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src/adv/AdvTask.lua 7.75 KB
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  local AdvTask = {}
  
  
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  local advTaskChange = {}
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  function AdvTask.bind(Adv)
  	Adv.TaskType = {
  		Arrive 		= 1, --到达N层
  		Kill		= 2, --消灭指定怪物N个
  		Item		= 3, --获得指定道具N个
  		Choose		= 4, --完成指定抉择点N次
  		Shop		= 5, --和指定商人交易N次
  		Build		= 6, --和指定建筑交互N次
  		KillAll		= 7, --消灭本层所有怪物
  	}
  
  	-- 检查任务状态 在新领取任务的时候回进行检查
  	local function checkTaskStatus(self, taskData, status, count, cond)
  		count = count or 0
  		if status == -1 or not taskData then
  			return
  		end
  		local function checkCondValue()
  			if taskData.value2 ~= "" then
  				local conds = taskData.value2:toArray(true, "=")
  				for _, one in pairs(conds) do
  					if one == cond then
  						return true
  					end
  				end
  			end
  			return true
  		end	
  
  		local checkTaskFunc = {}
  		checkTaskFunc[Adv.TaskType.Arrive] = function()
  			if self.level > status then
  				if self.level >= taskData.value1 then
  					return -1
  				else
  					return self.level
  				end
  			end
  		end
  		checkTaskFunc[Adv.TaskType.KillAll] = function()
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  			if  #self.battle.player:getTeam(2, nil, nil, true) == 0 then
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  				return -1
  			end
  		end
  
  		if checkTaskFunc[taskData.condition] then
  			status = checkTaskFunc[taskData.condition]()
  		else
  			if count == 0 or not checkCondValue() then return end --没有变化
  			status = status + count
  			if status >= taskData.value1 then
  				status = -1
  			end
  		end
  		return status
  	end 
  
  	function Adv:initLayerTask()
  		self.advTask = {}
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  		advTaskChange.t = true
  		advTaskChange.m = true
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  		if not next(self.advMTask) then
  			self.advMTask = {
  				id = 1,
  				status = 0,
  				lock = 1,
  			}
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  		end
  		self.advMTask.id = self.advMTask.id or 1
  		local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
  		if mainTaskData and self.advMTask.lock then 
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  			if self.chapterId == mainTaskData.chapter and self.level >= mainTaskData.level then --到达指定关卡解锁当前任务
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  				self.advMTask.lock = nil
  				self.advMTask.status = 0
  				local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, 0)
  				if ts then
  					self.advMTask.status = ts
  				end
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  			end
  		end
  	end
  
  	function Adv:checkTask(taskType, count, cond)
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  		local chapter = self.chapterId
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  		for taskId, status in pairs(self.advTask) do
  			local taskData = csvdb["event_questCsv"][taskId]
  			if taskData and taskData.levelchapter == chapter and taskType == taskData.condition then
  				local ts = checkTaskStatus(self, taskData, status, count, cond)
  				if ts then
  					self.advTask[taskId] = ts
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  					advTaskChange.t = true
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  				end
  			end
  		end
  
  		local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
  		if not self.advMTask.lock and mainTaskData and mainTaskData.chapter == chapter and taskType == mainTaskData.condition then
  			local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, count, cond)
  			if ts then
  				self.advMTask.status = ts
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  				advTaskChange.m = true
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  			end
  		end
  	end
  
  	-- 点击任务地块领取任务
  	function Adv:addTask(taskId)
  		local taskData = csvdb["event_questCsv"][taskId]
  		if taskData then
  			self.advTask[taskId] = 0
  			local ts = checkTaskStatus(self, taskData, self.advTask[taskId], 0)
  			if ts then
  				self.advTask[taskId] = ts
  			end
  
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  			advTaskChange.t = true
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  			return true
  		end
  	end
  
  	--完成层任务
  	function Adv:finishTask(taskId)
  		local ok, reward
  		if self.advTask[taskId] and self.advTask[taskId] == -1 then
  			local taskData = csvdb["event_questCsv"][taskId]
  			if not taskData then return end
  			if taskData.reward == 1 then
  				reward = self.owner:award(taskData.rewardValue)
  			end
  			self.advTask[taskId] = nil
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  			ok = true
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  			advTaskChange.t = true
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  		end
  		return ok, reward
  	end
  
  	-- 完成主线任务
  	function Adv:finishMTask()
  		local ok, reward
  		if self.advMTask.status == -1 then  --已完成带领取
  			local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
  			if not mainTaskData then return end
  			if mainTaskData.reward == 1 then
  				reward = self.owner:award(mainTaskData.rewardValue)
  			end
  			self.advMTask.id = self.advMTask.id + 1
  			self.advMTask.status = 0
  			local nextTaskData = csvdb["adv_questCsv"][self.advMTask.id]
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  			if not nextTaskData or self.chapterId ~= nextTaskData.chapter or self.level < nextTaskData.level then
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  				self.advMTask.lock = true
  			else
  				local ts = checkTaskStatus(self, nextTaskData, self.advMTask.status, 0)
  				if ts then
  					self.advMTask.status = ts
  				end
  			end
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  			ok = true
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  			advTaskChange.m = true
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  		end
  		return ok, reward
  	end
  
  	function Adv:updateTask(notNotify)
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  		local properties = {}
  		if advTaskChange.t then
  			properties.advTask = self.advTask
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  		end
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  		if advTaskChange.m then
  			properties.advMTask = self.advMTask
  		end
  		if next(properties) then
  			self.owner:updateProperties(properties, notNotify)
  		end
  		advTaskChange = {}
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  	end
b176d7d3   zhouhaihai   冒险成就
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  	------ 冒险成就 ------------
  	Adv.AchievType = {
  		StartBattle 		= 1, --累计挑战N次
  		OverWin				= 2, --通关N次M层
  		TaskLayer			= 3, --完成每层任务N次
  		UseItem				= 4, --使用道具N次
  		GetItem				= 5, --获得道具N个
  		GetMWeapon			= 6, --获得神器N个 -todo
  		Build				= 7, --完成建筑N个
  		Choose				= 8, --完成事件N个
  		Shop				= 9, --完成商店N次
  		LinkChoose			= 10, --完成连锁事件N次
  		Trap				= 11, --触发陷阱N次
  		Kill				= 12, --消灭怪物N个
  		EnterILayer			= 13, --进入夹层N次
  		KillByBuff			= 14, --使用BUFF消灭敌人N个
  	}
  
  
  
  	local advAchievChange = {}
  
  	local function insertChange(chapterId, taskId, value)
  		table.insert(advAchievChange, {type = "advAchiev", field = {chapterId, taskId}, value = value})
  	end
  
  	function Adv:checkAchievement(taskType, count, cond)
  		local advAchiev = self.owner:getProperty("advAchiev")[self.chapterId] or {}
  		for taskId , data in pairs(csvdb["adv_achievementCsv"][self.chapterId] or {}) do
  			local oldStatus = advAchiev[taskId] or 0
  			if oldStatus ~= -1 and data.type == taskType then
  				local status
  				local checkTaskFunc = {}
  				-- checkTaskFunc[Adv.AchievType.] = function()
  
  				-- end
  				if checkTaskFunc[taskType] then
  					status = checkTaskFunc[taskType]()
  				else
  					if count ~= 0 and (data.value2 == 0 or data.value2 == cond) then 
  						status = oldStatus + count
  					end
  				end
  				if (status or -1) >= data.value1 then
  					status = -1
  				end
  				if status ~= oldStatus then
  					insertChange(self.chapterId, taskId, status)
  					if status == -1 then
  						local ptcount = (self.owner:getProperty("advAchiev")[self.chapterId] or {})[-1] or 0
  						ptcount = ptcount + data.pt
  						insertChange(self.chapterId, -1, ptcount)
  					end
  				end
  
  			end
  		end
  	end
  
  	-- --说不用领取 注释掉
  	-- function Adv:finishAchievement(chapterId, taskId)
  	-- 	local achievData = (csvdb["adv_achievementCsv"][chapterId] or {})[taskId]
  	-- 	local status = (self.owner:getProperty("advAchiev")[chapterId] or {})[taskId] or -1
  
  	-- 	if status >= achievData.value1 then
  	-- 		insertChange(chapterId, taskId, -1)
  	-- 		local count = (self.owner:getProperty("advAchiev")[chapterId] or {})[-1] or 0
  	-- 		count = count + achievData.pt
  	-- 		insertChange(chapterId, -1, count)
  	-- 		return true
  	-- 	end
  	-- end
  
  	function Adv:getAchievementReward(chapterId, taskId)
  		local count = (self.owner:getProperty("advAchiev")[chapterId] or {})[-1] or 0
  		local achievData = (csvdb["adv_achievement_rewardCsv"][chapterId] or {})[taskId]
  		local status = ((self.owner:getProperty("advAchiev")[chapterId] or {})["pts"] or {})[taskId] or 0
  		if status == -1 or count < achievData.pt then return end
  
  		local reward = self.owner:award(achievData.reward)
  		self.owner:changeUpdates({{type = "advAchiev", field = {chapterId, "pts", taskId}, value = -1}}, notNotify)
  
  		return true, reward
  	end
  
  	function Adv:updateAchievement(notNotify)
  		if not next(advAchievChange) then return end
  		self.owner:changeUpdates(advAchievChange, notNotify)
  	end
  
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  end
  
  
  return AdvTask