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src/adv/AdvBattle.lua 12.6 KB
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  local Player, Enemy, Build = table.unpack(require "adv.AdvPlayer")
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  local Buff = require "adv.AdvBuff"
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  local Passive = require "adv.AdvPassive"
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  local Battle = class("Battle")
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  function Battle:ctor(adv)
  	self.adv = adv
  	self.player = nil --玩家
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  	self.isNewPlayer = false
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  	self.enemys = {} --怪
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  	self.builds = {} -- 建筑
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  	self.cachePassiveEvent = {}
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  	self:initPlayer()
  	self:initEnemys()
  	self:initAfter()
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  	if self.isNewPlayer then
  		self.player:triggerPassive(Passive.BORN_ONCE)
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  		self.player:addExp((self.adv.level - 1) * 40)
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  	end
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  end
  
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  function Battle:initAfter(mapIdx)
  	if not mapIdx then
  		self.player:initAfter(self.adv.owner:getProperty("advTeam").player)
  	end
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  	for idx, mapEnemys in pairs(self.enemys) do
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  		if not mapIdx or idx == mapIdx then
  			for _, enemy in ipairs(mapEnemys) do
  				enemy:initAfter(self.adv:getBlock(enemy.roomId, enemy.blockId, idx).event.enemy)
  			end
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  		end
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  	end	
  	for idx, mapBuilds in pairs(self.builds) do
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  		if not mapIdx or idx == mapIdx then
  			for _, build in ipairs(mapBuilds) do
  				build:initAfter(self.adv:getBlock(build.roomId, build.blockId, idx).event.build)
  			end
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  		end
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  	end
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  end
b53593b5   zhouhaihai   羁绊加成
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  --[[
  队伍总属性 = 基础属性 + 等级 × 成长率 	
  	基础属性:	固定属性,与章节、队伍够成、养成无关,由策划给出	
  	等级:	根据进入时的关卡,获得一个【初始等级】;消灭怪物获得经验后,累计N点会提升等级	
  	羁绊加成:	加成条件与“战斗”相同,加成目标改为【冒险队】	
  			
  	成长率:	由【队伍总生存力】决定	
  			成长率 =(总生存力 / 80^0.52 + INT(总角色等级 / 50* 1
  --]]
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  local function getAdvLvAttrUp(upAttrs, attrName, baseAttr)
  	-- 1=冒险队属性;1=点数/百分比=属性枚举=参数;属性枚举(1=生命上限/2=魔法上限/3=攻击/4=防御);点数/百分比(0=点数/1=百分比)
  	local Enem = {
  		hp = 1,
  		sp = 2,
  		atk = 3,
  		def = 4,
  	}
  	if not Enem[attrName] then return baseAttr end
  	return baseAttr + (upAttrs[Enem[attrName]] or 0)
  end
  
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  function Battle:initPlayer()
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  	local advTeam = self.adv.owner:getProperty("advTeam")
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  	if not advTeam.heros or not next(advTeam.heros) then return end
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  	local leaderPassive = {}
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  	local player = advTeam.player
  	if not player then
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  		local advAddAttrs = self.adv.owner:getAdvLvAddAttrs()
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  		player = {}
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  		player.level = 1
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  		if self.adv.level ~= 1 then
  			local relayData = self.adv:isHaveRelay()
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  			if relayData then
  				player.level = relayData.level
  			end
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  		end
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  		player.exp = 0
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  		player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100)
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  		player.growth = {}
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  		player.passives = {}
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  		for slot, heroId in pairs(advTeam.heros) do
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  			if heroId == advTeam.leader or heroId == advTeam.leader2 then
  				local hero = self.adv.owner.heros[heroId]
  				if hero then
  					local unit = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getProperty("type")]
  					if unit.advCaptain ~= 0 then
  						table.insert(player.passives, {id = unit.advCaptain, level = 1})
  					end
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  				end
  			end
  		end
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  		local attrs = self.adv.owner:getTeamBattleInfo(advTeam).heros
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  		for attrName, _ in pairs(AdvAttsEnum) do
  			for _, hero in pairs(attrs) do
  				player[attrName] = (player[attrName] or 0) + hero[attrName]
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  			end
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  			player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName]) * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
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  			player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1)
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  			player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1)
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  		end
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  		player.hpMax = player.hp or 0
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  		self.isNewPlayer = true
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  		advTeam.player = player
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  	end
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  	self.player = Player.new(self, player)
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  end
  
  function Battle:initEnemys()
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  	for idx, map in pairs(self.adv.maps) do
  		self:initMapEnemys(idx)
  	end
  end
  
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  -- after 是否是 后创建的夹层
  function Battle:initMapEnemys(mapIdx, after)
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  	self.enemys[mapIdx] = {}
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  	self.builds[mapIdx] = {}
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  	local map = self.adv.maps[mapIdx]
  	if map then
  		for _, room in pairs(map.rooms) do
  			for _, block in pairs(room.blocks) do
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  				self:addEnemy(room, block, mapIdx, true)	
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  			end
  		end
  	end
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  	if after then
  		self:initAfter(mapIdx)
  	end
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  	if self.cachePassiveEvent[mapIdx] then
  		for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  			for _, enemy in ipairs(self.enemys[mapIdx]) do
  				enemy:triggerPassive(passiveC[1], passiveC[2])
  			end
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  			for _, build in ipairs(self.builds[mapIdx]) do
  				build:triggerPassive(passiveC[1], passiveC[2])
  			end
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  		end
  	end
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  	self.cachePassiveEvent[mapIdx] = nil
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  end
  
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  function Battle:addEnemy(room, block, mapIdx, init)
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  	mapIdx = mapIdx or self.adv:getCurMapIdx()
  
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  	local isNew, player, data
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  	if block:isMonster() then
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  		if not block.event.enemy then
  			local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
  			local enemy = {}
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  			local curFloorData = self.adv:getCurFloorData() or {}
  			for attrName, _ in pairs(AdvAttsEnum) do
  				enemy[attrName] = enemyCsv[attrName] * curFloorData[attrName]
  			end
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  			enemy.passives = {}
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  			for _, id in ipairs(enemyCsv.mapPassive:toArray(true, "=")) do
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  				table.insert(enemy.passives, {id = id})
  			end
  			block.event.enemy = enemy
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  			isNew = true
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  		end
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  		if not block.event.mId then
  			block.event.mId = self.adv.lastEnemyId
  			self.adv.lastEnemyId = self.adv.lastEnemyId + 1
  		end
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  		data = block.event.enemy
  		player = Enemy.new(self, block.event.mId, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy, mapIdx)
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  		table.insert(self.enemys[mapIdx], player)
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  	elseif block:isBuild() then
  		if not block.event.build then
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  			local buildCsv = csvdb["event_buildingCsv"][block.event.id]
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  			local build = {}
  			build.passives = {}
  			for _, id in ipairs(buildCsv.passive:toArray(true, "=")) do
  				table.insert(build.passives, {id = id})
  			end
  			block.event.build = build
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  			isNew = true
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  		end
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  		data = block.event.build
  		player = Build.new(self, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.build, mapIdx)
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  		table.insert(self.builds[mapIdx], player)
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  	end 
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  	if not init then
  		player:initAfter(data)
  
  		-- 游戏中新创建的 加上地图 floor 效果
  		if isNew then
  			local passives, buffs = self:getMapEffect(2, true, mapIdx)
  			for _, passive in ipairs(passives) do
  				player:addPassive({id = passive})
  			end
  
  			for _, buff in ipairs(buffs) do
  				enemy:addBuff(buff)
  			end
  		end
  	end
  	return player
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  end
  
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  function Battle:getEnemy(roomId, blockId, mapIdx)
  	mapIdx = mapIdx or self.adv:getCurMapIdx()
  	for _, enemy in ipairs(self.enemys[mapIdx] or {}) do
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  		if enemy.roomId == roomId and enemy.blockId == blockId then
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  			return enemy
  		end
  	end
  end
  
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  function Battle:getBuild(roomId, blockId, mapIdx)
  	mapIdx = mapIdx or self.adv:getCurMapIdx()
  	for _, build in ipairs(self.builds[mapIdx] or {}) do
  		if build.roomId == roomId and build.blockId == blockId then
  			return build
  		end
  	end
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  end
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  function Battle:getEnemyById(id)
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  	for idx, mapEnemys in pairs(self.enemys) do
  		for _, enemy in ipairs(mapEnemys) do
  			if enemy.id == id then
  				return enemy
  			end
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  		end
  	end
  end
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  function Battle:getRBByEnemyId(enemyId)
  	local enemy = self:getEnemyById(enemyId)
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  	return enemy.roomId, enemy.blockId, enemy.mapIdx
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  end
  
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  --触发全员被动技能
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  function Battle:triggerPassive(condType, params, mapIdx)
  	mapIdx = mapIdx or self.adv:getCurMapIdx()
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  	self.player:triggerPassive(condType, params)
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  	if not self.enemys[mapIdx] then
  		-- 缓存一下
  		self.cachePassiveEvent[mapIdx] = self.cachePassiveEvent[mapIdx] or {}
  		table.insert(self.cachePassiveEvent[mapIdx], {condType, params})
  	else
  		for _, enemy in ipairs(self.enemys[mapIdx]) do
  			enemy:triggerPassive(condType, params)
  		end
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  		for _, build in ipairs(self.builds[mapIdx]) do
  			build:triggerPassive(condType, params)
  		end
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  	end
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  end
  
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  -- 只是从战斗中移除  从地图中移除 在外面操作
  function Battle:removeEnemyById(id)
  	local mapIdx = self.adv:getCurMapIdx()
  	for i = #self.enemys[mapIdx], 1, -1 do
  		if self.enemys[mapIdx][i].id == id then
  			local enemy = table.remove(self.enemys[mapIdx], i)
  			enemy:clear()
  			break
  		end
  	end
  end
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  -- 只是从战斗中移除  从地图中移除 在外面操作
  function Battle:removeBuildByPos(roomId, blockId)
  	local mapIdx = self.adv:getCurMapIdx()
  	for i = #self.builds[mapIdx], 1, -1 do
  		if self.builds[mapIdx][i].roomId == roomId and self.builds[mapIdx][i].blockId == blockId then
  			local build = table.remove(self.builds[mapIdx], i)
  			build:clear()
  			break
  		end
  	end
  end
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  --回合
  function Battle:afterRound()
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  	local mapIdx = self.adv:getCurMapIdx()
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  	table.sort(self.enemys[mapIdx], function(e1, e2)
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  		return e1.id < e2.id
  	end)
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  	self.player:afterRound("buffBefore")
  	for _, enemy in ipairs(self.enemys[mapIdx]) do
  		enemy:afterRound("buffBefore")
  	end
  	for _, build in ipairs(self.builds[mapIdx]) do
  		build:afterRound("buffBefore")
  	end
  
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  	self.player:afterRound("passive")
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  	for _, enemy in ipairs(self.enemys[mapIdx]) do
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  		enemy:afterRound("passive")
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  	end
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  	for _, build in ipairs(self.builds[mapIdx]) do
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  		build:afterRound("passive")
  	end
  
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  	self.player:afterRound("buffAfter")
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  	for _, enemy in ipairs(self.enemys[mapIdx]) do
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  		enemy:afterRound("buffAfter")
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  	end
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  	for _, build in ipairs(self.builds[mapIdx]) do
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  		build:afterRound("buffAfter")
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  	end
  
  
  
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  	self.player:clearRound()
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  	for _, enemy in ipairs(self.enemys[mapIdx]) do
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  		enemy:clearRound()
  	end
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  	for _, build in ipairs(self.builds[mapIdx]) do
  		build:clearRound()
  	end
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  	for i = #self.enemys[mapIdx], 1, -1 do
  		if self.enemys[mapIdx][i].isDead then
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  			local enemy = table.remove(self.enemys[mapIdx], i)
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  			self.adv:enemyDead(enemy, enemy.isDead == 1)
  			enemy:clear()
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  		end
  	end
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  	for i = #self.builds[mapIdx], 1, -1 do
  		if self.builds[mapIdx][i].isDead then
  			local build = table.remove(self.builds[mapIdx], i)
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  			local room = self.adv:getCurMap().rooms[build.roomId]
  			if room then
  				local block = room.blocks[build.blockId]
  				if block then
  					block:clear()
  					self.adv:backBlockChange(build.roomId, build.blockId)
  				end
  			end
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  			build:clear()
  		end
  	end
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  	self.player:triggerPassive(Passive.AFTER_ROUND)
  
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  	if self.player.isDead then
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  		self.adv:over(false, nil, -2)
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  	end
  end
  
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  function Battle:battleBegin(roomId, blockId, params)
  	local enemy = self:getEnemy(roomId, blockId)
  	if not enemy then return end
  	local player = params.player
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  	if not player then return end
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  	-- 玩家没死就是怪死了
  	if player.hp > 0 then
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  		enemy:kill()
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  		self.player:effectBattleBuff()
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  		self.adv.owner:checkTaskEnter("AdvBattleWin", {id = self.adv.chapterId})
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  		if params.bySkill then
  			self.player:triggerPassive(Passive.SKILL_KILL)
  		end
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  	end
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  	if player.hp > self.player.hp then
  		self.player:recover(player.hp - self.player.hp, player)
  	else
  		self.player:hurt(math.max(0, math.ceil(self.player.hp - player.hp)), enemy, {hurtType = 5}) --战斗血量只会变少
  	end
  	
  	self.player:changeSp(math.floor(player.sp - self.player.sp) , 0) --战斗魔力只会变少
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  end
  
  
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  function Battle:getMapEffect(ctype, ilayer, mapIdx)
  	mapIdx = mapIdx or self.adv:getCurMapIdx()
  	local mapData = self.adv.maps[mapIdx]:getMapInfoCsv() or {}
  	local floorData = self.adv:getCurFloorData() or {}
  
  	local passives = {}
  	local buffs = {}
  
  	for _type, temp in ipairs({mapData, floorData}) do
  		for _, one in ipairs((temp.passive or ""):toTableArray(true)) do
  			passives[one[1]] = passives[one[1]] or {}
  			if ilayer and one[1] == 1 and _type == 2 then
  			else
  				table.insert(passives[one[1]], one[2])
  			end
  		end
  		for _, one in ipairs((temp.buff or ""):toTableArray(true)) do
  			buffs[one[1]] = buffs[one[1]] or {}
  			if ilayer and one[1] == 1 and _type == 2 then
  			else
  				table.insert(buffs[one[1]], one[2])
  			end
  		end
  	end
  	if ctype then
  		passives = passives[ctype] or {}
  		buffs = buffs[ctype] or {}
  	end
  	return passives, buffs
  end
  -- 夹层玩家 不重复加 floor
  function Battle:initMapEffect(ilayer)
  	local passives, buffs = self:getMapEffect(nil, ilayer)
  	local mapIdx = self.adv:getCurMapIdx()
  
  	for _, passive in ipairs(passives[1] or {}) do
  		self.player:addPassive({id = passive})
  	end
  
  	for _, passive in ipairs(passives[2] or {}) do
  		for _, enemy in ipairs(self.enemys[mapIdx]) do
  			enemy:addPassive({id = passive})
  		end
  	end
  
  	for _, buff in ipairs(buffs[1] or {}) do
  		self.palyer:addBuff(buff)
  	end
  
  	for _, buff in ipairs(buffs[2] or {}) do
  		for _, enemy in ipairs(self.enemys[mapIdx]) do
  			enemy:addBuff(buff)
  		end
  	end
  end
  
  
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  --写入数据
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  function Battle:saveDB()
  	for idx, mapEnemys in pairs(self.enemys) do
  		for _, enemy in ipairs(mapEnemys) do
  			local block = self.adv:getBlock(enemy.roomId, enemy.blockId, idx)
  			if block and block:isMonster() then
  				block.event.enemy = enemy:getDB()
  			end
  		end
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  	end
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  	for idx, mapBuilds in pairs(self.builds) do
  		for _, build in ipairs(mapBuilds) do
  			local block = self.adv:getBlock(build.roomId, build.blockId, idx)
  			if block and block:isBuild() then
  				block.event.build = build:getDB()
  			end
  		end
  	end
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  end
  
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  return Battle