Files
ZYZ/shared/pubUtils/dictionary/DicWarJson.ts
2020-12-15 16:02:59 +08:00

116 lines
3.5 KiB
TypeScript

// 关卡表
import {decodeArrayListStr, readWarJsonFileList} from '../util'
import { ABI_TYPE } from '../../consts';
import { Attributes } from '../interface';
export interface DicWarJson {
// 关卡id
readonly warId: number;
// 武将编号
readonly actorId: number;
// 武将名字
readonly actorName: string;
// 战场中指向该角色的唯一代码
readonly dataId: number;
// 角色属于我方/敌方/友军
readonly relation: number;
// 上阵时的方向
readonly direction: number;
// 客户端存入数组的顺序
readonly outIndex: number;
// x坐标
readonly x: number;
// y坐标
readonly y: number;
// 剧本中调用角色时的变量
readonly var: number;
// 角色等级
readonly lv: number;
// 是否隐藏
readonly hide: number;
// 角色使用的AI类型
readonly initial_ai: number;
// 属性
readonly attribute: Attributes;
// 武将技能
readonly skill: string;
// 武将被动技能
readonly seid: string;
// 角色星级
readonly star: number;
// s动画
readonly spine: string;
// boss阶段
readonly bossStage: number;
// 召唤技能的召唤物
readonly callSkillData: string;
}
export const dicWarJson = new Map<number, Array<DicWarJson>>();
readWarJsonFileList().forEach(str => {
let arr = JSON.parse(str);
let warjson = new Array<DicWarJson>();
let warid = 0;
arr.forEach(o => {
o.attribute = parseAttribute(o.attribute);
warid = o.warId;
warjson.push(o);
});
dicWarJson.set(warid, warjson);
})
function parseAttribute(str: string) {
let attribute: Attributes = {};
if(!str) return attribute;
let arr = decodeArrayListStr(str);
for(let [id, value] of arr) {
if(isNaN(parseInt(id)) || isNaN(parseInt(value))) {
throw new Error('data table format wrong');
}
let _id = parseInt(id), _value = parseInt(value);
switch(_id) {
case ABI_TYPE.ABI_HP:
attribute.hp = _value; break;
case ABI_TYPE.ABI_ATK:
attribute.atk = _value; break;
case ABI_TYPE.ABI_MATK:
attribute.matk = _value; break;
case ABI_TYPE.ABI_DEF:
attribute.def = _value; break;
case ABI_TYPE.ABI_MDEF:
attribute.mdef = _value; break;
case ABI_TYPE.ABI_AGI:
attribute.agi = _value; break;
case ABI_TYPE.ABI_LUK:
attribute.luk = _value; break;
case ABI_TYPE.ABI_SPEED:
attribute.speed = _value; break;
case ABI_TYPE.ABI_HIT:
attribute.hit = _value; break;
case ABI_TYPE.ABI_CRI:
attribute.cri = _value; break;
case ABI_TYPE.ABI_FLEE:
attribute.flee = _value; break;
case ABI_TYPE.ABI_ANT_CRI:
attribute.antCri = _value; break;
case ABI_TYPE.ABI_DAMAGE_INCREASE:
attribute.damageIncrease = _value; break;
case ABI_TYPE.ABI_DAMAGE_DECREASE:
attribute.damageDecrease = _value; break;
case ABI_TYPE.ABI_DEF_IGNORE:
attribute.defIngnore = _value; break;
case ABI_TYPE.ABI_BLOOD_SUCK:
attribute.bloodSuck = _value; break;
case ABI_TYPE.ABI_AP:
attribute.ap = _value; break;
default:
break;
}
}
}