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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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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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5
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local Buff = require "adv.AdvBuff"
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6
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7
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local Adv = class("Adv")
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
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function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
self.battle = nil
self.backEvents = {} --发给客户端的事件组
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self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
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self:initByInfo(self.owner:getProperty("advInfo"))
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end
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--初始化adv 信息
function Adv:initByInfo(advInfo)
if not next(advInfo) then return end --还没有 开始新地图
self.chapterId = advInfo.chapterId
self.level = advInfo.level or 1
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self.round = advInfo.round or 0
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self.score = advInfo.score or {}
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
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冒险 连续选择点 和 地图因子
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self.lchoose = advInfo.lch or {}
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冒险神器和buff
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36
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self.waitArtifact = advInfo.waitAF
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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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40
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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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b176d7d3
zhouhaihai
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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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优化冒险结构 增加夹层功能
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self.level = level or 1
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4faef572
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冒险任务,冒险扫荡, 冒险中继
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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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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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59
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self.lchoose = self.lchoose or {}
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f4c65591
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抽奖
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self.owner._advWheelSurfCount = nil -- 抽奖进行次数
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-- 随机出地图
local mapId = self:randomMapId(chapterId, level)
self.maps = {}
self.maps[1] = AdvMap.new(self, 1, mapId)
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66
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self:initBattle()
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self:initLayerTask()
self:checkTask(Adv.TaskType.Arrive)
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zhouhaihai
buff
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72
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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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43babcff
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if not notNotify then
self:saveDB(notNotify)
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1607a7f0
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冒险事件 new
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78
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end
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43babcff
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79
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end
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b0fe1817
zhouahaihai
冒险分数
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80
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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81
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function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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85
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self.round = 0
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43babcff
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优化冒险结构 增加夹层功能
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86
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self.lastEnemyId = 1
self.mapStack = {}
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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88
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self.lchoose = {}
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43babcff
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优化冒险结构 增加夹层功能
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self.maps = {}
self.battle = nil
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ccbafe67
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冒险神器和buff
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91
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self.waitArtifact = nil
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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92
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end
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b0fe1817
zhouahaihai
冒险分数
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93
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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94
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96
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
if self.chapterId then
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46fac6f1
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酱料
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97
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43babcff
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优化冒险结构 增加夹层功能
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advInfo.chapterId = self.chapterId
advInfo.level = self.level
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冒险任务,冒险扫荡, 冒险中继
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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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zhouhaihai
冒险 连续选择点 和 地图因子
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advInfo.lch = self.lchoose
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ccbafe67
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冒险神器和buff
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105
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advInfo.waitAF = self.waitArtifact
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zhouhaihai
优化冒险结构 增加夹层功能
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advInfo.maps = {}
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冒险事件 new
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107
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self.battle:saveDB()
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冒险事件 new
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109
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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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118
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end
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冒险任务,冒险扫荡, 冒险中继
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self:updateTask(notNotify)
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b176d7d3
zhouhaihai
冒险成就
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121
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self:updateAchievement(notNotify)
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self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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end
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function Adv:initBattle()
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
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129
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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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优化冒险结构 增加夹层功能
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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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冒险
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end
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156
157
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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]
|
c0b7797f
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陷阱、点击生效点
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162
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end
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46fac6f1
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163
164
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end
|
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冒险神器和buff
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165
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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)
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
|
46fac6f1
zhouahaihai
酱料
|
246
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
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268
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270
271
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273
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302
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304
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self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
function Adv:artifactLevelUp(id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
local status = 0
if advAFWear[id] then -- 穿着呢
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
local newData = csvdb["adv_artifactCsv"][id][advAFGet[id] + 1]
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
self.owner:changeUpdates({{type = "advAFGet", field = id, value = advAFGet[id] + 1}})
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
for i = 1, count do
if len(pool) <= 0 then
table.insert(chooses, {ItemId.AdvPoint, 48})
else
local idx = math.randomInt(1, #pool)
table.insert(chooses, pool[idx])
table.remove(pool, idx)
end
end
self.waitArtifact = chooses
self:backChooseArtifact()
end
function Adv:isWaitChooseArtifact()
return self.waitArtifact
end
function Adv:chooseArtifact(index)
if not self.waitArtifact or not self.waitArtifact[index] then return end
local itemId = type(self.waitArtifact[index]) == "table" and self.waitArtifact[index][1] or self.waitArtifact[index]
local count = type(self.waitArtifact[index]) == "table" and self.waitArtifact[index][2] or 1
self:award({[itemId] = count})
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
305
|
|
46fac6f1
zhouahaihai
酱料
|
306
|
--关卡通关,非层 score < 0 失败
|
53e8037e
zhouhaihai
任务
|
307
|
function Adv:over(success, isAllPass)
|
b0fe1817
zhouahaihai
冒险分数
|
308
|
local score = self:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
309
|
local scoreInfo = self.score
|
00115a7a
zhouahaihai
奖励发放
|
310
|
local reward
|
46fac6f1
zhouahaihai
酱料
|
311
|
if success then
|
09be9059
zhouhaihai
冒险接口
|
312
|
reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
|
53e8037e
zhouhaihai
任务
|
313
314
315
316
|
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
|
317
318
|
-- 冒险队等级升一下子
|
f60b89b1
zhouhaihai
奖励副本
|
319
|
self.owner:checkAdvLvByAddWin()
|
b176d7d3
zhouhaihai
冒险成就
|
320
|
|
f4c65591
zhouhaihai
抽奖
|
321
322
323
|
if self.owner:isFuncOpen(FuncOpenType.AdvWheelSurf) then
self.owner._advWheelSurfCount = 0 -- 抽奖进行次数
end
|
46fac6f1
zhouahaihai
酱料
|
324
|
end
|
46fac6f1
zhouahaihai
酱料
|
325
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
326
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
bedca62d
zhouahaihai
冒险
|
327
|
self.owner:updateProperty({field = "advItems", value = ""})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
328
|
self.owner:updateProperty({field = "advAFGet", value = {}})
|
00115a7a
zhouahaihai
奖励发放
|
329
|
|
b0fe1817
zhouahaihai
冒险分数
|
330
|
self:backEnd(success, score, scoreInfo, reward)
|
46fac6f1
zhouahaihai
酱料
|
331
332
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
333
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
334
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
335
336
337
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
338
339
340
341
342
|
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
|
343
|
end
|
8da953a7
zhouhaihai
无尽模式
|
344
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
345
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
346
347
348
349
350
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
351
|
end
|
8da953a7
zhouhaihai
无尽模式
|
352
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
353
354
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
355
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
356
357
358
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
359
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
360
|
|
46fac6f1
zhouahaihai
酱料
|
361
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
362
363
364
365
366
|
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
|
367
368
369
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
370
371
372
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
373
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
374
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
375
376
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
377
|
|
46fac6f1
zhouahaihai
酱料
|
378
379
|
-- 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
|
380
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
381
382
383
384
385
386
387
388
389
|
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
|
390
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
391
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
392
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
393
394
|
local buffAdd = self.battle.player:getRewardChange(itemId)
count = math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1])) --附加 buff 的影响
|
b0fe1817
zhouahaihai
冒险分数
|
395
|
self:scoreChange(AdvScoreType.Item, {itemId, count})
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
396
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
397
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
398
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
399
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
400
401
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
402
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
403
404
405
406
407
408
409
410
|
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
|
411
412
413
|
end
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
414
415
416
417
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
return tgift
|
916096ed
zhouhaihai
神器效果
|
418
419
420
|
end
|
46fac6f1
zhouahaihai
酱料
|
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
|
-- 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
|
441
442
443
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
444
445
446
447
448
|
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
|
449
450
451
452
453
|
if self:getCurMap():checkOver() then --检查是否可以出去了
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
self:backLayer()
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
454
455
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
456
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
457
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
458
459
460
461
462
463
464
465
|
-- 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
|
466
467
|
end
if params.relay then
|
4d943586
zhouhaihai
直通 advt gm
|
468
|
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
|
469
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
470
471
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
51718558
zhouhaihai
中继层初始经验
|
472
|
local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
|
ccbafe67
zhouhaihai
冒险神器和buff
|
473
474
|
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
|
475
476
477
478
|
else
self:initByChapter(self.chapterId, self.level + 1, true, true)
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
479
|
|
46fac6f1
zhouahaihai
酱料
|
480
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
481
|
|
46fac6f1
zhouahaihai
酱料
|
482
483
484
485
486
487
|
return true
end
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
488
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
489
490
491
|
return true
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
492
|
local function chooseCommon(self, room, block, chooseData, choose)
|
46fac6f1
zhouahaihai
酱料
|
493
494
495
496
|
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
|
497
498
499
500
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
501
502
503
504
505
506
507
508
|
-- 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
|
509
510
511
|
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
|
512
513
514
515
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
516
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
517
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
518
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
519
520
521
522
523
524
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
525
|
--制定属性
|
46fac6f1
zhouahaihai
酱料
|
526
|
[4] = function()
|
53e8037e
zhouhaihai
任务
|
527
|
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
|
46fac6f1
zhouahaihai
酱料
|
528
529
530
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
531
532
533
534
535
536
|
-- 提交一个物品
[5] = function ()
if self:cost({[cond[2]] = cond[3]}, {}) then
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
537
538
539
540
541
542
|
-- sp 到达指定值
[6] = function()
if self.battle.player.sp >= cond[2] then
return true
end
end,
|
46fac6f1
zhouahaihai
酱料
|
543
|
}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
544
545
|
assert(not cond[1] or checkCond[cond[1]], "error cond, event_[link]chooseCsv id :" .. block.event.id)
|
9cffb42b
zhouahaihai
抉择点 建筑
|
546
|
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
|
547
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
548
549
550
551
552
553
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
if effect[1] == 1 then
local reward = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
effect[2] = reward[1]
effect[3] = reward[2]
|
46fac6f1
zhouahaihai
酱料
|
554
|
end
|
e10edb5f
zhouahaihai
冒险事件新
|
555
556
557
558
559
560
561
562
563
|
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
564
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
e10edb5f
zhouahaihai
冒险事件新
|
565
566
567
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
568
569
570
|
end,
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
571
572
|
end
}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
573
|
assert(doEffect[effect[1]], "error effect, event_[link]chooseCsv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
574
575
|
doEffect[effect[1]]()
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
576
|
self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
577
|
self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
|
return true, clearBlock
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose)
if not status then return end
if clearBlock then
block:clear()
end
return true
end
local function clickLinkChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_linkchooseCsv"][block.event.id]
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose)
if not status then return end
-- 完成统计次数
local idx = block.event.id % 10
if idx == 9 or not csvdb["event_linkchooseCsv"][block.event.id + 1] then --全部完成
local startId = math.floor(block.event.id / 10) * 10 + 1
self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
|
b176d7d3
zhouhaihai
冒险成就
|
604
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
605
606
607
|
else
self.lchoose.ing = block.event.id + 1 --后面会出现后继事件
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
608
|
|
02c4de8d
zhouahaihai
增加 固有技
|
609
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
610
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
611
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
612
|
|
46fac6f1
zhouahaihai
酱料
|
613
614
615
616
617
618
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
619
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
620
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
621
|
block:clear()
|
46fac6f1
zhouahaihai
酱料
|
622
623
624
625
626
627
628
629
630
631
632
633
|
self:backReward(reward)
return true
end
local function clickTrader(self, room, block, params)
local buyId = params.id
local traderData = csvdb["event_traderCsv"][block.event.id]
if not traderData then return end -- 偷偷改表了
if not block.event.shop or not block.event.shop[buyId] then return end
if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
|
e10edb5f
zhouahaihai
冒险事件新
|
634
|
if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
|
46fac6f1
zhouahaihai
酱料
|
635
|
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
636
|
local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
|
46fac6f1
zhouahaihai
酱料
|
637
|
block.event.status = block.event.status:setv(buyId, 1)
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
638
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
639
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
640
641
642
643
644
645
646
647
|
self:backReward(reward)
return true
end
local function clickBuild(self, room, block, params)
local buildData = csvdb["event_buildingCsv"][block.event.id]
if not buildData then return end-- 偷偷改表了
if not block.event.effect then return end -- 没有效果 气人不
|
02c4de8d
zhouahaihai
增加 固有技
|
648
|
local clearBlock = true
|
46fac6f1
zhouahaihai
酱料
|
649
650
651
652
653
654
655
656
657
658
|
local effect = block.event.effect
--todo 效果生效
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
659
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
02c4de8d
zhouahaihai
增加 固有技
|
660
|
clearBlock = false
|
46fac6f1
zhouahaihai
酱料
|
661
662
663
664
665
|
end,
[4] = function() --无事发生
end
}
assert(doEffect[effect[1]], "error effect, event_buildingCsv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
666
|
if not self:cost(buildData.required:toNumMap(), {}) then return end
|
46fac6f1
zhouahaihai
酱料
|
667
|
doEffect[effect[1]]()
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
668
|
self:checkTask(Adv.TaskType.Build, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
669
|
self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
|
02c4de8d
zhouahaihai
增加 固有技
|
670
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
671
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
672
|
end
|
46fac6f1
zhouahaihai
酱料
|
673
674
675
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
676
677
678
679
680
681
682
683
684
685
686
687
688
689
|
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
|
690
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
691
692
693
694
|
end
self:backReward(self:award(reward, {}))
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
695
696
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
697
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
698
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
699
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
700
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
701
702
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
703
704
705
706
707
708
709
710
711
712
713
714
|
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
|
715
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
716
717
718
719
720
|
end
self:backLayer()
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
721
722
723
724
725
726
727
|
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
|
728
729
730
731
732
|
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
|
733
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
734
735
736
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
737
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
738
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
739
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
740
741
742
743
744
|
}
--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
|
745
746
747
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
748
749
|
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
750
|
local status = false
|
36c30c5c
zhouahaihai
冒险
|
751
|
local clickEvent = false
|
46fac6f1
zhouahaihai
酱料
|
752
|
if not block.isOpen then
|
36c30c5c
zhouahaihai
冒险
|
753
754
|
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
|
755
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
756
757
|
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
|
758
|
if _block.isOpen and _block:isMonster() then
|
4f0a5fae
zhouhaihai
营养剂
|
759
760
761
762
|
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) then
hadMonster = true
end
|
36c30c5c
zhouahaihai
冒险
|
763
764
|
end
end
|
46fac6f1
zhouahaihai
酱料
|
765
|
if canOpen and not hadMonster then --开放
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
766
|
room:openBlock(block)
|
46fac6f1
zhouahaihai
酱料
|
767
768
769
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
770
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
771
772
773
774
775
|
--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
|
776
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
777
|
if eventCallFunc[block.event.etype] then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
778
|
status = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
779
780
781
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
782
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
783
|
if clickEvent and block.event then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
784
|
if block:getEventType() == AdvEventType.Out then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
785
786
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
787
788
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
789
790
791
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
792
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
793
794
795
|
return status
end
|
46fac6f1
zhouahaihai
酱料
|
796
|
|
4f0a5fae
zhouhaihai
营养剂
|
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
|
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
|
830
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
|
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
|
847
848
849
850
851
852
853
854
|
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
|
855
856
857
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
858
859
860
861
862
863
|
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
|
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
|
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
|
888
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
|
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
|
957
958
959
960
961
962
|
-- 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
|
963
964
965
966
967
968
969
970
971
972
973
974
|
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
|
975
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
|
-- 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
|
1000
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1001
1002
|
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
|
1003
1004
1005
1006
|
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
|
1007
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1008
1009
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1010
1011
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1012
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1013
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1014
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1015
1016
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
b0fe1817
zhouahaihai
冒险分数
|
1017
|
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
6732f756
zhouhaihai
玩家升级
|
1018
|
self.battle.player:addExp(monsterData.exp)
|
db3c56ad
zhouhaihai
冒险相关
|
1019
1020
|
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
|
1021
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1022
1023
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1024
|
})
|
db3c56ad
zhouhaihai
冒险相关
|
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
|
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()
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1045
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1046
1047
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1048
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
46fac6f1
zhouahaihai
酱料
|
1049
|
end
|
46fac6f1
zhouahaihai
酱料
|
1050
1051
1052
1053
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
|
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
|
1067
1068
1069
1070
|
function Adv:backMiss(enemyId)
self:pushBackEvent(AdvBackEventType.Miss, {enemyId = enemyId})
end
|
46fac6f1
zhouahaihai
酱料
|
1071
1072
1073
1074
|
-- 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
|
1075
1076
1077
1078
1079
1080
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1081
1082
1083
1084
1085
1086
|
-- 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
|
1087
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1088
1089
|
end
|
4eadc2ab
suhongyang
獲得被動暫時增加log,後面可以去掉
|
1090
1091
1092
1093
1094
|
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
end
|
46fac6f1
zhouahaihai
酱料
|
1095
1096
1097
1098
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1099
1100
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
function Adv:backAtk(enemyId, receiver)
self:pushBackEvent(AdvBackEventType.Atk, {enemyId = enemyId, receiver = receiver})
end
|
bedca62d
zhouahaihai
冒险
|
1111
1112
1113
1114
|
function Adv:backDead(enemyId)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
end
|
386ca58e
zhouhaihai
优化log
|
1115
1116
1117
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1118
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1119
1120
1121
1122
|
function Adv:backLayer()
self:pushBackEvent(AdvBackEventType.Layer, {})
end
|
4f0a5fae
zhouhaihai
营养剂
|
1123
1124
1125
1126
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1127
1128
1129
1130
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1131
1132
1133
1134
1135
1136
1137
|
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
|
1138
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1139
|
score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
|
b0fe1817
zhouahaihai
冒险分数
|
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
|
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
|
1155
1156
|
self.score[scoreType] = self.score[scoreType] or 0
self.score[scoreType] = self.score[scoreType] + score
|
b0fe1817
zhouahaihai
冒险分数
|
1157
1158
1159
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1160
1161
1162
1163
1164
1165
1166
1167
|
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
|
1168
1169
|
end
|
46fac6f1
zhouahaihai
酱料
|
1170
1171
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1172
1173
1174
1175
1176
1177
|
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
|
1178
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1179
1180
1181
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1182
1183
|
end
|
46fac6f1
zhouahaihai
酱料
|
1184
|
return Adv
|