Adv.lua
32.6 KB
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local Passive = require "adv.AdvPassive"
-- 工具函数--第一象限 < 10000 < 第二象限 < 20000 < 第四象限 < 30000 < 第三象限
local function getIdByCr(c, r)
local crId = math.abs(r) + math.abs(c) * 100 -- row + column * 100
if c < 0 then
crId = crId + 10000
end
if r < 0 then
crId = crId + 20000
end
return crId
end
local function getCrById(crId)
local c = math.floor(crId % 10000 / 100)
local r = crId % 100
local last = math.floor(crId / 10000)
if last == 3 then
c, r = -c, -r
elseif last == 1 then
c = -c
elseif last == 2 then
r = -r
end
return c, r
end
-----------------------------随机地图-----------------------------
--检查 是否满足层数限制条件 -- if checktype == 1 then check value in range a=b else check value in array a=b=c
local function checkIsIn(checkValue, checkType, checkRange)
if not checkValue then return end
if checkType == 1 then
local limits = checkRange:toNumMap()
for min, max in pairs(limits) do
if checkValue >= min and checkValue <= max then
return true
end
end
else
local limit = checkRange:toArray(true, "=")
for _, _l in ipairs(limit) do
if _l == checkValue then
return true
end
end
end
end
--关卡事件库
local function getEventLib(chapterId, level, needEventType) -- needEventType 需要的事件
local chapter = math.floor(chapterId / 100) % 100
local libsToType = {
["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS, AdvEventType.Monster},
["event_chooseCsv"] = AdvEventType.Choose,
["event_dropCsv"] = AdvEventType.Drop,
["event_buildingCsv"] = AdvEventType.Build,
["event_traderCsv"] = AdvEventType.Trader,
}
local eventLib = {}
for lib, eventType in pairs(libsToType) do
-- init eventLib
if type(eventType) == "table" then
for _, temp in ipairs(eventType) do
eventLib[temp] = {}
end
else
eventLib[eventType] = {}
end
-- needEventType 只获取这个事件类型
if not needEventType or eventLib[needEventType] then
for id, data in pairs(csvdb[lib]) do
if data.levelchapter == chapter then
if checkIsIn(level, data.leveltype, data.levellimit) then
if type(eventType) == "table" then
eventLib[eventType[data.type]][data.BlockEventType] = eventLib[eventType[data.type]][data.BlockEventType] or {}
eventLib[eventType[data.type]][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
else
eventLib[eventType][data.BlockEventType] = eventLib[eventType][data.BlockEventType] or {}
eventLib[eventType][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
end
end
end
end
if needEventType then
break
end
end
end
return eventLib
end
-- 生成地图 是否可以生成地图上层判断
local function randomAdvMap(role, chapterId, level, notNotify)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then
error("chapterId " .. chapterId .. " dont exist!")
return
end
if level > chapterData.limitlevel then
error("level overflow!")
return
end
--随出地图
local raw_pool = chapterData.mapid:toArray(true, "=")
local advInfo = role:getProperty("advInfo")
local lastMapId = advInfo.mapId --非同一层不连续随出同一张类似的地图
local lastChapterId = advInfo.chapter
local lastScore = advInfo.score or {} -- 分数
local power = advInfo.power or 100 --体力
local pool = {}
for _, mapId in ipairs(raw_pool) do
local temp = csvdb["mapCsv"][mapId]
if temp and (lastChapterId == chapterId or lastMapId ~= mapId) then --非同一层不连续随出同一张类似的地图
if checkIsIn(level, temp.leveltype, temp.levellimit) then
table.insert(pool, mapId)
end
end
end
if not next(pool) then
error("mapIds is empty!")
return
end
local mapId = pool[math.randomInt(1, #pool)]
--随出事件
local mapData = csvdb["map_" .. csvdb["mapCsv"][mapId]["path"] .. "Csv"]
if not mapData then
error("mapId " .. mapId .. " dont exist!")
return
end
table.clear(advInfo)
advInfo.chapter = chapterId
advInfo.level = level
advInfo.mapId = mapId
advInfo.power = power
advInfo.score = lastScore
advInfo.enemyId = 1 --怪递增的索引
advInfo.rooms = {} -- {[roomId] = {event = {}, open = {}},} -- event 事件信息(具体信息查看randomEvent), open 是否解锁
--事件随机
local eventLib = getEventLib(chapterId, level) -- 同时记录出现次数
local monsterEvents = {} --处理钥匙掉落
local haveBoss = false
local function randomEvent(roomId, blockId, eventType)
if advInfo.rooms[roomId]["event"][blockId] then return end --已经有事件了 不覆盖
local etype, especial = eventType, 0
if eventType > 100 then -- 特殊事件(固定)
etype = math.floor(eventType / 100)
especial = eventType % 100
end
local event = {etype = etype}
local randomFunc = {}
local function randomCommon()
if not eventLib[etype] or not next(eventLib[etype]) or not eventLib[etype][especial] or not next(eventLib[etype][especial]) then return false end
event.id = math.randWeight(eventLib[etype][especial], "showup")
if eventLib[etype][especial][event.id].limit > 1 then
eventLib[etype][especial][event.id].limit = eventLib[etype][especial][event.id].limit - 1
elseif eventLib[etype][especial][event.id].limit == 1 then
eventLib[etype][especial][event.id] = nil
end
end
--入口
randomFunc[AdvEventType.In] = function()end
--出口
randomFunc[AdvEventType.Out] = function() end
--boss
randomFunc[AdvEventType.BOSS] = function()
if haveBoss then return false end
if randomCommon() == false then
return false
end
haveBoss = true
end
--怪物
randomFunc[AdvEventType.Monster] = function()
if randomCommon() == false then
return false
end
table.insert(monsterEvents, event)
end
--选择点
randomFunc[AdvEventType.Choose] = randomCommon
--掉落点
randomFunc[AdvEventType.Drop] = randomCommon
--交易所
randomFunc[AdvEventType.Trader] = randomCommon
--建筑
randomFunc[AdvEventType.Build] = randomCommon
if randomFunc[etype] then
if randomFunc[etype]() ~= false then
advInfo.rooms[roomId]["event"][blockId] = event
end
end
end
local stagePool = {["global"] = {}}
for roomId, roomName in pairs(mapData["rooms"]) do
stagePool[roomId] = {}
advInfo.rooms[roomId] = {event = {}, open = {}} -- 事件, open open == 1 房间内地块全部开放
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for blockId, stageType in pairs(roomData["blocks"]) do
if AdvSpecialStage[stageType] then
local eventType = AdvEventType[AdvSpecialStage[stageType]] -- 地块固定类型
randomEvent(roomId, blockId, eventType)
else
stagePool["global"][stageType] = stagePool["global"][stageType] or {}
stagePool[roomId][stageType] = stagePool[roomId][stageType] or {}
table.insert(stagePool["global"][stageType], {room = roomId, block = blockId})
stagePool[roomId][stageType][blockId] = 1
end
end
end
-- 全地图事件 优先级高
for stageType, events in pairs(mapData["events"]) do
for _, event in ipairs(events) do
local lastCount = #stagePool["global"][stageType]
if lastCount <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(lastCount, event["minc"]), math.min(lastCount, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][stageType][idx]
randomEvent(cur["room"], cur["block"], event["event"])
table.remove(stagePool["global"][stageType], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][stageType][cur["block"]] = nil
end
end
end
end
-- 随机单个房间的事件
for roomId, roomName in pairs(mapData["rooms"]) do
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for stageType, events in pairs(roomData["events"]) do
local bpool = {}
if stagePool[roomId][stageType] then
for block, _ in pairs(stagePool[roomId][stageType]) do
table.insert(bpool, block)
end
end
for _, event in ipairs(events) do
if #bpool <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(#bpool, event["minc"]), math.min(#bpool, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, #bpool)
randomEvent(roomId, bpool[idx], event["event"])
table.remove(bpool, idx)
end
end
end
end
end
if not haveBoss then
if not next(monsterEvents) then
print("这个地图没有钥匙!!! mapId : " .. mapId)
else
local event = monsterEvents[math.randomInt(1, #monsterEvents)]
event.item = {ItemId.AdvKey, 1} --掉落钥匙
end
end
end
--块类型
local Block = class("Block")
function Block:ctor(blockId, event, isOpen)
self.blockId = blockId
self.col, self.row = getCrById(self.blockId)
self.isOpen = isOpen and true or false
self.event = event -- 拿到的是引用可以直接更新
end
function Block:isBoss()
if not self.event then return end
return self.event["etype"] == AdvEventType.BOSS
end
--事件有需要额外处理的部分
function Block:open(adv, room)
--如果翻开有数据处理在这里处理
local randomFunc = {}
--怪
randomFunc[AdvEventType.Monster] = function()
self.event.mId = adv.advInfo.enemyId --给怪一个有序id 回合逻辑时使用
adv.advInfo.enemyId = adv.advInfo.enemyId + 1
local enemy = adv.battle:getEnemy(room.roomId, self.blockId)
if enemy then
enemy:unlock(self.event.mId)
else
enemy = adv.battle:addEnemy(room, self)
end
enemy:triggerPassive(Passive.BORN_ONCE)
end
randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
--掉落
randomFunc[AdvEventType.Drop] = function()
self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
end
--交易
randomFunc[AdvEventType.Trader] = function()
local data = csvdb["event_traderCsv"][self.event.id]
self.event.shop = {}
self.event.status = "" --购买次数状态 1 就是购买过了 -- 购买id就是shop索引
for i = 1, 10 do
local numS, rangeS = "num" .. i, "range" .. i
if data[numS] and data[rangeS] then
for j = 1, data[numS] do
table.insert(self.event.shop, data[rangeS]:randWeight(true))
end
else
break
end
end
end
--建筑
randomFunc[AdvEventType.Build] = function()
local data = csvdb["event_buildingCsv"][self.event.id]
self.event.effect = data["range"]:randWeight(true) --随出建筑效果
if self.event.effect[1] == 1 then --获得某道具
local reward = csvdb["event_dropCsv"][self.event.effect[2]]["range"]:randWeight(true)
self.event.effect[2] = reward[1]
self.event.effect[3] = reward[2]
end
end
if self.event then -- 随机出具体的事件
if randomFunc[self.event.etype] then
randomFunc[self.event.etype]()
end
end
self.isOpen = true
end
local Room = class("Room")
function Room:ctor(adv, roomId, csvData, info, isPath)
self.roomId = roomId
self.col, self.row = getCrById(self.roomId)
self.isPath = isPath
self.isBossRoom = false -- boss房间 --击败boss 以后重置为false
self.info = info -- 拿到引用 方便更新advInfo
self.isShow = false
self.blocks = {}
for blockId, _ in pairs(csvData["blocks"]) do
self.blocks[blockId] = Block.new(blockId, info.event[blockId], info.open == 1 or info.open[blockId])
if not self.isPath and self.blocks[blockId]:isBoss() then
self.isBossRoom = true
end
if self.blocks[blockId].isOpen then
self.isShow = true
else
if self.blocks[blockId].event and self.blocks[blockId].event.etype == AdvEventType.In then -- 开放
self.isShow = true
self.blocks[blockId].isOpen = true
self.info.open[blockId] = 1
--入口房间只会在这里首次展示开放 --触发固有技
adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
end
end
end
end
function Room:tranGToL(c, r)
return c - self.col, r - self.row
end
function Room:tranLtoG(c, r)
return c + self.col, r + self.row
end
function Room:getBByGPos(c, r)
local c, r = self:tranGToL(c, r)
return self.blocks[getIdByCr(c, r)]
end
function Room:openBlock(block, adv)
if self.blocks[block.blockId] ~= block then return end
if block.isOpen == true then return end
if self.isBossRoom then
for _, _block in pairs(self.blocks) do
_block:open(adv, self)
end
else
block:open(adv, self)
end
local allOpen = true
for _, _block in pairs(self.blocks) do
if not _block.isOpen then
allOpen = false
break
end
end
if allOpen then
self.info.open = 1
else
self.info.open[block.blockId] = 1
end
adv:scoreChange(AdvScoreType.Block)
if not self.isShow then
self.isShow = true
--首次展示房间
adv:triggerPassive(Passive.ROOM_SHOW, {roomId = self.roomId})
end
end
function Room:clearBEvent(block)
if self.blocks[block.blockId] ~= block then return end
block.event = nil
self.info.event[block.blockId] = nil
end
local Adv = class("Adv")
function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.advInfo = self.owner:getProperty("advInfo") --这个变量置空使用 table.clear
self.advTeam = self.owner:getProperty("advTeam") --这个变量置空使用 table.clear
self:clear()
self.backEvents = {} --发给客户端的事件组
end
-- 清空自己组织的数据
function Adv:clear()
self.rooms = {}
self.cachePassiveEvent = {} -- 在battle 没有创建成功时 触发的被动技信息
self.battle = nil -- 战斗逻辑
end
--关卡通关,非层 score < 0 失败
function Adv:over(success)
local score = self:getScore()
local scoreInfo = self.advInfo.score
local reward
if success then
self.owner:updateProperty({field = "advPass", self.owner:getProperty("advPass"):setv(self.advInfo.chapter, score)})
reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
end
table.clear(self.advInfo) --清空advInfo
self.advTeam.player = nil --重置玩家的数据
self:clear()
self.owner:updateProperty({field = "advItems", value = ""})
self:backEnd(success, score, scoreInfo, reward)
end
function Adv:exit()
self:over(false)
self:saveDB()
end
function Adv:getMapInfo()
if not next(self.advInfo) then return end
return csvdb["mapCsv"][self.advInfo.mapId]
end
function Adv:getMapData()
local mapInfo = self:getMapInfo()
if not mapInfo then return end
return csvdb["map_" .. self:getMapInfo()["path"] .. "Csv"]
end
function Adv:initByInfo()
self:clear()
if not next(self.advInfo) then return end --未初始化的 advInfo
local mapData = self:getMapData()
if not mapData then return end
for roomId, roomName in pairs(mapData["rooms"]) do
if roomName == "path" then
self.rooms[roomId] = Room.new(self, roomId, mapData["path"], self.advInfo.rooms[roomId], true)
else
roomName = roomName:gsub("/", "_")
self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], self.advInfo.rooms[roomId], false)
end
end
self:initBattle()
return true
end
function Adv:triggerPassive(condType, params)
if not self.battle then
table.insert(self.cachePassiveEvent, {condType, params})
else
self.battle:triggerPassive(condType, params)
end
end
function Adv:initBattle()
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
end
self.cachePassiveEvent = {}
end
-- 随机地图
function Adv:initByChapter(chapterId, level, notNotify)
level = level or 1
randomAdvMap(self.owner, chapterId, level, notNotify)
if not next(self.advInfo) then return end
if level > 1 then
self:scoreChange(AdvScoreType.Level)
end
self:initByInfo() --初始化
self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}, notNotify)
end
--获取,某个位置上的 room 和 block
function Adv:getRBByPos(c, r)
for roomId, room in pairs(self.rooms) do
local block = room:getBByGPos(c, r)
if block then
return room, block
end
end
end
function Adv:getAroundBlocks(room, block)
local blocks = {}
local range = {1, -1}
local col, row = room:tranLtoG(block.col, block.row)
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col + add, row)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col, row + add)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
return blocks
end
--随机一个空的位置生成怪, 如果没有就没有
function Adv:addNewMonsterRand(monsterId, where)
local room, block
if where then
room, block = where[1], where[2]
else
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and not block_.event then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return end
local idx = math.randomInt(1, #pool)
room, block = pool[idx][1], pool[idx][2]
end
if not monsterId then
local eventLib = getEventLib(self.advInfo.chapter, self.advInfo.level, AdvEventType.Monster)
if not next(eventLib[AdvEventType.Monster][0]) then return false end
monsterId = math.randWeight(eventLib[AdvEventType.Monster][0], "showup")
end
local event = {etype = AdvEventType.Monster, mId = self.advInfo.enemyId}
self.advInfo.enemyId = self.advInfo.enemyId + 1
event.id = monsterId
block.event = event
room.info.event[block.blockId] = event
self.battle:addEnemy(room, block):triggerPassive(Passive.BORN_ONCE)
return room, block
end
-- 随机翻开 num 个 以开放的房间的 地块
function Adv:openBlockRand(num)
local pool = {}
for _, room in pairs(self.rooms) do
if room.isShow and not room.isPath then
for _, block in pairs(room.blocks) do
if not block.isOpen then
table.insert(pool, {room.roomId, block.blockId})
end
end
end
end
if #pool <= num then
for _, temp in ipairs(pool) do
self:openBlock(temp[1], temp[2])
end
else
for i = 1, num do
local idx = math.randomInt(1, #pool)
self:openBlock(pool[idx][1], pool[idx][2])
table.remove(pool, idx)
end
end
end
-- 打开一个地块
function Adv:openBlock(roomId, blockId)
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
room:openBlock(block, self)
self:backBlockChange(roomId, blockId)
end
-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params)
params = params or {}
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")
for itemId, count in pairs(tgift) do
if count > 0 then
self:scoreChange(AdvScoreType.Item, {itemId, count})
end
local origin = items:getv(itemId, 0)
local nums = origin + count
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
items = items:incrv(itemId, count)
end
end
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
return tgift
end
-- 消耗物品 优先冒险背包 --check 只是检查够不够
function Adv:cost(item, params, check)
local items = self.owner:getProperty("advItems")
local less = {}
local advCost = {}
for itemId, count in pairs(item) do
advCost[itemId] = - math.min(items:getv(itemId, 0), count)
if advCost[itemId] == 0 then
advCost[itemId] = nil
end
local last = items:getv(itemId, 0) - count
if last < 0 then
less[itemId] = -last
end
end
if next(less) and not self.owner:checkItemEnough(less) then return end --不够
if check then return true end
self:award(advCost, params)
self.owner:costItems(less, params)
return true
end
--事件点击处理
local function clickOut(self, room, block, params)
if self:cost({[ItemId.AdvKey] = 1}, {}) then
if self.advInfo.level >= csvdb["adv_chapterCsv"][self.advInfo.chapter].limitlevel then --关卡结束
self:over(true)
else
self:initByChapter(self.advInfo.chapter, self.advInfo.level + 1, true)
self:backNext() --下一关
end
return true
end
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
self.battle:playerAtk(room.roomId, block.blockId)
return true
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
if not chooseData or not chooseData["button".. choose .."cond"] then return end
local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
local checkCond = {
-- 拥有道具
[1] = function()
if self:cost({[cond[2]] = cond[3]}, {}, true) then
return true
end
end,
-- xx角色(todo 队长)
[2] = function()
for slot, heroId in pairs(self.advTeam.heros) do
if self.owner.heros[heroId] then
if self.owner.heros[heroId]:getProperty("type") == cond[2] then
return true
end
end
end
end,
--消灭所有怪
[3] = function()
for _, room in pairs(self.rooms) do
for _, block in pairs(room.blocks) do
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
return
end
end
end
return true
end,
--制定属性 >
[4] = function()
if (self.battle.player[AttsEnumEx[cond[2]]] or 0) > cond[3] then
return true
end
end,
}
assert(not cond[1] or checkCond[cond[1]], "error cond, event_chooseCsv id :" .. block.event.id)
if cond[1] and not checkCond[cond[1]]() then return end
local clearBlock = true
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
if effect[1] == 1 then
local reward = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
effect[2] = reward[1]
effect[3] = reward[2]
end
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
self:addNewMonsterRand(effect[2], {room, block})
clearBlock = false
end,
[4] = function() --无事发生
end
}
assert(doEffect[effect[1]], "error effect, event_chooseCsv id :" .. block.event.id)
doEffect[effect[1]]()
end
if clearBlock then
room:clearBEvent(block)
end
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
local reward = self:award({[block.event.item[1]] = block.event.item[2]})
room:clearBEvent(block)
self:backReward(reward)
return true
end
local function clickTrader(self, room, block, params)
local buyId = params.id
local traderData = csvdb["event_traderCsv"][block.event.id]
if not traderData then return end -- 偷偷改表了
if not block.event.shop or not block.event.shop[buyId] then return end
if (block.event.status or ""):getv(buyId, 0) == 1 then return end -- 买过了
if not self:cost({[traderData.type] = block.event.shop[buyId][3]}, {}) then return end --不够
local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
block.event.status = block.event.status:setv(buyId, 1)
self:backReward(reward)
return true
end
local function clickBuild(self, room, block, params)
local buildData = csvdb["event_buildingCsv"][block.event.id]
if not buildData then return end-- 偷偷改表了
if not block.event.effect then return end -- 没有效果 气人不
local clearBlock = true
local effect = block.event.effect
--todo 效果生效
local doEffect = {
[1] = function() -- 获得某道具N个
self:backReward(self:award({[effect[2]] = effect[3]}, {}))
end,
[2] = function() --获得冒险buff
self.battle.player:addBuff(effect[2])
end,
[3] = function() --发现怪物
self:addNewMonsterRand(effect[2], {room, block})
clearBlock = false
end,
[4] = function() --无事发生
end
}
assert(doEffect[effect[1]], "error effect, event_buildingCsv id :" .. block.event.id)
if not self:cost(buildData.required:toNumMap(), {}) then return end
doEffect[effect[1]]()
if clearBlock then
room:clearBEvent(block)
end
return true
end
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
}
--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)
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
local status = false
local clickEvent = false
if not block.isOpen then
local canOpen = false --如果未开放是否可以开放
local hadMonster = false -- 周围是否有解锁的怪未击败
for _, one in ipairs(self:getAroundBlocks(room, block)) do
local _room, _block = one[1], one[2]
if _block.isOpen then canOpen = true end
if _block.isOpen and _block.event and (_block.event.etype == AdvEventType.BOSS or _block.event.etype == AdvEventType.Monster) then
hadMonster = true
end
end
if canOpen and not hadMonster then --开放
room:openBlock(block, self)
status = true
end
else
clickEvent = true
--点了空地
if not block.event then
return
end
--可点击的事件
if not room.isBossRoom or block.event.etype == AdvEventType.BOSS then
if eventCallFunc[block.event.etype] then
status = eventCallFunc[block.event.etype](self, room, block, params)
end
end
end
if status and (not clickEvent or (not block.event or block.event.etype ~= AdvEventType.Out)) then --出去了就不计算回合了
self:backBlockChange(roomId, blockId)
self:afterRound()
end
self:saveDB()
return status
end
--使用道具产生效果
function Adv:useItem(itemId, count, target)
count = count or 1
local itemData = csvdb["adv_itemCsv"][itemId]
if not itemData then return end
--重置数量
if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
if not self:cost({[itemId] = count}, {}, true) then return true end
--消耗
if itemData["function"] == 0 or itemData["function"] == 1 then
self:cost({[itemId] = count}, {})
end
--生效
if itemData.type == 1 or itemData.type == 0 then --技能
self.battle.player:releaseSkill(itemData.effect, 1, target)
elseif itemData.type == 2 then --掉落
local item = csvdb["event_dropCsv"][itemData.effect]["range"]:randWeight(true)
self:backReward(self:award({[item[1]] = item[2]}, {}))
else
return
end
self:afterRound()
self:saveDB()
return true
end
--使用技能
function Adv:useSkill(skillId, target)
local skillLevel = nil
if skillId > 1000 then return end
for slot, heroId in pairs(self.advTeam.heros) do
if self.owner.heros[heroId] then
if csvdb["unitCsv"][self.owner.heros[heroId]:getSkinId()]["adv"] == skillId then
skillLevel = self.owner.heros[heroId]:getSkillLevel(4)
break
end
end
end
if not skillLevel then return end
local skillData = csvdb["adv_skillCsv"][skillId]
if self.advInfo.power < skillData.cost then return end
self.advInfo.power = self.advInfo.power - skillData.cost
if skillData.target:toArray(true, "=")[1] == 0 then
local enemy = self.battle:getEnemy(target.roomId, target.blockId)
if not enemy then return end
self.battle.player:releaseSkill(skillId, skillLevel, enemy)
else
self.battle.player:releaseSkill(skillId, skillLevel)
end
self:afterRound()
self:saveDB()
return true
end
--敌人死亡
function Adv:enemyDead(roomId, blockId, escape)
local room = self.rooms[roomId]
local block = room.blocks[blockId]
--死了以后掉东西
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then --处理死亡
if block.event.etype == AdvEventType.BOSS then
room.isBossRoom = false
end
if escape then
room:clearBEvent(block)
else
local monsterData = csvdb["event_monsterCsv"][block.event.id]
self:scoreChange(AdvScoreType.Kill, monsterData.type)
local item = block.event.item
if not item then
if block.event.etype == AdvEventType.BOSS then
item = {ItemId.AdvKey, 1}
else
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
end
if item[1] == 0 then
room:clearBEvent(block)
else
table.clear(block.event)
block.event.etype = AdvEventType.Drop
block.event.item = item
end
end
end
self:backBlockChange(roomId, blockId)
end
--cType 0 or nil 值 1 百分比
function Adv:changePower(value, cType)
cType = cType or 0
if cType == 0 then
self.advInfo.power = self.advInfo.power + value
elseif cType == 1 then
self.advInfo.power = self.advInfo.power + self.advInfo.power * value
end
self.advInfo.power = math.floor(math.max(0, self.advInfo.power))
self:pushBackEvent(AdvBackEventType.PowerChange)
end
function Adv:pushBackEvent(btype, params)
table.insert(self.backEvents, {btype = btype, params = params})
end
function Adv:backReward(items)
self:pushBackEvent(AdvBackEventType.Reward, {items = items})
end
-- if is player enemyId is nil
--isMax 是否是改变血量上限
function Adv:backHpChange(enemyId, change, isMax)
self:pushBackEvent(AdvBackEventType.HpChange, {enemyId = enemyId, change = change, isMax = isMax})
end
-- if is player enemyId is nil
function Adv:backAtkChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.AtkChange, {enemyId = enemyId, change = change})
end
-- if is player enemyId is nil
function Adv:backDefChange(enemyId, change)
self:pushBackEvent(AdvBackEventType.DefChange, {enemyId = enemyId, change = change})
end
-- if is player enemyId is nil
function Adv:backBuff(enemyId, buffId, isDel)
self:pushBackEvent(AdvBackEventType.Buff, {enemyId = enemyId, buffId = buffId, isDel = isDel})
end
-- if is player enemyId is nil
function Adv:backSkill(enemyId, skillId, receiver)
self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
end
function Adv:backNext()
self:pushBackEvent(AdvBackEventType.Next, {})
end
function Adv:backEnd(success, score, scoreInfo, reward)
self:pushBackEvent(AdvBackEventType.End, {success = success, score = score, scoreInfo = scoreInfo, reward = reward})
end
function Adv:backBlockChange(roomId, blockId)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId})
end
function Adv:backAtk(enemyId, receiver)
self:pushBackEvent(AdvBackEventType.Atk, {enemyId = enemyId, receiver = receiver})
end
function Adv:backDead(enemyId)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
end
function Adv:scoreChange(scoreType, pms)
local cutTypes = {}
local score = 0
cutTypes[AdvScoreType.Level] = function()
score = globalCsv.adv_score_floor
end
cutTypes[AdvScoreType.Kill] = function()
local chapterData = csvdb["adv_chapterCsv"][self.advInfo.chapter]
score = globalCsv.adv_score_monster[pms] * chapterData["monRatio"]
end
cutTypes[AdvScoreType.Item] = function()
score = csvdb["itemCsv"][pms[1]].adv_score_item * pms[2]
end
cutTypes[AdvScoreType.Hurt] = function()
score = globalCsv.adv_score_hurt * pms
end
cutTypes[AdvScoreType.Block] = function()
score = globalCsv.adv_score_block
end
if cutTypes[scoreType] then
cutTypes[scoreType]()
else
return
end
self.advInfo.score[scoreType] = self.advInfo.score[scoreType] or 0
self.advInfo.score[scoreType] = self.advInfo.score[scoreType] + score
end
function Adv:getScore()
self.advInfo.score[AdvScoreType.Level] = math.floor(self.advInfo.score[AdvScoreType.Level] or 0)
self.advInfo.score[AdvScoreType.Block] = math.floor(self.advInfo.score[AdvScoreType.Block] or 0)
self.advInfo.score[AdvScoreType.Hurt] = math.max(math.floor(self.advInfo.score[AdvScoreType.Hurt] or 0), - (self.advInfo.score[AdvScoreType.Level] + self.advInfo.score[AdvScoreType.Block]))
self.advInfo.score[AdvScoreType.Kill] = math.floor(self.advInfo.score[AdvScoreType.Kill] or 0)
self.advInfo.score[AdvScoreType.Item] = math.floor(self.advInfo.score[AdvScoreType.Item] or 0)
return self.advInfo.score[AdvScoreType.Level] + self.advInfo.score[AdvScoreType.Block] + self.advInfo.score[AdvScoreType.Hurt]
+ self.advInfo.score[AdvScoreType.Kill] + self.advInfo.score[AdvScoreType.Item]
end
function Adv:popBackEvents()
local events = self.backEvents
self.backEvents = {}
return events
end
--回合事件处理
function Adv:afterRound()
if self.battle then
self.battle:afterRound()
end
end
function Adv:saveDB()
if self.battle then
self.battle:getDB()
end
self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam})
end
return Adv