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2026-05-23 22:10:14 +08:00

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var PartnerConst = require("partner_const");
var HeroConst = require("hero_const")
var HeroConst = require("hero_const");
var GoodsVo = require("goods_vo");
var HeroVo = cc.Class({
extends: gcore.BaseEvent,
ctor: function() {
this.partner_id = 0; // 此英雄的唯一标识id
this.id = 0; // 已废弃用上面的, 如果有 那么一定是和 partner_id相等.
this.bid = 0; // 此配置表对应英雄id
this.camp_type = 1; // 阵营 配置表有
this.rare_type = 0; // 伙伴类型 1N 2R 3SR 4SSR
this.name = "";
this.type = 0; // 职业; [3]=TI18N("法攻"),[4]=TI18N("物攻"),[5]=TI18N("肉盾"),[6]=TI18N("辅助")
this.face_id = 0; // 头像id;
this.lev = 0;
this.exp = 0; // 经验;
this.break_lev = 0; // 突破等级
this.max_exp = 0; // 经验上限
this.star_step = 0; // 星星阶段
this.star = 0; // 星数
this.quality = 0; // 品质
this.looks = {};
this.body_res = "";
this.res_id = "";
this.power = 0; // 战力
this.rid = 0;
this.srv_id = "";
this.recruit_type = 1; // 卡库
this.chips_id = 0; // 碎片id
this.chips_num = 0; // 初始碎片数
this.clothes_id = 0; // 时装id
this.other_form = 0;
this.fetter = {}; // 绑定的星命,多个
this.fetter_power = 0; // 星命加成战力
this.fetter_atk = 0; // 星命攻击加成
this.fetter_hp = 0; // 星命生命加成
this.fetter_speed = 0; // 星命速度加成
this.fetter_def = 0; // 星命防御加成
// 属性部分
this.atk = 0; // 攻击;
this.def_p = 0; // 物防;
this.def_s = 0; // 法防;
this.hp = 0; // 气血;
this.speed = 0; // 速度;
this.def = 0; // 防御
this.hp_max = 0; // 部分pve使用
this.hp_per = null; // 部分pve使用
this.is_master = false; // 部分pve使用
this.hit_rate = 0; // 命中
this.dodge_rate = 0; // 闪避
this.crit_rate = 0; // 暴击率;
this.crit_ratio = 0; // 暴击伤害;
this.hit_magic = 0; // 效果命中;
this.dodge_magic = 0; // 效果抵抗;
this.resonate_lev = 0 // -- 共鸣水晶等级(当值不为0 时 表示 该英雄共鸣中 并且该值记录是共鸣前的等级)
// 对应的属性列表
this.group_attr = {}; // 成长值
this.skills = {}; // "技能列表{[1] = {skill_bid = xx}}
this.break_skills = {}; // 突破技能列表
this.eqm_list = {}; // 伙伴装备列表
this.artifact_list = {}; // 神器列表
this.awaken_count = 0; // 觉醒次数,如果是0 就是没有觉醒
this.awaken_skills = {};
this.form_param = 100 // 布阵的参数
this.is_in_form = 0; // 是否在阵上,是的话为阵上位置 其值的 :逻辑是 PartnerConst.Fun_Form.xxx * 10 + pos
this.dic_in_form = {}; // 在那个布阵信息 如: this.dic_in_form[PartnerConst.Fun_Form.Drama] = pos
this.sort_order = 0; // 排序用
this.show_order = 0;
this.order = 0;
// this.dispather_order = 0
this.is_lock = 0; // 是否锁定..只要 this.dic_locks 列表中有一个被锁定.此值都是锁定的
// 判定是否锁定..尽量用 HeroVo:isLock()方法
this.dic_locks = {}; // 锁定信息 this.dic_locks[锁定类型] = 0
this.red_point = {}; // 红点列表 HeroConst.Red_Point_Type
// 天赋技能列表 self.talent_skill_list[位置] = skill_id
this.talent_skill_list = null;
this.reset_time = null //--重生時間(針對 100級以下的) nil 表示未初始化
this.ext_data = [];//非玩家固有的皮肤数据
},
setAttr: function(key, val) {
this[key] = val;
},
getAttrByKey: function(key){
return this[key]
},
updateHeroVo: function(hero_info) {
if (!hero_info) return;
for (var info_k in hero_info) {
this.setAttr(info_k, hero_info[info_k]);
if (info_k == "show_order")
this.sort_order = hero_info[info_k];
if (info_k == "eqms")
this.updateEqmList(hero_info[info_k]);
if (info_k == "artifacts")
this.updateArtifactList(hero_info[info_k]);
if (info_k == "is_lock")
this.updateLock(hero_info[info_k]);
if (info_k == "dower_skill")
this.updateSkill(hero_info[info_k])
if (info_k == "holy_eqm")
this.updateHolyEqmList(hero_info[info_k])
}
this.fire(this.UPDATE_PARTNER_ATTR, this);
// 发出更新事件
},
updateSkill(list){
this.talent_skill_list = {}
for(let i=0;i<list.length;++i){
let v = list[i]
this.talent_skill_list[v.pos] = v.skill_id
}
},
updateEqmList: function(equips) {
if (!equips) return;
for (var equip_i in equips) {
var new_info = equips[equip_i];
var goods_vo = this.eqm_list[new_info.type];
if (!goods_vo)
this.eqm_list[new_info.type] = goods_vo = new GoodsVo();
goods_vo.setBaseId(new_info.base_id);
goods_vo.initAttrData(new_info);
goods_vo.setEnchantScore(0);
}
// 刪除处理
for (var goods_i in this.eqm_list) {
if (this.eqm_list[goods_i]) {
var cur_info = this.eqm_list[goods_i];
var is_delete = true;
for (var new_i in equips) {
if (equips[new_i].base_id === cur_info.base_id) {
is_delete = false;
}
}
if (is_delete) {
this.eqm_list[goods_i] = null;
}
}
}
},
updateArtifactList: function(data) {
var list = data || {};
var dic_pos = {};
for(var i in list){
dic_pos[list[i].artifact_pos] = list[i];
}
//写死只有两个神器 (神器位置类型: 1, 2 )
for(var i = 1;i <= 2;i++){
var artifact_data = dic_pos[i];
var goods_vo = this.artifact_list[i];
if(artifact_data && goods_vo){
if( goods_vo["initAttrData"]){
goods_vo.initAttrData(artifact_data);
}
}else if (artifact_data && goods_vo == null){
goods_vo = new GoodsVo();
goods_vo.setBaseId(artifact_data.base_id);
if(goods_vo["initAttrData"]){
goods_vo.initAttrData(artifact_data);
}
this.artifact_list[i] = goods_vo;
}else if (artifact_data == null && goods_vo){
this.artifact_list[i] = null;
goods_vo = null;
}
}
},
updateLock: function(datas) {
this.is_lock = 0
for (var data_i in datas) {
var data = datas[data_i]
this.dic_locks[data.lock_type] = data.is_lock;
if (this.is_lock == 0) {
this.is_lock = data.is_lock;
}
if( this.dic_locks[data.lock_type] == 0 ){
this.dic_locks = {};
}
}
},
isLock: function() {
for (var lock_i in this.dic_locks) {
if (this.dic_locks[lock_i] > 0)
return true;
}
return false;
},
// 更新阵法
updateFormPos: function(pos, fun_form_type) {
fun_form_type = fun_form_type || PartnerConst.Fun_Form.Drama;
pos = pos || 0;
this.is_in_form = 0;
if (pos == 0) {
delete this.dic_in_form[fun_form_type];
// this.dic_in_form[fun_form_type] = null;
} else {
this.dic_in_form[fun_form_type] = pos;
}
// for(let _type in this.dic_in_form){
// let _pos = this.dic_in_form[_type]
// let cur_pos = _type * 10 + _pos
// if (this.is_in_form == 0){
// this.is_in_form = cur_pos
// }else{
// if (this.is_in_form > cur_pos){
// this.is_in_form = cur_pos
// }
// }
// }
// for _type, _pos in pairs(this.dic_in_form) do
// local cur_pos = _type * 10 + _pos
// if self.is_in_form == 0 then
// self.is_in_form = cur_pos
// else
// if self.is_in_form > cur_pos then
// self.is_in_form = cur_pos
for (var pos_i in this.dic_in_form) {
var cur_pos = pos_i * 10 + this.dic_in_form[pos_i];
if (this.is_in_form == 0 || this.is_in_form > cur_pos) {
this.is_in_form = cur_pos;
}
}
this.updateHeroVo("is_in_form", this.is_in_form);
},
// --检查英雄锁定tips
// -- is_all 是否全部判定
// -- lock_type_list 需要检查的锁定类型 参考HeroConst.LockType
checkHeroLockTips:function(is_all, lock_type_list){
if (is_all){
lock_type_list = {
[1] : HeroConst.LockType.eFormLock, //--优先判定已上阵
[2] : HeroConst.LockType.eHeroLock,
[3] : HeroConst.LockType.eHeroChangeLock,
}
}else{
lock_type_list = lock_type_list || {}
}
for (let i in lock_type_list){
let lock_type = lock_type_list[i]
if (lock_type == HeroConst.LockType.eFormLock){
if (this.is_in_form > 0 ){
let fun_form_type = Math.floor(this.is_in_form/this.form_param)
if (fun_form_type == PartnerConst.Fun_Form.Drama){
nx.tbox(nx.text.getKey("lab_hero_vo_tip1"))
}else if (fun_form_type == PartnerConst.Fun_Form.Arena){
nx.tbox(nx.text.getKey("lab_hero_vo_tip2"))
}else if (fun_form_type == PartnerConst.Fun_Form.EliteMatch || fun_form_type == PartnerConst.Fun_Form.EliteKingMatch ){
nx.tbox(nx.text.getKey("lab_hero_vo_tip3"))
}
return true
}
}else{
if (this.dic_locks[lock_type] && this.dic_locks[lock_type] > 0 ){
if (lock_type == HeroConst.LockType.eHeroLock){
nx.tbox(nx.text.getKey("lab_hero_vo_tip4"))
}else if (lock_type == HeroConst.LockType.eHeroChangeLock){
nx.tbox(nx.text.getKey("lab_hero_vo_tip5"))
}
return true
}
}
}
},
isFormDrama: function() {
if (this.is_in_form > 0) {
var fun_form_type = Math.floor(this.is_in_form / this.form_param);
if (fun_form_type == PartnerConst.Fun_Form.Drama)
return true
}
return false
},
ishaveTalentData: function() {
if (!this.talent_skill_list)
return false;
return true
},
updateRedPoint:function(index,bool){
if(bool != null){
if(this.red_point[index] != bool){
this.red_point[index] = bool;
this.fire(HeroVo.UPDATE_Partner_ATTR,this);
}
}
},
// --是否是共鸣水晶英雄
isResonateCrystalHero:function(){
if(this.resonate_lev && this.resonate_lev>0){
return true;
}
return false;
},
isResonateHero:function(){
if(this.end_time && this.end_time > 0){
return true
}
return false
},
//是否已有神裝數據
ishaveHolyEquipmentData(){
if (this.holy_eqm_list == null) {
return false
}
return true
},
//更新神裝列表
updateHolyEqmList(list2){
let list = list2 || []
if (this.holy_eqm_list == null) {
this.holy_eqm_list = {}
}
for (let i in list) {
let v=list[i]
//繼續類型
let item_config = gitemdata(v.base_id)
if (item_config) {
v.type = item_config.type
let eqm_vo = this.holy_eqm_list[v.type]
if (!eqm_vo) {
var GoodsVo = require("goods_vo");
eqm_vo =new GoodsVo()
eqm_vo.setBaseId(v.base_id);
this.holy_eqm_list[v.type] = eqm_vo
}
if (eqm_vo.initAttrData) {
eqm_vo.initAttrData(v)
}
eqm_vo.setEnchantScore(0)
}
}
// 這個時候有刪除狀態的處理,現在擁有的比更新回來的要大
if (Object.getOwnPropertyNames(this.holy_eqm_list).length > list.length) {
for (let k in this.holy_eqm_list) {
let is_dele = true
for (let i in list) {
let v = list[i]
if (k == v.type) {
is_dele = false
break
}
}
if (is_dele) {
delete this.holy_eqm_list[k]
}
}
}
},
initResetTime(reset_time){
this.reset_time = reset_time
// -- self:Fire(HeroVo.UPDATE_Partner_ATTR,self) --暫時不需要
},
// -- 是否有重生信息了
isResetTimeInfo(){
return this.reset_time != null;
},
// --檢查共鳴英雄根據陣法操作
checkResonateHeroByFormType(form_type, not_tips){
if (!form_type) return false;
if (this.isResonateHero()) {
if (form_type == PartnerConst.Fun_Form.Drama || //--劇情
form_type == PartnerConst.Fun_Form.Startower || //--試練塔
form_type == PartnerConst.Fun_Form.ElementWater || //--元素神殿(水系)
form_type == PartnerConst.Fun_Form.ElementFire || //--元素神殿(火系)
form_type == PartnerConst.Fun_Form.ElementWind || //--元素神殿(風系)
form_type == PartnerConst.Fun_Form.ElementLight || //--元素神殿(光系)
form_type == PartnerConst.Fun_Form.ElementDark || //--元素神殿(暗系)
form_type == PartnerConst.Fun_Form.GuildDun_AD) { //--公會boss
return false
}
if (!not_tips) {
nx.tbox(("賦能英雄不可參與此玩法或選擇"));
}
return true
}
}
})
HeroVo.prototype.UPDATE_PARTNER_ATTR = "UPDATE_PARTNER_ATTR";
module.exports = HeroVo;