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src/adv/Adv.lua 46.5 KB
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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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  local Buff = require "adv.AdvBuff"
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  local Adv = class("Adv")
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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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  	self.shopStatus = {}
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  	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 {}
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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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  	self.lchoose = advInfo.lch or {}
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  	self.waitArtifact = advInfo.waitAF
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  	self.cacheUnlock = advInfo.cacheUnlock or {}
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support 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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  -- 找出level 是否存在中继层
  function Adv:isHaveRelay(level, chapterId)
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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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  -- 随机新的地图
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  function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
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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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  	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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  	self.cacheUnlock = self.cacheUnlock or {}
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  	self.shopStatus = self.shopStatus or {}
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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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  	-- 随机出地图
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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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  	self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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  	self:initBattle()
  
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  	self:initLayerTask()
  
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  	-- 支援效果生效一些
  	self:activeSomeSupport()
  
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  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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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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  	end
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  end
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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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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  	self.waitArtifact = nil
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  	self.isRelay = nil
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  	self.cacheUnlock = {}
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  	self.shopStatus = {}
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  	self.support = {}
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  end
  
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
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  	if self:isRunning() then
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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
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  		advInfo.isRelay = self.isRelay
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  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
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  		advInfo.lch = self.lchoose
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  		advInfo.waitAF = self.waitArtifact
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  		advInfo.cacheUnlock = self.cacheUnlock
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  		advInfo.shopStatus = self.shopStatus
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  		advInfo.support = self.support
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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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  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
  
  
  
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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
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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])
46fac6f1   zhouahaihai   酱料
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  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	self.cachePassiveEvent = {}
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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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
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
390
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  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
394
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  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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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]
36c30c5c   zhouahaihai   冒险
403
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
406
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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
410
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
ccbafe67   zhouhaihai   冒险神器和buff
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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)
e852b350   zhouhaihai   冒险成就类型增加
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  	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
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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
46fac6f1   zhouahaihai   酱料
496
  
ccbafe67   zhouhaihai   冒险神器和buff
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500
  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
e852b350   zhouhaihai   冒险成就类型增加
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  -- 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
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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
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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
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557
  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
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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
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  	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
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  	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
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  			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
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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
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597
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
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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
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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
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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
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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
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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
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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
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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
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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
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719
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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
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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
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1351
1352
1353
1354
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1356
1357
1358
1359
1360
1361
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1367
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1371
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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