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酱料
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local Passive = require "adv.AdvPassive"
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优化冒险结构 增加夹层功能
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local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
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zhouhaihai
冒险 连续选择点 和 地图因子
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local Buff = require "adv.AdvBuff"
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酱料
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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 = {}
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冒险商店
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self.shopStatus = {}
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self.battle = nil
self.backEvents = {} --发给客户端的事件组
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冒险任务,冒险扫荡, 冒险中继
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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 {}
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zhouhaihai
中继层
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self.isRelay = advInfo.isRelay
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self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
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冒险 连续选择点 和 地图因子
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self.lchoose = advInfo.lch or {}
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zhouhaihai
冒险神器和buff
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self.waitArtifact = advInfo.waitAF
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f45d3a7b
zhouhaihai
adv_unlock
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self.cacheUnlock = advInfo.cacheUnlock or {}
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f8408529
zhouhaihai
冒险商店
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self.shopStatus = advInfo.shopStatus or {}
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zhouhaihai
冒险支援效果 保底事件
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self.support = advInfo.support or {}
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冒险商店
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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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酱料
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end
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self:initBattle()
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end
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zhouhaihai
中继层
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-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId)
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bug
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level = level or self.level
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chapterId = chapterId or self.chapterId
if level == 1 then return end
local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
for _, campsite in ipairs(campsiteCsv) do
if campsite.floor == level then
return campsite
end
end
return nil
end
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zhouahaihai
酱料
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-- 随机新的地图
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9ced5432
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冒险支援效果 保底事件
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function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
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冒险成就
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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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zhouhaihai
冒险 连续选择点 和 地图因子
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self.lchoose = self.lchoose or {}
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f45d3a7b
zhouhaihai
adv_unlock
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80
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self.cacheUnlock = self.cacheUnlock or {}
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zhouhaihai
冒险商店
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self.shopStatus = self.shopStatus or {}
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zhouhaihai
冒险支援效果 保底事件
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self.support = self.support or {}
if isEnter then -- 把 支援效果初始化为易用用的形式
self:initSupport(support or {})
end
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f4c65591
zhouhaihai
抽奖
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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-- 随机出地图
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zhouhaihai
中继层
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local mapId
if isRelay then
local relayData = self:isHaveRelay(level, chapterId)
if relayData then
mapId = relayData.map
else
isRelay = false
mapId = self:randomMapId(chapterId, level)
end
else
mapId = self:randomMapId(chapterId, level)
end
self.isRelay = isRelay
local isNewRelay = false
if self.isRelay then -- 中继层
local advRelay = self.owner:getProperty("advRelay")
local chapter = self:isEndless() and -1 or self.chapterId
if not (advRelay[chapter] or {})[self.level] then
isNewRelay = true
advRelay[chapter] = advRelay[chapter] or {}
advRelay[chapter][self.level] = 1
self.owner:updateProperty({field = advRelay, value = advRelay})
end
end
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self.maps = {}
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zhouhaihai
中继层
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self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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zhouahaihai
酱料
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优化冒险结构 增加夹层功能
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self:initBattle()
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冒险任务,冒险扫荡, 冒险中继
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self:initLayerTask()
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冒险支援效果 保底事件
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-- 支援效果生效一些
self:activeSomeSupport()
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冒险任务,冒险扫荡, 冒险中继
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self:checkTask(Adv.TaskType.Arrive)
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zhouhaihai
adv_unlock
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self:checkAdvUnlock(1, self.level)
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zhouhaihai
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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end
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zhouhaihai
优化冒险结构 增加夹层功能
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end
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b0fe1817
zhouahaihai
冒险分数
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134
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
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zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self.round = 0
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优化冒险结构 增加夹层功能
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self.lastEnemyId = 1
self.mapStack = {}
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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self.lchoose = {}
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43babcff
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优化冒险结构 增加夹层功能
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self.maps = {}
self.battle = nil
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ccbafe67
zhouhaihai
冒险神器和buff
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145
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self.waitArtifact = nil
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zhouhaihai
中继层
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146
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self.isRelay = nil
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f45d3a7b
zhouhaihai
adv_unlock
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147
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self.cacheUnlock = {}
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zhouhaihai
冒险商店
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148
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self.shopStatus = {}
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冒险支援效果 保底事件
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149
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self.support = {}
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1b20cfdb
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赛季更新完善 无尽冒险排行榜
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end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
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zhouhaihai
赛季更新完善 无尽冒险排行榜
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if self:isRunning() then
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酱料
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优化冒险结构 增加夹层功能
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advInfo.chapterId = self.chapterId
advInfo.level = self.level
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冒险任务,冒险扫荡, 冒险中继
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advInfo.round = self.round
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advInfo.score = self.score
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中继层
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advInfo.isRelay = self.isRelay
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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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zhouhaihai
冒险神器和buff
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164
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advInfo.waitAF = self.waitArtifact
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f45d3a7b
zhouhaihai
adv_unlock
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165
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advInfo.cacheUnlock = self.cacheUnlock
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zhouhaihai
冒险商店
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advInfo.shopStatus = self.shopStatus
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冒险支援效果 保底事件
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advInfo.support = self.support
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优化冒险结构 增加夹层功能
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advInfo.maps = {}
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冒险事件 new
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优化冒险结构 增加夹层功能
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self.battle:saveDB()
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冒险事件 new
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优化冒险结构 增加夹层功能
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for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
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酱料
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end
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酱料
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43babcff
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优化冒险结构 增加夹层功能
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advTeam.player = self.battle.player:getDB()
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else
advTeam.player = nil
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酱料
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end
|
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冒险任务,冒险扫荡, 冒险中继
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self:updateTask(notNotify)
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b176d7d3
zhouhaihai
冒险成就
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183
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self:updateAchievement(notNotify)
|
43babcff
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优化冒险结构 增加夹层功能
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self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
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end
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
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function Adv:initSupport(supports)
self.support = {}
local supportEffect = {}
-- 获得道具 1=道具id=道具数量
supportEffect[1] = function(_, itemId, num)
self.support[1] = self.support[1] or {}
self.support[1][itemId] = (self.support[1][itemId] or 0) + num
end
-- 获得mapbuff 2=mapbuffid
supportEffect[2] = function(_, buffId)
self.support[2] = self.support[2] or {}
table.insert(self.support[2], buffId)
end
-- 获得mappassive 3=mappassive
supportEffect[3] = function(_, passiveId)
self.support[3] = self.support[3] or {}
table.insert(self.support[3], passiveId)
end
-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[4] = function(_, etype, id, num)
self.support[4] = self.support[4] or {}
self.support[4][etype] = self.support[4][etype] or {}
self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
end
-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[5] = function(_, etype, id, num)
self.support[5] = self.support[5] or {}
self.support[5][etype] = self.support[5][etype] or {}
self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
end
-- 获得随机神器 6=数量
supportEffect[6] = function(num)
self.support[6] = (self.support[6] or 0) + num
end
-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
supportEffect[7] = function(num)
self.support[7] = (self.support[7] or 0) + num
end
for _, supportId in ipairs(supports) do
local supportData = csvdb["adv_supportCsv"][supportId]
for _, effect in ipairs(supportData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if supportEffect[cur[1]] then
supportEffect[cur[1]](table.unpack(cur))
end
end
end
end
function Adv:activeSomeSupport()
-- 奖励物品
if self.support[1] then
self:award(self.support[1])
self.support[1] = nil
end
-- 加buff
if self.support[2] then
for _, buffId in ipairs(self.support[2]) do
self.battle.player:addBuff(buffId)
end
self.support[2] = nil
end
--加被动技
if self.support[3] then
for _, passiveId in ipairs(self.support[3]) do
self.battle.player:addPassive({id = passiveId})
end
self.support[3] = nil
end
-- 加随机神器
if self.support[6] then
local pool = {}
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
for i = 1, math.min(self.support[6], #pool) do
local idx = math.randomInt(1, #pool)
self:award({[pool[idx]] = 1})
table.remove(pool, idx)
end
self.support[6] = nil
end
self:supportChooseArtifact()
end
function Adv:supportChooseArtifact()
-- 加 三选一 神器
if self.support[7] then
if self.support[7] > 0 then
self:waitChooseArtifact()
end
self.support[7] = self.support[7] - 1
if self.support[7] <= 0 then
self.support[7] = nil
end
end
end
function Adv:supportFirstLayerAddEvent()
if self.support[4] then
local temp = self.support[4]
self.support[4] = nil
return temp
end
end
function Adv:supportEveryLayerAddEvent()
return self.support[5]
end
function Adv:isRunning()
if self.chapterId then return true end
return false
end
-- 强制结束
function Adv:forceOver(notNotify)
if self:isRunning() then
self:clear()
local advTeam = self.owner:getProperty("advTeam")
advTeam.player = nil
local reward = self.owner:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
end
self.owner:award(reward)
self.owner:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
end
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
342
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344
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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
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
373
374
375
376
|
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])
|
46fac6f1
zhouahaihai
酱料
|
377
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
378
|
self.cachePassiveEvent = {}
|
46fac6f1
zhouahaihai
酱料
|
379
380
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
381
382
383
384
385
386
387
|
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
|
46fac6f1
zhouahaihai
酱料
|
388
389
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
390
391
|
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
|
46fac6f1
zhouahaihai
酱料
|
392
393
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
394
395
|
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
|
46fac6f1
zhouahaihai
酱料
|
396
397
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
398
399
400
401
402
|
function Adv:getRoom(roomId, mapIdx)
mapIdx = mapIdx or self:getCurMapIdx()
local map = self.maps[mapIdx]
if map then
return map.rooms[roomId]
|
36c30c5c
zhouahaihai
冒险
|
403
|
end
|
46fac6f1
zhouahaihai
酱料
|
404
405
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
406
407
408
409
|
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
|
410
|
end
|
46fac6f1
zhouahaihai
酱料
|
411
412
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
413
414
415
416
417
418
419
|
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)
|
e852b350
zhouhaihai
冒险成就类型增加
|
420
|
self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
|
85ded242
zhouhaihai
丰富返回事件
|
421
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
|
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
|
46fac6f1
zhouahaihai
酱料
|
496
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
497
498
499
500
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
|
-- 是否穿着指定神器
function Adv:isWearAF(id)
local advAFWear = self.owner:getProperty("advAFWear")
for _, _id in pairs(advAFWear) do
if _id == id then
return true
end
end
return false
end
--是否激活指定神器套装
function Adv:haveComboAF(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
for _, _id in pairs(advAFWear) do
local afData = csvdb["adv_artifactCsv"][_id][advAFGet[_id]]
if afData.comboId == id then
local comboData = csvdb["adv_artifact_comboCsv"][afData.comboId]
if comboData then
for _, _id2 in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id2] then
return false
end
end
return true
end
return false
end
end
return false
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
537
538
|
function Adv:artifactLevelUp(id, level)
level = level or 1
|
ccbafe67
zhouhaihai
冒险神器和buff
|
539
|
local advAFGet = self.owner:getProperty("advAFGet")
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
540
|
if not advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
541
|
local advAFWear = self.owner:getProperty("advAFWear")
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
542
543
544
545
546
547
548
549
|
local newLv = advAFGet[id]
for i = 1, level do
if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
newLv = newLv + 1
end
if newLv == advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
550
|
local status = 0
|
ccbafe67
zhouhaihai
冒险神器和buff
|
551
552
|
if advAFWear[id] then -- 穿着呢
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
|
e852b350
zhouhaihai
冒险成就类型增加
|
553
|
local newData = csvdb["adv_artifactCsv"][id][newLv]
|
ccbafe67
zhouhaihai
冒险神器和buff
|
554
555
556
557
|
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
558
559
|
self.owner:changeUpdates({{type = "advAFGet", field = id, value = newLv}})
self:checkAchievement(Adv.AchievType.MWeaponLv, 1, id, newLv)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
560
561
562
563
564
565
566
567
568
569
570
571
572
|
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
|
573
574
575
576
|
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
|
577
578
579
580
|
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
|
581
582
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
583
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
584
585
586
587
588
589
590
591
|
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
|
592
593
|
self:award({[self.waitArtifact[index]] = 1})
self.waitArtifact = nil
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
594
595
596
597
|
-- 支援效果继续选择
self:supportChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
598
599
600
601
602
603
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
604
|
|
eee37c88
zhouhaihai
楼层数据
|
605
606
607
608
609
610
|
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
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
611
612
613
614
615
616
617
|
--关卡结束
function Adv:over(success, rewardRatio)
if success then
rewardRatio = rewardRatio or 100
else
rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
end
|
b0fe1817
zhouahaihai
冒险分数
|
618
|
local score = self:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
619
|
local scoreInfo = self.score
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
620
|
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
621
|
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
622
623
624
625
626
627
628
629
|
local reward = self.owner:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * rewardRatio / 100)
end
reward = self.owner:award(reward)
|
46fac6f1
zhouahaihai
酱料
|
630
|
if success then
|
53e8037e
zhouhaihai
任务
|
631
|
self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
632
633
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
if not self:isEndless() and self.level >= chapterData then
|
53e8037e
zhouhaihai
任务
|
634
635
|
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
|
b176d7d3
zhouhaihai
冒险成就
|
636
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
637
638
639
640
641
642
643
644
|
local roleId = self.owner:getProperty("id")
local oldMaxScore = tonum(redisproxy:zscore(RANK_ADV, roleId))
if score > oldMaxScore then
local team = self.owner:getProperty("advTeam")
local curInfo = {
name = self.owner:getProperty("name"),
headId = self.owner:getProperty("headId"),
lv = self.owner:getProperty("level"),
|
f7f25b04
zhouhaihai
冒险bug
|
645
|
batteV = self.owner:getTeamBattleValue(team.heros),
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
646
647
648
649
650
651
652
653
|
chapter = self.chapterId,
format = self.owner:getTeamHerosInfo(team.heros),
}
redisproxy:pipelining(function (red)
red:zadd(RANK_ADV, score, roleId) --更新分数
red:hset(RANK_ADV_INFO, roleId, MsgPack.pack(curInfo))
end)
end
|
46fac6f1
zhouahaihai
酱料
|
654
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
655
|
self:clearAdvUnlockCache()
|
46fac6f1
zhouahaihai
酱料
|
656
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
657
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
00115a7a
zhouahaihai
奖励发放
|
658
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
659
660
661
662
663
|
self.owner:updateProperties({
advItems = "",
advAFGet = {},
advAFWear = {},
})
|
b0fe1817
zhouahaihai
冒险分数
|
664
|
self:backEnd(success, score, scoreInfo, reward)
|
46fac6f1
zhouahaihai
酱料
|
665
666
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
667
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
668
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
669
670
671
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
672
673
674
675
676
|
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
|
677
|
end
|
8da953a7
zhouhaihai
无尽模式
|
678
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
679
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
680
681
682
683
684
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
685
|
end
|
8da953a7
zhouhaihai
无尽模式
|
686
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
687
688
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
689
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
690
691
692
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
693
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
694
|
|
46fac6f1
zhouahaihai
酱料
|
695
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
696
697
698
699
700
|
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
|
701
702
703
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
704
705
706
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
707
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
708
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
709
710
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
711
|
|
46fac6f1
zhouahaihai
酱料
|
712
713
|
-- 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
|
714
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
715
716
717
718
719
720
721
722
723
|
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
|
724
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
725
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
726
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
727
|
local buffAdd = self.battle.player:getRewardChange(itemId)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
728
|
count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
|
b0fe1817
zhouahaihai
冒险分数
|
729
|
self:scoreChange(AdvScoreType.Item, {itemId, count})
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
730
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
731
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
732
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
733
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
734
735
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
736
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
737
738
739
740
741
742
743
744
|
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
|
745
746
747
|
end
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
748
749
750
751
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
return tgift
|
916096ed
zhouhaihai
神器效果
|
752
753
754
|
end
|
46fac6f1
zhouahaihai
酱料
|
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
|
-- 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
|
775
776
777
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
778
779
780
781
782
|
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
|
783
784
785
|
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
|
786
|
self:backLayer(-1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
787
|
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
788
789
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
790
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
791
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
792
793
794
795
796
797
798
799
|
-- 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
|
800
|
end
|
0e3ab88d
zhouhaihai
中继层
|
801
|
|
b176d7d3
zhouhaihai
冒险成就
|
802
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
f45d3a7b
zhouhaihai
adv_unlock
|
803
|
self:checkAdvUnlock(2, self.level)
|
0e3ab88d
zhouhaihai
中继层
|
804
|
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
805
806
|
if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1)) then --关卡结束
self:over(true)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
807
|
else
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
808
|
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
|
eee37c88
zhouhaihai
楼层数据
|
809
810
811
812
|
local curFloorData = self:getCurFloorData()
if curFloorData then
self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
end
|
0e3ab88d
zhouhaihai
中继层
|
813
814
815
816
817
818
|
local isHaveRelay = self:isHaveRelay(self.level)
if isHaveRelay and not self.isRelay then
self:initByChapter(self.chapterId, self.level, true, true, true, false)
else
self:initByChapter(self.chapterId, self.level + 1, true, true, false, false)
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
819
820
|
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
821
|
|
46fac6f1
zhouahaihai
酱料
|
822
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
823
|
|
46fac6f1
zhouahaihai
酱料
|
824
825
826
827
|
return true
end
end
|
0e3ab88d
zhouhaihai
中继层
|
828
|
local function clickExit(self, room, block, params)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
829
|
self:over(true)
|
0e3ab88d
zhouhaihai
中继层
|
830
831
832
|
return true
end
|
46fac6f1
zhouahaihai
酱料
|
833
834
|
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
835
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
836
837
838
|
return true
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
839
|
local function chooseCommon(self, room, block, chooseData, choose, tag)
|
46fac6f1
zhouahaihai
酱料
|
840
841
842
843
|
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
|
844
845
846
847
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
848
849
850
851
852
853
854
855
|
-- 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
|
856
857
858
|
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
|
859
860
861
862
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
863
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
864
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
865
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
866
867
868
869
870
871
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
872
|
--制定属性
|
46fac6f1
zhouahaihai
酱料
|
873
|
[4] = function()
|
53e8037e
zhouhaihai
任务
|
874
|
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
|
46fac6f1
zhouahaihai
酱料
|
875
876
877
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
878
879
880
|
-- 提交一个物品
[5] = function ()
if self:cost({[cond[2]] = cond[3]}, {}) then
|
85ded242
zhouhaihai
丰富返回事件
|
881
|
self:backCost({[cond[2]] = cond[3]})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
882
883
884
|
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
885
886
887
888
889
890
|
-- 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
|
891
892
893
894
895
896
897
898
899
900
901
|
[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
|
902
|
|
9cffb42b
zhouahaihai
抉择点 建筑
|
903
|
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
|
904
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
905
906
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
|
e10edb5f
zhouahaihai
冒险事件新
|
907
908
|
local doEffect = {
[1] = function() -- 获得某道具N个
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
909
910
911
912
913
914
915
|
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
|
916
917
|
end,
[2] = function() --获得冒险buff
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
918
919
920
921
|
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
|
922
923
|
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
924
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
e10edb5f
zhouahaihai
冒险事件新
|
925
926
927
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
928
|
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
|
[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
|
979
980
|
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
981
982
|
end
}
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
983
|
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
984
985
|
doEffect[effect[1]]()
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
986
987
988
989
990
991
|
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
|
992
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
993
|
if not status then return end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
994
995
996
|
self:checkAdvUnlock(3, block.event.id)
self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
|
e852b350
zhouhaihai
冒险成就类型增加
|
997
|
self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, block.event.id, choose)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
998
999
1000
1001
1002
1003
1004
1005
1006
|
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
|
1007
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1008
1009
1010
1011
1012
1013
1014
|
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
|
1015
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1016
1017
1018
1019
1020
1021
1022
|
self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
local advStoryB = self.owner:getProperty("advStoryB")
advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
self.owner:setProperty("advStoryB", advStoryB)
local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter) -- 检查故事对应章节
|
f45d3a7b
zhouhaihai
adv_unlock
|
1023
|
self:checkAdvUnlock(4, startId)
|
e6439157
zhouhaihai
故事事件
|
1024
1025
1026
1027
|
self.lchoose.cur = self.lchoose.cur or {}
table.insert(self.lchoose.cur, {block.event.id, choose})
self:pushBackEvent(AdvBackEventType.LinkChooseOver, self.lchoose.cur)
self.lchoose.cur = nil
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1028
1029
|
else
self.lchoose.ing = block.event.id + 1 --后面会出现后继事件
|
e6439157
zhouhaihai
故事事件
|
1030
1031
|
self.lchoose.cur = self.lchoose.cur or {}
table.insert(self.lchoose.cur, {block.event.id, choose})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1032
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1033
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1034
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1035
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1036
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
1037
|
|
46fac6f1
zhouahaihai
酱料
|
1038
1039
1040
1041
1042
1043
|
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
|
1044
|
self.battle.player:triggerPassive(Passive.CLICK_DROP)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
1045
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
1046
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1047
|
block:clear()
|
46fac6f1
zhouahaihai
酱料
|
1048
1049
1050
1051
1052
1053
1054
|
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]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1055
|
if not traderData then return false, 1 end -- 偷偷改表了
|
46fac6f1
zhouahaihai
酱料
|
1056
|
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1057
1058
|
if not block.event.shop or not block.event.shop[buyId] then return false, 2 end
if (block.event.status or ""):getv(buyId, 0) == 1 then return false, 3 end -- 买过了
|
46fac6f1
zhouahaihai
酱料
|
1059
|
|
127a5787
zhouhaihai
商人卖完走人
|
1060
|
local buyCount = #((block.event.status or ""):toArray())
|
27cc6f23
zhouhaihai
商店bug
|
1061
|
if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
|
f8408529
zhouhaihai
冒险商店
|
1062
1063
|
local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1064
|
if not goodsData then return false, 5 end
|
f8408529
zhouhaihai
冒险商店
|
1065
1066
|
local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1067
|
if not self:cost({[goodsData.currency] = costCount}, {}) then return false, 6 end --不够
|
f8408529
zhouhaihai
冒险商店
|
1068
1069
1070
1071
1072
1073
1074
1075
1076
|
self:backCost({[goodsData.currency] = costCount})
local reward = self:award({[goodsData.item] = goodsData.num})
if goodsData.restrict == 1 then
self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
elseif goodsData.restrict == 2 then
local advShop = self.owner:getProperty("advShop")
advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
self.owner:updateProperty({field = "advShop", value = advShop})
end
|
46fac6f1
zhouahaihai
酱料
|
1077
|
block.event.status = block.event.status:setv(buyId, 1)
|
127a5787
zhouhaihai
商人卖完走人
|
1078
|
buyCount = buyCount + 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1079
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
1080
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
1081
|
self:backReward(reward)
|
127a5787
zhouhaihai
商人卖完走人
|
1082
|
|
27cc6f23
zhouhaihai
商店bug
|
1083
|
if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
|
127a5787
zhouhaihai
商人卖完走人
|
1084
1085
|
block:clear()
end
|
46fac6f1
zhouahaihai
酱料
|
1086
1087
1088
1089
|
return true
end
local function clickBuild(self, room, block, params)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1090
1091
1092
1093
|
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
|
1094
|
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1095
|
self:checkTask(Adv.TaskType.Build, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
1096
|
self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1097
|
self:checkAchievement(Adv.AchievType.BuildBySelect, 1, block.event.id, choose)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1098
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1099
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1100
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1101
|
end
|
46fac6f1
zhouahaihai
酱料
|
1102
1103
1104
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
|
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
|
1119
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1120
1121
1122
1123
|
end
self:backReward(self:award(reward, {}))
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
1124
1125
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1126
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1127
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1128
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
1129
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1130
1131
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
|
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
|
1144
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1145
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
1146
|
self:backLayer(1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1147
1148
1149
|
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1150
1151
1152
1153
1154
1155
1156
|
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
|
1157
1158
|
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
|
0e3ab88d
zhouhaihai
中继层
|
1159
1160
|
[AdvEventType.InOut] = clickOut,
[AdvEventType.Exit] = clickExit,
|
46fac6f1
zhouahaihai
酱料
|
1161
1162
1163
|
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1164
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
1165
1166
1167
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1168
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1169
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1170
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
1171
1172
1173
1174
1175
|
}
--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
|
1176
1177
1178
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
1179
1180
|
if not block then return end
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1181
|
local status, errorCode = false, nil
|
36c30c5c
zhouahaihai
冒险
|
1182
|
local clickEvent = false
|
48962a74
zhouhaihai
路障系统提交
|
1183
1184
|
local function checkAroundBlocks(ignoreGuard)
|
36c30c5c
zhouahaihai
冒险
|
1185
|
local canOpen = false --如果未开放是否可以开放
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1186
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
1187
|
local _room, _block = one[1], one[2]
|
48962a74
zhouhaihai
路障系统提交
|
1188
1189
1190
1191
1192
1193
1194
1195
|
if not ignoreGuard and _block:isGuard() then
if _block:isMonster() then
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) then
return false
end
else
return false
|
4f0a5fae
zhouhaihai
营养剂
|
1196
|
end
|
48962a74
zhouhaihai
路障系统提交
|
1197
1198
|
elseif _block:isWalk() then
canOpen = true
|
36c30c5c
zhouahaihai
冒险
|
1199
1200
|
end
end
|
48962a74
zhouhaihai
路障系统提交
|
1201
1202
1203
1204
1205
|
return canOpen
end
if not block.isOpen then
if checkAroundBlocks() then --开放
|
8781e103
zhouhaihai
冒险 bug
|
1206
|
self:getCurMap():openBlock(roomId, blockId, true, true)
|
46fac6f1
zhouahaihai
酱料
|
1207
1208
1209
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
1210
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
1211
1212
1213
1214
|
--点了空地
if not block.event then
return
end
|
48962a74
zhouhaihai
路障系统提交
|
1215
1216
1217
1218
|
if block:isHinder() then
if not checkAroundBlocks(true) then return end
end
|
46fac6f1
zhouahaihai
酱料
|
1219
|
--可点击的事件
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1220
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
1221
|
if eventCallFunc[block.event.etype] then
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1222
|
status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
1223
1224
1225
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1226
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1227
|
if clickEvent and block.event then
|
0e3ab88d
zhouhaihai
中继层
|
1228
|
if block:getEventType() == AdvEventType.Out or block:getEventType() == AdvEventType.InOut or block:getEventType() == AdvEventType.Exit then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1229
1230
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1231
1232
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
1233
1234
1235
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1236
|
self:saveDB()
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1237
|
return status, errorCode
|
46fac6f1
zhouahaihai
酱料
|
1238
1239
|
end
|
46fac6f1
zhouahaihai
酱料
|
1240
|
|
4f0a5fae
zhouhaihai
营养剂
|
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
|
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
|
1274
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
|
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
|
1291
1292
1293
1294
1295
1296
1297
1298
|
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
|
1299
1300
1301
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
1302
1303
1304
1305
1306
1307
|
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
|
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
|
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
|
1332
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
|
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
|
c8210d56
zhouhaihai
boss 房有入口
|
1393
|
self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
|
4f0a5fae
zhouhaihai
营养剂
|
1394
1395
1396
1397
|
end
return true
end
|
db3c56ad
zhouhaihai
冒险相关
|
1398
1399
1400
1401
1402
1403
|
-- 9: 给玩家增加buff
doActiveEffect[9] = function(_, buffId)
self.battle.player:addBuff(buffId, self.battle.player)
return true
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1404
1405
1406
1407
1408
|
--10: 立刻结算 按比例返还
doActiveEffect[10] = function(_, rewardRatio)
self:over(true, rewardRatio)
return true
end
|
1bb3abca
zhouhaihai
冒险 退出 bug
|
1409
|
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
|
--11: 随机提升一个未满级神器等级,配置提升等级
doActiveEffect[11] = function(_, level)
local advAFGet = self.owner:getProperty("advAFGet")
local pool = {}
for id_, lv in pairs(advAFGet) do
if self.owner:isArtifactOpen(id_, self:isEndless(), lv + 1) then
table.insert(pool, id_)
end
end
if #pool > 0 then
local idx = math.randomInt(1, #pool)
self:artifactLevelUp(pool[idx], level)
end
return true
end
|
1bb3abca
zhouhaihai
冒险 退出 bug
|
1425
|
|
4f0a5fae
zhouhaihai
营养剂
|
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
|
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
|
1438
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
|
-- 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
|
1463
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1464
1465
|
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
|
1466
1467
1468
1469
|
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
|
1470
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1471
1472
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1473
1474
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1475
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1476
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1477
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1478
1479
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
b0fe1817
zhouahaihai
冒险分数
|
1480
|
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
85ded242
zhouhaihai
丰富返回事件
|
1481
1482
|
local changeV = self.battle.player:addExp(monsterData.exp)
self:backDead(enemyId, changeV)
|
db3c56ad
zhouhaihai
冒险相关
|
1483
1484
|
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
|
1485
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1486
1487
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1488
|
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1489
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
|
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
|
1504
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1505
1506
1507
1508
1509
|
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1510
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
|
db3c56ad
zhouhaihai
冒险相关
|
1511
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1512
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1513
1514
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1515
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
|
self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
self:checkAchievement(Adv.TaskType.KillWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
if monsterData.type == 2 then
self:checkAchievement(Adv.TaskType.KillBoss, 1, enemyId)
self:checkAchievement(Adv.TaskType.KillBossWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillBossNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
end
|
46fac6f1
zhouahaihai
酱料
|
1530
|
end
|
46fac6f1
zhouahaihai
酱料
|
1531
1532
1533
1534
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
|
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
|
1548
|
|
46fac6f1
zhouahaihai
酱料
|
1549
1550
1551
1552
|
-- 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
|
1553
1554
1555
1556
1557
1558
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1559
1560
1561
1562
1563
1564
|
-- 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
|
1565
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1566
1567
|
end
|
4eadc2ab
suhongyang
獲得被動暫時增加log,後面可以去掉
|
1568
1569
1570
1571
1572
|
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
end
|
46fac6f1
zhouahaihai
酱料
|
1573
1574
1575
1576
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1577
1578
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
1579
1580
1581
1582
1583
1584
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1585
1586
|
function Adv:backDead(enemyId, exp)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
|
bedca62d
zhouahaihai
冒险
|
1587
1588
|
end
|
386ca58e
zhouhaihai
优化log
|
1589
1590
1591
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1592
|
|
85ded242
zhouhaihai
丰富返回事件
|
1593
1594
|
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1595
1596
|
end
|
4f0a5fae
zhouhaihai
营养剂
|
1597
1598
1599
1600
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1601
1602
1603
1604
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1605
1606
1607
1608
1609
1610
1611
1612
1613
|
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
|
1614
1615
1616
1617
1618
1619
1620
|
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
|
1621
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1622
|
score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
|
b0fe1817
zhouahaihai
冒险分数
|
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
|
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
|
1638
|
self.score[scoreType] = self.score[scoreType] or 0
|
9f956e88
zhouhaihai
资助对积分的影响
|
1639
|
self.score[scoreType] = self.score[scoreType] + self.owner:fixAdvScoreChange(score)
|
b0fe1817
zhouahaihai
冒险分数
|
1640
1641
1642
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1643
1644
1645
1646
1647
1648
1649
1650
|
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
|
1651
1652
|
end
|
46fac6f1
zhouahaihai
酱料
|
1653
1654
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1655
1656
1657
1658
1659
1660
|
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
|
1661
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1662
1663
1664
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1665
1666
|
end
|
46fac6f1
zhouahaihai
酱料
|
1667
|
return Adv
|