GameRoleDataModel.ts
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import { ConfigManager } from "simba-config-manager";
import { DeepReadonlyObject } from "simba-utils";
import { GameRecord, PlotManager } from "../../avg/AVG";
import { FaceType, RoleType } from "../../avg/EditorEnums";
import { GameTextData } from "../../common/gameplay/gamedata/GameTextData";
import { UIManager } from "../../common/gameplay/managers/UIManager";
import { StringUtils } from "../../common/utils/StringUtils";
import { relationLevelConfig } from "../../config/RelationLevelConfig";
import { IRole } from "../../config/Role";
import { CostType, GamePropType } from "../Enums";
import GameDotMgr from "../GameDotMgr";
import { GameModelManager } from "./GameModelManager";
export default class GameRoleDataModel {
private _cfg: DeepReadonlyObject<IRole> = undefined as unknown as DeepReadonlyObject<IRole>;
private _goldcoin: number = 0;//金币
private _clothcoin: number = 0;//服装币
private _skins: number[] = [];
private _curSkin: number = -1;
private _skinMaps: Set<number> = new Set<number>();
private _roleName: string = "";
private _energyValue: number = 0;//灵力值
private _itemMaps: Map<number, number> = new Map<number, number>();
public setConfig(cfg: DeepReadonlyObject<IRole>) {
this._cfg = cfg;
this.initDate();
}
public getConfig() {
return this._cfg;
}
initDate() {
this.initSkin();
this.initCoin();
this.initData();
this.initVariablesChange();
}
initVariablesChange() {
let func = (scope: string, varName: string, prevValue: string | number, value: string | number) => {
value = value === undefined ? 0 : value;
prevValue = prevValue === undefined ? 0 : prevValue;
let newLike = (value as number) - (prevValue as number);
// UIManager.showToast(StringUtils.format(GameModelManager.getLanguageTxt(GameTextData.GAME_TEXT_LIKE_CHANGE_VALUE), newLike));
UIManager.showToast(StringUtils.format(GameModelManager.getLanguageTxt(GameTextData.GAME_TEXT_LIKE_CHANGE_VALUE), this._cfg.name, newLike));
}
GameRecord.onRecordVariableChange("like" + this._cfg.id, func);
GameRecord.onGlobalVariableChange("like" + this._cfg.id, func);
}
hasSkin(id: number) {
return this._skinMaps.has(id);
}
getRoleLike(): number {
let g = GameRecord.globalVariables["like" + this._cfg.id];
g = g ? g : 0;
// let r = GameRecord.recordVariables["like" + this._cfg.id];
let r = PlotManager.getAllRecordVariableValue("like" + this._cfg.id);
r = r ? r : 0;
let l = g + r;
return l;
}
addRoleLike(like: number, globalRecord: boolean = true) {
let pre = this.getRoleLike();
let after = pre + like;
after = after > 0 ? after : 0;
let offset = after - pre;
if (globalRecord) {
let g = GameRecord.globalVariables["like" + this._cfg.id];
g = g ? g : 0;
g += offset;
GameRecord.globalVariables["like" + this._cfg.id] = g;
} else {
let r = GameRecord.recordVariables["like" + this._cfg.id] as number;
r = r ? r : 0;
r += offset;
GameRecord.recordVariables["like" + this._cfg.id] = r;
}
GameRecord.saveRecord();
}
getPortrait(face = FaceType.Normal, skin?: number) { // TODO 默认皮肤更改?
if (skin === undefined && this._curSkin > 0) skin = this._curSkin;
return "textures/portrait/" + this._cfg.id + "/" + (skin !== undefined ? skin + "/" : "") + face;
}
getBust(skin?: number) {
if (skin === undefined && this._curSkin > 0) skin = this._curSkin;
let ret = "textures/bust/" + this._cfg.id;
if (skin) {
ret += skin;
}
return ret;
}
getHeadIcon() {
let ret = "/textures/head_icon/" + this._cfg.id;
if (this._curSkin > 0) {
ret += "_" + this._curSkin;
}
return ret;
}
getNameIcon() {
let ret = "/textures/name_icon/" + this._cfg.id;
return ret;
}
getRoleLikeLevel() {
let configs = ConfigManager.getAllConfig(relationLevelConfig);
let level = 0;
let like = this.getRoleLike();
const maxLevel = Object.keys(configs).length;
let levelValue = 0;
for (let id = 1; id <= maxLevel; id++) {
levelValue = configs[id].relation_value;
if (like >= levelValue) {
like -= levelValue;
level = id;
} else {
break;
}
}
return { level, currLike: like, nextLevelLike: levelValue, maxLevel };
}
addSkin(id: number) {
this._skinMaps.add(id);
let skinsstr = "";
let index = 0;
for (let value of this._skinMaps) {
skinsstr += value;
if (index != this._skinMaps.size - 1) {
skinsstr += ",";
}
++index;
}
GameRecord.globalVariables["skins_" + this._cfg.id + "_skins"] = skinsstr;
GameRecord.autoSave();
}
setCurSkin(id: number) {
this._curSkin = id;
GameRecord.globalVariables["curskin_" + this._cfg.id + "_skin"] = id;
GameRecord.autoSave();
}
getCurSkin(): number {
return this._curSkin;
}
initSkin() {
this._curSkin = GameRecord.globalVariables["curskin_" + this._cfg.id + "_skin"];
let skins = GameRecord.globalVariables["skins_" + this._cfg.id + "_skins"] as string;
skins = skins === undefined ? "" : skins;
let skinSpilt = skins.split(",");
for (let index = 0; index < skinSpilt.length; ++index) {
this._skinMaps.add(parseInt(skinSpilt[index]));
}
}
initCoin() {
}
getOwnedSkins(): Set<number> {
return this._skinMaps;
}
initData() {
this._itemMaps.clear();
let props = GameModelManager.getItemConfigs();
for (let key in props) {
let value = props[key];
let recordNum = GameRecord.globalVariables["prop_" + this._cfg.id + "_" + value.id + "_num"] as number;
recordNum = recordNum === undefined ? 0 : recordNum;
this._itemMaps.set(value.id, recordNum);
}
}
public getProps(id: number) {
return this._itemMaps.get(id);
}
public addProps(id: number, num: number): { result: boolean, errorinfo: string } {
let ret: { result: boolean, errorinfo: string } = { result: false, errorinfo: "" };
let cfg = GameModelManager.getItemConfig(id);
let validProp: boolean = cfg ? true : false;
if (!validProp) {
ret.errorinfo = "prop id " + id + " not exist";
return ret;
}
let max = cfg['max_num'] ? cfg['max_num'] : Number.MAX_VALUE;
if (Math.abs(num) > max) {
ret.errorinfo = "input num over max , num abs value limit " + max;
return ret;
}
let value = this._itemMaps.get(id) as number;
if (value >= max && num > 0) {
ret.result = false;
ret.errorinfo = "cur value over or equal max value limit " + max;
return ret;
} else {
value += num;
ret.result = true;
}
if (value > max) {
ret.errorinfo = "value over max , set num as max";
} else if (value === max) {
ret.errorinfo = "value equal max";
} else if (value < 0) {
ret.errorinfo = "value less 0 , set num as 0";
} else {
ret.errorinfo = "succeed";
}
value = value > max ? max : value;
value = value < 0 ? 0 : value;
this._itemMaps.set(id, value);
GameRecord.globalVariables["prop_" + this._cfg.id + "_" + id + "_num"] = value;
GameRecord.saveRecord();
return ret;
}
public getEnergy(isceil: boolean = true): number {
let e = this._itemMaps.get(GamePropType.Energy) as number;
if (isceil) {
return Math.ceil(e);
}
return e;
}
public addEnergy(value: number) {
// if (value < 0 && this._cfg && RoleType.Role_Player === this._cfg.RoleType) {
// GameDotMgr.getInstance().dotCost(CostType.EnergyCost, Math.abs(value));
// }
this.addProps(GamePropType.Energy, value);
}
public getGoldCoin(): number {
return this._itemMaps.get(GamePropType.GoldCoin) as number;
}
public addGoldCoin(value: number) {
// if (value < 0 && this._cfg && RoleType.Role_Player === this._cfg.RoleType) {
// GameDotMgr.getInstance().dotCost(CostType.GoldCost, Math.abs(value));
// }
this.addProps(GamePropType.GoldCoin, value);
}
public getClothCoin() {
let coin = this._itemMaps.get(GamePropType.Diamond) as number;
return coin ? coin : 0;
}
public addClothCoin(value: number) {
// if (value < 0 && this._cfg && RoleType.Role_Player === this._cfg.RoleType) {
// // GameDotMgr.getInstance().dotCost(CostType.SilverCost, Math.abs(value));
// GameDotMgr.getInstance().dotCost(CostType.DiamondCost, Math.abs(value));
// }
this.addProps(GamePropType.Diamond, value);
}
public getRoleName() {
if (!this._roleName || this._roleName === "") {
return this._cfg.name;
} else {
return this._roleName;
}
}
public setRoleName(name: string) {
this._roleName = name;
}
/**
*
* @param skin 皮肤id
*/
public getBagPortraitByRoleId(skin?: number) {
if (this._cfg.id == 2) { //自己
return "textures/portrait/" + this._cfg.id + "/" + (skin !== undefined ? skin + "/" : "") + 7;
} else {
return "textures/portrait/" + this._cfg.id + "/" + (skin !== undefined ? skin + "/" : "") + FaceType.Normal;
}
}
}