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src/adv/AdvBlock.lua 2.91 KB
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  --块类型
  local AdvCommon = require "adv.AdvCommon"
  local Passive = require "adv.AdvPassive"
  
  local Block = class("AdvBlock")
  function Block:ctor(room, blockId, event, isOpen, trapId)
  	self.room = room
  	self.blockId = blockId
  	self.col, self.row = AdvCommon.getCrById(self.blockId)
  
  	self.isOpen = isOpen and true or false
  	self.trapId = trapId
  
  	self:updateEvent(event)
  end
  function Block:isBoss()
  	return self:getEventType() == AdvEventType.BOSS
  end
  
  function Block:isMonster()
  	return (self:getEventType() == AdvEventType.BOSS or self:getEventType() == AdvEventType.Monster)
  end
  
  function Block:getEventType()
  	return self.event and self.event.etype
  end
  
  function Block:updateEvent(event)
  	self.event = event
  end
  
  function Block:clear()
  	if self:getEventType() == AdvEventType.Trap then 
  		self.trapId = self.event.id
  	end
  	self.event = nil
  end
  
  --事件有需要额外处理的部分
  function Block:open()
  	local room = self.room
  	local map = room.map
  	local adv = map.adv
  	--如果翻开有数据处理在这里处理
  	local randomFunc = {}
  	--怪
  	randomFunc[AdvEventType.Monster] = function()
  		self.event.mId = adv.lastEnemyId  --给怪一个有序id 回合逻辑时使用
  		adv.lastEnemyId = adv.lastEnemyId + 1
  		local enemy = adv.battle:getEnemy(room.roomId, self.blockId, map.mapIdx)
  		if enemy then
  			enemy:unlock(self.event.mId)
  		else
  			enemy = adv.battle:addEnemy(room, self, map.mapIdx)
  		end
  		enemy:triggerPassive(Passive.BORN_ONCE)
  	end
  	randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
  	--掉落
  	randomFunc[AdvEventType.Drop] = function()
  		self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
  	end
  	--交易
  	randomFunc[AdvEventType.Trader] = function()
  		local data = csvdb["event_traderCsv"][self.event.id]
  		self.event.shop = {}
  		self.event.status = "" --购买次数状态  1 就是购买过了  -- 购买id就是shop索引
  		for i = 1, 10 do
  			local numS, rangeS = "num" .. i, "range" .. i
  			if data[numS] and data[rangeS] then
  				for j = 1, data[numS] do
  					table.insert(self.event.shop, data[rangeS]:randWeight(true))
  				end
  			else
  				break
  			end
  		end
  	end
  	--建筑
  	randomFunc[AdvEventType.Build] = function()
  		local data = csvdb["event_buildingCsv"][self.event.id]
  		self.event.effect = data["range"]:randWeight(true) --随出建筑效果
  		if self.event.effect[1] == 1 then --获得某道具
  			local reward = csvdb["event_dropCsv"][self.event.effect[2]]["range"]:randWeight(true)
  			self.event.effect[2] = reward[1]
  			self.event.effect[3] = reward[2]
  		end
  	end
  
  	randomFunc[AdvEventType.Trap] = function()
  		local data = csvdb["event_trapCsv"][self.event.id]
  		for _, buffId in ipairs(data.effect:toArray(true, "=")) do
  			adv.battle.player:addBuff(buffId)
  		end
  		adv:backTrap()
  		self:clear()
  	end
  
  
  	if self.event then -- 随机出具体的事件
  		if randomFunc[self:getEventType()] then
  			randomFunc[self:getEventType()]()
  		end
  	end
  	self.isOpen = true
  end
  
  return Block