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酱料
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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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冒险 连续选择点 和 地图因子
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local Buff = require "adv.AdvBuff"
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local Adv = class("Adv")
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local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
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function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
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冒险商店
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self.shopStatus = {}
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self.battle = nil
self.backEvents = {} --发给客户端的事件组
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self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
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self:initByInfo(self.owner:getProperty("advInfo"))
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end
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function Adv:log(contents)
contents = contents or {}
if contents["cint1"] or contents["cint2"] or contents["cint3"] then
print("advLog error log have cint1 or cint2 or cint3 ", debug.traceback())
end
contents["cint1"] = self.chapterId
contents["cint2"] = self.level
self.owner:log("adv_action", contents)
end
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--初始化adv 信息
function Adv:initByInfo(advInfo)
if not next(advInfo) then return end --还没有 开始新地图
self.chapterId = advInfo.chapterId
self.level = advInfo.level or 1
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self.round = advInfo.round or 0
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self.score = advInfo.score or {}
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中继层
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self.isRelay = advInfo.isRelay
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self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
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self.lchoose = advInfo.lch or {}
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self.waitArtifact = advInfo.waitAF
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adv_unlock
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self.cacheUnlock = advInfo.cacheUnlock or {}
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冒险商店
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self.shopStatus = advInfo.shopStatus or {}
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self.support = advInfo.support or {}
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self.maps = {}
for id, map in ipairs(advInfo.maps or {}) do
self.maps[id] = AdvMap.new(self, id, map)
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end
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self:initBattle()
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end
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-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId)
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level = level or self.level
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chapterId = chapterId or self.chapterId
if level == 1 then return end
local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
for _, campsite in ipairs(campsiteCsv) do
if campsite.floor == level then
return campsite
end
end
return nil
end
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-- 随机新的地图
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function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
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if not self.chapterId then -- 开始新的章节
self.chapterId = chapterId
self:checkAchievement(Adv.AchievType.StartBattle, 1)
elseif chapterId ~= self.chapterId then -- 正常不会出现
return
end
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self.level = level or 1
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self.round = 0
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self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
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self.lchoose = self.lchoose or {}
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zhouhaihai
adv_unlock
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self.cacheUnlock = self.cacheUnlock or {}
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self.shopStatus = self.shopStatus or {}
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self.support = self.support or {}
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被动技生效bug
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self.battle = nil -- 清掉 老的 battle
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if isEnter then -- 把 支援效果初始化为易用用的形式
self:initSupport(support or {})
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self.owner:setProperty("advLimit", {}) -- 清掉 Limit
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end
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-- 随机出地图
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local mapId
if isRelay then
local relayData = self:isHaveRelay(level, chapterId)
if relayData then
mapId = relayData.map
else
isRelay = false
mapId = self:randomMapId(chapterId, level)
end
else
mapId = self:randomMapId(chapterId, level)
end
self.isRelay = isRelay
local isNewRelay = false
if self.isRelay then -- 中继层
local advRelay = self.owner:getProperty("advRelay")
local chapter = self:isEndless() and -1 or self.chapterId
if not (advRelay[chapter] or {})[self.level] then
isNewRelay = true
advRelay[chapter] = advRelay[chapter] or {}
advRelay[chapter][self.level] = 1
self.owner:updateProperty({field = advRelay, value = advRelay})
end
end
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self.maps = {}
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self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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self:initBattle(true)
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self:initLayerTask()
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-- 支援效果生效一些
self:activeSomeSupport()
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self:checkTask(Adv.TaskType.Arrive)
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zhouhaihai
adv_unlock
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self:checkAdvUnlock(1, self.level)
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zhouhaihai
buff
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if isToNext then
self.battle.player:afterLayer() -- 玩家的buff 清理一下
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zhouhaihai
buff
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end
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if not notNotify then
self:saveDB(notNotify)
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冒险事件 new
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end
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end
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冒险分数
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function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
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self.round = 0
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self.lastEnemyId = 1
self.mapStack = {}
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self.lchoose = {}
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self.maps = {}
self.battle = nil
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冒险神器和buff
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self.waitArtifact = nil
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中继层
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self.isRelay = nil
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adv_unlock
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self.cacheUnlock = {}
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冒险商店
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self.shopStatus = {}
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self.support = {}
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end
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function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
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if self:isRunning() then
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advInfo.chapterId = self.chapterId
advInfo.level = self.level
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advInfo.round = self.round
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advInfo.score = self.score
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advInfo.isRelay = self.isRelay
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advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
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advInfo.lch = self.lchoose
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冒险神器和buff
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advInfo.waitAF = self.waitArtifact
|
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adv_unlock
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advInfo.cacheUnlock = self.cacheUnlock
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advInfo.shopStatus = self.shopStatus
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advInfo.support = self.support
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advInfo.maps = {}
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self.battle:saveDB()
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for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
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end
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advTeam.player = self.battle.player:getDB()
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else
advTeam.player = nil
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酱料
|
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end
|
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冒险任务,冒险扫荡, 冒险中继
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self:updateTask(notNotify)
|
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zhouhaihai
冒险成就
|
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self:updateAchievement(notNotify)
|
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优化冒险结构 增加夹层功能
|
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self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
|
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198
|
end
|
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冒险支援效果 保底事件
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function Adv:initSupport(supports)
self.support = {}
local supportEffect = {}
-- 获得道具 1=道具id=道具数量
supportEffect[1] = function(_, itemId, num)
self.support[1] = self.support[1] or {}
self.support[1][itemId] = (self.support[1][itemId] or 0) + num
end
-- 获得mapbuff 2=mapbuffid
supportEffect[2] = function(_, buffId)
self.support[2] = self.support[2] or {}
table.insert(self.support[2], buffId)
end
-- 获得mappassive 3=mappassive
supportEffect[3] = function(_, passiveId)
self.support[3] = self.support[3] or {}
table.insert(self.support[3], passiveId)
end
-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[4] = function(_, etype, id, num)
self.support[4] = self.support[4] or {}
self.support[4][etype] = self.support[4][etype] or {}
self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
end
-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[5] = function(_, etype, id, num)
self.support[5] = self.support[5] or {}
self.support[5][etype] = self.support[5][etype] or {}
self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
end
-- 获得随机神器 6=数量
supportEffect[6] = function(num)
self.support[6] = (self.support[6] or 0) + num
end
-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
supportEffect[7] = function(num)
self.support[7] = (self.support[7] or 0) + num
end
for _, supportId in ipairs(supports) do
local supportData = csvdb["adv_supportCsv"][supportId]
for _, effect in ipairs(supportData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if supportEffect[cur[1]] then
supportEffect[cur[1]](table.unpack(cur))
end
end
end
end
function Adv:activeSomeSupport()
-- 奖励物品
if self.support[1] then
|
3133cb76
zhouhaihai
日志
|
259
|
self:award(self.support[1], {log = {desc = "support"}})
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
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self.support[1] = nil
end
-- 加buff
if self.support[2] then
for _, buffId in ipairs(self.support[2]) do
self.battle.player:addBuff(buffId)
end
self.support[2] = nil
end
--加被动技
if self.support[3] then
for _, passiveId in ipairs(self.support[3]) do
self.battle.player:addPassive({id = passiveId})
end
self.support[3] = nil
end
-- 加随机神器
if self.support[6] then
local pool = {}
for id, temp in pairs(csvdb["adv_artifactCsv"]) do
if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
table.insert(pool, id)
end
end
for i = 1, math.min(self.support[6], #pool) do
local idx = math.randomInt(1, #pool)
|
3133cb76
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日志
|
289
|
self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
|
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table.remove(pool, idx)
end
self.support[6] = nil
end
self:supportChooseArtifact()
end
function Adv:supportChooseArtifact()
-- 加 三选一 神器
if self.support[7] then
if self.support[7] > 0 then
self:waitChooseArtifact()
end
self.support[7] = self.support[7] - 1
if self.support[7] <= 0 then
self.support[7] = nil
end
end
end
function Adv:supportFirstLayerAddEvent()
if self.support[4] then
local temp = self.support[4]
self.support[4] = nil
return temp
end
end
function Adv:supportEveryLayerAddEvent()
return self.support[5]
end
function Adv:isRunning()
if self.chapterId then return true end
return false
end
-- 强制结束
function Adv:forceOver(notNotify)
if self:isRunning() then
|
3133cb76
zhouhaihai
日志
|
332
|
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
333
334
335
336
337
338
339
|
local advTeam = self.owner:getProperty("advTeam")
advTeam.player = nil
local reward = self.owner:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
end
|
3133cb76
zhouhaihai
日志
|
340
|
self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
341
|
|
3133cb76
zhouhaihai
日志
|
342
|
self:clear()
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
343
344
345
346
347
348
349
350
351
352
353
354
|
self.owner:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
end
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
|
-- 1=抵达x层;2=通关x层;3=完成指定事件;4=完成指定连锁事件
function Adv:checkAdvUnlock(utype, value)
if not self.chapterId then return end
local chapter = self.chapterId % 100
local reward = {}
for id, data in pairs(csvdb["adv_unlockCsv"]) do
if data.chapterid == chapter and data.type == utype and value == data.value then
--0=立即获得;1=结算时获得
if data.time == 0 then
reward[data.itemid] = 1
elseif data.time == 1 then
table.insert(self.cacheUnlock, data.itemid)
end
end
end
if next(reward) then
|
3133cb76
zhouhaihai
日志
|
371
|
self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
|
f45d3a7b
zhouhaihai
adv_unlock
|
372
373
374
375
376
377
378
379
380
|
end
end
function Adv:clearAdvUnlockCache()
local reward = {}
for _, itemId in ipairs(self.cacheUnlock) do
reward[itemId] = 1
end
if next(reward) then
|
3133cb76
zhouhaihai
日志
|
381
|
self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
|
f45d3a7b
zhouhaihai
adv_unlock
|
382
383
384
385
|
end
self.cacheUnlock = {}
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
386
|
function Adv:initBattle(notDb)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
387
388
389
|
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
|
46fac6f1
zhouahaihai
酱料
|
390
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
391
|
self.cachePassiveEvent = {}
|
1313eac0
zhouhaihai
冒险的一些bug
|
392
393
394
395
396
|
-- after init battle
for idx, map in pairs(self.maps) do
map:initBattleAfter()
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
397
398
399
400
|
--下层
if notDb and self.level ~= 1 then
self.battle.player:attrChangeCondBuffCheck(1)
end
|
46fac6f1
zhouahaihai
酱料
|
401
402
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
403
404
405
406
407
408
409
|
function Adv:triggerPassive(condType, params)
self.cachePassiveEvent = self.cachePassiveEvent or {}
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
|
46fac6f1
zhouahaihai
酱料
|
410
411
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
412
413
|
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
|
46fac6f1
zhouahaihai
酱料
|
414
415
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
416
417
|
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
|
46fac6f1
zhouahaihai
酱料
|
418
419
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
420
421
422
423
424
|
function Adv:getRoom(roomId, mapIdx)
mapIdx = mapIdx or self:getCurMapIdx()
local map = self.maps[mapIdx]
if map then
return map.rooms[roomId]
|
36c30c5c
zhouahaihai
冒险
|
425
|
end
|
46fac6f1
zhouahaihai
酱料
|
426
427
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
428
429
430
431
|
function Adv:getBlock(roomId, blockId, mapIdx)
local room = self:getRoom(roomId, mapIdx)
if room then
return room.blocks[blockId]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
432
|
end
|
46fac6f1
zhouahaihai
酱料
|
433
434
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
435
436
437
438
439
440
441
|
function Adv:isHaveArtifact(id)
return self.owner:getProperty("advAFGet")[id]
end
function Adv:awardArtifact(id, params)
if self:isHaveArtifact(id) then return end
self.owner:changeUpdates({{type = "advAFGet", field = id, value = 1}}, params.notNotify)
|
e852b350
zhouhaihai
冒险成就类型增加
|
442
|
self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
|
3133cb76
zhouhaihai
日志
|
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
|
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("awardArtifact error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = self.chapterId
log["cint2"] = self.level
log["cint3"] = id
self.owner:log("in_artifact", log)
else
print("awardArtifact no log ", debug.traceback())
end
|
85ded242
zhouhaihai
丰富返回事件
|
458
|
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
459
460
461
|
end
|
56e2b75f
zhouhaihai
方法名错误
|
462
|
function Adv:addArtifactEffect(effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
463
464
465
466
467
468
469
470
471
472
|
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:addPassive({id = id})
elseif etype == 2 then
self.battle.player:addBuff(id)
end
end
end
|
56e2b75f
zhouhaihai
方法名错误
|
473
|
function Adv:delArtifactEffect(effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
474
475
476
477
478
479
480
481
482
483
484
485
486
487
|
for _, eff in ipairs(effect:toArray()) do
local etype, id = table.unpack(eff:toArray(true, "="))
if etype == 1 then
self.battle.player:delPassiveById(id)
elseif etype == 2 then
self.battle.player:delBuffById(id)
end
end
end
function Adv:wearArtifact(slot, id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
|
c992c911
zhouhaihai
中继
|
488
489
490
491
492
493
|
if id == -1 then
if not advAFWear[slot] then return end
else
if not advAFGet[id] then return end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
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
|
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
if curWear[id] then return end
if advAFWear[slot] then
local oldData = csvdb["adv_artifactCsv"][advAFWear[slot]][advAFGet[advAFWear[slot]]]
self:delArtifactEffect(oldData.effect)
if oldData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][oldData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:delArtifactEffect(comboData.effect)
end
end
end
curWear[advAFWear[slot]] = nil
end
|
c992c911
zhouhaihai
中继
|
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
|
if id ~= -1 then
curWear[id] = 1
local newData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
self:addArtifactEffect(newData.effect)
if newData.comboId ~= 0 then
local comboData = csvdb["adv_artifact_comboCsv"][newData.comboId]
if comboData then
local isHaveCombo = true
for _, _id in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id] then
isHaveCombo = false
break
end
end
if isHaveCombo then
self:addArtifactEffect(comboData.effect)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
538
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
539
540
|
end
end
|
c992c911
zhouhaihai
中继
|
541
542
|
else
id = nil
|
ccbafe67
zhouhaihai
冒险神器和buff
|
543
|
end
|
3133cb76
zhouhaihai
日志
|
544
|
self:log({desc = "wearArtifact", int1 = id})
|
46fac6f1
zhouahaihai
酱料
|
545
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
546
547
548
549
|
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
|
-- 是否穿着指定神器
function Adv:isWearAF(id)
local advAFWear = self.owner:getProperty("advAFWear")
for _, _id in pairs(advAFWear) do
if _id == id then
return true
end
end
return false
end
--是否激活指定神器套装
function Adv:haveComboAF(id)
local advAFGet = self.owner:getProperty("advAFGet")
local advAFWear = self.owner:getProperty("advAFWear")
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
for _, _id in pairs(advAFWear) do
local afData = csvdb["adv_artifactCsv"][_id][advAFGet[_id]]
if afData.comboId == id then
local comboData = csvdb["adv_artifact_comboCsv"][afData.comboId]
if comboData then
for _, _id2 in ipairs(comboData.artifactid:toArray(true)) do
if not curWear[_id2] then
return false
end
end
return true
end
return false
end
end
return false
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
586
587
|
function Adv:artifactLevelUp(id, level)
level = level or 1
|
ccbafe67
zhouhaihai
冒险神器和buff
|
588
|
local advAFGet = self.owner:getProperty("advAFGet")
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
589
|
if not advAFGet[id] then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
590
|
local advAFWear = self.owner:getProperty("advAFWear")
|
e1355da3
zhouhaihai
神器 被动
|
591
592
593
594
|
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
595
596
597
598
599
600
601
602
|
local newLv = advAFGet[id]
for i = 1, level do
if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
newLv = newLv + 1
end
if newLv == advAFGet[id] then return end
|
3133cb76
zhouhaihai
日志
|
603
604
605
|
self:log({desc = "artifactLevelUp", int1 = id, int2 = level})
|
ccbafe67
zhouhaihai
冒险神器和buff
|
606
|
local status = 0
|
e1355da3
zhouhaihai
神器 被动
|
607
|
if curWear[id] then -- 穿着呢
|
ccbafe67
zhouhaihai
冒险神器和buff
|
608
|
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
|
e852b350
zhouhaihai
冒险成就类型增加
|
609
|
local newData = csvdb["adv_artifactCsv"][id][newLv]
|
ccbafe67
zhouhaihai
冒险神器和buff
|
610
611
612
613
|
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
614
615
|
self.owner:changeUpdates({{type = "advAFGet", field = id, value = newLv}})
self:checkAchievement(Adv.AchievType.MWeaponLv, 1, id, newLv)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
616
617
618
619
620
621
622
623
624
625
626
627
628
|
return status
end
function Adv:waitChooseArtifact()
local chooses = {}
local pool = {}
local count = 3 --需要多少个
for id, temp in pairs(csvdb["adv_artifactCsv"]) do
if not self:isHaveArtifact(id) and self.owner:isArtifactOpen(id, self:isEndless()) then
table.insert(pool, id)
end
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
629
|
if #pool == 0 then
|
3133cb76
zhouhaihai
日志
|
630
|
self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
631
632
|
else
for i = 1, math.min(count, #pool) do
|
ccbafe67
zhouhaihai
冒险神器和buff
|
633
634
635
636
|
local idx = math.randomInt(1, #pool)
table.insert(chooses, pool[idx])
table.remove(pool, idx)
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
637
638
|
self.waitArtifact = chooses
self:backChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
639
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
640
641
642
643
644
645
646
647
|
end
function Adv:isWaitChooseArtifact()
return self.waitArtifact
end
function Adv:chooseArtifact(index)
if not self.waitArtifact or not self.waitArtifact[index] then return end
|
3133cb76
zhouhaihai
日志
|
648
649
650
651
|
self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}})
self:log({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
652
|
self.waitArtifact = nil
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
653
654
655
656
|
-- 支援效果继续选择
self:supportChooseArtifact()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
657
658
659
660
661
662
|
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
|
46fac6f1
zhouahaihai
酱料
|
663
|
|
eee37c88
zhouhaihai
楼层数据
|
664
|
function Adv:getCurFloorData()
|
eee37c88
zhouhaihai
楼层数据
|
665
|
local chapter = self.chapterId % 100
|
bbf64622
zhouhaihai
冒险
|
666
|
return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
|
eee37c88
zhouhaihai
楼层数据
|
667
668
|
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
669
|
--关卡结束
|
bbf64622
zhouhaihai
冒险
|
670
|
function Adv:over(success, rewardRatio, overType)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
671
672
|
if success then
rewardRatio = rewardRatio or 100
|
bbf64622
zhouhaihai
冒险
|
673
|
overType = overType or 0
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
674
675
|
else
rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
|
bbf64622
zhouhaihai
冒险
|
676
|
overType = overType or -1
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
677
|
end
|
bbf64622
zhouhaihai
冒险
|
678
679
|
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
-- 扣除的东西给积分
|
bbf64622
zhouhaihai
冒险
|
680
|
local addScore = 0
|
e22ded1b
zhouhaihai
被动技奖励
|
681
|
for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
|
bbf64622
zhouhaihai
冒险
|
682
|
local itemCsv = csvdb["itemCsv"][itemId]
|
3df73a9e
zhouhaihai
复兴奖励
|
683
684
685
|
if not itemCsv then
print("ERROR: no itemId in ItemCsv : ", itemId)
elseif itemCsv.type == ItemType.AdvItem then
|
bbf64622
zhouhaihai
冒险
|
686
|
addScore = addScore + count * itemCsv.advScore
|
bbf64622
zhouhaihai
冒险
|
687
|
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
688
|
end
|
bbf64622
zhouhaihai
冒险
|
689
690
691
692
693
694
|
self:scoreChange(AdvScoreType.ItemBack, addScore)
local score = self.owner:fixAdvScoreChange(self:getScore())
local scoreInfo = self.score
local scoreReward = math.floor(score / chapterData.scoreAward)
|
3133cb76
zhouhaihai
日志
|
695
|
self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
|
bbf64622
zhouhaihai
冒险
|
696
|
|
e22ded1b
zhouhaihai
被动技奖励
|
697
|
-- 被动技会影响奖励
|
bbf64622
zhouhaihai
冒险
|
698
699
|
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
|
e22ded1b
zhouhaihai
被动技奖励
|
700
701
702
703
704
705
706
707
708
|
local reward = {}
for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
local itemCsv = csvdb["itemCsv"][itemId]
if not itemCsv then
print("ERROR: no itemId in ItemCsv : ", itemId)
elseif itemCsv.type ~= ItemType.AdvItem then
reward[itemId] = math.ceil(count * rewardRatio / 100)
end
end
|
3133cb76
zhouhaihai
日志
|
709
|
reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
|
e22ded1b
zhouhaihai
被动技奖励
|
710
|
|
46fac6f1
zhouahaihai
酱料
|
711
|
if success then
|
53e8037e
zhouhaihai
任务
|
712
|
self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
|
bbf64622
zhouhaihai
冒险
|
713
714
|
if not self:isEndless() and self.level >= chapterData.limitlevel then
|
53e8037e
zhouhaihai
任务
|
715
716
|
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
|
b176d7d3
zhouhaihai
冒险成就
|
717
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
718
|
local roleId = self.owner:getProperty("id")
|
2471ce93
zhouhaihai
bug
|
719
|
local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
720
721
722
723
724
725
|
if score > oldMaxScore then
local team = self.owner:getProperty("advTeam")
local curInfo = {
name = self.owner:getProperty("name"),
headId = self.owner:getProperty("headId"),
lv = self.owner:getProperty("level"),
|
f7f25b04
zhouhaihai
冒险bug
|
726
|
batteV = self.owner:getTeamBattleValue(team.heros),
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
727
728
729
730
|
chapter = self.chapterId,
format = self.owner:getTeamHerosInfo(team.heros),
}
redisproxy:pipelining(function (red)
|
2471ce93
zhouhaihai
bug
|
731
|
red:zadd(self.owner:getAdvRankKey(), score, roleId) --更新分数
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
732
733
734
|
red:hset(RANK_ADV_INFO, roleId, MsgPack.pack(curInfo))
end)
end
|
46fac6f1
zhouahaihai
酱料
|
735
|
end
|
f45d3a7b
zhouhaihai
adv_unlock
|
736
|
self:clearAdvUnlockCache()
|
3133cb76
zhouhaihai
日志
|
737
738
739
|
self:log({desc = "over", short1 = success and 1 or 0, int1 = overType})
|
46fac6f1
zhouahaihai
酱料
|
740
|
self:clear()
|
89338c47
zhouhaihai
技能目标
|
741
|
self.owner:checkTaskEnter("AdvScore", {score = score})
|
00115a7a
zhouahaihai
奖励发放
|
742
|
|
1b20cfdb
zhouhaihai
赛季更新完善 无尽冒险排行榜
|
743
744
745
746
747
|
self.owner:updateProperties({
advItems = "",
advAFGet = {},
advAFWear = {},
})
|
bbf64622
zhouhaihai
冒险
|
748
|
self:backEnd(success, score, scoreInfo, reward, overType, scoreReward)
|
46fac6f1
zhouahaihai
酱料
|
749
750
|
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
751
|
function Adv:exit()
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
752
|
self:over(false)
|
ec87b4a5
zhouahaihai
冒险 完善
|
753
754
755
|
self:saveDB()
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
756
757
758
759
760
|
function Adv:randomMapId(chapterId, level)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then
error("chapterId " .. chapterId .. " dont exist!")
return
|
46fac6f1
zhouahaihai
酱料
|
761
|
end
|
8da953a7
zhouhaihai
无尽模式
|
762
|
if AdvCommon.isEndless(chapterId) then
|
916096ed
zhouhaihai
神器效果
|
763
|
level = AdvCommon.getEndlessDataLv(chapterId, level)
|
8da953a7
zhouhaihai
无尽模式
|
764
765
766
767
768
|
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
|
46fac6f1
zhouahaihai
酱料
|
769
|
end
|
8da953a7
zhouhaihai
无尽模式
|
770
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
771
772
|
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
|
46fac6f1
zhouahaihai
酱料
|
773
|
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
774
775
776
|
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
|
46fac6f1
zhouahaihai
酱料
|
777
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
778
|
|
46fac6f1
zhouahaihai
酱料
|
779
|
local pool = {}
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
780
781
782
783
784
|
for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and not lastMapIds[mapId] then
if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
|
46fac6f1
zhouahaihai
酱料
|
785
786
787
|
end
end
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
788
789
790
|
if not next(pool) then
error("mapIds is empty!")
return
|
46fac6f1
zhouahaihai
酱料
|
791
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
792
|
return pool[math.randomInt(1, #pool)]
|
46fac6f1
zhouahaihai
酱料
|
793
794
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
795
|
|
46fac6f1
zhouahaihai
酱料
|
796
797
|
-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params)
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
798
|
params = params or {}
|
46fac6f1
zhouahaihai
酱料
|
799
800
801
802
803
804
805
806
807
|
local tgift = {}
if type(gift) == "string" then
for _, one in pairs(gift:toTableArray(true)) do
tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
end
else
tgift = gift
end
local items = self.owner:getProperty("advItems")
|
ccbafe67
zhouhaihai
冒险神器和buff
|
808
|
local oldItems = items
|
46fac6f1
zhouahaihai
酱料
|
809
|
for itemId, count in pairs(tgift) do
|
b0fe1817
zhouahaihai
冒险分数
|
810
|
if count > 0 then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
811
|
local buffAdd = self.battle.player:getRewardChange(itemId)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
812
|
count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
813
|
self:checkTask(Adv.TaskType.Item, count, itemId)
|
b176d7d3
zhouhaihai
冒险成就
|
814
|
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
|
b0fe1817
zhouahaihai
冒险分数
|
815
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
816
|
tgift[itemId] = count
|
46fac6f1
zhouahaihai
酱料
|
817
818
|
local origin = items:getv(itemId, 0)
local nums = origin + count
|
916096ed
zhouhaihai
神器效果
|
819
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
820
821
822
823
824
825
826
827
|
if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
self:awardArtifact(itemId, params)
else
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
items = items:setv(itemId, nums)
|
916096ed
zhouhaihai
神器效果
|
828
|
end
|
3133cb76
zhouhaihai
日志
|
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
|
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = origin
log["cint2"] = math.abs(count)
if count >= 0 then
self.owner:log("in_adv", log)
else
self.owner:log("out_adv", log)
end
else
print("addAdvItem no log ", debug.traceback())
end
|
916096ed
zhouhaihai
神器效果
|
845
846
|
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
847
848
849
|
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
850
851
852
853
|
if tgift[ItemId.OldCoin] then
self.battle.player:attrChangeCondBuffCheck(0)
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
854
|
return tgift
|
916096ed
zhouhaihai
神器效果
|
855
856
857
|
end
|
46fac6f1
zhouahaihai
酱料
|
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
|
-- 消耗物品 优先冒险背包 --check 只是检查够不够
function Adv:cost(item, params, check)
local items = self.owner:getProperty("advItems")
local less = {}
local advCost = {}
for itemId, count in pairs(item) do
advCost[itemId] = - math.min(items:getv(itemId, 0), count)
if advCost[itemId] == 0 then
advCost[itemId] = nil
end
local last = items:getv(itemId, 0) - count
if last < 0 then
less[itemId] = -last
end
end
if next(less) and not self.owner:checkItemEnough(less) then return end --不够
if check then return true end
self:award(advCost, params)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
878
879
880
|
if next(less) then
self.owner:costItems(less, params)
end
|
46fac6f1
zhouahaihai
酱料
|
881
882
883
884
885
|
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
|
886
887
888
|
if self:getCurMap():checkOver() then --检查是否可以出去了
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
|
85ded242
zhouhaihai
丰富返回事件
|
889
|
self:backLayer(-1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
890
|
else --处于底层
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
891
892
|
local advPass = self.owner:getProperty("advPass")
|
4d943586
zhouhaihai
直通 advt gm
|
893
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
894
|
if self:isEndless() then
|
8da953a7
zhouhaihai
无尽模式
|
895
896
897
898
899
900
901
902
|
-- 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
|
903
|
end
|
0e3ab88d
zhouhaihai
中继层
|
904
|
|
b176d7d3
zhouhaihai
冒险成就
|
905
|
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
|
f45d3a7b
zhouhaihai
adv_unlock
|
906
|
self:checkAdvUnlock(2, self.level)
|
0e3ab88d
zhouhaihai
中继层
|
907
|
|
bbf64622
zhouhaihai
冒险
|
908
909
910
911
912
|
local curFloorData = self:getCurFloorData()
if not self.isRelay then
self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
913
914
|
if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1)) then --关卡结束
self:over(true)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
915
|
else
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
916
|
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
|
bbf64622
zhouhaihai
冒险
|
917
|
|
eee37c88
zhouhaihai
楼层数据
|
918
|
if curFloorData then
|
3133cb76
zhouhaihai
日志
|
919
|
self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}))
|
eee37c88
zhouhaihai
楼层数据
|
920
|
end
|
0e3ab88d
zhouhaihai
中继层
|
921
|
local isHaveRelay = self:isHaveRelay(self.level)
|
e1355da3
zhouhaihai
神器 被动
|
922
923
|
self.owner:getProperty("advTeam").player = self.battle.player:getDB() -- 临时缓存住 battle 的player
|
0e3ab88d
zhouhaihai
中继层
|
924
925
926
|
if isHaveRelay and not self.isRelay then
self:initByChapter(self.chapterId, self.level, true, true, true, false)
else
|
3133cb76
zhouhaihai
日志
|
927
|
self:log({desc = "pass"})
|
0e3ab88d
zhouhaihai
中继层
|
928
929
|
self:initByChapter(self.chapterId, self.level + 1, true, true, false, false)
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
930
931
|
self:backNext() --下一关
end
|
b176d7d3
zhouhaihai
冒险成就
|
932
|
|
46fac6f1
zhouahaihai
酱料
|
933
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
934
|
|
46fac6f1
zhouahaihai
酱料
|
935
936
937
938
|
return true
end
end
|
0e3ab88d
zhouhaihai
中继层
|
939
|
local function clickExit(self, room, block, params)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
940
|
self:over(true)
|
0e3ab88d
zhouhaihai
中继层
|
941
942
943
|
return true
end
|
46fac6f1
zhouahaihai
酱料
|
944
945
|
--战斗 普通攻击
local function clickMonster(self, room, block, params)
|
12f7b52c
zhouhaihai
冒险战斗
|
946
|
self.battle:battleBegin(room.roomId, block.blockId, params)
|
46fac6f1
zhouahaihai
酱料
|
947
948
949
|
return true
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
950
|
local function chooseCommon(self, room, block, chooseData, choose, tag)
|
46fac6f1
zhouahaihai
酱料
|
951
952
953
954
|
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
|
955
956
957
958
|
-- 没有条件
[0] = function()
return true
end,
|
46fac6f1
zhouahaihai
酱料
|
959
|
-- 拥有道具
|
1229c24d
zhouhaihai
新加选择条件
|
960
|
[1] = function(_, itemId, count)
|
498f0eb2
zhouhaihai
冒险 action
|
961
|
if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
|
46fac6f1
zhouahaihai
酱料
|
962
963
964
965
|
return true
end
end,
-- xx角色(todo 队长)
|
9d66362c
zhouhaihai
修改冒险选择条件
|
966
967
968
969
970
971
|
[2] = function(_, heroType)
for slot, heroId in pairs(self.owner:getProperty("advTeam").heros) do
local hero = self.owner.heros[heroId]
if hero and hero:getProperty("type") == heroType then
return true
end
|
46fac6f1
zhouahaihai
酱料
|
972
973
974
975
|
end
end,
--消灭所有怪
[3] = function()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
976
|
for _, room in pairs(self:getCurMap().rooms) do
|
4ae223df
zhouahaihai
Buff bug
|
977
|
for _, block in pairs(room.blocks) do
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
978
|
if block:isMonster() then
|
46fac6f1
zhouahaihai
酱料
|
979
980
981
982
983
984
|
return
end
end
end
return true
end,
|
53e8037e
zhouhaihai
任务
|
985
|
--制定属性
|
1229c24d
zhouhaihai
新加选择条件
|
986
987
|
[4] = function(_, attrType, value)
if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
|
46fac6f1
zhouahaihai
酱料
|
988
989
990
|
return true
end
end,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
991
|
-- 提交一个物品
|
1229c24d
zhouhaihai
新加选择条件
|
992
|
[5] = function (_, itemId, count)
|
498f0eb2
zhouhaihai
冒险 action
|
993
|
if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
|
1229c24d
zhouhaihai
新加选择条件
|
994
|
self:backCost({[itemId] = count})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
995
996
997
|
return true
end
end,
|
53e8037e
zhouhaihai
任务
|
998
|
-- sp 到达指定值
|
1229c24d
zhouhaihai
新加选择条件
|
999
1000
|
[6] = function(_, value)
if self.battle.player.sp >= value then
|
b8eb016b
zhouhaihai
冒险条件扣血扣蓝直接作用
|
1001
|
self.battle.player:changeSp(-value)
|
53e8037e
zhouhaihai
任务
|
1002
1003
1004
|
return true
end
end,
|
1229c24d
zhouhaihai
新加选择条件
|
1005
1006
1007
1008
|
--7=拥有指定buff指定层数
[7] = function(_, buffId, layer)
local buff = self.battle.player:getBuffById(buffId)
if buff and buff:getLayer() >= layer then
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1009
1010
1011
|
return true
end
end,
|
1229c24d
zhouhaihai
新加选择条件
|
1012
1013
1014
1015
1016
1017
|
--8=拥有x神器
[8] = function(_, artifactId)
return self:isHaveArtifact(artifactId)
end,
-- 9 = 生命值大于x%
[9] = function (_, value)
|
b8eb016b
zhouhaihai
冒险条件扣血扣蓝直接作用
|
1018
1019
1020
1021
1022
|
local cost = value / 100 * self.battle.player.hpMax
if self.battle.player.hp > cost then
self.battle.player:hurt(cost, nil, {hurtType = 6, buffId = -1})
return true
end
|
1229c24d
zhouhaihai
新加选择条件
|
1023
|
end,
|
f02ffa27
zhouhaihai
未获得神器
|
1024
1025
1026
1027
|
-- 10 = 未获得x神器
[10] = function(_, artifactId)
return not self:isHaveArtifact(artifactId)
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1028
1029
|
}
assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1030
|
|
1229c24d
zhouhaihai
新加选择条件
|
1031
|
if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1032
|
local clearBlock = chooseData.keep ~= 1
|
e10edb5f
zhouahaihai
冒险事件新
|
1033
1034
|
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
|
e10edb5f
zhouahaihai
冒险事件新
|
1035
1036
|
local doEffect = {
[1] = function() -- 获得某道具N个
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1037
1038
1039
1040
1041
1042
|
local count = effect[3] or 1
local reward = {}
for i = 1, count do
local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
end
|
3133cb76
zhouhaihai
日志
|
1043
|
self:backReward(self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}), {roomId = room.roomId, blockId = block.blockId})
|
e10edb5f
zhouahaihai
冒险事件新
|
1044
1045
|
end,
[2] = function() --获得冒险buff
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1046
1047
1048
1049
|
local layer = effect[3] or 1
for i = 1, layer do
self.battle.player:addBuff(effect[2])
end
|
e10edb5f
zhouahaihai
冒险事件新
|
1050
1051
|
end,
[3] = function() --发现怪物
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1052
1053
1054
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1055
|
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1056
|
self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
|
e10edb5f
zhouahaihai
冒险事件新
|
1057
1058
1059
|
clearBlock = false
end,
[4] = function() --无事发生
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1060
|
end,
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
|
[5] = function() --5=属性枚举=数值;直接增加玩家属性
local attr
if effect[3] == 0 then
attr = "sp"
else
attr = AttsEnumEx[effect[3]]
if not AdvAttsEnum[attr] then return end
end
self.battle.player:addBaseAttr(attr, effect[4], effect[2])
end,
[6] = function() -- 商店
block:updateEvent({
etype = AdvEventType.Trader,
id = effect[2]
})
block:randomEvent()
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1077
|
self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1078
1079
1080
|
clearBlock = false
end,
[7] = function() -- 建筑
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1081
1082
1083
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1084
1085
1086
1087
1088
1089
1090
1091
|
block:updateEvent({
etype = AdvEventType.Build,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[8] = function() -- 选择
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1092
1093
1094
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1095
1096
1097
1098
1099
1100
1101
1102
|
block:updateEvent({
etype = AdvEventType.Choose,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[9] = function() -- click
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1103
1104
1105
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1106
1107
1108
1109
1110
1111
1112
1113
|
block:updateEvent({
etype = AdvEventType.Click,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
[10] = function() -- 陷阱
|
c8c957e4
zhouhaihai
必要时删除建筑
|
1114
1115
1116
|
if block:getEventType() == AdvEventType.Build then
self.battle:removeBuildByPos(room.roomId, block.blockId)
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1117
1118
1119
1120
1121
1122
1123
|
block:updateEvent({
etype = AdvEventType.Trap,
id = effect[2]
})
block:randomEvent()
clearBlock = false
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1124
1125
|
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
|
e10edb5f
zhouahaihai
冒险事件新
|
1126
1127
|
end
}
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1128
|
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
|
e10edb5f
zhouahaihai
冒险事件新
|
1129
1130
|
doEffect[effect[1]]()
end
|
bbf64622
zhouhaihai
冒险
|
1131
1132
|
self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1133
1134
1135
1136
1137
1138
|
return true, clearBlock
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
|
6ce6fac7
zhouhaihai
冒险任务bug
|
1139
|
local oldId = block.event.id
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1140
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1141
|
if not status then return end
|
6ce6fac7
zhouhaihai
冒险任务bug
|
1142
1143
1144
1145
|
self:checkAdvUnlock(3, oldId)
self:checkTask(Adv.TaskType.Choose, 1, oldId)
self:checkAchievement(Adv.AchievType.Choose, 1, oldId)
self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, oldId, choose)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1146
1147
1148
1149
1150
1151
1152
1153
1154
|
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]
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1155
|
local lcId = block.event.id
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1156
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1157
1158
1159
|
if not status then return end
-- 完成统计次数
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1160
1161
1162
|
local idx = lcId % 10
if idx == 9 or not csvdb["event_linkchooseCsv"][lcId + 1] then --全部完成
local startId = math.floor(lcId / 10) * 10 + 1
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1163
|
self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
|
b176d7d3
zhouhaihai
冒险成就
|
1164
|
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1165
1166
1167
1168
1169
1170
|
self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
local advStoryB = self.owner:getProperty("advStoryB")
advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
self.owner:setProperty("advStoryB", advStoryB)
local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter) -- 检查故事对应章节
|
68964730
zhouhaihai
增加积分 bug
|
1171
|
self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
|
e852b350
zhouhaihai
冒险成就类型增加
|
1172
|
|
f45d3a7b
zhouhaihai
adv_unlock
|
1173
|
self:checkAdvUnlock(4, startId)
|
e6439157
zhouhaihai
故事事件
|
1174
|
self.lchoose.cur = self.lchoose.cur or {}
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1175
|
table.insert(self.lchoose.cur, {lcId, choose})
|
e6439157
zhouhaihai
故事事件
|
1176
1177
|
self:pushBackEvent(AdvBackEventType.LinkChooseOver, self.lchoose.cur)
self.lchoose.cur = nil
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1178
|
else
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1179
|
self.lchoose.ing = lcId + 1 --后面会出现后继事件
|
e6439157
zhouhaihai
故事事件
|
1180
|
self.lchoose.cur = self.lchoose.cur or {}
|
abe0d7e9
zhouhaihai
连续选择点bug
|
1181
|
table.insert(self.lchoose.cur, {lcId, choose})
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1182
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1183
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1184
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1185
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1186
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
1187
|
|
46fac6f1
zhouahaihai
酱料
|
1188
1189
1190
1191
1192
1193
|
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1194
|
self.battle.player:triggerPassive(Passive.CLICK_DROP)
|
3133cb76
zhouhaihai
日志
|
1195
|
local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}})
|
916096ed
zhouhaihai
神器效果
|
1196
|
-- local reward = self:award({[5801] = 1})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1197
|
block:clear()
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
1198
|
self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
|
46fac6f1
zhouahaihai
酱料
|
1199
1200
1201
1202
1203
1204
|
return true
end
local function clickTrader(self, room, block, params)
local buyId = params.id
local traderData = csvdb["event_traderCsv"][block.event.id]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1205
|
if not traderData then return false, 1 end -- 偷偷改表了
|
46fac6f1
zhouahaihai
酱料
|
1206
|
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1207
1208
|
if not block.event.shop or not block.event.shop[buyId] then return false, 2 end
if (block.event.status or ""):getv(buyId, 0) == 1 then return false, 3 end -- 买过了
|
46fac6f1
zhouahaihai
酱料
|
1209
|
|
127a5787
zhouhaihai
商人卖完走人
|
1210
|
local buyCount = #((block.event.status or ""):toArray())
|
27cc6f23
zhouhaihai
商店bug
|
1211
|
if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
|
f8408529
zhouhaihai
冒险商店
|
1212
1213
|
local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1214
|
if not goodsData then return false, 5 end
|
f8408529
zhouhaihai
冒险商店
|
1215
1216
|
local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
|
498f0eb2
zhouhaihai
冒险 action
|
1217
|
if not self:cost({[goodsData.currency] = costCount}, {log = {desc = "clickTrader", int1 = block.event.id}}) then return false, 6 end --不够
|
f8408529
zhouhaihai
冒险商店
|
1218
|
self:backCost({[goodsData.currency] = costCount})
|
3133cb76
zhouhaihai
日志
|
1219
|
local reward = self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}})
|
f8408529
zhouhaihai
冒险商店
|
1220
1221
1222
1223
1224
1225
1226
|
if goodsData.restrict == 1 then
self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
elseif goodsData.restrict == 2 then
local advShop = self.owner:getProperty("advShop")
advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
self.owner:updateProperty({field = "advShop", value = advShop})
end
|
46fac6f1
zhouahaihai
酱料
|
1227
|
block.event.status = block.event.status:setv(buyId, 1)
|
127a5787
zhouhaihai
商人卖完走人
|
1228
|
buyCount = buyCount + 1
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1229
|
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
|
b176d7d3
zhouhaihai
冒险成就
|
1230
|
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
|
46fac6f1
zhouahaihai
酱料
|
1231
|
self:backReward(reward)
|
127a5787
zhouhaihai
商人卖完走人
|
1232
|
|
27cc6f23
zhouhaihai
商店bug
|
1233
|
if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
|
127a5787
zhouhaihai
商人卖完走人
|
1234
1235
|
block:clear()
end
|
46fac6f1
zhouahaihai
酱料
|
1236
1237
1238
1239
|
return true
end
local function clickBuild(self, room, block, params)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1240
1241
|
local choose = params.choose
local chooseData = csvdb["event_buildingCsv"][block.event.id]
|
6ce6fac7
zhouhaihai
冒险任务bug
|
1242
|
local oldId = block.event.id
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1243
1244
|
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
if not status then return end
|
85ded242
zhouhaihai
丰富返回事件
|
1245
|
|
6ce6fac7
zhouhaihai
冒险任务bug
|
1246
1247
1248
|
self:checkTask(Adv.TaskType.Build, 1, oldId)
self:checkAchievement(Adv.AchievType.Build, 1, oldId)
self:checkAchievement(Adv.AchievType.BuildBySelect, 1, oldId, choose)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
1249
|
|
02c4de8d
zhouahaihai
增加 固有技
|
1250
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1251
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1252
|
end
|
46fac6f1
zhouahaihai
酱料
|
1253
1254
1255
|
return true
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
|
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
|
1270
|
reward[item[1]] = (reward[item[1]] or 0) + item[2]
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1271
|
end
|
3133cb76
zhouhaihai
日志
|
1272
|
self:backReward(self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}), {roomId = room.roomId, blockId = block.blockId})
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
1273
1274
1275
1276
1277
|
end,
[3] = function()
for _, buffId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:addBuff(buffId)
end
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1278
1279
|
end,
}
|
a1e9e891
zhouhaihai
点击事件未生效
|
1280
1281
|
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1282
|
if clearBlock then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1283
|
block:clear()
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1284
|
end
|
f20cc9ca
zhouhaihai
点击点返回清空信息
|
1285
|
return true
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1286
1287
|
end
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
|
local function clickLayer(self, room, block, params)
if block.event.mapIdx then
table.insert(self.mapStack, block.event.mapIdx) --进入夹层
else
--生成夹层
local mapId = csvdb["event_layerCsv"][block.event.id].effect
local mapIdx = #self.maps + 1
block.event.mapIdx = mapIdx
table.insert(self.mapStack, mapIdx)
self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
self.battle:initMapEnemys(mapIdx)
|
1313eac0
zhouhaihai
冒险的一些bug
|
1300
|
self.maps[mapIdx]:initBattleAfter()
|
b176d7d3
zhouhaihai
冒险成就
|
1301
|
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1302
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
1303
|
self:backLayer(1)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1304
1305
1306
|
return true
end
|
46fac6f1
zhouahaihai
酱料
|
1307
1308
|
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
|
0e3ab88d
zhouhaihai
中继层
|
1309
1310
|
[AdvEventType.InOut] = clickOut,
[AdvEventType.Exit] = clickExit,
|
46fac6f1
zhouahaihai
酱料
|
1311
1312
1313
|
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1314
|
[AdvEventType.LinkChoose] = clickLinkChoose,
|
46fac6f1
zhouahaihai
酱料
|
1315
1316
1317
|
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
|
c0b7797f
zhouhaihai
陷阱、点击生效点
|
1318
|
[AdvEventType.Click] = clickClick,
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1319
|
[AdvEventType.Layer] = clickLayer,
|
46fac6f1
zhouahaihai
酱料
|
1320
1321
1322
1323
1324
|
}
--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
|
1325
1326
1327
|
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
|
46fac6f1
zhouahaihai
酱料
|
1328
1329
|
if not block then return end
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1330
|
local status, errorCode = false, nil
|
36c30c5c
zhouahaihai
冒险
|
1331
|
local clickEvent = false
|
48962a74
zhouhaihai
路障系统提交
|
1332
1333
|
local function checkAroundBlocks(ignoreGuard)
|
36c30c5c
zhouahaihai
冒险
|
1334
|
local canOpen = false --如果未开放是否可以开放
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1335
|
for _, one in ipairs(map:getAroundBlocks(room, block)) do
|
36c30c5c
zhouahaihai
冒险
|
1336
|
local _room, _block = one[1], one[2]
|
48962a74
zhouhaihai
路障系统提交
|
1337
1338
1339
1340
1341
1342
1343
1344
|
if not ignoreGuard and _block:isGuard() then
if _block:isMonster() then
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) then
return false
end
else
return false
|
4f0a5fae
zhouhaihai
营养剂
|
1345
|
end
|
48962a74
zhouhaihai
路障系统提交
|
1346
1347
|
elseif _block:isWalk() then
canOpen = true
|
36c30c5c
zhouahaihai
冒险
|
1348
1349
|
end
end
|
48962a74
zhouhaihai
路障系统提交
|
1350
1351
1352
1353
1354
|
return canOpen
end
if not block.isOpen then
if checkAroundBlocks() then --开放
|
8781e103
zhouhaihai
冒险 bug
|
1355
|
self:getCurMap():openBlock(roomId, blockId, true, true)
|
46fac6f1
zhouahaihai
酱料
|
1356
1357
1358
|
status = true
end
else
|
36c30c5c
zhouahaihai
冒险
|
1359
|
clickEvent = true
|
46fac6f1
zhouahaihai
酱料
|
1360
1361
1362
1363
|
--点了空地
if not block.event then
return
end
|
48962a74
zhouhaihai
路障系统提交
|
1364
1365
1366
1367
|
if block:isHinder() then
if not checkAroundBlocks(true) then return end
end
|
46fac6f1
zhouahaihai
酱料
|
1368
|
--可点击的事件
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1369
|
if not room.isBossRoom or block:isBoss() then
|
46fac6f1
zhouahaihai
酱料
|
1370
|
if eventCallFunc[block.event.etype] then
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1371
|
status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
|
46fac6f1
zhouahaihai
酱料
|
1372
1373
1374
|
end
end
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1375
|
local needChange = true
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1376
|
if clickEvent and block.event then
|
8b25d183
zhouhaihai
切换层不更新回合
|
1377
1378
1379
1380
|
if block:getEventType() == AdvEventType.Out
or block:getEventType() == AdvEventType.InOut
or block:getEventType() == AdvEventType.Layer
or block:getEventType() == AdvEventType.Exit then
|
ae20365b
suhongyang
Revert "修改冒险战斗逻辑"
|
1381
1382
|
needChange = false
end
|
39a6e08b
suhongyang
冒险战斗内逻辑调整
|
1383
1384
|
end
if status and needChange then --出去了就不计算回合了
|
46fac6f1
zhouahaihai
酱料
|
1385
1386
1387
|
self:backBlockChange(roomId, blockId)
self:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1388
|
self:saveDB()
|
8c4a6f4c
zhouhaihai
冒险增加错误返回
|
1389
|
return status, errorCode
|
46fac6f1
zhouahaihai
酱料
|
1390
1391
|
end
|
46fac6f1
zhouahaihai
酱料
|
1392
|
|
4f0a5fae
zhouhaihai
营养剂
|
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
|
function Adv:doActive(activeId, target)
local activeData = csvdb["adv_activeCsv"][activeId]
if not activeData then return end
local targers = {}
-- 筛选对象
if activeData.usetype == 1 then -- 自己
elseif activeData.usetype == 2 then -- 敌人
if not target or not target.roomId or not target.blockId then return end
local block = self:getBlock(target.roomId, target.blockId)
if block:isBoss() then return end
local enemy = self.battle:getEnemy(target.roomId, target.blockId)
if not enemy then return end
local blocks = self:getCurMap():getBlocksBySize(target.roomId, target.blockId, activeData.scope)
for _, block in pairs(blocks) do
if block:isMonster() and not block:isBoss() then
local e = self.battle:getEnemy(block.room.roomId, block.blockId)
if e then
table.insert(targers, e)
end
end
end
elseif activeData.usetype == 3 then -- 地板
if not target or not target.roomId or not target.blockId then return end
local block = self:getBlock(target.roomId, target.blockId)
if block:isBoss() then return end
local blocks = self:getCurMap():getBlocksBySize(target.roomId, target.blockId, activeData.scope)
for _, block in pairs(blocks) do
if not block:isBoss() then
table.insert(targers, block)
end
end
|
318c573a
zhouhaihai
冒险bug
|
1426
|
elseif activeData.usetype == 4 then -- 没有目标 全体成员
|
4f0a5fae
zhouhaihai
营养剂
|
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
|
elseif activeData.usetype == 5 then -- 空地板
if not target or not target.roomId or not target.blockId then return end
local block = self:getBlock(target.roomId, target.blockId)
if not block.isOpen or block:getEventType() then return end
local blocks = self:getCurMap():getBlocksBySize(target.roomId, target.blockId, activeData.scope)
for _, block in pairs(blocks) do
if not block:isBoss() then
table.insert(targers, block)
end
end
end
local doActiveEffect = {}
-- 1=map_buff_id:为范围内所有目标附加mapbuff
doActiveEffect[1] = function(_, buffId)
|
318c573a
zhouhaihai
冒险bug
|
1443
1444
1445
1446
1447
1448
1449
1450
|
if not next(targers) then
if activeData.usetype == 1 then
table.insert(targers, self.battle.player)
elseif activeData.usetype == 4 then
targers = self.battle.player:getTeam(2)
else
return
end
|
4f0a5fae
zhouhaihai
营养剂
|
1451
1452
1453
|
end
for _, target in ipairs(targers) do
|
318c573a
zhouhaihai
冒险bug
|
1454
1455
1456
1457
1458
1459
|
if target.class.__cname == "AdvBlock" then
target = self.battle:getEnemy(target.room.roomId, target.blockId)
end
if target then
target:addBuff(buffId, self.battle.player)
end
|
4f0a5fae
zhouhaihai
营养剂
|
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
|
end
return true
end
-- 2=trader_id:召唤商人
doActiveEffect[2] = function(_, traderId)
for _, target in ipairs(targers) do
if target.isOpen and not target:getEventType() then
target:updateEvent({
etype = AdvEventType.Trader,
id = traderId,
})
target:randomEvent()
self:backBlockChange(target.room.roomId, target.blockId)
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1474
|
self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
|
4f0a5fae
zhouhaihai
营养剂
|
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
|
end
end
return true
end
-- 3=monster_id:替换怪物,仅使用方式为2时生效
doActiveEffect[3] = function(_, monsterId)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self.battle:removeEnemyById(target.id)
|
318c573a
zhouhaihai
冒险bug
|
1485
|
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
|
4f0a5fae
zhouhaihai
营养剂
|
1486
|
self:backBlockChange(target.roomId, target.blockId)
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1487
|
self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
|
4f0a5fae
zhouhaihai
营养剂
|
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
|
end
end
return true
end
-- 4:显示本层
doActiveEffect[4] = function(_)
self:getCurMap():showMap()
self:backMapShow()
return true
end
-- 5:放逐目标
doActiveEffect[5] = function(_)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
|
19bab31c
zhouhaihai
放逐是击杀
|
1502
|
target.isDead = true
|
4f0a5fae
zhouhaihai
营养剂
|
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
|
self:backBlockChange(target.roomId, target.blockId)
end
end
return true
end
-- 6=陷阱id:移除陷阱,不填写id则移除所有陷阱
doActiveEffect[6] = function(_, trapId)
if not next(targers) and activeData.usetype == 4 then
-- 全屏
for _, room in pairs(self:getCurMap().rooms) do
for _, block in pairs(room.blocks) do
if block:getEventType() == AdvEventType.Trap then
block:updateEvent(nil)
self:backBlockChange(block.room.roomId, block.blockId)
end
end
end
else
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Trap then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
end
return true
end
-- 7=道具燃烧效果
doActiveEffect[7] = function(_)
for _ , target in ipairs(targers) do
if target:getEventType() == AdvEventType.Drop then
target:updateEvent(nil)
self:backBlockChange(target.room.roomId, target.blockId)
end
end
return true
end
-- 8:翻开范围内的方格
doActiveEffect[8] = function(_)
for _ , target in ipairs(targers) do
|
c8210d56
zhouhaihai
boss 房有入口
|
1545
|
self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
|
4f0a5fae
zhouhaihai
营养剂
|
1546
1547
1548
1549
|
end
return true
end
|
db3c56ad
zhouhaihai
冒险相关
|
1550
1551
1552
1553
1554
1555
|
-- 9: 给玩家增加buff
doActiveEffect[9] = function(_, buffId)
self.battle.player:addBuff(buffId, self.battle.player)
return true
end
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1556
1557
|
--10: 立刻结算 按比例返还
doActiveEffect[10] = function(_, rewardRatio)
|
bbf64622
zhouhaihai
冒险
|
1558
|
self:over(true, rewardRatio, 1)
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1559
1560
|
return true
end
|
1bb3abca
zhouhaihai
冒险 退出 bug
|
1561
|
|
6dc482bb
zhouhaihai
中继层完成, 新增两个冒险物品使用效果
|
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
|
--11: 随机提升一个未满级神器等级,配置提升等级
doActiveEffect[11] = function(_, level)
local advAFGet = self.owner:getProperty("advAFGet")
local pool = {}
for id_, lv in pairs(advAFGet) do
if self.owner:isArtifactOpen(id_, self:isEndless(), lv + 1) then
table.insert(pool, id_)
end
end
if #pool > 0 then
local idx = math.randomInt(1, #pool)
self:artifactLevelUp(pool[idx], level)
end
return true
end
|
1bb3abca
zhouhaihai
冒险 退出 bug
|
1577
|
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
|
doActiveEffect[12] = function(_, vtype, attrType, value)
local attr
if attrType == 0 then
attr = "sp"
else
attr = AttsEnumEx[attrType]
if not AdvAttsEnum[attr] then return end
end
self.battle.player:addBaseAttr(attr, value, vtype)
return true
end
|
4f0a5fae
zhouhaihai
营养剂
|
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
|
for _, effect in ipairs(activeData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if doActiveEffect[cur[1]] then
if not doActiveEffect[cur[1]](table.unpack(cur)) then
return
end
end
end
return true
end
|
46fac6f1
zhouahaihai
酱料
|
1602
|
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1603
1604
1605
1606
1607
1608
1609
1610
|
-- 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]
|
e3c5cc5e
zhouhaihai
跨服竞技场over
|
1611
|
local count = block.event.item[2]
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1612
1613
|
local changeTo = nil
if clist[id] then
|
e3c5cc5e
zhouhaihai
跨服竞技场over
|
1614
|
changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1615
|
elseif clist[-1] then
|
e3c5cc5e
zhouhaihai
跨服竞技场over
|
1616
|
changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1617
1618
1619
|
end
if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
block.event.item = changeTo
|
b2e41074
zhouhaihai
冒险 排行榜拆分
|
1620
|
self:backBlockChange(roomId, blockId, ctype)
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1621
1622
1623
1624
1625
1626
1627
|
end
end
end
end
end
end
|
46fac6f1
zhouahaihai
酱料
|
1628
|
--敌人死亡
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
1629
1630
|
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
|
1631
1632
1633
1634
|
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
|
1635
|
--死了以后掉东西
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1636
1637
|
if block:isMonster() then --处理死亡
if block:isBoss() then
|
36c30c5c
zhouahaihai
冒险
|
1638
1639
|
room.isBossRoom = false
end
|
02c4de8d
zhouahaihai
增加 固有技
|
1640
|
if escape then
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1641
|
block:clear()
|
02c4de8d
zhouahaihai
增加 固有技
|
1642
|
else
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1643
1644
|
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
|
bbf64622
zhouhaihai
冒险
|
1645
1646
1647
1648
1649
|
if block:isBoss() then
self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
else
self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
end
|
85ded242
zhouhaihai
丰富返回事件
|
1650
1651
|
local changeV = self.battle.player:addExp(monsterData.exp)
self:backDead(enemyId, changeV)
|
db3c56ad
zhouhaihai
冒险相关
|
1652
1653
|
if enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) then -- 掉落转为 click
local clickId = buff:effect()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1654
|
block:updateEvent({
|
db3c56ad
zhouhaihai
冒险相关
|
1655
1656
|
etype = AdvEventType.Click,
id = clickId
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1657
|
})
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1658
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
|
else
local item = block.event.item
if not item then
local buff = enemy:hadBuff(Buff.CHANGE_DROP)
if buff then
item = table.pack(buff:effect())
else
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
end
if item[1] == 0 then
block:clear()
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
1673
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN)
|
db3c56ad
zhouhaihai
冒险相关
|
1674
1675
1676
1677
1678
|
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
|
3e205f5e
zhouhaihai
bug
|
1679
|
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {itemId = item[1], count = item[2]})
|
db3c56ad
zhouhaihai
冒险相关
|
1680
|
end
|
4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
|
1681
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
1682
1683
|
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
|
b176d7d3
zhouhaihai
冒险成就
|
1684
|
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
|
e852b350
zhouhaihai
冒险成就类型增加
|
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
|
self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
self:checkAchievement(Adv.TaskType.KillWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
if monsterData.type == 2 then
self:checkAchievement(Adv.TaskType.KillBoss, 1, enemyId)
self:checkAchievement(Adv.TaskType.KillBossWithBuff, 1)
self:checkAchievement(Adv.TaskType.KillBossNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
end
|
46fac6f1
zhouahaihai
酱料
|
1699
|
end
|
46fac6f1
zhouahaihai
酱料
|
1700
1701
1702
1703
|
end
self:backBlockChange(roomId, blockId)
end
|
46fac6f1
zhouahaihai
酱料
|
1704
1705
1706
1707
1708
|
function Adv:pushBackEvent(btype, params)
table.insert(self.backEvents, {btype = btype, params = params})
end
|
3df1e9ea
zhouhaihai
掉落增加 地块信息,。click ...
|
1709
1710
1711
|
function Adv:backReward(items, params)
params = params or {}
self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
|
46fac6f1
zhouahaihai
酱料
|
1712
|
end
|
e996b82a
zhouahaihai
冒险增加防御属性
|
1713
1714
|
-- if is player enemyId is nil
|
46fac6f1
zhouahaihai
酱料
|
1715
|
function Adv:backSkill(enemyId, skillId, receiver)
|
36c30c5c
zhouahaihai
冒险
|
1716
|
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
|
46fac6f1
zhouahaihai
酱料
|
1717
1718
|
end
|
46fac6f1
zhouahaihai
酱料
|
1719
1720
1721
1722
|
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
|
bbf64622
zhouhaihai
冒险
|
1723
1724
|
function Adv:backEnd(success, score, scoreInfo, reward, overType, scoreAward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward, type = overType, scoreAward = scoreAward})
|
46fac6f1
zhouahaihai
酱料
|
1725
1726
|
end
|
b2e41074
zhouhaihai
冒险 排行榜拆分
|
1727
1728
|
function Adv:backBlockChange(roomId, blockId, itemChangeType)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
|
46fac6f1
zhouahaihai
酱料
|
1729
1730
|
end
|
85ded242
zhouhaihai
丰富返回事件
|
1731
1732
|
function Adv:backDead(enemyId, exp)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
|
bedca62d
zhouahaihai
冒险
|
1733
1734
|
end
|
386ca58e
zhouhaihai
优化log
|
1735
1736
1737
|
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
|
ec87b4a5
zhouahaihai
冒险 完善
|
1738
|
|
85ded242
zhouhaihai
丰富返回事件
|
1739
1740
|
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1741
1742
|
end
|
4f0a5fae
zhouhaihai
营养剂
|
1743
1744
1745
1746
|
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
1747
1748
1749
1750
|
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
|
85ded242
zhouhaihai
丰富返回事件
|
1751
1752
1753
1754
1755
1756
1757
1758
1759
|
function Adv:backCost(items)
self:pushBackEvent(AdvBackEventType.Cost, {items = items})
end
function Adv:backUse(items)
self:pushBackEvent(AdvBackEventType.Use, {items = items})
end
|
bbf64622
zhouhaihai
冒险
|
1760
|
function Adv:scoreChange(scoreType, score)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1761
|
self.score[scoreType] = self.score[scoreType] or 0
|
bbf64622
zhouhaihai
冒险
|
1762
|
self.score[scoreType] = self.score[scoreType] + score
|
b0fe1817
zhouahaihai
冒险分数
|
1763
1764
1765
|
end
function Adv:getScore()
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1766
|
self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
|
bbf64622
zhouhaihai
冒险
|
1767
|
self.score[AdvScoreType.Task] = math.floor(self.score[AdvScoreType.Task] or 0)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
1768
|
self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
|
bbf64622
zhouhaihai
冒险
|
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
|
self.score[AdvScoreType.KillBoss] = math.floor(self.score[AdvScoreType.KillBoss] or 0)
self.score[AdvScoreType.ItemBack] = math.floor(self.score[AdvScoreType.ItemBack] or 0)
self.score[AdvScoreType.Event] = math.floor(self.score[AdvScoreType.Event] or 0)
self.score[AdvScoreType.Story] = math.floor(self.score[AdvScoreType.Story] or 0)
return self.score[AdvScoreType.Level]
+ self.score[AdvScoreType.Task]
+ self.score[AdvScoreType.Kill]
+ self.score[AdvScoreType.KillBoss]
+ self.score[AdvScoreType.ItemBack]
+ self.score[AdvScoreType.Event]
+ self.score[AdvScoreType.Story]
|
b0fe1817
zhouahaihai
冒险分数
|
1781
1782
|
end
|
46fac6f1
zhouahaihai
酱料
|
1783
1784
|
function Adv:popBackEvents()
local events = self.backEvents
|
46fac6f1
zhouahaihai
酱料
|
1785
1786
1787
1788
1789
1790
|
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
|
1791
|
self.round = self.round + 1
|
46fac6f1
zhouahaihai
酱料
|
1792
1793
1794
|
if self.battle then
self.battle:afterRound()
end
|
36c30c5c
zhouahaihai
冒险
|
1795
1796
|
end
|
46fac6f1
zhouahaihai
酱料
|
1797
|
return Adv
|