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local Passive = require "adv.AdvPassive"
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local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
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冒险 连续选择点 和 地图因子
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5
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local Buff = require "adv.AdvBuff"
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6
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7
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local Adv = class("Adv")
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冒险任务,冒险扫荡, 冒险中继
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local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
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function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
self.battle = nil
self.backEvents = {} --发给客户端的事件组
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self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
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self:initByInfo(self.owner:getProperty("advInfo"))
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end
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--初始化adv 信息
function Adv:initByInfo(advInfo)
if not next(advInfo) then return end --还没有 开始新地图
self.chapterId = advInfo.chapterId
self.level = advInfo.level or 1
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self.round = advInfo.round or 0
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self.score = advInfo.score or {}
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
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self.lchoose = advInfo.lch or {}
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self.waitArtifact = advInfo.waitAF
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adv_unlock
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self.cacheUnlock = advInfo.cacheUnlock or {}
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self.maps = {}
for id, map in ipairs(advInfo.maps or {}) do
self.maps[id] = AdvMap.new(self, id, map)
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end
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self:initBattle()
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end
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-- 随机新的地图
function Adv:initByChapter(chapterId, level, isToNext, notNotify)
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if not self.chapterId then -- 开始新的章节
self.chapterId = chapterId
self:checkAchievement(Adv.AchievType.StartBattle, 1)
elseif chapterId ~= self.chapterId then -- 正常不会出现
return
end
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self.level = level or 1
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冒险任务,冒险扫荡, 冒险中继
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self.round = 0
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self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
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self.lchoose = self.lchoose or {}
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adv_unlock
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self.cacheUnlock = self.cacheUnlock or {}
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抽奖
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62
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-- 随机出地图
local mapId = self:randomMapId(chapterId, level)
self.maps = {}
self.maps[1] = AdvMap.new(self, 1, mapId)
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67
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self:initBattle()
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self:initLayerTask()
self:checkTask(Adv.TaskType.Arrive)
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adv_unlock
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73
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self:checkAdvUnlock(1, self.level)
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buff
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if isToNext then
self.battle.player:afterLayer() -- 玩家的buff 清理一下
self:scoreChange(AdvScoreType.Level) --增加层级加分
end
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if not notNotify then
self:saveDB(notNotify)
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冒险事件 new
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80
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end
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43babcff
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81
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end
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冒险分数
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82
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function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
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冒险任务,冒险扫荡, 冒险中继
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self.round = 0
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self.lastEnemyId = 1
self.mapStack = {}
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self.lchoose = {}
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self.maps = {}
self.battle = nil
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冒险神器和buff
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self.waitArtifact = nil
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f45d3a7b
zhouhaihai
adv_unlock
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94
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self.cacheUnlock = {}
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95
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end
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b0fe1817
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冒险分数
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96
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43babcff
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97
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
if self.chapterId then
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100
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advInfo.chapterId = self.chapterId
advInfo.level = self.level
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advInfo.round = self.round
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advInfo.score = self.score
advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
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冒险 连续选择点 和 地图因子
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advInfo.lch = self.lchoose
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冒险神器和buff
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108
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advInfo.waitAF = self.waitArtifact
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zhouhaihai
adv_unlock
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109
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advInfo.cacheUnlock = self.cacheUnlock
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advInfo.maps = {}
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self.battle:saveDB()
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for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
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end
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advTeam.player = self.battle.player:getDB()
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else
advTeam.player = nil
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end
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self:updateTask(notNotify)
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self:updateAchievement(notNotify)
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self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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end
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adv_unlock
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129
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131
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135
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-- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
function Adv:checkAdvUnlock(utype, value)
if not self.chapterId then return end
local chapter = self.chapterId % 100
local reward = {}
for id, data in pairs(csvdb["adv_unlockCsv"]) do
if data.chapterid == chapter and data.type == utype and value == data.value then
--0=立即获得;1=结算时获得
if data.time == 0 then
reward[data.itemid] = 1
elseif data.time == 1 then
table.insert(self.cacheUnlock, data.itemid)
end
end
end
if next(reward) then
self.owner:award(reward)
end
end
function Adv:clearAdvUnlockCache()
local reward = {}
for _, itemId in ipairs(self.cacheUnlock) do
reward[itemId] = 1
end
if next(reward) then
self.owner:award(reward)
end
self.cacheUnlock = {}
end
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function Adv:initBattle()
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
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end
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self.cachePassiveEvent = {}
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end
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function Adv:triggerPassive(condType, params)
self.cachePassiveEvent = self.cachePassiveEvent or {}
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
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176
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end
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function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
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end
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function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
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end
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43babcff
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185
186
187
188
189
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function Adv:getRoom(roomId, mapIdx)
mapIdx = mapIdx or self:getCurMapIdx()
local map = self.maps[mapIdx]
if map then
return map.rooms[roomId]
|
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冒险
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190
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end
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46fac6f1
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酱料
|
191
192
|
end
|
43babcff
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优化冒险结构 增加夹层功能
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193
194
195
196
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function Adv:getBlock(roomId, blockId, mapIdx)
local room = self:getRoom(roomId, mapIdx)
if room then
return room.blocks[blockId]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
197
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end
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46fac6f1
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酱料
|
198
199
|
end
|
ccbafe67
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冒险神器和buff
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200
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202
203
204
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206
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function Adv:isHaveArtifact(id)
return self.owner:getProperty("advAFGet")[id]
end
function Adv:awardArtifact(id, params)
if self:isHaveArtifact(id) then return end
self.owner:changeUpdates({{type = "advAFGet", field = id, value = 1}}, params.notNotify)
|
85ded242
zhouhaihai
丰富返回事件
|
207
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
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冒险神器和buff
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208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
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end
function Adv:delArtifactEffect(effect)
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:addPassive({id = id})
elseif etype == 2 then
self.battle.player:addBuff(id)
end
end
end
function Adv:addArtifactEffect(effect)
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:delPassiveById(id)
elseif etype == 2 then
self.battle.player:delBuffById(id)
end
end
end
function Adv:wearArtifact(slot, id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
if curWear[id] then return end
if advAFWear[slot] then
local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
self:delArtifactEffect(oldData.effect)
if oldData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:delArtifactEffect(comboData.effect)
end
end
end
curWear[advAFWear[slot]] = nil
end
curWear[id] = 1
local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
self:addArtifactEffect(newData.effect)
if newData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:addArtifactEffect(comboData.effect)
end
end
end
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46fac6f1
zhouahaihai
酱料
|
282
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
function Adv:artifactLevelUp(id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
local status = 0
if advAFWear[id] then -- 穿着呢
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
local newData = csvdb["adv_artifactCsv"][id][advAFGet[id] + 1]
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
self.owner:changeUpdates({{type = "advAFGet", field = id, value = advAFGet[id] + 1}})
return status
end
function Adv:waitChooseArtifact()
local chooses = {}
local pool = {}
local count = 3 --需要多少个
for id, temp in pairs(csvdb["adv_artifactCsv"]) do
if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
table.insert(pool, id)
end
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
312
313
314
315
|
if #pool == 0 then
self:award({[ItemId.AdvPoint] = 48})
else
for i = 1, math.min(count, #pool) do
|
ccbafe67
zhouhaihai
冒险神器和buff
|
316
317
318
319
|
local idx = math.randomInt(1, #pool)
table.insert(chooses, pool[idx])
table.remove(pool, idx)
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
320
321
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
322
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
323
324
325
326
327
328
329
330
|
end
function Adv:isWaitChooseArtifact()
return self.waitArtifact
end
function Adv:chooseArtifact(index)
if not self.waitArtifact or not self.waitArtifact[index] then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
331
332
|
self:award({[self.waitArtifact[index]] = 1})
self.waitArtifact = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
333
334
335
336
337
338
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
339
|
|
eee37c88
zhouhaihai
楼层数据
|
340
341
342
343
344
345
|
function Adv:getCurFloorData()
if not self.chapterId then return end
local chapter = self.chapterId % 100
return (csvdb["adv_chapter_floorCsv"][chapter] or {})[self.level]
end
|
46fac6f1
zhouahaihai
酱料
|
346
|
--关卡通关,非层 score < 0 失败
|
53e8037e
zhouhaihai
任务
|
347
|
function Adv:over(success, isAllPass)
|
b0fe1817
zhouahaihai
冒险分数
|
348
|
local score = self:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
349
|
local scoreInfo = self.score
|
00115a7a
zhouahaihai
奖励发放
|
350
|
local reward
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
351
|
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
|
46fac6f1
zhouahaihai
酱料
|
352
|
if success then
|
09be9059
zhouhaihai
冒险接口
|
353
|
reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
|
53e8037e
zhouhaihai
任务
|
354
355
356
357
|
self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
if isAllPass then
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
|
b176d7d3
zhouhaihai
冒险成就
|
358
359
|
-- 冒险队等级升一下子
|
f60b89b1
zhouhaihai
奖励副本
|
360
|
self.owner:checkAdvLvByAddWin()
|
46fac6f1
zhouahaihai
酱料
|
361
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
362
|
self:clearAdvUnlockCache()
|
46fac6f1
zhouahaihai
酱料
|
363
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
364
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
bedca62d
zhouahaihai
冒险
|
365
|
self.owner:updateProperty({field = "advItems", value = ""})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
366
|
self.owner:updateProperty({field = "advAFGet", value = {}})
|
8781e103
zhouhaihai
冒险 bug
|
367
|
self.owner:updateProperty({field = "advAFWear", value = {}})
|
00115a7a
zhouahaihai
奖励发放
|
368
|
|
b0fe1817
zhouahaihai
冒险分数
|
369
|
self:backEnd(success, score, scoreInfo, reward)
|
46fac6f1
zhouahaihai
酱料
|
370
371
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
372
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
373
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
374
375
376
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
377
378
379
380
381
|
function Adv:randomMapId(chapterId, level)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then
error("chapterId " .. chapterId .. " dont exist!")
return
|
46fac6f1
zhouahaihai
酱料
|
382
|
end
|
8da953a7
zhouhaihai
无尽模式
|
383
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
384
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
385
386
387
388
389
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
390
|
end
|
8da953a7
zhouhaihai
无尽模式
|
391
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
392
393
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
394
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
395
396
397
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
398
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
399
|
|
46fac6f1
zhouahaihai
酱料
|
400
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
401
402
403
404
405
|
for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and not lastMapIds[mapId] then
if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
|
46fac6f1
zhouahaihai
酱料
|
406
407
408
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
409
410
411
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
412
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
413
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
414
415
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
416
|
|
46fac6f1
zhouahaihai
酱料
|
417
418
|
-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
419
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
420
421
422
423
424
425
426
427
428
|
local tgift = {}
if type(gift) == "string" then
for _, one in pairs(gift:toTableArray(true)) do
tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
end
else
tgift = gift
end
local items = self.owner:getProperty("advItems")
|
ccbafe67
zhouhaihai
冒险神器和buff
|
429
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
430
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
431
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
432
|
local buffAdd = self.battle.player:getRewardChange(itemId)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
433
|
count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
|
b0fe1817
zhouahaihai
冒险分数
|
434
|
self:scoreChange(AdvScoreType.Item, {itemId, count})
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
435
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
436
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
437
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
438
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
439
440
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
441
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
442
443
444
445
446
447
448
449
|
if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
self:awardArtifact(itemId, params)
else
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
items = items:setv(itemId, nums)
|
916096ed
zhouhaihai
神器效果
|
450
451
452
|
end
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
453
454
455
456
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
return tgift
|
916096ed
zhouhaihai
神器效果
|
457
458
459
|
end
|
46fac6f1
zhouahaihai
酱料
|
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
|
-- 消耗物品 优先冒险背包 --check 只是检查够不够
function Adv:cost(item, params, check)
local items = self.owner:getProperty("advItems")
local less = {}
local advCost = {}
for itemId, count in pairs(item) do
advCost[itemId] = - math.min(items:getv(itemId, 0), count)
if advCost[itemId] == 0 then
advCost[itemId] = nil
end
local last = items:getv(itemId, 0) - count
if last < 0 then
less[itemId] = -last
end
end
if next(less) and not self.owner:checkItemEnough(less) then return end --不够
if check then return true end
self:award(advCost, params)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
480
481
482
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
483
484
485
486
487
|
return true
end
--事件点击处理
local function clickOut(self, room, block, params)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
488
489
490
|
if self:getCurMap():checkOver() then --检查是否可以出去了
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
|
85ded242
zhouhaihai
丰富返回事件
|
491
|
self:backLayer(-1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
492
|
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
493
494
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
495
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
496
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
497
498
499
500
501
502
503
504
|
-- 刷新最高层
if self.owner:getProperty("advElM") < self.level then
self.owner:updateProperty({field = "advElM", value = self.level})
end
else
if self.level > (advPass[self.chapterId] or 0) then
self.owner:changeUpdates({{type = "advPass", field = self.chapterId, value = self.level}})
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
505
506
|
end
if params.relay then
|
4d943586
zhouhaihai
直通 advt gm
|
507
|
if self.level % globalCsv.adv_can_out_layer_pre ~= 0 or not self.owner:isFuncOpen(FuncOpenType.AdvRelay) then return end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
508
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
509
510
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
f45d3a7b
zhouhaihai
adv_unlock
|
511
|
self:checkAdvUnlock(2, self.level)
|
51718558
zhouhaihai
中继层初始经验
|
512
|
local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
|
ccbafe67
zhouhaihai
冒险神器和buff
|
513
514
|
if params.relay or (not self:isEndless() and (self.level >= levellimit or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1))) then --关卡结束
self:over(true, not self:isEndless() and self.level >= levellimit)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
515
|
else
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
516
|
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
|
eee37c88
zhouhaihai
楼层数据
|
517
518
519
520
|
local curFloorData = self:getCurFloorData()
if curFloorData then
self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
521
522
523
|
self:initByChapter(self.chapterId, self.level + 1, true, true)
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
524
|
|
46fac6f1
zhouahaihai
酱料
|
525
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
526
|
|
46fac6f1
zhouahaihai
酱料
|
527
528
529
530
531
532
|
return true
end
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
533
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
534
535
536
|
return true
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
537
|
local function chooseCommon(self, room, block, chooseData, choose, tag)
|
46fac6f1
zhouahaihai
酱料
|
538
539
540
541
|
if not chooseData or not chooseData["button".. choose .."cond"] then return end
local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
local checkCond = {
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
542
543
544
545
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
546
547
548
549
550
551
552
553
|
-- 拥有道具
[1] = function()
if self:cost({[cond[2]] = cond[3]}, {}, true) then
return true
end
end,
-- xx角色(todo 队长)
[2] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
554
555
556
|
local hero = self.owner.heros[self.owner:getProperty("advTeam").leader]
if hero and hero:getProperty("type") == cond[2] then
return true
|
46fac6f1
zhouahaihai
酱料
|
557
558
559
560
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
561
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
562
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
563
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
564
565
566
567
568
569
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
570
|
--制定属性
|
46fac6f1
zhouahaihai
酱料
|
571
|
[4] = function()
|
53e8037e
zhouhaihai
任务
|
572
|
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
|
46fac6f1
zhouahaihai
酱料
|
573
574
575
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
576
577
578
|
-- 提交一个物品
[5] = function ()
if self:cost({[cond[2]] = cond[3]}, {}) then
|
85ded242
zhouhaihai
丰富返回事件
|
579
|
self:backCost({[cond[2]] = cond[3]})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
580
581
582
|
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
583
584
585
586
587
588
|
-- sp 到达指定值
[6] = function()
if self.battle.player.sp >= cond[2] then
return true
end
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
589
590
591
592
593
594
595
596
597
598
599
|
[7] = function()
local buff = self.battle.player:getBuffById(cond[2])
if buff and buff:getLayer() >= cond[3] then
return true
end
end,
[8] = function()
return self:isHaveArtifact(cond[2])
end
}
assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
600
|
|
9cffb42b
zhouahaihai
抉择点 建筑
|
601
|
if cond[1] and not checkCond[cond[1]]() then return end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
602
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
603
604
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
|
e10edb5f
zhouahaihai
冒险事件新
|
605
606
|
local doEffect = {
[1] = function() -- 获得某道具N个
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
607
608
609
610
611
612
613
|
local count = effect[3] or 1
local reward = {}
for i = 1, count do
local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
end
self:backReward(self:award(reward, {}))
|
e10edb5f
zhouahaihai
冒险事件新
|
614
615
|
end,
[2] = function() --获得冒险buff
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
616
617
618
619
|
local layer = effect[3] or 1
for i = 1, layer do
self.battle.player:addBuff(effect[2])
end
|
e10edb5f
zhouahaihai
冒险事件新
|
620
621
|
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
622
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
e10edb5f
zhouahaihai
冒险事件新
|
623
624
625
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
626
|
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
|
[5] = function() --5=属性枚举=数值;直接增加玩家属性
local attr
if effect[3] == 0 then
attr = "sp"
else
attr = AttsEnumEx[effect[3]]
if not AdvAttsEnum[attr] then return end
end
self.battle.player:addBaseAttr(attr, effect[4], effect[2])
end,
[6] = function() -- 商店
block:updateEvent({
etype = AdvEventType.Trader,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[7] = function() -- 建筑
block:updateEvent({
etype = AdvEventType.Build,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[8] = function() -- 选择
block:updateEvent({
etype = AdvEventType.Choose,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[9] = function() -- click
block:updateEvent({
etype = AdvEventType.Click,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[10] = function() -- 陷阱
block:updateEvent({
etype = AdvEventType.Trap,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
677
678
|
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
679
680
|
end
}
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
681
|
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
682
683
|
doEffect[effect[1]]()
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
684
685
686
687
688
689
|
return true, clearBlock
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
690
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
691
|
if not status then return end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
692
693
694
|
self:checkAdvUnlock(3, block.event.id)
self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
695
696
697
698
699
700
701
702
703
|
if clearBlock then
block:clear()
end
return true
end
local function clickLinkChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_linkchooseCsv"][block.event.id]
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
704
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
705
706
707
708
709
710
711
|
if not status then return end
-- 完成统计次数
local idx = block.event.id % 10
if idx == 9 or not csvdb["event_linkchooseCsv"][block.event.id + 1] then --全部完成
local startId = math.floor(block.event.id / 10) * 10 + 1
self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
|
b176d7d3
zhouhaihai
冒险成就
|
712
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
f45d3a7b
zhouhaihai
adv_unlock
|
713
|
self:checkAdvUnlock(4, startId)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
714
715
716
|
else
self.lchoose.ing = block.event.id + 1 --后面会出现后继事件
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
717
|
|
02c4de8d
zhouahaihai
增加 固有技
|
718
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
719
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
720
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
721
|
|
46fac6f1
zhouahaihai
酱料
|
722
723
724
725
726
727
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
728
|
self.battle.player:triggerPassive(Passive.CLICK_DROP)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
729
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
730
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
731
|
block:clear()
|
46fac6f1
zhouahaihai
酱料
|
732
733
734
735
736
737
738
739
740
741
742
743
|
self:backReward(reward)
return true
end
local function clickTrader(self, room, block, params)
local buyId = params.id
local traderData = csvdb["event_traderCsv"][block.event.id]
if not traderData then return end -- 偷偷改表了
if not block.event.shop or not block.event.shop[buyId] then return end
if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
|
e10edb5f
zhouahaihai
冒险事件新
|
744
|
if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
|
85ded242
zhouhaihai
丰富返回事件
|
745
|
self:backCost({[traderData.type] = block.event.shop[buyId][3]})
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
746
|
local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
|
46fac6f1
zhouahaihai
酱料
|
747
|
block.event.status = block.event.status:setv(buyId, 1)
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
748
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
749
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
750
751
752
753
754
|
self:backReward(reward)
return true
end
local function clickBuild(self, room, block, params)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
755
756
757
758
|
local choose = params.choose
local chooseData = csvdb["event_buildingCsv"][block.event.id]
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
if not status then return end
|
85ded242
zhouhaihai
丰富返回事件
|
759
|
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
760
|
self:checkTask(Adv.TaskType.Build, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
761
|
self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
762
|
|
02c4de8d
zhouahaihai
增加 固有技
|
763
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
764
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
765
|
end
|
46fac6f1
zhouahaihai
酱料
|
766
767
768
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
769
770
771
772
773
774
775
776
777
778
779
780
781
782
|
local function clickClick(self, room, block, params)
local clickData = csvdb["event_clickCsv"][block.event.id]
if not clickData then return end
local clearBlock = true
local doEffect = {
[1] = function() -- 技能
for _, skillId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:releaseSkill(skillId)
end
end,
[2] = function() -- dropId
local reward = {}
for _, dropId in ipairs(clickData.effect:toArray(true, "=")) do
local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
|
68e60f7a
zhouhaihai
掉落
|
783
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
784
785
786
787
|
end
self:backReward(self:award(reward, {}))
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
788
789
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
790
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
791
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
792
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
793
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
794
795
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
796
797
798
799
800
801
802
803
804
805
806
807
|
local function clickLayer(self, room, block, params)
if block.event.mapIdx then
table.insert(self.mapStack, block.event.mapIdx) --进入夹层
else
--生成夹层
local mapId = csvdb["event_layerCsv"][block.event.id].effect
local mapIdx = #self.maps + 1
block.event.mapIdx = mapIdx
table.insert(self.mapStack, mapIdx)
self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
self.battle:initMapEnemys(mapIdx)
|
b176d7d3
zhouhaihai
冒险成就
|
808
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
809
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
810
|
self:backLayer(1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
811
812
813
|
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
814
815
816
817
818
819
820
|
local function clickTask(self, room, block, params)
if self:addTask(block.event.id) then --增加任务
block:clear()
return true
end
end
|
46fac6f1
zhouahaihai
酱料
|
821
822
823
824
825
|
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
826
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
827
828
829
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
830
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
831
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
832
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
833
834
835
836
837
|
}
--点击处理 roomId, blockId
--params 某些事件需要的客户端传递的参数
function Adv:clickBlock(roomId, blockId, params)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
838
839
840
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
841
842
|
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
843
|
local status = false
|
36c30c5c
zhouahaihai
冒险
|
844
|
local clickEvent = false
|
46fac6f1
zhouahaihai
酱料
|
845
|
if not block.isOpen then
|
36c30c5c
zhouahaihai
冒险
|
846
847
|
local canOpen = false --如果未开放是否可以开放
local hadMonster = false -- 周围是否有解锁的怪未击败
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
848
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
849
850
|
local _room, _block = one[1], one[2]
if _block.isOpen then canOpen = true end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
851
|
if _block.isOpen and _block:isMonster() then
|
4f0a5fae
zhouhaihai
营养剂
|
852
853
854
855
|
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) then
hadMonster = true
end
|
36c30c5c
zhouahaihai
冒险
|
856
857
|
end
end
|
46fac6f1
zhouahaihai
酱料
|
858
|
if canOpen and not hadMonster then --开放
|
8781e103
zhouhaihai
冒险 bug
|
859
|
self:getCurMap():openBlock(roomId, blockId, true, true)
|
46fac6f1
zhouahaihai
酱料
|
860
861
862
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
863
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
864
865
866
867
868
|
--点了空地
if not block.event then
return
end
--可点击的事件
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
869
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
870
|
if eventCallFunc[block.event.etype] then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
871
|
status = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
872
873
874
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
875
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
876
|
if clickEvent and block.event then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
877
|
if block:getEventType() == AdvEventType.Out then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
878
879
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
880
881
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
882
883
884
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
885
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
886
887
888
|
return status
end
|
46fac6f1
zhouahaihai
酱料
|
889
|
|
4f0a5fae
zhouhaihai
营养剂
|
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
|
function Adv:doActive(activeId, target)
local activeData = csvdb["adv_activeCsv"][activeId]
if not activeData then return end
local targers = {}
-- 筛选对象
if activeData.usetype == 1 then -- 自己
elseif activeData.usetype == 2 then -- 敌人
if not target or not target.roomId or not target.blockId then return end
local block = self:getBlock(target.roomId, target.blockId)
if block:isBoss() then return end
local enemy = self.battle:getEnemy(target.roomId, target.blockId)
if not enemy then return end
local blocks = self:getCurMap():getBlocksBySize(target.roomId, target.blockId, activeData.scope)
for _, block in pairs(blocks) do
if block:isMonster() and not block:isBoss() then
local e = self.battle:getEnemy(block.room.roomId, block.blockId)
if e then
table.insert(targers, e)
end
end
end
elseif activeData.usetype == 3 then -- 地板
if not target or not target.roomId or not target.blockId then return end
local block = self:getBlock(target.roomId, target.blockId)
if block:isBoss() then return end
local blocks = self:getCurMap():getBlocksBySize(target.roomId, target.blockId, activeData.scope)
for _, block in pairs(blocks) do
if not block:isBoss() then
table.insert(targers, block)
end
end
|
318c573a
zhouhaihai
冒险bug
|
923
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
|
elseif activeData.usetype == 5 then -- 空地板
if not target or not target.roomId or not target.blockId then return end
local block = self:getBlock(target.roomId, target.blockId)
if not block.isOpen or block:getEventType() then return end
local blocks = self:getCurMap():getBlocksBySize(target.roomId, target.blockId, activeData.scope)
for _, block in pairs(blocks) do
if not block:isBoss() then
table.insert(targers, block)
end
end
end
local doActiveEffect = {}
-- 1=map_buff_id:为范围内所有目标附加mapbuff
doActiveEffect[1] = function(_, buffId)
|
318c573a
zhouhaihai
冒险bug
|
940
941
942
943
944
945
946
947
|
if not next(targers) then
if activeData.usetype == 1 then
table.insert(targers, self.battle.player)
elseif activeData.usetype == 4 then
targers = self.battle.player:getTeam(2)
else
return
end
|
4f0a5fae
zhouhaihai
营养剂
|
948
949
950
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
951
952
953
954
955
956
|
if target.class.__cname == "AdvBlock" then
target = self.battle:getEnemy(target.room.roomId, target.blockId)
end
if target then
target:addBuff(buffId, self.battle.player)
end
|
4f0a5fae
zhouhaihai
营养剂
|
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
|
end
return true
end
-- 2=trader_id:召唤商人
doActiveEffect[2] = function(_, traderId)
for _, target in ipairs(targers) do
if target.isOpen and not target:getEventType() then
target:updateEvent({
etype = AdvEventType.Trader,
id = traderId,
})
target:randomEvent()
self:backBlockChange(target.room.roomId, target.blockId)
end
end
return true
end
-- 3=monster_id:替换怪物,仅使用方式为2时生效
doActiveEffect[3] = function(_, monsterId)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self.battle:removeEnemyById(target.id)
|
318c573a
zhouhaihai
冒险bug
|
981
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
|
self:backBlockChange(target.roomId, target.blockId)
end
end
return true
end
-- 4:显示本层
doActiveEffect[4] = function(_)
self:getCurMap():showMap()
self:backMapShow()
return true
end
-- 5:放逐目标
doActiveEffect[5] = function(_)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self.battle:removeEnemyById(target.id)
local block = self:getBlock(target.roomId, target.blockId)
block:clear()
self:backBlockChange(target.roomId, target.blockId)
end
end
return true
end
-- 6=陷阱id:移除陷阱,不填写id则移除所有陷阱
doActiveEffect[6] = function(_, trapId)
if not next(targers) and activeData.usetype == 4 then
-- 全屏
for _, room in pairs(self:getCurMap().rooms) do
for _, block in pairs(room.blocks) do
if block:getEventType() == AdvEventType.Trap then
block:updateEvent(nil)
self:backBlockChange(block.room.roomId, block.blockId)
end
end
end
else
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Trap then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
end
return true
end
-- 7=道具燃烧效果
doActiveEffect[7] = function(_)
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Drop then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
return true
end
-- 8:翻开范围内的方格
doActiveEffect[8] = function(_)
for _ , target in ipairs(targers) do
if not target.isOpen then
target:open()
self:backBlockChange(target.room.roomId, target.blockId)
end
end
return true
end
|
db3c56ad
zhouhaihai
冒险相关
|
1050
1051
1052
1053
1054
1055
|
-- 9: 给玩家增加buff
doActiveEffect[9] = function(_, buffId)
self.battle.player:addBuff(buffId, self.battle.player)
return true
end
|
4f0a5fae
zhouhaihai
营养剂
|
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
|
for _, effect in ipairs(activeData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if doActiveEffect[cur[1]] then
if not doActiveEffect[cur[1]](table.unpack(cur)) then
return
end
end
end
return true
end
|
46fac6f1
zhouahaihai
酱料
|
1068
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
|
-- 地图上物品变化
function Adv:mapItemChange(ctype)
local clist = csvdb["transform_itemCsv"][ctype]
if clist then
for roomId, room in pairs(self:getCurMap().rooms) do
for blockId, block in pairs(room.blocks) do
if block:getEventType() == AdvEventType.Drop and block.event.item then
local id = block.event.item[1]
local changeTo = nil
if clist[id] then
changeTo = {clist[id].toId, clist[id].num}
elseif clist[-1] then
changeTo = {clist[-1].toId, clist[-1].num}
end
if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
block.event.item = changeTo
self:backBlockChange(roomId, blockId)
end
end
end
end
end
end
|
46fac6f1
zhouahaihai
酱料
|
1093
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1094
1095
|
function Adv:enemyDead(enemy, escape)
local roomId, blockId = enemy.roomId, enemy.blockId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1096
1097
1098
1099
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
1100
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1101
1102
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1103
1104
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1105
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1106
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1107
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1108
1109
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
b0fe1817
zhouahaihai
冒险分数
|
1110
|
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
85ded242
zhouhaihai
丰富返回事件
|
1111
1112
|
local changeV = self.battle.player:addExp(monsterData.exp)
self:backDead(enemyId, changeV)
|
db3c56ad
zhouhaihai
冒险相关
|
1113
1114
|
if enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) then -- 掉落转为 click
local clickId = buff:effect()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1115
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1116
1117
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1118
|
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1119
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
|
else
local item = block.event.item
if not item then
local buff = enemy:hadBuff(Buff.CHANGE_DROP)
if buff then
item = table.pack(buff:effect())
else
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
end
if item[1] == 0 then
block:clear()
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1134
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1135
1136
1137
1138
1139
|
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1140
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
|
db3c56ad
zhouhaihai
冒险相关
|
1141
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1142
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1143
1144
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1145
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
46fac6f1
zhouahaihai
酱料
|
1146
|
end
|
46fac6f1
zhouahaihai
酱料
|
1147
1148
1149
1150
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
|
function Adv:pushBackEvent(btype, params)
table.insert(self.backEvents, {btype = btype, params = params})
end
function Adv:backReward(items)
self:pushBackEvent(AdvBackEventType.Reward, {items = items})
end
-- if is player enemyId is nil
--isMax 是否是改变血量上限
function Adv:backHpChange(enemyId, change, isMax)
self:pushBackEvent(AdvBackEventType.HpChange, {enemyId = enemyId, change = change, isMax = isMax})
end
|
ae9a74b5
suhongyang
返回miss,快速战斗逻辑
|
1164
|
|
46fac6f1
zhouahaihai
酱料
|
1165
1166
1167
1168
|
-- if is player enemyId is nil
function Adv:backAtkChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.AtkChange, {enemyId = enemyId, change = change})
end
|
e996b82a
zhouahaihai
冒险增加防御属性
|
1169
1170
1171
1172
1173
1174
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1175
1176
1177
1178
1179
1180
|
-- if is player enemyId is nil
function Adv:backBuff(enemyId, buffId, isDel)
self:pushBackEvent(AdvBackEventType.Buff, {enemyId = enemyId, buffId = buffId, isDel = isDel})
end
-- if is player enemyId is nil
function Adv:backSkill(enemyId, skillId, receiver)
|
36c30c5c
zhouahaihai
冒险
|
1181
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1182
1183
|
end
|
4eadc2ab
suhongyang
獲得被動暫時增加log,後面可以去掉
|
1184
1185
1186
1187
1188
|
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
end
|
46fac6f1
zhouahaihai
酱料
|
1189
1190
1191
1192
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1193
1194
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
1195
1196
1197
1198
1199
1200
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1201
1202
|
function Adv:backDead(enemyId, exp)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
|
bedca62d
zhouahaihai
冒险
|
1203
1204
|
end
|
386ca58e
zhouhaihai
优化log
|
1205
1206
1207
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1208
|
|
85ded242
zhouhaihai
丰富返回事件
|
1209
1210
|
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1211
1212
|
end
|
4f0a5fae
zhouhaihai
营养剂
|
1213
1214
1215
1216
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1217
1218
1219
1220
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1221
1222
1223
1224
1225
1226
1227
1228
1229
|
function Adv:backCost(items)
self:pushBackEvent(AdvBackEventType.Cost, {items = items})
end
function Adv:backUse(items)
self:pushBackEvent(AdvBackEventType.Use, {items = items})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1230
1231
1232
1233
1234
1235
1236
|
function Adv:scoreChange(scoreType, pms)
local cutTypes = {}
local score = 0
cutTypes[AdvScoreType.Level] = function()
score = globalCsv.adv_score_floor
end
cutTypes[AdvScoreType.Kill] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1237
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1238
|
score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
|
b0fe1817
zhouahaihai
冒险分数
|
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
|
end
cutTypes[AdvScoreType.Item] = function()
score = csvdb["itemCsv"][pms[1]].adv_score_item * pms[2]
end
cutTypes[AdvScoreType.Hurt] = function()
score = globalCsv.adv_score_hurt * pms
end
cutTypes[AdvScoreType.Block] = function()
score = globalCsv.adv_score_block
end
if cutTypes[scoreType] then
cutTypes[scoreType]()
else
return
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1254
1255
|
self.score[scoreType] = self.score[scoreType] or 0
self.score[scoreType] = self.score[scoreType] + score
|
b0fe1817
zhouahaihai
冒险分数
|
1256
1257
1258
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1259
1260
1261
1262
1263
1264
1265
1266
|
self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
self.score[AdvScoreType.Block] = math.floor(self.score[AdvScoreType.Block] or 0)
self.score[AdvScoreType.Hurt] = math.max(math.floor(self.score[AdvScoreType.Hurt] or 0), - (self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block]))
self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
self.score[AdvScoreType.Item] = math.floor(self.score[AdvScoreType.Item] or 0)
return self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block] + self.score[AdvScoreType.Hurt]
+ self.score[AdvScoreType.Kill] + self.score[AdvScoreType.Item]
|
b0fe1817
zhouahaihai
冒险分数
|
1267
1268
|
end
|
46fac6f1
zhouahaihai
酱料
|
1269
1270
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1271
1272
1273
1274
1275
1276
|
self.backEvents = {}
return events
end
--回合事件处理
function Adv:afterRound()
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1277
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1278
1279
1280
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1281
1282
|
end
|
46fac6f1
zhouahaihai
酱料
|
1283
|
return Adv
|