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src/adv/AdvTask.lua 4.78 KB
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
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  local AdvTask = {}
  
  
  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()
  			if  #self.battle.player:getTeam(2) == 0 then
  				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 = {}
  		if not next(self.advMTask) then
  			self.advMTask = {
  				id = 1,
  				status = 0,
  				lock = 1,
  			}
  			self.advTaskChange = true
  		end
  		self.advMTask.id = self.advMTask.id or 1
  		local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
  		if mainTaskData and self.advMTask.lock then 
  			if math.floor(self.chapterId / 100) % 100 == mainTaskData.chapter and self.level >= mainTaskData.level then --到达指定关卡解锁当前任务
  				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
  				self.advTaskChange = true
  			end
  		end
  	end
  
  	function Adv:checkTask(taskType, count, cond)
  		local chapter = math.floor(self.chapterId / 100) % 100
  		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
  					self.advTaskChange = true
  				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
  				self.advTaskChange = true
  			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
  
  			self.advTaskChange = true
  			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
  			self.owner:updateProperty({field = "advTask", value = self.advTask})
  			ok = true
  		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]
  			if not nextTaskData or math.floor(self.chapterId / 100) % 100 ~= nextTaskData.chapter or self.level < nextTaskData.level then
  				self.advMTask.lock = true
  			else
  				local ts = checkTaskStatus(self, nextTaskData, self.advMTask.status, 0)
  				if ts then
  					self.advMTask.status = ts
  				end
  			end
  
  			self.owner:updateProperty({field = "advMTask", value = self.advMTask})
  			ok = true
  		end
  		return ok, reward
  	end
  
  	function Adv:updateTask(notNotify)
  		if self.advTaskChange then
  			self.owner:updateProperties({advTask = self.advTask, advMTask = self.advMTask}, notNotify)
  		end
  		self.advTaskChange = false
  	end
  end
  
  
  return AdvTask