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src/adv/Adv.lua 65.6 KB
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  local Passive = require "adv.AdvPassive"
  
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  local AdvCommon = require "adv.AdvCommon"
  local AdvMap = require "adv.AdvMap"
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  local Buff = require "adv.AdvBuff"
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  local Adv = class("Adv")
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  local AdvTask = import(".AdvTask")  --任务相关数据搞出去
  AdvTask.bind(Adv)
  
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  function Adv:ctor(owner)
  	assert(owner, "Adv instance must have owner(role)")
  	self.owner = owner
  	self.maps = {}
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  	self.shopStatus = {}
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  	self.battle = nil
  	self.backEvents = {} --发给客户端的事件组
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  	self.advTask = self.owner:getProperty("advTask")
  	self.advMTask = self.owner:getProperty("advMTask")
  	self.advTaskChange = false -- 任务改变才更新
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  end
  
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  function Adv:mylog(contents)
  	contents = contents or {}
  	if contents["cint1"] or contents["cint2"] or contents["cint3"] then
  		print("advLog error log have cint1 or cint2 or cint3 ", debug.traceback())
  	end
  	contents["cint1"] = self.chapterId
  	contents["cint2"] = self.level
  
  	self.owner:mylog("adv_action", contents)
  end
  
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  --初始化adv 信息
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  function Adv:initByInfo()
  	local advInfo = self.owner:getProperty("advInfo")
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  	if not next(advInfo) then return end --还没有 开始新地图
  
  	self.chapterId = advInfo.chapterId
  	self.level = advInfo.level or 1
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  	self.round = advInfo.round or 0
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  	self.score = advInfo.score or {}
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  	self.isRelay = advInfo.isRelay
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  	self.lastEnemyId = advInfo.lastEId or 1
  	self.mapStack = advInfo.mstack or {}
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  	self.lchoose = advInfo.lch or {}
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  	self.waitArtifact = advInfo.waitAF
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  	self.cacheUnlock = advInfo.cacheUnlock or {}
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support or {}
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  	self.logid = advInfo.logid or "auto"
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  	self.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
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  	end
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  	self:initBattle(advInfo)
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  end
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  -- 找出level 是否存在中继层
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  function Adv:isHaveRelay(level, chapterId, force)
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  	level = level or self.level
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  	chapterId = chapterId or self.chapterId
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  	if level == 1 and not force then return end
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  	local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
  	for _, campsite in ipairs(campsiteCsv) do
  		if campsite.floor == level then
  			return campsite
  		end
  	end
  	return nil
  end
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  -- 随机新的地图
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  function Adv:initByChapter(params)
  	local chapterId = params.chapterId
  	local level = params.level 
  	local isToNext = params.isToNext 
  	local notNotify = params.notNotify 
  	local isRelay = params.isRelay 
  	local isEnter = params.isEnter 
  	local support = params.support
  	local debugMapId = params.debugMapId
  
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  	if not self.chapterId then -- 开始新的章节
  		self.chapterId = chapterId
  		self:checkAchievement(Adv.AchievType.StartBattle, 1)
  	elseif chapterId ~= self.chapterId then  -- 正常不会出现
  		return 
  	end
  	
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  	self.level = level or 1
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  	self.round = 0
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  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
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  	self.lchoose = self.lchoose or {}
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  	self.cacheUnlock = self.cacheUnlock or {}
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  	self.shopStatus = self.shopStatus or {}
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  	self.support = self.support or {}
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  	if self.battle then
  		self.battle:overBattle()
  	end
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  	self.battle = nil  -- 清掉 老的 battle
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  	self.logid = self.owner:getActionUcode()
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  	if isEnter then -- 把 支援效果初始化为易用用的形式
  		self:initSupport(support or {})
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  		self.owner:setProperty("advLimit", {}) -- 清掉 Limit
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  	end
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  	-- 随机出地图
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  	local mapId, relayData
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  	if debugMapId and csvdb["mapCsv"][debugMapId] then
  		mapId = debugMapId
  	end
  	if not mapId then
  		if isRelay then
  			relayData = self:isHaveRelay(level, chapterId)
  			if relayData then 
  				mapId = relayData.map
  			else
  				isRelay = false
  				mapId = self:randomMapId(chapterId, level)
  			end
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  		else
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  			mapId = self:randomMapId(chapterId, level)
  		end
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  	end
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  	self.isRelay = isRelay
  	local isNewRelay = false
  	if self.isRelay then -- 中继层
  		local advRelay = self.owner:getProperty("advRelay")
  		local chapter = self:isEndless() and -1 or self.chapterId
  		if not (advRelay[chapter] or {})[self.level] then
  			isNewRelay = true
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  		end
  	end
  
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  	if self.level == 1 or self.isRelay then
  		self:supplyPotion()
  	end
  
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  	self.maps = {}
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  	self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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  	self:initBattle(nil, isToNext)
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  	self:initLayerTask()
  
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  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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  	-- 中继进入奖励
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  	if relayData and isEnter then
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  		self:awardRelay(relayData, notNotify)
  	end
  
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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:passAdvRelay()
  	local advRelay = self.owner:getProperty("advRelay")
  	local chapter = self:isEndless() and -1 or self.chapterId
  	if not (advRelay[chapter] or {})[self.level] then
  		advRelay[chapter] = advRelay[chapter] or {}
  		advRelay[chapter][self.level] = 1
  		self.owner:updateProperty({field = "advRelay", value = advRelay})
  		local relayData = self:isHaveRelay()
  		if relayData and relayData.award ~= "" then
  			self:pushBackEvent(AdvBackEventType.RelayReward, {items = self:award(relayData.award:toNumMap(), {log = {desc = "relayReward"}})})
  		end
  	end
  end
  
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
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  	self.waitArtifact = nil
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  	self.isRelay = nil
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  	self.cacheUnlock = {}
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  	self.shopStatus = {}
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  	self.support = {}
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  end
  
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
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  	if self:isRunning() then
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  		advInfo.chapterId = self.chapterId
  		advInfo.level = self.level
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  		advInfo.round = self.round
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  		advInfo.score = self.score
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  		advInfo.isRelay = self.isRelay
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  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
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  		advInfo.lch = self.lchoose
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  		advInfo.waitAF = self.waitArtifact
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  		advInfo.cacheUnlock = self.cacheUnlock
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  		advInfo.shopStatus = self.shopStatus
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  		advInfo.support = self.support
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  		advInfo.logid = self.logid
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  		advInfo.maps = {}
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  		self.battle:saveDB(advInfo)
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  function Adv:awardRelay(relayData, notNotify)
  	local gift = {}
  
  	if relayData.artifact > 0 then
  		local pool = {}
  		for id, temp in pairs(csvdb["adv_artifactCsv"]) do
  			if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
  				table.insert(pool, id)
  			end
  		end
  		for i = 1, math.min(relayData.artifact, #pool) do
  			local idx = math.randomInt(1, #pool)
  			gift[pool[idx]] = 1
  			table.remove(pool, idx)
  		end
  	end
  
  	if relayData.point > 0 then
  		gift[ItemId.AdvPoint] = relayData.point
  	end
  
  	if relayData.otherAward ~= "" then
  		for dropId, count in pairs(relayData.otherAward:toNumMap()) do
  			for i = 1, count do
  				local dropData = csvdb["event_dropCsv"][dropId]
  				if dropData then
  					local item = dropData["range"]:randWeight(true)
  					gift[item[1]] = (gift[item[1]] or 0) + item[2]
  				else
  					skynet.error(string.format("[ERROR]: event_dropCsv no id %s,  adv_chapter_campsite",  dropId))
  				end
  			end
  		end
  	end
  
  	self:award(gift, {notNotify = notNotify,  log = {desc = "relayEnter", int1 = self.chapterId, int2 = self.level}})
  end
  
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  function Adv:initSupport(supports)
  	self.support = {}
  
  	local supportEffect = {}
  	-- 获得道具 1=道具id=道具数量
  	supportEffect[1] = function(_, itemId, num)
  		self.support[1] = self.support[1] or {}
  		self.support[1][itemId] = (self.support[1][itemId] or 0) + num
  	end
  
  	-- 获得mapbuff  2=mapbuffid
  	supportEffect[2] = function(_, buffId)
  		self.support[2] = self.support[2] or {}
  		table.insert(self.support[2], buffId)
  	end
  
  	-- 获得mappassive 3=mappassive
  	supportEffect[3] = function(_, passiveId)
  		self.support[3] = self.support[3] or {}
  		table.insert(self.support[3], passiveId)
  	end
  
  	-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[4] = function(_, etype, id, num)
  		self.support[4] = self.support[4] or {}
  		self.support[4][etype] = self.support[4][etype] or {}
  		self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
  	end
  
  	-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[5] = function(_, etype, id, num)
  		self.support[5] = self.support[5] or {}
  		self.support[5][etype] = self.support[5][etype] or {}
  		self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
  	end
  
  	-- 获得随机神器 6=数量
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  	supportEffect[6] = function(_, num)
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.support[6] = (self.support[6] or 0) + num
  	end
  
  	-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
9250904b   zhouhaihai   参数错误
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  	supportEffect[7] = function(_, num)
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.support[7] = (self.support[7] or 0) + num
  	end
  
  	for _, supportId in ipairs(supports) do
  		local supportData = csvdb["adv_supportCsv"][supportId]
  		for _, effect in ipairs(supportData.effect:toArray()) do
  			local cur = effect:toArray(true, "=")
  			if supportEffect[cur[1]] then
  				supportEffect[cur[1]](table.unpack(cur))
  			end 
  		end
  	end
  end
  
  function Adv:activeSomeSupport()
  	-- 奖励物品
  	if self.support[1] then
3133cb76   zhouhaihai   日志
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  		self:award(self.support[1], {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.support[1] = nil
  	end
  
  	-- 加buff
  	if self.support[2] then
  		for _, buffId in ipairs(self.support[2]) do
  			self.battle.player:addBuff(buffId)
  		end
  		self.support[2] = nil
  	end
  
  	--加被动技
  	if self.support[3] then
  		for _, passiveId in ipairs(self.support[3]) do
  			self.battle.player:addPassive({id = passiveId})
  		end
  		self.support[3] = nil
  	end
  
  	-- 加随机神器
  	if self.support[6] then
  		local pool = {}
  		for id, temp in pairs(csvdb["adv_artifactCsv"]) do
  			if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
  				table.insert(pool, id)
  			end
  		end
  		for i = 1, math.min(self.support[6], #pool) do
  			local idx = math.randomInt(1, #pool)
3133cb76   zhouhaihai   日志
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  			self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  			table.remove(pool, idx)
  		end
  		self.support[6] = nil
  	end
  
  	self:supportChooseArtifact()
  end
  
  function Adv:supportChooseArtifact()
  	-- 加 三选一 神器
  	if self.support[7] then
  		if self.support[7] > 0 then
  			self:waitChooseArtifact()
  		end
  		self.support[7] = self.support[7] - 1
  		if self.support[7] <= 0 then
  			self.support[7] = nil
  		end
  	end
  end
  
  function Adv:supportFirstLayerAddEvent()
  	if self.support[4] then
  		local temp = self.support[4]
  		self.support[4] = nil
  		return temp
  	end
  end
  
  function Adv:supportEveryLayerAddEvent()
  	return self.support[5]
  end
  
  
  function Adv:isRunning()
  	if self.chapterId then return true end
  	return false
  end
  
70cc72d7   zhouhaihai   拾荒bug
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  -- 强制结束  逻辑和adv内部无关
  function Adv:forceOver(notNotify, force)
  	if self:isRunning() or force then
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		local advTeam = self.owner:getProperty("advTeam")
  		advTeam.player = nil
  
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
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  		local advPotionCsv = csvdb["adv_potionCsv"]
  		local potionBag = self.owner:getProperty("potionBag")
  
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		local reward = self.owner:getProperty("advItems"):toNumMap()
  		for itemId, count in pairs(reward) do
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
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  			if advPotionCsv[itemId] then
  				potionBag[itemId] = (potionBag[itemId] or 0) + count
  			else
  				reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
  			end
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		end
67b46a6b   zhouhaihai   修复存在的冒险进不去的玩家
421
  		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}, notNotify = notNotify})
9ced5432   zhouhaihai   冒险支援效果 保底事件
422
  
3133cb76   zhouhaihai   日志
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  		self:clear()
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.owner:updateProperties({
  			advInfo = {}, 
  			advTeam = advTeam,
  			advItems = "",
  			advAFGet = {},
  			advAFWear = {},
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
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  			potionBag = potionBag,
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		}, notNotify)
  	end
  end
  
  
  
f45d3a7b   zhouhaihai   adv_unlock
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  -- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
  function Adv:checkAdvUnlock(utype, value)
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	local reward = {}
  	for id, data in pairs(csvdb["adv_unlockCsv"]) do
  		if data.chapterid == chapter and data.type == utype and value == data.value then
  			--0=立即获得;1=结算时获得
  			if data.time == 0 then
  				reward[data.itemid] = 1
  			elseif data.time == 1 then
  				table.insert(self.cacheUnlock, data.itemid)
  			end
  		end
  	end
  	if next(reward) then
3133cb76   zhouhaihai   日志
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  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
3133cb76   zhouhaihai   日志
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  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  	self.cacheUnlock = {}
  end
  
a5660239   zhouhaihai   冒险bug
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  function Adv:initBattle(info, isToNext)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	self.battle = require("adv.AdvBattle").new(self)
a5660239   zhouhaihai   冒险bug
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  	-- 支援效果生效一些
  	self:activeSomeSupport()
  	
  	-- 不是中继层  加上 层 和 地图的buff和被动
  	if not self.isRelay then
  		self.battle:initMapEffect()
  	end
  
  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
  	end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  		self.battle:triggerPassive(passiveC[1], passiveC[2])
46fac6f1   zhouahaihai   酱料
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  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
485
  	self.cachePassiveEvent = {}
1313eac0   zhouhaihai   冒险的一些bug
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  	-- after init battle
  	for idx, map in pairs(self.maps) do
  		map:initBattleAfter()
  	end
b71a8190   zhouhaihai   动态改变 一些buff
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  	--下层
a5660239   zhouhaihai   冒险bug
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  	if not info and isToNext then
b71a8190   zhouhaihai   动态改变 一些buff
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  		self.battle.player:attrChangeCondBuffCheck(1)
  	end
a80fee7c   zhouhaihai   光环
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  	-- 初始化
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  	if not info then
a80fee7c   zhouhaihai   光环
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  		self.battle:newBattle()
400f1f91   zhouhaihai   auras
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  	else
  		self.battle:loadBattle(info)
a80fee7c   zhouhaihai   光环
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  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:triggerPassive(condType, params)
  	self.cachePassiveEvent = self.cachePassiveEvent or {}
  	if not self.battle then
  		table.insert(self.cachePassiveEvent, {condType, params})
  	else
  		self.battle:triggerPassive(condType, params)
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getRoom(roomId, mapIdx)
  	mapIdx = mapIdx or self:getCurMapIdx()
  	local map = self.maps[mapIdx]
  	if map then
  		return map.rooms[roomId]
36c30c5c   zhouahaihai   冒险
526
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getBlock(roomId, blockId, mapIdx)
  	local room = self:getRoom(roomId, mapIdx)
  	if room then
  		return room.blocks[blockId]
c0b7797f   zhouhaihai   陷阱、点击生效点
533
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
ccbafe67   zhouhaihai   冒险神器和buff
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  function Adv:isHaveArtifact(id)
  	return self.owner:getProperty("advAFGet")[id]
  end
  
  function Adv:awardArtifact(id, params)
  	if self:isHaveArtifact(id) then return end
  	self.owner:changeUpdates({{type = "advAFGet", field = id, value = 1}}, params.notNotify)
e852b350   zhouhaihai   冒险成就类型增加
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  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
3133cb76   zhouhaihai   日志
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f22a33af   zhouhaihai   自己的日志
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  	if params.log then
  		local log = clone(params.log)
  		if log["cint1"] or log["cint2"] or log["cint3"] then
  			print("awardArtifact error log have cint1 or cint2 or cint3 ", debug.traceback())
  		end
  		log["cint1"] = self.chapterId
  		log["cint2"] = self.level
  		log["cint3"] = id
  		self.owner:mylog("in_artifact", log)
  	else
  		print("awardArtifact no log ", debug.traceback())
  	end
bbb5f29a   zhouhaihai   冒险奖励神器
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  	if not params.isChoose then
  		self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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  end
  
  
56e2b75f   zhouhaihai   方法名错误
564
  function Adv:addArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
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  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:addPassive({id = id})
  		elseif etype == 2 then
  			self.battle.player:addBuff(id)
  		end
  	end
  end
  
56e2b75f   zhouhaihai   方法名错误
575
  function Adv:delArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
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  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:delPassiveById(id)
  		elseif etype == 2 then
  			self.battle.player:delBuffById(id)
  		end
  	end
  end
  
  function Adv:wearArtifact(slot, id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  
c992c911   zhouhaihai   中继
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  	if id == -1 then
  		if not advAFWear[slot] then return end
  	else
  		if not advAFGet[id] then return end
  	end
  
ccbafe67   zhouhaihai   冒险神器和buff
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  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
  	if curWear[id] then return end
  
  	if advAFWear[slot] then
  		local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
  		self:delArtifactEffect(oldData.effect)
  		if oldData.comboId ~= 0 then
  			local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
  			if comboData then
  				local isHaveCombo = true
  				for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  					if not curWear[_id] then
  						isHaveCombo = false
  						break
  					end
  				end
  				if isHaveCombo then
  					self:delArtifactEffect(comboData.effect)
  				end
  			end
  		end
  		curWear[advAFWear[slot]] = nil
  	end
  	
c992c911   zhouhaihai   中继
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  	if id ~= -1 then
  		curWear[id] = 1
  		local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
  		self:addArtifactEffect(newData.effect)
  
  		if newData.comboId ~= 0 then
  			local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
  			if comboData then
  				local isHaveCombo = true
  				for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  					if not curWear[_id] then
  						isHaveCombo = false
  						break
  					end
  				end
  				if isHaveCombo then
  					self:addArtifactEffect(comboData.effect)
ccbafe67   zhouhaihai   冒险神器和buff
640
  				end
ccbafe67   zhouhaihai   冒险神器和buff
641
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  			end
  		end
c992c911   zhouhaihai   中继
643
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  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
645
  	end
f22a33af   zhouhaihai   自己的日志
646
  	self:mylog({desc = "wearArtifact", int1 = id})
97807511   zhouhaihai   增加日志
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  	self.owner:log("mission_pick_equip", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_pick_equip_type = 1, --神器操作类型:1:装备,2:卸下
  		mission_pick_equip_id = id, --神器ID
  		mission_pick_equip_lv = advAFGet[id], --神器等级
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
46fac6f1   zhouahaihai   酱料
656
  
ccbafe67   zhouhaihai   冒险神器和buff
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  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
e852b350   zhouhaihai   冒险成就类型增加
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  -- 是否穿着指定神器
  function Adv:isWearAF(id)
  	local advAFWear = self.owner:getProperty("advAFWear")
  	for _, _id in pairs(advAFWear) do
  		if _id == id then
  			return true
  		end
  	end
  	return false
  end
  --是否激活指定神器套装
  function Adv:haveComboAF(id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
  	for _, _id in pairs(advAFWear) do
  		local afData = csvdb["adv_artifactCsv"][_id][advAFGet[_id]]
  		if afData.comboId == id then
  			local comboData = csvdb["adv_artifact_comboCsv"][afData.comboId]
  			if comboData then
  				for _, _id2 in ipairs(comboData.artifactid:toArray(true)) do
  					if not curWear[_id2] then
  						return false
  					end
  				end
  				return true
  			end
  			return false
  		end
  	end
  	return false
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
697
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  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
699
  	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
700
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
701
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
702
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  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
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  	local newLv = advAFGet[id]
  	for i = 1, level do
  		if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
  		newLv = newLv + 1
  	end
  	if newLv == advAFGet[id] then return end
  
f22a33af   zhouhaihai   自己的日志
714
715
  	self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
  
ccbafe67   zhouhaihai   冒险神器和buff
716
  	local status = 0
e1355da3   zhouhaihai   神器 被动
717
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
718
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
719
  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
720
721
722
723
  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
724
725
  	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
726
727
728
729
730
731
732
733
734
735
736
737
738
  	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
739
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
740
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
741
742
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
743
744
745
746
  			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
747
748
  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
749
  	end
ccbafe67   zhouhaihai   冒险神器和buff
750
751
752
753
754
755
756
757
  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
bbb5f29a   zhouhaihai   冒险奖励神器
758
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
3133cb76   zhouhaihai   日志
759
  
f22a33af   zhouhaihai   自己的日志
760
761
  	self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
762
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
763
764
765
766
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
767
768
769
770
771
772
  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
773
  
eee37c88   zhouhaihai   楼层数据
774
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
775
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
776
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
777
778
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
779
  --关卡结束
bbf64622   zhouhaihai   冒险
780
  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
781
782
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
783
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
784
785
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
786
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
787
  	end
bbf64622   zhouhaihai   冒险
788
789
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
790
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
791
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
792
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
793
794
795
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
796
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
797
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
798
  	end
bbf64622   zhouhaihai   冒险
799
800
801
802
803
804
  	self:scoreChange(AdvScoreType.ItemBack, addScore)
  
  	local score = self.owner:fixAdvScoreChange(self:getScore())
  	local scoreInfo = self.score
  	
  	local scoreReward = math.floor(score / chapterData.scoreAward)
3133cb76   zhouhaihai   日志
805
  	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
806
  
e22ded1b   zhouhaihai   被动技奖励
807
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
808
809
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
810
  	local reward = {}
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
811
812
  	local advPotionCsv = csvdb["adv_potionCsv"]
  	local potionBag = self.owner:getProperty("potionBag")
e22ded1b   zhouhaihai   被动技奖励
813
814
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
  		local itemCsv = csvdb["itemCsv"][itemId]
1b08afa7   chenyueqi   修复拾荒结算时,返还药剂错误导致药...
815
816
817
  		if advPotionCsv[itemId] then
  			potionBag[itemId] = (potionBag[itemId] or 0) + count
  		elseif not itemCsv then
e22ded1b   zhouhaihai   被动技奖励
818
819
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type ~= ItemType.AdvItem then
1b08afa7   chenyueqi   修复拾荒结算时,返还药剂错误导致药...
820
  			reward[itemId] = math.ceil(count * rewardRatio / 100)
e22ded1b   zhouhaihai   被动技奖励
821
822
  		end
  	end
3133cb76   zhouhaihai   日志
823
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
824
  
ea40710f   zhouhaihai   活动
825
  	local backAdvCount
60fff866   zhouhaihai   微调 结算返还
826
  	if not self:isEndless() then
1fd96b9f   zhouhaihai   冒险次数返还
827
  		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
ea40710f   zhouhaihai   活动
828
  		self.owner:changeAdvCount(-backAdvCount)
60fff866   zhouhaihai   微调 结算返还
829
830
  	end
  
46fac6f1   zhouahaihai   酱料
831
  	if success then
53e8037e   zhouhaihai   任务
832
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
833
834
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
835
836
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
9f135969   zhouhaihai   拾荒 失败也记录积分
837
  	end
b176d7d3   zhouhaihai   冒险成就
838
  
9f135969   zhouhaihai   拾荒 失败也记录积分
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
  	local roleId = self.owner:getProperty("id")
  	local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), 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"),
  			batteV = self.owner:getTeamBattleValue(team.heros),
  			chapter = self.chapterId,
  			format = self.owner:getTeamHerosInfo(team).heros,
  		}
  		redisproxy:pipelining(function (red)
  			red:zadd(self.owner:getAdvRankKey(), score, roleId)	--更新分数
  			red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  		end)
4bd10b43   chenyueqi   拾荒失败也要触发成就引导
855
  	end
9f135969   zhouhaihai   拾荒 失败也记录积分
856
  	
4bd10b43   chenyueqi   拾荒失败也要触发成就引导
857
858
859
  	-- 通关的时候要把引导步骤设定到成就引导
  	if not self.owner:checkOverGuide(57) then
  		self.owner:saveGuide(57,1,true)
46fac6f1   zhouahaihai   酱料
860
  	end
f45d3a7b   zhouhaihai   adv_unlock
861
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
862
  
f22a33af   zhouhaihai   自己的日志
863
864
  	self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
97807511   zhouhaihai   增加日志
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
  
  	local team = self.owner:getProperty("advTeam")
  	local player = {}
  	local attrs = self.owner:getTeamBattleInfo(team).heros
  	for attrName, _ in pairs(AdvAttsEnum) do
  		for _, hero in pairs(attrs) do
  			player[attrName] = (player[attrName] or 0) + hero[attrName]
  		end
  		player[attrName] = player[attrName] * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
  	end
  
  	local battleV = 1 * player["hp"]
  		+ 2 * player["atk"]
  		+ 1.25 * player["def"]
  		+ 0.226 * player["hit"]
  		+ 0.26 * player["miss"]
  
  	local heroList = {team.leader, team.leader2}
  	for _, hid in pairs(team.heros) do
  		if hid ~= team.leader and hid ~= team.leader2 then
  			heroList[#heroList + 1] = hid
  		end
  	end
  
  	self.owner:log("mission_pick", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_herolist = heroList, -- 英雄ID列表,[111, 222, 333, 444, 555] 前两个为队长、副队长
  		mission_heroscore = battleV, -- 编队总评分
  		mission_teamlv = 0, -- 编队等级
  		mission_recscore = csvdb["adv_chapter_campsiteCsv"][self.chapterId][1].recommendValue, -- 关卡推荐评分
  		mission_floor_bef = 0, -- 进入前关卡层数
  		mission_floor_aft = self.level, -- 结束时关卡层数
  		mission_team_status = {HP = team.player.hp, SP = team.player.sp}, -- 队伍状态,{"HP":100, "SP":100, "curse":7}
  		mission_result = success and 1 or (team.player.hp > 0 and 3 or 2), -- 战斗结果(0-无效,1-胜利,2-血量耗尽退出,3,主动退出)
  		mission_reward = reward, -- 获得奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  		mission_integral_bef = 0, -- 进入前积分
  		mission_integral_aft = score, -- 完成后积分
  		mission_cleartype = 1, -- 1正常通关;2代理拾荒
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
  
33be3111   zhouhaihai   修改hangPass 结构
908
  	local chapterId = self.chapterId
46fac6f1   zhouahaihai   酱料
909
  	self:clear()
89338c47   zhouhaihai   技能目标
910
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
911
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
912
913
914
915
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
916
  		potionBag = potionBag,
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
917
  	})
ea40710f   zhouhaihai   活动
918
919
920
921
922
923
  	self:pushBackEvent(AdvBackEventType.End, {
  		success = success,
  		score = score,
  		scoreInfo = scoreInfo,
  		reward = reward,
  		type = overType,
be4e8031   zhouhaihai   活动 拾荒
924
  		scoreAward = scoreReward,
ea40710f   zhouhaihai   活动
925
926
927
  		chapterId = chapterId,
  		backAdvCount = backAdvCount,
  	})
46fac6f1   zhouahaihai   酱料
928
929
  end
  
ec87b4a5   zhouahaihai   冒险 完善
930
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
931
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
932
933
934
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
935
936
937
938
939
  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
940
  	end
8da953a7   zhouhaihai   无尽模式
941
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
942
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
943
944
945
946
947
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
948
  	end
8da953a7   zhouhaihai   无尽模式
949
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
950
951
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
952
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
953
954
955
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
956
  	end
02c4de8d   zhouahaihai   增加 固有技
957
  	
46fac6f1   zhouahaihai   酱料
958
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
959
960
961
962
  	for _, mapId in ipairs(raw_pool) do
  		local temp = csvdb["mapCsv"][mapId]
  		if temp and not lastMapIds[mapId] then
  			if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
cfc7a04a   zhouhaihai   map id 提供随机概率调整
963
  				pool[mapId] = {showup = temp.showup}
46fac6f1   zhouahaihai   酱料
964
965
966
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
967
968
969
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
970
  	end
cfc7a04a   zhouhaihai   map id 提供随机概率调整
971
  	return math.randWeight(pool, "showup")
46fac6f1   zhouahaihai   酱料
972
973
  end
  
3f00afcf   zhouhaihai   增加日志
974
  -- log long1 字段被征用!!!
46fac6f1   zhouahaihai   酱料
975
  -- 在冒险中获得的物品都发放在冒险背包内
8955225b   zhouhaihai   快速拾取。快速使用
976
  function Adv:award(gift, params, backRewardParams)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
977
  	params = params or {}
46fac6f1   zhouahaihai   酱料
978
979
980
981
982
983
984
985
986
  	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
987
  	local oldItems = items
8955225b   zhouhaihai   快速拾取。快速使用
988
989
  
  	local autoUse = {}
46fac6f1   zhouahaihai   酱料
990
  	for itemId, count in pairs(tgift) do
47c6253a   zhouhaihai   bugfix
991
  		if count > 0 and self.battle.player then
ccbafe67   zhouhaihai   冒险神器和buff
992
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
993
  			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
994
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
995
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
996
  		end
ccbafe67   zhouhaihai   冒险神器和buff
997
  		tgift[itemId] = count
8955225b   zhouhaihai   快速拾取。快速使用
998
999
  		if globalCsv.adv_auto_useItem[itemId] and count > 0 then
  			autoUse[itemId] = count
ccbafe67   zhouhaihai   冒险神器和buff
1000
  		else
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1001
1002
  			local transId = globalCsv.adv_item_potion[itemId] or itemId
  			local origin = items:getv(transId, 0)
8955225b   zhouhaihai   快速拾取。快速使用
1003
1004
1005
1006
1007
1008
1009
  			local nums = origin + count
  
  			if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  				self:awardArtifact(itemId, params)
  				if not self.owner:checkOverGuide(55) then
  					self.owner:saveGuide(55,1,true)
  				end
ccbafe67   zhouhaihai   冒险神器和buff
1010
  			else
8955225b   zhouhaihai   快速拾取。快速使用
1011
  				if nums <= 0 then
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1012
  					items = items:delk(transId)
8955225b   zhouhaihai   快速拾取。快速使用
1013
1014
  					nums = 0
  				else
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1015
  					items = items:setv(transId, nums)
8955225b   zhouhaihai   快速拾取。快速使用
1016
  				end
3133cb76   zhouhaihai   日志
1017
  
8955225b   zhouhaihai   快速拾取。快速使用
1018
1019
  				if itemId == 16 and not self.owner:checkOverGuide(51,4) then
  					self.owner:saveGuide(51,4)
f22a33af   zhouhaihai   自己的日志
1020
  				end
8955225b   zhouhaihai   快速拾取。快速使用
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
  				if params.log then
  					local log = clone(params.log)
  					if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
  						print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  					end
  					log["cint1"] = itemId
  					log["cint2"] = math.abs(count)
  					log["cint3"] = self.chapterId
  					log["long1"] = self.level
  					if count >= 0 then
  						self.owner:mylog("in_adv", log)
  					else
  						self.owner:mylog("out_adv", log)
  					end
f22a33af   zhouhaihai   自己的日志
1035
  				else
8955225b   zhouhaihai   快速拾取。快速使用
1036
  					print("addAdvItem no log ", debug.traceback())
f22a33af   zhouhaihai   自己的日志
1037
  				end
f22a33af   zhouhaihai   自己的日志
1038
  			end
916096ed   zhouhaihai   神器效果
1039
1040
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1041
1042
1043
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
1044
1045
1046
1047
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
8955225b   zhouhaihai   快速拾取。快速使用
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
  
  	if backRewardParams then
  		self:backReward(tgift, backRewardParams)
  	end
  
  	if next(autoUse) then
  		for itemId, count in pairs(autoUse) do
  			self:useItem(itemId, count)
  		end
  		self:backUse(autoUse, 1)
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1059
  	return tgift
916096ed   zhouhaihai   神器效果
1060
1061
1062
  end
  
  
8955225b   zhouhaihai   快速拾取。快速使用
1063
1064
1065
1066
1067
1068
1069
  function Adv:useItem(itemId, count, target)
  	local itemData = csvdb["adv_itemCsv"][itemId] 
  	if not itemData then return end
  
  	if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
  
  	if itemId == 5020 then
505479c7   zhouhaihai   bug
1070
  		self.owner:finishGuide(53)
8955225b   zhouhaihai   快速拾取。快速使用
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
  	end
  
  	self:checkAchievement(self.AchievType.UseItem, count, itemId)
  	self:mylog({desc = "useItem", int1 = itemId, int2 = count})
  
  	self.owner:log("mission_pick_use", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		item_id = itemId, -- 道具ID
  		mission_pick_use_num = count, -- 道具使用量
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
  
  	for i = 1, count do
  		self:doActive(itemData.effect, target) -- target
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1090
1091
1092
  -- 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")
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1093
  	local potionCsv = csvdb["adv_potionCsv"]
46fac6f1   zhouahaihai   酱料
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
  	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
  
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1107
1108
1109
  		if potionCsv[itemId] and last < 0 then -- 只能使用冒险背包里的药水
  			return
  		end
46fac6f1   zhouahaihai   酱料
1110
1111
1112
  	end
  	if next(less) and not self.owner:checkItemEnough(less) then return end --不够
  	if check then return true end
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1113
  
46fac6f1   zhouahaihai   酱料
1114
  	self:award(advCost, params)
ccbafe67   zhouhaihai   冒险神器和buff
1115
1116
1117
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
1118
1119
1120
  	return true
  end
  
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1121
1122
1123
1124
1125
  -- 补满冒险背包药剂,从药剂背包扣除药水放到冒险背包
  function Adv:supplyPotion()
  	local potionCsv = csvdb["adv_potionCsv"]
  	local potionBag = self.owner:getProperty("potionBag")
  	local advItems = self.owner:getProperty("advItems")
c32be356   chenyueqi   进入拾荒自动补给药水,按当前等级下...
1126
  	local dishTree = self.owner.dinerData:getProperty("dishTree")
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1127
1128
1129
  	for potionId, set in pairs(potionCsv) do
  		local count = potionBag[potionId] or 0
  		if count > 0 then
c32be356   chenyueqi   进入拾荒自动补给药水,按当前等级下...
1130
1131
  			local level = dishTree:getv(potionId,1)
  			local num = math.min(set[level].limit,count)
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
  			advItems = advItems:setv(potionId,num)
  			potionBag[potionId] = num ~= count and (count - num) or nil
  		end
  	end
  	self.owner:updateProperties({
  		advItems = advItems,
  		potionBag = potionBag,
  	})
  end
  
46fac6f1   zhouahaihai   酱料
1142
  --事件点击处理
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1143
  local function clickOut(self, room, block, params, isExit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1144
  	if self:getCurMap():checkOver() then --检查是否可以出去了
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1145
1146
1147
1148
1149
  		if isExit then
  			self:over(true)
  			return true
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1150
  		if #self.mapStack > 1 then -- 处于夹层中
96018793   zhouhaihai   layer change
1151
  			self:backLayer(-1)
a80fee7c   zhouhaihai   光环
1152
  			local oldMapIdx = self:getCurMapIdx()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1153
  			table.remove(self.mapStack) --退出夹层
a80fee7c   zhouhaihai   光环
1154
  			self.battle:iLayerChange(oldMapIdx)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1155
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1156
1157
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
1158
  
ccbafe67   zhouhaihai   冒险神器和buff
1159
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
1160
1161
1162
1163
1164
1165
1166
  				-- 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}})
0c54995a   liuzujun   第一次通关拾荒章节推送限时礼包,活...
1167
1168
1169
1170
1171
  
  				if (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
  					self.owner:checkTaskEnter("AdvPassFirst", {id = self.chapterId})
  				end
  
8da953a7   zhouhaihai   无尽模式
1172
  				end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1173
  			end
0e3ab88d   zhouhaihai   中继层
1174
  
b176d7d3   zhouhaihai   冒险成就
1175
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
1176
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
1177
  
bbf64622   zhouhaihai   冒险
1178
1179
1180
1181
1182
  			local curFloorData = self:getCurFloorData()
  			if not self.isRelay then
  				self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
  			end
  
e51ff6d2   zhouhaihai   冒险~
1183
  			if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
f2648427   zhouhaihai   修改中继营地解锁条件
1184
  				self:passAdvRelay()
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1185
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1186
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1187
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
1188
  				
eee37c88   zhouhaihai   楼层数据
1189
  				if curFloorData then
8955225b   zhouhaihai   快速拾取。快速使用
1190
  					self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
eee37c88   zhouhaihai   楼层数据
1191
  				end
76c48085   zhouhaihai   下一关提前
1192
  				self:backNext() --下一关
0e3ab88d   zhouhaihai   中继层
1193
  				local isHaveRelay = self:isHaveRelay(self.level)
0e3ab88d   zhouhaihai   中继层
1194
  				if isHaveRelay and not self.isRelay then 
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1195
1196
1197
1198
1199
1200
1201
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level, 
  						isToNext = true, 
  						notNotify = true, 
  						isRelay = true,
  					})
0e3ab88d   zhouhaihai   中继层
1202
  				else
f22a33af   zhouhaihai   自己的日志
1203
  					self:mylog({desc = "pass"})
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1204
1205
1206
1207
1208
1209
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level + 1, 
  						isToNext = true, 
  						notNotify = true,
  					})
0e3ab88d   zhouhaihai   中继层
1210
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1211
  			end
b176d7d3   zhouhaihai   冒险成就
1212
  
46fac6f1   zhouahaihai   酱料
1213
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1214
  		
46fac6f1   zhouahaihai   酱料
1215
1216
1217
1218
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
1219
  local function clickExit(self, room, block, params)
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1220
  	return clickOut(self, room, block, params, true)
0e3ab88d   zhouhaihai   中继层
1221
1222
  end
  
46fac6f1   zhouahaihai   酱料
1223
1224
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
1225
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
1226
1227
1228
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1229
  local function chooseCommon(self, room, block, chooseData, choose, tag)
f5e38251   zhouhaihai   数据保护
1230
  	if not choose then return end
46fac6f1   zhouahaihai   酱料
1231
1232
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
cb071e8d   zhouhaihai   多条件选项
1233
  	local conds = chooseData["button".. choose .."cond"]:toTableArray(true)
46fac6f1   zhouahaihai   酱料
1234
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1235
1236
1237
1238
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
1239
  		-- 拥有道具
1229c24d   zhouhaihai   新加选择条件
1240
  		[1] = function(_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1241
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
1242
1243
1244
1245
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
9d66362c   zhouhaihai   修改冒险选择条件
1246
1247
1248
1249
1250
1251
  		[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
1252
1253
1254
1255
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1256
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
1257
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1258
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
1259
1260
1261
1262
1263
1264
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
1265
  		--制定属性 
1229c24d   zhouhaihai   新加选择条件
1266
1267
  		[4] = function(_, attrType, value)
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
1268
1269
1270
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1271
  		-- 提交一个物品
1229c24d   zhouhaihai   新加选择条件
1272
  		[5] = function (_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
1273
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
1274
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1275
1276
1277
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
1278
  		-- sp 到达指定值
1229c24d   zhouhaihai   新加选择条件
1279
1280
  		[6] = function(_, value)
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1281
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1282
1283
1284
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1285
1286
1287
1288
  		--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
1289
1290
1291
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1292
1293
1294
1295
1296
1297
  		--8=拥有x神器
  		[8] = function(_, artifactId)
  			return self:isHaveArtifact(artifactId)
  		end,
  		-- 9 = 生命值大于x%
  		[9] = function (_, value)
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1298
1299
1300
1301
1302
  			local cost = value / 100 * self.battle.player.hpMax
  			if self.battle.player.hp > cost then
  				self.battle.player:hurt(cost, nil, {hurtType = 6, buffId = -1})
  				return true
  			end
1229c24d   zhouhaihai   新加选择条件
1303
  		end,
f02ffa27   zhouhaihai   未获得神器
1304
1305
1306
1307
  		-- 10 = 未获得x神器
  		[10] = function(_, artifactId)
  			return not self:isHaveArtifact(artifactId)
  		end,
cb071e8d   zhouhaihai   多条件选项
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
1341
1342
1343
1344
1345
1346
1347
1348
1349
  		-- 11 = 地图上没有指定id 的怪
  		[11] = function(_, monsterId)
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:isMonster() then
  						if not monsterId then return false end
  						if block.event.id == monsterId then
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
  		-- 12 = 地图上没有指定id 的建筑
  		[12] = function(_, buildId)
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:isBuild() then
  						if not buildId then return false end
  						if block.event.id == buildId then
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
  		-- 13 = 地图上没有指定的 选择点
  		[13] = function(_, chooseId)
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:isChoose() then
  						if not chooseId then return false end
  						if block.event.id == chooseId then
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1350
   	}
cb071e8d   zhouhaihai   多条件选项
1351
1352
1353
1354
1355
   	for _, cond in ipairs(conds) do
   		assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
  		if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
   	end
  	
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1356
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
1357
1358
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
1359
1360
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1361
1362
1363
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
92d7d6ac   zhouhaihai   加一些数据保护
1364
1365
1366
1367
1368
1369
1370
  					local dropData = csvdb["event_dropCsv"][effect[2]]
  					if dropData then
  						local item = dropData["range"]:randWeight(true)
  						reward[item[1]] = (reward[item[1]] or 0) + item[2]
  					else
  						skynet.error(string.format("[ERROR]: event_dropCsv no id %s in %s id: %s",  effect[2], tag, chooseData.id))
  					end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1371
  				end
8955225b   zhouhaihai   快速拾取。快速使用
1372
  				self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, {roomId = room.roomId, blockId = block.blockId})
e10edb5f   zhouahaihai   冒险事件新
1373
1374
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1375
1376
1377
1378
  				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
1379
1380
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1381
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
d232676a   zhouhaihai   功能解锁 冒险返回
1382
  				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
e10edb5f   zhouahaihai   冒险事件新
1383
1384
1385
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
1386
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
  			[5] = function() --5=属性枚举=数值;直接增加玩家属性
  				local attr
  				if effect[3] == 0 then
  					attr = "sp"
  				else
  					attr = AttsEnumEx[effect[3]]
  					if not AdvAttsEnum[attr] then return end
  				end
  				self.battle.player:addBaseAttr(attr, effect[4], effect[2])
  			end,
  			[6] = function() -- 商店
  				block:updateEvent({
  					etype = AdvEventType.Trader,
  					id = effect[2]
  				})
d232676a   zhouhaihai   功能解锁 冒险返回
1402
  				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1403
1404
1405
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1406
1407
1408
1409
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1410
1411
1412
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1413
1414
1415
1416
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1417
1418
1419
  				clearBlock = false
  			end,
  			[9] = function() -- click
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1420
1421
1422
1423
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1424
1425
1426
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1427
1428
1429
1430
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1431
1432
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
1433
1434
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
031dcf99   zhouhaihai   修改战斗属性计算 冒险增加效果类型
1435
1436
1437
  			end,
  			[12] = function()
  				-- buffId
16ca64ab   zhouhaihai   全部敌人
1438
  				local targers = self.battle.player:getTeam(2, nil, nil, true)
031dcf99   zhouhaihai   修改战斗属性计算 冒险增加效果类型
1439
1440
1441
1442
  				for _, target in pairs(targers) do
  					target:addBuff(effect[2])
  				end
  			end,
c85f5bd6   zhouhaihai   新中继的屏蔽删掉
1443
  			[13] = function() -- 显示地图
7ca46333   zhouhaihai   map 传参错误
1444
1445
1446
  				self:getCurMap():showMap()
  				self:backMapShow()
  			end,
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1447
1448
1449
  			[14] = function() -- 指定地块召唤 指定类型的id
  				local change = self:getCurMap():layEventToStage(effect[2], effect[3], effect[4], effect[5])
  				for _, one in ipairs(change) do
111937b9   zhouhaihai   自己不清楚 格子
1450
1451
1452
1453
1454
  					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  						clearBlock = false
  					else
  						self:backBlockChange(one[1].roomId, one[2].blockId)
  					end
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1455
1456
1457
1458
1459
  				end
  			end,
  			[15] = function() -- 移除指定事件
  				local change = self:getCurMap():clearEventById(effect[2], effect[3], effect[4])
  				for _, one in ipairs(change) do
111937b9   zhouhaihai   自己不清楚 格子
1460
1461
1462
1463
1464
  					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  						clearBlock = false
  					else
  						self:backBlockChange(one[1].roomId, one[2].blockId)
  					end
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1465
1466
  				end
  			end,
e085da41   zhouhaihai   指定事件转移
1467
1468
1469
  			[16] = function() -- 指定事件转移
  				local change = self:getCurMap():eventChangeToOther(effect[2], effect[3], effect[4], effect[5], effect[6])
  				for _, one in ipairs(change) do
111937b9   zhouhaihai   自己不清楚 格子
1470
1471
1472
1473
1474
  					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  						clearBlock = false
  					else
  						self:backBlockChange(one[1].roomId, one[2].blockId)
  					end
e085da41   zhouhaihai   指定事件转移
1475
1476
  				end
  			end,
e10edb5f   zhouahaihai   冒险事件新
1477
  		}
4163e40a   zhouhaihai   找错误
1478
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. (block.event and block.event.id or 0) .. "effect  " .. effect[1])
e10edb5f   zhouahaihai   冒险事件新
1479
1480
  		doEffect[effect[1]]()
  	end
bbf64622   zhouhaihai   冒险
1481
1482
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1483
1484
1485
1486
1487
1488
  	return true, clearBlock
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1489
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1490
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1491
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1492
1493
1494
1495
  	self:checkAdvUnlock(3, oldId)
  	self:checkTask(Adv.TaskType.Choose, 1, oldId)
  	self:checkAchievement(Adv.AchievType.Choose, 1, oldId)
  	self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, oldId, choose)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1496
1497
1498
1499
1500
1501
1502
1503
1504
  	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
1505
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1506
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1507
1508
1509
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1510
1511
1512
  	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
1513
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1514
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1515
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
6133e29f   zhouhaihai   新加任务
1516
  		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
e852b350   zhouhaihai   冒险成就类型增加
1517
1518
1519
1520
1521
  		local advStoryB = self.owner:getProperty("advStoryB")
  		advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
  		self.owner:setProperty("advStoryB", advStoryB)
  		local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
  		self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter)  -- 检查故事对应章节
68964730   zhouhaihai   增加积分 bug
1522
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1523
  
f45d3a7b   zhouhaihai   adv_unlock
1524
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1525
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1526
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1527
1528
  		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
1529
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1530
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1531
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1532
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1533
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1534
  
02c4de8d   zhouahaihai   增加 固有技
1535
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1536
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1537
  	end
b176d7d3   zhouhaihai   冒险成就
1538
  
46fac6f1   zhouahaihai   酱料
1539
1540
1541
1542
1543
1544
  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
f0b81492   zhouhaihai   营地进入 bug
1545
  	if not self.battle or not self.battle.player then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1546
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
f0b81492   zhouhaihai   营地进入 bug
1547
  
8955225b   zhouhaihai   快速拾取。快速使用
1548
1549
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}}, {roomId = room.roomId, blockId = block.blockId})
  
1e9cb217   chenyueqi   服务器记录控制引导过程
1550
1551
1552
  	if block.event.item[1] == 5020 and not self.owner:checkOverGuide(53,2) then
  		self.owner:saveGuide(53,2)
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1553
  	block:clear()
46fac6f1   zhouahaihai   酱料
1554
1555
1556
1557
1558
1559
  	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
1560
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1561
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1562
1563
  	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
1564
  
127a5787   zhouhaihai   商人卖完走人
1565
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1566
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1567
1568
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1569
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1570
1571
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1572
  	if not self:cost({[goodsData.currency] = costCount}, {log = {desc = "clickTrader", int1 = block.event.id}}) then return false, 6 end --不够
f8408529   zhouhaihai   冒险商店
1573
  	self:backCost({[goodsData.currency] = costCount})
8955225b   zhouhaihai   快速拾取。快速使用
1574
  	self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
f8408529   zhouhaihai   冒险商店
1575
1576
1577
1578
1579
1580
1581
  	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
1582
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1583
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1584
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1585
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
127a5787   zhouhaihai   商人卖完走人
1586
  
27cc6f23   zhouhaihai   商店bug
1587
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1588
1589
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1590
1591
1592
1593
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1594
1595
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1596
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1597
1598
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1599
  
e59430d5   zhouhaihai   宝藏怪刷新,计数
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
  	local isMine = false -- 是不是宝藏怪
  	for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do 
  		if mid == oldId then
  			isMine = true
  			break
  		end
  	end
  	if isMine then
  		local advMine = self.owner:getProperty("advMine")
  		advMine[2] = advMine[2] or {}
  		local mineCo2 = advMine[2].co or {}
  		if chooseData.limit ~= 0 then
  			mineCo2[oldId] = (mineCo2[oldId] or 0) + 1
  		end
  		advMine[2].co = mineCo2
  		self.owner:setProperty("advMine", advMine)
a5660239   zhouhaihai   冒险bug
1616
  		self.owner:checkTaskEnter("AdvMineLayer")
e59430d5   zhouhaihai   宝藏怪刷新,计数
1617
1618
  	end
  
6ce6fac7   zhouhaihai   冒险任务bug
1619
1620
1621
  	self:checkTask(Adv.TaskType.Build, 1, oldId)
  	self:checkAchievement(Adv.AchievType.Build, 1, oldId)
  	self:checkAchievement(Adv.AchievType.BuildBySelect, 1, oldId, choose)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1622
  
02c4de8d   zhouahaihai   增加 固有技
1623
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1624
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1625
  	end
46fac6f1   zhouahaihai   酱料
1626
1627
1628
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1629
1630
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
6133e29f   zhouhaihai   新加任务
1631
  	local oldId = block.event.id
c0b7797f   zhouhaihai   陷阱、点击生效点
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
  	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
1644
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1645
  			end
8955225b   zhouhaihai   快速拾取。快速使用
1646
  			self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}, {roomId = room.roomId, blockId = block.blockId})
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1647
1648
1649
1650
1651
  		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
1652
1653
  		end,
  	}
6133e29f   zhouhaihai   新加任务
1654
  
a1e9e891   zhouhaihai   点击事件未生效
1655
1656
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
6133e29f   zhouhaihai   新加任务
1657
1658
  	self:checkTask(Adv.TaskType.Click, 1, oldId)
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1659
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1660
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1661
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1662
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1663
1664
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1665
  local function clickLayer(self, room, block, params)
a80fee7c   zhouhaihai   光环
1666
  	local oldMapIdx = self:getCurMapIdx()
96018793   zhouhaihai   layer change
1667
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
  	if block.event.mapIdx then
  		table.insert(self.mapStack, block.event.mapIdx) --进入夹层
  	else
  		--生成夹层
  		local mapId = csvdb["event_layerCsv"][block.event.id].effect
  		local mapIdx = #self.maps + 1
  		block.event.mapIdx = mapIdx
  		table.insert(self.mapStack, mapIdx)
  
  		self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
78dcacb6   zhouhaihai   夹层 后处理 没做
1678
  		self.battle:initMapEnemys(mapIdx, true)
7b2dc17c   zhouhaihai   地图 层 buff passive
1679
  		self.battle:initMapEffect(true)
1313eac0   zhouhaihai   冒险的一些bug
1680
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1681
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1682
  	end
a80fee7c   zhouhaihai   光环
1683
  	self.battle:iLayerChange(oldMapIdx)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1684
1685
1686
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1687
1688
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1689
1690
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1691
1692
1693
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1694
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1695
1696
1697
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1698
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1699
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1700
1701
1702
1703
1704
  }
  
  --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
1705
1706
1707
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1708
1709
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1710
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1711
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1712
1713
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1714
  		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
1715
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1716
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1717
1718
1719
  			if not ignoreGuard and _block:isGuard() then 
  				if _block:isMonster() then
  					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
a0834e49   zhouhaihai   增加潜行 功能
1720
  					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
48962a74   zhouhaihai   路障系统提交
1721
1722
1723
1724
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1725
  				end
48962a74   zhouhaihai   路障系统提交
1726
1727
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1728
1729
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1730
1731
1732
1733
  		return canOpen
  	end
  
  	if not block.isOpen then
7b64b6cd   zhouhaihai   中继层优化
1734
  		if self.isRelay or checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1735
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
1736
1737
1738
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1739
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1740
1741
1742
1743
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1744
1745
1746
1747
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1748
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1749
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1750
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1751
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1752
1753
1754
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1755
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1756
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1757
1758
1759
1760
  		if block:getEventType() == AdvEventType.Out 
  			or block:getEventType() == AdvEventType.InOut 
  			or block:getEventType() == AdvEventType.Layer 
  			or block:getEventType() == AdvEventType.Exit then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1761
1762
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1763
1764
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1765
1766
1767
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1768
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1769
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1770
1771
  end
  
46fac6f1   zhouahaihai   酱料
1772
  
4f0a5fae   zhouhaihai   营养剂
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
  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
1806
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
  	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
1823
1824
1825
1826
1827
1828
1829
1830
  		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
1831
1832
1833
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1834
1835
1836
1837
1838
1839
  			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
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
  		end
  
  		return true
  	end
  	-- 2=trader_id:召唤商人	
  	doActiveEffect[2] = function(_,  traderId)
  		for _, target in ipairs(targers) do
  			if target.isOpen and not target:getEventType() then
  				target:updateEvent({
  					etype = AdvEventType.Trader,
  					id = traderId,
  				})
4f0a5fae   zhouhaihai   营养剂
1852
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1853
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1854
1855
1856
1857
1858
1859
1860
1861
1862
  			end
  		end
  		return true
  	end
  
  	-- 3=monster_id:替换怪物,仅使用方式为2时生效
  	doActiveEffect[3] = function(_, monsterId)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
318c573a   zhouhaihai   冒险bug
1863
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1864
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1865
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
  			end
  		end
  		return true
  	end
  	-- 4:显示本层
  	doActiveEffect[4] = function(_)
  		self:getCurMap():showMap()
  		self:backMapShow()
  		return true
  	end
  	-- 5:放逐目标
  	doActiveEffect[5] = function(_)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
7b2dc17c   zhouhaihai   地图 层 buff passive
1880
  				target:kill()
4f0a5fae   zhouhaihai   营养剂
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
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1901
1902
1903
1904
1905
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1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
  				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
1923
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1924
1925
1926
1927
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1928
1929
1930
1931
1932
1933
  	-- 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
1934
1935
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
1936
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1937
1938
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1939
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
  	--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
1955
  
d232676a   zhouhaihai   功能解锁 冒险返回
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
  	doActiveEffect[12] = function(_, vtype, attrType, value)
  		local attr
  		if attrType == 0 then
  			attr = "sp"
  		else
  			attr = AttsEnumEx[attrType]
  			if not AdvAttsEnum[attr] then return end
  		end
  		self.battle.player:addBaseAttr(attr, value, vtype)
  		return true
  	end
  
4f0a5fae   zhouhaihai   营养剂
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
  	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
1980
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1981
1982
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
6826fdf6   zhouhaihai   被动触发
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
  	local blocks = {}
  	for roomId, room in pairs(self:getCurMap().rooms) do
  		for blockId, block in pairs(room.blocks) do
  			table.insert(blocks, block)
  		end
  	end
  	self:blockDropChange(ctype, blocks)
  end
  
  function Adv:blockDropChange(ctype, blocks)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1993
1994
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
6826fdf6   zhouhaihai   被动触发
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
  		for _, block in ipairs(blocks) do
  			if block:getEventType() == AdvEventType.Drop and block.event.item then
  				local id = block.event.item[1]
  				local count = block.event.item[2]
  				local changeTo = nil
  				if clist[id] then
  					changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
  				elseif clist[-1] then
  					changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
  				end
  				if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  					block.event.item = changeTo
  					self:backBlockChange(block.room.roomId, block.blockId, ctype)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2008
2009
2010
2011
2012
2013
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
2014
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2015
2016
  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
2017
2018
2019
2020
  	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
2021
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2022
2023
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
2024
2025
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
2026
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2027
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
2028
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2029
2030
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
2031
2032
2033
2034
2035
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
a95b35ce   zhouhaihai   删除等级
2036
2037
2038
  			-- local changeV = self.battle.player:addExp(monsterData.exp)
  			-- self:backDead(enemyId, changeV)
  			self:backDead(enemyId)
9104a922   zhouhaihai   多重掉落
2039
  
36875ec5   zhouhaihai   宝藏怪
2040
2041
2042
2043
2044
2045
  			local isMine = false -- 是不是宝藏怪
  			for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do 
  				if mid == enemyId then
  					isMine = true
  					break
  				end
9104a922   zhouhaihai   多重掉落
2046
  			end
e59430d5   zhouhaihai   宝藏怪刷新,计数
2047
  
36875ec5   zhouhaihai   宝藏怪
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
  			if isMine then
  				local advMine = self.owner:getProperty("advMine")
  				advMine[1] = advMine[1] or {}
  				advMine[2] = advMine[2] or {}
  				local mineCo = advMine[1].co or {}
  				local mineCo2 = advMine[2].co or {}
  				local mineCh = advMine[2].ch or globalCsv.adv_egg_treasureLayer_showup
  				if monsterData.limit ~= 0 then
  					mineCo[enemyId] = (mineCo[enemyId] or 0) + 1
  				end
9104a922   zhouhaihai   多重掉落
2058
  
36875ec5   zhouhaihai   宝藏怪
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
  				local had = false
  				if math.randomInt(1, 100) <= mineCh then -- 刷出来了
  					local mpool = {}
  					for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do
  						local layer = csvdb["event_buildingCsv"][mid]
  						if (not mineCo2[mid] or layer.limit == 0 or mineCo2[mid] < layer.limit) and layer.showup > 0 then
  							mpool[mid] = {layer.showup}
  						end
  					end
  					if next(mpool) then
  						local cId = math.randWeight(mpool, 1)
  						block:updateEvent({
  							etype = AdvEventType.Build,
  							id = cId
  						})
36875ec5   zhouhaihai   宝藏怪
2074
2075
2076
2077
  						had = true
  					end
  				end
  				if had then
36875ec5   zhouhaihai   宝藏怪
2078
  					mineCh = nil
fea3baab   zhouhaihai   宝藏怪bug
2079
2080
2081
  				else
  					block:clear()
  					mineCh = math.min(mineCh + globalCsv.adv_egg_treasureLayer_showup_add, 100)
36875ec5   zhouhaihai   宝藏怪
2082
  				end
9104a922   zhouhaihai   多重掉落
2083
  
36875ec5   zhouhaihai   宝藏怪
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
  				local drops = {}
  				for _, dropId in ipairs(monsterData.dropid:toArray(true, "=")) do
  					local dropData = csvdb["event_dropCsv"][dropId]
  					if dropData then
  						local cur = dropData["range"]:randWeight(true)
  						if cur and cur[1] ~= 0 then
  							drops[#drops + 1] = cur
  						end
  					end
  				end
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Drop,
  						item = drops[_i]
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
  				end
  				advMine[1].co = mineCo
  				advMine[2].co = mineCo2
  				advMine[2].ch = mineCh
  				self.owner:setProperty("advMine", advMine)
a5660239   zhouhaihai   冒险bug
2108
  				self.owner:checkTaskEnter("AdvMineKill")
36875ec5   zhouhaihai   宝藏怪
2109
2110
2111
2112
2113
  			else
  				local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
  				if toClick then
  					toClick = toClick:effect()
  				end
9104a922   zhouhaihai   多重掉落
2114
  
36875ec5   zhouhaihai   宝藏怪
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
  				local changItem = enemy:hadBuff(Buff.CHANGE_DROP)
  				if changItem then
  					changItem = table.pack(changItem:effect())
  				end
  
  				local addMult = 0
  				local dropBuff = enemy:hadBuff(Buff.DROP_BUFF_BY_ENEMY)  -- 根据敌人数量变化个数
  				if dropBuff then
  					local team = enemy:getTeam(1, true)
  					addMult = addMult + 0.2 * #team
  				end
  
  				local dropIds = monsterData.dropid:toArray(true, "=")
  				local drops = {}
  				local cCcount = 0 -- 需要改变为click 的个数
  				for _, dropId in ipairs(dropIds) do
  					local dropData = csvdb["event_dropCsv"][dropId]
  					if dropData then
  						local cur = dropData["range"]:randWeight(true)
  						if cur and cur[1] ~= 0 then
  							if toClick then
  								cCcount = cCcount + 1
  							else
  								local item = changItem and changItem or cur
  								item[2] = math.floor(item[2] * (1 + addMult))
  								drops[#drops + 1] = item
  							end
e7b51763   zhouhaihai   无掉落怪
2142
  						end
db3c56ad   zhouhaihai   冒险相关
2143
  					end
db3c56ad   zhouhaihai   冒险相关
2144
  				end
36875ec5   zhouhaihai   宝藏怪
2145
2146
  				-- 这些奖励可能会有被动加成
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})
9104a922   zhouhaihai   多重掉落
2147
  
36875ec5   zhouhaihai   宝藏怪
2148
2149
2150
2151
  				-- 自身带的掉落是不会被改变的 也不会被加成
  				if block.event.item and block.event.item[1] ~= 0 then
  					table.insert(drops,  1, block.event.item)
  				end
9104a922   zhouhaihai   多重掉落
2152
  
36875ec5   zhouhaihai   宝藏怪
2153
2154
  				-- 清空当前的格子
  				block:clear()
9104a922   zhouhaihai   多重掉落
2155
  
36875ec5   zhouhaihai   宝藏怪
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
  				-- 掉落走一波
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Drop,
  						item = drops[_i]
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
9104a922   zhouhaihai   多重掉落
2166
  				end
9104a922   zhouhaihai   多重掉落
2167
  
36875ec5   zhouhaihai   宝藏怪
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
  				-- 转换的click走一波
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, cCcount)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Click,
  						id = clickId
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
db3c56ad   zhouhaihai   冒险相关
2178
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
2179
  			end
9104a922   zhouhaihai   多重掉落
2180
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2181
2182
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
2183
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2184
2185
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
71a18948   zhouhaihai   成就未生效
2186
2187
  			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2188
2189
2190
2191
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
6133e29f   zhouhaihai   新加任务
2192
  				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
71a18948   zhouhaihai   成就未生效
2193
2194
2195
  				self:checkAchievement(Adv.AchievType.KillBoss, 1, enemyId)
  				self:checkAchievement(Adv.AchievType.KillBossWithBuff, 1)
  				self:checkAchievement(Adv.AchievType.KillBossNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2196
2197
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
f76d63e1   liuzujun   联动任务活动
2198
  				self.owner:checkTaskEnter("AdvKillBoss")
6133e29f   zhouhaihai   新加任务
2199
2200
  			elseif monsterData.type == 3 then
  				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2201
  			end
46fac6f1   zhouahaihai   酱料
2202
  		end
46fac6f1   zhouahaihai   酱料
2203
2204
2205
2206
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
2207
2208
2209
2210
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
8955225b   zhouhaihai   快速拾取。快速使用
2211
2212
2213
2214
  --[=[
  tag
  1 自动拾取
  --]=] 
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
2215
2216
  function Adv:backReward(items, params)
  	params = params or {}
8955225b   zhouhaihai   快速拾取。快速使用
2217
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
46fac6f1   zhouahaihai   酱料
2218
  end
e996b82a   zhouahaihai   冒险增加防御属性
2219
2220
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
2221
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
2222
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
2223
2224
  end
  
46fac6f1   zhouahaihai   酱料
2225
2226
2227
2228
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
46fac6f1   zhouahaihai   酱料
2229
  
b2e41074   zhouhaihai   冒险 排行榜拆分
2230
2231
  function Adv:backBlockChange(roomId, blockId, itemChangeType)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
46fac6f1   zhouahaihai   酱料
2232
2233
  end
  
a95b35ce   zhouhaihai   删除等级
2234
2235
  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
bedca62d   zhouahaihai   冒险
2236
2237
  end
  
386ca58e   zhouhaihai   优化log
2238
2239
2240
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
2241
  
85ded242   zhouhaihai   丰富返回事件
2242
2243
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2244
2245
  end
  
4f0a5fae   zhouhaihai   营养剂
2246
2247
2248
2249
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
2250
2251
2252
2253
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
2254
2255
2256
2257
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
8955225b   zhouhaihai   快速拾取。快速使用
2258
2259
2260
2261
2262
2263
  --[=[
  tag
  1 自动使用
  --]=] 
  function Adv:backUse(items, tag)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items, tag = tag})
85ded242   zhouhaihai   丰富返回事件
2264
2265
2266
  end
  
  
bbf64622   zhouhaihai   冒险
2267
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2268
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
2269
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
2270
2271
2272
  end
  
  function Adv:getScore()
a80fee7c   zhouhaihai   光环
2273
2274
2275
2276
2277
  	local allScore = 0
  	for _, score in pairs(self.score) do
  		allScore = allScore + math.floor(score)
  	end
  	return allScore
b0fe1817   zhouahaihai   冒险分数
2278
2279
  end
  
46fac6f1   zhouahaihai   酱料
2280
2281
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
2282
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  	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
2288
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
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  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
2292
2293
  end
  
46fac6f1   zhouahaihai   酱料
2294
  return Adv