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src/adv/Adv.lua 33.4 KB
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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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  local Buff = require "adv.AdvBuff"
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  local Adv = class("Adv")
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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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  	self.lchoose = advInfo.lch or {}
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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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  	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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  	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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  	self.level = level or 1
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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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  	self.lchoose = self.lchoose or {}
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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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  	self:initBattle()
  
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  	self:initLayerTask()
  
  	self:checkTask(Adv.TaskType.Arrive)
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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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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
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  	self.waitArtifact = nil
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  end
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
  	if self.chapterId then
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  		advInfo.chapterId = self.chapterId
  		advInfo.level = self.level
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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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  		advInfo.lch = self.lchoose
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  		advInfo.waitAF = self.waitArtifact
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  		advInfo.maps = {}
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  		self.battle:saveDB()
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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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  	end
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  	self:updateTask(notNotify)
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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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  	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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  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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  	end
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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]
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  	end
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  end
  
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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
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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
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  	if #pool == 0 then
  		self:award({[ItemId.AdvPoint] = 48})
  	else
  		for i = 1, math.min(count, #pool) do
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  			local idx = math.randomInt(1, #pool)
  			table.insert(chooses, pool[idx])
  			table.remove(pool, idx)
  		end
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  		self.waitArtifact = chooses
  		self:backChooseArtifact()
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  	end
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  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
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  	self:award({[self.waitArtifact[index]] = 1})
  	self.waitArtifact = nil
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  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
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  --关卡通关,非层 score < 0 失败
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  function Adv:over(success, isAllPass)
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  	local score = self:getScore()
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  	local scoreInfo = self.score
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  	local reward
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  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
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  	if success then
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  		reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
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  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
  		if isAllPass then
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
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  		-- 冒险队等级升一下子
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  		self.owner:checkAdvLvByAddWin()
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  		if self.owner:isFuncOpen(FuncOpenType.AdvWheelSurf) then
  			self.owner._advWheelSurfCount = 0 -- 抽奖进行次数
  		end
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  	end
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  	self:clear()
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  	self.owner:checkTaskEnter("AdvScore", {score = score})
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  	self.owner:updateProperty({field = "advItems", value = ""})
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  	self.owner:updateProperty({field = "advAFGet", value = {}})
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  	self.owner:updateProperty({field = "advAFWear", value = {}})
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  	self:backEnd(success, score, scoreInfo, reward)
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  end
  
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  function Adv:exit()
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  	self:over(false)
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  	self:saveDB()
  end
  
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  function Adv:randomMapId(chapterId, level)
  	local chapterData = csvdb["adv_chapterCsv"][chapterId]
  	if not chapterData then 
  		error("chapterId " .. chapterId .. " dont exist!")
  		return 
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  	end
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  	if AdvCommon.isEndless(chapterId) then
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  		level = AdvCommon.getEndlessDataLv(chapterId, level)
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  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
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  	end
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  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
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  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
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  	end
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  	local pool = {}
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  	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)
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  			end
  		end
  	end
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  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
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  	end
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  	return pool[math.randomInt(1, #pool)]
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  end
  
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  -- 在冒险中获得的物品都发放在冒险背包内
  function Adv:award(gift, params)
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  	params = params or {}
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  	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")
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  	local oldItems = items
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  	for itemId, count in pairs(tgift) do
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  		if count > 0 then
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  			local buffAdd = self.battle.player:getRewardChange(itemId)
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  			count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
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  			self:scoreChange(AdvScoreType.Item, {itemId, count})
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  			self:checkTask(Adv.TaskType.Item, count, itemId)
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  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
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  		end
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  		tgift[itemId] = count
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  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
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  		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)
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  			end
  		end
  	end
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  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
  	return tgift
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  end
  
  
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  -- 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)
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  	if next(less) then
  		self.owner:costItems(less, params)
  	end
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  	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
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  	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
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  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
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  			if self:isEndless() then
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  				-- 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
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  			end
  			if params.relay then
4d943586   zhouhaihai   直通 advt gm
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  				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
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  			end
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  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
51718558   zhouhaihai   中继层初始经验
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  			local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
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  			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
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  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
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  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
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  				self:initByChapter(self.chapterId, self.level + 1, true, true)
  				self:backNext() --下一关
  			end
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  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
482
  		
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  		return true
  	end
  end
  
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
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  	self.battle:battleBegin(room.roomId, block.blockId, params)
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  	return true
  end
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  local function chooseCommon(self, room, block, chooseData, choose)
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  	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
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  		-- 没有条件
  		[0] = function()
  			return true
  		end,
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  		-- 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()
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  			local hero = self.owner.heros[self.owner:getProperty("advTeam").leader]
  			if hero and hero:getProperty("type") == cond[2] then
  				return true
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  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
517
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
518
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  					if block:isMonster() then
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  						return
  					end
  				end
  			end
  			return true
  		end,
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526
  		--制定属性 
46fac6f1   zhouahaihai   酱料
527
  		[4] = function()
53e8037e   zhouhaihai   任务
528
  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
46fac6f1   zhouahaihai   酱料
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531
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  		-- 提交一个物品
  		[5] = function ()
  			if self:cost({[cond[2]] = cond[3]}, {}) then
  				return true
  			end
  		end,
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541
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543
  		-- sp 到达指定值
  		[6] = function()
  			if self.battle.player.sp >= cond[2] then
  				return true
  			end
  		end,
46fac6f1   zhouahaihai   酱料
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  	}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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546
  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_[link]chooseCsv id :" .. block.event.id)
  
9cffb42b   zhouahaihai   抉择点 建筑
547
  	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
548
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
549
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  	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
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  		end
e10edb5f   zhouahaihai   冒险事件新
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  		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
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  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
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  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
569
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  			end,
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
e10edb5f   zhouahaihai   冒险事件新
572
573
  			end
  		}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
574
  		assert(doEffect[effect[1]], "error effect, event_[link]chooseCsv id :" .. block.event.id)
e10edb5f   zhouahaihai   冒险事件新
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576
  		doEffect[effect[1]]()
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
577
  	self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
578
  	self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  	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
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  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
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  	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
609
  
02c4de8d   zhouahaihai   增加 固有技
610
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
611
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
612
  	end
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613
  
46fac6f1   zhouahaihai   酱料
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  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
620
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
621
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
916096ed   zhouhaihai   神器效果
622
  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
623
  	block:clear()
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635
  	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
636
  	if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
46fac6f1   zhouahaihai   酱料
637
  
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
638
  	local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
46fac6f1   zhouahaihai   酱料
639
  	block.event.status = block.event.status:setv(buyId, 1)
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
640
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
641
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
642
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646
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649
  	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
650
  	local clearBlock = true
46fac6f1   zhouahaihai   酱料
651
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  	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
661
  			self:getCurMap():addNewMonsterRand(effect[2], {room, block})
02c4de8d   zhouahaihai   增加 固有技
662
  			clearBlock = false
46fac6f1   zhouahaihai   酱料
663
664
665
666
667
  		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
668
  	if not self:cost(buildData.required:toNumMap(), {}) then return end
46fac6f1   zhouahaihai   酱料
669
  	doEffect[effect[1]]()
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
670
  	self:checkTask(Adv.TaskType.Build, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
671
  	self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
02c4de8d   zhouahaihai   增加 固有技
672
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
673
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
674
  	end
46fac6f1   zhouahaihai   酱料
675
676
677
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
678
679
680
681
682
683
684
685
686
687
688
689
690
691
  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
692
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
693
694
695
696
  			end
  			self:backReward(self:award(reward, {}))
  		end,
  	}
a1e9e891   zhouhaihai   点击事件未生效
697
698
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
c0b7797f   zhouhaihai   陷阱、点击生效点
699
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
700
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
701
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
702
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
703
704
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
705
706
707
708
709
710
711
712
713
714
715
716
  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
717
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
718
719
720
721
722
  	end
  	self:backLayer()
  	return true
  end
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
723
724
725
726
727
728
729
  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
730
731
732
733
734
  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
735
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
736
737
738
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
739
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
740
  	[AdvEventType.Layer] = clickLayer,
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
741
  	[AdvEventType.Task] = clickTask,
46fac6f1   zhouahaihai   酱料
742
743
744
745
746
  }
  
  --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
747
748
749
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
750
751
  	if not block then return end
  
46fac6f1   zhouahaihai   酱料
752
  	local status = false
36c30c5c   zhouahaihai   冒险
753
  	local clickEvent = false
46fac6f1   zhouahaihai   酱料
754
  	if not block.isOpen then
36c30c5c   zhouahaihai   冒险
755
756
  		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
757
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
758
759
  			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
760
  			if _block.isOpen and _block:isMonster() then 
4f0a5fae   zhouhaihai   营养剂
761
762
763
764
  				local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  				if not enemy:hadBuff(Buff.DONT_DEFEND) then
  					hadMonster = true 
  				end
36c30c5c   zhouahaihai   冒险
765
766
  			end
  		end
46fac6f1   zhouahaihai   酱料
767
  		if canOpen and not hadMonster then --开放
8781e103   zhouhaihai   冒险 bug
768
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
769
770
771
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
772
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
773
774
775
776
777
  		--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
778
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
779
  			if eventCallFunc[block.event.etype] then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
780
  				status = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
781
782
783
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
784
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
785
  	if clickEvent and block.event then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
786
  		if block:getEventType() == AdvEventType.Out then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
787
788
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
789
790
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
791
792
793
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
794
  	self:saveDB()
46fac6f1   zhouahaihai   酱料
795
796
797
  	return status
  end
  
46fac6f1   zhouahaihai   酱料
798
  
4f0a5fae   zhouhaihai   营养剂
799
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831
  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
832
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
833
834
835
836
837
838
839
840
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844
845
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848
  	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
849
850
851
852
853
854
855
856
  		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
857
858
859
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
860
861
862
863
864
865
  			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
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
  		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
890
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
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947
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957
958
  				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
959
960
961
962
963
964
  	-- 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
965
966
967
968
969
970
971
972
973
974
975
976
  	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
977
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
  -- 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
1002
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1003
1004
  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
1005
1006
1007
1008
  	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
1009
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1010
1011
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1012
1013
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1014
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1015
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1016
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1017
1018
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
b0fe1817   zhouahaihai   冒险分数
1019
  			self:scoreChange(AdvScoreType.Kill, monsterData.type)
6732f756   zhouhaihai   玩家升级
1020
  			self.battle.player:addExp(monsterData.exp)
db3c56ad   zhouhaihai   冒险相关
1021
1022
  			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
1023
  				block:updateEvent({
db3c56ad   zhouhaihai   冒险相关
1024
1025
  					etype = AdvEventType.Click,
  					id = clickId
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1026
  				})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1027
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
  			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()
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1042
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1043
1044
1045
1046
1047
  				else
  					block:updateEvent({
  						etype = AdvEventType.Drop,
  						item = item
  					})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1048
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
db3c56ad   zhouhaihai   冒险相关
1049
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1050
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1051
1052
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1053
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
46fac6f1   zhouahaihai   酱料
1054
  		end
46fac6f1   zhouahaihai   酱料
1055
1056
1057
1058
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
  
  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
1072
1073
1074
1075
  
  function Adv:backMiss(enemyId) 
  	self:pushBackEvent(AdvBackEventType.Miss, {enemyId = enemyId})
  end
46fac6f1   zhouahaihai   酱料
1076
1077
1078
1079
  -- 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
1080
1081
1082
1083
1084
1085
  
  -- if is player enemyId is nil 
  function Adv:backDefChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
  end
  
46fac6f1   zhouahaihai   酱料
1086
1087
1088
1089
1090
1091
  -- 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
1092
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1093
1094
  end
  
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
1095
1096
1097
1098
1099
  -- if is player enemyId is nil 
  function Adv:backPassive(enemyId, passiveId)
  	self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
  end
  
46fac6f1   zhouahaihai   酱料
1100
1101
1102
1103
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
1104
1105
  function Adv:backEnd(success, score, scoreInfo, reward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
46fac6f1   zhouahaihai   酱料
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
  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
1116
1117
1118
1119
  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
  end
  
386ca58e   zhouhaihai   优化log
1120
1121
1122
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1123
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1124
1125
1126
1127
  function Adv:backLayer()
  	self:pushBackEvent(AdvBackEventType.Layer, {})
  end
  
4f0a5fae   zhouhaihai   营养剂
1128
1129
1130
1131
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1132
1133
1134
1135
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
1136
1137
1138
1139
1140
1141
1142
  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
1143
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1144
  		score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
b0fe1817   zhouahaihai   冒险分数
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
  	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
1160
1161
  	self.score[scoreType] = self.score[scoreType] or 0
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
1162
1163
1164
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1165
1166
1167
1168
1169
1170
1171
1172
  	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
1173
1174
  end
  
46fac6f1   zhouahaihai   酱料
1175
1176
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
1177
1178
1179
1180
1181
1182
  	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
1183
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
1184
1185
1186
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1187
1188
  end
  
46fac6f1   zhouahaihai   酱料
1189
  return Adv