GridMapModel.ts 5.7 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. /** 合成物品数据 */
  13. export interface MergeItem {
  14. type: number,
  15. id: number,
  16. rate: number
  17. }
  18. export default class GridMapModel extends GridMapModelData {
  19. /** 配方可合成的物品 */
  20. public formulaMap: { [key: string]: MergeItem[] } = {};
  21. /** 可合成物品的配方 */
  22. public itemFormula: { [key: string]: string[] } = {};
  23. private ueGridMap: UEGridMap;
  24. constructor() {
  25. super('gridMap');
  26. }
  27. protected onRegister(): void {
  28. }
  29. Init(ueGridMap: UEGridMap) {
  30. this.ueGridMap = ueGridMap;
  31. this.FilterMergeChain();
  32. }
  33. /** 过滤合成链 */
  34. FilterMergeChain() {
  35. this.formulaMap = {};
  36. this.itemFormula = {};
  37. for (let key in Gamecfg.mergeInfo.pool) {
  38. let item = Gamecfg.mergeInfo.pool[key];
  39. let formulaKey = `${item.formula[0]}_${item.formula[1]}_${item.formula[2]}_${item.formula[3]}`;
  40. this.formulaMap[formulaKey] = [];
  41. for (let idx = 1; idx <= 4; idx++) {
  42. let mergeItem = item[`item${idx}`];
  43. let mergeItemRate = item[`rate${idx}`];
  44. if (mergeItem) {
  45. this.formulaMap[formulaKey].push({ type: mergeItem[0], id: mergeItem[1], rate: mergeItemRate });
  46. if (!this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`]) {
  47. this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`] = [];
  48. }
  49. this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`].push(formulaKey);
  50. }
  51. }
  52. }
  53. }
  54. /** 请求棋盘信息 */
  55. async sendHcInfo(param: ReqHcInfo) {
  56. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcInfo", param);
  57. if (ret?.res) {
  58. this.hcInfo = ret.res;
  59. EventMng.emit(GridEvent.HC_INFO_RSP, ret.res);
  60. EventMng.emit(GridEvent.HC_SP_UP);
  61. }
  62. }
  63. // 请求合成
  64. async sendHcMerge(param: ReqHcMerge) {
  65. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcMerge", param);
  66. return ret;
  67. }
  68. /** 尝试合成 */
  69. public async TryMergeItems(fromCell: UECell, toCell: UECell) {
  70. //检测目标格子物品是否可以拖动
  71. if (toCell.IsEmpty() || toCell.GetCube().CanDrag()) {
  72. let ret = await this.sendHcMerge({ gzid1: fromCell.GetZIndex().toString(), gzid2: toCell.GetZIndex().toString() })
  73. if (ret && ret.res) {
  74. let fCube = ret.res[fromCell.GetZIndex()];
  75. let tCube = ret.res[toCell.GetZIndex()];
  76. if (toCell.IsEmpty()) {
  77. //格子上没有物品
  78. fromCell.MoveCubeToCell(toCell);
  79. toCell.SetCube(fromCell.GetCube());
  80. fromCell.SetCube(null);
  81. } else if (this.CanMergeItems(fromCell, toCell)) {
  82. toCell.GetCube().PlayMergeAnim();
  83. fromCell.ClearCube();
  84. toCell.ClearCube();
  85. EventMng.emit(GridEvent.HC_MERGE_RSP, { cell: toCell, cube: tCube });
  86. } else {
  87. this.SwitchCell(fromCell, toCell);
  88. }
  89. }
  90. } else {
  91. //回到原来位置
  92. fromCell.GetCube().BackToOriginalPos(true);
  93. }
  94. }
  95. /** 交换格子 */
  96. private SwitchCell(fromCell: UECell, toCell: UECell): void {
  97. let fromCube = fromCell.GetCube();
  98. let toCube = toCell.GetCube();
  99. fromCell.SetCube(toCube);
  100. toCell.SetCube(fromCube);
  101. toCube.MoveToNewPos(cc.v3(fromCell.node.x, fromCell.node.y));
  102. fromCube.MoveToNewPos(cc.v3(toCell.node.x, toCell.node.y), 0.05);
  103. }
  104. /** 将索引转换为位置 */
  105. public TranIdxToPos(idx: number): cc.Vec2 {
  106. let row = idx % 10;
  107. let col = Math.floor(idx / 10);
  108. return cc.v2(row - 1, col - 1);
  109. }
  110. /** 检测目标格子是否可以放置&合成&交换物品 */
  111. public CellCanPut(fromCell: UECell, toCell: UECell): boolean {
  112. //目标格子是空格子
  113. if (toCell.IsEmpty()) {
  114. return true;
  115. }
  116. //检测目标格子物品是否可以拖动
  117. if (toCell.GetCube().CanDrag()) {
  118. return true;
  119. }
  120. //目标位置是物品,但是可以合成
  121. if (this.CanMergeItems(fromCell, toCell)) {
  122. return true;
  123. }
  124. return false;
  125. }
  126. /** 是否可以合成 */
  127. private CanMergeItems(fromCell: UECell, toCell: UECell): boolean {
  128. let formulaKey = `${fromCell.GetCube().GetCubeData().type}_${fromCell.GetCube().GetCubeData().id}_${toCell.GetCube().GetCubeData().type}_${toCell.GetCube().GetCubeData().id}`;
  129. let mergeArr = this.formulaMap[formulaKey];
  130. if (gameMethod.isEmpty(mergeArr)) {
  131. return false;
  132. }
  133. return true;
  134. }
  135. /** 获取可合成的物品集 */
  136. public GetMergeItems(cube1: UECube, cube2: UECube) {
  137. let formulaKey = `${cube1.GetCubeData().type}_${cube1.GetCubeData().id}_${cube2.GetCubeData().type}_${cube2.GetCubeData().id}`;
  138. let mergeArr = this.formulaMap[formulaKey];
  139. return mergeArr || [];
  140. }
  141. }