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src/adv/Adv.lua 38.2 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 = {}
  	self.battle = nil
  	self.backEvents = {} --发给客户端的事件组
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  	self.advTask = self.owner:getProperty("advTask")
  	self.advMTask = self.owner:getProperty("advMTask")
  	self.advTaskChange = false -- 任务改变才更新
  
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  	self:initByInfo(self.owner:getProperty("advInfo"))
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  end
  
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  --初始化adv 信息
  function Adv:initByInfo(advInfo)
  	if not next(advInfo) then return end --还没有 开始新地图
  
  	self.chapterId = advInfo.chapterId
  	self.level = advInfo.level or 1
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  	self.round = advInfo.round or 0
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  	self.score = advInfo.score or {}
  	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.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
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  	end
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  	self:initBattle()
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  end
  
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  -- 随机新的地图
  function Adv:initByChapter(chapterId, level, isToNext, notNotify)
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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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  	-- 随机出地图
  	local mapId = self:randomMapId(chapterId, level)
  	self.maps = {}
  	self.maps[1] = AdvMap.new(self, 1, mapId)
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  	self:initBattle()
  
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  	self:initLayerTask()
  
  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
  		self:scoreChange(AdvScoreType.Level) --增加层级加分
  	end
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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
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  	self.waitArtifact = nil
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  	self.cacheUnlock = {}
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  end
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
  	if self.chapterId 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
  		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.maps = {}
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  		self.battle:saveDB()
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  -- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
  function Adv:checkAdvUnlock(utype, value)
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	local reward = {}
  	for id, data in pairs(csvdb["adv_unlockCsv"]) do
  		if data.chapterid == chapter and data.type == utype and value == data.value then
  			--0=立即获得;1=结算时获得
  			if data.time == 0 then
  				reward[data.itemid] = 1
  			elseif data.time == 1 then
  				table.insert(self.cacheUnlock, data.itemid)
  			end
  		end
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  	self.cacheUnlock = {}
  end
  
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  function Adv:initBattle()
  	self.battle = require("adv.AdvBattle").new(self)
  	for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  		self.battle:triggerPassive(passiveC[1], passiveC[2])
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  	end
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  	self.cachePassiveEvent = {}
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  end
  
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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
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  end
  
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  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
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  end
  
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  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
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  end
  
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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]
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  	end
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  end
  
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  function Adv:getBlock(roomId, blockId, mapIdx)
  	local room = self:getRoom(roomId, mapIdx)
  	if room then
  		return room.blocks[blockId]
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  	end
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  end
  
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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)
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  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
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  	self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
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  end
  
  
  function Adv:delArtifactEffect(effect)
  	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
  
  function Adv:addArtifactEffect(effect)
  	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")
  
  	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
  	
  	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)
  			end
  		end
  	end
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  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
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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
  
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  function Adv:artifactLevelUp(id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  	local status = 0
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  	local newLv = advAFGet[id] + 1
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  	if advAFWear[id] then -- 穿着呢
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
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  		local newData = csvdb["adv_artifactCsv"][id][newLv]
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  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
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  	self.owner:changeUpdates({{type = "advAFGet", field = id, value = newLv}})
  	self:checkAchievement(Adv.AchievType.MWeaponLv, 1, id, newLv)
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  	return status
  end
  
  function Adv:waitChooseArtifact()
  	local chooses = {}
  	local pool = {}
  	local count = 3  --需要多少个
  
  	for id, temp in pairs(csvdb["adv_artifactCsv"]) do
  		if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
  			table.insert(pool, id)
  		end
  	end
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  	if #pool == 0 then
  		self:award({[ItemId.AdvPoint] = 48})
  	else
  		for i = 1, math.min(count, #pool) do
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  			local idx = math.randomInt(1, #pool)
  			table.insert(chooses, pool[idx])
  			table.remove(pool, idx)
  		end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
359
360
  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
361
  	end
ccbafe67   zhouhaihai   冒险神器和buff
362
363
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365
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  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
370
371
  	self:award({[self.waitArtifact[index]] = 1})
  	self.waitArtifact = nil
ccbafe67   zhouhaihai   冒险神器和buff
372
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  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
378
  
eee37c88   zhouhaihai   楼层数据
379
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384
  function Adv:getCurFloorData()
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	return (csvdb["adv_chapter_floorCsv"][chapter] or {})[self.level]
  end
  
46fac6f1   zhouahaihai   酱料
385
  --关卡通关,非层 score < 0 失败
53e8037e   zhouhaihai   任务
386
  function Adv:over(success, isAllPass)
b0fe1817   zhouahaihai   冒险分数
387
  	local score = self:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
388
  	local scoreInfo = self.score
00115a7a   zhouahaihai   奖励发放
389
  	local reward
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
390
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
46fac6f1   zhouahaihai   酱料
391
  	if success then
09be9059   zhouhaihai   冒险接口
392
  		reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
53e8037e   zhouhaihai   任务
393
394
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  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
  		if isAllPass then
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
397
  
46fac6f1   zhouahaihai   酱料
398
  	end
f45d3a7b   zhouhaihai   adv_unlock
399
  	self:clearAdvUnlockCache()
46fac6f1   zhouahaihai   酱料
400
  	self:clear()
89338c47   zhouhaihai   技能目标
401
  	self.owner:checkTaskEnter("AdvScore", {score = score})
bedca62d   zhouahaihai   冒险
402
  	self.owner:updateProperty({field = "advItems", value = ""})
ccbafe67   zhouhaihai   冒险神器和buff
403
  	self.owner:updateProperty({field = "advAFGet", value = {}})
8781e103   zhouhaihai   冒险 bug
404
  	self.owner:updateProperty({field = "advAFWear", value = {}})
00115a7a   zhouahaihai   奖励发放
405
  
b0fe1817   zhouahaihai   冒险分数
406
  	self:backEnd(success, score, scoreInfo, reward)
46fac6f1   zhouahaihai   酱料
407
408
  end
  
ec87b4a5   zhouahaihai   冒险 完善
409
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
410
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
411
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  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
414
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  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
419
  	end
8da953a7   zhouhaihai   无尽模式
420
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
421
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
422
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426
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
427
  	end
8da953a7   zhouhaihai   无尽模式
428
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
429
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  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
431
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
432
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  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
435
  	end
02c4de8d   zhouahaihai   增加 固有技
436
  	
46fac6f1   zhouahaihai   酱料
437
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
438
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  	for _, mapId in ipairs(raw_pool) do
  		local temp = csvdb["mapCsv"][mapId]
  		if temp and not lastMapIds[mapId] then
  			if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
  				table.insert(pool, mapId)
46fac6f1   zhouahaihai   酱料
443
444
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  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
446
447
448
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
449
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
450
  	return pool[math.randomInt(1, #pool)]
46fac6f1   zhouahaihai   酱料
451
452
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
453
  
46fac6f1   zhouahaihai   酱料
454
455
  -- 在冒险中获得的物品都发放在冒险背包内
  function Adv:award(gift, params)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
456
  	params = params or {}
46fac6f1   zhouahaihai   酱料
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  	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
466
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
467
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
468
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
469
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
470
  			count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
b0fe1817   zhouahaihai   冒险分数
471
  			self:scoreChange(AdvScoreType.Item, {itemId, count})
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
472
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
473
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
474
  		end
ccbafe67   zhouhaihai   冒险神器和buff
475
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
476
477
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
478
  
ccbafe67   zhouhaihai   冒险神器和buff
479
480
481
482
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  		if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  			self:awardArtifact(itemId, params)
  		else
  			if nums <= 0 then
  				items = items:delk(itemId)
  				nums = 0
  			else
  				items = items:setv(itemId, nums)
916096ed   zhouhaihai   神器效果
487
488
489
  			end
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
490
491
492
493
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
  	return tgift
916096ed   zhouhaihai   神器效果
494
495
496
  end
  
  
46fac6f1   zhouahaihai   酱料
497
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515
516
  -- 消耗物品 优先冒险背包  --check 只是检查够不够
  function Adv:cost(item, params, check)
  	local items = self.owner:getProperty("advItems")
  	local less = {}
  	local advCost = {}
  	for itemId, count in pairs(item) do
  		advCost[itemId] = - math.min(items:getv(itemId, 0), count)
  		if advCost[itemId] == 0 then
  			advCost[itemId] = nil
  		end
  
  		local last = items:getv(itemId, 0) - count
  		if last < 0 then
  			less[itemId] = -last
  		end
  
  	end
  	if next(less) and not self.owner:checkItemEnough(less) then return end --不够
  	if check then return true end
  	self:award(advCost, params)
ccbafe67   zhouhaihai   冒险神器和buff
517
518
519
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
520
521
522
523
524
  	return true
  end
  
  --事件点击处理
  local function clickOut(self, room, block, params)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
525
526
527
  	if self:getCurMap():checkOver() then --检查是否可以出去了
  		if #self.mapStack > 1 then -- 处于夹层中
  			table.remove(self.mapStack) --退出夹层
85ded242   zhouhaihai   丰富返回事件
528
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
529
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
530
531
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
532
  
ccbafe67   zhouhaihai   冒险神器和buff
533
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
534
535
536
537
538
539
540
541
  				-- 刷新最高层
  				if self.owner:getProperty("advElM") < self.level then
  					self.owner:updateProperty({field = "advElM", value = self.level})
  				end
  			else
  				if self.level > (advPass[self.chapterId] or 0) then
  					self.owner:changeUpdates({{type = "advPass", field = self.chapterId, value = self.level}})
  				end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
542
543
  			end
  			if params.relay then
4d943586   zhouhaihai   直通 advt gm
544
  				if self.level % globalCsv.adv_can_out_layer_pre ~= 0  or not self.owner:isFuncOpen(FuncOpenType.AdvRelay) then return end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
545
  			end
b176d7d3   zhouhaihai   冒险成就
546
547
  			
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
548
  			self:checkAdvUnlock(2, self.level)
51718558   zhouhaihai   中继层初始经验
549
  			local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
ccbafe67   zhouhaihai   冒险神器和buff
550
551
  			if params.relay or (not self:isEndless() and (self.level >= levellimit or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1))) then --关卡结束
  				self:over(true, not self:isEndless() and self.level >= levellimit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
552
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
553
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
eee37c88   zhouhaihai   楼层数据
554
555
556
557
  				local curFloorData = self:getCurFloorData()
  				if curFloorData then
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
558
559
560
  				self:initByChapter(self.chapterId, self.level + 1, true, true)
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
561
  
46fac6f1   zhouahaihai   酱料
562
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
563
  		
46fac6f1   zhouahaihai   酱料
564
565
566
567
568
569
  		return true
  	end
  end
  
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
570
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
571
572
573
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
574
  local function chooseCommon(self, room, block, chooseData, choose, tag)
46fac6f1   zhouahaihai   酱料
575
576
577
578
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
  	local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
579
580
581
582
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
583
584
585
586
587
588
589
590
  		-- 拥有道具
  		[1] = function()
  			if self:cost({[cond[2]] = cond[3]}, {}, true) then
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
  		[2] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
591
592
593
  			local hero = self.owner.heros[self.owner:getProperty("advTeam").leader]
  			if hero and hero:getProperty("type") == cond[2] then
  				return true
46fac6f1   zhouahaihai   酱料
594
595
596
597
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
598
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
599
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
600
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
601
602
603
604
605
606
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
607
  		--制定属性 
46fac6f1   zhouahaihai   酱料
608
  		[4] = function()
53e8037e   zhouhaihai   任务
609
  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
46fac6f1   zhouahaihai   酱料
610
611
612
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
613
614
615
  		-- 提交一个物品
  		[5] = function ()
  			if self:cost({[cond[2]] = cond[3]}, {}) then
85ded242   zhouhaihai   丰富返回事件
616
  				self:backCost({[cond[2]] = cond[3]})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
617
618
619
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
620
621
622
623
624
625
  		-- sp 到达指定值
  		[6] = function()
  			if self.battle.player.sp >= cond[2] then
  				return true
  			end
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
626
627
628
629
630
631
632
633
634
635
636
  		[7] = function()
  			local buff = self.battle.player:getBuffById(cond[2])
  			if buff and buff:getLayer() >= cond[3] then
  				return true
  			end
  		end,
  		[8] = function()
  			return self:isHaveArtifact(cond[2])
  		end
   	}
  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
637
  
9cffb42b   zhouahaihai   抉择点 建筑
638
  	if cond[1] and not checkCond[cond[1]]() then return end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
639
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
640
641
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
642
643
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
644
645
646
647
648
649
650
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
  					local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
  					reward[item[1]] = (reward[item[1]] or 0) + item[2]
  				end
  				self:backReward(self:award(reward, {}))
e10edb5f   zhouahaihai   冒险事件新
651
652
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
653
654
655
656
  				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
657
658
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
659
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
e10edb5f   zhouahaihai   冒险事件新
660
661
662
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
663
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
664
665
666
667
668
669
670
671
672
673
674
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712
713
  			[5] = function() --5=属性枚举=数值;直接增加玩家属性
  				local attr
  				if effect[3] == 0 then
  					attr = "sp"
  				else
  					attr = AttsEnumEx[effect[3]]
  					if not AdvAttsEnum[attr] then return end
  				end
  				self.battle.player:addBaseAttr(attr, effect[4], effect[2])
  			end,
  			[6] = function() -- 商店
  				block:updateEvent({
  					etype = AdvEventType.Trader,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[9] = function() -- click
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
714
715
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
e10edb5f   zhouahaihai   冒险事件新
716
717
  			end
  		}
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
718
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
e10edb5f   zhouahaihai   冒险事件新
719
720
  		doEffect[effect[1]]()
  	end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
721
722
723
724
725
726
  	return true, clearBlock
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
727
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
728
  	if not status then return end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
729
730
731
  	self:checkAdvUnlock(3, block.event.id)
  	self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
  	self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
e852b350   zhouhaihai   冒险成就类型增加
732
  	self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, block.event.id, choose)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
733
734
735
736
737
738
739
740
741
  	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]
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
742
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
743
744
745
746
747
748
749
  	if not status then return end
  
  	-- 完成统计次数
  	local idx = block.event.id % 10
  	if idx == 9 or not csvdb["event_linkchooseCsv"][block.event.id + 1] then --全部完成
  		local startId = math.floor(block.event.id / 10) * 10 + 1
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
750
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
751
752
753
754
755
756
757
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
  		local advStoryB = self.owner:getProperty("advStoryB")
  		advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
  		self.owner:setProperty("advStoryB", advStoryB)
  		local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
  		self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter)  -- 检查故事对应章节
  
f45d3a7b   zhouhaihai   adv_unlock
758
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
759
760
761
762
  		self.lchoose.cur = self.lchoose.cur or {}
  		table.insert(self.lchoose.cur, {block.event.id, choose})
  		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
763
764
  	else
  		self.lchoose.ing = block.event.id + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
765
766
  		self.lchoose.cur = self.lchoose.cur or {}
  		table.insert(self.lchoose.cur, {block.event.id, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
767
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
768
  
02c4de8d   zhouahaihai   增加 固有技
769
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
770
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
771
  	end
b176d7d3   zhouhaihai   冒险成就
772
  
46fac6f1   zhouahaihai   酱料
773
774
775
776
777
778
  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
779
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
780
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
916096ed   zhouhaihai   神器效果
781
  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
782
  	block:clear()
46fac6f1   zhouahaihai   酱料
783
784
785
786
787
788
789
790
791
792
793
794
  	self:backReward(reward)
  	return true
  end
  
  local function clickTrader(self, room, block, params)
  	local buyId = params.id
  	local traderData = csvdb["event_traderCsv"][block.event.id]
  	if not traderData then return end -- 偷偷改表了
  
  	if not block.event.shop or not block.event.shop[buyId] then return end
  	if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
  
e10edb5f   zhouahaihai   冒险事件新
795
  	if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
85ded242   zhouhaihai   丰富返回事件
796
  	self:backCost({[traderData.type] = block.event.shop[buyId][3]})
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
797
  	local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
46fac6f1   zhouahaihai   酱料
798
  	block.event.status = block.event.status:setv(buyId, 1)
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
799
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
800
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
801
802
803
804
805
  	self:backReward(reward)
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
806
807
808
809
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
810
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
811
  	self:checkTask(Adv.TaskType.Build, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
812
  	self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
e852b350   zhouhaihai   冒险成就类型增加
813
  	self:checkAchievement(Adv.AchievType.BuildBySelect, 1, block.event.id, choose)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
814
  
02c4de8d   zhouahaihai   增加 固有技
815
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
816
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
817
  	end
46fac6f1   zhouahaihai   酱料
818
819
820
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
821
822
823
824
825
826
827
828
829
830
831
832
833
834
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
  	if not clickData then return end
  	local clearBlock = true
  	local doEffect = {
  		[1] = function() -- 技能
  			for _, skillId in ipairs(clickData.effect:toArray(true, "=")) do
  				self.battle.player:releaseSkill(skillId)
  			end
  		end,
  		[2] = function() -- dropId
  			local reward = {}
  			for _, dropId in ipairs(clickData.effect:toArray(true, "=")) do
  				local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
68e60f7a   zhouhaihai   掉落
835
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
836
837
838
839
  			end
  			self:backReward(self:award(reward, {}))
  		end,
  	}
a1e9e891   zhouhaihai   点击事件未生效
840
841
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
c0b7797f   zhouhaihai   陷阱、点击生效点
842
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
843
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
844
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
845
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
846
847
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
848
849
850
851
852
853
854
855
856
857
858
859
  local function clickLayer(self, room, block, params)
  	if block.event.mapIdx then
  		table.insert(self.mapStack, block.event.mapIdx) --进入夹层
  	else
  		--生成夹层
  		local mapId = csvdb["event_layerCsv"][block.event.id].effect
  		local mapIdx = #self.maps + 1
  		block.event.mapIdx = mapIdx
  		table.insert(self.mapStack, mapIdx)
  
  		self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
  		self.battle:initMapEnemys(mapIdx)
b176d7d3   zhouhaihai   冒险成就
860
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
861
  	end
85ded242   zhouhaihai   丰富返回事件
862
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
863
864
865
  	return true
  end
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
866
867
868
869
870
871
872
  local function clickTask(self, room, block, params)
  	if self:addTask(block.event.id) then --增加任务
  		block:clear()
  		return true
  	end
  end
  
46fac6f1   zhouahaihai   酱料
873
874
875
876
877
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
878
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
879
880
881
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
882
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
883
  	[AdvEventType.Layer] = clickLayer,
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
884
  	[AdvEventType.Task] = clickTask,
46fac6f1   zhouahaihai   酱料
885
886
887
888
889
  }
  
  --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
890
891
892
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
893
894
  	if not block then return end
  
46fac6f1   zhouahaihai   酱料
895
  	local status = false
36c30c5c   zhouahaihai   冒险
896
  	local clickEvent = false
46fac6f1   zhouahaihai   酱料
897
  	if not block.isOpen then
36c30c5c   zhouahaihai   冒险
898
899
  		local canOpen = false  --如果未开放是否可以开放
  		local hadMonster = false -- 周围是否有解锁的怪未击败
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
900
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
901
902
  			local _room, _block = one[1], one[2]
  			if _block.isOpen then canOpen = true end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
903
  			if _block.isOpen and _block:isMonster() then 
4f0a5fae   zhouhaihai   营养剂
904
905
906
907
  				local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  				if not enemy:hadBuff(Buff.DONT_DEFEND) then
  					hadMonster = true 
  				end
36c30c5c   zhouahaihai   冒险
908
909
  			end
  		end
46fac6f1   zhouahaihai   酱料
910
  		if canOpen and not hadMonster then --开放
8781e103   zhouhaihai   冒险 bug
911
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
912
913
914
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
915
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
916
917
918
919
920
  		--点了空地
  		if not block.event then
  			return 
  		end
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
921
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
922
  			if eventCallFunc[block.event.etype] then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
923
  				status = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
924
925
926
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
927
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
928
  	if clickEvent and block.event then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
929
  		if block:getEventType() == AdvEventType.Out then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
930
931
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
932
933
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
934
935
936
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
937
  	self:saveDB()
46fac6f1   zhouahaihai   酱料
938
939
940
  	return status
  end
  
46fac6f1   zhouahaihai   酱料
941
  
4f0a5fae   zhouhaihai   营养剂
942
943
944
945
946
947
948
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962
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964
965
966
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968
969
970
971
972
973
974
  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
975
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
  	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
992
993
994
995
996
997
998
999
  		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
1000
1001
1002
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1003
1004
1005
1006
1007
1008
  			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
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
  		end
  
  		return true
  	end
  	-- 2=trader_id:召唤商人	
  	doActiveEffect[2] = function(_,  traderId)
  		for _, target in ipairs(targers) do
  			if target.isOpen and not target:getEventType() then
  				target:updateEvent({
  					etype = AdvEventType.Trader,
  					id = traderId,
  				})
  				target:randomEvent()
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
  	-- 3=monster_id:替换怪物,仅使用方式为2时生效
  	doActiveEffect[3] = function(_, monsterId)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
  				self.battle:removeEnemyById(target.id)
318c573a   zhouhaihai   冒险bug
1033
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
  				self:backBlockChange(target.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  	-- 4:显示本层
  	doActiveEffect[4] = function(_)
  		self:getCurMap():showMap()
  		self:backMapShow()
  		return true
  	end
  	-- 5:放逐目标
  	doActiveEffect[5] = function(_)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
  				self.battle:removeEnemyById(target.id)
  				local block = self:getBlock(target.roomId, target.blockId)
  				block:clear()
  				self:backBlockChange(target.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  	-- 6=陷阱id:移除陷阱,不填写id则移除所有陷阱
  	doActiveEffect[6] = function(_, trapId)
  		if not next(targers) and activeData.usetype == 4 then
  			-- 全屏
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:getEventType() ==  AdvEventType.Trap then
  						block:updateEvent(nil)
  						self:backBlockChange(block.room.roomId, block.blockId)
  					end
  				end
  			end
  		else
  			for _ , target in ipairs(targers) do
  				if target:getEventType() ==  AdvEventType.Trap then
  					target:updateEvent(nil)
  					self:backBlockChange(target.room.roomId, target.blockId)
  				end
  			end
  		end
  		return true
  	end
  	
  	-- 7=道具燃烧效果
  	doActiveEffect[7] = function(_)
  		for _ , target in ipairs(targers) do
  			if target:getEventType() ==  AdvEventType.Drop then
  				target:updateEvent(nil)
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
  	-- 8:翻开范围内的方格
  	doActiveEffect[8] = function(_)
  		for _ , target in ipairs(targers) do
  			if not target.isOpen then
  				target:open()
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1102
1103
1104
1105
1106
1107
  	-- 9: 给玩家增加buff
  	doActiveEffect[9] = function(_, buffId)
  		self.battle.player:addBuff(buffId, self.battle.player)
  		return true
  	end
  
4f0a5fae   zhouhaihai   营养剂
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
  	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
1120
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
  		for roomId, room in pairs(self:getCurMap().rooms) do
  			for blockId, block in pairs(room.blocks) do
  				if block:getEventType() == AdvEventType.Drop and block.event.item then
  					local id = block.event.item[1]
  					local changeTo = nil
  					if clist[id] then
  						changeTo = {clist[id].toId, clist[id].num}
  					elseif clist[-1] then
  						changeTo = {clist[-1].toId, clist[-1].num}
  					end
  					if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  						block.event.item = changeTo
  						self:backBlockChange(roomId, blockId)
  					end
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1145
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1146
1147
  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
1148
1149
1150
1151
  	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
1152
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1153
1154
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1155
1156
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1157
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1158
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1159
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1160
1161
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
b0fe1817   zhouahaihai   冒险分数
1162
  			self:scoreChange(AdvScoreType.Kill, monsterData.type)
85ded242   zhouhaihai   丰富返回事件
1163
1164
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
db3c56ad   zhouhaihai   冒险相关
1165
1166
  			if enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) then -- 掉落转为 click
  				local clickId = buff:effect()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1167
  				block:updateEvent({
db3c56ad   zhouhaihai   冒险相关
1168
1169
  					etype = AdvEventType.Click,
  					id = clickId
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1170
  				})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1171
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
  			else
  				local item = block.event.item
  				if not item then
  					local buff = enemy:hadBuff(Buff.CHANGE_DROP) 
  					if buff then
  						item = table.pack(buff:effect())
  					else
  						local dropData = csvdb["event_dropCsv"][monsterData.dropid]
  						item = dropData["range"]:randWeight(true)
  					end
  					
  				end
  				if item[1] == 0 then
  					block:clear()
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1186
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1187
1188
1189
1190
1191
  				else
  					block:updateEvent({
  						etype = AdvEventType.Drop,
  						item = item
  					})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1192
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
db3c56ad   zhouhaihai   冒险相关
1193
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1194
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1195
1196
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1197
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
  			self:checkAchievement(Adv.TaskType.KillWithBuff, 1)
  			self:checkAchievement(Adv.TaskType.KillNoBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
  				self:checkAchievement(Adv.TaskType.KillBoss, 1, enemyId)
  				self:checkAchievement(Adv.TaskType.KillBossWithBuff, 1)
  				self:checkAchievement(Adv.TaskType.KillBossNoBuff, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
  			end
46fac6f1   zhouahaihai   酱料
1212
  		end
46fac6f1   zhouahaihai   酱料
1213
1214
1215
1216
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
  
  function Adv:backReward(items)
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items})
  end
  -- if is player enemyId is nil 
  --isMax 是否是改变血量上限
  function Adv:backHpChange(enemyId, change, isMax) 
  	self:pushBackEvent(AdvBackEventType.HpChange, {enemyId = enemyId, change = change, isMax = isMax})
  end
ae9a74b5   suhongyang   返回miss,快速战斗逻辑
1230
  
46fac6f1   zhouahaihai   酱料
1231
1232
1233
1234
  -- if is player enemyId is nil 
  function Adv:backAtkChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.AtkChange, {enemyId = enemyId, change = change})
  end
e996b82a   zhouahaihai   冒险增加防御属性
1235
1236
1237
1238
1239
1240
  
  -- if is player enemyId is nil 
  function Adv:backDefChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
  end
  
46fac6f1   zhouahaihai   酱料
1241
1242
1243
1244
1245
1246
  -- if is player enemyId is nil 
  function Adv:backBuff(enemyId, buffId, isDel)
  	self:pushBackEvent(AdvBackEventType.Buff, {enemyId = enemyId, buffId = buffId, isDel = isDel})
  end
  -- if is player enemyId is nil 
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
1247
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1248
1249
  end
  
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
1250
1251
1252
1253
1254
  -- if is player enemyId is nil 
  function Adv:backPassive(enemyId, passiveId)
  	self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
  end
  
46fac6f1   zhouahaihai   酱料
1255
1256
1257
1258
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
1259
1260
  function Adv:backEnd(success, score, scoreInfo, reward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
46fac6f1   zhouahaihai   酱料
1261
1262
1263
1264
1265
1266
  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
85ded242   zhouhaihai   丰富返回事件
1267
1268
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
1269
1270
  end
  
386ca58e   zhouhaihai   优化log
1271
1272
1273
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1274
  
85ded242   zhouhaihai   丰富返回事件
1275
1276
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1277
1278
  end
  
4f0a5fae   zhouhaihai   营养剂
1279
1280
1281
1282
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1283
1284
1285
1286
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
1287
1288
1289
1290
1291
1292
1293
1294
1295
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
  function Adv:backUse(items)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items})
  end
  
  
b0fe1817   zhouahaihai   冒险分数
1296
1297
1298
1299
1300
1301
1302
  function Adv:scoreChange(scoreType, pms)
  	local cutTypes = {}
  	local score = 0
  	cutTypes[AdvScoreType.Level] = function()
  		score = globalCsv.adv_score_floor
  	end
  	cutTypes[AdvScoreType.Kill] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1303
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1304
  		score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
b0fe1817   zhouahaihai   冒险分数
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
  	end
  	cutTypes[AdvScoreType.Item] = function()
  		score = csvdb["itemCsv"][pms[1]].adv_score_item * pms[2]
  	end
  	cutTypes[AdvScoreType.Hurt] = function()
  		score = globalCsv.adv_score_hurt * pms
  	end
  	cutTypes[AdvScoreType.Block] = function()
  		score = globalCsv.adv_score_block
  	end
  	if cutTypes[scoreType] then
  		cutTypes[scoreType]()
  	else
  		return
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1320
  	self.score[scoreType] = self.score[scoreType] or 0
9f956e88   zhouhaihai   资助对积分的影响
1321
  	self.score[scoreType] = self.score[scoreType] + self.owner:fixAdvScoreChange(score)
b0fe1817   zhouahaihai   冒险分数
1322
1323
1324
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1325
1326
1327
1328
1329
1330
1331
1332
  	self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
  	self.score[AdvScoreType.Block] = math.floor(self.score[AdvScoreType.Block] or 0)
  	self.score[AdvScoreType.Hurt] = math.max(math.floor(self.score[AdvScoreType.Hurt] or 0),  - (self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block]))
  	self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
  	self.score[AdvScoreType.Item] = math.floor(self.score[AdvScoreType.Item] or 0)
  
  	return self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block] + self.score[AdvScoreType.Hurt]
  		+ self.score[AdvScoreType.Kill] + self.score[AdvScoreType.Item]
b0fe1817   zhouahaihai   冒险分数
1333
1334
  end
  
46fac6f1   zhouahaihai   酱料
1335
1336
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
1337
1338
1339
1340
1341
1342
  	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
1343
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
1344
1345
1346
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1347
1348
  end
  
46fac6f1   zhouahaihai   酱料
1349
  return Adv