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优化冒险结构 增加夹层功能
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local Room = require "adv.AdvRoom"
local Passive = require "adv.AdvPassive"
local AdvCommon = require "adv.AdvCommon"
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local Buff = require "adv.AdvBuff"
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-- 一层地图
local Map = class("AdvMap")
-- 内部方法声明
local createMap, getEventLib
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function Map:ctor(adv, mapIdx, mapInfo, isEnter, isNewRelay)
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self.adv = adv
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local isNew = type(mapInfo) == "number"
if isNew then -- mapInfo 传入 id
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mapInfo = createMap(self, mapInfo, isEnter, isNewRelay) -- 生成地图
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end
if not mapInfo then return end
self.mapIdx = mapIdx
self.mapId = mapInfo.mapId
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self.isShow = mapInfo.isShow -- 是否全部展示 -- 客户端用
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self.rooms = {}
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self:loadRooms(mapInfo.rooms, isNew, isNewRelay)
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end
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function Map:loadRooms(rooms, isNew, isNewRelay)
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local mapInfoCsv = csvdb["mapCsv"][self.mapId]
local mapData = csvdb["map_" .. mapInfoCsv["path"] .. "Csv"]
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for roomId, roomName in pairs(mapData["rooms"]) do
if roomName == "path" then
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self.rooms[roomId] = Room.new(self, roomId, mapData["path"], rooms[roomId], true, isNewRelay, mapInfoCsv.type)
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else
roomName = roomName:gsub("/", "_")
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self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], rooms[roomId], false, isNewRelay, mapInfoCsv.type)
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end
end
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if mapInfoCsv.type == 2 and isNew then
self:showMap()
end
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end
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function Map:initBattleAfter()
for roomId, room in pairs(self.rooms) do
room:initBattleAfter()
end
end
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function Map:getMapInfoCsv()
return csvdb["mapCsv"][self.mapId]
end
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function Map:getDB()
local map = {}
map.mapId = self.mapId
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map.isShow = self.isShow
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map.rooms = {}
for roomId, room in pairs(self.rooms) do
map.rooms[roomId] = room:getDB()
end
return map
end
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function Map:showMap()
self.isShow = true
end
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function Map:isAllOpen()
for roomId, room in pairs(self.rooms) do
for blockId, block in pairs(room.blocks) do
if not block.isOpen then
return false
end
end
end
return true
end
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--结束本层的时候调用
function Map:checkOver()
local mapCsv = csvdb["mapCsv"][self.mapId]
if mapCsv.clearType == 1 then -- 消耗
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if self.adv:cost(mapCsv.clear:toNumMap(), {log = {desc = "overCost", int1 = self.mapId}}) then return true end
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elseif mapCsv.clearType == 2 then -- 杀光
if #self.adv.battle.player:getTeam(2) == 0 then return true end
elseif mapCsv.clearType == 3 then -- 持有
if self.adv:cost(mapCsv.clear:toNumMap(), {}, true) then return true end
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elseif mapCsv.clearType == 4 then
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return self:isAllOpen()
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else
return true
end
end
--随机一个空的位置生成怪, 如果没有就没有
function Map:addNewMonsterRand(monsterId, where)
local room, block
if where then
room, block = where[1], where[2]
else
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and not block_.event then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return end
local idx = math.randomInt(1, #pool)
room, block = pool[idx][1], pool[idx][2]
end
if not monsterId then
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local eventLib = getEventLib(self, AdvEventType.Monster)
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if not next(eventLib[AdvEventType.Monster][0]) then return false end
monsterId = math.randWeight(eventLib[AdvEventType.Monster][0], "showup")
end
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local event = {
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etype = AdvEventType.Monster,
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id = monsterId,
}
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block:updateEvent(event)
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return room, block
end
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-- 在指定地块类型上 放置指定类型事件id
function Map:layEventToStage(eventType, eventId, count, stage)
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and not block_.event and block_:getStageType() == stage then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return {} end
local change = {}
count = math.min(#pool, count)
for i = 1, count do
local idx = math.randomInt(1, #pool)
local room, block = pool[idx][1], pool[idx][2]
table.remove(pool, idx)
local event = {
etype = eventType,
id = eventId,
}
block:updateEvent(event)
table.insert(change, {room, block})
end
return change
end
-- 地图中指定事件 切换为另一个事件
function Map:eventChangeToOther(eventTypeF, eventIdF, eventTypeT, eventIdT, count)
count = count or 1
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and block_:getEventType() == eventTypeF and block_.event.id == eventIdF then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return {} end
local change = {}
count = math.min(#pool, count)
for i = 1, count do
local idx = math.randomInt(1, #pool)
local room, block = pool[idx][1], pool[idx][2]
table.remove(pool, idx)
local event = {
etype = eventTypeT,
id = eventIdT,
}
block:updateEvent(event)
table.insert(change, {room, block})
end
return change
end
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function Map:clearEventById(eventType, eventId, count, exclude)
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count = count or 0
eventId = eventId or 0
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exclude = exclude or {}
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local pool = {}
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for roomId, room_ in pairs(self.rooms) do
exclude[roomId] = exclude[roomId] or {}
for blockId, block_ in pairs(room_.blocks) do
if not exclude[roomId][blockId] and block_.isOpen and block_:getEventType() == eventType and (eventId == 0 or block_.event.id == eventId) then
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table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return {} end
local change = {}
if count == 0 then
count = #pool
else
count = math.min(#pool, count)
end
for i = 1, count do
local idx = math.randomInt(1, #pool)
local room, block = pool[idx][1], pool[idx][2]
table.remove(pool, idx)
block:updateEvent(nil)
table.insert(change, {room, block})
end
return change
end
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-- 随机翻开 num 个 以开放的房间的 地块
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function Map:openBlockRand(num, isPlayer, ignoreBack)
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local pool = {}
for _, room in pairs(self.rooms) do
if room.isShow and not room.isPath then
for _, block in pairs(room.blocks) do
if not block.isOpen then
table.insert(pool, {room.roomId, block.blockId})
end
end
end
end
if #pool <= num then
for _, temp in ipairs(pool) do
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self:openBlock(temp[1], temp[2], isPlayer, ignoreBack)
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end
else
for i = 1, num do
local idx = math.randomInt(1, #pool)
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self:openBlock(pool[idx][1], pool[idx][2], isPlayer, ignoreBack)
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table.remove(pool, idx)
end
end
end
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路障系统提交
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-- 打开一个地块 操作翻开地块的入口方法 !!!
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冒险 bug
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function Map:openBlock(roomId, blockId, isPlayer, ignoreBack)
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local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
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local status = room:openBlock(block)
if status then
if isPlayer then
self.adv.battle.player:triggerPassive(Passive.OPEN_BLOCK)
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self.adv.owner:checkTaskEnter("AdvOpenBlock")
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检查点修改
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-- 潜行检查
local sneakBuff = self.adv.battle.player:hadBuff(Buff.SNEAK)
if sneakBuff then
local enemys = self:getEnemysBySize(roomId, blockId, 2)
if #enemys > 0 then
sneakBuff:uncover()
end
end
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end
if not ignoreBack then
self.adv:backBlockChange(roomId, blockId)
end
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end
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end
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function Map:openBlocksBySize(roomId, blockId, size, isPlayer, ignoreBack)
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local blocks = self:getBlocksBySize(roomId, blockId, size)
for _, block in pairs(blocks) do
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self:openBlock(block.room.roomId, block.blockId, isPlayer, ignoreBack)
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end
end
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function Map:openBlocksByRoom(roomId, isPlayer, ignoreBack)
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local room = self.rooms[roomId]
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if not room then return end
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for blockId, block in pairs(room.blocks) do
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self:openBlock(roomId, blockId, isPlayer, ignoreBack)
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end
end
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function Map:openAllBlocks(isPlayer, ignoreBack)
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for roomId, room in pairs(self.rooms) do
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self:openBlocksByRoom(room.roomId, isPlayer, ignoreBack)
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end
end
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--获取,某个位置上的 room 和 block
function Map:getRBByPos(c, r)
for roomId, room in pairs(self.rooms) do
local block = room:getBByGPos(c, r)
if block then
return room, block
end
end
end
function Map:getAroundBlocks(room, block)
local blocks = {}
local range = {1, -1}
local col, row = room:tranLtoG(block.col, block.row)
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col + add, row)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col, row + add)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
return blocks
end
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function Map:getBlocksBySize(roomId, blockId, size)
local blocks = {}
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
local col, row = room:tranLtoG(block.col, block.row)
size = math.floor(size / 2)
for c = col - size, col + size do
for r = row - size, row + size do
local rroom, rblock = self:getRBByPos(c, r)
if rroom then
table.insert(blocks, rblock)
end
end
end
return blocks
end
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多重掉落
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-- 找周围的空格子 最多 49 个
function Map:getEmptyBlocks(roomId, blockId, count)
local blocks = {}
if count == 0 then return blocks end
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
local col, row = room:tranLtoG(block.col, block.row)
-- 找周围49个格子
for range = 0, 3 do
if range == 0 then
if block.isOpen and not block:getEventType() then
blocks[#blocks + 1] = block
if #blocks >= count then
return blocks
end
end
else
for _, c in ipairs({col - range , col + range}) do
for r = row - range, row + range do
local rroom, rblock = self:getRBByPos(c, r)
if rroom and rblock.isOpen and not rblock:getEventType() then
blocks[#blocks + 1] = rblock
if #blocks >= count then
return blocks
end
end
end
end
for _, r in ipairs({row - range , row + range}) do
for c = col - range + 1, col + range - 1 do
local rroom, rblock = self:getRBByPos(c, r)
if rroom and rblock.isOpen and not rblock:getEventType() then
blocks[#blocks + 1] = rblock
if #blocks >= count then
return blocks
end
end
end
end
end
end
return blocks
end
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function Map:getEnemysBySize(roomId, blockId, size)
local blocks = self:getBlocksBySize(roomId, blockId, size)
local enemys = {}
for _, block in ipairs(blocks) do
if block:isMonster() then
local e = self.adv.battle:getEnemy(block.room.roomId, block.blockId)
if e then
table.insert(enemys, e)
end
end
end
return enemys
end
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
415
416
|
-----------------------------随机地图-----------------------------
|
0e3ab88d
zhouhaihai
中继层
|
417
418
|
-- isEnter isNewRelay 区分中继层的类型 --是否是开始进入 是否是第一次进入
createMap = function(self, mapId, isEnter, isNewRelay)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
419
420
421
422
423
424
425
426
427
|
local mapInfo = {}
mapInfo.rooms = {}
mapInfo.mapId = mapId
local mapCsvData =csvdb["mapCsv"][mapId]
local mapData = csvdb["map_" .. mapCsvData["path"] .. "Csv"]
if not mapData then
error("mapId " .. mapId .. " dont exist!")
return
end
|
8c7272a5
zhouhaihai
冒险 地图刷新需求
|
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
|
local etypeToStr = {
[AdvEventType.Choose] = "choose",
[AdvEventType.Drop] = "drop",
[AdvEventType.Monster] = "monster",
[AdvEventType.Trader] = "trader",
[AdvEventType.Build] = "building",
[AdvEventType.Trap] = "trap",
[AdvEventType.Click] = "click",
}
local highLevelEvent = {}
for _etype, _str in pairs(etypeToStr) do
if mapCsvData[_str] ~= "" then
highLevelEvent[_etype] = {}
end
for _id, _count in pairs(mapCsvData[_str]:toNumMap()) do
local _curData = csvdb["event_" .. _str .. "Csv"][_id]
if _curData then
highLevelEvent[_etype][_curData.BlockEventType] = highLevelEvent[_etype][_curData.BlockEventType] or {}
|
51f42130
zhouhaihai
地图限制bug
|
448
|
highLevelEvent[_etype][_curData.BlockEventType][_id] = {showup = _curData.showup, limit = _count, dlimit = _curData.limit}
|
8c7272a5
zhouhaihai
冒险 地图刷新需求
|
449
450
451
452
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
453
|
--事件随机
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
454
|
local eventLib = getEventLib(self) -- 同时记录出现次数
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
455
456
|
local monsterEvents = {} --处理钥匙掉落
local haveBoss = false
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
457
|
local haveLChoose = false
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
458
|
|
17d8d855
zhouhaihai
冒险 时间 limit 改为全局
|
459
|
local eventLimit = self.adv.owner:getProperty("advLimit")
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
460
461
462
463
464
465
466
467
468
469
470
471
472
|
local function randomEvent(roomId, blockId, eventType)
if mapInfo.rooms[roomId]["event"][blockId] then return end --已经有事件了 不覆盖
local etype, especial = eventType, 0
if eventType > 100 then -- 特殊事件(固定)
etype = math.floor(eventType / 100)
especial = eventType % 100
end
local event = {etype = etype}
local randomFunc = {}
local function randomCommon()
|
8c7272a5
zhouhaihai
冒险 地图刷新需求
|
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
|
-- 刷新地图专属的
local function randomByLevelLib(lib)
-- 刷新通用的
if not lib[etype] or not next(lib[etype]) or not lib[etype][especial] then return false end
-- 清一下全关卡次数用完的
for _eid, _edata in pairs(lib[etype][especial]) do
if _edata.dlimit ~= 0 and ((eventLimit[etype] or {})[_eid] or 0) >= _edata.dlimit then
lib[etype][especial][_eid] = nil
end
end
if not next(lib[etype][especial]) then return false end
event.id = math.randWeight(lib[etype][especial], "showup")
if not event.id then return false end
-- 不是 0 才会记录
if lib[etype][especial][event.id].dlimit ~= 0 then
eventLimit[etype] = eventLimit[etype] or {}
eventLimit[etype][event.id] = (eventLimit[etype][event.id] or 0) + 1
end
-- 消除单层次数用完的
if lib[etype][especial][event.id].limit > 1 then
lib[etype][especial][event.id].limit = lib[etype][especial][event.id].limit - 1
elseif lib[etype][especial][event.id].limit == 1 then
lib[etype][especial][event.id] = nil
end
return true
|
17d8d855
zhouhaihai
冒险 时间 limit 改为全局
|
502
503
|
end
|
8c7272a5
zhouhaihai
冒险 地图刷新需求
|
504
505
506
|
local status = randomByLevelLib(highLevelEvent)
if not status then
status = randomByLevelLib(eventLib)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
507
|
end
|
8c7272a5
zhouhaihai
冒险 地图刷新需求
|
508
|
return status
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
509
510
511
512
513
|
end
--入口
randomFunc[AdvEventType.In] = function()end
--出口
|
e51ff6d2
zhouhaihai
冒险~
|
514
515
516
517
518
519
|
randomFunc[AdvEventType.Out] = function()end
-- --中继点出口
-- randomFunc[AdvEventType.Exit] = function()
-- -- if not self.adv.isRelay or self.adv.owner:checkOverGuide(GuideStep.AdvRelay) then return false end
-- return false
-- end
|
0e3ab88d
zhouhaihai
中继层
|
520
521
522
523
524
|
--开放出口
randomFunc[AdvEventType.InOut] = function() end
--开放出口
randomFunc[AdvEventType.Diner] = function()
|
c85f5bd6
zhouhaihai
新中继的屏蔽删掉
|
525
526
|
-- if not self.adv.isRelay or isEnter or isNewRelay then return false end
if not self.adv.isRelay or isEnter then return false end
|
0e3ab88d
zhouhaihai
中继层
|
527
528
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
529
530
531
532
533
534
535
|
--boss
randomFunc[AdvEventType.BOSS] = function()
if haveBoss then return false end
if randomCommon() == false then
return false
end
haveBoss = true
|
e994ca55
zhouhaihai
任务 自动领取
|
536
|
self.haveBoss = true -- 刷新任务用的临时变量
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
537
|
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
538
539
540
541
542
543
544
545
546
547
548
549
|
randomFunc[AdvEventType.LinkChoose] = function()
if haveLChoose then return false end
if self.adv.lchoose.ing then -- 有正在进行的
event.id = self.adv.lchoose.ing
self.adv.lchoose.ing = nil
else
if randomCommon() == false then
return false
end
end
haveLChoose = true
end
|
09be9059
zhouhaihai
冒险接口
|
550
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
551
552
553
554
555
556
557
558
559
560
561
562
563
|
--怪物
randomFunc[AdvEventType.Monster] = function()
if randomCommon() == false then
return false
end
table.insert(monsterEvents, event)
end
--选择点
randomFunc[AdvEventType.Choose] = randomCommon
--掉落点
randomFunc[AdvEventType.Drop] = randomCommon
--交易所
|
0e3ab88d
zhouhaihai
中继层
|
564
|
randomFunc[AdvEventType.Trader] = function()
|
c85f5bd6
zhouhaihai
新中继的屏蔽删掉
|
565
|
-- if self.adv.isRelay and isNewRelay then return false end
|
0e3ab88d
zhouhaihai
中继层
|
566
567
|
return randomCommon()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
568
|
--建筑
|
0e3ab88d
zhouhaihai
中继层
|
569
570
571
572
|
randomFunc[AdvEventType.Build] = function()
if self.adv.isRelay and isEnter then return false end
return randomCommon()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
573
574
575
576
577
578
|
--陷阱
randomFunc[AdvEventType.Trap] = randomCommon
--点击生效
randomFunc[AdvEventType.Click] = randomCommon
--跨层点
randomFunc[AdvEventType.Layer] = randomCommon
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
579
580
581
582
583
584
585
586
587
588
589
|
if randomFunc[etype] then
if randomFunc[etype]() ~= false then
if mapCsvData.clearType == 1 and etype == AdvEventType.BOSS then
event.item = mapCsvData.clear:toArray(true, "=")
end
mapInfo.rooms[roomId]["event"][blockId] = event
end
end
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
590
591
592
593
594
|
local function giveEvent(roomId, blockId, eventType, eventId)
local event = {etype = eventType, id = eventId}
mapInfo.rooms[roomId]["event"][blockId] = event
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
|
local stagePool = {["global"] = {}}
for roomId, roomName in pairs(mapData["rooms"]) do
stagePool[roomId] = {}
mapInfo.rooms[roomId] = {event = {}, open = {}, trap = {}} -- 事件, open open == 1 房间内地块全部开放
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for blockId, stageType in pairs(roomData["blocks"]) do
if AdvSpecialStage[stageType] then
local eventType = AdvEventType[AdvSpecialStage[stageType]] -- 地块固定类型
randomEvent(roomId, blockId, eventType)
else
stagePool["global"][stageType] = stagePool["global"][stageType] or {}
stagePool[roomId][stageType] = stagePool[roomId][stageType] or {}
table.insert(stagePool["global"][stageType], {room = roomId, block = blockId})
stagePool[roomId][stageType][blockId] = 1
end
end
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
619
620
621
622
623
|
-- 随机功能需要强制随机的东西
if self.adv.isRelay and isNewRelay then
local relayData = self.adv:isHaveRelay()
if relayData then
|
7b64b6cd
zhouhaihai
中继层优化
|
624
625
|
-- choose
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
626
627
|
local choose = relayData.choose:toArray(true, "=")
local lastCount = stagePool["global"][AdvCodeRandomStage] and #stagePool["global"][AdvCodeRandomStage] or 0
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
628
|
for _, chooseId in pairs(choose) do
|
f60fc764
zhouhaihai
bug
|
629
|
if lastCount <= 0 then break end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
630
631
632
633
634
635
636
|
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][AdvCodeRandomStage][idx]
giveEvent(cur["room"], cur["block"], AdvEventType.Choose, chooseId)
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
lastCount = lastCount - 1
|
6fe355d6
zhouhaihai
map bug
|
637
|
stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
638
|
end
|
7b64b6cd
zhouhaihai
中继层优化
|
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
|
-- 掉落
local drop = relayData.drop:toNumMap()
for dropId, dropCount in pairs(drop) do
for i = 1, dropCount do
if lastCount <= 0 then break end
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][AdvCodeRandomStage][idx]
giveEvent(cur["room"], cur["block"], AdvEventType.Drop, dropId)
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
end
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
655
656
657
|
end
end
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
|
-- 低保事件
local exEvent = {}
-- 首层额外刷新
if isEnter then
local first = self.adv:supportFirstLayerAddEvent()
if first then
exEvent = first
end
end
-- 每层额外刷新
if not self.adv.isRelay then
local every = self.adv:supportEveryLayerAddEvent()
if every then
for etype, events in pairs(every) do
exEvent[etype] = exEvent[etype] or {}
for id, num in pairs(events) do
exEvent[etype][id] = (exEvent[etype][id] or 0) + num
end
end
end
end
local lastCount = stagePool["global"][AdvCodeRandomStage] and #stagePool["global"][AdvCodeRandomStage] or 0
for etype, events in pairs(exEvent) do
if lastCount <= 0 then break end
for id, num in pairs(events) do
if lastCount <= 0 then break end
for i = 1, num do
if lastCount <= 0 then break end
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][AdvCodeRandomStage][idx]
giveEvent(cur["room"], cur["block"], etype, id)
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
700
701
702
703
704
705
706
707
708
709
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
|
-- 全地图事件 优先级高
for stageType, events in pairs(mapData["events"]) do
for _, event in ipairs(events) do
local lastCount = stagePool["global"][stageType] and #stagePool["global"][stageType] or 0
if lastCount <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(lastCount, event["minc"]), math.min(lastCount, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][stageType][idx]
randomEvent(cur["room"], cur["block"], event["event"])
table.remove(stagePool["global"][stageType], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][stageType][cur["block"]] = nil
end
end
end
end
-- 随机单个房间的事件
for roomId, roomName in pairs(mapData["rooms"]) do
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for stageType, events in pairs(roomData["events"]) do
local bpool = {}
if stagePool[roomId][stageType] then
for block, _ in pairs(stagePool[roomId][stageType]) do
table.insert(bpool, block)
end
end
for _, event in ipairs(events) do
if #bpool <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(#bpool, event["minc"]), math.min(#bpool, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, #bpool)
randomEvent(roomId, bpool[idx], event["event"])
table.remove(bpool, idx)
end
end
end
end
end
if mapCsvData.clearType == 1 and not haveBoss then
if not next(monsterEvents) then
error("这个地图没有钥匙!!! mapId : " .. mapId)
else
local event = monsterEvents[math.randomInt(1, #monsterEvents)]
event.item = mapCsvData.clear:toArray(true, "=") --掉落钥匙
end
end
|
17d8d855
zhouhaihai
冒险 时间 limit 改为全局
|
756
|
self.adv.owner:setProperty("advLimit", eventLimit)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
757
758
759
760
|
return mapInfo
end
--关卡事件库
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
761
762
|
getEventLib = function(self, needEventType) -- needEventType 需要的事件
local chapterId, level = self.adv.chapterId, self.adv.level
|
8da953a7
zhouhaihai
无尽模式
|
763
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
764
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
765
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
766
767
768
769
770
771
772
773
774
|
local libsToType = {
["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS, AdvEventType.Monster},
["event_chooseCsv"] = AdvEventType.Choose,
["event_dropCsv"] = AdvEventType.Drop,
["event_buildingCsv"] = AdvEventType.Build,
["event_traderCsv"] = AdvEventType.Trader,
["event_trapCsv"] = AdvEventType.Trap,
["event_clickCsv"] = AdvEventType.Click,
["event_layerCsv"] = AdvEventType.Layer,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
775
|
["event_linkchooseCsv"] = AdvEventType.LinkChoose,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
776
777
|
}
local eventLib = {}
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
778
779
780
|
local advEventOpenStatus = self.adv.owner:advEventOpenStatus()
|
17d8d855
zhouhaihai
冒险 时间 limit 改为全局
|
781
782
|
local eventLimit = self.adv.owner:getProperty("advLimit")
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
783
784
785
786
787
788
789
790
791
792
793
794
|
for lib, eventType in pairs(libsToType) do
-- init eventLib
if type(eventType) == "table" then
for _, temp in ipairs(eventType) do
eventLib[temp] = {}
end
else
eventLib[eventType] = {}
end
-- needEventType 只获取这个事件类型
if not needEventType or eventLib[needEventType] then
for id, data in pairs(csvdb[lib]) do
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
795
796
|
local etype = type(eventType) == "table" and eventType[data.type] or eventType
|
4d943586
zhouhaihai
直通 advt gm
|
797
|
if data.levelchapter == chapterId and (data.unlockType == 0 or (advEventOpenStatus[etype] or {})[data.unlockType]) then
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
798
799
800
801
802
803
|
local add = true
if etype == AdvEventType.LinkChoose then --link 只有起始任务并且还没完成的进入池子
if id % 10 ~= 1 or (data.limit ~= 0 and data.limit <= (self.adv.lchoose[id] or 0)) then
add = false
end
end
|
17d8d855
zhouhaihai
冒险 时间 limit 改为全局
|
804
|
|
8c7272a5
zhouhaihai
冒险 地图刷新需求
|
805
806
|
-- limit 单次上限 默认无限
local limit = 0
|
17d8d855
zhouhaihai
冒险 时间 limit 改为全局
|
807
808
809
810
|
if add and (etype == AdvEventType.LinkChoose or etype == AdvEventType.Choose) then --只能有一次
limit = 1
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
811
812
813
|
if add then
if AdvCommon.checkIsIn(level, data.leveltype, data.levellimit) then
eventLib[etype][data.BlockEventType] = eventLib[etype][data.BlockEventType] or {}
|
17d8d855
zhouhaihai
冒险 时间 limit 改为全局
|
814
|
eventLib[etype][data.BlockEventType][id] = {showup = data.showup, limit = limit, dlimit = data.limit}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
815
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
816
817
818
819
820
821
822
823
824
825
826
|
end
end
end
if needEventType then
break
end
end
end
return eventLib
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
827
|
return Map
|