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src/adv/Adv.lua 60.7 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()
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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(true)
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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
415
  		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
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  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  	self.cacheUnlock = {}
  end
  
b71a8190   zhouhaihai   动态改变 一些buff
459
  function Adv:initBattle(notDb)
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
  	if notDb and self.level ~= 1 then
  		self.battle.player:attrChangeCondBuffCheck(1)
  	end
a80fee7c   zhouhaihai   光环
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  	-- 初始化
  	if notDb then
  		self.battle:newBattle()
  	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
503
  	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
510
  	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
541
  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
552
  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
617
  				end
ccbafe67   zhouhaihai   冒险神器和buff
618
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  			end
  		end
c992c911   zhouhaihai   中继
620
621
  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
622
  	end
f22a33af   zhouhaihai   自己的日志
623
  	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
633
  
ccbafe67   zhouhaihai   冒险神器和buff
634
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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
674
675
  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
676
  	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
677
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
678
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
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  	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
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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
691
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  	self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
  
ccbafe67   zhouhaihai   冒险神器和buff
693
  	local status = 0
e1355da3   zhouhaihai   神器 被动
694
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
695
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
696
  		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
701
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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
716
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
717
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
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719
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
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  			local idx = math.randomInt(1, #pool)
  			table.insert(chooses, pool[idx])
  			table.remove(pool, idx)
  		end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
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  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
726
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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731
732
733
734
  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
735
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
3133cb76   zhouhaihai   日志
736
  
f22a33af   zhouhaihai   自己的日志
737
738
  	self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
739
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
740
741
742
743
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
744
745
746
747
748
749
  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
750
  
eee37c88   zhouhaihai   楼层数据
751
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
752
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
753
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
754
755
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
756
  --关卡结束
bbf64622   zhouhaihai   冒险
757
  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
758
759
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
760
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
761
762
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
763
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
764
  	end
bbf64622   zhouhaihai   冒险
765
766
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
767
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
768
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
769
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
770
771
772
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
773
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
774
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
775
  	end
bbf64622   zhouhaihai   冒险
776
777
778
779
780
781
  	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
782
  	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
783
  
e22ded1b   zhouhaihai   被动技奖励
784
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
785
786
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
787
788
789
790
791
792
793
794
795
  	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
796
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
797
  
ea40710f   zhouhaihai   活动
798
  	local backAdvCount
60fff866   zhouhaihai   微调 结算返还
799
  	if not self:isEndless() then
1fd96b9f   zhouhaihai   冒险次数返还
800
  		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
ea40710f   zhouhaihai   活动
801
  		self.owner:changeAdvCount(-backAdvCount)
60fff866   zhouhaihai   微调 结算返还
802
803
  	end
  
46fac6f1   zhouahaihai   酱料
804
  	if success then
53e8037e   zhouhaihai   任务
805
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
806
807
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
808
809
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
810
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
811
  		local roleId = self.owner:getProperty("id")
2471ce93   zhouhaihai   bug
812
  		local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
813
814
815
816
817
818
  		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
819
  				batteV = self.owner:getTeamBattleValue(team.heros),
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
820
821
822
823
  				chapter = self.chapterId,
  				format = self.owner:getTeamHerosInfo(team.heros),
  			}
  			redisproxy:pipelining(function (red)
2471ce93   zhouhaihai   bug
824
  				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
825
826
827
  				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
828
  		-- 通关的时候要把引导步骤设定到成就引导
b8c1be12   zhouhaihai   一些 bug
829
830
  		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
831
  		end
46fac6f1   zhouahaihai   酱料
832
  	end
f45d3a7b   zhouhaihai   adv_unlock
833
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
834
  
f22a33af   zhouhaihai   自己的日志
835
836
  	self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
97807511   zhouhaihai   增加日志
837
838
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
  
  	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
880
  	local chapterId = self.chapterId
46fac6f1   zhouahaihai   酱料
881
  	self:clear()
89338c47   zhouhaihai   技能目标
882
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
883
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
884
885
886
887
888
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
ea40710f   zhouhaihai   活动
889
890
891
892
893
894
  	self:pushBackEvent(AdvBackEventType.End, {
  		success = success,
  		score = score,
  		scoreInfo = scoreInfo,
  		reward = reward,
  		type = overType,
be4e8031   zhouhaihai   活动 拾荒
895
  		scoreAward = scoreReward,
ea40710f   zhouhaihai   活动
896
897
898
  		chapterId = chapterId,
  		backAdvCount = backAdvCount,
  	})
46fac6f1   zhouahaihai   酱料
899
900
  end
  
ec87b4a5   zhouahaihai   冒险 完善
901
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
902
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
903
904
905
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
906
907
908
909
910
  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
911
  	end
8da953a7   zhouhaihai   无尽模式
912
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
913
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
914
915
916
917
918
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
919
  	end
8da953a7   zhouhaihai   无尽模式
920
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
921
922
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
923
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
924
925
926
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
927
  	end
02c4de8d   zhouahaihai   增加 固有技
928
  	
46fac6f1   zhouahaihai   酱料
929
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
930
931
932
933
  	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
934
  				pool[mapId] = {showup = temp.showup}
46fac6f1   zhouahaihai   酱料
935
936
937
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
938
939
940
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
941
  	end
cfc7a04a   zhouhaihai   map id 提供随机概率调整
942
  	return math.randWeight(pool, "showup")
46fac6f1   zhouahaihai   酱料
943
944
  end
  
3f00afcf   zhouhaihai   增加日志
945
  -- log long1 字段被征用!!!
46fac6f1   zhouahaihai   酱料
946
  -- 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
947
  function Adv:award(gift, params, backRewardParams)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
948
  	params = params or {}
46fac6f1   zhouahaihai   酱料
949
950
951
952
953
954
955
956
957
  	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
958
  	local oldItems = items
8955225b   zhouhaihai   快速拾取。快速使用
959
960
  
  	local autoUse = {}
46fac6f1   zhouahaihai   酱料
961
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
962
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
963
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
964
  			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
965
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
966
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
967
  		end
ccbafe67   zhouhaihai   冒险神器和buff
968
  		tgift[itemId] = count
8955225b   zhouhaihai   快速拾取。快速使用
969
970
  		if globalCsv.adv_auto_useItem[itemId] and count > 0 then
  			autoUse[itemId] = count
ccbafe67   zhouhaihai   冒险神器和buff
971
  		else
8955225b   zhouhaihai   快速拾取。快速使用
972
973
974
975
976
977
978
979
  			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
980
  			else
8955225b   zhouhaihai   快速拾取。快速使用
981
982
983
984
985
986
  				if nums <= 0 then
  					items = items:delk(itemId)
  					nums = 0
  				else
  					items = items:setv(itemId, nums)
  				end
3133cb76   zhouhaihai   日志
987
  
8955225b   zhouhaihai   快速拾取。快速使用
988
989
  				if itemId == 16 and not self.owner:checkOverGuide(51,4) then
  					self.owner:saveGuide(51,4)
f22a33af   zhouhaihai   自己的日志
990
  				end
8955225b   zhouhaihai   快速拾取。快速使用
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
  				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
1005
  				else
8955225b   zhouhaihai   快速拾取。快速使用
1006
  					print("addAdvItem no log ", debug.traceback())
f22a33af   zhouhaihai   自己的日志
1007
  				end
f22a33af   zhouhaihai   自己的日志
1008
  			end
916096ed   zhouhaihai   神器效果
1009
1010
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1011
1012
1013
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
1014
1015
1016
1017
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
8955225b   zhouhaihai   快速拾取。快速使用
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
  
  	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
1029
  	return tgift
916096ed   zhouhaihai   神器效果
1030
1031
1032
  end
  
  
8955225b   zhouhaihai   快速拾取。快速使用
1033
1034
1035
1036
1037
1038
1039
  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
1040
  		self.owner:finishGuide(53)
8955225b   zhouhaihai   快速拾取。快速使用
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
  	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
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
  -- 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
1080
1081
1082
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
1083
1084
1085
1086
  	return true
  end
  
  --事件点击处理
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1087
  local function clickOut(self, room, block, params, isExit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1088
  	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
1089
1090
1091
1092
1093
  		if isExit then
  			self:over(true)
  			return true
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1094
  		if #self.mapStack > 1 then -- 处于夹层中
a80fee7c   zhouhaihai   光环
1095
  			local oldMapIdx = self:getCurMapIdx()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1096
  			table.remove(self.mapStack) --退出夹层
a80fee7c   zhouhaihai   光环
1097
  			self.battle:iLayerChange(oldMapIdx)
85ded242   zhouhaihai   丰富返回事件
1098
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1099
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1100
1101
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
1102
  
ccbafe67   zhouhaihai   冒险神器和buff
1103
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
1104
1105
1106
1107
1108
1109
1110
1111
  				-- 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
1112
  			end
0e3ab88d   zhouhaihai   中继层
1113
  
b176d7d3   zhouhaihai   冒险成就
1114
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
1115
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
1116
  
bbf64622   zhouhaihai   冒险
1117
1118
1119
1120
1121
  			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~
1122
  			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
1123
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1124
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1125
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
1126
  				
eee37c88   zhouhaihai   楼层数据
1127
  				if curFloorData then
8955225b   zhouhaihai   快速拾取。快速使用
1128
  					self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
eee37c88   zhouhaihai   楼层数据
1129
  				end
0e3ab88d   zhouhaihai   中继层
1130
  				local isHaveRelay = self:isHaveRelay(self.level)
e1355da3   zhouhaihai   神器 被动
1131
  
0e3ab88d   zhouhaihai   中继层
1132
  				if isHaveRelay and not self.isRelay then 
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1133
1134
1135
1136
1137
1138
1139
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level, 
  						isToNext = true, 
  						notNotify = true, 
  						isRelay = true,
  					})
0e3ab88d   zhouhaihai   中继层
1140
  				else
f22a33af   zhouhaihai   自己的日志
1141
  					self:mylog({desc = "pass"})
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1142
1143
1144
1145
1146
1147
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level + 1, 
  						isToNext = true, 
  						notNotify = true,
  					})
0e3ab88d   zhouhaihai   中继层
1148
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1149
1150
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
1151
  
46fac6f1   zhouahaihai   酱料
1152
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1153
  		
46fac6f1   zhouahaihai   酱料
1154
1155
1156
1157
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
1158
  local function clickExit(self, room, block, params)
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1159
  	return clickOut(self, room, block, params, true)
0e3ab88d   zhouhaihai   中继层
1160
1161
  end
  
46fac6f1   zhouahaihai   酱料
1162
1163
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
1164
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
1165
1166
1167
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1168
  local function chooseCommon(self, room, block, chooseData, choose, tag)
f5e38251   zhouhaihai   数据保护
1169
  	if not choose then return end
46fac6f1   zhouahaihai   酱料
1170
1171
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
cb071e8d   zhouhaihai   多条件选项
1172
  	local conds = chooseData["button".. choose .."cond"]:toTableArray(true)
46fac6f1   zhouahaihai   酱料
1173
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1174
1175
1176
1177
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
1178
  		-- 拥有道具
1229c24d   zhouhaihai   新加选择条件
1179
  		[1] = function(_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1180
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
1181
1182
1183
1184
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
9d66362c   zhouhaihai   修改冒险选择条件
1185
1186
1187
1188
1189
1190
  		[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
1191
1192
1193
1194
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1195
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
1196
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1197
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
1198
1199
1200
1201
1202
1203
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
1204
  		--制定属性 
1229c24d   zhouhaihai   新加选择条件
1205
1206
  		[4] = function(_, attrType, value)
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
1207
1208
1209
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1210
  		-- 提交一个物品
1229c24d   zhouhaihai   新加选择条件
1211
  		[5] = function (_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1212
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
1213
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1214
1215
1216
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
1217
  		-- sp 到达指定值
1229c24d   zhouhaihai   新加选择条件
1218
1219
  		[6] = function(_, value)
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1220
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1221
1222
1223
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1224
1225
1226
1227
  		--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
1228
1229
1230
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1231
1232
1233
1234
1235
1236
  		--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
1237
1238
1239
1240
1241
  			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
1242
  		end,
f02ffa27   zhouhaihai   未获得神器
1243
1244
1245
1246
  		-- 10 = 未获得x神器
  		[10] = function(_, artifactId)
  			return not self:isHaveArtifact(artifactId)
  		end,
cb071e8d   zhouhaihai   多条件选项
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
  		-- 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
1289
   	}
cb071e8d   zhouhaihai   多条件选项
1290
1291
1292
1293
1294
   	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
1295
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
1296
1297
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
1298
1299
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1300
1301
1302
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
92d7d6ac   zhouhaihai   加一些数据保护
1303
1304
1305
1306
1307
1308
1309
  					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
1310
  				end
8955225b   zhouhaihai   快速拾取。快速使用
1311
  				self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, {roomId = room.roomId, blockId = block.blockId})
e10edb5f   zhouahaihai   冒险事件新
1312
1313
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1314
1315
1316
1317
  				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
1318
1319
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1320
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
d232676a   zhouhaihai   功能解锁 冒险返回
1321
  				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
e10edb5f   zhouahaihai   冒险事件新
1322
1323
1324
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
1325
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
  			[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
1341
  				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1342
1343
1344
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1345
1346
1347
1348
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1349
1350
1351
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1352
1353
1354
1355
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1356
1357
1358
  				clearBlock = false
  			end,
  			[9] = function() -- click
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1359
1360
1361
1362
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1363
1364
1365
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1366
1367
1368
1369
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1370
1371
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
1372
1373
  			[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
1374
1375
1376
  			end,
  			[12] = function()
  				-- buffId
16ca64ab   zhouhaihai   全部敌人
1377
  				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
1378
1379
1380
1381
  				for _, target in pairs(targers) do
  					target:addBuff(effect[2])
  				end
  			end,
c85f5bd6   zhouhaihai   新中继的屏蔽删掉
1382
  			[13] = function() -- 显示地图
7ca46333   zhouhaihai   map 传参错误
1383
1384
1385
  				self:getCurMap():showMap()
  				self:backMapShow()
  			end,
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
  			[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
  					self:backBlockChange(one[1].roomId, one[2].blockId)
  				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
  					self:backBlockChange(one[1].roomId, one[2].blockId)
  				end
  			end,
e085da41   zhouhaihai   指定事件转移
1398
1399
1400
1401
1402
1403
  			[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
  					self:backBlockChange(one[1].roomId, one[2].blockId)
  				end
  			end,
e10edb5f   zhouahaihai   冒险事件新
1404
  		}
4163e40a   zhouhaihai   找错误
1405
  		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
1406
1407
  		doEffect[effect[1]]()
  	end
bbf64622   zhouhaihai   冒险
1408
1409
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1410
1411
1412
1413
1414
1415
  	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
1416
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1417
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1418
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1419
1420
1421
1422
  	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
1423
1424
1425
1426
1427
1428
1429
1430
1431
  	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
1432
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1433
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1434
1435
1436
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1437
1438
1439
  	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
1440
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1441
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1442
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
6133e29f   zhouhaihai   新加任务
1443
  		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
e852b350   zhouhaihai   冒险成就类型增加
1444
1445
1446
1447
1448
  		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
1449
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1450
  
f45d3a7b   zhouhaihai   adv_unlock
1451
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1452
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1453
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1454
1455
  		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
1456
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1457
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1458
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1459
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1460
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1461
  
02c4de8d   zhouahaihai   增加 固有技
1462
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1463
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1464
  	end
b176d7d3   zhouhaihai   冒险成就
1465
  
46fac6f1   zhouahaihai   酱料
1466
1467
1468
1469
1470
1471
  	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
1472
  	if not self.battle or not self.battle.player then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1473
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
f0b81492   zhouhaihai   营地进入 bug
1474
  
8955225b   zhouhaihai   快速拾取。快速使用
1475
1476
  	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
1477
1478
1479
  	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
1480
  	block:clear()
46fac6f1   zhouahaihai   酱料
1481
1482
1483
1484
1485
1486
  	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
1487
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1488
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1489
1490
  	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
1491
  
127a5787   zhouhaihai   商人卖完走人
1492
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1493
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1494
1495
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1496
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1497
1498
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1499
  	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
1500
  	self:backCost({[goodsData.currency] = costCount})
8955225b   zhouhaihai   快速拾取。快速使用
1501
  	self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
f8408529   zhouhaihai   冒险商店
1502
1503
1504
1505
1506
1507
1508
  	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
1509
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1510
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1511
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1512
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
127a5787   zhouhaihai   商人卖完走人
1513
  
27cc6f23   zhouhaihai   商店bug
1514
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1515
1516
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1517
1518
1519
1520
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1521
1522
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1523
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1524
1525
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1526
  
6ce6fac7   zhouhaihai   冒险任务bug
1527
1528
1529
  	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
1530
  
02c4de8d   zhouahaihai   增加 固有技
1531
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1532
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1533
  	end
46fac6f1   zhouahaihai   酱料
1534
1535
1536
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1537
1538
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
6133e29f   zhouhaihai   新加任务
1539
  	local oldId = block.event.id
c0b7797f   zhouhaihai   陷阱、点击生效点
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
  	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
1552
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1553
  			end
8955225b   zhouhaihai   快速拾取。快速使用
1554
  			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 ...
1555
1556
1557
1558
1559
  		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
1560
1561
  		end,
  	}
6133e29f   zhouhaihai   新加任务
1562
  
a1e9e891   zhouhaihai   点击事件未生效
1563
1564
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
6133e29f   zhouhaihai   新加任务
1565
1566
  	self:checkTask(Adv.TaskType.Click, 1, oldId)
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1567
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1568
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1569
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1570
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1571
1572
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1573
  local function clickLayer(self, room, block, params)
a80fee7c   zhouhaihai   光环
1574
  	local oldMapIdx = self:getCurMapIdx()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
  	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
1585
  		self.battle:initMapEnemys(mapIdx, true)
7b2dc17c   zhouhaihai   地图 层 buff passive
1586
  		self.battle:initMapEffect(true)
1313eac0   zhouhaihai   冒险的一些bug
1587
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1588
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1589
  	end
a80fee7c   zhouhaihai   光环
1590
  	self.battle:iLayerChange(oldMapIdx)
85ded242   zhouhaihai   丰富返回事件
1591
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1592
1593
1594
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1595
1596
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1597
1598
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1599
1600
1601
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1602
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1603
1604
1605
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1606
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1607
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1608
1609
1610
1611
1612
  }
  
  --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
1613
1614
1615
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1616
1617
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1618
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1619
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1620
1621
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1622
  		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
1623
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1624
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1625
1626
1627
  			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
1628
  					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
48962a74   zhouhaihai   路障系统提交
1629
1630
1631
1632
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1633
  				end
48962a74   zhouhaihai   路障系统提交
1634
1635
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1636
1637
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1638
1639
1640
1641
  		return canOpen
  	end
  
  	if not block.isOpen then
7b64b6cd   zhouhaihai   中继层优化
1642
  		if self.isRelay or checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1643
  			self:getCurMap():openBlock(roomId, blockId, true, true)
7b64b6cd   zhouhaihai   中继层优化
1644
1645
1646
1647
1648
1649
  			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
1650
1651
1652
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1653
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1654
1655
1656
1657
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1658
1659
1660
1661
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1662
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1663
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1664
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1665
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1666
1667
1668
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1669
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1670
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1671
1672
1673
1674
  		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"
1675
1676
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1677
1678
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1679
1680
1681
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1682
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1683
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1684
1685
  end
  
46fac6f1   zhouahaihai   酱料
1686
  
4f0a5fae   zhouhaihai   营养剂
1687
1688
1689
1690
1691
1692
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1694
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1696
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1700
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1707
1708
1709
1710
1711
1712
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1714
1715
1716
1717
1718
1719
  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
1720
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
  	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
1737
1738
1739
1740
1741
1742
1743
1744
  		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
1745
1746
1747
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1748
1749
1750
1751
1752
1753
  			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
1754
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1761
1762
1763
1764
1765
  		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
1766
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1767
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1768
1769
1770
1771
1772
1773
1774
1775
1776
  			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
1777
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1778
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1779
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
1780
1781
1782
1783
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1785
1786
1787
1788
1789
1790
1791
1792
1793
  			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
1794
  				target:kill()
4f0a5fae   zhouhaihai   营养剂
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
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1823
1824
1825
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1828
1829
1830
1831
1832
1833
1834
1835
1836
  				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
1837
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1838
1839
1840
1841
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1842
1843
1844
1845
1846
1847
  	-- 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
1848
1849
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
1850
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1851
1852
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1853
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
  	--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
1869
  
d232676a   zhouhaihai   功能解锁 冒险返回
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
  	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
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
  	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
1894
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1895
1896
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
6826fdf6   zhouhaihai   被动触发
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
  	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
1907
1908
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
6826fdf6   zhouhaihai   被动触发
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
  		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
1922
1923
1924
1925
1926
1927
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1928
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1929
1930
  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
1931
1932
1933
1934
  	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
1935
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1936
1937
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1938
1939
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1940
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1941
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1942
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1943
1944
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
1945
1946
1947
1948
1949
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
a95b35ce   zhouhaihai   删除等级
1950
1951
1952
  			-- local changeV = self.battle.player:addExp(monsterData.exp)
  			-- self:backDead(enemyId, changeV)
  			self:backDead(enemyId)
9104a922   zhouhaihai   多重掉落
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
  
  			local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
  			if toClick then
  				toClick = toClick:effect()
  			end
  
  			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
e7b51763   zhouhaihai   无掉落怪
1981
  						else
9104a922   zhouhaihai   多重掉落
1982
1983
1984
  							local item = changItem and changItem or cur
  							item[2] = math.floor(item[2] * (1 + addMult))
  							drops[#drops + 1] = item
e7b51763   zhouhaihai   无掉落怪
1985
  						end
db3c56ad   zhouhaihai   冒险相关
1986
  					end
db3c56ad   zhouhaihai   冒险相关
1987
  				end
9104a922   zhouhaihai   多重掉落
1988
1989
1990
1991
1992
1993
  			end
  			-- 这些奖励可能会有被动加成
  			self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})
  
  			-- 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
397608b3   zhouhaihai   冒险错了
1994
  				table.insert(drops,  1, block.event.item)
9104a922   zhouhaihai   多重掉落
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
  			end
  
  			-- 清空当前的格子
  			block:clear()
  
  			-- 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
  			end
  
  			-- 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)
db3c56ad   zhouhaihai   冒险相关
2021
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
2022
  			end
9104a922   zhouhaihai   多重掉落
2023
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2024
2025
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
2026
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2027
2028
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
71a18948   zhouhaihai   成就未生效
2029
2030
  			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2031
2032
2033
2034
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
6133e29f   zhouhaihai   新加任务
2035
  				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
71a18948   zhouhaihai   成就未生效
2036
2037
2038
  				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
2039
2040
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
6133e29f   zhouhaihai   新加任务
2041
2042
  			elseif monsterData.type == 3 then
  				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2043
  			end
46fac6f1   zhouahaihai   酱料
2044
  		end
46fac6f1   zhouahaihai   酱料
2045
2046
2047
2048
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
2049
2050
2051
2052
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
8955225b   zhouhaihai   快速拾取。快速使用
2053
2054
2055
2056
  --[=[
  tag
  1 自动拾取
  --]=] 
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
2057
2058
  function Adv:backReward(items, params)
  	params = params or {}
8955225b   zhouhaihai   快速拾取。快速使用
2059
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
46fac6f1   zhouahaihai   酱料
2060
  end
e996b82a   zhouahaihai   冒险增加防御属性
2061
2062
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
2063
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
2064
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
2065
2066
  end
  
46fac6f1   zhouahaihai   酱料
2067
2068
2069
2070
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
46fac6f1   zhouahaihai   酱料
2071
  
b2e41074   zhouhaihai   冒险 排行榜拆分
2072
2073
  function Adv:backBlockChange(roomId, blockId, itemChangeType)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
46fac6f1   zhouahaihai   酱料
2074
2075
  end
  
a95b35ce   zhouhaihai   删除等级
2076
2077
  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
bedca62d   zhouahaihai   冒险
2078
2079
  end
  
386ca58e   zhouhaihai   优化log
2080
2081
2082
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
2083
  
85ded242   zhouhaihai   丰富返回事件
2084
2085
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2086
2087
  end
  
4f0a5fae   zhouhaihai   营养剂
2088
2089
2090
2091
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
2092
2093
2094
2095
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
2096
2097
2098
2099
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
8955225b   zhouhaihai   快速拾取。快速使用
2100
2101
2102
2103
2104
2105
  --[=[
  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
2106
2107
2108
  end
  
  
bbf64622   zhouhaihai   冒险
2109
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2110
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
2111
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
2112
2113
2114
  end
  
  function Adv:getScore()
a80fee7c   zhouhaihai   光环
2115
2116
2117
2118
2119
  	local allScore = 0
  	for _, score in pairs(self.score) do
  		allScore = allScore + math.floor(score)
  	end
  	return allScore
b0fe1817   zhouahaihai   冒险分数
2120
2121
  end
  
46fac6f1   zhouahaihai   酱料
2122
2123
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
2124
2125
2126
2127
2128
2129
  	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
2130
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
2131
2132
2133
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
2134
2135
  end
  
46fac6f1   zhouahaihai   酱料
2136
  return Adv