46fac6f1
zhouahaihai
酱料
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1
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local Passive = require "adv.AdvPassive"
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suhongyang
fix global to local
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3
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-- 工具函数--第一象限 < 10000 < 第二象限 < 20000 < 第四象限 < 30000 < 第三象限
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zhouahaihai
酱料
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4
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local function getIdByCr(c, r)
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suhongyang
fix global to local
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local crId = math.abs(r) + math.abs(c) * 100 -- row + column * 100
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if c < 0 then
crId = crId + 10000
end
if r < 0 then
crId = crId + 20000
end
return crId
end
local function getCrById(crId)
local c = math.floor(crId % 10000 / 100)
local r = crId % 100
local last = math.floor(crId / 10000)
if last == 3 then
c, r = -c, -r
elseif last == 1 then
c = -c
elseif last == 2 then
r = -r
end
return c, r
end
-----------------------------随机地图-----------------------------
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61dc5eb6
suhongyang
fix global to local
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30
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--检查 是否满足层数限制条件 -- if checktype == 1 then check value in range a=b else check value in array a=b=c
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local function checkIsIn(checkValue, checkType, checkRange)
if not checkValue then return end
if checkType == 1 then
local limits = checkRange:toNumMap()
for min, max in pairs(limits) do
if checkValue >= min and checkValue <= max then
return true
end
end
else
local limit = checkRange:toArray(true, "=")
for _, _l in ipairs(limit) do
if _l == checkValue then
return true
end
end
end
end
--关卡事件库
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zhouahaihai
冒险事件 new
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local function getEventLib(chapterId, level, needEventType) -- needEventType 需要的事件
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zhouahaihai
酱料
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local chapter = math.floor(chapterId / 100) % 100
local libsToType = {
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1bd8f8ee
zhouahaihai
精英怪
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55
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["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS, AdvEventType.Monster},
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zhouahaihai
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["event_chooseCsv"] = AdvEventType.Choose,
["event_dropCsv"] = AdvEventType.Drop,
["event_buildingCsv"] = AdvEventType.Build,
["event_traderCsv"] = AdvEventType.Trader,
}
local eventLib = {}
for lib, eventType in pairs(libsToType) do
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23a38f47
suhongyang
new passives effect
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64
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-- init eventLib
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if type(eventType) == "table" then
for _, temp in ipairs(eventType) do
eventLib[temp] = {}
end
else
eventLib[eventType] = {}
end
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new passives effect
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-- needEventType 只获取这个事件类型
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if not needEventType or eventLib[needEventType] then
for id, data in pairs(csvdb[lib]) do
if data.levelchapter == chapter then
if checkIsIn(level, data.leveltype, data.levellimit) then
if type(eventType) == "table" then
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1607a7f0
zhouahaihai
冒险事件 new
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eventLib[eventType[data.type]][data.BlockEventType] = eventLib[eventType[data.type]][data.BlockEventType] or {}
eventLib[eventType[data.type]][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
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zhouahaihai
酱料
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else
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冒险事件 new
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eventLib[eventType][data.BlockEventType] = eventLib[eventType][data.BlockEventType] or {}
eventLib[eventType][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
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end
end
end
end
if needEventType then
break
end
end
end
return eventLib
end
-- 生成地图 是否可以生成地图上层判断
local function randomAdvMap(role, chapterId, level, notNotify)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
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1607a7f0
zhouahaihai
冒险事件 new
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if not chapterData then
error("chapterId " .. chapterId .. " dont exist!")
return
end
if level > chapterData.limitlevel then
error("level overflow!")
return
end
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zhouahaihai
酱料
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--随出地图
local raw_pool = chapterData.mapid:toArray(true, "=")
local advInfo = role:getProperty("advInfo")
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b0fe1817
zhouahaihai
冒险分数
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109
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46fac6f1
zhouahaihai
酱料
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110
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local lastMapId = advInfo.mapId --非同一层不连续随出同一张类似的地图
local lastChapterId = advInfo.chapter
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b0fe1817
zhouahaihai
冒险分数
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local lastScore = advInfo.score or {} -- 分数
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冒险 完善
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local power = advInfo.power or 100 --体力
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b0fe1817
zhouahaihai
冒险分数
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114
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local pool = {}
for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and (lastChapterId == chapterId or lastMapId ~= mapId) then --非同一层不连续随出同一张类似的地图
if checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
end
end
end
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冒险事件 new
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if not next(pool) then
error("mapIds is empty!")
return
end
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zhouahaihai
酱料
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local mapId = pool[math.randomInt(1, #pool)]
--随出事件
local mapData = csvdb["map_" .. csvdb["mapCsv"][mapId]["path"] .. "Csv"]
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冒险事件 new
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if not mapData then
error("mapId " .. mapId .. " dont exist!")
return
end
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zhouahaihai
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table.clear(advInfo)
advInfo.chapter = chapterId
advInfo.level = level
advInfo.mapId = mapId
advInfo.power = power
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b0fe1817
zhouahaihai
冒险分数
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141
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advInfo.score = lastScore
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46fac6f1
zhouahaihai
酱料
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advInfo.enemyId = 1 --怪递增的索引
advInfo.rooms = {} -- {[roomId] = {event = {}, open = {}},} -- event 事件信息(具体信息查看randomEvent), open 是否解锁
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zhouahaihai
酱料
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--事件随机
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冒险事件 new
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local eventLib = getEventLib(chapterId, level) -- 同时记录出现次数
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zhouahaihai
酱料
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local monsterEvents = {} --处理钥匙掉落
local haveBoss = false
local function randomEvent(roomId, blockId, eventType)
if advInfo.rooms[roomId]["event"][blockId] then return end --已经有事件了 不覆盖
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冒险事件 new
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local etype, especial = eventType, 0
if eventType > 100 then -- 特殊事件(固定)
etype = math.floor(eventType / 100)
especial = eventType % 100
end
local event = {etype = etype}
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zhouahaihai
酱料
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local randomFunc = {}
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zhouahaihai
冒险事件 new
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local function randomCommon()
if not eventLib[etype] or not next(eventLib[etype]) or not eventLib[etype][especial] or not next(eventLib[etype][especial]) then return false end
event.id = math.randWeight(eventLib[etype][especial], "showup")
if eventLib[etype][especial][event.id].limit > 1 then
eventLib[etype][especial][event.id].limit = eventLib[etype][especial][event.id].limit - 1
elseif eventLib[etype][especial][event.id].limit == 1 then
eventLib[etype][especial][event.id] = nil
end
end
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酱料
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--入口
randomFunc[AdvEventType.In] = function()end
--出口
randomFunc[AdvEventType.Out] = function() end
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酱料
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--boss
randomFunc[AdvEventType.BOSS] = function()
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zhouahaihai
冒险事件 new
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if haveBoss then return false end
if randomCommon() == false then
return false
end
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zhouahaihai
酱料
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haveBoss = true
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zhouahaihai
酱料
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end
--怪物
randomFunc[AdvEventType.Monster] = function()
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1607a7f0
zhouahaihai
冒险事件 new
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if randomCommon() == false then
return false
end
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zhouahaihai
酱料
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table.insert(monsterEvents, event)
end
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zhouahaihai
冒险事件 new
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zhouahaihai
酱料
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--选择点
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1607a7f0
zhouahaihai
冒险事件 new
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randomFunc[AdvEventType.Choose] = randomCommon
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46fac6f1
zhouahaihai
酱料
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--掉落点
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1607a7f0
zhouahaihai
冒险事件 new
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193
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randomFunc[AdvEventType.Drop] = randomCommon
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46fac6f1
zhouahaihai
酱料
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--交易所
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1607a7f0
zhouahaihai
冒险事件 new
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randomFunc[AdvEventType.Trader] = randomCommon
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zhouahaihai
酱料
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--建筑
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1607a7f0
zhouahaihai
冒险事件 new
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randomFunc[AdvEventType.Build] = randomCommon
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zhouahaihai
酱料
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1607a7f0
zhouahaihai
冒险事件 new
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if randomFunc[etype] then
if randomFunc[etype]() ~= false then
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zhouahaihai
酱料
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201
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advInfo.rooms[roomId]["event"][blockId] = event
end
end
end
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suhongyang
new passives effect
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local stagePool = {["global"] = {}}
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zhouahaihai
酱料
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for roomId, roomName in pairs(mapData["rooms"]) do
stagePool[roomId] = {}
advInfo.rooms[roomId] = {event = {}, open = {}} -- 事件, open open == 1 房间内地块全部开放
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for blockId, stageType in pairs(roomData["blocks"]) do
if AdvSpecialStage[stageType] then
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61dc5eb6
suhongyang
fix global to local
|
218
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local eventType = AdvEventType[AdvSpecialStage[stageType]] -- 地块固定类型
|
46fac6f1
zhouahaihai
酱料
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randomEvent(roomId, blockId, eventType)
else
stagePool["global"][stageType] = stagePool["global"][stageType] or {}
stagePool[roomId][stageType] = stagePool[roomId][stageType] or {}
table.insert(stagePool["global"][stageType], {room = roomId, block = blockId})
stagePool[roomId][stageType][blockId] = 1
end
end
end
-- 全地图事件 优先级高
for stageType, events in pairs(mapData["events"]) do
for _, event in ipairs(events) do
local lastCount = #stagePool["global"][stageType]
if lastCount <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(lastCount, event["minc"]), math.min(lastCount, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][stageType][idx]
randomEvent(cur["room"], cur["block"], event["event"])
table.remove(stagePool["global"][stageType], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][stageType][cur["block"]] = nil
end
end
end
end
-- 随机单个房间的事件
for roomId, roomName in pairs(mapData["rooms"]) do
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for stageType, events in pairs(roomData["events"]) do
local bpool = {}
if stagePool[roomId][stageType] then
for block, _ in pairs(stagePool[roomId][stageType]) do
table.insert(bpool, block)
end
end
for _, event in ipairs(events) do
if #bpool <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(#bpool, event["minc"]), math.min(#bpool, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, #bpool)
randomEvent(roomId, bpool[idx], event["event"])
table.remove(bpool, idx)
end
end
end
end
end
if not haveBoss then
if not next(monsterEvents) then
print("这个地图没有钥匙!!! mapId : " .. mapId)
else
local event = monsterEvents[math.randomInt(1, #monsterEvents)]
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1607a7f0
zhouahaihai
冒险事件 new
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280
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event.item = {ItemId.AdvKey, 1} --掉落钥匙
|
46fac6f1
zhouahaihai
酱料
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281
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end
end
end
--块类型
local Block = class("Block")
function Block:ctor(blockId, event, isOpen)
self.blockId = blockId
self.col, self.row = getCrById(self.blockId)
self.isOpen = isOpen and true or false
self.event = event -- 拿到的是引用可以直接更新
end
function Block:isBoss()
if not self.event then return end
return self.event["etype"] == AdvEventType.BOSS
end
--事件有需要额外处理的部分
function Block:open(adv, room)
--如果翻开有数据处理在这里处理
local randomFunc = {}
--怪
randomFunc[AdvEventType.Monster] = function()
self.event.mId = adv.advInfo.enemyId --给怪一个有序id 回合逻辑时使用
adv.advInfo.enemyId = adv.advInfo.enemyId + 1
|
36c30c5c
zhouahaihai
冒险
|
306
|
local enemy = adv.battle:getEnemy(room.roomId, self.blockId)
|
46fac6f1
zhouahaihai
酱料
|
307
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309
|
if enemy then
enemy:unlock(self.event.mId)
else
|
02c4de8d
zhouahaihai
增加 固有技
|
310
|
enemy = adv.battle:addEnemy(room, self)
|
46fac6f1
zhouahaihai
酱料
|
311
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
312
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enemy:triggerPassive(Passive.BORN_ONCE)
|
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zhouahaihai
酱料
|
313
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end
randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
--掉落
randomFunc[AdvEventType.Drop] = function()
self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
end
--交易
randomFunc[AdvEventType.Trader] = function()
local data = csvdb["event_traderCsv"][self.event.id]
self.event.shop = {}
self.event.status = "" --购买次数状态 1 就是购买过了 -- 购买id就是shop索引
for i = 1, 10 do
local numS, rangeS = "num" .. i, "range" .. i
if data[numS] and data[rangeS] then
for j = 1, data[numS] do
table.insert(self.event.shop, data[rangeS]:randWeight(true))
end
else
break
end
end
end
--建筑
|
36c30c5c
zhouahaihai
冒险
|
336
|
randomFunc[AdvEventType.Build] = function()
|
46fac6f1
zhouahaihai
酱料
|
337
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|
local data = csvdb["event_buildingCsv"][self.event.id]
self.event.effect = data["range"]:randWeight(true) --随出建筑效果
if self.event.effect[1] == 1 then --获得某道具
local reward = csvdb["event_dropCsv"][self.event.effect[2]]["range"]:randWeight(true)
self.event.effect[2] = reward[1]
self.event.effect[3] = reward[2]
end
end
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zhouahaihai
酱料
|
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349
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if self.event then -- 随机出具体的事件
if randomFunc[self.event.etype] then
randomFunc[self.event.etype]()
end
end
|
36c30c5c
zhouahaihai
冒险
|
350
|
self.isOpen = true
|
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酱料
|
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end
local Room = class("Room")
function Room:ctor(adv, roomId, csvData, info, isPath)
self.roomId = roomId
self.col, self.row = getCrById(self.roomId)
self.isPath = isPath
self.isBossRoom = false -- boss房间 --击败boss 以后重置为false
self.info = info -- 拿到引用 方便更新advInfo
self.isShow = false
self.blocks = {}
for blockId, _ in pairs(csvData["blocks"]) do
self.blocks[blockId] = Block.new(blockId, info.event[blockId], info.open == 1 or info.open[blockId])
if not self.isPath and self.blocks[blockId]:isBoss() then
self.isBossRoom = true
end
if self.blocks[blockId].isOpen then
self.isShow = true
else
if self.blocks[blockId].event and self.blocks[blockId].event.etype == AdvEventType.In then -- 开放
self.isShow = true
self.blocks[blockId].isOpen = true
self.info.open[blockId] = 1
--入口房间只会在这里首次展示开放 --触发固有技
adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
end
end
end
end
function Room:tranGToL(c, r)
return c - self.col, r - self.row
end
function Room:tranLtoG(c, r)
return c + self.col, r + self.row
end
function Room:getBByGPos(c, r)
local c, r = self:tranGToL(c, r)
return self.blocks[getIdByCr(c, r)]
end
function Room:openBlock(block, adv)
if self.blocks[block.blockId] ~= block then return end
if block.isOpen == true then return end
|
36c30c5c
zhouahaihai
冒险
|
399
|
if self.isBossRoom then
|
46fac6f1
zhouahaihai
酱料
|
400
|
for _, _block in pairs(self.blocks) do
|
36c30c5c
zhouahaihai
冒险
|
401
402
403
404
405
406
407
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410
|
_block:open(adv, self)
end
else
block:open(adv, self)
end
local allOpen = true
for _, _block in pairs(self.blocks) do
if not _block.isOpen then
allOpen = false
break
|
46fac6f1
zhouahaihai
酱料
|
411
412
413
414
415
416
417
418
419
|
end
end
if allOpen then
self.info.open = 1
else
self.info.open[block.blockId] = 1
end
|
b0fe1817
zhouahaihai
冒险分数
|
420
421
|
adv:scoreChange(AdvScoreType.Block)
|
46fac6f1
zhouahaihai
酱料
|
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
|
if not self.isShow then
self.isShow = true
--首次展示房间
adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
end
end
function Room:clearBEvent(block)
if self.blocks[block.blockId] ~= block then return end
block.event = nil
self.info.event[block.blockId] = nil
end
local Adv = class("Adv")
function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.advInfo = self.owner:getProperty("advInfo") --这个变量置空使用 table.clear
self.advTeam = self.owner:getProperty("advTeam") --这个变量置空使用 table.clear
self:clear()
|
36c30c5c
zhouahaihai
冒险
|
444
|
self.backEvents = {} --发给客户端的事件组
|
46fac6f1
zhouahaihai
酱料
|
445
446
447
448
449
450
451
452
453
454
455
|
end
-- 清空自己组织的数据
function Adv:clear()
self.rooms = {}
self.cachePassiveEvent = {} -- 在battle 没有创建成功时 触发的被动技信息
self.battle = nil -- 战斗逻辑
end
--关卡通关,非层 score < 0 失败
function Adv:over(success)
|
b0fe1817
zhouahaihai
冒险分数
|
456
457
|
local score = self:getScore()
local scoreInfo = self.advInfo.score
|
00115a7a
zhouahaihai
奖励发放
|
458
|
local reward
|
46fac6f1
zhouahaihai
酱料
|
459
|
if success then
|
46fac6f1
zhouahaihai
酱料
|
460
|
self.owner:updateProperty({field = "advPass", self.owner:getProperty("advPass"):setv(self.advInfo.chapter, score)})
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
461
|
reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
|
46fac6f1
zhouahaihai
酱料
|
462
463
464
465
|
end
table.clear(self.advInfo) --清空advInfo
self.advTeam.player = nil --重置玩家的数据
self:clear()
|
00115a7a
zhouahaihai
奖励发放
|
466
|
|
bedca62d
zhouahaihai
冒险
|
467
|
self.owner:updateProperty({field = "advItems", value = ""})
|
00115a7a
zhouahaihai
奖励发放
|
468
|
|
b0fe1817
zhouahaihai
冒险分数
|
469
|
self:backEnd(success, score, scoreInfo, reward)
|
46fac6f1
zhouahaihai
酱料
|
470
471
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
472
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
473
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
474
475
476
|
self:saveDB()
end
|
46fac6f1
zhouahaihai
酱料
|
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
|
function Adv:getMapInfo()
if not next(self.advInfo) then return end
return csvdb["mapCsv"][self.advInfo.mapId]
end
function Adv:getMapData()
local mapInfo = self:getMapInfo()
if not mapInfo then return end
return csvdb["map_" .. self:getMapInfo()["path"] .. "Csv"]
end
function Adv:initByInfo()
self:clear()
if not next(self.advInfo) then return end --未初始化的 advInfo
local mapData = self:getMapData()
if not mapData then return end
for roomId, roomName in pairs(mapData["rooms"]) do
if roomName == "path" then
self.rooms[roomId] = Room.new(self, roomId, mapData["path"], self.advInfo.rooms[roomId], true)
else
roomName = roomName:gsub("/", "_")
self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], self.advInfo.rooms[roomId], false)
end
end
self:initBattle()
return true
end
function Adv:triggerPassive(condType, params)
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
end
function Adv:initBattle()
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
end
self.cachePassiveEvent = {}
end
-- 随机地图
function Adv:initByChapter(chapterId, level, notNotify)
|
36c30c5c
zhouahaihai
冒险
|
525
|
level = level or 1
|
46fac6f1
zhouahaihai
酱料
|
526
|
randomAdvMap(self.owner, chapterId, level, notNotify)
|
b0fe1817
zhouahaihai
冒险分数
|
527
528
529
530
|
if not next(self.advInfo) then return end
if level > 1 then
self:scoreChange(AdvScoreType.Level)
end
|
46fac6f1
zhouahaihai
酱料
|
531
|
self:initByInfo() --初始化
|
36c30c5c
zhouahaihai
冒险
|
532
|
self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
|
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
|
end
--获取,某个位置上的 room 和 block
function Adv:getRBByPos(c, r)
for roomId, room in pairs(self.rooms) do
local block = room:getBByGPos(c, r)
if block then
return room, block
end
end
end
function Adv:getAroundBlocks(room, block)
local blocks = {}
local range = {1, -1}
local col, row = room:tranLtoG(block.col, block.row)
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col + add, row)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col, row + add)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
return blocks
end
--随机一个空的位置生成怪, 如果没有就没有
|
02c4de8d
zhouahaihai
增加 固有技
|
565
566
567
568
569
570
571
572
573
574
575
|
function Adv:addNewMonsterRand(monsterId, where)
local room, block
if where then
room, block = where[1], where[2]
else
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and not block_.event then
table.insert(pool, {room_, block_})
end
|
46fac6f1
zhouahaihai
酱料
|
576
577
|
end
end
|
02c4de8d
zhouahaihai
增加 固有技
|
578
579
580
|
if not next(pool) then return end
local idx = math.randomInt(1, #pool)
room, block = pool[idx][1], pool[idx][2]
|
46fac6f1
zhouahaihai
酱料
|
581
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
582
|
|
9cffb42b
zhouahaihai
抉择点 建筑
|
583
584
|
if not monsterId then
local eventLib = getEventLib(self.advInfo.chapter, self.advInfo.level, AdvEventType.Monster)
|
1607a7f0
zhouahaihai
冒险事件 new
|
585
586
|
if not next(eventLib[AdvEventType.Monster][0]) then return false end
monsterId = math.randWeight(eventLib[AdvEventType.Monster][0], "showup")
|
9cffb42b
zhouahaihai
抉择点 建筑
|
587
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
588
589
590
|
local event = {etype = AdvEventType.Monster, mId = self.advInfo.enemyId}
self.advInfo.enemyId = self.advInfo.enemyId + 1
|
9cffb42b
zhouahaihai
抉择点 建筑
|
591
|
event.id = monsterId
|
46fac6f1
zhouahaihai
酱料
|
592
593
|
block.event = event
room.info.event[block.blockId] = event
|
02c4de8d
zhouahaihai
增加 固有技
|
594
595
|
self.battle:addEnemy(room, block):triggerPassive(Passive.BORN_ONCE)
|
46fac6f1
zhouahaihai
酱料
|
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
|
return room, block
end
-- 随机翻开 num 个 以开放的房间的 地块
function Adv:openBlockRand(num)
local pool = {}
for _, room in pairs(self.rooms) do
if room.isShow and not room.isPath then
for _, block in pairs(room.blocks) do
if not block.isOpen then
table.insert(pool, {room.roomId, block.blockId})
end
end
end
end
if #pool <= num then
for _, temp in ipairs(pool) do
self:openBlock(temp[1], temp[2])
end
else
for i = 1, num do
local idx = math.randomInt(1, #pool)
self:openBlock(pool[idx][1], pool[idx][2])
table.remove(pool, idx)
end
end
end
-- 打开一个地块
function Adv:openBlock(roomId, blockId)
local room = self.rooms[roomId]
|
02c4de8d
zhouahaihai
增加 固有技
|
626
|
if not room then return end
|
46fac6f1
zhouahaihai
酱料
|
627
|
local block = room.blocks[blockId]
|
02c4de8d
zhouahaihai
增加 固有技
|
628
|
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
629
630
631
632
633
634
|
room:openBlock(block, self)
self:backBlockChange(roomId, blockId)
end
-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
635
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
636
637
638
639
640
641
642
643
644
645
|
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")
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
646
647
648
|
if count > 0 then
self:scoreChange(AdvScoreType.Item, {itemId, count})
end
|
46fac6f1
zhouahaihai
酱料
|
649
650
651
652
653
654
655
656
657
|
local origin = items:getv(itemId, 0)
local nums = origin + count
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
items = items:incrv(itemId, count)
end
end
|
9cffb42b
zhouahaihai
抉择点 建筑
|
658
|
|
46fac6f1
zhouahaihai
酱料
|
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
|
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
return tgift
end
-- 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)
self.owner:costItems(less, params)
return true
end
--事件点击处理
local function clickOut(self, room, block, params)
|
36c30c5c
zhouahaihai
冒险
|
689
|
if self:cost({[ItemId.AdvKey] = 1}, {}) then
|
46fac6f1
zhouahaihai
酱料
|
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
|
if self.advInfo.level >= csvdb["adv_chapterCsv"][self.advInfo.chapter].limitlevel then --关卡结束
self:over(true)
else
self:initByChapter(self.advInfo.chapter, self.advInfo.level + 1, true)
self:backNext() --下一关
end
return true
end
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
self.battle:playerAtk(room.roomId, block.blockId)
return true
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
if not chooseData or not chooseData["button".. choose .."cond"] then return end
local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
local checkCond = {
-- 拥有道具
[1] = function()
if self:cost({[cond[2]] = cond[3]}, {}, true) then
return true
end
end,
-- xx角色(todo 队长)
[2] = function()
for slot, heroId in pairs(self.advTeam.heros) do
if self.owner.heros[heroId] then
if self.owner.heros[heroId]:getProperty("type") == cond[2] then
return true
end
end
end
end,
--消灭所有怪
[3] = function()
for _, room in pairs(self.rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
732
|
for _, block in pairs(room.blocks) do
|
46fac6f1
zhouahaihai
酱料
|
733
734
735
736
737
738
739
740
741
742
743
744
745
746
|
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
return
end
end
end
return true
end,
--制定属性 >
[4] = function()
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) > cond[3] then
return true
end
end,
}
|
9cffb42b
zhouahaihai
抉择点 建筑
|
747
748
|
assert(not cond[1] or checkCond[cond[1]], "error cond, event_chooseCsv id :" .. block.event.id)
if cond[1] and not checkCond[cond[1]]() then return end
|
02c4de8d
zhouahaihai
增加 固有技
|
749
|
local clearBlock = true
|
e10edb5f
zhouahaihai
冒险事件新
|
750
751
752
753
754
755
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
if effect[1] == 1 then
local reward = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
effect[2] = reward[1]
effect[3] = reward[2]
|
46fac6f1
zhouahaihai
酱料
|
756
|
end
|
e10edb5f
zhouahaihai
冒险事件新
|
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
|
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
self:addNewMonsterRand(effect[2], {room, block})
clearBlock = false
end,
[4] = function() --无事发生
end
}
assert(doEffect[effect[1]], "error effect, event_chooseCsv id :" .. block.event.id)
doEffect[effect[1]]()
end
|
02c4de8d
zhouahaihai
增加 固有技
|
776
777
778
|
if clearBlock then
room:clearBEvent(block)
end
|
46fac6f1
zhouahaihai
酱料
|
779
780
781
782
783
784
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
785
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
46fac6f1
zhouahaihai
酱料
|
786
787
788
789
790
791
792
793
794
795
796
797
798
|
room:clearBEvent(block)
self:backReward(reward)
return true
end
local function clickTrader(self, room, block, params)
local buyId = params.id
local traderData = csvdb["event_traderCsv"][block.event.id]
if not traderData then return end -- 偷偷改表了
if not block.event.shop or not block.event.shop[buyId] then return end
if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
|
e10edb5f
zhouahaihai
冒险事件新
|
799
|
if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
|
46fac6f1
zhouahaihai
酱料
|
800
|
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
801
|
local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
|
46fac6f1
zhouahaihai
酱料
|
802
803
804
805
806
807
808
809
810
|
block.event.status = block.event.status:setv(buyId, 1)
self:backReward(reward)
return true
end
local function clickBuild(self, room, block, params)
local buildData = csvdb["event_buildingCsv"][block.event.id]
if not buildData then return end-- 偷偷改表了
if not block.event.effect then return end -- 没有效果 气人不
|
02c4de8d
zhouahaihai
增加 固有技
|
811
|
local clearBlock = true
|
46fac6f1
zhouahaihai
酱料
|
812
813
814
815
816
817
818
819
820
821
|
local effect = block.event.effect
--todo 效果生效
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
|
02c4de8d
zhouahaihai
增加 固有技
|
822
823
|
self:addNewMonsterRand(effect[2], {room, block})
clearBlock = false
|
46fac6f1
zhouahaihai
酱料
|
824
825
826
827
828
|
end,
[4] = function() --无事发生
end
}
assert(doEffect[effect[1]], "error effect, event_buildingCsv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
829
|
if not self:cost(buildData.required:toNumMap(), {}) then return end
|
46fac6f1
zhouahaihai
酱料
|
830
|
doEffect[effect[1]]()
|
02c4de8d
zhouahaihai
增加 固有技
|
831
832
833
|
if clearBlock then
room:clearBEvent(block)
end
|
46fac6f1
zhouahaihai
酱料
|
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
|
return true
end
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
}
--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)
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
855
|
local status = false
|
36c30c5c
zhouahaihai
冒险
|
856
|
local clickEvent = false
|
46fac6f1
zhouahaihai
酱料
|
857
|
if not block.isOpen then
|
36c30c5c
zhouahaihai
冒险
|
858
859
860
861
862
863
864
865
866
|
local canOpen = false --如果未开放是否可以开放
local hadMonster = false -- 周围是否有解锁的怪未击败
for _, one in ipairs(self:getAroundBlocks(room, block)) do
local _room, _block = one[1], one[2]
if _block.isOpen then canOpen = true end
if _block.isOpen and _block.event and (_block.event.etype == AdvEventType.BOSS or _block.event.etype == AdvEventType.Monster) then
hadMonster = true
end
end
|
46fac6f1
zhouahaihai
酱料
|
867
868
869
870
871
|
if canOpen and not hadMonster then --开放
room:openBlock(block, self)
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
872
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
873
874
875
876
877
|
--点了空地
if not block.event then
return
end
--可点击的事件
|
36c30c5c
zhouahaihai
冒险
|
878
|
if not room.isBossRoom or block.event.etype == AdvEventType.BOSS then
|
46fac6f1
zhouahaihai
酱料
|
879
880
881
882
883
|
if eventCallFunc[block.event.etype] then
status = eventCallFunc[block.event.etype](self, room, block, params)
end
end
end
|
36c30c5c
zhouahaihai
冒险
|
884
|
if status and (not clickEvent or (not block.event or block.event.etype ~= AdvEventType.Out)) then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
885
886
887
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
888
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
|
return status
end
--使用道具产生效果
function Adv:useItem(itemId, count, target)
count = count or 1
local itemData = csvdb["adv_itemCsv"][itemId]
if not itemData then return end
--重置数量
if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
if not self:cost({[itemId] = count}, {}, true) then return true end
--消耗
if itemData["function"] == 0 or itemData["function"] == 1 then
self:cost({[itemId] = count}, {})
end
--生效
if itemData.type == 1 or itemData.type == 0 then --技能
self.battle.player:releaseSkill(itemData.effect, 1, target)
elseif itemData.type == 2 then --掉落
local item = csvdb["event_dropCsv"][itemData.effect]["range"]:randWeight(true)
self:backReward(self:award({[item[1]] = item[2]}, {}))
else
return
end
self:afterRound()
|
36c30c5c
zhouahaihai
冒险
|
915
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
|
return true
end
--使用技能
function Adv:useSkill(skillId, target)
local skillLevel = nil
if skillId > 1000 then return end
for slot, heroId in pairs(self.advTeam.heros) do
if self.owner.heros[heroId] then
if csvdb["unitCsv"][self.owner.heros[heroId]:getSkinId()]["adv"] == skillId then
skillLevel = self.owner.heros[heroId]:getSkillLevel(4)
break
end
end
end
if not skillLevel then return end
local skillData = csvdb["adv_skillCsv"][skillId]
if self.advInfo.power < skillData.cost then return end
self.advInfo.power = self.advInfo.power - skillData.cost
if skillData.target:toArray(true, "=")[1] == 0 then
local enemy = self.battle:getEnemy(target.roomId, target.blockId)
if not enemy then return end
self.battle.player:releaseSkill(skillId, skillLevel, enemy)
else
self.battle.player:releaseSkill(skillId, skillLevel)
end
self:afterRound()
|
36c30c5c
zhouahaihai
冒险
|
944
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
945
946
947
948
|
return true
end
--敌人死亡
|
02c4de8d
zhouahaihai
增加 固有技
|
949
|
function Adv:enemyDead(roomId, blockId, escape)
|
36c30c5c
zhouahaihai
冒险
|
950
951
|
local room = self.rooms[roomId]
local block = room.blocks[blockId]
|
46fac6f1
zhouahaihai
酱料
|
952
953
|
--死了以后掉东西
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then --处理死亡
|
36c30c5c
zhouahaihai
冒险
|
954
955
956
|
if block.event.etype == AdvEventType.BOSS then
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
957
958
959
|
if escape then
room:clearBEvent(block)
else
|
b0fe1817
zhouahaihai
冒险分数
|
960
961
962
|
local monsterData = csvdb["event_monsterCsv"][block.event.id]
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
02c4de8d
zhouahaihai
增加 固有技
|
963
964
965
966
967
|
local item = block.event.item
if not item then
if block.event.etype == AdvEventType.BOSS then
item = {ItemId.AdvKey, 1}
else
|
02c4de8d
zhouahaihai
增加 固有技
|
968
969
970
|
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
|
46fac6f1
zhouahaihai
酱料
|
971
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
972
973
974
975
976
977
978
|
if item[1] == 0 then
room:clearBEvent(block)
else
table.clear(block.event)
block.event.etype = AdvEventType.Drop
block.event.item = item
end
|
46fac6f1
zhouahaihai
酱料
|
979
|
end
|
46fac6f1
zhouahaihai
酱料
|
980
981
982
983
984
985
986
987
988
989
990
991
992
|
end
self:backBlockChange(roomId, blockId)
end
--cType 0 or nil 值 1 百分比
function Adv:changePower(value, cType)
cType = cType or 0
if cType == 0 then
self.advInfo.power = self.advInfo.power + value
elseif cType == 1 then
self.advInfo.power = self.advInfo.power + self.advInfo.power * value
end
self.advInfo.power = math.floor(math.max(0, self.advInfo.power))
|
ec87b4a5
zhouahaihai
冒险 完善
|
993
|
self:pushBackEvent(AdvBackEventType.PowerChange)
|
46fac6f1
zhouahaihai
酱料
|
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
|
end
function Adv:pushBackEvent(btype, params)
table.insert(self.backEvents, {btype = btype, params = params})
end
function Adv:backReward(items)
self:pushBackEvent(AdvBackEventType.Reward, {items = items})
end
-- if is player enemyId is nil
--isMax 是否是改变血量上限
function Adv:backHpChange(enemyId, change, isMax)
self:pushBackEvent(AdvBackEventType.HpChange, {enemyId = enemyId, change = change, isMax = isMax})
end
-- if is player enemyId is nil
function Adv:backAtkChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.AtkChange, {enemyId = enemyId, change = change})
end
|
e996b82a
zhouahaihai
冒险增加防御属性
|
1012
1013
1014
1015
1016
1017
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1018
1019
1020
1021
1022
1023
|
-- if is player enemyId is nil
function Adv:backBuff(enemyId, buffId, isDel)
self:pushBackEvent(AdvBackEventType.Buff, {enemyId = enemyId, buffId = buffId, isDel = isDel})
end
-- if is player enemyId is nil
function Adv:backSkill(enemyId, skillId, receiver)
|
36c30c5c
zhouahaihai
冒险
|
1024
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1025
1026
1027
1028
1029
1030
|
end
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1031
1032
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
function Adv:backAtk(enemyId, receiver)
self:pushBackEvent(AdvBackEventType.Atk, {enemyId = enemyId, receiver = receiver})
end
|
bedca62d
zhouahaihai
冒险
|
1043
1044
1045
1046
|
function Adv:backDead(enemyId)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1047
|
|
b0fe1817
zhouahaihai
冒险分数
|
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
|
function Adv:scoreChange(scoreType, pms)
local cutTypes = {}
local score = 0
cutTypes[AdvScoreType.Level] = function()
score = globalCsv.adv_score_floor
end
cutTypes[AdvScoreType.Kill] = function()
local chapterData = csvdb["adv_chapterCsv"][self.advInfo.chapter]
score = globalCsv.adv_score_monster[pms] * chapterData["monRatio"]
end
cutTypes[AdvScoreType.Item] = function()
score = csvdb["itemCsv"][pms[1]].adv_score_item * pms[2]
end
cutTypes[AdvScoreType.Hurt] = function()
score = globalCsv.adv_score_hurt * pms
end
cutTypes[AdvScoreType.Block] = function()
score = globalCsv.adv_score_block
end
if cutTypes[scoreType] then
cutTypes[scoreType]()
else
return
end
self.advInfo.score[scoreType] = self.advInfo.score[scoreType] or 0
self.advInfo.score[scoreType] = self.advInfo.score[scoreType] + score
end
function Adv:getScore()
|
e10edb5f
zhouahaihai
冒险事件新
|
1077
1078
1079
1080
1081
1082
1083
1084
|
self.advInfo.score[AdvScoreType.Level] = math.floor(self.advInfo.score[AdvScoreType.Level] or 0)
self.advInfo.score[AdvScoreType.Block] = math.floor(self.advInfo.score[AdvScoreType.Block] or 0)
self.advInfo.score[AdvScoreType.Hurt] = math.max(math.floor(self.advInfo.score[AdvScoreType.Hurt] or 0), - (self.advInfo.score[AdvScoreType.Level] + self.advInfo.score[AdvScoreType.Block]))
self.advInfo.score[AdvScoreType.Kill] = math.floor(self.advInfo.score[AdvScoreType.Kill] or 0)
self.advInfo.score[AdvScoreType.Item] = math.floor(self.advInfo.score[AdvScoreType.Item] or 0)
return self.advInfo.score[AdvScoreType.Level] + self.advInfo.score[AdvScoreType.Block] + self.advInfo.score[AdvScoreType.Hurt]
+ self.advInfo.score[AdvScoreType.Kill] + self.advInfo.score[AdvScoreType.Item]
|
b0fe1817
zhouahaihai
冒险分数
|
1085
1086
|
end
|
46fac6f1
zhouahaihai
酱料
|
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
|
function Adv:popBackEvents()
local events = self.backEvents
self.backEvents = {}
return events
end
--回合事件处理
function Adv:afterRound()
if self.battle then
self.battle:afterRound()
end
end
|
36c30c5c
zhouahaihai
冒险
|
1100
1101
1102
1103
1104
1105
1106
|
function Adv:saveDB()
if self.battle then
self.battle:getDB()
end
self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam})
end
|
46fac6f1
zhouahaihai
酱料
|
1107
|
return Adv
|