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src/adv/AdvTask.lua 13.7 KB
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  local AdvTask = {}
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  local AdvCommon = require "adv.AdvCommon"
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  local advTaskChange = {}
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  function AdvTask.bind(Adv)
  	Adv.TaskType = {
  		Arrive 		= 1, --到达N层
  		Kill		= 2, --消灭指定怪物N个
  		Item		= 3, --获得指定道具N个
  		Choose		= 4, --完成指定抉择点N次
  		Shop		= 5, --和指定商人交易N次
  		Build		= 6, --和指定建筑交互N次
  		KillAll		= 7, --消灭本层所有怪物
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  		KillElite	= 8, --击杀精英怪
  		KillBoss	= 9, --击杀Boss
  		RelayOpen = 10, -- 解锁中继营地
  		FinishStoryId = 11, -- 完成故事
  		Click = 12, -- 点击点击事件
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  	}
  
  	-- 检查任务状态 在新领取任务的时候回进行检查
  	local function checkTaskStatus(self, taskData, status, count, cond)
  		count = count or 0
  		if status == -1 or not taskData then
  			return
  		end
  		local function checkCondValue()
  			if taskData.value2 ~= "" then
  				local conds = taskData.value2:toArray(true, "=")
  				for _, one in pairs(conds) do
  					if one == cond then
  						return true
  					end
  				end
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  				return false
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  			end
  			return true
  		end	
  
  		local checkTaskFunc = {}
  		checkTaskFunc[Adv.TaskType.Arrive] = function()
  			if self.level > status then
  				if self.level >= taskData.value1 then
  					return -1
  				else
  					return self.level
  				end
  			end
  		end
  		checkTaskFunc[Adv.TaskType.KillAll] = function()
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  			if  #self.battle.player:getTeam(2, nil, nil, true) == 0 then
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  				return -1
  			end
  		end
  
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  		checkTaskFunc[Adv.TaskType.RelayOpen] = function()
  			local limit = tonum(taskData.value2, 0)
  			if self.level > limit or (self.level == limit and self.isRelay) then
  				return -1
  			end
  		end
  
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  		if checkTaskFunc[taskData.condition] then
  			status = checkTaskFunc[taskData.condition]()
  		else
  			if count == 0 or not checkCondValue() then return end --没有变化
  			status = status + count
  			if status >= taskData.value1 then
  				status = -1
  			end
  		end
  		return status
  	end 
  
  	function Adv:initLayerTask()
  		self.advTask = {}
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  		advTaskChange.t = true
  		advTaskChange.m = true
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  		if not next(self.advMTask) then
  			self.advMTask = {
  				id = 1,
  				status = 0,
  				lock = 1,
  			}
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  		end
  		self.advMTask.id = self.advMTask.id or 1
  		local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
  		if mainTaskData and self.advMTask.lock then 
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  			if self.chapterId == mainTaskData.chapter and self.level >= mainTaskData.level then --到达指定关卡解锁当前任务
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  				self.advMTask.lock = nil
  				self.advMTask.status = 0
  				local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, 0)
  				if ts then
  					self.advMTask.status = ts
  				end
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  			end
  		end
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  		self:addTask()
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  		self:checkTask(Adv.TaskType.RelayOpen) --每一层都检查一下
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  	end
  
  	function Adv:checkTask(taskType, count, cond)
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  		local chapter = self.chapterId
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  		for taskId, status in pairs(self.advTask) do
  			local taskData = csvdb["event_questCsv"][taskId]
  			if taskData and taskData.levelchapter == chapter and taskType == taskData.condition then
  				local ts = checkTaskStatus(self, taskData, status, count, cond)
  				if ts then
  					self.advTask[taskId] = ts
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  					advTaskChange.t = true
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  				end
  			end
  		end
  
  		local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
  		if not self.advMTask.lock and mainTaskData and mainTaskData.chapter == chapter and taskType == mainTaskData.condition then
  			local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, count, cond)
  			if ts then
  				self.advMTask.status = ts
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  				advTaskChange.m = true
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  			end
  		end
  	end
  
  	-- 点击任务地块领取任务
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  	function Adv:addTask()
  		if self.isRelay or self.haveBoss then return end
  		
  		local chapterId, level = self.chapterId, self.level
  		if self:isEndless() then
  			level = AdvCommon.getEndlessDataLv(chapterId, level)
  		end
  		local advEventOpenStatus = self.owner:advEventOpenStatus()
  		local pool = {}
  		for id, data in pairs(csvdb["event_questCsv"]) do
  			if data.levelchapter == chapterId and (data.unlockType == 0 or (advEventOpenStatus[etype] or {})[data.unlockType]) then
  				if AdvCommon.checkIsIn(level, data.leveltype, data.levellimit) then
  					pool[id] = {showup = data.showup}
  				end
  			end
  		end
  
  		if not next(pool) then return end
  
  		local taskId = math.randWeight(pool, "showup")
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  		local taskData = csvdb["event_questCsv"][taskId]
  		if taskData then
  			self.advTask[taskId] = 0
  			local ts = checkTaskStatus(self, taskData, self.advTask[taskId], 0)
  			if ts then
  				self.advTask[taskId] = ts
  			end
  
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  			advTaskChange.t = true
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  			self:pushBackEvent(AdvBackEventType.Task, {id = taskId})
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  			return true
  		end
  	end
  
  	--完成层任务
  	function Adv:finishTask(taskId)
  		local ok, reward
  		if self.advTask[taskId] and self.advTask[taskId] == -1 then
  			local taskData = csvdb["event_questCsv"][taskId]
  			if not taskData then return end
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  			local curFloorData = self:getCurFloorData()
  			if not curFloorData then return end
  
  			reward = {[ItemId.AdvPoint] = curFloorData.questAward}
  
  			local item = csvdb["event_dropCsv"][taskData.drop]["range"]:randWeight(true)
  			reward[item[1]] = (reward[item[1]] or 0) + item[2]
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  			reward = self:award(reward, {log = {desc = "finishTask", int1 = taskId}})
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  			self:scoreChange(AdvScoreType.Task, taskData.advScore) --增加加分
  			
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  			self.advTask[taskId] = nil
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  			ok = true
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  			advTaskChange.t = true
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  		end
  		return ok, reward
  	end
  
  	-- 完成主线任务
  	function Adv:finishMTask()
  		local ok, reward
  		if self.advMTask.status == -1 then  --已完成带领取
  			local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
  			if not mainTaskData then return end
  			if mainTaskData.reward == 1 then
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  				reward = self.owner:award(mainTaskData.rewardValue, {log = {desc = "advMainTask", int1 = self.advMTask.id}})
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  			end
  			self.advMTask.id = self.advMTask.id + 1
  			self.advMTask.status = 0
  			local nextTaskData = csvdb["adv_questCsv"][self.advMTask.id]
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  			if not nextTaskData or self.chapterId ~= nextTaskData.chapter or self.level < nextTaskData.level then
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  				self.advMTask.lock = true
  			else
  				local ts = checkTaskStatus(self, nextTaskData, self.advMTask.status, 0)
  				if ts then
  					self.advMTask.status = ts
  				end
  			end
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  			ok = true
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  			advTaskChange.m = true
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  		end
  		return ok, reward
  	end
  
  	function Adv:updateTask(notNotify)
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  		local properties = {}
  		if advTaskChange.t then
  			properties.advTask = self.advTask
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  		end
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  		if advTaskChange.m then
  			properties.advMTask = self.advMTask
  		end
  		if next(properties) then
  			self.owner:updateProperties(properties, notNotify)
  		end
  		advTaskChange = {}
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  	end
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  	------ 冒险成就 ------------
  	Adv.AchievType = {
  		StartBattle 		= 1, --累计挑战N次
  		OverWin				= 2, --通关N次M层
  		TaskLayer			= 3, --完成每层任务N次
  		UseItem				= 4, --使用道具N次
  		GetItem				= 5, --获得道具N个
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  		GetMWeapon			= 6, --获得神器N个
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  		Build				= 7, --完成建筑N个
  		Choose				= 8, --完成事件N个
  		Shop				= 9, --完成商店N次
  		LinkChoose			= 10, --完成连锁事件N次
  		Trap				= 11, --触发陷阱N次
  		Kill				= 12, --消灭怪物N个
  		EnterILayer			= 13, --进入夹层N次
  		KillByBuff			= 14, --使用BUFF消灭敌人N个
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  		KillBoss			= 15, --击杀首领N次
  		FinishStoryId		= 16, -- 完成故事Id
  		MWeaponLv			= 17, -- 指定神器等级达到
  		GetBuff				= 18, -- 获得指定buff
  		KillHadBuff			= 19, -- 击败拥有指定buff的敌人
  		ChooseBySelect		= 20, -- 指定事件的指定选项N次
  		BuildBySelect		= 21, -- 指定建筑的指定选项N次
  		KillWithBuff		= 22, -- 携带指定层数的buff 击败怪物
  		KillBossWithBuff	= 23, -- 携带指定层数的buff 击败boss
  		KillNoBuff			= 24, -- 不携带指定的buff 击败boss
  		KillBossNoBuff		= 25, -- 不携带指定的buff 击败boss
  		StorryDone			= 26, -- 故事完成个数
  		KillWithMWeapon		= 27, -- 携带指定神器击败怪物N次
  		KillBossWithMWeapon	= 28, -- 携带指定神器击败BossN次
  		KillWithAMWeapon	= 29, -- 激活神器套装 击败怪物N次
  		KillBossWithAMWeapon= 30, -- 激活神器套装 击败BossN次
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  	}
  
  
  
  	local advAchievChange = {}
  
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  	local function insertChange(self, chapterId, taskId, value, pts)
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  		local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
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  		local dbData = self.owner:getProperty(achievField)
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  		if pts then
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  			advAchievChange[achievField] = advAchievChange[achievField] or {}
  			advAchievChange[achievField][chapterId] = advAchievChange[achievField][chapterId] or {}
  			advAchievChange[achievField][chapterId]["pts"] = advAchievChange[achievField][chapterId]["pts"] or {}
  			advAchievChange[achievField][chapterId]["pts"][taskId] = value
  
  			dbData[chapterId] = dbData[chapterId] or {}
  			dbData[chapterId]["pts"] = dbData[chapterId]["pts"] or {}
  			dbData[chapterId]["pts"][taskId] = value
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  		else
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  			advAchievChange[achievField] = advAchievChange[achievField] or {}
  			advAchievChange[achievField][chapterId] = advAchievChange[achievField][chapterId] or {}
  			advAchievChange[achievField][chapterId][taskId] = value
  
  			dbData[chapterId] = dbData[chapterId] or {}
  			dbData[chapterId][taskId] = value
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  		end
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  	end
  
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  	function Adv:checkAchievement(taskType, count, cond, cond2)
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  		local achievField = self:isEndless() and "advEAchiev" or "advAchiev"
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  		local dbData = self.owner:getProperty(achievField)
  		dbData[self.chapterId] = dbData[self.chapterId] or {}
  		local advAchiev = dbData[self.chapterId]
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  		for taskId , data in pairs(csvdb["adv_achievementCsv"][self.chapterId] or {}) do
  			local oldStatus = advAchiev[taskId] or 0
  			if oldStatus ~= -1 and data.type == taskType then
  				local status
  				local checkTaskFunc = {}
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  				checkTaskFunc[Adv.AchievType.KillHadBuff] = function()
  					if cond:hadBuffById(data.value2) then
  						return (oldStatus + count)
  					end
  				end
  
  				checkTaskFunc[Adv.AchievType.KillWithBuff] = function()
  					local buff = self.battle.player:hadBuffById(data.value2)
  					if buff and buff.layer == data.value3 then
  						return (oldStatus + count)
  					end
  				end
  				checkTaskFunc[Adv.AchievType.KillBossWithBuff] = checkTaskFunc[Adv.AchievType.KillWithBuff]
  
  				checkTaskFunc[Adv.AchievType.KillNoBuff] = function()
  					local buff = self.battle.player:hadBuffById(data.value2)
  					if not buff then
  						return (oldStatus + count)
  					end
  				end
  				checkTaskFunc[Adv.AchievType.KillBossNoBuff] = checkTaskFunc[Adv.AchievType.KillNoBuff]
  
  				checkTaskFunc[Adv.AchievType.KillWithMWeapon] = function()
  					if self:isWearAF(data.value2) then
  						return (oldStatus + count)
  					end
  				end
  				checkTaskFunc[Adv.AchievType.KillBossWithMWeapon] = checkTaskFunc[Adv.AchievType.KillWithMWeapon]
  
  				checkTaskFunc[Adv.AchievType.KillWithAMWeapon] = function()
  					if self:haveComboAF(data.value2) then
  						return (oldStatus + count)
  					end
  				end
  				checkTaskFunc[Adv.AchievType.KillBossWithAMWeapon] = checkTaskFunc[Adv.AchievType.KillWithAMWeapon]
  
  				checkTaskFunc[Adv.AchievType.StorryDone] = function()
  					if data.value2 == 0 or data.value2 == cond then
  						local advStoryB = self.owner:getProperty("advStoryB")
  						local newCount = 0
  						for storyId, _ in pairs(advStoryB) do
  							if data.value2 == 0 then
  								newCount = newCount + 1
  							else
  								local storyData = csvdb["event_linkchoose_storyCsv"][storyId]
  								if storyData[1].chapter == data.value2 then
  									newCount = newCount + 1
  								end
  							end
  						end
  						if newCount > oldStatus then
  							return newCount
  						end
  					end
  				end
  
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  				if checkTaskFunc[taskType] then
  					status = checkTaskFunc[taskType]()
  				else
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  					if count ~= 0 and (data.value2 == 0 or data.value2 == cond) and (data.value3 == 0 or data.value3 == cond2) then 
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  						status = oldStatus + count
  					end
  				end
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  				if self:isEndless() then
  					if status and status ~= oldStatus then
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  						insertChange(self, self.chapterId, taskId, status)
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  					end
  				else
  					if (status or -1) >= data.value1 then
  						status = -1
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  						self.owner:log("adv_action", {desc = "finishAchiev", short1 = 1, int1 = self.chapterId, int2 = taskId})
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  					end
  					if status and status ~= oldStatus then
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  						insertChange(self, self.chapterId, taskId, status)
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  						if status == -1 then
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  							local ptcount = advAchiev[-1] or 0
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  							ptcount = ptcount + data.pt
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  							insertChange(self, self.chapterId, -1, ptcount)
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  						end
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  					end
  				end
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  			end
  		end
  	end
  
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  	-- 说不用领取 注释掉
  	-- 又说要领取 打开 修改
  	function Adv:finishAchievement(chapterId, taskId)
  		if not AdvCommon.isEndless(chapterId) then return end -- 暂时只有无尽可以领奖
  		local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
  		local achievData = (csvdb["adv_achievementCsv"][chapterId] or {})[taskId]
  		local status = (self.owner:getProperty(achievField)[chapterId] or {})[taskId] or -1
  
  		local reward = {}
  		if status >= achievData.value1 then
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  			insertChange(self, chapterId, taskId, -1)
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  			local count = (self.owner:getProperty(achievField)[chapterId] or {})[-1] or 0
  			count = count + achievData.pt
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  			insertChange(self, chapterId, -1, count)
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  			-- 发放奖励
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  			reward = self.owner:award(achievData.reward, {log = {desc = "advAchiev", int1 = chapterId, int2 = taskId}})
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  			return true, reward
  		end
  	end
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  	function Adv:getAchievementReward(chapterId, taskId)
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  		local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
  		local count = (self.owner:getProperty(achievField)[chapterId] or {})[-1] or 0
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  		local achievData = (csvdb["adv_achievement_rewardCsv"][chapterId] or {})[taskId]
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  		local status = ((self.owner:getProperty(achievField)[chapterId] or {})["pts"] or {})[taskId] or 0
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  		if status == -1 or count < achievData.pt then return end
  
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  		local reward = self.owner:award(achievData.reward, {log = {desc = "advAchievReward", int1 = chapterId, int2 = taskId}})
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  		insertChange(self, chapterId, taskId, -1, true)
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  		return true, reward
  	end
  
  	function Adv:updateAchievement(notNotify)
  		if not next(advAchievChange) then return end
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  		self.owner:changeMapUpdates(advAchievChange, notNotify)
  		advAchievChange = {}
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  	end
  
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  end
  
  
  return AdvTask