chenxin
2020-12-08 ff228d1c9534d6e66b241563fd31eb81af8a38d2
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using System.Collections.Generic;
using System;
using UnityEngine;
 
/**
 * endless_port 无尽模式关卡配置表数据处理类
 * @Author: chenxin
 * @Date: 2020-10-10 17:11:23
 */
namespace KTGMGemClient
{
    public class EndlessPortConfig
    {
        /// <summary>
        /// 配置表数据
        /// </summary>
        public endless_port Config;
 
        /// <summary>
        /// 预先随机好的敌人数据,spawnAgent时直接取这个数据,不再动态随机,
        /// id > 0:获取指定id的小怪,
        /// id = -1:从类型为1(小怪)随机,
        /// id = -2:从类型为2(精英怪)随机
        /// id = -3:从所有小怪中随机
        /// 当前 id = -1, id = -2, id = -3时,EnemyDataList列表的数量就是敌人数量, id > 0 时因为是指定id所以敌人是重复的,EnemyDataList长度为1
        /// </summary>
        public List<endless_enemy> EnemyDataList;
 
        /// <summary>
        /// 掉落概率总权重,即:表中掉落概率那一项全部加起来
        /// </summary>
        public float DropTotalWeight;
 
        /// <summary>
        /// 关卡等级
        /// </summary>
        public int PortLevel;
    }
 
    public class EndlessPortData
    {
        /// <summary>
        /// 无尽模式关卡配置表
        /// </summary>
        private static List<endless_port> endlessPortList;
 
        private static List<EndlessPortConfig> portConfigList;
 
        /// <summary>
        /// 关卡配置字典
        /// </summary>
        private static Dictionary<int, List<EndlessPortConfig>> portDic;
 
        /// <summary>
        /// 关卡每波次敌人总血量字典
        /// </summary>
        private static Dictionary<int, List<float>> portEnemiesTotalHPDic;
 
        private static System.Random random;
 
        /// <summary>
        /// 最大关卡
        /// </summary>
        /// <value></value>
        private static int maxLevel { get; set; }
 
        /// <summary>
        /// 新手总关卡数
        /// </summary>
        /// <value></value>
        public static int NewbieTotalLevel { get; private set; }
 
        public static int MaxLevel
        {
            get { return maxLevel; }
        }
 
        /// <summary>
        /// 数据初始化
        /// </summary>
        public static void Init()
        {
            random = new System.Random();
            endlessPortList = JsonDataCenter.GetList<endless_port>();
            portConfigList = new List<EndlessPortConfig>();
            portDic = new Dictionary<int, List<EndlessPortConfig>>();
            InitPortList();
            InitPortEnemiesTotalHP();
        }
 
        /// <summary>
        /// 初始化关卡数据
        /// </summary>
        public static void InitPortList()
        {
            maxLevel = 0;
            int? preLevel = null;
            portConfigList.Clear();
            portDic.Clear();
 
            foreach (endless_port data in endlessPortList)
            {
                if (!GameConfig.IsNewbie && data.level < 0) continue;
 
                if (preLevel == null || preLevel != data.level)
                {
                    preLevel = data.level;
                    ++maxLevel;
 
                    if (data.level < 0)
                        ++NewbieTotalLevel;
                }
 
                EndlessPortConfig param = new EndlessPortConfig();
                param.Config = data;
                param.EnemyDataList = new List<endless_enemy>();
 
                if (param.Config.id > 0)
                    param.EnemyDataList.Add(EndlessEnemyData.GetDataById(data.enemy_id));
                else
                {
                    for (int i = 0; i < data.amount; ++i)
                    {
                        param.EnemyDataList.Add(EndlessEnemyData.GetDataById(data.enemy_id));
                    }
                }
 
                param.PortLevel = maxLevel;
                int totalWeight = 0;
 
                for (int i = 0; i < data.drop_rate.Count; ++i)
                {
                    totalWeight += data.drop_rate[i];
                }
 
                param.DropTotalWeight = (float)data.drop_rate[0] / (float)totalWeight;
                portConfigList.Add(param);
 
                if (!portDic.ContainsKey(param.PortLevel))
                    portDic.Add(param.PortLevel, new List<EndlessPortConfig>());
 
                portDic[param.PortLevel].Add(param);
            }
        }
 
        /// <summary>
        /// 初始化关卡每波次敌人总血量
        /// </summary>
        private static void InitPortEnemiesTotalHP()
        {
            portEnemiesTotalHPDic = new Dictionary<int, List<float>>();
 
            for (int i = 1; i <= MaxLevel; ++i)
            {
                List<List<EndlessPortConfig>> levelData = GetLevelWaveData(i);
 
                if (levelData.Count == 0) continue;
 
                portEnemiesTotalHPDic.Add(i, new List<float>());
 
                // levelData.Count 就是 i关卡的总波次数
                for (int j = 0; j < levelData.Count; ++j)
                {
                    float total = 0;
 
                    // levelData[j].Count 是这一波的所有可出怪的赛道数量
                    for (int k = 0; k < levelData[j].Count; ++k)
                    {
                        // > 0,生成的敌人是重复的,直接 × 数量就行
                        if (levelData[j][k].Config.enemy_id > 0)
                        {
                            float add = levelData[j][k].Config.amount * levelData[j][k].Config.b_hp * levelData[j][k].EnemyDataList[0].hp_rate;
 
                            // 木属性小怪一次性生成两个
                            if (levelData[j][k].EnemyDataList[0].resource == 103)
                                total += 2 * add;
                            else
                                total += add;
                        }
                        else
                        {
                            for (int n = 0; n < levelData[j][k].EnemyDataList.Count; ++n)
                            {
                                float add = levelData[j][k].Config.b_hp * levelData[j][k].EnemyDataList[n].hp_rate;
 
                                if (levelData[j][k].EnemyDataList[n].resource == 103)
                                    total += 2 * add;
                                else
                                    total += add;
                            }
                        }
                    }
 
                    portEnemiesTotalHPDic[i].Add(total);
                }
            }
        }
 
        /// <summary>
        /// 根据关卡,波次获得该波次敌人总血量
        /// </summary>
        /// <param name="level"></param>
        /// <param name="wave"></param>
        public static float GetWaveEnemiesTotalHP(int level, int wave)
        {
            return portEnemiesTotalHPDic[level][wave];
        }
 
        /// <summary>
        /// 根据关卡等级获取关卡的所有波数据,如果本波次敌人数量为0,直接忽略掉
        /// </summary>
        /// <param name="level">关卡等级</param>
        /// <returns></returns>
        public static List<List<EndlessPortConfig>> GetLevelWaveData(int level)
        {
            List<List<EndlessPortConfig>> ret = new List<List<EndlessPortConfig>>();
            List<EndlessPortConfig> allLevelData = portDic[level];
            int wave = 0;
 
            foreach (EndlessPortConfig data in allLevelData)
            {
                if (data.Config.amount == 0) continue;
 
                if (data.Config.wave != wave)
                {
                    ret.Add(new List<EndlessPortConfig>());
                    wave = data.Config.wave;
                }
 
                ret[data.Config.wave - 1].Add(data);
            }
 
            for (int i = 0; i < ret.Count; ++i)
            {
                if (ret[i].Count == 0)
                {
                    ret.Remove(ret[i]);
                    --i;
                }
            }
 
            return ret;
        }
 
        /// <summary>
        /// 根据关卡等级和波次获得该波次的掉落概率
        /// </summary>
        /// <param name="level"></param>
        /// <param name="wave"></param>
        /// <returns></returns>
        public static float GetDropRate(int level, int wave)
        {
            List<List<EndlessPortConfig>> list = GetLevelWaveData(level);
            if (list.Count == 0) return 0;
            Debug.Log($"level:{level}  wave:{wave}");
            List<EndlessPortConfig> waveData = list[wave];
 
            EndlessPortConfig tmpConfig = waveData[0];
            if (tmpConfig != null)
            {
                return tmpConfig.DropTotalWeight;
            }
            return 0;
        }
 
        /// <summary>
        /// 根据关卡等级和波次获得该波次的掉落BOX
        /// </summary>
        /// <param name="level"></param>
        /// <param name="wave"></param>
        /// <returns></returns>
        public static reward GetDropReward(int level, int wave)
        {
            List<List<EndlessPortConfig>> list = GetLevelWaveData(level);
            if (list.Count == 0) return null;
 
            List<EndlessPortConfig> waveData = list[wave];
 
            EndlessPortConfig tmpConfig = waveData[0];
            if (tmpConfig != null)
            {
                return tmpConfig.Config.drop;
            }
            return null;
        }
 
        /// <summary>
        /// 根据关卡等级和波次获得该波次的所有敌人数量
        /// </summary>
        /// <param name="level"></param>
        /// <param name="wave"></param>
        /// <returns></returns>
        public static int GetWaveEnemiesCount(int level, int wave)
        {
            List<List<EndlessPortConfig>> list = GetLevelWaveData(level);
 
            if (list.Count == 0) return 0;
 
            List<EndlessPortConfig> waveData = list[wave];
            int ret = 0;
 
            for (int i = 0; i < waveData.Count; ++i)
            {
                int count = waveData[i].Config.amount;
                endless_enemy enemyData = EndlessEnemyData.GetDataById(waveData[i].Config.enemy_id);
 
                // WTF...
                if (enemyData.resource == 103)
                    count *= 2;
 
                ret += count;
            }
 
            return ret;
        }
 
        /// <summary>
        /// 根据关卡等级和波次获得该波次敌人的血量
        /// </summary>
        /// <param name="level"></param>
        /// <param name="wave"></param>
        /// <param name="tunel">赛道</param>
        public static float GetWaveEnemiesHP(int level, int wave, int tunel)
        {
            List<List<EndlessPortConfig>> list = GetLevelWaveData(level);
            List<EndlessPortConfig> waveData = list[wave];
            float hp = 0;
 
            for (int i = 0; i < waveData.Count; ++i)
            {
                if (waveData[i].Config.tunel == tunel)
                {
                    hp = waveData[i].Config.b_hp;
                    break;
                }
            }
 
            return hp;
        }
 
        /// <summary>
        /// 根据关卡等级、波次、赛道获得击杀敌人掉落的奖励列表
        /// </summary>
        /// <param name="level">关卡等级</param>
        /// <param name="wave">波次</param>
        /// <param name="tunel">第几条赛道</param>
        /// <returns></returns>
        public static List<reward> GetDropRewardList(int level, int wave, int tunel)
        {
            List<reward> ret = new List<reward>();
            List<List<EndlessPortConfig>> levelData = GetLevelWaveData(level);
 
            if (levelData.Count == 0)
                throw new Exception($"当前关卡:{level}, 没有关卡数据");
 
            List<EndlessPortConfig> waveData = levelData[wave - 1];
 
            if (waveData.Count == 0)
                throw new Exception($"当前关卡:{level},当前波次:{wave},没有波次数据");
 
            for (int i = 0; i < waveData.Count; ++i)
            {
                if (waveData[i].Config.tunel != tunel) continue;
 
                // for (int j = 0; j < waveData[i].Config.drop.Count; ++j)
                // {
                //     // 概率为0
                //     if (waveData[i].Config.drop_rate[j] == 0) continue;
 
                //     float val = UnityEngine.Random.Range(0, waveData[i].DropTotalWeight);
 
                //     if (val <= waveData[i].Config.drop_rate[j])
                //         // 命中
                //         ret.Add(waveData[i].Config.drop[j]);
                // }
            }
 
            return ret;
        }
 
        /// <summary>
        /// 根据关卡获得关卡奖励分数
        /// </summary>
        /// <param name="level"></param>
        public static int GetLevelScore(int level)
        {
            List<List<EndlessPortConfig>> list = GetLevelWaveData(level);
 
            if (list.Count == 0) return 0;
 
            return list[0][0].Config.bonus;
        }
 
        /// <summary>
        /// 根据关卡等级和波次获得该波次可出怪的所有赛道(1~5)
        /// </summary>
        /// <param name="level"></param>
        /// <param name="wave"></param>
        /// <returns></returns>
        public static List<int> GetAllTunelByLevelWave(int level, int wave)
        {
            List<int> ret = new List<int>();
            List<List<EndlessPortConfig>> list = GetLevelWaveData(level);
 
            if (list.Count == 0) return ret;
 
            List<EndlessPortConfig> waveData = list[wave];
 
            if (waveData == null)
            {
                Debug.LogError($"---- 找不到该波次信息,关卡:{level} 波次索引:{wave} ----");
                return ret;
            }
 
            for (int i = 0; i < waveData.Count; ++i)
            {
                ret.Add(waveData[i].Config.tunel);
            }
 
            return ret;
        }
    }
}