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local Passive = require "adv.AdvPassive"
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local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
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local Buff = require "adv.AdvBuff"
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local Adv = class("Adv")
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local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
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function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
self.battle = nil
self.backEvents = {} --发给客户端的事件组
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self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
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self:initByInfo(self.owner:getProperty("advInfo"))
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end
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--初始化adv 信息
function Adv:initByInfo(advInfo)
if not next(advInfo) then return end --还没有 开始新地图
self.chapterId = advInfo.chapterId
self.level = advInfo.level or 1
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self.round = advInfo.round or 0
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self.score = advInfo.score or {}
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
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self.lchoose = advInfo.lch or {}
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self.maps = {}
for id, map in ipairs(advInfo.maps or {}) do
self.maps[id] = AdvMap.new(self, id, map)
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end
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self:initBattle()
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end
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-- 随机新的地图
function Adv:initByChapter(chapterId, level, isToNext, notNotify)
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if not self.chapterId then -- 开始新的章节
self.chapterId = chapterId
self:checkAchievement(Adv.AchievType.StartBattle, 1)
elseif chapterId ~= self.chapterId then -- 正常不会出现
return
end
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self.level = level or 1
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self.round = 0
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self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
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self.lchoose = self.lchoose or {}
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self.owner._advWheelSurfCount = nil -- 抽奖进行次数
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-- 随机出地图
local mapId = self:randomMapId(chapterId, level)
self.maps = {}
self.maps[1] = AdvMap.new(self, 1, mapId)
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if isToNext then
self:scoreChange(AdvScoreType.Level) --增加层级加分
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end
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self:initBattle()
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self:initLayerTask()
self:checkTask(Adv.TaskType.Arrive)
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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
end
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
if self.chapterId then
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advInfo.chapterId = self.chapterId
advInfo.level = self.level
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advInfo.round = self.round
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advInfo.score = self.score
advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
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advInfo.lch = self.lchoose
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advInfo.maps = {}
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self.battle:saveDB()
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for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
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end
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advTeam.player = self.battle.player:getDB()
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else
advTeam.player = nil
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end
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self:updateTask(notNotify)
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self:updateAchievement(notNotify)
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self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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end
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function Adv:initBattle()
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
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end
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self.cachePassiveEvent = {}
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end
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function Adv:triggerPassive(condType, params)
self.cachePassiveEvent = self.cachePassiveEvent or {}
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
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end
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function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
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end
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function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
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end
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function Adv:getRoom(roomId, mapIdx)
mapIdx = mapIdx or self:getCurMapIdx()
local map = self.maps[mapIdx]
if map then
return map.rooms[roomId]
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end
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end
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function Adv:getBlock(roomId, blockId, mapIdx)
local room = self:getRoom(roomId, mapIdx)
if room then
return room.blocks[blockId]
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end
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end
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--关卡通关,非层 score < 0 失败
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function Adv:over(success, isAllPass)
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local score = self:getScore()
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local scoreInfo = self.score
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local reward
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if success then
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reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
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self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
if isAllPass then
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
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-- 冒险队等级升一下子
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self.owner:checkAdvLvByAddWin()
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if self.owner:isFuncOpen(FuncOpenType.AdvWheelSurf) then
self.owner._advWheelSurfCount = 0 -- 抽奖进行次数
end
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end
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self:clear()
|
89338c47
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技能目标
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184
|
self.owner:checkTaskEnter("AdvScore", {score = score})
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self.owner:updateProperty({field = "advItems", value = ""})
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self:backEnd(success, score, scoreInfo, reward)
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end
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function Adv:exit()
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4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
191
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self:over(false)
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self:saveDB()
end
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43babcff
zhouhaihai
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195
196
197
198
199
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function Adv:randomMapId(chapterId, level)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then
error("chapterId " .. chapterId .. " dont exist!")
return
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46fac6f1
zhouahaihai
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|
end
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8da953a7
zhouhaihai
无尽模式
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if AdvCommon.isEndless(chapterId) then
|
916096ed
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神器效果
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level = AdvCommon.getEndlessDataLv(chapterId, level)
|
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zhouhaihai
无尽模式
|
203
204
205
206
207
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
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|
208
|
end
|
8da953a7
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无尽模式
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--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
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215
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
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end
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增加 固有技
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local pool = {}
|
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220
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223
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for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and not lastMapIds[mapId] then
if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
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end
end
end
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优化冒险结构 增加夹层功能
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if not next(pool) then
error("mapIds is empty!")
return
|
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230
|
end
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return pool[math.randomInt(1, #pool)]
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232
233
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end
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-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params)
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简化物品奖励接口,设置默认参数
|
237
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params = params or {}
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244
245
246
247
|
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")
for itemId, count in pairs(tgift) do
|
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冒险分数
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248
249
|
if count > 0 then
self:scoreChange(AdvScoreType.Item, {itemId, count})
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
250
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
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冒险成就
|
251
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
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|
252
|
end
|
46fac6f1
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253
254
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
255
256
257
|
if csvdb["adv_artifactCsv"][itemId] then
nums = self:checkArtifact(itemId, origin, count, nums)
end
|
46fac6f1
zhouahaihai
酱料
|
258
259
260
261
|
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
|
916096ed
zhouhaihai
神器效果
|
262
|
items = items:setv(itemId, nums)
|
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|
263
264
|
end
end
|
9cffb42b
zhouahaihai
抉择点 建筑
|
265
|
|
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269
|
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
return tgift
end
|
916096ed
zhouhaihai
神器效果
|
270
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278
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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
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
374
375
376
377
378
379
|
function Adv:delArtifactEffect(effectType, effects)
if effectType == 1 then
for _, id in ipairs(effects:toArray(true, "=")) do
self.battle.player:delPassiveById(id)
end
elseif effectType == 2 then
for _, id in ipairs(effects:toArray(true, "=")) do
self.battle.player:delBuffById(id)
end
end
end
function Adv:addArtifactEffect(effectType, effects)
if effectType == 1 then
for _, id in ipairs(effects:toArray(true, "=")) do
self.battle.player:addPassive({id = id})
end
elseif effectType == 2 then
for _, id in ipairs(effects:toArray(true, "=")) do
self.battle.player:addBuff(id)
end
end
end
-- 检查神器
function Adv:checkArtifact(itemId, origin, count, nums)
local artifactData = csvdb["adv_artifactCsv"][itemId]
if count == 0 or not artifactData then return nums end
local advItems = self.owner:getProperty("advItems")
if count < 0 then --删除
nums = 0
local curData = artifactData[origin]
if curData then
-- 删除自己的效果
self:delArtifactEffect(curData.type, curData.effect)
--删除组合效果
if curData.comboId ~= 0 then
local comboLv = advItems:getv(curData.comboId, 0)
if comboLv ~= 0 then
--删除自己的组合效果
if curData.comboType == 1 or curData.comboType == 2 then
self:delArtifactEffect(curData.comboType, curData.comboEffect)
elseif curData.comboType == 3 then
self:delArtifactEffect(curData.type, curData.comboEffect)
end
-- 删除组合的组合效果
local comboData = (csvdb["adv_artifactCsv"][curData.comboId] or {})[comboLv]
if comboData then
if comboData.comboType == 1 or comboData.comboType == 2 then
self:delArtifactEffect(comboData.comboType, comboData.comboEffect)
elseif comboData.comboType == 3 then
self:delArtifactEffect(comboData.type, comboData.comboEffect)
self:addArtifactEffect(comboData.type, comboData.effect)
end
end
end
end
end
else
nums = math.max(0, math.min(nums, #artifactData))
if nums == origin then return nums end
if origin == 0 then --初始获得
local curData = artifactData[nums]
local addSelfEffect = true
--查看是否有组合
if curData.comboId ~= 0 then
local comboLv = advItems:getv(curData.comboId, 0)
if comboLv ~= 0 then
--自己的组合效果
if curData.comboType == 1 or curData.comboType == 2 then
self:addArtifactEffect(curData.comboType, curData.comboEffect)
elseif curData.comboType == 3 then
self:addArtifactEffect(curData.type, curData.comboEffect)
addSelfEffect = false
end
--对方的组合效果
local comboData = (csvdb["adv_artifactCsv"][curData.comboId] or {})[comboLv]
if comboData then
if comboData.comboType == 1 or comboData.comboType == 2 then
self:addArtifactEffect(comboData.comboType, comboData.comboEffect)
elseif comboData.comboType == 3 then
self:delArtifactEffect(comboData.type, comboData.effect)
self:addArtifactEffect(comboData.type, comboData.comboEffect)
end
end
end
end
if addSelfEffect then
self:addArtifactEffect(curData.type, curData.effect)
end
else --升级
local originData = artifactData[origin]
local curData = artifactData[nums]
if originData then
self:delArtifactEffect(originData.type, originData.effect)
end
if curData then
self:addArtifactEffect(curData.type, curData.effect)
end
end
end
return nums
end
|
46fac6f1
zhouahaihai
酱料
|
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
|
-- 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)
self.owner:costItems(less, params)
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
|
406
407
408
409
410
|
if self:getCurMap():checkOver() then --检查是否可以出去了
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
self:backLayer()
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
411
412
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
413
|
|
8da953a7
zhouhaihai
无尽模式
|
414
415
416
417
418
419
420
421
422
|
if AdvCommon.isEndless(self.chapterId) then
-- 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
|
423
424
|
end
if params.relay then
|
4d943586
zhouhaihai
直通 advt gm
|
425
|
if self.level % globalCsv.adv_can_out_layer_pre ~= 0 or not self.owner:isFuncOpen(FuncOpenType.AdvRelay) then return end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
426
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
427
428
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
51718558
zhouhaihai
中继层初始经验
|
429
|
local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
|
8da953a7
zhouhaihai
无尽模式
|
430
|
if params.relay or (not AdvCommon.isEndless(self.chapterId) and (self.level >= levellimit or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1))) then --关卡结束
|
53e8037e
zhouhaihai
任务
|
431
|
self:over(true, not AdvCommon.isEndless(self.chapterId) and self.level >= levellimit)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
432
433
434
435
|
else
self:initByChapter(self.chapterId, self.level + 1, true, true)
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
436
|
|
46fac6f1
zhouahaihai
酱料
|
437
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
438
|
|
46fac6f1
zhouahaihai
酱料
|
439
440
441
442
443
444
|
return true
end
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
445
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
446
447
448
|
return true
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
449
|
local function chooseCommon(self, room, block, chooseData, choose)
|
46fac6f1
zhouahaihai
酱料
|
450
451
452
453
|
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
|
454
455
456
457
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
458
459
460
461
462
463
464
465
|
-- 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
|
466
467
468
|
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
|
469
470
471
472
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
473
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
474
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
475
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
476
477
478
479
480
481
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
482
|
--制定属性
|
46fac6f1
zhouahaihai
酱料
|
483
|
[4] = function()
|
53e8037e
zhouhaihai
任务
|
484
|
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) >= cond[3] then
|
46fac6f1
zhouahaihai
酱料
|
485
486
487
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
488
489
490
491
492
493
|
-- 提交一个物品
[5] = function ()
if self:cost({[cond[2]] = cond[3]}, {}) then
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
494
495
496
497
498
499
|
-- sp 到达指定值
[6] = function()
if self.battle.player.sp >= cond[2] then
return true
end
end,
|
46fac6f1
zhouahaihai
酱料
|
500
|
}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
501
502
|
assert(not cond[1] or checkCond[cond[1]], "error cond, event_[link]chooseCsv id :" .. block.event.id)
|
9cffb42b
zhouahaihai
抉择点 建筑
|
503
|
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
|
504
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
505
506
507
508
509
510
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
if effect[1] == 1 then
local reward = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
effect[2] = reward[1]
effect[3] = reward[2]
|
46fac6f1
zhouahaihai
酱料
|
511
|
end
|
e10edb5f
zhouahaihai
冒险事件新
|
512
513
514
515
516
517
518
519
520
|
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
521
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
e10edb5f
zhouahaihai
冒险事件新
|
522
523
524
525
526
|
clearBlock = false
end,
[4] = function() --无事发生
end
}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
527
|
assert(doEffect[effect[1]], "error effect, event_[link]chooseCsv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
528
529
|
doEffect[effect[1]]()
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
530
|
self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
531
|
self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
|
return true, clearBlock
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose)
if not status then return end
if clearBlock then
block:clear()
end
return true
end
local function clickLinkChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_linkchooseCsv"][block.event.id]
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose)
if not status then return end
-- 完成统计次数
local idx = block.event.id % 10
if idx == 9 or not csvdb["event_linkchooseCsv"][block.event.id + 1] then --全部完成
local startId = math.floor(block.event.id / 10) * 10 + 1
self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
|
b176d7d3
zhouhaihai
冒险成就
|
558
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
559
560
561
|
else
self.lchoose.ing = block.event.id + 1 --后面会出现后继事件
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
562
|
|
02c4de8d
zhouahaihai
增加 固有技
|
563
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
564
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
565
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
566
|
|
46fac6f1
zhouahaihai
酱料
|
567
568
569
570
571
572
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
573
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
|
916096ed
zhouhaihai
神器效果
|
574
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
575
|
block:clear()
|
46fac6f1
zhouahaihai
酱料
|
576
577
578
579
580
581
582
583
584
585
586
587
|
self:backReward(reward)
return true
end
local function clickTrader(self, room, block, params)
local buyId = params.id
local traderData = csvdb["event_traderCsv"][block.event.id]
if not traderData then return end -- 偷偷改表了
if not block.event.shop or not block.event.shop[buyId] then return end
if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
|
e10edb5f
zhouahaihai
冒险事件新
|
588
|
if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
|
46fac6f1
zhouahaihai
酱料
|
589
|
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
590
|
local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
|
46fac6f1
zhouahaihai
酱料
|
591
|
block.event.status = block.event.status:setv(buyId, 1)
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
592
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
593
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
594
595
596
597
598
599
600
601
|
self:backReward(reward)
return true
end
local function clickBuild(self, room, block, params)
local buildData = csvdb["event_buildingCsv"][block.event.id]
if not buildData then return end-- 偷偷改表了
if not block.event.effect then return end -- 没有效果 气人不
|
02c4de8d
zhouahaihai
增加 固有技
|
602
|
local clearBlock = true
|
46fac6f1
zhouahaihai
酱料
|
603
604
605
606
607
608
609
610
611
612
|
local effect = block.event.effect
--todo 效果生效
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
613
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
02c4de8d
zhouahaihai
增加 固有技
|
614
|
clearBlock = false
|
46fac6f1
zhouahaihai
酱料
|
615
616
617
618
619
|
end,
[4] = function() --无事发生
end
}
assert(doEffect[effect[1]], "error effect, event_buildingCsv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
620
|
if not self:cost(buildData.required:toNumMap(), {}) then return end
|
46fac6f1
zhouahaihai
酱料
|
621
|
doEffect[effect[1]]()
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
622
|
self:checkTask(Adv.TaskType.Build, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
623
|
self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)
|
02c4de8d
zhouahaihai
增加 固有技
|
624
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
625
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
626
|
end
|
46fac6f1
zhouahaihai
酱料
|
627
628
629
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
630
631
632
633
634
635
636
637
638
639
640
641
642
643
|
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
|
644
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
645
646
647
648
|
end
self:backReward(self:award(reward, {}))
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
649
650
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
651
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
652
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
653
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
654
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
655
656
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
657
658
659
660
661
662
663
664
665
666
667
668
|
local function clickLayer(self, room, block, params)
if block.event.mapIdx then
table.insert(self.mapStack, block.event.mapIdx) --进入夹层
else
--生成夹层
local mapId = csvdb["event_layerCsv"][block.event.id].effect
local mapIdx = #self.maps + 1
block.event.mapIdx = mapIdx
table.insert(self.mapStack, mapIdx)
self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
self.battle:initMapEnemys(mapIdx)
|
b176d7d3
zhouhaihai
冒险成就
|
669
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
670
671
672
673
674
|
end
self:backLayer()
return true
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
675
676
677
678
679
680
681
|
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
|
682
683
684
685
686
|
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
687
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
688
689
690
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
691
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
692
|
[AdvEventType.Layer] = clickLayer,
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
693
|
[AdvEventType.Task] = clickTask,
|
46fac6f1
zhouahaihai
酱料
|
694
695
696
697
698
|
}
--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
|
699
700
701
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
702
703
|
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
704
|
local status = false
|
36c30c5c
zhouahaihai
冒险
|
705
|
local clickEvent = false
|
46fac6f1
zhouahaihai
酱料
|
706
|
if not block.isOpen then
|
36c30c5c
zhouahaihai
冒险
|
707
708
|
local canOpen = false --如果未开放是否可以开放
local hadMonster = false -- 周围是否有解锁的怪未击败
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
709
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
710
711
|
local _room, _block = one[1], one[2]
if _block.isOpen then canOpen = true end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
712
|
if _block.isOpen and _block:isMonster() then
|
36c30c5c
zhouahaihai
冒险
|
713
714
715
|
hadMonster = true
end
end
|
46fac6f1
zhouahaihai
酱料
|
716
|
if canOpen and not hadMonster then --开放
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
717
|
room:openBlock(block)
|
46fac6f1
zhouahaihai
酱料
|
718
719
720
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
721
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
722
723
724
725
726
|
--点了空地
if not block.event then
return
end
--可点击的事件
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
727
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
728
|
if eventCallFunc[block.event.etype] then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
729
|
status = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
730
731
732
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
733
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
734
|
if clickEvent and block.event then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
735
|
if block:getEventType() == AdvEventType.Out then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
736
737
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
738
739
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
740
741
742
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
743
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
744
745
746
|
return status
end
|
46fac6f1
zhouahaihai
酱料
|
747
748
749
750
751
752
753
754
755
756
757
758
759
760
|
--使用道具产生效果
function Adv:useItem(itemId, count, target)
count = count or 1
local itemData = csvdb["adv_itemCsv"][itemId]
if not itemData then return end
--重置数量
if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
if not self:cost({[itemId] = count}, {}, true) then return true end
--消耗
if itemData["function"] == 0 or itemData["function"] == 1 then
self:cost({[itemId] = count}, {})
end
--生效
if itemData.type == 1 or itemData.type == 0 then --技能
|
d27ad5e0
suhongyang
使用营养技
|
761
|
self.battle.player:releaseSkill(itemData.effect, target)
|
46fac6f1
zhouahaihai
酱料
|
762
763
764
765
766
767
768
|
elseif itemData.type == 2 then --掉落
local item = csvdb["event_dropCsv"][itemData.effect]["range"]:randWeight(true)
self:backReward(self:award({[item[1]] = item[2]}, {}))
else
return
end
|
b176d7d3
zhouhaihai
冒险成就
|
769
770
|
self:checkAchievement(Adv.AchievType.UseItem, count, itemId)
|
46fac6f1
zhouahaihai
酱料
|
771
|
self:afterRound()
|
36c30c5c
zhouahaihai
冒险
|
772
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
773
774
775
|
return true
end
|
d27ad5e0
suhongyang
使用营养技
|
776
777
778
779
|
--使用技能
function Adv:usePotion(potionId, potionLevel, target)
-- cost
local potionData = csvdb["adv_potionCsv"][potionId][potionLevel]
|
d27ad5e0
suhongyang
使用营养技
|
780
781
782
783
784
785
786
787
|
local enemy = self.battle:getEnemy(target.roomId, target.blockId)
if not enemy then return end
--生效
if potionData.type == 1 or potionData.type == 0 then --技能
self.battle.player:releaseSkill(potionData.effect, enemy)
elseif potionData.type == 2 then --掉落
local item = csvdb["event_dropCsv"][potionData.effect]["range"]:randWeight(true)
self:backReward(self:award({[item[1]] = item[2]}, {}))
|
46fac6f1
zhouahaihai
酱料
|
788
|
else
|
d27ad5e0
suhongyang
使用营养技
|
789
|
return
|
46fac6f1
zhouahaihai
酱料
|
790
|
end
|
46fac6f1
zhouahaihai
酱料
|
791
|
self:afterRound()
|
36c30c5c
zhouahaihai
冒险
|
792
|
self:saveDB()
|
53e8037e
zhouhaihai
任务
|
793
|
self.owner:checkTaskEnter("AdvUsePotion")
|
46fac6f1
zhouahaihai
酱料
|
794
795
796
|
return true
end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
|
-- 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
|
821
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
822
823
|
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
|
824
825
826
827
|
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
|
828
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
829
830
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
831
832
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
833
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
834
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
835
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
836
837
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
b0fe1817
zhouahaihai
冒险分数
|
838
|
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
6732f756
zhouhaihai
玩家升级
|
839
|
self.battle.player:addExp(monsterData.exp)
|
02c4de8d
zhouahaihai
增加 固有技
|
840
841
|
local item = block.event.item
if not item then
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
842
843
844
845
846
847
848
849
|
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
|
46fac6f1
zhouahaihai
酱料
|
850
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
851
|
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
852
|
if item[1] == 0 then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
853
|
block:clear()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
854
|
else
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
855
856
857
858
|
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
859
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
860
861
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
862
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
46fac6f1
zhouahaihai
酱料
|
863
|
end
|
46fac6f1
zhouahaihai
酱料
|
864
865
866
867
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
868
869
870
871
872
873
874
875
876
877
878
879
880
|
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
|
881
882
883
884
|
function Adv:backMiss(enemyId)
self:pushBackEvent(AdvBackEventType.Miss, {enemyId = enemyId})
end
|
46fac6f1
zhouahaihai
酱料
|
885
886
887
888
|
-- 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
|
889
890
891
892
893
894
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
895
896
897
898
899
900
|
-- 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
|
901
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
902
903
|
end
|
4eadc2ab
suhongyang
獲得被動暫時增加log,後面可以去掉
|
904
905
906
907
908
|
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
end
|
46fac6f1
zhouahaihai
酱料
|
909
910
911
912
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
913
914
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
915
916
917
918
919
920
921
922
923
924
|
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
function Adv:backAtk(enemyId, receiver)
self:pushBackEvent(AdvBackEventType.Atk, {enemyId = enemyId, receiver = receiver})
end
|
bedca62d
zhouahaihai
冒险
|
925
926
927
928
|
function Adv:backDead(enemyId)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
end
|
386ca58e
zhouhaihai
优化log
|
929
930
931
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
932
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
933
934
935
936
|
function Adv:backLayer()
self:pushBackEvent(AdvBackEventType.Layer, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
937
938
939
940
941
942
943
|
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
|
944
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
945
|
score = globalCsv.adv_score_monster[pms] * chapterData["reward"]
|
b0fe1817
zhouahaihai
冒险分数
|
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
|
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
|
961
962
|
self.score[scoreType] = self.score[scoreType] or 0
self.score[scoreType] = self.score[scoreType] + score
|
b0fe1817
zhouahaihai
冒险分数
|
963
964
965
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
966
967
968
969
970
971
972
973
|
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
|
974
975
|
end
|
46fac6f1
zhouahaihai
酱料
|
976
977
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
978
979
980
981
982
983
|
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
|
984
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
985
986
987
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
988
989
|
end
|
46fac6f1
zhouahaihai
酱料
|
990
|
return Adv
|