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src/adv/AdvMap.lua 13.2 KB
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  local Room = require "adv.AdvRoom"
  local Passive = require "adv.AdvPassive"
  local AdvCommon = require "adv.AdvCommon"
  -- 一层地图
  local Map = class("AdvMap")
  -- 内部方法声明
  local createMap, getEventLib
  
  
  function Map:ctor(adv, mapIdx, mapInfo)
  	self.adv = adv
  	if type(mapInfo) == "number" then -- mapInfo 传入 id
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  		mapInfo = createMap(self, mapInfo)  -- 生成地图
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  	end
  	if not mapInfo then return end
  
  	self.mapIdx = mapIdx
  	self.mapId = mapInfo.mapId
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  	self.isShow = mapInfo.isShow  -- 是否全部展示 -- 客户端用
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  	self.rooms = {}
  	self:loadRooms(mapInfo.rooms)
  end
  
  function Map:loadRooms(rooms)
  	local mapData = csvdb["map_" .. csvdb["mapCsv"][self.mapId]["path"] .. "Csv"]
  	for roomId, roomName in pairs(mapData["rooms"]) do
  		if roomName == "path" then
  			self.rooms[roomId] = Room.new(self, roomId, mapData["path"], rooms[roomId], true)
  		else
  			roomName = roomName:gsub("/", "_")
  			self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], rooms[roomId], false)
  		end
  	end 
  end
  
  function Map:getDB()
  	local map = {}
  	map.mapId = self.mapId
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  	map.isShow = self.isShow
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  	map.rooms = {}
  	for roomId, room in pairs(self.rooms) do
  		map.rooms[roomId] = room:getDB()
  	end
  	return map
  end
  
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  function Map:showMap()
  	self.isShow = true
  end
  
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  --结束本层的时候调用
  function Map:checkOver()
  	local mapCsv = csvdb["mapCsv"][self.mapId]
  
  	if mapCsv.clearType == 1 then -- 消耗
  		if self.adv:cost(mapCsv.clear:toNumMap()) then return true end
  	elseif mapCsv.clearType == 2 then -- 杀光
  		if #self.adv.battle.player:getTeam(2) == 0 then return true end
  	elseif mapCsv.clearType == 3 then -- 持有
  		if self.adv:cost(mapCsv.clear:toNumMap(), {}, true) then return true end
  	else
  		return true
  	end
  end
  
  --随机一个空的位置生成怪, 如果没有就没有	
  function Map:addNewMonsterRand(monsterId, where)
  	local room, block
  	if where then
  		room, block = where[1], where[2]
  	else
  		local pool = {}
  		for _, room_ in pairs(self.rooms) do
  			for _, block_ in pairs(room_.blocks) do
  				if block_.isOpen and not block_.event then
  					table.insert(pool, {room_, block_})
  				end
  			end
  		end
  		if not next(pool) then return end
  		local idx = math.randomInt(1, #pool)
  		room, block = pool[idx][1], pool[idx][2]
  	end
  	
  	if not monsterId then
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  		local eventLib = getEventLib(self, AdvEventType.Monster)
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  		if not next(eventLib[AdvEventType.Monster][0]) then return false end
  		monsterId = math.randWeight(eventLib[AdvEventType.Monster][0], "showup")
  	end
  
  	local event = {etype = AdvEventType.Monster, mId = self.adv.lastEnemyId}
  	self.adv.lastEnemyId = self.adv.lastEnemyId + 1
  	event.id = monsterId
  	block:updateEvent(event)
  
  	self.adv.battle:addEnemy(room, block):triggerPassive(Passive.BORN_ONCE)
  
  	return room, block
  end
  
  -- 随机翻开 num 个 以开放的房间的 地块
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  function Map:openBlockRand(num, isPlayer)
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  	local pool = {}
  	for _, room in pairs(self.rooms) do
  		if room.isShow and not room.isPath then
  			for _, block in pairs(room.blocks) do
  				if not block.isOpen then
  					table.insert(pool, {room.roomId, block.blockId})
  				end
  			end
  		end
  	end
  	if #pool <= num then
  		for _, temp in ipairs(pool) do
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  			self:openBlock(temp[1], temp[2], isPlayer)
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  		end
  	else
  		for i = 1, num do
  			local idx = math.randomInt(1, #pool)
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  			self:openBlock(pool[idx][1], pool[idx][2], isPlayer)
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  			table.remove(pool, idx)
  		end
  	end
  end
  
  
  -- 打开一个地块
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  function Map:openBlock(roomId, blockId, isPlayer, ignoreBack)
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  	local room = self.rooms[roomId]
  	if not room then return end
  	local block = room.blocks[blockId]
  	if not block then return end
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  	room:openBlock(block)
  	if isPlayer then
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  		self.adv.battle.player:triggerPassive(Passive.OPEN_BLOCK)
  	end
  	if not ignoreBack then
  		self.adv:backBlockChange(roomId, blockId)
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  	end
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  end
  
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  function Map:openBlockBySize(roomId, blockId, size, isPlayer)
  	local blocks = self:getBlocksBySize(roomId, blockId, size)
  	for _, block in pairs(blocks) do
  		self:openBlock(block.room.roomId, block.blockId, isPlayer)
  	end
  end
  
  function Map:openBlocksByRoom(roomId, isPlayer)
  	local room = self.rooms[roomId]
  	if not room then return end
  
  	for blockId, block in pairs(room.blocks) do
  		self:openBlock(roomId, blockId, isPlayer)
  	end
  end
  
  function Map:openAllBlocks(isPlayer)
  	for roomId, room in pairs(self.rooms) do
  		self:openBlocksByRoom(room.roomId, isPlayer)
  	end
  end
  
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  --获取,某个位置上的 room 和 block
  function Map:getRBByPos(c, r)
  	for roomId, room in pairs(self.rooms) do
  		local block = room:getBByGPos(c, r)
  		if block then
  			return room, block
  		end
  	end
  end
  
  function Map:getAroundBlocks(room, block)
  	local blocks = {}
  	local range = {1, -1}
  	local col, row = room:tranLtoG(block.col, block.row)
  	for _, add in ipairs(range) do
  		local rroom, rblock = self:getRBByPos(col + add, row)
  		if rroom then
  			table.insert(blocks, {rroom, rblock})
  		end
  	end
  	for _, add in ipairs(range) do
  		local rroom, rblock = self:getRBByPos(col, row + add)
  		if rroom then
  			table.insert(blocks, {rroom, rblock})
  		end
  	end
  	return blocks
  end
  
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  function Map:getBlocksBySize(roomId, blockId, size)
  	local blocks = {}
  	local room = self.rooms[roomId]
  	if not room then return end
  	local block = room.blocks[blockId]
  	if not block then return end
  
  	local col, row = room:tranLtoG(block.col, block.row)
  
  	size = math.floor(size  /  2)
  	for c = col - size, col + size do
  		for r = row - size, row + size do
  			local rroom, rblock = self:getRBByPos(c, r)
  			if rroom then
  				table.insert(blocks, rblock)
  			end
  		end
  	end
  	return blocks
  end
  
  
  
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  -----------------------------随机地图-----------------------------
  
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  createMap = function(self, mapId)
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  	local mapInfo = {}
  	mapInfo.rooms = {}
  	mapInfo.mapId = mapId
  	local mapCsvData =csvdb["mapCsv"][mapId]
  	local mapData = csvdb["map_" .. mapCsvData["path"] .. "Csv"]
  	if not mapData then 
  		error("mapId " .. mapId .. " dont exist!")
  		return 
  	end
  	--事件随机
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  	local eventLib = getEventLib(self)  -- 同时记录出现次数
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  	local monsterEvents = {}  --处理钥匙掉落
  	local haveBoss = false
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  	local haveLChoose = false
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  	local function randomEvent(roomId, blockId, eventType)
  		if mapInfo.rooms[roomId]["event"][blockId] then return end --已经有事件了 不覆盖
  		local etype, especial = eventType, 0
  		if eventType > 100 then   -- 特殊事件(固定)
  			etype = math.floor(eventType / 100)
  			especial = eventType % 100
  		end
  		
  		local event = {etype = etype}
  		local randomFunc = {}
  
  		local function randomCommon()
  			if not eventLib[etype] or not next(eventLib[etype]) or not eventLib[etype][especial] or not next(eventLib[etype][especial]) then return false end
  			event.id = math.randWeight(eventLib[etype][especial], "showup")
  			if not event.id then return false end
  			if eventLib[etype][especial][event.id].limit > 1 then
  				eventLib[etype][especial][event.id].limit = eventLib[etype][especial][event.id].limit - 1
  			elseif eventLib[etype][especial][event.id].limit == 1 then
  				eventLib[etype][especial][event.id] = nil
  			end
  		end
  
  		--入口
  		randomFunc[AdvEventType.In] = function()end
  		--出口
  		randomFunc[AdvEventType.Out] = function() end
  		--boss
  		randomFunc[AdvEventType.BOSS] = function()
  			if haveBoss then return false end
  			if randomCommon() == false then
  				return false
  			end
  			haveBoss = true
  		end
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  		randomFunc[AdvEventType.LinkChoose] = function()
  			if haveLChoose then return false end
  			if self.adv.lchoose.ing then -- 有正在进行的
  				event.id = self.adv.lchoose.ing
  				self.adv.lchoose.ing = nil
  			else
  				if randomCommon() == false then
  					return false
  				end
  			end
  			haveLChoose = true
  		end
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  		--怪物
  		randomFunc[AdvEventType.Monster] = function()
  			if randomCommon() == false then
  				return false
  			end
  			table.insert(monsterEvents, event)
  		end
  
  		--选择点
  		randomFunc[AdvEventType.Choose] = randomCommon
  		--掉落点
  		randomFunc[AdvEventType.Drop] = randomCommon
  		--交易所
  		randomFunc[AdvEventType.Trader] = randomCommon
  		--建筑
  		randomFunc[AdvEventType.Build] = randomCommon
  		--陷阱
  		randomFunc[AdvEventType.Trap] = randomCommon
  		--点击生效
  		randomFunc[AdvEventType.Click] = randomCommon
  		--跨层点
  		randomFunc[AdvEventType.Layer] = randomCommon
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  		--层级任务
  		randomFunc[AdvEventType.Task] = randomCommon
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  		if randomFunc[etype] then
  			if randomFunc[etype]() ~= false then
  				if  mapCsvData.clearType == 1 and etype == AdvEventType.BOSS then
  					event.item = mapCsvData.clear:toArray(true, "=") 
  				end
  				mapInfo.rooms[roomId]["event"][blockId] = event
  			end
  		end
  	end
  
  
  	local stagePool = {["global"] = {}}
  	for roomId, roomName in pairs(mapData["rooms"]) do
  		stagePool[roomId] = {}
  		mapInfo.rooms[roomId] = {event = {}, open = {}, trap = {}}  -- 事件, open  open == 1 房间内地块全部开放
  		local roomData
  		if roomName == "path" then
  			roomData = mapData["path"]
  		else
  			roomName = roomName:gsub("/", "_")
  			roomData = csvdb["room_" .. roomName .. "Csv"]
  		end
  		for blockId, stageType in pairs(roomData["blocks"]) do
  			if AdvSpecialStage[stageType] then
  				local eventType = AdvEventType[AdvSpecialStage[stageType]] -- 地块固定类型
  				randomEvent(roomId, blockId, eventType)
  			else
  				stagePool["global"][stageType] = stagePool["global"][stageType] or {}
  				stagePool[roomId][stageType] = stagePool[roomId][stageType] or {}
  				table.insert(stagePool["global"][stageType], {room = roomId, block = blockId})
  				stagePool[roomId][stageType][blockId] = 1
  			end
  		end
  	end
  	-- 全地图事件 优先级高
  	for stageType, events in pairs(mapData["events"]) do
  		for _, event in ipairs(events) do
  			local lastCount = stagePool["global"][stageType] and #stagePool["global"][stageType] or 0
  			if lastCount <= 0 then break end
  			if math.randomFloat(0, 1) <= (event["rate"] or 1) then
  				local count = math.randomInt(math.min(lastCount, event["minc"]), math.min(lastCount, event["maxc"]))
  				for i = 1, count do
  					local idx = math.randomInt(1, lastCount)
  					local cur = stagePool["global"][stageType][idx]
  					randomEvent(cur["room"], cur["block"], event["event"])
  					table.remove(stagePool["global"][stageType], idx)
  					lastCount = lastCount - 1
  					stagePool[cur["room"]][stageType][cur["block"]] = nil
  				end
  			end
  		end
  	end
  	-- 随机单个房间的事件	
  	for roomId, roomName in pairs(mapData["rooms"]) do
  		local roomData
  		if roomName == "path" then
  			roomData = mapData["path"]
  		else
  			roomName = roomName:gsub("/", "_")
  			roomData = csvdb["room_" .. roomName .. "Csv"]
  		end
  		for stageType, events in pairs(roomData["events"]) do
  			local bpool = {}
  			if stagePool[roomId][stageType] then
  				for block, _ in pairs(stagePool[roomId][stageType]) do
  					table.insert(bpool, block)
  				end
  			end
  			for _, event in ipairs(events) do
  				if #bpool <= 0 then break end
  				if math.randomFloat(0, 1) <= (event["rate"] or 1) then
  					local count = math.randomInt(math.min(#bpool, event["minc"]), math.min(#bpool, event["maxc"]))
  					for i = 1, count do
  						local idx = math.randomInt(1, #bpool)
  						randomEvent(roomId, bpool[idx], event["event"])
  						table.remove(bpool, idx)
  					end
  				end
  			end
  		end
  	end
  
  	if mapCsvData.clearType == 1 and not haveBoss then
  		if not next(monsterEvents) then
  			error("这个地图没有钥匙!!! mapId : " .. mapId)
  		else
  			local event = monsterEvents[math.randomInt(1, #monsterEvents)]
  			event.item = mapCsvData.clear:toArray(true, "=")  --掉落钥匙
  		end
  	end
  	return mapInfo
  end
  
  --关卡事件库
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  getEventLib = function(self, needEventType) -- needEventType  需要的事件
  	local  chapterId, level = self.adv.chapterId, self.adv.level
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  	if AdvCommon.isEndless(chapterId) then
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  		level = AdvCommon.getEndlessDataLv(chapterId, level)
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  	end
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  	local libsToType = {
  		["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS, AdvEventType.Monster},
  		["event_chooseCsv"] = AdvEventType.Choose,
  		["event_dropCsv"] = AdvEventType.Drop,
  		["event_buildingCsv"] = AdvEventType.Build,
  		["event_traderCsv"] = AdvEventType.Trader,
  		["event_trapCsv"] = AdvEventType.Trap,
  		["event_clickCsv"] = AdvEventType.Click,
  		["event_layerCsv"] = AdvEventType.Layer,
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  		["event_questCsv"] = AdvEventType.Task,
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  		["event_linkchooseCsv"] = AdvEventType.LinkChoose,
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  	}
  	local eventLib = {}
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  	local advEventOpenStatus = self.adv.owner:advEventOpenStatus()
  
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  	for lib, eventType in pairs(libsToType) do
  		-- init eventLib
  		if type(eventType) == "table" then
  			for _, temp in ipairs(eventType) do
  				eventLib[temp] = {}
  			end
  		else
  			eventLib[eventType] = {}
  		end
  		-- needEventType 只获取这个事件类型
  		if not needEventType or eventLib[needEventType] then 
  			for id, data in pairs(csvdb[lib]) do
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  				local etype = type(eventType) == "table" and eventType[data.type] or eventType
  				
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  				if data.levelchapter == chapterId and (data.unlockType == 0 or (advEventOpenStatus[etype] or {})[data.unlockType]) then
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  					local add = true
  					if etype == AdvEventType.LinkChoose then --link 只有起始任务并且还没完成的进入池子
  						if id % 10 ~= 1 or (data.limit ~= 0 and data.limit <= (self.adv.lchoose[id] or 0)) then
  							add = false
  						end
  					end
  					if add then  
  						if AdvCommon.checkIsIn(level, data.leveltype, data.levellimit) then
  							eventLib[etype][data.BlockEventType] = eventLib[etype][data.BlockEventType] or {}
  							eventLib[etype][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
  						end
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  					end
  				end
  			end
  			if needEventType then
  				break
  			end
  		end
  	end
  	return eventLib
  end
  
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  return Map