ArenaDataManager.cs 23 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using ET;
  5. using UnityEngine;
  6. using FairyGUI;
  7. namespace GFGGame
  8. {
  9. public class ArenaDataManager : SingletonBase<ArenaDataManager>
  10. {
  11. public long LastFightTime = 0; //上次战斗时间,时间为0,说明未战斗过,则没有段位奖励
  12. public List<int> ThemeList = new List<int>() { 1, 2, 3 }; //本周主题列表
  13. public string Tag = "异域"; //本周标签
  14. public int SeasonId = 1; // 赛季id
  15. public int Grade = 1; //本赛季段位
  16. public int Rank = 10000; //本赛季段位内排名
  17. public int HighestGrade = 1; //本赛季最高段位
  18. public int HighestRank = 10000; //本赛最高季段位内排名
  19. public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
  20. public List<ArenaTargetData> Targets = new List<ArenaTargetData>(); //对手
  21. public ArenaTargetData SelfData; //自己的排行榜信息
  22. public ArenaTargetData SelfLastData; //自己的上赛季排行榜信息
  23. public Dictionary<int, List<ArenaTargetData>>
  24. RankDatasDic = new Dictionary<int, List<ArenaTargetData>>(); //排行榜数据
  25. public List<ArenaHistoryData> HistoryDatas = new List<ArenaHistoryData>(); //获取竞技场历史记录
  26. public Dictionary<int,int> GradeRewardStateDic = new Dictionary<int, int>(); //段位奖励数据
  27. /*************************************************************************************************************************************/
  28. // public Dictionary<int, Texture2D> TextureDic = new Dictionary<int, Texture2D>();
  29. public List<int> roundTime = new List<int>();
  30. public List<int> targetRoundTime = new List<int>();
  31. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  32. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
  33. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  34. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
  35. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  36. public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
  37. public int SelectTargetIndex = -1; //当前选中挑战对象的下标
  38. public int CurFightIndex = 0; //当前挑战场次下标
  39. public List<long> myScore = new List<long>(); //对战数据,三轮分数
  40. public List<long> targetScore = new List<long>(); //对战数据,三轮分数
  41. public List<long> myFightPower = new List<long>(); //对战数据,竞技场战力,搭配战力,卓越点击战力,词牌战力
  42. public List<long> targetFightPower = new List<long>(); //对战数据,对手竞技场战力,搭配战力,卓越点击战力,词牌战力
  43. /*************************************************************************************************************************************/
  44. public int LastGrade; //战斗前段位
  45. public int LastRank; //战斗前排行
  46. public OtherRoleInfoData LastTargetInfo = new OtherRoleInfoData(); //战斗对手角色信息
  47. public List<ArenaTargetData> LastTargets = new List<ArenaTargetData>(); //对手
  48. public int RewardId; //段位提升奖励
  49. public List<ItemData> BonusList; //战斗结算奖励
  50. /*************************************************************************************************************************************/
  51. /// <summary>
  52. /// 是否快速挑战
  53. /// </summary>
  54. /// <value></value>
  55. public bool QuickFight
  56. {
  57. get
  58. {
  59. return StorageDataManager.Instance.GetStorageValue(ConstStorageId.ARENA_QUICK_FIGHT) == 1
  60. ? true
  61. : false;
  62. }
  63. set
  64. {
  65. StorageSProxy.ReqSetClientValue(ConstStorageId.ARENA_QUICK_FIGHT, value == true ? 1 : 0).Coroutine();
  66. }
  67. }
  68. public void Clear()
  69. {
  70. ThemeList.Clear();
  71. DressupList.Clear();
  72. Targets.Clear();
  73. RankDatasDic.Clear();
  74. HistoryDatas.Clear();
  75. // TextureDic.Clear();
  76. myScore.Clear();
  77. targetScore.Clear();
  78. myFightPower.Clear();
  79. targetFightPower.Clear();
  80. roundTime.Clear();
  81. targetRoundTime.Clear();
  82. // LastTargetInfo = null;
  83. SelfData = null;
  84. SelfLastData = null;
  85. }
  86. /// <summary>
  87. /// 是否结算中
  88. /// </summary>
  89. /// <returns></returns>
  90. public bool IsArenaClearing
  91. {
  92. get
  93. {
  94. long curTime = TimeHelper.ServerNow();
  95. long startTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingStartWeekDay,
  96. GlobalCfgArray.globalCfg.clearingStartTime);
  97. long endTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingEndWeekDay,
  98. GlobalCfgArray.globalCfg.clearingEndTime);
  99. if (GlobalCfgArray.globalCfg.clearingEndWeekDay >= GlobalCfgArray.globalCfg.clearingStartWeekDay)
  100. {
  101. //结算时间开始到结束未跨周(例:本周六开始,本周日结束)
  102. return curTime >= startTime && curTime <= endTime;
  103. }
  104. else
  105. {
  106. //结算时间开始到结束跨周(例:本周六开始,下周一结束)
  107. return curTime <= endTime || curTime >= startTime;
  108. }
  109. }
  110. }
  111. /// <summary>
  112. /// 赛季是否开启
  113. /// </summary>
  114. /// <value></value>
  115. public bool IsSeasonOpen
  116. {
  117. get
  118. {
  119. ArenaOpenCfg cfg = ArenaOpenCfgArray.Instance.GetCfg(SeasonId);
  120. if (TimeUtil.IsBeforeCurTime(cfg.openTime) && TimeUtil.IsLaterCurTime(cfg.endTime))
  121. {
  122. return true;
  123. }
  124. return false;
  125. }
  126. }
  127. /// <summary>
  128. /// 试图更新最高段位、排行数据
  129. /// </summary>
  130. public void TryUpdateHighest()
  131. {
  132. HighestGrade = HighestGrade >= Grade ? HighestGrade : Grade;
  133. HighestRank = HighestRank >= Rank ? HighestRank : Rank;
  134. }
  135. //获取竞技场对手角色战斗数据
  136. public FightData GetArenaFightData(int index, ArenaTargetData arenaTarget)
  137. {
  138. return arenaTarget.FightDatas[index];
  139. }
  140. /// <summary>
  141. /// 获取推荐词牌
  142. /// </summary>
  143. public int GetRecommentCardId(int scoreType, List<int> itemList, List<int> wearCardIds)
  144. {
  145. float dressListAllAcore = FightDataManager.Instance.GetDressListAllScore(itemList, scoreType);
  146. List<CardData> cardDatas = FightDataManager.Instance.SortCardList(CardDataManager.GetCardListByRoleType(0),
  147. dressListAllAcore, scoreType);
  148. cardDatas = cardDatas.Where(a => !wearCardIds.Contains(a.id)).ToList();
  149. if (cardDatas.Count == 0) return 0;
  150. wearCardIds.Add(cardDatas[0].itemCfg.id);
  151. return cardDatas[0].itemCfg.id;
  152. }
  153. /// <summary>
  154. /// 获取推荐列表
  155. /// </summary>
  156. /// <param name="scoreType"></param>
  157. /// <param name="tags"></param>
  158. /// <returns></returns>
  159. public List<int> GetRecommentItemList(int scoreType, string[] tags)
  160. {
  161. Dictionary<int, List<int>> itemListDic = new Dictionary<int, List<int>>();
  162. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  163. foreach (int subType in itemDatasDic.Keys)
  164. {
  165. int key = subType;
  166. if (itemDatasDic.Count == 0) continue;
  167. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  168. List<int> dressList = SortDressList(itemDatasDic[subType], scoreType, tags);
  169. int max = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;
  170. max = Math.Min(max, dressList.Count);
  171. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsTypeBySubType(subType))
  172. {
  173. key = ConstDressUpItemType.TE_SHU; //饰品全放在一个列表里
  174. }
  175. if (!itemListDic.ContainsKey(key))
  176. {
  177. itemListDic[key] = new List<int>();
  178. }
  179. itemListDic[key].AddRange(dressList.GetRange(0, max));
  180. }
  181. bool isHasLYQ = itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN);
  182. bool isHasSY = itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI);
  183. bool isHasXZ = itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG);
  184. bool isHasND = itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA);
  185. int countTagLYQ =
  186. isHasLYQ && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], tags)
  187. ? 1
  188. : 0;
  189. int countTagSY =
  190. isHasSY && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.SHANG_YI][0], tags)
  191. ? 1
  192. : 0;
  193. int countTagXZ =
  194. isHasXZ && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], tags)
  195. ? 1
  196. : 0;
  197. int countTagND =
  198. isHasND && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.NEI_DA][0], tags)
  199. ? 1
  200. : 0;
  201. if (countTagLYQ > countTagSY + countTagXZ + countTagND)
  202. {
  203. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  204. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  205. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  206. }
  207. else if (countTagLYQ < countTagSY + countTagXZ + countTagND)
  208. {
  209. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  210. }
  211. else
  212. {
  213. int scoreLYQ = !isHasLYQ
  214. ? 0
  215. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], scoreType,
  216. tags);
  217. int scoreSY = !isHasSY
  218. ? 0
  219. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.SHANG_YI][0], scoreType,
  220. tags);
  221. int scoreXZ = !isHasXZ
  222. ? 0
  223. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], scoreType,
  224. tags);
  225. int scoreND = !isHasND
  226. ? 0
  227. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.NEI_DA][0], scoreType,
  228. tags);
  229. if (scoreLYQ > scoreSY + scoreXZ + scoreND)
  230. {
  231. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  232. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  233. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  234. }
  235. else
  236. {
  237. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  238. }
  239. }
  240. List<int> itemList = new List<int>();
  241. foreach (int subType in itemListDic.Keys)
  242. {
  243. //DressUpMenuItemDataManager.SortItemListByHighScore(itemListDic[subType]);
  244. if (subType == ConstDressUpItemType.TE_SHU)
  245. {
  246. int max = Math.Min(itemListDic[subType].Count, 5);
  247. itemList.AddRange(itemListDic[subType].GetRange(0, max));
  248. }
  249. else
  250. {
  251. itemList.AddRange(itemListDic[subType]);
  252. }
  253. }
  254. return itemList;
  255. }
  256. private List<int> SortDressList(List<int> dressList, int scoreType, string[] tags)
  257. {
  258. dressList.Sort((int a, int b) =>
  259. {
  260. ItemCfg cfgA = ItemCfgArray.Instance.GetCfg(a);
  261. ItemCfg cfgB = ItemCfgArray.Instance.GetCfg(b);
  262. bool isTagA = ItemDataManager.CheckItemTagsRight(a, tags);
  263. bool isTagB = ItemDataManager.CheckItemTagsRight(b, tags);
  264. if (isTagA && !isTagB) return -1;
  265. if (isTagB && !isTagA) return 1;
  266. int scoreA = ItemDataManager.GetItemAdditionScore(a, scoreType, tags);
  267. int scoreB = ItemDataManager.GetItemAdditionScore(b, scoreType, tags);
  268. if (scoreA > scoreB) return -1;
  269. if (scoreA < scoreB) return 1;
  270. return cfgA.id - cfgB.id;
  271. });
  272. return dressList;
  273. }
  274. /// <summary>
  275. /// 获取符合标签的服装总个数
  276. /// </summary>
  277. /// <param name="itemList">服装列表</param>
  278. /// <param name="tags">标签</param>
  279. /// <returns></returns>
  280. public int GetTagsCount(List<int> itemList, string[] tags)
  281. {
  282. int count = 0;
  283. for (int i = 0; i < itemList.Count; i++)
  284. {
  285. if (ItemDataManager.CheckItemTagsRight(itemList[i], tags))
  286. {
  287. if (ItemUtilCS.GetItemSubType(itemList[i]) == ConstDressUpItemType.LIAN_YI_QUN)
  288. {
  289. count += 3;
  290. }
  291. else
  292. {
  293. count++;
  294. }
  295. }
  296. }
  297. return count;
  298. }
  299. /*********************************************************************************************************************/
  300. public void SetMineFightAttrs()
  301. {
  302. for (int i = 0; i < DressupList.Count; i++)
  303. {
  304. SetMineFightAttr(DressupList[i], ThemeList[i]);
  305. }
  306. }
  307. public void SetMineFightAttr(FightData fightData, int theme)
  308. {
  309. fightData.cardScore = ItemDataManager.GetItemAdditionScore(fightData.cardId, theme, fightData.tags);
  310. fightData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(fightData.cardId);
  311. FightDataManager.Instance.SetItemScoreList(fightData);
  312. }
  313. /// <summary>
  314. /// 获取三套服装总战力
  315. /// </summary>
  316. /// <param name="roleType"></param>
  317. /// <param name="roleDatas"></param>
  318. /// <param name="robotDatas"></param>
  319. /// <returns></returns>
  320. public long GetAllFightScore(List<long> fightScores)
  321. {
  322. long fightScore = 0;
  323. for (int i = 0; i < fightScores.Count; i++)
  324. {
  325. fightScore += fightScores[i];
  326. }
  327. return fightScore;
  328. }
  329. public long GetAllFightScore(List<FightData> roleDatas)
  330. {
  331. long fightScore = 0;
  332. List<long> fightScoreDatas = GetFightScoreList(roleDatas);
  333. for (int i = 0; i < fightScoreDatas.Count; i++)
  334. {
  335. fightScore += fightScoreDatas[i];
  336. }
  337. return fightScore;
  338. }
  339. /// <summary>
  340. /// index=0:搭配战力
  341. /// index=1:最高点击战力分 = (卓越点击战力+登峰造极额外加分) / 服装部件评分系数2.33 原来:卓越点击战力
  342. /// index=2:词牌战力/技能战力
  343. /// </summary>
  344. /// <param name="fightDatas"></param>
  345. /// <returns></returns>
  346. public List<long> GetFightScoreList(List<FightData> fightDatas)
  347. {
  348. List<long> fightScoreDatas = new List<long>();
  349. long itemSum = 0;
  350. double clickScore = 0;
  351. long skillScore = 0;
  352. //登峰造极额外加分
  353. double maxScore = 0;
  354. for (int i = 0; i < ThemeList.Count; i++)
  355. {
  356. var fightData = fightDatas[i];
  357. if (fightData.type == FightTargetType.PLAYER)
  358. {
  359. long itemsScore = FightDataManager.Instance.GetScore(fightData);
  360. itemSum += itemsScore;
  361. clickScore += GetPerfectClickScore(fightData);
  362. skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightData.baseScore,
  363. fightData.leagueSkillScore, fightData.cardId, fightData.cardScore,
  364. fightData.skillLvs);
  365. }
  366. else
  367. {
  368. long itemsScore = FightDataManager.Instance.GetScore(fightData);
  369. itemSum += itemsScore;
  370. clickScore += GetRobotPerfectClickScore(fightData);
  371. skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightData.baseScore,
  372. fightData.leagueSkillScore, fightData.cardId, fightData.cardScore,
  373. fightData.skillLvs);
  374. }
  375. //总主属性分
  376. double mainScore = ScoreSystemData.Instance.GetMainScore(fightData);
  377. maxScore += ScoreSystemData.Instance.GetAllCircleAddScore(fightData);
  378. }
  379. //A:(部件基础评分+(角色等级分数+角色雅集技能分+词牌对应主题的属性分数)*点击完美附加评分系数0.2) * 点击系数2.22
  380. //A/服装部件评分系数2.33
  381. clickScore = clickScore / ConstScoreSystem.PART_SCORE;
  382. fightScoreDatas.Add(itemSum);
  383. // fightScoreDatas.Add((long)Math.Ceiling(clickScore));
  384. //最高点击战力分 = (卓越点击战力+登峰造极额外加分) / 服装部件评分系数2.33
  385. maxScore = maxScore / ConstScoreSystem.PART_SCORE;
  386. long maxClickScore = (long)Math.Ceiling(clickScore) + (long)Math.Ceiling(maxScore);
  387. fightScoreDatas.Add(maxClickScore);
  388. fightScoreDatas.Add(skillScore);
  389. return fightScoreDatas;
  390. }
  391. /// <summary>
  392. /// 所有部件主属性和
  393. /// </summary>
  394. /// <returns></returns>
  395. public long GetItemScoreSum(List<float> itemScoreList)
  396. {
  397. long scoreSum = 0;
  398. for (int i = 0; i < itemScoreList.Count; i++)
  399. {
  400. scoreSum += (long)itemScoreList[i];
  401. }
  402. return scoreSum;
  403. }
  404. //玩家卓越点击战力
  405. private long GetPerfectClickScore(FightData roleData)
  406. {
  407. double clickScore = 0;
  408. foreach (int key in roleData.partScoreListDic.Keys)
  409. {
  410. double partBaseScore = ScoreSystemData.Instance.GetroundBaseScore(roleData, key);
  411. //start------------------------------------------------------
  412. //本段注释为上个版本的计算公式,留做备份参考
  413. //(部件基础分+(人物基础分+雅集技能分数+卡牌属性分数)*卓越点击系数)*点击系数
  414. //double score =
  415. // (partBaseScore + (roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) *
  416. // ConstScoreSystem.PERFECT_SCORE) * ConstScoreSystem.CLICK_SCORE;
  417. //end--------------------------------------------------------
  418. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  419. double score = (partBaseScore + roleData.baseScore)* ConstScoreSystem.PERFECT_SCORE;
  420. clickScore += score;
  421. }
  422. return (long)Math.Ceiling(clickScore);
  423. }
  424. //机器人卓越点击战力
  425. private long GetRobotPerfectClickScore(FightData robotData)
  426. {
  427. long clickScore = 0;
  428. FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
  429. for (int i = 0; i < scoreCfg.Length; i++)
  430. {
  431. clickScore +=
  432. (long)ScoreSystemData.Instance.GetRobotRoundScore(robotData, i + 1, ClickType.PERFECT_CLICK, 0);
  433. }
  434. return clickScore;
  435. }
  436. /************************************************************************************************************/
  437. public void AddCheckSeasonOpenTimer()
  438. {
  439. RemoveCheckSeasonOpenTimer();
  440. Timers.inst.Add(1, 0, OnTimeUpdate);
  441. }
  442. private void OnTimeUpdate(object param)
  443. {
  444. if (!IsSeasonOpen) return;
  445. if (ThemeList.Count == 0)
  446. {
  447. ReqArenaInfo();
  448. }
  449. RemoveCheckSeasonOpenTimer();
  450. }
  451. public async void ReqArenaInfo()
  452. {
  453. if (FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(ArenaView).Name, false))
  454. {
  455. await ArenaSproxy.ReqArenaInfos();
  456. for (int i = 0; i < ArenaDataManager.Instance.Targets.Count; i++)
  457. {
  458. ArenaTargetData targetData = ArenaDataManager.Instance.Targets[i];
  459. if (targetData.Type == FightTargetType.PLAYER)
  460. {
  461. ArenaSproxy.ReqArenaFightAttr(targetData.RoleInfo.roleId, targetData.FightDatas).Coroutine();
  462. }
  463. }
  464. ArenaSproxy.ReqArenaHistory().Coroutine();
  465. }
  466. }
  467. private void RemoveCheckSeasonOpenTimer()
  468. {
  469. Timers.inst.Remove(OnTimeUpdate);
  470. }
  471. public int GetItemAdditionScore(int itemId, int scoreType, string[] tags = null)
  472. {
  473. ItemCfg itemdate = ItemCfgArray.Instance.GetCfg(itemId);
  474. ItemData itemDate = new ItemData() { };
  475. if (itemdate != null)
  476. {
  477. itemDate.id = itemdate.id;
  478. int scroe = 0;
  479. if (tags != null)
  480. {
  481. scroe += ItemDataManager.GetItemTagScore(itemId, tags);
  482. }
  483. scroe += itemDate.GetScore(scoreType);
  484. return scroe;
  485. }
  486. return 0;
  487. }
  488. public void SetItemScoreList(FightData _roleData, ArenaDressupAttrProto arreProto = null)
  489. {
  490. _roleData.itemScoreList.Clear();
  491. _roleData.itemScoreDic.Clear();
  492. for (int i = 0; i < _roleData.itemList.Count; i++)
  493. {
  494. int score = GetItemAdditionScore(_roleData.itemList[i], _roleData.scoreType);
  495. if(arreProto != null && arreProto.SuitScore.Count == _roleData.itemList.Count)
  496. {
  497. score = arreProto.SuitScore[i];
  498. }
  499. _roleData.itemScoreList.Add(score);
  500. _roleData.itemScoreDic[_roleData.itemList[i]] = score;
  501. }
  502. }
  503. }
  504. }