Blame view

src/adv/AdvPassive.lua 15.7 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
c8ade4f6   suhongyang   被动筛选逻辑
10
11
12
13
14
15
16
  
  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
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
  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
42
43
44
45
46
47
48
  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
  
c8ade4f6   suhongyang   被动筛选逻辑
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
  
  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
  		return self:_execute(target)
  	end
  end
  
  -->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
46fac6f1   zhouahaihai   酱料
87
88
89
90
91
  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
92
93
  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
94
95
96
97
98
99
  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
100
101
102
103
  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
104
105
106
107
108
109
  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
110
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
111
112
113
114
115
116
117
118
119
120
121
122
  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
  
46fac6f1   zhouahaihai   酱料
123
124
  
  -- 不同的开启条件
02c4de8d   zhouahaihai   增加 固有技
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
  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
145
  PassiveCondFactory[Passive.TEAM_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
02c4de8d   zhouahaihai   增加 固有技
146
147
  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
148
149
150
151
152
153
154
155
  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
156
  		if not buffId then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
157
  		local data = csvdb["adv_map_buffCsv"][buffId]
f5e38251   zhouhaihai   数据保护
158
  		if not data then return end
1e6f6a8a   zhouhaihai   免疫 清除buff 增加新效果
159
  		if data.classify:sismember(self.passiveData.value, " ") then
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
160
161
162
163
164
165
  			return true
  		end
  	end
  end
  PassiveCondFactory[Passive.TEAM_HURT] = PassiveCondFactory[Passive.SELF_HURT]  --逻辑相同
  
02c4de8d   zhouahaihai   增加 固有技
166
167
168
169
  
  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
170
  		if self.owner.roomId == roomId then
02c4de8d   zhouahaihai   增加 固有技
171
172
173
174
175
  			return true
  		end
  	end
  end
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
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
  
  
  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
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
  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
258
259
260
261
262
  
  function Passive:ctor(owner, data)
  	self.owner = owner
  	self.id = data.id
  	self.level = data.level or 1
3b0526d2   zhouhaihai   冒险demo
263
  	self.passiveData = csvdb["adv_map_passiveCsv"][self.id][self.level]
46fac6f1   zhouahaihai   酱料
264
265
  	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
266
267
  	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
1b0d767f   suhongyang   一個被動支持多種effect
268
269
  
  	self.effects = self.passiveData.effect:toTableArray(true)
c8ade4f6   suhongyang   被动筛选逻辑
270
  	self.filters = {}
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
271
272
273
274
  
  	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
275
  	
02c4de8d   zhouahaihai   增加 固有技
276
277
278
  	if PassiveCondFactory[self.passiveData.condition] then
  		PassiveCondFactory[self.passiveData.condition](self)
  	end
c8ade4f6   suhongyang   被动筛选逻辑
279
  	self:initFilter()
02c4de8d   zhouahaihai   增加 固有技
280
281
  	if self._initDB then
  		self:_initDB(data)
46fac6f1   zhouahaihai   酱料
282
283
284
  	end
  end
  
c8ade4f6   suhongyang   被动筛选逻辑
285
286
287
288
289
290
291
292
  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
293
294
295
296
  function Passive:getCondType()
  	return self.passiveData.condition, self.passiveData.value
  end
  
c8ade4f6   suhongyang   被动筛选逻辑
297
  -- effect 生效篩選
1b0d767f   suhongyang   一個被動支持多種effect
298
299
300
301
  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
302
303
304
305
  	--禁用被动技
  	if self.owner:getPassiveIdx(self) <= self.owner:getDisablePassiveCount() then
  		return
  	end
1b0d767f   suhongyang   一個被動支持多種effect
306
307
308
  	return true
  end
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
309
  function Passive:effect(triggerPms)
6a323693   zhouhaihai   有序的
310
  	for _, effect in ipairs(self.effects) do
1b0d767f   suhongyang   一個被動支持多種effect
311
312
  		local effType = effect[1]
  		local effValue = effect[2]
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
313
314
315
316
  		local otherPms = {}
  		for i = 3, #effect do
  			table.insert(otherPms, effect[i])
  		end
1b0d767f   suhongyang   一個被動支持多種effect
317
  		if self:canEffect(effType, effValue) then
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
318
  			self["effect" .. effType](self, effValue, triggerPms, table.unpack(otherPms))
1b0d767f   suhongyang   一個被動支持多種effect
319
320
  		end
  	end
058a0cbb   zhouhaihai   抽卡
321
  
46fac6f1   zhouahaihai   酱料
322
  	if self.count > 0 then
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
323
  		self.count = self.count < 999 and self.count - 1 or self.count
65de8cf1   suhongyang   被动逻辑进一步修缮
324
325
  		self.round = self.passiveData.round
  	end
058a0cbb   zhouhaihai   抽卡
326
  	
7b2dc17c   zhouhaihai   地图 层 buff passive
327
  	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
328
329
  		self.isDel = true
  	end
65de8cf1   suhongyang   被动逻辑进一步修缮
330
331
  end
  
46fac6f1   zhouahaihai   酱料
332
  function Passive:afterRound()
1defecc4   zhouhaihai   没翻开不走回合
333
  	if self.isDel or self.owner.isDead or self.owner.lock then return end
46fac6f1   zhouahaihai   酱料
334
335
  	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
336
337
338
  	end
  	if self.delay > 0 then
  		self.delay = self.delay - 1
46fac6f1   zhouahaihai   酱料
339
  	end
cfeb432d   zhouhaihai   冒险被动技 调整
340
341
342
  	if self._afterRound then
  		self:_afterRound()  --有的触发自己检测在这里检查
  	end
46fac6f1   zhouahaihai   酱料
343
344
  end
  
7b2dc17c   zhouhaihai   地图 层 buff passive
345
346
347
348
349
350
  function Passive:afterLayer()
  	if self.passiveData.mapLock == 1 or self.passiveData.floorType == 1 then
  		self.isDel = true
  	end
  end
  
65de8cf1   suhongyang   被动逻辑进一步修缮
351
352
  -- 可以触发
  function  Passive:canTrigger( )
3b0526d2   zhouhaihai   冒险demo
353
  	return self.count > 0 and self.delay <= 0
46fac6f1   zhouahaihai   酱料
354
355
356
  end
  
  function Passive:trigger(condType, params) --触发检查
02c4de8d   zhouahaihai   增加 固有技
357
358
  	params = params or {}
  	if self.isDel or self.owner.isDead then return end
46fac6f1   zhouahaihai   酱料
359
  	if self:getCondType() ~= condType then return end
65de8cf1   suhongyang   被动逻辑进一步修缮
360
  	if not self:canTrigger() then return end
36c30c5c   zhouahaihai   冒险
361
  	if self._trigger then
02c4de8d   zhouahaihai   增加 固有技
362
  		if not self:_trigger(params) then return end  --检查
36c30c5c   zhouahaihai   冒险
363
  	end
c8ade4f6   suhongyang   被动筛选逻辑
364
365
366
367
368
369
  	if not self:filter(params) then
  		return
  	end
  	if math.randomInt(1, 100) > self.passiveData.chance then
  		return
  	end
76dc6fb7   zhouhaihai   bug
370
  	if self.round and self.round > 0 then  -- cd
65de8cf1   suhongyang   被动逻辑进一步修缮
371
  		return
46fac6f1   zhouahaihai   酱料
372
  	end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
373
  	self:effect(params)
46fac6f1   zhouahaihai   酱料
374
375
  end
  
c8ade4f6   suhongyang   被动筛选逻辑
376
377
378
379
380
381
382
383
384
  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
385
386
387
388
389
390
391
392
393
  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
394
  	db.delay = self.delay
36c30c5c   zhouahaihai   冒险
395
  	return db
46fac6f1   zhouahaihai   酱料
396
  end
02c4de8d   zhouahaihai   增加 固有技
397
398
  
  --默认=0=使用技能,
1b0d767f   suhongyang   一個被動支持多種effect
399
400
  function Passive:effect0(value)
  	self.owner:releaseSkill(value)
02c4de8d   zhouahaihai   增加 固有技
401
402
  end
  --1=自身获得buff
1b0d767f   suhongyang   一個被動支持多種effect
403
  function Passive:effect1(value)
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
404
  	self.owner:addBuff(value, self.owner)
02c4de8d   zhouahaihai   增加 固有技
405
406
  end
  --2=触发目标获得buff
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
407
  function Passive:effect2(value, triggerPms)
26e6dd8b   zhouhaihai   修改被动效果2
408
409
410
  	local aim = triggerPms.trigger or self.owner.battle.player
  	if aim then
  		aim:addBuff(value, self.owner)
02c4de8d   zhouahaihai   增加 固有技
411
412
  	end
  end
26e6dd8b   zhouhaihai   修改被动效果2
413
  
1a04c06c   zhouhaihai   冒险 被动调整
414
  --3=翻开自己所在格子
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
415
416
417
  function Passive:effect3(value)
  	if value == 0 then
  		self.owner.battle.adv:getCurMap():openBlock(self.owner.roomId, self.owner.blockId)
1a04c06c   zhouhaihai   冒险 被动调整
418
419
420
421
422
423
  	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
424
  	end
02c4de8d   zhouahaihai   增加 固有技
425
426
427
  end
  --4=逃跑
  function Passive:effect4()
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
428
  	self.owner.isDead = 1 --跑了
02c4de8d   zhouahaihai   增加 固有技
429
  end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
430
431
432
  
  --5=召唤怪物
  function Passive:effect5(monsterId)
810c6151   zhouhaihai   增加buff 效果31 地图被动刷...
433
434
435
436
437
438
439
440
  	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
441
  	self.owner.battle.adv:getCurMap():addNewMonsterRand(monsterId)
d232676a   zhouhaihai   功能解锁 冒险返回
442
443
  	self.owner.battle.adv:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
444
445
  end
  
fc93b122   zhouhaihai   指定怪增加buff
446
447
  --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
448
449
  	local aims = self.owner.battle.player:getTeam(2)
  	for k , aim in pairs(aims) do
fc93b122   zhouhaihai   指定怪增加buff
450
451
452
  		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
453
454
  	end
  end
02c4de8d   zhouahaihai   增加 固有技
455
  
1a04c06c   zhouhaihai   冒险 被动调整
456
457
458
459
460
  --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
461
462
  --8=获得drop,直接进入背包
  function Passive:effect8(dropId)
9284512a   zhouhaihai   输出异常
463
464
465
466
467
  	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)
3133cb76   zhouhaihai   日志
468
  	self.owner.battle.adv:award({[item[1]] = item[2]}, {log = {desc = "passive", int1 = self.id}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
469
470
471
472
473
474
475
476
477
478
479
480
481
  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
3133cb76   zhouhaihai   日志
482
  	self.owner.battle.adv:award({[itemId] = math.floor(math.max(0, math.min(max, cond / ratio)))}, {log = {desc = "passive", int1 = self.id}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
483
484
485
  end
  
  --10=战斗额外掉落次数
debdc4f7   zhouhaihai   bug
486
  function Passive:effect10(count, triggerPms)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
487
  	if triggerPms.count then
3133cb76   zhouhaihai   日志
488
  		self.owner.battle.adv:award({[triggerPms.itemId] = triggerPms.count * count}, {log = {desc = "passive", int1 = self.id}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
489
490
491
  	end
  end
  
2d87caee   zhouhaihai   地块替换优化 新的效果类型
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
  -- 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
510
511
512
513
514
  	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
515
516
517
518
519
520
  	for _, one in ipairs(change) do
  		self.owner.battle.adv:backBlockChange(one[1].roomId, one[2].blockId)
  	end
  end
  
  
46fac6f1   zhouahaihai   酱料
521
  return Passive