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123 lines
4.2 KiB

using System;
using System.Collections.Generic;
using IVDataFormat;
using IVServerFormat;
using System.Numerics;
using BigFloatNumerics;
[Serializable]
public class DevelopTheJungleDgData : GameModData, IHasRewards, IAutoProgressable
{
DevelopTheJungleDgProp Property => property as DevelopTheJungleDgProp;
DevelopTheJungleDgPlayProp PlayProperty => playProperty as DevelopTheJungleDgPlayProp;
IList<nGoods> requestRewards;
int remainRequestCount;
Action<IList<nGoods>, bool> onDoneGetResult;
public override string NameKey => "dungeon_title_DevelopTheJungle";
public string BGMPath => Property.bgmPath;
public string BackGroundPath => Property.backGroundPath;
public int OpenStage => (int)Property.openStage;
public bool AutoProgress { get; set; }
public IReadOnlyList<DevelopTheJungleDgProp.EnemyCreator> NormalEnemyCreators => Property.normalEnemyCreator;
public int WaveCount => Property.waveCount;
public float LimitTime => Property.limitTime;
public uint EnterTicketCount { get => PlayProperty.enterTicketCount; set => PlayProperty.enterTicketCount = value; }
public ItemProp EnterCostItem => Property.enterCostItem;
public uint TryCount { get => PlayProperty.tryCount; set => PlayProperty.tryCount = value; }
public uint ClearCount { get => PlayProperty.clearCount; set => PlayProperty.clearCount = value; }
public DevelopTheJungleDgData(DevelopTheJungleDgProp property, DevelopTheJungleDgPlayProp playProperty)
: base(property, playProperty)
{
SetLevel(Level);
}
public bool IsClear(uint level) => level < Level;
public void TryGetReward(uint level, Action<IList<nGoods>, bool> onRequestDone, float multifier = 1f, int count = 1)
{
if (requestRewards != null) return;
requestRewards = new List<nGoods>();
for (int i = 0; i < count; i++)
{
var rewards = GetRewardList(level);
for (int j = 0; j < rewards.Count; j++)
{
var reward = rewards[j];
reward.propertyCount = (BigFloat)reward.propertyCount * multifier;
if (requestRewards.TryFind(reward.IsSameGoods, out var result))
result.propertyCount += reward.propertyCount;
else
requestRewards.OrderInsert(reward, nGoods.CompareByID);
}
}
remainRequestCount = requestRewards.Count;
onDoneGetResult = onRequestDone;
foreach (var reward in requestRewards)
{
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.Property), typeof(nGoodsGet), OnGetRewardSuccess, OnGetRewardFail, reward, true);
}
if (requestRewards.Count == 0)
onDoneGetResult?.Invoke(new nGoods[0], true);
}
private void OnGetRewardSuccess(object result, object request)
{
if (--remainRequestCount <= 0)
{
nGoodsGet data = result as nGoodsGet;
DataHandler.AddGoods(requestRewards, data.playCurrency, true);
onDoneGetResult?.Invoke(requestRewards, true);
requestRewards = null;
}
}
private void OnGetRewardFail(SvError error, object request)
{
onDoneGetResult?.Invoke(new nGoods[0], false);
requestRewards = null;
}
public IList<nGoods> GetRewardList(uint level)
{
var rewards = new nGoods[Property.rewards.Length];
for (int i = 0; i < Property.rewards.Length; i++)
{
var reward = Property.rewards[i];
var goods = reward.itemProp.ConvertTo(reward.GetCount(level));
rewards[i] = goods;
}
return rewards;
}
public BigInteger GetRecommendBattlePower(uint level)
{
BigInteger total = 0;
for (int i = 0; i < NormalEnemyCreators.Count; i++)
{
var creator = NormalEnemyCreators[i];
total += DataHandler.CalcBattlePower(creator.GetHp(level), creator.GetAtk(level));
}
return total;
}
public bool CanSkip(uint level) => EnterTicketCount > 0 && level > 1;
public float GetRewardMultiplier() => BuffMgr.Instance.GetDevelopTheJungleBonus() / dConst.RateMaxFloat;
}