Blame view

src/adv/Adv.lua 51.1 KB
46fac6f1   zhouahaihai   酱料
1
2
  local Passive = require "adv.AdvPassive"
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
3
4
  local AdvCommon = require "adv.AdvCommon"
  local AdvMap = require "adv.AdvMap"
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
5
  local Buff = require "adv.AdvBuff"
46fac6f1   zhouahaihai   酱料
6
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
7
  local Adv = class("Adv")
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
8
9
10
  local AdvTask = import(".AdvTask")  --任务相关数据搞出去
  AdvTask.bind(Adv)
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
11
12
13
14
  function Adv:ctor(owner)
  	assert(owner, "Adv instance must have owner(role)")
  	self.owner = owner
  	self.maps = {}
f8408529   zhouhaihai   冒险商店
15
  	self.shopStatus = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
16
17
  	self.battle = nil
  	self.backEvents = {} --发给客户端的事件组
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
18
19
20
21
22
  
  	self.advTask = self.owner:getProperty("advTask")
  	self.advMTask = self.owner:getProperty("advMTask")
  	self.advTaskChange = false -- 任务改变才更新
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
23
  	self:initByInfo(self.owner:getProperty("advInfo"))
46fac6f1   zhouahaihai   酱料
24
25
  end
  
3133cb76   zhouhaihai   日志
26
27
28
29
30
31
32
33
34
35
36
  function Adv:log(contents)
  	contents = contents or {}
  	if contents["cint1"] or contents["cint2"] or contents["cint3"] then
  		print("advLog error log have cint1 or cint2 or cint3 ", debug.traceback())
  	end
  	contents["cint1"] = self.chapterId
  	contents["cint2"] = self.level
  
  	self.owner:log("adv_action", contents)
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
37
38
39
40
41
42
  --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
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
43
  	self.round = advInfo.round or 0
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
44
  	self.score = advInfo.score or {}
0e3ab88d   zhouhaihai   中继层
45
  	self.isRelay = advInfo.isRelay
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
46
47
  	self.lastEnemyId = advInfo.lastEId or 1
  	self.mapStack = advInfo.mstack or {}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
48
  	self.lchoose = advInfo.lch or {}
ccbafe67   zhouhaihai   冒险神器和buff
49
  	self.waitArtifact = advInfo.waitAF
f45d3a7b   zhouhaihai   adv_unlock
50
  	self.cacheUnlock = advInfo.cacheUnlock or {}
f8408529   zhouhaihai   冒险商店
51
  	self.shopStatus = advInfo.shopStatus or {}
9ced5432   zhouhaihai   冒险支援效果 保底事件
52
  	self.support = advInfo.support or {}
f8408529   zhouhaihai   冒险商店
53
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
54
55
56
  	self.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
46fac6f1   zhouahaihai   酱料
57
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
58
59
  
  	self:initBattle()
46fac6f1   zhouahaihai   酱料
60
  end
0e3ab88d   zhouhaihai   中继层
61
62
  -- 找出level 是否存在中继层
  function Adv:isHaveRelay(level, chapterId)
b5185d3b   zhouhaihai   bug
63
  	level = level or self.level
0e3ab88d   zhouhaihai   中继层
64
65
66
67
68
69
70
71
72
73
74
  	chapterId = chapterId or self.chapterId
  	if level == 1 then return end
  	
  	local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
  	for _, campsite in ipairs(campsiteCsv) do
  		if campsite.floor == level then
  			return campsite
  		end
  	end
  	return nil
  end
46fac6f1   zhouahaihai   酱料
75
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
76
  -- 随机新的地图
9ced5432   zhouhaihai   冒险支援效果 保底事件
77
  function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
b176d7d3   zhouhaihai   冒险成就
78
79
80
81
82
83
84
  	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
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
85
  	self.level = level or 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
86
  	self.round = 0
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
87
88
89
  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
90
  	self.lchoose = self.lchoose or {}
f45d3a7b   zhouhaihai   adv_unlock
91
  	self.cacheUnlock = self.cacheUnlock or {}
f8408529   zhouhaihai   冒险商店
92
  	self.shopStatus = self.shopStatus or {}
9ced5432   zhouhaihai   冒险支援效果 保底事件
93
  	self.support = self.support or {}
cd498e53   zhouhaihai   被动技生效bug
94
  	self.battle = nil  -- 清掉 老的 battle
9ced5432   zhouhaihai   冒险支援效果 保底事件
95
96
97
  
  	if isEnter then -- 把 支援效果初始化为易用用的形式
  		self:initSupport(support or {})
17d8d855   zhouhaihai   冒险 时间 limit 改为全局
98
  		self.owner:setProperty("advLimit", {}) -- 清掉 Limit
9ced5432   zhouhaihai   冒险支援效果 保底事件
99
  	end
f4c65591   zhouhaihai   抽奖
100
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
101
  	-- 随机出地图
0e3ab88d   zhouhaihai   中继层
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
  	local mapId 
  	if isRelay then
  		local relayData = self:isHaveRelay(level, chapterId)
  		if relayData then 
  			mapId = relayData.map
  		else
  			isRelay = false
  			mapId = self:randomMapId(chapterId, level)
  		end
  	else
  		mapId = self:randomMapId(chapterId, level)
  	end
  	self.isRelay = isRelay
  	local isNewRelay = false
  	if self.isRelay then -- 中继层
  		local advRelay = self.owner:getProperty("advRelay")
  		local chapter = self:isEndless() and -1 or self.chapterId
  		if not (advRelay[chapter] or {})[self.level] then
  			isNewRelay = true
  			advRelay[chapter] = advRelay[chapter] or {}
  			advRelay[chapter][self.level] = 1
  			self.owner:updateProperty({field = advRelay, value = advRelay})
  		end
  	end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
127
  	self.maps = {}
0e3ab88d   zhouhaihai   中继层
128
  	self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
46fac6f1   zhouahaihai   酱料
129
  
b71a8190   zhouhaihai   动态改变 一些buff
130
  	self:initBattle(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
131
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
132
133
  	self:initLayerTask()
  
9ced5432   zhouhaihai   冒险支援效果 保底事件
134
135
136
  	-- 支援效果生效一些
  	self:activeSomeSupport()
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
137
  	self:checkTask(Adv.TaskType.Arrive)
f45d3a7b   zhouhaihai   adv_unlock
138
  	self:checkAdvUnlock(1, self.level)
596ac19f   zhouhaihai   buff
139
140
  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
596ac19f   zhouhaihai   buff
141
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
142
143
  	if not notNotify then
  		self:saveDB(notNotify)
1607a7f0   zhouahaihai   冒险事件 new
144
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
145
  end
b0fe1817   zhouahaihai   冒险分数
146
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
147
148
149
150
  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
151
  	self.round = 0
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
152
153
  	self.lastEnemyId = 1
  	self.mapStack = {}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
154
  	self.lchoose = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
155
156
  	self.maps = {}
  	self.battle = nil
ccbafe67   zhouhaihai   冒险神器和buff
157
  	self.waitArtifact = nil
0e3ab88d   zhouhaihai   中继层
158
  	self.isRelay = nil
f45d3a7b   zhouhaihai   adv_unlock
159
  	self.cacheUnlock = {}
f8408529   zhouhaihai   冒险商店
160
  	self.shopStatus = {}
9ced5432   zhouhaihai   冒险支援效果 保底事件
161
  	self.support = {}
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
162
163
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
164
165
  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
166
  	if self:isRunning() then
46fac6f1   zhouahaihai   酱料
167
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
168
169
  		advInfo.chapterId = self.chapterId
  		advInfo.level = self.level
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
170
  		advInfo.round = self.round
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
171
  		advInfo.score = self.score
0e3ab88d   zhouhaihai   中继层
172
  		advInfo.isRelay = self.isRelay
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
173
174
  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
175
  		advInfo.lch = self.lchoose
ccbafe67   zhouhaihai   冒险神器和buff
176
  		advInfo.waitAF = self.waitArtifact
f45d3a7b   zhouhaihai   adv_unlock
177
  		advInfo.cacheUnlock = self.cacheUnlock
f8408529   zhouhaihai   冒险商店
178
  		advInfo.shopStatus = self.shopStatus
9ced5432   zhouhaihai   冒险支援效果 保底事件
179
  		advInfo.support = self.support
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
180
  		advInfo.maps = {}
1607a7f0   zhouahaihai   冒险事件 new
181
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
182
  		self.battle:saveDB()
1607a7f0   zhouahaihai   冒险事件 new
183
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
184
185
  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
46fac6f1   zhouahaihai   酱料
186
  		end
46fac6f1   zhouahaihai   酱料
187
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
188
  		advTeam.player = self.battle.player:getDB()
46fac6f1   zhouahaihai   酱料
189
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
190
191
  	else
  		advTeam.player = nil
46fac6f1   zhouahaihai   酱料
192
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
193
194
  
  	self:updateTask(notNotify)
b176d7d3   zhouhaihai   冒险成就
195
  	self:updateAchievement(notNotify)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
196
  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
46fac6f1   zhouahaihai   酱料
197
198
  end
  
9ced5432   zhouhaihai   冒险支援效果 保底事件
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
  function Adv:initSupport(supports)
  	self.support = {}
  
  	local supportEffect = {}
  	-- 获得道具 1=道具id=道具数量
  	supportEffect[1] = function(_, itemId, num)
  		self.support[1] = self.support[1] or {}
  		self.support[1][itemId] = (self.support[1][itemId] or 0) + num
  	end
  
  	-- 获得mapbuff  2=mapbuffid
  	supportEffect[2] = function(_, buffId)
  		self.support[2] = self.support[2] or {}
  		table.insert(self.support[2], buffId)
  	end
  
  	-- 获得mappassive 3=mappassive
  	supportEffect[3] = function(_, passiveId)
  		self.support[3] = self.support[3] or {}
  		table.insert(self.support[3], passiveId)
  	end
  
  	-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[4] = function(_, etype, id, num)
  		self.support[4] = self.support[4] or {}
  		self.support[4][etype] = self.support[4][etype] or {}
  		self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
  	end
  
  	-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[5] = function(_, etype, id, num)
  		self.support[5] = self.support[5] or {}
  		self.support[5][etype] = self.support[5][etype] or {}
  		self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
  	end
  
  	-- 获得随机神器 6=数量
  	supportEffect[6] = function(num)
  		self.support[6] = (self.support[6] or 0) + num
  	end
  
  	-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
  	supportEffect[7] = function(num)
  		self.support[7] = (self.support[7] or 0) + num
  	end
  
  	for _, supportId in ipairs(supports) do
  		local supportData = csvdb["adv_supportCsv"][supportId]
  		for _, effect in ipairs(supportData.effect:toArray()) do
  			local cur = effect:toArray(true, "=")
  			if supportEffect[cur[1]] then
  				supportEffect[cur[1]](table.unpack(cur))
  			end 
  		end
  	end
  end
  
  function Adv:activeSomeSupport()
  	-- 奖励物品
  	if self.support[1] then
3133cb76   zhouhaihai   日志
259
  		self:award(self.support[1], {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
  		self.support[1] = nil
  	end
  
  	-- 加buff
  	if self.support[2] then
  		for _, buffId in ipairs(self.support[2]) do
  			self.battle.player:addBuff(buffId)
  		end
  		self.support[2] = nil
  	end
  
  	--加被动技
  	if self.support[3] then
  		for _, passiveId in ipairs(self.support[3]) do
  			self.battle.player:addPassive({id = passiveId})
  		end
  		self.support[3] = nil
  	end
  
  	-- 加随机神器
  	if self.support[6] then
  		local pool = {}
  		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
  		for i = 1, math.min(self.support[6], #pool) do
  			local idx = math.randomInt(1, #pool)
3133cb76   zhouhaihai   日志
289
  			self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
  			table.remove(pool, idx)
  		end
  		self.support[6] = nil
  	end
  
  	self:supportChooseArtifact()
  end
  
  function Adv:supportChooseArtifact()
  	-- 加 三选一 神器
  	if self.support[7] then
  		if self.support[7] > 0 then
  			self:waitChooseArtifact()
  		end
  		self.support[7] = self.support[7] - 1
  		if self.support[7] <= 0 then
  			self.support[7] = nil
  		end
  	end
  end
  
  function Adv:supportFirstLayerAddEvent()
  	if self.support[4] then
  		local temp = self.support[4]
  		self.support[4] = nil
  		return temp
  	end
  end
  
  function Adv:supportEveryLayerAddEvent()
  	return self.support[5]
  end
  
  
  function Adv:isRunning()
  	if self.chapterId then return true end
  	return false
  end
  
  -- 强制结束
  function Adv:forceOver(notNotify)
  	if self:isRunning() then
3133cb76   zhouhaihai   日志
332
  		
9ced5432   zhouhaihai   冒险支援效果 保底事件
333
334
335
336
337
338
339
  		local advTeam = self.owner:getProperty("advTeam")
  		advTeam.player = nil
  
  		local reward = self.owner:getProperty("advItems"):toNumMap()
  		for itemId, count in pairs(reward) do
  			reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
  		end
3133cb76   zhouhaihai   日志
340
  		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
341
  
3133cb76   zhouhaihai   日志
342
  		self:clear()
9ced5432   zhouhaihai   冒险支援效果 保底事件
343
344
345
346
347
348
349
350
351
352
353
354
  		self.owner:updateProperties({
  			advInfo = {}, 
  			advTeam = advTeam,
  			advItems = "",
  			advAFGet = {},
  			advAFWear = {},
  		}, notNotify)
  	end
  end
  
  
  
f45d3a7b   zhouhaihai   adv_unlock
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
  -- 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
3133cb76   zhouhaihai   日志
371
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
372
373
374
375
376
377
378
379
380
  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
3133cb76   zhouhaihai   日志
381
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
382
383
384
385
  	end
  	self.cacheUnlock = {}
  end
  
b71a8190   zhouhaihai   动态改变 一些buff
386
  function Adv:initBattle(notDb)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
387
388
389
  	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
390
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
391
  	self.cachePassiveEvent = {}
1313eac0   zhouhaihai   冒险的一些bug
392
393
394
395
396
  
  	-- after init battle
  	for idx, map in pairs(self.maps) do
  		map:initBattleAfter()
  	end
b71a8190   zhouhaihai   动态改变 一些buff
397
398
399
400
  	--下层
  	if notDb and self.level ~= 1 then
  		self.battle.player:attrChangeCondBuffCheck(1)
  	end
46fac6f1   zhouahaihai   酱料
401
402
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
403
404
405
406
407
408
409
  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
410
411
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
412
413
  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
46fac6f1   zhouahaihai   酱料
414
415
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
416
417
  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
46fac6f1   zhouahaihai   酱料
418
419
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
420
421
422
423
424
  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
425
  	end
46fac6f1   zhouahaihai   酱料
426
427
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
428
429
430
431
  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
432
  	end
46fac6f1   zhouahaihai   酱料
433
434
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
435
436
437
438
439
440
441
  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
442
  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
3133cb76   zhouhaihai   日志
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
  
  
  	if params.log then
  		local log = clone(params.log)
  		if log["cint1"] or log["cint2"] or log["cint3"] then
  			print("awardArtifact error log have cint1 or cint2 or cint3 ", debug.traceback())
  		end
  		log["cint1"] = self.chapterId
  		log["cint2"] = self.level
  		log["cint3"] = id
  		self.owner:log("in_artifact", log)
  	else
  		print("awardArtifact no log ", debug.traceback())
  	end
  
85ded242   zhouhaihai   丰富返回事件
458
  	self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
ccbafe67   zhouhaihai   冒险神器和buff
459
460
461
  end
  
  
56e2b75f   zhouhaihai   方法名错误
462
  function Adv:addArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
463
464
465
466
467
468
469
470
471
472
  	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
  
56e2b75f   zhouhaihai   方法名错误
473
  function Adv:delArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
474
475
476
477
478
479
480
481
482
483
484
485
486
487
  	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")
  
c992c911   zhouhaihai   中继
488
489
490
491
492
493
  	if id == -1 then
  		if not advAFWear[slot] then return end
  	else
  		if not advAFGet[id] then return end
  	end
  
ccbafe67   zhouhaihai   冒险神器和buff
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
  	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
  	
c992c911   zhouhaihai   中继
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
  	if id ~= -1 then
  		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)
ccbafe67   zhouhaihai   冒险神器和buff
538
  				end
ccbafe67   zhouhaihai   冒险神器和buff
539
540
  			end
  		end
c992c911   zhouhaihai   中继
541
542
  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
543
  	end
3133cb76   zhouhaihai   日志
544
  	self:log({desc = "wearArtifact", int1 = id})
46fac6f1   zhouahaihai   酱料
545
  
ccbafe67   zhouhaihai   冒险神器和buff
546
547
548
549
  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
e852b350   zhouhaihai   冒险成就类型增加
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
  -- 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
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
586
587
  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
588
  	local advAFGet = self.owner:getProperty("advAFGet")
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
589
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
590
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
591
592
593
594
  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
595
596
597
598
599
600
601
602
  	
  	local newLv = advAFGet[id]
  	for i = 1, level do
  		if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
  		newLv = newLv + 1
  	end
  	if newLv == advAFGet[id] then return end
  
3133cb76   zhouhaihai   日志
603
604
605
  	self:log({desc = "artifactLevelUp", int1 = id, int2 = level})
  
  
ccbafe67   zhouhaihai   冒险神器和buff
606
  	local status = 0
e1355da3   zhouhaihai   神器 被动
607
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
608
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
609
  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
610
611
612
613
  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
614
615
  	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
616
617
618
619
620
621
622
623
624
625
626
627
628
  	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
629
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
630
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
631
632
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
633
634
635
636
  			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
637
638
  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
639
  	end
ccbafe67   zhouhaihai   冒险神器和buff
640
641
642
643
644
645
646
647
  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
3133cb76   zhouhaihai   日志
648
649
650
651
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}})
  
  	self:log({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
652
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
653
654
655
656
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
657
658
659
660
661
662
  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
663
  
eee37c88   zhouhaihai   楼层数据
664
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
665
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
666
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
667
668
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
669
  --关卡结束
bbf64622   zhouhaihai   冒险
670
  function Adv:over(success, rewardRatio, overType)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
671
672
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
673
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
674
675
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
676
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
677
  	end
bbf64622   zhouhaihai   冒险
678
679
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
680
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
681
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
682
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
683
684
685
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
686
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
687
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
688
  	end
bbf64622   zhouhaihai   冒险
689
690
691
692
693
694
  	self:scoreChange(AdvScoreType.ItemBack, addScore)
  
  	local score = self.owner:fixAdvScoreChange(self:getScore())
  	local scoreInfo = self.score
  	
  	local scoreReward = math.floor(score / chapterData.scoreAward)
3133cb76   zhouhaihai   日志
695
  	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
696
  
e22ded1b   zhouhaihai   被动技奖励
697
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
698
699
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
700
701
702
703
704
705
706
707
708
  	local reward = {}
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
  		local itemCsv = csvdb["itemCsv"][itemId]
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type ~= ItemType.AdvItem then
  			reward[itemId] = math.ceil(count * rewardRatio / 100)
  		end
  	end
3133cb76   zhouhaihai   日志
709
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
710
  
46fac6f1   zhouahaihai   酱料
711
  	if success then
53e8037e   zhouhaihai   任务
712
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
713
714
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
715
716
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
717
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
718
719
720
721
722
723
724
725
  		local roleId = self.owner:getProperty("id")
  		local oldMaxScore = tonum(redisproxy:zscore(RANK_ADV, roleId))
  		if score > oldMaxScore then
  			local team = self.owner:getProperty("advTeam")
  			local curInfo = {
  				name = self.owner:getProperty("name"),
  				headId = self.owner:getProperty("headId"),
  				lv = self.owner:getProperty("level"),
f7f25b04   zhouhaihai   冒险bug
726
  				batteV = self.owner:getTeamBattleValue(team.heros),
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
727
728
729
730
731
732
733
734
  				chapter = self.chapterId,
  				format = self.owner:getTeamHerosInfo(team.heros),
  			}
  			redisproxy:pipelining(function (red)
  				red:zadd(RANK_ADV, score, roleId)	--更新分数
  				red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  			end)
  		end
46fac6f1   zhouahaihai   酱料
735
  	end
f45d3a7b   zhouhaihai   adv_unlock
736
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
737
738
739
  
  	self:log({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
46fac6f1   zhouahaihai   酱料
740
  	self:clear()
89338c47   zhouhaihai   技能目标
741
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
742
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
743
744
745
746
747
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
bbf64622   zhouhaihai   冒险
748
  	self:backEnd(success, score, scoreInfo, reward, overType, scoreReward)
46fac6f1   zhouahaihai   酱料
749
750
  end
  
ec87b4a5   zhouahaihai   冒险 完善
751
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
752
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
753
754
755
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
756
757
758
759
760
  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
761
  	end
8da953a7   zhouhaihai   无尽模式
762
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
763
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
764
765
766
767
768
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
769
  	end
8da953a7   zhouhaihai   无尽模式
770
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
771
772
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
773
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
774
775
776
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
777
  	end
02c4de8d   zhouahaihai   增加 固有技
778
  	
46fac6f1   zhouahaihai   酱料
779
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
780
781
782
783
784
  	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
785
786
787
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
788
789
790
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
791
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
792
  	return pool[math.randomInt(1, #pool)]
46fac6f1   zhouahaihai   酱料
793
794
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
795
  
46fac6f1   zhouahaihai   酱料
796
797
  -- 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
798
  	params = params or {}
46fac6f1   zhouahaihai   酱料
799
800
801
802
803
804
805
806
807
  	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
808
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
809
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
810
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
811
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
812
  			count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
813
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
814
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
815
  		end
ccbafe67   zhouhaihai   冒险神器和buff
816
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
817
818
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
819
  
ccbafe67   zhouhaihai   冒险神器和buff
820
821
822
823
824
825
826
827
  		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
828
  			end
3133cb76   zhouhaihai   日志
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
  
  			if params.log then
  				local log = clone(params.log)
  				if log["cint1"] or log["cint2"] or log["cint3"] then
  					print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  				end
  				log["cint1"] = origin
  				log["cint2"] = math.abs(count)
  				if count >= 0 then
  					self.owner:log("in_adv", log)
  				else
  					self.owner:log("out_adv", log)
  				end
  			else
  				print("addAdvItem no log ", debug.traceback())
  			end
916096ed   zhouhaihai   神器效果
845
846
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
847
848
849
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
850
851
852
853
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
ccbafe67   zhouhaihai   冒险神器和buff
854
  	return tgift
916096ed   zhouhaihai   神器效果
855
856
857
  end
  
  
46fac6f1   zhouahaihai   酱料
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
  -- 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
878
879
880
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
881
882
883
884
885
  	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
886
887
888
  	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
889
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
890
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
891
892
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
893
  
ccbafe67   zhouhaihai   冒险神器和buff
894
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
895
896
897
898
899
900
901
902
  				-- 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
903
  			end
0e3ab88d   zhouhaihai   中继层
904
  
b176d7d3   zhouhaihai   冒险成就
905
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
906
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
907
  
bbf64622   zhouhaihai   冒险
908
909
910
911
912
  			local curFloorData = self:getCurFloorData()
  			if not self.isRelay then
  				self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
  			end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
913
914
  			if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1)) then --关卡结束
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
915
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
916
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
917
  				
eee37c88   zhouhaihai   楼层数据
918
  				if curFloorData then
3133cb76   zhouhaihai   日志
919
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}))
eee37c88   zhouhaihai   楼层数据
920
  				end
0e3ab88d   zhouhaihai   中继层
921
  				local isHaveRelay = self:isHaveRelay(self.level)
e1355da3   zhouhaihai   神器 被动
922
923
  
  				self.owner:getProperty("advTeam").player = self.battle.player:getDB()  -- 临时缓存住 battle 的player
0e3ab88d   zhouhaihai   中继层
924
925
926
  				if isHaveRelay and not self.isRelay then 
  					self:initByChapter(self.chapterId, self.level, true, true, true, false)
  				else
3133cb76   zhouhaihai   日志
927
  					self:log({desc = "pass"})
0e3ab88d   zhouhaihai   中继层
928
929
  					self:initByChapter(self.chapterId, self.level + 1, true, true, false, false)
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
930
931
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
932
  
46fac6f1   zhouahaihai   酱料
933
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
934
  		
46fac6f1   zhouahaihai   酱料
935
936
937
938
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
939
  local function clickExit(self, room, block, params)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
940
  	self:over(true)
0e3ab88d   zhouhaihai   中继层
941
942
943
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
944
945
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
946
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
947
948
949
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
950
  local function chooseCommon(self, room, block, chooseData, choose, tag)
46fac6f1   zhouahaihai   酱料
951
952
953
954
  	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
955
956
957
958
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
959
  		-- 拥有道具
1229c24d   zhouhaihai   新加选择条件
960
  		[1] = function(_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
961
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
962
963
964
965
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
9d66362c   zhouhaihai   修改冒险选择条件
966
967
968
969
970
971
  		[2] = function(_, heroType)
  			for slot, heroId in pairs(self.owner:getProperty("advTeam").heros) do
  				local hero = self.owner.heros[heroId]
  				if hero and hero:getProperty("type") == heroType then
  					return true
  				end 
46fac6f1   zhouahaihai   酱料
972
973
974
975
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
976
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
977
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
978
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
979
980
981
982
983
984
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
985
  		--制定属性 
1229c24d   zhouhaihai   新加选择条件
986
987
  		[4] = function(_, attrType, value)
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
988
989
990
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
991
  		-- 提交一个物品
1229c24d   zhouhaihai   新加选择条件
992
  		[5] = function (_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
993
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
994
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
995
996
997
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
998
  		-- sp 到达指定值
1229c24d   zhouhaihai   新加选择条件
999
1000
  		[6] = function(_, value)
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1001
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1002
1003
1004
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1005
1006
1007
1008
  		--7=拥有指定buff指定层数
  		[7] = function(_, buffId, layer)
  			local buff = self.battle.player:getBuffById(buffId)
  			if buff and buff:getLayer() >= layer then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1009
1010
1011
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1012
1013
1014
1015
1016
1017
  		--8=拥有x神器
  		[8] = function(_, artifactId)
  			return self:isHaveArtifact(artifactId)
  		end,
  		-- 9 = 生命值大于x%
  		[9] = function (_, value)
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1018
1019
1020
1021
1022
  			local cost = value / 100 * self.battle.player.hpMax
  			if self.battle.player.hp > cost then
  				self.battle.player:hurt(cost, nil, {hurtType = 6, buffId = -1})
  				return true
  			end
1229c24d   zhouhaihai   新加选择条件
1023
  		end,
f02ffa27   zhouhaihai   未获得神器
1024
1025
1026
1027
  		-- 10 = 未获得x神器
  		[10] = function(_, artifactId)
  			return not self:isHaveArtifact(artifactId)
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1028
1029
   	}
  	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
1030
  
1229c24d   zhouhaihai   新加选择条件
1031
  	if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1032
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
1033
1034
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
1035
1036
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1037
1038
1039
1040
1041
1042
  				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
3133cb76   zhouhaihai   日志
1043
  				self:backReward(self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}), {roomId = room.roomId, blockId = block.blockId})
e10edb5f   zhouahaihai   冒险事件新
1044
1045
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1046
1047
1048
1049
  				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
1050
1051
  			end,
  			[3] = function() --发现怪物
c8c957e4   zhouhaihai   必要时删除建筑
1052
1053
1054
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1055
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
d232676a   zhouhaihai   功能解锁 冒险返回
1056
  				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
e10edb5f   zhouahaihai   冒险事件新
1057
1058
1059
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
1060
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
  			[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()
d232676a   zhouhaihai   功能解锁 冒险返回
1077
  				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1078
1079
1080
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
c8c957e4   zhouhaihai   必要时删除建筑
1081
1082
1083
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1084
1085
1086
1087
1088
1089
1090
1091
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
c8c957e4   zhouhaihai   必要时删除建筑
1092
1093
1094
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1095
1096
1097
1098
1099
1100
1101
1102
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[9] = function() -- click
c8c957e4   zhouhaihai   必要时删除建筑
1103
1104
1105
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1106
1107
1108
1109
1110
1111
1112
1113
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
c8c957e4   zhouhaihai   必要时删除建筑
1114
1115
1116
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1117
1118
1119
1120
1121
1122
1123
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
1124
1125
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
e10edb5f   zhouahaihai   冒险事件新
1126
1127
  			end
  		}
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1128
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
e10edb5f   zhouahaihai   冒险事件新
1129
1130
  		doEffect[effect[1]]()
  	end
bbf64622   zhouhaihai   冒险
1131
1132
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1133
1134
1135
1136
1137
1138
  	return true, clearBlock
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1139
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1140
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1141
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1142
1143
1144
1145
  	self:checkAdvUnlock(3, oldId)
  	self:checkTask(Adv.TaskType.Choose, 1, oldId)
  	self:checkAchievement(Adv.AchievType.Choose, 1, oldId)
  	self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, oldId, choose)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1146
1147
1148
1149
1150
1151
1152
1153
1154
  	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]
abe0d7e9   zhouhaihai   连续选择点bug
1155
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1156
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1157
1158
1159
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1160
1161
1162
  	local idx = lcId % 10
  	if idx == 9 or not csvdb["event_linkchooseCsv"][lcId + 1] then --全部完成
  		local startId = math.floor(lcId / 10) * 10 + 1
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1163
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1164
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1165
1166
1167
1168
1169
1170
  		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
68964730   zhouhaihai   增加积分 bug
1171
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1172
  
f45d3a7b   zhouhaihai   adv_unlock
1173
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1174
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1175
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1176
1177
  		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
1178
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1179
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1180
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1181
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1182
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1183
  
02c4de8d   zhouahaihai   增加 固有技
1184
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1185
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1186
  	end
b176d7d3   zhouhaihai   冒险成就
1187
  
46fac6f1   zhouahaihai   酱料
1188
1189
1190
1191
1192
1193
  	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
1194
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
3133cb76   zhouhaihai   日志
1195
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}})
916096ed   zhouhaihai   神器效果
1196
  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1197
  	block:clear()
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1198
  	self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
46fac6f1   zhouahaihai   酱料
1199
1200
1201
1202
1203
1204
  	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
1205
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1206
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1207
1208
  	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
1209
  
127a5787   zhouhaihai   商人卖完走人
1210
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1211
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1212
1213
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1214
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1215
1216
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1217
  	if not self:cost({[goodsData.currency] = costCount}, {log = {desc = "clickTrader", int1 = block.event.id}}) then return false, 6 end --不够
f8408529   zhouhaihai   冒险商店
1218
  	self:backCost({[goodsData.currency] = costCount})
3133cb76   zhouhaihai   日志
1219
  	local reward = self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}})
f8408529   zhouhaihai   冒险商店
1220
1221
1222
1223
1224
1225
1226
  	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
1227
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1228
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1229
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1230
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
1231
  	self:backReward(reward)
127a5787   zhouhaihai   商人卖完走人
1232
  
27cc6f23   zhouhaihai   商店bug
1233
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1234
1235
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1236
1237
1238
1239
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1240
1241
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1242
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1243
1244
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1245
  
6ce6fac7   zhouhaihai   冒险任务bug
1246
1247
1248
  	self:checkTask(Adv.TaskType.Build, 1, oldId)
  	self:checkAchievement(Adv.AchievType.Build, 1, oldId)
  	self:checkAchievement(Adv.AchievType.BuildBySelect, 1, oldId, choose)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1249
  
02c4de8d   zhouahaihai   增加 固有技
1250
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1251
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1252
  	end
46fac6f1   zhouahaihai   酱料
1253
1254
1255
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
  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
1270
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1271
  			end
3133cb76   zhouhaihai   日志
1272
  			self:backReward(self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}), {roomId = room.roomId, blockId = block.blockId})
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1273
1274
1275
1276
1277
  		end,
  		[3] = function()
  			for _, buffId in ipairs(clickData.effect:toArray(true, "=")) do
  				self.battle.player:addBuff(buffId)
  			end
c0b7797f   zhouhaihai   陷阱、点击生效点
1278
1279
  		end,
  	}
a1e9e891   zhouhaihai   点击事件未生效
1280
1281
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
c0b7797f   zhouhaihai   陷阱、点击生效点
1282
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1283
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1284
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1285
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1286
1287
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
  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)
1313eac0   zhouhaihai   冒险的一些bug
1300
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1301
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1302
  	end
85ded242   zhouhaihai   丰富返回事件
1303
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1304
1305
1306
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1307
1308
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1309
1310
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1311
1312
1313
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1314
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1315
1316
1317
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1318
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1319
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1320
1321
1322
1323
1324
  }
  
  --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
1325
1326
1327
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1328
1329
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1330
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1331
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1332
1333
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1334
  		local canOpen = false  --如果未开放是否可以开放
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1335
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1336
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1337
1338
1339
1340
1341
1342
1343
1344
  			if not ignoreGuard and _block:isGuard() then 
  				if _block:isMonster() then
  					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  					if not enemy:hadBuff(Buff.DONT_DEFEND) then
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1345
  				end
48962a74   zhouhaihai   路障系统提交
1346
1347
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1348
1349
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1350
1351
1352
1353
1354
  		return canOpen
  	end
  
  	if not block.isOpen then
  		if checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1355
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
1356
1357
1358
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1359
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1360
1361
1362
1363
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1364
1365
1366
1367
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1368
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1369
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1370
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1371
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1372
1373
1374
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1375
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1376
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1377
1378
1379
1380
  		if block:getEventType() == AdvEventType.Out 
  			or block:getEventType() == AdvEventType.InOut 
  			or block:getEventType() == AdvEventType.Layer 
  			or block:getEventType() == AdvEventType.Exit then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1381
1382
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1383
1384
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1385
1386
1387
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1388
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1389
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1390
1391
  end
  
46fac6f1   zhouahaihai   酱料
1392
  
4f0a5fae   zhouhaihai   营养剂
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
  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
1426
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
  	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
1443
1444
1445
1446
1447
1448
1449
1450
  		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
1451
1452
1453
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1454
1455
1456
1457
1458
1459
  			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
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
  		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)
d232676a   zhouhaihai   功能解锁 冒险返回
1474
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
  			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
1485
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1486
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1487
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
  			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
19bab31c   zhouhaihai   放逐是击杀
1502
  				target.isDead = true
4f0a5fae   zhouhaihai   营养剂
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
  				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
c8210d56   zhouhaihai   boss 房有入口
1545
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1546
1547
1548
1549
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1550
1551
1552
1553
1554
1555
  	-- 9: 给玩家增加buff
  	doActiveEffect[9] = function(_, buffId)
  		self.battle.player:addBuff(buffId, self.battle.player)
  		return true
  	end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1556
1557
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
1558
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1559
1560
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1561
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
  	--11: 随机提升一个未满级神器等级,配置提升等级
  	doActiveEffect[11] = function(_, level)
  		local advAFGet = self.owner:getProperty("advAFGet")
  		local pool = {}
  		for id_, lv in pairs(advAFGet) do
  			if self.owner:isArtifactOpen(id_, self:isEndless(), lv + 1) then  
  				table.insert(pool, id_)
  			end
  		end
  		if #pool > 0 then
  			local idx = math.randomInt(1, #pool)
  			self:artifactLevelUp(pool[idx], level)
  		end
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1577
  
d232676a   zhouhaihai   功能解锁 冒险返回
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
  	doActiveEffect[12] = function(_, vtype, attrType, value)
  		local attr
  		if attrType == 0 then
  			attr = "sp"
  		else
  			attr = AttsEnumEx[attrType]
  			if not AdvAttsEnum[attr] then return end
  		end
  		self.battle.player:addBaseAttr(attr, value, vtype)
  		return true
  	end
  
4f0a5fae   zhouhaihai   营养剂
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
  	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
1602
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1603
1604
1605
1606
1607
1608
1609
1610
  -- 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]
e3c5cc5e   zhouhaihai   跨服竞技场over
1611
  					local count = block.event.item[2]
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1612
1613
  					local changeTo = nil
  					if clist[id] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1614
  						changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1615
  					elseif clist[-1] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1616
  						changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
  					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
1628
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1629
1630
  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
1631
1632
1633
1634
  	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
1635
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1636
1637
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1638
1639
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1640
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1641
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1642
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1643
1644
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
1645
1646
1647
1648
1649
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
85ded242   zhouhaihai   丰富返回事件
1650
1651
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
db3c56ad   zhouhaihai   冒险相关
1652
1653
  			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
1654
  				block:updateEvent({
db3c56ad   zhouhaihai   冒险相关
1655
1656
  					etype = AdvEventType.Click,
  					id = clickId
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1657
  				})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1658
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
  			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
1673
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1674
1675
1676
1677
1678
  				else
  					block:updateEvent({
  						etype = AdvEventType.Drop,
  						item = item
  					})
3e205f5e   zhouhaihai   bug
1679
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {itemId = item[1], count = item[2]})
db3c56ad   zhouhaihai   冒险相关
1680
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1681
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1682
1683
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1684
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
  			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
1699
  		end
46fac6f1   zhouahaihai   酱料
1700
1701
1702
1703
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1704
1705
1706
1707
1708
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
  
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1709
1710
1711
  function Adv:backReward(items, params)
  	params = params or {}
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
46fac6f1   zhouahaihai   酱料
1712
  end
e996b82a   zhouahaihai   冒险增加防御属性
1713
1714
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
1715
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
1716
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1717
1718
  end
  
46fac6f1   zhouahaihai   酱料
1719
1720
1721
1722
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
bbf64622   zhouhaihai   冒险
1723
1724
  function Adv:backEnd(success, score, scoreInfo, reward, overType, scoreAward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward, type = overType, scoreAward = scoreAward})
46fac6f1   zhouahaihai   酱料
1725
1726
1727
1728
1729
1730
  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
85ded242   zhouhaihai   丰富返回事件
1731
1732
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
1733
1734
  end
  
386ca58e   zhouhaihai   优化log
1735
1736
1737
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1738
  
85ded242   zhouhaihai   丰富返回事件
1739
1740
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1741
1742
  end
  
4f0a5fae   zhouhaihai   营养剂
1743
1744
1745
1746
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1747
1748
1749
1750
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
1751
1752
1753
1754
1755
1756
1757
1758
1759
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
  function Adv:backUse(items)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items})
  end
  
  
bbf64622   zhouhaihai   冒险
1760
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1761
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
1762
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
1763
1764
1765
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1766
  	self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
bbf64622   zhouhaihai   冒险
1767
  	self.score[AdvScoreType.Task] = math.floor(self.score[AdvScoreType.Task] or 0)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1768
  	self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
bbf64622   zhouhaihai   冒险
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
  	self.score[AdvScoreType.KillBoss] = math.floor(self.score[AdvScoreType.KillBoss] or 0)
  	self.score[AdvScoreType.ItemBack] = math.floor(self.score[AdvScoreType.ItemBack] or 0)
  	self.score[AdvScoreType.Event] = math.floor(self.score[AdvScoreType.Event] or 0)
  	self.score[AdvScoreType.Story] = math.floor(self.score[AdvScoreType.Story] or 0)
  
  	return self.score[AdvScoreType.Level] 
  		+ self.score[AdvScoreType.Task]
  		+ self.score[AdvScoreType.Kill] 
  		+ self.score[AdvScoreType.KillBoss] 
  		+ self.score[AdvScoreType.ItemBack] 
  		+ self.score[AdvScoreType.Event]
  		+ self.score[AdvScoreType.Story]
b0fe1817   zhouahaihai   冒险分数
1781
1782
  end
  
46fac6f1   zhouahaihai   酱料
1783
1784
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
1785
1786
1787
1788
1789
1790
  	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
1791
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
1792
1793
1794
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1795
1796
  end
  
46fac6f1   zhouahaihai   酱料
1797
  return Adv