46fac6f1
zhouahaihai
酱料
|
1
2
|
local Passive = require "adv.AdvPassive"
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
3
4
|
local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
5
|
local Buff = require "adv.AdvBuff"
|
46fac6f1
zhouahaihai
酱料
|
6
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
7
|
local Adv = class("Adv")
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
8
9
10
|
local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
11
12
13
14
|
function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
|
f8408529
zhouhaihai
冒险商店
|
15
|
self.shopStatus = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
16
17
|
self.battle = nil
self.backEvents = {} --发给客户端的事件组
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
18
19
20
21
22
|
self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
23
|
self:initByInfo(self.owner:getProperty("advInfo"))
|
46fac6f1
zhouahaihai
酱料
|
24
25
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
26
27
28
29
30
31
|
--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
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
32
|
self.round = advInfo.round or 0
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
33
|
self.score = advInfo.score or {}
|
0e3ab88d
zhouhaihai
中继层
|
34
|
self.isRelay = advInfo.isRelay
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
35
36
|
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
37
|
self.lchoose = advInfo.lch or {}
|
ccbafe67
zhouhaihai
冒险神器和buff
|
38
|
self.waitArtifact = advInfo.waitAF
|
f45d3a7b
zhouhaihai
adv_unlock
|
39
|
self.cacheUnlock = advInfo.cacheUnlock or {}
|
f8408529
zhouhaihai
冒险商店
|
40
|
self.shopStatus = advInfo.shopStatus or {}
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
41
|
self.support = advInfo.support or {}
|
f8408529
zhouhaihai
冒险商店
|
42
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
43
44
45
|
self.maps = {}
for id, map in ipairs(advInfo.maps or {}) do
self.maps[id] = AdvMap.new(self, id, map)
|
46fac6f1
zhouahaihai
酱料
|
46
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
47
48
|
self:initBattle()
|
46fac6f1
zhouahaihai
酱料
|
49
|
end
|
0e3ab88d
zhouhaihai
中继层
|
50
51
|
-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId)
|
b5185d3b
zhouhaihai
bug
|
52
|
level = level or self.level
|
0e3ab88d
zhouhaihai
中继层
|
53
54
55
56
57
58
59
60
61
62
63
|
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
|
46fac6f1
zhouahaihai
酱料
|
64
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
65
|
-- 随机新的地图
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
66
|
function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
|
b176d7d3
zhouhaihai
冒险成就
|
67
68
69
70
71
72
73
|
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
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
74
|
self.level = level or 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
75
|
self.round = 0
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
76
77
78
|
self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
79
|
self.lchoose = self.lchoose or {}
|
f45d3a7b
zhouhaihai
adv_unlock
|
80
|
self.cacheUnlock = self.cacheUnlock or {}
|
f8408529
zhouhaihai
冒险商店
|
81
|
self.shopStatus = self.shopStatus or {}
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
82
|
self.support = self.support or {}
|
cd498e53
zhouhaihai
被动技生效bug
|
83
|
self.battle = nil -- 清掉 老的 battle
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
84
85
86
87
|
if isEnter then -- 把 支援效果初始化为易用用的形式
self:initSupport(support or {})
end
|
f4c65591
zhouhaihai
抽奖
|
88
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
89
|
-- 随机出地图
|
0e3ab88d
zhouhaihai
中继层
|
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
local mapId
if isRelay then
local relayData = self:isHaveRelay(level, chapterId)
if relayData then
mapId = relayData.map
else
isRelay = false
mapId = self:randomMapId(chapterId, level)
end
else
mapId = self:randomMapId(chapterId, level)
end
self.isRelay = isRelay
local isNewRelay = false
if self.isRelay then -- 中继层
local advRelay = self.owner:getProperty("advRelay")
local chapter = self:isEndless() and -1 or self.chapterId
if not (advRelay[chapter] or {})[self.level] then
isNewRelay = true
advRelay[chapter] = advRelay[chapter] or {}
advRelay[chapter][self.level] = 1
self.owner:updateProperty({field = advRelay, value = advRelay})
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
115
|
self.maps = {}
|
0e3ab88d
zhouhaihai
中继层
|
116
|
self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
|
46fac6f1
zhouahaihai
酱料
|
117
|
|
b71a8190
zhouhaihai
动态改变 一些buff
|
118
|
self:initBattle(true)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
119
|
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
120
121
|
self:initLayerTask()
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
122
123
124
|
-- 支援效果生效一些
self:activeSomeSupport()
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
125
|
self:checkTask(Adv.TaskType.Arrive)
|
f45d3a7b
zhouhaihai
adv_unlock
|
126
|
self:checkAdvUnlock(1, self.level)
|
596ac19f
zhouhaihai
buff
|
127
128
|
if isToNext then
self.battle.player:afterLayer() -- 玩家的buff 清理一下
|
596ac19f
zhouhaihai
buff
|
129
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
130
131
|
if not notNotify then
self:saveDB(notNotify)
|
1607a7f0
zhouahaihai
冒险事件 new
|
132
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
133
|
end
|
b0fe1817
zhouahaihai
冒险分数
|
134
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
135
136
137
138
|
function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
139
|
self.round = 0
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
140
141
|
self.lastEnemyId = 1
self.mapStack = {}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
142
|
self.lchoose = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
143
144
|
self.maps = {}
self.battle = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
145
|
self.waitArtifact = nil
|
0e3ab88d
zhouhaihai
中继层
|
146
|
self.isRelay = nil
|
f45d3a7b
zhouhaihai
adv_unlock
|
147
|
self.cacheUnlock = {}
|
f8408529
zhouhaihai
冒险商店
|
148
|
self.shopStatus = {}
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
149
|
self.support = {}
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
150
151
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
152
153
|
function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
154
|
if self:isRunning() then
|
46fac6f1
zhouahaihai
酱料
|
155
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
156
157
|
advInfo.chapterId = self.chapterId
advInfo.level = self.level
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
158
|
advInfo.round = self.round
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
159
|
advInfo.score = self.score
|
0e3ab88d
zhouhaihai
中继层
|
160
|
advInfo.isRelay = self.isRelay
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
161
162
|
advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
163
|
advInfo.lch = self.lchoose
|
ccbafe67
zhouhaihai
冒险神器和buff
|
164
|
advInfo.waitAF = self.waitArtifact
|
f45d3a7b
zhouhaihai
adv_unlock
|
165
|
advInfo.cacheUnlock = self.cacheUnlock
|
f8408529
zhouhaihai
冒险商店
|
166
|
advInfo.shopStatus = self.shopStatus
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
167
|
advInfo.support = self.support
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
168
|
advInfo.maps = {}
|
1607a7f0
zhouahaihai
冒险事件 new
|
169
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
170
|
self.battle:saveDB()
|
1607a7f0
zhouahaihai
冒险事件 new
|
171
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
172
173
|
for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
|
46fac6f1
zhouahaihai
酱料
|
174
|
end
|
46fac6f1
zhouahaihai
酱料
|
175
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
176
|
advTeam.player = self.battle.player:getDB()
|
46fac6f1
zhouahaihai
酱料
|
177
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
178
179
|
else
advTeam.player = nil
|
46fac6f1
zhouahaihai
酱料
|
180
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
181
182
|
self:updateTask(notNotify)
|
b176d7d3
zhouhaihai
冒险成就
|
183
|
self:updateAchievement(notNotify)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
184
|
self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
|
185
186
|
end
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
|
function Adv:initSupport(supports)
self.support = {}
local supportEffect = {}
-- 获得道具 1=道具id=道具数量
supportEffect[1] = function(_, itemId, num)
self.support[1] = self.support[1] or {}
self.support[1][itemId] = (self.support[1][itemId] or 0) + num
end
-- 获得mapbuff 2=mapbuffid
supportEffect[2] = function(_, buffId)
self.support[2] = self.support[2] or {}
table.insert(self.support[2], buffId)
end
-- 获得mappassive 3=mappassive
supportEffect[3] = function(_, passiveId)
self.support[3] = self.support[3] or {}
table.insert(self.support[3], passiveId)
end
-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[4] = function(_, etype, id, num)
self.support[4] = self.support[4] or {}
self.support[4][etype] = self.support[4][etype] or {}
self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
end
-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[5] = function(_, etype, id, num)
self.support[5] = self.support[5] or {}
self.support[5][etype] = self.support[5][etype] or {}
self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
end
-- 获得随机神器 6=数量
supportEffect[6] = function(num)
self.support[6] = (self.support[6] or 0) + num
end
-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
supportEffect[7] = function(num)
self.support[7] = (self.support[7] or 0) + num
end
for _, supportId in ipairs(supports) do
local supportData = csvdb["adv_supportCsv"][supportId]
for _, effect in ipairs(supportData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if supportEffect[cur[1]] then
supportEffect[cur[1]](table.unpack(cur))
end
end
end
end
function Adv:activeSomeSupport()
-- 奖励物品
if self.support[1] then
self:award(self.support[1])
self.support[1] = nil
end
-- 加buff
if self.support[2] then
for _, buffId in ipairs(self.support[2]) do
self.battle.player:addBuff(buffId)
end
self.support[2] = nil
end
--加被动技
if self.support[3] then
for _, passiveId in ipairs(self.support[3]) do
self.battle.player:addPassive({id = passiveId})
end
self.support[3] = nil
end
-- 加随机神器
if self.support[6] then
local pool = {}
for id, temp in pairs(csvdb["adv_artifactCsv"]) do
if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
table.insert(pool, id)
end
end
for i = 1, math.min(self.support[6], #pool) do
local idx = math.randomInt(1, #pool)
self:award({[pool[idx]] = 1})
table.remove(pool, idx)
end
self.support[6] = nil
end
self:supportChooseArtifact()
end
function Adv:supportChooseArtifact()
-- 加 三选一 神器
if self.support[7] then
if self.support[7] > 0 then
self:waitChooseArtifact()
end
self.support[7] = self.support[7] - 1
if self.support[7] <= 0 then
self.support[7] = nil
end
end
end
function Adv:supportFirstLayerAddEvent()
if self.support[4] then
local temp = self.support[4]
self.support[4] = nil
return temp
end
end
function Adv:supportEveryLayerAddEvent()
return self.support[5]
end
function Adv:isRunning()
if self.chapterId then return true end
return false
end
-- 强制结束
function Adv:forceOver(notNotify)
if self:isRunning() then
self:clear()
local advTeam = self.owner:getProperty("advTeam")
advTeam.player = nil
local reward = self.owner:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
end
self.owner:award(reward)
self.owner:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
end
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
|
-- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
function Adv:checkAdvUnlock(utype, value)
if not self.chapterId then return end
local chapter = self.chapterId % 100
local reward = {}
for id, data in pairs(csvdb["adv_unlockCsv"]) do
if data.chapterid == chapter and data.type == utype and value == data.value then
--0=立即获得;1=结算时获得
if data.time == 0 then
reward[data.itemid] = 1
elseif data.time == 1 then
table.insert(self.cacheUnlock, data.itemid)
end
end
end
if next(reward) then
self.owner:award(reward)
end
end
function Adv:clearAdvUnlockCache()
local reward = {}
for _, itemId in ipairs(self.cacheUnlock) do
reward[itemId] = 1
end
if next(reward) then
self.owner:award(reward)
end
self.cacheUnlock = {}
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
373
|
function Adv:initBattle(notDb)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
374
375
376
|
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
|
377
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
378
|
self.cachePassiveEvent = {}
|
1313eac0
zhouhaihai
冒险的一些bug
|
379
380
381
382
383
|
-- after init battle
for idx, map in pairs(self.maps) do
map:initBattleAfter()
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
384
385
386
387
|
--下层
if notDb and self.level ~= 1 then
self.battle.player:attrChangeCondBuffCheck(1)
end
|
46fac6f1
zhouahaihai
酱料
|
388
389
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
390
391
392
393
394
395
396
|
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
|
397
398
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
399
400
|
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
|
46fac6f1
zhouahaihai
酱料
|
401
402
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
403
404
|
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
|
46fac6f1
zhouahaihai
酱料
|
405
406
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
407
408
409
410
411
|
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
|
412
|
end
|
46fac6f1
zhouahaihai
酱料
|
413
414
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
415
416
417
418
|
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
|
419
|
end
|
46fac6f1
zhouahaihai
酱料
|
420
421
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
422
423
424
425
426
427
428
|
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
|
429
|
self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
|
85ded242
zhouhaihai
丰富返回事件
|
430
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
431
432
433
|
end
|
56e2b75f
zhouhaihai
方法名错误
|
434
|
function Adv:addArtifactEffect(effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
435
436
437
438
439
440
441
442
443
444
|
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
|
445
|
function Adv:delArtifactEffect(effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
446
447
448
449
450
451
452
453
454
455
456
457
458
459
|
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
|
460
461
462
463
464
465
|
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
|
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
|
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
|
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
|
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
|
510
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
511
512
|
end
end
|
c992c911
zhouhaihai
中继
|
513
514
|
else
id = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
515
|
end
|
46fac6f1
zhouahaihai
酱料
|
516
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
517
518
519
520
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
|
-- 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
|
557
558
|
function Adv:artifactLevelUp(id, level)
level = level or 1
|
ccbafe67
zhouhaihai
冒险神器和buff
|
559
|
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
|
560
|
if not advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
561
|
local advAFWear = self.owner:getProperty("advAFWear")
|
e1355da3
zhouhaihai
神器 被动
|
562
563
564
565
|
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
|
566
567
568
569
570
571
572
573
|
local newLv = advAFGet[id]
for i = 1, level do
if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
newLv = newLv + 1
end
if newLv == advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
574
|
local status = 0
|
e1355da3
zhouhaihai
神器 被动
|
575
|
if curWear[id] then -- 穿着呢
|
ccbafe67
zhouhaihai
冒险神器和buff
|
576
|
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
|
e852b350
zhouhaihai
冒险成就类型增加
|
577
|
local newData = csvdb["adv_artifactCsv"][id][newLv]
|
ccbafe67
zhouhaihai
冒险神器和buff
|
578
579
580
581
|
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
582
583
|
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
|
584
585
586
587
588
589
590
591
592
593
594
595
596
|
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
|
597
598
599
600
|
if #pool == 0 then
self:award({[ItemId.AdvPoint] = 48})
else
for i = 1, math.min(count, #pool) do
|
ccbafe67
zhouhaihai
冒险神器和buff
|
601
602
603
604
|
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
|
605
606
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
607
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
608
609
610
611
612
613
614
615
|
end
function Adv:isWaitChooseArtifact()
return self.waitArtifact
end
function Adv:chooseArtifact(index)
if not self.waitArtifact or not self.waitArtifact[index] then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
616
617
|
self:award({[self.waitArtifact[index]] = 1})
self.waitArtifact = nil
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
618
619
620
621
|
-- 支援效果继续选择
self:supportChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
622
623
624
625
626
627
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
628
|
|
eee37c88
zhouhaihai
楼层数据
|
629
|
function Adv:getCurFloorData()
|
eee37c88
zhouhaihai
楼层数据
|
630
|
local chapter = self.chapterId % 100
|
bbf64622
zhouhaihai
冒险
|
631
|
return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
|
eee37c88
zhouhaihai
楼层数据
|
632
633
|
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
634
|
--关卡结束
|
bbf64622
zhouhaihai
冒险
|
635
|
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
|
636
637
|
if success then
rewardRatio = rewardRatio or 100
|
bbf64622
zhouhaihai
冒险
|
638
|
overType = overType or 0
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
639
640
|
else
rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
|
bbf64622
zhouhaihai
冒险
|
641
|
overType = overType or -1
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
642
|
end
|
bbf64622
zhouhaihai
冒险
|
643
644
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
-- 扣除的东西给积分
|
bbf64622
zhouhaihai
冒险
|
645
|
local addScore = 0
|
e22ded1b
zhouhaihai
被动技奖励
|
646
|
for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
|
bbf64622
zhouhaihai
冒险
|
647
|
local itemCsv = csvdb["itemCsv"][itemId]
|
3df73a9e
zhouhaihai
复兴奖励
|
648
649
650
|
if not itemCsv then
print("ERROR: no itemId in ItemCsv : ", itemId)
elseif itemCsv.type == ItemType.AdvItem then
|
bbf64622
zhouhaihai
冒险
|
651
|
addScore = addScore + count * itemCsv.advScore
|
bbf64622
zhouhaihai
冒险
|
652
|
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
653
|
end
|
bbf64622
zhouhaihai
冒险
|
654
655
656
657
658
659
660
661
|
self:scoreChange(AdvScoreType.ItemBack, addScore)
local score = self.owner:fixAdvScoreChange(self:getScore())
local scoreInfo = self.score
local scoreReward = math.floor(score / chapterData.scoreAward)
self.owner:award({[ItemId.OldCoin] = scoreReward})
|
e22ded1b
zhouhaihai
被动技奖励
|
662
|
-- 被动技会影响奖励
|
bbf64622
zhouhaihai
冒险
|
663
664
|
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
|
e22ded1b
zhouhaihai
被动技奖励
|
665
666
667
668
669
670
671
672
673
674
675
|
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
reward = self.owner:award(reward)
|
46fac6f1
zhouahaihai
酱料
|
676
|
if success then
|
53e8037e
zhouhaihai
任务
|
677
|
self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
|
bbf64622
zhouhaihai
冒险
|
678
679
|
if not self:isEndless() and self.level >= chapterData.limitlevel then
|
53e8037e
zhouhaihai
任务
|
680
681
|
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
|
b176d7d3
zhouhaihai
冒险成就
|
682
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
683
684
685
686
687
688
689
690
|
local roleId = self.owner:getProperty("id")
local oldMaxScore = tonum(redisproxy:zscore(RANK_ADV, roleId))
if score > oldMaxScore then
local team = self.owner:getProperty("advTeam")
local curInfo = {
name = self.owner:getProperty("name"),
headId = self.owner:getProperty("headId"),
lv = self.owner:getProperty("level"),
|
f7f25b04
zhouhaihai
冒险bug
|
691
|
batteV = self.owner:getTeamBattleValue(team.heros),
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
692
693
694
695
696
697
698
699
|
chapter = self.chapterId,
format = self.owner:getTeamHerosInfo(team.heros),
}
redisproxy:pipelining(function (red)
red:zadd(RANK_ADV, score, roleId) --更新分数
red:hset(RANK_ADV_INFO, roleId, MsgPack.pack(curInfo))
end)
end
|
46fac6f1
zhouahaihai
酱料
|
700
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
701
|
self:clearAdvUnlockCache()
|
46fac6f1
zhouahaihai
酱料
|
702
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
703
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
00115a7a
zhouahaihai
奖励发放
|
704
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
705
706
707
708
709
|
self.owner:updateProperties({
advItems = "",
advAFGet = {},
advAFWear = {},
})
|
bbf64622
zhouhaihai
冒险
|
710
|
self:backEnd(success, score, scoreInfo, reward, overType, scoreReward)
|
46fac6f1
zhouahaihai
酱料
|
711
712
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
713
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
714
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
715
716
717
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
718
719
720
721
722
|
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
|
723
|
end
|
8da953a7
zhouhaihai
无尽模式
|
724
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
725
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
726
727
728
729
730
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
731
|
end
|
8da953a7
zhouhaihai
无尽模式
|
732
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
733
734
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
735
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
736
737
738
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
739
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
740
|
|
46fac6f1
zhouahaihai
酱料
|
741
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
742
743
744
745
746
|
for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and not lastMapIds[mapId] then
if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
|
46fac6f1
zhouahaihai
酱料
|
747
748
749
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
750
751
752
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
753
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
754
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
755
756
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
757
|
|
46fac6f1
zhouahaihai
酱料
|
758
759
|
-- 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
|
760
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
761
762
763
764
765
766
767
768
769
|
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
|
770
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
771
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
772
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
773
|
local buffAdd = self.battle.player:getRewardChange(itemId)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
774
|
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
|
775
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
776
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
777
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
778
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
779
780
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
781
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
782
783
784
785
786
787
788
789
|
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
|
790
791
792
|
end
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
793
794
795
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
796
797
798
799
|
if tgift[ItemId.OldCoin] then
self.battle.player:attrChangeCondBuffCheck(0)
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
800
|
return tgift
|
916096ed
zhouhaihai
神器效果
|
801
802
803
|
end
|
46fac6f1
zhouahaihai
酱料
|
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
|
-- 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
|
824
825
826
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
827
828
829
830
831
|
return true
end
--事件点击处理
local function clickOut(self, room, block, params)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
832
833
834
|
if self:getCurMap():checkOver() then --检查是否可以出去了
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
|
85ded242
zhouhaihai
丰富返回事件
|
835
|
self:backLayer(-1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
836
|
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
837
838
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
839
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
840
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
841
842
843
844
845
846
847
848
|
-- 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
|
849
|
end
|
0e3ab88d
zhouhaihai
中继层
|
850
|
|
b176d7d3
zhouhaihai
冒险成就
|
851
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
f45d3a7b
zhouhaihai
adv_unlock
|
852
|
self:checkAdvUnlock(2, self.level)
|
0e3ab88d
zhouhaihai
中继层
|
853
|
|
bbf64622
zhouhaihai
冒险
|
854
855
856
857
858
|
local curFloorData = self:getCurFloorData()
if not self.isRelay then
self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
859
860
|
if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1)) then --关卡结束
self:over(true)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
861
|
else
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
862
|
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
|
bbf64622
zhouhaihai
冒险
|
863
|
|
eee37c88
zhouhaihai
楼层数据
|
864
865
866
|
if curFloorData then
self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
end
|
0e3ab88d
zhouhaihai
中继层
|
867
|
local isHaveRelay = self:isHaveRelay(self.level)
|
e1355da3
zhouhaihai
神器 被动
|
868
869
|
self.owner:getProperty("advTeam").player = self.battle.player:getDB() -- 临时缓存住 battle 的player
|
0e3ab88d
zhouhaihai
中继层
|
870
871
872
873
874
|
if isHaveRelay and not self.isRelay then
self:initByChapter(self.chapterId, self.level, true, true, true, false)
else
self:initByChapter(self.chapterId, self.level + 1, true, true, false, false)
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
875
876
|
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
877
|
|
46fac6f1
zhouahaihai
酱料
|
878
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
879
|
|
46fac6f1
zhouahaihai
酱料
|
880
881
882
883
|
return true
end
end
|
0e3ab88d
zhouhaihai
中继层
|
884
|
local function clickExit(self, room, block, params)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
885
|
self:over(true)
|
0e3ab88d
zhouhaihai
中继层
|
886
887
888
|
return true
end
|
46fac6f1
zhouahaihai
酱料
|
889
890
|
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
891
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
892
893
894
|
return true
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
895
|
local function chooseCommon(self, room, block, chooseData, choose, tag)
|
46fac6f1
zhouahaihai
酱料
|
896
897
898
899
|
if not chooseData or not chooseData["button".. choose .."cond"] then return end
local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
local checkCond = {
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
900
901
902
903
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
904
|
-- 拥有道具
|
1229c24d
zhouhaihai
新加选择条件
|
905
906
|
[1] = function(_, itemId, count)
if self:cost({[itemId] = count}, {}, true) then
|
46fac6f1
zhouahaihai
酱料
|
907
908
909
910
|
return true
end
end,
-- xx角色(todo 队长)
|
9d66362c
zhouhaihai
修改冒险选择条件
|
911
912
913
914
915
916
|
[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
|
917
918
919
920
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
921
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
922
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
923
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
924
925
926
927
928
929
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
930
|
--制定属性
|
1229c24d
zhouhaihai
新加选择条件
|
931
932
|
[4] = function(_, attrType, value)
if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
|
46fac6f1
zhouahaihai
酱料
|
933
934
935
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
936
|
-- 提交一个物品
|
1229c24d
zhouhaihai
新加选择条件
|
937
938
939
|
[5] = function (_, itemId, count)
if self:cost({[itemId] = count}, {}) then
self:backCost({[itemId] = count})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
940
941
942
|
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
943
|
-- sp 到达指定值
|
1229c24d
zhouhaihai
新加选择条件
|
944
945
|
[6] = function(_, value)
if self.battle.player.sp >= value then
|
b8eb016b
zhouhaihai
冒险条件扣血扣蓝直接作用
|
946
|
self.battle.player:changeSp(-value)
|
53e8037e
zhouhaihai
任务
|
947
948
949
|
return true
end
end,
|
1229c24d
zhouhaihai
新加选择条件
|
950
951
952
953
|
--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
|
954
955
956
|
return true
end
end,
|
1229c24d
zhouhaihai
新加选择条件
|
957
958
959
960
961
962
|
--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
|
963
964
965
966
967
|
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
|
968
|
end,
|
f02ffa27
zhouhaihai
未获得神器
|
969
970
971
972
|
-- 10 = 未获得x神器
[10] = function(_, artifactId)
return not self:isHaveArtifact(artifactId)
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
973
974
|
}
assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
975
|
|
1229c24d
zhouhaihai
新加选择条件
|
976
|
if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
977
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
978
979
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
|
e10edb5f
zhouahaihai
冒险事件新
|
980
981
|
local doEffect = {
[1] = function() -- 获得某道具N个
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
982
983
984
985
986
987
|
local count = effect[3] or 1
local reward = {}
for i = 1, count do
local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
end
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
988
|
self:backReward(self:award(reward, {}), {roomId = room.roomId, blockId = block.blockId})
|
e10edb5f
zhouahaihai
冒险事件新
|
989
990
|
end,
[2] = function() --获得冒险buff
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
991
992
993
994
|
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
|
995
996
|
end,
[3] = function() --发现怪物
|
c8c957e4
zhouhaihai
必要时删除建筑
|
997
998
999
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1000
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1001
|
self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
|
e10edb5f
zhouahaihai
冒险事件新
|
1002
1003
1004
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1005
|
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
|
[5] = function() --5=属性枚举=数值;直接增加玩家属性
local attr
if effect[3] == 0 then
attr = "sp"
else
attr = AttsEnumEx[effect[3]]
if not AdvAttsEnum[attr] then return end
end
self.battle.player:addBaseAttr(attr, effect[4], effect[2])
end,
[6] = function() -- 商店
block:updateEvent({
etype = AdvEventType.Trader,
id = effect[2]
})
block:randomEvent()
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1022
|
self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1023
1024
1025
|
clearBlock = false
end,
[7] = function() -- 建筑
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1026
1027
1028
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1029
1030
1031
1032
1033
1034
1035
1036
|
block:updateEvent({
etype = AdvEventType.Build,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[8] = function() -- 选择
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1037
1038
1039
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1040
1041
1042
1043
1044
1045
1046
1047
|
block:updateEvent({
etype = AdvEventType.Choose,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[9] = function() -- click
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1048
1049
1050
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1051
1052
1053
1054
1055
1056
1057
1058
|
block:updateEvent({
etype = AdvEventType.Click,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[10] = function() -- 陷阱
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1059
1060
1061
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1062
1063
1064
1065
1066
1067
1068
|
block:updateEvent({
etype = AdvEventType.Trap,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1069
1070
|
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
1071
1072
|
end
}
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1073
|
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
1074
1075
|
doEffect[effect[1]]()
end
|
bbf64622
zhouhaihai
冒险
|
1076
1077
|
self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1078
1079
1080
1081
1082
1083
|
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
|
1084
|
local oldId = block.event.id
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1085
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1086
|
if not status then return end
|
6ce6fac7
zhouhaihai
冒险任务bug
|
1087
1088
1089
1090
|
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
|
1091
1092
1093
1094
1095
1096
1097
1098
1099
|
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
|
1100
|
local lcId = block.event.id
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1101
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1102
1103
1104
|
if not status then return end
-- 完成统计次数
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1105
1106
1107
|
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
|
1108
|
self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
|
b176d7d3
zhouhaihai
冒险成就
|
1109
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1110
1111
1112
1113
1114
1115
|
self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
local advStoryB = self.owner:getProperty("advStoryB")
advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
self.owner:setProperty("advStoryB", advStoryB)
local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter) -- 检查故事对应章节
|
68964730
zhouhaihai
增加积分 bug
|
1116
|
self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
|
e852b350
zhouhaihai
冒险成就类型增加
|
1117
|
|
f45d3a7b
zhouhaihai
adv_unlock
|
1118
|
self:checkAdvUnlock(4, startId)
|
e6439157
zhouhaihai
故事事件
|
1119
|
self.lchoose.cur = self.lchoose.cur or {}
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1120
|
table.insert(self.lchoose.cur, {lcId, choose})
|
e6439157
zhouhaihai
故事事件
|
1121
1122
|
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
|
1123
|
else
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1124
|
self.lchoose.ing = lcId + 1 --后面会出现后继事件
|
e6439157
zhouhaihai
故事事件
|
1125
|
self.lchoose.cur = self.lchoose.cur or {}
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1126
|
table.insert(self.lchoose.cur, {lcId, choose})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1127
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1128
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1129
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1130
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1131
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
1132
|
|
46fac6f1
zhouahaihai
酱料
|
1133
1134
1135
1136
1137
1138
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1139
|
self.battle.player:triggerPassive(Passive.CLICK_DROP)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
1140
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
1141
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1142
|
block:clear()
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
1143
|
self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
|
46fac6f1
zhouahaihai
酱料
|
1144
1145
1146
1147
1148
1149
|
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
|
1150
|
if not traderData then return false, 1 end -- 偷偷改表了
|
46fac6f1
zhouahaihai
酱料
|
1151
|
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1152
1153
|
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
|
1154
|
|
127a5787
zhouhaihai
商人卖完走人
|
1155
|
local buyCount = #((block.event.status or ""):toArray())
|
27cc6f23
zhouhaihai
商店bug
|
1156
|
if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
|
f8408529
zhouhaihai
冒险商店
|
1157
1158
|
local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1159
|
if not goodsData then return false, 5 end
|
f8408529
zhouhaihai
冒险商店
|
1160
1161
|
local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1162
|
if not self:cost({[goodsData.currency] = costCount}, {}) then return false, 6 end --不够
|
f8408529
zhouhaihai
冒险商店
|
1163
1164
1165
1166
1167
1168
1169
1170
1171
|
self:backCost({[goodsData.currency] = costCount})
local reward = self:award({[goodsData.item] = goodsData.num})
if goodsData.restrict == 1 then
self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
elseif goodsData.restrict == 2 then
local advShop = self.owner:getProperty("advShop")
advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
self.owner:updateProperty({field = "advShop", value = advShop})
end
|
46fac6f1
zhouahaihai
酱料
|
1172
|
block.event.status = block.event.status:setv(buyId, 1)
|
127a5787
zhouhaihai
商人卖完走人
|
1173
|
buyCount = buyCount + 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1174
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
1175
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
1176
|
self:backReward(reward)
|
127a5787
zhouhaihai
商人卖完走人
|
1177
|
|
27cc6f23
zhouhaihai
商店bug
|
1178
|
if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
|
127a5787
zhouhaihai
商人卖完走人
|
1179
1180
|
block:clear()
end
|
46fac6f1
zhouahaihai
酱料
|
1181
1182
1183
1184
|
return true
end
local function clickBuild(self, room, block, params)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1185
1186
|
local choose = params.choose
local chooseData = csvdb["event_buildingCsv"][block.event.id]
|
6ce6fac7
zhouhaihai
冒险任务bug
|
1187
|
local oldId = block.event.id
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1188
1189
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
if not status then return end
|
85ded242
zhouhaihai
丰富返回事件
|
1190
|
|
6ce6fac7
zhouhaihai
冒险任务bug
|
1191
1192
1193
|
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
|
1194
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1195
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1196
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1197
|
end
|
46fac6f1
zhouahaihai
酱料
|
1198
1199
1200
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
|
local function clickClick(self, room, block, params)
local clickData = csvdb["event_clickCsv"][block.event.id]
if not clickData then return end
local clearBlock = true
local doEffect = {
[1] = function() -- 技能
for _, skillId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:releaseSkill(skillId)
end
end,
[2] = function() -- dropId
local reward = {}
for _, dropId in ipairs(clickData.effect:toArray(true, "=")) do
local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
|
68e60f7a
zhouhaihai
掉落
|
1215
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1216
|
end
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
1217
1218
1219
1220
1221
1222
|
self:backReward(self:award(reward, {}), {roomId = room.roomId, blockId = block.blockId})
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
|
1223
1224
|
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
1225
1226
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1227
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1228
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1229
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
1230
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1231
1232
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
|
local function clickLayer(self, room, block, params)
if block.event.mapIdx then
table.insert(self.mapStack, block.event.mapIdx) --进入夹层
else
--生成夹层
local mapId = csvdb["event_layerCsv"][block.event.id].effect
local mapIdx = #self.maps + 1
block.event.mapIdx = mapIdx
table.insert(self.mapStack, mapIdx)
self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
self.battle:initMapEnemys(mapIdx)
|
1313eac0
zhouhaihai
冒险的一些bug
|
1245
|
self.maps[mapIdx]:initBattleAfter()
|
b176d7d3
zhouhaihai
冒险成就
|
1246
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1247
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
1248
|
self:backLayer(1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1249
1250
1251
|
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1252
1253
1254
1255
1256
1257
1258
|
local function clickTask(self, room, block, params)
if self:addTask(block.event.id) then --增加任务
block:clear()
return true
end
end
|
46fac6f1
zhouahaihai
酱料
|
1259
1260
|
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
|
0e3ab88d
zhouhaihai
中继层
|
1261
1262
|
[AdvEventType.InOut] = clickOut,
[AdvEventType.Exit] = clickExit,
|
46fac6f1
zhouahaihai
酱料
|
1263
1264
1265
|
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1266
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
1267
1268
1269
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1270
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1271
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1272
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
1273
1274
1275
1276
1277
|
}
--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
|
1278
1279
1280
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
1281
1282
|
if not block then return end
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1283
|
local status, errorCode = false, nil
|
36c30c5c
zhouahaihai
冒险
|
1284
|
local clickEvent = false
|
48962a74
zhouhaihai
路障系统提交
|
1285
1286
|
local function checkAroundBlocks(ignoreGuard)
|
36c30c5c
zhouahaihai
冒险
|
1287
|
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
|
1288
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
1289
|
local _room, _block = one[1], one[2]
|
48962a74
zhouhaihai
路障系统提交
|
1290
1291
1292
1293
1294
1295
1296
1297
|
if not ignoreGuard and _block:isGuard() then
if _block:isMonster() then
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) then
return false
end
else
return false
|
4f0a5fae
zhouhaihai
营养剂
|
1298
|
end
|
48962a74
zhouhaihai
路障系统提交
|
1299
1300
|
elseif _block:isWalk() then
canOpen = true
|
36c30c5c
zhouahaihai
冒险
|
1301
1302
|
end
end
|
48962a74
zhouhaihai
路障系统提交
|
1303
1304
1305
1306
1307
|
return canOpen
end
if not block.isOpen then
if checkAroundBlocks() then --开放
|
8781e103
zhouhaihai
冒险 bug
|
1308
|
self:getCurMap():openBlock(roomId, blockId, true, true)
|
46fac6f1
zhouahaihai
酱料
|
1309
1310
1311
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
1312
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
1313
1314
1315
1316
|
--点了空地
if not block.event then
return
end
|
48962a74
zhouhaihai
路障系统提交
|
1317
1318
1319
1320
|
if block:isHinder() then
if not checkAroundBlocks(true) then return end
end
|
46fac6f1
zhouahaihai
酱料
|
1321
|
--可点击的事件
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1322
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
1323
|
if eventCallFunc[block.event.etype] then
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1324
|
status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
1325
1326
1327
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1328
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1329
|
if clickEvent and block.event then
|
8b25d183
zhouhaihai
切换层不更新回合
|
1330
1331
1332
1333
|
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"
|
1334
1335
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1336
1337
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
1338
1339
1340
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1341
|
self:saveDB()
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1342
|
return status, errorCode
|
46fac6f1
zhouahaihai
酱料
|
1343
1344
|
end
|
46fac6f1
zhouahaihai
酱料
|
1345
|
|
4f0a5fae
zhouhaihai
营养剂
|
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
|
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
|
1379
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
|
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
|
1396
1397
1398
1399
1400
1401
1402
1403
|
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
|
1404
1405
1406
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
1407
1408
1409
1410
1411
1412
|
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
|
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
|
end
return true
end
-- 2=trader_id:召唤商人
doActiveEffect[2] = function(_, traderId)
for _, target in ipairs(targers) do
if target.isOpen and not target:getEventType() then
target:updateEvent({
etype = AdvEventType.Trader,
id = traderId,
})
target:randomEvent()
self:backBlockChange(target.room.roomId, target.blockId)
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1427
|
self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
|
4f0a5fae
zhouhaihai
营养剂
|
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
|
end
end
return true
end
-- 3=monster_id:替换怪物,仅使用方式为2时生效
doActiveEffect[3] = function(_, monsterId)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self.battle:removeEnemyById(target.id)
|
318c573a
zhouhaihai
冒险bug
|
1438
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
1439
|
self:backBlockChange(target.roomId, target.blockId)
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1440
|
self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
|
4f0a5fae
zhouhaihai
营养剂
|
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
|
end
end
return true
end
-- 4:显示本层
doActiveEffect[4] = function(_)
self:getCurMap():showMap()
self:backMapShow()
return true
end
-- 5:放逐目标
doActiveEffect[5] = function(_)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self.battle:removeEnemyById(target.id)
local block = self:getBlock(target.roomId, target.blockId)
block:clear()
self:backBlockChange(target.roomId, target.blockId)
end
end
return true
end
-- 6=陷阱id:移除陷阱,不填写id则移除所有陷阱
doActiveEffect[6] = function(_, trapId)
if not next(targers) and activeData.usetype == 4 then
-- 全屏
for _, room in pairs(self:getCurMap().rooms) do
for _, block in pairs(room.blocks) do
if block:getEventType() == AdvEventType.Trap then
block:updateEvent(nil)
self:backBlockChange(block.room.roomId, block.blockId)
end
end
end
else
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Trap then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
end
return true
end
-- 7=道具燃烧效果
doActiveEffect[7] = function(_)
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Drop then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
return true
end
-- 8:翻开范围内的方格
doActiveEffect[8] = function(_)
for _ , target in ipairs(targers) do
|
c8210d56
zhouhaihai
boss 房有入口
|
1500
|
self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
|
4f0a5fae
zhouhaihai
营养剂
|
1501
1502
1503
1504
|
end
return true
end
|
db3c56ad
zhouhaihai
冒险相关
|
1505
1506
1507
1508
1509
1510
|
-- 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
|
1511
1512
|
--10: 立刻结算 按比例返还
doActiveEffect[10] = function(_, rewardRatio)
|
bbf64622
zhouhaihai
冒险
|
1513
|
self:over(true, rewardRatio, 1)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1514
1515
|
return true
end
|
1bb3abca
zhouhaihai
冒险 退出 bug
|
1516
|
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
|
--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
|
1532
|
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
|
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
|
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
|
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
|
1557
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
|
-- 地图上物品变化
function Adv:mapItemChange(ctype)
local clist = csvdb["transform_itemCsv"][ctype]
if clist then
for roomId, room in pairs(self:getCurMap().rooms) do
for blockId, block in pairs(room.blocks) do
if block:getEventType() == AdvEventType.Drop and block.event.item then
local id = block.event.item[1]
local changeTo = nil
if clist[id] then
changeTo = {clist[id].toId, clist[id].num}
elseif clist[-1] then
changeTo = {clist[-1].toId, clist[-1].num}
end
if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
block.event.item = changeTo
self:backBlockChange(roomId, blockId)
end
end
end
end
end
end
|
46fac6f1
zhouahaihai
酱料
|
1582
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1583
1584
|
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
|
1585
1586
1587
1588
|
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
|
1589
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1590
1591
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1592
1593
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1594
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1595
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1596
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1597
1598
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
bbf64622
zhouhaihai
冒险
|
1599
1600
1601
1602
1603
|
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
|
1604
1605
|
local changeV = self.battle.player:addExp(monsterData.exp)
self:backDead(enemyId, changeV)
|
db3c56ad
zhouhaihai
冒险相关
|
1606
1607
|
if enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) then -- 掉落转为 click
local clickId = buff:effect()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1608
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1609
1610
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1611
|
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1612
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
|
else
local item = block.event.item
if not item then
local buff = enemy:hadBuff(Buff.CHANGE_DROP)
if buff then
item = table.pack(buff:effect())
else
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
end
if item[1] == 0 then
block:clear()
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1627
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1628
1629
1630
1631
1632
|
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
3e205f5e
zhouhaihai
bug
|
1633
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {itemId = item[1], count = item[2]})
|
db3c56ad
zhouhaihai
冒险相关
|
1634
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1635
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1636
1637
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1638
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
|
self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
self:checkAchievement(Adv.TaskType.KillWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
if monsterData.type == 2 then
self:checkAchievement(Adv.TaskType.KillBoss, 1, enemyId)
self:checkAchievement(Adv.TaskType.KillBossWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillBossNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
end
|
46fac6f1
zhouahaihai
酱料
|
1653
|
end
|
46fac6f1
zhouahaihai
酱料
|
1654
1655
1656
1657
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1658
1659
1660
1661
1662
|
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 ...
|
1663
1664
1665
|
function Adv:backReward(items, params)
params = params or {}
self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
|
46fac6f1
zhouahaihai
酱料
|
1666
|
end
|
e996b82a
zhouahaihai
冒险增加防御属性
|
1667
1668
|
-- if is player enemyId is nil
|
46fac6f1
zhouahaihai
酱料
|
1669
|
function Adv:backSkill(enemyId, skillId, receiver)
|
36c30c5c
zhouahaihai
冒险
|
1670
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1671
1672
|
end
|
46fac6f1
zhouahaihai
酱料
|
1673
1674
1675
1676
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
bbf64622
zhouhaihai
冒险
|
1677
1678
|
function Adv:backEnd(success, score, scoreInfo, reward, overType, scoreAward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward, type = overType, scoreAward = scoreAward})
|
46fac6f1
zhouahaihai
酱料
|
1679
1680
1681
1682
1683
1684
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1685
1686
|
function Adv:backDead(enemyId, exp)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
|
bedca62d
zhouahaihai
冒险
|
1687
1688
|
end
|
386ca58e
zhouhaihai
优化log
|
1689
1690
1691
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1692
|
|
85ded242
zhouhaihai
丰富返回事件
|
1693
1694
|
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1695
1696
|
end
|
4f0a5fae
zhouhaihai
营养剂
|
1697
1698
1699
1700
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1701
1702
1703
1704
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1705
1706
1707
1708
1709
1710
1711
1712
1713
|
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
|
1714
|
function Adv:scoreChange(scoreType, score)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1715
|
self.score[scoreType] = self.score[scoreType] or 0
|
bbf64622
zhouhaihai
冒险
|
1716
|
self.score[scoreType] = self.score[scoreType] + score
|
b0fe1817
zhouahaihai
冒险分数
|
1717
1718
1719
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1720
|
self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
|
bbf64622
zhouhaihai
冒险
|
1721
|
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
|
1722
|
self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
|
bbf64622
zhouhaihai
冒险
|
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
|
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
|
1735
1736
|
end
|
46fac6f1
zhouahaihai
酱料
|
1737
1738
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1739
1740
1741
1742
1743
1744
|
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
|
1745
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1746
1747
1748
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1749
1750
|
end
|
46fac6f1
zhouahaihai
酱料
|
1751
|
return Adv
|