AdvMap.lua
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local Room = require "adv.AdvRoom"
local Passive = require "adv.AdvPassive"
local AdvCommon = require "adv.AdvCommon"
-- 一层地图
local Map = class("AdvMap")
-- 内部方法声明
local createMap, getEventLib
function Map:ctor(adv, mapIdx, mapInfo)
self.adv = adv
if type(mapInfo) == "number" then -- mapInfo 传入 id
mapInfo = createMap(self, mapInfo) -- 生成地图
end
if not mapInfo then return end
self.mapIdx = mapIdx
self.mapId = mapInfo.mapId
self.rooms = {}
self:loadRooms(mapInfo.rooms)
end
function Map:loadRooms(rooms)
local mapData = csvdb["map_" .. csvdb["mapCsv"][self.mapId]["path"] .. "Csv"]
for roomId, roomName in pairs(mapData["rooms"]) do
if roomName == "path" then
self.rooms[roomId] = Room.new(self, roomId, mapData["path"], rooms[roomId], true)
else
roomName = roomName:gsub("/", "_")
self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], rooms[roomId], false)
end
end
end
function Map:getDB()
local map = {}
map.mapId = self.mapId
map.rooms = {}
for roomId, room in pairs(self.rooms) do
map.rooms[roomId] = room:getDB()
end
return map
end
--结束本层的时候调用
function Map:checkOver()
local mapCsv = csvdb["mapCsv"][self.mapId]
if mapCsv.clearType == 1 then -- 消耗
if self.adv:cost(mapCsv.clear:toNumMap()) then return true end
elseif mapCsv.clearType == 2 then -- 杀光
if #self.adv.battle.player:getTeam(2) == 0 then return true end
elseif mapCsv.clearType == 3 then -- 持有
if self.adv:cost(mapCsv.clear:toNumMap(), {}, true) then return true end
else
return true
end
end
--随机一个空的位置生成怪, 如果没有就没有
function Map: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, 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.adv.lastEnemyId}
self.adv.lastEnemyId = self.adv.lastEnemyId + 1
event.id = monsterId
block:updateEvent(event)
self.adv.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 Map: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 Map: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
--获取,某个位置上的 room 和 block
function Map: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 Map: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
-----------------------------随机地图-----------------------------
createMap = function(self, mapId)
local mapInfo = {}
mapInfo.rooms = {}
mapInfo.mapId = mapId
local mapCsvData =csvdb["mapCsv"][mapId]
local mapData = csvdb["map_" .. mapCsvData["path"] .. "Csv"]
if not mapData then
error("mapId " .. mapId .. " dont exist!")
return
end
--事件随机
local eventLib = getEventLib(self) -- 同时记录出现次数
local monsterEvents = {} --处理钥匙掉落
local haveBoss = false
local haveLChoose = false
local function randomEvent(roomId, blockId, eventType)
if mapInfo.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 not event.id then return false end
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
randomFunc[AdvEventType.LinkChoose] = function()
if haveLChoose then return false end
if self.adv.lchoose.ing then -- 有正在进行的
event.id = self.adv.lchoose.ing
self.adv.lchoose.ing = nil
else
if randomCommon() == false then
return false
end
end
haveLChoose = 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
--陷阱
randomFunc[AdvEventType.Trap] = randomCommon
--点击生效
randomFunc[AdvEventType.Click] = randomCommon
--跨层点
randomFunc[AdvEventType.Layer] = randomCommon
--层级任务
randomFunc[AdvEventType.Task] = randomCommon
if randomFunc[etype] then
if randomFunc[etype]() ~= false then
if mapCsvData.clearType == 1 and etype == AdvEventType.BOSS then
event.item = mapCsvData.clear:toArray(true, "=")
end
mapInfo.rooms[roomId]["event"][blockId] = event
end
end
end
local stagePool = {["global"] = {}}
for roomId, roomName in pairs(mapData["rooms"]) do
stagePool[roomId] = {}
mapInfo.rooms[roomId] = {event = {}, open = {}, trap = {}} -- 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] and #stagePool["global"][stageType] or 0
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 mapCsvData.clearType == 1 and not haveBoss then
if not next(monsterEvents) then
error("这个地图没有钥匙!!! mapId : " .. mapId)
else
local event = monsterEvents[math.randomInt(1, #monsterEvents)]
event.item = mapCsvData.clear:toArray(true, "=") --掉落钥匙
end
end
return mapInfo
end
--关卡事件库
getEventLib = function(self, needEventType) -- needEventType 需要的事件
local chapterId, level = self.adv.chapterId, self.adv.level
if AdvCommon.isEndless(chapterId) then
local chapterData = csvdb["adv_chapterCsv"][chapterId]
level = level % chapterData.limitlevel
if level == 0 then
level = chapterData.limitlevel
end
end
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,
["event_trapCsv"] = AdvEventType.Trap,
["event_clickCsv"] = AdvEventType.Click,
["event_layerCsv"] = AdvEventType.Layer,
["event_questCsv"] = AdvEventType.Task,
["event_linkchooseCsv"] = AdvEventType.LinkChoose,
}
local eventLib = {}
local advEventOpenStatus = self.adv.owner:advEventOpenStatus()
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
local etype = type(eventType) == "table" and eventType[data.type] or eventType
if data.levelchapter == chapterId and (data.unlockType == 0 or (advEventOpenStatus[etype] or {})[data.unlockType]) then
local add = true
if etype == AdvEventType.LinkChoose then --link 只有起始任务并且还没完成的进入池子
if id % 10 ~= 1 or (data.limit ~= 0 and data.limit <= (self.adv.lchoose[id] or 0)) then
add = false
end
end
if add then
if AdvCommon.checkIsIn(level, data.leveltype, data.levellimit) then
eventLib[etype][data.BlockEventType] = eventLib[etype][data.BlockEventType] or {}
eventLib[etype][data.BlockEventType][id] = {showup = data.showup, limit = data.limit}
end
end
end
end
if needEventType then
break
end
end
end
return eventLib
end
return Map