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src/adv/Adv.lua 46.6 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 = {}
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  	self.shopStatus = {}
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  	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 {}
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  	self.isRelay = advInfo.isRelay
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  	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.cacheUnlock = advInfo.cacheUnlock or {}
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support or {}
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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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  -- 找出level 是否存在中继层
  function Adv:isHaveRelay(level, chapterId)
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  	level = level or self.level
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  	chapterId = chapterId or self.chapterId
  	if level == 1 then return end
  	
  	local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
  	for _, campsite in ipairs(campsiteCsv) do
  		if campsite.floor == level then
  			return campsite
  		end
  	end
  	return nil
  end
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  -- 随机新的地图
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  function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
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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.cacheUnlock = self.cacheUnlock or {}
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  	self.shopStatus = self.shopStatus or {}
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  	self.support = self.support or {}
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  	self.battle = nil  -- 清掉 老的 battle
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  	if isEnter then -- 把 支援效果初始化为易用用的形式
  		self:initSupport(support or {})
  	end
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  	-- 随机出地图
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  	local mapId 
  	if isRelay then
  		local relayData = self:isHaveRelay(level, chapterId)
  		if relayData then 
  			mapId = relayData.map
  		else
  			isRelay = false
  			mapId = self:randomMapId(chapterId, level)
  		end
  	else
  		mapId = self:randomMapId(chapterId, level)
  	end
  	self.isRelay = isRelay
  	local isNewRelay = false
  	if self.isRelay then -- 中继层
  		local advRelay = self.owner:getProperty("advRelay")
  		local chapter = self:isEndless() and -1 or self.chapterId
  		if not (advRelay[chapter] or {})[self.level] then
  			isNewRelay = true
  			advRelay[chapter] = advRelay[chapter] or {}
  			advRelay[chapter][self.level] = 1
  			self.owner:updateProperty({field = advRelay, value = advRelay})
  		end
  	end
  
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  	self.maps = {}
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  	self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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  	self:initBattle()
  
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  	self:initLayerTask()
  
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  	-- 支援效果生效一些
  	self:activeSomeSupport()
  
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  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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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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  	self.isRelay = nil
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  	self.cacheUnlock = {}
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  	self.shopStatus = {}
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  	self.support = {}
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  end
  
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  function Adv:saveDB(notNotify)
  	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
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  	if self:isRunning() 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
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  		advInfo.isRelay = self.isRelay
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  		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.cacheUnlock = self.cacheUnlock
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  		advInfo.shopStatus = self.shopStatus
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  		advInfo.support = self.support
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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:initSupport(supports)
  	self.support = {}
  
  	local supportEffect = {}
  	-- 获得道具 1=道具id=道具数量
  	supportEffect[1] = function(_, itemId, num)
  		self.support[1] = self.support[1] or {}
  		self.support[1][itemId] = (self.support[1][itemId] or 0) + num
  	end
  
  	-- 获得mapbuff  2=mapbuffid
  	supportEffect[2] = function(_, buffId)
  		self.support[2] = self.support[2] or {}
  		table.insert(self.support[2], buffId)
  	end
  
  	-- 获得mappassive 3=mappassive
  	supportEffect[3] = function(_, passiveId)
  		self.support[3] = self.support[3] or {}
  		table.insert(self.support[3], passiveId)
  	end
  
  	-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[4] = function(_, etype, id, num)
  		self.support[4] = self.support[4] or {}
  		self.support[4][etype] = self.support[4][etype] or {}
  		self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
  	end
  
  	-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[5] = function(_, etype, id, num)
  		self.support[5] = self.support[5] or {}
  		self.support[5][etype] = self.support[5][etype] or {}
  		self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
  	end
  
  	-- 获得随机神器 6=数量
  	supportEffect[6] = function(num)
  		self.support[6] = (self.support[6] or 0) + num
  	end
  
  	-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
  	supportEffect[7] = function(num)
  		self.support[7] = (self.support[7] or 0) + num
  	end
  
  	for _, supportId in ipairs(supports) do
  		local supportData = csvdb["adv_supportCsv"][supportId]
  		for _, effect in ipairs(supportData.effect:toArray()) do
  			local cur = effect:toArray(true, "=")
  			if supportEffect[cur[1]] then
  				supportEffect[cur[1]](table.unpack(cur))
  			end 
  		end
  	end
  end
  
  function Adv:activeSomeSupport()
  	-- 奖励物品
  	if self.support[1] then
  		self:award(self.support[1])
  		self.support[1] = nil
  	end
  
  	-- 加buff
  	if self.support[2] then
  		for _, buffId in ipairs(self.support[2]) do
  			self.battle.player:addBuff(buffId)
  		end
  		self.support[2] = nil
  	end
  
  	--加被动技
  	if self.support[3] then
  		for _, passiveId in ipairs(self.support[3]) do
  			self.battle.player:addPassive({id = passiveId})
  		end
  		self.support[3] = nil
  	end
  
  	-- 加随机神器
  	if self.support[6] then
  		local pool = {}
  		for id, temp in pairs(csvdb["adv_artifactCsv"]) do
  			if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
  				table.insert(pool, id)
  			end
  		end
  		for i = 1, math.min(self.support[6], #pool) do
  			local idx = math.randomInt(1, #pool)
  			self:award({[pool[idx]] = 1})
  			table.remove(pool, idx)
  		end
  		self.support[6] = nil
  	end
  
  	self:supportChooseArtifact()
  end
  
  function Adv:supportChooseArtifact()
  	-- 加 三选一 神器
  	if self.support[7] then
  		if self.support[7] > 0 then
  			self:waitChooseArtifact()
  		end
  		self.support[7] = self.support[7] - 1
  		if self.support[7] <= 0 then
  			self.support[7] = nil
  		end
  	end
  end
  
  function Adv:supportFirstLayerAddEvent()
  	if self.support[4] then
  		local temp = self.support[4]
  		self.support[4] = nil
  		return temp
  	end
  end
  
  function Adv:supportEveryLayerAddEvent()
  	return self.support[5]
  end
  
  
  function Adv:isRunning()
  	if self.chapterId then return true end
  	return false
  end
  
  -- 强制结束
  function Adv:forceOver(notNotify)
  	if self:isRunning() then
  		self:clear()
  		local advTeam = self.owner:getProperty("advTeam")
  		advTeam.player = nil
  
  		local reward = self.owner:getProperty("advItems"):toNumMap()
  		for itemId, count in pairs(reward) do
  			reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
  		end
  		self.owner:award(reward)
  
  		self.owner:updateProperties({
  			advInfo = {}, 
  			advTeam = advTeam,
  			advItems = "",
  			advAFGet = {},
  			advAFWear = {},
  		}, notNotify)
  	end
  end
  
  
  
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  -- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
  function Adv:checkAdvUnlock(utype, value)
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	local reward = {}
  	for id, data in pairs(csvdb["adv_unlockCsv"]) do
  		if data.chapterid == chapter and data.type == utype and value == data.value then
  			--0=立即获得;1=结算时获得
  			if data.time == 0 then
  				reward[data.itemid] = 1
  			elseif data.time == 1 then
  				table.insert(self.cacheUnlock, data.itemid)
  			end
  		end
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  end
  
  function Adv:clearAdvUnlockCache()
  	local reward = {}
  	for _, itemId in ipairs(self.cacheUnlock) do
  		reward[itemId] = 1
  	end
  	if next(reward) then
  		self.owner:award(reward)
  	end
  	self.cacheUnlock = {}
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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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])
46fac6f1   zhouahaihai   酱料
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  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
379
  	self.cachePassiveEvent = {}
1313eac0   zhouhaihai   冒险的一些bug
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  	-- after init battle
  	for idx, map in pairs(self.maps) do
  		map:initBattleAfter()
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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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
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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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]
36c30c5c   zhouahaihai   冒险
409
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getBlock(roomId, blockId, mapIdx)
  	local room = self:getRoom(roomId, mapIdx)
  	if room then
  		return room.blocks[blockId]
c0b7797f   zhouhaihai   陷阱、点击生效点
416
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
ccbafe67   zhouhaihai   冒险神器和buff
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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)
e852b350   zhouhaihai   冒险成就类型增加
426
  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
85ded242   zhouhaihai   丰富返回事件
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  	self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
ccbafe67   zhouhaihai   冒险神器和buff
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  end
  
  
  function Adv:delArtifactEffect(effect)
  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:addPassive({id = id})
  		elseif etype == 2 then
  			self.battle.player:addBuff(id)
  		end
  	end
  end
  
  function Adv:addArtifactEffect(effect)
  	for _, eff in ipairs(effect:toArray()) do
  		local etype, id = table.unpack(eff:toArray(true, "="))
  		if etype == 1 then
  			self.battle.player:delPassiveById(id)
  		elseif etype == 2 then
  			self.battle.player:delBuffById(id)
  		end
  	end
  end
  
  function Adv:wearArtifact(slot, id)
  	local advAFGet = self.owner:getProperty("advAFGet")
  	local advAFWear = self.owner:getProperty("advAFWear")
  
  	local curWear = {}
  	for _, _id in pairs(advAFWear) do
  		curWear[_id] = 1
  	end
  	if curWear[id] then return end
  
  	if advAFWear[slot] then
  		local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
  		self:delArtifactEffect(oldData.effect)
  		if oldData.comboId ~= 0 then
  			local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
  			if comboData then
  				local isHaveCombo = true
  				for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  					if not curWear[_id] then
  						isHaveCombo = false
  						break
  					end
  				end
  				if isHaveCombo then
  					self:delArtifactEffect(comboData.effect)
  				end
  			end
  		end
  		curWear[advAFWear[slot]] = nil
  	end
  	
  	curWear[id] = 1
  	local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
  	self:addArtifactEffect(newData.effect)
  	if newData.comboId ~= 0 then
  		local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
  		if comboData then
  			local isHaveCombo = true
  			for _, _id in ipairs(comboData.artifactid:toArray(true)) do
  				if not curWear[_id] then
  					isHaveCombo = false
  					break
  				end
  			end
  			if isHaveCombo then
  				self:addArtifactEffect(comboData.effect)
  			end
  		end
  	end
46fac6f1   zhouahaihai   酱料
502
  
ccbafe67   zhouhaihai   冒险神器和buff
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  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
e852b350   zhouhaihai   冒险成就类型增加
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  -- 是否穿着指定神器
  function Adv:isWearAF(id)
  	local advAFWear = self.owner:getProperty("advAFWear")
  	for _, _id in pairs(advAFWear) do
  		if _id == id then
  			return true
  		end
  	end
  	return false
  end
  --是否激活指定神器套装
  function Adv:haveComboAF(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
  	for _, _id in pairs(advAFWear) do
  		local afData = csvdb["adv_artifactCsv"][_id][advAFGet[_id]]
  		if afData.comboId == id then
  			local comboData = csvdb["adv_artifact_comboCsv"][afData.comboId]
  			if comboData then
  				for _, _id2 in ipairs(comboData.artifactid:toArray(true)) do
  					if not curWear[_id2] then
  						return false
  					end
  				end
  				return true
  			end
  			return false
  		end
  	end
  	return false
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
543
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  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
545
  	local advAFGet = self.owner:getProperty("advAFGet")
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
546
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
547
  	local advAFWear = self.owner:getProperty("advAFWear")
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
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  	local newLv = advAFGet[id]
  	for i = 1, level do
  		if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
  		newLv = newLv + 1
  	end
  	if newLv == advAFGet[id] then return end
  
ccbafe67   zhouhaihai   冒险神器和buff
556
  	local status = 0
ccbafe67   zhouhaihai   冒险神器和buff
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  	if advAFWear[id] then -- 穿着呢
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
559
  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
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  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
564
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  	self.owner:changeUpdates({{type = "advAFGet", field = id, value = newLv}})
  	self:checkAchievement(Adv.AchievType.MWeaponLv, 1, id, newLv)
ccbafe67   zhouhaihai   冒险神器和buff
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  	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
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
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  	if #pool == 0 then
  		self:award({[ItemId.AdvPoint] = 48})
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
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  			local idx = math.randomInt(1, #pool)
  			table.insert(chooses, pool[idx])
  			table.remove(pool, idx)
  		end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
587
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  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
589
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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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
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
598
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  	self:award({[self.waitArtifact[index]] = 1})
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
600
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  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
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  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
610
  
eee37c88   zhouhaihai   楼层数据
611
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  function Adv:getCurFloorData()
  	if not self.chapterId then return end
  	local chapter = self.chapterId % 100
  	return (csvdb["adv_chapter_floorCsv"][chapter] or {})[self.level]
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
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623
  --关卡结束
  function Adv:over(success, rewardRatio)
  	if success then 
  		rewardRatio = rewardRatio or 100
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
  	end
b0fe1817   zhouahaihai   冒险分数
624
  	local score = self:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
625
  	local scoreInfo = self.score
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
626
  	
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
627
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
628
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  	local reward = self.owner:getProperty("advItems"):toNumMap()
  	for itemId, count in pairs(reward) do
  		reward[itemId] = math.ceil(count * rewardRatio / 100)
  	end
  	reward = self.owner:award(reward)
  
46fac6f1   zhouahaihai   酱料
636
  	if success then
53e8037e   zhouhaihai   任务
637
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
638
639
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
  		if not self:isEndless() and self.level >= chapterData then
53e8037e   zhouhaihai   任务
640
641
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
642
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
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  		local roleId = self.owner:getProperty("id")
  		local oldMaxScore = tonum(redisproxy:zscore(RANK_ADV, roleId))
  		if score > oldMaxScore then
  			local team = self.owner:getProperty("advTeam")
  			local curInfo = {
  				name = self.owner:getProperty("name"),
  				headId = self.owner:getProperty("headId"),
  				lv = self.owner:getProperty("level"),
f7f25b04   zhouhaihai   冒险bug
651
  				batteV = self.owner:getTeamBattleValue(team.heros),
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
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  				chapter = self.chapterId,
  				format = self.owner:getTeamHerosInfo(team.heros),
  			}
  			redisproxy:pipelining(function (red)
  				red:zadd(RANK_ADV, score, roleId)	--更新分数
  				red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  			end)
  		end
46fac6f1   zhouahaihai   酱料
660
  	end
f45d3a7b   zhouhaihai   adv_unlock
661
  	self:clearAdvUnlockCache()
46fac6f1   zhouahaihai   酱料
662
  	self:clear()
89338c47   zhouhaihai   技能目标
663
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
664
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
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  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
b0fe1817   zhouahaihai   冒险分数
670
  	self:backEnd(success, score, scoreInfo, reward)
46fac6f1   zhouahaihai   酱料
671
672
  end
  
ec87b4a5   zhouahaihai   冒险 完善
673
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
674
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
675
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  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
678
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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 
46fac6f1   zhouahaihai   酱料
683
  	end
8da953a7   zhouhaihai   无尽模式
684
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
685
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
686
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690
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
691
  	end
8da953a7   zhouhaihai   无尽模式
692
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
693
694
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
695
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
696
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  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
699
  	end
02c4de8d   zhouahaihai   增加 固有技
700
  	
46fac6f1   zhouahaihai   酱料
701
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
702
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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)
46fac6f1   zhouahaihai   酱料
707
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709
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
710
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712
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
713
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
714
  	return pool[math.randomInt(1, #pool)]
46fac6f1   zhouahaihai   酱料
715
716
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
717
  
46fac6f1   zhouahaihai   酱料
718
719
  -- 在冒险中获得的物品都发放在冒险背包内
  function Adv:award(gift, params)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
720
  	params = params or {}
46fac6f1   zhouahaihai   酱料
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729
  	local tgift = {}
  	if type(gift) == "string" then
  		for _, one in pairs(gift:toTableArray(true)) do
  			tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
  		end
  	else
  		tgift = gift
  	end
  	local items = self.owner:getProperty("advItems")
ccbafe67   zhouhaihai   冒险神器和buff
730
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
731
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
732
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
733
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
734
  			count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
b0fe1817   zhouahaihai   冒险分数
735
  			self:scoreChange(AdvScoreType.Item, {itemId, count})
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
736
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
737
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
738
  		end
ccbafe67   zhouhaihai   冒险神器和buff
739
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
740
741
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
742
  
ccbafe67   zhouhaihai   冒险神器和buff
743
744
745
746
747
748
749
750
  		if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  			self:awardArtifact(itemId, params)
  		else
  			if nums <= 0 then
  				items = items:delk(itemId)
  				nums = 0
  			else
  				items = items:setv(itemId, nums)
916096ed   zhouhaihai   神器效果
751
752
753
  			end
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
754
755
756
757
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
  	return tgift
916096ed   zhouhaihai   神器效果
758
759
760
  end
  
  
46fac6f1   zhouahaihai   酱料
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
  -- 消耗物品 优先冒险背包  --check 只是检查够不够
  function Adv:cost(item, params, check)
  	local items = self.owner:getProperty("advItems")
  	local less = {}
  	local advCost = {}
  	for itemId, count in pairs(item) do
  		advCost[itemId] = - math.min(items:getv(itemId, 0), count)
  		if advCost[itemId] == 0 then
  			advCost[itemId] = nil
  		end
  
  		local last = items:getv(itemId, 0) - count
  		if last < 0 then
  			less[itemId] = -last
  		end
  
  	end
  	if next(less) and not self.owner:checkItemEnough(less) then return end --不够
  	if check then return true end
  	self:award(advCost, params)
ccbafe67   zhouhaihai   冒险神器和buff
781
782
783
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
784
785
786
787
788
  	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
789
790
791
  	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
85ded242   zhouhaihai   丰富返回事件
792
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
793
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
794
795
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
796
  
ccbafe67   zhouhaihai   冒险神器和buff
797
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
798
799
800
801
802
803
804
805
  				-- 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
806
  			end
0e3ab88d   zhouhaihai   中继层
807
  
b176d7d3   zhouhaihai   冒险成就
808
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
809
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
810
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
811
812
  			if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1)) then --关卡结束
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
813
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
814
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
eee37c88   zhouhaihai   楼层数据
815
816
817
818
  				local curFloorData = self:getCurFloorData()
  				if curFloorData then
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
  				end
0e3ab88d   zhouhaihai   中继层
819
820
821
822
823
824
  				local isHaveRelay = self:isHaveRelay(self.level)
  				if isHaveRelay and not self.isRelay then 
  					self:initByChapter(self.chapterId, self.level, true, true, true, false)
  				else
  					self:initByChapter(self.chapterId, self.level + 1, true, true, false, false)
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
825
826
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
827
  
46fac6f1   zhouahaihai   酱料
828
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
829
  		
46fac6f1   zhouahaihai   酱料
830
831
832
833
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
834
  local function clickExit(self, room, block, params)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
835
  	self:over(true)
0e3ab88d   zhouhaihai   中继层
836
837
838
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
839
840
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
841
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
842
843
844
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
845
  local function chooseCommon(self, room, block, chooseData, choose, tag)
46fac6f1   zhouahaihai   酱料
846
847
848
849
  	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
850
851
852
853
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
854
855
856
857
858
859
860
861
  		-- 拥有道具
  		[1] = function()
  			if self:cost({[cond[2]] = cond[3]}, {}, true) then
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
  		[2] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
862
863
864
  			local hero = self.owner.heros[self.owner:getProperty("advTeam").leader]
  			if hero and hero:getProperty("type") == cond[2] then
  				return true
46fac6f1   zhouahaihai   酱料
865
866
867
868
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
869
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
870
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
871
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
872
873
874
875
876
877
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
878
  		--制定属性 
46fac6f1   zhouahaihai   酱料
879
  		[4] = function()
53e8037e   zhouhaihai   任务
880
  			if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
46fac6f1   zhouahaihai   酱料
881
882
883
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
884
885
886
  		-- 提交一个物品
  		[5] = function ()
  			if self:cost({[cond[2]] = cond[3]}, {}) then
85ded242   zhouhaihai   丰富返回事件
887
  				self:backCost({[cond[2]] = cond[3]})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
888
889
890
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
891
892
893
894
895
896
  		-- sp 到达指定值
  		[6] = function()
  			if self.battle.player.sp >= cond[2] then
  				return true
  			end
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
897
898
899
900
901
902
903
904
905
906
907
  		[7] = function()
  			local buff = self.battle.player:getBuffById(cond[2])
  			if buff and buff:getLayer() >= cond[3] then
  				return true
  			end
  		end,
  		[8] = function()
  			return self:isHaveArtifact(cond[2])
  		end
   	}
  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
908
  
9cffb42b   zhouahaihai   抉择点 建筑
909
  	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
910
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
911
912
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
913
914
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
915
916
917
918
919
920
921
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
  					local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
  					reward[item[1]] = (reward[item[1]] or 0) + item[2]
  				end
  				self:backReward(self:award(reward, {}))
e10edb5f   zhouahaihai   冒险事件新
922
923
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
924
925
926
927
  				local layer = effect[3] or 1
  				for i = 1, layer do
  					self.battle.player:addBuff(effect[2])
  				end
e10edb5f   zhouahaihai   冒险事件新
928
929
  			end,
  			[3] = function() --发现怪物
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
930
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
e10edb5f   zhouahaihai   冒险事件新
931
932
933
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
934
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
  			[5] = function() --5=属性枚举=数值;直接增加玩家属性
  				local attr
  				if effect[3] == 0 then
  					attr = "sp"
  				else
  					attr = AttsEnumEx[effect[3]]
  					if not AdvAttsEnum[attr] then return end
  				end
  				self.battle.player:addBaseAttr(attr, effect[4], effect[2])
  			end,
  			[6] = function() -- 商店
  				block:updateEvent({
  					etype = AdvEventType.Trader,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[9] = function() -- click
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
985
986
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
e10edb5f   zhouahaihai   冒险事件新
987
988
  			end
  		}
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
989
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
e10edb5f   zhouahaihai   冒险事件新
990
991
  		doEffect[effect[1]]()
  	end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
992
993
994
995
996
997
  	return true, clearBlock
  end
  
  local function clickChoose(self, room, block, params)
  	local choose = params.choose
  	local chooseData = csvdb["event_chooseCsv"][block.event.id]
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
998
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
999
  	if not status then return end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1000
1001
1002
  	self:checkAdvUnlock(3, block.event.id)
  	self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
  	self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
e852b350   zhouhaihai   冒险成就类型增加
1003
  	self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, block.event.id, choose)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1004
1005
1006
1007
1008
1009
1010
1011
1012
  	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]
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1013
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1014
1015
1016
1017
1018
1019
1020
  	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
1021
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1022
1023
1024
1025
1026
1027
1028
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
  		local advStoryB = self.owner:getProperty("advStoryB")
  		advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
  		self.owner:setProperty("advStoryB", advStoryB)
  		local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
  		self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter)  -- 检查故事对应章节
  
f45d3a7b   zhouhaihai   adv_unlock
1029
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1030
1031
1032
1033
  		self.lchoose.cur = self.lchoose.cur or {}
  		table.insert(self.lchoose.cur, {block.event.id, choose})
  		self:pushBackEvent(AdvBackEventType.LinkChooseOver, self.lchoose.cur)
  		self.lchoose.cur = nil
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1034
1035
  	else
  		self.lchoose.ing = block.event.id + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1036
1037
  		self.lchoose.cur = self.lchoose.cur or {}
  		table.insert(self.lchoose.cur, {block.event.id, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1038
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1039
  
02c4de8d   zhouahaihai   增加 固有技
1040
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1041
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1042
  	end
b176d7d3   zhouhaihai   冒险成就
1043
  
46fac6f1   zhouahaihai   酱料
1044
1045
1046
1047
1048
1049
  	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
1050
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
1051
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
916096ed   zhouhaihai   神器效果
1052
  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1053
  	block:clear()
46fac6f1   zhouahaihai   酱料
1054
1055
1056
1057
1058
1059
1060
  	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]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1061
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1062
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1063
1064
  	if not block.event.shop or not block.event.shop[buyId] then return false, 2 end
  	if (block.event.status or ""):getv(buyId, 0) == 1 then return false, 3 end -- 买过了
46fac6f1   zhouahaihai   酱料
1065
  
127a5787   zhouhaihai   商人卖完走人
1066
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1067
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1068
1069
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1070
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1071
1072
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
8c4a6f4c   zhouhaihai   冒险增加错误返回
1073
  	if not self:cost({[goodsData.currency] = costCount}, {}) then return false, 6 end --不够
f8408529   zhouhaihai   冒险商店
1074
1075
1076
1077
1078
1079
1080
1081
1082
  	self:backCost({[goodsData.currency] = costCount})
  	local reward = self:award({[goodsData.item] = goodsData.num})
  	if goodsData.restrict == 1 then
  		self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
  	elseif goodsData.restrict == 2 then
  		local advShop = self.owner:getProperty("advShop")
  		advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
  		self.owner:updateProperty({field = "advShop", value = advShop})
  	end
46fac6f1   zhouahaihai   酱料
1083
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1084
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1085
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1086
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
1087
  	self:backReward(reward)
127a5787   zhouhaihai   商人卖完走人
1088
  
27cc6f23   zhouhaihai   商店bug
1089
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1090
1091
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1092
1093
1094
1095
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1096
1097
1098
1099
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1100
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1101
  	self:checkTask(Adv.TaskType.Build, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1102
  	self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
e852b350   zhouhaihai   冒险成就类型增加
1103
  	self:checkAchievement(Adv.AchievType.BuildBySelect, 1, block.event.id, choose)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1104
  
02c4de8d   zhouahaihai   增加 固有技
1105
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1106
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1107
  	end
46fac6f1   zhouahaihai   酱料
1108
1109
1110
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
  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
1125
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1126
1127
1128
1129
  			end
  			self:backReward(self:award(reward, {}))
  		end,
  	}
a1e9e891   zhouhaihai   点击事件未生效
1130
1131
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
c0b7797f   zhouhaihai   陷阱、点击生效点
1132
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1133
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1134
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1135
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1136
1137
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
  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)
1313eac0   zhouhaihai   冒险的一些bug
1150
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1151
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1152
  	end
85ded242   zhouhaihai   丰富返回事件
1153
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1154
1155
1156
  	return true
  end
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1157
1158
1159
1160
1161
1162
1163
  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
1164
1165
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1166
1167
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1168
1169
1170
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1171
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1172
1173
1174
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1175
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1176
  	[AdvEventType.Layer] = clickLayer,
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1177
  	[AdvEventType.Task] = clickTask,
46fac6f1   zhouahaihai   酱料
1178
1179
1180
1181
1182
  }
  
  --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
1183
1184
1185
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1186
1187
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1188
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1189
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1190
1191
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1192
  		local canOpen = false  --如果未开放是否可以开放
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1193
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1194
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1195
1196
1197
1198
1199
1200
1201
1202
  			if not ignoreGuard and _block:isGuard() then 
  				if _block:isMonster() then
  					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  					if not enemy:hadBuff(Buff.DONT_DEFEND) then
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1203
  				end
48962a74   zhouhaihai   路障系统提交
1204
1205
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1206
1207
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1208
1209
1210
1211
1212
  		return canOpen
  	end
  
  	if not block.isOpen then
  		if checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1213
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
1214
1215
1216
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1217
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1218
1219
1220
1221
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1222
1223
1224
1225
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1226
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1227
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1228
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1229
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1230
1231
1232
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1233
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1234
  	if clickEvent and block.event then
0e3ab88d   zhouhaihai   中继层
1235
  		if block:getEventType() == AdvEventType.Out or block:getEventType() == AdvEventType.InOut or block:getEventType() == AdvEventType.Exit then
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1236
1237
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1238
1239
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1240
1241
1242
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1243
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1244
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1245
1246
  end
  
46fac6f1   zhouahaihai   酱料
1247
  
4f0a5fae   zhouhaihai   营养剂
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
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1259
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1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
  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
1281
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
  	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
1298
1299
1300
1301
1302
1303
1304
1305
  		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
1306
1307
1308
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1309
1310
1311
1312
1313
1314
  			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
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
  		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
1339
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
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1353
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1396
1397
1398
1399
  				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
c8210d56   zhouhaihai   boss 房有入口
1400
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1401
1402
1403
1404
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1405
1406
1407
1408
1409
1410
  	-- 9: 给玩家增加buff
  	doActiveEffect[9] = function(_, buffId)
  		self.battle.player:addBuff(buffId, self.battle.player)
  		return true
  	end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1411
1412
1413
1414
1415
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
  		self:over(true, rewardRatio)
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1416
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1417
1418
1419
1420
1421
1422
1423
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1426
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1428
1429
1430
1431
  	--11: 随机提升一个未满级神器等级,配置提升等级
  	doActiveEffect[11] = function(_, level)
  		local advAFGet = self.owner:getProperty("advAFGet")
  		local pool = {}
  		for id_, lv in pairs(advAFGet) do
  			if self.owner:isArtifactOpen(id_, self:isEndless(), lv + 1) then  
  				table.insert(pool, id_)
  			end
  		end
  		if #pool > 0 then
  			local idx = math.randomInt(1, #pool)
  			self:artifactLevelUp(pool[idx], level)
  		end
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1432
  
4f0a5fae   zhouhaihai   营养剂
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
  	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
1445
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1446
1447
1448
1449
1450
1451
1452
1453
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1469
  -- 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
1470
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1471
1472
  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
1473
1474
1475
1476
  	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
1477
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1478
1479
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1480
1481
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1482
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1483
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1484
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1485
1486
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
b0fe1817   zhouahaihai   冒险分数
1487
  			self:scoreChange(AdvScoreType.Kill, monsterData.type)
85ded242   zhouhaihai   丰富返回事件
1488
1489
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
db3c56ad   zhouhaihai   冒险相关
1490
1491
  			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
1492
  				block:updateEvent({
db3c56ad   zhouhaihai   冒险相关
1493
1494
  					etype = AdvEventType.Click,
  					id = clickId
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1495
  				})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1496
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1497
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  			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
1511
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1512
1513
1514
1515
1516
  				else
  					block:updateEvent({
  						etype = AdvEventType.Drop,
  						item = item
  					})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1517
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
db3c56ad   zhouhaihai   冒险相关
1518
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1519
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1520
1521
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1522
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1523
1524
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1534
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1536
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
  			self:checkAchievement(Adv.TaskType.KillWithBuff, 1)
  			self:checkAchievement(Adv.TaskType.KillNoBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
  				self:checkAchievement(Adv.TaskType.KillBoss, 1, enemyId)
  				self:checkAchievement(Adv.TaskType.KillBossWithBuff, 1)
  				self:checkAchievement(Adv.TaskType.KillBossNoBuff, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
  			end
46fac6f1   zhouahaihai   酱料
1537
  		end
46fac6f1   zhouahaihai   酱料
1538
1539
1540
1541
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
  
  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
1555
  
46fac6f1   zhouahaihai   酱料
1556
1557
1558
1559
  -- 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
1560
1561
1562
1563
1564
1565
  
  -- if is player enemyId is nil 
  function Adv:backDefChange(enemyId, change)
  	self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
  end
  
46fac6f1   zhouahaihai   酱料
1566
1567
1568
1569
1570
1571
  -- 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
1572
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1573
1574
  end
  
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
1575
1576
1577
1578
1579
  -- if is player enemyId is nil 
  function Adv:backPassive(enemyId, passiveId)
  	self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
  end
  
46fac6f1   zhouahaihai   酱料
1580
1581
1582
1583
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
b0fe1817   zhouahaihai   冒险分数
1584
1585
  function Adv:backEnd(success, score, scoreInfo, reward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
46fac6f1   zhouahaihai   酱料
1586
1587
1588
1589
1590
1591
  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
85ded242   zhouhaihai   丰富返回事件
1592
1593
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
1594
1595
  end
  
386ca58e   zhouhaihai   优化log
1596
1597
1598
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1599
  
85ded242   zhouhaihai   丰富返回事件
1600
1601
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1602
1603
  end
  
4f0a5fae   zhouhaihai   营养剂
1604
1605
1606
1607
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1608
1609
1610
1611
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
1612
1613
1614
1615
1616
1617
1618
1619
1620
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
  function Adv:backUse(items)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items})
  end
  
  
b0fe1817   zhouahaihai   冒险分数
1621
1622
1623
1624
1625
1626
1627
  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
1628
  		local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1629
  		score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
b0fe1817   zhouahaihai   冒险分数
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
  	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
1645
  	self.score[scoreType] = self.score[scoreType] or 0
9f956e88   zhouhaihai   资助对积分的影响
1646
  	self.score[scoreType] = self.score[scoreType] + self.owner:fixAdvScoreChange(score)
b0fe1817   zhouahaihai   冒险分数
1647
1648
1649
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1650
1651
1652
1653
1654
1655
1656
1657
  	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
1658
1659
  end
  
46fac6f1   zhouahaihai   酱料
1660
1661
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
1662
1663
1664
1665
1666
1667
  	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
1668
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
1669
1670
1671
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1672
1673
  end
  
46fac6f1   zhouahaihai   酱料
1674
  return Adv