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src/adv/Adv.lua 28.3 KB
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  local Passive = require "adv.AdvPassive"
  
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  local AdvCommon = require "adv.AdvCommon"
  local AdvMap = require "adv.AdvMap"
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  local Buff = require "adv.AdvBuff"
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  local Adv = class("Adv")
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  local AdvTask = import(".AdvTask")  --任务相关数据搞出去
  AdvTask.bind(Adv)
  
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  function Adv:ctor(owner)
  	assert(owner, "Adv instance must have owner(role)")
  	self.owner = owner
  	self.maps = {}
  	self.battle = nil
  	self.backEvents = {} --发给客户端的事件组
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  	self.advTask = self.owner:getProperty("advTask")
  	self.advMTask = self.owner:getProperty("advMTask")
  	self.advTaskChange = false -- 任务改变才更新
  
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  	self:initByInfo(self.owner:getProperty("advInfo"))
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  end
  
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  --初始化adv 信息
  function Adv:initByInfo(advInfo)
  	if not next(advInfo) then return end --还没有 开始新地图
  
  	self.chapterId = advInfo.chapterId
  	self.level = advInfo.level or 1
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  	self.round = advInfo.round or 0
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  	self.score = advInfo.score or {}
  	self.lastEnemyId = advInfo.lastEId or 1
  	self.mapStack = advInfo.mstack or {}
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  	self.lchoose = advInfo.lch or {}
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  	self.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
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  	end
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  	self:initBattle()
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  end
  
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  -- 随机新的地图
  function Adv:initByChapter(chapterId, level, isToNext, notNotify)
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  	if not self.chapterId then -- 开始新的章节
  		self.chapterId = chapterId
  		self:checkAchievement(Adv.AchievType.StartBattle, 1)
  	elseif chapterId ~= self.chapterId then  -- 正常不会出现
  		return 
  	end
  	
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  	self.level = level or 1
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  	self.round = 0
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  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
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  	self.lchoose = self.lchoose or {}
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  	self.owner._advWheelSurfCount = nil -- 抽奖进行次数
  
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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()
  
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  	self:initLayerTask()
  
  	self:checkTask(Adv.TaskType.Arrive)
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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
  end
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
  	if self.chapterId then
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  		advInfo.chapterId = self.chapterId
  		advInfo.level = self.level
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  		advInfo.round = self.round
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  		advInfo.score = self.score
  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
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  		advInfo.lch = self.lchoose
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  		advInfo.maps = {}
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  		self.battle:saveDB()
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  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
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  function Adv:over(success, isAllPass)
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  	local score = self:getScore()
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  	local scoreInfo = self.score
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  	local reward
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  	if success then
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  		reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
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  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
  		if isAllPass then
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
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  		-- 冒险队等级升一下子
  		local advL = self.owner:getProperty("advL")
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  		local oldL = advL[1]
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  		advL[2] = (advL[2] or 0) + 1
  		for level = ((advL[1] or 0) + 1), #csvdb["adv_rankCsv"] do
  			local ldata = csvdb["adv_rankCsv"][level]
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  			if ldata.unlock <= advL[2] then
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  				advL[1] = level
  				self.owner:award(ldata.reward)
  			end
  		end
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  		if advL[1] > oldL then
  			self.owner:checkTaskEnter("AdvLevel", {level = advL[1]})
  		end
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  		self.owner:updateProperty("advL", advL)
  
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  		if self.owner:isFuncOpen(FuncOpenType.AdvWheelSurf) then
  			self.owner._advWheelSurfCount = 0 -- 抽奖进行次数
  		end
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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 AdvCommon.isEndless(chapterId) then
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  		level = AdvCommon.getEndlessDataLv(chapterId, level)
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  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
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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})
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  			self:checkTask(Adv.TaskType.Item, count, itemId)
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  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
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  		end
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  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
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  		if csvdb["adv_artifactCsv"][itemId] then
  			nums = self:checkArtifact(itemId, origin, count, nums)
  		end
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  		if nums <= 0 then
  			items = items:delk(itemId)
  			nums = 0
  		else
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  			items = items:setv(itemId, nums)
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  		end
  	end
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  	self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	return tgift
  end
  
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  function Adv:delArtifactEffect(effectType, effects)
  	if effectType == 1 then
  		for _, id in ipairs(effects:toArray(true, "=")) do
  			self.battle.player:delPassiveById(id)
  		end
  	elseif effectType == 2 then
  		for _, id in ipairs(effects:toArray(true, "=")) do
  			self.battle.player:delBuffById(id)
  		end
  	end
  end
  
  function Adv:addArtifactEffect(effectType, effects)
  	if effectType == 1 then
  		for _, id in ipairs(effects:toArray(true, "=")) do
  			self.battle.player:addPassive({id = id})
  		end
  	elseif effectType == 2 then
  		for _, id in ipairs(effects:toArray(true, "=")) do
  			self.battle.player:addBuff(id)
  		end
  	end
  end
  -- 检查神器
  function Adv:checkArtifact(itemId, origin, count, nums)
  	local artifactData = csvdb["adv_artifactCsv"][itemId]
  	if count == 0 or not artifactData then return nums end
  	local advItems = self.owner:getProperty("advItems")
  	if count < 0 then --删除
  		nums = 0
  		local curData = artifactData[origin]
  		if curData then
  			-- 删除自己的效果
  			self:delArtifactEffect(curData.type, curData.effect)
  
  			--删除组合效果
  			if curData.comboId ~= 0 then
  				local comboLv = advItems:getv(curData.comboId, 0)
  				if comboLv ~= 0 then
  					--删除自己的组合效果
  					if curData.comboType == 1 or curData.comboType == 2 then
  						self:delArtifactEffect(curData.comboType, curData.comboEffect)
  					elseif curData.comboType == 3 then
  						self:delArtifactEffect(curData.type, curData.comboEffect)
  					end
  
  					-- 删除组合的组合效果
  					local comboData = (csvdb["adv_artifactCsv"][curData.comboId] or {})[comboLv]
  					if comboData then
  						if comboData.comboType == 1 or comboData.comboType == 2 then
  							self:delArtifactEffect(comboData.comboType, comboData.comboEffect)
  						elseif comboData.comboType == 3 then
  							self:delArtifactEffect(comboData.type, comboData.comboEffect)
  							self:addArtifactEffect(comboData.type, comboData.effect)
  						end
  					end
  				end
  			end
  		end
  	else
  		nums = math.max(0, math.min(nums, #artifactData))
  		if nums == origin then return nums end
  		if origin == 0 then --初始获得
  			local curData = artifactData[nums]
  			local addSelfEffect = true
  			--查看是否有组合
  			if curData.comboId ~= 0 then
  				local comboLv = advItems:getv(curData.comboId, 0)
  				if comboLv ~= 0 then
  					--自己的组合效果
  					if curData.comboType == 1 or curData.comboType == 2 then
  						self:addArtifactEffect(curData.comboType, curData.comboEffect)
  					elseif curData.comboType == 3 then
  						self:addArtifactEffect(curData.type, curData.comboEffect)
  						addSelfEffect = false
  					end
  
  					--对方的组合效果
  					local comboData = (csvdb["adv_artifactCsv"][curData.comboId] or {})[comboLv]
  					if comboData then
  						if comboData.comboType == 1 or comboData.comboType == 2 then
  							self:addArtifactEffect(comboData.comboType, comboData.comboEffect)
  						elseif comboData.comboType == 3 then
  							self:delArtifactEffect(comboData.type, comboData.effect)
  							self:addArtifactEffect(comboData.type, comboData.comboEffect)
  						end
  					end
  				end
  			end
  			if addSelfEffect then
  				self:addArtifactEffect(curData.type, curData.effect)
  			end
  		else --升级
  			local originData = artifactData[origin]
  			local curData = artifactData[nums]
  
  			if originData then
  				self:delArtifactEffect(originData.type, originData.effect)
  			end
  
  			if curData then 
  				self:addArtifactEffect(curData.type, curData.effect)
  			end
  		end
  	end
  	return nums
  end
  
  
46fac6f1   zhouahaihai   酱料
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  -- 消耗物品 优先冒险背包  --check 只是检查够不够
  function Adv:cost(item, params, check)
  	local items = self.owner:getProperty("advItems")
  	local less = {}
  	local advCost = {}
  	for itemId, count in pairs(item) do
  		advCost[itemId] = - math.min(items:getv(itemId, 0), count)
  		if advCost[itemId] == 0 then
  			advCost[itemId] = nil
  		end
  
  		local last = items:getv(itemId, 0) - count
  		if last < 0 then
  			less[itemId] = -last
  		end
  
  	end
  	if next(less) and not self.owner:checkItemEnough(less) then return end --不够
  	if check then return true end
  	self:award(advCost, params)
  	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
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
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  			local advPass = self.owner:getProperty("advPass")
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  			if AdvCommon.isEndless(self.chapterId) then
  				-- 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
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  			end
  			if params.relay then
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  				if self.level % globalCsv.adv_can_out_layer_pre ~= 0  or not self.owner:isFuncOpen(FuncOpenType.AdvRelay) then return end
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  			end
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  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
51718558   zhouhaihai   中继层初始经验
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  			local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
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  			if params.relay or (not AdvCommon.isEndless(self.chapterId) and (self.level >= levellimit or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1))) then --关卡结束
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  				self:over(true, not AdvCommon.isEndless(self.chapterId) and self.level >= levellimit)
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  			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
  
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  local function chooseCommon(self, room, block, chooseData, choose)
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  	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
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  		-- 没有条件
  		[0] = function()
  			return true
  		end,
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  		-- 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()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  			for _, room in pairs(self:getCurMap().rooms) do
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  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  					if block:isMonster() then
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  						return
  					end
  				end
  			end
  			return true
  		end,
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  		--制定属性 
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  		[4] = function()
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  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
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  				return true
  			end
  		end,
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  		-- 提交一个物品
  		[5] = function ()
  			if self:cost({[cond[2]] = cond[3]}, {}) then
  				return true
  			end
  		end,
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  		-- sp 到达指定值
  		[6] = function()
  			if self.battle.player.sp >= cond[2] then
  				return true
  			end
  		end,
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  	}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_[link]chooseCsv id :" .. block.event.id)
  
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  	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
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  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
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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]
46fac6f1   zhouahaihai   酱料
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  		end
e10edb5f   zhouahaihai   冒险事件新
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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
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})
e10edb5f   zhouahaihai   冒险事件新
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  				clearBlock = false
  			end,
  			[4] = function() --无事发生
  			end
  		}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  		assert(doEffect[effect[1]], "error effect, event_[link]chooseCsv id :" .. block.event.id)
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  		doEffect[effect[1]]()
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
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  	self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
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  	self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  	return true, clearBlock
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose)
  	if not status then return end
  
  	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]
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose)
  	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
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  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  	else
  		self.lchoose.ing = block.event.id + 1  --后面会出现后继事件
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
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02c4de8d   zhouahaihai   增加 固有技
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  	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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  	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
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
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  	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
916096ed   zhouhaihai   神器效果
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  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	block:clear()
46fac6f1   zhouahaihai   酱料
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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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8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
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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)
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
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  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
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  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
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  	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})
02c4de8d   zhouahaihai   增加 固有技
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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)
e10edb5f   zhouahaihai   冒险事件新
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  	if not self:cost(buildData.required:toNumMap(), {}) then return end
46fac6f1   zhouahaihai   酱料
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  	doEffect[effect[1]]()
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
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  	self:checkTask(Adv.TaskType.Build, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
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  	self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
02c4de8d   zhouahaihai   增加 固有技
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  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
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  	end
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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
663
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
664
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
665
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
666
667
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
668
669
670
671
672
673
674
675
676
677
678
679
  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
680
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
681
682
683
684
685
  	end
  	self:backLayer()
  	return true
  end
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
686
687
688
689
690
691
692
  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
693
694
695
696
697
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
698
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
699
700
701
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
702
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
703
  	[AdvEventType.Layer] = clickLayer,
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
704
  	[AdvEventType.Task] = clickTask,
46fac6f1   zhouahaihai   酱料
705
706
707
708
709
  }
  
  --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
710
711
712
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
713
714
  	if not block then return end
  
46fac6f1   zhouahaihai   酱料
715
  	local status = false
36c30c5c   zhouahaihai   冒险
716
  	local clickEvent = false
46fac6f1   zhouahaihai   酱料
717
  	if not block.isOpen then
36c30c5c   zhouahaihai   冒险
718
719
  		local canOpen = false  --如果未开放是否可以开放
  		local hadMonster = false -- 周围是否有解锁的怪未击败
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
720
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
721
722
  			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
723
  			if _block.isOpen and _block:isMonster() then 
36c30c5c   zhouahaihai   冒险
724
725
726
  				hadMonster = true 
  			end
  		end
46fac6f1   zhouahaihai   酱料
727
  		if canOpen and not hadMonster then --开放
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
728
  			room:openBlock(block)
46fac6f1   zhouahaihai   酱料
729
730
731
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
732
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
733
734
735
736
737
  		--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
738
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
739
  			if eventCallFunc[block.event.etype] then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
740
  				status = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
741
742
743
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
744
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
745
  	if clickEvent and block.event then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
746
  		if block:getEventType() == AdvEventType.Out then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
747
748
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
749
750
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
751
752
753
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
754
  	self:saveDB()
46fac6f1   zhouahaihai   酱料
755
756
757
  	return status
  end
  
46fac6f1   zhouahaihai   酱料
758
759
760
761
762
763
764
765
766
767
768
769
770
771
  --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
772
  		self.battle.player:releaseSkill(itemData.effect, target)
46fac6f1   zhouahaihai   酱料
773
774
775
776
777
778
779
  	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
  
b176d7d3   zhouhaihai   冒险成就
780
781
  	self:checkAchievement(Adv.AchievType.UseItem, count, itemId)
  
46fac6f1   zhouahaihai   酱料
782
  	self:afterRound()
36c30c5c   zhouahaihai   冒险
783
  	self:saveDB()
46fac6f1   zhouahaihai   酱料
784
785
786
  	return true
  end
  
d27ad5e0   suhongyang   使用营养技
787
788
789
790
  --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
791
792
793
794
795
796
797
798
  	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
799
  	else
d27ad5e0   suhongyang   使用营养技
800
  		return
46fac6f1   zhouahaihai   酱料
801
  	end
46fac6f1   zhouahaihai   酱料
802
  	self:afterRound()
36c30c5c   zhouahaihai   冒险
803
  	self:saveDB()
53e8037e   zhouhaihai   任务
804
  	self.owner:checkTaskEnter("AdvUsePotion")
46fac6f1   zhouahaihai   酱料
805
806
807
  	return true
  end
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
  -- 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
832
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
833
834
  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
835
836
837
838
  	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
839
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
840
841
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
842
843
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
844
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
845
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
846
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
847
848
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
b0fe1817   zhouahaihai   冒险分数
849
  			self:scoreChange(AdvScoreType.Kill, monsterData.type)
6732f756   zhouhaihai   玩家升级
850
  			self.battle.player:addExp(monsterData.exp)
02c4de8d   zhouahaihai   增加 固有技
851
852
  			local item = block.event.item
  			if not item then
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
853
854
855
856
857
858
859
860
  				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
  				
46fac6f1   zhouahaihai   酱料
861
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
862
  
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
863
  			if item[1] == 0 then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
864
  				block:clear()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
865
  			else
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
866
867
868
869
  				block:updateEvent({
  					etype = AdvEventType.Drop,
  					item = item
  				})
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
870
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
871
872
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
873
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
46fac6f1   zhouahaihai   酱料
874
  		end
46fac6f1   zhouahaihai   酱料
875
876
877
878
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
879
880
881
882
883
884
885
886
887
888
889
890
891
  
  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
892
893
894
895
  
  function Adv:backMiss(enemyId) 
  	self:pushBackEvent(AdvBackEventType.Miss, {enemyId = enemyId})
  end
46fac6f1   zhouahaihai   酱料
896
897
898
899
  -- 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
900
901
902
903
904
905
  
  -- if is player enemyId is nil 
  function Adv:backDefChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
  end
  
46fac6f1   zhouahaihai   酱料
906
907
908
909
910
911
  -- 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
912
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
913
914
  end
  
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
915
916
917
918
919
  -- if is player enemyId is nil 
  function Adv:backPassive(enemyId, passiveId)
  	self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
  end
  
46fac6f1   zhouahaihai   酱料
920
921
922
923
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
924
925
  function Adv:backEnd(success, score, scoreInfo, reward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
46fac6f1   zhouahaihai   酱料
926
927
928
929
930
931
932
933
934
935
  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
936
937
938
939
  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
  end
  
386ca58e   zhouhaihai   优化log
940
941
942
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
943
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
944
945
946
947
  function Adv:backLayer()
  	self:pushBackEvent(AdvBackEventType.Layer, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
948
949
950
951
952
953
954
  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
955
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
956
  		score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
b0fe1817   zhouahaihai   冒险分数
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
  	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
972
973
  	self.score[scoreType] = self.score[scoreType] or 0
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
974
975
976
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
977
978
979
980
981
982
983
984
  	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
985
986
  end
  
46fac6f1   zhouahaihai   酱料
987
988
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
989
990
991
992
993
994
  	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
995
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
996
997
998
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
999
1000
  end
  
46fac6f1   zhouahaihai   酱料
1001
  return Adv