Blame view

src/adv/AdvPassive.lua 18.7 KB
c8ade4f6   suhongyang   被动筛选逻辑
1
2
3
  local Filter = class("Filter")
  
  Filter.HP_UP_WITH_EQUAL = 1 -- 血量>=value%
1cb78a24   suhongyang   passive的筛选
4
5
6
7
8
  Filter.HP_UP = 2 -- 血量>value%
  Filter.HP_LOW_WITH_EQUAL = 3 -- 血量<=value%
  Filter.HP_LOW = 4 -- 血量<value%
  Filter.BUFF_BY_TYPE = 5 -- 指定类型buff
  Filter.BUFF_BY_ID = 6 -- 指定id的buff
bf73a8e5   zhouhaihai   阵营
9
  Filter.CAMP = 7 -- 玩家是指定阵营
6826fdf6   zhouhaihai   被动触发
10
11
  Filter.RANGE = 8 -- 筛选范围 (触发是地块)
  Filter.CLASSIFY = 9 -- 标签
c8ade4f6   suhongyang   被动筛选逻辑
12
13
14
15
16
17
18
  
  local FilterFactory = {}
  FilterFactory[Filter.HP_UP_WITH_EQUAL] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp >= self.value * target.hpMax / 100
  	end
  end
1cb78a24   suhongyang   passive的筛选
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
  FilterFactory[Filter.HP_UP] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp > self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.HP_LOW_WITH_EQUAL] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp <= self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.HP_LOW] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp < self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.BUFF_BY_TYPE] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target:hadBuff(self.value)
  	end
  end
  FilterFactory[Filter.BUFF_BY_ID] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target:hadBuffById(self.value)
  	end
  end
bf73a8e5   zhouhaihai   阵营
44
45
46
47
48
49
50
  FilterFactory[Filter.CAMP] = function (_Filter)
  	_Filter._execute = function (self, target)
  		local role = self.owner.battle.adv.owner
  		return role:getHerosCamp(role:getProperty("advTeam").heros) == self.value
  	end
  end
  
6826fdf6   zhouhaihai   被动触发
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
  FilterFactory[Filter.RANGE] = function (_Filter)
  	_Filter._execute = function (self, target, params)
  		if self.owner.blockId and self.owner.roomId  and params.blockId and params.roomId then
  			local distance = self.owner.battle.adv:getCurMap():getDistance(self.owner.roomId, self.owner.blockId, params.roomId, params.blockId)
  			return distance ~= -1 and distance <= self.value
  		end
  		return false
  	end
  end
  
  FilterFactory[Filter.CLASSIFY] = function (_Filter)
  	_Filter._execute = function (self, target)
  		if not target.monsterId then return end
  		local classify = csvdb["event_monsterCsv"][target.monsterId].classify
  		return classify and classify:sismember(self.value, " ")
  	end
  end
c8ade4f6   suhongyang   被动筛选逻辑
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
  
  function Filter:ctor(params)
  	self.owner = params.owner
  	self.skill = params.skill
  	self.fType = params.fType -- 筛选类型
  	self.oType = params.oType -- 主体类型 0:owner 1:trigger 2:releaser
  	self.value = params.value -- 筛选值
  	
  	if FilterFactory[self.fType] then
  		FilterFactory[self.fType](self)
  	end
  end
  
  function Filter:getTarget(params)
  	local target
  	if self.oType == 0 then
  		target = self.owner
  	end
  	if self.oType == 1 and params.trigger then
  		target = params.trigger
  	end
  	if self.oType == 2 and params.releaser then
  		target = params.releaser
  	end
  	return target
  end
  
  function Filter:execute(params)
  	local target = self:getTarget(params)
  	if not target then
  		return
  	end
  	if self:_execute(target) then
6826fdf6   zhouhaihai   被动触发
101
  		return self:_execute(target, params)
c8ade4f6   suhongyang   被动筛选逻辑
102
103
104
105
  	end
  end
  
  -->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
46fac6f1   zhouahaihai   酱料
106
107
108
109
110
  local Passive = class("Passive")
  
  -- 每回合触发的使用 afterRound
  -- 其他触发的使用 triggerPassive 
  
02c4de8d   zhouahaihai   增加 固有技
111
112
  Passive.BORN_ONCE = 1 -- 自身出生(翻开所在格子)触发
  Passive.ROOM_SHOW = 2 --自身所在房间被展示时,触发1次 
46fac6f1   zhouahaihai   酱料
113
114
115
116
117
118
  Passive.HURT_PERCENT_SELF = 3 --自身,每损失N%生命值,触发1次
  Passive.HURT_PERCENT_TEAM = 4 --队友,每损失N%生命值,触发1次
  Passive.HP_LOW_SELF = 5 --自身生命值<N%时,每回合触发
  Passive.HP_LOW_TEAM = 6 --敌人生命值<N%时,每回合触发
  Passive.HP_UP_SELF = 7 --自身生命值>N%时,每回合触发
  Passive.HP_UP_TEAM = 8 --敌人生命值>N%时,每回合触发
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
119
120
121
122
  Passive.SELF_ATK = 9 --自身攻击N次后,触发1次 < discard >
  Passive.SELF_HURT = 10 --自身受击buff后,触发1次
  Passive.TEAM_ATK = 11 --队友攻击N次后,触发1次 < discard >
  Passive.TEAM_HURT = 12 --队友受击buff后,触发1次 
46fac6f1   zhouahaihai   酱料
123
124
125
126
127
128
  Passive.MONSTER_COUNT_UP = 13  --场上存在N个以上怪物,每回合触发
  Passive.MONSTER_COUNT_LOW = 14  --场上存在N个以下怪物,每回合触发
  Passive.SELF_DEAD = 15 --自身死亡后,触发1次
  Passive.TEAM_DEAD = 16 --队友死亡后,触发1次
  Passive.TARGET_SKILL = 17 --目标每使用N次技能,触发1次
  Passive.TEAM_SKILL = 18 --队友每使用N次技能,触发1次
02c4de8d   zhouahaihai   增加 固有技
129
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
130
131
132
133
134
135
136
137
138
139
140
  Passive.HAVE_MONSTER = 20 --场上拥有指定怪时 回合触发
  Passive.SKILL_KILL = 21 --技能击杀怪物时 触发1次
  Passive.CLICK_TRAP = 22 --触发陷阱时 触发1次
  Passive.DOWN_LAYER = 23 --下层时 触发1次
  Passive.ADV_OVER = 24 --结算时 触发1次
  Passive.BATTLE_WIN = 25 --战斗胜利x次时
  Passive.CLICK_DROP = 26 --拾取drop x次时
  Passive.AFTER_ROUND = 27 --经过 x回合时
  Passive.GET_BUFF = 28 --获得指定buff
  Passive.OPEN_BLOCK = 29 --翻开格子
  Passive.OPEN_MONSTER = 30 --翻开怪物
95065b5b   zhouhaihai   被动技新
141
  Passive.PLAYER_BUFF = 31 --玩家获得buff
6826fdf6   zhouhaihai   被动触发
142
  
04b84e1e   zhouhaihai   被动
143
  Passive.PLAYER_BUFF_CLASSIFY = 35 -- 获得指定标签的buff
46fac6f1   zhouahaihai   酱料
144
145
  
  -- 不同的开启条件
02c4de8d   zhouahaihai   增加 固有技
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
  local PassiveCondFactory = {}
  PassiveCondFactory[Passive.HURT_PERCENT_SELF] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local value = params.value or 1
  		self.rv = math.floor(self.rv + value)
  		if self.rv >= self.passiveData.value then
  			self.rv = self.rv % self.passiveData.value  -- 取余
  			return true
  		end
  	end
  	_Passive._initDB = function(self, data)
  		self.rv = data.rv or 0
  	end
  	_Passive._getDB = function(self)
  		return {rv = self.rv}
  	end
  end
  
  PassiveCondFactory[Passive.HURT_PERCENT_TEAM] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.SELF_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
02c4de8d   zhouahaihai   增加 固有技
166
  PassiveCondFactory[Passive.TEAM_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
02c4de8d   zhouahaihai   增加 固有技
167
168
  PassiveCondFactory[Passive.TARGET_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.TEAM_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
169
170
171
172
173
174
175
176
  PassiveCondFactory[Passive.BATTLE_WIN] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.CLICK_DROP] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.AFTER_ROUND] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.OPEN_BLOCK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  
  PassiveCondFactory[Passive.SELF_HURT] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local buffId = params.buffId
f5e38251   zhouhaihai   数据保护
177
  		if not buffId then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
178
  		local data = csvdb["adv_map_buffCsv"][buffId]
f5e38251   zhouhaihai   数据保护
179
  		if not data then return end
1e6f6a8a   zhouhaihai   免疫 清除buff 增加新效果
180
  		if data.classify:sismember(self.passiveData.value, " ") then
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
181
182
183
184
185
186
  			return true
  		end
  	end
  end
  PassiveCondFactory[Passive.TEAM_HURT] = PassiveCondFactory[Passive.SELF_HURT]  --逻辑相同
  
02c4de8d   zhouahaihai   增加 固有技
187
188
189
190
  
  PassiveCondFactory[Passive.ROOM_SHOW] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local roomId = params.roomId
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
191
  		if self.owner.roomId == roomId then
02c4de8d   zhouahaihai   增加 固有技
192
193
194
195
196
  			return true
  		end
  	end
  end
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
197
198
199
200
201
202
203
  PassiveCondFactory[Passive.GET_BUFF] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		if self.passiveData.value == params.buffId then
  			return true
  		end
  	end
  end
95065b5b   zhouhaihai   被动技新
204
  PassiveCondFactory[Passive.PLAYER_BUFF] = PassiveCondFactory[Passive.GET_BUFF]
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
205
  
04b84e1e   zhouhaihai   被动
206
207
208
209
210
211
212
213
  PassiveCondFactory[Passive.PLAYER_BUFF_CLASSIFY] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		if params.classify:sismember(self.passiveData.value) then
  			return true
  		end
  	end
  end
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
  
  PassiveCondFactory[Passive.BORN_ONCE] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if not self.owner.lock then
  			self:trigger(Passive.BORN_ONCE)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HAVE_MONSTER] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner.battle.player:getTeam(2)) do
  			if player.monsterId == self.passiveData.value then
  				self:trigger(Passive.HAVE_MONSTER)
  				break
  			end
  		end
  	end
  end
  
02c4de8d   zhouahaihai   增加 固有技
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
  PassiveCondFactory[Passive.HP_LOW_SELF] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if self.owner.hp / self.owner.hpMax * 100 < self.passiveData.value then
  			self:trigger(Passive.HP_LOW_SELF)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_LOW_TEAM] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner:getTeam(2)) do
  			if player.hp / player.hpMax * 100 < self.passiveData.value then
  				self:trigger(Passive.HP_LOW_TEAM, {trigger = player})
  			end
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_UP_SELF] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if self.owner.hp / self.owner.hpMax * 100 > self.passiveData.value then
  			self:trigger(Passive.HP_UP_SELF)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_UP_TEAM] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner:getTeam(2)) do
  			if player.hp / player.hpMax * 100 > self.passiveData.value then
  				self:trigger(Passive.HP_UP_TEAM, {trigger = player})
  			end
  		end
  	end
  end
  
  PassiveCondFactory[Passive.MONSTER_COUNT_UP] = function(_Passive)
  	_Passive._afterRound = function(self)
  		local monsters = self.owner.battle.player:getTeam(2)
  		if #monsters > self.passiveData.value then
  			self:trigger(Passive.MONSTER_COUNT_UP)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.MONSTER_COUNT_LOW] = function(_Passive)
  	_Passive._afterRound = function(self)
  		local monsters = self.owner.battle.player:getTeam(2)
  		if #monsters < self.passiveData.value then
  			self:trigger(Passive.MONSTER_COUNT_LOW)
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
288
289
290
291
292
  
  function Passive:ctor(owner, data)
  	self.owner = owner
  	self.id = data.id
  	self.level = data.level or 1
3b0526d2   zhouhaihai   冒险demo
293
  	self.passiveData = csvdb["adv_map_passiveCsv"][self.id][self.level]
46fac6f1   zhouahaihai   酱料
294
295
  	self.isDel = false
  	self.round = data.round or 0	--触发剩余回合数
65de8cf1   suhongyang   被动逻辑进一步修缮
296
297
  	self.count = data.count or self.passiveData.count	--触发剩余次数
  	self.delay = data.delay or self.passiveData.delayRound    --触发延迟回合数
9c8e9482   zhouhaihai   buff 被动 限定地图
298
299
300
  	if self.passiveData.mapLock == 1 and not self.mapId then
  		self.mapId = self.owner.battle.adv:getCurMap().mapId
  	end
1b0d767f   suhongyang   一個被動支持多種effect
301
302
  
  	self.effects = self.passiveData.effect:toTableArray(true)
c8ade4f6   suhongyang   被动筛选逻辑
303
  	self.filters = {}
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
304
305
306
307
  
  	if self.passiveData.count < 0 then -- count < 0 无限次触发
  		self.count = 999
  	end
1b0d767f   suhongyang   一個被動支持多種effect
308
  	
02c4de8d   zhouahaihai   增加 固有技
309
310
311
  	if PassiveCondFactory[self.passiveData.condition] then
  		PassiveCondFactory[self.passiveData.condition](self)
  	end
c8ade4f6   suhongyang   被动筛选逻辑
312
  	self:initFilter()
02c4de8d   zhouahaihai   增加 固有技
313
314
  	if self._initDB then
  		self:_initDB(data)
46fac6f1   zhouahaihai   酱料
315
316
317
  	end
  end
  
c8ade4f6   suhongyang   被动筛选逻辑
318
319
320
321
322
323
324
325
  function Passive:initFilter()
  	local filterList = self.passiveData.filter:toTableArray(true)
  	for _, fParams in ipairs(filterList) do
  		local filter = Filter.new({owner = self.owner, skill = self, oType = fParams[1], fType = fParams[2], value = fParams[3] })
  		table.insert(self.filters, filter)
  	end
  end
  
46fac6f1   zhouahaihai   酱料
326
327
328
329
  function Passive:getCondType()
  	return self.passiveData.condition, self.passiveData.value
  end
  
c8ade4f6   suhongyang   被动筛选逻辑
330
  -- effect 生效篩選
1b0d767f   suhongyang   一個被動支持多種effect
331
332
333
334
  function Passive:canEffect(effType, effValue)
  	if self.owner.lock and effType ~= 3 then -- 锁定的只能触发翻开自己格子的固有技
  		return
  	end
4f0a5fae   zhouhaihai   营养剂
335
  	--禁用被动技
aa74d6ef   zhouhaihai   掉落反馈
336
  	local count = self.owner:getDisablePassiveCount()
871b3da3   zhouhaihai   被动 取消
337
338
  	local idx = self.owner:getPassiveIdx(self)
  	if count and idx and (count == 0 or idx <= count) then
4f0a5fae   zhouhaihai   营养剂
339
340
  		return
  	end
1b0d767f   suhongyang   一個被動支持多種effect
341
342
343
  	return true
  end
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
344
  function Passive:effect(triggerPms)
6a323693   zhouhaihai   有序的
345
  	for _, effect in ipairs(self.effects) do
1b0d767f   suhongyang   一個被動支持多種effect
346
347
  		local effType = effect[1]
  		local effValue = effect[2]
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
348
349
350
351
  		local otherPms = {}
  		for i = 3, #effect do
  			table.insert(otherPms, effect[i])
  		end
1b0d767f   suhongyang   一個被動支持多種effect
352
  		if self:canEffect(effType, effValue) then
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
353
  			self["effect" .. effType](self, effValue, triggerPms, table.unpack(otherPms))
1b0d767f   suhongyang   一個被動支持多種effect
354
355
  		end
  	end
058a0cbb   zhouhaihai   抽卡
356
  
46fac6f1   zhouahaihai   酱料
357
  	if self.count > 0 then
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
358
  		self.count = self.count < 999 and self.count - 1 or self.count
65de8cf1   suhongyang   被动逻辑进一步修缮
359
360
  		self.round = self.passiveData.round
  	end
058a0cbb   zhouhaihai   抽卡
361
  	
7b2dc17c   zhouhaihai   地图 层 buff passive
362
  	if self.count <= 0 then  -- 次数 <= 0 并且一次冒险内不刷新,被动可以直接移除
058a0cbb   zhouhaihai   抽卡
363
364
  		self.isDel = true
  	end
65de8cf1   suhongyang   被动逻辑进一步修缮
365
366
  end
  
46fac6f1   zhouahaihai   酱料
367
  function Passive:afterRound()
e0c0365a   zhouhaihai   反的判断
368
  	if self.isDel or self.owner.isDead or self.owner.lock or self:isHide() then return end
46fac6f1   zhouahaihai   酱料
369
370
  	if self.round > 0 then  --回合触发的
  		self.round = self.round - 1
65de8cf1   suhongyang   被动逻辑进一步修缮
371
372
373
  	end
  	if self.delay > 0 then
  		self.delay = self.delay - 1
46fac6f1   zhouahaihai   酱料
374
  	end
cfeb432d   zhouhaihai   冒险被动技 调整
375
376
377
  	if self._afterRound then
  		self:_afterRound()  --有的触发自己检测在这里检查
  	end
46fac6f1   zhouahaihai   酱料
378
379
  end
  
7b2dc17c   zhouhaihai   地图 层 buff passive
380
381
382
383
384
385
  function Passive:afterLayer()
  	if self.passiveData.mapLock == 1 or self.passiveData.floorType == 1 then
  		self.isDel = true
  	end
  end
  
9c8e9482   zhouhaihai   buff 被动 限定地图
386
387
388
  -- 在当前阶段不可用 小透明 < 不会回合遍历  不会查找遍历  可以删除遍历  可以下层遍历 >
  function Passive:isHide()
  	if self.isDel then
e0c0365a   zhouhaihai   反的判断
389
  		return true
9c8e9482   zhouhaihai   buff 被动 限定地图
390
391
  	end
  	if self.passiveData.mapLock == 1 and self.mapId and self.owner.battle.adv:getCurMap().mapId ~= self.mapId  then
e0c0365a   zhouhaihai   反的判断
392
  		return true
9c8e9482   zhouhaihai   buff 被动 限定地图
393
  	end
e0c0365a   zhouhaihai   反的判断
394
  	return false
9c8e9482   zhouhaihai   buff 被动 限定地图
395
396
  end
  
65de8cf1   suhongyang   被动逻辑进一步修缮
397
398
  -- 可以触发
  function  Passive:canTrigger( )
9c8e9482   zhouhaihai   buff 被动 限定地图
399
  	return self.count > 0 and self.delay <= 0 and not self:isHide()
46fac6f1   zhouahaihai   酱料
400
401
402
  end
  
  function Passive:trigger(condType, params) --触发检查
02c4de8d   zhouahaihai   增加 固有技
403
404
  	params = params or {}
  	if self.isDel or self.owner.isDead then return end
46fac6f1   zhouahaihai   酱料
405
  	if self:getCondType() ~= condType then return end
65de8cf1   suhongyang   被动逻辑进一步修缮
406
  	if not self:canTrigger() then return end
36c30c5c   zhouahaihai   冒险
407
  	if self._trigger then
02c4de8d   zhouahaihai   增加 固有技
408
  		if not self:_trigger(params) then return end  --检查
36c30c5c   zhouahaihai   冒险
409
  	end
c8ade4f6   suhongyang   被动筛选逻辑
410
411
412
413
414
415
  	if not self:filter(params) then
  		return
  	end
  	if math.randomInt(1, 100) > self.passiveData.chance then
  		return
  	end
76dc6fb7   zhouhaihai   bug
416
  	if self.round and self.round > 0 then  -- cd
65de8cf1   suhongyang   被动逻辑进一步修缮
417
  		return
46fac6f1   zhouahaihai   酱料
418
  	end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
419
  	self:effect(params)
46fac6f1   zhouahaihai   酱料
420
421
  end
  
c8ade4f6   suhongyang   被动筛选逻辑
422
423
424
425
426
427
428
429
430
  function Passive:filter(params)
  	for _, filter in ipairs(self.filters) do
  		if not filter:execute(params) then
  			return
  		end
  	end
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
431
432
433
434
435
436
437
438
439
  function Passive:getDB()
  	local db = {}
  	if self._getDB then
  		db = self:_getDB()
  	end
  	db.id = self.id
  	db.level = self.level
  	db.round = self.round
  	db.count = self.count
65de8cf1   suhongyang   被动逻辑进一步修缮
440
  	db.delay = self.delay
9c8e9482   zhouhaihai   buff 被动 限定地图
441
442
443
  	if self.mapId then
  		db.mapId = self.mapId
  	end
36c30c5c   zhouahaihai   冒险
444
  	return db
46fac6f1   zhouahaihai   酱料
445
  end
02c4de8d   zhouahaihai   增加 固有技
446
447
  
  --默认=0=使用技能,
1b0d767f   suhongyang   一個被動支持多種effect
448
449
  function Passive:effect0(value)
  	self.owner:releaseSkill(value)
02c4de8d   zhouahaihai   增加 固有技
450
451
  end
  --1=自身获得buff
1b0d767f   suhongyang   一個被動支持多種effect
452
  function Passive:effect1(value)
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
453
  	self.owner:addBuff(value, self.owner)
02c4de8d   zhouahaihai   增加 固有技
454
455
  end
  --2=触发目标获得buff
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
456
  function Passive:effect2(value, triggerPms)
26e6dd8b   zhouhaihai   修改被动效果2
457
458
459
  	local aim = triggerPms.trigger or self.owner.battle.player
  	if aim then
  		aim:addBuff(value, self.owner)
02c4de8d   zhouahaihai   增加 固有技
460
461
  	end
  end
26e6dd8b   zhouhaihai   修改被动效果2
462
  
1a04c06c   zhouhaihai   冒险 被动调整
463
  --3=翻开自己所在格子
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
464
  function Passive:effect3(value)
6826fdf6   zhouhaihai   被动触发
465
  	if not self.owner.roomId or not self.owner.blockId then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
466
467
  	if value == 0 then
  		self.owner.battle.adv:getCurMap():openBlock(self.owner.roomId, self.owner.blockId)
1a04c06c   zhouhaihai   冒险 被动调整
468
469
470
471
472
473
  	elseif value > 0 then
  		self.owner.battle.adv:getCurMap():openBlocksBySize(self.owner.roomId, self.owner.blockId, value)
  	elseif value == -1 then -- 当前房间
  		self.owner.battle.adv:getCurMap():openBlocksByRoom(self.owner.roomId)
  	elseif value == -2 then  -- 当前层
  		self.owner.battle.adv:getCurMap():openAllBlocks(not self.owner.monsterId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
474
  	end
02c4de8d   zhouahaihai   增加 固有技
475
476
477
  end
  --4=逃跑
  function Passive:effect4()
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
478
  	self.owner.isDead = 1 --跑了
02c4de8d   zhouahaihai   增加 固有技
479
  end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
480
481
482
  
  --5=召唤怪物
  function Passive:effect5(monsterId)
810c6151   zhouhaihai   增加buff 效果31 地图被动刷...
483
484
485
486
487
488
489
490
  	for _, buff in ipairs(self.owner.battle.player.buffs) do
  		if not buff.isDel and buff:getType() == buff.Buff_NO_PASSIVE_MONSTER then
  			local effect = buff:effect()
  			if effect == 0 or effect == monsterId then
  				return
  			end
  		end
  	end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
491
  	self.owner.battle.adv:getCurMap():addNewMonsterRand(monsterId)
d232676a   zhouhaihai   功能解锁 冒险返回
492
493
  	self.owner.battle.adv:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
494
495
  end
  
fc93b122   zhouhaihai   指定怪增加buff
496
497
  --6=给所有场上怪物增加buff 《 限定 怪 id》
  function Passive:effect6(value, triggerPms, enemyId)
d95bc647   zhouhaihai   冒险被动技
498
499
  	local aims = self.owner.battle.player:getTeam(2)
  	for k , aim in pairs(aims) do
fc93b122   zhouhaihai   指定怪增加buff
500
501
502
  		if not enemyId or enemyId == 0 or aim.monsterId == enemyId then
  			aim:addBuff(value, self.owner)
  		end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
503
504
  	end
  end
02c4de8d   zhouahaihai   增加 固有技
505
  
1a04c06c   zhouhaihai   冒险 被动调整
506
507
508
509
510
  --7=给自己加一個被動技能  --废弃
  -- function Passive:effect7(value)
  -- 	self.owner:addPassive({id = value})
  -- end
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
511
512
  --8=获得drop,直接进入背包
  function Passive:effect8(dropId)
9284512a   zhouhaihai   输出异常
513
514
515
516
517
  	local dropData = csvdb["event_dropCsv"][dropId]
  	if not dropData then
  		skynet.error(string.format("CSVDATA Error  adv_map_passive %s effect 8 not id %s in event_drop", self.id, dropId))
  	end
  	local item = dropData["range"]:randWeight(true)
8955225b   zhouhaihai   快速拾取。快速使用
518
  	self.owner.battle.adv:award({[item[1]] = item[2]}, {log = {desc = "passive", int1 = self.id}}, {roomId = self.owner.roomId, blockId = self.owner.blockId})
aa74d6ef   zhouhaihai   掉落反馈
519
  	
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
520
521
522
523
524
525
526
527
528
529
530
531
532
  end
  
  --9=直接获得item(可在结算触发时使用)
  function Passive:effect9(itemId, triggerPms, ratio, max)
  	local cond = nil
  	if self.passiveData.value == 0 then
  		cond = triggerPms.score
  	elseif self.passiveData.value == 1 then
  		cond = triggerPms.level
  	else
  		return
  	end
  	if not cond then return end
8955225b   zhouhaihai   快速拾取。快速使用
533
  	self.owner.battle.adv:award({[itemId] = math.floor(math.max(0, math.min(max, cond / ratio)))}, {log = {desc = "passive", int1 = self.id}}, {roomId = self.owner.roomId, blockId = self.owner.blockId})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
534
535
536
  end
  
  --10=战斗额外掉落次数
debdc4f7   zhouhaihai   bug
537
  function Passive:effect10(count, triggerPms)
9104a922   zhouhaihai   多重掉落
538
539
540
541
  	if triggerPms.drops then
  		for _, drop in pairs(triggerPms.drops) do
  			drop[2] = drop[2] + math.floor(drop[2] * count)
  		end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
542
543
544
  	end
  end
  
2d87caee   zhouhaihai   地块替换优化 新的效果类型
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
  -- 将地图上的A事件替换成B事件					
  function Passive:effect11(eventTypeF, triggerPms, eventIdF, eventTypeT, eventIdT, count)
  	local change = self.owner.battle.adv:getCurMap():eventChangeToOther(eventTypeF, eventIdF, eventTypeT, eventIdT, count)
  	for _, one in ipairs(change) do
  		self.owner.battle.adv:backBlockChange(one[1].roomId, one[2].blockId)
  	end
  end
  
  -- 在指定地点召唤event项目							
  function Passive:effect12(eventType, triggerPms, eventId, count, stage)
  	local change = self.owner.battle.adv:getCurMap():layEventToStage(eventType, eventId, count, stage)
  	for _, one in ipairs(change) do
  		self.owner.battle.adv:backBlockChange(one[1].roomId, one[2].blockId)
  	end
  end
  
  -- 移除指定项目					
  function Passive:effect13(eventType, triggerPms, eventId, count)
e1b26027   zhouhaihai   增加移除项目排除功能
563
564
565
566
567
  	local exclude = {}
  	if self.owner:is("Enemy") then
  		exclude[self.owner.roomId] = {[self.owner.blockId] = 1}
  	end
  	local change = self.owner.battle.adv:getCurMap():clearEventById(eventType, eventId, count, exclude)
2d87caee   zhouhaihai   地块替换优化 新的效果类型
568
569
570
571
572
  	for _, one in ipairs(change) do
  		self.owner.battle.adv:backBlockChange(one[1].roomId, one[2].blockId)
  	end
  end
  
05ab09a2   zhouhaihai   新的被动效果
573
574
575
576
577
578
579
580
581
582
583
584
  --14=给所有场上怪物增加buff 《 限定 怪 id》 除了自己
  function Passive:effect14(value, triggerPms, enemyId)
  	local aims = self.owner.battle.player:getTeam(2)
  	for k , aim in pairs(aims) do
  		if aim ~= self.owner then
  			if not enemyId or enemyId == 0 or aim.monsterId == enemyId then
  				aim:addBuff(value, self.owner)
  			end
  		end
  	end
  end
  
6826fdf6   zhouhaihai   被动触发
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
  --15=翻开房间内的count 个怪 并且增加一个buff
  function Passive:effect15(count, triggerPms, buffId)
  	local roomId = self.owner.roomId
  	if not roomId then return end
  	local enemys = self.owner.battle.adv:getCurMap():openBlocksIsMonsterByRoom(roomId, count)
  	for _, e in ipairs(enemys) do
  		e:addBuff(buffId)
  	end
  end
  
  --16=转变 value 范围内的掉落物 为 id count
  function Passive:effect16(value, triggerPms, changeType)
  	if not self.owner.roomId or not self.owner.blockId then return end
  	local blocks = self.owner.battle.adv:getCurMap():getBlocksBySize(self.owner.roomId, self.owner.blockId, value)
  	self.owner.battle.adv:blockDropChange(changeType, blocks)
  end
  
2d87caee   zhouhaihai   地块替换优化 新的效果类型
602
  
46fac6f1   zhouahaihai   酱料
603
  return Passive