg.SuitCount1
end
if 0 < mapCfg.SuitCount2 then
SuitCount[mapCfg.Suit2] = mapCfg.SuitCount2
end
self:TriggerPenguinCard(GameEnum.PenguinCardTriggerPhase.Flip, {
SuitCards = SuitCards,
SuitCount = SuitCount,
BaseCard = {nId = nId, nIndex = i}
})
end
end
end
local bAll = nIndex == nil
if bAll then
for i = 1, self.nBaseCardCount do
add(i)
end
else
add(nIndex)
end
local nShowed = self:GetShowedCardCount()
if nShowed == self.nBaseCardCount then
self:CheckHandRank()
self:SwitchGameState()
end
EventManager.Hit("PenguinCard_ShowBaseCard", nIndex)
end
function PenguinLevel:CheckHandRank()
local tbAllSuit = {}
for k, v in pairs(self.mapAllSuit) do
table.insert(tbAllSuit, {nSuit = k, nCount = v})
end
table.sort(tbAllSuit, function(a, b)
return a.nCount > b.nCount
end)
for _, v in ipairs(self.mapHandRankRule) do
self.tbHandRank = {}
local tbCount = v.SuitCount
local nType = #tbCount
local nHasType = #tbAllSuit
local nAble = 0
if nType <= nHasType then
for i = 1, nType do
if tbAllSuit[i].nCount >= tbCount[i] then
nAble = nAble + 1
for _ = 1, tbCount[i] do
table.insert(self.tbHandRank, tbAllSuit[i].nSuit)
end
end
end
end
if nAble == nType then
self.nHandRankId = v.Id
self:ChangeRoundScore(v.Value, v.Ratio, 0, true)
break
end
end
end
function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio, bFromHandRank)
local nBeforeScore = self.nRoundScore
local nBeforeBase = self.nRoundValue
local nBeforeMultiRatio = self.nRoundMultiRatio
local nBeforeRatio = self.nRoundRatio
self.nRoundValue = self.nRoundValue + nAddValue
self.nRoundMultiRatio = self.nRoundMultiRatio + nAddMultiRatio
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
self.nRoundScore = self.nRoundValue * nAfterAllRatio
local nAddScore = self.nRoundScore - nBeforeScore
self.nTurnScore = self.nTurnScore + nAddScore
if self.nTurnScore > self.nBestTurnScore then
self.nBestTurnScore = self.nTurnScore
end
if self.nRoundScore > self.nBestRoundScore then
self.nBestRoundScore = self.nRoundScore
end
EventManager.Hit("PenguinCard_ChangeRoundScore", nBeforeBase, nBeforeAllRatio, nBeforeScore, bFromHandRank)
if NovaAPI.IsEditorPlatform() then
printLog("轮积分变化:" .. nAddScore .. " (" .. nBeforeScore .. " -> " .. self.nRoundScore .. ")")
printLog("基础变化:" .. nAddValue .. " (" .. nBeforeBase .. " -> " .. self.nRoundValue .. ")")
printLog("倍率变化:" .. nAfterAllRatio - nBeforeAllRatio .. " (" .. nBeforeAllRatio .. " -> " .. nAfterAllRatio .. ")")
end
end
function PenguinLevel:GetShowedCardCount()
local nShowed = 0
for _, v in pairs(self.tbShowedCard) do
if v then
nShowed = nShowed + 1
end
end
return nShowed
end
function PenguinLevel:RunState_Settlement()
if not self.mapHandRankHistory[self.nHandRankId] then
self.mapHandRankHistory[self.nHandRankId] = 0
end
self.mapHandRankHistory[self.nHandRankId] = self.mapHandRankHistory[self.nHandRankId] + 1
local HandRankSuitCount = {}
for _, v in ipairs(self.tbHandRank) do
if not HandRankSuitCount[v] then
HandRankSuitCount[v] = 0
end
HandRankSuitCount[v] = HandRankSuitCount[v] + 1
if not self.mapSuitHistory[v] then
self.mapSuitHistory[v] = 0
end
self.mapSuitHistory[v] = self.mapSuitHistory[v] + 1
end
self:TriggerPenguinCard(GameEnum.PenguinCardTriggerPhase.Settlement, {
HandRankSuitCount = HandRankSuitCount,
SuitCount = self.mapAllSuit
})
self:AddLog()
EventManager.Hit("PenguinCard_RunState_Settlement")
self:PlayAuto()
end
function PenguinLevel:QuitState_Settlement(nNextState)
self:StopAuto()
self:ChangeScore(self.nRoundScore)
self.tbHandRank = {}
self.nHandRankId = 0
self.mapAllSuit = {}
self.nRoundScore = 0
self.nRoundValue = 0
self.nRoundRatio = 1
self.nRoundMultiRatio = 0
self.mapCalBaseCardPool = {}
EventManager.Hit("PenguinCard_QuitState_Settlement", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
nWaitTime = 0.57
elseif nNextState == GameState.Prepare then
nWaitTime = 0.57
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:AddLog()
if not self.mapLog[self.nCurTurn] then
self.mapLog[self.nCurTurn] = {
nTurnScore = 0,
tbRound = {}
}
end
self.mapLog[self.nCurTurn].nTurnScore = self.nTurnScore
if not self.mapLog[self.nCurTurn].tbRound[self.nCurRound] then
self.mapLog[self.nCurTurn].tbRound[self.nCurRound] = {
nRoundScore = 0,
tbHandRank = {}
}
end
self.mapLog[self.nCurTurn].tbRound[self.nCurRound].nRoundScore = self.nRoundScore
self.mapLog[self.nCurTurn].tbRound[self.nCurRound].tbHandRank = clone(self.tbHandRank)
self.mapLog[self.nCurTurn].tbRound[self.nCurRound].nHandRankId = self.nHandRankId
end
function PenguinLevel:RunState_Complete(mapParam)
self.nStar = self:GetStar()
EventManager.Hit("PenguinCard_RunState_Complete")
if self.nActId then
local tab = {}
table.insert(tab, {
"role_id",
tostring(PlayerData.Base._nPlayerId)
})
table.insert(tab, {
"activity_id",
tostring(self.nActId)
})
table.insert(tab, {
"battle_id",
tostring(self.nLevelId)
})
table.insert(tab, {
"round",
tostring(self.nCurTurn)
})
table.insert(tab, {
"result",
tostring(self.nStar == 0 and 2 or 1)
})
local nEnd = mapParam and mapParam.bManual == true and 2 or 1
table.insert(tab, {
"end_type",
tostring(nEnd)
})
table.insert(tab, {
"score",
tostring(self.nScore)
})
table.insert(tab, {
"star",
tostring(self.nStar)
})
local sId = ""
for i = 1, 6 do
if self.tbPenguinCard[i] ~= 0 then
if sId == "" then
sId = sId .. self.tbPenguinCard[i].nId
else
sId = sId .. "," .. self.tbPenguinCard[i].nId
end
end
end
table.insert(tab, {"card_list", sId})
table.insert(tab, {
"skill_1",
tostring(self.nRoundLimit)
})
table.insert(tab, {
"skill_2",
tostring(self.nSlotCount)
})
table.insert(tab, {
"skill_3",
tostring(self.nBuyLimit)
})
NovaAPI.UserEventUpload("minigame_PenguinCard", tab)
end
end
function PenguinLevel:QuitState_Complete()
self.nStar = 0
EventManager.Hit("PenguinCard_QuitState_Complete")
return 0
end
function PenguinLevel:GetMostHandRank()
local nCount = 0
local nId = 0
for k, v in pairs(self.mapHandRankHistory) do
if v > nCount then
nCount = v
nId = k
end
end
return nId, nCount
end
function PenguinLevel:GetMostSuit()
local nCount = 0
local nId = 0
for k, v in pairs(self.mapSuitHistory) do
if v > nCount then
nCount = v
nId = k
end
end
return nId, nCount
end
function PenguinLevel:GetBestPenguinCard()
local nCount = 0
local mapCard
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 and nCount < v.nLevel then
nCount = v.nLevel
mapCard = v
end
end
return mapCard
end
function PenguinLevel:SetAutoState(bAuto)
self.bAuto = bAuto
LocalData.SetPlayerLocalData("PenguinCardAuto", self.bAuto)
end
function PenguinLevel:SetAutoSpeed(nSpeed)
self.nSpeed = nSpeed
LocalData.SetPlayerLocalData("PenguinCardSpeed", self.nSpeed)
if self.sequence then
self:StopAuto()
self:PlayAuto()
end
end
function PenguinLevel:PlayAuto(bClick)
if not self.bAuto or self.bPause then
return
end
if self.nGameState == GameState.Flip then
self.sequence = DOTween.Sequence()
for j = 1, self.nBaseCardCount do
if self.tbShowedCard[j] == false then
self.sequence:AppendCallback(function()
self:ShowBaseCard(j)
end)
self.sequence:AppendInterval(0.2 / self.nSpeed)
end
end
self.sequence:SetUpdate(true)
elseif self.nGameState == GameState.Settlement then
local bKeep = not PlayerData.Guide:CheckGuideFinishById(302)
if EditorSettings and EditorSettings.bJumpGuide then
bKeep = false
end
if bKeep then
return
end
self.sequence = DOTween.Sequence()
if not bClick then
self.sequence:AppendInterval((self.nRoundValue >= self.nFireScore and 7 or 5) / self.nSpeed)
end
self.sequence:AppendCallback(function()
EventManager.Hit("PenguinCard_QuitScoreAni")
if self.nRoundLimit == self.nCurRound and self.nCurTurn < self.nMaxTurn then
local callback = function()
self:SwitchGameState()
end
EventManager.Hit("PenguinCard_OpenLog", self.nCurTurn, false, callback)
else
self:SwitchGameState()
end
end)
self.sequence:SetUpdate(true)
end
end
function PenguinLevel:StopAuto()
if self.sequence then
self.sequence:Kill()
self.sequence = nil
end
end
function PenguinLevel:Pause()
self.bPause = true
if self.sequence then
self.sequence:Pause()
end
EventManager.Hit("PenguinCard_Pause")
end
function PenguinLevel:Resume()
self.bPause = false
if self.sequence then
self.sequence:Play()
else
self:PlayAuto()
end
EventManager.Hit("PenguinCard_Resume")
end
function PenguinLevel:ChangeScore(nChange)
if not nChange or nChange == 0 then
return
end
local nBefore = self.nScore
self.nScore = self.nScore + nChange
local nBeforeStar, nStar = 0, 0
for i, v in ipairs(self.tbStarScore) do
if v <= nBefore then
nBeforeStar = i
end
if v <= self.nScore then
nStar = i
end
end
if nBeforeStar < 3 and nStar == 3 and self.nGameState == GameState.Settlement then
self.bPreTurnWin = true
end
EventManager.Hit("PenguinCard_ChangeScore", nBefore, nBeforeStar, nStar)
if NovaAPI.IsEditorPlatform() then
printLog("总积分变化:" .. nChange .. " (" .. nBefore .. " -> " .. self.nScore .. ")")
end
end
function PenguinLevel:GetStar()
local nStar = 0
for i, v in ipairs(self.tbStarScore) do
if v <= self.nScore then
nStar = i
end
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
function PenguinLevel:GetOwnPenguinCardCount()
local nCount = 0
for i = 1, 6 do
if self.tbPenguinCard[i] ~= 0 then
nCount = nCount + 1
end
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
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)
end
end
end
return PenguinLevel