46fac6f1
zhouahaihai
酱料
|
1
2
|
local Passive = require "adv.AdvPassive"
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
3
4
|
local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
5
|
local Buff = require "adv.AdvBuff"
|
46fac6f1
zhouahaihai
酱料
|
6
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
7
|
local Adv = class("Adv")
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
8
9
10
|
local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
11
12
13
14
|
function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
|
f8408529
zhouhaihai
冒险商店
|
15
|
self.shopStatus = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
16
17
|
self.battle = nil
self.backEvents = {} --发给客户端的事件组
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
18
19
20
21
22
|
self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
23
|
self:initByInfo(self.owner:getProperty("advInfo"))
|
46fac6f1
zhouahaihai
酱料
|
24
25
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
26
27
28
29
30
31
|
--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
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
32
|
self.round = advInfo.round or 0
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
33
|
self.score = advInfo.score or {}
|
0e3ab88d
zhouhaihai
中继层
|
34
|
self.isRelay = advInfo.isRelay
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
35
36
|
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
37
|
self.lchoose = advInfo.lch or {}
|
ccbafe67
zhouhaihai
冒险神器和buff
|
38
|
self.waitArtifact = advInfo.waitAF
|
f45d3a7b
zhouhaihai
adv_unlock
|
39
|
self.cacheUnlock = advInfo.cacheUnlock or {}
|
f8408529
zhouhaihai
冒险商店
|
40
|
self.shopStatus = advInfo.shopStatus or {}
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
41
|
self.support = advInfo.support or {}
|
f8408529
zhouhaihai
冒险商店
|
42
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
43
44
45
|
self.maps = {}
for id, map in ipairs(advInfo.maps or {}) do
self.maps[id] = AdvMap.new(self, id, map)
|
46fac6f1
zhouahaihai
酱料
|
46
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
47
48
|
self:initBattle()
|
46fac6f1
zhouahaihai
酱料
|
49
|
end
|
0e3ab88d
zhouhaihai
中继层
|
50
51
|
-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId)
|
b5185d3b
zhouhaihai
bug
|
52
|
level = level or self.level
|
0e3ab88d
zhouhaihai
中继层
|
53
54
55
56
57
58
59
60
61
62
63
|
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
|
46fac6f1
zhouahaihai
酱料
|
64
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
65
|
-- 随机新的地图
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
66
|
function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
|
b176d7d3
zhouhaihai
冒险成就
|
67
68
69
70
71
72
73
|
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
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
74
|
self.level = level or 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
75
|
self.round = 0
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
76
77
78
|
self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
79
|
self.lchoose = self.lchoose or {}
|
f45d3a7b
zhouhaihai
adv_unlock
|
80
|
self.cacheUnlock = self.cacheUnlock or {}
|
f8408529
zhouhaihai
冒险商店
|
81
|
self.shopStatus = self.shopStatus or {}
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
82
|
self.support = self.support or {}
|
cd498e53
zhouhaihai
被动技生效bug
|
83
|
self.battle = nil -- 清掉 老的 battle
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
84
85
86
87
|
if isEnter then -- 把 支援效果初始化为易用用的形式
self:initSupport(support or {})
end
|
f4c65591
zhouhaihai
抽奖
|
88
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
89
|
-- 随机出地图
|
0e3ab88d
zhouhaihai
中继层
|
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
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
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
115
|
self.maps = {}
|
0e3ab88d
zhouhaihai
中继层
|
116
|
self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
|
46fac6f1
zhouahaihai
酱料
|
117
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
118
119
|
self:initBattle()
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
120
121
|
self:initLayerTask()
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
122
123
124
|
-- 支援效果生效一些
self:activeSomeSupport()
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
125
|
self:checkTask(Adv.TaskType.Arrive)
|
f45d3a7b
zhouhaihai
adv_unlock
|
126
|
self:checkAdvUnlock(1, self.level)
|
596ac19f
zhouhaihai
buff
|
127
128
129
130
|
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
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
131
132
|
if not notNotify then
self:saveDB(notNotify)
|
1607a7f0
zhouahaihai
冒险事件 new
|
133
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
134
|
end
|
b0fe1817
zhouahaihai
冒险分数
|
135
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
136
137
138
139
|
function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
140
|
self.round = 0
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
141
142
|
self.lastEnemyId = 1
self.mapStack = {}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
143
|
self.lchoose = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
144
145
|
self.maps = {}
self.battle = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
146
|
self.waitArtifact = nil
|
0e3ab88d
zhouhaihai
中继层
|
147
|
self.isRelay = nil
|
f45d3a7b
zhouhaihai
adv_unlock
|
148
|
self.cacheUnlock = {}
|
f8408529
zhouhaihai
冒险商店
|
149
|
self.shopStatus = {}
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
150
|
self.support = {}
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
151
152
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
153
154
|
function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
155
|
if self:isRunning() then
|
46fac6f1
zhouahaihai
酱料
|
156
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
157
158
|
advInfo.chapterId = self.chapterId
advInfo.level = self.level
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
159
|
advInfo.round = self.round
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
160
|
advInfo.score = self.score
|
0e3ab88d
zhouhaihai
中继层
|
161
|
advInfo.isRelay = self.isRelay
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
162
163
|
advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
164
|
advInfo.lch = self.lchoose
|
ccbafe67
zhouhaihai
冒险神器和buff
|
165
|
advInfo.waitAF = self.waitArtifact
|
f45d3a7b
zhouhaihai
adv_unlock
|
166
|
advInfo.cacheUnlock = self.cacheUnlock
|
f8408529
zhouhaihai
冒险商店
|
167
|
advInfo.shopStatus = self.shopStatus
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
168
|
advInfo.support = self.support
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
169
|
advInfo.maps = {}
|
1607a7f0
zhouahaihai
冒险事件 new
|
170
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
171
|
self.battle:saveDB()
|
1607a7f0
zhouahaihai
冒险事件 new
|
172
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
173
174
|
for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
|
46fac6f1
zhouahaihai
酱料
|
175
|
end
|
46fac6f1
zhouahaihai
酱料
|
176
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
177
|
advTeam.player = self.battle.player:getDB()
|
46fac6f1
zhouahaihai
酱料
|
178
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
179
180
|
else
advTeam.player = nil
|
46fac6f1
zhouahaihai
酱料
|
181
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
182
183
|
self:updateTask(notNotify)
|
b176d7d3
zhouhaihai
冒险成就
|
184
|
self:updateAchievement(notNotify)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
185
|
self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
|
186
187
|
end
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
|
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
|
f45d3a7b
zhouhaihai
adv_unlock
|
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
|
-- 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
|
374
375
376
377
|
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
|
378
|
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
|
380
381
382
383
384
|
-- after init battle
for idx, map in pairs(self.maps) do
map:initBattleAfter()
end
|
46fac6f1
zhouahaihai
酱料
|
385
386
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
387
388
389
390
391
392
393
|
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
|
394
395
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
396
397
|
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
|
46fac6f1
zhouahaihai
酱料
|
398
399
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
400
401
|
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
|
46fac6f1
zhouahaihai
酱料
|
402
403
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
404
405
406
407
408
|
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
|
410
411
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
412
413
414
415
|
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
|
417
418
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
419
420
421
422
423
424
425
|
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
|
427
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
|
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
|
503
504
505
506
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
|
-- 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
544
|
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
|
548
549
550
551
552
553
554
555
|
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
|
557
558
|
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
|
560
561
562
563
|
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
564
565
|
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
|
566
567
568
569
570
571
572
573
574
575
576
577
578
|
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
|
579
580
581
582
|
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
|
583
584
585
586
|
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
588
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
589
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
590
591
592
593
594
595
596
597
|
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
599
|
self:award({[self.waitArtifact[index]] = 1})
self.waitArtifact = nil
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
600
601
602
603
|
-- 支援效果继续选择
self:supportChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
604
605
606
607
608
609
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
610
|
|
eee37c88
zhouhaihai
楼层数据
|
611
612
613
614
615
616
|
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
|
617
618
619
620
621
622
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
629
630
631
632
633
634
635
|
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
|
643
644
645
646
647
648
649
650
|
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
|
652
653
654
655
656
657
658
659
|
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
|
665
666
667
668
669
|
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
676
677
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
678
679
680
681
682
|
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
687
688
689
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
697
698
|
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
703
704
705
706
|
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
708
709
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
710
711
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
|
721
722
723
724
725
726
727
728
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
1258
1259
1260
1261
1262
1263
1264
1265
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
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
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
1424
1425
1426
1427
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
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
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
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
|
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
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
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
|