Blame view

src/adv/AdvBlock.lua 9.71 KB
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1
2
3
4
5
6
7
8
9
10
11
12
13
  --块类型
  local AdvCommon = require "adv.AdvCommon"
  local Passive = require "adv.AdvPassive"
  
  local Block = class("AdvBlock")
  function Block:ctor(room, blockId, event, isOpen, trapId)
  	self.room = room
  	self.blockId = blockId
  	self.col, self.row = AdvCommon.getCrById(self.blockId)
  
  	self.isOpen = isOpen and true or false
  	self.trapId = trapId
  
48962a74   zhouhaihai   路障系统提交
14
  	self:updateEvent(event, true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
15
16
17
18
19
20
21
22
23
  end
  function Block:isBoss()
  	return self:getEventType() == AdvEventType.BOSS
  end
  
  function Block:isMonster()
  	return (self:getEventType() == AdvEventType.BOSS or self:getEventType() == AdvEventType.Monster)
  end
  
9687f887   zhouhaihai   建筑被动
24
25
26
27
  function Block:isBuild()
  	return self:getEventType() == AdvEventType.Build
  end
  
cb071e8d   zhouhaihai   多条件选项
28
29
30
31
  function Block:isChoose()
  	return self:getEventType() == AdvEventType.Choose
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
32
33
34
35
  function Block:getEventType()
  	return self.event and self.event.etype
  end
  
2d87caee   zhouhaihai   地块替换优化 新的效果类型
36
37
38
39
  function Block:getStageType()
  	return self.room:getStageType(self.blockId)
  end
  
48962a74   zhouhaihai   路障系统提交
40
  function Block:updateEvent(event, isInit)
2d87caee   zhouhaihai   地块替换优化 新的效果类型
41
42
43
44
45
  	if not isInit then
  		-- 有些事件删除 需要处理
  		if self:isBuild() then 
  			self.room.map.adv.battle:removeBuildByPos(self.room.roomId, self.blockId)
  		elseif self:isMonster() then
739cf86a   zhouhaihai   字段名错误
46
47
  			if self.event.mId then
  				self.room.map.adv.battle:removeEnemyById(self.event.mId)
2d87caee   zhouhaihai   地块替换优化 新的效果类型
48
49
50
  			end
  		end
  	end
1e789624   zhouhaihai   新的 buff 效果
51
52
  	local oldet = self:getEventType()
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
53
  	self.event = event
2d87caee   zhouhaihai   地块替换优化 新的效果类型
54
55
  	if not isInit and self.event then
  		-- 判断下类型是不是错的
7dbd787a   zhouhaihai   bug
56
  		if not self:getEventData() and (self:getEventType() ~= AdvEventType.Drop or not self.event.item) then
2d87caee   zhouhaihai   地块替换优化 新的效果类型
57
58
59
60
61
62
  			self:clear()
  			assert(false, "updateEvent error, : event " .. (event.etype or "nil"))
  			return
  		end
  		self:randomEvent()
  	end
1e789624   zhouhaihai   新的 buff 效果
63
64
  
  	if not isInit and self.isOpen then
47c6253a   zhouhaihai   bugfix
65
  		self:quickDrop()
1e789624   zhouhaihai   新的 buff 效果
66
67
68
69
70
71
72
  		local newet = self:getEventType()
  		if oldet ~= newet then
  			local em = {}
  			if oldet then
  				em[oldet] =1 
  			end
  			if newet then
a55177a3   zhouhaihai   bug
73
  				em[newet] =1 
1e789624   zhouhaihai   新的 buff 效果
74
75
76
77
78
79
80
81
82
  			end
  
  			local player = self.room.map.adv.battle.player
  			player:attrChangeCondBuffCheck(4, em)
  			for _, monster in pairs(player:getTeam(2)) do
  				monster:attrChangeCondBuffCheck(4, em)
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
83
84
85
  end
  
  function Block:clear()
1e789624   zhouhaihai   新的 buff 效果
86
87
  	local et = self:getEventType()
  	if et == AdvEventType.Trap then 
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
88
  		self.trapId = self.event.id
1e789624   zhouhaihai   新的 buff 效果
89
  	elseif et == AdvEventType.Build then
44dd6cae   zhouhaihai   建筑消失删除建筑角色
90
91
92
93
  		local build = self.room.map.adv.battle:getBuild(self.room.roomId, self.blockId, self.room.map.mapIdx)
  		if build then
  			build.isDead = true
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
94
95
  	end
  	self.event = nil
1e789624   zhouhaihai   新的 buff 效果
96
97
98
99
100
101
102
103
104
105
  
  
  	if et then
  		local em = {[et] = 1}
  		local player = self.room.map.adv.battle.player
  		player:attrChangeCondBuffCheck(4, em)
  		for _, monster in pairs(player:getTeam(2)) do
  			monster:attrChangeCondBuffCheck(4, em)
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
106
107
  end
  
4f0a5fae   zhouhaihai   营养剂
108
109
  
  function Block:randomEvent()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
110
111
112
113
114
115
116
  	local room = self.room
  	local map = room.map
  	local adv = map.adv
  	--如果翻开有数据处理在这里处理
  	local randomFunc = {}
  	--怪
  	randomFunc[AdvEventType.Monster] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
117
118
  		local enemy = adv.battle:getEnemy(room.roomId, self.blockId, map.mapIdx)
  		if enemy then
a0834e49   zhouhaihai   增加潜行 功能
119
  			enemy:unlock()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
120
121
  		else
  			enemy = adv.battle:addEnemy(room, self, map.mapIdx)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
122
123
  		end
  		enemy:triggerPassive(Passive.BORN_ONCE)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
124
125
  
  		adv.battle.player:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
1e789624   zhouhaihai   新的 buff 效果
126
  		adv.battle.player:attrChangeCondBuffCheck(3, enemy:getClassify())
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
127
  		for _, monster in pairs(adv.battle.player:getTeam(2)) do
1e789624   zhouhaihai   新的 buff 效果
128
129
  			monster:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
  			monster:attrChangeCondBuffCheck(3, enemy:getClassify())
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
130
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
131
132
133
134
  	end
  	randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
  	--掉落
  	randomFunc[AdvEventType.Drop] = function()
2d87caee   zhouhaihai   地块替换优化 新的效果类型
135
136
137
  		if not self.event.item then
  			self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
138
139
140
141
142
143
  	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
f8408529   zhouhaihai   冒险商店
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
  		local needDiscount = data.discount -- 需要的折扣数量
  		local curHad = {}
  		local advShop = adv.owner:getProperty("advShop")
  		local function randomGoods(range, gcount)
  			local pool = range:toTableArray(true) -- {{id, weight}, ... }
  			local function randomOneGood()
  				for i = #pool, 1, -1 do
  					local curId = pool[i][1]
  					local curData = csvdb["event_trader_goodsCsv"][curId]
  					if not curData then
  						table.remove(pool, i)
  					else
  						if curData.restrict == 1 then -- 冒险内限制
  							if curData.restrictnum <= ((adv.shopStatus[curId] or 0) + (curHad[curId] or 0)) then
  								table.remove(pool, i)
  							end
  						elseif curData.restrict == 2 then -- 角色限制
  							if curData.restrictnum <= ((advShop[curId] or 0) + (curHad[curId] or 0)) then
  								table.remove(pool, i)
  							end
  						end
  					end
  				end
  				if #pool <= 0 then
  					return false
  				end
  				local idx = math.randWeight(pool, 2)
  				local getId = pool[idx][1]
b992f1ca   zhouhaihai   bug
172
  				local getData = csvdb["event_trader_goodsCsv"][getId]
f8408529   zhouhaihai   冒险商店
173
  				if getData.restrict ~= 0 then 
aef8ca87   zhouhaihai   两个bug
174
  					curHad[getId] = (curHad[getId] or 0) + 1
f8408529   zhouhaihai   冒险商店
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
  				end
  				if getData.discount ~= "" and needDiscount > 0 then
  					needDiscount = needDiscount - 1
  					table.insert(self.event.shop, {getId, getData.discount:randWeight()})
  				else
  					table.insert(self.event.shop, {getId})
  				end
  				return true
  			end
  
  			for i = 1, gcount do
  				if not randomOneGood() then
  					break
  				end
  			end
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
192
193
194
  		for i = 1, 10 do
  			local numS, rangeS = "num" .. i, "range" .. i
  			if data[numS] and data[rangeS] then
f8408529   zhouhaihai   冒险商店
195
  				randomGoods(data[rangeS], data[numS])
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
196
197
198
199
200
201
202
  			else
  				break
  			end
  		end
  	end
  	--建筑
  	randomFunc[AdvEventType.Build] = function()
9687f887   zhouhaihai   建筑被动
203
204
205
206
207
  		local build = adv.battle:getBuild(room.roomId, self.blockId, map.mapIdx)
  		if build then
  			build:unlock()
  		else
  			build = adv.battle:addEnemy(room, self, map.mapIdx)
9687f887   zhouhaihai   建筑被动
208
209
  		end
  		build:triggerPassive(Passive.BORN_ONCE)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
210
211
212
213
  	end
  
  	randomFunc[AdvEventType.Trap] = function()
  		local data = csvdb["event_trapCsv"][self.event.id]
e058aebe   zhouhaihai   修改生效位置
214
215
216
  		-- 因为一些神器效果 提前触发被动
  		adv.battle.player:triggerPassive(Passive.CLICK_TRAP)
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
217
  		local buffs = data.effect:toArray(true, "=")
f3c37873   zhouhaihai   block
218
  		
b9b9c757   zhouhaihai   陷阱翻开房间
219
220
  
  		local backTrap = true
f3c37873   zhouhaihai   block
221
222
223
224
225
  		if data.target == 0 then  -- 给玩家增加buff
  			for _, buffId in ipairs(buffs) do
  				adv.battle.player:addBuff(buffId)
  			end
  		elseif data.target == 1 then-- 给玩家 和 所有敌人同样增加buff
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
226
  			local enemys = adv.battle.player:getTeam(2)
f3c37873   zhouhaihai   block
227
228
229
  			for _, buffId in ipairs(buffs) do
  				adv.battle.player:addBuff(buffId)
  			end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
230
231
232
233
234
  			for k , enemy in ipairs(enemys) do
  				for _, buffId in ipairs(buffs) do
  					enemy:addBuff(buffId)
  				end
  			end
b9b9c757   zhouhaihai   陷阱翻开房间
235
236
237
  		elseif data.target == 2 then -- 翻开房间
  			self.room.map.adv:getCurMap():openBlocksByRoom(self.room.roomId)
  			backTrap = false
f3c37873   zhouhaihai   block
238
239
  		elseif data.target == 3 then -- 翻开周围8格,并给怪物附带buff(不伤害玩家)
  			self.room.map.adv:getCurMap():openBlocksBySize(self.room.roomId, self.blockId, 2)
a0834e49   zhouhaihai   增加潜行 功能
240
241
242
243
  			local enemys = self.room.map.adv:getCurMap():getEnemysBySize(self.room.roomId, self.blockId, 2)
  			for _, e in ipairs(enemys) do
  				for _, buffId in ipairs(buffs) do
  					e:addBuff(buffId)
b382964b   zhouhaihai   给翻开的怪加buff
244
245
  				end
  			end
b6a2b78b   zhouhaihai   冒险 buff 类型 34 35
246
247
248
249
250
251
252
  		elseif data.target == 4 then
  			local enemys = self.room.map.adv:getCurMap():openBlocksIsMonsterByRoom(self.room.roomId)
  			for _, e in ipairs(enemys) do
  				for _, buffId in ipairs(buffs) do
  					e:addBuff(buffId)
  				end
  			end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
253
  		end
b9b9c757   zhouhaihai   陷阱翻开房间
254
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
255
256
257
258
259
260
  		if data.specialEff ~= "" then
  			local effect = data.specialEff:toArray(true, "=")
  			if effect[1] == 1 then
  				self.room.map.adv:mapItemChange(effect[2])
  			end
  		end
e058aebe   zhouhaihai   修改生效位置
261
  
b176d7d3   zhouhaihai   冒险成就
262
  		adv:checkAchievement(adv.AchievType.Trap, 1, self.event.id)
b9b9c757   zhouhaihai   陷阱翻开房间
263
264
265
  		if backTrap then
  			adv:backTrap()
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
266
267
268
269
270
271
272
273
274
  		self:clear()
  	end
  
  
  	if self.event then -- 随机出具体的事件
  		if randomFunc[self:getEventType()] then
  			randomFunc[self:getEventType()]()
  		end
  	end
4f0a5fae   zhouhaihai   营养剂
275
276
  end
  
48962a74   zhouhaihai   路障系统提交
277
278
279
280
281
282
283
284
285
286
287
288
  -- 获取event 数据
  function Block:getEventData()
  	local typToCsv = {
  		[AdvEventType.Monster] = "event_monsterCsv",
  		[AdvEventType.BOSS] = "event_monsterCsv",
  		[AdvEventType.Choose] = "event_chooseCsv",
  		[AdvEventType.Drop] = "event_dropCsv",
  		[AdvEventType.Build] = "event_buildingCsv",
  		[AdvEventType.Trader] = "event_traderCsv",
  		[AdvEventType.Trap] = "event_trapCsv",
  		[AdvEventType.Click] = "event_clickCsv",
  		[AdvEventType.Layer] = "event_layerCsv",
48962a74   zhouhaihai   路障系统提交
289
290
291
292
293
294
295
296
297
298
  		[AdvEventType.LinkChoose] = "event_linkchooseCsv",
  	}
  
  	local etype = self:getEventType()
  	if not etype then return end
  	if not self.event.id then return end
  	if not typToCsv[etype] then return end
  
  	return csvdb[typToCsv[etype]][self.event.id]
  end
4f0a5fae   zhouhaihai   营养剂
299
300
301
302
303
304
305
  
  --事件有需要额外处理的部分
  function Block:open()
  	if self.isOpen then return end
  	local room = self.room
  	local map = room.map
  	local adv = map.adv
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
306
  	self.isOpen = true
c843f805   zhouhaihai   bug 栈溢出
307
  	self:randomEvent()
8955225b   zhouhaihai   快速拾取。快速使用
308
  	self:quickDrop()
1e789624   zhouhaihai   新的 buff 效果
309
310
311
312
313
314
315
316
317
318
  
  	local et = self:getEventType()
  	if et then
  		local em = {[et] = 1}
  		local player = self.room.map.adv.battle.player
  		player:attrChangeCondBuffCheck(4, em)
  		for _, monster in pairs(player:getTeam(2)) do
  			monster:attrChangeCondBuffCheck(4, em)
  		end
  	end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
319
  	return true
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
320
321
  end
  
8955225b   zhouhaihai   快速拾取。快速使用
322
323
324
325
326
327
328
329
330
331
  function Block:quickDrop()
  	if self:getEventType() == AdvEventType.Drop and self.event.item then
  		local itemId, count = table.unpack(self.event.item)
  		if globalCsv.adv_auto_collect[itemId] then
  			self.room.map.adv:award({[itemId] = count}, {log = {desc = "clickDrop"}}, {roomId = self.room.roomId, blockId = self.blockId, tag = 1})
  			self:clear()
  		end
  	end
  end
  
48962a74   zhouhaihai   路障系统提交
332
  function Block:getObstacle()
b6a2b78b   zhouhaihai   冒险 buff 类型 34 35
333
334
  	if self:isMonster() then
  		local enemy = self.room.map.adv.battle:getEnemy(self.room.roomId, self.blockId)
b4b28ccd   zhouhaihai   数据保护
335
336
337
  		if enemy then
  			return enemy:getObstacle()	
  		end
b6a2b78b   zhouhaihai   冒险 buff 类型 34 35
338
  	end
48962a74   zhouhaihai   路障系统提交
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
  	local data = self:getEventData()
  	if not data then return 0 end
  	return data.obstacle or 0
  end
  
  -- 是否看守周围地板
  function Block:isGuard()
  	return self.isOpen and self:getObstacle() == 2
  end
  
  -- 是否是路障
  function Block:isHinder()
  	return self.isOpen and self:getObstacle() == 1
  end
  
  -- 玩家是否经过   -- 已经翻开 并且 不是路障
  function Block:isWalk()
  	return self.isOpen and not self:isHinder()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
359
  return Block