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src/adv/Adv.lua 70 KB
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  local Passive = require "adv.AdvPassive"
  
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  local AdvCommon = require "adv.AdvCommon"
  local AdvMap = require "adv.AdvMap"
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  local Buff = require "adv.AdvBuff"
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  local Adv = class("Adv")
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  local AdvTask = import(".AdvTask")  --任务相关数据搞出去
  AdvTask.bind(Adv)
  
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  function Adv:ctor(owner)
  	assert(owner, "Adv instance must have owner(role)")
  	self.owner = owner
  	self.maps = {}
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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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  end
  
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  function Adv:mylog(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:mylog("adv_action", contents)
  end
  
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  --初始化adv 信息
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  function Adv:initByInfo()
  	local advInfo = self.owner:getProperty("advInfo")
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  	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.actid = advInfo.actid
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  	self.round = advInfo.round or 0
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  	self.score = advInfo.score or {}
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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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  	self.cacheUnlock = advInfo.cacheUnlock or {}
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support or {}
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  	self.logid = advInfo.logid or "auto"
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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(advInfo)
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  end
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  -- 找出level 是否存在中继层
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  function Adv:isHaveRelay(level, chapterId, force)
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  	level = level or self.level
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  	chapterId = chapterId or self.chapterId
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  	if level == 1 and not force then return end
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  	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(params)
  	local chapterId = params.chapterId
  	local level = params.level 
  	local isToNext = params.isToNext 
  	local notNotify = params.notNotify 
  	local isRelay = params.isRelay 
  	local isEnter = params.isEnter 
  	local support = params.support
  	local debugMapId = params.debugMapId
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  	local actid = params.actid
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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.actid = self.actid or actid
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  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
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  	self.lchoose = self.lchoose or {}
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  	self.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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  	if self.battle then
  		self.battle:overBattle()
  	end
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  	self.battle = nil  -- 清掉 老的 battle
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  	self.logid = self.owner:getActionUcode()
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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, relayData
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  	if debugMapId and csvdb["mapCsv"][debugMapId] then
  		mapId = debugMapId
  	end
  	if not mapId then
  		if isRelay then
  			relayData = self:isHaveRelay(level, chapterId)
  			if relayData then 
  				mapId = relayData.map
  			else
  				isRelay = false
  				mapId = self:randomMapId(chapterId, level)
  			end
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  		else
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  			mapId = self:randomMapId(chapterId, level)
  		end
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  	end
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  	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
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  		end
  	end
  
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  	if self.level == 1 or self.isRelay then
  		self:supplyPotion()
  	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(nil, isToNext)
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  	self:initLayerTask()
  
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  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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  	-- 中继进入奖励
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  	if relayData and isEnter then
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  		self:awardRelay(relayData, notNotify)
  	end
  
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  	if not notNotify then
  		self:saveDB(notNotify)
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  	end
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  end
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  function Adv:passAdvRelay()
  	local advRelay = self.owner:getProperty("advRelay")
  	local chapter = self:isEndless() and -1 or self.chapterId
  	if not (advRelay[chapter] or {})[self.level] then
  		advRelay[chapter] = advRelay[chapter] or {}
  		advRelay[chapter][self.level] = 1
  		self.owner:updateProperty({field = "advRelay", value = advRelay})
  		local relayData = self:isHaveRelay()
  		if relayData and relayData.award ~= "" then
  			self:pushBackEvent(AdvBackEventType.RelayReward, {items = self:award(relayData.award:toNumMap(), {log = {desc = "relayReward"}})})
  		end
  	end
  end
  
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  function Adv:clear()
  	self.chapterId = nil
  	self.level = nil
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  	self.actid = nil
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  	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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  	self.waitArtifact = nil
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  	self.isRelay = nil
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  	self.cacheUnlock = {}
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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.actid = self.actid
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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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  		advInfo.waitAF = self.waitArtifact
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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.logid = self.logid
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  		advInfo.maps = {}
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  		self.battle:saveDB(advInfo)
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  function Adv:awardRelay(relayData, notNotify)
  	local gift = {}
  
  	if relayData.artifact > 0 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(relayData.artifact, #pool) do
  			local idx = math.randomInt(1, #pool)
  			gift[pool[idx]] = 1
  			table.remove(pool, idx)
  		end
  	end
  
  	if relayData.point > 0 then
  		gift[ItemId.AdvPoint] = relayData.point
  	end
  
  	if relayData.otherAward ~= "" then
  		for dropId, count in pairs(relayData.otherAward:toNumMap()) do
  			for i = 1, count do
  				local dropData = csvdb["event_dropCsv"][dropId]
  				if dropData then
  					local item = dropData["range"]:randWeight(true)
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  					if item[1] ~= 0 then
  						gift[item[1]] = (gift[item[1]] or 0) + item[2]
  					end
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  				else
  					skynet.error(string.format("[ERROR]: event_dropCsv no id %s,  adv_chapter_campsite",  dropId))
  				end
  			end
  		end
  	end
  
  	self:award(gift, {notNotify = notNotify,  log = {desc = "relayEnter", int1 = self.chapterId, int2 = self.level}})
  end
  
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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
9250904b   zhouhaihai   参数错误
318
  	supportEffect[6] = function(_, num)
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		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)
9250904b   zhouhaihai   参数错误
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  	supportEffect[7] = function(_, num)
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		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
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  		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   zhouhaihai   日志
371
  			self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
9ced5432   zhouhaihai   冒险支援效果 保底事件
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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
  
70cc72d7   zhouhaihai   拾荒bug
411
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  -- 强制结束  逻辑和adv内部无关
  function Adv:forceOver(notNotify, force)
  	if self:isRunning() or force then
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		local advTeam = self.owner:getProperty("advTeam")
  		advTeam.player = nil
  
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
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  		local advPotionCsv = csvdb["adv_potionCsv"]
  		local potionBag = self.owner:getProperty("potionBag")
  
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		local reward = self.owner:getProperty("advItems"):toNumMap()
  		for itemId, count in pairs(reward) do
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
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  			if advPotionCsv[itemId] then
  				potionBag[itemId] = (potionBag[itemId] or 0) + count
  			else
  				reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
  			end
9ced5432   zhouhaihai   冒险支援效果 保底事件
427
  		end
67b46a6b   zhouhaihai   修复存在的冒险进不去的玩家
428
  		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}, notNotify = notNotify})
9ced5432   zhouhaihai   冒险支援效果 保底事件
429
  
3133cb76   zhouhaihai   日志
430
  		self:clear()
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		self.owner:updateProperties({
  			advInfo = {}, 
  			advTeam = advTeam,
  			advItems = "",
  			advAFGet = {},
  			advAFWear = {},
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
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  			potionBag = potionBag,
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  		}, notNotify)
  	end
  end
  
  
  
f45d3a7b   zhouhaihai   adv_unlock
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  -- 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
460
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
461
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  	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
470
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  	self.cacheUnlock = {}
  end
  
a5660239   zhouhaihai   冒险bug
475
  function Adv:initBattle(info, isToNext)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
476
  	self.battle = require("adv.AdvBattle").new(self)
a5660239   zhouhaihai   冒险bug
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  	-- 支援效果生效一些
  	self:activeSomeSupport()
  	
  	-- 不是中继层  加上 层 和 地图的buff和被动
  	if not self.isRelay then
  		self.battle:initMapEffect()
  	end
  
  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
  	end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  		self.battle:triggerPassive(passiveC[1], passiveC[2])
46fac6f1   zhouahaihai   酱料
491
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
492
  	self.cachePassiveEvent = {}
1313eac0   zhouhaihai   冒险的一些bug
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  	-- after init battle
  	for idx, map in pairs(self.maps) do
  		map:initBattleAfter()
  	end
b71a8190   zhouhaihai   动态改变 一些buff
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  	--下层
a5660239   zhouhaihai   冒险bug
499
  	if not info and isToNext then
b71a8190   zhouhaihai   动态改变 一些buff
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  		self.battle.player:attrChangeCondBuffCheck(1)
  	end
a80fee7c   zhouhaihai   光环
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503
  
  	-- 初始化
400f1f91   zhouhaihai   auras
504
  	if not info then
a80fee7c   zhouhaihai   光环
505
  		self.battle:newBattle()
400f1f91   zhouhaihai   auras
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  	else
  		self.battle:loadBattle(info)
a80fee7c   zhouhaihai   光环
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  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:triggerPassive(condType, params)
  	self.cachePassiveEvent = self.cachePassiveEvent or {}
  	if not self.battle then
  		table.insert(self.cachePassiveEvent, {condType, params})
  	else
  		self.battle:triggerPassive(condType, params)
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getCurMap()
  	return self.maps[self.mapStack[#self.mapStack]]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getCurMapIdx()
  	return self.mapStack[#self.mapStack]
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  function Adv:getRoom(roomId, mapIdx)
  	mapIdx = mapIdx or self:getCurMapIdx()
  	local map = self.maps[mapIdx]
  	if map then
  		return map.rooms[roomId]
36c30c5c   zhouahaihai   冒险
533
  	end
46fac6f1   zhouahaihai   酱料
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  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  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
540
  	end
46fac6f1   zhouahaihai   酱料
541
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  end
  
ccbafe67   zhouhaihai   冒险神器和buff
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  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
550
  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
3133cb76   zhouhaihai   日志
551
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f22a33af   zhouhaihai   自己的日志
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  	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:mylog("in_artifact", log)
  	else
  		print("awardArtifact no log ", debug.traceback())
  	end
bbb5f29a   zhouhaihai   冒险奖励神器
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  	if not params.isChoose then
  		self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
  	end
ccbafe67   zhouhaihai   冒险神器和buff
568
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  end
  
  
56e2b75f   zhouhaihai   方法名错误
571
  function Adv:addArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
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  	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
582
  function Adv:delArtifactEffect(effect)
ccbafe67   zhouhaihai   冒险神器和buff
583
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  	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
597
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  	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
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  	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
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  	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
647
  				end
ccbafe67   zhouhaihai   冒险神器和buff
648
649
  			end
  		end
c992c911   zhouhaihai   中继
650
651
  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
652
  	end
f22a33af   zhouhaihai   自己的日志
653
  	self:mylog({desc = "wearArtifact", int1 = id})
97807511   zhouhaihai   增加日志
654
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  	self.owner:log("mission_pick_equip", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_pick_equip_type = 1, --神器操作类型:1:装备,2:卸下
  		mission_pick_equip_id = id, --神器ID
  		mission_pick_equip_lv = advAFGet[id], --神器等级
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
46fac6f1   zhouahaihai   酱料
663
  
ccbafe67   zhouhaihai   冒险神器和buff
664
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  	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
  	return true
  end
  
e852b350   zhouhaihai   冒险成就类型增加
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  -- 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
704
705
  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
706
  	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
707
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
708
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
709
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711
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  	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
713
714
715
716
717
718
719
720
  	
  	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
  
f22a33af   zhouhaihai   自己的日志
721
722
  	self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
  
ccbafe67   zhouhaihai   冒险神器和buff
723
  	local status = 0
e1355da3   zhouhaihai   神器 被动
724
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
725
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
726
  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
727
728
729
730
  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
731
732
  	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
733
734
735
736
737
738
739
740
741
742
743
744
745
  	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
746
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
747
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
748
749
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
750
751
752
753
  			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
754
755
  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
756
  	end
ccbafe67   zhouhaihai   冒险神器和buff
757
758
759
760
761
762
763
764
  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
bbb5f29a   zhouhaihai   冒险奖励神器
765
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
3133cb76   zhouhaihai   日志
766
  
f22a33af   zhouhaihai   自己的日志
767
768
  	self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
769
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
770
771
772
773
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
774
775
776
777
778
779
  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
780
  
43a6d57e   liuzujun   拾荒活动
781
782
783
784
  function Adv:isActivity()
  	return self.actid ~= nil
  end
  
eee37c88   zhouhaihai   楼层数据
785
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
786
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
787
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
788
789
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
790
  --关卡结束
bbf64622   zhouhaihai   冒险
791
  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
792
793
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
794
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
795
796
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
797
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
798
  	end
bbf64622   zhouhaihai   冒险
799
800
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
801
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
802
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
803
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
804
805
806
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
807
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
808
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
809
  	end
bbf64622   zhouhaihai   冒险
810
811
812
813
  	self:scoreChange(AdvScoreType.ItemBack, addScore)
  
  	local score = self.owner:fixAdvScoreChange(self:getScore())
  	local scoreInfo = self.score
98be031a   liuzujun   新年活动
814
815
816
817
818
819
820
821
822
823
824
825
826
  
  	local scoreCoef = chapterData.scoreAward
  	local itemId = ItemId.OldCoin
  	-- 拾荒活动关卡相关处理
  	if self.actid then
  		while true do
  			if not self.owner.activity:isOpenById(self.actid, "AdvLevel") then 
  				break
  			end
  			local actCfg = csvdb["activity_adv_chapterCsv"][self.actid]
  			if not actCfg then break end
  			actCfg = actCfg[self.chapterId]
  			if not actCfg then break end
7cbf1146   liuzujun   去除advmap monster类型
827
828
  			local arr = actCfg["transform"]:toArray(true, "=")
  			itemId, scoreCoef = arr[1], arr[2]
98be031a   liuzujun   新年活动
829
830
831
832
833
834
835
836
837
838
839
840
841
842
  			local actData = self.owner.activity:getActData("AdvLevel")
  
  			-- 计算活动积分up
  			local upMap = actCfg["upCharacter"]
  			local team = self.owner:getProperty("advTeam")
  			local format = self.owner:getTeamHerosInfo(team).heros
  			local upVal = 0
  			for _, hero in pairs(format) do
  				local heroId = hero["type"]
  				upVal = upVal + (upMap[heroId] or 0)
  			end
  			score = math.floor(score * (1 + upVal / 100))
  
  			local advInfo = actData[self.chapterId] or {}
7cbf1146   liuzujun   去除advmap monster类型
843
  			--print("upVal", upVal, score, advInfo["max"], itemId, scoreCoef)
98be031a   liuzujun   新年活动
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
  			local maxScore = advInfo["max"] or 0
  			local flag = false
  			if success then
  					advInfo["pass"] = 1
  					flag = true
  			end
  			-- 更新活动最大积分
  			if score > maxScore then
  				advInfo["max"] = score
  				actData[self.chapterId] = advInfo
  				flag = true
  			end
  			if flag then
  				self.owner.activity:updateActData("AdvLevel", actData)
  			end
  			break
  		end
  	end
bbf64622   zhouhaihai   冒险
862
  	
98be031a   liuzujun   新年活动
863
864
  	local scoreReward = math.floor(score / scoreCoef)
  	self.owner:award({[itemId] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
865
  
e22ded1b   zhouhaihai   被动技奖励
866
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
867
868
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
869
  	local reward = {}
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
870
871
  	local advPotionCsv = csvdb["adv_potionCsv"]
  	local potionBag = self.owner:getProperty("potionBag")
e22ded1b   zhouhaihai   被动技奖励
872
873
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
  		local itemCsv = csvdb["itemCsv"][itemId]
1b08afa7   chenyueqi   修复拾荒结算时,返还药剂错误导致药...
874
875
876
  		if advPotionCsv[itemId] then
  			potionBag[itemId] = (potionBag[itemId] or 0) + count
  		elseif not itemCsv then
e22ded1b   zhouhaihai   被动技奖励
877
878
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type ~= ItemType.AdvItem then
1b08afa7   chenyueqi   修复拾荒结算时,返还药剂错误导致药...
879
  			reward[itemId] = math.ceil(count * rewardRatio / 100)
e22ded1b   zhouhaihai   被动技奖励
880
881
  		end
  	end
3133cb76   zhouhaihai   日志
882
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
883
  
ea40710f   zhouhaihai   活动
884
  	local backAdvCount
60fff866   zhouhaihai   微调 结算返还
885
  	if not self:isEndless() then
1fd96b9f   zhouhaihai   冒险次数返还
886
  		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
ea40710f   zhouhaihai   活动
887
  		self.owner:changeAdvCount(-backAdvCount)
60fff866   zhouhaihai   微调 结算返还
888
889
  	end
  
46fac6f1   zhouahaihai   酱料
890
  	if success then
53e8037e   zhouhaihai   任务
891
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
892
893
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
894
895
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
9f135969   zhouhaihai   拾荒 失败也记录积分
896
  	end
b176d7d3   zhouhaihai   冒险成就
897
  
279a5773   zhouhaihai   Merge branch 'tr/...
898
  
9f135969   zhouhaihai   拾荒 失败也记录积分
899
900
  	local roleId = self.owner:getProperty("id")
  	local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
279a5773   zhouhaihai   Merge branch 'tr/...
901
  	if score > oldMaxScore and not self.actid then
9f135969   zhouhaihai   拾荒 失败也记录积分
902
903
904
905
906
907
908
909
910
911
912
913
914
  		local team = self.owner:getProperty("advTeam")
  		local curInfo = {
  			name = self.owner:getProperty("name"),
  			headId = self.owner:getProperty("headId"),
  			lv = self.owner:getProperty("level"),
  			batteV = self.owner:getTeamBattleValue(team.heros),
  			chapter = self.chapterId,
  			format = self.owner:getTeamHerosInfo(team).heros,
  		}
  		redisproxy:pipelining(function (red)
  			red:zadd(self.owner:getAdvRankKey(), score, roleId)	--更新分数
  			red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  		end)
4bd10b43   chenyueqi   拾荒失败也要触发成就引导
915
  	end
9f135969   zhouhaihai   拾荒 失败也记录积分
916
  	
4bd10b43   chenyueqi   拾荒失败也要触发成就引导
917
918
919
  	-- 通关的时候要把引导步骤设定到成就引导
  	if not self.owner:checkOverGuide(57) then
  		self.owner:saveGuide(57,1,true)
46fac6f1   zhouahaihai   酱料
920
  	end
f45d3a7b   zhouhaihai   adv_unlock
921
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
922
  
f22a33af   zhouhaihai   自己的日志
923
924
  	self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
97807511   zhouhaihai   增加日志
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
  
  	local team = self.owner:getProperty("advTeam")
  	local player = {}
  	local attrs = self.owner:getTeamBattleInfo(team).heros
  	for attrName, _ in pairs(AdvAttsEnum) do
  		for _, hero in pairs(attrs) do
  			player[attrName] = (player[attrName] or 0) + hero[attrName]
  		end
  		player[attrName] = player[attrName] * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
  	end
  
  	local battleV = 1 * player["hp"]
  		+ 2 * player["atk"]
  		+ 1.25 * player["def"]
  		+ 0.226 * player["hit"]
  		+ 0.26 * player["miss"]
  
  	local heroList = {team.leader, team.leader2}
  	for _, hid in pairs(team.heros) do
  		if hid ~= team.leader and hid ~= team.leader2 then
  			heroList[#heroList + 1] = hid
  		end
  	end
  
  	self.owner:log("mission_pick", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		mission_herolist = heroList, -- 英雄ID列表,[111, 222, 333, 444, 555] 前两个为队长、副队长
  		mission_heroscore = battleV, -- 编队总评分
  		mission_teamlv = 0, -- 编队等级
  		mission_recscore = csvdb["adv_chapter_campsiteCsv"][self.chapterId][1].recommendValue, -- 关卡推荐评分
  		mission_floor_bef = 0, -- 进入前关卡层数
  		mission_floor_aft = self.level, -- 结束时关卡层数
  		mission_team_status = {HP = team.player.hp, SP = team.player.sp}, -- 队伍状态,{"HP":100, "SP":100, "curse":7}
  		mission_result = success and 1 or (team.player.hp > 0 and 3 or 2), -- 战斗结果(0-无效,1-胜利,2-血量耗尽退出,3,主动退出)
  		mission_reward = reward, -- 获得奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  		mission_integral_bef = 0, -- 进入前积分
  		mission_integral_aft = score, -- 完成后积分
  		mission_cleartype = 1, -- 1正常通关;2代理拾荒
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
  
33be3111   zhouhaihai   修改hangPass 结构
968
  	local chapterId = self.chapterId
7cbf1146   liuzujun   去除advmap monster类型
969
  	local actid = self.actid
46fac6f1   zhouahaihai   酱料
970
  	self:clear()
89338c47   zhouhaihai   技能目标
971
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
972
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
973
974
975
976
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
977
  		potionBag = potionBag,
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
978
  	})
ea40710f   zhouhaihai   活动
979
980
981
982
983
984
  	self:pushBackEvent(AdvBackEventType.End, {
  		success = success,
  		score = score,
  		scoreInfo = scoreInfo,
  		reward = reward,
  		type = overType,
be4e8031   zhouhaihai   活动 拾荒
985
  		scoreAward = scoreReward,
ea40710f   zhouhaihai   活动
986
987
  		chapterId = chapterId,
  		backAdvCount = backAdvCount,
7cbf1146   liuzujun   去除advmap monster类型
988
  		actid = actid
ea40710f   zhouhaihai   活动
989
  	})
46fac6f1   zhouahaihai   酱料
990
991
  end
  
ec87b4a5   zhouahaihai   冒险 完善
992
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
993
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
994
995
996
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
997
998
999
1000
1001
  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
1002
  	end
8da953a7   zhouhaihai   无尽模式
1003
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
1004
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
1005
1006
1007
1008
1009
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
1010
  	end
8da953a7   zhouhaihai   无尽模式
1011
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1012
1013
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
1014
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1015
1016
1017
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
1018
  	end
02c4de8d   zhouahaihai   增加 固有技
1019
  	
46fac6f1   zhouahaihai   酱料
1020
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1021
1022
1023
1024
  	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
cfc7a04a   zhouhaihai   map id 提供随机概率调整
1025
  				pool[mapId] = {showup = temp.showup}
46fac6f1   zhouahaihai   酱料
1026
1027
1028
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1029
1030
1031
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
1032
  	end
cfc7a04a   zhouhaihai   map id 提供随机概率调整
1033
  	return math.randWeight(pool, "showup")
46fac6f1   zhouahaihai   酱料
1034
1035
  end
  
3f00afcf   zhouhaihai   增加日志
1036
  -- log long1 字段被征用!!!
46fac6f1   zhouahaihai   酱料
1037
  -- 在冒险中获得的物品都发放在冒险背包内
8955225b   zhouhaihai   快速拾取。快速使用
1038
  function Adv:award(gift, params, backRewardParams)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
1039
  	params = params or {}
46fac6f1   zhouahaihai   酱料
1040
1041
1042
1043
1044
1045
1046
1047
1048
  	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
1049
  	local oldItems = items
8955225b   zhouhaihai   快速拾取。快速使用
1050
1051
  
  	local autoUse = {}
46fac6f1   zhouahaihai   酱料
1052
  	for itemId, count in pairs(tgift) do
47c6253a   zhouhaihai   bugfix
1053
  		if count > 0 and self.battle.player then
ccbafe67   zhouhaihai   冒险神器和buff
1054
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1055
  			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
1056
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
1057
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
1058
  		end
ccbafe67   zhouhaihai   冒险神器和buff
1059
  		tgift[itemId] = count
8955225b   zhouhaihai   快速拾取。快速使用
1060
1061
  		if globalCsv.adv_auto_useItem[itemId] and count > 0 then
  			autoUse[itemId] = count
ccbafe67   zhouhaihai   冒险神器和buff
1062
  		else
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1063
1064
  			local transId = globalCsv.adv_item_potion[itemId] or itemId
  			local origin = items:getv(transId, 0)
8955225b   zhouhaihai   快速拾取。快速使用
1065
1066
1067
1068
1069
1070
1071
  			local nums = origin + count
  
  			if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  				self:awardArtifact(itemId, params)
  				if not self.owner:checkOverGuide(55) then
  					self.owner:saveGuide(55,1,true)
  				end
ccbafe67   zhouhaihai   冒险神器和buff
1072
  			else
8955225b   zhouhaihai   快速拾取。快速使用
1073
  				if nums <= 0 then
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1074
  					items = items:delk(transId)
8955225b   zhouhaihai   快速拾取。快速使用
1075
1076
  					nums = 0
  				else
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1077
  					items = items:setv(transId, nums)
8955225b   zhouhaihai   快速拾取。快速使用
1078
  				end
3133cb76   zhouhaihai   日志
1079
  
8955225b   zhouhaihai   快速拾取。快速使用
1080
1081
  				if itemId == 16 and not self.owner:checkOverGuide(51,4) then
  					self.owner:saveGuide(51,4)
f22a33af   zhouhaihai   自己的日志
1082
  				end
8955225b   zhouhaihai   快速拾取。快速使用
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
  				if params.log then
  					local log = clone(params.log)
  					if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
  						print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  					end
  					log["cint1"] = itemId
  					log["cint2"] = math.abs(count)
  					log["cint3"] = self.chapterId
  					log["long1"] = self.level
  					if count >= 0 then
  						self.owner:mylog("in_adv", log)
  					else
  						self.owner:mylog("out_adv", log)
  					end
f22a33af   zhouhaihai   自己的日志
1097
  				else
8955225b   zhouhaihai   快速拾取。快速使用
1098
  					print("addAdvItem no log ", debug.traceback())
f22a33af   zhouhaihai   自己的日志
1099
  				end
f22a33af   zhouhaihai   自己的日志
1100
  			end
916096ed   zhouhaihai   神器效果
1101
1102
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1103
1104
1105
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
1106
1107
1108
1109
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
8955225b   zhouhaihai   快速拾取。快速使用
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
  
  	if backRewardParams then
  		self:backReward(tgift, backRewardParams)
  	end
  
  	if next(autoUse) then
  		for itemId, count in pairs(autoUse) do
  			self:useItem(itemId, count)
  		end
  		self:backUse(autoUse, 1)
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1121
  	return tgift
916096ed   zhouhaihai   神器效果
1122
1123
1124
  end
  
  
8955225b   zhouhaihai   快速拾取。快速使用
1125
1126
1127
1128
1129
1130
1131
  function Adv:useItem(itemId, count, target)
  	local itemData = csvdb["adv_itemCsv"][itemId] 
  	if not itemData then return end
  
  	if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
  
  	if itemId == 5020 then
505479c7   zhouhaihai   bug
1132
  		self.owner:finishGuide(53)
8955225b   zhouhaihai   快速拾取。快速使用
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
  	end
  
  	self:checkAchievement(self.AchievType.UseItem, count, itemId)
  	self:mylog({desc = "useItem", int1 = itemId, int2 = count})
  
  	self.owner:log("mission_pick_use", {
  		mission_threadid = self.chapterId, -- 大地图ID
  		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  		mission_id = self.level, -- 关卡ID
  		item_id = itemId, -- 道具ID
  		mission_pick_use_num = count, -- 道具使用量
  		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  	})
  
  	for i = 1, count do
  		self:doActive(itemData.effect, target) -- target
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1152
1153
1154
  -- 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")
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1155
  	local potionCsv = csvdb["adv_potionCsv"]
46fac6f1   zhouahaihai   酱料
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
  	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
  
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1169
1170
1171
  		if potionCsv[itemId] and last < 0 then -- 只能使用冒险背包里的药水
  			return
  		end
46fac6f1   zhouahaihai   酱料
1172
1173
1174
  	end
  	if next(less) and not self.owner:checkItemEnough(less) then return end --不够
  	if check then return true end
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1175
  
46fac6f1   zhouahaihai   酱料
1176
  	self:award(advCost, params)
ccbafe67   zhouhaihai   冒险神器和buff
1177
1178
1179
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
1180
1181
1182
  	return true
  end
  
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1183
1184
1185
1186
1187
  -- 补满冒险背包药剂,从药剂背包扣除药水放到冒险背包
  function Adv:supplyPotion()
  	local potionCsv = csvdb["adv_potionCsv"]
  	local potionBag = self.owner:getProperty("potionBag")
  	local advItems = self.owner:getProperty("advItems")
c32be356   chenyueqi   进入拾荒自动补给药水,按当前等级下...
1188
  	local dishTree = self.owner.dinerData:getProperty("dishTree")
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1189
1190
1191
  	for potionId, set in pairs(potionCsv) do
  		local count = potionBag[potionId] or 0
  		if count > 0 then
4122c3bd   chenyueqi   进入中继层补给药剂,补足到上限,扣除错误
1192
1193
1194
1195
  			local max = set[dishTree:getv(potionId,1)].limit
  			local old = advItems:getv(potionId,0)
  			local need = max - old
  
5470c530   chenyueqi   先判断药水补给的数量是否大于0
1196
1197
  			if need < 0 then
  			elseif need < count then
4122c3bd   chenyueqi   进入中继层补给药剂,补足到上限,扣除错误
1198
1199
  				advItems = advItems:setv(potionId,max)
  				potionBag[potionId] = count - need
4122c3bd   chenyueqi   进入中继层补给药剂,补足到上限,扣除错误
1200
1201
1202
1203
  			else
  				advItems = advItems:setv(potionId,old + count)
  				potionBag[potionId] = nil
  			end
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1204
1205
1206
1207
1208
1209
1210
1211
  		end
  	end
  	self.owner:updateProperties({
  		advItems = advItems,
  		potionBag = potionBag,
  	})
  end
  
46fac6f1   zhouahaihai   酱料
1212
  --事件点击处理
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1213
  local function clickOut(self, room, block, params, isExit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1214
  	if self:getCurMap():checkOver() then --检查是否可以出去了
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1215
1216
1217
1218
1219
  		if isExit then
  			self:over(true)
  			return true
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1220
  		if #self.mapStack > 1 then -- 处于夹层中
96018793   zhouhaihai   layer change
1221
  			self:backLayer(-1)
a80fee7c   zhouhaihai   光环
1222
  			local oldMapIdx = self:getCurMapIdx()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1223
  			table.remove(self.mapStack) --退出夹层
a80fee7c   zhouhaihai   光环
1224
  			self.battle:iLayerChange(oldMapIdx)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1225
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1226
1227
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
1228
  
ccbafe67   zhouhaihai   冒险神器和buff
1229
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
1230
1231
1232
1233
1234
1235
1236
  				-- 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}})
0c54995a   liuzujun   第一次通关拾荒章节推送限时礼包,活...
1237
1238
1239
1240
1241
  
  				if (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
  					self.owner:checkTaskEnter("AdvPassFirst", {id = self.chapterId})
  				end
  
8da953a7   zhouhaihai   无尽模式
1242
  				end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1243
  			end
0e3ab88d   zhouhaihai   中继层
1244
  
b176d7d3   zhouhaihai   冒险成就
1245
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
1246
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
1247
  
bbf64622   zhouhaihai   冒险
1248
1249
1250
1251
1252
  			local curFloorData = self:getCurFloorData()
  			if not self.isRelay then
  				self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
  			end
  
e51ff6d2   zhouhaihai   冒险~
1253
  			if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
f2648427   zhouhaihai   修改中继营地解锁条件
1254
  				self:passAdvRelay()
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1255
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1256
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1257
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
1258
  				
eee37c88   zhouhaihai   楼层数据
1259
  				if curFloorData then
8955225b   zhouhaihai   快速拾取。快速使用
1260
  					self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
eee37c88   zhouhaihai   楼层数据
1261
  				end
76c48085   zhouhaihai   下一关提前
1262
  				self:backNext() --下一关
0e3ab88d   zhouhaihai   中继层
1263
  				local isHaveRelay = self:isHaveRelay(self.level)
0e3ab88d   zhouhaihai   中继层
1264
  				if isHaveRelay and not self.isRelay then 
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1265
1266
1267
1268
1269
1270
1271
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level, 
  						isToNext = true, 
  						notNotify = true, 
  						isRelay = true,
  					})
0e3ab88d   zhouhaihai   中继层
1272
  				else
f22a33af   zhouhaihai   自己的日志
1273
  					self:mylog({desc = "pass"})
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1274
1275
1276
1277
1278
1279
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level + 1, 
  						isToNext = true, 
  						notNotify = true,
  					})
0e3ab88d   zhouhaihai   中继层
1280
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1281
  			end
b176d7d3   zhouhaihai   冒险成就
1282
  
46fac6f1   zhouahaihai   酱料
1283
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1284
  		
46fac6f1   zhouahaihai   酱料
1285
1286
1287
1288
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
1289
  local function clickExit(self, room, block, params)
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1290
  	return clickOut(self, room, block, params, true)
0e3ab88d   zhouhaihai   中继层
1291
1292
  end
  
46fac6f1   zhouahaihai   酱料
1293
1294
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
1295
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
1296
1297
1298
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1299
  
219e9654   zhouhaihai   拾荒增加选择类型
1300
1301
  local function checkChooseCondFunc(self, condStr, room, block, tag, chooseData)
  	chooseData = chooseData or {}
46fac6f1   zhouahaihai   酱料
1302
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1303
1304
1305
1306
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
1307
  		-- 拥有道具
219e9654   zhouhaihai   拾荒增加选择类型
1308
  		[1] = function(itemId, count)
498f0eb2   zhouhaihai   冒险 action
1309
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
1310
1311
1312
1313
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
219e9654   zhouhaihai   拾荒增加选择类型
1314
  		[2] = function(heroType)
9d66362c   zhouhaihai   修改冒险选择条件
1315
1316
1317
1318
1319
  			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
1320
1321
1322
1323
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1324
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
1325
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1326
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
1327
1328
1329
1330
1331
1332
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
1333
  		--制定属性 
219e9654   zhouhaihai   拾荒增加选择类型
1334
  		[4] = function(attrType, value)
1229c24d   zhouhaihai   新加选择条件
1335
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
1336
1337
1338
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1339
  		-- 提交一个物品
219e9654   zhouhaihai   拾荒增加选择类型
1340
  		[5] = function (itemId, count)
498f0eb2   zhouhaihai   冒险 action
1341
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
1342
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1343
1344
1345
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
1346
  		-- sp 到达指定值
219e9654   zhouhaihai   拾荒增加选择类型
1347
  		[6] = function(value)
1229c24d   zhouhaihai   新加选择条件
1348
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1349
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1350
1351
1352
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1353
  		--7=拥有指定buff指定层数
219e9654   zhouhaihai   拾荒增加选择类型
1354
  		[7] = function(buffId, layer)
1229c24d   zhouhaihai   新加选择条件
1355
1356
  			local buff = self.battle.player:getBuffById(buffId)
  			if buff and buff:getLayer() >= layer then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1357
1358
1359
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1360
  		--8=拥有x神器
219e9654   zhouhaihai   拾荒增加选择类型
1361
  		[8] = function(artifactId)
1229c24d   zhouhaihai   新加选择条件
1362
1363
1364
  			return self:isHaveArtifact(artifactId)
  		end,
  		-- 9 = 生命值大于x%
219e9654   zhouhaihai   拾荒增加选择类型
1365
  		[9] = function (value)
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1366
1367
1368
1369
1370
  			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
1371
  		end,
f02ffa27   zhouhaihai   未获得神器
1372
  		-- 10 = 未获得x神器
219e9654   zhouhaihai   拾荒增加选择类型
1373
  		[10] = function(artifactId)
f02ffa27   zhouhaihai   未获得神器
1374
1375
  			return not self:isHaveArtifact(artifactId)
  		end,
cb071e8d   zhouhaihai   多条件选项
1376
  		-- 11 = 地图上没有指定id 的怪
219e9654   zhouhaihai   拾荒增加选择类型
1377
  		[11] = function(monsterId, size)
b23cd820   zhouhaihai   查询角色
1378
1379
1380
1381
  			if not size or size == 0 then
  				for _, room in pairs(self:getCurMap().rooms) do
  					for _, block in pairs(room.blocks) do
  						if block:isMonster() then
667bd98b   zhouhaihai   增加 0 的判断
1382
  							if not monsterId or monsterId == 0 then return false end
b23cd820   zhouhaihai   查询角色
1383
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1388
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1390
1391
  							if block.event.id == monsterId then
  								return false
  							end
  						end
  					end
  				end
  			else
  				for _, cblock in ipairs(self:getCurMap():getBlocksBySize(room.roomId, block.blockId, size)) do
  					if cblock:isMonster() then
667bd98b   zhouhaihai   增加 0 的判断
1392
  						if not monsterId or monsterId == 0 then return false end
b23cd820   zhouhaihai   查询角色
1393
  						if cblock.event.id == monsterId then
cb071e8d   zhouhaihai   多条件选项
1394
1395
1396
1397
1398
1399
1400
1401
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
  		-- 12 = 地图上没有指定id 的建筑
219e9654   zhouhaihai   拾荒增加选择类型
1402
  		[12] = function(buildId, size)
b23cd820   zhouhaihai   查询角色
1403
1404
1405
1406
  			if not size or size == 0 then
  				for _, room in pairs(self:getCurMap().rooms) do
  					for _, block in pairs(room.blocks) do
  						if block:isBuild() then
667bd98b   zhouhaihai   增加 0 的判断
1407
  							if not buildId or buildId == 0 then return false end
b23cd820   zhouhaihai   查询角色
1408
1409
1410
1411
1412
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1414
1415
1416
  							if block.event.id == buildId then
  								return false
  							end
  						end
  					end
  				end
  			else
  				for _, cblock in ipairs(self:getCurMap():getBlocksBySize(room.roomId, block.blockId, size)) do
  					if cblock:isBuild() then
667bd98b   zhouhaihai   增加 0 的判断
1417
  						if not buildId or buildId == 0 then return false end
b23cd820   zhouhaihai   查询角色
1418
  						if cblock.event.id == buildId then
cb071e8d   zhouhaihai   多条件选项
1419
1420
1421
1422
1423
1424
1425
1426
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
  		-- 13 = 地图上没有指定的 选择点
219e9654   zhouhaihai   拾荒增加选择类型
1427
  		[13] = function(chooseId, size)
b23cd820   zhouhaihai   查询角色
1428
1429
1430
1431
  			if not size or size == 0 then
  				for _, room in pairs(self:getCurMap().rooms) do
  					for _, block in pairs(room.blocks) do
  						if block:isChoose() then
667bd98b   zhouhaihai   增加 0 的判断
1432
  						if not chooseId or chooseId == 0 then return false end
b23cd820   zhouhaihai   查询角色
1433
1434
1435
1436
1437
1438
1439
1440
1441
  							if block.event.id == chooseId then
  								return false
  							end
  						end
  					end
  				end
  			else
  				for _, cblock in ipairs(self:getCurMap():getBlocksBySize(room.roomId, block.blockId, size)) do
  					if cblock:isChoose() then
667bd98b   zhouhaihai   增加 0 的判断
1442
  						if not chooseId or chooseId == 0 then return false end
b23cd820   zhouhaihai   查询角色
1443
  						if cblock.event.id == chooseId then
cb071e8d   zhouhaihai   多条件选项
1444
1445
1446
1447
1448
1449
1450
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1451
   	}
219e9654   zhouhaihai   拾荒增加选择类型
1452
1453
1454
  
   	local status, count = true, 0
   	for _, cond in ipairs(condStr:toTableArray(true)) do
cb071e8d   zhouhaihai   多条件选项
1455
   		assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
219e9654   zhouhaihai   拾荒增加选择类型
1456
1457
1458
1459
1460
  		if not checkCond[cond[1]](select(2, table.unpack(cond))) then 
  			status =  false
  		else
  			count = count + 1
  		end
cb071e8d   zhouhaihai   多条件选项
1461
   	end
219e9654   zhouhaihai   拾荒增加选择类型
1462
1463
1464
1465
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1467
1468
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1470
1471
1472
1473
1474
1475
   	return status, count
  end
  
  local function doChooseEffect(self, effectStr, room, block, tag, chooseData)
  	chooseData = chooseData or {}
  	local clearBlock = true
  	local doEffect = {
  		[1] = function(dropId, count) -- 获得某道具N个
  			count = count or 1
  			local reward = {}
  			for i = 1, count do
  				local dropData = csvdb["event_dropCsv"][dropId]
  				if dropData then
  					local item = dropData["range"]:randWeight(true)
4b34fee8   zhouhaihai   增加~= 0 判定
1476
1477
1478
  					if item[1] ~= 0 then
  						reward[item[1]] = (reward[item[1]] or 0) + item[2]
  					end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1479
  				else
219e9654   zhouhaihai   拾荒增加选择类型
1480
  					skynet.error(string.format("[ERROR]: event_dropCsv no id %s in %s id: %s",  dropId, tag, chooseData.id))
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1481
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
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1549
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1560
1561
  			end
  			self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, {roomId = room.roomId, blockId = block.blockId})
  		end,
  		[2] = function(buffId, layer) --获得冒险buff
  			self.battle.player:addBuff(buffId, nil, layer or 1)
  		end,
  		[3] = function(id) --发现怪物
  			self:getCurMap():addNewMonsterRand(id, {room, block})
  			self:pushBackEvent(AdvBackEventType.Monster, {id = id})
  			clearBlock = false
  		end,
  		[4] = function() --无事发生
  		end,
  		[5] = function(addType, attrType, value) --5=属性枚举=数值;直接增加玩家属性
  			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, addType)
  		end,
  		[6] = function(id) -- 商店
  			block:updateEvent({
  				etype = AdvEventType.Trader,
  				id = id
  			})
  			self:pushBackEvent(AdvBackEventType.Trader, {id = id})
  			clearBlock = false
  		end,
  		[7] = function(id) -- 建筑
  			block:updateEvent({
  				etype = AdvEventType.Build,
  				id = id
  			})
  			clearBlock = false
  		end,
  		[8] = function(id) -- 选择
  			block:updateEvent({
  				etype = AdvEventType.Choose,
  				id = id
  			})
  			clearBlock = false
  		end,
  		[9] = function(id) -- click
  			block:updateEvent({
  				etype = AdvEventType.Click,
  				id = id
  			})
  			clearBlock = false
  		end,
  		[10] = function(id) -- 陷阱
  			block:updateEvent({
  				etype = AdvEventType.Trap,
  				id = id
  			})
  			clearBlock = false
  		end,
  		[11] = function()  -- 获得神器
  			self:waitChooseArtifact() --等待获取神器
  		end,
  		[12] = function(id)
  			-- buffId
  			local targers = self.battle.player:getTeam(2, nil, nil, true)
  			for _, target in pairs(targers) do
  				target:addBuff(id)
  			end
  		end,
  		[13] = function() -- 显示地图
  			self:getCurMap():showMap()
  			self:backMapShow()
  		end,
  		[14] = function(eventType, eventId, count, stage) -- 指定地块召唤 指定类型的id
  			local change = self:getCurMap():layEventToStage(eventType, eventId, count, stage)
  			for _, one in ipairs(change) do
  				if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  					clearBlock = false
  				else
  					self:backBlockChange(one[1].roomId, one[2].blockId)
031dcf99   zhouhaihai   修改战斗属性计算 冒险增加效果类型
1562
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1563
1564
1565
1566
1567
1568
1569
1570
1571
  			end
  		end,
  		[15] = function(eventType, eventId, count) -- 移除指定事件
  			local change = self:getCurMap():clearEventById(eventType, eventId, count)
  			for _, one in ipairs(change) do
  				if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  					clearBlock = false
  				else
  					self:backBlockChange(one[1].roomId, one[2].blockId)
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1572
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1573
1574
1575
1576
1577
1578
1579
1580
1581
  			end
  		end,
  		[16] = function(eventTypeF, eventIdF, eventTypeT, eventIdT, count) -- 指定事件转移
  			local change = self:getCurMap():eventChangeToOther(eventTypeF, eventIdF, eventTypeT, eventIdT, count)
  			for _, one in ipairs(change) do
  				if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
  					clearBlock = false
  				else
  					self:backBlockChange(one[1].roomId, one[2].blockId)
2d87caee   zhouhaihai   地块替换优化 新的效果类型
1582
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
  			end
  		end,
  		[17] = function(eventId)
  			local diceCsv = csvdb["event_choose_diceCsv"][eventId]
  			if not diceCsv then return end
  			local weight = math.randomInt(1, 12)
  			local sum = 0
  			local needEffect = nil
  			local pool = {}
  			for _, v in ipairs(diceCsv) do
  				local status, okCount = checkChooseCondFunc(self, v.cond, room, block, tag .. " dice", chooseData)
  				pool[#pool + 1] = v.weight + okCount * v.weightUp
ebc40c72   zhouhaihai   随机事件bug
1595
  				sum = sum + pool[#pool]
219e9654   zhouhaihai   拾荒增加选择类型
1596
1597
1598
  				if sum >= weight and not needEffect then
  					-- 达成效果
  					needEffect = v.effect
e085da41   zhouhaihai   指定事件转移
1599
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1600
1601
1602
1603
1604
1605
1606
1607
1608
  			end
  			if needEffect then
  				self:pushBackEvent(AdvBackEventType.ChooseDice, {id = eventId, pool = pool, result = weight})
  				clearBlock = doChooseEffect(self, needEffect, room, block, tag .. " dice", chooseData)
  			end
  		end,
  	}
  
  	for _, effect in ipairs(effectStr:toTableArray(true)) do
4163e40a   zhouhaihai   找错误
1609
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. (block.event and block.event.id or 0) .. "effect  " .. effect[1])
219e9654   zhouhaihai   拾荒增加选择类型
1610
  		doEffect[effect[1]](select(2, table.unpack(effect)))
e10edb5f   zhouahaihai   冒险事件新
1611
  	end
219e9654   zhouhaihai   拾荒增加选择类型
1612
1613
1614
  	return clearBlock
  end
  
bbf64622   zhouhaihai   冒险
1615
  
219e9654   zhouhaihai   拾荒增加选择类型
1616
1617
1618
1619
1620
  local function chooseCommon(self, room, block, chooseData, choose, tag)
  	if not choose then return end
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
   	if not checkChooseCondFunc(self, chooseData["button".. choose .."cond"], room, block, tag, chooseData) then return end
  	local clearBlock = chooseData.keep ~= 1
2205321c   zhouhaihai   拾荒 选择bug
1621
1622
  	local clearBlock_ = doChooseEffect(self, chooseData["button".. choose .."effect"], room, block, tag, chooseData)
  	clearBlock = clearBlock and clearBlock_
219e9654   zhouhaihai   拾荒增加选择类型
1623
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1624
1625
1626
1627
1628
1629
  	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
1630
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1631
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1632
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1633
1634
1635
1636
  	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
1637
1638
1639
1640
1641
1642
1643
1644
1645
  	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
1646
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1647
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1648
1649
1650
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1651
1652
1653
  	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
1654
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1655
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1656
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
6133e29f   zhouhaihai   新加任务
1657
  		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
e852b350   zhouhaihai   冒险成就类型增加
1658
1659
1660
1661
1662
  		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
1663
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1664
  
f45d3a7b   zhouhaihai   adv_unlock
1665
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1666
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1667
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1668
1669
  		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
1670
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1671
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1672
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1673
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1674
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1675
  
02c4de8d   zhouahaihai   增加 固有技
1676
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1677
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1678
  	end
b176d7d3   zhouhaihai   冒险成就
1679
  
46fac6f1   zhouahaihai   酱料
1680
1681
1682
1683
1684
1685
  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
f0b81492   zhouhaihai   营地进入 bug
1686
  	if not self.battle or not self.battle.player then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1687
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
f0b81492   zhouhaihai   营地进入 bug
1688
  
8955225b   zhouhaihai   快速拾取。快速使用
1689
1690
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}}, {roomId = room.roomId, blockId = block.blockId})
  
1e9cb217   chenyueqi   服务器记录控制引导过程
1691
1692
1693
  	if block.event.item[1] == 5020 and not self.owner:checkOverGuide(53,2) then
  		self.owner:saveGuide(53,2)
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1694
  	block:clear()
46fac6f1   zhouahaihai   酱料
1695
1696
1697
1698
1699
1700
  	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
1701
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1702
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1703
1704
  	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
1705
  
127a5787   zhouhaihai   商人卖完走人
1706
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1707
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1708
1709
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1710
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1711
1712
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1713
  	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
1714
  	self:backCost({[goodsData.currency] = costCount})
8955225b   zhouhaihai   快速拾取。快速使用
1715
  	self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
f8408529   zhouhaihai   冒险商店
1716
1717
1718
1719
1720
1721
1722
  	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
1723
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1724
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1725
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1726
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
127a5787   zhouhaihai   商人卖完走人
1727
  
27cc6f23   zhouhaihai   商店bug
1728
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1729
1730
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1731
1732
1733
1734
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1735
1736
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1737
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1738
1739
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1740
  
e59430d5   zhouhaihai   宝藏怪刷新,计数
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
  	local isMine = false -- 是不是宝藏怪
  	for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do 
  		if mid == oldId then
  			isMine = true
  			break
  		end
  	end
  	if isMine then
  		local advMine = self.owner:getProperty("advMine")
  		advMine[2] = advMine[2] or {}
  		local mineCo2 = advMine[2].co or {}
  		if chooseData.limit ~= 0 then
  			mineCo2[oldId] = (mineCo2[oldId] or 0) + 1
  		end
  		advMine[2].co = mineCo2
  		self.owner:setProperty("advMine", advMine)
a5660239   zhouhaihai   冒险bug
1757
  		self.owner:checkTaskEnter("AdvMineLayer")
e59430d5   zhouhaihai   宝藏怪刷新,计数
1758
1759
  	end
  
6ce6fac7   zhouhaihai   冒险任务bug
1760
1761
1762
  	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
1763
  
02c4de8d   zhouahaihai   增加 固有技
1764
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1765
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1766
  	end
46fac6f1   zhouahaihai   酱料
1767
1768
1769
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1770
1771
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
6133e29f   zhouhaihai   新加任务
1772
  	local oldId = block.event.id
c0b7797f   zhouhaihai   陷阱、点击生效点
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
  	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)
4b34fee8   zhouhaihai   增加~= 0 判定
1785
1786
1787
  				if item[1] ~= 0 then
  					reward[item[1]] = (reward[item[1]] or 0) + item[2]
  				end
c0b7797f   zhouhaihai   陷阱、点击生效点
1788
  			end
8955225b   zhouhaihai   快速拾取。快速使用
1789
  			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 ...
1790
1791
1792
1793
1794
  		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
1795
1796
  		end,
  	}
6133e29f   zhouhaihai   新加任务
1797
  
a1e9e891   zhouhaihai   点击事件未生效
1798
1799
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
6133e29f   zhouhaihai   新加任务
1800
1801
  	self:checkTask(Adv.TaskType.Click, 1, oldId)
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1802
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1803
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1804
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1805
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1806
1807
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1808
  local function clickLayer(self, room, block, params)
a80fee7c   zhouhaihai   光环
1809
  	local oldMapIdx = self:getCurMapIdx()
96018793   zhouhaihai   layer change
1810
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
  	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)
78dcacb6   zhouhaihai   夹层 后处理 没做
1821
  		self.battle:initMapEnemys(mapIdx, true)
7b2dc17c   zhouhaihai   地图 层 buff passive
1822
  		self.battle:initMapEffect(true)
1313eac0   zhouhaihai   冒险的一些bug
1823
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1824
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1825
  	end
a80fee7c   zhouhaihai   光环
1826
  	self.battle:iLayerChange(oldMapIdx)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1827
1828
1829
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1830
1831
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1832
1833
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1834
1835
1836
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1837
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1838
1839
1840
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1841
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1842
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1843
1844
1845
1846
1847
  }
  
  --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
1848
1849
1850
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1851
1852
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1853
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1854
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1855
1856
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1857
  		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
1858
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1859
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1860
1861
1862
  			if not ignoreGuard and _block:isGuard() then 
  				if _block:isMonster() then
  					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
a0834e49   zhouhaihai   增加潜行 功能
1863
  					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
48962a74   zhouhaihai   路障系统提交
1864
1865
1866
1867
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1868
  				end
48962a74   zhouhaihai   路障系统提交
1869
1870
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1871
1872
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1873
1874
1875
1876
  		return canOpen
  	end
  
  	if not block.isOpen then
7b64b6cd   zhouhaihai   中继层优化
1877
  		if self.isRelay or checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1878
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
1879
1880
1881
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1882
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1883
1884
1885
1886
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1887
  
be2bc68b   zhouhaihai   看守周围的格子
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
  		if not block:isMonster() then
  			for _, one in ipairs(map:getAroundBlocksPlus(room, block)) do
  				local _room, _block = one[1], one[2]
  				if _block:isMonster() then
  					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  					if enemy:hadBuff(Buff.OBSTACLE_PLUS) then
  						return
  					end
  				end
  			end
  		end
  
48962a74   zhouhaihai   路障系统提交
1900
1901
1902
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1903
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1904
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1905
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1906
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1907
1908
1909
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1910
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1911
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1912
1913
1914
1915
  		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"
1916
1917
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1918
1919
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1920
1921
1922
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1923
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1924
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1925
1926
  end
  
46fac6f1   zhouahaihai   酱料
1927
  
4f0a5fae   zhouhaihai   营养剂
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
  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
1961
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
  	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
1978
1979
1980
1981
1982
1983
1984
1985
  		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
1986
1987
1988
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1989
1990
1991
1992
1993
1994
  			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
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
  		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,
  				})
4f0a5fae   zhouhaihai   营养剂
2007
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
2008
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
2009
2010
2011
2012
2013
2014
2015
2016
2017
  			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
318c573a   zhouhaihai   冒险bug
2018
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
2019
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
2020
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
  			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
7b2dc17c   zhouhaihai   地图 层 buff passive
2035
  				target:kill()
4f0a5fae   zhouhaihai   营养剂
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
  				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
2078
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
2079
2080
2081
2082
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
2083
2084
2085
2086
2087
2088
  	-- 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
2089
2090
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
2091
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
2092
2093
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
2094
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
  	--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
2110
  
d232676a   zhouhaihai   功能解锁 冒险返回
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
  	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
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
  	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
2135
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2136
2137
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
6826fdf6   zhouhaihai   被动触发
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
  	local blocks = {}
  	for roomId, room in pairs(self:getCurMap().rooms) do
  		for blockId, block in pairs(room.blocks) do
  			table.insert(blocks, block)
  		end
  	end
  	self:blockDropChange(ctype, blocks)
  end
  
  function Adv:blockDropChange(ctype, blocks)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2148
2149
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
6826fdf6   zhouhaihai   被动触发
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
  		for _, block in ipairs(blocks) do
  			if block:getEventType() == AdvEventType.Drop and block.event.item then
  				local id = block.event.item[1]
  				local count = block.event.item[2]
  				local changeTo = nil
  				if clist[id] then
  					changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
  				elseif clist[-1] then
  					changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
  				end
  				if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  					block.event.item = changeTo
  					self:backBlockChange(block.room.roomId, block.blockId, ctype)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2163
2164
2165
2166
2167
2168
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
2169
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2170
2171
  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
2172
2173
2174
2175
  	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
2176
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2177
2178
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
2179
2180
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
2181
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2182
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
2183
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2184
2185
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
2186
2187
2188
2189
2190
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
a95b35ce   zhouhaihai   删除等级
2191
2192
2193
  			-- local changeV = self.battle.player:addExp(monsterData.exp)
  			-- self:backDead(enemyId, changeV)
  			self:backDead(enemyId)
9104a922   zhouhaihai   多重掉落
2194
  
36875ec5   zhouhaihai   宝藏怪
2195
2196
2197
2198
2199
2200
  			local isMine = false -- 是不是宝藏怪
  			for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do 
  				if mid == enemyId then
  					isMine = true
  					break
  				end
9104a922   zhouhaihai   多重掉落
2201
  			end
e59430d5   zhouhaihai   宝藏怪刷新,计数
2202
  
36875ec5   zhouhaihai   宝藏怪
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
  			if isMine then
  				local advMine = self.owner:getProperty("advMine")
  				advMine[1] = advMine[1] or {}
  				advMine[2] = advMine[2] or {}
  				local mineCo = advMine[1].co or {}
  				local mineCo2 = advMine[2].co or {}
  				local mineCh = advMine[2].ch or globalCsv.adv_egg_treasureLayer_showup
  				if monsterData.limit ~= 0 then
  					mineCo[enemyId] = (mineCo[enemyId] or 0) + 1
  				end
9104a922   zhouhaihai   多重掉落
2213
  
36875ec5   zhouhaihai   宝藏怪
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
  				local had = false
  				if math.randomInt(1, 100) <= mineCh then -- 刷出来了
  					local mpool = {}
  					for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do
  						local layer = csvdb["event_buildingCsv"][mid]
  						if (not mineCo2[mid] or layer.limit == 0 or mineCo2[mid] < layer.limit) and layer.showup > 0 then
  							mpool[mid] = {layer.showup}
  						end
  					end
  					if next(mpool) then
  						local cId = math.randWeight(mpool, 1)
  						block:updateEvent({
  							etype = AdvEventType.Build,
  							id = cId
  						})
36875ec5   zhouhaihai   宝藏怪
2229
2230
2231
2232
  						had = true
  					end
  				end
  				if had then
36875ec5   zhouhaihai   宝藏怪
2233
  					mineCh = nil
fea3baab   zhouhaihai   宝藏怪bug
2234
2235
2236
  				else
  					block:clear()
  					mineCh = math.min(mineCh + globalCsv.adv_egg_treasureLayer_showup_add, 100)
36875ec5   zhouhaihai   宝藏怪
2237
  				end
9104a922   zhouhaihai   多重掉落
2238
  
36875ec5   zhouhaihai   宝藏怪
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
  				local drops = {}
  				for _, dropId in ipairs(monsterData.dropid:toArray(true, "=")) do
  					local dropData = csvdb["event_dropCsv"][dropId]
  					if dropData then
  						local cur = dropData["range"]:randWeight(true)
  						if cur and cur[1] ~= 0 then
  							drops[#drops + 1] = cur
  						end
  					end
  				end
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Drop,
  						item = drops[_i]
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
  				end
  				advMine[1].co = mineCo
  				advMine[2].co = mineCo2
  				advMine[2].ch = mineCh
  				self.owner:setProperty("advMine", advMine)
a5660239   zhouhaihai   冒险bug
2263
  				self.owner:checkTaskEnter("AdvMineKill")
36875ec5   zhouhaihai   宝藏怪
2264
2265
2266
2267
2268
  			else
  				local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
  				if toClick then
  					toClick = toClick:effect()
  				end
9104a922   zhouhaihai   多重掉落
2269
  
36875ec5   zhouhaihai   宝藏怪
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
  				local changItem = enemy:hadBuff(Buff.CHANGE_DROP)
  				if changItem then
  					changItem = table.pack(changItem:effect())
  				end
  
  				local addMult = 0
  				local dropBuff = enemy:hadBuff(Buff.DROP_BUFF_BY_ENEMY)  -- 根据敌人数量变化个数
  				if dropBuff then
  					local team = enemy:getTeam(1, true)
  					addMult = addMult + 0.2 * #team
  				end
  
  				local dropIds = monsterData.dropid:toArray(true, "=")
  				local drops = {}
  				local cCcount = 0 -- 需要改变为click 的个数
  				for _, dropId in ipairs(dropIds) do
  					local dropData = csvdb["event_dropCsv"][dropId]
  					if dropData then
  						local cur = dropData["range"]:randWeight(true)
  						if cur and cur[1] ~= 0 then
  							if toClick then
  								cCcount = cCcount + 1
  							else
  								local item = changItem and changItem or cur
  								item[2] = math.floor(item[2] * (1 + addMult))
  								drops[#drops + 1] = item
  							end
e7b51763   zhouhaihai   无掉落怪
2297
  						end
db3c56ad   zhouhaihai   冒险相关
2298
  					end
db3c56ad   zhouhaihai   冒险相关
2299
  				end
36875ec5   zhouhaihai   宝藏怪
2300
2301
  				-- 这些奖励可能会有被动加成
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})
9104a922   zhouhaihai   多重掉落
2302
  
36875ec5   zhouhaihai   宝藏怪
2303
2304
2305
2306
  				-- 自身带的掉落是不会被改变的 也不会被加成
  				if block.event.item and block.event.item[1] ~= 0 then
  					table.insert(drops,  1, block.event.item)
  				end
9104a922   zhouhaihai   多重掉落
2307
  
36875ec5   zhouhaihai   宝藏怪
2308
2309
  				-- 清空当前的格子
  				block:clear()
9104a922   zhouhaihai   多重掉落
2310
  
36875ec5   zhouhaihai   宝藏怪
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
  				-- 掉落走一波
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Drop,
  						item = drops[_i]
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
9104a922   zhouhaihai   多重掉落
2321
  				end
9104a922   zhouhaihai   多重掉落
2322
  
36875ec5   zhouhaihai   宝藏怪
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
  				-- 转换的click走一波
  				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, cCcount)
  				for _i, cblock in ipairs(blocks) do
  					cblock:updateEvent({
  						etype = AdvEventType.Click,
  						id = clickId
  					})
  					if cblock ~= block then
  						self:backBlockChange(cblock.room.roomId, cblock.blockId)
  					end
db3c56ad   zhouhaihai   冒险相关
2333
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
2334
  			end
9104a922   zhouhaihai   多重掉落
2335
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2336
2337
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
2338
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2339
2340
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
71a18948   zhouhaihai   成就未生效
2341
2342
  			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2343
2344
2345
2346
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
6133e29f   zhouhaihai   新加任务
2347
  				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
71a18948   zhouhaihai   成就未生效
2348
2349
2350
  				self:checkAchievement(Adv.AchievType.KillBoss, 1, enemyId)
  				self:checkAchievement(Adv.AchievType.KillBossWithBuff, 1)
  				self:checkAchievement(Adv.AchievType.KillBossNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2351
2352
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
f76d63e1   liuzujun   联动任务活动
2353
  				self.owner:checkTaskEnter("AdvKillBoss")
6133e29f   zhouhaihai   新加任务
2354
2355
  			elseif monsterData.type == 3 then
  				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2356
  			end
46fac6f1   zhouahaihai   酱料
2357
  		end
46fac6f1   zhouahaihai   酱料
2358
2359
2360
2361
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
2362
2363
2364
2365
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
8955225b   zhouhaihai   快速拾取。快速使用
2366
2367
2368
2369
  --[=[
  tag
  1 自动拾取
  --]=] 
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
2370
2371
  function Adv:backReward(items, params)
  	params = params or {}
8955225b   zhouhaihai   快速拾取。快速使用
2372
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
46fac6f1   zhouahaihai   酱料
2373
  end
e996b82a   zhouahaihai   冒险增加防御属性
2374
2375
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
2376
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
2377
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
2378
2379
  end
  
46fac6f1   zhouahaihai   酱料
2380
2381
2382
2383
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
46fac6f1   zhouahaihai   酱料
2384
  
b2e41074   zhouhaihai   冒险 排行榜拆分
2385
2386
  function Adv:backBlockChange(roomId, blockId, itemChangeType)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
46fac6f1   zhouahaihai   酱料
2387
2388
  end
  
a95b35ce   zhouhaihai   删除等级
2389
2390
  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
bedca62d   zhouahaihai   冒险
2391
2392
  end
  
386ca58e   zhouhaihai   优化log
2393
2394
2395
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
2396
  
85ded242   zhouhaihai   丰富返回事件
2397
2398
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2399
2400
  end
  
4f0a5fae   zhouhaihai   营养剂
2401
2402
2403
2404
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
2405
2406
2407
2408
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
2409
2410
2411
2412
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
8955225b   zhouhaihai   快速拾取。快速使用
2413
2414
2415
2416
2417
2418
  --[=[
  tag
  1 自动使用
  --]=] 
  function Adv:backUse(items, tag)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items, tag = tag})
85ded242   zhouhaihai   丰富返回事件
2419
2420
2421
  end
  
  
bbf64622   zhouhaihai   冒险
2422
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2423
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
2424
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
2425
2426
2427
  end
  
  function Adv:getScore()
a80fee7c   zhouhaihai   光环
2428
2429
2430
2431
2432
  	local allScore = 0
  	for _, score in pairs(self.score) do
  		allScore = allScore + math.floor(score)
  	end
  	return allScore
b0fe1817   zhouahaihai   冒险分数
2433
2434
  end
  
46fac6f1   zhouahaihai   酱料
2435
2436
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
2437
2438
2439
2440
2441
2442
  	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
2443
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
2444
2445
2446
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
2447
2448
  end
  
46fac6f1   zhouahaihai   酱料
2449
  return Adv