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src/adv/Adv.lua 19.4 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 Adv = class("Adv")
  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
  	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
  	self.score = advInfo.score or {}
  	self.lastEnemyId = advInfo.lastEId or 1
  	self.mapStack = advInfo.mstack or {}
  	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)
  	if self.chapterId and chapterId ~= self.chapterId then return end --新的关卡 或者 去到下一层
  	self.chapterId = chapterId
  	self.level = level or 1
  	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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  	-- 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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  	if isToNext then
  		self:scoreChange(AdvScoreType.Level) --增加层级加分
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  	end
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  	self:initBattle()
  
  	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 = {}
  	self.lastEnemyId = 1
  	self.mapStack = {}
  	self.maps = {}
  	self.battle = nil
  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
  		advInfo.score = self.score
  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
  		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.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  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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  --关卡通关,非层 score < 0 失败
  function Adv:over(success)
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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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  	if success then
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  		local advPass = self.owner:getProperty("advPass")
  		if self.level > (advPass[self.chapterId] or 0) then
  			self.owner:changeUpdates({{type = "advPass", field = self.chapterId, value = self.level}})
  		end
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  		reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
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  		self.owner:checkTaskEnter(self.owner.TaskType.AdvPass, {id = self.chapterId})
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  	end
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  	self:clear()
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  	self.owner:updateProperty({field = "advItems", value = ""})
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  	self:backEnd(success, score, scoreInfo, reward)
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  end
  
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  function Adv:exit()
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  	self:over(false)
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  	self:saveDB()
  end
  
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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 
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  	end
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  	if level > chapterData.limitlevel then 
  		error("level overflow!")
  		return 
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  	end
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  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
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  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
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  	end
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  	local pool = {}
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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)
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  			end
  		end
  	end
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  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
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  	end
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  	return pool[math.randomInt(1, #pool)]
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  end
  
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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)
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  	params = params or {}
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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")
  	for itemId, count in pairs(tgift) do
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  		if count > 0 then
  			self:scoreChange(AdvScoreType.Item, {itemId, count})
  		end
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  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
  		if nums <= 0 then
  			items = items:delk(itemId)
  			nums = 0
  		else
  			items = items:incrv(itemId, count)
  		end
  	end
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  	self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	return tgift
  end
  
  -- 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)
  	self.owner:costItems(less, params)
  	return true
  end
  
  --事件点击处理
  local function clickOut(self, room, block, params)
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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
  			self:backLayer()
  		else --处于底层
  			if self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel then --关卡结束
  				self:over(true)
  			else
  				self:initByChapter(self.chapterId, self.level + 1, true, true)
  				self:backNext() --下一关
  			end
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  		end
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  		return true
  	end
  end
  
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
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  	self.battle:battleBegin(room.roomId, block.blockId, params)
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  	return true
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
  	local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
  	local checkCond = {
  		-- 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()
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  			local hero = self.owner.heros[self.owner:getProperty("advTeam").leader]
  			if hero and hero:getProperty("type") == cond[2] then
  				return true
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  			end
  		end,
  		--消灭所有怪
  		[3] = function()
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  			for _, room in pairs(self:getCurMap().rooms) do
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  				for _, block in pairs(room.blocks) do
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  					if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
  						return
  					end
  				end
  			end
  			return true
  		end,
  		--制定属性 > 
  		[4] = function()
  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) > cond[3] then
  				return true
  			end
  		end,
  	}
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  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_chooseCsv id :" .. block.event.id)
  	if cond[1] and not checkCond[cond[1]]() then return end
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  	local clearBlock = true
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  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
  		if effect[1] == 1 then
  			local reward = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
  			effect[2] = reward[1]
  			effect[3] = reward[2]
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  		end
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  		local doEffect = {
  			[1] = function() -- 获得某道具N个
  				self:backReward(self:award({[effect[2]] = effect[3]}, {}))
  			end,
  			[2] = function() --获得冒险buff
  				self.battle.player:addBuff(effect[2])
  			end,
  			[3] = function() --发现怪物
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  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
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  				clearBlock = false
  			end,
  			[4] = function() --无事发生
  			end
  		}
  		assert(doEffect[effect[1]], "error effect, event_chooseCsv id :" .. block.event.id)
  		doEffect[effect[1]]()
  	end
  
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  	if clearBlock then
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  		block:clear()
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  	end
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  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
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352
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
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  	block:clear()
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  	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
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  	if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
46fac6f1   zhouahaihai   酱料
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  	local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
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  	block.event.status = block.event.status:setv(buyId, 1)
  	self:backReward(reward)
  	return true
  end
  
  local function clickBuild(self, room, block, params)
  	local buildData = csvdb["event_buildingCsv"][block.event.id]
  	if not buildData then return end-- 偷偷改表了
  	if not block.event.effect then return end -- 没有效果 气人不
02c4de8d   zhouahaihai   增加 固有技
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  	local clearBlock = true
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  	local effect = block.event.effect
  	--todo 效果生效
  	local doEffect = {
  		[1] = function() -- 获得某道具N个
  			self:backReward(self:award({[effect[2]] = effect[3]}, {}))
  		end,
  		[2] = function() --获得冒险buff
  			self.battle.player:addBuff(effect[2])
  		end,
  		[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  			self:getCurMap():addNewMonsterRand(effect[2], {room, block})
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  			clearBlock = false
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  		end,
  		[4] = function() --无事发生
  		end
  	}
  	assert(doEffect[effect[1]], "error effect, event_buildingCsv id :" .. block.event.id)
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  	if not self:cost(buildData.required:toNumMap(), {}) then return end
46fac6f1   zhouahaihai   酱料
397
  	doEffect[effect[1]]()
02c4de8d   zhouahaihai   增加 固有技
398
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  		block:clear()
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400
  	end
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401
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  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
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  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)
  				reward[item[1]] = (reward[item[1]] or 0) + reward[item[2]]
  			end
  			self:backReward(self:award(reward, {}))
  		end,
  	}
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
425
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
426
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
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  end
  
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  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)
  	end
  	self:backLayer()
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
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  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
454
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
455
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
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  }
  
  --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
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  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
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  	if not block then return end
  
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  	local status = false
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467
  	local clickEvent = false
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  	if not block.isOpen then
36c30c5c   zhouahaihai   冒险
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  		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
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  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
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  			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
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  			if _block.isOpen and _block:isMonster() then 
36c30c5c   zhouahaihai   冒险
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  				hadMonster = true 
  			end
  		end
46fac6f1   zhouahaihai   酱料
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  		if canOpen and not hadMonster then --开放
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  			room:openBlock(block)
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  			status = true
  		end
  	else
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  		clickEvent = true
46fac6f1   zhouahaihai   酱料
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  		--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
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  		if not room.isBossRoom or block:isBoss() then
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  			if eventCallFunc[block.event.etype] then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  				status = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
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  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
495
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
496
  	if clickEvent and block.event then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  		if block:getEventType() == AdvEventType.Out then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
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  			needChange = false
  		end
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  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
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  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
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  	self:saveDB()
46fac6f1   zhouahaihai   酱料
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  	return status
  end
  
46fac6f1   zhouahaihai   酱料
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  --使用道具产生效果
  function Adv:useItem(itemId, count, target)
  	count = count or 1
  	local itemData = csvdb["adv_itemCsv"][itemId] 
  	if not itemData then return end
  	--重置数量 
  	if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
  	if not self:cost({[itemId] = count}, {}, true) then return true end
  	--消耗
  	if itemData["function"] == 0 or itemData["function"] == 1 then 
  		self:cost({[itemId] = count}, {})
  	end
  	--生效
  	if itemData.type == 1 or itemData.type == 0 then --技能
d27ad5e0   suhongyang   使用营养技
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  		self.battle.player:releaseSkill(itemData.effect, target)
46fac6f1   zhouahaihai   酱料
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  	elseif itemData.type == 2 then	--掉落
  		local item = csvdb["event_dropCsv"][itemData.effect]["range"]:randWeight(true)
  		self:backReward(self:award({[item[1]] = item[2]}, {}))
  	else
  		return
  	end
  
  	self:afterRound()
36c30c5c   zhouahaihai   冒险
532
  	self:saveDB()
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  	return true
  end
  
d27ad5e0   suhongyang   使用营养技
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  --使用技能
  function Adv:usePotion(potionId, potionLevel, target)
  	--  cost
  	local potionData = csvdb["adv_potionCsv"][potionId][potionLevel]
d27ad5e0   suhongyang   使用营养技
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  	local enemy = self.battle:getEnemy(target.roomId, target.blockId)
  	if not enemy then return end
  	--生效
  	if potionData.type == 1 or potionData.type == 0 then --技能
  		self.battle.player:releaseSkill(potionData.effect, enemy)
  	elseif potionData.type == 2 then	--掉落
  		local item = csvdb["event_dropCsv"][potionData.effect]["range"]:randWeight(true)
  		self:backReward(self:award({[item[1]] = item[2]}, {}))
46fac6f1   zhouahaihai   酱料
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  	else
d27ad5e0   suhongyang   使用营养技
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  		return
46fac6f1   zhouahaihai   酱料
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  	end
46fac6f1   zhouahaihai   酱料
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  	self:afterRound()
36c30c5c   zhouahaihai   冒险
552
  	self:saveDB()
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  	return true
  end
  
46fac6f1   zhouahaihai   酱料
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  --敌人死亡
02c4de8d   zhouahaihai   增加 固有技
557
  function Adv:enemyDead(roomId, blockId, escape)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	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
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  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
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  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
567
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
568
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
569
  		else
b0fe1817   zhouahaihai   冒险分数
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  			local monsterData = csvdb["event_monsterCsv"][block.event.id]
  			self:scoreChange(AdvScoreType.Kill, monsterData.type)
  
02c4de8d   zhouahaihai   增加 固有技
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  			local item = block.event.item
  			if not item then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  				local dropData = csvdb["event_dropCsv"][monsterData.dropid]
  				item = dropData["range"]:randWeight(true)
46fac6f1   zhouahaihai   酱料
577
  			end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
578
  			if item[1] == 0 then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
579
  				block:clear()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
580
  			else
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
581
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  				block:updateEvent({
  					etype = AdvEventType.Drop,
  					item = item
  				})
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
585
  			end
46fac6f1   zhouahaihai   酱料
586
  		end
46fac6f1   zhouahaihai   酱料
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  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
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  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
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  function Adv:backMiss(enemyId) 
  	self:pushBackEvent(AdvBackEventType.Miss, {enemyId = enemyId})
  end
46fac6f1   zhouahaihai   酱料
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611
  -- 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
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  -- if is player enemyId is nil 
  function Adv:backDefChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
  end
  
46fac6f1   zhouahaihai   酱料
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  -- 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
624
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
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  end
  
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
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  -- if is player enemyId is nil 
  function Adv:backPassive(enemyId, passiveId)
  	self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
  end
  
46fac6f1   zhouahaihai   酱料
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  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
636
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  function Adv:backEnd(success, score, scoreInfo, reward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
46fac6f1   zhouahaihai   酱料
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  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
  function Adv:backAtk(enemyId, receiver)
  	self:pushBackEvent(AdvBackEventType.Atk, {enemyId = enemyId, receiver = receiver})
  end
  
bedca62d   zhouahaihai   冒险
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  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
  end
  
386ca58e   zhouhaihai   优化log
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  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
655
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:backLayer()
  	self:pushBackEvent(AdvBackEventType.Layer, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
660
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  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
667
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
b0fe1817   zhouahaihai   冒险分数
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  		score = globalCsv.adv_score_monster[pms] * chapterData["monRatio"]
  	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
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685
  	self.score[scoreType] = self.score[scoreType] or 0
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
686
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  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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695
696
  	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
697
698
  end
  
46fac6f1   zhouahaihai   酱料
699
700
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
701
702
703
704
705
706
707
708
709
  	self.backEvents = {}
  	return events
  end
  
  --回合事件处理
  function Adv:afterRound()
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
710
711
  end
  
46fac6f1   zhouahaihai   酱料
712
  return Adv