Adv.lua
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local Passive = require "adv.AdvPassive"
local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
local Buff = require "adv.AdvBuff"
local Adv = class("Adv")
local AdvTask = import(".AdvTask") --任务相关数据搞出去
AdvTask.bind(Adv)
function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
self.shopStatus = {}
self.battle = nil
self.backEvents = {} --发给客户端的事件组
self.advTask = self.owner:getProperty("advTask")
self.advMTask = self.owner:getProperty("advMTask")
self.advTaskChange = false -- 任务改变才更新
self:initByInfo(self.owner:getProperty("advInfo"))
end
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
--初始化adv 信息
function Adv:initByInfo(advInfo)
if not next(advInfo) then return end --还没有 开始新地图
self.chapterId = advInfo.chapterId
self.level = advInfo.level or 1
self.round = advInfo.round or 0
self.score = advInfo.score or {}
self.isRelay = advInfo.isRelay
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
self.lchoose = advInfo.lch or {}
self.waitArtifact = advInfo.waitAF
self.cacheUnlock = advInfo.cacheUnlock or {}
self.shopStatus = advInfo.shopStatus or {}
self.support = advInfo.support or {}
self.logid = advInfo.logid or "auto"
self.maps = {}
for id, map in ipairs(advInfo.maps or {}) do
self.maps[id] = AdvMap.new(self, id, map)
end
self:initBattle()
end
-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId)
level = level or self.level
chapterId = chapterId or self.chapterId
if level == 1 then return end
local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
for _, campsite in ipairs(campsiteCsv) do
if campsite.floor == level then
return campsite
end
end
return nil
end
-- 随机新的地图
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
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
self.level = level or 1
self.round = 0
self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
self.lchoose = self.lchoose or {}
self.cacheUnlock = self.cacheUnlock or {}
self.shopStatus = self.shopStatus or {}
self.support = self.support or {}
self.battle = nil -- 清掉 老的 battle
self.logid = self.owner:getActionUcode()
if isEnter then -- 把 支援效果初始化为易用用的形式
self:initSupport(support or {})
self.owner:setProperty("advLimit", {}) -- 清掉 Limit
end
-- 随机出地图
local mapId, relayData
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
else
mapId = self:randomMapId(chapterId, level)
end
end
self.isRelay = isRelay
local isNewRelay = false
if self.isRelay then -- 中继层
local advRelay = self.owner:getProperty("advRelay")
local chapter = self:isEndless() and -1 or self.chapterId
if not (advRelay[chapter] or {})[self.level] then
isNewRelay = true
advRelay[chapter] = advRelay[chapter] or {}
advRelay[chapter][self.level] = 1
self.owner:updateProperty({field = "advRelay", value = advRelay})
end
end
self.maps = {}
self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
self:initBattle(true)
self:initLayerTask()
-- 支援效果生效一些
self:activeSomeSupport()
self:checkTask(Adv.TaskType.Arrive)
self:checkAdvUnlock(1, self.level)
if isToNext then
self.battle.player:afterLayer() -- 玩家的buff 清理一下
end
-- 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
-- 中继进入奖励
if relayData and isEnter then
self:awardRelay(relayData, notNotify)
end
if not notNotify then
self:saveDB(notNotify)
end
end
function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
self.round = 0
self.lastEnemyId = 1
self.mapStack = {}
self.lchoose = {}
self.maps = {}
self.battle = nil
self.waitArtifact = nil
self.isRelay = nil
self.cacheUnlock = {}
self.shopStatus = {}
self.support = {}
end
function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
if self:isRunning() then
advInfo.chapterId = self.chapterId
advInfo.level = self.level
advInfo.round = self.round
advInfo.score = self.score
advInfo.isRelay = self.isRelay
advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
advInfo.lch = self.lchoose
advInfo.waitAF = self.waitArtifact
advInfo.cacheUnlock = self.cacheUnlock
advInfo.shopStatus = self.shopStatus
advInfo.support = self.support
advInfo.logid = self.logid
advInfo.maps = {}
self.battle:saveDB()
for id , map in ipairs(self.maps) do
advInfo.maps[id] = map:getDB()
end
advTeam.player = self.battle.player:getDB()
else
advTeam.player = nil
end
self:updateTask(notNotify)
self:updateAchievement(notNotify)
self.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
end
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
function Adv:initSupport(supports)
self.support = {}
local supportEffect = {}
-- 获得道具 1=道具id=道具数量
supportEffect[1] = function(_, itemId, num)
self.support[1] = self.support[1] or {}
self.support[1][itemId] = (self.support[1][itemId] or 0) + num
end
-- 获得mapbuff 2=mapbuffid
supportEffect[2] = function(_, buffId)
self.support[2] = self.support[2] or {}
table.insert(self.support[2], buffId)
end
-- 获得mappassive 3=mappassive
supportEffect[3] = function(_, passiveId)
self.support[3] = self.support[3] or {}
table.insert(self.support[3], passiveId)
end
-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[4] = function(_, etype, id, num)
self.support[4] = self.support[4] or {}
self.support[4][etype] = self.support[4][etype] or {}
self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
end
-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
supportEffect[5] = function(_, etype, id, num)
self.support[5] = self.support[5] or {}
self.support[5][etype] = self.support[5][etype] or {}
self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
end
-- 获得随机神器 6=数量
supportEffect[6] = function(_, num)
self.support[6] = (self.support[6] or 0) + num
end
-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
supportEffect[7] = function(_, num)
self.support[7] = (self.support[7] or 0) + num
end
for _, supportId in ipairs(supports) do
local supportData = csvdb["adv_supportCsv"][supportId]
for _, effect in ipairs(supportData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if supportEffect[cur[1]] then
supportEffect[cur[1]](table.unpack(cur))
end
end
end
end
function Adv:activeSomeSupport()
-- 奖励物品
if self.support[1] then
self:award(self.support[1], {log = {desc = "support"}})
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)
self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
table.remove(pool, idx)
end
self.support[6] = nil
end
self:supportChooseArtifact()
end
function Adv:supportChooseArtifact()
-- 加 三选一 神器
if self.support[7] then
if self.support[7] > 0 then
self:waitChooseArtifact()
end
self.support[7] = self.support[7] - 1
if self.support[7] <= 0 then
self.support[7] = nil
end
end
end
function Adv:supportFirstLayerAddEvent()
if self.support[4] then
local temp = self.support[4]
self.support[4] = nil
return temp
end
end
function Adv:supportEveryLayerAddEvent()
return self.support[5]
end
function Adv:isRunning()
if self.chapterId then return true end
return false
end
-- 强制结束
function Adv:forceOver(notNotify)
if self:isRunning() then
local advTeam = self.owner:getProperty("advTeam")
advTeam.player = nil
local reward = self.owner:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
end
self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
self:clear()
self.owner:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
end
end
-- 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
self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
end
end
function Adv:clearAdvUnlockCache()
local reward = {}
for _, itemId in ipairs(self.cacheUnlock) do
reward[itemId] = 1
end
if next(reward) then
self.owner:award(reward, {log = {desc = "advUnlock", int1 = self.chapterId}})
end
self.cacheUnlock = {}
end
function Adv:initBattle(notDb)
self.battle = require("adv.AdvBattle").new(self)
for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
self.battle:triggerPassive(passiveC[1], passiveC[2])
end
self.cachePassiveEvent = {}
-- after init battle
for idx, map in pairs(self.maps) do
map:initBattleAfter()
end
--下层
if notDb and self.level ~= 1 then
self.battle.player:attrChangeCondBuffCheck(1)
end
end
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
end
function Adv:getCurMap()
return self.maps[self.mapStack[#self.mapStack]]
end
function Adv:getCurMapIdx()
return self.mapStack[#self.mapStack]
end
function Adv:getRoom(roomId, mapIdx)
mapIdx = mapIdx or self:getCurMapIdx()
local map = self.maps[mapIdx]
if map then
return map.rooms[roomId]
end
end
function Adv:getBlock(roomId, blockId, mapIdx)
local room = self:getRoom(roomId, mapIdx)
if room then
return room.blocks[blockId]
end
end
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)
self:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)
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
if not params.isChoose then
self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
end
end
function Adv:addArtifactEffect(effect)
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
function Adv:delArtifactEffect(effect)
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")
if id == -1 then
if not advAFWear[slot] then return end
else
if not advAFGet[id] then return end
end
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
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)
end
end
end
else
id = nil
end
self:mylog({desc = "wearArtifact", int1 = id})
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
})
self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
return true
end
-- 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
function Adv:artifactLevelUp(id, level)
level = level or 1
local advAFGet = self.owner:getProperty("advAFGet")
if not advAFGet[id] then return end
local advAFWear = self.owner:getProperty("advAFWear")
local curWear = {}
for _, _id in pairs(advAFWear) do
curWear[_id] = 1
end
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
self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
local status = 0
if curWear[id] then -- 穿着呢
local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
local newData = csvdb["adv_artifactCsv"][id][newLv]
self:delArtifactEffect(oldData.effect)
self:addArtifactEffect(newData.effect)
status = 1
end
self.owner:changeUpdates({{type = "advAFGet", field = id, value = newLv}})
self:checkAchievement(Adv.AchievType.MWeaponLv, 1, id, newLv)
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
if #pool == 0 then
self:award({[ItemId.AdvPoint] = 48}, {log = {desc = "chooseArtifact"}})
else
for i = 1, math.min(count, #pool) do
local idx = math.randomInt(1, #pool)
table.insert(chooses, pool[idx])
table.remove(pool, idx)
end
self.waitArtifact = chooses
self:backChooseArtifact()
end
end
function Adv:isWaitChooseArtifact()
return self.waitArtifact
end
function Adv:chooseArtifact(index)
if not self.waitArtifact or not self.waitArtifact[index] then return end
self:award({[self.waitArtifact[index]] = 1}, {log = {desc = "chooseArtifact"}, isChoose = true})
self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})
self.waitArtifact = nil
-- 支援效果继续选择
self:supportChooseArtifact()
return true
end
function Adv:isEndless()
return AdvCommon.isEndless(self.chapterId)
end
function Adv:getCurFloorData()
local chapter = self.chapterId % 100
return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
end
--关卡结束
function Adv:over(success, rewardRatio, overType)
if success then
rewardRatio = rewardRatio or 100
overType = overType or 0
else
rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
overType = overType or -1
end
local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
-- 扣除的东西给积分
local addScore = 0
for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
local itemCsv = csvdb["itemCsv"][itemId]
if not itemCsv then
print("ERROR: no itemId in ItemCsv : ", itemId)
elseif itemCsv.type == ItemType.AdvItem then
addScore = addScore + count * itemCsv.advScore
end
end
self:scoreChange(AdvScoreType.ItemBack, addScore)
local score = self.owner:fixAdvScoreChange(self:getScore())
local scoreInfo = self.score
local scoreReward = math.floor(score / chapterData.scoreAward)
self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})
-- 被动技会影响奖励
self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
local reward = {}
for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
local itemCsv = csvdb["itemCsv"][itemId]
if not itemCsv then
print("ERROR: no itemId in ItemCsv : ", itemId)
elseif itemCsv.type ~= ItemType.AdvItem then
reward[itemId] = math.ceil(count * rewardRatio / 100)
end
end
reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})
local backAdvCount
if not self:isEndless() then
backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) * globalCsv.adv_daily_count_back_radio
self.owner:changeAdvCount(-backAdvCount)
end
if success then
self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
if not self:isEndless() and self.level >= chapterData.limitlevel then
self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
end
local roleId = self.owner:getProperty("id")
local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
if score > oldMaxScore then
local team = self.owner:getProperty("advTeam")
local curInfo = {
name = self.owner:getProperty("name"),
headId = self.owner:getProperty("headId"),
lv = self.owner:getProperty("level"),
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)
end
-- 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)
end
end
self:clearAdvUnlockCache()
self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
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
})
local chapterId = self.chapterId
self:clear()
self.owner:checkTaskEnter("AdvScore", {score = score})
self.owner:updateProperties({
advItems = "",
advAFGet = {},
advAFWear = {},
})
self:pushBackEvent(AdvBackEventType.End, {
success = success,
score = score,
scoreInfo = scoreInfo,
reward = reward,
type = overType,
scoreAward = scoreReward,
chapterId = chapterId,
backAdvCount = backAdvCount,
})
end
function Adv:exit()
self:over(false)
self:saveDB()
end
function Adv:randomMapId(chapterId, level)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then
error("chapterId " .. chapterId .. " dont exist!")
return
end
if AdvCommon.isEndless(chapterId) then
level = AdvCommon.getEndlessDataLv(chapterId, level)
else
if level > chapterData.limitlevel then
error("level overflow!")
return
end
end
--随出地图Id
local raw_pool = chapterData.mapid:toArray(true, "=")
local lastMapIds = {}
for id, map in ipairs(self.maps or {}) do
lastMapIds[map.mapId] = 1
end
local pool = {}
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
pool[mapId] = {showup = temp.showup}
end
end
end
if not next(pool) then
error("mapIds is empty!")
return
end
return math.randWeight(pool, "showup")
end
-- log long1 字段被征用!!!
-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params, backRewardParams)
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")
local oldItems = items
local autoUse = {}
for itemId, count in pairs(tgift) do
if count > 0 then
local buffAdd = self.battle.player:getRewardChange(itemId)
count = math.floor(math.max(0, (count + buffAdd[0]) * (1 + buffAdd[1]))) --附加 buff 的影响
self:checkTask(Adv.TaskType.Item, count, itemId)
self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
end
tgift[itemId] = count
if globalCsv.adv_auto_useItem[itemId] and count > 0 then
autoUse[itemId] = count
else
local origin = items:getv(itemId, 0)
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
else
if nums <= 0 then
items = items:delk(itemId)
nums = 0
else
items = items:setv(itemId, nums)
end
if itemId == 16 and not self.owner:checkOverGuide(51,4) then
self.owner:saveGuide(51,4)
end
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
else
print("addAdvItem no log ", debug.traceback())
end
end
end
end
if items ~= oldItems then
self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
end
if tgift[ItemId.OldCoin] then
self.battle.player:attrChangeCondBuffCheck(0)
end
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
return tgift
end
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
self.owner:finishGuide(53)
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
-- 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)
if next(less) then
self.owner:costItems(less, params)
end
return true
end
--事件点击处理
local function clickOut(self, room, block, params, isExit)
if self:getCurMap():checkOver() then --检查是否可以出去了
if isExit then
self:over(true)
return true
end
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
self:backLayer(-1)
else --处于底层
local advPass = self.owner:getProperty("advPass")
if self:isEndless() then
-- 刷新最高层
if self.owner:getProperty("advElM") < self.level then
self.owner:updateProperty({field = "advElM", value = self.level})
end
else
if self.level > (advPass[self.chapterId] or 0) then
self.owner:changeUpdates({{type = "advPass", field = self.chapterId, value = self.level}})
end
end
self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
self:checkAdvUnlock(2, self.level)
local curFloorData = self:getCurFloorData()
if not self.isRelay then
self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
end
if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
self:over(true)
else
self.battle.player:triggerPassive(Passive.DOWN_LAYER)
if curFloorData then
self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
end
local isHaveRelay = self:isHaveRelay(self.level)
self.owner:getProperty("advTeam").player = self.battle.player:getDB() -- 临时缓存住 battle 的player
if isHaveRelay and not self.isRelay then
self:initByChapter({
chapterId = self.chapterId,
level = self.level,
isToNext = true,
notNotify = true,
isRelay = true,
})
else
self:mylog({desc = "pass"})
self:initByChapter({
chapterId = self.chapterId,
level = self.level + 1,
isToNext = true,
notNotify = true,
})
end
self:backNext() --下一关
end
end
return true
end
end
local function clickExit(self, room, block, params)
return clickOut(self, room, block, params, true)
end
--战斗 普通攻击
local function clickMonster(self, room, block, params)
self.battle:battleBegin(room.roomId, block.blockId, params)
return true
end
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
local conds = chooseData["button".. choose .."cond"]:toTableArray(true)
local checkCond = {
-- 没有条件
[0] = function()
return true
end,
-- 拥有道具
[1] = function(_, itemId, count)
if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
return true
end
end,
-- xx角色(todo 队长)
[2] = function(_, heroType)
for slot, heroId in pairs(self.owner:getProperty("advTeam").heros) do
local hero = self.owner.heros[heroId]
if hero and hero:getProperty("type") == heroType then
return true
end
end
end,
--消灭所有怪
[3] = function()
for _, room in pairs(self:getCurMap().rooms) do
for _, block in pairs(room.blocks) do
if block:isMonster() then
return
end
end
end
return true
end,
--制定属性
[4] = function(_, attrType, value)
if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
return true
end
end,
-- 提交一个物品
[5] = function (_, itemId, count)
if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
self:backCost({[itemId] = count})
return true
end
end,
-- sp 到达指定值
[6] = function(_, value)
if self.battle.player.sp >= value then
self.battle.player:changeSp(-value)
return true
end
end,
--7=拥有指定buff指定层数
[7] = function(_, buffId, layer)
local buff = self.battle.player:getBuffById(buffId)
if buff and buff:getLayer() >= layer then
return true
end
end,
--8=拥有x神器
[8] = function(_, artifactId)
return self:isHaveArtifact(artifactId)
end,
-- 9 = 生命值大于x%
[9] = function (_, value)
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
end,
-- 10 = 未获得x神器
[10] = function(_, artifactId)
return not self:isHaveArtifact(artifactId)
end,
-- 11 = 地图上没有指定id 的怪
[11] = function(_, monsterId)
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
return true
end,
-- 12 = 地图上没有指定id 的建筑
[12] = function(_, buildId)
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
return true
end,
-- 13 = 地图上没有指定的 选择点
[13] = function(_, chooseId)
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
return true
end,
}
for _, cond in ipairs(conds) do
assert(not cond[1] or checkCond[cond[1]], "error cond, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
if cond[1] and not checkCond[cond[1]](table.unpack(cond)) then return end
end
local clearBlock = chooseData.keep ~= 1
local effects = chooseData["button".. choose .."effect"]:toTableArray(true)
for _, effect in ipairs(effects) do
local doEffect = {
[1] = function() -- 获得某道具N个
local count = effect[3] or 1
local reward = {}
for i = 1, count do
local dropData = csvdb["event_dropCsv"][effect[2]]
if dropData then
local item = dropData["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
else
skynet.error(string.format("[ERROR]: event_dropCsv no id %s in %s id: %s", effect[2], tag, chooseData.id))
end
end
self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, {roomId = room.roomId, blockId = block.blockId})
end,
[2] = function() --获得冒险buff
local layer = effect[3] or 1
for i = 1, layer do
self.battle.player:addBuff(effect[2])
end
end,
[3] = function() --发现怪物
self:getCurMap():addNewMonsterRand(effect[2], {room, block})
self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
clearBlock = false
end,
[4] = function() --无事发生
end,
[5] = function() --5=属性枚举=数值;直接增加玩家属性
local attr
if effect[3] == 0 then
attr = "sp"
else
attr = AttsEnumEx[effect[3]]
if not AdvAttsEnum[attr] then return end
end
self.battle.player:addBaseAttr(attr, effect[4], effect[2])
end,
[6] = function() -- 商店
block:updateEvent({
etype = AdvEventType.Trader,
id = effect[2]
})
self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
clearBlock = false
end,
[7] = function() -- 建筑
block:updateEvent({
etype = AdvEventType.Build,
id = effect[2]
})
clearBlock = false
end,
[8] = function() -- 选择
block:updateEvent({
etype = AdvEventType.Choose,
id = effect[2]
})
clearBlock = false
end,
[9] = function() -- click
block:updateEvent({
etype = AdvEventType.Click,
id = effect[2]
})
clearBlock = false
end,
[10] = function() -- 陷阱
block:updateEvent({
etype = AdvEventType.Trap,
id = effect[2]
})
clearBlock = false
end,
[11] = function() -- 获得神器
self:waitChooseArtifact() --等待获取神器
end,
[12] = function()
-- buffId
local targers = self.battle.player:getTeam(2, nil, nil, true)
for _, target in pairs(targers) do
target:addBuff(effect[2])
end
end,
[13] = function() -- 显示地图
self:getCurMap():showMap()
self:backMapShow()
end,
[14] = function() -- 指定地块召唤 指定类型的id
local change = self:getCurMap():layEventToStage(effect[2], effect[3], effect[4], effect[5])
for _, one in ipairs(change) do
self:backBlockChange(one[1].roomId, one[2].blockId)
end
end,
[15] = function() -- 移除指定事件
local change = self:getCurMap():clearEventById(effect[2], effect[3], effect[4])
for _, one in ipairs(change) do
self:backBlockChange(one[1].roomId, one[2].blockId)
end
end,
[16] = function() -- 指定事件转移
local change = self:getCurMap():eventChangeToOther(effect[2], effect[3], effect[4], effect[5], effect[6])
for _, one in ipairs(change) do
self:backBlockChange(one[1].roomId, one[2].blockId)
end
end,
}
assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. (block.event and block.event.id or 0) .. "effect " .. effect[1])
doEffect[effect[1]]()
end
self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分
return true, clearBlock
end
local function clickChoose(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_chooseCsv"][block.event.id]
local oldId = block.event.id
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
if not status then return end
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)
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]
local lcId = block.event.id
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
if not status then return end
-- 完成统计次数
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
self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
local advStoryB = self.owner:getProperty("advStoryB")
advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
self.owner:setProperty("advStoryB", advStoryB)
local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter) -- 检查故事对应章节
self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分
self:checkAdvUnlock(4, startId)
self.lchoose.cur = self.lchoose.cur or {}
table.insert(self.lchoose.cur, {lcId, choose})
self:pushBackEvent(AdvBackEventType.LinkChooseOver, self.lchoose.cur)
self.lchoose.cur = nil
else
self.lchoose.ing = lcId + 1 --后面会出现后继事件
self.lchoose.cur = self.lchoose.cur or {}
table.insert(self.lchoose.cur, {lcId, choose})
end
if clearBlock then
block:clear()
end
return true
end
local function clickDrop(self, room, block, params)
local reward = {}
if not block.event.item then return end
if not self.battle or not self.battle.player then return end
self.battle.player:triggerPassive(Passive.CLICK_DROP)
local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}}, {roomId = room.roomId, blockId = block.blockId})
if block.event.item[1] == 5020 and not self.owner:checkOverGuide(53,2) then
self.owner:saveGuide(53,2)
end
block:clear()
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 false, 1 end -- 偷偷改表了
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
local buyCount = #((block.event.status or ""):toArray())
if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end
local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
if not goodsData then return false, 5 end
local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
if not self:cost({[goodsData.currency] = costCount}, {log = {desc = "clickTrader", int1 = block.event.id}}) then return false, 6 end --不够
self:backCost({[goodsData.currency] = costCount})
self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
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
block.event.status = block.event.status:setv(buyId, 1)
buyCount = buyCount + 1
self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
block:clear()
end
return true
end
local function clickBuild(self, room, block, params)
local choose = params.choose
local chooseData = csvdb["event_buildingCsv"][block.event.id]
local oldId = block.event.id
local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
if not status then return end
self:checkTask(Adv.TaskType.Build, 1, oldId)
self:checkAchievement(Adv.AchievType.Build, 1, oldId)
self:checkAchievement(Adv.AchievType.BuildBySelect, 1, oldId, choose)
if clearBlock then
block:clear()
end
return true
end
local function clickClick(self, room, block, params)
local clickData = csvdb["event_clickCsv"][block.event.id]
local oldId = block.event.id
if not clickData then return end
local clearBlock = true
local doEffect = {
[1] = function() -- 技能
for _, skillId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:releaseSkill(skillId)
end
end,
[2] = function() -- dropId
local reward = {}
for _, dropId in ipairs(clickData.effect:toArray(true, "=")) do
local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
end
self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}, {roomId = room.roomId, blockId = block.blockId})
end,
[3] = function()
for _, buffId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:addBuff(buffId)
end
end,
}
assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
doEffect[clickData.type]()
self:checkTask(Adv.TaskType.Click, 1, oldId)
if clearBlock then
block:clear()
end
return true
end
local function clickLayer(self, room, block, params)
if block.event.mapIdx then
table.insert(self.mapStack, block.event.mapIdx) --进入夹层
else
--生成夹层
local mapId = csvdb["event_layerCsv"][block.event.id].effect
local mapIdx = #self.maps + 1
block.event.mapIdx = mapIdx
table.insert(self.mapStack, mapIdx)
self.maps[mapIdx] = AdvMap.new(self, mapIdx, mapId)
self.battle:initMapEnemys(mapIdx, true)
self.battle:initMapEffect(true)
self.maps[mapIdx]:initBattleAfter()
self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
end
self:backLayer(1)
return true
end
local eventCallFunc = {
[AdvEventType.Out] = clickOut,
[AdvEventType.InOut] = clickOut,
[AdvEventType.Exit] = clickExit,
[AdvEventType.BOSS] = clickMonster,
[AdvEventType.Monster] = clickMonster,
[AdvEventType.Choose] = clickChoose,
[AdvEventType.LinkChoose] = clickLinkChoose,
[AdvEventType.Drop] = clickDrop,
[AdvEventType.Trader] = clickTrader,
[AdvEventType.Build] = clickBuild,
[AdvEventType.Click] = clickClick,
[AdvEventType.Layer] = clickLayer,
}
--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 map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
if not block then return end
local status, errorCode = false, nil
local clickEvent = false
local function checkAroundBlocks(ignoreGuard)
local canOpen = false --如果未开放是否可以开放
for _, one in ipairs(map:getAroundBlocks(room, block)) do
local _room, _block = one[1], one[2]
if not ignoreGuard and _block:isGuard() then
if _block:isMonster() then
local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
return false
end
else
return false
end
elseif _block:isWalk() then
canOpen = true
end
end
return canOpen
end
if not block.isOpen then
if self.isRelay or checkAroundBlocks() then --开放
self:getCurMap():openBlock(roomId, blockId, true, true)
if self.isRelay and self:getCurMap():isAllOpen() then -- 发放翻开的奖励
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
status = true
end
else
clickEvent = true
--点了空地
if not block.event then
return
end
if block:isHinder() then
if not checkAroundBlocks(true) then return end
end
--可点击的事件
if not room.isBossRoom or block:isBoss() then
if eventCallFunc[block.event.etype] then
status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
end
end
end
local needChange = true
if clickEvent and block.event then
if block:getEventType() == AdvEventType.Out
or block:getEventType() == AdvEventType.InOut
or block:getEventType() == AdvEventType.Layer
or block:getEventType() == AdvEventType.Exit then
needChange = false
end
end
if status and needChange then --出去了就不计算回合了
self:backBlockChange(roomId, blockId)
self:afterRound()
end
self:saveDB()
return status, errorCode
end
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
elseif activeData.usetype == 4 then -- 没有目标 全体成员
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)
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
end
for _, target in ipairs(targers) do
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
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,
})
self:backBlockChange(target.room.roomId, target.blockId)
self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
end
end
return true
end
-- 3=monster_id:替换怪物,仅使用方式为2时生效
doActiveEffect[3] = function(_, monsterId)
for _, target in ipairs(targers) do
if not target.lock and not target.isDead then
self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
self:backBlockChange(target.roomId, target.blockId)
self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
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
target:kill()
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
self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
end
return true
end
-- 9: 给玩家增加buff
doActiveEffect[9] = function(_, buffId)
self.battle.player:addBuff(buffId, self.battle.player)
return true
end
--10: 立刻结算 按比例返还
doActiveEffect[10] = function(_, rewardRatio)
self:over(true, rewardRatio, 1)
return true
end
--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
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
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
-- 地图上物品变化
function Adv:mapItemChange(ctype)
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)
local clist = csvdb["transform_itemCsv"][ctype]
if clist then
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)
end
end
end
end
end
--敌人死亡
function Adv:enemyDead(enemy, escape)
local roomId, blockId = enemy.roomId, enemy.blockId
local map = self:getCurMap()
local room = self:getRoom(roomId)
local block = self:getBlock(roomId, blockId)
if not block then return end
--死了以后掉东西
if block:isMonster() then --处理死亡
if block:isBoss() then
room.isBossRoom = false
end
if escape then
block:clear()
else
local enemyId = block.event.id
local monsterData = csvdb["event_monsterCsv"][enemyId]
if block:isBoss() then
self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
else
self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
end
-- local changeV = self.battle.player:addExp(monsterData.exp)
-- self:backDead(enemyId, changeV)
self:backDead(enemyId)
local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
if toClick then
toClick = toClick:effect()
end
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
end
end
end
-- 这些奖励可能会有被动加成
self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})
-- 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
-- 清空当前的格子
block:clear()
-- 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
end
-- 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
end
self:checkTask(Adv.TaskType.Kill, 1, enemyId)
self:checkTask(Adv.TaskType.KillAll)
self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)
self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)
if monsterData.type == 2 then
self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
self:checkAchievement(Adv.AchievType.KillBoss, 1, enemyId)
self:checkAchievement(Adv.AchievType.KillBossWithBuff, 1)
self:checkAchievement(Adv.AchievType.KillBossNoBuff, 1)
self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
elseif monsterData.type == 3 then
self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
end
end
end
self:backBlockChange(roomId, blockId)
end
function Adv:pushBackEvent(btype, params)
table.insert(self.backEvents, {btype = btype, params = params})
end
--[=[
tag
1 自动拾取
--]=]
function Adv:backReward(items, params)
params = params or {}
self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
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:backBlockChange(roomId, blockId, itemChangeType)
self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
end
function Adv:backDead(enemyId)
self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
end
function Adv:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
function Adv:backLayer(status)
self:pushBackEvent(AdvBackEventType.Layer, {status = status})
end
function Adv:backMapShow()
self:pushBackEvent(AdvBackEventType.MapShow, {})
end
function Adv:backChooseArtifact()
self:pushBackEvent(AdvBackEventType.ChooseArtifact, {})
end
function Adv:backCost(items)
self:pushBackEvent(AdvBackEventType.Cost, {items = items})
end
--[=[
tag
1 自动使用
--]=]
function Adv:backUse(items, tag)
self:pushBackEvent(AdvBackEventType.Use, {items = items, tag = tag})
end
function Adv:scoreChange(scoreType, score)
self.score[scoreType] = self.score[scoreType] or 0
self.score[scoreType] = self.score[scoreType] + score
end
function Adv:getScore()
self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
self.score[AdvScoreType.Task] = math.floor(self.score[AdvScoreType.Task] or 0)
self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
self.score[AdvScoreType.KillBoss] = math.floor(self.score[AdvScoreType.KillBoss] or 0)
self.score[AdvScoreType.ItemBack] = math.floor(self.score[AdvScoreType.ItemBack] or 0)
self.score[AdvScoreType.Event] = math.floor(self.score[AdvScoreType.Event] or 0)
self.score[AdvScoreType.Story] = math.floor(self.score[AdvScoreType.Story] or 0)
return self.score[AdvScoreType.Level]
+ self.score[AdvScoreType.Task]
+ self.score[AdvScoreType.Kill]
+ self.score[AdvScoreType.KillBoss]
+ self.score[AdvScoreType.ItemBack]
+ self.score[AdvScoreType.Event]
+ self.score[AdvScoreType.Story]
end
function Adv:popBackEvents()
local events = self.backEvents
self.backEvents = {}
return events
end
--回合事件处理
function Adv:afterRound()
self.round = self.round + 1
if self.battle then
self.battle:afterRound()
end
end
return Adv