46fac6f1
zhouahaihai
酱料
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1
2
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local Passive = require "adv.AdvPassive"
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zhouhaihai
优化冒险结构 增加夹层功能
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3
4
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local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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5
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local Buff = require "adv.AdvBuff"
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46fac6f1
zhouahaihai
酱料
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6
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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7
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local Adv = class("Adv")
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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8
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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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f8408529
zhouhaihai
冒险商店
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15
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self.shopStatus = {}
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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17
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self.battle = nil
self.backEvents = {} --发给客户端的事件组
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zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
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zhouhaihai
优化冒险结构 增加夹层功能
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23
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self:initByInfo(self.owner:getProperty("advInfo"))
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zhouahaihai
酱料
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end
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zhouhaihai
优化冒险结构 增加夹层功能
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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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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self.round = advInfo.round or 0
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self.score = advInfo.score or {}
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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36
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self.lchoose = advInfo.lch or {}
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ccbafe67
zhouhaihai
冒险神器和buff
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37
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self.waitArtifact = advInfo.waitAF
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f45d3a7b
zhouhaihai
adv_unlock
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38
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self.cacheUnlock = advInfo.cacheUnlock or {}
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f8408529
zhouhaihai
冒险商店
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39
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self.shopStatus = advInfo.shopStatus or {}
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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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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46fac6f1
zhouahaihai
酱料
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44
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end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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45
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self:initBattle()
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46fac6f1
zhouahaihai
酱料
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end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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49
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-- 随机新的地图
function Adv:initByChapter(chapterId, level, isToNext, notNotify)
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b176d7d3
zhouhaihai
冒险成就
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if not self.chapterId then -- 开始新的章节
self.chapterId = chapterId
self:checkAchievement(Adv.AchievType.StartBattle, 1)
elseif chapterId ~= self.chapterId then -- 正常不会出现
return
end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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58
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self.level = level or 1
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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59
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self.round = 0
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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63
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self.lchoose = self.lchoose or {}
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f45d3a7b
zhouhaihai
adv_unlock
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64
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self.cacheUnlock = self.cacheUnlock or {}
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f8408529
zhouhaihai
冒险商店
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65
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self.shopStatus = self.shopStatus or {}
|
f4c65591
zhouhaihai
抽奖
|
66
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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67
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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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46fac6f1
zhouahaihai
酱料
|
71
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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self:initBattle()
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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self:initLayerTask()
self:checkTask(Adv.TaskType.Arrive)
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f45d3a7b
zhouhaihai
adv_unlock
|
77
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self:checkAdvUnlock(1, self.level)
|
596ac19f
zhouhaihai
buff
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78
79
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81
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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
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
82
83
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if not notNotify then
self:saveDB(notNotify)
|
1607a7f0
zhouahaihai
冒险事件 new
|
84
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end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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85
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end
|
b0fe1817
zhouahaihai
冒险分数
|
86
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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87
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89
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function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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91
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self.round = 0
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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92
93
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self.lastEnemyId = 1
self.mapStack = {}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
94
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self.lchoose = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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95
96
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self.maps = {}
self.battle = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
97
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self.waitArtifact = nil
|
f45d3a7b
zhouhaihai
adv_unlock
|
98
|
self.cacheUnlock = {}
|
f8408529
zhouhaihai
冒险商店
|
99
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self.shopStatus = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
100
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end
|
b0fe1817
zhouahaihai
冒险分数
|
101
|
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
102
103
104
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
if self.chapterId then
|
46fac6f1
zhouahaihai
酱料
|
105
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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106
107
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advInfo.chapterId = self.chapterId
advInfo.level = self.level
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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108
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advInfo.round = self.round
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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109
110
111
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advInfo.score = self.score
advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
112
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advInfo.lch = self.lchoose
|
ccbafe67
zhouhaihai
冒险神器和buff
|
113
|
advInfo.waitAF = self.waitArtifact
|
f45d3a7b
zhouhaihai
adv_unlock
|
114
|
advInfo.cacheUnlock = self.cacheUnlock
|
f8408529
zhouhaihai
冒险商店
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115
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advInfo.shopStatus = self.shopStatus
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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116
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advInfo.maps = {}
|
1607a7f0
zhouahaihai
冒险事件 new
|
117
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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118
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self.battle:saveDB()
|
1607a7f0
zhouahaihai
冒险事件 new
|
119
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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121
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for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
|
46fac6f1
zhouahaihai
酱料
|
122
|
end
|
46fac6f1
zhouahaihai
酱料
|
123
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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124
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advTeam.player = self.battle.player:getDB()
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46fac6f1
zhouahaihai
酱料
|
125
|
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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126
127
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else
advTeam.player = nil
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46fac6f1
zhouahaihai
酱料
|
128
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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129
130
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self:updateTask(notNotify)
|
b176d7d3
zhouhaihai
冒险成就
|
131
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self:updateAchievement(notNotify)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
132
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self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
|
133
134
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
135
136
137
138
139
140
141
142
143
144
145
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147
148
149
150
151
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164
165
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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
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
166
167
168
169
|
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])
|
46fac6f1
zhouahaihai
酱料
|
170
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
171
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self.cachePassiveEvent = {}
|
46fac6f1
zhouahaihai
酱料
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172
173
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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174
175
176
177
178
179
180
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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
|
181
182
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
183
184
|
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
|
46fac6f1
zhouahaihai
酱料
|
185
186
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
187
188
|
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
|
46fac6f1
zhouahaihai
酱料
|
189
190
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
191
192
193
194
195
|
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
|
196
|
end
|
46fac6f1
zhouahaihai
酱料
|
197
198
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
199
200
201
202
|
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
|
203
|
end
|
46fac6f1
zhouahaihai
酱料
|
204
205
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
206
207
208
209
210
211
212
|
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
|
213
|
self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
|
85ded242
zhouhaihai
丰富返回事件
|
214
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
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233
234
235
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246
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255
256
257
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259
260
261
262
263
264
265
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269
270
271
272
273
274
275
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277
278
279
280
281
282
283
284
285
286
287
288
|
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
|
46fac6f1
zhouahaihai
酱料
|
289
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
290
291
292
293
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
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320
321
322
323
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327
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329
|
-- 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
|
ccbafe67
zhouhaihai
冒险神器和buff
|
330
331
332
333
|
function Adv:artifactLevelUp(id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
local status = 0
|
e852b350
zhouhaihai
冒险成就类型增加
|
334
|
local newLv = advAFGet[id] + 1
|
ccbafe67
zhouhaihai
冒险神器和buff
|
335
336
|
if advAFWear[id] then -- 穿着呢
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
|
e852b350
zhouhaihai
冒险成就类型增加
|
337
|
local newData = csvdb["adv_artifactCsv"][id][newLv]
|
ccbafe67
zhouhaihai
冒险神器和buff
|
338
339
340
341
|
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
342
343
|
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
|
344
345
346
347
348
349
350
351
352
353
354
355
356
|
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
|
357
358
359
360
|
if #pool == 0 then
self:award({[ItemId.AdvPoint] = 48})
else
for i = 1, math.min(count, #pool) do
|
ccbafe67
zhouhaihai
冒险神器和buff
|
361
362
363
364
|
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
|
365
366
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
367
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
368
369
370
371
372
373
374
375
|
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
|
376
377
|
self:award({[self.waitArtifact[index]] = 1})
self.waitArtifact = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
378
379
380
381
382
383
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
384
|
|
eee37c88
zhouhaihai
楼层数据
|
385
386
387
388
389
390
|
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
|
391
|
--关卡通关,非层 score < 0 失败
|
53e8037e
zhouhaihai
任务
|
392
|
function Adv:over(success, isAllPass)
|
b0fe1817
zhouahaihai
冒险分数
|
393
|
local score = self:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
394
|
local scoreInfo = self.score
|
00115a7a
zhouahaihai
奖励发放
|
395
|
local reward
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
396
|
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
|
46fac6f1
zhouahaihai
酱料
|
397
|
if success then
|
09be9059
zhouhaihai
冒险接口
|
398
|
reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
|
53e8037e
zhouhaihai
任务
|
399
400
401
402
|
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
|
403
|
|
46fac6f1
zhouahaihai
酱料
|
404
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
405
|
self:clearAdvUnlockCache()
|
46fac6f1
zhouahaihai
酱料
|
406
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
407
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
bedca62d
zhouahaihai
冒险
|
408
|
self.owner:updateProperty({field = "advItems", value = ""})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
409
|
self.owner:updateProperty({field = "advAFGet", value = {}})
|
8781e103
zhouhaihai
冒险 bug
|
410
|
self.owner:updateProperty({field = "advAFWear", value = {}})
|
00115a7a
zhouahaihai
奖励发放
|
411
|
|
b0fe1817
zhouahaihai
冒险分数
|
412
|
self:backEnd(success, score, scoreInfo, reward)
|
46fac6f1
zhouahaihai
酱料
|
413
414
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
415
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
416
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
417
418
419
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
420
421
422
423
424
|
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
|
425
|
end
|
8da953a7
zhouhaihai
无尽模式
|
426
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
427
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
428
429
430
431
432
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
433
|
end
|
8da953a7
zhouhaihai
无尽模式
|
434
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
435
436
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
437
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
438
439
440
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
441
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
442
|
|
46fac6f1
zhouahaihai
酱料
|
443
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
444
445
446
447
448
|
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
|
449
450
451
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
452
453
454
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
455
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
456
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
457
458
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
459
|
|
46fac6f1
zhouahaihai
酱料
|
460
461
|
-- 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
|
462
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
463
464
465
466
467
468
469
470
471
|
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
|
472
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
473
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
474
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
475
|
local buffAdd = self.battle.player:getRewardChange(itemId)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
476
|
count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
|
b0fe1817
zhouahaihai
冒险分数
|
477
|
self:scoreChange(AdvScoreType.Item, {itemId, count})
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
478
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
479
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
480
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
481
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
482
483
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
484
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
485
486
487
488
489
490
491
492
|
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
|
493
494
495
|
end
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
496
497
498
499
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
return tgift
|
916096ed
zhouhaihai
神器效果
|
500
501
502
|
end
|
46fac6f1
zhouahaihai
酱料
|
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
|
-- 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
|
523
524
525
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
526
527
528
529
530
|
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
|
531
532
533
|
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
|
534
|
self:backLayer(-1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
535
|
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
536
537
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
538
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
539
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
540
541
542
543
544
545
546
547
|
-- 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
|
548
549
|
end
if params.relay then
|
4d943586
zhouhaihai
直通 advt gm
|
550
|
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
|
551
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
552
553
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
f45d3a7b
zhouhaihai
adv_unlock
|
554
|
self:checkAdvUnlock(2, self.level)
|
51718558
zhouhaihai
中继层初始经验
|
555
|
local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
|
ccbafe67
zhouhaihai
冒险神器和buff
|
556
557
|
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
|
558
|
else
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
559
|
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
|
eee37c88
zhouhaihai
楼层数据
|
560
561
562
563
|
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
|
564
565
566
|
self:initByChapter(self.chapterId, self.level + 1, true, true)
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
567
|
|
46fac6f1
zhouahaihai
酱料
|
568
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
569
|
|
46fac6f1
zhouahaihai
酱料
|
570
571
572
573
574
575
|
return true
end
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
576
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
577
578
579
|
return true
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
580
|
local function chooseCommon(self, room, block, chooseData, choose, tag)
|
46fac6f1
zhouahaihai
酱料
|
581
582
583
584
|
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
|
585
586
587
588
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
589
590
591
592
593
594
595
596
|
-- 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
|
597
598
599
|
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
|
600
601
602
603
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
604
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
605
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
606
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
607
608
609
610
611
612
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
613
|
--制定属性
|
46fac6f1
zhouahaihai
酱料
|
614
|
[4] = function()
|
53e8037e
zhouhaihai
任务
|
615
|
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
|
46fac6f1
zhouahaihai
酱料
|
616
617
618
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
619
620
621
|
-- 提交一个物品
[5] = function ()
if self:cost({[cond[2]] = cond[3]}, {}) then
|
85ded242
zhouhaihai
丰富返回事件
|
622
|
self:backCost({[cond[2]] = cond[3]})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
623
624
625
|
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
626
627
628
629
630
631
|
-- 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
|
632
633
634
635
636
637
638
639
640
641
642
|
[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
|
643
|
|
9cffb42b
zhouahaihai
抉择点 建筑
|
644
|
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
|
645
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
646
647
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
|
e10edb5f
zhouahaihai
冒险事件新
|
648
649
|
local doEffect = {
[1] = function() -- 获得某道具N个
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
650
651
652
653
654
655
656
|
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
|
657
658
|
end,
[2] = function() --获得冒险buff
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
659
660
661
662
|
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
|
663
664
|
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
665
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
e10edb5f
zhouahaihai
冒险事件新
|
666
667
668
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
669
|
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
|
[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
|
720
721
|
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
722
723
|
end
}
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
724
|
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
725
726
|
doEffect[effect[1]]()
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
727
728
729
730
731
732
|
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
|
733
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
734
|
if not status then return end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
735
736
737
|
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
|
738
|
self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, block.event.id, choose)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
739
740
741
742
743
744
745
746
747
|
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
|
748
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
749
750
751
752
753
754
755
|
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
|
756
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
757
758
759
760
761
762
763
|
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
|
764
|
self:checkAdvUnlock(4, startId)
|
e6439157
zhouhaihai
故事事件
|
765
766
767
768
|
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
|
769
770
|
else
self.lchoose.ing = block.event.id + 1 --后面会出现后继事件
|
e6439157
zhouhaihai
故事事件
|
771
772
|
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
|
773
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
774
|
|
02c4de8d
zhouahaihai
增加 固有技
|
775
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
776
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
777
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
778
|
|
46fac6f1
zhouahaihai
酱料
|
779
780
781
782
783
784
|
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
|
785
|
self.battle.player:triggerPassive(Passive.CLICK_DROP)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
786
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
787
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
788
|
block:clear()
|
46fac6f1
zhouahaihai
酱料
|
789
790
791
792
793
794
795
|
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]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
796
|
if not traderData then return false, 1 end -- 偷偷改表了
|
46fac6f1
zhouahaihai
酱料
|
797
|
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
798
799
|
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
|
800
|
|
127a5787
zhouhaihai
商人卖完走人
|
801
|
local buyCount = #((block.event.status or ""):toArray())
|
27cc6f23
zhouhaihai
商店bug
|
802
|
if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
|
f8408529
zhouhaihai
冒险商店
|
803
804
|
local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
805
|
if not goodsData then return false, 5 end
|
f8408529
zhouhaihai
冒险商店
|
806
807
|
local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
808
|
if not self:cost({[goodsData.currency] = costCount}, {}) then return false, 6 end --不够
|
f8408529
zhouhaihai
冒险商店
|
809
810
811
812
813
814
815
816
817
|
self:backCost({[goodsData.currency] = costCount})
local reward = self:award({[goodsData.item] = goodsData.num})
if goodsData.restrict == 1 then
self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
elseif goodsData.restrict == 2 then
local advShop = self.owner:getProperty("advShop")
advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
self.owner:updateProperty({field = "advShop", value = advShop})
end
|
46fac6f1
zhouahaihai
酱料
|
818
|
block.event.status = block.event.status:setv(buyId, 1)
|
127a5787
zhouhaihai
商人卖完走人
|
819
|
buyCount = buyCount + 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
820
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
821
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
822
|
self:backReward(reward)
|
127a5787
zhouhaihai
商人卖完走人
|
823
|
|
27cc6f23
zhouhaihai
商店bug
|
824
|
if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
|
127a5787
zhouhaihai
商人卖完走人
|
825
826
|
block:clear()
end
|
46fac6f1
zhouahaihai
酱料
|
827
828
829
830
|
return true
end
local function clickBuild(self, room, block, params)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
831
832
833
834
|
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
|
835
|
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
836
|
self:checkTask(Adv.TaskType.Build, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
837
|
self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
|
e852b350
zhouhaihai
冒险成就类型增加
|
838
|
self:checkAchievement(Adv.AchievType.BuildBySelect, 1, block.event.id, choose)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
839
|
|
02c4de8d
zhouahaihai
增加 固有技
|
840
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
841
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
842
|
end
|
46fac6f1
zhouahaihai
酱料
|
843
844
845
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
846
847
848
849
850
851
852
853
854
855
856
857
858
859
|
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
|
860
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
861
862
863
864
|
end
self:backReward(self:award(reward, {}))
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
865
866
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
867
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
868
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
869
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
870
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
871
872
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
873
874
875
876
877
878
879
880
881
882
883
884
|
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
|
885
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
886
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
887
|
self:backLayer(1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
888
889
890
|
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
891
892
893
894
895
896
897
|
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
|
898
899
900
901
902
|
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
|
903
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
904
905
906
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
907
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
908
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
909
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
910
911
912
913
914
|
}
--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
|
915
916
917
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
918
919
|
if not block then return end
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
920
|
local status, errorCode = false, nil
|
36c30c5c
zhouahaihai
冒险
|
921
|
local clickEvent = false
|
46fac6f1
zhouahaihai
酱料
|
922
|
if not block.isOpen then
|
36c30c5c
zhouahaihai
冒险
|
923
924
|
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
|
925
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
926
927
|
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
|
928
|
if _block.isOpen and _block:isMonster() then
|
4f0a5fae
zhouhaihai
营养剂
|
929
930
931
932
|
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) then
hadMonster = true
end
|
36c30c5c
zhouahaihai
冒险
|
933
934
|
end
end
|
46fac6f1
zhouahaihai
酱料
|
935
|
if canOpen and not hadMonster then --开放
|
8781e103
zhouhaihai
冒险 bug
|
936
|
self:getCurMap():openBlock(roomId, blockId, true, true)
|
46fac6f1
zhouahaihai
酱料
|
937
938
939
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
940
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
941
942
943
944
945
|
--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
|
946
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
947
|
if eventCallFunc[block.event.etype] then
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
948
|
status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
949
950
951
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
952
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
953
|
if clickEvent and block.event then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
954
|
if block:getEventType() == AdvEventType.Out then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
955
956
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
957
958
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
959
960
961
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
962
|
self:saveDB()
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
963
|
return status, errorCode
|
46fac6f1
zhouahaihai
酱料
|
964
965
|
end
|
46fac6f1
zhouahaihai
酱料
|
966
|
|
4f0a5fae
zhouhaihai
营养剂
|
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
|
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
|
1000
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
|
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
|
1017
1018
1019
1020
1021
1022
1023
1024
|
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
|
1025
1026
1027
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
1028
1029
1030
1031
1032
1033
|
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
|
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
|
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
|
1058
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
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
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
|
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
|
1127
1128
1129
1130
1131
1132
|
-- 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
|
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
|
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
|
1145
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
|
-- 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
|
1170
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1171
1172
|
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
|
1173
1174
1175
1176
|
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
|
1177
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1178
1179
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1180
1181
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1182
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1183
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1184
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1185
1186
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
b0fe1817
zhouahaihai
冒险分数
|
1187
|
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
85ded242
zhouhaihai
丰富返回事件
|
1188
1189
|
local changeV = self.battle.player:addExp(monsterData.exp)
self:backDead(enemyId, changeV)
|
db3c56ad
zhouhaihai
冒险相关
|
1190
1191
|
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
|
1192
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1193
1194
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1195
|
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1196
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
|
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
|
1211
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1212
1213
1214
1215
1216
|
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1217
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
|
db3c56ad
zhouhaihai
冒险相关
|
1218
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1219
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1220
1221
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1222
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
|
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
|
1237
|
end
|
46fac6f1
zhouahaihai
酱料
|
1238
1239
1240
1241
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
|
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
|
1255
|
|
46fac6f1
zhouahaihai
酱料
|
1256
1257
1258
1259
|
-- 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
|
1260
1261
1262
1263
1264
1265
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1266
1267
1268
1269
1270
1271
|
-- 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
|
1272
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1273
1274
|
end
|
4eadc2ab
suhongyang
獲得被動暫時增加log,後面可以去掉
|
1275
1276
1277
1278
1279
|
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
end
|
46fac6f1
zhouahaihai
酱料
|
1280
1281
1282
1283
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1284
1285
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
1286
1287
1288
1289
1290
1291
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1292
1293
|
function Adv:backDead(enemyId, exp)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
|
bedca62d
zhouahaihai
冒险
|
1294
1295
|
end
|
386ca58e
zhouhaihai
优化log
|
1296
1297
1298
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1299
|
|
85ded242
zhouhaihai
丰富返回事件
|
1300
1301
|
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1302
1303
|
end
|
4f0a5fae
zhouhaihai
营养剂
|
1304
1305
1306
1307
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1308
1309
1310
1311
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1312
1313
1314
1315
1316
1317
1318
1319
1320
|
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
|
1321
1322
1323
1324
1325
1326
1327
|
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
|
1328
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1329
|
score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
|
b0fe1817
zhouahaihai
冒险分数
|
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
|
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
|
1345
|
self.score[scoreType] = self.score[scoreType] or 0
|
9f956e88
zhouhaihai
资助对积分的影响
|
1346
|
self.score[scoreType] = self.score[scoreType] + self.owner:fixAdvScoreChange(score)
|
b0fe1817
zhouahaihai
冒险分数
|
1347
1348
1349
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1350
1351
1352
1353
1354
1355
1356
1357
|
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
|
1358
1359
|
end
|
46fac6f1
zhouahaihai
酱料
|
1360
1361
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1362
1363
1364
1365
1366
1367
|
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
|
1368
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1369
1370
1371
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1372
1373
|
end
|
46fac6f1
zhouahaihai
酱料
|
1374
|
return Adv
|