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src/adv/Adv.lua 59.9 KB
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  local Passive = require "adv.AdvPassive"
  
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  local AdvCommon = require "adv.AdvCommon"
  local AdvMap = require "adv.AdvMap"
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  local Buff = require "adv.AdvBuff"
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  local Adv = class("Adv")
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  local AdvTask = import(".AdvTask")  --任务相关数据搞出去
  AdvTask.bind(Adv)
  
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  function Adv:ctor(owner)
  	assert(owner, "Adv instance must have owner(role)")
  	self.owner = owner
  	self.maps = {}
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  	self.shopStatus = {}
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  	self.battle = nil
  	self.backEvents = {} --发给客户端的事件组
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  	self.advTask = self.owner:getProperty("advTask")
  	self.advMTask = self.owner:getProperty("advMTask")
  	self.advTaskChange = false -- 任务改变才更新
  
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  	self:initByInfo(self.owner:getProperty("advInfo"))
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  end
  
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  function Adv:mylog(contents)
  	contents = contents or {}
  	if contents["cint1"] or contents["cint2"] or contents["cint3"] then
  		print("advLog error log have cint1 or cint2 or cint3 ", debug.traceback())
  	end
  	contents["cint1"] = self.chapterId
  	contents["cint2"] = self.level
  
  	self.owner:mylog("adv_action", contents)
  end
  
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  --初始化adv 信息
  function Adv:initByInfo(advInfo)
  	if not next(advInfo) then return end --还没有 开始新地图
  
  	self.chapterId = advInfo.chapterId
  	self.level = advInfo.level or 1
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  	self.round = advInfo.round or 0
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  	self.score = advInfo.score or {}
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  	self.isRelay = advInfo.isRelay
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  	self.lastEnemyId = advInfo.lastEId or 1
  	self.mapStack = advInfo.mstack or {}
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  	self.lchoose = advInfo.lch or {}
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  	self.waitArtifact = advInfo.waitAF
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  	self.cacheUnlock = advInfo.cacheUnlock or {}
f8408529   zhouhaihai   冒险商店
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support or {}
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  	self.logid = advInfo.logid or "auto"
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  	self.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
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  	end
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  	self:initBattle()
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  end
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  -- 找出level 是否存在中继层
  function Adv:isHaveRelay(level, chapterId)
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  	level = level or self.level
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  	chapterId = chapterId or self.chapterId
  	if level == 1 then return end
  	
  	local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
  	for _, campsite in ipairs(campsiteCsv) do
  		if campsite.floor == level then
  			return campsite
  		end
  	end
  	return nil
  end
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  -- 随机新的地图
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  function Adv:initByChapter(params)
  	local chapterId = params.chapterId
  	local level = params.level 
  	local isToNext = params.isToNext 
  	local notNotify = params.notNotify 
  	local isRelay = params.isRelay 
  	local isEnter = params.isEnter 
  	local support = params.support
  	local debugMapId = params.debugMapId
  
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  	if not self.chapterId then -- 开始新的章节
  		self.chapterId = chapterId
  		self:checkAchievement(Adv.AchievType.StartBattle, 1)
  	elseif chapterId ~= self.chapterId then  -- 正常不会出现
  		return 
  	end
  	
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  	self.level = level or 1
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  	self.round = 0
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  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
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  	self.lchoose = self.lchoose or {}
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  	self.cacheUnlock = self.cacheUnlock or {}
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  	self.shopStatus = self.shopStatus or {}
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  	self.support = self.support or {}
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  	self.battle = nil  -- 清掉 老的 battle
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  	self.logid = self.owner:getActionUcode()
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  	if isEnter then -- 把 支援效果初始化为易用用的形式
  		self:initSupport(support or {})
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  		self.owner:setProperty("advLimit", {}) -- 清掉 Limit
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  	end
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  	-- 随机出地图
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  	local mapId, relayData
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  	if debugMapId and csvdb["mapCsv"][debugMapId] then
  		mapId = debugMapId
  	end
  	if not mapId then
  		if isRelay then
  			relayData = self:isHaveRelay(level, chapterId)
  			if relayData then 
  				mapId = relayData.map
  			else
  				isRelay = false
  				mapId = self:randomMapId(chapterId, level)
  			end
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  		else
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  			mapId = self:randomMapId(chapterId, level)
  		end
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  	end
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  	self.isRelay = isRelay
  	local isNewRelay = false
  	if self.isRelay then -- 中继层
  		local advRelay = self.owner:getProperty("advRelay")
  		local chapter = self:isEndless() and -1 or self.chapterId
  		if not (advRelay[chapter] or {})[self.level] then
  			isNewRelay = true
  			advRelay[chapter] = advRelay[chapter] or {}
  			advRelay[chapter][self.level] = 1
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  			self.owner:updateProperty({field = "advRelay", value = advRelay})
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  		end
  	end
  
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  	self.maps = {}
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  	self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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  	self:initBattle(true)
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  	self:initLayerTask()
  
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  	-- 支援效果生效一些
  	self:activeSomeSupport()
  
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  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
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  	end
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  	-- 不是中继层  加上 层 和 地图的buff和被动
  	if not self.isRelay then
  		self.battle:initMapEffect()
  	end
  
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  	-- 中继进入奖励
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  	if relayData and isEnter then
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  		self:awardRelay(relayData, notNotify)
  	end
  
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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
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  	self.waitArtifact = nil
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  	self.isRelay = nil
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  	self.cacheUnlock = {}
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  	self.shopStatus = {}
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  	self.support = {}
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  end
  
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
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  	if self:isRunning() then
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  		advInfo.chapterId = self.chapterId
  		advInfo.level = self.level
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  		advInfo.round = self.round
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  		advInfo.score = self.score
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  		advInfo.isRelay = self.isRelay
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  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
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  		advInfo.lch = self.lchoose
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  		advInfo.waitAF = self.waitArtifact
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  		advInfo.cacheUnlock = self.cacheUnlock
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  		advInfo.shopStatus = self.shopStatus
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  		advInfo.support = self.support
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  		advInfo.logid = self.logid
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  		advInfo.maps = {}
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  		self.battle:saveDB()
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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)
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.support[7] = (self.support[7] or 0) + num
  	end
  
  	for _, supportId in ipairs(supports) do
  		local supportData = csvdb["adv_supportCsv"][supportId]
  		for _, effect in ipairs(supportData.effect:toArray()) do
  			local cur = effect:toArray(true, "=")
  			if supportEffect[cur[1]] then
  				supportEffect[cur[1]](table.unpack(cur))
  			end 
  		end
  	end
  end
  
  function Adv:activeSomeSupport()
  	-- 奖励物品
  	if self.support[1] then
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  		self:award(self.support[1], {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.support[1] = nil
  	end
  
  	-- 加buff
  	if self.support[2] then
  		for _, buffId in ipairs(self.support[2]) do
  			self.battle.player:addBuff(buffId)
  		end
  		self.support[2] = nil
  	end
  
  	--加被动技
  	if self.support[3] then
  		for _, passiveId in ipairs(self.support[3]) do
  			self.battle.player:addPassive({id = passiveId})
  		end
  		self.support[3] = nil
  	end
  
  	-- 加随机神器
  	if self.support[6] then
  		local pool = {}
  		for id, temp in pairs(csvdb["adv_artifactCsv"]) do
  			if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
  				table.insert(pool, id)
  			end
  		end
  		for i = 1, math.min(self.support[6], #pool) do
  			local idx = math.randomInt(1, #pool)
3133cb76   zhouhaihai   日志
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  			self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  			table.remove(pool, idx)
  		end
  		self.support[6] = nil
  	end
  
  	self:supportChooseArtifact()
  end
  
  function Adv:supportChooseArtifact()
  	-- 加 三选一 神器
  	if self.support[7] then
  		if self.support[7] > 0 then
  			self:waitChooseArtifact()
  		end
  		self.support[7] = self.support[7] - 1
  		if self.support[7] <= 0 then
  			self.support[7] = nil
  		end
  	end
  end
  
  function Adv:supportFirstLayerAddEvent()
  	if self.support[4] then
  		local temp = self.support[4]
  		self.support[4] = nil
  		return temp
  	end
  end
  
  function Adv:supportEveryLayerAddEvent()
  	return self.support[5]
  end
  
  
  function Adv:isRunning()
  	if self.chapterId then return true end
  	return false
  end
  
  -- 强制结束
  function Adv:forceOver(notNotify)
  	if self:isRunning() then
3133cb76   zhouhaihai   日志
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9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		local advTeam = self.owner:getProperty("advTeam")
  		advTeam.player = nil
  
  		local reward = self.owner:getProperty("advItems"):toNumMap()
  		for itemId, count in pairs(reward) do
  			reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
  		end
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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
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  		self:clear()
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.owner:updateProperties({
  			advInfo = {}, 
  			advTeam = advTeam,
  			advItems = "",
  			advAFGet = {},
  			advAFWear = {},
  		}, notNotify)
  	end
  end
  
  
  
f45d3a7b   zhouhaihai   adv_unlock
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  -- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
  function Adv:checkAdvUnlock(utype, value)
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	local reward = {}
  	for id, data in pairs(csvdb["adv_unlockCsv"]) do
  		if data.chapterid == chapter and data.type == utype and value == data.value then
  			--0=立即获得;1=结算时获得
  			if data.time == 0 then
  				reward[data.itemid] = 1
  			elseif data.time == 1 then
  				table.insert(self.cacheUnlock, data.itemid)
  			end
  		end
  	end
  	if next(reward) then
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441
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
3133cb76   zhouhaihai   日志
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  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
452
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  	end
  	self.cacheUnlock = {}
  end
  
b71a8190   zhouhaihai   动态改变 一些buff
456
  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
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  	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
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  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getBlock(roomId, blockId, mapIdx)
  	local room = self:getRoom(roomId, mapIdx)
  	if room then
  		return room.blocks[blockId]
c0b7797f   zhouhaihai   陷阱、点击生效点
502
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
ccbafe67   zhouhaihai   冒险神器和buff
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  function Adv:isHaveArtifact(id)
  	return self.owner:getProperty("advAFGet")[id]
  end
  
  function Adv:awardArtifact(id, params)
  	if self:isHaveArtifact(id) then return end
  	self.owner:changeUpdates({{type = "advAFGet", field = id, value = 1}}, params.notNotify)
e852b350   zhouhaihai   冒险成就类型增加
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  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
3133cb76   zhouhaihai   日志
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f22a33af   zhouhaihai   自己的日志
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  	if params.log then
  		local log = clone(params.log)
  		if log["cint1"] or log["cint2"] or log["cint3"] then
  			print("awardArtifact error log have cint1 or cint2 or cint3 ", debug.traceback())
  		end
  		log["cint1"] = self.chapterId
  		log["cint2"] = self.level
  		log["cint3"] = id
  		self.owner:mylog("in_artifact", log)
  	else
  		print("awardArtifact no log ", debug.traceback())
  	end
bbb5f29a   zhouhaihai   冒险奖励神器
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  	if not params.isChoose then
  		self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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  end
  
  
56e2b75f   zhouhaihai   方法名错误
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  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
544
  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
609
  				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
f22a33af   zhouhaihai   自己的日志
615
  	self:mylog({desc = "wearArtifact", int1 = id})
97807511   zhouhaihai   增加日志
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  	self.owner:log("mission_pick_equip", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_pick_equip_type = 1, --神器操作类型:1:装备,2:卸下
  		mission_pick_equip_id = id, --神器ID
  		mission_pick_equip_lv = advAFGet[id], --神器等级
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
46fac6f1   zhouahaihai   酱料
625
  
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
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  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
668
  	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
669
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
670
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
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  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
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  	local newLv = advAFGet[id]
  	for i = 1, level do
  		if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
  		newLv = newLv + 1
  	end
  	if newLv == advAFGet[id] then return end
  
f22a33af   zhouhaihai   自己的日志
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  	self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
  
ccbafe67   zhouhaihai   冒险神器和buff
685
  	local status = 0
e1355da3   zhouhaihai   神器 被动
686
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
687
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
688
  		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
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  	if #pool == 0 then
3133cb76   zhouhaihai   日志
709
  		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
718
  	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
727
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
3133cb76   zhouhaihai   日志
728
  
f22a33af   zhouhaihai   自己的日志
729
730
  	self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
731
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
732
733
734
735
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
736
737
738
739
740
741
  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
742
  
eee37c88   zhouhaihai   楼层数据
743
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
744
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
745
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
746
747
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
748
  --关卡结束
bbf64622   zhouhaihai   冒险
749
  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
750
751
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
752
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
753
754
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
755
  		overType = overType or -1
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
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
759
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
760
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
761
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
762
763
764
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
765
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
766
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
767
  	end
bbf64622   zhouhaihai   冒险
768
769
770
771
772
773
  	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
774
  	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
775
  
e22ded1b   zhouhaihai   被动技奖励
776
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
777
778
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
779
780
781
782
783
784
785
786
787
  	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
788
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
789
  
ea40710f   zhouhaihai   活动
790
  	local backAdvCount
60fff866   zhouhaihai   微调 结算返还
791
  	if not self:isEndless() then
1fd96b9f   zhouhaihai   冒险次数返还
792
  		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
ea40710f   zhouhaihai   活动
793
  		self.owner:changeAdvCount(-backAdvCount)
60fff866   zhouhaihai   微调 结算返还
794
795
  	end
  
46fac6f1   zhouahaihai   酱料
796
  	if success then
53e8037e   zhouhaihai   任务
797
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
798
799
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
800
801
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
802
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
803
  		local roleId = self.owner:getProperty("id")
2471ce93   zhouhaihai   bug
804
  		local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
805
806
807
808
809
810
  		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
811
  				batteV = self.owner:getTeamBattleValue(team.heros),
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
812
813
814
815
  				chapter = self.chapterId,
  				format = self.owner:getTeamHerosInfo(team.heros),
  			}
  			redisproxy:pipelining(function (red)
2471ce93   zhouhaihai   bug
816
  				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
817
818
819
  				red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  			end)
  		end
0c90a4f4   chenyueqi   拾荒引导结束要设定引导步骤为成就引导
820
  		-- 通关的时候要把引导步骤设定到成就引导
b8c1be12   zhouhaihai   一些 bug
821
822
  		if not self.owner:checkOverGuide(57) then
  			self.owner:saveGuide(57,1,true)
0c90a4f4   chenyueqi   拾荒引导结束要设定引导步骤为成就引导
823
  		end
46fac6f1   zhouahaihai   酱料
824
  	end
f45d3a7b   zhouhaihai   adv_unlock
825
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
826
  
f22a33af   zhouhaihai   自己的日志
827
828
  	self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
97807511   zhouhaihai   增加日志
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
  
  	local team = self.owner:getProperty("advTeam")
  	local player = {}
  	local attrs = self.owner:getTeamBattleInfo(team).heros
  	for attrName, _ in pairs(AdvAttsEnum) do
  		for _, hero in pairs(attrs) do
  			player[attrName] = (player[attrName] or 0) + hero[attrName]
  		end
  		player[attrName] = player[attrName] * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
  	end
  
  	local battleV = 1 * player["hp"]
  		+ 2 * player["atk"]
  		+ 1.25 * player["def"]
  		+ 0.226 * player["hit"]
  		+ 0.26 * player["miss"]
  
  	local heroList = {team.leader, team.leader2}
  	for _, hid in pairs(team.heros) do
  		if hid ~= team.leader and hid ~= team.leader2 then
  			heroList[#heroList + 1] = hid
  		end
  	end
  
  	self.owner:log("mission_pick", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_herolist = heroList, -- 英雄ID列表,[111, 222, 333, 444, 555] 前两个为队长、副队长
  		mission_heroscore = battleV, -- 编队总评分
  		mission_teamlv = 0, -- 编队等级
  		mission_recscore = csvdb["adv_chapter_campsiteCsv"][self.chapterId][1].recommendValue, -- 关卡推荐评分
  		mission_floor_bef = 0, -- 进入前关卡层数
  		mission_floor_aft = self.level, -- 结束时关卡层数
  		mission_team_status = {HP = team.player.hp, SP = team.player.sp}, -- 队伍状态,{"HP":100, "SP":100, "curse":7}
  		mission_result = success and 1 or (team.player.hp > 0 and 3 or 2), -- 战斗结果(0-无效,1-胜利,2-血量耗尽退出,3,主动退出)
  		mission_reward = reward, -- 获得奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  		mission_integral_bef = 0, -- 进入前积分
  		mission_integral_aft = score, -- 完成后积分
  		mission_cleartype = 1, -- 1正常通关;2代理拾荒
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
  
33be3111   zhouhaihai   修改hangPass 结构
872
  	local chapterId = self.chapterId
46fac6f1   zhouahaihai   酱料
873
  	self:clear()
89338c47   zhouhaihai   技能目标
874
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
875
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
876
877
878
879
880
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
ea40710f   zhouhaihai   活动
881
882
883
884
885
886
  	self:pushBackEvent(AdvBackEventType.End, {
  		success = success,
  		score = score,
  		scoreInfo = scoreInfo,
  		reward = reward,
  		type = overType,
be4e8031   zhouhaihai   活动 拾荒
887
  		scoreAward = scoreReward,
ea40710f   zhouhaihai   活动
888
889
890
  		chapterId = chapterId,
  		backAdvCount = backAdvCount,
  	})
46fac6f1   zhouahaihai   酱料
891
892
  end
  
ec87b4a5   zhouahaihai   冒险 完善
893
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
894
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
895
896
897
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
898
899
900
901
902
  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
903
  	end
8da953a7   zhouhaihai   无尽模式
904
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
905
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
906
907
908
909
910
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
911
  	end
8da953a7   zhouhaihai   无尽模式
912
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
913
914
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
915
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
916
917
918
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
919
  	end
02c4de8d   zhouahaihai   增加 固有技
920
  	
46fac6f1   zhouahaihai   酱料
921
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
922
923
924
925
  	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
926
  				pool[mapId] = {showup = temp.showup}
46fac6f1   zhouahaihai   酱料
927
928
929
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
930
931
932
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
933
  	end
cfc7a04a   zhouhaihai   map id 提供随机概率调整
934
  	return math.randWeight(pool, "showup")
46fac6f1   zhouahaihai   酱料
935
936
  end
  
3f00afcf   zhouhaihai   增加日志
937
  -- log long1 字段被征用!!!
46fac6f1   zhouahaihai   酱料
938
939
  -- 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
940
  	params = params or {}
46fac6f1   zhouahaihai   酱料
941
942
943
944
945
946
947
948
949
  	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
950
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
951
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
952
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
953
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
954
  			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
955
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
956
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
957
  		end
ccbafe67   zhouhaihai   冒险神器和buff
958
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
959
960
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
961
  
ccbafe67   zhouhaihai   冒险神器和buff
962
963
  		if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  			self:awardArtifact(itemId, params)
4b903052   chenyueqi   触发神器引导的代码移到发奖励的方法里
964
965
966
  			if not self.owner:checkOverGuide(55) then
  				self.owner:saveGuide(55,1,true)
  			end
ccbafe67   zhouhaihai   冒险神器和buff
967
968
969
970
971
972
  		else
  			if nums <= 0 then
  				items = items:delk(itemId)
  				nums = 0
  			else
  				items = items:setv(itemId, nums)
916096ed   zhouhaihai   神器效果
973
  			end
3133cb76   zhouhaihai   日志
974
  
fd2b5e51   chenyueqi   拾荒引导拾取探险点后服务器设置当前...
975
976
977
  			if itemId == 16 and not self.owner:checkOverGuide(51,4) then
  				self.owner:saveGuide(51,4)
  			end
f22a33af   zhouhaihai   自己的日志
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
  			if params.log then
  				local log = clone(params.log)
  				if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
  					print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  				end
  				log["cint1"] = itemId
  				log["cint2"] = math.abs(count)
  				log["cint3"] = self.chapterId
  				log["long1"] = self.level
  				if count >= 0 then
  					self.owner:mylog("in_adv", log)
  				else
  					self.owner:mylog("out_adv", log)
  				end
  			else
  				print("addAdvItem no log ", debug.traceback())
  			end
916096ed   zhouhaihai   神器效果
995
996
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
997
998
999
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
1000
1001
1002
1003
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1004
  	return tgift
916096ed   zhouhaihai   神器效果
1005
1006
1007
  end
  
  
46fac6f1   zhouahaihai   酱料
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
  -- 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
1028
1029
1030
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
1031
1032
1033
1034
  	return true
  end
  
  --事件点击处理
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1035
  local function clickOut(self, room, block, params, isExit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1036
  	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
1037
1038
1039
1040
1041
  		if isExit then
  			self:over(true)
  			return true
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1042
1043
  		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
1044
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1045
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1046
1047
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
1048
  
ccbafe67   zhouhaihai   冒险神器和buff
1049
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
1050
1051
1052
1053
1054
1055
1056
1057
  				-- 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
1058
  			end
0e3ab88d   zhouhaihai   中继层
1059
  
b176d7d3   zhouhaihai   冒险成就
1060
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
1061
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
1062
  
bbf64622   zhouhaihai   冒险
1063
1064
1065
1066
1067
  			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~
1068
  			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
1069
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1070
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1071
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
1072
  				
eee37c88   zhouhaihai   楼层数据
1073
  				if curFloorData then
3133cb76   zhouhaihai   日志
1074
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}))
eee37c88   zhouhaihai   楼层数据
1075
  				end
0e3ab88d   zhouhaihai   中继层
1076
  				local isHaveRelay = self:isHaveRelay(self.level)
e1355da3   zhouhaihai   神器 被动
1077
1078
  
  				self.owner:getProperty("advTeam").player = self.battle.player:getDB()  -- 临时缓存住 battle 的player
0e3ab88d   zhouhaihai   中继层
1079
  				if isHaveRelay and not self.isRelay then 
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1080
1081
1082
1083
1084
1085
1086
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level, 
  						isToNext = true, 
  						notNotify = true, 
  						isRelay = true,
  					})
0e3ab88d   zhouhaihai   中继层
1087
  				else
f22a33af   zhouhaihai   自己的日志
1088
  					self:mylog({desc = "pass"})
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1089
1090
1091
1092
1093
1094
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level + 1, 
  						isToNext = true, 
  						notNotify = true,
  					})
0e3ab88d   zhouhaihai   中继层
1095
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1096
1097
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
1098
  
46fac6f1   zhouahaihai   酱料
1099
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1100
  		
46fac6f1   zhouahaihai   酱料
1101
1102
1103
1104
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
1105
  local function clickExit(self, room, block, params)
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1106
  	return clickOut(self, room, block, params, true)
0e3ab88d   zhouhaihai   中继层
1107
1108
  end
  
46fac6f1   zhouahaihai   酱料
1109
1110
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
1111
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
1112
1113
1114
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1115
  local function chooseCommon(self, room, block, chooseData, choose, tag)
f5e38251   zhouhaihai   数据保护
1116
  	if not choose then return end
46fac6f1   zhouahaihai   酱料
1117
1118
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
cb071e8d   zhouhaihai   多条件选项
1119
  	local conds = chooseData["button".. choose .."cond"]:toTableArray(true)
46fac6f1   zhouahaihai   酱料
1120
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1121
1122
1123
1124
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
1125
  		-- 拥有道具
1229c24d   zhouhaihai   新加选择条件
1126
  		[1] = function(_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1127
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
1128
1129
1130
1131
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
9d66362c   zhouhaihai   修改冒险选择条件
1132
1133
1134
1135
1136
1137
  		[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
1138
1139
1140
1141
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1142
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
1143
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1144
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
1145
1146
1147
1148
1149
1150
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
1151
  		--制定属性 
1229c24d   zhouhaihai   新加选择条件
1152
1153
  		[4] = function(_, attrType, value)
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
1154
1155
1156
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1157
  		-- 提交一个物品
1229c24d   zhouhaihai   新加选择条件
1158
  		[5] = function (_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1159
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
1160
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1161
1162
1163
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
1164
  		-- sp 到达指定值
1229c24d   zhouhaihai   新加选择条件
1165
1166
  		[6] = function(_, value)
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1167
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1168
1169
1170
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1171
1172
1173
1174
  		--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
1175
1176
1177
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1178
1179
1180
1181
1182
1183
  		--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
1184
1185
1186
1187
1188
  			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
1189
  		end,
f02ffa27   zhouhaihai   未获得神器
1190
1191
1192
1193
  		-- 10 = 未获得x神器
  		[10] = function(_, artifactId)
  			return not self:isHaveArtifact(artifactId)
  		end,
cb071e8d   zhouhaihai   多条件选项
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
  		-- 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
1236
   	}
cb071e8d   zhouhaihai   多条件选项
1237
1238
1239
1240
1241
   	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
1242
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
1243
1244
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
1245
1246
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1247
1248
1249
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
92d7d6ac   zhouhaihai   加一些数据保护
1250
1251
1252
1253
1254
1255
1256
  					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
1257
  				end
3133cb76   zhouhaihai   日志
1258
  				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
1259
1260
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1261
1262
1263
1264
  				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
1265
1266
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1267
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
d232676a   zhouhaihai   功能解锁 冒险返回
1268
  				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
e10edb5f   zhouahaihai   冒险事件新
1269
1270
1271
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
1272
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
  			[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
1288
  				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1289
1290
1291
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1292
1293
1294
1295
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1296
1297
1298
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1299
1300
1301
1302
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1303
1304
1305
  				clearBlock = false
  			end,
  			[9] = function() -- click
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1306
1307
1308
1309
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1310
1311
1312
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1313
1314
1315
1316
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1317
1318
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
1319
1320
  			[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
1321
1322
1323
  			end,
  			[12] = function()
  				-- buffId
16ca64ab   zhouhaihai   全部敌人
1324
  				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
1325
1326
1327
1328
  				for _, target in pairs(targers) do
  					target:addBuff(effect[2])
  				end
  			end,
c85f5bd6   zhouhaihai   新中继的屏蔽删掉
1329
  			[13] = function() -- 显示地图
7ca46333   zhouhaihai   map 传参错误
1330
1331
1332
  				self:getCurMap():showMap()
  				self:backMapShow()
  			end,
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
  			[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
1345
1346
1347
1348
1349
1350
  			[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
1351
  		}
4163e40a   zhouhaihai   找错误
1352
  		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
1353
1354
  		doEffect[effect[1]]()
  	end
bbf64622   zhouhaihai   冒险
1355
1356
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1357
1358
1359
1360
1361
1362
  	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
1363
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1364
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1365
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1366
1367
1368
1369
  	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
1370
1371
1372
1373
1374
1375
1376
1377
1378
  	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
1379
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1380
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1381
1382
1383
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1384
1385
1386
  	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
1387
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1388
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1389
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
6133e29f   zhouhaihai   新加任务
1390
  		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
e852b350   zhouhaihai   冒险成就类型增加
1391
1392
1393
1394
1395
  		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
1396
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1397
  
f45d3a7b   zhouhaihai   adv_unlock
1398
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1399
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1400
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1401
1402
  		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
1403
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1404
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1405
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1406
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1407
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1408
  
02c4de8d   zhouahaihai   增加 固有技
1409
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1410
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1411
  	end
b176d7d3   zhouhaihai   冒险成就
1412
  
46fac6f1   zhouahaihai   酱料
1413
1414
1415
1416
1417
1418
  	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
1419
  	if not self.battle or not self.battle.player then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1420
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
f0b81492   zhouhaihai   营地进入 bug
1421
  
3133cb76   zhouhaihai   日志
1422
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}})
916096ed   zhouhaihai   神器效果
1423
  	-- local reward = self:award({[5801] = 1})
1e9cb217   chenyueqi   服务器记录控制引导过程
1424
1425
1426
1427
  	-- 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
1428
  	block:clear()
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1429
  	self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
46fac6f1   zhouahaihai   酱料
1430
1431
1432
1433
1434
1435
  	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
1436
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1437
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1438
1439
  	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
1440
  
127a5787   zhouhaihai   商人卖完走人
1441
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1442
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1443
1444
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1445
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1446
1447
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1448
  	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
1449
  	self:backCost({[goodsData.currency] = costCount})
3133cb76   zhouhaihai   日志
1450
  	local reward = self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}})
f8408529   zhouhaihai   冒险商店
1451
1452
1453
1454
1455
1456
1457
  	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
1458
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1459
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1460
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1461
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
1462
  	self:backReward(reward)
127a5787   zhouhaihai   商人卖完走人
1463
  
27cc6f23   zhouhaihai   商店bug
1464
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1465
1466
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1467
1468
1469
1470
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1471
1472
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1473
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1474
1475
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1476
  
6ce6fac7   zhouhaihai   冒险任务bug
1477
1478
1479
  	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
1480
  
02c4de8d   zhouahaihai   增加 固有技
1481
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1482
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1483
  	end
46fac6f1   zhouahaihai   酱料
1484
1485
1486
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1487
1488
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
6133e29f   zhouhaihai   新加任务
1489
  	local oldId = block.event.id
c0b7797f   zhouhaihai   陷阱、点击生效点
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
  	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
1502
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1503
  			end
3133cb76   zhouhaihai   日志
1504
  			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 ...
1505
1506
1507
1508
1509
  		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
1510
1511
  		end,
  	}
6133e29f   zhouhaihai   新加任务
1512
  
a1e9e891   zhouhaihai   点击事件未生效
1513
1514
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
6133e29f   zhouhaihai   新加任务
1515
1516
  	self:checkTask(Adv.TaskType.Click, 1, oldId)
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1517
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1518
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1519
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1520
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1521
1522
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
  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
1534
  		self.battle:initMapEnemys(mapIdx, true)
7b2dc17c   zhouhaihai   地图 层 buff passive
1535
  		self.battle:initMapEffect(true)
1313eac0   zhouhaihai   冒险的一些bug
1536
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1537
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1538
  	end
85ded242   zhouhaihai   丰富返回事件
1539
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1540
1541
1542
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1543
1544
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1545
1546
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1547
1548
1549
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1550
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1551
1552
1553
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1554
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1555
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1556
1557
1558
1559
1560
  }
  
  --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
1561
1562
1563
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1564
1565
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1566
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1567
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1568
1569
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1570
  		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
1571
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1572
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1573
1574
1575
  			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
1576
  					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
48962a74   zhouhaihai   路障系统提交
1577
1578
1579
1580
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1581
  				end
48962a74   zhouhaihai   路障系统提交
1582
1583
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1584
1585
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1586
1587
1588
1589
  		return canOpen
  	end
  
  	if not block.isOpen then
7b64b6cd   zhouhaihai   中继层优化
1590
  		if self.isRelay or checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1591
  			self:getCurMap():openBlock(roomId, blockId, true, true)
7b64b6cd   zhouhaihai   中继层优化
1592
1593
1594
1595
1596
1597
  			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
1598
1599
1600
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1601
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1602
1603
1604
1605
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1606
1607
1608
1609
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1610
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1611
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1612
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1613
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1614
1615
1616
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1617
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1618
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1619
1620
1621
1622
  		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"
1623
1624
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1625
1626
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1627
1628
1629
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1630
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1631
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1632
1633
  end
  
46fac6f1   zhouahaihai   酱料
1634
  
4f0a5fae   zhouhaihai   营养剂
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
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1655
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1657
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1659
1660
1661
1662
1663
1664
1665
1666
1667
  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
1668
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
  	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
1685
1686
1687
1688
1689
1690
1691
1692
  		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
1693
1694
1695
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1696
1697
1698
1699
1700
1701
  			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
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
  		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
1714
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1715
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1716
1717
1718
1719
1720
1721
1722
1723
1724
  			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
1725
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1726
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1727
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
  			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
1742
  				target:kill()
4f0a5fae   zhouhaihai   营养剂
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
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1756
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1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
  				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
1785
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1786
1787
1788
1789
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1790
1791
1792
1793
1794
1795
  	-- 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
1796
1797
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
1798
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1799
1800
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1801
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
  	--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
1817
  
d232676a   zhouhaihai   功能解锁 冒险返回
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
  	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
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
  	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
1842
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1843
1844
1845
1846
1847
1848
1849
1850
  -- 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
1851
  					local count = block.event.item[2]
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1852
1853
  					local changeTo = nil
  					if clist[id] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1854
  						changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1855
  					elseif clist[-1] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1856
  						changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1857
1858
1859
  					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
1860
  						self:backBlockChange(roomId, blockId, ctype)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1861
1862
1863
1864
1865
1866
1867
  					end
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1868
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1869
1870
  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
1871
1872
1873
1874
  	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
1875
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1876
1877
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1878
1879
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1880
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1881
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1882
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1883
1884
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
1885
1886
1887
1888
1889
  			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
1890
1891
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
9104a922   zhouhaihai   多重掉落
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
  
  			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
1920
  						else
9104a922   zhouhaihai   多重掉落
1921
1922
1923
  							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
1924
  						end
db3c56ad   zhouhaihai   冒险相关
1925
  					end
db3c56ad   zhouhaihai   冒险相关
1926
  				end
9104a922   zhouhaihai   多重掉落
1927
1928
1929
1930
1931
1932
  			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
1933
  				table.insert(drops,  1, block.event.item)
9104a922   zhouhaihai   多重掉落
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
  			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
1960
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1961
  			end
9104a922   zhouhaihai   多重掉落
1962
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1963
1964
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1965
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1966
1967
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
71a18948   zhouhaihai   成就未生效
1968
1969
  			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
1970
1971
1972
1973
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
6133e29f   zhouhaihai   新加任务
1974
  				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
71a18948   zhouhaihai   成就未生效
1975
1976
1977
  				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
1978
1979
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
6133e29f   zhouhaihai   新加任务
1980
1981
  			elseif monsterData.type == 3 then
  				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1982
  			end
46fac6f1   zhouahaihai   酱料
1983
  		end
46fac6f1   zhouahaihai   酱料
1984
1985
1986
1987
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1988
1989
1990
1991
1992
  
  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 ...
1993
1994
1995
  function Adv:backReward(items, params)
  	params = params or {}
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
46fac6f1   zhouahaihai   酱料
1996
  end
e996b82a   zhouahaihai   冒险增加防御属性
1997
1998
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
1999
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
2000
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
2001
2002
  end
  
46fac6f1   zhouahaihai   酱料
2003
2004
2005
2006
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
46fac6f1   zhouahaihai   酱料
2007
  
b2e41074   zhouhaihai   冒险 排行榜拆分
2008
2009
  function Adv:backBlockChange(roomId, blockId, itemChangeType)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
46fac6f1   zhouahaihai   酱料
2010
2011
  end
  
85ded242   zhouhaihai   丰富返回事件
2012
2013
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
2014
2015
  end
  
386ca58e   zhouhaihai   优化log
2016
2017
2018
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
2019
  
85ded242   zhouhaihai   丰富返回事件
2020
2021
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2022
2023
  end
  
4f0a5fae   zhouhaihai   营养剂
2024
2025
2026
2027
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
2028
2029
2030
2031
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
2032
2033
2034
2035
2036
2037
2038
2039
2040
  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
2041
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2042
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
2043
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
2044
2045
2046
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2047
  	self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
bbf64622   zhouhaihai   冒险
2048
  	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
2049
  	self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
bbf64622   zhouhaihai   冒险
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
  	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
2062
2063
  end
  
46fac6f1   zhouahaihai   酱料
2064
2065
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
2066
2067
2068
2069
2070
2071
  	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
2072
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
2073
2074
2075
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
2076
2077
  end
  
46fac6f1   zhouahaihai   酱料
2078
  return Adv