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src/adv/Adv.lua 69.4 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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  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 {}
f8408529   zhouhaihai   冒险商店
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  	self.shopStatus = advInfo.shopStatus or {}
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  	self.support = advInfo.support or {}
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  	self.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)
  					gift[item[1]] = (gift[item[1]] or 0) + item[2]
  				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
  
9ced5432   zhouhaihai   冒险支援效果 保底事件
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  function Adv:initSupport(supports)
  	self.support = {}
  
  	local supportEffect = {}
  	-- 获得道具 1=道具id=道具数量
  	supportEffect[1] = function(_, itemId, num)
  		self.support[1] = self.support[1] or {}
  		self.support[1][itemId] = (self.support[1][itemId] or 0) + num
  	end
  
  	-- 获得mapbuff  2=mapbuffid
  	supportEffect[2] = function(_, buffId)
  		self.support[2] = self.support[2] or {}
  		table.insert(self.support[2], buffId)
  	end
  
  	-- 获得mappassive 3=mappassive
  	supportEffect[3] = function(_, passiveId)
  		self.support[3] = self.support[3] or {}
  		table.insert(self.support[3], passiveId)
  	end
  
  	-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[4] = function(_, etype, id, num)
  		self.support[4] = self.support[4] or {}
  		self.support[4][etype] = self.support[4][etype] or {}
  		self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
  	end
  
  	-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
  	supportEffect[5] = function(_, etype, id, num)
  		self.support[5] = self.support[5] or {}
  		self.support[5][etype] = self.support[5][etype] or {}
  		self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
  	end
  
  	-- 获得随机神器 6=数量
9250904b   zhouhaihai   参数错误
316
  	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
339
  		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
369
  			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
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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
425
  		end
67b46a6b   zhouhaihai   修复存在的冒险进不去的玩家
426
  		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}, notNotify = notNotify})
9ced5432   zhouhaihai   冒险支援效果 保底事件
427
  
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 = {},
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
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  		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
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  		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
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  function Adv:initBattle(info, isToNext)
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)
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
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  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
490
  	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
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  	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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  	-- 初始化
400f1f91   zhouhaihai   auras
502
  	if not info then
a80fee7c   zhouhaihai   光环
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  		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
531
  	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
538
  	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
548
  	self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
3133cb76   zhouhaihai   日志
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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
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  end
  
  
56e2b75f   zhouhaihai   方法名错误
569
  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
580
  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
645
  				end
ccbafe67   zhouhaihai   冒险神器和buff
646
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  			end
  		end
c992c911   zhouhaihai   中继
648
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  	else
  		id = nil
ccbafe67   zhouhaihai   冒险神器和buff
650
  	end
f22a33af   zhouhaihai   自己的日志
651
  	self:mylog({desc = "wearArtifact", int1 = id})
97807511   zhouhaihai   增加日志
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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
661
  
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
702
703
  function Adv:artifactLevelUp(id, level)
  	level = level or 1
ccbafe67   zhouhaihai   冒险神器和buff
704
  	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
705
  	if not advAFGet[id] then return end
ccbafe67   zhouhaihai   冒险神器和buff
706
  	local advAFWear = self.owner:getProperty("advAFWear")
e1355da3   zhouhaihai   神器 被动
707
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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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718
  	
  	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
719
720
  	self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
  
ccbafe67   zhouhaihai   冒险神器和buff
721
  	local status = 0
e1355da3   zhouhaihai   神器 被动
722
  	if curWear[id] then -- 穿着呢
ccbafe67   zhouhaihai   冒险神器和buff
723
  		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
e852b350   zhouhaihai   冒险成就类型增加
724
  		local newData = csvdb["adv_artifactCsv"][id][newLv]
ccbafe67   zhouhaihai   冒险神器和buff
725
726
727
728
  		self:delArtifactEffect(oldData.effect)
  		self:addArtifactEffect(newData.effect)
  		status = 1
  	end
e852b350   zhouhaihai   冒险成就类型增加
729
730
  	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
731
732
733
734
735
736
737
738
739
740
741
742
743
  	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
744
  	if #pool == 0 then
3133cb76   zhouhaihai   日志
745
  		self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
746
747
  	else
  		for i = 1, math.min(count, #pool) do
ccbafe67   zhouhaihai   冒险神器和buff
748
749
750
751
  			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
752
753
  		self.waitArtifact = chooses
  		self:backChooseArtifact()
ccbafe67   zhouhaihai   冒险神器和buff
754
  	end
ccbafe67   zhouhaihai   冒险神器和buff
755
756
757
758
759
760
761
762
  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
763
  	self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
3133cb76   zhouhaihai   日志
764
  
f22a33af   zhouhaihai   自己的日志
765
766
  	self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
  
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
767
  	self.waitArtifact = nil
9ced5432   zhouhaihai   冒险支援效果 保底事件
768
769
770
771
  
  	-- 支援效果继续选择
  	self:supportChooseArtifact()
  
ccbafe67   zhouhaihai   冒险神器和buff
772
773
774
775
776
777
  	return true
  end
  
  function Adv:isEndless()
  	return AdvCommon.isEndless(self.chapterId)
  end
46fac6f1   zhouahaihai   酱料
778
  
43a6d57e   liuzujun   拾荒活动
779
780
781
782
  function Adv:isActivity()
  	return self.actid ~= nil
  end
  
eee37c88   zhouhaihai   楼层数据
783
  function Adv:getCurFloorData()
eee37c88   zhouhaihai   楼层数据
784
  	local chapter = self.chapterId % 100
bbf64622   zhouhaihai   冒险
785
  	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
eee37c88   zhouhaihai   楼层数据
786
787
  end
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
788
  --关卡结束
bbf64622   zhouhaihai   冒险
789
  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
790
791
  	if success then 
  		rewardRatio = rewardRatio or 100
bbf64622   zhouhaihai   冒险
792
  		overType = overType or 0
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
793
794
  	else
  		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
bbf64622   zhouhaihai   冒险
795
  		overType = overType or -1
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
796
  	end
bbf64622   zhouhaihai   冒险
797
798
  	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
  	-- 扣除的东西给积分
bbf64622   zhouhaihai   冒险
799
  	local addScore = 0
e22ded1b   zhouhaihai   被动技奖励
800
  	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
bbf64622   zhouhaihai   冒险
801
  		local itemCsv = csvdb["itemCsv"][itemId]
3df73a9e   zhouhaihai   复兴奖励
802
803
804
  		if not itemCsv then
  			print("ERROR: no itemId in ItemCsv : ", itemId)
  		elseif itemCsv.type == ItemType.AdvItem then
bbf64622   zhouhaihai   冒险
805
  			addScore = addScore + count * itemCsv.advScore
bbf64622   zhouhaihai   冒险
806
  		end
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
807
  	end
bbf64622   zhouhaihai   冒险
808
809
810
811
  	self:scoreChange(AdvScoreType.ItemBack, addScore)
  
  	local score = self.owner:fixAdvScoreChange(self:getScore())
  	local scoreInfo = self.score
98be031a   liuzujun   新年活动
812
813
814
815
816
817
818
819
820
821
822
823
824
  
  	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
825
826
  			local arr = actCfg["transform"]:toArray(true, "=")
  			itemId, scoreCoef = arr[1], arr[2]
98be031a   liuzujun   新年活动
827
828
829
830
831
832
833
834
835
836
837
838
839
840
  			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
841
  			--print("upVal", upVal, score, advInfo["max"], itemId, scoreCoef)
98be031a   liuzujun   新年活动
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
  			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
860
  	
98be031a   liuzujun   新年活动
861
862
  	local scoreReward = math.floor(score / scoreCoef)
  	self.owner:award({[itemId] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
bbf64622   zhouhaihai   冒险
863
  
e22ded1b   zhouhaihai   被动技奖励
864
  	-- 被动技会影响奖励
bbf64622   zhouhaihai   冒险
865
866
  	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
  
e22ded1b   zhouhaihai   被动技奖励
867
  	local reward = {}
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
868
869
  	local advPotionCsv = csvdb["adv_potionCsv"]
  	local potionBag = self.owner:getProperty("potionBag")
e22ded1b   zhouhaihai   被动技奖励
870
871
  	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...
872
873
874
  		if advPotionCsv[itemId] then
  			potionBag[itemId] = (potionBag[itemId] or 0) + count
  		elseif not itemCsv then
e22ded1b   zhouhaihai   被动技奖励
875
876
  			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...
877
  			reward[itemId] = math.ceil(count * rewardRatio / 100)
e22ded1b   zhouhaihai   被动技奖励
878
879
  		end
  	end
3133cb76   zhouhaihai   日志
880
  	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
e22ded1b   zhouhaihai   被动技奖励
881
  
ea40710f   zhouhaihai   活动
882
  	local backAdvCount
60fff866   zhouhaihai   微调 结算返还
883
  	if not self:isEndless() then
1fd96b9f   zhouhaihai   冒险次数返还
884
  		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
ea40710f   zhouhaihai   活动
885
  		self.owner:changeAdvCount(-backAdvCount)
60fff866   zhouhaihai   微调 结算返还
886
887
  	end
  
46fac6f1   zhouahaihai   酱料
888
  	if success then
53e8037e   zhouhaihai   任务
889
  		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
bbf64622   zhouhaihai   冒险
890
891
  		
  		if not self:isEndless() and self.level >= chapterData.limitlevel then
53e8037e   zhouhaihai   任务
892
893
  			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
  		end
9f135969   zhouhaihai   拾荒 失败也记录积分
894
  	end
b176d7d3   zhouhaihai   冒险成就
895
  
279a5773   zhouhaihai   Merge branch 'tr/...
896
  
9f135969   zhouhaihai   拾荒 失败也记录积分
897
898
  	local roleId = self.owner:getProperty("id")
  	local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
279a5773   zhouhaihai   Merge branch 'tr/...
899
  	if score > oldMaxScore and not self.actid then
9f135969   zhouhaihai   拾荒 失败也记录积分
900
901
902
903
904
905
906
907
908
909
910
911
912
  		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
913
  	end
9f135969   zhouhaihai   拾荒 失败也记录积分
914
  	
4bd10b43   chenyueqi   拾荒失败也要触发成就引导
915
916
917
  	-- 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
918
  	end
f45d3a7b   zhouhaihai   adv_unlock
919
  	self:clearAdvUnlockCache()
3133cb76   zhouhaihai   日志
920
  
f22a33af   zhouhaihai   自己的日志
921
922
  	self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
  
97807511   zhouhaihai   增加日志
923
924
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
  
  	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
966
  	local chapterId = self.chapterId
7cbf1146   liuzujun   去除advmap monster类型
967
  	local actid = self.actid
46fac6f1   zhouahaihai   酱料
968
  	self:clear()
89338c47   zhouhaihai   技能目标
969
  	self.owner:checkTaskEnter("AdvScore", {score = score})
00115a7a   zhouahaihai   奖励发放
970
  
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
971
972
973
974
  	self.owner:updateProperties({
  		advItems = "",
  		advAFGet = {},
  		advAFWear = {},
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
975
  		potionBag = potionBag,
1b20cfdb   zhouhaihai   赛季更新完善 无尽冒险排行榜
976
  	})
ea40710f   zhouhaihai   活动
977
978
979
980
981
982
  	self:pushBackEvent(AdvBackEventType.End, {
  		success = success,
  		score = score,
  		scoreInfo = scoreInfo,
  		reward = reward,
  		type = overType,
be4e8031   zhouhaihai   活动 拾荒
983
  		scoreAward = scoreReward,
ea40710f   zhouhaihai   活动
984
985
  		chapterId = chapterId,
  		backAdvCount = backAdvCount,
7cbf1146   liuzujun   去除advmap monster类型
986
  		actid = actid
ea40710f   zhouhaihai   活动
987
  	})
46fac6f1   zhouahaihai   酱料
988
989
  end
  
ec87b4a5   zhouahaihai   冒险 完善
990
  function Adv:exit()
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
991
  	self:over(false)
ec87b4a5   zhouahaihai   冒险 完善
992
993
994
  	self:saveDB()
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
995
996
997
998
999
  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
1000
  	end
8da953a7   zhouhaihai   无尽模式
1001
  	if AdvCommon.isEndless(chapterId) then
916096ed   zhouhaihai   神器效果
1002
  		level = AdvCommon.getEndlessDataLv(chapterId, level)
8da953a7   zhouhaihai   无尽模式
1003
1004
1005
1006
1007
  	else
  		if level > chapterData.limitlevel then 
  			error("level overflow!")
  			return 
  		end
46fac6f1   zhouahaihai   酱料
1008
  	end
8da953a7   zhouhaihai   无尽模式
1009
  	
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1010
1011
  	--随出地图Id
  	local raw_pool = chapterData.mapid:toArray(true, "=")
46fac6f1   zhouahaihai   酱料
1012
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1013
1014
1015
  	local lastMapIds = {}
  	for id, map in ipairs(self.maps or {}) do
  		lastMapIds[map.mapId] = 1
46fac6f1   zhouahaihai   酱料
1016
  	end
02c4de8d   zhouahaihai   增加 固有技
1017
  	
46fac6f1   zhouahaihai   酱料
1018
  	local pool = {}
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1019
1020
1021
1022
  	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
1023
  				pool[mapId] = {showup = temp.showup}
46fac6f1   zhouahaihai   酱料
1024
1025
1026
  			end
  		end
  	end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1027
1028
1029
  	if not next(pool) then 
  		error("mapIds is empty!")
  		return 
46fac6f1   zhouahaihai   酱料
1030
  	end
cfc7a04a   zhouhaihai   map id 提供随机概率调整
1031
  	return math.randWeight(pool, "showup")
46fac6f1   zhouahaihai   酱料
1032
1033
  end
  
3f00afcf   zhouhaihai   增加日志
1034
  -- log long1 字段被征用!!!
46fac6f1   zhouahaihai   酱料
1035
  -- 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
1036
  function Adv:award(gift, params, backRewardParams)
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
1037
  	params = params or {}
46fac6f1   zhouahaihai   酱料
1038
1039
1040
1041
1042
1043
1044
1045
1046
  	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
1047
  	local oldItems = items
8955225b   zhouhaihai   快速拾取。快速使用
1048
1049
  
  	local autoUse = {}
46fac6f1   zhouahaihai   酱料
1050
  	for itemId, count in pairs(tgift) do
47c6253a   zhouhaihai   bugfix
1051
  		if count > 0 and self.battle.player then
ccbafe67   zhouhaihai   冒险神器和buff
1052
  			local buffAdd = self.battle.player:getRewardChange(itemId)
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1053
  			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
1054
  			self:checkTask(Adv.TaskType.Item, count, itemId)
b176d7d3   zhouhaihai   冒险成就
1055
  			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
b0fe1817   zhouahaihai   冒险分数
1056
  		end
ccbafe67   zhouhaihai   冒险神器和buff
1057
  		tgift[itemId] = count
8955225b   zhouhaihai   快速拾取。快速使用
1058
1059
  		if globalCsv.adv_auto_useItem[itemId] and count > 0 then
  			autoUse[itemId] = count
ccbafe67   zhouhaihai   冒险神器和buff
1060
  		else
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1061
1062
  			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
1063
1064
1065
1066
1067
1068
1069
  			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
1070
  			else
8955225b   zhouhaihai   快速拾取。快速使用
1071
  				if nums <= 0 then
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1072
  					items = items:delk(transId)
8955225b   zhouhaihai   快速拾取。快速使用
1073
1074
  					nums = 0
  				else
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1075
  					items = items:setv(transId, nums)
8955225b   zhouhaihai   快速拾取。快速使用
1076
  				end
3133cb76   zhouhaihai   日志
1077
  
8955225b   zhouhaihai   快速拾取。快速使用
1078
1079
  				if itemId == 16 and not self.owner:checkOverGuide(51,4) then
  					self.owner:saveGuide(51,4)
f22a33af   zhouhaihai   自己的日志
1080
  				end
8955225b   zhouhaihai   快速拾取。快速使用
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
  				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
1095
  				else
8955225b   zhouhaihai   快速拾取。快速使用
1096
  					print("addAdvItem no log ", debug.traceback())
f22a33af   zhouhaihai   自己的日志
1097
  				end
f22a33af   zhouhaihai   自己的日志
1098
  			end
916096ed   zhouhaihai   神器效果
1099
1100
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
1101
1102
1103
  	if items ~= oldItems then
  		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
  	end
b71a8190   zhouhaihai   动态改变 一些buff
1104
1105
1106
1107
  
  	if tgift[ItemId.OldCoin] then
  		self.battle.player:attrChangeCondBuffCheck(0)
  	end
8955225b   zhouhaihai   快速拾取。快速使用
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
  
  	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
1119
  	return tgift
916096ed   zhouhaihai   神器效果
1120
1121
1122
  end
  
  
8955225b   zhouhaihai   快速拾取。快速使用
1123
1124
1125
1126
1127
1128
1129
  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
1130
  		self.owner:finishGuide(53)
8955225b   zhouhaihai   快速拾取。快速使用
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
  	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
1150
1151
1152
  -- 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
1153
  	local potionCsv = csvdb["adv_potionCsv"]
46fac6f1   zhouahaihai   酱料
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
  	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
1167
1168
1169
  		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
1170
1171
1172
  	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
1173
  
46fac6f1   zhouahaihai   酱料
1174
  	self:award(advCost, params)
ccbafe67   zhouhaihai   冒险神器和buff
1175
1176
1177
  	if next(less) then
  		self.owner:costItems(less, params)
  	end
46fac6f1   zhouahaihai   酱料
1178
1179
1180
  	return true
  end
  
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1181
1182
1183
1184
1185
  -- 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...
1186
  	local dishTree = self.owner.dinerData:getProperty("dishTree")
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
1187
1188
1189
  	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
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
  			local max = set[dishTree:getv(potionId,1)].limit
  			local old = advItems:getv(potionId,0)
  			local need = max - old
  
  			if need < count then
  				advItems = advItems:setv(potionId,max)
  				potionBag[potionId] = count - need
  			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
1201
1202
1203
1204
1205
1206
1207
1208
  		end
  	end
  	self.owner:updateProperties({
  		advItems = advItems,
  		potionBag = potionBag,
  	})
  end
  
46fac6f1   zhouahaihai   酱料
1209
  --事件点击处理
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1210
  local function clickOut(self, room, block, params, isExit)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1211
  	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
1212
1213
1214
1215
1216
  		if isExit then
  			self:over(true)
  			return true
  		end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1217
  		if #self.mapStack > 1 then -- 处于夹层中
96018793   zhouhaihai   layer change
1218
  			self:backLayer(-1)
a80fee7c   zhouhaihai   光环
1219
  			local oldMapIdx = self:getCurMapIdx()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1220
  			table.remove(self.mapStack) --退出夹层
a80fee7c   zhouhaihai   光环
1221
  			self.battle:iLayerChange(oldMapIdx)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1222
  		else --处于底层
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1223
1224
  
  			local advPass = self.owner:getProperty("advPass")
4d943586   zhouhaihai   直通 advt gm
1225
  
ccbafe67   zhouhaihai   冒险神器和buff
1226
  			if self:isEndless() then
8da953a7   zhouhaihai   无尽模式
1227
1228
1229
1230
1231
1232
1233
  				-- 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...
1234
1235
1236
1237
1238
  
  				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
1239
  				end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1240
  			end
0e3ab88d   zhouhaihai   中继层
1241
  
b176d7d3   zhouhaihai   冒险成就
1242
  			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
f45d3a7b   zhouhaihai   adv_unlock
1243
  			self:checkAdvUnlock(2, self.level)
0e3ab88d   zhouhaihai   中继层
1244
  
bbf64622   zhouhaihai   冒险
1245
1246
1247
1248
1249
  			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~
1250
  			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
1251
  				self:passAdvRelay()
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
1252
  				self:over(true)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1253
  			else
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1254
  				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
bbf64622   zhouhaihai   冒险
1255
  				
eee37c88   zhouhaihai   楼层数据
1256
  				if curFloorData then
8955225b   zhouhaihai   快速拾取。快速使用
1257
  					self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
eee37c88   zhouhaihai   楼层数据
1258
  				end
76c48085   zhouhaihai   下一关提前
1259
  				self:backNext() --下一关
0e3ab88d   zhouhaihai   中继层
1260
  				local isHaveRelay = self:isHaveRelay(self.level)
0e3ab88d   zhouhaihai   中继层
1261
  				if isHaveRelay and not self.isRelay then 
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1262
1263
1264
1265
1266
1267
1268
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level, 
  						isToNext = true, 
  						notNotify = true, 
  						isRelay = true,
  					})
0e3ab88d   zhouhaihai   中继层
1269
  				else
f22a33af   zhouhaihai   自己的日志
1270
  					self:mylog({desc = "pass"})
35e2e3c4   zhouhaihai   优化 gm advt 增加感知b...
1271
1272
1273
1274
1275
1276
  					self:initByChapter({
  						chapterId = self.chapterId, 
  						level = self.level + 1, 
  						isToNext = true, 
  						notNotify = true,
  					})
0e3ab88d   zhouhaihai   中继层
1277
  				end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1278
  			end
b176d7d3   zhouhaihai   冒险成就
1279
  
46fac6f1   zhouahaihai   酱料
1280
  		end
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1281
  		
46fac6f1   zhouahaihai   酱料
1282
1283
1284
1285
  		return true
  	end
  end
  
0e3ab88d   zhouhaihai   中继层
1286
  local function clickExit(self, room, block, params)
74a8fdc9   zhouhaihai   奖励副本 胜利扣除次数
1287
  	return clickOut(self, room, block, params, true)
0e3ab88d   zhouhaihai   中继层
1288
1289
  end
  
46fac6f1   zhouahaihai   酱料
1290
1291
  --战斗 普通攻击
  local function clickMonster(self, room, block, params)
12f7b52c   zhouhaihai   冒险战斗
1292
  	self.battle:battleBegin(room.roomId, block.blockId, params)
46fac6f1   zhouahaihai   酱料
1293
1294
1295
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1296
  
219e9654   zhouhaihai   拾荒增加选择类型
1297
1298
  local function checkChooseCondFunc(self, condStr, room, block, tag, chooseData)
  	chooseData = chooseData or {}
46fac6f1   zhouahaihai   酱料
1299
  	local checkCond = {
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1300
1301
1302
1303
  		-- 没有条件
  		[0] = function()
  			return true
  		end,
46fac6f1   zhouahaihai   酱料
1304
  		-- 拥有道具
219e9654   zhouhaihai   拾荒增加选择类型
1305
  		[1] = function(itemId, count)
498f0eb2   zhouhaihai   冒险 action
1306
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
46fac6f1   zhouahaihai   酱料
1307
1308
1309
1310
  				return true
  			end
  		end,
  		-- xx角色(todo 队长)
219e9654   zhouhaihai   拾荒增加选择类型
1311
  		[2] = function(heroType)
9d66362c   zhouhaihai   修改冒险选择条件
1312
1313
1314
1315
1316
  			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
1317
1318
1319
1320
  			end
  		end,
  		--消灭所有怪
  		[3] = function()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1321
  			for _, room in pairs(self:getCurMap().rooms) do
4ae223df   zhouahaihai   Buff bug
1322
  				for _, block in pairs(room.blocks) do
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1323
  					if block:isMonster() then
46fac6f1   zhouahaihai   酱料
1324
1325
1326
1327
1328
1329
  						return
  					end
  				end
  			end
  			return true
  		end,
53e8037e   zhouhaihai   任务
1330
  		--制定属性 
219e9654   zhouhaihai   拾荒增加选择类型
1331
  		[4] = function(attrType, value)
1229c24d   zhouhaihai   新加选择条件
1332
  			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
46fac6f1   zhouahaihai   酱料
1333
1334
1335
  				return true
  			end
  		end,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1336
  		-- 提交一个物品
219e9654   zhouhaihai   拾荒增加选择类型
1337
  		[5] = function (itemId, count)
498f0eb2   zhouhaihai   冒险 action
1338
  			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
1229c24d   zhouhaihai   新加选择条件
1339
  				self:backCost({[itemId] = count})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1340
1341
1342
  				return true
  			end
  		end,
53e8037e   zhouhaihai   任务
1343
  		-- sp 到达指定值
219e9654   zhouhaihai   拾荒增加选择类型
1344
  		[6] = function(value)
1229c24d   zhouhaihai   新加选择条件
1345
  			if self.battle.player.sp >= value then
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1346
  				self.battle.player:changeSp(-value)
53e8037e   zhouhaihai   任务
1347
1348
1349
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1350
  		--7=拥有指定buff指定层数
219e9654   zhouhaihai   拾荒增加选择类型
1351
  		[7] = function(buffId, layer)
1229c24d   zhouhaihai   新加选择条件
1352
1353
  			local buff = self.battle.player:getBuffById(buffId)
  			if buff and buff:getLayer() >= layer then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1354
1355
1356
  				return true
  			end
  		end,
1229c24d   zhouhaihai   新加选择条件
1357
  		--8=拥有x神器
219e9654   zhouhaihai   拾荒增加选择类型
1358
  		[8] = function(artifactId)
1229c24d   zhouhaihai   新加选择条件
1359
1360
1361
  			return self:isHaveArtifact(artifactId)
  		end,
  		-- 9 = 生命值大于x%
219e9654   zhouhaihai   拾荒增加选择类型
1362
  		[9] = function (value)
b8eb016b   zhouhaihai   冒险条件扣血扣蓝直接作用
1363
1364
1365
1366
1367
  			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
1368
  		end,
f02ffa27   zhouhaihai   未获得神器
1369
  		-- 10 = 未获得x神器
219e9654   zhouhaihai   拾荒增加选择类型
1370
  		[10] = function(artifactId)
f02ffa27   zhouhaihai   未获得神器
1371
1372
  			return not self:isHaveArtifact(artifactId)
  		end,
cb071e8d   zhouhaihai   多条件选项
1373
  		-- 11 = 地图上没有指定id 的怪
219e9654   zhouhaihai   拾荒增加选择类型
1374
  		[11] = function(monsterId, size)
b23cd820   zhouhaihai   查询角色
1375
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1388
  			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
  							if not monsterId then return false end
  							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
cb071e8d   zhouhaihai   多条件选项
1389
  						if not monsterId then return false end
b23cd820   zhouhaihai   查询角色
1390
  						if cblock.event.id == monsterId then
cb071e8d   zhouhaihai   多条件选项
1391
1392
1393
1394
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1398
  							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
1399
  		[12] = function(buildId, size)
b23cd820   zhouhaihai   查询角色
1400
1401
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1413
  			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
  							if not buildId then return false end
  							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
cb071e8d   zhouhaihai   多条件选项
1414
  						if not buildId then return false end
b23cd820   zhouhaihai   查询角色
1415
  						if cblock.event.id == buildId then
cb071e8d   zhouhaihai   多条件选项
1416
1417
1418
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1420
1421
1422
1423
  							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
1424
  		[13] = function(chooseId, size)
b23cd820   zhouhaihai   查询角色
1425
1426
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1433
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1438
  			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
  							if not chooseId then return false end
  							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
cb071e8d   zhouhaihai   多条件选项
1439
  						if not chooseId then return false end
b23cd820   zhouhaihai   查询角色
1440
  						if cblock.event.id == chooseId then
cb071e8d   zhouhaihai   多条件选项
1441
1442
1443
1444
1445
1446
1447
  							return false
  						end
  					end
  				end
  			end
  			return true
  		end,
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1448
   	}
219e9654   zhouhaihai   拾荒增加选择类型
1449
1450
1451
  
   	local status, count = true, 0
   	for _, cond in ipairs(condStr:toTableArray(true)) do
cb071e8d   zhouhaihai   多条件选项
1452
   		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
1453
1454
1455
1456
1457
  		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
1458
   	end
219e9654   zhouhaihai   拾荒增加选择类型
1459
1460
1461
1462
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1472
1473
   	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)
  					reward[item[1]] = (reward[item[1]] or 0) + item[2]
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1474
  				else
219e9654   zhouhaihai   拾荒增加选择类型
1475
  					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
1476
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1477
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1556
  			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
1557
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1558
1559
1560
1561
1562
1563
1564
1565
1566
  			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
1567
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1568
1569
1570
1571
1572
1573
1574
1575
1576
  			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
1577
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
  			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
5a8b7a33   zhouhaihai   拾荒随机 错误
1590
  				sum = sum + pool[#pool]
219e9654   zhouhaihai   拾荒增加选择类型
1591
1592
1593
  				if sum >= weight and not needEffect then
  					-- 达成效果
  					needEffect = v.effect
e085da41   zhouhaihai   指定事件转移
1594
  				end
219e9654   zhouhaihai   拾荒增加选择类型
1595
1596
1597
1598
1599
1600
1601
1602
1603
  			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
1604
  		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
1605
  		doEffect[effect[1]](select(2, table.unpack(effect)))
e10edb5f   zhouahaihai   冒险事件新
1606
  	end
219e9654   zhouhaihai   拾荒增加选择类型
1607
1608
1609
  	return clearBlock
  end
  
bbf64622   zhouhaihai   冒险
1610
  
219e9654   zhouhaihai   拾荒增加选择类型
1611
1612
1613
1614
1615
1616
1617
  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
  	clearBlock = clearBlock and doChooseEffect(self, chooseData["button".. choose .."effect"], room, block, tag, chooseData)
  	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1618
1619
1620
1621
1622
1623
  	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
1624
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1625
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1626
  	if not status then return end
6ce6fac7   zhouhaihai   冒险任务bug
1627
1628
1629
1630
  	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
1631
1632
1633
1634
1635
1636
1637
1638
1639
  	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
1640
  	local lcId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1641
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1642
1643
1644
  	if not status then return end
  
  	-- 完成统计次数
abe0d7e9   zhouhaihai   连续选择点bug
1645
1646
1647
  	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
1648
  		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
b176d7d3   zhouhaihai   冒险成就
1649
  		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
e852b350   zhouhaihai   冒险成就类型增加
1650
  		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
6133e29f   zhouhaihai   新加任务
1651
  		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
e852b350   zhouhaihai   冒险成就类型增加
1652
1653
1654
1655
1656
  		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
1657
  		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
e852b350   zhouhaihai   冒险成就类型增加
1658
  
f45d3a7b   zhouhaihai   adv_unlock
1659
  		self:checkAdvUnlock(4, startId)
e6439157   zhouhaihai   故事事件
1660
  		self.lchoose.cur = self.lchoose.cur or {}
abe0d7e9   zhouhaihai   连续选择点bug
1661
  		table.insert(self.lchoose.cur, {lcId, choose})
e6439157   zhouhaihai   故事事件
1662
1663
  		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
1664
  	else
abe0d7e9   zhouhaihai   连续选择点bug
1665
  		self.lchoose.ing = lcId + 1  --后面会出现后继事件
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})
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1668
  	end
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1669
  
02c4de8d   zhouahaihai   增加 固有技
1670
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1671
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1672
  	end
b176d7d3   zhouhaihai   冒险成就
1673
  
46fac6f1   zhouahaihai   酱料
1674
1675
1676
1677
1678
1679
  	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
1680
  	if not self.battle or not self.battle.player then return end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
1681
  	self.battle.player:triggerPassive(Passive.CLICK_DROP)
f0b81492   zhouhaihai   营地进入 bug
1682
  
8955225b   zhouhaihai   快速拾取。快速使用
1683
1684
  	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
1685
1686
1687
  	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
1688
  	block:clear()
46fac6f1   zhouahaihai   酱料
1689
1690
1691
1692
1693
1694
  	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
1695
  	if not traderData then return false, 1 end -- 偷偷改表了
46fac6f1   zhouahaihai   酱料
1696
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1697
1698
  	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
1699
  
127a5787   zhouhaihai   商人卖完走人
1700
  	local buyCount = #((block.event.status or ""):toArray())
27cc6f23   zhouhaihai   商店bug
1701
  	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
f8408529   zhouhaihai   冒险商店
1702
1703
  
  	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
8c4a6f4c   zhouhaihai   冒险增加错误返回
1704
  	if not goodsData then return false, 5 end
f8408529   zhouhaihai   冒险商店
1705
1706
  
  	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
498f0eb2   zhouhaihai   冒险 action
1707
  	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
1708
  	self:backCost({[goodsData.currency] = costCount})
8955225b   zhouhaihai   快速拾取。快速使用
1709
  	self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
f8408529   zhouhaihai   冒险商店
1710
1711
1712
1713
1714
1715
1716
  	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
1717
  	block.event.status = block.event.status:setv(buyId, 1)
127a5787   zhouhaihai   商人卖完走人
1718
  	buyCount = buyCount + 1
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
1719
  	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
b176d7d3   zhouhaihai   冒险成就
1720
  	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
127a5787   zhouhaihai   商人卖完走人
1721
  
27cc6f23   zhouhaihai   商店bug
1722
  	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
127a5787   zhouhaihai   商人卖完走人
1723
1724
  		block:clear()
  	end
46fac6f1   zhouahaihai   酱料
1725
1726
1727
1728
  	return true
  end
  
  local function clickBuild(self, room, block, params)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1729
1730
  	local choose = params.choose
  	local chooseData = csvdb["event_buildingCsv"][block.event.id]
6ce6fac7   zhouhaihai   冒险任务bug
1731
  	local oldId = block.event.id
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
1732
1733
  	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
  	if not status then return end
85ded242   zhouhaihai   丰富返回事件
1734
  
e59430d5   zhouhaihai   宝藏怪刷新,计数
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
  	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
1751
  		self.owner:checkTaskEnter("AdvMineLayer")
e59430d5   zhouhaihai   宝藏怪刷新,计数
1752
1753
  	end
  
6ce6fac7   zhouhaihai   冒险任务bug
1754
1755
1756
  	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
1757
  
02c4de8d   zhouahaihai   增加 固有技
1758
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1759
  		block:clear()
02c4de8d   zhouahaihai   增加 固有技
1760
  	end
46fac6f1   zhouahaihai   酱料
1761
1762
1763
  	return true
  end
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1764
1765
  local function clickClick(self, room, block, params)
  	local clickData = csvdb["event_clickCsv"][block.event.id]
6133e29f   zhouhaihai   新加任务
1766
  	local oldId = block.event.id
c0b7797f   zhouhaihai   陷阱、点击生效点
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
  	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
1779
  				reward[item[1]] = (reward[item[1]] or 0) + item[2]
c0b7797f   zhouhaihai   陷阱、点击生效点
1780
  			end
8955225b   zhouhaihai   快速拾取。快速使用
1781
  			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 ...
1782
1783
1784
1785
1786
  		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
1787
1788
  		end,
  	}
6133e29f   zhouhaihai   新加任务
1789
  
a1e9e891   zhouhaihai   点击事件未生效
1790
1791
  	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
  	doEffect[clickData.type]()
6133e29f   zhouhaihai   新加任务
1792
1793
  	self:checkTask(Adv.TaskType.Click, 1, oldId)
  
c0b7797f   zhouhaihai   陷阱、点击生效点
1794
  	if clearBlock then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1795
  		block:clear()
c0b7797f   zhouhaihai   陷阱、点击生效点
1796
  	end
f20cc9ca   zhouhaihai   点击点返回清空信息
1797
  	return true
c0b7797f   zhouhaihai   陷阱、点击生效点
1798
1799
  end
  
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1800
  local function clickLayer(self, room, block, params)
a80fee7c   zhouhaihai   光环
1801
  	local oldMapIdx = self:getCurMapIdx()
96018793   zhouhaihai   layer change
1802
  	self:backLayer(1)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
  	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
1813
  		self.battle:initMapEnemys(mapIdx, true)
7b2dc17c   zhouhaihai   地图 层 buff passive
1814
  		self.battle:initMapEffect(true)
1313eac0   zhouhaihai   冒险的一些bug
1815
  		self.maps[mapIdx]:initBattleAfter()
b176d7d3   zhouhaihai   冒险成就
1816
  		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1817
  	end
a80fee7c   zhouhaihai   光环
1818
  	self.battle:iLayerChange(oldMapIdx)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1819
1820
1821
  	return true
  end
  
46fac6f1   zhouahaihai   酱料
1822
1823
  local eventCallFunc = {
  	[AdvEventType.Out] = clickOut,
0e3ab88d   zhouhaihai   中继层
1824
1825
  	[AdvEventType.InOut] = clickOut,
  	[AdvEventType.Exit] = clickExit,
46fac6f1   zhouahaihai   酱料
1826
1827
1828
  	[AdvEventType.BOSS] = clickMonster,
  	[AdvEventType.Monster] = clickMonster,
  	[AdvEventType.Choose] = clickChoose,
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
1829
  	[AdvEventType.LinkChoose] = clickLinkChoose,
46fac6f1   zhouahaihai   酱料
1830
1831
1832
  	[AdvEventType.Drop] = clickDrop,
  	[AdvEventType.Trader] = clickTrader,
  	[AdvEventType.Build] = clickBuild,
c0b7797f   zhouhaihai   陷阱、点击生效点
1833
  	[AdvEventType.Click] = clickClick,
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1834
  	[AdvEventType.Layer] = clickLayer,
46fac6f1   zhouahaihai   酱料
1835
1836
1837
1838
1839
  }
  
  --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
1840
1841
1842
  	local map = self:getCurMap()
  	local room = self:getRoom(roomId)
  	local block = self:getBlock(roomId, blockId)
46fac6f1   zhouahaihai   酱料
1843
1844
  	if not block then return end
  
8c4a6f4c   zhouhaihai   冒险增加错误返回
1845
  	local status, errorCode = false, nil
36c30c5c   zhouahaihai   冒险
1846
  	local clickEvent = false
48962a74   zhouhaihai   路障系统提交
1847
1848
  
  	local function checkAroundBlocks(ignoreGuard)
36c30c5c   zhouahaihai   冒险
1849
  		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
1850
  		for _, one in ipairs(map:getAroundBlocks(room, block)) do
36c30c5c   zhouahaihai   冒险
1851
  			local _room, _block = one[1], one[2]
48962a74   zhouhaihai   路障系统提交
1852
1853
1854
  			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
1855
  					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
48962a74   zhouhaihai   路障系统提交
1856
1857
1858
1859
  						return false
  					end
  				else
  					return false
4f0a5fae   zhouhaihai   营养剂
1860
  				end
48962a74   zhouhaihai   路障系统提交
1861
1862
  			elseif _block:isWalk() then
  				canOpen = true
36c30c5c   zhouahaihai   冒险
1863
1864
  			end
  		end
48962a74   zhouhaihai   路障系统提交
1865
1866
1867
1868
  		return canOpen
  	end
  
  	if not block.isOpen then
7b64b6cd   zhouhaihai   中继层优化
1869
  		if self.isRelay or checkAroundBlocks() then --开放
8781e103   zhouhaihai   冒险 bug
1870
  			self:getCurMap():openBlock(roomId, blockId, true, true)
46fac6f1   zhouahaihai   酱料
1871
1872
1873
  			status = true
  		end
  	else
36c30c5c   zhouahaihai   冒险
1874
  		clickEvent = true
46fac6f1   zhouahaihai   酱料
1875
1876
1877
1878
  		--点了空地
  		if not block.event then
  			return 
  		end
48962a74   zhouhaihai   路障系统提交
1879
1880
1881
1882
  
  		if block:isHinder() then
  			if not checkAroundBlocks(true) then return end
  		end
46fac6f1   zhouahaihai   酱料
1883
  		--可点击的事件
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
1884
  		if not room.isBossRoom or block:isBoss() then
46fac6f1   zhouahaihai   酱料
1885
  			if eventCallFunc[block.event.etype] then
8c4a6f4c   zhouhaihai   冒险增加错误返回
1886
  				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
46fac6f1   zhouahaihai   酱料
1887
1888
1889
  			end
  		end
  	end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1890
  	local needChange = true
ae20365b   suhongyang   Revert "修改冒险战斗逻辑"
1891
  	if clickEvent and block.event then
8b25d183   zhouhaihai   切换层不更新回合
1892
1893
1894
1895
  		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"
1896
1897
  			needChange = false
  		end
39a6e08b   suhongyang   冒险战斗内逻辑调整
1898
1899
  	end
  	if status and needChange then  --出去了就不计算回合了
46fac6f1   zhouahaihai   酱料
1900
1901
1902
  		self:backBlockChange(roomId, blockId)
  		self:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
1903
  	self:saveDB()
8c4a6f4c   zhouhaihai   冒险增加错误返回
1904
  	return status, errorCode
46fac6f1   zhouahaihai   酱料
1905
1906
  end
  
46fac6f1   zhouahaihai   酱料
1907
  
4f0a5fae   zhouhaihai   营养剂
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
  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
1941
  	elseif activeData.usetype == 4 then -- 没有目标 全体成员
4f0a5fae   zhouhaihai   营养剂
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
  	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
1958
1959
1960
1961
1962
1963
1964
1965
  		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
1966
1967
1968
  		end
  
  		for _, target in ipairs(targers) do
318c573a   zhouhaihai   冒险bug
1969
1970
1971
1972
1973
1974
  			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
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
  		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
1987
  				self:backBlockChange(target.room.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
1988
  				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
4f0a5fae   zhouhaihai   营养剂
1989
1990
1991
1992
1993
1994
1995
1996
1997
  			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
1998
  				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
4f0a5fae   zhouhaihai   营养剂
1999
  				self:backBlockChange(target.roomId, target.blockId)
d232676a   zhouhaihai   功能解锁 冒险返回
2000
  				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
4f0a5fae   zhouhaihai   营养剂
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
  			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
2015
  				target:kill()
4f0a5fae   zhouhaihai   营养剂
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
  				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
2058
  			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
4f0a5fae   zhouhaihai   营养剂
2059
2060
2061
2062
  		end
  		return true
  	end
  
db3c56ad   zhouhaihai   冒险相关
2063
2064
2065
2066
2067
2068
  	-- 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
2069
2070
  	--10: 立刻结算 按比例返还
  	doActiveEffect[10] = function(_, rewardRatio)
bbf64622   zhouhaihai   冒险
2071
  		self:over(true, rewardRatio, 1)
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
2072
2073
  		return true
  	end
1bb3abca   zhouhaihai   冒险 退出 bug
2074
  
6dc482bb   zhouhaihai   中继层完成, 新增两个冒险物品使用效果
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
  	--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
2090
  
d232676a   zhouhaihai   功能解锁 冒险返回
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
  	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
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
  	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
2115
  
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2116
2117
  -- 地图上物品变化
  function Adv:mapItemChange(ctype)
6826fdf6   zhouhaihai   被动触发
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
  	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
2128
2129
  	local clist = csvdb["transform_itemCsv"][ctype]
  	if clist then
6826fdf6   zhouhaihai   被动触发
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
  		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
2143
2144
2145
2146
2147
2148
  				end
  			end
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
2149
  --敌人死亡
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
2150
2151
  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
2152
2153
2154
2155
  	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
2156
  	--死了以后掉东西
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2157
2158
  	if block:isMonster() then --处理死亡
  		if block:isBoss() then
36c30c5c   zhouahaihai   冒险
2159
2160
  			room.isBossRoom = false
  		end
02c4de8d   zhouahaihai   增加 固有技
2161
  		if escape then
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2162
  			block:clear()
02c4de8d   zhouahaihai   增加 固有技
2163
  		else
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2164
2165
  			local enemyId = block.event.id
  			local monsterData = csvdb["event_monsterCsv"][enemyId]
bbf64622   zhouhaihai   冒险
2166
2167
2168
2169
2170
  			if block:isBoss() then 
  				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
  			else
  				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
  			end
a95b35ce   zhouhaihai   删除等级
2171
2172
2173
  			-- local changeV = self.battle.player:addExp(monsterData.exp)
  			-- self:backDead(enemyId, changeV)
  			self:backDead(enemyId)
9104a922   zhouhaihai   多重掉落
2174
  
36875ec5   zhouhaihai   宝藏怪
2175
2176
2177
2178
2179
2180
  			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
2181
  			end
e59430d5   zhouhaihai   宝藏怪刷新,计数
2182
  
36875ec5   zhouhaihai   宝藏怪
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
  			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
2193
  
36875ec5   zhouhaihai   宝藏怪
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
  				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
2209
2210
2211
2212
  						had = true
  					end
  				end
  				if had then
36875ec5   zhouhaihai   宝藏怪
2213
  					mineCh = nil
fea3baab   zhouhaihai   宝藏怪bug
2214
2215
2216
  				else
  					block:clear()
  					mineCh = math.min(mineCh + globalCsv.adv_egg_treasureLayer_showup_add, 100)
36875ec5   zhouhaihai   宝藏怪
2217
  				end
9104a922   zhouhaihai   多重掉落
2218
  
36875ec5   zhouhaihai   宝藏怪
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
  				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
2243
  				self.owner:checkTaskEnter("AdvMineKill")
36875ec5   zhouhaihai   宝藏怪
2244
2245
2246
2247
2248
  			else
  				local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
  				if toClick then
  					toClick = toClick:effect()
  				end
9104a922   zhouhaihai   多重掉落
2249
  
36875ec5   zhouhaihai   宝藏怪
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
  				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
2277
  						end
db3c56ad   zhouhaihai   冒险相关
2278
  					end
db3c56ad   zhouhaihai   冒险相关
2279
  				end
36875ec5   zhouhaihai   宝藏怪
2280
2281
  				-- 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
2282
  
36875ec5   zhouhaihai   宝藏怪
2283
2284
2285
2286
  				-- 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
2287
  
36875ec5   zhouhaihai   宝藏怪
2288
2289
  				-- 清空当前的格子
  				block:clear()
9104a922   zhouhaihai   多重掉落
2290
  
36875ec5   zhouhaihai   宝藏怪
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
  				-- 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
2301
  				end
9104a922   zhouhaihai   多重掉落
2302
  
36875ec5   zhouhaihai   宝藏怪
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
  				-- 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
2313
  				end
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
2314
  			end
9104a922   zhouhaihai   多重掉落
2315
  
4faef572   zhouhaihai   冒险任务,冒险扫荡, 冒险中继
2316
2317
  			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
  			self:checkTask(Adv.TaskType.KillAll)
b176d7d3   zhouhaihai   冒险成就
2318
  			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2319
2320
  			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
  
71a18948   zhouhaihai   成就未生效
2321
2322
  			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
  			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
e852b350   zhouhaihai   冒险成就类型增加
2323
2324
2325
2326
  			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
  			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
  
  			if monsterData.type == 2 then
6133e29f   zhouhaihai   新加任务
2327
  				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
71a18948   zhouhaihai   成就未生效
2328
2329
2330
  				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
2331
2332
  				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
  				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
f76d63e1   liuzujun   联动任务活动
2333
  				self.owner:checkTaskEnter("AdvKillBoss")
6133e29f   zhouhaihai   新加任务
2334
2335
  			elseif monsterData.type == 3 then
  				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
e852b350   zhouhaihai   冒险成就类型增加
2336
  			end
46fac6f1   zhouahaihai   酱料
2337
  		end
46fac6f1   zhouahaihai   酱料
2338
2339
2340
2341
  	end
  	self:backBlockChange(roomId, blockId)
  end
  
46fac6f1   zhouahaihai   酱料
2342
2343
2344
2345
  
  function Adv:pushBackEvent(btype, params)
  	table.insert(self.backEvents, {btype = btype, params = params})
  end
8955225b   zhouhaihai   快速拾取。快速使用
2346
2347
2348
2349
  --[=[
  tag
  1 自动拾取
  --]=] 
3df1e9ea   zhouhaihai   掉落增加 地块信息,。click ...
2350
2351
  function Adv:backReward(items, params)
  	params = params or {}
8955225b   zhouhaihai   快速拾取。快速使用
2352
  	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
46fac6f1   zhouahaihai   酱料
2353
  end
e996b82a   zhouahaihai   冒险增加防御属性
2354
2355
  
  -- if is player enemyId is nil 
46fac6f1   zhouahaihai   酱料
2356
  function Adv:backSkill(enemyId, skillId, receiver)
36c30c5c   zhouahaihai   冒险
2357
  	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
46fac6f1   zhouahaihai   酱料
2358
2359
  end
  
46fac6f1   zhouahaihai   酱料
2360
2361
2362
2363
  function Adv:backNext()
  	self:pushBackEvent(AdvBackEventType.Next, {})
  end
  
46fac6f1   zhouahaihai   酱料
2364
  
b2e41074   zhouhaihai   冒险 排行榜拆分
2365
2366
  function Adv:backBlockChange(roomId, blockId, itemChangeType)
  	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
46fac6f1   zhouahaihai   酱料
2367
2368
  end
  
a95b35ce   zhouhaihai   删除等级
2369
2370
  function Adv:backDead(enemyId)
  	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
bedca62d   zhouahaihai   冒险
2371
2372
  end
  
386ca58e   zhouhaihai   优化log
2373
2374
2375
  function Adv:backTrap()
  	self:pushBackEvent(AdvBackEventType.Trap, {})
  end
ec87b4a5   zhouahaihai   冒险 完善
2376
  
85ded242   zhouhaihai   丰富返回事件
2377
2378
  function Adv:backLayer(status)
  	self:pushBackEvent(AdvBackEventType.Layer, {status = status})
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2379
2380
  end
  
4f0a5fae   zhouhaihai   营养剂
2381
2382
2383
2384
  function Adv:backMapShow()
  	self:pushBackEvent(AdvBackEventType.MapShow, {})
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
2385
2386
2387
2388
  function Adv:backChooseArtifact()
  	self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
  end
  
85ded242   zhouhaihai   丰富返回事件
2389
2390
2391
2392
  function Adv:backCost(items)
  	self:pushBackEvent(AdvBackEventType.Cost, {items = items})
  end
  
8955225b   zhouhaihai   快速拾取。快速使用
2393
2394
2395
2396
2397
2398
  --[=[
  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
2399
2400
2401
  end
  
  
bbf64622   zhouhaihai   冒险
2402
  function Adv:scoreChange(scoreType, score)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
2403
  	self.score[scoreType] = self.score[scoreType] or 0
bbf64622   zhouhaihai   冒险
2404
  	self.score[scoreType] = self.score[scoreType] + score
b0fe1817   zhouahaihai   冒险分数
2405
2406
2407
  end
  
  function Adv:getScore()
a80fee7c   zhouhaihai   光环
2408
2409
2410
2411
2412
  	local allScore = 0
  	for _, score in pairs(self.score) do
  		allScore = allScore + math.floor(score)
  	end
  	return allScore
b0fe1817   zhouahaihai   冒险分数
2413
2414
  end
  
46fac6f1   zhouahaihai   酱料
2415
2416
  function Adv:popBackEvents()
  	local events = self.backEvents
46fac6f1   zhouahaihai   酱料
2417
2418
2419
2420
2421
2422
  	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
2423
  	self.round = self.round + 1
46fac6f1   zhouahaihai   酱料
2424
2425
2426
  	if self.battle then
  		self.battle:afterRound()
  	end
36c30c5c   zhouahaihai   冒险
2427
2428
  end
  
46fac6f1   zhouahaihai   酱料
2429
  return Adv