Files
StellaSora_DataLua/lua/game/adventure/soldier/soldierbattle.lua
T
SL1900 8c4bd41668 Update - 1.13.0.124
EN: 1.13.0.124
CN: 1.13.0.124
JP: 1.13.0.128
KR: 1.13.0.130
2026-07-21 12:30:00 +09:00

210 lines
6.4 KiB
Lua

local SoldierBattle = class("SoldierBattle")
local AdventureModuleHelper = CS.AdventureModuleHelper
local SoldierAttrData = require("GameCore.Data.DataClass.Soldier.SoldierAttrData")
local mapEventConfig = {
LoadLevelRefresh = "OnEvent_LoadLevelRefresh",
AdventureModuleEnter = "OnEvent_AdventureModuleEnter",
BattlePause = "OnEvent_Pause",
ADVENTURE_LEVEL_UNLOAD_COMPLETE = "OnEvent_UnloadComplete",
InputEnable = "OnEvent_InputEnable",
Soldier_Result = "OnEvent_Result",
SettleSoldierBattle = "OnEvent_SettleSoldierBattle",
RestartSoldier = "OnEvent_RestartSoldier",
LeaveSoldier = "OnEvent_LeaveSoldier",
SoldierLevel_Gameplay_Time = "OnEvent_GamePlayTime",
EnemyBattle_TotalHP = "OnEvent_EnemyHp",
SoldierLevel_AddItem = "OnEvent_AddItem",
Soldier_CastSkill = "OnEvent_CastSkill",
SoldierActor_Spawn = "OnEvent_ActorSpawn",
Soldier_DamageValue = "OnEvent_Damage"
}
function SoldierBattle:EnterLevel()
self.nTotalHp = 0
self.tbItems = {}
self.nBattleTime = 0
self.bRestart = false
for _, v in ipairs(self.tbChess) do
v.nUId = 0
v.nDamage = 0
end
local sJson = self:GetSoldierLevelMsg()
AdventureModuleHelper.EnterDynamic(self.nFloorId, {}, GameEnum.dynamicLevelType.SoldierChess, {
tostring(self.nTemplateId),
sJson
})
end
function SoldierBattle:Init(parent, tbChess, nFloorId, nTemplateId)
self:BindEvent()
self.parent = parent
self.tbChess = tbChess
self.nFloorId = nFloorId
self.nTemplateId = nTemplateId
self.tbCharDamage = {}
self.tbPartner = SoldierAttrData.CalcActivePartners(tbChess)
self:EnterLevel()
NovaAPI.EnterModule("AdventureModuleScene", true, 17)
end
function SoldierBattle:Exit()
self:UnBindEvent()
end
function SoldierBattle: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 SoldierBattle: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 SoldierBattle:GetSoldierLevelMsg()
local soldierLevelMsg = CS.SoldierLevelController.SoldierLevelMsg(1)
local tbServerBuff = self.parent:GetClientBuffList()
local mapAll = SoldierAttrData.CalcAttrForBattle(self.tbChess, self.tbPartner, tbServerBuff)
for _, v in ipairs(self.tbChess) do
local mapAttr = CS.SoldierLevelController.SoldierAttr()
if v.nId ~= 0 then
mapAttr = mapAll[v.nId]
end
local bMain = v.nPositionType == GameEnum.SoldierPositionType.FightPosition
local nIndex = v.nIndex
if not bMain then
nIndex = v.nIndex + 3
end
soldierLevelMsg.SoldierData:Add(CS.SoldierLevelController.SoldierMsg(v.nId, bMain, nIndex, v.nStar, mapAttr))
end
for _, nId in pairs(self.tbPartner) do
if 0 < nId then
soldierLevelMsg.PartnerArr:Add(nId)
end
end
return soldierLevelMsg:ToJson()
end
function SoldierBattle:OnEvent_LoadLevelRefresh()
EventManager.Hit("OpenSoldierRoomInfo", self.nFloorId)
end
function SoldierBattle:OnEvent_AdventureModuleEnter()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierBattlePanel, self.tbChess, self.tbPartner)
end
function SoldierBattle:OnEvent_UnloadComplete()
if self.bRestart then
self:EnterLevel()
end
end
function SoldierBattle:OnEvent_Result(bResult)
local tbDamage = {}
for nId, nValue in pairs(self.tbCharDamage) do
local nStar = 0
for _, v in ipairs(self.tbChess) do
if v.nId == nId then
nStar = v.nStar
break
end
end
tbDamage[nId] = {nStar = nStar, nDamage = nValue}
end
local nCoin = self.tbItems[AllEnum.CoinItemId.SoldierCurrency] or 0
nCoin = math.min(nCoin, ConfigTable.GetConfigNumber("SoldierSkillCoinMax"))
self.parent:BattleEnd(bResult, {
nTime = self.nBattleTime,
tbDamage = tbDamage,
nCoin = nCoin
})
end
function SoldierBattle:OnEvent_SettleSoldierBattle()
local tbDamage = {}
for nId, nValue in pairs(self.tbCharDamage) do
local nStar = 0
for _, v in ipairs(self.tbChess) do
if v.nId == nId then
nStar = v.nStar
break
end
end
tbDamage[nId] = {nStar = nStar, nDamage = nValue}
end
local nCoin = self.tbItems[AllEnum.CoinItemId.SoldierCurrency] or 0
nCoin = math.min(nCoin, ConfigTable.GetConfigNumber("SoldierSkillCoinMax"))
self.parent:BattleEnd(false, {
nTime = self.nBattleTime,
tbDamage = tbDamage,
nCoin = nCoin
})
end
function SoldierBattle:OnEvent_RestartSoldier()
self.bRestart = true
AdventureModuleHelper.LevelStateChanged(false)
EventManager.Hit("ResetBossHUD")
end
function SoldierBattle:OnEvent_LeaveSoldier()
if NovaAPI.GetCurrentModuleName() == "MainMenuModuleScene" then
EventManager.Hit(EventId.CloesCurPanel)
PlayerData.Base:OnBackToMainMenuModule()
else
local function levelEndCallback()
EventManager.Remove("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
NovaAPI.EnterModule("MainMenuModuleScene", true, 17)
end
EventManager.Add("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
CS.AdventureModuleHelper.LevelStateChanged(true, 0, true)
end
end
function SoldierBattle:OnEvent_ActorSpawn(nDataId, nUId)
for _, v in ipairs(self.tbChess) do
if v.nId == nDataId then
v.nUId = nUId
EventManager.Hit("SoldierCharSpawn", nDataId, nUId)
return
end
end
end
function SoldierBattle:OnEvent_Damage(nUId, nDamage)
for _, v in ipairs(self.tbChess) do
if v.nUId == nUId then
v.nDamage = nDamage
self.tbCharDamage[v.nId] = v.nDamage
EventManager.Hit("RefreshChessDamage", v.nId, v.nDamage)
return
end
end
end
function SoldierBattle:OnEvent_GamePlayTime(nTime)
self.nBattleTime = nTime
if 0 < nTime then
EventManager.Hit("RefreshSoldierBattleTime", nTime)
end
end
function SoldierBattle:OnEvent_EnemyHp(nHp)
if self.nTotalHp == 0 then
self.nTotalHp = nHp
end
EventManager.Hit("RefreshSoldierProgress", self.nTotalHp, nHp)
end
function SoldierBattle:OnEvent_AddItem(nId, nCount)
if self.tbItems[nId] == nil then
self.tbItems[nId] = 0
end
self.tbItems[nId] = self.tbItems[nId] + nCount
local nCount = self.tbItems[AllEnum.CoinItemId.SoldierCurrency] or 0
EventManager.Hit("RefreshSoldierCoin", nCount)
if nId == AllEnum.CoinItemId.SoldierCurrency then
printError("[Soldier]战斗内技能获得金币数量:" .. nCount)
end
end
function SoldierBattle:OnEvent_CastSkill(nUId, nId, nSkillId)
EventManager.Hit("SoldierSkillDisPlay", nId, nSkillId)
end
return SoldierBattle