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local Passive = require "adv.AdvPassive"
-- 工具函数
local function getIdByCr(c, r)
local crId = math.abs(r) + math.abs(c) * 100
if c < 0 then
crId = crId + 10000
end
if r < 0 then
crId = crId + 20000
end
return crId
end
local function getCrById(crId)
local c = math.floor(crId % 10000 / 100)
local r = crId % 100
local last = math.floor(crId / 10000)
if last == 3 then
c, r = -c, -r
elseif last == 1 then
c = -c
elseif last == 2 then
r = -r
end
return c, r
end
-----------------------------随机地图-----------------------------
--检查 是否满足层数限制条件
local function checkIsIn(checkValue, checkType, checkRange)
if not checkValue then return end
if checkType == 1 then
local limits = checkRange:toNumMap()
for min, max in pairs(limits) do
if checkValue >= min and checkValue <= max then
return true
end
end
else
local limit = checkRange:toArray(true, "=")
for _, _l in ipairs(limit) do
if _l == checkValue then
return true
end
end
end
end
--关卡事件库
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local function getEventLib(chapterId, level, needEventType) -- needEventType 需要的事件
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local chapter = math.floor(chapterId / 100) % 100
local libsToType = {
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["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS, AdvEventType.Monster},
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["event_chooseCsv"] = AdvEventType.Choose,
["event_dropCsv"] = AdvEventType.Drop,
["event_buildingCsv"] = AdvEventType.Build,
["event_traderCsv"] = AdvEventType.Trader,
}
local eventLib = {}
for lib, eventType in pairs(libsToType) do
if type(eventType) == "table" then
for _, temp in ipairs(eventType) do
eventLib[temp] = {}
end
else
eventLib[eventType] = {}
end
if not needEventType or eventLib[needEventType] then
for id, data in pairs(csvdb[lib]) do
if data.levelchapter == chapter then
if checkIsIn(level, data.leveltype, data.levellimit) then
if type(eventType) == "table" then
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eventLib[eventType[data.type]][data.BlockEventType] = eventLib[eventType[data.type]][data.BlockEventType] or {}
eventLib[eventType[data.type]][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
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else
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eventLib[eventType][data.BlockEventType] = eventLib[eventType][data.BlockEventType] or {}
eventLib[eventType][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
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end
end
end
end
if needEventType then
break
end
end
end
return eventLib
end
-- 生成地图 是否可以生成地图上层判断
local function randomAdvMap(role, chapterId, level, notNotify)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
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if not chapterData then
error("chapterId " .. chapterId .. " dont exist!")
return
end
if level > chapterData.limitlevel then
error("level overflow!")
return
end
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--随出地图
local raw_pool = chapterData.mapid:toArray(true, "=")
local advInfo = role:getProperty("advInfo")
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local lastMapId = advInfo.mapId --非同一层不连续随出同一张类似的地图
local lastChapterId = advInfo.chapter
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local lastScore = advInfo.score or {} -- 分数
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local power = advInfo.power or 100 --体力
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local pool = {}
for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and (lastChapterId == chapterId or lastMapId ~= mapId) then --非同一层不连续随出同一张类似的地图
if checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
end
end
end
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if not next(pool) then
error("mapIds is empty!")
return
end
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local mapId = pool[math.randomInt(1, #pool)]
--随出事件
local mapData = csvdb["map_" .. csvdb["mapCsv"][mapId]["path"] .. "Csv"]
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if not mapData then
error("mapId " .. mapId .. " dont exist!")
return
end
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table.clear(advInfo)
advInfo.chapter = chapterId
advInfo.level = level
advInfo.mapId = mapId
advInfo.power = power
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advInfo.score = lastScore
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advInfo.enemyId = 1 --怪递增的索引
advInfo.rooms = {} -- {[roomId] = {event = {}, open = {}},} -- event 事件信息(具体信息查看randomEvent), open 是否解锁
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--事件随机
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local eventLib = getEventLib(chapterId, level) -- 同时记录出现次数
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local monsterEvents = {} --处理钥匙掉落
local haveBoss = false
local function randomEvent(roomId, blockId, eventType)
if advInfo.rooms[roomId]["event"][blockId] then return end --已经有事件了 不覆盖
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local etype, especial = eventType, 0
if eventType > 100 then -- 特殊事件(固定)
etype = math.floor(eventType / 100)
especial = eventType % 100
end
local event = {etype = etype}
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local randomFunc = {}
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local function randomCommon()
if not eventLib[etype] or not next(eventLib[etype]) or not eventLib[etype][especial] or not next(eventLib[etype][especial]) then return false end
event.id = math.randWeight(eventLib[etype][especial], "showup")
if eventLib[etype][especial][event.id].limit > 1 then
eventLib[etype][especial][event.id].limit = eventLib[etype][especial][event.id].limit - 1
elseif eventLib[etype][especial][event.id].limit == 1 then
eventLib[etype][especial][event.id] = nil
end
end
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--入口
randomFunc[AdvEventType.In] = function()end
--出口
randomFunc[AdvEventType.Out] = function() end
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--boss
randomFunc[AdvEventType.BOSS] = function()
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if haveBoss then return false end
if randomCommon() == false then
return false
end
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haveBoss = true
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end
--怪物
randomFunc[AdvEventType.Monster] = function()
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if randomCommon() == false then
return false
end
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table.insert(monsterEvents, event)
end
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--选择点
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randomFunc[AdvEventType.Choose] = randomCommon
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--掉落点
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randomFunc[AdvEventType.Drop] = randomCommon
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--交易所
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randomFunc[AdvEventType.Trader] = randomCommon
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--建筑
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randomFunc[AdvEventType.Build] = randomCommon
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if randomFunc[etype] then
if randomFunc[etype]() ~= false then
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advInfo.rooms[roomId]["event"][blockId] = event
end
end
end
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stagePool = {["global"] = {}}
for roomId, roomName in pairs(mapData["rooms"]) do
stagePool[roomId] = {}
advInfo.rooms[roomId] = {event = {}, open = {}} -- 事件, open open == 1 房间内地块全部开放
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for blockId, stageType in pairs(roomData["blocks"]) do
if AdvSpecialStage[stageType] then
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eventType = AdvEventType[AdvSpecialStage[stageType]] -- 地块固定类型
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randomEvent(roomId, blockId, eventType)
else
stagePool["global"][stageType] = stagePool["global"][stageType] or {}
stagePool[roomId][stageType] = stagePool[roomId][stageType] or {}
table.insert(stagePool["global"][stageType], {room = roomId, block = blockId})
stagePool[roomId][stageType][blockId] = 1
end
end
end
-- 全地图事件 优先级高
for stageType, events in pairs(mapData["events"]) do
for _, event in ipairs(events) do
local lastCount = #stagePool["global"][stageType]
if lastCount <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(lastCount, event["minc"]), math.min(lastCount, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][stageType][idx]
randomEvent(cur["room"], cur["block"], event["event"])
table.remove(stagePool["global"][stageType], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][stageType][cur["block"]] = nil
end
end
end
end
-- 随机单个房间的事件
for roomId, roomName in pairs(mapData["rooms"]) do
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for stageType, events in pairs(roomData["events"]) do
local bpool = {}
if stagePool[roomId][stageType] then
for block, _ in pairs(stagePool[roomId][stageType]) do
table.insert(bpool, block)
end
end
for _, event in ipairs(events) do
if #bpool <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(#bpool, event["minc"]), math.min(#bpool, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, #bpool)
randomEvent(roomId, bpool[idx], event["event"])
table.remove(bpool, idx)
end
end
end
end
end
if not haveBoss then
if not next(monsterEvents) then
print("这个地图没有钥匙!!! mapId : " .. mapId)
else
local event = monsterEvents[math.randomInt(1, #monsterEvents)]
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event.item = {ItemId.AdvKey, 1} --掉落钥匙
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end
end
end
--块类型
local Block = class("Block")
function Block:ctor(blockId, event, isOpen)
self.blockId = blockId
self.col, self.row = getCrById(self.blockId)
self.isOpen = isOpen and true or false
self.event = event -- 拿到的是引用可以直接更新
end
function Block:isBoss()
if not self.event then return end
return self.event["etype"] == AdvEventType.BOSS
end
--事件有需要额外处理的部分
function Block:open(adv, room)
--如果翻开有数据处理在这里处理
local randomFunc = {}
--怪
randomFunc[AdvEventType.Monster] = function()
self.event.mId = adv.advInfo.enemyId --给怪一个有序id 回合逻辑时使用
adv.advInfo.enemyId = adv.advInfo.enemyId + 1
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local enemy = adv.battle:getEnemy(room.roomId, self.blockId)
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if enemy then
enemy:unlock(self.event.mId)
else
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enemy = adv.battle:addEnemy(room, self)
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end
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enemy:triggerPassive(Passive.BORN_ONCE)
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end
randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
--掉落
randomFunc[AdvEventType.Drop] = function()
self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
end
--交易
randomFunc[AdvEventType.Trader] = function()
local data = csvdb["event_traderCsv"][self.event.id]
self.event.shop = {}
self.event.status = "" --购买次数状态 1 就是购买过了 -- 购买id就是shop索引
for i = 1, 10 do
local numS, rangeS = "num" .. i, "range" .. i
if data[numS] and data[rangeS] then
for j = 1, data[numS] do
table.insert(self.event.shop, data[rangeS]:randWeight(true))
end
else
break
end
end
end
--建筑
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randomFunc[AdvEventType.Build] = function()
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local data = csvdb["event_buildingCsv"][self.event.id]
self.event.effect = data["range"]:randWeight(true) --随出建筑效果
if self.event.effect[1] == 1 then --获得某道具
local reward = csvdb["event_dropCsv"][self.event.effect[2]]["range"]:randWeight(true)
self.event.effect[2] = reward[1]
self.event.effect[3] = reward[2]
end
end
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if self.event then -- 随机出具体的事件
if randomFunc[self.event.etype] then
randomFunc[self.event.etype]()
end
end
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self.isOpen = true
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end
local Room = class("Room")
function Room:ctor(adv, roomId, csvData, info, isPath)
self.roomId = roomId
self.col, self.row = getCrById(self.roomId)
self.isPath = isPath
self.isBossRoom = false -- boss房间 --击败boss 以后重置为false
self.info = info -- 拿到引用 方便更新advInfo
self.isShow = false
self.blocks = {}
for blockId, _ in pairs(csvData["blocks"]) do
self.blocks[blockId] = Block.new(blockId, info.event[blockId], info.open == 1 or info.open[blockId])
if not self.isPath and self.blocks[blockId]:isBoss() then
self.isBossRoom = true
end
if self.blocks[blockId].isOpen then
self.isShow = true
else
if self.blocks[blockId].event and self.blocks[blockId].event.etype == AdvEventType.In then -- 开放
self.isShow = true
self.blocks[blockId].isOpen = true
self.info.open[blockId] = 1
--入口房间只会在这里首次展示开放 --触发固有技
adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
end
end
end
end
function Room:tranGToL(c, r)
return c - self.col, r - self.row
end
function Room:tranLtoG(c, r)
return c + self.col, r + self.row
end
function Room:getBByGPos(c, r)
local c, r = self:tranGToL(c, r)
return self.blocks[getIdByCr(c, r)]
end
function Room:openBlock(block, adv)
if self.blocks[block.blockId] ~= block then return end
if block.isOpen == true then return end
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if self.isBossRoom then
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for _, _block in pairs(self.blocks) do
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_block:open(adv, self)
end
else
block:open(adv, self)
end
local allOpen = true
for _, _block in pairs(self.blocks) do
if not _block.isOpen then
allOpen = false
break
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end
end
if allOpen then
self.info.open = 1
else
self.info.open[block.blockId] = 1
end
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adv:scoreChange(AdvScoreType.Block)
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if not self.isShow then
self.isShow = true
--首次展示房间
adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
end
end
function Room:clearBEvent(block)
if self.blocks[block.blockId] ~= block then return end
block.event = nil
self.info.event[block.blockId] = nil
end
local Adv = class("Adv")
function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.advInfo = self.owner:getProperty("advInfo") --这个变量置空使用 table.clear
self.advTeam = self.owner:getProperty("advTeam") --这个变量置空使用 table.clear
self:clear()
|
36c30c5c
zhouahaihai
冒险
|
442
|
self.backEvents = {} --发给客户端的事件组
|
46fac6f1
zhouahaihai
酱料
|
443
444
445
446
447
448
449
450
451
452
453
|
end
-- 清空自己组织的数据
function Adv:clear()
self.rooms = {}
self.cachePassiveEvent = {} -- 在battle 没有创建成功时 触发的被动技信息
self.battle = nil -- 战斗逻辑
end
--关卡通关,非层 score < 0 失败
function Adv:over(success)
|
b0fe1817
zhouahaihai
冒险分数
|
454
455
|
local score = self:getScore()
local scoreInfo = self.advInfo.score
|
00115a7a
zhouahaihai
奖励发放
|
456
|
local reward
|
46fac6f1
zhouahaihai
酱料
|
457
|
if success then
|
46fac6f1
zhouahaihai
酱料
|
458
|
self.owner:updateProperty({field = "advPass", self.owner:getProperty("advPass"):setv(self.advInfo.chapter, score)})
|
00115a7a
zhouahaihai
奖励发放
|
459
|
reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap(), {})
|
46fac6f1
zhouahaihai
酱料
|
460
461
462
463
|
end
table.clear(self.advInfo) --清空advInfo
self.advTeam.player = nil --重置玩家的数据
self:clear()
|
00115a7a
zhouahaihai
奖励发放
|
464
|
|
bedca62d
zhouahaihai
冒险
|
465
|
self.owner:updateProperty({field = "advItems", value = ""})
|
00115a7a
zhouahaihai
奖励发放
|
466
|
|
b0fe1817
zhouahaihai
冒险分数
|
467
|
self:backEnd(success, score, scoreInfo, reward)
|
46fac6f1
zhouahaihai
酱料
|
468
469
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
470
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
471
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
472
473
474
|
self:saveDB()
end
|
46fac6f1
zhouahaihai
酱料
|
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
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
|
function Adv:getMapInfo()
if not next(self.advInfo) then return end
return csvdb["mapCsv"][self.advInfo.mapId]
end
function Adv:getMapData()
local mapInfo = self:getMapInfo()
if not mapInfo then return end
return csvdb["map_" .. self:getMapInfo()["path"] .. "Csv"]
end
function Adv:initByInfo()
self:clear()
if not next(self.advInfo) then return end --未初始化的 advInfo
local mapData = self:getMapData()
if not mapData then return end
for roomId, roomName in pairs(mapData["rooms"]) do
if roomName == "path" then
self.rooms[roomId] = Room.new(self, roomId, mapData["path"], self.advInfo.rooms[roomId], true)
else
roomName = roomName:gsub("/", "_")
self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], self.advInfo.rooms[roomId], false)
end
end
self:initBattle()
return true
end
function Adv:triggerPassive(condType, params)
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
end
function Adv:initBattle()
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
end
self.cachePassiveEvent = {}
end
-- 随机地图
function Adv:initByChapter(chapterId, level, notNotify)
|
36c30c5c
zhouahaihai
冒险
|
523
|
level = level or 1
|
46fac6f1
zhouahaihai
酱料
|
524
|
randomAdvMap(self.owner, chapterId, level, notNotify)
|
b0fe1817
zhouahaihai
冒险分数
|
525
526
527
528
|
if not next(self.advInfo) then return end
if level > 1 then
self:scoreChange(AdvScoreType.Level)
end
|
46fac6f1
zhouahaihai
酱料
|
529
|
self:initByInfo() --初始化
|
36c30c5c
zhouahaihai
冒险
|
530
|
self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}, notNotify)
|
46fac6f1
zhouahaihai
酱料
|
531
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
558
559
560
561
562
|
end
--获取,某个位置上的 room 和 block
function Adv:getRBByPos(c, r)
for roomId, room in pairs(self.rooms) do
local block = room:getBByGPos(c, r)
if block then
return room, block
end
end
end
function Adv:getAroundBlocks(room, block)
local blocks = {}
local range = {1, -1}
local col, row = room:tranLtoG(block.col, block.row)
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col + add, row)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col, row + add)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
return blocks
end
--随机一个空的位置生成怪, 如果没有就没有
|
02c4de8d
zhouahaihai
增加 固有技
|
563
564
565
566
567
568
569
570
571
572
573
|
function Adv:addNewMonsterRand(monsterId, where)
local room, block
if where then
room, block = where[1], where[2]
else
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and not block_.event then
table.insert(pool, {room_, block_})
end
|
46fac6f1
zhouahaihai
酱料
|
574
575
|
end
end
|
02c4de8d
zhouahaihai
增加 固有技
|
576
577
578
|
if not next(pool) then return end
local idx = math.randomInt(1, #pool)
room, block = pool[idx][1], pool[idx][2]
|
46fac6f1
zhouahaihai
酱料
|
579
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
580
|
|
9cffb42b
zhouahaihai
抉择点 建筑
|
581
582
|
if not monsterId then
local eventLib = getEventLib(self.advInfo.chapter, self.advInfo.level, AdvEventType.Monster)
|
1607a7f0
zhouahaihai
冒险事件 new
|
583
584
|
if not next(eventLib[AdvEventType.Monster][0]) then return false end
monsterId = math.randWeight(eventLib[AdvEventType.Monster][0], "showup")
|
9cffb42b
zhouahaihai
抉择点 建筑
|
585
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
586
587
588
|
local event = {etype = AdvEventType.Monster, mId = self.advInfo.enemyId}
self.advInfo.enemyId = self.advInfo.enemyId + 1
|
9cffb42b
zhouahaihai
抉择点 建筑
|
589
|
event.id = monsterId
|
46fac6f1
zhouahaihai
酱料
|
590
591
|
block.event = event
room.info.event[block.blockId] = event
|
02c4de8d
zhouahaihai
增加 固有技
|
592
593
|
self.battle:addEnemy(room, block):triggerPassive(Passive.BORN_ONCE)
|
46fac6f1
zhouahaihai
酱料
|
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
|
return room, block
end
-- 随机翻开 num 个 以开放的房间的 地块
function Adv:openBlockRand(num)
local pool = {}
for _, room in pairs(self.rooms) do
if room.isShow and not room.isPath then
for _, block in pairs(room.blocks) do
if not block.isOpen then
table.insert(pool, {room.roomId, block.blockId})
end
end
end
end
if #pool <= num then
for _, temp in ipairs(pool) do
self:openBlock(temp[1], temp[2])
end
else
for i = 1, num do
local idx = math.randomInt(1, #pool)
self:openBlock(pool[idx][1], pool[idx][2])
table.remove(pool, idx)
end
end
end
-- 打开一个地块
function Adv:openBlock(roomId, blockId)
local room = self.rooms[roomId]
|
02c4de8d
zhouahaihai
增加 固有技
|
624
|
if not room then return end
|
46fac6f1
zhouahaihai
酱料
|
625
|
local block = room.blocks[blockId]
|
02c4de8d
zhouahaihai
增加 固有技
|
626
|
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
|
room:openBlock(block, self)
self:backBlockChange(roomId, blockId)
end
-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params)
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
|
b0fe1817
zhouahaihai
冒险分数
|
643
644
645
|
if count > 0 then
self:scoreChange(AdvScoreType.Item, {itemId, count})
end
|
46fac6f1
zhouahaihai
酱料
|
646
647
648
649
650
651
652
653
654
|
local origin = items:getv(itemId, 0)
local nums = origin + count
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
items = items:incrv(itemId, count)
end
end
|
9cffb42b
zhouahaihai
抉择点 建筑
|
655
|
|
46fac6f1
zhouahaihai
酱料
|
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
|
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
return tgift
end
-- 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)
|
36c30c5c
zhouahaihai
冒险
|
686
|
if self:cost({[ItemId.AdvKey] = 1}, {}) then
|
46fac6f1
zhouahaihai
酱料
|
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
|
if self.advInfo.level >= csvdb["adv_chapterCsv"][self.advInfo.chapter].limitlevel then --关卡结束
self:over(true)
else
self:initByChapter(self.advInfo.chapter, self.advInfo.level + 1, true)
self:backNext() --下一关
end
return true
end
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
self.battle:playerAtk(room.roomId, block.blockId)
return true
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
if not chooseData or not chooseData["button".. choose .."cond"] then return end
local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
local checkCond = {
-- 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()
for slot, heroId in pairs(self.advTeam.heros) do
if self.owner.heros[heroId] then
if self.owner.heros[heroId]:getProperty("type") == cond[2] then
return true
end
end
end
end,
--消灭所有怪
[3] = function()
for _, room in pairs(self.rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
729
|
for _, block in pairs(room.blocks) do
|
46fac6f1
zhouahaihai
酱料
|
730
731
732
733
734
735
736
737
738
739
740
741
742
743
|
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
return
end
end
end
return true
end,
--制定属性 >
[4] = function()
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) > cond[3] then
return true
end
end,
}
|
9cffb42b
zhouahaihai
抉择点 建筑
|
744
745
|
assert(not cond[1] or checkCond[cond[1]], "error cond, event_chooseCsv id :" .. block.event.id)
if cond[1] and not checkCond[cond[1]]() then return end
|
02c4de8d
zhouahaihai
增加 固有技
|
746
|
local clearBlock = true
|
e10edb5f
zhouahaihai
冒险事件新
|
747
748
749
750
751
752
|
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
|
753
|
end
|
e10edb5f
zhouahaihai
冒险事件新
|
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
|
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
self:addNewMonsterRand(effect[2], {room, block})
clearBlock = false
end,
[4] = function() --无事发生
end
}
assert(doEffect[effect[1]], "error effect, event_chooseCsv id :" .. block.event.id)
doEffect[effect[1]]()
end
|
02c4de8d
zhouahaihai
增加 固有技
|
773
774
775
|
if clearBlock then
room:clearBEvent(block)
end
|
46fac6f1
zhouahaihai
酱料
|
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {})
room:clearBEvent(block)
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
|
796
|
if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
|
46fac6f1
zhouahaihai
酱料
|
797
798
799
800
801
802
803
804
805
806
807
|
local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]}, {})
block.event.status = block.event.status:setv(buyId, 1)
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
|
808
|
local clearBlock = true
|
46fac6f1
zhouahaihai
酱料
|
809
810
811
812
813
814
815
816
817
818
|
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
|
02c4de8d
zhouahaihai
增加 固有技
|
819
820
|
self:addNewMonsterRand(effect[2], {room, block})
clearBlock = false
|
46fac6f1
zhouahaihai
酱料
|
821
822
823
824
825
|
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
|
826
|
if not self:cost(buildData.required:toNumMap(), {}) then return end
|
46fac6f1
zhouahaihai
酱料
|
827
|
doEffect[effect[1]]()
|
02c4de8d
zhouahaihai
增加 固有技
|
828
829
830
|
if clearBlock then
room:clearBEvent(block)
end
|
46fac6f1
zhouahaihai
酱料
|
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
|
return true
end
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
}
--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)
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
|
46fac6f1
zhouahaihai
酱料
|
852
|
local status = false
|
36c30c5c
zhouahaihai
冒险
|
853
|
local clickEvent = false
|
46fac6f1
zhouahaihai
酱料
|
854
|
if not block.isOpen then
|
36c30c5c
zhouahaihai
冒险
|
855
856
857
858
859
860
861
862
863
|
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
for _, one in ipairs(self:getAroundBlocks(room, block)) do
local _room, _block = one[1], one[2]
if _block.isOpen then canOpen = true end
if _block.isOpen and _block.event and (_block.event.etype == AdvEventType.BOSS or _block.event.etype == AdvEventType.Monster) then
hadMonster = true
end
end
|
46fac6f1
zhouahaihai
酱料
|
864
865
866
867
868
|
if canOpen and not hadMonster then --开放
room:openBlock(block, self)
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
869
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
870
871
872
873
874
|
--点了空地
if not block.event then
return
end
--可点击的事件
|
36c30c5c
zhouahaihai
冒险
|
875
|
if not room.isBossRoom or block.event.etype == AdvEventType.BOSS then
|
46fac6f1
zhouahaihai
酱料
|
876
877
878
879
880
|
if eventCallFunc[block.event.etype] then
status = eventCallFunc[block.event.etype](self, room, block, params)
end
end
end
|
36c30c5c
zhouahaihai
冒险
|
881
|
if status and (not clickEvent or (not block.event or block.event.etype ~= AdvEventType.Out)) then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
882
883
884
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
885
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
|
return status
end
--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
self.battle.player:releaseSkill(itemData.effect, 1, target)
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
self:afterRound()
|
36c30c5c
zhouahaihai
冒险
|
912
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
|
return true
end
--使用技能
function Adv:useSkill(skillId, target)
local skillLevel = nil
if skillId > 1000 then return end
for slot, heroId in pairs(self.advTeam.heros) do
if self.owner.heros[heroId] then
if csvdb["unitCsv"][self.owner.heros[heroId]:getSkinId()]["adv"] == skillId then
skillLevel = self.owner.heros[heroId]:getSkillLevel(4)
break
end
end
end
if not skillLevel then return end
local skillData = csvdb["adv_skillCsv"][skillId]
if self.advInfo.power < skillData.cost then return end
self.advInfo.power = self.advInfo.power - skillData.cost
if skillData.target:toArray(true, "=")[1] == 0 then
local enemy = self.battle:getEnemy(target.roomId, target.blockId)
if not enemy then return end
self.battle.player:releaseSkill(skillId, skillLevel, enemy)
else
self.battle.player:releaseSkill(skillId, skillLevel)
end
self:afterRound()
|
36c30c5c
zhouahaihai
冒险
|
941
|
self:saveDB()
|
46fac6f1
zhouahaihai
酱料
|
942
943
944
945
|
return true
end
--敌人死亡
|
02c4de8d
zhouahaihai
增加 固有技
|
946
|
function Adv:enemyDead(roomId, blockId, escape)
|
36c30c5c
zhouahaihai
冒险
|
947
948
|
local room = self.rooms[roomId]
local block = room.blocks[blockId]
|
46fac6f1
zhouahaihai
酱料
|
949
950
|
--死了以后掉东西
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then --处理死亡
|
36c30c5c
zhouahaihai
冒险
|
951
952
953
|
if block.event.etype == AdvEventType.BOSS then
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
954
955
956
|
if escape then
room:clearBEvent(block)
else
|
b0fe1817
zhouahaihai
冒险分数
|
957
958
959
|
local monsterData = csvdb["event_monsterCsv"][block.event.id]
self:scoreChange(AdvScoreType.Kill, monsterData.type)
|
02c4de8d
zhouahaihai
增加 固有技
|
960
961
962
963
964
|
local item = block.event.item
if not item then
if block.event.etype == AdvEventType.BOSS then
item = {ItemId.AdvKey, 1}
else
|
02c4de8d
zhouahaihai
增加 固有技
|
965
966
967
|
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
|
46fac6f1
zhouahaihai
酱料
|
968
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
969
970
971
972
973
974
975
|
if item[1] == 0 then
room:clearBEvent(block)
else
table.clear(block.event)
block.event.etype = AdvEventType.Drop
block.event.item = item
end
|
46fac6f1
zhouahaihai
酱料
|
976
|
end
|
46fac6f1
zhouahaihai
酱料
|
977
978
979
980
981
982
983
984
985
986
987
988
989
|
end
self:backBlockChange(roomId, blockId)
end
--cType 0 or nil 值 1 百分比
function Adv:changePower(value, cType)
cType = cType or 0
if cType == 0 then
self.advInfo.power = self.advInfo.power + value
elseif cType == 1 then
self.advInfo.power = self.advInfo.power + self.advInfo.power * value
end
self.advInfo.power = math.floor(math.max(0, self.advInfo.power))
|
ec87b4a5
zhouahaihai
冒险 完善
|
990
|
self:pushBackEvent(AdvBackEventType.PowerChange)
|
46fac6f1
zhouahaihai
酱料
|
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
|
end
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
-- 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
|
1009
1010
1011
1012
1013
1014
|
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
|
46fac6f1
zhouahaihai
酱料
|
1015
1016
1017
1018
1019
1020
|
-- 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
|
1021
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1022
1023
1024
1025
1026
1027
|
end
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
b0fe1817
zhouahaihai
冒险分数
|
1028
1029
|
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
|
46fac6f1
zhouahaihai
酱料
|
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
|
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
|
1040
1041
1042
1043
|
function Adv:backDead(enemyId)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1044
|
|
b0fe1817
zhouahaihai
冒险分数
|
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
|
function Adv:scoreChange(scoreType, pms)
local cutTypes = {}
local score = 0
cutTypes[AdvScoreType.Level] = function()
score = globalCsv.adv_score_floor
end
cutTypes[AdvScoreType.Kill] = function()
local chapterData = csvdb["adv_chapterCsv"][self.advInfo.chapter]
score = globalCsv.adv_score_monster[pms] * chapterData["monRatio"]
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
self.advInfo.score[scoreType] = self.advInfo.score[scoreType] or 0
self.advInfo.score[scoreType] = self.advInfo.score[scoreType] + score
end
function Adv:getScore()
|
e10edb5f
zhouahaihai
冒险事件新
|
1074
1075
1076
1077
1078
1079
1080
1081
|
self.advInfo.score[AdvScoreType.Level] = math.floor(self.advInfo.score[AdvScoreType.Level] or 0)
self.advInfo.score[AdvScoreType.Block] = math.floor(self.advInfo.score[AdvScoreType.Block] or 0)
self.advInfo.score[AdvScoreType.Hurt] = math.max(math.floor(self.advInfo.score[AdvScoreType.Hurt] or 0), - (self.advInfo.score[AdvScoreType.Level] + self.advInfo.score[AdvScoreType.Block]))
self.advInfo.score[AdvScoreType.Kill] = math.floor(self.advInfo.score[AdvScoreType.Kill] or 0)
self.advInfo.score[AdvScoreType.Item] = math.floor(self.advInfo.score[AdvScoreType.Item] or 0)
return self.advInfo.score[AdvScoreType.Level] + self.advInfo.score[AdvScoreType.Block] + self.advInfo.score[AdvScoreType.Hurt]
+ self.advInfo.score[AdvScoreType.Kill] + self.advInfo.score[AdvScoreType.Item]
|
b0fe1817
zhouahaihai
冒险分数
|
1082
1083
|
end
|
46fac6f1
zhouahaihai
酱料
|
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
|
function Adv:popBackEvents()
local events = self.backEvents
self.backEvents = {}
return events
end
--回合事件处理
function Adv:afterRound()
if self.battle then
self.battle:afterRound()
end
end
|
36c30c5c
zhouahaihai
冒险
|
1097
1098
1099
1100
1101
1102
1103
|
function Adv:saveDB()
if self.battle then
self.battle:getDB()
end
self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam})
end
|
46fac6f1
zhouahaihai
酱料
|
1104
|
return Adv
|