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src/adv/Adv.lua 40.2 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 = {}
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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 {}
  	self.lastEnemyId = advInfo.lastEId or 1
  	self.mapStack = advInfo.mstack or {}
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  	self.lchoose = advInfo.lch or {}
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  	self.waitArtifact = advInfo.waitAF
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  	self.cacheUnlock = advInfo.cacheUnlock or {}
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  	self.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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  -- 随机新的地图
  function Adv:initByChapter(chapterId, level, isToNext, notNotify)
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  	if not self.chapterId then -- 开始新的章节
  		self.chapterId = chapterId
  		self:checkAchievement(Adv.AchievType.StartBattle, 1)
  	elseif chapterId ~= self.chapterId then  -- 正常不会出现
  		return 
  	end
  	
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  	self.level = level or 1
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  	self.round = 0
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  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
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  	self.lchoose = self.lchoose or {}
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  	self.cacheUnlock = self.cacheUnlock or {}
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  	self.shopStatus = self.shopStatus or {}
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  	-- 随机出地图
  	local mapId = self:randomMapId(chapterId, level)
  	self.maps = {}
  	self.maps[1] = AdvMap.new(self, 1, mapId)
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  	self:initBattle()
  
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  	self:initLayerTask()
  
  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
  		self:scoreChange(AdvScoreType.Level) --增加层级加分
  	end
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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
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  	self.waitArtifact = nil
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  	self.cacheUnlock = {}
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  	self.shopStatus = {}
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  end
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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
  		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
  		advInfo.lastEId = self.lastEnemyId
  		advInfo.mstack = self.mapStack
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  		advInfo.lch = self.lchoose
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  		advInfo.waitAF = self.waitArtifact
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  		advInfo.cacheUnlock = self.cacheUnlock
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  		advInfo.shopStatus = self.shopStatus
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  		advInfo.maps = {}
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  		self.battle:saveDB()
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  -- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
  function Adv:checkAdvUnlock(utype, value)
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	local reward = {}
  	for id, data in pairs(csvdb["adv_unlockCsv"]) do
  		if data.chapterid == chapter and data.type == utype and value == data.value then
  			--0=立即获得;1=结算时获得
  			if data.time == 0 then
  				reward[data.itemid] = 1
  			elseif data.time == 1 then
  				table.insert(self.cacheUnlock, data.itemid)
  			end
  		end
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  	self.cacheUnlock = {}
  end
  
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  function Adv:initBattle()
  	self.battle = require("adv.AdvBattle").new(self)
  	for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  		self.battle:triggerPassive(passiveC[1], passiveC[2])
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  	end
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  	self.cachePassiveEvent = {}
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  end
  
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  function Adv:triggerPassive(condType, params)
  	self.cachePassiveEvent = self.cachePassiveEvent or {}
  	if not self.battle then
  		table.insert(self.cachePassiveEvent, {condType, params})
  	else
  		self.battle:triggerPassive(condType, params)
  	end
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  end
  
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  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
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  end
  
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  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
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  end
  
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  function Adv:getRoom(roomId, mapIdx)
  	mapIdx = mapIdx or self:getCurMapIdx()
  	local map = self.maps[mapIdx]
  	if map then
  		return map.rooms[roomId]
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  	end
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  end
  
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  function Adv:getBlock(roomId, blockId, mapIdx)
  	local room = self:getRoom(roomId, mapIdx)
  	if room then
  		return room.blocks[blockId]
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  	end
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  end
  
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  function Adv:isHaveArtifact(id)
  	return self.owner:getProperty("advAFGet")[id]
  end
  
  function Adv:awardArtifact(id, params)
  	if self:isHaveArtifact(id) then return end
  	self.owner:changeUpdates({{type = "advAFGet", field = id, value = 1}}, params.notNotify)
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  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
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  	self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
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  end
  
  
  function Adv:delArtifactEffect(effect)
  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:addPassive({id = id})
  		elseif etype == 2 then
  			self.battle.player:addBuff(id)
  		end
  	end
  end
  
  function Adv:addArtifactEffect(effect)
  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:delPassiveById(id)
  		elseif etype == 2 then
  			self.battle.player:delBuffById(id)
  		end
  	end
  end
  
  function Adv:wearArtifact(slot, id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  
  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
  	if curWear[id] then return end
  
  	if advAFWear[slot] then
  		local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
  		self:delArtifactEffect(oldData.effect)
  		if oldData.comboId ~= 0 then
  			local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
  			if comboData then
  				local isHaveCombo = true
  				for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  					if not curWear[_id] then
  						isHaveCombo = false
  						break
  					end
  				end
  				if isHaveCombo then
  					self:delArtifactEffect(comboData.effect)
  				end
  			end
  		end
  		curWear[advAFWear[slot]] = nil
  	end
  	
  	curWear[id] = 1
  	local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
  	self:addArtifactEffect(newData.effect)
  	if newData.comboId ~= 0 then
  		local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
  		if comboData then
  			local isHaveCombo = true
  			for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  				if not curWear[_id] then
  					isHaveCombo = false
  					break
  				end
  			end
  			if isHaveCombo then
  				self:addArtifactEffect(comboData.effect)
  			end
  		end
  	end
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  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
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  -- 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
  
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  function Adv:artifactLevelUp(id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  	local status = 0
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  	local newLv = advAFGet[id] + 1
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  	if advAFWear[id] then -- 穿着呢
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
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  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
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  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
363
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  	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
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  	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
378
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  	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
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  			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
386
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  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
388
  	end
ccbafe67   zhouhaihai   冒险神器和buff
389
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  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
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  	self:award({[self.waitArtifact[index]] = 1})
  	self.waitArtifact = nil
ccbafe67   zhouhaihai   冒险神器和buff
399
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  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
405
  
eee37c88   zhouhaihai   楼层数据
406
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  function Adv:getCurFloorData()
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	return (csvdb["adv_chapter_floorCsv"][chapter] or {})[self.level]
  end
  
46fac6f1   zhouahaihai   酱料
412
  --关卡通关,非层 score < 0 失败
53e8037e   zhouhaihai   任务
413
  function Adv:over(success, isAllPass)
b0fe1817   zhouahaihai   冒险分数
414
  	local score = self:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
415
  	local scoreInfo = self.score
00115a7a   zhouahaihai   奖励发放
416
  	local reward
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
417
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
46fac6f1   zhouahaihai   酱料
418
  	if success then
09be9059   zhouhaihai   冒险接口
419
  		reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
53e8037e   zhouhaihai   任务
420
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  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
  		if isAllPass then
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
424
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
425
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  		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"),
  				batteV = self:getTeamBattleValue(team.heros),
  				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
442
  	end
f45d3a7b   zhouhaihai   adv_unlock
443
  	self:clearAdvUnlockCache()
46fac6f1   zhouahaihai   酱料
444
  	self:clear()
89338c47   zhouhaihai   技能目标
445
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
446
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
447
448
449
450
451
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
b0fe1817   zhouahaihai   冒险分数
452
  	self:backEnd(success, score, scoreInfo, reward)
46fac6f1   zhouahaihai   酱料
453
454
  end
  
ec87b4a5   zhouahaihai   冒险 完善
455
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
456
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
457
458
459
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
460
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  function Adv:randomMapId(chapterId, level)
  	local chapterData = csvdb["adv_chapterCsv"][chapterId]
  	if not chapterData then 
  		error("chapterId " .. chapterId .. " dont exist!")
  		return 
46fac6f1   zhouahaihai   酱料
465
  	end
8da953a7   zhouhaihai   无尽模式
466
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
467
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
468
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470
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472
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
473
  	end
8da953a7   zhouhaihai   无尽模式
474
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
475
476
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
477
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
478
479
480
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
481
  	end
02c4de8d   zhouahaihai   增加 固有技
482
  	
46fac6f1   zhouahaihai   酱料
483
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
484
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  	for _, mapId in ipairs(raw_pool) do
  		local temp = csvdb["mapCsv"][mapId]
  		if temp and not lastMapIds[mapId] then
  			if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
  				table.insert(pool, mapId)
46fac6f1   zhouahaihai   酱料
489
490
491
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
492
493
494
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
495
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
496
  	return pool[math.randomInt(1, #pool)]
46fac6f1   zhouahaihai   酱料
497
498
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
499
  
46fac6f1   zhouahaihai   酱料
500
501
  -- 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
502
  	params = params or {}
46fac6f1   zhouahaihai   酱料
503
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506
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510
511
  	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
512
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
513
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
514
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
515
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
516
  			count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
b0fe1817   zhouahaihai   冒险分数
517
  			self:scoreChange(AdvScoreType.Item, {itemId, count})
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
518
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
519
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
520
  		end
ccbafe67   zhouhaihai   冒险神器和buff
521
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
522
523
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
524
  
ccbafe67   zhouhaihai   冒险神器和buff
525
526
527
528
529
530
531
532
  		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
533
534
535
  			end
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
536
537
538
539
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
  	return tgift
916096ed   zhouhaihai   神器效果
540
541
542
  end
  
  
46fac6f1   zhouahaihai   酱料
543
544
545
546
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555
556
557
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559
560
561
562
  -- 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
563
564
565
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
566
567
568
569
570
  	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
571
572
573
  	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
574
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
575
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
576
577
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
578
  
ccbafe67   zhouhaihai   冒险神器和buff
579
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
580
581
582
583
584
585
586
587
  				-- 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
588
589
  			end
  			if params.relay then
4d943586   zhouhaihai   直通 advt gm
590
  				if self.level % globalCsv.adv_can_out_layer_pre ~= 0  or not self.owner:isFuncOpen(FuncOpenType.AdvRelay) then return end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
591
  			end
b176d7d3   zhouhaihai   冒险成就
592
593
  			
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
594
  			self:checkAdvUnlock(2, self.level)
51718558   zhouhaihai   中继层初始经验
595
  			local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
ccbafe67   zhouhaihai   冒险神器和buff
596
597
  			if params.relay or (not self:isEndless() and (self.level >= levellimit or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1))) then --关卡结束
  				self:over(true, not self:isEndless() and self.level >= levellimit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
598
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
599
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
eee37c88   zhouhaihai   楼层数据
600
601
602
603
  				local curFloorData = self:getCurFloorData()
  				if curFloorData then
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
604
605
606
  				self:initByChapter(self.chapterId, self.level + 1, true, true)
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
607
  
46fac6f1   zhouahaihai   酱料
608
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
609
  		
46fac6f1   zhouahaihai   酱料
610
611
612
613
614
615
  		return true
  	end
  end
  
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
616
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
617
618
619
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
620
  local function chooseCommon(self, room, block, chooseData, choose, tag)
46fac6f1   zhouahaihai   酱料
621
622
623
624
  	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
625
626
627
628
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
629
630
631
632
633
634
635
636
  		-- 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
637
638
639
  			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
640
641
642
643
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
644
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
645
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
646
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
647
648
649
650
651
652
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
653
  		--制定属性 
46fac6f1   zhouahaihai   酱料
654
  		[4] = function()
53e8037e   zhouhaihai   任务
655
  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
46fac6f1   zhouahaihai   酱料
656
657
658
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
659
660
661
  		-- 提交一个物品
  		[5] = function ()
  			if self:cost({[cond[2]] = cond[3]}, {}) then
85ded242   zhouhaihai   丰富返回事件
662
  				self:backCost({[cond[2]] = cond[3]})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
663
664
665
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
666
667
668
669
670
671
  		-- 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
672
673
674
675
676
677
678
679
680
681
682
  		[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
683
  
9cffb42b   zhouahaihai   抉择点 建筑
684
  	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
685
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
686
687
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
688
689
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
690
691
692
693
694
695
696
  				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
697
698
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
699
700
701
702
  				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
703
704
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
705
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
e10edb5f   zhouahaihai   冒险事件新
706
707
708
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
709
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
  			[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
760
761
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
e10edb5f   zhouahaihai   冒险事件新
762
763
  			end
  		}
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
764
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
e10edb5f   zhouahaihai   冒险事件新
765
766
  		doEffect[effect[1]]()
  	end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
767
768
769
770
771
772
  	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
773
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
774
  	if not status then return end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
775
776
777
  	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
778
  	self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, block.event.id, choose)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
779
780
781
782
783
784
785
786
787
  	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
788
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
789
790
791
792
793
794
795
  	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
796
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
797
798
799
800
801
802
803
  		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
804
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
805
806
807
808
  		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
809
810
  	else
  		self.lchoose.ing = block.event.id + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
811
812
  		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
813
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
814
  
02c4de8d   zhouahaihai   增加 固有技
815
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
816
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
817
  	end
b176d7d3   zhouhaihai   冒险成就
818
  
46fac6f1   zhouahaihai   酱料
819
820
821
822
823
824
  	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
825
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
826
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
916096ed   zhouhaihai   神器效果
827
  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
828
  	block:clear()
46fac6f1   zhouahaihai   酱料
829
830
831
832
833
834
835
  	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
836
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
837
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
838
839
  	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
840
  
127a5787   zhouhaihai   商人卖完走人
841
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
842
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
843
844
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
845
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
846
847
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
8c4a6f4c   zhouhaihai   冒险增加错误返回
848
  	if not self:cost({[goodsData.currency] = costCount}, {}) then return false, 6 end --不够
f8408529   zhouhaihai   冒险商店
849
850
851
852
853
854
855
856
857
  	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
858
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
859
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
860
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
861
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
862
  	self:backReward(reward)
127a5787   zhouhaihai   商人卖完走人
863
  
27cc6f23   zhouhaihai   商店bug
864
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
865
866
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
867
868
869
870
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
871
872
873
874
  	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
875
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
876
  	self:checkTask(Adv.TaskType.Build, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
877
  	self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
e852b350   zhouhaihai   冒险成就类型增加
878
  	self:checkAchievement(Adv.AchievType.BuildBySelect, 1, block.event.id, choose)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
879
  
02c4de8d   zhouahaihai   增加 固有技
880
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
881
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
882
  	end
46fac6f1   zhouahaihai   酱料
883
884
885
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
886
887
888
889
890
891
892
893
894
895
896
897
898
899
  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
900
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
901
902
903
904
  			end
  			self:backReward(self:award(reward, {}))
  		end,
  	}
a1e9e891   zhouhaihai   点击事件未生效
905
906
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
c0b7797f   zhouhaihai   陷阱、点击生效点
907
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
908
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
909
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
910
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
911
912
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
913
914
915
916
917
918
919
920
921
922
923
924
  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
925
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
926
  	end
85ded242   zhouhaihai   丰富返回事件
927
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
928
929
930
  	return true
  end
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
931
932
933
934
935
936
937
  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
938
939
940
941
942
  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
943
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
944
945
946
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
947
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
948
  	[AdvEventType.Layer] = clickLayer,
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
949
  	[AdvEventType.Task] = clickTask,
46fac6f1   zhouahaihai   酱料
950
951
952
953
954
  }
  
  --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
955
956
957
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
958
959
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
960
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
961
  	local clickEvent = false
46fac6f1   zhouahaihai   酱料
962
  	if not block.isOpen then
36c30c5c   zhouahaihai   冒险
963
964
  		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
965
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
966
967
  			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
968
  			if _block.isOpen and _block:isMonster() then 
4f0a5fae   zhouhaihai   营养剂
969
970
971
972
  				local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  				if not enemy:hadBuff(Buff.DONT_DEFEND) then
  					hadMonster = true 
  				end
36c30c5c   zhouahaihai   冒险
973
974
  			end
  		end
46fac6f1   zhouahaihai   酱料
975
  		if canOpen and not hadMonster then --开放
8781e103   zhouhaihai   冒险 bug
976
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
977
978
979
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
980
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
981
982
983
984
985
  		--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
986
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
987
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
988
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
989
990
991
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
992
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
993
  	if clickEvent and block.event then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
994
  		if block:getEventType() == AdvEventType.Out then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
995
996
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
997
998
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
999
1000
1001
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1002
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1003
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1004
1005
  end
  
46fac6f1   zhouahaihai   酱料
1006
  
4f0a5fae   zhouhaihai   营养剂
1007
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1009
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1039
  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
1040
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1041
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1047
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1053
1054
1055
1056
  	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
1057
1058
1059
1060
1061
1062
1063
1064
  		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
1065
1066
1067
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1068
1069
1070
1071
1072
1073
  			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
1074
1075
1076
1077
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1097
  		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
1098
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1099
1100
1101
1102
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1104
1105
1106
1107
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1110
1111
1112
1113
1114
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1128
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1166
  				self:backBlockChange(target.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  	-- 4:显示本层
  	doActiveEffect[4] = function(_)
  		self:getCurMap():showMap()
  		self:backMapShow()
  		return true
  	end
  	-- 5:放逐目标
  	doActiveEffect[5] = function(_)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
  				self.battle:removeEnemyById(target.id)
  				local block = self:getBlock(target.roomId, target.blockId)
  				block:clear()
  				self:backBlockChange(target.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  	-- 6=陷阱id:移除陷阱,不填写id则移除所有陷阱
  	doActiveEffect[6] = function(_, trapId)
  		if not next(targers) and activeData.usetype == 4 then
  			-- 全屏
  			for _, room in pairs(self:getCurMap().rooms) do
  				for _, block in pairs(room.blocks) do
  					if block:getEventType() ==  AdvEventType.Trap then
  						block:updateEvent(nil)
  						self:backBlockChange(block.room.roomId, block.blockId)
  					end
  				end
  			end
  		else
  			for _ , target in ipairs(targers) do
  				if target:getEventType() ==  AdvEventType.Trap then
  					target:updateEvent(nil)
  					self:backBlockChange(target.room.roomId, target.blockId)
  				end
  			end
  		end
  		return true
  	end
  	
  	-- 7=道具燃烧效果
  	doActiveEffect[7] = function(_)
  		for _ , target in ipairs(targers) do
  			if target:getEventType() ==  AdvEventType.Drop then
  				target:updateEvent(nil)
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
  	-- 8:翻开范围内的方格
  	doActiveEffect[8] = function(_)
  		for _ , target in ipairs(targers) do
  			if not target.isOpen then
  				target:open()
  				self:backBlockChange(target.room.roomId, target.blockId)
  			end
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1167
1168
1169
1170
1171
1172
  	-- 9: 给玩家增加buff
  	doActiveEffect[9] = function(_, buffId)
  		self.battle.player:addBuff(buffId, self.battle.player)
  		return true
  	end
  
4f0a5fae   zhouhaihai   营养剂
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
  	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
1185
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1186
1187
1188
1189
1190
1191
1192
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1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
  -- 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
1210
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1211
1212
  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
1213
1214
1215
1216
  	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
1217
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1218
1219
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1220
1221
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1222
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1223
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1224
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1225
1226
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
b0fe1817   zhouahaihai   冒险分数
1227
  			self:scoreChange(AdvScoreType.Kill, monsterData.type)
85ded242   zhouhaihai   丰富返回事件
1228
1229
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
db3c56ad   zhouhaihai   冒险相关
1230
1231
  			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
1232
  				block:updateEvent({
db3c56ad   zhouhaihai   冒险相关
1233
1234
  					etype = AdvEventType.Click,
  					id = clickId
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1235
  				})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1236
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
  			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
1251
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1252
1253
1254
1255
1256
  				else
  					block:updateEvent({
  						etype = AdvEventType.Drop,
  						item = item
  					})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1257
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
db3c56ad   zhouhaihai   冒险相关
1258
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1259
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1260
1261
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1262
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
  			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
1277
  		end
46fac6f1   zhouahaihai   酱料
1278
1279
1280
1281
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
  
  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
1295
  
46fac6f1   zhouahaihai   酱料
1296
1297
1298
1299
  -- 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
1300
1301
1302
1303
1304
1305
  
  -- if is player enemyId is nil 
  function Adv:backDefChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
  end
  
46fac6f1   zhouahaihai   酱料
1306
1307
1308
1309
1310
1311
  -- 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
1312
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1313
1314
  end
  
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
1315
1316
1317
1318
1319
  -- if is player enemyId is nil 
  function Adv:backPassive(enemyId, passiveId)
  	self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
  end
  
46fac6f1   zhouahaihai   酱料
1320
1321
1322
1323
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
1324
1325
  function Adv:backEnd(success, score, scoreInfo, reward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
46fac6f1   zhouahaihai   酱料
1326
1327
1328
1329
1330
1331
  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
85ded242   zhouhaihai   丰富返回事件
1332
1333
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
1334
1335
  end
  
386ca58e   zhouhaihai   优化log
1336
1337
1338
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1339
  
85ded242   zhouhaihai   丰富返回事件
1340
1341
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1342
1343
  end
  
4f0a5fae   zhouhaihai   营养剂
1344
1345
1346
1347
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1348
1349
1350
1351
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
1352
1353
1354
1355
1356
1357
1358
1359
1360
  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
1361
1362
1363
1364
1365
1366
1367
  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
1368
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1369
  		score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
b0fe1817   zhouahaihai   冒险分数
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
  	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
1385
  	self.score[scoreType] = self.score[scoreType] or 0
9f956e88   zhouhaihai   资助对积分的影响
1386
  	self.score[scoreType] = self.score[scoreType] + self.owner:fixAdvScoreChange(score)
b0fe1817   zhouahaihai   冒险分数
1387
1388
1389
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1390
1391
1392
1393
1394
1395
1396
1397
  	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
1398
1399
  end
  
46fac6f1   zhouahaihai   酱料
1400
1401
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
1402
1403
1404
1405
1406
1407
  	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
1408
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
1409
1410
1411
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1412
1413
  end
  
46fac6f1   zhouahaihai   酱料
1414
  return Adv