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115 lines
4.4 KiB

using System;
using System.Collections.Generic;
using IVDataFormat;
using IVServerFormat;
using System.Numerics;
using BigFloatNumerics;
[Serializable]
public class AtlantisDungeonData : GameModData, IHasRewards, IAutoProgressable
{
int requestCount = 0;
Action<IList<nGoods>, bool> onDoneGetResult;
AtlantisDungeonProperty Property => property as AtlantisDungeonProperty;
AtlantisDungeonPlayProperty PlayProperty => playProperty as AtlantisDungeonPlayProperty;
public override string NameKey => "dungeon_title_Atlantis";
public int OpenStage => Property.openStage;
public bool AutoProgress { get; set; }
public CharacterProperty[] NormalEnemyCandidates => Property.normalEnemyCreator.candidates;
public CharacterProperty[] EpicEnemyCandidates => Property.epicEnemyCreator.candidates;
public int WaveCount => Property.waveCount;
public float WaveIntervalTime => Property.waveIntervalTime;
public int NormalEnemyCountPerWave => Property.normalEnemyCreator.countPerWave;
public int EpicEnemyCountPerWave => Property.epicEnemyCreator.countPerWave;
public float GoalScore => Property.goalScore;
public float NormalEnemyScore => Property.normalEnemyCreator.score;
public float EpicEnemyScore => Property.epicEnemyCreator.score;
public float LimitTime => Property.limitTime;
public uint EnterTicketCount { get => PlayProperty.enterTicketCount; set => PlayProperty.enterTicketCount = value; }
public IList<nGoods> DefaultRewards { get; private set; }
public IList<nGoods> TotalRewards
{
get
{
//TODO: DefaultReward + BonusReward
return DefaultRewards;
}
}
public AtlantisDungeonData(AtlantisDungeonProperty property, AtlantisDungeonPlayProperty playProperty)
: base(property, playProperty)
{
SetLevel(Level);
}
public override void SetLevel(uint level)
{
level = Math.Min(level, MaxLevel);
DefaultRewards = GetRewardList(level);
PlayProperty.level = level;
}
public bool IsClear(uint level) => level < Level;
public void TryGetReward(Action<IList<nGoods>, bool> onRequestDone)
{
if (requestCount > 0) return;
requestCount = DefaultRewards.Count;
onDoneGetResult = onRequestDone;
foreach (var reward in TotalRewards)
{
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.Property), typeof(nGoodsGet), OnGetRewardSuccess, OnGetRewardFail, reward, true);
}
if(requestCount == 0)
onDoneGetResult?.Invoke(new nGoods[0], true);
}
private void OnGetRewardSuccess(object result, object request)
{
if (--requestCount <= 0)
{
nGoodsGet data = result as nGoodsGet;
var totalReward = TotalRewards;
DataHandler.AddGoods(totalReward, data.playCurrency, true);
onDoneGetResult?.Invoke(totalReward, true);
}
}
private void OnGetRewardFail(SvError error, object request) => onDoneGetResult?.Invoke(new nGoods[0], false);
public BigFloat GetNormalEnemyHp(uint level) => Property.normalEnemyCreator.GetHp(level);
public BigFloat GetCurNormalEnemyHp() => Property.normalEnemyCreator.GetHp(Level);
public BigFloat GetNormalEnemyAtk(uint level) => Property.normalEnemyCreator.GetAtk(level);
public BigFloat GetCurNormalEnemyAtk() => Property.normalEnemyCreator.GetAtk(Level);
public BigFloat GetEpicEnemyHp(uint level) => Property.epicEnemyCreator.GetHp(level);
public BigFloat GetCurEpicEnemyHp() => Property.epicEnemyCreator.GetHp(Level);
public BigFloat GetEpicEnemyAtk(uint level) => Property.epicEnemyCreator.GetAtk(level);
public BigFloat GetCurEpicEnemyAtk() => Property.epicEnemyCreator.GetAtk(Level);
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)
{
return DataHandler.CalcBattlePower(GetNormalEnemyHp(level), GetNormalEnemyAtk(level)) +
DataHandler.CalcBattlePower(GetEpicEnemyHp(level), GetEpicEnemyAtk(level));
}
}