GridMapModel.ts 7.9 KB

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  1. import GameDataCenter from "../../GameDataCenter";
  2. import { GridMapModelData } from "./GridMapModelData";
  3. import { ReqHcMerge } from "../../../shared/hc/PtlHcMerge";
  4. import EventMng from "../../../manager/EventMng";
  5. import { GridEvent } from "../../../logic/gridMap/GridEvent";
  6. import { HcType, HcUnlock, ReqHcInfo } from "../../../shared/hc/PtlHcInfo";
  7. import Gamecfg from "../../../common/gameCfg";
  8. import UECell from "../../../logic/gridMap/UECell";
  9. import UEGridMap from "../../../logic/gridMap/UEGridMap";
  10. import { gameMethod } from "../../../common/gameMethod";
  11. import UECube from "../../../logic/gridMap/UECube";
  12. import { ReqHcEmit } from "../../../shared/hc/PtlHcEmit";
  13. import { GridConstant } from "../../../logic/gridMap/GridConstant";
  14. import Config from "../../../Config";
  15. /** 合成物品数据 */
  16. export interface MergeItem {
  17. type: number,
  18. id: number,
  19. rate: number
  20. }
  21. export default class GridMapModel extends GridMapModelData {
  22. /** 配方可合成的物品 */
  23. public formulaMap: { [key: string]: MergeItem[] } = {};
  24. /** 可合成物品的配方 */
  25. public itemFormula: { [key: string]: string[] } = {};
  26. private ueGridMap: UEGridMap;
  27. constructor() {
  28. super('gridMap');
  29. }
  30. protected onRegister(): void {
  31. }
  32. Init(ueGridMap: UEGridMap) {
  33. this.ueGridMap = ueGridMap;
  34. this.FilterMergeChain();
  35. }
  36. /** 过滤合成链 */
  37. FilterMergeChain() {
  38. this.formulaMap = {};
  39. this.itemFormula = {};
  40. for (let key in Gamecfg.mergeInfo.pool) {
  41. let item = Gamecfg.mergeInfo.pool[key];
  42. let formulaKey1 = `${item.formula[0]}_${item.formula[1]}_${item.formula[2]}_${item.formula[3]}`;
  43. let formulaKey2 = `${item.formula[2]}_${item.formula[3]}_${item.formula[0]}_${item.formula[1]}`;
  44. this.formulaMap[formulaKey1] = [];
  45. this.formulaMap[formulaKey2] = [];
  46. for (let idx = 1; idx <= 4; idx++) {
  47. let mergeItem = item[`item${idx}`];
  48. let mergeItemRate = item[`rate${idx}`];
  49. if (mergeItem) {
  50. this.formulaMap[formulaKey1].push({ type: mergeItem[0], id: mergeItem[1], rate: mergeItemRate });
  51. this.formulaMap[formulaKey2].push({ type: mergeItem[0], id: mergeItem[1], rate: mergeItemRate });
  52. if (!this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`]) {
  53. this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`] = [];
  54. }
  55. this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`].push(formulaKey1);
  56. }
  57. }
  58. }
  59. }
  60. /** 请求棋盘信息 */
  61. async sendHcInfo(param: ReqHcInfo) {
  62. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcInfo", param);
  63. if (ret?.res) {
  64. this.hcInfo = ret.res;
  65. EventMng.emit(GridEvent.HC_INFO_RSP, ret.res);
  66. EventMng.emit(GridEvent.HC_SP_UP);
  67. }
  68. }
  69. // 请求合成
  70. async sendHcMerge(param: ReqHcMerge) {
  71. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcMerge", param);
  72. return ret;
  73. }
  74. async sendEmitter(gzid: number) {
  75. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcEmit", { gzid: gzid.toString() });
  76. if (ret?.res) {
  77. for (let key in ret.res) {
  78. EventMng.emit(GridEvent.TRIGGER_EMITTER, { idx: gzid, targetIdx: Number(key), item: ret.res[key] });
  79. }
  80. }
  81. }
  82. /** 请求格子战斗 */
  83. async sendFightHc(gzid: number) {
  84. let ret = await GameDataCenter.gameServer.ReqApi("fight/FightHc", { gzid: gzid.toString() });
  85. if (ret?.res) {
  86. GameDataCenter.battle.startFight(ret.res, () => {
  87. if (ret.res.win) {
  88. EventMng.emit(GridEvent.HC_FIGHT_OVER, { gzid: gzid, list: ret.res.list });
  89. }
  90. });
  91. }
  92. }
  93. /** 尝试合成 */
  94. public async TryMergeItems(fromCell: UECell, toCell: UECell) {
  95. //检测目标格子物品是否可以拖动
  96. if (toCell.IsEmpty() || toCell.GetCube().CanDrag()) {
  97. let ret = await this.sendHcMerge({ gzid1: fromCell.GetZIndex().toString(), gzid2: toCell.GetZIndex().toString() })
  98. if (ret && ret.res) {
  99. let fCube = ret.res?.list[fromCell.GetZIndex()];
  100. let tCube = ret.res.list[toCell.GetZIndex()];
  101. if (toCell.IsEmpty()) {
  102. //格子上没有物品
  103. fromCell.MoveCubeToCell(toCell);
  104. toCell.SetCube(fromCell.GetCube());
  105. fromCell.SetCube(null);
  106. } else if (this.CanMergeItems(fromCell, toCell)) {
  107. toCell.GetCube().PlayMergeAnim();
  108. fromCell.ClearCube();
  109. toCell.ClearCube();
  110. EventMng.emit(GridEvent.HC_MERGE_RSP, { cell: toCell, cube: tCube });
  111. } else {
  112. this.SwitchCell(fromCell, toCell);
  113. }
  114. }
  115. } else {
  116. //回到原来位置
  117. fromCell.GetCube().BackToOriginalPos(true);
  118. }
  119. }
  120. /** 交换格子 */
  121. private SwitchCell(fromCell: UECell, toCell: UECell): void {
  122. let fromCube = fromCell.GetCube();
  123. let toCube = toCell.GetCube();
  124. fromCell.SetCube(toCube);
  125. toCell.SetCube(fromCube);
  126. toCube.MoveToNewPos(cc.v3(fromCell.node.x, fromCell.node.y));
  127. fromCube.MoveToNewPos(cc.v3(toCell.node.x, toCell.node.y), 0.05);
  128. }
  129. /** 将索引转换为位置 */
  130. public TranIdxToPos(idx: number): cc.Vec2 {
  131. let row = idx % 10;
  132. let col = Math.floor(idx / 10);
  133. return cc.v2(row - 1, col - 1);
  134. }
  135. /** 根据索引获取实际像素坐标 */
  136. public GetPosByIdx(idx: number): cc.Vec3 {
  137. let vec = this.TranIdxToPos(idx);
  138. const startX = -(GridConstant.ROW * GridConstant.CELL_WIDTH) / 2;
  139. const startY = (GridConstant.COL * GridConstant.CELL_WIDTH) / 2;
  140. return cc.v3(
  141. startX + vec.x * GridConstant.CELL_WIDTH + GridConstant.CELL_WIDTH / 2,
  142. startY - vec.y * GridConstant.CELL_WIDTH - GridConstant.CELL_WIDTH / 2
  143. )
  144. }
  145. /** 根据xy获取实际像素坐标 */
  146. public GetPosByVec(i: number, j: number): cc.Vec3 {
  147. const startX = -(GridConstant.ROW * GridConstant.CELL_WIDTH) / 2;
  148. const startY = (GridConstant.COL * GridConstant.CELL_WIDTH) / 2;
  149. return cc.v3(
  150. startX + j * GridConstant.CELL_WIDTH + GridConstant.CELL_WIDTH / 2,
  151. startY - i * GridConstant.CELL_WIDTH - GridConstant.CELL_WIDTH / 2
  152. )
  153. }
  154. /** 检测目标格子是否可以放置&合成&交换物品 */
  155. public CellCanPut(fromCell: UECell, toCell: UECell): boolean {
  156. //目标格子是空格子
  157. if (toCell.IsEmpty()) {
  158. return true;
  159. }
  160. //检测目标格子物品是否可以拖动
  161. if (toCell.GetCube().CanDrag()) {
  162. return true;
  163. }
  164. //目标位置是物品,但是可以合成
  165. if (this.CanMergeItems(fromCell, toCell)) {
  166. return true;
  167. }
  168. return false;
  169. }
  170. /** 是否可以合成 */
  171. private CanMergeItems(fromCell: UECell, toCell: UECell): boolean {
  172. let formulaKey = `${fromCell.GetCube().GetCubeData().type}_${fromCell.GetCube().GetCubeData().id}_${toCell.GetCube().GetCubeData().type}_${toCell.GetCube().GetCubeData().id}`;
  173. let mergeArr = this.formulaMap[formulaKey];
  174. if (gameMethod.isEmpty(mergeArr)) {
  175. return false;
  176. }
  177. return true;
  178. }
  179. /** 获取可合成的物品集 */
  180. public GetMergeItems(cube1: UECube, cube2: UECube) {
  181. let formulaKey = `${cube1.GetCubeData().type}_${cube1.GetCubeData().id}_${cube2.GetCubeData().type}_${cube2.GetCubeData().id}`;
  182. let mergeArr = this.formulaMap[formulaKey];
  183. return mergeArr || [];
  184. }
  185. }