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src/adv/Adv.lua 36 KB
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  local Passive = require "adv.AdvPassive"
  
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  local AdvCommon = require "adv.AdvCommon"
  local AdvMap = require "adv.AdvMap"
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  local Buff = require "adv.AdvBuff"
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  local Adv = class("Adv")
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  local AdvTask = import(".AdvTask")  --任务相关数据搞出去
  AdvTask.bind(Adv)
  
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  function Adv:ctor(owner)
  	assert(owner, "Adv instance must have owner(role)")
  	self.owner = owner
  	self.maps = {}
  	self.battle = nil
  	self.backEvents = {} --发给客户端的事件组
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  	self.advTask = self.owner:getProperty("advTask")
  	self.advMTask = self.owner:getProperty("advMTask")
  	self.advTaskChange = false -- 任务改变才更新
  
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  	self:initByInfo(self.owner:getProperty("advInfo"))
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  end
  
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  --初始化adv 信息
  function Adv:initByInfo(advInfo)
  	if not next(advInfo) then return end --还没有 开始新地图
  
  	self.chapterId = advInfo.chapterId
  	self.level = advInfo.level or 1
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  	self.round = advInfo.round or 0
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  	self.score = advInfo.score or {}
  	self.lastEnemyId = advInfo.lastEId or 1
  	self.mapStack = advInfo.mstack or {}
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  	self.lchoose = advInfo.lch or {}
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  	self.waitArtifact = advInfo.waitAF
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  	self.cacheUnlock = advInfo.cacheUnlock or {}
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  	self.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
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  	end
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  	self:initBattle()
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  end
  
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  -- 随机新的地图
  function Adv:initByChapter(chapterId, level, isToNext, notNotify)
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  	if not self.chapterId then -- 开始新的章节
  		self.chapterId = chapterId
  		self:checkAchievement(Adv.AchievType.StartBattle, 1)
  	elseif chapterId ~= self.chapterId then  -- 正常不会出现
  		return 
  	end
  	
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  	self.level = level or 1
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  	self.round = 0
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  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
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  	self.lchoose = self.lchoose or {}
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  	self.cacheUnlock = self.cacheUnlock or {}
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  	-- 随机出地图
  	local mapId = self:randomMapId(chapterId, level)
  	self.maps = {}
  	self.maps[1] = AdvMap.new(self, 1, mapId)
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  	self:initBattle()
  
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  	self:initLayerTask()
  
  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
  		self:scoreChange(AdvScoreType.Level) --增加层级加分
  	end
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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
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  	self.waitArtifact = nil
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  	self.cacheUnlock = {}
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  end
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
  	if self.chapterId then
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  		advInfo.chapterId = self.chapterId
  		advInfo.level = self.level
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  		advInfo.round = self.round
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  		advInfo.score = self.score
  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
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  		advInfo.lch = self.lchoose
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  		advInfo.waitAF = self.waitArtifact
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  		advInfo.cacheUnlock = self.cacheUnlock
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  		advInfo.maps = {}
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  		self.battle:saveDB()
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  -- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
  function Adv:checkAdvUnlock(utype, value)
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	local reward = {}
  	for id, data in pairs(csvdb["adv_unlockCsv"]) do
  		if data.chapterid == chapter and data.type == utype and value == data.value then
  			--0=立即获得;1=结算时获得
  			if data.time == 0 then
  				reward[data.itemid] = 1
  			elseif data.time == 1 then
  				table.insert(self.cacheUnlock, data.itemid)
  			end
  		end
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  	self.cacheUnlock = {}
  end
  
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  function Adv:initBattle()
  	self.battle = require("adv.AdvBattle").new(self)
  	for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  		self.battle:triggerPassive(passiveC[1], passiveC[2])
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  	end
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  	self.cachePassiveEvent = {}
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  end
  
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  function Adv:triggerPassive(condType, params)
  	self.cachePassiveEvent = self.cachePassiveEvent or {}
  	if not self.battle then
  		table.insert(self.cachePassiveEvent, {condType, params})
  	else
  		self.battle:triggerPassive(condType, params)
  	end
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  end
  
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  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
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  end
  
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  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
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  end
  
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  function Adv:getRoom(roomId, mapIdx)
  	mapIdx = mapIdx or self:getCurMapIdx()
  	local map = self.maps[mapIdx]
  	if map then
  		return map.rooms[roomId]
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  	end
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  end
  
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  function Adv:getBlock(roomId, blockId, mapIdx)
  	local room = self:getRoom(roomId, mapIdx)
  	if room then
  		return room.blocks[blockId]
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  	end
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  end
  
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  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)
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  	self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
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  end
  
  
  function Adv:delArtifactEffect(effect)
  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:addPassive({id = id})
  		elseif etype == 2 then
  			self.battle.player:addBuff(id)
  		end
  	end
  end
  
  function Adv:addArtifactEffect(effect)
  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:delPassiveById(id)
  		elseif etype == 2 then
  			self.battle.player:delBuffById(id)
  		end
  	end
  end
  
  function Adv:wearArtifact(slot, id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  
  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
  	if curWear[id] then return end
  
  	if advAFWear[slot] then
  		local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
  		self:delArtifactEffect(oldData.effect)
  		if oldData.comboId ~= 0 then
  			local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
  			if comboData then
  				local isHaveCombo = true
  				for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  					if not curWear[_id] then
  						isHaveCombo = false
  						break
  					end
  				end
  				if isHaveCombo then
  					self:delArtifactEffect(comboData.effect)
  				end
  			end
  		end
  		curWear[advAFWear[slot]] = nil
  	end
  	
  	curWear[id] = 1
  	local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
  	self:addArtifactEffect(newData.effect)
  	if newData.comboId ~= 0 then
  		local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
  		if comboData then
  			local isHaveCombo = true
  			for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  				if not curWear[_id] then
  					isHaveCombo = false
  					break
  				end
  			end
  			if isHaveCombo then
  				self:addArtifactEffect(comboData.effect)
  			end
  		end
  	end
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  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
  function Adv:artifactLevelUp(id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  	local status = 0
  	if advAFWear[id] then -- 穿着呢
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
  		local newData = csvdb["adv_artifactCsv"][id][advAFGet[id] + 1]
  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
  	self.owner:changeUpdates({{type = "advAFGet", field = id, value = advAFGet[id] + 1}})
  	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
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  	if #pool == 0 then
  		self:award({[ItemId.AdvPoint] = 48})
  	else
  		for i = 1, math.min(count, #pool) do
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  			local idx = math.randomInt(1, #pool)
  			table.insert(chooses, pool[idx])
  			table.remove(pool, idx)
  		end
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  		self.waitArtifact = chooses
  		self:backChooseArtifact()
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  	end
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  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
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  	self:award({[self.waitArtifact[index]] = 1})
  	self.waitArtifact = nil
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  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
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  function Adv:getCurFloorData()
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	return (csvdb["adv_chapter_floorCsv"][chapter] or {})[self.level]
  end
  
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  --关卡通关,非层 score < 0 失败
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  function Adv:over(success, isAllPass)
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  	local score = self:getScore()
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  	local scoreInfo = self.score
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  	local reward
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  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
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  	if success then
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  		reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
53e8037e   zhouhaihai   任务
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  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
  		if isAllPass then
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
358
  
46fac6f1   zhouahaihai   酱料
359
  	end
f45d3a7b   zhouhaihai   adv_unlock
360
  	self:clearAdvUnlockCache()
46fac6f1   zhouahaihai   酱料
361
  	self:clear()
89338c47   zhouhaihai   技能目标
362
  	self.owner:checkTaskEnter("AdvScore", {score = score})
bedca62d   zhouahaihai   冒险
363
  	self.owner:updateProperty({field = "advItems", value = ""})
ccbafe67   zhouhaihai   冒险神器和buff
364
  	self.owner:updateProperty({field = "advAFGet", value = {}})
8781e103   zhouhaihai   冒险 bug
365
  	self.owner:updateProperty({field = "advAFWear", value = {}})
00115a7a   zhouahaihai   奖励发放
366
  
b0fe1817   zhouahaihai   冒险分数
367
  	self:backEnd(success, score, scoreInfo, reward)
46fac6f1   zhouahaihai   酱料
368
369
  end
  
ec87b4a5   zhouahaihai   冒险 完善
370
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
371
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
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  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  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
380
  	end
8da953a7   zhouhaihai   无尽模式
381
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
382
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
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  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
388
  	end
8da953a7   zhouhaihai   无尽模式
389
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
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43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
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  	end
02c4de8d   zhouahaihai   增加 固有技
397
  	
46fac6f1   zhouahaihai   酱料
398
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	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
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  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
410
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
411
  	return pool[math.randomInt(1, #pool)]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
414
  
46fac6f1   zhouahaihai   酱料
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  -- 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
417
  	params = params or {}
46fac6f1   zhouahaihai   酱料
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  	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
427
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
428
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
429
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
430
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
431
  			count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
b0fe1817   zhouahaihai   冒险分数
432
  			self:scoreChange(AdvScoreType.Item, {itemId, count})
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
433
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
434
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
435
  		end
ccbafe67   zhouhaihai   冒险神器和buff
436
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
437
438
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
439
  
ccbafe67   zhouhaihai   冒险神器和buff
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  		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
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  			end
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
  	return tgift
916096ed   zhouhaihai   神器效果
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  end
  
  
46fac6f1   zhouahaihai   酱料
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  -- 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
478
479
480
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
481
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485
  	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
486
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  	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
489
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
490
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
491
492
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
493
  
ccbafe67   zhouhaihai   冒险神器和buff
494
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
495
496
497
498
499
500
501
502
  				-- 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
503
504
  			end
  			if params.relay then
4d943586   zhouhaihai   直通 advt gm
505
  				if self.level % globalCsv.adv_can_out_layer_pre ~= 0  or not self.owner:isFuncOpen(FuncOpenType.AdvRelay) then return end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
506
  			end
b176d7d3   zhouhaihai   冒险成就
507
508
  			
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
509
  			self:checkAdvUnlock(2, self.level)
51718558   zhouhaihai   中继层初始经验
510
  			local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
ccbafe67   zhouhaihai   冒险神器和buff
511
512
  			if params.relay or (not self:isEndless() and (self.level >= levellimit or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1))) then --关卡结束
  				self:over(true, not self:isEndless() and self.level >= levellimit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
513
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
514
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
eee37c88   zhouhaihai   楼层数据
515
516
517
518
  				local curFloorData = self:getCurFloorData()
  				if curFloorData then
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
519
520
521
  				self:initByChapter(self.chapterId, self.level + 1, true, true)
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
522
  
46fac6f1   zhouahaihai   酱料
523
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
524
  		
46fac6f1   zhouahaihai   酱料
525
526
527
528
529
530
  		return true
  	end
  end
  
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
531
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
532
533
534
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
535
  local function chooseCommon(self, room, block, chooseData, choose, tag)
46fac6f1   zhouahaihai   酱料
536
537
538
539
  	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
540
541
542
543
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
544
545
546
547
548
549
550
551
  		-- 拥有道具
  		[1] = function()
  			if self:cost({[cond[2]] = cond[3]}, {}, true) then
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
  		[2] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
552
553
554
  			local hero = self.owner.heros[self.owner:getProperty("advTeam").leader]
  			if hero and hero:getProperty("type") == cond[2] then
  				return true
46fac6f1   zhouahaihai   酱料
555
556
557
558
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
559
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
560
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
561
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
562
563
564
565
566
567
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
568
  		--制定属性 
46fac6f1   zhouahaihai   酱料
569
  		[4] = function()
53e8037e   zhouhaihai   任务
570
  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
46fac6f1   zhouahaihai   酱料
571
572
573
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
574
575
576
  		-- 提交一个物品
  		[5] = function ()
  			if self:cost({[cond[2]] = cond[3]}, {}) then
85ded242   zhouhaihai   丰富返回事件
577
  				self:backCost({[cond[2]] = cond[3]})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
578
579
580
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
581
582
583
584
585
586
  		-- sp 到达指定值
  		[6] = function()
  			if self.battle.player.sp >= cond[2] then
  				return true
  			end
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
587
588
589
590
591
592
593
594
595
596
597
  		[7] = function()
  			local buff = self.battle.player:getBuffById(cond[2])
  			if buff and buff:getLayer() >= cond[3] then
  				return true
  			end
  		end,
  		[8] = function()
  			return self:isHaveArtifact(cond[2])
  		end
   	}
  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
598
  
9cffb42b   zhouahaihai   抉择点 建筑
599
  	if cond[1] and not checkCond[cond[1]]() then return end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
600
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
601
602
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
603
604
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
605
606
607
608
609
610
611
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
  					local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
  					reward[item[1]] = (reward[item[1]] or 0) + item[2]
  				end
  				self:backReward(self:award(reward, {}))
e10edb5f   zhouahaihai   冒险事件新
612
613
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
614
615
616
617
  				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
618
619
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
620
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
e10edb5f   zhouahaihai   冒险事件新
621
622
623
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
624
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
625
626
627
628
629
630
631
632
633
634
635
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674
  			[5] = function() --5=属性枚举=数值;直接增加玩家属性
  				local attr
  				if effect[3] == 0 then
  					attr = "sp"
  				else
  					attr = AttsEnumEx[effect[3]]
  					if not AdvAttsEnum[attr] then return end
  				end
  				self.battle.player:addBaseAttr(attr, effect[4], effect[2])
  			end,
  			[6] = function() -- 商店
  				block:updateEvent({
  					etype = AdvEventType.Trader,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[9] = function() -- click
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
675
676
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
e10edb5f   zhouahaihai   冒险事件新
677
678
  			end
  		}
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
679
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
e10edb5f   zhouahaihai   冒险事件新
680
681
  		doEffect[effect[1]]()
  	end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
682
683
684
685
686
687
  	return true, clearBlock
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
688
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
689
  	if not status then return end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
690
691
692
  	self:checkAdvUnlock(3, block.event.id)
  	self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
  	self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
693
694
695
696
697
698
699
700
701
  	if clearBlock then
  		block:clear()
  	end
  	return true
  end
  
  local function clickLinkChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_linkchooseCsv"][block.event.id]
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
702
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
703
704
705
706
707
708
709
  	if not status then return end
  
  	-- 完成统计次数
  	local idx = block.event.id % 10
  	if idx == 9 or not csvdb["event_linkchooseCsv"][block.event.id + 1] then --全部完成
  		local startId = math.floor(block.event.id / 10) * 10 + 1
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
710
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
f45d3a7b   zhouhaihai   adv_unlock
711
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
712
713
714
715
  		self.lchoose.cur = self.lchoose.cur or {}
  		table.insert(self.lchoose.cur, {block.event.id, choose})
  		self:pushBackEvent(AdvBackEventType.LinkChooseOver, self.lchoose.cur)
  		self.lchoose.cur = nil
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
716
717
  	else
  		self.lchoose.ing = block.event.id + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
718
719
  		self.lchoose.cur = self.lchoose.cur or {}
  		table.insert(self.lchoose.cur, {block.event.id, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
720
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
721
  
02c4de8d   zhouahaihai   增加 固有技
722
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
723
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
724
  	end
b176d7d3   zhouhaihai   冒险成就
725
  
46fac6f1   zhouahaihai   酱料
726
727
728
729
730
731
  	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
732
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
733
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
916096ed   zhouhaihai   神器效果
734
  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
735
  	block:clear()
46fac6f1   zhouahaihai   酱料
736
737
738
739
740
741
742
743
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745
746
747
  	self:backReward(reward)
  	return true
  end
  
  local function clickTrader(self, room, block, params)
  	local buyId = params.id
  	local traderData = csvdb["event_traderCsv"][block.event.id]
  	if not traderData then return end -- 偷偷改表了
  
  	if not block.event.shop or not block.event.shop[buyId] then return end
  	if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
  
e10edb5f   zhouahaihai   冒险事件新
748
  	if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
85ded242   zhouhaihai   丰富返回事件
749
  	self:backCost({[traderData.type] = block.event.shop[buyId][3]})
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
750
  	local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
46fac6f1   zhouahaihai   酱料
751
  	block.event.status = block.event.status:setv(buyId, 1)
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
752
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
753
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
754
755
756
757
758
  	self:backReward(reward)
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
759
760
761
762
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
763
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
764
  	self:checkTask(Adv.TaskType.Build, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
765
  	self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
766
  
02c4de8d   zhouahaihai   增加 固有技
767
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
768
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
769
  	end
46fac6f1   zhouahaihai   酱料
770
771
772
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
773
774
775
776
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778
779
780
781
782
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784
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786
  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
787
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
788
789
790
791
  			end
  			self:backReward(self:award(reward, {}))
  		end,
  	}
a1e9e891   zhouhaihai   点击事件未生效
792
793
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
c0b7797f   zhouhaihai   陷阱、点击生效点
794
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
795
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
796
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
797
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
798
799
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
800
801
802
803
804
805
806
807
808
809
810
811
  local function clickLayer(self, room, block, params)
  	if block.event.mapIdx then
  		table.insert(self.mapStack, block.event.mapIdx) --进入夹层
  	else
  		--生成夹层
  		local mapId = csvdb["event_layerCsv"][block.event.id].effect
  		local mapIdx = #self.maps + 1
  		block.event.mapIdx = mapIdx
  		table.insert(self.mapStack, mapIdx)
  
  		self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
  		self.battle:initMapEnemys(mapIdx)
b176d7d3   zhouhaihai   冒险成就
812
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
813
  	end
85ded242   zhouhaihai   丰富返回事件
814
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
815
816
817
  	return true
  end
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
818
819
820
821
822
823
824
  local function clickTask(self, room, block, params)
  	if self:addTask(block.event.id) then --增加任务
  		block:clear()
  		return true
  	end
  end
  
46fac6f1   zhouahaihai   酱料
825
826
827
828
829
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
830
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
831
832
833
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
834
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
835
  	[AdvEventType.Layer] = clickLayer,
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
836
  	[AdvEventType.Task] = clickTask,
46fac6f1   zhouahaihai   酱料
837
838
839
840
841
  }
  
  --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
842
843
844
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
845
846
  	if not block then return end
  
46fac6f1   zhouahaihai   酱料
847
  	local status = false
36c30c5c   zhouahaihai   冒险
848
  	local clickEvent = false
46fac6f1   zhouahaihai   酱料
849
  	if not block.isOpen then
36c30c5c   zhouahaihai   冒险
850
851
  		local canOpen = false  --如果未开放是否可以开放
  		local hadMonster = false -- 周围是否有解锁的怪未击败
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
852
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
853
854
  			local _room, _block = one[1], one[2]
  			if _block.isOpen then canOpen = true end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
855
  			if _block.isOpen and _block:isMonster() then 
4f0a5fae   zhouhaihai   营养剂
856
857
858
859
  				local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  				if not enemy:hadBuff(Buff.DONT_DEFEND) then
  					hadMonster = true 
  				end
36c30c5c   zhouahaihai   冒险
860
861
  			end
  		end
46fac6f1   zhouahaihai   酱料
862
  		if canOpen and not hadMonster then --开放
8781e103   zhouhaihai   冒险 bug
863
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
864
865
866
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
867
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
868
869
870
871
872
  		--点了空地
  		if not block.event then
  			return 
  		end
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
873
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
874
  			if eventCallFunc[block.event.etype] then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
875
  				status = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
876
877
878
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
879
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
880
  	if clickEvent and block.event then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
881
  		if block:getEventType() == AdvEventType.Out then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
882
883
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
884
885
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
886
887
888
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
889
  	self:saveDB()
46fac6f1   zhouahaihai   酱料
890
891
892
  	return status
  end
  
46fac6f1   zhouahaihai   酱料
893
  
4f0a5fae   zhouhaihai   营养剂
894
895
896
897
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921
922
923
924
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926
  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
927
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
  	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
944
945
946
947
948
949
950
951
  		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
952
953
954
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
955
956
957
958
959
960
  			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
961
962
963
964
965
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968
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975
976
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981
982
983
984
  		end
  
  		return true
  	end
  	-- 2=trader_id:召唤商人	
  	doActiveEffect[2] = function(_,  traderId)
  		for _, target in ipairs(targers) do
  			if target.isOpen and not target:getEventType() then
  				target:updateEvent({
  					etype = AdvEventType.Trader,
  					id = traderId,
  				})
  				target:randomEvent()
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
  	-- 3=monster_id:替换怪物,仅使用方式为2时生效
  	doActiveEffect[3] = function(_, monsterId)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
  				self.battle:removeEnemyById(target.id)
318c573a   zhouhaihai   冒险bug
985
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
986
987
988
989
990
991
992
993
994
995
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1001
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1003
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1053
  				self:backBlockChange(target.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  	-- 4:显示本层
  	doActiveEffect[4] = function(_)
  		self:getCurMap():showMap()
  		self:backMapShow()
  		return true
  	end
  	-- 5:放逐目标
  	doActiveEffect[5] = function(_)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
  				self.battle:removeEnemyById(target.id)
  				local block = self:getBlock(target.roomId, target.blockId)
  				block:clear()
  				self:backBlockChange(target.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  	-- 6=陷阱id:移除陷阱,不填写id则移除所有陷阱
  	doActiveEffect[6] = function(_, trapId)
  		if not next(targers) and activeData.usetype == 4 then
  			-- 全屏
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:getEventType() ==  AdvEventType.Trap then
  						block:updateEvent(nil)
  						self:backBlockChange(block.room.roomId, block.blockId)
  					end
  				end
  			end
  		else
  			for _ , target in ipairs(targers) do
  				if target:getEventType() ==  AdvEventType.Trap then
  					target:updateEvent(nil)
  					self:backBlockChange(target.room.roomId, target.blockId)
  				end
  			end
  		end
  		return true
  	end
  	
  	-- 7=道具燃烧效果
  	doActiveEffect[7] = function(_)
  		for _ , target in ipairs(targers) do
  			if target:getEventType() ==  AdvEventType.Drop then
  				target:updateEvent(nil)
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
  	-- 8:翻开范围内的方格
  	doActiveEffect[8] = function(_)
  		for _ , target in ipairs(targers) do
  			if not target.isOpen then
  				target:open()
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1054
1055
1056
1057
1058
1059
  	-- 9: 给玩家增加buff
  	doActiveEffect[9] = function(_, buffId)
  		self.battle.player:addBuff(buffId, self.battle.player)
  		return true
  	end
  
4f0a5fae   zhouhaihai   营养剂
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
  	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
1072
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
  		for roomId, room in pairs(self:getCurMap().rooms) do
  			for blockId, block in pairs(room.blocks) do
  				if block:getEventType() == AdvEventType.Drop and block.event.item then
  					local id = block.event.item[1]
  					local changeTo = nil
  					if clist[id] then
  						changeTo = {clist[id].toId, clist[id].num}
  					elseif clist[-1] then
  						changeTo = {clist[-1].toId, clist[-1].num}
  					end
  					if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  						block.event.item = changeTo
  						self:backBlockChange(roomId, blockId)
  					end
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1097
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1098
1099
  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
1100
1101
1102
1103
  	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
1104
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1105
1106
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1107
1108
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1109
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1110
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1111
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1112
1113
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
b0fe1817   zhouahaihai   冒险分数
1114
  			self:scoreChange(AdvScoreType.Kill, monsterData.type)
85ded242   zhouhaihai   丰富返回事件
1115
1116
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
db3c56ad   zhouhaihai   冒险相关
1117
1118
  			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
1119
  				block:updateEvent({
db3c56ad   zhouhaihai   冒险相关
1120
1121
  					etype = AdvEventType.Click,
  					id = clickId
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1122
  				})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1123
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
  			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
1138
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1139
1140
1141
1142
1143
  				else
  					block:updateEvent({
  						etype = AdvEventType.Drop,
  						item = item
  					})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1144
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
db3c56ad   zhouhaihai   冒险相关
1145
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1146
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1147
1148
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1149
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
46fac6f1   zhouahaihai   酱料
1150
  		end
46fac6f1   zhouahaihai   酱料
1151
1152
1153
1154
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
  
  function Adv:backReward(items)
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items})
  end
  -- if is player enemyId is nil 
  --isMax 是否是改变血量上限
  function Adv:backHpChange(enemyId, change, isMax) 
  	self:pushBackEvent(AdvBackEventType.HpChange, {enemyId = enemyId, change = change, isMax = isMax})
  end
ae9a74b5   suhongyang   返回miss,快速战斗逻辑
1168
  
46fac6f1   zhouahaihai   酱料
1169
1170
1171
1172
  -- if is player enemyId is nil 
  function Adv:backAtkChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.AtkChange, {enemyId = enemyId, change = change})
  end
e996b82a   zhouahaihai   冒险增加防御属性
1173
1174
1175
1176
1177
1178
  
  -- if is player enemyId is nil 
  function Adv:backDefChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
  end
  
46fac6f1   zhouahaihai   酱料
1179
1180
1181
1182
1183
1184
  -- if is player enemyId is nil 
  function Adv:backBuff(enemyId, buffId, isDel)
  	self:pushBackEvent(AdvBackEventType.Buff, {enemyId = enemyId, buffId = buffId, isDel = isDel})
  end
  -- if is player enemyId is nil 
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
1185
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1186
1187
  end
  
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
1188
1189
1190
1191
1192
  -- if is player enemyId is nil 
  function Adv:backPassive(enemyId, passiveId)
  	self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
  end
  
46fac6f1   zhouahaihai   酱料
1193
1194
1195
1196
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
1197
1198
  function Adv:backEnd(success, score, scoreInfo, reward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
46fac6f1   zhouahaihai   酱料
1199
1200
1201
1202
1203
1204
  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
85ded242   zhouhaihai   丰富返回事件
1205
1206
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
1207
1208
  end
  
386ca58e   zhouhaihai   优化log
1209
1210
1211
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1212
  
85ded242   zhouhaihai   丰富返回事件
1213
1214
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1215
1216
  end
  
4f0a5fae   zhouhaihai   营养剂
1217
1218
1219
1220
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1221
1222
1223
1224
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
1225
1226
1227
1228
1229
1230
1231
1232
1233
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
  function Adv:backUse(items)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items})
  end
  
  
b0fe1817   zhouahaihai   冒险分数
1234
1235
1236
1237
1238
1239
1240
  function Adv:scoreChange(scoreType, pms)
  	local cutTypes = {}
  	local score = 0
  	cutTypes[AdvScoreType.Level] = function()
  		score = globalCsv.adv_score_floor
  	end
  	cutTypes[AdvScoreType.Kill] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1241
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1242
  		score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
b0fe1817   zhouahaihai   冒险分数
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
  	end
  	cutTypes[AdvScoreType.Item] = function()
  		score = csvdb["itemCsv"][pms[1]].adv_score_item * pms[2]
  	end
  	cutTypes[AdvScoreType.Hurt] = function()
  		score = globalCsv.adv_score_hurt * pms
  	end
  	cutTypes[AdvScoreType.Block] = function()
  		score = globalCsv.adv_score_block
  	end
  	if cutTypes[scoreType] then
  		cutTypes[scoreType]()
  	else
  		return
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1258
  	self.score[scoreType] = self.score[scoreType] or 0
9f956e88   zhouhaihai   资助对积分的影响
1259
  	self.score[scoreType] = self.score[scoreType] + self.owner:fixAdvScoreChange(score)
b0fe1817   zhouahaihai   冒险分数
1260
1261
1262
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1263
1264
1265
1266
1267
1268
1269
1270
  	self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
  	self.score[AdvScoreType.Block] = math.floor(self.score[AdvScoreType.Block] or 0)
  	self.score[AdvScoreType.Hurt] = math.max(math.floor(self.score[AdvScoreType.Hurt] or 0),  - (self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block]))
  	self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
  	self.score[AdvScoreType.Item] = math.floor(self.score[AdvScoreType.Item] or 0)
  
  	return self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block] + self.score[AdvScoreType.Hurt]
  		+ self.score[AdvScoreType.Kill] + self.score[AdvScoreType.Item]
b0fe1817   zhouahaihai   冒险分数
1271
1272
  end
  
46fac6f1   zhouahaihai   酱料
1273
1274
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
1275
1276
1277
1278
1279
1280
  	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
1281
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
1282
1283
1284
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1285
1286
  end
  
46fac6f1   zhouahaihai   酱料
1287
  return Adv