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fc/dev/project/library/imports/fe/fed28fe3-5966-4757-b210-62e8226f5bc7.js
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2026-05-24 10:21:26 +08:00

548 lines
20 KiB
JavaScript

"use strict";
cc._RF.push(module, 'fed28/jWWZHV7IQYugib1vH', 'guildskill_model');
// Scripts/mod/guild/talent/guildskill_model.js
"use strict";
var _cc$Class;
// --------------------------------------------------------------------
// @author: xxx@syg.com(必填, 创建模块的人员)
// @description:
// 这里填写详细说明,主要填写该模块的功能简要
// <br/>Create: 2019-01-19 17:37:33
// --------------------------------------------------------------------
var BridgeClass = require("bridge.class");
var GuildskillConst = require("guildskill_const");
var GuildskillEvent = require("guildskill_event");
var BackpackController = require("backpack_controller");
var GuildConst = require("guild_const");
var GuildEvent = require("guild_event");
var GuildskillModel = cc.Class((_cc$Class = {
"extends": BridgeClass,
ctor: function ctor() {
this.ctrl = require("guildskill_controller").getInstance();
this.initConfig();
},
properties: {},
initConfig: function initConfig() {
this.career_skill_list = {};
this.skill_wait_upgrade_list = {};
this.skill_upgrade_cost_list = {};
this.skill_red_status_list = {};
this.pvp_skill_red_status_list = {}; // 職業技能紅點狀態
// --pvp的職業信息
this.pvp_career_skill_list = null;
this.had_send_mainui = false;
this.had_close_mainui = false;
},
clearGuildCareerSkill: function clearGuildCareerSkill() {
this.career_skill_list = {};
this.skill_wait_upgrade_list = {};
this.skill_upgrade_cost_list = {};
this.skill_red_status_list = {};
},
initGuildCareerSkill: function initGuildCareerSkill(data) {
if (data == null || data.group_id == null) return;
var config = game.configs.guild_skill_data.data_info_group[data.group_id];
if (config == null) {
cc.log("公会技能配置数据有问题,技能组id为:", data.group_id);
} else {
var object = {};
object.career = data.career; // 当前职业
object.group_id = data.group_id; // 当前激活的技能组
object.group_ids = data.group_ids; // 已经激活的技能组
object.skill_ids = []; // 当前技能组的技能状态
for (var i in config) {
var v = config[i];
object.skill_ids.push({
id: v.id,
index: v.seq,
status: GuildskillConst.status.un_activity
});
}
for (var i in data.skill_ids) {
var v = data.skill_ids[i];
for (var n in object.skill_ids) {
var item = object.skill_ids[n];
if (v.skill_id == item.id) {
item.status = GuildskillConst.status.activity;
break;
}
}
}
//对技能顺序做一个排序吧,主要是担心策划配置不是按照正常顺序来
if (Utils.next(object.skill_ids)) {
object.skill_ids.sort(function (a, b) {
return a.index < b.index;
});
}
this.career_skill_list[data.career] = object;
gcore.GlobalEvent.fire(GuildskillEvent.UpdateGuildSkillEvent, data.career);
}
},
//获取指定职业的技能信息
getCareerSkillInfo: function getCareerSkillInfo(career) {
return this.career_skill_list[career];
},
//激活指定职业的技能信息
updateGuildCareerSkill: function updateGuildCareerSkill(career, skill_id) {
if (career == null || skill_id == null) return;
var object = this.career_skill_list[career];
if (object && object.skill_ids) {
for (var i in object.skill_ids) {
var item = object.skill_ids[i];
if (item.id == skill_id) {
item.status = GuildskillConst.status.activity;
break;
}
}
//升级之后,这边做一次保存当前待升级的技能id
var red_skill_id = 0;
for (var k in object.skill_ids) {
var v = object.skill_ids[k];
if (v.status == GuildskillConst.status.un_activity) {
red_skill_id = v.id;
break;
}
}
this.updateGuildSkillStatus(career, red_skill_id);
gcore.GlobalEvent.fire(GuildskillEvent.UpdateSkillStatusEvent, career, skill_id);
}
},
//升级指定职业的技能组,这个时候默认该技能组技能都未激活
upgradeGuildCareerSkill: function upgradeGuildCareerSkill(career, group_id) {
if (career == null || group_id == null) return;
var object = this.career_skill_list[career];
if (object == null) {
object = {};
object.group_ids = [];
this.career_skill_list[career] = object;
}
if (object.group_ids) {
object.group_ids.push({
group_id: object.group_id
});
}
object.career = career;
if (object.group_id != group_id) {
object.group_id = group_id;
object.skill_ids = [];
var config = game.configs.guild_skill_data.data_info_group[group_id];
if (config == null) {
cc.log("更新技能组出错,配置数据有问题,技能组id为:", group_id);
return;
}
for (var i in config) {
var v = config[i];
object.skill_ids.push({
id: v.id,
index: v.seq,
status: GuildskillConst.status.un_activity
});
}
if (Utils.next(object.skill_ids)) {
object.skill_ids.sort(function (a, b) {
return a.index < b.index;
});
}
}
//升级之后,这边做一次保存当前待升级的技能id
var skill_id = 0;
for (var k in object.skill_ids) {
var v = object.skill_ids[k];
if (v.status == GuildskillConst.status.un_activity) {
skill_id = v.id;
break;
}
}
this.updateGuildSkillStatus(career, skill_id);
gcore.GlobalEvent.fire(GuildskillEvent.UpdateSkilUpgradeEvent, career, group_id);
},
//获取当前技能组上线
getCareerGroupMax: function getCareerGroupMax(career) {
career = career;
if (this.career_group_max == null) this.career_group_max = {};
if (this.career_group_max[career] == null) {
var config = gdata("guild_skill_data", "data_career_list", [career]);
if (config) {
this.career_group_max[career] = config.length;
} else {
this.career_group_max[career] = 0;
}
}
return this.career_group_max[career];
},
//公会技能的初始化红点状态
initGuildSkillStatus: function initGuildSkillStatus(data) {
if (data && data.outline) {
this.skill_wait_upgrade_list = {};
for (var i in data.outline) {
var v = data.outline[i];
this.skill_wait_upgrade_list[v.career] = v.skill_id;
}
}
this.checkGuildSkillRedStatus();
},
//更新当前技能
updateGuildSkillStatus: function updateGuildSkillStatus(career, skill_id) {
if (this.skill_wait_upgrade_list == null) this.skill_wait_upgrade_list = {};
this.skill_wait_upgrade_list[career] = skill_id;
this.checkGuildSkillRedStatus();
},
//公会技能红点的算法更新
checkGuildSkillRedStatus: function checkGuildSkillRedStatus() {
if (this.skill_wait_upgrade_list == null || Utils.next(this.skill_wait_upgrade_list) == null) return;
// RedMgr.getInstance().addCalHandler(function () {
// var role_vo = RoleController.getInstance().getRoleVo();
// var backpack_model = BackpackController.getInstance().getModel();
// var red_list = {};
// for (var k in this.skill_wait_upgrade_list) {
// var skill_id = this.skill_wait_upgrade_list[k];
// var config = gdata("guild_skill_data", "data_info", [skill_id]);
// if (config) {
// red_list[k] = true;
// if (config.guild_lev > role_vo.guild_lev) {
// red_list[k] = false;
// } else {
// for (var i in config.loss || {}) {
// var v = config.loss[i];
// if (v[0] != null && v[1] != null) {
// var bid = v[0];
// var num = v[1];
// var assert = game.configs.item_data.data_assets_id2label[bid];
// if (assert) {
// if (num > role_vo[assert]) {
// red_list[k] = false;
// break
// }
// } else {
// var sum = backpack_model.getBackPackItemNumByBid(bid);
// if (num > sum) {
// red_list[k] = false;
// break
// }
// }
// }
// }
// }
// }
// }
// for (var k in red_list) {
// var id = this.getCareerKey(k);
// this.updateGuildRedStatus(id, red_list[k]);
// }
// }.bind(this), RedIds.GuildSkill)
},
//设置一个唯一id吧, 跟 guildconst.skill_2 ,3 ,4 ,5对应
getCareerKey: function getCareerKey(career) {
career = career || GuildskillConst.index.physics;
// if (career == GuildskillConst.index.magic)
// return GuildConst.red_index.skill_2;
// else if (career == GuildskillConst.index.physics)
// return GuildConst.red_index.skill_3
// else if (career == GuildskillConst.index.defence)
// return GuildConst.red_index.skill_4
// else if (career == GuildskillConst.index.assist)
// return GuildConst.red_index.skill_5
// else
// return GuildConst.red_index.skill_3
},
//清楚主界面上面的红点
clearGuildSkillIconRed: function clearGuildSkillIconRed() {
if (this.had_close_mainui == true) return;
this.had_close_mainui = true;
var is_red = false;
for (var k in this.skill_red_status_list) {
var v = this.skill_red_status_list[k];
if (v == true) {
is_red = true;
break;
}
}
if (!is_red) {
for (var _k in self.pvp_skill_red_status_list) {
var _v = self.pvp_skill_red_status_list[_k];
if (_v == true) {
is_red = true;
break;
}
}
}
if (is_red == true) {
var data = [{
bid: GuildConst.red_index.skill_2,
status: false
}, {
bid: GuildConst.red_index.skill_3,
status: false
}, {
bid: GuildConst.red_index.skill_4,
status: false
}, {
bid: GuildConst.red_index.skill_5,
status: false
}, {
bid: GuildConst.red_index.pvp_skill_2,
status: false
}, {
bid: GuildConst.red_index.pvp_skill_3,
status: false
}, {
bid: GuildConst.red_index.pvp_skill_4,
status: false
}, {
bid: GuildConst.red_index.pvp_skill_5,
status: false
}];
}
},
//更新公会技能红点
updateGuildRedStatus: function updateGuildRedStatus(bid, status) {
var _status = this.skill_red_status_list[bid];
if (_status == status) return;
this.skill_red_status_list[bid] = status;
//更新场景红点状态,只在登录的时候提示一次
if (this.had_send_mainui == false) {
this.had_send_mainui = true;
}
//事件用于同步更新公会主ui的红点
gcore.GlobalEvent.fire(GuildEvent.UpdateGuildRedStatus, bid, status);
},
getRedStatus: function getRedStatus(career) {
var id = this.getCareerKey(career);
var pvp_id = this.getPvpCareerKey(career);
return this.skill_red_status_list[id] || this.pvp_skill_red_status_list[pvp_id];
},
getRedTotalStatus: function getRedTotalStatus() {
for (var k in this.skill_red_status_list) {
var _status = this.skill_red_status_list[k];
if (_status == true) return true;
}
for (var _k2 in this.pvp_skill_red_status_list) {
var _status2 = this.pvp_skill_red_status_list[_k2];
if (_status2 == true) {
return true;
}
}
return false;
},
// --获取各职业的公会技能等级
getCareerSkillLevel: function getCareerSkillLevel(career) {
if (this.career_skill_list[career]) {
var skill_ids = this.career_skill_list[career].skill_ids;
var count = this.career_skill_list[career].group_ids.length * 6;
for (var i = 0; i < skill_ids.length; ++i) {
var v = skill_ids[i];
if (v.status == GuildskillConst.status.activity) {
count = count + 1;
}
}
return count;
}
return -1;
},
resetCareerSkillInfo: function resetCareerSkillInfo(career) {
var self = this;
// -- body
var object = self.career_skill_list[career];
if (object) {
object.group_id = Math.floor(object.group_id / 1000) * 1000 + 1;
object.group_ids = {};
var config = game.configs.guild_skill_data.data_info_group[object.group_id];
object.skill_ids = [];
for (var i in config) {
var v = config[i];
var data = {};
data.id = v.id;
data.index = v.seq;
data.status = GuildskillConst.status.un_activity;
object.skill_ids.push(data);
// table_insert(object.skill_ids, data)
}
object.had_skill_up = false;
gcore.GlobalEvent.fire(GuildskillEvent.ResetGuildSkillEvent, career);
}
},
setPvpFisrtReset: function setPvpFisrtReset(is_first) {
this.is_pvp_first = is_first;
},
getPvpskillInfo: function getPvpskillInfo() {
return this.pvp_career_skill_list;
},
initPvpCareerSkillInfo: function initPvpCareerSkillInfo(data) {
if (!data) return;
var self = this;
self.dic_pvp_power_career = null;
if (this.pvp_career_skill_list == null) {
this.pvp_career_skill_list = {};
}
for (var i in data) {
var v = data[i];
if (v.career) {
self.pvp_career_skill_list[v.career] = v;
v.attr_formation.sort(Utils.tableLowerSorter(["id"]));
}
}
this.checkGuildPvpSkillRedStatus();
},
getPvpskillInfoByCareer: function getPvpskillInfoByCareer(career) {
if (this.pvp_career_skill_list) {
return this.pvp_career_skill_list[career];
}
}
}, _cc$Class["getPvpskillInfo"] = function getPvpskillInfo() {
return this.pvp_career_skill_list;
}, _cc$Class.getPvpPowerByCareerlist = function getPvpPowerByCareerlist(list) {
var self = this;
if (self.dic_pvp_power_career == null) {
self.dic_pvp_power_career = {};
}
var total_power = 0;
for (var i in list) {
var career = list[i];
if (self.dic_pvp_power_career[career] == null) {
var pvp_career_data = self.getPvpskillInfoByCareer(career);
if (pvp_career_data) {
var career_power = 0;
for (var _i in pvp_career_data.attr_formation) {
var v = pvp_career_data.attr_formation[_i];
var _key = Utils.getNorKey(v.id, v.lev);
var config = gdata("guild_skill_data", "data_pvp_attr_info", _key);
if (config) {
career_power = career_power + config.power;
}
}
var key = Utils.getNorKey(career, pvp_career_data.skill_lev);
var pvp_skill_config = gdata("guild_skill_data", "data_pvp_skill_info", key);
if (pvp_skill_config) {
career_power = career_power + pvp_skill_config.power;
}
self.dic_pvp_power_career[career] = career_power;
}
}
var power = self.dic_pvp_power_career[career] || 0;
total_power = total_power + power;
}
return total_power;
}, _cc$Class.checkGuildPvpSkillRedStatus = function checkGuildPvpSkillRedStatus() {
// let self =this;
// if( self.pvp_career_skill_list ){
// for (let k in self.pvp_career_skill_list) {
// let pvp_career_skill_data = self.pvp_career_skill_list[k]
// let total_status = false
// for (let i in pvp_career_skill_data.attr_formation) {
// let v = pvp_career_skill_data.attr_formation[i];
// let key = Utils.getNorKey(v.id, v.lev)
// let config = gdata("guild_skill_data","data_pvp_attr_info",key);
// let status = true
// if (config && config.loss) {
// for (let i in config.loss) {
// let cost = config.loss[i]
// let bid = cost[0]
// let have_num = BackpackController.getInstance().getModel().getItemNumByBid(bid)
// if (have_num < cost[1]) {
// status = false
// }
// }
// } else{
// // --沒有消耗 就木有紅點了
// status = false
// }
// if (!total_status) {
// total_status = status
// }
// }
// if (!total_status) {
// total_status = self.checkGuildPvpOnlySkillRedpoit(pvp_career_skill_data.career, pvp_career_skill_data.skill_lev, pvp_career_skill_data.attr_formation)
// }
// let id = self.getPvpCareerKey(k)
// self.updateGuildPvpRedStatus(id, total_status)
// }
// }
}, _cc$Class.checkGuildPvpOnlySkillRedpoit = function checkGuildPvpOnlySkillRedpoit(career, skill_lev, attr_formation) {
// let self = this;
// if (!career) return;
// if( skill_lev==null )return;
// if (!attr_formation) return;
// let key = Utils.getNorKey(career, skill_lev)
// let pvp_skill_config = gdata("guild_skill_data","data_pvp_skill_info",key);
// if (pvp_skill_config) {
// for (let i in attr_formation) {
// let v = attr_formation[i];
// if (v.lev < pvp_skill_config.need_lev) {
// return false
// }
// }
// if (pvp_skill_config.loss && pvp_skill_config.loss.length!=0) {
// for (let i in pvp_skill_config.loss) {
// let cost = pvp_skill_config.loss[i]
// let bid = cost[0]
// let have_num = BackpackController.getInstance().getModel().getItemNumByBid(bid)
// if (have_num < cost[1]) {
// return false
// }
// }
// }else{
// // --沒有消耗 就木有紅點了
// return false
// }
// return true
// }
// return false
}, _cc$Class.updateGuildPvpRedStatus = function updateGuildPvpRedStatus(bid, status) {
var self = this;
var _status = self.pvp_skill_red_status_list[bid];
if (_status == status) return;
self.pvp_skill_red_status_list[bid] = status;
// -- 更新場景紅點狀態,只在登錄的時候提示一次
if (self.had_send_mainui == false) {
self.had_send_mainui = true;
}
// -- 事件用於同步更新公會主ui的紅點
gcore.GlobalEvent.fire(GuildEvent.UpdateGuildRedStatus, bid, status);
}, _cc$Class.getCareerPvpSkillLevel = function getCareerPvpSkillLevel(career) {
var self = this;
if (self.pvp_career_skill_list && self.pvp_career_skill_list[career]) {
var attr_lev = 0;
var pvp_career_skill_data = self.pvp_career_skill_list[career];
for (var i in pvp_career_skill_data.attr_formation) {
var v = pvp_career_skill_data.attr_formation[i];
attr_lev = attr_lev + v.lev;
}
var skill_lev = pvp_career_skill_data.skill_lev || 0;
return attr_lev, skill_lev;
}
return -1;
}, _cc$Class.getPvpCareerKey = function getPvpCareerKey(career2) {
// let self = this;
// let career = career2 || GuildskillConst.index.physics
// if (career == GuildskillConst.index.magic) {
// return GuildConst.red_index.pvp_skill_2
// }else if (career == GuildskillConst.index.physics) {
// return GuildConst.red_index.pvp_skill_3
// }else if (career == GuildskillConst.index.defence) {
// return GuildConst.red_index.pvp_skill_4
// }else if (career == GuildskillConst.index.assist ){
// return GuildConst.red_index.pvp_skill_5
// }else{
// return GuildConst.red_index.pvp_skill_3
// }
}, _cc$Class.isPvpFisrtReset = function isPvpFisrtReset() {
return this.is_pvp_first == true;
}, _cc$Class));
cc._RF.pop();