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src/adv/AdvBlock.lua 8.3 KB
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  --块类型
  local AdvCommon = require "adv.AdvCommon"
  local Passive = require "adv.AdvPassive"
  
  local Block = class("AdvBlock")
  function Block:ctor(room, blockId, event, isOpen, trapId)
  	self.room = room
  	self.blockId = blockId
  	self.col, self.row = AdvCommon.getCrById(self.blockId)
  
  	self.isOpen = isOpen and true or false
  	self.trapId = trapId
  
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  	self:updateEvent(event, true)
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  end
  function Block:isBoss()
  	return self:getEventType() == AdvEventType.BOSS
  end
  
  function Block:isMonster()
  	return (self:getEventType() == AdvEventType.BOSS or self:getEventType() == AdvEventType.Monster)
  end
  
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  function Block:isBuild()
  	return self:getEventType() == AdvEventType.Build
  end
  
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  function Block:isChoose()
  	return self:getEventType() == AdvEventType.Choose
  end
  
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  function Block:getEventType()
  	return self.event and self.event.etype
  end
  
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  function Block:getStageType()
  	return self.room:getStageType(self.blockId)
  end
  
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  function Block:updateEvent(event, isInit)
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  	if not isInit then
  		-- 有些事件删除 需要处理
  		if self:isBuild() then 
  			self.room.map.adv.battle:removeBuildByPos(self.room.roomId, self.blockId)
  		elseif self:isMonster() then
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  			if self.event.mId then
  				self.room.map.adv.battle:removeEnemyById(self.event.mId)
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  			end
  		end
  	end
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  	self.event = event
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  	if not isInit and self.event then
  		-- 判断下类型是不是错的
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  		if not self:getEventData() and (self:getEventType() ~= AdvEventType.Drop or not self.event.item) then
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  			self:clear()
  			assert(false, "updateEvent error, : event " .. (event.etype or "nil"))
  			return
  		end
  		self:randomEvent()
  	end
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  	self:quickDrop()
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  end
  
  function Block:clear()
  	if self:getEventType() == AdvEventType.Trap then 
  		self.trapId = self.event.id
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  	elseif self:getEventType() == AdvEventType.Build then
  		local build = self.room.map.adv.battle:getBuild(self.room.roomId, self.blockId, self.room.map.mapIdx)
  		if build then
  			build.isDead = true
  		end
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  	end
  	self.event = nil
  end
  
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  function Block:randomEvent()
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  	local room = self.room
  	local map = room.map
  	local adv = map.adv
  	--如果翻开有数据处理在这里处理
  	local randomFunc = {}
  	--怪
  	randomFunc[AdvEventType.Monster] = function()
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  		local enemy = adv.battle:getEnemy(room.roomId, self.blockId, map.mapIdx)
  		if enemy then
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  			enemy:unlock()
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  		else
  			enemy = adv.battle:addEnemy(room, self, map.mapIdx)
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  		end
  		enemy:triggerPassive(Passive.BORN_ONCE)
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  		adv.battle.player:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
  		for _, monster in pairs(adv.battle.player:getTeam(2)) do
  			adv.battle.player:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
  		end
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  	end
  	randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
  	--掉落
  	randomFunc[AdvEventType.Drop] = function()
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  		if not self.event.item then
  			self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
  		end
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  	end
  	--交易
  	randomFunc[AdvEventType.Trader] = function()
  		local data = csvdb["event_traderCsv"][self.event.id]
  		self.event.shop = {}
  		self.event.status = "" --购买次数状态  1 就是购买过了  -- 购买id就是shop索引
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  		local needDiscount = data.discount -- 需要的折扣数量
  		local curHad = {}
  		local advShop = adv.owner:getProperty("advShop")
  		local function randomGoods(range, gcount)
  			local pool = range:toTableArray(true) -- {{id, weight}, ... }
  			local function randomOneGood()
  				for i = #pool, 1, -1 do
  					local curId = pool[i][1]
  					local curData = csvdb["event_trader_goodsCsv"][curId]
  					if not curData then
  						table.remove(pool, i)
  					else
  						if curData.restrict == 1 then -- 冒险内限制
  							if curData.restrictnum <= ((adv.shopStatus[curId] or 0) + (curHad[curId] or 0)) then
  								table.remove(pool, i)
  							end
  						elseif curData.restrict == 2 then -- 角色限制
  							if curData.restrictnum <= ((advShop[curId] or 0) + (curHad[curId] or 0)) then
  								table.remove(pool, i)
  							end
  						end
  					end
  				end
  				if #pool <= 0 then
  					return false
  				end
  				local idx = math.randWeight(pool, 2)
  				local getId = pool[idx][1]
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  				local getData = csvdb["event_trader_goodsCsv"][getId]
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  				if getData.restrict ~= 0 then 
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  					curHad[getId] = (curHad[getId] or 0) + 1
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  				end
  				if getData.discount ~= "" and needDiscount > 0 then
  					needDiscount = needDiscount - 1
  					table.insert(self.event.shop, {getId, getData.discount:randWeight()})
  				else
  					table.insert(self.event.shop, {getId})
  				end
  				return true
  			end
  
  			for i = 1, gcount do
  				if not randomOneGood() then
  					break
  				end
  			end
  		end
  
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  		for i = 1, 10 do
  			local numS, rangeS = "num" .. i, "range" .. i
  			if data[numS] and data[rangeS] then
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  				randomGoods(data[rangeS], data[numS])
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  			else
  				break
  			end
  		end
  	end
  	--建筑
  	randomFunc[AdvEventType.Build] = function()
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  		local build = adv.battle:getBuild(room.roomId, self.blockId, map.mapIdx)
  		if build then
  			build:unlock()
  		else
  			build = adv.battle:addEnemy(room, self, map.mapIdx)
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  		end
  		build:triggerPassive(Passive.BORN_ONCE)
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  	end
  
  	randomFunc[AdvEventType.Trap] = function()
  		local data = csvdb["event_trapCsv"][self.event.id]
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  		-- 因为一些神器效果 提前触发被动
  		adv.battle.player:triggerPassive(Passive.CLICK_TRAP)
  
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  		local buffs = data.effect:toArray(true, "=")
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  		local backTrap = true
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  		if data.target == 0 then  -- 给玩家增加buff
  			for _, buffId in ipairs(buffs) do
  				adv.battle.player:addBuff(buffId)
  			end
  		elseif data.target == 1 then-- 给玩家 和 所有敌人同样增加buff
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  			local enemys = adv.battle.player:getTeam(2)
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  			for _, buffId in ipairs(buffs) do
  				adv.battle.player:addBuff(buffId)
  			end
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  			for k , enemy in ipairs(enemys) do
  				for _, buffId in ipairs(buffs) do
  					enemy:addBuff(buffId)
  				end
  			end
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  		elseif data.target == 2 then -- 翻开房间
  			self.room.map.adv:getCurMap():openBlocksByRoom(self.room.roomId)
  			backTrap = false
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  		elseif data.target == 3 then -- 翻开周围8格,并给怪物附带buff(不伤害玩家)
  			self.room.map.adv:getCurMap():openBlocksBySize(self.room.roomId, self.blockId, 2)
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  			local enemys = self.room.map.adv:getCurMap():getEnemysBySize(self.room.roomId, self.blockId, 2)
  			for _, e in ipairs(enemys) do
  				for _, buffId in ipairs(buffs) do
  					e:addBuff(buffId)
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  				end
  			end
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  		end
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  		if data.specialEff ~= "" then
  			local effect = data.specialEff:toArray(true, "=")
  			if effect[1] == 1 then
  				self.room.map.adv:mapItemChange(effect[2])
  			end
  		end
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  		adv:checkAchievement(adv.AchievType.Trap, 1, self.event.id)
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  		if backTrap then
  			adv:backTrap()
  		end
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  		self:clear()
  	end
  
  
  	if self.event then -- 随机出具体的事件
  		if randomFunc[self:getEventType()] then
  			randomFunc[self:getEventType()]()
  		end
  	end
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  end
  
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  -- 获取event 数据
  function Block:getEventData()
  	local typToCsv = {
  		[AdvEventType.Monster] = "event_monsterCsv",
  		[AdvEventType.BOSS] = "event_monsterCsv",
  		[AdvEventType.Choose] = "event_chooseCsv",
  		[AdvEventType.Drop] = "event_dropCsv",
  		[AdvEventType.Build] = "event_buildingCsv",
  		[AdvEventType.Trader] = "event_traderCsv",
  		[AdvEventType.Trap] = "event_trapCsv",
  		[AdvEventType.Click] = "event_clickCsv",
  		[AdvEventType.Layer] = "event_layerCsv",
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  		[AdvEventType.LinkChoose] = "event_linkchooseCsv",
  	}
  
  	local etype = self:getEventType()
  	if not etype then return end
  	if not self.event.id then return end
  	if not typToCsv[etype] then return end
  
  	return csvdb[typToCsv[etype]][self.event.id]
  end
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  --事件有需要额外处理的部分
  function Block:open()
  	if self.isOpen then return end
  	local room = self.room
  	local map = room.map
  	local adv = map.adv
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  	self.isOpen = true
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  	self:randomEvent()
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  	self:quickDrop()
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  	return true
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  end
  
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  function Block:quickDrop()
  	if self:getEventType() == AdvEventType.Drop and self.event.item then
  		local itemId, count = table.unpack(self.event.item)
  		if globalCsv.adv_auto_collect[itemId] then
  			self.room.map.adv:award({[itemId] = count}, {log = {desc = "clickDrop"}}, {roomId = self.room.roomId, blockId = self.blockId, tag = 1})
  			self:clear()
  		end
  	end
  end
  
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  function Block:getObstacle()
  	local data = self:getEventData()
  	if not data then return 0 end
  	return data.obstacle or 0
  end
  
  -- 是否看守周围地板
  function Block:isGuard()
  	return self.isOpen and self:getObstacle() == 2
  end
  
  -- 是否是路障
  function Block:isHinder()
  	return self.isOpen and self:getObstacle() == 1
  end
  
  -- 玩家是否经过   -- 已经翻开 并且 不是路障
  function Block:isWalk()
  	return self.isOpen and not self:isHinder()
  end
  
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  return Block