Adv.lua
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local Passive = require "adv.AdvPassive"
local AdvCommon = require "adv.AdvCommon"
local AdvMap = require "adv.AdvMap"
local Adv = class("Adv")
function Adv:ctor(owner)
assert(owner, "Adv instance must have owner(role)")
self.owner = owner
self.maps = {}
self.battle = nil
self.backEvents = {} --发给客户端的事件组
self:initByInfo(self.owner:getProperty("advInfo"))
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.score = advInfo.score or {}
self.lastEnemyId = advInfo.lastEId or 1
self.mapStack = advInfo.mstack or {}
self.maps = {}
for id, map in ipairs(advInfo.maps or {}) do
self.maps[id] = AdvMap.new(self, id, map)
end
self:initBattle()
end
-- 随机新的地图
function Adv:initByChapter(chapterId, level, isToNext, notNotify)
if self.chapterId and chapterId ~= self.chapterId then return end --新的关卡 或者 去到下一层
self.chapterId = chapterId
self.level = level or 1
self.score = self.score or {}
self.lastEnemyId = 1
self.mapStack = {1} -- 最后一个为当前的地图
-- 随机出地图
local mapId = self:randomMapId(chapterId, level)
self.maps = {}
self.maps[1] = AdvMap.new(self, 1, mapId)
if isToNext then
self:scoreChange(AdvScoreType.Level) --增加层级加分
end
self:initBattle()
if not notNotify then
self:saveDB(notNotify)
end
end
function Adv:clear()
self.chapterId = nil
self.level = nil
self.score = {}
self.lastEnemyId = 1
self.mapStack = {}
self.maps = {}
self.battle = nil
end
function Adv:saveDB(notNotify)
local advInfo, advTeam = {}, self.owner:getProperty("advTeam")
if self.chapterId then
advInfo.chapterId = self.chapterId
advInfo.level = self.level
advInfo.score = self.score
advInfo.lastEId = self.lastEnemyId
advInfo.mstack = self.mapStack
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.owner:updateProperties({advInfo = advInfo, advTeam = advTeam}, notNotify)
end
function Adv:initBattle()
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 = {}
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
--关卡通关,非层 score < 0 失败
function Adv:over(success)
local score = self:getScore()
local scoreInfo = self.score
local reward
if success then
local advPass = self.owner:getProperty("advPass")
if self.level > (advPass[self.chapterId] or 0) then
self.owner:changeUpdates({{type = "advPass", field = self.chapterId, value = self.level}})
end
reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
self.owner:checkTaskEnter(self.owner.TaskType.AdvPass, {id = self.chapterId})
end
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:randomMapId(chapterId, level)
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
table.insert(pool, mapId)
end
end
end
if not next(pool) then
error("mapIds is empty!")
return
end
return pool[math.randomInt(1, #pool)]
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:getCurMap():checkOver() then --检查是否可以出去了
if #self.mapStack > 1 then -- 处于夹层中
table.remove(self.mapStack) --退出夹层
self:backLayer()
else --处于底层
if self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel then --关卡结束
self:over(true)
else
self:initByChapter(self.chapterId, self.level + 1, true, true)
self:backNext() --下一关
end
end
return true
end
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 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()
local hero = self.owner.heros[self.owner:getProperty("advTeam").leader]
if hero and hero:getProperty("type") == cond[2] then
return true
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.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:getCurMap():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
block:clear()
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]})
block:clear()
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:getCurMap():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
block:clear()
end
return true
end
local function clickClick(self, room, block, params)
local clickData = csvdb["event_clickCsv"][block.event.id]
if not clickData then return end
local clearBlock = true
local doEffect = {
[1] = function() -- 技能
for _, skillId in ipairs(clickData.effect:toArray(true, "=")) do
self.battle.player:releaseSkill(skillId)
end
end,
[2] = function() -- dropId
local reward = {}
for _, dropId in ipairs(clickData.effect:toArray(true, "=")) do
local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + reward[item[2]]
end
self:backReward(self:award(reward, {}))
end,
}
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)
end
self:backLayer()
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,
[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 = 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(map:getAroundBlocks(room, block)) do
local _room, _block = one[1], one[2]
if _block.isOpen then canOpen = true end
if _block.isOpen and _block:isMonster() then
hadMonster = true
end
end
if canOpen and not hadMonster then --开放
room:openBlock(block)
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:isBoss() then
if eventCallFunc[block.event.etype] then
status = eventCallFunc[block:getEventType()](self, room, block, params)
end
end
end
local needChange = true
if clickEvent and block.event then
if block:getEventType() == AdvEventType.Out 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
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, 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:usePotion(potionId, potionLevel, target)
-- cost
local potionData = csvdb["adv_potionCsv"][potionId][potionLevel]
local enemy = self.battle:getEnemy(target.roomId, target.blockId)
if not enemy then return end
--生效
if potionData.type == 1 or potionData.type == 0 then --技能
self.battle.player:releaseSkill(potionData.effect, enemy)
elseif potionData.type == 2 then --掉落
local item = csvdb["event_dropCsv"][potionData.effect]["range"]:randWeight(true)
self:backReward(self:award({[item[1]] = item[2]}, {}))
else
return
end
self:afterRound()
self:saveDB()
return true
end
--敌人死亡
function Adv:enemyDead(roomId, blockId, escape)
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 monsterData = csvdb["event_monsterCsv"][block.event.id]
self:scoreChange(AdvScoreType.Kill, monsterData.type)
local item = block.event.item
if not item then
local dropData = csvdb["event_dropCsv"][monsterData.dropid]
item = dropData["range"]:randWeight(true)
end
if item[1] == 0 then
block:clear()
else
block:updateEvent({
etype = AdvEventType.Drop,
item = item
})
end
end
end
self:backBlockChange(roomId, blockId)
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
function Adv:backMiss(enemyId)
self:pushBackEvent(AdvBackEventType.Miss, {enemyId = enemyId})
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
-- if is player enemyId is nil
function Adv:backPassive(enemyId, passiveId)
self:pushBackEvent(AdvBackEventType.Passive, {enemyId = enemyId, passiveId = passiveId})
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:backTrap()
self:pushBackEvent(AdvBackEventType.Trap, {})
end
function Adv:backLayer()
self:pushBackEvent(AdvBackEventType.Layer, {})
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.chapterId]
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.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.Block] = math.floor(self.score[AdvScoreType.Block] or 0)
self.score[AdvScoreType.Hurt] = math.max(math.floor(self.score[AdvScoreType.Hurt] or 0), - (self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block]))
self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
self.score[AdvScoreType.Item] = math.floor(self.score[AdvScoreType.Item] or 0)
return self.score[AdvScoreType.Level] + self.score[AdvScoreType.Block] + self.score[AdvScoreType.Hurt]
+ self.score[AdvScoreType.Kill] + self.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
return Adv