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src/adv/Adv.lua 63.7 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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  function Adv:mylog(contents)
  	contents = contents or {}
  	if contents["cint1"] or contents["cint2"] or contents["cint3"] then
  		print("advLog error log have cint1 or cint2 or cint3 ", debug.traceback())
  	end
  	contents["cint1"] = self.chapterId
  	contents["cint2"] = self.level
  
  	self.owner:mylog("adv_action", contents)
  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 {}
f8408529   zhouhaihai   冒险商店
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support or {}
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  	self.logid = advInfo.logid or "auto"
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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(advInfo)
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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(params)
  	local chapterId = params.chapterId
  	local level = params.level 
  	local isToNext = params.isToNext 
  	local notNotify = params.notNotify 
  	local isRelay = params.isRelay 
  	local isEnter = params.isEnter 
  	local support = params.support
  	local debugMapId = params.debugMapId
  
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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 {}
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  	if self.battle then
  		self.battle:overBattle()
  	end
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  	self.battle = nil  -- 清掉 老的 battle
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  	self.logid = self.owner:getActionUcode()
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  	if isEnter then -- 把 支援效果初始化为易用用的形式
  		self:initSupport(support or {})
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  		self.owner:setProperty("advLimit", {}) -- 清掉 Limit
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  	end
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  	-- 随机出地图
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  	local mapId, relayData
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  	if debugMapId and csvdb["mapCsv"][debugMapId] then
  		mapId = debugMapId
  	end
  	if not mapId then
  		if isRelay then
  			relayData = self:isHaveRelay(level, chapterId)
  			if relayData then 
  				mapId = relayData.map
  			else
  				isRelay = false
  				mapId = self:randomMapId(chapterId, level)
  			end
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  		else
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  			mapId = self:randomMapId(chapterId, level)
  		end
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  	end
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  	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
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  			self.owner:updateProperty({field = "advRelay", value = advRelay})
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  		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(nil)
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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
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  	end
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  	-- 不是中继层  加上 层 和 地图的buff和被动
  	if not self.isRelay then
  		self.battle:initMapEffect()
  	end
  
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  	-- 中继进入奖励
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  	if relayData and isEnter then
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  		self:awardRelay(relayData, notNotify)
  	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.logid = self.logid
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  		advInfo.maps = {}
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  		self.battle:saveDB(advInfo)
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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:awardRelay(relayData, notNotify)
  	local gift = {}
  
  	if relayData.artifact > 0 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(relayData.artifact, #pool) do
  			local idx = math.randomInt(1, #pool)
  			gift[pool[idx]] = 1
  			table.remove(pool, idx)
  		end
  	end
  
  	if relayData.point > 0 then
  		gift[ItemId.AdvPoint] = relayData.point
  	end
  
  	if relayData.otherAward ~= "" then
  		for dropId, count in pairs(relayData.otherAward:toNumMap()) do
  			for i = 1, count do
  				local dropData = csvdb["event_dropCsv"][dropId]
  				if dropData then
  					local item = dropData["range"]:randWeight(true)
  					gift[item[1]] = (gift[item[1]] or 0) + item[2]
  				else
  					skynet.error(string.format("[ERROR]: event_dropCsv no id %s,  adv_chapter_campsite",  dropId))
  				end
  			end
  		end
  	end
  
  	self:award(gift, {notNotify = notNotify,  log = {desc = "relayEnter", int1 = self.chapterId, int2 = self.level}})
  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
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  	supportEffect[6] = function(_, num)
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  		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)
9250904b   zhouhaihai   参数错误
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  	supportEffect[7] = function(_, num)
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		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
3133cb76   zhouhaihai   日志
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  		self:award(self.support[1], {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		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)
3133cb76   zhouhaihai   日志
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  			self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  			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
3133cb76   zhouhaihai   日志
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9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		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
3133cb76   zhouhaihai   日志
413
  		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
414
  
3133cb76   zhouhaihai   日志
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  		self:clear()
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.owner:updateProperties({
  			advInfo = {}, 
  			advTeam = advTeam,
  			advItems = "",
  			advAFGet = {},
  			advAFWear = {},
  		}, notNotify)
  	end
  end
  
  
  
f45d3a7b   zhouhaihai   adv_unlock
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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
3133cb76   zhouhaihai   日志
444
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
3133cb76   zhouhaihai   日志
454
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  	self.cacheUnlock = {}
  end
  
400f1f91   zhouhaihai   auras
459
  function Adv:initBattle(info)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	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
463
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
464
  	self.cachePassiveEvent = {}
1313eac0   zhouhaihai   冒险的一些bug
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  	-- after init battle
  	for idx, map in pairs(self.maps) do
  		map:initBattleAfter()
  	end
b71a8190   zhouhaihai   动态改变 一些buff
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  	--下层
400f1f91   zhouhaihai   auras
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  	if not info and self.level ~= 1 then
b71a8190   zhouhaihai   动态改变 一些buff
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  		self.battle.player:attrChangeCondBuffCheck(1)
  	end
a80fee7c   zhouhaihai   光环
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  	-- 初始化
400f1f91   zhouhaihai   auras
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  	if not info then
a80fee7c   zhouhaihai   光环
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  		self.battle:newBattle()
400f1f91   zhouhaihai   auras
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  	else
  		self.battle:loadBattle(info)
a80fee7c   zhouhaihai   光环
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  	end
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
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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
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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
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  	end
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: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
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  	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)
3133cb76   zhouhaihai   日志
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f22a33af   zhouhaihai   自己的日志
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  	if params.log then
  		local log = clone(params.log)
  		if log["cint1"] or log["cint2"] or log["cint3"] then
  			print("awardArtifact error log have cint1 or cint2 or cint3 ", debug.traceback())
  		end
  		log["cint1"] = self.chapterId
  		log["cint2"] = self.level
  		log["cint3"] = id
  		self.owner:mylog("in_artifact", log)
  	else
  		print("awardArtifact no log ", debug.traceback())
  	end
bbb5f29a   zhouhaihai   冒险奖励神器
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  	if not params.isChoose then
  		self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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  end
  
  
56e2b75f   zhouhaihai   方法名错误
543
  function Adv:addArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
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  	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
  
56e2b75f   zhouhaihai   方法名错误
554
  function Adv:delArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
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  	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")
  
c992c911   zhouhaihai   中继
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  	if id == -1 then
  		if not advAFWear[slot] then return end
  	else
  		if not advAFGet[id] then return end
  	end
  
ccbafe67   zhouhaihai   冒险神器和buff
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  	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
  	
c992c911   zhouhaihai   中继
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  	if id ~= -1 then
  		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)
ccbafe67   zhouhaihai   冒险神器和buff
619
  				end
ccbafe67   zhouhaihai   冒险神器和buff
620
621
  			end
  		end
c992c911   zhouhaihai   中继
622
623
  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
624
  	end
f22a33af   zhouhaihai   自己的日志
625
  	self:mylog({desc = "wearArtifact", int1 = id})
97807511   zhouhaihai   增加日志
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  	self.owner:log("mission_pick_equip", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_pick_equip_type = 1, --神器操作类型:1:装备,2:卸下
  		mission_pick_equip_id = id, --神器ID
  		mission_pick_equip_lv = advAFGet[id], --神器等级
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
46fac6f1   zhouahaihai   酱料
635
  
ccbafe67   zhouhaihai   冒险神器和buff
636
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  	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
676
677
  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
678
  	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
679
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
680
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
681
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684
  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
685
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  	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
  
f22a33af   zhouhaihai   自己的日志
693
694
  	self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
  
ccbafe67   zhouhaihai   冒险神器和buff
695
  	local status = 0
e1355da3   zhouhaihai   神器 被动
696
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
697
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
698
  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
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  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
703
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  	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
718
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
719
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
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721
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
722
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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
726
727
  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
728
  	end
ccbafe67   zhouhaihai   冒险神器和buff
729
730
731
732
733
734
735
736
  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
bbb5f29a   zhouhaihai   冒险奖励神器
737
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
3133cb76   zhouhaihai   日志
738
  
f22a33af   zhouhaihai   自己的日志
739
740
  	self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
741
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
742
743
744
745
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
746
747
748
749
750
751
  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
752
  
eee37c88   zhouhaihai   楼层数据
753
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
754
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
755
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
756
757
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
758
  --关卡结束
bbf64622   zhouhaihai   冒险
759
  function Adv:over(success, rewardRatio, overType)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
760
761
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
762
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
763
764
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
765
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
766
  	end
bbf64622   zhouhaihai   冒险
767
768
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
769
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
770
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
771
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
772
773
774
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
775
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
776
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
777
  	end
bbf64622   zhouhaihai   冒险
778
779
780
781
782
783
  	self:scoreChange(AdvScoreType.ItemBack, addScore)
  
  	local score = self.owner:fixAdvScoreChange(self:getScore())
  	local scoreInfo = self.score
  	
  	local scoreReward = math.floor(score / chapterData.scoreAward)
3133cb76   zhouhaihai   日志
784
  	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
785
  
e22ded1b   zhouhaihai   被动技奖励
786
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
787
788
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
789
790
791
792
793
794
795
796
797
  	local reward = {}
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
  		local itemCsv = csvdb["itemCsv"][itemId]
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type ~= ItemType.AdvItem then
  			reward[itemId] = math.ceil(count * rewardRatio / 100)
  		end
  	end
3133cb76   zhouhaihai   日志
798
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
799
  
ea40710f   zhouhaihai   活动
800
  	local backAdvCount
60fff866   zhouhaihai   微调 结算返还
801
  	if not self:isEndless() then
1fd96b9f   zhouhaihai   冒险次数返还
802
  		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
ea40710f   zhouhaihai   活动
803
  		self.owner:changeAdvCount(-backAdvCount)
60fff866   zhouhaihai   微调 结算返还
804
805
  	end
  
46fac6f1   zhouahaihai   酱料
806
  	if success then
53e8037e   zhouhaihai   任务
807
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
808
809
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
810
811
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
812
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
813
  		local roleId = self.owner:getProperty("id")
2471ce93   zhouhaihai   bug
814
  		local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
815
816
817
818
819
820
  		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
821
  				batteV = self.owner:getTeamBattleValue(team.heros),
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
822
823
824
825
  				chapter = self.chapterId,
  				format = self.owner:getTeamHerosInfo(team.heros),
  			}
  			redisproxy:pipelining(function (red)
2471ce93   zhouhaihai   bug
826
  				red:zadd(self.owner:getAdvRankKey(), score, roleId)	--更新分数
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
827
828
829
  				red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  			end)
  		end
0c90a4f4   chenyueqi   拾荒引导结束要设定引导步骤为成就引导
830
  		-- 通关的时候要把引导步骤设定到成就引导
b8c1be12   zhouhaihai   一些 bug
831
832
  		if not self.owner:checkOverGuide(57) then
  			self.owner:saveGuide(57,1,true)
0c90a4f4   chenyueqi   拾荒引导结束要设定引导步骤为成就引导
833
  		end
46fac6f1   zhouahaihai   酱料
834
  	end
f45d3a7b   zhouhaihai   adv_unlock
835
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
836
  
f22a33af   zhouhaihai   自己的日志
837
838
  	self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
97807511   zhouhaihai   增加日志
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
  
  	local team = self.owner:getProperty("advTeam")
  	local player = {}
  	local attrs = self.owner:getTeamBattleInfo(team).heros
  	for attrName, _ in pairs(AdvAttsEnum) do
  		for _, hero in pairs(attrs) do
  			player[attrName] = (player[attrName] or 0) + hero[attrName]
  		end
  		player[attrName] = player[attrName] * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
  	end
  
  	local battleV = 1 * player["hp"]
  		+ 2 * player["atk"]
  		+ 1.25 * player["def"]
  		+ 0.226 * player["hit"]
  		+ 0.26 * player["miss"]
  
  	local heroList = {team.leader, team.leader2}
  	for _, hid in pairs(team.heros) do
  		if hid ~= team.leader and hid ~= team.leader2 then
  			heroList[#heroList + 1] = hid
  		end
  	end
  
  	self.owner:log("mission_pick", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_herolist = heroList, -- 英雄ID列表,[111, 222, 333, 444, 555] 前两个为队长、副队长
  		mission_heroscore = battleV, -- 编队总评分
  		mission_teamlv = 0, -- 编队等级
  		mission_recscore = csvdb["adv_chapter_campsiteCsv"][self.chapterId][1].recommendValue, -- 关卡推荐评分
  		mission_floor_bef = 0, -- 进入前关卡层数
  		mission_floor_aft = self.level, -- 结束时关卡层数
  		mission_team_status = {HP = team.player.hp, SP = team.player.sp}, -- 队伍状态,{"HP":100, "SP":100, "curse":7}
  		mission_result = success and 1 or (team.player.hp > 0 and 3 or 2), -- 战斗结果(0-无效,1-胜利,2-血量耗尽退出,3,主动退出)
  		mission_reward = reward, -- 获得奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  		mission_integral_bef = 0, -- 进入前积分
  		mission_integral_aft = score, -- 完成后积分
  		mission_cleartype = 1, -- 1正常通关;2代理拾荒
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
  
33be3111   zhouhaihai   修改hangPass 结构
882
  	local chapterId = self.chapterId
46fac6f1   zhouahaihai   酱料
883
  	self:clear()
89338c47   zhouhaihai   技能目标
884
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
885
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
886
887
888
889
890
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
ea40710f   zhouhaihai   活动
891
892
893
894
895
896
  	self:pushBackEvent(AdvBackEventType.End, {
  		success = success,
  		score = score,
  		scoreInfo = scoreInfo,
  		reward = reward,
  		type = overType,
be4e8031   zhouhaihai   活动 拾荒
897
  		scoreAward = scoreReward,
ea40710f   zhouhaihai   活动
898
899
900
  		chapterId = chapterId,
  		backAdvCount = backAdvCount,
  	})
46fac6f1   zhouahaihai   酱料
901
902
  end
  
ec87b4a5   zhouahaihai   冒险 完善
903
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
904
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
905
906
907
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
908
909
910
911
912
  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
913
  	end
8da953a7   zhouhaihai   无尽模式
914
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
915
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
916
917
918
919
920
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
921
  	end
8da953a7   zhouhaihai   无尽模式
922
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
923
924
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
925
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
926
927
928
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
929
  	end
02c4de8d   zhouahaihai   增加 固有技
930
  	
46fac6f1   zhouahaihai   酱料
931
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
932
933
934
935
  	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
cfc7a04a   zhouhaihai   map id 提供随机概率调整
936
  				pool[mapId] = {showup = temp.showup}
46fac6f1   zhouahaihai   酱料
937
938
939
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
940
941
942
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
943
  	end
cfc7a04a   zhouhaihai   map id 提供随机概率调整
944
  	return math.randWeight(pool, "showup")
46fac6f1   zhouahaihai   酱料
945
946
  end
  
3f00afcf   zhouhaihai   增加日志
947
  -- log long1 字段被征用!!!
46fac6f1   zhouahaihai   酱料
948
  -- 在冒险中获得的物品都发放在冒险背包内
8955225b   zhouhaihai   快速拾取。快速使用
949
  function Adv:award(gift, params, backRewardParams)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
950
  	params = params or {}
46fac6f1   zhouahaihai   酱料
951
952
953
954
955
956
957
958
959
  	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
960
  	local oldItems = items
8955225b   zhouhaihai   快速拾取。快速使用
961
962
  
  	local autoUse = {}
46fac6f1   zhouahaihai   酱料
963
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
964
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
965
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
966
  			count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
967
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
968
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
969
  		end
ccbafe67   zhouhaihai   冒险神器和buff
970
  		tgift[itemId] = count
8955225b   zhouhaihai   快速拾取。快速使用
971
972
  		if globalCsv.adv_auto_useItem[itemId] and count > 0 then
  			autoUse[itemId] = count
ccbafe67   zhouhaihai   冒险神器和buff
973
  		else
8955225b   zhouhaihai   快速拾取。快速使用
974
975
976
977
978
979
980
981
  			local origin = items:getv(itemId, 0)
  			local nums = origin + count
  
  			if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  				self:awardArtifact(itemId, params)
  				if not self.owner:checkOverGuide(55) then
  					self.owner:saveGuide(55,1,true)
  				end
ccbafe67   zhouhaihai   冒险神器和buff
982
  			else
8955225b   zhouhaihai   快速拾取。快速使用
983
984
985
986
987
988
  				if nums <= 0 then
  					items = items:delk(itemId)
  					nums = 0
  				else
  					items = items:setv(itemId, nums)
  				end
3133cb76   zhouhaihai   日志
989
  
8955225b   zhouhaihai   快速拾取。快速使用
990
991
  				if itemId == 16 and not self.owner:checkOverGuide(51,4) then
  					self.owner:saveGuide(51,4)
f22a33af   zhouhaihai   自己的日志
992
  				end
8955225b   zhouhaihai   快速拾取。快速使用
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
  				if params.log then
  					local log = clone(params.log)
  					if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
  						print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  					end
  					log["cint1"] = itemId
  					log["cint2"] = math.abs(count)
  					log["cint3"] = self.chapterId
  					log["long1"] = self.level
  					if count >= 0 then
  						self.owner:mylog("in_adv", log)
  					else
  						self.owner:mylog("out_adv", log)
  					end
f22a33af   zhouhaihai   自己的日志
1007
  				else
8955225b   zhouhaihai   快速拾取。快速使用
1008
  					print("addAdvItem no log ", debug.traceback())
f22a33af   zhouhaihai   自己的日志
1009
  				end
f22a33af   zhouhaihai   自己的日志
1010
  			end
916096ed   zhouhaihai   神器效果
1011
1012
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1013
1014
1015
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
1016
1017
1018
1019
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
8955225b   zhouhaihai   快速拾取。快速使用
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
  
  	if backRewardParams then
  		self:backReward(tgift, backRewardParams)
  	end
  
  	if next(autoUse) then
  		for itemId, count in pairs(autoUse) do
  			self:useItem(itemId, count)
  		end
  		self:backUse(autoUse, 1)
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1031
  	return tgift
916096ed   zhouhaihai   神器效果
1032
1033
1034
  end
  
  
8955225b   zhouhaihai   快速拾取。快速使用
1035
1036
1037
1038
1039
1040
1041
  function Adv:useItem(itemId, count, target)
  	local itemData = csvdb["adv_itemCsv"][itemId] 
  	if not itemData then return end
  
  	if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
  
  	if itemId == 5020 then
505479c7   zhouhaihai   bug
1042
  		self.owner:finishGuide(53)
8955225b   zhouhaihai   快速拾取。快速使用
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
  	end
  
  	self:checkAchievement(self.AchievType.UseItem, count, itemId)
  	self:mylog({desc = "useItem", int1 = itemId, int2 = count})
  
  	self.owner:log("mission_pick_use", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		item_id = itemId, -- 道具ID
  		mission_pick_use_num = count, -- 道具使用量
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
  
  	for i = 1, count do
  		self:doActive(itemData.effect, target) -- target
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
  -- 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
1082
1083
1084
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
1085
1086
1087
1088
  	return true
  end
  
  --事件点击处理
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1089
  local function clickOut(self, room, block, params, isExit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1090
  	if self:getCurMap():checkOver() then --检查是否可以出去了
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1091
1092
1093
1094
1095
  		if isExit then
  			self:over(true)
  			return true
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1096
  		if #self.mapStack > 1 then -- 处于夹层中
a80fee7c   zhouhaihai   光环
1097
  			local oldMapIdx = self:getCurMapIdx()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1098
  			table.remove(self.mapStack) --退出夹层
a80fee7c   zhouhaihai   光环
1099
  			self.battle:iLayerChange(oldMapIdx)
85ded242   zhouhaihai   丰富返回事件
1100
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1101
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1102
1103
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
1104
  
ccbafe67   zhouhaihai   冒险神器和buff
1105
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
1106
1107
1108
1109
1110
1111
1112
1113
  				-- 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
1114
  			end
0e3ab88d   zhouhaihai   中继层
1115
  
b176d7d3   zhouhaihai   冒险成就
1116
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
1117
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
1118
  
bbf64622   zhouhaihai   冒险
1119
1120
1121
1122
1123
  			local curFloorData = self:getCurFloorData()
  			if not self.isRelay then
  				self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
  			end
  
e51ff6d2   zhouhaihai   冒险~
1124
  			if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1125
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1126
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1127
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
1128
  				
eee37c88   zhouhaihai   楼层数据
1129
  				if curFloorData then
8955225b   zhouhaihai   快速拾取。快速使用
1130
  					self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
eee37c88   zhouhaihai   楼层数据
1131
  				end
0e3ab88d   zhouhaihai   中继层
1132
  				local isHaveRelay = self:isHaveRelay(self.level)
e1355da3   zhouhaihai   神器 被动
1133
  
0e3ab88d   zhouhaihai   中继层
1134
  				if isHaveRelay and not self.isRelay then 
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1135
1136
1137
1138
1139
1140
1141
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level, 
  						isToNext = true, 
  						notNotify = true, 
  						isRelay = true,
  					})
0e3ab88d   zhouhaihai   中继层
1142
  				else
f22a33af   zhouhaihai   自己的日志
1143
  					self:mylog({desc = "pass"})
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1144
1145
1146
1147
1148
1149
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level + 1, 
  						isToNext = true, 
  						notNotify = true,
  					})
0e3ab88d   zhouhaihai   中继层
1150
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1151
1152
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
1153
  
46fac6f1   zhouahaihai   酱料
1154
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1155
  		
46fac6f1   zhouahaihai   酱料
1156
1157
1158
1159
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
1160
  local function clickExit(self, room, block, params)
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1161
  	return clickOut(self, room, block, params, true)
0e3ab88d   zhouhaihai   中继层
1162
1163
  end
  
46fac6f1   zhouahaihai   酱料
1164
1165
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
1166
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
1167
1168
1169
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1170
  local function chooseCommon(self, room, block, chooseData, choose, tag)
f5e38251   zhouhaihai   数据保护
1171
  	if not choose then return end
46fac6f1   zhouahaihai   酱料
1172
1173
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
cb071e8d   zhouhaihai   多条件选项
1174
  	local conds = chooseData["button".. choose .."cond"]:toTableArray(true)
46fac6f1   zhouahaihai   酱料
1175
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1176
1177
1178
1179
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
1180
  		-- 拥有道具
1229c24d   zhouhaihai   新加选择条件
1181
  		[1] = function(_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1182
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
1183
1184
1185
1186
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
9d66362c   zhouhaihai   修改冒险选择条件
1187
1188
1189
1190
1191
1192
  		[2] = function(_, heroType)
  			for slot, heroId in pairs(self.owner:getProperty("advTeam").heros) do
  				local hero = self.owner.heros[heroId]
  				if hero and hero:getProperty("type") == heroType then
  					return true
  				end 
46fac6f1   zhouahaihai   酱料
1193
1194
1195
1196
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1197
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
1198
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1199
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
1200
1201
1202
1203
1204
1205
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
1206
  		--制定属性 
1229c24d   zhouhaihai   新加选择条件
1207
1208
  		[4] = function(_, attrType, value)
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
1209
1210
1211
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1212
  		-- 提交一个物品
1229c24d   zhouhaihai   新加选择条件
1213
  		[5] = function (_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1214
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
1215
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1216
1217
1218
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
1219
  		-- sp 到达指定值
1229c24d   zhouhaihai   新加选择条件
1220
1221
  		[6] = function(_, value)
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1222
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1223
1224
1225
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1226
1227
1228
1229
  		--7=拥有指定buff指定层数
  		[7] = function(_, buffId, layer)
  			local buff = self.battle.player:getBuffById(buffId)
  			if buff and buff:getLayer() >= layer then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1230
1231
1232
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1233
1234
1235
1236
1237
1238
  		--8=拥有x神器
  		[8] = function(_, artifactId)
  			return self:isHaveArtifact(artifactId)
  		end,
  		-- 9 = 生命值大于x%
  		[9] = function (_, value)
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1239
1240
1241
1242
1243
  			local cost = value / 100 * self.battle.player.hpMax
  			if self.battle.player.hp > cost then
  				self.battle.player:hurt(cost, nil, {hurtType = 6, buffId = -1})
  				return true
  			end
1229c24d   zhouhaihai   新加选择条件
1244
  		end,
f02ffa27   zhouhaihai   未获得神器
1245
1246
1247
1248
  		-- 10 = 未获得x神器
  		[10] = function(_, artifactId)
  			return not self:isHaveArtifact(artifactId)
  		end,
cb071e8d   zhouhaihai   多条件选项
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
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
  		-- 11 = 地图上没有指定id 的怪
  		[11] = function(_, monsterId)
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:isMonster() then
  						if not monsterId then return false end
  						if block.event.id == monsterId then
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
  		-- 12 = 地图上没有指定id 的建筑
  		[12] = function(_, buildId)
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:isBuild() then
  						if not buildId then return false end
  						if block.event.id == buildId then
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
  		-- 13 = 地图上没有指定的 选择点
  		[13] = function(_, chooseId)
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:isChoose() then
  						if not chooseId then return false end
  						if block.event.id == chooseId then
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1291
   	}
cb071e8d   zhouhaihai   多条件选项
1292
1293
1294
1295
1296
   	for _, cond in ipairs(conds) do
   		assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
  		if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
   	end
  	
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1297
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
1298
1299
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
1300
1301
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1302
1303
1304
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
92d7d6ac   zhouhaihai   加一些数据保护
1305
1306
1307
1308
1309
1310
1311
  					local dropData = csvdb["event_dropCsv"][effect[2]]
  					if dropData then
  						local item = dropData["range"]:randWeight(true)
  						reward[item[1]] = (reward[item[1]] or 0) + item[2]
  					else
  						skynet.error(string.format("[ERROR]: event_dropCsv no id %s in %s id: %s",  effect[2], tag, chooseData.id))
  					end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1312
  				end
8955225b   zhouhaihai   快速拾取。快速使用
1313
  				self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, {roomId = room.roomId, blockId = block.blockId})
e10edb5f   zhouahaihai   冒险事件新
1314
1315
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1316
1317
1318
1319
  				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
1320
1321
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1322
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
d232676a   zhouhaihai   功能解锁 冒险返回
1323
  				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
e10edb5f   zhouahaihai   冒险事件新
1324
1325
1326
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
1327
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
  			[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]
  				})
d232676a   zhouhaihai   功能解锁 冒险返回
1343
  				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1344
1345
1346
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1347
1348
1349
1350
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1351
1352
1353
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1354
1355
1356
1357
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1358
1359
1360
  				clearBlock = false
  			end,
  			[9] = function() -- click
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1361
1362
1363
1364
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1365
1366
1367
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1368
1369
1370
1371
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1372
1373
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
1374
1375
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
031dcf99   zhouhaihai   修改战斗属性计算 冒险增加效果类型
1376
1377
1378
  			end,
  			[12] = function()
  				-- buffId
16ca64ab   zhouhaihai   全部敌人
1379
  				local targers = self.battle.player:getTeam(2, nil, nil, true)
031dcf99   zhouhaihai   修改战斗属性计算 冒险增加效果类型
1380
1381
1382
1383
  				for _, target in pairs(targers) do
  					target:addBuff(effect[2])
  				end
  			end,
c85f5bd6   zhouhaihai   新中继的屏蔽删掉
1384
  			[13] = function() -- 显示地图
7ca46333   zhouhaihai   map 传参错误
1385
1386
1387
  				self:getCurMap():showMap()
  				self:backMapShow()
  			end,
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1388
1389
1390
  			[14] = function() -- 指定地块召唤 指定类型的id
  				local change = self:getCurMap():layEventToStage(effect[2], effect[3], effect[4], effect[5])
  				for _, one in ipairs(change) do
111937b9   zhouhaihai   自己不清楚 格子
1391
1392
1393
1394
1395
  					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  						clearBlock = false
  					else
  						self:backBlockChange(one[1].roomId, one[2].blockId)
  					end
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1396
1397
1398
1399
1400
  				end
  			end,
  			[15] = function() -- 移除指定事件
  				local change = self:getCurMap():clearEventById(effect[2], effect[3], effect[4])
  				for _, one in ipairs(change) do
111937b9   zhouhaihai   自己不清楚 格子
1401
1402
1403
1404
1405
  					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  						clearBlock = false
  					else
  						self:backBlockChange(one[1].roomId, one[2].blockId)
  					end
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1406
1407
  				end
  			end,
e085da41   zhouhaihai   指定事件转移
1408
1409
1410
  			[16] = function() -- 指定事件转移
  				local change = self:getCurMap():eventChangeToOther(effect[2], effect[3], effect[4], effect[5], effect[6])
  				for _, one in ipairs(change) do
111937b9   zhouhaihai   自己不清楚 格子
1411
1412
1413
1414
1415
  					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  						clearBlock = false
  					else
  						self:backBlockChange(one[1].roomId, one[2].blockId)
  					end
e085da41   zhouhaihai   指定事件转移
1416
1417
  				end
  			end,
e10edb5f   zhouahaihai   冒险事件新
1418
  		}
4163e40a   zhouhaihai   找错误
1419
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. (block.event and block.event.id or 0) .. "effect  " .. effect[1])
e10edb5f   zhouahaihai   冒险事件新
1420
1421
  		doEffect[effect[1]]()
  	end
bbf64622   zhouhaihai   冒险
1422
1423
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1424
1425
1426
1427
1428
1429
  	return true, clearBlock
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1430
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1431
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1432
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1433
1434
1435
1436
  	self:checkAdvUnlock(3, oldId)
  	self:checkTask(Adv.TaskType.Choose, 1, oldId)
  	self:checkAchievement(Adv.AchievType.Choose, 1, oldId)
  	self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, oldId, choose)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1437
1438
1439
1440
1441
1442
1443
1444
1445
  	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]
abe0d7e9   zhouhaihai   连续选择点bug
1446
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1447
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1448
1449
1450
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1451
1452
1453
  	local idx = lcId % 10
  	if idx == 9 or not csvdb["event_linkchooseCsv"][lcId + 1] then --全部完成
  		local startId = math.floor(lcId / 10) * 10 + 1
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1454
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1455
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1456
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
6133e29f   zhouhaihai   新加任务
1457
  		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
e852b350   zhouhaihai   冒险成就类型增加
1458
1459
1460
1461
1462
  		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
68964730   zhouhaihai   增加积分 bug
1463
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1464
  
f45d3a7b   zhouhaihai   adv_unlock
1465
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1466
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1467
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1468
1469
  		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
1470
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1471
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1472
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1473
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1474
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1475
  
02c4de8d   zhouahaihai   增加 固有技
1476
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1477
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1478
  	end
b176d7d3   zhouhaihai   冒险成就
1479
  
46fac6f1   zhouahaihai   酱料
1480
1481
1482
1483
1484
1485
  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
f0b81492   zhouhaihai   营地进入 bug
1486
  	if not self.battle or not self.battle.player then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1487
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
f0b81492   zhouhaihai   营地进入 bug
1488
  
8955225b   zhouhaihai   快速拾取。快速使用
1489
1490
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}}, {roomId = room.roomId, blockId = block.blockId})
  
1e9cb217   chenyueqi   服务器记录控制引导过程
1491
1492
1493
  	if block.event.item[1] == 5020 and not self.owner:checkOverGuide(53,2) then
  		self.owner:saveGuide(53,2)
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1494
  	block:clear()
46fac6f1   zhouahaihai   酱料
1495
1496
1497
1498
1499
1500
  	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
1501
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1502
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1503
1504
  	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
1505
  
127a5787   zhouhaihai   商人卖完走人
1506
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1507
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1508
1509
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1510
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1511
1512
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1513
  	if not self:cost({[goodsData.currency] = costCount}, {log = {desc = "clickTrader", int1 = block.event.id}}) then return false, 6 end --不够
f8408529   zhouhaihai   冒险商店
1514
  	self:backCost({[goodsData.currency] = costCount})
8955225b   zhouhaihai   快速拾取。快速使用
1515
  	self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
f8408529   zhouhaihai   冒险商店
1516
1517
1518
1519
1520
1521
1522
  	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
1523
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1524
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1525
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1526
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
127a5787   zhouhaihai   商人卖完走人
1527
  
27cc6f23   zhouhaihai   商店bug
1528
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1529
1530
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1531
1532
1533
1534
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1535
1536
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1537
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1538
1539
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1540
  
e59430d5   zhouhaihai   宝藏怪刷新,计数
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
  	local isMine = false -- 是不是宝藏怪
  	for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do 
  		if mid == oldId then
  			isMine = true
  			break
  		end
  	end
  	if isMine then
  		local advMine = self.owner:getProperty("advMine")
  		advMine[2] = advMine[2] or {}
  		local mineCo2 = advMine[2].co or {}
  		if chooseData.limit ~= 0 then
  			mineCo2[oldId] = (mineCo2[oldId] or 0) + 1
  		end
  		advMine[2].co = mineCo2
  		self.owner:setProperty("advMine", advMine)
  	end
  
6ce6fac7   zhouhaihai   冒险任务bug
1559
1560
1561
  	self:checkTask(Adv.TaskType.Build, 1, oldId)
  	self:checkAchievement(Adv.AchievType.Build, 1, oldId)
  	self:checkAchievement(Adv.AchievType.BuildBySelect, 1, oldId, choose)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1562
  
02c4de8d   zhouahaihai   增加 固有技
1563
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1564
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1565
  	end
46fac6f1   zhouahaihai   酱料
1566
1567
1568
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1569
1570
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
6133e29f   zhouhaihai   新加任务
1571
  	local oldId = block.event.id
c0b7797f   zhouhaihai   陷阱、点击生效点
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
  	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
1584
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1585
  			end
8955225b   zhouhaihai   快速拾取。快速使用
1586
  			self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}, {roomId = room.roomId, blockId = block.blockId})
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1587
1588
1589
1590
1591
  		end,
  		[3] = function()
  			for _, buffId in ipairs(clickData.effect:toArray(true, "=")) do
  				self.battle.player:addBuff(buffId)
  			end
c0b7797f   zhouhaihai   陷阱、点击生效点
1592
1593
  		end,
  	}
6133e29f   zhouhaihai   新加任务
1594
  
a1e9e891   zhouhaihai   点击事件未生效
1595
1596
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
6133e29f   zhouhaihai   新加任务
1597
1598
  	self:checkTask(Adv.TaskType.Click, 1, oldId)
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1599
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1600
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1601
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1602
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1603
1604
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1605
  local function clickLayer(self, room, block, params)
a80fee7c   zhouhaihai   光环
1606
  	local oldMapIdx = self:getCurMapIdx()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
  	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)
78dcacb6   zhouhaihai   夹层 后处理 没做
1617
  		self.battle:initMapEnemys(mapIdx, true)
7b2dc17c   zhouhaihai   地图 层 buff passive
1618
  		self.battle:initMapEffect(true)
1313eac0   zhouhaihai   冒险的一些bug
1619
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1620
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1621
  	end
a80fee7c   zhouhaihai   光环
1622
  	self.battle:iLayerChange(oldMapIdx)
85ded242   zhouhaihai   丰富返回事件
1623
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1624
1625
1626
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1627
1628
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1629
1630
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1631
1632
1633
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1634
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1635
1636
1637
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1638
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1639
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1640
1641
1642
1643
1644
  }
  
  --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
1645
1646
1647
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1648
1649
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1650
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1651
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1652
1653
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1654
  		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
1655
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1656
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1657
1658
1659
  			if not ignoreGuard and _block:isGuard() then 
  				if _block:isMonster() then
  					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
a0834e49   zhouhaihai   增加潜行 功能
1660
  					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
48962a74   zhouhaihai   路障系统提交
1661
1662
1663
1664
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1665
  				end
48962a74   zhouhaihai   路障系统提交
1666
1667
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1668
1669
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1670
1671
1672
1673
  		return canOpen
  	end
  
  	if not block.isOpen then
7b64b6cd   zhouhaihai   中继层优化
1674
  		if self.isRelay or checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1675
  			self:getCurMap():openBlock(roomId, blockId, true, true)
7b64b6cd   zhouhaihai   中继层优化
1676
1677
1678
1679
1680
1681
  			if self.isRelay and self:getCurMap():isAllOpen() then  -- 发放翻开的奖励
  				local relayData = self:isHaveRelay()
  				if relayData and relayData.award ~= "" then
  					self:pushBackEvent(AdvBackEventType.RelayReward, {items = self:award(relayData.award:toNumMap(), {log = {desc = "relayReward"}})})
  				end
  			end
46fac6f1   zhouahaihai   酱料
1682
1683
1684
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1685
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1686
1687
1688
1689
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1690
1691
1692
1693
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1694
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1695
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1696
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1697
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1698
1699
1700
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1701
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1702
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1703
1704
1705
1706
  		if block:getEventType() == AdvEventType.Out 
  			or block:getEventType() == AdvEventType.InOut 
  			or block:getEventType() == AdvEventType.Layer 
  			or block:getEventType() == AdvEventType.Exit then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1707
1708
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1709
1710
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1711
1712
1713
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1714
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1715
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1716
1717
  end
  
46fac6f1   zhouahaihai   酱料
1718
  
4f0a5fae   zhouhaihai   营养剂
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
  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
1752
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
  	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
1769
1770
1771
1772
1773
1774
1775
1776
  		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
1777
1778
1779
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1780
1781
1782
1783
1784
1785
  			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
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
  		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,
  				})
4f0a5fae   zhouhaihai   营养剂
1798
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1799
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1800
1801
1802
1803
1804
1805
1806
1807
1808
  			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
318c573a   zhouhaihai   冒险bug
1809
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1810
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1811
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
  			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
7b2dc17c   zhouhaihai   地图 层 buff passive
1826
  				target:kill()
4f0a5fae   zhouhaihai   营养剂
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
  				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
1869
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1870
1871
1872
1873
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1874
1875
1876
1877
1878
1879
  	-- 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
1880
1881
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
1882
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1883
1884
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1885
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
  	--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
1901
  
d232676a   zhouhaihai   功能解锁 冒险返回
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
  	doActiveEffect[12] = function(_, vtype, attrType, value)
  		local attr
  		if attrType == 0 then
  			attr = "sp"
  		else
  			attr = AttsEnumEx[attrType]
  			if not AdvAttsEnum[attr] then return end
  		end
  		self.battle.player:addBaseAttr(attr, value, vtype)
  		return true
  	end
  
4f0a5fae   zhouhaihai   营养剂
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
  	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
1926
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1927
1928
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
6826fdf6   zhouhaihai   被动触发
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
  	local blocks = {}
  	for roomId, room in pairs(self:getCurMap().rooms) do
  		for blockId, block in pairs(room.blocks) do
  			table.insert(blocks, block)
  		end
  	end
  	self:blockDropChange(ctype, blocks)
  end
  
  function Adv:blockDropChange(ctype, blocks)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1939
1940
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
6826fdf6   zhouhaihai   被动触发
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
  		for _, block in ipairs(blocks) do
  			if block:getEventType() == AdvEventType.Drop and block.event.item then
  				local id = block.event.item[1]
  				local count = block.event.item[2]
  				local changeTo = nil
  				if clist[id] then
  					changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
  				elseif clist[-1] then
  					changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
  				end
  				if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  					block.event.item = changeTo
  					self:backBlockChange(block.room.roomId, block.blockId, ctype)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1954
1955
1956
1957
1958
1959
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1960
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1961
1962
  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
1963
1964
1965
1966
  	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
1967
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1968
1969
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1970
1971
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1972
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1973
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1974
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1975
1976
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
1977
1978
1979
1980
1981
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
a95b35ce   zhouhaihai   删除等级
1982
1983
1984
  			-- local changeV = self.battle.player:addExp(monsterData.exp)
  			-- self:backDead(enemyId, changeV)
  			self:backDead(enemyId)
9104a922   zhouhaihai   多重掉落
1985
  
36875ec5   zhouhaihai   宝藏怪
1986
1987
1988
1989
1990
1991
  			local isMine = false -- 是不是宝藏怪
  			for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do 
  				if mid == enemyId then
  					isMine = true
  					break
  				end
9104a922   zhouhaihai   多重掉落
1992
  			end
e59430d5   zhouhaihai   宝藏怪刷新,计数
1993
  
36875ec5   zhouhaihai   宝藏怪
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
  			if isMine then
  				local advMine = self.owner:getProperty("advMine")
  				advMine[1] = advMine[1] or {}
  				advMine[2] = advMine[2] or {}
  				local mineCo = advMine[1].co or {}
  				local mineCo2 = advMine[2].co or {}
  				local mineCh = advMine[2].ch or globalCsv.adv_egg_treasureLayer_showup
  				if monsterData.limit ~= 0 then
  					mineCo[enemyId] = (mineCo[enemyId] or 0) + 1
  				end
9104a922   zhouhaihai   多重掉落
2004
  
36875ec5   zhouhaihai   宝藏怪
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
  				local had = false
  				if math.randomInt(1, 100) <= mineCh then -- 刷出来了
  					local mpool = {}
  					for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do
  						local layer = csvdb["event_buildingCsv"][mid]
  						if (not mineCo2[mid] or layer.limit == 0 or mineCo2[mid] < layer.limit) and layer.showup > 0 then
  							mpool[mid] = {layer.showup}
  						end
  					end
  					if next(mpool) then
  						local cId = math.randWeight(mpool, 1)
  						block:updateEvent({
  							etype = AdvEventType.Build,
  							id = cId
  						})
36875ec5   zhouhaihai   宝藏怪
2020
2021
2022
2023
2024
2025
2026
2027
  						had = true
  					end
  				end
  				if had then
  					mineCh = math.min(mineCh + globalCsv.adv_egg_treasureLayer_showup_add, 100)
  				else
  					mineCh = nil
  				end
9104a922   zhouhaihai   多重掉落
2028
  
36875ec5   zhouhaihai   宝藏怪
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
  				local drops = {}
  				for _, dropId in ipairs(monsterData.dropid:toArray(true, "=")) do
  					local dropData = csvdb["event_dropCsv"][dropId]
  					if dropData then
  						local cur = dropData["range"]:randWeight(true)
  						if cur and cur[1] ~= 0 then
  							drops[#drops + 1] = cur
  						end
  					end
  				end
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Drop,
  						item = drops[_i]
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
  				end
  				advMine[1].co = mineCo
  				advMine[2].co = mineCo2
  				advMine[2].ch = mineCh
  				self.owner:setProperty("advMine", advMine)
  			else
  				local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
  				if toClick then
  					toClick = toClick:effect()
  				end
9104a922   zhouhaihai   多重掉落
2058
  
36875ec5   zhouhaihai   宝藏怪
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
  				local changItem = enemy:hadBuff(Buff.CHANGE_DROP)
  				if changItem then
  					changItem = table.pack(changItem:effect())
  				end
  
  				local addMult = 0
  				local dropBuff = enemy:hadBuff(Buff.DROP_BUFF_BY_ENEMY)  -- 根据敌人数量变化个数
  				if dropBuff then
  					local team = enemy:getTeam(1, true)
  					addMult = addMult + 0.2 * #team
  				end
  
  				local dropIds = monsterData.dropid:toArray(true, "=")
  				local drops = {}
  				local cCcount = 0 -- 需要改变为click 的个数
  				for _, dropId in ipairs(dropIds) do
  					local dropData = csvdb["event_dropCsv"][dropId]
  					if dropData then
  						local cur = dropData["range"]:randWeight(true)
  						if cur and cur[1] ~= 0 then
  							if toClick then
  								cCcount = cCcount + 1
  							else
  								local item = changItem and changItem or cur
  								item[2] = math.floor(item[2] * (1 + addMult))
  								drops[#drops + 1] = item
  							end
e7b51763   zhouhaihai   无掉落怪
2086
  						end
db3c56ad   zhouhaihai   冒险相关
2087
  					end
db3c56ad   zhouhaihai   冒险相关
2088
  				end
36875ec5   zhouhaihai   宝藏怪
2089
2090
  				-- 这些奖励可能会有被动加成
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})
9104a922   zhouhaihai   多重掉落
2091
  
36875ec5   zhouhaihai   宝藏怪
2092
2093
2094
2095
  				-- 自身带的掉落是不会被改变的 也不会被加成
  				if block.event.item and block.event.item[1] ~= 0 then
  					table.insert(drops,  1, block.event.item)
  				end
9104a922   zhouhaihai   多重掉落
2096
  
36875ec5   zhouhaihai   宝藏怪
2097
2098
  				-- 清空当前的格子
  				block:clear()
9104a922   zhouhaihai   多重掉落
2099
  
36875ec5   zhouhaihai   宝藏怪
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
  				-- 掉落走一波
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Drop,
  						item = drops[_i]
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
9104a922   zhouhaihai   多重掉落
2110
  				end
9104a922   zhouhaihai   多重掉落
2111
  
36875ec5   zhouhaihai   宝藏怪
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
  				-- 转换的click走一波
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, cCcount)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Click,
  						id = clickId
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
db3c56ad   zhouhaihai   冒险相关
2122
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
2123
  			end
9104a922   zhouhaihai   多重掉落
2124
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2125
2126
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
2127
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2128
2129
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
71a18948   zhouhaihai   成就未生效
2130
2131
  			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2132
2133
2134
2135
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
6133e29f   zhouhaihai   新加任务
2136
  				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
71a18948   zhouhaihai   成就未生效
2137
2138
2139
  				self:checkAchievement(Adv.AchievType.KillBoss, 1, enemyId)
  				self:checkAchievement(Adv.AchievType.KillBossWithBuff, 1)
  				self:checkAchievement(Adv.AchievType.KillBossNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2140
2141
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
6133e29f   zhouhaihai   新加任务
2142
2143
  			elseif monsterData.type == 3 then
  				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2144
  			end
46fac6f1   zhouahaihai   酱料
2145
  		end
46fac6f1   zhouahaihai   酱料
2146
2147
2148
2149
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
2150
2151
2152
2153
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
8955225b   zhouhaihai   快速拾取。快速使用
2154
2155
2156
2157
  --[=[
  tag
  1 自动拾取
  --]=] 
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
2158
2159
  function Adv:backReward(items, params)
  	params = params or {}
8955225b   zhouhaihai   快速拾取。快速使用
2160
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
46fac6f1   zhouahaihai   酱料
2161
  end
e996b82a   zhouahaihai   冒险增加防御属性
2162
2163
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
2164
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
2165
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
2166
2167
  end
  
46fac6f1   zhouahaihai   酱料
2168
2169
2170
2171
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
46fac6f1   zhouahaihai   酱料
2172
  
b2e41074   zhouhaihai   冒险 排行榜拆分
2173
2174
  function Adv:backBlockChange(roomId, blockId, itemChangeType)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
46fac6f1   zhouahaihai   酱料
2175
2176
  end
  
a95b35ce   zhouhaihai   删除等级
2177
2178
  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
bedca62d   zhouahaihai   冒险
2179
2180
  end
  
386ca58e   zhouhaihai   优化log
2181
2182
2183
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
2184
  
85ded242   zhouhaihai   丰富返回事件
2185
2186
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2187
2188
  end
  
4f0a5fae   zhouhaihai   营养剂
2189
2190
2191
2192
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
2193
2194
2195
2196
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
2197
2198
2199
2200
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
8955225b   zhouhaihai   快速拾取。快速使用
2201
2202
2203
2204
2205
2206
  --[=[
  tag
  1 自动使用
  --]=] 
  function Adv:backUse(items, tag)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items, tag = tag})
85ded242   zhouhaihai   丰富返回事件
2207
2208
2209
  end
  
  
bbf64622   zhouhaihai   冒险
2210
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2211
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
2212
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
2213
2214
2215
  end
  
  function Adv:getScore()
a80fee7c   zhouhaihai   光环
2216
2217
2218
2219
2220
  	local allScore = 0
  	for _, score in pairs(self.score) do
  		allScore = allScore + math.floor(score)
  	end
  	return allScore
b0fe1817   zhouahaihai   冒险分数
2221
2222
  end
  
46fac6f1   zhouahaihai   酱料
2223
2224
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
2225
2226
2227
2228
2229
2230
  	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
2231
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
2232
2233
2234
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
2235
2236
  end
  
46fac6f1   zhouahaihai   酱料
2237
  return Adv