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src/adv/Adv.lua 51.4 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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  	self:initByInfo(self.owner:getProperty("advInfo"))
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  end
  
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  function Adv:log(contents)
  	contents = contents or {}
  	if contents["cint1"] or contents["cint2"] or contents["cint3"] then
  		print("advLog error log have cint1 or cint2 or cint3 ", debug.traceback())
  	end
  	contents["cint1"] = self.chapterId
  	contents["cint2"] = self.level
  
  	self.owner:log("adv_action", contents)
  end
  
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  --初始化adv 信息
  function Adv:initByInfo(advInfo)
  	if not next(advInfo) then return end --还没有 开始新地图
  
  	self.chapterId = advInfo.chapterId
  	self.level = advInfo.level or 1
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  	self.round = advInfo.round or 0
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  	self.score = advInfo.score or {}
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  	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.maps = {}
  	for id, map in ipairs(advInfo.maps or {}) do
  		self.maps[id] = AdvMap.new(self, id, map)
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  	end
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  	self:initBattle()
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  end
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  -- 找出level 是否存在中继层
  function Adv:isHaveRelay(level, chapterId)
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  	level = level or self.level
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  	chapterId = chapterId or self.chapterId
  	if level == 1 then return end
  	
  	local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
  	for _, campsite in ipairs(campsiteCsv) do
  		if campsite.floor == level then
  			return campsite
  		end
  	end
  	return nil
  end
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  -- 随机新的地图
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  function Adv:initByChapter(chapterId, level, isToNext, notNotify, isRelay, isEnter, support)
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  	if not self.chapterId then -- 开始新的章节
  		self.chapterId = chapterId
  		self:checkAchievement(Adv.AchievType.StartBattle, 1)
  	elseif chapterId ~= self.chapterId then  -- 正常不会出现
  		return 
  	end
  	
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  	self.level = level or 1
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  	self.round = 0
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  	self.score = self.score or {}
  	self.lastEnemyId = 1
  	self.mapStack = {1} -- 最后一个为当前的地图
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  	self.lchoose = self.lchoose or {}
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  	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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  	self.battle = nil  -- 清掉 老的 battle
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  	if isEnter then -- 把 支援效果初始化为易用用的形式
  		self:initSupport(support or {})
  	end
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  	-- 随机出地图
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  	local mapId 
  	if isRelay then
  		local relayData = self:isHaveRelay(level, chapterId)
  		if relayData then 
  			mapId = relayData.map
  		else
  			isRelay = false
  			mapId = self:randomMapId(chapterId, level)
  		end
  	else
  		mapId = self:randomMapId(chapterId, level)
  	end
  	self.isRelay = isRelay
  	local isNewRelay = false
  	if self.isRelay then -- 中继层
  		local advRelay = self.owner:getProperty("advRelay")
  		local chapter = self:isEndless() and -1 or self.chapterId
  		if not (advRelay[chapter] or {})[self.level] then
  			isNewRelay = true
  			advRelay[chapter] = advRelay[chapter] or {}
  			advRelay[chapter][self.level] = 1
  			self.owner:updateProperty({field = advRelay, value = advRelay})
  		end
  	end
  
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  	self.maps = {}
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  	self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
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  	self:initBattle(true)
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  	self:initLayerTask()
  
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  	-- 支援效果生效一些
  	self:activeSomeSupport()
  
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  	self:checkTask(Adv.TaskType.Arrive)
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  	self:checkAdvUnlock(1, self.level)
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  	if isToNext then
  		self.battle.player:afterLayer() -- 玩家的buff 清理一下
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  	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:clear()
  	self.chapterId = nil
  	self.level = nil
  	self.score = {}
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  	self.round = 0
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  	self.lastEnemyId = 1
  	self.mapStack = {}
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  	self.lchoose = {}
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  	self.maps = {}
  	self.battle = nil
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  	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.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.maps = {}
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  		self.battle:saveDB()
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  		for id , map in ipairs(self.maps) do
  			advInfo.maps[id] = map:getDB()
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  		end
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  		advTeam.player = self.battle.player:getDB()
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  	else
  		advTeam.player = nil
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  	end
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  	self:updateTask(notNotify)
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  	self:updateAchievement(notNotify)
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  	self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
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  end
  
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  function Adv:initSupport(supports)
  	self.support = {}
  
  	local supportEffect = {}
  	-- 获得道具 1=道具id=道具数量
  	supportEffect[1] = function(_, itemId, num)
  		self.support[1] = self.support[1] or {}
  		self.support[1][itemId] = (self.support[1][itemId] or 0) + num
  	end
  
  	-- 获得mapbuff  2=mapbuffid
  	supportEffect[2] = function(_, buffId)
  		self.support[2] = self.support[2] or {}
  		table.insert(self.support[2], buffId)
  	end
  
  	-- 获得mappassive 3=mappassive
  	supportEffect[3] = function(_, passiveId)
  		self.support[3] = self.support[3] or {}
  		table.insert(self.support[3], passiveId)
  	end
  
  	-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[4] = function(_, etype, id, num)
  		self.support[4] = self.support[4] or {}
  		self.support[4][etype] = self.support[4][etype] or {}
  		self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
  	end
  
  	-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[5] = function(_, etype, id, num)
  		self.support[5] = self.support[5] or {}
  		self.support[5][etype] = self.support[5][etype] or {}
  		self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
  	end
  
  	-- 获得随机神器 6=数量
  	supportEffect[6] = function(num)
  		self.support[6] = (self.support[6] or 0) + num
  	end
  
  	-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
  	supportEffect[7] = function(num)
  		self.support[7] = (self.support[7] or 0) + num
  	end
  
  	for _, supportId in ipairs(supports) do
  		local supportData = csvdb["adv_supportCsv"][supportId]
  		for _, effect in ipairs(supportData.effect:toArray()) do
  			local cur = effect:toArray(true, "=")
  			if supportEffect[cur[1]] then
  				supportEffect[cur[1]](table.unpack(cur))
  			end 
  		end
  	end
  end
  
  function Adv:activeSomeSupport()
  	-- 奖励物品
  	if self.support[1] then
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  		self:award(self.support[1], {log = {desc = "support"}})
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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)
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  			self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
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  			table.remove(pool, idx)
  		end
  		self.support[6] = nil
  	end
  
  	self:supportChooseArtifact()
  end
  
  function Adv:supportChooseArtifact()
  	-- 加 三选一 神器
  	if self.support[7] then
  		if self.support[7] > 0 then
  			self:waitChooseArtifact()
  		end
  		self.support[7] = self.support[7] - 1
  		if self.support[7] <= 0 then
  			self.support[7] = nil
  		end
  	end
  end
  
  function Adv:supportFirstLayerAddEvent()
  	if self.support[4] then
  		local temp = self.support[4]
  		self.support[4] = nil
  		return temp
  	end
  end
  
  function Adv:supportEveryLayerAddEvent()
  	return self.support[5]
  end
  
  
  function Adv:isRunning()
  	if self.chapterId then return true end
  	return false
  end
  
  -- 强制结束
  function Adv:forceOver(notNotify)
  	if self:isRunning() then
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  		local advTeam = self.owner:getProperty("advTeam")
  		advTeam.player = nil
  
  		local reward = self.owner:getProperty("advItems"):toNumMap()
  		for itemId, count in pairs(reward) do
  			reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
  		end
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  		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
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3133cb76   zhouhaihai   日志
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  		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 = {},
  		}, 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
370
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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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
380
  		self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
f45d3a7b   zhouhaihai   adv_unlock
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  	end
  	self.cacheUnlock = {}
  end
  
b71a8190   zhouhaihai   动态改变 一些buff
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  function Adv:initBattle(notDb)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	self.battle = require("adv.AdvBattle").new(self)
  	for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  		self.battle:triggerPassive(passiveC[1], passiveC[2])
46fac6f1   zhouahaihai   酱料
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  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
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  	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
  	if notDb and self.level ~= 1 then
  		self.battle.player:attrChangeCondBuffCheck(1)
  	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
424
  	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
431
  	end
46fac6f1   zhouahaihai   酱料
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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
441
  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
3133cb76   zhouhaihai   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:log("in_artifact", log)
  	else
  		print("awardArtifact no log ", debug.traceback())
  	end
  
85ded242   zhouhaihai   丰富返回事件
457
  	self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
ccbafe67   zhouhaihai   冒险神器和buff
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  end
  
  
56e2b75f   zhouhaihai   方法名错误
461
  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
472
  function Adv:delArtifactEffect(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: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
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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
537
  				end
ccbafe67   zhouhaihai   冒险神器和buff
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  			end
  		end
c992c911   zhouhaihai   中继
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  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
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  	end
3133cb76   zhouhaihai   日志
543
  	self:log({desc = "wearArtifact", int1 = id})
46fac6f1   zhouahaihai   酱料
544
  
ccbafe67   zhouhaihai   冒险神器和buff
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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
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  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
587
  	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
588
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
589
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
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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
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  	local newLv = advAFGet[id]
  	for i = 1, level do
  		if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
  		newLv = newLv + 1
  	end
  	if newLv == advAFGet[id] then return end
  
3133cb76   zhouhaihai   日志
602
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  	self:log({desc = "artifactLevelUp", int1 = id, int2 = level})
  
  
ccbafe67   zhouhaihai   冒险神器和buff
605
  	local status = 0
e1355da3   zhouhaihai   神器 被动
606
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
607
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
608
  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
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  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
613
614
  	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
615
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  	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
628
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
629
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
630
631
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
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  			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
636
637
  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
638
  	end
ccbafe67   zhouhaihai   冒险神器和buff
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  end
  
  function Adv:isWaitChooseArtifact()
  	return self.waitArtifact
  end
  
  function Adv:chooseArtifact(index)
  	if not self.waitArtifact or not self.waitArtifact[index] then return end
3133cb76   zhouhaihai   日志
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  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}})
  
  	self:log({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
651
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
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653
654
655
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
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  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
662
  
eee37c88   zhouhaihai   楼层数据
663
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
664
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
665
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
666
667
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
668
  --关卡结束
bbf64622   zhouhaihai   冒险
669
  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
670
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  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
672
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
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  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
675
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
676
  	end
bbf64622   zhouhaihai   冒险
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  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
679
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
680
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
681
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
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  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
685
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
686
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
687
  	end
bbf64622   zhouhaihai   冒险
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  	self:scoreChange(AdvScoreType.ItemBack, addScore)
  
  	local score = self.owner:fixAdvScoreChange(self:getScore())
  	local scoreInfo = self.score
  	
  	local scoreReward = math.floor(score / chapterData.scoreAward)
3133cb76   zhouhaihai   日志
694
  	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
695
  
e22ded1b   zhouhaihai   被动技奖励
696
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
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  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
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  	local reward = {}
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
  		local itemCsv = csvdb["itemCsv"][itemId]
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type ~= ItemType.AdvItem then
  			reward[itemId] = math.ceil(count * rewardRatio / 100)
  		end
  	end
3133cb76   zhouhaihai   日志
708
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
709
  
46fac6f1   zhouahaihai   酱料
710
  	if success then
53e8037e   zhouhaihai   任务
711
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
712
713
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
714
715
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
b176d7d3   zhouhaihai   冒险成就
716
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
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723
724
  		local roleId = self.owner:getProperty("id")
  		local oldMaxScore = tonum(redisproxy:zscore(RANK_ADV, roleId))
  		if score > oldMaxScore then
  			local team = self.owner:getProperty("advTeam")
  			local curInfo = {
  				name = self.owner:getProperty("name"),
  				headId = self.owner:getProperty("headId"),
  				lv = self.owner:getProperty("level"),
f7f25b04   zhouhaihai   冒险bug
725
  				batteV = self.owner:getTeamBattleValue(team.heros),
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
726
727
728
729
730
731
732
733
  				chapter = self.chapterId,
  				format = self.owner:getTeamHerosInfo(team.heros),
  			}
  			redisproxy:pipelining(function (red)
  				red:zadd(RANK_ADV, score, roleId)	--更新分数
  				red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
  			end)
  		end
46fac6f1   zhouahaihai   酱料
734
  	end
f45d3a7b   zhouhaihai   adv_unlock
735
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
736
737
738
  
  	self:log({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
46fac6f1   zhouahaihai   酱料
739
  	self:clear()
89338c47   zhouhaihai   技能目标
740
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
741
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
742
743
744
745
746
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
  	})
bbf64622   zhouhaihai   冒险
747
  	self:backEnd(success, score, scoreInfo, reward, overType, scoreReward)
46fac6f1   zhouahaihai   酱料
748
749
  end
  
ec87b4a5   zhouahaihai   冒险 完善
750
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
751
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
752
753
754
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
755
756
757
758
759
  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
760
  	end
8da953a7   zhouhaihai   无尽模式
761
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
762
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
763
764
765
766
767
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
768
  	end
8da953a7   zhouhaihai   无尽模式
769
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
770
771
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
772
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
773
774
775
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
776
  	end
02c4de8d   zhouahaihai   增加 固有技
777
  	
46fac6f1   zhouahaihai   酱料
778
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
779
780
781
782
783
  	for _, mapId in ipairs(raw_pool) do
  		local temp = csvdb["mapCsv"][mapId]
  		if temp and not lastMapIds[mapId] then
  			if AdvCommon.checkIsIn(level, temp.leveltype, temp.levellimit) then
  				table.insert(pool, mapId)
46fac6f1   zhouahaihai   酱料
784
785
786
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
787
788
789
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
790
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
791
  	return pool[math.randomInt(1, #pool)]
46fac6f1   zhouahaihai   酱料
792
793
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
794
  
46fac6f1   zhouahaihai   酱料
795
796
  -- 在冒险中获得的物品都发放在冒险背包内
  function Adv:award(gift, params)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
797
  	params = params or {}
46fac6f1   zhouahaihai   酱料
798
799
800
801
802
803
804
805
806
  	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
807
  	local oldItems = items
46fac6f1   zhouahaihai   酱料
808
  	for itemId, count in pairs(tgift) do
b0fe1817   zhouahaihai   冒险分数
809
  		if count > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
810
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
811
  			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
812
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
813
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
814
  		end
ccbafe67   zhouhaihai   冒险神器和buff
815
  		tgift[itemId] = count
46fac6f1   zhouahaihai   酱料
816
817
  		local origin = items:getv(itemId, 0)
  		local nums = origin + count
916096ed   zhouhaihai   神器效果
818
  
ccbafe67   zhouhaihai   冒险神器和buff
819
820
821
822
823
824
825
826
  		if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  			self:awardArtifact(itemId, params)
  		else
  			if nums <= 0 then
  				items = items:delk(itemId)
  				nums = 0
  			else
  				items = items:setv(itemId, nums)
916096ed   zhouhaihai   神器效果
827
  			end
3133cb76   zhouhaihai   日志
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
  
  			if params.log then
  				local log = clone(params.log)
  				if log["cint1"] or log["cint2"] or log["cint3"] then
  					print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  				end
  				log["cint1"] = origin
  				log["cint2"] = math.abs(count)
  				if count >= 0 then
  					self.owner:log("in_adv", log)
  				else
  					self.owner:log("out_adv", log)
  				end
  			else
  				print("addAdvItem no log ", debug.traceback())
  			end
916096ed   zhouhaihai   神器效果
844
845
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
846
847
848
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
849
850
851
852
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
ccbafe67   zhouhaihai   冒险神器和buff
853
  	return tgift
916096ed   zhouhaihai   神器效果
854
855
856
  end
  
  
46fac6f1   zhouahaihai   酱料
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
  -- 消耗物品 优先冒险背包  --check 只是检查够不够
  function Adv:cost(item, params, check)
  	local items = self.owner:getProperty("advItems")
  	local less = {}
  	local advCost = {}
  	for itemId, count in pairs(item) do
  		advCost[itemId] = - math.min(items:getv(itemId, 0), count)
  		if advCost[itemId] == 0 then
  			advCost[itemId] = nil
  		end
  
  		local last = items:getv(itemId, 0) - count
  		if last < 0 then
  			less[itemId] = -last
  		end
  
  	end
  	if next(less) and not self.owner:checkItemEnough(less) then return end --不够
  	if check then return true end
  	self:award(advCost, params)
ccbafe67   zhouhaihai   冒险神器和buff
877
878
879
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
880
881
882
883
884
  	return true
  end
  
  --事件点击处理
  local function clickOut(self, room, block, params)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
885
886
887
  	if self:getCurMap():checkOver() then --检查是否可以出去了
  		if #self.mapStack > 1 then -- 处于夹层中
  			table.remove(self.mapStack) --退出夹层
85ded242   zhouhaihai   丰富返回事件
888
  			self:backLayer(-1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
889
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
890
891
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
892
  
ccbafe67   zhouhaihai   冒险神器和buff
893
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
894
895
896
897
898
899
900
901
  				-- 刷新最高层
  				if self.owner:getProperty("advElM") < self.level then
  					self.owner:updateProperty({field = "advElM", value = self.level})
  				end
  			else
  				if self.level > (advPass[self.chapterId] or 0) then
  					self.owner:changeUpdates({{type = "advPass", field = self.chapterId, value = self.level}})
  				end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
902
  			end
0e3ab88d   zhouhaihai   中继层
903
  
b176d7d3   zhouhaihai   冒险成就
904
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
905
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
906
  
bbf64622   zhouhaihai   冒险
907
908
909
910
911
  			local curFloorData = self:getCurFloorData()
  			if not self.isRelay then
  				self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
  			end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
912
913
  			if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1)) then --关卡结束
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
914
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
915
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
916
  				
eee37c88   zhouhaihai   楼层数据
917
  				if curFloorData then
3133cb76   zhouhaihai   日志
918
  					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}))
eee37c88   zhouhaihai   楼层数据
919
  				end
0e3ab88d   zhouhaihai   中继层
920
  				local isHaveRelay = self:isHaveRelay(self.level)
e1355da3   zhouhaihai   神器 被动
921
922
  
  				self.owner:getProperty("advTeam").player = self.battle.player:getDB()  -- 临时缓存住 battle 的player
0e3ab88d   zhouhaihai   中继层
923
924
925
  				if isHaveRelay and not self.isRelay then 
  					self:initByChapter(self.chapterId, self.level, true, true, true, false)
  				else
3133cb76   zhouhaihai   日志
926
  					self:log({desc = "pass"})
0e3ab88d   zhouhaihai   中继层
927
928
  					self:initByChapter(self.chapterId, self.level + 1, true, true, false, false)
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
929
930
  				self:backNext() --下一关
  			end
b176d7d3   zhouhaihai   冒险成就
931
  
46fac6f1   zhouahaihai   酱料
932
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
933
  		
46fac6f1   zhouahaihai   酱料
934
935
936
937
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
938
  local function clickExit(self, room, block, params)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
939
  	self:over(true)
0e3ab88d   zhouhaihai   中继层
940
941
942
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
943
944
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
945
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
946
947
948
  	return true
  end
  
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
949
  local function chooseCommon(self, room, block, chooseData, choose, tag)
46fac6f1   zhouahaihai   酱料
950
951
952
953
  	if not chooseData or not chooseData["button".. choose .."cond"] then return end
  
  	local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
954
955
956
957
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
958
  		-- 拥有道具
1229c24d   zhouhaihai   新加选择条件
959
  		[1] = function(_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
960
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
961
962
963
964
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
9d66362c   zhouhaihai   修改冒险选择条件
965
966
967
968
969
970
  		[2] = function(_, heroType)
  			for slot, heroId in pairs(self.owner:getProperty("advTeam").heros) do
  				local hero = self.owner.heros[heroId]
  				if hero and hero:getProperty("type") == heroType then
  					return true
  				end 
46fac6f1   zhouahaihai   酱料
971
972
973
974
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
975
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
976
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
977
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
978
979
980
981
982
983
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
984
  		--制定属性 
1229c24d   zhouhaihai   新加选择条件
985
986
  		[4] = function(_, attrType, value)
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
987
988
989
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
990
  		-- 提交一个物品
1229c24d   zhouhaihai   新加选择条件
991
  		[5] = function (_, itemId, count)
498f0eb2   zhouhaihai   冒险 action
992
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
993
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
994
995
996
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
997
  		-- sp 到达指定值
1229c24d   zhouhaihai   新加选择条件
998
999
  		[6] = function(_, value)
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1000
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1001
1002
1003
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1004
1005
1006
1007
  		--7=拥有指定buff指定层数
  		[7] = function(_, buffId, layer)
  			local buff = self.battle.player:getBuffById(buffId)
  			if buff and buff:getLayer() >= layer then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1008
1009
1010
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1011
1012
1013
1014
1015
1016
  		--8=拥有x神器
  		[8] = function(_, artifactId)
  			return self:isHaveArtifact(artifactId)
  		end,
  		-- 9 = 生命值大于x%
  		[9] = function (_, value)
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1017
1018
1019
1020
1021
  			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
1022
  		end,
f02ffa27   zhouhaihai   未获得神器
1023
1024
1025
1026
  		-- 10 = 未获得x神器
  		[10] = function(_, artifactId)
  			return not self:isHaveArtifact(artifactId)
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1027
1028
   	}
  	assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1029
  
1229c24d   zhouhaihai   新加选择条件
1030
  	if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1031
  	local clearBlock = chooseData.keep ~= 1
e10edb5f   zhouahaihai   冒险事件新
1032
1033
  	local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
  	for _, effect in ipairs(effects) do
e10edb5f   zhouahaihai   冒险事件新
1034
1035
  		local doEffect = {
  			[1] = function() -- 获得某道具N个
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1036
1037
1038
1039
1040
1041
  				local count = effect[3] or 1
  				local reward = {}
  				for i = 1, count do
  					local item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
  					reward[item[1]] = (reward[item[1]] or 0) + item[2]
  				end
3133cb76   zhouhaihai   日志
1042
  				self:backReward(self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}), {roomId = room.roomId, blockId = block.blockId})
e10edb5f   zhouahaihai   冒险事件新
1043
1044
  			end,
  			[2] = function() --获得冒险buff
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1045
1046
1047
1048
  				local layer = effect[3] or 1
  				for i = 1, layer do
  					self.battle.player:addBuff(effect[2])
  				end
e10edb5f   zhouahaihai   冒险事件新
1049
1050
  			end,
  			[3] = function() --发现怪物
c8c957e4   zhouhaihai   必要时删除建筑
1051
1052
1053
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1054
  				self:getCurMap():addNewMonsterRand(effect[2], {room, block})
d232676a   zhouhaihai   功能解锁 冒险返回
1055
  				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
e10edb5f   zhouahaihai   冒险事件新
1056
1057
1058
  				clearBlock = false
  			end,
  			[4] = function() --无事发生
ccbafe67   zhouhaihai   冒险神器和buff
1059
  			end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
  			[5] = function() --5=属性枚举=数值;直接增加玩家属性
  				local attr
  				if effect[3] == 0 then
  					attr = "sp"
  				else
  					attr = AttsEnumEx[effect[3]]
  					if not AdvAttsEnum[attr] then return end
  				end
  				self.battle.player:addBaseAttr(attr, effect[4], effect[2])
  			end,
  			[6] = function() -- 商店
  				block:updateEvent({
  					etype = AdvEventType.Trader,
  					id = effect[2]
  				})
  				block:randomEvent()
d232676a   zhouhaihai   功能解锁 冒险返回
1076
  				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1077
1078
1079
  				clearBlock = false
  			end,
  			[7] = function() -- 建筑
c8c957e4   zhouhaihai   必要时删除建筑
1080
1081
1082
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1083
1084
1085
1086
1087
1088
1089
1090
  				block:updateEvent({
  					etype = AdvEventType.Build,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[8] = function() -- 选择
c8c957e4   zhouhaihai   必要时删除建筑
1091
1092
1093
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1094
1095
1096
1097
1098
1099
1100
1101
  				block:updateEvent({
  					etype = AdvEventType.Choose,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[9] = function() -- click
c8c957e4   zhouhaihai   必要时删除建筑
1102
1103
1104
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1105
1106
1107
1108
1109
1110
1111
1112
  				block:updateEvent({
  					etype = AdvEventType.Click,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
  			[10] = function() -- 陷阱
c8c957e4   zhouhaihai   必要时删除建筑
1113
1114
1115
  				if block:getEventType() == AdvEventType.Build then 
  					self.battle:removeBuildByPos(room.roomId, block.blockId)
  				end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1116
1117
1118
1119
1120
1121
1122
  				block:updateEvent({
  					etype = AdvEventType.Trap,
  					id = effect[2]
  				})
  				block:randomEvent()
  				clearBlock = false
  			end,
ccbafe67   zhouhaihai   冒险神器和buff
1123
1124
  			[11] = function()  -- 获得神器
  				self:waitChooseArtifact() --等待获取神器
e10edb5f   zhouahaihai   冒险事件新
1125
1126
  			end
  		}
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1127
  		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
e10edb5f   zhouahaihai   冒险事件新
1128
1129
  		doEffect[effect[1]]()
  	end
bbf64622   zhouhaihai   冒险
1130
1131
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1132
1133
1134
1135
1136
1137
  	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
1138
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1139
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1140
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1141
1142
1143
1144
  	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
1145
1146
1147
1148
1149
1150
1151
1152
1153
  	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
1154
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1155
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1156
1157
1158
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1159
1160
1161
  	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
1162
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1163
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1164
1165
1166
1167
1168
1169
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
  		local advStoryB = self.owner:getProperty("advStoryB")
  		advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
  		self.owner:setProperty("advStoryB", advStoryB)
  		local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
  		self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter)  -- 检查故事对应章节
68964730   zhouhaihai   增加积分 bug
1170
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1171
  
f45d3a7b   zhouhaihai   adv_unlock
1172
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1173
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1174
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1175
1176
  		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
1177
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1178
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
e6439157   zhouhaihai   故事事件
1179
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1180
  		table.insert(self.lchoose.cur, {lcId, choose})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1181
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1182
  
02c4de8d   zhouahaihai   增加 固有技
1183
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1184
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1185
  	end
b176d7d3   zhouhaihai   冒险成就
1186
  
46fac6f1   zhouahaihai   酱料
1187
1188
1189
1190
1191
1192
  	return true
  end
  
  local function clickDrop(self, room, block, params)
  	local reward = {}
  	if not block.event.item then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1193
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
3133cb76   zhouhaihai   日志
1194
  	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}})
916096ed   zhouhaihai   神器效果
1195
  	-- local reward = self:award({[5801] = 1})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1196
  	block:clear()
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1197
  	self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
46fac6f1   zhouahaihai   酱料
1198
1199
1200
1201
1202
1203
  	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
1204
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1205
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1206
1207
  	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
1208
  
127a5787   zhouhaihai   商人卖完走人
1209
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1210
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1211
1212
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1213
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1214
1215
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1216
  	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
1217
  	self:backCost({[goodsData.currency] = costCount})
3133cb76   zhouhaihai   日志
1218
  	local reward = self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}})
f8408529   zhouhaihai   冒险商店
1219
1220
1221
1222
1223
1224
1225
  	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
1226
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1227
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1228
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1229
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
46fac6f1   zhouahaihai   酱料
1230
  	self:backReward(reward)
127a5787   zhouhaihai   商人卖完走人
1231
  
27cc6f23   zhouhaihai   商店bug
1232
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1233
1234
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1235
1236
1237
1238
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1239
1240
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1241
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1242
1243
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1244
  
6ce6fac7   zhouhaihai   冒险任务bug
1245
1246
1247
  	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
1248
  
02c4de8d   zhouahaihai   增加 固有技
1249
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1250
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1251
  	end
46fac6f1   zhouahaihai   酱料
1252
1253
1254
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
  	if not clickData then return end
  	local clearBlock = true
  	local doEffect = {
  		[1] = function() -- 技能
  			for _, skillId in ipairs(clickData.effect:toArray(true, "=")) do
  				self.battle.player:releaseSkill(skillId)
  			end
  		end,
  		[2] = function() -- dropId
  			local reward = {}
  			for _, dropId in ipairs(clickData.effect:toArray(true, "=")) do
  				local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
68e60f7a   zhouhaihai   掉落
1269
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1270
  			end
3133cb76   zhouhaihai   日志
1271
  			self:backReward(self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}), {roomId = room.roomId, blockId = block.blockId})
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1272
1273
1274
1275
1276
  		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
1277
1278
  		end,
  	}
a1e9e891   zhouhaihai   点击事件未生效
1279
1280
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
c0b7797f   zhouhaihai   陷阱、点击生效点
1281
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1282
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1283
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1284
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1285
1286
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
  local function clickLayer(self, room, block, params)
  	if block.event.mapIdx then
  		table.insert(self.mapStack, block.event.mapIdx) --进入夹层
  	else
  		--生成夹层
  		local mapId = csvdb["event_layerCsv"][block.event.id].effect
  		local mapIdx = #self.maps + 1
  		block.event.mapIdx = mapIdx
  		table.insert(self.mapStack, mapIdx)
  
  		self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
  		self.battle:initMapEnemys(mapIdx)
1313eac0   zhouhaihai   冒险的一些bug
1299
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1300
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1301
  	end
85ded242   zhouhaihai   丰富返回事件
1302
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1303
1304
1305
  	return true
  end
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1306
1307
1308
1309
1310
1311
1312
  local function clickTask(self, room, block, params)
  	if self:addTask(block.event.id) then --增加任务
  		block:clear()
  		return true
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1313
1314
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1315
1316
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1317
1318
1319
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1320
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1321
1322
1323
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1324
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1325
  	[AdvEventType.Layer] = clickLayer,
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1326
  	[AdvEventType.Task] = clickTask,
46fac6f1   zhouahaihai   酱料
1327
1328
1329
1330
1331
  }
  
  --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
1332
1333
1334
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1335
1336
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1337
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1338
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1339
1340
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1341
  		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
1342
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1343
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1344
1345
1346
1347
1348
1349
1350
1351
  			if not ignoreGuard and _block:isGuard() then 
  				if _block:isMonster() then
  					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
  					if not enemy:hadBuff(Buff.DONT_DEFEND) then
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1352
  				end
48962a74   zhouhaihai   路障系统提交
1353
1354
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1355
1356
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1357
1358
1359
1360
1361
  		return canOpen
  	end
  
  	if not block.isOpen then
  		if checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1362
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
1363
1364
1365
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1366
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1367
1368
1369
1370
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1371
1372
1373
1374
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1375
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1376
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1377
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1378
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1379
1380
1381
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1382
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1383
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1384
1385
1386
1387
  		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"
1388
1389
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1390
1391
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1392
1393
1394
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1395
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1396
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1397
1398
  end
  
46fac6f1   zhouahaihai   酱料
1399
  
4f0a5fae   zhouhaihai   营养剂
1400
1401
1402
1403
1404
1405
1406
1407
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1420
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1429
1430
1431
1432
  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
1433
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1434
1435
1436
1437
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1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
  	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
1450
1451
1452
1453
1454
1455
1456
1457
  		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
1458
1459
1460
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1461
1462
1463
1464
1465
1466
  			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
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
  		end
  
  		return true
  	end
  	-- 2=trader_id:召唤商人	
  	doActiveEffect[2] = function(_,  traderId)
  		for _, target in ipairs(targers) do
  			if target.isOpen and not target:getEventType() then
  				target:updateEvent({
  					etype = AdvEventType.Trader,
  					id = traderId,
  				})
  				target:randomEvent()
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1481
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
  			end
  		end
  		return true
  	end
  
  	-- 3=monster_id:替换怪物,仅使用方式为2时生效
  	doActiveEffect[3] = function(_, monsterId)
  		for _,  target in ipairs(targers) do
  			if not target.lock and not target.isDead then
  				self.battle:removeEnemyById(target.id)
318c573a   zhouhaihai   冒险bug
1492
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1493
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1494
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
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1548
1549
1550
1551
1552
1553
  			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
  				self.battle:removeEnemyById(target.id)
  				local block = self:getBlock(target.roomId, target.blockId)
  				block:clear()
  				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
1554
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
1555
1556
1557
1558
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
1559
1560
1561
1562
1563
1564
  	-- 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
1565
1566
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
1567
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1568
1569
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
1570
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
  	--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
1586
  
d232676a   zhouhaihai   功能解锁 冒险返回
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
  	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
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
  	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
1611
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1612
1613
1614
1615
1616
1617
1618
1619
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
  		for roomId, room in pairs(self:getCurMap().rooms) do
  			for blockId, block in pairs(room.blocks) do
  				if block:getEventType() == AdvEventType.Drop and block.event.item then
  					local id = block.event.item[1]
e3c5cc5e   zhouhaihai   跨服竞技场over
1620
  					local count = block.event.item[2]
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1621
1622
  					local changeTo = nil
  					if clist[id] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1623
  						changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1624
  					elseif clist[-1] then
e3c5cc5e   zhouhaihai   跨服竞技场over
1625
  						changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
  					end
  					if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  						block.event.item = changeTo
  						self:backBlockChange(roomId, blockId)
  					end
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
1637
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1638
1639
  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
1640
1641
1642
1643
  	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
1644
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1645
1646
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
1647
1648
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
1649
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1650
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
1651
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1652
1653
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
1654
1655
1656
1657
1658
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
85ded242   zhouhaihai   丰富返回事件
1659
1660
  			local changeV = self.battle.player:addExp(monsterData.exp)
  			self:backDead(enemyId, changeV)
db3c56ad   zhouhaihai   冒险相关
1661
1662
  			if enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) then -- 掉落转为 click
  				local clickId = buff:effect()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1663
  				block:updateEvent({
db3c56ad   zhouhaihai   冒险相关
1664
1665
  					etype = AdvEventType.Click,
  					id = clickId
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1666
  				})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1667
  				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
  			else
  				local item = block.event.item
  				if not item then
  					local buff = enemy:hadBuff(Buff.CHANGE_DROP) 
  					if buff then
  						item = table.pack(buff:effect())
  					else
  						local dropData = csvdb["event_dropCsv"][monsterData.dropid]
  						item = dropData["range"]:randWeight(true)
  					end
  					
  				end
  				if item[1] == 0 then
  					block:clear()
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1682
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
db3c56ad   zhouhaihai   冒险相关
1683
1684
1685
1686
1687
  				else
  					block:updateEvent({
  						etype = AdvEventType.Drop,
  						item = item
  					})
3e205f5e   zhouhaihai   bug
1688
  					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {itemId = item[1], count = item[2]})
db3c56ad   zhouhaihai   冒险相关
1689
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
1690
  			end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1691
1692
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
1693
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
  			self:checkAchievement(Adv.TaskType.KillWithBuff, 1)
  			self:checkAchievement(Adv.TaskType.KillNoBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
  				self:checkAchievement(Adv.TaskType.KillBoss, 1, enemyId)
  				self:checkAchievement(Adv.TaskType.KillBossWithBuff, 1)
  				self:checkAchievement(Adv.TaskType.KillBossNoBuff, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
  			end
46fac6f1   zhouahaihai   酱料
1708
  		end
46fac6f1   zhouahaihai   酱料
1709
1710
1711
1712
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
1713
1714
1715
1716
1717
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
  
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
1718
1719
1720
  function Adv:backReward(items, params)
  	params = params or {}
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
46fac6f1   zhouahaihai   酱料
1721
  end
e996b82a   zhouahaihai   冒险增加防御属性
1722
1723
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
1724
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
1725
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
1726
1727
  end
  
46fac6f1   zhouahaihai   酱料
1728
1729
1730
1731
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
bbf64622   zhouhaihai   冒险
1732
1733
  function Adv:backEnd(success, score, scoreInfo, reward, overType, scoreAward)
  	self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward, type = overType, scoreAward = scoreAward})
46fac6f1   zhouahaihai   酱料
1734
1735
1736
1737
1738
1739
  end
  
  function Adv:backBlockChange(roomId, blockId)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
  end
  
85ded242   zhouhaihai   丰富返回事件
1740
1741
  function Adv:backDead(enemyId, exp)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
bedca62d   zhouahaihai   冒险
1742
1743
  end
  
386ca58e   zhouhaihai   优化log
1744
1745
1746
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
1747
  
85ded242   zhouhaihai   丰富返回事件
1748
1749
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1750
1751
  end
  
4f0a5fae   zhouhaihai   营养剂
1752
1753
1754
1755
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
1756
1757
1758
1759
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
1760
1761
1762
1763
1764
1765
1766
1767
1768
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
  function Adv:backUse(items)
  	self:pushBackEvent(AdvBackEventType.Use, {items = items})
  end
  
  
bbf64622   zhouhaihai   冒险
1769
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1770
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
1771
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
1772
1773
1774
  end
  
  function Adv:getScore()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1775
  	self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
bbf64622   zhouhaihai   冒险
1776
  	self.score[AdvScoreType.Task] = math.floor(self.score[AdvScoreType.Task] or 0)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1777
  	self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
bbf64622   zhouhaihai   冒险
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
  	self.score[AdvScoreType.KillBoss] = math.floor(self.score[AdvScoreType.KillBoss] or 0)
  	self.score[AdvScoreType.ItemBack] = math.floor(self.score[AdvScoreType.ItemBack] or 0)
  	self.score[AdvScoreType.Event] = math.floor(self.score[AdvScoreType.Event] or 0)
  	self.score[AdvScoreType.Story] = math.floor(self.score[AdvScoreType.Story] or 0)
  
  	return self.score[AdvScoreType.Level] 
  		+ self.score[AdvScoreType.Task]
  		+ self.score[AdvScoreType.Kill] 
  		+ self.score[AdvScoreType.KillBoss] 
  		+ self.score[AdvScoreType.ItemBack] 
  		+ self.score[AdvScoreType.Event]
  		+ self.score[AdvScoreType.Story]
b0fe1817   zhouahaihai   冒险分数
1790
1791
  end
  
46fac6f1   zhouahaihai   酱料
1792
1793
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
1794
1795
1796
1797
1798
1799
  	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
1800
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
1801
1802
1803
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1804
1805
  end
  
46fac6f1   zhouahaihai   酱料
1806
  return Adv