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src/adv/Adv.lua 28.9 KB
46fac6f1   zhouahaihai   酱料
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  local Passive = require "adv.AdvPassive"
  
  -- 工具函数
  local function getIdByCr(c, r)
  	local crId = math.abs(r) + math.abs(c) * 100
  	if c < 0 then
  		crId = crId + 10000
  	end
  	if r < 0 then
  		crId = crId + 20000
  	end
  	return crId
  end
  
  local function getCrById(crId)
  	local c = math.floor(crId % 10000 / 100)
  	local r = crId % 100
  	local last = math.floor(crId / 10000)
  	if last == 3 then
  		c, r = -c, -r
  	elseif last == 1 then
  		c = -c
  	elseif last == 2 then
  		r = -r
  	end
  	return c, r
  end
  
  -----------------------------随机地图-----------------------------
  --检查 是否满足层数限制条件
  local function checkIsIn(checkValue, checkType, checkRange)
  	if not checkValue then return end
  	if checkType == 1 then
  		local limits = checkRange:toNumMap()
  		for min, max in pairs(limits) do
  			if checkValue >= min and checkValue <= max then
  				return true
  			end
  		end
  	else
  		local limit = checkRange:toArray(true, "=")
  		for _, _l in ipairs(limit) do
  			if _l == checkValue then
  				return true
  			end
  		end
  	end
  end
  
  --关卡事件库
  local function getEventLib(chapterId, level, needEventType)
  	local chapter = math.floor(chapterId / 100) % 100
  
  	local libsToType = {
  		["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS},
  		["event_chooseCsv"] = AdvEventType.Choose,
  		["event_dropCsv"] = AdvEventType.Drop,
  		["event_buildingCsv"] = AdvEventType.Build,
  		["event_traderCsv"] = AdvEventType.Trader,
  
  	}
  	local eventLib = {}
  	for lib, eventType in pairs(libsToType) do
  		if type(eventType) == "table" then
  			for _, temp in ipairs(eventType) do
  				eventLib[temp] = {}
  			end
  		else
  			eventLib[eventType] = {}
  		end
  		if not needEventType or eventLib[needEventType] then 
  			for id, data in pairs(csvdb[lib]) do
  				if data.levelchapter == chapter then
  					if checkIsIn(level, data.leveltype, data.levellimit) then
  						if type(eventType) == "table" then
  							eventLib[eventType[data.type]][id] = data
  						else
  							eventLib[eventType][id] = data
  						end
  					end
  				end
  			end
  			if needEventType then
  				break
  			end
  		end
  	end
  	return eventLib
  end
  
  -- 生成地图   是否可以生成地图上层判断
  local function randomAdvMap(role, chapterId, level, notNotify)
  	local chapterData = csvdb["adv_chapterCsv"][chapterId]
  	if not chapterData then return end
  	if level > chapterData.limitlevel then return end
  	--随出地图
  	local raw_pool = chapterData.mapid:toArray(true, "=")
  	local advInfo = role:getProperty("advInfo")
  	local lastMapId = advInfo.mapId  --非同一层不连续随出同一张类似的地图
  	local lastChapterId = advInfo.chapter
  	local power = advInfo.power or 0 --体力
  	local pool = {}
  	for _, mapId in ipairs(raw_pool) do
  		local temp = csvdb["mapCsv"][mapId]
  		if temp and (lastChapterId == chapterId or lastMapId ~= mapId) then --非同一层不连续随出同一张类似的地图
  			if checkIsIn(level, temp.leveltype, temp.levellimit) then
  				table.insert(pool, mapId)
  			end
  		end
  	end
  	if not next(pool) then return end
  	local mapId = pool[math.randomInt(1, #pool)]
  	--随出事件
  	local mapData = csvdb["map_" .. csvdb["mapCsv"][mapId]["path"] .. "Csv"]
  	if not mapData then return end
  
  
  	table.clear(advInfo)
  	advInfo.chapter = chapterId
  	advInfo.level = level
  	advInfo.mapId = mapId
  	advInfo.power = power
  	advInfo.enemyId = 1 --怪递增的索引
  	advInfo.rooms = {} -- {[roomId] = {event = {}, open = {}},} -- event 事件信息(具体信息查看randomEvent), open 是否解锁
  
  	--事件随机
  	local eventLib = getEventLib(chapterId, level)
  	local monsterEvents = {}  --处理钥匙掉落
  	local haveBoss = false
  
  	local function randomEvent(roomId, blockId, eventType)
  		if advInfo.rooms[roomId]["event"][blockId] then return end --已经有事件了 不覆盖
  		local event = {etype = eventType}
  		local randomFunc = {}
  		--入口
  		randomFunc[AdvEventType.In] = function()end
  		--出口
  		randomFunc[AdvEventType.Out] = function() end
  
  		--boss
  		randomFunc[AdvEventType.BOSS] = function()
  			if not next(eventLib[eventType]) or haveBoss then return false end
  			haveBoss = true
  			event.id = math.randWeight(eventLib[eventType], "showup")
  		end
  		--怪物
  		randomFunc[AdvEventType.Monster] = function()
  			if not next(eventLib[eventType]) then return false end
  			event.id = math.randWeight(eventLib[eventType], "showup")
  			table.insert(monsterEvents, event)
  		end
  		--选择点
  		randomFunc[AdvEventType.Choose] = function()
  			if not next(eventLib[eventType]) then return false end
  			event.id = math.randWeight(eventLib[eventType], "showup")
  		end
  		--掉落点
  		randomFunc[AdvEventType.Drop] = randomFunc[AdvEventType.Choose]
  		--交易所
  		randomFunc[AdvEventType.Trader] = randomFunc[AdvEventType.Choose]
  		--建筑
  		randomFunc[AdvEventType.Build] = randomFunc[AdvEventType.Choose]
  
  		if randomFunc[eventType] then
  			if randomFunc[eventType]() ~= false then
  				advInfo.rooms[roomId]["event"][blockId] = event
  			end
  		end
  	end
  
  	stagePool = {["global"] = {}}
  	for roomId, roomName in pairs(mapData["rooms"]) do
  		stagePool[roomId] = {}
  		advInfo.rooms[roomId] = {event = {}, open = {}}  -- 事件, open  open == 1 房间内地块全部开放
  		local roomData
  		if roomName == "path" then
  			roomData = mapData["path"]
  		else
  			roomName = roomName:gsub("/", "_")
  			roomData = csvdb["room_" .. roomName .. "Csv"]
  		end
  		for blockId, stageType in pairs(roomData["blocks"]) do
  			if AdvSpecialStage[stageType] then
  				eventType = AdvEventType[AdvSpecialStage[stageType]]
  				randomEvent(roomId, blockId, eventType)
  			else
  				stagePool["global"][stageType] = stagePool["global"][stageType] or {}
  				stagePool[roomId][stageType] = stagePool[roomId][stageType] or {}
  				table.insert(stagePool["global"][stageType], {room = roomId, block = blockId})
  				stagePool[roomId][stageType][blockId] = 1
  			end
  		end
  	end
  	-- 全地图事件 优先级高
  	for stageType, events in pairs(mapData["events"]) do
  		for _, event in ipairs(events) do
  			local lastCount = #stagePool["global"][stageType]
  			if lastCount <= 0 then break end
  			if math.randomFloat(0, 1) <= (event["rate"] or 1) then
  				local count = math.randomInt(math.min(lastCount, event["minc"]), math.min(lastCount, event["maxc"]))
  				for i = 1, count do
  					local idx = math.randomInt(1, lastCount)
  					local cur = stagePool["global"][stageType][idx]
  					randomEvent(cur["room"], cur["block"], event["event"])
  					table.remove(stagePool["global"][stageType], idx)
  					lastCount = lastCount - 1
  					stagePool[cur["room"]][stageType][cur["block"]] = nil
  				end
  			end
  		end
  	end
  	-- 随机单个房间的事件	
  	for roomId, roomName in pairs(mapData["rooms"]) do
  		local roomData
  		if roomName == "path" then
  			roomData = mapData["path"]
  		else
  			roomName = roomName:gsub("/", "_")
  			roomData = csvdb["room_" .. roomName .. "Csv"]
  		end
  		for stageType, events in pairs(roomData["events"]) do
  			local bpool = {}
  			if stagePool[roomId][stageType] then
  				for block, _ in pairs(stagePool[roomId][stageType]) do
  					table.insert(bpool, block)
  				end
  			end
  			for _, event in ipairs(events) do
  				if #bpool <= 0 then break end
  				if math.randomFloat(0, 1) <= (event["rate"] or 1) then
  					local count = math.randomInt(math.min(#bpool, event["minc"]), math.min(#bpool, event["maxc"]))
  					for i = 1, count do
  						local idx = math.randomInt(1, #bpool)
  						randomEvent(roomId, bpool[idx], event["event"])
  						table.remove(bpool, idx)
  					end
  				end
  			end
  		end
  	end
  	if not haveBoss then
  		if not next(monsterEvents) then
  			print("这个地图没有钥匙!!! mapId : " .. mapId)
  		else
  			local event = monsterEvents[math.randomInt(1, #monsterEvents)]
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  			event.item = {ItemId.AdvKey, 1}  --掉落钥匙 --todo
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  		end
  	end
  end
  
  --块类型
  local Block = class("Block")
  function Block:ctor(blockId, event, isOpen)
  	self.blockId = blockId
  	self.col, self.row = getCrById(self.blockId)
  	self.isOpen = isOpen and true or false
  	self.event = event  -- 拿到的是引用可以直接更新
  end
  function Block:isBoss()
  	if not self.event then return end
  	return self.event["etype"] == AdvEventType.BOSS
  end
  
  --事件有需要额外处理的部分
  function Block:open(adv, room)
  	--如果翻开有数据处理在这里处理
  	local randomFunc = {}
  	--怪
  	randomFunc[AdvEventType.Monster] = function()
  		self.event.mId = adv.advInfo.enemyId  --给怪一个有序id 回合逻辑时使用
  		adv.advInfo.enemyId = adv.advInfo.enemyId + 1
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  		local enemy = adv.battle:getEnemy(room.roomId, self.blockId)
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  		if enemy then
  			enemy:unlock(self.event.mId)
  		else
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  			enemy = adv.battle:addEnemy(room, self)
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  		end
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  		enemy:triggerPassive(Passive.BORN_ONCE)
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  	end
  	randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
  	--掉落
  	randomFunc[AdvEventType.Drop] = function()
  		self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
  	end
  	--交易
  	randomFunc[AdvEventType.Trader] = function()
  		local data = csvdb["event_traderCsv"][self.event.id]
  		self.event.shop = {}
  		self.event.status = "" --购买次数状态  1 就是购买过了  -- 购买id就是shop索引
  		for i = 1, 10 do
  			local numS, rangeS = "num" .. i, "range" .. i
  			if data[numS] and data[rangeS] then
  				for j = 1, data[numS] do
  					table.insert(self.event.shop, data[rangeS]:randWeight(true))
  				end
  			else
  				break
  			end
  		end
  	end
  	--建筑
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  	randomFunc[AdvEventType.Build] = function()
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  		local data = csvdb["event_buildingCsv"][self.event.id]
  		self.event.effect = data["range"]:randWeight(true) --随出建筑效果
  		if self.event.effect[1] == 1 then --获得某道具
  			local reward = csvdb["event_dropCsv"][self.event.effect[2]]["range"]:randWeight(true)
  			self.event.effect[2] = reward[1]
  			self.event.effect[3] = reward[2]
  		end
  	end
  	--抉择点
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  	randomFunc[AdvEventType.Choose] = function()
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  		local data = csvdb["event_chooseCsv"][self.event.id]
  		self.event.effect = {}
  		for i = 1, 2 do
  			self.event.effect[i] = data["button".. i .."effect"]:toArray(true, "=")
  			if self.event.effect[i][1] == 1 then --获得某道具
  				local reward = csvdb["event_dropCsv"][self.event.effect[i][2]]["range"]:randWeight(true)
  				self.event.effect[i][2] = reward[1]
  				self.event.effect[i][3] = reward[2]
  			end 
  		end
  	end
  	if self.event then -- 随机出具体的事件
  		if randomFunc[self.event.etype] then
  			randomFunc[self.event.etype]()
  		end
  	end
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  	self.isOpen = true
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  end
  
  local Room = class("Room")
  function Room:ctor(adv, roomId, csvData, info, isPath)
  	self.roomId = roomId
  	self.col, self.row = getCrById(self.roomId)
  	self.isPath = isPath
  	self.isBossRoom = false -- boss房间   --击败boss 以后重置为false
  	self.info = info -- 拿到引用 方便更新advInfo
  	self.isShow = false
  	self.blocks = {}
  
  	for blockId, _ in pairs(csvData["blocks"]) do
  		self.blocks[blockId] = Block.new(blockId, info.event[blockId], info.open == 1 or info.open[blockId])
  		if not self.isPath and self.blocks[blockId]:isBoss() then
  			self.isBossRoom = true 
  		end
  		if self.blocks[blockId].isOpen then
  			self.isShow = true
  		else
  			if self.blocks[blockId].event and self.blocks[blockId].event.etype == AdvEventType.In then -- 开放
  				self.isShow = true
  				self.blocks[blockId].isOpen = true
  				self.info.open[blockId] = 1
  
  				--入口房间只会在这里首次展示开放 --触发固有技
  				adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
  			end
  		end
  	end
  end
  
  function Room:tranGToL(c, r)
  	return c - self.col, r - self.row
  end
  
  function Room:tranLtoG(c, r)
  	return c + self.col, r + self.row
  end
  
  function Room:getBByGPos(c, r)
  	local c, r = self:tranGToL(c, r)
  	return self.blocks[getIdByCr(c, r)]
  end
  
  function Room:openBlock(block, adv)
  	if self.blocks[block.blockId] ~= block then return end
  	if block.isOpen == true then return end
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  	if self.isBossRoom then
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  		for _, _block in pairs(self.blocks) do
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  			_block:open(adv, self)
  		end
  	else
  		block:open(adv, self)
  	end
  	local allOpen = true
  	for _, _block in pairs(self.blocks) do
  		if not _block.isOpen then
  			allOpen = false
  			break
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  		end
  	end
  
  	if allOpen then
  		self.info.open = 1
  	else
  		self.info.open[block.blockId] = 1
  	end
  
  	if not self.isShow then
  		self.isShow = true
  		--首次展示房间
  		adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
  	end 
  end
  
  function Room:clearBEvent(block)
  	if self.blocks[block.blockId] ~= block then return end
  	block.event = nil
  	self.info.event[block.blockId] = nil
  end
  
  
  
  local Adv = class("Adv")
  function Adv:ctor(owner)
  	assert(owner, "Adv instance must have owner(role)")
  	self.owner = owner
  	self.advInfo = self.owner:getProperty("advInfo")  --这个变量置空使用 table.clear  
  	self.advTeam = self.owner:getProperty("advTeam")	--这个变量置空使用 table.clear  
  	self:clear()
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  	self.backEvents = {} --发给客户端的事件组
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  end
  
  -- 清空自己组织的数据
  function Adv:clear()
  	self.rooms = {}
  	self.cachePassiveEvent = {} -- 在battle 没有创建成功时 触发的被动技信息
  	self.battle = nil -- 战斗逻辑
  end
  
  --关卡通关,非层 score < 0 失败
  function Adv:over(success)
  	local score = -1
  	if success then
  		-- todo success 计算分数
  		score = 1
  		self.owner:updateProperty({field = "advPass", self.owner:getProperty("advPass"):setv(self.advInfo.chapter, score)})
  	end
  	table.clear(self.advInfo) --清空advInfo
  	self.advTeam.player = nil --重置玩家的数据
  	self:clear()
  	self:backEnd(score)
  end
  
  function Adv:getMapInfo()
  	if not next(self.advInfo) then return end
  	return csvdb["mapCsv"][self.advInfo.mapId]
  end
  
  function Adv:getMapData()
  	local mapInfo = self:getMapInfo()
  	if not mapInfo then return end
  	return csvdb["map_" .. self:getMapInfo()["path"] .. "Csv"]
  end
  
  function Adv:initByInfo()
  	self:clear()
  	if not next(self.advInfo) then return end --未初始化的 advInfo
  
  	local mapData = self:getMapData()
  	if not mapData then return end
  
  	for roomId, roomName in pairs(mapData["rooms"]) do
  		if roomName == "path" then
  			self.rooms[roomId] = Room.new(self, roomId, mapData["path"], self.advInfo.rooms[roomId], true)
  		else
  			roomName = roomName:gsub("/", "_")
  			self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], self.advInfo.rooms[roomId], false)
  		end
  	end
  	self:initBattle()
  	return true
  end
  
  function Adv:triggerPassive(condType, params)
  	if not self.battle then
  		table.insert(self.cachePassiveEvent, {condType, params})
  	else
  		self.battle:triggerPassive(condType, params)
  	end
  end
  
  function Adv:initBattle()
  	self.battle = require("adv.AdvBattle").new(self)
  	for _, passiveC in ipairs(self.cachePassiveEvent) do
  		self.battle:triggerPassive(passiveC[1], passiveC[2])
  	end
  	self.cachePassiveEvent = {}
  end
  
  -- 随机地图
  function Adv:initByChapter(chapterId, level, notNotify)
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  	level = level or 1
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  	randomAdvMap(self.owner, chapterId, level, notNotify)
  	self:initByInfo() --初始化
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  	self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}, notNotify)
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  end
  
  --获取,某个位置上的 room 和 block
  function Adv:getRBByPos(c, r)
  	for roomId, room in pairs(self.rooms) do
  		local block = room:getBByGPos(c, r)
  		if block then
  			return room, block
  		end
  	end
  end
  
  function Adv:getAroundBlocks(room, block)
  	local blocks = {}
  	local range = {1, -1}
  	local col, row = room:tranLtoG(block.col, block.row)
  	for _, add in ipairs(range) do
  		local rroom, rblock = self:getRBByPos(col + add, row)
  		if rroom then
  			table.insert(blocks, {rroom, rblock})
  		end
  	end
  	for _, add in ipairs(range) do
  		local rroom, rblock = self:getRBByPos(col, row + add)
  		if rroom then
  			table.insert(blocks, {rroom, rblock})
  		end
  	end
  	return blocks
  end
  
  --随机一个空的位置生成怪, 如果没有就没有	
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  function Adv:addNewMonsterRand(monsterId, where)
  	local room, block
  	if where then
  		room, block = where[1], where[2]
  	else
  		local pool = {}
  		for _, room_ in pairs(self.rooms) do
  			for _, block_ in pairs(room_.blocks) do
  				if block_.isOpen and not block_.event then
  					table.insert(pool, {room_, block_})
  				end
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  			end
  		end
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  		if not next(pool) then return end
  		local idx = math.randomInt(1, #pool)
  		room, block = pool[idx][1], pool[idx][2]
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  	end
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  	if not monsterId then
  		local eventLib = getEventLib(self.advInfo.chapter, self.advInfo.level, AdvEventType.Monster)
  		if not next(eventLib[AdvEventType.Monster]) then return false end
  		monsterId = math.randWeight(eventLib[AdvEventType.Monster], "showup")
  	end
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  	local event = {etype = AdvEventType.Monster, mId = self.advInfo.enemyId}
  	self.advInfo.enemyId = self.advInfo.enemyId + 1
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  	event.id = monsterId
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  	block.event = event
  	room.info.event[block.blockId] = event
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  	self.battle:addEnemy(room, block):triggerPassive(Passive.BORN_ONCE)
  
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  	return room, block
  end
  
  -- 随机翻开 num 个 以开放的房间的 地块
  function Adv:openBlockRand(num)
  	local pool = {}
  	for _, room in pairs(self.rooms) do
  		if room.isShow and not room.isPath then
  			for _, block in pairs(room.blocks) do
  				if not block.isOpen then
  					table.insert(pool, {room.roomId, block.blockId})
  				end
  			end
  		end
  	end
  	if #pool <= num then
  		for _, temp in ipairs(pool) do
  			self:openBlock(temp[1], temp[2])
  		end
  	else
  		for i = 1, num do
  			local idx = math.randomInt(1, #pool)
  			self:openBlock(pool[idx][1], pool[idx][2])
  			table.remove(pool, idx)
  		end
  	end
  end
  -- 打开一个地块
  function Adv:openBlock(roomId, blockId)
  	local room = self.rooms[roomId]
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  	if not room then return end
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  	local block = room.blocks[blockId]
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  	if not block then return end
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  	room:openBlock(block, self)
  	self:backBlockChange(roomId, blockId)
  end
  
  -- 在冒险中获得的物品都发放在冒险背包内
  function Adv:award(gift, params)
  	local tgift = {}
  	if type(gift) == "string" then
  		for _, one in pairs(gift:toTableArray(true)) do
  			tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
  		end
  	else
  		tgift = gift
  	end
  	local items = self.owner:getProperty("advItems")
  	for itemId, count in pairs(tgift) do
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
  		if nums <= 0 then
  			items = items:delk(itemId)
  			nums = 0
  		else
  			items = items:incrv(itemId, count)
  		end
  	end
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  	self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	return tgift
  end
  
  -- 消耗物品 优先冒险背包  --check 只是检查够不够
  function Adv:cost(item, params, check)
  	local items = self.owner:getProperty("advItems")
  	local less = {}
  	local advCost = {}
  	for itemId, count in pairs(item) do
  		advCost[itemId] = - math.min(items:getv(itemId, 0), count)
  		if advCost[itemId] == 0 then
  			advCost[itemId] = nil
  		end
  
  		local last = items:getv(itemId, 0) - count
  		if last < 0 then
  			less[itemId] = -last
  		end
  
  	end
  	if next(less) and not self.owner:checkItemEnough(less) then return end --不够
  	if check then return true end
  	self:award(advCost, params)
  	self.owner:costItems(less, params)
  	return true
  end
  
  --事件点击处理
  local function clickOut(self, room, block, params)
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  	if self:cost({[ItemId.AdvKey] = 1}, {}) then
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  		if self.advInfo.level >= csvdb["adv_chapterCsv"][self.advInfo.chapter].limitlevel then --关卡结束
  			self:over(true)
  		else
  			self:initByChapter(self.advInfo.chapter, self.advInfo.level + 1, true)
  			self:backNext() --下一关
  		end
  		return true
  	end
  end
  
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
  	self.battle:playerAtk(room.roomId, block.blockId)
  	return true
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
  	local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
  	local checkCond = {
  		-- 拥有道具
  		[1] = function()
  			if self:cost({[cond[2]] = cond[3]}, {}, true) then
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
  		[2] = function()
  			for slot, heroId in pairs(self.advTeam.heros) do
  				if self.owner.heros[heroId] then
  					if self.owner.heros[heroId]:getProperty("type") == cond[2] then
  						return true
  					end
  				end
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
  			for _, room in pairs(self.rooms) do
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  				for _, block in pairs(room.blocks) do
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  					if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
  						return
  					end
  				end
  			end
  			return true
  		end,
  		--制定属性 > 
  		[4] = function()
  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) > cond[3] then
  				return true
  			end
  		end,
  	}
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  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_chooseCsv id :" .. block.event.id)
  	if cond[1] and not checkCond[cond[1]]() then return end
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  	local clearBlock = true
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  	local effect = block.event.effect[choose]
  	local doEffect = {
  		[1] = function() -- 获得某道具N个
  			self:backReward(self:award({[effect[2]] = effect[3]}, {}))
  		end,
  		[2] = function() --获得冒险buff
  			self.battle.player:addBuff(effect[2])
  		end,
  		[3] = function() --发现怪物
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  			self:addNewMonsterRand(effect[2], {room, block})
  			clearBlock = false
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  		end,
  		[4] = function() --无事发生
  		end
  	}
  	assert(doEffect[effect[1]], "error effect, event_chooseCsv id :" .. block.event.id)
  	doEffect[effect[1]]()
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  	if clearBlock then
  		room:clearBEvent(block)
  	end
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  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {})
  	room:clearBEvent(block)
  	self:backReward(reward)
  	return true
  end
  
  local function clickTrader(self, room, block, params)
  	local buyId = params.id
  	local traderData = csvdb["event_traderCsv"][block.event.id]
  	if not traderData then return end -- 偷偷改表了
  
  	if not block.event.shop or not block.event.shop[buyId] then return end
  	if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
  
  	if not self:cost(traderData.type:toNumMap(), {}) then return end --不够
  
  	local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]}, {})
  	block.event.status = block.event.status:setv(buyId, 1)
  	self:backReward(reward)
  	return true
  end
  
  local function clickBuild(self, room, block, params)
  	local buildData = csvdb["event_buildingCsv"][block.event.id]
  	if not buildData then return end-- 偷偷改表了
  	if not block.event.effect then return end -- 没有效果 气人不
02c4de8d   zhouahaihai   增加 固有技
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  	local clearBlock = true
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  	local effect = block.event.effect
  	--todo 效果生效
  	local doEffect = {
  		[1] = function() -- 获得某道具N个
  			self:backReward(self:award({[effect[2]] = effect[3]}, {}))
  		end,
  		[2] = function() --获得冒险buff
  			self.battle.player:addBuff(effect[2])
  		end,
  		[3] = function() --发现怪物
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  			self:addNewMonsterRand(effect[2], {room, block})
  			clearBlock = false
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  		end,
  		[4] = function() --无事发生
  		end
  	}
  	assert(doEffect[effect[1]], "error effect, event_buildingCsv id :" .. block.event.id)
  	if not self:cost({[buildData.type] = 1}, {}) then return end
  	doEffect[effect[1]]()
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  	if clearBlock then
  		room:clearBEvent(block)
  	end
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  	return true
  end
  
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
  }
  
  --点击处理 roomId, blockId 
  --params 某些事件需要的客户端传递的参数
  function Adv:clickBlock(roomId, blockId, params)
  	local room = self.rooms[roomId]
  	if not room then return end
  	local block = room.blocks[blockId]
  	if not block then return end
  
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  	local status = false
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  	local clickEvent = false
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  	if not block.isOpen then
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  		local canOpen = false  --如果未开放是否可以开放
  		local hadMonster = false -- 周围是否有解锁的怪未击败
  		for _, one in ipairs(self:getAroundBlocks(room, block)) do
  			local _room, _block = one[1], one[2]
  			if _block.isOpen then canOpen = true end
  			if _block.isOpen and _block.event and (_block.event.etype == AdvEventType.BOSS or _block.event.etype == AdvEventType.Monster) then 
  				hadMonster = true 
  			end
  		end
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  		if canOpen and not hadMonster then --开放
  			room:openBlock(block, self)
  			status = true
  		end
  	else
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  		clickEvent = true
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  		--点了空地
  		if not block.event then
  			return 
  		end
  		--可点击的事件
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  		if not room.isBossRoom or block.event.etype == AdvEventType.BOSS then
46fac6f1   zhouahaihai   酱料
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  			if eventCallFunc[block.event.etype] then
  				status = eventCallFunc[block.event.etype](self, room, block, params)
  			end
  		end
  	end
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  	if status and (not clickEvent or (not block.event or block.event.etype ~= AdvEventType.Out)) then  --出去了就不计算回合了
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  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
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  	self:saveDB()
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  	return status
  end
  
  --使用道具产生效果
  function Adv:useItem(itemId, count, target)
  	count = count or 1
  	local itemData = csvdb["adv_itemCsv"][itemId] 
  	if not itemData then return end
  	--重置数量 
  	if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
  	if not self:cost({[itemId] = count}, {}, true) then return true end
  	--消耗
  	if itemData["function"] == 0 or itemData["function"] == 1 then 
  		self:cost({[itemId] = count}, {})
  	end
  	--生效
  	if itemData.type == 1 or itemData.type == 0 then --技能
  		self.battle.player:releaseSkill(itemData.effect, 1, target)
  	elseif itemData.type == 2 then	--掉落
  		local item = csvdb["event_dropCsv"][itemData.effect]["range"]:randWeight(true)
  		self:backReward(self:award({[item[1]] = item[2]}, {}))
  	else
  		return
  	end
  
  	self:afterRound()
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  	self:saveDB()
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  	return true
  end
  
  --使用技能
  function Adv:useSkill(skillId, target)
  	local skillLevel = nil
  	if skillId > 1000 then return end
  	for slot, heroId in pairs(self.advTeam.heros) do
  		if self.owner.heros[heroId] then
  			if csvdb["unitCsv"][self.owner.heros[heroId]:getSkinId()]["adv"] == skillId then
  				skillLevel = self.owner.heros[heroId]:getSkillLevel(4)
  				break
  			end
  		end
  	end
  	if not skillLevel then return end
  	local skillData = csvdb["adv_skillCsv"][skillId]
  	if self.advInfo.power < skillData.cost then return end
  	self.advInfo.power = self.advInfo.power - skillData.cost
  	if skillData.target:toArray(true, "=")[1] == 0 then
  		local enemy = self.battle:getEnemy(target.roomId, target.blockId)
  		if not enemy then return end
  		self.battle.player:releaseSkill(skillId, skillLevel, enemy)
  	else
  		self.battle.player:releaseSkill(skillId, skillLevel)
  	end
  	
  	self:afterRound()
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  	self:saveDB()
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  	return true
  end
  
  --敌人死亡
02c4de8d   zhouahaihai   增加 固有技
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  function Adv:enemyDead(roomId, blockId, escape)
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  	local room = self.rooms[roomId]
  	local block = room.blocks[blockId]
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  	--死了以后掉东西
  	if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then --处理死亡
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  		if block.event.etype == AdvEventType.BOSS then
  			room.isBossRoom = false
  		end
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  		if escape then
  			room:clearBEvent(block)
  		else
  			local item = block.event.item
  			if not item then
  				if block.event.etype == AdvEventType.BOSS then
  					item = {ItemId.AdvKey, 1} 
  				else
  					local monsterData = csvdb["event_monsterCsv"][block.event.id]
  					local dropData = csvdb["event_dropCsv"][monsterData.dropid]
  					item = dropData["range"]:randWeight(true)
  				end
46fac6f1   zhouahaihai   酱料
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  			end
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921
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  			table.clear(block.event)
  			block.event.etype = AdvEventType.Drop
  			block.event.item = item
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  		end
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  	end
  	self:backBlockChange(roomId, blockId)
  end
  
  --cType 0 or nil  值  1 百分比
  function Adv:changePower(value, cType)
  	cType = cType or 0
  	if cType == 0 then
  		self.advInfo.power = self.advInfo.power + value
  	elseif cType == 1 then
  		self.advInfo.power = self.advInfo.power + self.advInfo.power * value
  	end
  	self.advInfo.power = math.floor(math.max(0, self.advInfo.power))
  end
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
  
  function Adv:backReward(items)
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items})
  end
  -- if is player enemyId is nil 
  --isMax 是否是改变血量上限
  function Adv:backHpChange(enemyId, change, isMax) 
  	self:pushBackEvent(AdvBackEventType.HpChange, {enemyId = enemyId, change = change, isMax = isMax})
  end
  -- if is player enemyId is nil 
  function Adv:backAtkChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.AtkChange, {enemyId = enemyId, change = change})
  end
  -- if is player enemyId is nil 
  function Adv:backBuff(enemyId, buffId, isDel)
  	self:pushBackEvent(AdvBackEventType.Buff, {enemyId = enemyId, buffId = buffId, isDel = isDel})
  end
  -- if is player enemyId is nil 
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
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  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
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  end
  
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
  function Adv:backEnd(score)
  	self:pushBackEvent(AdvBackEventType.End, {score = score})
  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
  function Adv:backAtk(enemyId, receiver)
  	self:pushBackEvent(AdvBackEventType.Atk, {enemyId = enemyId, receiver = receiver})
  end
  
  function Adv:popBackEvents()
  	local events = self.backEvents
  	self.backEvents = {}
  	return events
  end
  
  --回合事件处理
  function Adv:afterRound()
  	if self.battle then
  		self.battle:afterRound()
  	end
  end
  
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  function Adv:saveDB()
  	if self.battle then
  		self.battle:getDB()
  	end
  	self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam})
  end
  
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  return Adv