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src/adv/Adv.lua 57 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:log(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:log("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 {}
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support or {}
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  	self.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
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  	end
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  	self:initBattle()
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  end
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  -- 找出level 是否存在中继层
  function Adv:isHaveRelay(level, chapterId)
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  	level = level or self.level
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  	chapterId = chapterId or self.chapterId
  	if level == 1 then return end
  	
  	local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
  	for _, campsite in ipairs(campsiteCsv) do
  		if campsite.floor == level then
  			return campsite
  		end
  	end
  	return nil
  end
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  -- 随机新的地图
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  function Adv:initByChapter(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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  	self.battle = nil  -- 清掉 老的 battle
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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.maps = {}
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  		self.battle:saveDB()
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  function Adv: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)
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  	supportEffect[7] = function(_, num)
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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)
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356
  			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
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  		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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3133cb76   zhouhaihai   日志
409
  		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
438
  		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
448
  		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
453
  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
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  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
458
  	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
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
492
  	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
499
  	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
509
  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
3133cb76   zhouhaihai   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:log("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
530
  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
541
  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
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  				end
ccbafe67   zhouhaihai   冒险神器和buff
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  			end
  		end
c992c911   zhouhaihai   中继
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  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
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  	end
3133cb76   zhouhaihai   日志
612
  	self:log({desc = "wearArtifact", int1 = id})
46fac6f1   zhouahaihai   酱料
613
  
ccbafe67   zhouhaihai   冒险神器和buff
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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
654
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  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
656
  	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
657
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
658
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
659
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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
  
3133cb76   zhouhaihai   日志
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  	self:log({desc = "artifactLevelUp", int1 = id, int2 = level})
  
  
ccbafe67   zhouhaihai   冒险神器和buff
674
  	local status = 0
e1355da3   zhouhaihai   神器 被动
675
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
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  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
677
  		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
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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
697
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
698
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
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  	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
707
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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  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
716
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
3133cb76   zhouhaihai   日志
717
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  	self:log({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
720
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
721
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  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
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  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
731
  
eee37c88   zhouhaihai   楼层数据
732
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
733
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
734
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
735
736
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
737
  --关卡结束
bbf64622   zhouhaihai   冒险
738
  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
739
740
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
741
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
742
743
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
744
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
745
  	end
bbf64622   zhouhaihai   冒险
746
747
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
748
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
749
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
750
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
751
752
753
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
754
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
755
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
756
  	end
bbf64622   zhouhaihai   冒险
757
758
759
760
761
762
  	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
763
  	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
764
  
e22ded1b   zhouhaihai   被动技奖励
765
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
766
767
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
768
769
770
771
772
773
774
775
776
  	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
777
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
778
  
ea40710f   zhouhaihai   活动
779
  	local backAdvCount
60fff866   zhouhaihai   微调 结算返还
780
  	if not self:isEndless() then
1fd96b9f   zhouhaihai   冒险次数返还
781
  		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
ea40710f   zhouhaihai   活动
782
  		self.owner:changeAdvCount(-backAdvCount)
60fff866   zhouhaihai   微调 结算返还
783
784
  	end
  
46fac6f1   zhouahaihai   酱料
785
  	if success then
53e8037e   zhouhaihai   任务
786
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
787
788
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
789
790
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
791
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
792
  		local roleId = self.owner:getProperty("id")
2471ce93   zhouhaihai   bug
793
  		local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
794
795
796
797
798
799
  		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
800
  				batteV = self.owner:getTeamBattleValue(team.heros),
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
801
802
803
804
  				chapter = self.chapterId,
  				format = self.owner:getTeamHerosInfo(team.heros),
  			}
  			redisproxy:pipelining(function (red)
2471ce93   zhouhaihai   bug
805
  				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
806
807
808
  				red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  			end)
  		end
46fac6f1   zhouahaihai   酱料
809
  	end
f45d3a7b   zhouhaihai   adv_unlock
810
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
811
812
813
  
  	self:log({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
33be3111   zhouhaihai   修改hangPass 结构
814
  	local chapterId = self.chapterId
46fac6f1   zhouahaihai   酱料
815
  	self:clear()
89338c47   zhouhaihai   技能目标
816
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
817
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
818
819
820
821
822
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
ea40710f   zhouhaihai   活动
823
824
825
826
827
828
  	self:pushBackEvent(AdvBackEventType.End, {
  		success = success,
  		score = score,
  		scoreInfo = scoreInfo,
  		reward = reward,
  		type = overType,
be4e8031   zhouhaihai   活动 拾荒
829
  		scoreAward = scoreReward,
ea40710f   zhouhaihai   活动
830
831
832
  		chapterId = chapterId,
  		backAdvCount = backAdvCount,
  	})
46fac6f1   zhouahaihai   酱料
833
834
  end
  
ec87b4a5   zhouahaihai   冒险 完善
835
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
836
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
837
838
839
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
840
841
842
843
844
  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
845
  	end
8da953a7   zhouhaihai   无尽模式
846
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
847
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
848
849
850
851
852
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
853
  	end
8da953a7   zhouhaihai   无尽模式
854
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
855
856
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
857
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
858
859
860
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
861
  	end
02c4de8d   zhouahaihai   增加 固有技
862
  	
46fac6f1   zhouahaihai   酱料
863
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
864
865
866
867
  	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
868
  				pool[mapId] = {showup = temp.showup}
46fac6f1   zhouahaihai   酱料
869
870
871
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
872
873
874
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
875
  	end
cfc7a04a   zhouhaihai   map id 提供随机概率调整
876
  	return math.randWeight(pool, "showup")
46fac6f1   zhouahaihai   酱料
877
878
  end
  
3f00afcf   zhouhaihai   增加日志
879
  -- log long1 字段被征用!!!
46fac6f1   zhouahaihai   酱料
880
881
  -- 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
882
  	params = params or {}
46fac6f1   zhouahaihai   酱料
883
884
885
886
887
888
889
890
891
  	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
892
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
893
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
894
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
895
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
896
  			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
897
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
898
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
899
  		end
ccbafe67   zhouhaihai   冒险神器和buff
900
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
901
902
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
903
  
ccbafe67   zhouhaihai   冒险神器和buff
904
905
906
907
908
909
910
911
  		if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  			self:awardArtifact(itemId, params)
  		else
  			if nums <= 0 then
  				items = items:delk(itemId)
  				nums = 0
  			else
  				items = items:setv(itemId, nums)
916096ed   zhouhaihai   神器效果
912
  			end
3133cb76   zhouhaihai   日志
913
914
915
  
  			if params.log then
  				local log = clone(params.log)
3f00afcf   zhouhaihai   增加日志
916
  				if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
3133cb76   zhouhaihai   日志
917
918
  					print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  				end
3f00afcf   zhouhaihai   增加日志
919
  				log["cint1"] = itemId
3133cb76   zhouhaihai   日志
920
  				log["cint2"] = math.abs(count)
3f00afcf   zhouhaihai   增加日志
921
922
  				log["cint3"] = self.chapterId
  				log["long1"] = self.level
3133cb76   zhouhaihai   日志
923
924
925
926
927
928
929
930
  				if count >= 0 then
  					self.owner:log("in_adv", log)
  				else
  					self.owner:log("out_adv", log)
  				end
  			else
  				print("addAdvItem no log ", debug.traceback())
  			end
916096ed   zhouhaihai   神器效果
931
932
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
933
934
935
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
936
937
938
939
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
ccbafe67   zhouhaihai   冒险神器和buff
940
  	return tgift
916096ed   zhouhaihai   神器效果
941
942
943
  end
  
  
46fac6f1   zhouahaihai   酱料
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
  -- 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
964
965
966
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
967
968
969
970
  	return true
  end
  
  --事件点击处理
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
971
  local function clickOut(self, room, block, params, isExit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
972
  	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
973
974
975
976
977
  		if isExit then
  			self:over(true)
  			return true
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
978
979
  		if #self.mapStack > 1 then -- 处于夹层中
  			table.remove(self.mapStack) --退出夹层
85ded242   zhouhaihai   丰富返回事件
980
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
981
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
982
983
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
984
  
ccbafe67   zhouhaihai   冒险神器和buff
985
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
986
987
988
989
990
991
992
993
  				-- 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
994
  			end
0e3ab88d   zhouhaihai   中继层
995
  
b176d7d3   zhouhaihai   冒险成就
996
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
997
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
998
  
bbf64622   zhouhaihai   冒险
999
1000
1001
1002
1003
  			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~
1004
  			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
1005
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1006
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1007
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
1008
  				
eee37c88   zhouhaihai   楼层数据
1009
  				if curFloorData then
3133cb76   zhouhaihai   日志
1010
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}))
eee37c88   zhouhaihai   楼层数据
1011
  				end
0e3ab88d   zhouhaihai   中继层
1012
  				local isHaveRelay = self:isHaveRelay(self.level)
e1355da3   zhouhaihai   神器 被动
1013
1014
  
  				self.owner:getProperty("advTeam").player = self.battle.player:getDB()  -- 临时缓存住 battle 的player
0e3ab88d   zhouhaihai   中继层
1015
  				if isHaveRelay and not self.isRelay then 
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1016
1017
1018
1019
1020
1021
1022
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level, 
  						isToNext = true, 
  						notNotify = true, 
  						isRelay = true,
  					})
0e3ab88d   zhouhaihai   中继层
1023
  				else
3133cb76   zhouhaihai   日志
1024
  					self:log({desc = "pass"})
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1025
1026
1027
1028
1029
1030
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level + 1, 
  						isToNext = true, 
  						notNotify = true,
  					})
0e3ab88d   zhouhaihai   中继层
1031
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1032
1033
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
1034
  
46fac6f1   zhouahaihai   酱料
1035
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1036
  		
46fac6f1   zhouahaihai   酱料
1037
1038
1039
1040
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
1041
  local function clickExit(self, room, block, params)
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1042
  	return clickOut(self, room, block, params, true)
0e3ab88d   zhouhaihai   中继层
1043
1044
  end
  
46fac6f1   zhouahaihai   酱料
1045
1046
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
1047
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
1048
1049
1050
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1051
  local function chooseCommon(self, room, block, chooseData, choose, tag)
f5e38251   zhouhaihai   数据保护
1052
  	if not choose then return end
46fac6f1   zhouahaihai   酱料
1053
1054
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
cb071e8d   zhouhaihai   多条件选项
1055
  	local conds = chooseData["button".. choose .."cond"]:toTableArray(true)
46fac6f1   zhouahaihai   酱料
1056
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1057
1058
1059
1060
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
1061
  		-- 拥有道具
1229c24d   zhouhaihai   新加选择条件
1062
  		[1] = function(_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1063
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
1064
1065
1066
1067
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
9d66362c   zhouhaihai   修改冒险选择条件
1068
1069
1070
1071
1072
1073
  		[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
1074
1075
1076
1077
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1078
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
1079
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1080
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
1081
1082
1083
1084
1085
1086
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
1087
  		--制定属性 
1229c24d   zhouhaihai   新加选择条件
1088
1089
  		[4] = function(_, attrType, value)
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
1090
1091
1092
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1093
  		-- 提交一个物品
1229c24d   zhouhaihai   新加选择条件
1094
  		[5] = function (_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1095
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
1096
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1097
1098
1099
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
1100
  		-- sp 到达指定值
1229c24d   zhouhaihai   新加选择条件
1101
1102
  		[6] = function(_, value)
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1103
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1104
1105
1106
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1107
1108
1109
1110
  		--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
1111
1112
1113
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1114
1115
1116
1117
1118
1119
  		--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
1120
1121
1122
1123
1124
  			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
1125
  		end,
f02ffa27   zhouhaihai   未获得神器
1126
1127
1128
1129
  		-- 10 = 未获得x神器
  		[10] = function(_, artifactId)
  			return not self:isHaveArtifact(artifactId)
  		end,
cb071e8d   zhouhaihai   多条件选项
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
  		-- 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
1172
   	}
cb071e8d   zhouhaihai   多条件选项
1173
1174
1175
1176
1177
   	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
1178
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
1179
1180
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
1181
1182
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1183
1184
1185
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
92d7d6ac   zhouhaihai   加一些数据保护
1186
1187
1188
1189
1190
1191
1192
  					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
1193
  				end
3133cb76   zhouhaihai   日志
1194
  				self:backReward(self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}), {roomId = room.roomId, blockId = block.blockId})
e10edb5f   zhouahaihai   冒险事件新
1195
1196
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1197
1198
1199
1200
  				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
1201
1202
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1203
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
d232676a   zhouhaihai   功能解锁 冒险返回
1204
  				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
e10edb5f   zhouahaihai   冒险事件新
1205
1206
1207
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
1208
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
  			[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
1224
  				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1225
1226
1227
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1228
1229
1230
1231
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1232
1233
1234
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1235
1236
1237
1238
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1239
1240
1241
  				clearBlock = false
  			end,
  			[9] = function() -- click
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1242
1243
1244
1245
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1246
1247
1248
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1249
1250
1251
1252
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1253
1254
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
1255
1256
  			[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
1257
1258
1259
  			end,
  			[12] = function()
  				-- buffId
16ca64ab   zhouhaihai   全部敌人
1260
  				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
1261
1262
1263
1264
  				for _, target in pairs(targers) do
  					target:addBuff(effect[2])
  				end
  			end,
c85f5bd6   zhouhaihai   新中继的屏蔽删掉
1265
  			[13] = function() -- 显示地图
7ca46333   zhouhaihai   map 传参错误
1266
1267
1268
  				self:getCurMap():showMap()
  				self:backMapShow()
  			end,
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
  			[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
1281
1282
1283
1284
1285
1286
  			[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
1287
  		}
4163e40a   zhouhaihai   找错误
1288
  		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
1289
1290
  		doEffect[effect[1]]()
  	end
bbf64622   zhouhaihai   冒险
1291
1292
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1293
1294
1295
1296
1297
1298
  	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
1299
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1300
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1301
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1302
1303
1304
1305
  	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
1306
1307
1308
1309
1310
1311
1312
1313
1314
  	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
1315
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1316
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1317
1318
1319
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1320
1321
1322
  	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
1323
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1324
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1325
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
6133e29f   zhouhaihai   新加任务
1326
  		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
e852b350   zhouhaihai   冒险成就类型增加
1327
1328
1329
1330
1331
  		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
1332
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1333
  
f45d3a7b   zhouhaihai   adv_unlock
1334
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1335
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1336
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1337
1338
  		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
1339
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1340
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1341
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1342
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1343
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1344
  
02c4de8d   zhouahaihai   增加 固有技
1345
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1346
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1347
  	end
b176d7d3   zhouhaihai   冒险成就
1348
  
46fac6f1   zhouahaihai   酱料
1349
1350
1351
1352
1353
1354
  	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
1355
  	if not self.battle or not self.battle.player then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1356
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
f0b81492   zhouhaihai   营地进入 bug
1357
  
3133cb76   zhouhaihai   日志
1358
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}})
916096ed   zhouhaihai   神器效果
1359
  	-- local reward = self:award({[5801] = 1})
1e9cb217   chenyueqi   服务器记录控制引导过程
1360
1361
1362
1363
  	-- 获取绷带的引导
  	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
1364
  	block:clear()
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1365
  	self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
46fac6f1   zhouahaihai   酱料
1366
1367
1368
1369
1370
1371
  	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
1372
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1373
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1374
1375
  	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
1376
  
127a5787   zhouhaihai   商人卖完走人
1377
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1378
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1379
1380
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1381
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1382
1383
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1384
  	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
1385
  	self:backCost({[goodsData.currency] = costCount})
3133cb76   zhouhaihai   日志
1386
  	local reward = self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}})
f8408529   zhouhaihai   冒险商店
1387
1388
1389
1390
1391
1392
1393
  	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
1394
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1395
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1396
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1397
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
1398
  	self:backReward(reward)
127a5787   zhouhaihai   商人卖完走人
1399
  
27cc6f23   zhouhaihai   商店bug
1400
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1401
1402
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1403
1404
1405
1406
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1407
1408
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1409
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1410
1411
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1412
  
6ce6fac7   zhouhaihai   冒险任务bug
1413
1414
1415
  	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
1416
  
02c4de8d   zhouahaihai   增加 固有技
1417
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1418
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1419
  	end
46fac6f1   zhouahaihai   酱料
1420
1421
1422
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1423
1424
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
6133e29f   zhouhaihai   新加任务
1425
  	local oldId = block.event.id
c0b7797f   zhouhaihai   陷阱、点击生效点
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
  	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
1438
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1439
  			end
3133cb76   zhouhaihai   日志
1440
  			self:backReward(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 ...
1441
1442
1443
1444
1445
  		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
1446
1447
  		end,
  	}
6133e29f   zhouhaihai   新加任务
1448
  
a1e9e891   zhouhaihai   点击事件未生效
1449
1450
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
6133e29f   zhouhaihai   新加任务
1451
1452
  	self:checkTask(Adv.TaskType.Click, 1, oldId)
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1453
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1454
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1455
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1456
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1457
1458
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
  local function clickLayer(self, room, block, params)
  	if block.event.mapIdx then
  		table.insert(self.mapStack, block.event.mapIdx) --进入夹层
  	else
  		--生成夹层
  		local mapId = csvdb["event_layerCsv"][block.event.id].effect
  		local mapIdx = #self.maps + 1
  		block.event.mapIdx = mapIdx
  		table.insert(self.mapStack, mapIdx)
  
  		self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
78dcacb6   zhouhaihai   夹层 后处理 没做
1470
  		self.battle:initMapEnemys(mapIdx, true)
7b2dc17c   zhouhaihai   地图 层 buff passive
1471
  		self.battle:initMapEffect(true)
1313eac0   zhouhaihai   冒险的一些bug
1472
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1473
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1474
  	end
85ded242   zhouhaihai   丰富返回事件
1475
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1476
1477
1478
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1479
1480
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1481
1482
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1483
1484
1485
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1486
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1487
1488
1489
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1490
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1491
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1492
1493
1494
1495
1496
  }
  
  --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
1497
1498
1499
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1500
1501
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1502
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1503
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1504
1505
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1506
  		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
1507
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1508
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1509
1510
1511
  			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
1512
  					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
48962a74   zhouhaihai   路障系统提交
1513
1514
1515
1516
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1517
  				end
48962a74   zhouhaihai   路障系统提交
1518
1519
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1520
1521
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1522
1523
1524
1525
  		return canOpen
  	end
  
  	if not block.isOpen then
7b64b6cd   zhouhaihai   中继层优化
1526
  		if self.isRelay or checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1527
  			self:getCurMap():openBlock(roomId, blockId, true, true)
7b64b6cd   zhouhaihai   中继层优化
1528
1529
1530
1531
1532
1533
  			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
1534
1535
1536
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1537
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1538
1539
1540
1541
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1542
1543
1544
1545
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1546
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1547
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1548
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1549
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1550
1551
1552
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1553
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1554
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1555
1556
1557
1558
  		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"
1559
1560
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1561
1562
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1563
1564
1565
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1566
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1567
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1568
1569
  end
  
46fac6f1   zhouahaihai   酱料
1570
  
4f0a5fae   zhouhaihai   营养剂
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
  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
1604
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
  	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
1621
1622
1623
1624
1625
1626
1627
1628
  		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
1629
1630
1631
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1632
1633
1634
1635
1636
1637
  			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
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
  		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
1650
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1651
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1652
1653
1654
1655
1656
1657
1658
1659
1660
  			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
1661
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1662
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1663
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
  			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
1678
  				target:kill()
4f0a5fae   zhouhaihai   营养剂
1679
1680
1681
1682
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1684
1685
1686
1687
1688
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1707
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1713
1714
1715
1716
1717
1718
1719
1720
  				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
1721
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1722
1723
1724
1725
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1726
1727
1728
1729
1730
1731
  	-- 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
1732
1733
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
1734
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1735
1736
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1737
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
  	--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
1753
  
d232676a   zhouhaihai   功能解锁 冒险返回
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
  	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
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
  	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
1778
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1779
1780
1781
1782
1783
1784
1785
1786
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
  		for roomId, room in pairs(self:getCurMap().rooms) do
  			for blockId, block in pairs(room.blocks) do
  				if block:getEventType() == AdvEventType.Drop and block.event.item then
  					local id = block.event.item[1]
e3c5cc5e   zhouhaihai   跨服竞技场over
1787
  					local count = block.event.item[2]
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1788
1789
  					local changeTo = nil
  					if clist[id] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1790
  						changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1791
  					elseif clist[-1] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1792
  						changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1793
1794
1795
  					end
  					if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  						block.event.item = changeTo
b2e41074   zhouhaihai   冒险 排行榜拆分
1796
  						self:backBlockChange(roomId, blockId, ctype)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1797
1798
1799
1800
1801
1802
1803
  					end
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1804
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1805
1806
  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
1807
1808
1809
1810
  	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
1811
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1812
1813
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1814
1815
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1816
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1817
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1818
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1819
1820
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
1821
1822
1823
1824
1825
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
85ded242   zhouhaihai   丰富返回事件
1826
1827
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
9104a922   zhouhaihai   多重掉落
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
  
  			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
1856
  						else
9104a922   zhouhaihai   多重掉落
1857
1858
1859
  							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
1860
  						end
db3c56ad   zhouhaihai   冒险相关
1861
  					end
db3c56ad   zhouhaihai   冒险相关
1862
  				end
9104a922   zhouhaihai   多重掉落
1863
1864
1865
1866
1867
1868
  			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
1869
  				table.insert(drops,  1, block.event.item)
9104a922   zhouhaihai   多重掉落
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
  			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
1896
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1897
  			end
9104a922   zhouhaihai   多重掉落
1898
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1899
1900
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1901
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1902
1903
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
71a18948   zhouhaihai   成就未生效
1904
1905
  			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
1906
1907
1908
1909
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
6133e29f   zhouhaihai   新加任务
1910
  				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
71a18948   zhouhaihai   成就未生效
1911
1912
1913
  				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
1914
1915
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
6133e29f   zhouhaihai   新加任务
1916
1917
  			elseif monsterData.type == 3 then
  				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1918
  			end
46fac6f1   zhouahaihai   酱料
1919
  		end
46fac6f1   zhouahaihai   酱料
1920
1921
1922
1923
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1924
1925
1926
1927
1928
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
  
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1929
1930
1931
  function Adv:backReward(items, params)
  	params = params or {}
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
46fac6f1   zhouahaihai   酱料
1932
  end
e996b82a   zhouahaihai   冒险增加防御属性
1933
1934
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
1935
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
1936
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1937
1938
  end
  
46fac6f1   zhouahaihai   酱料
1939
1940
1941
1942
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
46fac6f1   zhouahaihai   酱料
1943
  
b2e41074   zhouhaihai   冒险 排行榜拆分
1944
1945
  function Adv:backBlockChange(roomId, blockId, itemChangeType)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
46fac6f1   zhouahaihai   酱料
1946
1947
  end
  
85ded242   zhouhaihai   丰富返回事件
1948
1949
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
1950
1951
  end
  
386ca58e   zhouhaihai   优化log
1952
1953
1954
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1955
  
85ded242   zhouhaihai   丰富返回事件
1956
1957
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1958
1959
  end
  
4f0a5fae   zhouhaihai   营养剂
1960
1961
1962
1963
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1964
1965
1966
1967
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
1968
1969
1970
1971
1972
1973
1974
1975
1976
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
  function Adv:backUse(items)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items})
  end
  
  
bbf64622   zhouhaihai   冒险
1977
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1978
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
1979
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
1980
1981
1982
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1983
  	self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
bbf64622   zhouhaihai   冒险
1984
  	self.score[AdvScoreType.Task] = math.floor(self.score[AdvScoreType.Task] or 0)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1985
  	self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
bbf64622   zhouhaihai   冒险
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
  	self.score[AdvScoreType.KillBoss] = math.floor(self.score[AdvScoreType.KillBoss] or 0)
  	self.score[AdvScoreType.ItemBack] = math.floor(self.score[AdvScoreType.ItemBack] or 0)
  	self.score[AdvScoreType.Event] = math.floor(self.score[AdvScoreType.Event] or 0)
  	self.score[AdvScoreType.Story] = math.floor(self.score[AdvScoreType.Story] or 0)
  
  	return self.score[AdvScoreType.Level] 
  		+ self.score[AdvScoreType.Task]
  		+ self.score[AdvScoreType.Kill] 
  		+ self.score[AdvScoreType.KillBoss] 
  		+ self.score[AdvScoreType.ItemBack] 
  		+ self.score[AdvScoreType.Event]
  		+ self.score[AdvScoreType.Story]
b0fe1817   zhouahaihai   冒险分数
1998
1999
  end
  
46fac6f1   zhouahaihai   酱料
2000
2001
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
2002
2003
2004
2005
2006
2007
  	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
2008
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
2009
2010
2011
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
2012
2013
  end
  
46fac6f1   zhouahaihai   酱料
2014
  return Adv