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fc/dev/project/assets/Scripts/mod/backpack/backpack_model.js
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// --------------------------------------------------------------------
// @author: xxx@syg.com(必填, 创建模块的人员)
// @description:
// 这里填写详细说明,主要填写该模块的功能简要
// <br/>Create: 2018-12-24 16:50:14
// --------------------------------------------------------------------
const BridgeClass = require( "bridge.class" );
var BackPackConst = require( "backpack_const" );
const HeroController = require("hero_controller");
const FID = require( "bridge.function.ids" );
var BackpackModel = cc.Class( {
extends: BridgeClass,
ctor: function() {
},
properties: {
},
initConfig: function() {
this.item_list = {} // 物品列表,背包类型座位key
this.hallows_comp_list = {} //神器合成
this.equip_score_list = {}
// --英魂的列表..因為英雄計算紅點消耗巨大..這裡保存多一份.減少負擔
this.hero_hun_list = {}
},
/**
* 初始化背包和装备背包数据
* @param {*} data
*/
initItemList: function( data ) {
// cc.error(data,"初始化背包和装备背包数据")
var GoodsVo = require( "goods_vo" );
var bag_list = {};
for( let index = 0; index < data.item_list.length; index++ ) {
const element = data.item_list[ index ];
var item_vo = new GoodsVo();
item_vo.initAttrData( element );
bag_list[ element.id ] = item_vo;
// 装备背包备份多个最高评分列表的4件装备
this.updateEquipScoreList( data.bag_code, item_vo )
}
// 储存空间物品
var bag_code = data.bag_code;
this.item_list[ bag_code ] = bag_list;
// -- 是装备背包
if( bag_code == BackPackConst.Bag_Code.EQUIPS ) {
// self.cur_equip_volume = #data.item_list
} else {
if( !this.is_init_hero_chip_redpoint ) {
this.is_init_hero_chip_redpoint = true
}
}
this.setHallowsCompData();
gcore.GlobalEvent.fire( EventId.GET_ALL_DATA, bag_code );
},
getHeroChipRedPoint() {
let hero_list = this.getAllBackPackArray( BackPackConst.item_sub_type.HERO )
let status = false
for( let i = 0; i < hero_list.length; ++i ) {
let v = hero_list[ i ]
status = this.checkHeroChipRedPoint( v )
if( status ) {
break
}
}
return status;
},
// --检查英雄碎片是否能合/成
checkHeroChipRedPoint( v ) {
if( v.quality != -1 && v.base_id ) {
// --碎片
let partner_config = game.configs.partner_data.data_get_compound_info
if( partner_config[ v.base_id ] ) {
if( v.quantity >= partner_config[ v.base_id ].num ) {
return true
}
}
// --符文
if( this.hallows_comp_list && this.hallows_comp_list[ v.base_id ] ) {
if( v.quantity >= this.hallows_comp_list[ v.base_id ].num ) {
return true
}
}
}
return false
},
// 增加或者更新一个物品
updateBagItemsNum: function( data, is_update ) {
var GoodsVo = require( "goods_vo" );
var add_list = {}
var bag_code = null;
let RedPoint = false;
for( let index = 0; index < data.item_list.length; index++ ) {
const element = data.item_list[ index ];
if( this.item_list[ element.storage ] == null ) {
this.item_list[ element.storage ] = {}
}
var item_vo = this.item_list[ element.storage ][ element.id ]
if( item_vo == null ) {
item_vo = new GoodsVo()
this.item_list[ element.storage ][ element.id ] = item_vo
}
//背包英雄符文碎片红点逻辑 (先算是否有红点) -zys
let status = null;
let config = Utils.getItemConfig( element.base_id );
if( config && config.sub_type == BackPackConst.item_sub_type.HERO ) {
status = this.checkHeroChipRedPoint( item_vo );
}
if( config && config.sub_type == BackPackConst.item_sub_type.SPECIAL ) {
RedPoint = true;
}
item_vo.initAttrData( element );
// 储存一下存储空间
if( bag_code == null ) {
bag_code = element.storage
}
// 备份新增物品
add_list[ element.id ] = item_vo;
// 装备背包备份多个最高评分列表的4件装备
if( bag_code == BackPackConst.Bag_Code.EQUIPS ) {
RedPoint = true;
if( item_vo && item_vo.config ) {
var type = item_vo.config.type || 1;
if( !this.equip_score_list[ type ] )
this.equip_score_list[ type ] = {};
this.equip_score_list[ type ][ item_vo.id ] = item_vo;
}
} else if( bag_code == BackPackConst.Bag_Code.BACKPACK ) {
if( item_vo && item_vo.config ) {
let type = item_vo.config.type || 1
if( type == BackPackConst.item_type.HERO_HUN ) {
this.hero_hun_list[ item_vo.id ] = item_vo
}
}
}
//背包英雄符文碎片红点逻辑 (如果没有红点才判断)-zys
if( !status && config && config.sub_type == BackPackConst.item_sub_type.HERO ) {
if( this.checkHeroChipRedPoint( item_vo ) ) {
}
}
}
bag_code = bag_code || BackPackConst.Bag_Code.BACKPACK;
if( is_update ) {
gcore.GlobalEvent.fire( EventId.MODIFY_GOODS_NUM, bag_code, add_list );
} else {
gcore.GlobalEvent.fire( EventId.ADD_GOODS, bag_code, add_list );
}
if( RedPoint ){
let sfg = game.configs.source_data.data_source_data[FID.Equips];
let eqm = nx.bridge.checkConditions( sfg.lev_limit );
if( nx.dt.objEmpty( eqm ) ){
HeroController.getInstance().getModel().dealReformEqm();
}
}
let sfg = game.configs.source_data.data_source_data[FID.Mono];
let mono = nx.bridge.checkConditions( sfg.lev_limit );
if( nx.dt.objEmpty( mono ) ){
if( game.configs.monopoly_data ){
let DATA = game.configs.monopoly_data.data_const.item_bid;
let count = this.getBackPackItemNumByBid( DATA.val );
nx.mTip.openTip( "bar.monopoly", count > 0 );
}
}
},
// 删除一个物品
deleteBagItems: function( data ) {
var del_list = {}
var bag_code = null;
let RedPoint = false;
for( let index = 0; index < data.item_list.length; index++ ) {
const element = data.item_list[ index ];
if( this.item_list[ element.storage ] ) {
var item_vo = this.item_list[ element.storage ][ element.id ]
if( bag_code == null ) {
bag_code = element.storage
}
// bag_code = item_vo.storage || BackPackConst.Bag_Code.BACKPACK
if( bag_code == BackPackConst.Bag_Code.EQUIPS ) {
RedPoint = true;
if( item_vo && item_vo.config ) {
var type = item_vo.config.type || 1;
if( !this.equip_score_list[ type ] )
this.equip_score_list[ type ] = {};
this.equip_score_list[ type ][ item_vo.id ] = null;
}
} else if( bag_code == BackPackConst.Bag_Code.BACKPACK ) {
//背包里面的符文(以前神器)
if( item_vo && item_vo.config ) {
var type = item_vo.config.type || 1;
if( type == BackPackConst.item_type.ARTIFACTCHIPS ) {
RedPoint = true;
if( !this.equip_score_list[ type ] )
this.equip_score_list[ type ] = {};
this.equip_score_list[ type ][ item_vo.id ] = null;
} else if( type == BackPackConst.item_type.HERO_HUN ) {
this.hero_hun_list[ item_vo.id ] = null
}
}
}
if( item_vo ) {
del_list[ element.id ] = item_vo
this.item_list[ element.storage ][ element.id ] = null
delete this.item_list[ element.storage ][ element.id ];
}
}
// 储存一下存储空间
// if (bag_code == null) {
// bag_code = element.storage
// }
}
let sfg = game.configs.source_data.data_source_data[FID.Mono];
let mono = nx.bridge.checkConditions( sfg.lev_limit );
if( nx.dt.objEmpty( mono ) ){
let DATA = game.configs.monopoly_data.data_const.item_bid;
let count = this.getBackPackItemNumByBid( DATA.val );
nx.mTip.openTip( "bar.monopoly", count > 0 );
}
bag_code = bag_code || BackPackConst.Bag_Code.BACKPACK;
gcore.GlobalEvent.fire( EventId.DELETE_GOODS, bag_code, del_list );
if( RedPoint ){
let sfg = game.configs.source_data.data_source_data[FID.Equips];
let eqm = nx.bridge.checkConditions( sfg.lev_limit );
if( nx.dt.objEmpty( eqm ) ){
HeroController.getInstance().getModel().dealReformEqm();
}
}
},
// 根据背包标签页类型返回当前的物品列表
getAllBackPackArray: function( type ) {
type = type || BackPackConst.item_sub_type.EQUIPS
var bag_code = BackPackConst.Bag_Code.BACKPACK
if( type == BackPackConst.item_sub_type.EQUIPS ||
type == BackPackConst.item_sub_type.HOLYEQUIPMENT ) {
bag_code = BackPackConst.Bag_Code.EQUIPS
}
var bag_list = this.item_list[ bag_code ]
var temp_list = []
for( var key in bag_list ) {
var item_vo = bag_list[ key ]
if( item_vo && item_vo.config && item_vo.config.sub_type == type ) {
temp_list.push( item_vo )
}
}
if( temp_list.length > 0 ) {
temp_list.sort( Utils.tableUpperSorter( [ "quality", "sort", "base_id" ] ) )
}
// 排序
return temp_list
},
// 获取对应背包类型的物品列表
getBagItemList: function( bag_code ) {
return this.item_list[ bag_code ] || {};
},
// --獲取英雄武魂
getHeroHunList() {
return this.hero_hun_list || {}
},
// 根据bid获得道具物品的数量(包括资产道具)
getItemNumByBid: function( bid ) {
let asset_key = game.configs.item_data.data_assets_id2label[bid];
if( asset_key ) {
var RoleController = require( "role_controller" );
var role_vo = RoleController.getInstance().getRoleVo();
if( role_vo[ asset_key ] ) {
return role_vo[ asset_key ];
} else {
return 0;
}
} else {
return this.getBackPackItemNumByBid( bid );
}
},
// 根据bid获取背包物品的数量
getPackItemNumByBid: function( bag_code, bid ) {
if( bag_code == null ) {
bag_code = BackPackConst.Bag_Code.BACKPACK
}
let len = 0;
let bag_list = this.getBagItemList( bag_code );
for( let k in bag_list ) {
let item = bag_list[ k ];
if( item && item.config && item.config.id == bid ) {
len += item.quantity;
}
}
return len;
},
// 根据bid获取背包物品数量
getBackPackItemNumByBid: function( bid ) {
return this.getPackItemNumByBid( BackPackConst.Bag_Code.BACKPACK, bid );
},
getItemListForShare: function( bag_type ) {
var bag_code = bag_type || BackPackConst.Bag_Code.BACKPACK;
var list = this.item_list[ bag_code ];
var target_list = [];
if( list ) {
for( var item_i in list ) {
if( list[ item_i ] && list[ item_i ].config && list[ item_i ].config.can_share === 1 ) {
target_list.push( list[ item_i ] );
}
}
}
return target_list
},
//根据id获取背包的物品数据
getBackPackItemById: function( id ) {
return this.getBagItemById( BackPackConst.Bag_Code.BACKPACK, id )
},
//根据bag_codeid获得物品数据
getBagItemById: function( bag_code, id ) {
var temp_list = this.getBagItemList( bag_code );
if( temp_list != null && temp_list[ id ] != null ) {
return temp_list[ id ]
}
},
//根据类型获得背包中该类型物品的列表
getBackPackItemListByType: function( type ) {
var list = [];
var bag_list = this.getBagItemList( BackPackConst.Bag_Code.BACKPACK );
for( var k in bag_list ) {
var item = bag_list[ k ];
if( item && item.config && item.config.type == type ) {
list.push( item );
}
}
return list
},
//根据bid获取物品的id列表
getBackPackItemIdListByBid: function( bid ) {
var id_list = [];
var bag_list = this.getBagItemList( BackPackConst.Bag_Code.BACKPACK );
for( var k in bag_list ) {
var item = bag_list[ k ];
if( item && item.config && item.config.id == bid ) {
id_list.push( item.id );
}
}
return id_list
},
//根据bid物品的id
getBackPackItemIDByBid: function( bid ) {
return this.getPackItemIDByBid( BackPackConst.Bag_Code.BACKPACK, bid )
},
//根据bid获得bag_code物品的id
getPackItemIDByBid: function( bag_code, bid ) {
var bag_list = this.getBagItemList( bag_code )
var id = 0
for( var k in bag_list ) {
var item = bag_list[ k ]
if( item && item.config && item.config.id == bid ) {
id = item.id
break
}
}
return id
},
//神器合成
setHallowsCompData: function() {
// if (Utils.next(this.hallows_comp_list) != null) return;
// var data_list = game.configs.item_product_data.data_product_data;
// for (var i in data_list) {
// var v = data_list[i];
// this.hallows_comp_list[v.need_items[0][0]] = { bid: v.bid, num: v.need_items[0][1] };
// }
},
getHallowsCompData: function( id ) {
if( !this.hallows_comp_list && Utils.next( this.hallows_comp_list ) == null ) {
return this.hallows_comp_list[ id ] || {};
}
},
getAllEquipListByType: function( type ) {
return this.equip_score_list[ type ] || [];
},
updateEquipScoreList: function( bag_code, temp_item ) {
if( temp_item && temp_item.config ) {
var type = temp_item.config.type || 1;
// 装备背包备份一个序号列表
if( bag_code == BackPackConst.Bag_Code.EQUIPS ) {
if( !this.equip_score_list[ type ] )
this.equip_score_list[ type ] = {};
this.equip_score_list[ type ][ temp_item.id ] = temp_item;
} else if( bag_code == BackPackConst.Bag_Code.BACKPACK ) {
// 背包里面的符文(以前神器)
if( type == BackPackConst.item_type.ARTIFACTCHIPS ) {
if( !this.equip_score_list[ type ] )
this.equip_score_list[ type ] = {};
this.equip_score_list[ type ][ temp_item.id ] = temp_item;
} else if( type == BackPackConst.item_type.HERO_HUN ) {
this.hero_hun_list[ temp_item.id ] = temp_item;
}
}
}
},
} );
module.exports = BackpackModel;