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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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冒险 连续选择点 和 地图因子
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local Buff = require "adv.AdvBuff"
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local Adv = class("Adv")
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冒险任务,冒险扫荡, 冒险中继
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local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
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function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
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冒险商店
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self.shopStatus = {}
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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 {}
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中继层
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self.isRelay = advInfo.isRelay
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self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
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self.lchoose = advInfo.lch or {}
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冒险神器和buff
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self.waitArtifact = advInfo.waitAF
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adv_unlock
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self.cacheUnlock = advInfo.cacheUnlock or {}
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冒险商店
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self.shopStatus = advInfo.shopStatus 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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-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId)
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bug
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level = level or self.level
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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
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-- 随机新的地图
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中继层
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function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter)
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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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zhouhaihai
adv_unlock
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self.cacheUnlock = self.cacheUnlock or {}
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冒险商店
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self.shopStatus = self.shopStatus or {}
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f4c65591
zhouhaihai
抽奖
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81
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-- 随机出地图
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中继层
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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
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self.maps = {}
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中继层
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self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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self:initBattle()
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self:initLayerTask()
self:checkTask(Adv.TaskType.Arrive)
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zhouhaihai
adv_unlock
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self:checkAdvUnlock(1, self.level)
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zhouhaihai
buff
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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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冒险分数
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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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冒险神器和buff
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self.waitArtifact = nil
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zhouhaihai
中继层
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self.isRelay = nil
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zhouhaihai
adv_unlock
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self.cacheUnlock = {}
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self.shopStatus = {}
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end
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冒险分数
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赛季更新完善 无尽冒险排行榜
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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
self:clear()
local advTeam = self.owner:getProperty("advTeam")
advTeam.player = nil
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中继层完成, 新增两个冒险物品使用效果
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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
self.owner:award(reward)
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self.owner:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
end
end
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
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if self:isRunning() 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
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中继层
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advInfo.isRelay = self.isRelay
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advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
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advInfo.lch = self.lchoose
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冒险神器和buff
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182
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advInfo.waitAF = self.waitArtifact
|
f45d3a7b
zhouhaihai
adv_unlock
|
183
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advInfo.cacheUnlock = self.cacheUnlock
|
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冒险商店
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184
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advInfo.shopStatus = self.shopStatus
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优化冒险结构 增加夹层功能
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185
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advInfo.maps = {}
|
1607a7f0
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冒险事件 new
|
186
|
|
43babcff
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优化冒险结构 增加夹层功能
|
187
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self.battle:saveDB()
|
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冒险事件 new
|
188
|
|
43babcff
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优化冒险结构 增加夹层功能
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|
for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
|
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酱料
|
191
|
end
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酱料
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192
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43babcff
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优化冒险结构 增加夹层功能
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advTeam.player = self.battle.player:getDB()
|
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酱料
|
194
|
|
43babcff
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优化冒险结构 增加夹层功能
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|
else
advTeam.player = nil
|
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酱料
|
197
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
198
199
|
self:updateTask(notNotify)
|
b176d7d3
zhouhaihai
冒险成就
|
200
|
self:updateAchievement(notNotify)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
201
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self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
|
202
203
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
204
205
206
207
208
209
210
211
212
213
214
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-- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
function Adv:checkAdvUnlock(utype, value)
if not self.chapterId then return end
local chapter = self.chapterId % 100
local reward = {}
for id, data in pairs(csvdb["adv_unlockCsv"]) do
if data.chapterid == chapter and data.type == utype and value == data.value then
--0=立即获得;1=结算时获得
if data.time == 0 then
reward[data.itemid] = 1
elseif data.time == 1 then
table.insert(self.cacheUnlock, data.itemid)
end
end
end
if next(reward) then
self.owner:award(reward)
end
end
function Adv:clearAdvUnlockCache()
local reward = {}
for _, itemId in ipairs(self.cacheUnlock) do
reward[itemId] = 1
end
if next(reward) then
self.owner:award(reward)
end
self.cacheUnlock = {}
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
235
236
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238
|
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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zhouahaihai
酱料
|
239
|
end
|
43babcff
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优化冒险结构 增加夹层功能
|
240
|
self.cachePassiveEvent = {}
|
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酱料
|
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242
|
end
|
43babcff
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优化冒险结构 增加夹层功能
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249
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function Adv:triggerPassive(condType, params)
self.cachePassiveEvent = self.cachePassiveEvent or {}
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
|
46fac6f1
zhouahaihai
酱料
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250
251
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
252
253
|
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
|
46fac6f1
zhouahaihai
酱料
|
254
255
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
256
257
|
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
|
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酱料
|
258
259
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
260
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263
264
|
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
|
265
|
end
|
46fac6f1
zhouahaihai
酱料
|
266
267
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
268
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270
271
|
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
|
272
|
end
|
46fac6f1
zhouahaihai
酱料
|
273
274
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
275
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281
|
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
|
282
|
self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
|
85ded242
zhouhaihai
丰富返回事件
|
283
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
284
285
286
287
288
289
290
291
292
293
294
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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
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330
331
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333
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338
339
340
341
342
343
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345
346
347
348
349
350
351
352
353
354
355
356
357
|
end
function Adv:delArtifactEffect(effect)
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:addPassive({id = id})
elseif etype == 2 then
self.battle.player:addBuff(id)
end
end
end
function Adv:addArtifactEffect(effect)
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:delPassiveById(id)
elseif etype == 2 then
self.battle.player:delBuffById(id)
end
end
end
function Adv:wearArtifact(slot, id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
if curWear[id] then return end
if advAFWear[slot] then
local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
self:delArtifactEffect(oldData.effect)
if oldData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:delArtifactEffect(comboData.effect)
end
end
end
curWear[advAFWear[slot]] = nil
end
curWear[id] = 1
local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
self:addArtifactEffect(newData.effect)
if newData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:addArtifactEffect(comboData.effect)
end
end
end
|
46fac6f1
zhouahaihai
酱料
|
358
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
359
360
361
362
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
|
-- 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
|
399
400
|
function Adv:artifactLevelUp(id, level)
level = level or 1
|
ccbafe67
zhouhaihai
冒险神器和buff
|
401
|
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
|
402
|
if not advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
403
|
local advAFWear = self.owner:getProperty("advAFWear")
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
404
405
406
407
408
409
410
411
|
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
|
ccbafe67
zhouhaihai
冒险神器和buff
|
412
|
local status = 0
|
ccbafe67
zhouhaihai
冒险神器和buff
|
413
414
|
if advAFWear[id] then -- 穿着呢
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
|
e852b350
zhouhaihai
冒险成就类型增加
|
415
|
local newData = csvdb["adv_artifactCsv"][id][newLv]
|
ccbafe67
zhouhaihai
冒险神器和buff
|
416
417
418
419
|
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
420
421
|
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
|
422
423
424
425
426
427
428
429
430
431
432
433
434
|
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
|
435
436
437
438
|
if #pool == 0 then
self:award({[ItemId.AdvPoint] = 48})
else
for i = 1, math.min(count, #pool) do
|
ccbafe67
zhouhaihai
冒险神器和buff
|
439
440
441
442
|
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
|
443
444
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
445
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
446
447
448
449
450
451
452
453
|
end
function Adv:isWaitChooseArtifact()
return self.waitArtifact
end
function Adv:chooseArtifact(index)
if not self.waitArtifact or not self.waitArtifact[index] then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
454
455
|
self:award({[self.waitArtifact[index]] = 1})
self.waitArtifact = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
456
457
458
459
460
461
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
462
|
|
eee37c88
zhouhaihai
楼层数据
|
463
464
465
466
467
468
|
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
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
469
470
471
472
473
474
475
|
--关卡结束
function Adv:over(success, rewardRatio)
if success then
rewardRatio = rewardRatio or 100
else
rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
end
|
b0fe1817
zhouahaihai
冒险分数
|
476
|
local score = self:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
477
|
local scoreInfo = self.score
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
478
|
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
479
|
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
480
481
482
483
484
485
486
487
|
local reward = self.owner:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * rewardRatio / 100)
end
reward = self.owner:award(reward)
|
46fac6f1
zhouahaihai
酱料
|
488
|
if success then
|
53e8037e
zhouhaihai
任务
|
489
|
self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
490
491
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
if not self:isEndless() and self.level >= chapterData then
|
53e8037e
zhouhaihai
任务
|
492
493
|
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
|
b176d7d3
zhouhaihai
冒险成就
|
494
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
495
496
497
498
499
500
501
502
|
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
|
503
|
batteV = self.owner:getTeamBattleValue(team.heros),
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
504
505
506
507
508
509
510
511
|
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
|
512
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
513
|
self:clearAdvUnlockCache()
|
46fac6f1
zhouahaihai
酱料
|
514
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
515
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
00115a7a
zhouahaihai
奖励发放
|
516
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
517
518
519
520
521
|
self.owner:updateProperties({
advItems = "",
advAFGet = {},
advAFWear = {},
})
|
b0fe1817
zhouahaihai
冒险分数
|
522
|
self:backEnd(success, score, scoreInfo, reward)
|
46fac6f1
zhouahaihai
酱料
|
523
524
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
525
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
526
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
527
528
529
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
530
531
532
533
534
|
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
|
535
|
end
|
8da953a7
zhouhaihai
无尽模式
|
536
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
537
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
538
539
540
541
542
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
543
|
end
|
8da953a7
zhouhaihai
无尽模式
|
544
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
545
546
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
547
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
548
549
550
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
551
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
552
|
|
46fac6f1
zhouahaihai
酱料
|
553
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
554
555
556
557
558
|
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
|
559
560
561
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
562
563
564
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
565
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
566
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
567
568
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
569
|
|
46fac6f1
zhouahaihai
酱料
|
570
571
|
-- 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
|
572
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
573
574
575
576
577
578
579
580
581
|
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
|
582
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
583
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
584
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
585
|
local buffAdd = self.battle.player:getRewardChange(itemId)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
586
|
count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
|
b0fe1817
zhouahaihai
冒险分数
|
587
|
self:scoreChange(AdvScoreType.Item, {itemId, count})
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
588
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
589
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
590
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
591
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
592
593
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
594
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
595
596
597
598
599
600
601
602
|
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
|
603
604
605
|
end
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
606
607
608
609
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
return tgift
|
916096ed
zhouhaihai
神器效果
|
610
611
612
|
end
|
46fac6f1
zhouahaihai
酱料
|
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
|
-- 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
|
633
634
635
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
636
637
638
639
640
|
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
|
641
642
643
|
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
|
644
|
self:backLayer(-1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
645
|
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
646
647
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
648
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
649
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
650
651
652
653
654
655
656
657
|
-- 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
|
658
|
end
|
0e3ab88d
zhouhaihai
中继层
|
659
|
|
b176d7d3
zhouhaihai
冒险成就
|
660
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
f45d3a7b
zhouhaihai
adv_unlock
|
661
|
self:checkAdvUnlock(2, self.level)
|
0e3ab88d
zhouhaihai
中继层
|
662
|
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
663
664
|
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
|
665
|
else
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
666
|
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
|
eee37c88
zhouhaihai
楼层数据
|
667
668
669
670
|
local curFloorData = self:getCurFloorData()
if curFloorData then
self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
end
|
0e3ab88d
zhouhaihai
中继层
|
671
672
673
674
675
676
|
local isHaveRelay = self:isHaveRelay(self.level)
if isHaveRelay and not self.isRelay then
self:initByChapter(self.chapterId, self.level, true, true, true, false)
else
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
|
677
678
|
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
679
|
|
46fac6f1
zhouahaihai
酱料
|
680
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
681
|
|
46fac6f1
zhouahaihai
酱料
|
682
683
684
685
|
return true
end
end
|
0e3ab88d
zhouhaihai
中继层
|
686
|
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
|
687
|
self:over(true)
|
0e3ab88d
zhouhaihai
中继层
|
688
689
690
|
return true
end
|
46fac6f1
zhouahaihai
酱料
|
691
692
|
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
693
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
694
695
696
|
return true
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
697
|
local function chooseCommon(self, room, block, chooseData, choose, tag)
|
46fac6f1
zhouahaihai
酱料
|
698
699
700
701
|
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
|
702
703
704
705
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
706
707
708
709
710
711
712
713
|
-- 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
|
714
715
716
|
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
|
717
718
719
720
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
721
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
722
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
723
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
724
725
726
727
728
729
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
730
|
--制定属性
|
46fac6f1
zhouahaihai
酱料
|
731
|
[4] = function()
|
53e8037e
zhouhaihai
任务
|
732
|
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
|
46fac6f1
zhouahaihai
酱料
|
733
734
735
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
736
737
738
|
-- 提交一个物品
[5] = function ()
if self:cost({[cond[2]] = cond[3]}, {}) then
|
85ded242
zhouhaihai
丰富返回事件
|
739
|
self:backCost({[cond[2]] = cond[3]})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
740
741
742
|
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
743
744
745
746
747
748
|
-- 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
|
749
750
751
752
753
754
755
756
757
758
759
|
[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
|
760
|
|
9cffb42b
zhouahaihai
抉择点 建筑
|
761
|
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
|
762
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
763
764
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
|
e10edb5f
zhouahaihai
冒险事件新
|
765
766
|
local doEffect = {
[1] = function() -- 获得某道具N个
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
767
768
769
770
771
772
773
|
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
|
774
775
|
end,
[2] = function() --获得冒险buff
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
776
777
778
779
|
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
|
780
781
|
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
782
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
e10edb5f
zhouahaihai
冒险事件新
|
783
784
785
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
786
|
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
|
[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
|
837
838
|
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
839
840
|
end
}
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
841
|
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
842
843
|
doEffect[effect[1]]()
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
844
845
846
847
848
849
|
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
|
850
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
851
|
if not status then return end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
852
853
854
|
self:checkAdvUnlock(3, block.event.id)
self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
|
e852b350
zhouhaihai
冒险成就类型增加
|
855
|
self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, block.event.id, choose)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
856
857
858
859
860
861
862
863
864
|
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
|
865
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
866
867
868
869
870
871
872
|
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
|
873
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
874
875
876
877
878
879
880
|
self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
local advStoryB = self.owner:getProperty("advStoryB")
advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
self.owner:setProperty("advStoryB", advStoryB)
local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter) -- 检查故事对应章节
|
f45d3a7b
zhouhaihai
adv_unlock
|
881
|
self:checkAdvUnlock(4, startId)
|
e6439157
zhouhaihai
故事事件
|
882
883
884
885
|
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
|
886
887
|
else
self.lchoose.ing = block.event.id + 1 --后面会出现后继事件
|
e6439157
zhouhaihai
故事事件
|
888
889
|
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
|
890
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
891
|
|
02c4de8d
zhouahaihai
增加 固有技
|
892
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
893
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
894
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
895
|
|
46fac6f1
zhouahaihai
酱料
|
896
897
898
899
900
901
|
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
|
902
|
self.battle.player:triggerPassive(Passive.CLICK_DROP)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
903
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
904
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
905
|
block:clear()
|
46fac6f1
zhouahaihai
酱料
|
906
907
908
909
910
911
912
|
self:backReward(reward)
return true
end
local function clickTrader(self, room, block, params)
local buyId = params.id
local traderData = csvdb["event_traderCsv"][block.event.id]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
913
|
if not traderData then return false, 1 end -- 偷偷改表了
|
46fac6f1
zhouahaihai
酱料
|
914
|
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
915
916
|
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
|
917
|
|
127a5787
zhouhaihai
商人卖完走人
|
918
|
local buyCount = #((block.event.status or ""):toArray())
|
27cc6f23
zhouhaihai
商店bug
|
919
|
if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
|
f8408529
zhouhaihai
冒险商店
|
920
921
|
local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
922
|
if not goodsData then return false, 5 end
|
f8408529
zhouhaihai
冒险商店
|
923
924
|
local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
925
|
if not self:cost({[goodsData.currency] = costCount}, {}) then return false, 6 end --不够
|
f8408529
zhouhaihai
冒险商店
|
926
927
928
929
930
931
932
933
934
|
self:backCost({[goodsData.currency] = costCount})
local reward = self:award({[goodsData.item] = goodsData.num})
if goodsData.restrict == 1 then
self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
elseif goodsData.restrict == 2 then
local advShop = self.owner:getProperty("advShop")
advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
self.owner:updateProperty({field = "advShop", value = advShop})
end
|
46fac6f1
zhouahaihai
酱料
|
935
|
block.event.status = block.event.status:setv(buyId, 1)
|
127a5787
zhouhaihai
商人卖完走人
|
936
|
buyCount = buyCount + 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
937
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
938
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
939
|
self:backReward(reward)
|
127a5787
zhouhaihai
商人卖完走人
|
940
|
|
27cc6f23
zhouhaihai
商店bug
|
941
|
if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
|
127a5787
zhouhaihai
商人卖完走人
|
942
943
|
block:clear()
end
|
46fac6f1
zhouahaihai
酱料
|
944
945
946
947
|
return true
end
local function clickBuild(self, room, block, params)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
948
949
950
951
|
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
|
952
|
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
953
|
self:checkTask(Adv.TaskType.Build, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
954
|
self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
|
e852b350
zhouhaihai
冒险成就类型增加
|
955
|
self:checkAchievement(Adv.AchievType.BuildBySelect, 1, block.event.id, choose)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
956
|
|
02c4de8d
zhouahaihai
增加 固有技
|
957
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
958
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
959
|
end
|
46fac6f1
zhouahaihai
酱料
|
960
961
962
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
963
964
965
966
967
968
969
970
971
972
973
974
975
976
|
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
|
977
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
978
979
980
981
|
end
self:backReward(self:award(reward, {}))
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
982
983
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
984
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
985
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
986
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
987
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
988
989
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
990
991
992
993
994
995
996
997
998
999
1000
1001
|
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
|
1002
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1003
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
1004
|
self:backLayer(1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1005
1006
1007
|
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1008
1009
1010
1011
1012
1013
1014
|
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
|
1015
1016
|
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
|
0e3ab88d
zhouhaihai
中继层
|
1017
1018
|
[AdvEventType.InOut] = clickOut,
[AdvEventType.Exit] = clickExit,
|
46fac6f1
zhouahaihai
酱料
|
1019
1020
1021
|
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1022
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
1023
1024
1025
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1026
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1027
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1028
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
1029
1030
1031
1032
1033
|
}
--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
|
1034
1035
1036
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
1037
1038
|
if not block then return end
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1039
|
local status, errorCode = false, nil
|
36c30c5c
zhouahaihai
冒险
|
1040
|
local clickEvent = false
|
48962a74
zhouhaihai
路障系统提交
|
1041
1042
|
local function checkAroundBlocks(ignoreGuard)
|
36c30c5c
zhouahaihai
冒险
|
1043
|
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
|
1044
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
1045
|
local _room, _block = one[1], one[2]
|
48962a74
zhouhaihai
路障系统提交
|
1046
1047
1048
1049
1050
1051
1052
1053
|
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
|
1054
|
end
|
48962a74
zhouhaihai
路障系统提交
|
1055
1056
|
elseif _block:isWalk() then
canOpen = true
|
36c30c5c
zhouahaihai
冒险
|
1057
1058
|
end
end
|
48962a74
zhouhaihai
路障系统提交
|
1059
1060
1061
1062
1063
|
return canOpen
end
if not block.isOpen then
if checkAroundBlocks() then --开放
|
8781e103
zhouhaihai
冒险 bug
|
1064
|
self:getCurMap():openBlock(roomId, blockId, true, true)
|
46fac6f1
zhouahaihai
酱料
|
1065
1066
1067
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
1068
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
1069
1070
1071
1072
|
--点了空地
if not block.event then
return
end
|
48962a74
zhouhaihai
路障系统提交
|
1073
1074
1075
1076
|
if block:isHinder() then
if not checkAroundBlocks(true) then return end
end
|
46fac6f1
zhouahaihai
酱料
|
1077
|
--可点击的事件
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1078
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
1079
|
if eventCallFunc[block.event.etype] then
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1080
|
status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
1081
1082
1083
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1084
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1085
|
if clickEvent and block.event then
|
0e3ab88d
zhouhaihai
中继层
|
1086
|
if block:getEventType() == AdvEventType.Out or block:getEventType() == AdvEventType.InOut or block:getEventType() == AdvEventType.Exit then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1087
1088
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1089
1090
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
1091
1092
1093
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1094
|
self:saveDB()
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1095
|
return status, errorCode
|
46fac6f1
zhouahaihai
酱料
|
1096
1097
|
end
|
46fac6f1
zhouahaihai
酱料
|
1098
|
|
4f0a5fae
zhouhaihai
营养剂
|
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
|
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
|
1132
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
|
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
|
1149
1150
1151
1152
1153
1154
1155
1156
|
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
|
1157
1158
1159
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
1160
1161
1162
1163
1164
1165
|
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
|
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
|
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
|
1190
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
|
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
|
c8210d56
zhouhaihai
boss 房有入口
|
1251
|
self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
|
4f0a5fae
zhouhaihai
营养剂
|
1252
1253
1254
1255
|
end
return true
end
|
db3c56ad
zhouhaihai
冒险相关
|
1256
1257
1258
1259
1260
1261
|
-- 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
|
1262
1263
1264
1265
1266
|
--10: 立刻结算 按比例返还
doActiveEffect[10] = function(_, rewardRatio)
self:over(true, rewardRatio)
return true
end
|
1bb3abca
zhouhaihai
冒险 退出 bug
|
1267
|
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
|
--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
|
1283
|
|
4f0a5fae
zhouhaihai
营养剂
|
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
|
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
|
1296
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
|
-- 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
|
1321
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1322
1323
|
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
|
1324
1325
1326
1327
|
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
|
1328
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1329
1330
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1331
1332
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1333
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1334
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1335
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1336
1337
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
b0fe1817
zhouahaihai
冒险分数
|
1338
|
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
85ded242
zhouhaihai
丰富返回事件
|
1339
1340
|
local changeV = self.battle.player:addExp(monsterData.exp)
self:backDead(enemyId, changeV)
|
db3c56ad
zhouhaihai
冒险相关
|
1341
1342
|
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
|
1343
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1344
1345
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1346
|
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1347
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
|
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
|
1362
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1363
1364
1365
1366
1367
|
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1368
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
|
db3c56ad
zhouhaihai
冒险相关
|
1369
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1370
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1371
1372
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1373
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
|
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
|
1388
|
end
|
46fac6f1
zhouahaihai
酱料
|
1389
1390
1391
1392
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
|
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
|
1406
|
|
46fac6f1
zhouahaihai
酱料
|
1407
1408
1409
1410
|
-- 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
|
1411
1412
1413
1414
1415
1416
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1417
1418
1419
1420
1421
1422
|
-- 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
|
1423
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1424
1425
|
end
|
4eadc2ab
suhongyang
獲得被動暫時增加log,後面可以去掉
|
1426
1427
1428
1429
1430
|
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
end
|
46fac6f1
zhouahaihai
酱料
|
1431
1432
1433
1434
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1435
1436
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
1437
1438
1439
1440
1441
1442
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1443
1444
|
function Adv:backDead(enemyId, exp)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
|
bedca62d
zhouahaihai
冒险
|
1445
1446
|
end
|
386ca58e
zhouhaihai
优化log
|
1447
1448
1449
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1450
|
|
85ded242
zhouhaihai
丰富返回事件
|
1451
1452
|
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1453
1454
|
end
|
4f0a5fae
zhouhaihai
营养剂
|
1455
1456
1457
1458
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1459
1460
1461
1462
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1463
1464
1465
1466
1467
1468
1469
1470
1471
|
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
|
1472
1473
1474
1475
1476
1477
1478
|
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
|
1479
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1480
|
score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
|
b0fe1817
zhouahaihai
冒险分数
|
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
|
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
|
1496
|
self.score[scoreType] = self.score[scoreType] or 0
|
9f956e88
zhouhaihai
资助对积分的影响
|
1497
|
self.score[scoreType] = self.score[scoreType] + self.owner:fixAdvScoreChange(score)
|
b0fe1817
zhouahaihai
冒险分数
|
1498
1499
1500
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1501
1502
1503
1504
1505
1506
1507
1508
|
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
|
1509
1510
|
end
|
46fac6f1
zhouahaihai
酱料
|
1511
1512
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1513
1514
1515
1516
1517
1518
|
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
|
1519
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1520
1521
1522
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1523
1524
|
end
|
46fac6f1
zhouahaihai
酱料
|
1525
|
return Adv
|