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zhouahaihai
酱料
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local Passive = require "adv.AdvPassive"
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zhouhaihai
优化冒险结构 增加夹层功能
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local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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5
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local Buff = require "adv.AdvBuff"
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zhouahaihai
酱料
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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local Adv = class("Adv")
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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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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zhouhaihai
冒险商店
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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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zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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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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zhouhaihai
优化冒险结构 增加夹层功能
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self:initByInfo(self.owner:getProperty("advInfo"))
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zhouahaihai
酱料
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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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zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self.round = advInfo.round or 0
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self.score = advInfo.score or {}
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zhouhaihai
中继层
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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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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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self.lchoose = advInfo.lch or {}
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ccbafe67
zhouhaihai
冒险神器和buff
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self.waitArtifact = advInfo.waitAF
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f45d3a7b
zhouhaihai
adv_unlock
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39
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self.cacheUnlock = advInfo.cacheUnlock or {}
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f8408529
zhouhaihai
冒险商店
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self.shopStatus = advInfo.shopStatus or {}
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9ced5432
zhouhaihai
冒险支援效果 保底事件
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self.support = advInfo.support or {}
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f8408529
zhouhaihai
冒险商店
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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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zhouahaihai
酱料
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end
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优化冒险结构 增加夹层功能
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self:initBattle()
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zhouahaihai
酱料
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end
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0e3ab88d
zhouhaihai
中继层
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-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId)
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zhouhaihai
bug
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level = level or self.level
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zhouhaihai
中继层
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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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46fac6f1
zhouahaihai
酱料
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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-- 随机新的地图
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9ced5432
zhouhaihai
冒险支援效果 保底事件
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function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
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zhouhaihai
冒险成就
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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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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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self.level = level or 1
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self.round = 0
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zhouhaihai
优化冒险结构 增加夹层功能
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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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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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79
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self.lchoose = self.lchoose or {}
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f45d3a7b
zhouhaihai
adv_unlock
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80
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self.cacheUnlock = self.cacheUnlock or {}
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f8408529
zhouhaihai
冒险商店
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81
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self.shopStatus = self.shopStatus or {}
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9ced5432
zhouhaihai
冒险支援效果 保底事件
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82
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self.support = self.support or {}
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cd498e53
zhouhaihai
被动技生效bug
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83
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self.battle = nil -- 清掉 老的 battle
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9ced5432
zhouhaihai
冒险支援效果 保底事件
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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 {})
end
|
f4c65591
zhouhaihai
抽奖
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88
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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89
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-- 随机出地图
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0e3ab88d
zhouhaihai
中继层
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local mapId
if isRelay then
local relayData = self:isHaveRelay(level, chapterId)
if relayData then
mapId = relayData.map
else
isRelay = false
mapId = self:randomMapId(chapterId, level)
end
else
mapId = self:randomMapId(chapterId, level)
end
self.isRelay = isRelay
local isNewRelay = false
if self.isRelay then -- 中继层
local advRelay = self.owner:getProperty("advRelay")
local chapter = self:isEndless() and -1 or self.chapterId
if not (advRelay[chapter] or {})[self.level] then
isNewRelay = true
advRelay[chapter] = advRelay[chapter] or {}
advRelay[chapter][self.level] = 1
self.owner:updateProperty({field = advRelay, value = advRelay})
end
end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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self.maps = {}
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0e3ab88d
zhouhaihai
中继层
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116
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self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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46fac6f1
zhouahaihai
酱料
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117
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b71a8190
zhouhaihai
动态改变 一些buff
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self:initBattle(true)
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self:initLayerTask()
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冒险支援效果 保底事件
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-- 支援效果生效一些
self:activeSomeSupport()
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self:checkTask(Adv.TaskType.Arrive)
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f45d3a7b
zhouhaihai
adv_unlock
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126
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self:checkAdvUnlock(1, self.level)
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596ac19f
zhouhaihai
buff
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128
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if isToNext then
self.battle.player:afterLayer() -- 玩家的buff 清理一下
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596ac19f
zhouhaihai
buff
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129
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end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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if not notNotify then
self:saveDB(notNotify)
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zhouahaihai
冒险事件 new
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132
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end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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133
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end
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b0fe1817
zhouahaihai
冒险分数
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134
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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139
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self.round = 0
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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self.lastEnemyId = 1
self.mapStack = {}
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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142
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self.lchoose = {}
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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self.maps = {}
self.battle = nil
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ccbafe67
zhouhaihai
冒险神器和buff
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145
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self.waitArtifact = nil
|
0e3ab88d
zhouhaihai
中继层
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146
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self.isRelay = nil
|
f45d3a7b
zhouhaihai
adv_unlock
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147
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self.cacheUnlock = {}
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f8408529
zhouhaihai
冒险商店
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148
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self.shopStatus = {}
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9ced5432
zhouhaihai
冒险支援效果 保底事件
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149
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self.support = {}
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1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
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151
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end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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153
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
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154
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if self:isRunning() then
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zhouahaihai
酱料
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155
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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advInfo.chapterId = self.chapterId
advInfo.level = self.level
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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advInfo.round = self.round
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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159
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advInfo.score = self.score
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zhouhaihai
中继层
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advInfo.isRelay = self.isRelay
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优化冒险结构 增加夹层功能
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advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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163
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advInfo.lch = self.lchoose
|
ccbafe67
zhouhaihai
冒险神器和buff
|
164
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advInfo.waitAF = self.waitArtifact
|
f45d3a7b
zhouhaihai
adv_unlock
|
165
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advInfo.cacheUnlock = self.cacheUnlock
|
f8408529
zhouhaihai
冒险商店
|
166
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advInfo.shopStatus = self.shopStatus
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
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167
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advInfo.support = self.support
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
168
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advInfo.maps = {}
|
1607a7f0
zhouahaihai
冒险事件 new
|
169
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|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
170
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self.battle:saveDB()
|
1607a7f0
zhouahaihai
冒险事件 new
|
171
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|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
|
46fac6f1
zhouahaihai
酱料
|
174
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end
|
46fac6f1
zhouahaihai
酱料
|
175
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|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
176
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advTeam.player = self.battle.player:getDB()
|
46fac6f1
zhouahaihai
酱料
|
177
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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else
advTeam.player = nil
|
46fac6f1
zhouahaihai
酱料
|
180
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
181
182
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self:updateTask(notNotify)
|
b176d7d3
zhouhaihai
冒险成就
|
183
|
self:updateAchievement(notNotify)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
184
|
self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
|
185
186
|
end
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
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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
supportEffect[6] = function(num)
self.support[6] = (self.support[6] or 0) + num
end
-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
supportEffect[7] = function(num)
self.support[7] = (self.support[7] or 0) + num
end
for _, supportId in ipairs(supports) do
local supportData = csvdb["adv_supportCsv"][supportId]
for _, effect in ipairs(supportData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if supportEffect[cur[1]] then
supportEffect[cur[1]](table.unpack(cur))
end
end
end
end
function Adv:activeSomeSupport()
-- 奖励物品
if self.support[1] then
self:award(self.support[1])
self.support[1] = nil
end
-- 加buff
if self.support[2] then
for _, buffId in ipairs(self.support[2]) do
self.battle.player:addBuff(buffId)
end
self.support[2] = nil
end
--加被动技
if self.support[3] then
for _, passiveId in ipairs(self.support[3]) do
self.battle.player:addPassive({id = passiveId})
end
self.support[3] = nil
end
-- 加随机神器
if self.support[6] then
local pool = {}
for id, temp in pairs(csvdb["adv_artifactCsv"]) do
if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
table.insert(pool, id)
end
end
for i = 1, math.min(self.support[6], #pool) do
local idx = math.randomInt(1, #pool)
self:award({[pool[idx]] = 1})
table.remove(pool, idx)
end
self.support[6] = nil
end
self:supportChooseArtifact()
end
function Adv:supportChooseArtifact()
-- 加 三选一 神器
if self.support[7] then
if self.support[7] > 0 then
self:waitChooseArtifact()
end
self.support[7] = self.support[7] - 1
if self.support[7] <= 0 then
self.support[7] = nil
end
end
end
function Adv:supportFirstLayerAddEvent()
if self.support[4] then
local temp = self.support[4]
self.support[4] = nil
return temp
end
end
function Adv:supportEveryLayerAddEvent()
return self.support[5]
end
function Adv:isRunning()
if self.chapterId then return true end
return false
end
-- 强制结束
function Adv:forceOver(notNotify)
if self:isRunning() then
self:clear()
local advTeam = self.owner:getProperty("advTeam")
advTeam.player = nil
local reward = self.owner:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
end
self.owner:award(reward)
self.owner:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
end
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
342
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372
|
-- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
function Adv:checkAdvUnlock(utype, value)
if not self.chapterId then return end
local chapter = self.chapterId % 100
local reward = {}
for id, data in pairs(csvdb["adv_unlockCsv"]) do
if data.chapterid == chapter and data.type == utype and value == data.value then
--0=立即获得;1=结算时获得
if data.time == 0 then
reward[data.itemid] = 1
elseif data.time == 1 then
table.insert(self.cacheUnlock, data.itemid)
end
end
end
if next(reward) then
self.owner:award(reward)
end
end
function Adv:clearAdvUnlockCache()
local reward = {}
for _, itemId in ipairs(self.cacheUnlock) do
reward[itemId] = 1
end
if next(reward) then
self.owner:award(reward)
end
self.cacheUnlock = {}
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
373
|
function Adv:initBattle(notDb)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
374
375
376
|
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
|
46fac6f1
zhouahaihai
酱料
|
377
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
378
|
self.cachePassiveEvent = {}
|
1313eac0
zhouhaihai
冒险的一些bug
|
379
380
381
382
383
|
-- after init battle
for idx, map in pairs(self.maps) do
map:initBattleAfter()
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
384
385
386
387
|
--下层
if notDb and self.level ~= 1 then
self.battle.player:attrChangeCondBuffCheck(1)
end
|
46fac6f1
zhouahaihai
酱料
|
388
389
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
390
391
392
393
394
395
396
|
function Adv:triggerPassive(condType, params)
self.cachePassiveEvent = self.cachePassiveEvent or {}
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
|
46fac6f1
zhouahaihai
酱料
|
397
398
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
399
400
|
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
|
46fac6f1
zhouahaihai
酱料
|
401
402
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
403
404
|
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
|
46fac6f1
zhouahaihai
酱料
|
405
406
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
407
408
409
410
411
|
function Adv:getRoom(roomId, mapIdx)
mapIdx = mapIdx or self:getCurMapIdx()
local map = self.maps[mapIdx]
if map then
return map.rooms[roomId]
|
36c30c5c
zhouahaihai
冒险
|
412
|
end
|
46fac6f1
zhouahaihai
酱料
|
413
414
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
415
416
417
418
|
function Adv:getBlock(roomId, blockId, mapIdx)
local room = self:getRoom(roomId, mapIdx)
if room then
return room.blocks[blockId]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
419
|
end
|
46fac6f1
zhouahaihai
酱料
|
420
421
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
422
423
424
425
426
427
428
|
function Adv:isHaveArtifact(id)
return self.owner:getProperty("advAFGet")[id]
end
function Adv:awardArtifact(id, params)
if self:isHaveArtifact(id) then return end
self.owner:changeUpdates({{type = "advAFGet", field = id, value = 1}}, params.notNotify)
|
e852b350
zhouhaihai
冒险成就类型增加
|
429
|
self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
|
85ded242
zhouhaihai
丰富返回事件
|
430
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
431
432
433
|
end
|
56e2b75f
zhouhaihai
方法名错误
|
434
|
function Adv:addArtifactEffect(effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
435
436
437
438
439
440
441
442
443
444
|
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:addPassive({id = id})
elseif etype == 2 then
self.battle.player:addBuff(id)
end
end
end
|
56e2b75f
zhouhaihai
方法名错误
|
445
|
function Adv:delArtifactEffect(effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
446
447
448
449
450
451
452
453
454
455
456
457
458
459
|
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:delPassiveById(id)
elseif etype == 2 then
self.battle.player:delBuffById(id)
end
end
end
function Adv:wearArtifact(slot, id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
|
c992c911
zhouhaihai
中继
|
460
461
462
463
464
465
|
if id == -1 then
if not advAFWear[slot] then return end
else
if not advAFGet[id] then return end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
|
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
if curWear[id] then return end
if advAFWear[slot] then
local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
self:delArtifactEffect(oldData.effect)
if oldData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:delArtifactEffect(comboData.effect)
end
end
end
curWear[advAFWear[slot]] = nil
end
|
c992c911
zhouhaihai
中继
|
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
|
if id ~= -1 then
curWear[id] = 1
local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
self:addArtifactEffect(newData.effect)
if newData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:addArtifactEffect(comboData.effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
510
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
511
512
|
end
end
|
c992c911
zhouhaihai
中继
|
513
514
|
else
id = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
515
|
end
|
46fac6f1
zhouahaihai
酱料
|
516
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
517
518
519
520
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
|
-- 是否穿着指定神器
function Adv:isWearAF(id)
local advAFWear = self.owner:getProperty("advAFWear")
for _, _id in pairs(advAFWear) do
if _id == id then
return true
end
end
return false
end
--是否激活指定神器套装
function Adv:haveComboAF(id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
for _, _id in pairs(advAFWear) do
local afData = csvdb["adv_artifactCsv"][_id][advAFGet[_id]]
if afData.comboId == id then
local comboData = csvdb["adv_artifact_comboCsv"][afData.comboId]
if comboData then
for _, _id2 in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id2] then
return false
end
end
return true
end
return false
end
end
return false
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
557
558
|
function Adv:artifactLevelUp(id, level)
level = level or 1
|
ccbafe67
zhouhaihai
冒险神器和buff
|
559
|
local advAFGet = self.owner:getProperty("advAFGet")
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
560
|
if not advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
561
|
local advAFWear = self.owner:getProperty("advAFWear")
|
e1355da3
zhouhaihai
神器 被动
|
562
563
564
565
|
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
566
567
568
569
570
571
572
573
|
local newLv = advAFGet[id]
for i = 1, level do
if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
newLv = newLv + 1
end
if newLv == advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
574
|
local status = 0
|
e1355da3
zhouhaihai
神器 被动
|
575
|
if curWear[id] then -- 穿着呢
|
ccbafe67
zhouhaihai
冒险神器和buff
|
576
|
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
|
e852b350
zhouhaihai
冒险成就类型增加
|
577
|
local newData = csvdb["adv_artifactCsv"][id][newLv]
|
ccbafe67
zhouhaihai
冒险神器和buff
|
578
579
580
581
|
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
582
583
|
self.owner:changeUpdates({{type = "advAFGet", field = id, value = newLv}})
self:checkAchievement(Adv.AchievType.MWeaponLv, 1, id, newLv)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
584
585
586
587
588
589
590
591
592
593
594
595
596
|
return status
end
function Adv:waitChooseArtifact()
local chooses = {}
local pool = {}
local count = 3 --需要多少个
for id, temp in pairs(csvdb["adv_artifactCsv"]) do
if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
table.insert(pool, id)
end
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
597
598
599
600
|
if #pool == 0 then
self:award({[ItemId.AdvPoint] = 48})
else
for i = 1, math.min(count, #pool) do
|
ccbafe67
zhouhaihai
冒险神器和buff
|
601
602
603
604
|
local idx = math.randomInt(1, #pool)
table.insert(chooses, pool[idx])
table.remove(pool, idx)
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
605
606
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
607
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
608
609
610
611
612
613
614
615
|
end
function Adv:isWaitChooseArtifact()
return self.waitArtifact
end
function Adv:chooseArtifact(index)
if not self.waitArtifact or not self.waitArtifact[index] then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
616
617
|
self:award({[self.waitArtifact[index]] = 1})
self.waitArtifact = nil
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
618
619
620
621
|
-- 支援效果继续选择
self:supportChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
622
623
624
625
626
627
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
628
|
|
eee37c88
zhouhaihai
楼层数据
|
629
|
function Adv:getCurFloorData()
|
eee37c88
zhouhaihai
楼层数据
|
630
|
local chapter = self.chapterId % 100
|
bbf64622
zhouhaihai
冒险
|
631
|
return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
|
eee37c88
zhouhaihai
楼层数据
|
632
633
|
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
634
|
--关卡结束
|
bbf64622
zhouhaihai
冒险
|
635
|
function Adv:over(success, rewardRatio, overType)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
636
637
|
if success then
rewardRatio = rewardRatio or 100
|
bbf64622
zhouhaihai
冒险
|
638
|
overType = overType or 0
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
639
640
|
else
rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
|
bbf64622
zhouhaihai
冒险
|
641
|
overType = overType or -1
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
642
|
end
|
bbf64622
zhouhaihai
冒险
|
643
644
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
-- 扣除的东西给积分
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
645
|
local reward = self.owner:getProperty("advItems"):toNumMap()
|
bbf64622
zhouhaihai
冒险
|
646
|
local addScore = 0
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
647
|
for itemId, count in pairs(reward) do
|
bbf64622
zhouhaihai
冒险
|
648
|
local itemCsv = csvdb["itemCsv"][itemId]
|
3df73a9e
zhouhaihai
复兴奖励
|
649
650
651
|
if not itemCsv then
print("ERROR: no itemId in ItemCsv : ", itemId)
elseif itemCsv.type == ItemType.AdvItem then
|
bbf64622
zhouhaihai
冒险
|
652
653
654
655
|
addScore = addScore + count * itemCsv.advScore
else
reward[itemId] = math.ceil(count * rewardRatio / 100)
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
656
|
end
|
bbf64622
zhouhaihai
冒险
|
657
658
659
660
661
662
663
664
|
self:scoreChange(AdvScoreType.ItemBack, addScore)
local score = self.owner:fixAdvScoreChange(self:getScore())
local scoreInfo = self.score
local scoreReward = math.floor(score / chapterData.scoreAward)
self.owner:award({[ItemId.OldCoin] = scoreReward})
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
665
666
|
reward = self.owner:award(reward)
|
bbf64622
zhouhaihai
冒险
|
667
668
|
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
|
46fac6f1
zhouahaihai
酱料
|
669
|
if success then
|
53e8037e
zhouhaihai
任务
|
670
|
self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
|
bbf64622
zhouhaihai
冒险
|
671
672
|
if not self:isEndless() and self.level >= chapterData.limitlevel then
|
53e8037e
zhouhaihai
任务
|
673
674
|
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
|
b176d7d3
zhouhaihai
冒险成就
|
675
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
676
677
678
679
680
681
682
683
|
local roleId = self.owner:getProperty("id")
local oldMaxScore = tonum(redisproxy:zscore(RANK_ADV, roleId))
if score > oldMaxScore then
local team = self.owner:getProperty("advTeam")
local curInfo = {
name = self.owner:getProperty("name"),
headId = self.owner:getProperty("headId"),
lv = self.owner:getProperty("level"),
|
f7f25b04
zhouhaihai
冒险bug
|
684
|
batteV = self.owner:getTeamBattleValue(team.heros),
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
685
686
687
688
689
690
691
692
|
chapter = self.chapterId,
format = self.owner:getTeamHerosInfo(team.heros),
}
redisproxy:pipelining(function (red)
red:zadd(RANK_ADV, score, roleId) --更新分数
red:hset(RANK_ADV_INFO, roleId, MsgPack.pack(curInfo))
end)
end
|
46fac6f1
zhouahaihai
酱料
|
693
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
694
|
self:clearAdvUnlockCache()
|
46fac6f1
zhouahaihai
酱料
|
695
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
696
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
00115a7a
zhouahaihai
奖励发放
|
697
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
698
699
700
701
702
|
self.owner:updateProperties({
advItems = "",
advAFGet = {},
advAFWear = {},
})
|
bbf64622
zhouhaihai
冒险
|
703
|
self:backEnd(success, score, scoreInfo, reward, overType, scoreReward)
|
46fac6f1
zhouahaihai
酱料
|
704
705
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
706
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
707
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
708
709
710
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
711
712
713
714
715
|
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
|
716
|
end
|
8da953a7
zhouhaihai
无尽模式
|
717
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
718
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
719
720
721
722
723
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
724
|
end
|
8da953a7
zhouhaihai
无尽模式
|
725
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
726
727
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
728
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
729
730
731
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
732
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
733
|
|
46fac6f1
zhouahaihai
酱料
|
734
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
735
736
737
738
739
|
for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and not lastMapIds[mapId] then
if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
|
46fac6f1
zhouahaihai
酱料
|
740
741
742
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
743
744
745
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
746
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
747
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
748
749
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
750
|
|
46fac6f1
zhouahaihai
酱料
|
751
752
|
-- 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
|
753
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
754
755
756
757
758
759
760
761
762
|
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
|
763
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
764
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
765
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
766
|
local buffAdd = self.battle.player:getRewardChange(itemId)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
767
|
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
|
768
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
769
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
770
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
771
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
772
773
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
774
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
775
776
777
778
779
780
781
782
|
if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
self:awardArtifact(itemId, params)
else
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
items = items:setv(itemId, nums)
|
916096ed
zhouhaihai
神器效果
|
783
784
785
|
end
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
786
787
788
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
789
790
791
792
|
if tgift[ItemId.OldCoin] then
self.battle.player:attrChangeCondBuffCheck(0)
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
793
|
return tgift
|
916096ed
zhouhaihai
神器效果
|
794
795
796
|
end
|
46fac6f1
zhouahaihai
酱料
|
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
|
-- 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
|
817
818
819
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
820
821
822
823
824
|
return true
end
--事件点击处理
local function clickOut(self, room, block, params)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
825
826
827
|
if self:getCurMap():checkOver() then --检查是否可以出去了
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
|
85ded242
zhouhaihai
丰富返回事件
|
828
|
self:backLayer(-1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
829
|
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
830
831
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
832
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
833
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
834
835
836
837
838
839
840
841
|
-- 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
|
842
|
end
|
0e3ab88d
zhouhaihai
中继层
|
843
|
|
b176d7d3
zhouhaihai
冒险成就
|
844
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
f45d3a7b
zhouhaihai
adv_unlock
|
845
|
self:checkAdvUnlock(2, self.level)
|
0e3ab88d
zhouhaihai
中继层
|
846
|
|
bbf64622
zhouhaihai
冒险
|
847
848
849
850
851
|
local curFloorData = self:getCurFloorData()
if not self.isRelay then
self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
852
853
|
if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1)) then --关卡结束
self:over(true)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
854
|
else
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
855
|
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
|
bbf64622
zhouhaihai
冒险
|
856
|
|
eee37c88
zhouhaihai
楼层数据
|
857
858
859
|
if curFloorData then
self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
end
|
0e3ab88d
zhouhaihai
中继层
|
860
|
local isHaveRelay = self:isHaveRelay(self.level)
|
e1355da3
zhouhaihai
神器 被动
|
861
862
|
self.owner:getProperty("advTeam").player = self.battle.player:getDB() -- 临时缓存住 battle 的player
|
0e3ab88d
zhouhaihai
中继层
|
863
864
865
866
867
|
if isHaveRelay and not self.isRelay then
self:initByChapter(self.chapterId, self.level, true, true, true, false)
else
self:initByChapter(self.chapterId, self.level + 1, true, true, false, false)
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
868
869
|
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
870
|
|
46fac6f1
zhouahaihai
酱料
|
871
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
872
|
|
46fac6f1
zhouahaihai
酱料
|
873
874
875
876
|
return true
end
end
|
0e3ab88d
zhouhaihai
中继层
|
877
|
local function clickExit(self, room, block, params)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
878
|
self:over(true)
|
0e3ab88d
zhouhaihai
中继层
|
879
880
881
|
return true
end
|
46fac6f1
zhouahaihai
酱料
|
882
883
|
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
884
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
885
886
887
|
return true
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
888
|
local function chooseCommon(self, room, block, chooseData, choose, tag)
|
46fac6f1
zhouahaihai
酱料
|
889
890
891
892
|
if not chooseData or not chooseData["button".. choose .."cond"] then return end
local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
local checkCond = {
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
893
894
895
896
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
897
|
-- 拥有道具
|
1229c24d
zhouhaihai
新加选择条件
|
898
899
|
[1] = function(_, itemId, count)
if self:cost({[itemId] = count}, {}, true) then
|
46fac6f1
zhouahaihai
酱料
|
900
901
902
903
|
return true
end
end,
-- xx角色(todo 队长)
|
9d66362c
zhouhaihai
修改冒险选择条件
|
904
905
906
907
908
909
|
[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
|
910
911
912
913
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
914
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
915
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
916
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
917
918
919
920
921
922
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
923
|
--制定属性
|
1229c24d
zhouhaihai
新加选择条件
|
924
925
|
[4] = function(_, attrType, value)
if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
|
46fac6f1
zhouahaihai
酱料
|
926
927
928
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
929
|
-- 提交一个物品
|
1229c24d
zhouhaihai
新加选择条件
|
930
931
932
|
[5] = function (_, itemId, count)
if self:cost({[itemId] = count}, {}) then
self:backCost({[itemId] = count})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
933
934
935
|
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
936
|
-- sp 到达指定值
|
1229c24d
zhouhaihai
新加选择条件
|
937
938
|
[6] = function(_, value)
if self.battle.player.sp >= value then
|
53e8037e
zhouhaihai
任务
|
939
940
941
|
return true
end
end,
|
1229c24d
zhouhaihai
新加选择条件
|
942
943
944
945
|
--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
|
946
947
948
|
return true
end
end,
|
1229c24d
zhouhaihai
新加选择条件
|
949
950
951
952
953
954
955
956
|
--8=拥有x神器
[8] = function(_, artifactId)
return self:isHaveArtifact(artifactId)
end,
-- 9 = 生命值大于x%
[9] = function (_, value)
return self.battle.player.hp / self.battle.player.hpMax * 100 > value
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
957
958
|
}
assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
959
|
|
1229c24d
zhouhaihai
新加选择条件
|
960
|
if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
961
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
962
963
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
|
e10edb5f
zhouahaihai
冒险事件新
|
964
965
|
local doEffect = {
[1] = function() -- 获得某道具N个
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
966
967
968
969
970
971
|
local count = effect[3] or 1
local reward = {}
for i = 1, count do
local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
end
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
972
|
self:backReward(self:award(reward, {}), {roomId = room.roomId, blockId = block.blockId})
|
e10edb5f
zhouahaihai
冒险事件新
|
973
974
|
end,
[2] = function() --获得冒险buff
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
975
976
977
978
|
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
|
979
980
|
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
981
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
e10edb5f
zhouahaihai
冒险事件新
|
982
983
984
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
985
|
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
|
[5] = function() --5=属性枚举=数值;直接增加玩家属性
local attr
if effect[3] == 0 then
attr = "sp"
else
attr = AttsEnumEx[effect[3]]
if not AdvAttsEnum[attr] then return end
end
self.battle.player:addBaseAttr(attr, effect[4], effect[2])
end,
[6] = function() -- 商店
block:updateEvent({
etype = AdvEventType.Trader,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[7] = function() -- 建筑
block:updateEvent({
etype = AdvEventType.Build,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[8] = function() -- 选择
block:updateEvent({
etype = AdvEventType.Choose,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[9] = function() -- click
block:updateEvent({
etype = AdvEventType.Click,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[10] = function() -- 陷阱
block:updateEvent({
etype = AdvEventType.Trap,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1036
1037
|
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
1038
1039
|
end
}
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1040
|
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
1041
1042
|
doEffect[effect[1]]()
end
|
bbf64622
zhouhaihai
冒险
|
1043
1044
|
self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1045
1046
1047
1048
1049
1050
|
return true, clearBlock
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1051
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1052
|
if not status then return end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1053
1054
1055
|
self:checkAdvUnlock(3, block.event.id)
self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1056
|
self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, block.event.id, choose)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1057
1058
1059
1060
1061
1062
1063
1064
1065
|
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
|
1066
|
local lcId = block.event.id
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1067
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1068
1069
1070
|
if not status then return end
-- 完成统计次数
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1071
1072
1073
|
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
|
1074
|
self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
|
b176d7d3
zhouhaihai
冒险成就
|
1075
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1076
1077
1078
1079
1080
1081
|
self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
local advStoryB = self.owner:getProperty("advStoryB")
advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
self.owner:setProperty("advStoryB", advStoryB)
local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter) -- 检查故事对应章节
|
bbf64622
zhouhaihai
冒险
|
1082
|
self:scoreChange(AdvScoreType.Story, storyData.advScore) --增加加分
|
e852b350
zhouhaihai
冒险成就类型增加
|
1083
|
|
f45d3a7b
zhouhaihai
adv_unlock
|
1084
|
self:checkAdvUnlock(4, startId)
|
e6439157
zhouhaihai
故事事件
|
1085
|
self.lchoose.cur = self.lchoose.cur or {}
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1086
|
table.insert(self.lchoose.cur, {lcId, choose})
|
e6439157
zhouhaihai
故事事件
|
1087
1088
|
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
|
1089
|
else
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1090
|
self.lchoose.ing = lcId + 1 --后面会出现后继事件
|
e6439157
zhouhaihai
故事事件
|
1091
|
self.lchoose.cur = self.lchoose.cur or {}
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1092
|
table.insert(self.lchoose.cur, {lcId, choose})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1093
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1094
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1095
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1096
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1097
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
1098
|
|
46fac6f1
zhouahaihai
酱料
|
1099
1100
1101
1102
1103
1104
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1105
|
self.battle.player:triggerPassive(Passive.CLICK_DROP)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
1106
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
1107
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1108
|
block:clear()
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
1109
|
self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
|
46fac6f1
zhouahaihai
酱料
|
1110
1111
1112
1113
1114
1115
|
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
|
1116
|
if not traderData then return false, 1 end -- 偷偷改表了
|
46fac6f1
zhouahaihai
酱料
|
1117
|
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1118
1119
|
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
|
1120
|
|
127a5787
zhouhaihai
商人卖完走人
|
1121
|
local buyCount = #((block.event.status or ""):toArray())
|
27cc6f23
zhouhaihai
商店bug
|
1122
|
if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
|
f8408529
zhouhaihai
冒险商店
|
1123
1124
|
local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1125
|
if not goodsData then return false, 5 end
|
f8408529
zhouhaihai
冒险商店
|
1126
1127
|
local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1128
|
if not self:cost({[goodsData.currency] = costCount}, {}) then return false, 6 end --不够
|
f8408529
zhouhaihai
冒险商店
|
1129
1130
1131
1132
1133
1134
1135
1136
1137
|
self:backCost({[goodsData.currency] = costCount})
local reward = self:award({[goodsData.item] = goodsData.num})
if goodsData.restrict == 1 then
self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
elseif goodsData.restrict == 2 then
local advShop = self.owner:getProperty("advShop")
advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
self.owner:updateProperty({field = "advShop", value = advShop})
end
|
46fac6f1
zhouahaihai
酱料
|
1138
|
block.event.status = block.event.status:setv(buyId, 1)
|
127a5787
zhouhaihai
商人卖完走人
|
1139
|
buyCount = buyCount + 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1140
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
1141
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
1142
|
self:backReward(reward)
|
127a5787
zhouhaihai
商人卖完走人
|
1143
|
|
27cc6f23
zhouhaihai
商店bug
|
1144
|
if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
|
127a5787
zhouhaihai
商人卖完走人
|
1145
1146
|
block:clear()
end
|
46fac6f1
zhouahaihai
酱料
|
1147
1148
1149
1150
|
return true
end
local function clickBuild(self, room, block, params)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1151
1152
1153
1154
|
local choose = params.choose
local chooseData = csvdb["event_buildingCsv"][block.event.id]
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
if not status then return end
|
85ded242
zhouhaihai
丰富返回事件
|
1155
|
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1156
|
self:checkTask(Adv.TaskType.Build, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
1157
|
self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1158
|
self:checkAchievement(Adv.AchievType.BuildBySelect, 1, block.event.id, choose)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1159
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1160
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1161
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1162
|
end
|
46fac6f1
zhouahaihai
酱料
|
1163
1164
1165
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
|
local function clickClick(self, room, block, params)
local clickData = csvdb["event_clickCsv"][block.event.id]
if not clickData then return end
local clearBlock = true
local doEffect = {
[1] = function() -- 技能
for _, skillId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:releaseSkill(skillId)
end
end,
[2] = function() -- dropId
local reward = {}
for _, dropId in ipairs(clickData.effect:toArray(true, "=")) do
local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
|
68e60f7a
zhouhaihai
掉落
|
1180
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1181
|
end
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
1182
1183
1184
1185
1186
1187
|
self:backReward(self:award(reward, {}), {roomId = room.roomId, blockId = block.blockId})
end,
[3] = function()
for _, buffId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:addBuff(buffId)
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1188
1189
|
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
1190
1191
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1192
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1193
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1194
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
1195
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1196
1197
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
|
local function clickLayer(self, room, block, params)
if block.event.mapIdx then
table.insert(self.mapStack, block.event.mapIdx) --进入夹层
else
--生成夹层
local mapId = csvdb["event_layerCsv"][block.event.id].effect
local mapIdx = #self.maps + 1
block.event.mapIdx = mapIdx
table.insert(self.mapStack, mapIdx)
self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
self.battle:initMapEnemys(mapIdx)
|
1313eac0
zhouhaihai
冒险的一些bug
|
1210
|
self.maps[mapIdx]:initBattleAfter()
|
b176d7d3
zhouhaihai
冒险成就
|
1211
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1212
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
1213
|
self:backLayer(1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1214
1215
1216
|
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1217
1218
1219
1220
1221
1222
1223
|
local function clickTask(self, room, block, params)
if self:addTask(block.event.id) then --增加任务
block:clear()
return true
end
end
|
46fac6f1
zhouahaihai
酱料
|
1224
1225
|
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
|
0e3ab88d
zhouhaihai
中继层
|
1226
1227
|
[AdvEventType.InOut] = clickOut,
[AdvEventType.Exit] = clickExit,
|
46fac6f1
zhouahaihai
酱料
|
1228
1229
1230
|
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1231
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
1232
1233
1234
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1235
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1236
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1237
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
1238
1239
1240
1241
1242
|
}
--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
|
1243
1244
1245
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
1246
1247
|
if not block then return end
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1248
|
local status, errorCode = false, nil
|
36c30c5c
zhouahaihai
冒险
|
1249
|
local clickEvent = false
|
48962a74
zhouhaihai
路障系统提交
|
1250
1251
|
local function checkAroundBlocks(ignoreGuard)
|
36c30c5c
zhouahaihai
冒险
|
1252
|
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
|
1253
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
1254
|
local _room, _block = one[1], one[2]
|
48962a74
zhouhaihai
路障系统提交
|
1255
1256
1257
1258
1259
1260
1261
1262
|
if not ignoreGuard and _block:isGuard() then
if _block:isMonster() then
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) then
return false
end
else
return false
|
4f0a5fae
zhouhaihai
营养剂
|
1263
|
end
|
48962a74
zhouhaihai
路障系统提交
|
1264
1265
|
elseif _block:isWalk() then
canOpen = true
|
36c30c5c
zhouahaihai
冒险
|
1266
1267
|
end
end
|
48962a74
zhouhaihai
路障系统提交
|
1268
1269
1270
1271
1272
|
return canOpen
end
if not block.isOpen then
if checkAroundBlocks() then --开放
|
8781e103
zhouhaihai
冒险 bug
|
1273
|
self:getCurMap():openBlock(roomId, blockId, true, true)
|
46fac6f1
zhouahaihai
酱料
|
1274
1275
1276
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
1277
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
1278
1279
1280
1281
|
--点了空地
if not block.event then
return
end
|
48962a74
zhouhaihai
路障系统提交
|
1282
1283
1284
1285
|
if block:isHinder() then
if not checkAroundBlocks(true) then return end
end
|
46fac6f1
zhouahaihai
酱料
|
1286
|
--可点击的事件
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1287
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
1288
|
if eventCallFunc[block.event.etype] then
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1289
|
status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
1290
1291
1292
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1293
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1294
|
if clickEvent and block.event then
|
0e3ab88d
zhouhaihai
中继层
|
1295
|
if block:getEventType() == AdvEventType.Out or block:getEventType() == AdvEventType.InOut or block:getEventType() == AdvEventType.Exit then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1296
1297
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1298
1299
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
1300
1301
1302
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1303
|
self:saveDB()
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1304
|
return status, errorCode
|
46fac6f1
zhouahaihai
酱料
|
1305
1306
|
end
|
46fac6f1
zhouahaihai
酱料
|
1307
|
|
4f0a5fae
zhouhaihai
营养剂
|
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
|
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
|
1341
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
|
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
|
1358
1359
1360
1361
1362
1363
1364
1365
|
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
|
1366
1367
1368
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
1369
1370
1371
1372
1373
1374
|
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
|
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
|
end
return true
end
-- 2=trader_id:召唤商人
doActiveEffect[2] = function(_, traderId)
for _, target in ipairs(targers) do
if target.isOpen and not target:getEventType() then
target:updateEvent({
etype = AdvEventType.Trader,
id = traderId,
})
target:randomEvent()
self:backBlockChange(target.room.roomId, target.blockId)
end
end
return true
end
-- 3=monster_id:替换怪物,仅使用方式为2时生效
doActiveEffect[3] = function(_, monsterId)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self.battle:removeEnemyById(target.id)
|
318c573a
zhouhaihai
冒险bug
|
1399
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
|
self:backBlockChange(target.roomId, target.blockId)
end
end
return true
end
-- 4:显示本层
doActiveEffect[4] = function(_)
self:getCurMap():showMap()
self:backMapShow()
return true
end
-- 5:放逐目标
doActiveEffect[5] = function(_)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self.battle:removeEnemyById(target.id)
local block = self:getBlock(target.roomId, target.blockId)
block:clear()
self:backBlockChange(target.roomId, target.blockId)
end
end
return true
end
-- 6=陷阱id:移除陷阱,不填写id则移除所有陷阱
doActiveEffect[6] = function(_, trapId)
if not next(targers) and activeData.usetype == 4 then
-- 全屏
for _, room in pairs(self:getCurMap().rooms) do
for _, block in pairs(room.blocks) do
if block:getEventType() == AdvEventType.Trap then
block:updateEvent(nil)
self:backBlockChange(block.room.roomId, block.blockId)
end
end
end
else
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Trap then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
end
return true
end
-- 7=道具燃烧效果
doActiveEffect[7] = function(_)
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Drop then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
return true
end
-- 8:翻开范围内的方格
doActiveEffect[8] = function(_)
for _ , target in ipairs(targers) do
|
c8210d56
zhouhaihai
boss 房有入口
|
1460
|
self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
|
4f0a5fae
zhouhaihai
营养剂
|
1461
1462
1463
1464
|
end
return true
end
|
db3c56ad
zhouhaihai
冒险相关
|
1465
1466
1467
1468
1469
1470
|
-- 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
|
1471
1472
|
--10: 立刻结算 按比例返还
doActiveEffect[10] = function(_, rewardRatio)
|
bbf64622
zhouhaihai
冒险
|
1473
|
self:over(true, rewardRatio, 1)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1474
1475
|
return true
end
|
1bb3abca
zhouhaihai
冒险 退出 bug
|
1476
|
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
|
--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
|
1492
|
|
4f0a5fae
zhouhaihai
营养剂
|
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
|
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
|
1505
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
|
-- 地图上物品变化
function Adv:mapItemChange(ctype)
local clist = csvdb["transform_itemCsv"][ctype]
if clist then
for roomId, room in pairs(self:getCurMap().rooms) do
for blockId, block in pairs(room.blocks) do
if block:getEventType() == AdvEventType.Drop and block.event.item then
local id = block.event.item[1]
local changeTo = nil
if clist[id] then
changeTo = {clist[id].toId, clist[id].num}
elseif clist[-1] then
changeTo = {clist[-1].toId, clist[-1].num}
end
if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
block.event.item = changeTo
self:backBlockChange(roomId, blockId)
end
end
end
end
end
end
|
46fac6f1
zhouahaihai
酱料
|
1530
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1531
1532
|
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
|
1533
1534
1535
1536
|
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
|
1537
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1538
1539
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1540
1541
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1542
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1543
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1544
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1545
1546
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
bbf64622
zhouhaihai
冒险
|
1547
1548
1549
1550
1551
|
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
|
1552
1553
|
local changeV = self.battle.player:addExp(monsterData.exp)
self:backDead(enemyId, changeV)
|
db3c56ad
zhouhaihai
冒险相关
|
1554
1555
|
if enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) then -- 掉落转为 click
local clickId = buff:effect()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1556
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1557
1558
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1559
|
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1560
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
|
else
local item = block.event.item
if not item then
local buff = enemy:hadBuff(Buff.CHANGE_DROP)
if buff then
item = table.pack(buff:effect())
else
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
end
if item[1] == 0 then
block:clear()
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1575
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1576
1577
1578
1579
1580
|
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
3e205f5e
zhouhaihai
bug
|
1581
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {itemId = item[1], count = item[2]})
|
db3c56ad
zhouhaihai
冒险相关
|
1582
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1583
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1584
1585
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1586
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
|
self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
self:checkAchievement(Adv.TaskType.KillWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
if monsterData.type == 2 then
self:checkAchievement(Adv.TaskType.KillBoss, 1, enemyId)
self:checkAchievement(Adv.TaskType.KillBossWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillBossNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
end
|
46fac6f1
zhouahaihai
酱料
|
1601
|
end
|
46fac6f1
zhouahaihai
酱料
|
1602
1603
1604
1605
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1606
1607
1608
1609
1610
|
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 ...
|
1611
1612
1613
|
function Adv:backReward(items, params)
params = params or {}
self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
|
46fac6f1
zhouahaihai
酱料
|
1614
1615
1616
1617
1618
1619
|
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
|
ae9a74b5
suhongyang
返回miss,快速战斗逻辑
|
1620
|
|
46fac6f1
zhouahaihai
酱料
|
1621
1622
1623
1624
|
-- if is player enemyId is nil
function Adv:backAtkChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.AtkChange, {enemyId = enemyId, change = change})
end
|
e996b82a
zhouahaihai
冒险增加防御属性
|
1625
1626
1627
1628
1629
1630
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1631
1632
1633
1634
1635
1636
|
-- 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
|
1637
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1638
1639
|
end
|
4eadc2ab
suhongyang
獲得被動暫時增加log,後面可以去掉
|
1640
1641
1642
1643
1644
|
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
end
|
46fac6f1
zhouahaihai
酱料
|
1645
1646
1647
1648
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
bbf64622
zhouhaihai
冒险
|
1649
1650
|
function Adv:backEnd(success, score, scoreInfo, reward, overType, scoreAward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward, type = overType, scoreAward = scoreAward})
|
46fac6f1
zhouahaihai
酱料
|
1651
1652
1653
1654
1655
1656
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1657
1658
|
function Adv:backDead(enemyId, exp)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
|
bedca62d
zhouahaihai
冒险
|
1659
1660
|
end
|
386ca58e
zhouhaihai
优化log
|
1661
1662
1663
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1664
|
|
85ded242
zhouhaihai
丰富返回事件
|
1665
1666
|
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1667
1668
|
end
|
4f0a5fae
zhouhaihai
营养剂
|
1669
1670
1671
1672
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1673
1674
1675
1676
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1677
1678
1679
1680
1681
1682
1683
1684
1685
|
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
|
1686
|
function Adv:scoreChange(scoreType, score)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1687
|
self.score[scoreType] = self.score[scoreType] or 0
|
bbf64622
zhouhaihai
冒险
|
1688
|
self.score[scoreType] = self.score[scoreType] + score
|
b0fe1817
zhouahaihai
冒险分数
|
1689
1690
1691
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1692
|
self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
|
bbf64622
zhouhaihai
冒险
|
1693
|
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
|
1694
|
self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
|
bbf64622
zhouhaihai
冒险
|
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
|
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
|
1707
1708
|
end
|
46fac6f1
zhouahaihai
酱料
|
1709
1710
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1711
1712
1713
1714
1715
1716
|
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
|
1717
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1718
1719
1720
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1721
1722
|
end
|
46fac6f1
zhouahaihai
酱料
|
1723
|
return Adv
|