Adv.lua 35.8 KB
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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.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

--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.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.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 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 {}

	-- 随机出地图
	local mapId = self:randomMapId(chapterId, level)
	self.maps = {}
	self.maps[1] = AdvMap.new(self, 1, mapId)

	self:initBattle()

	self:initLayerTask()

	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
		self:scoreChange(AdvScoreType.Level) --增加层级加分
	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.cacheUnlock = {}
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.round = self.round
		advInfo.score = self.score
		advInfo.lastEId = self.lastEnemyId
		advInfo.mstack = self.mapStack
		advInfo.lch = self.lchoose
		advInfo.waitAF = self.waitArtifact
		advInfo.cacheUnlock = self.cacheUnlock
		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

-- 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)
	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)
	end
	self.cacheUnlock = {}
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

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:pushBackEvent(AdvBackEventType.Artifact, {id = id})
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:addPassive({id = id})
		elseif etype == 2 then
			self.battle.player:addBuff(id)
		end
	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: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")

	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
	
	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

	self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
	return true
end

function Adv:artifactLevelUp(id)
	local advAFGet = self.owner:getProperty("advAFGet")
	local advAFWear = self.owner:getProperty("advAFWear")
	local status = 0
	if advAFWear[id] then -- 穿着呢
		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
		local newData = csvdb["adv_artifactCsv"][id][advAFGet[id] + 1]
		self:delArtifactEffect(oldData.effect)
		self:addArtifactEffect(newData.effect)
		status = 1
	end
	self.owner:changeUpdates({{type = "advAFGet", field = id, value = advAFGet[id] + 1}})
	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})
	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})
	self.waitArtifact = nil
	return true
end

function Adv:isEndless()
	return AdvCommon.isEndless(self.chapterId)
end

function Adv:getCurFloorData()
	if not self.chapterId then return end
	local chapter = self.chapterId % 100
	return (csvdb["adv_chapter_floorCsv"][chapter] or {})[self.level]
end

--关卡通关,非层 score < 0 失败
function Adv:over(success, isAllPass)
	local score = self:getScore()
	local scoreInfo = self.score
	local reward
	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})
	if success then
		reward = self.owner:award(self.owner:getProperty("advItems"):toNumMap())
		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
		if isAllPass then
			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
		end

		-- 冒险队等级升一下子
		self.owner:checkAdvLvByAddWin()
	end
	self:clearAdvUnlockCache()
	self:clear()
	self.owner:checkTaskEnter("AdvScore", {score = score})
	self.owner:updateProperty({field = "advItems", value = ""})
	self.owner:updateProperty({field = "advAFGet", value = {}})
	self.owner:updateProperty({field = "advAFWear", 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 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
				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")
	local oldItems = items
	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:scoreChange(AdvScoreType.Item, {itemId, count})
			self:checkTask(Adv.TaskType.Item, count, itemId)
			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
		end
		tgift[itemId] = count
		local origin = items:getv(itemId, 0)
		local nums = origin + count

		if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
			self:awardArtifact(itemId, params)
		else
			if nums <= 0 then
				items = items:delk(itemId)
				nums = 0
			else
				items = items:setv(itemId, nums)
			end
		end
	end
	if items ~= oldItems then
		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
	end
	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)
	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)
	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(-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
			if params.relay then
				if self.level % globalCsv.adv_can_out_layer_pre ~= 0  or not self.owner:isFuncOpen(FuncOpenType.AdvRelay) then return end
			end
			
			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
			self:checkAdvUnlock(2, self.level)
			local levellimit = csvdb["adv_chapterCsv"][self.chapterId].limitlevel
			if params.relay or (not self:isEndless() and (self.level >= levellimit or not self.owner:advChapterIsOpen(self.chapterId, self.level + 1))) then --关卡结束
				self:over(true, not self:isEndless() and self.level >= levellimit)
			else
				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
				local curFloorData = self:getCurFloorData()
				if curFloorData then
					self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}))
				end
				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 chooseCommon(self, room, block, chooseData, choose, tag)
	if not chooseData or not chooseData["button".. choose .."cond"] then return end

	local cond = chooseData["button".. choose .."cond"]:toArray(true, "=")
	local checkCond = {
		-- 没有条件
		[0] = function()
			return true
		end,
		-- 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:isMonster() 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,
		-- 提交一个物品
		[5] = function ()
			if self:cost({[cond[2]] = cond[3]}, {}) then
				self:backCost({[cond[2]] = cond[3]})
				return true
			end
		end,
		-- sp 到达指定值
		[6] = function()
			if self.battle.player.sp >= cond[2] then
				return true
			end
		end,
		[7] = function()
			local buff = self.battle.player:getBuffById(cond[2])
			if buff and buff:getLayer() >= cond[3] then
				return true
			end
		end,
		[8] = function()
			return self:isHaveArtifact(cond[2])
		end
 	}
	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]]() then return 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 item = csvdb["event_dropCsv"][effect[2]]["range"]:randWeight(true)
					reward[item[1]] = (reward[item[1]] or 0) + item[2]
				end
				self:backReward(self:award(reward, {}))
			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})
				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]
				})
				block:randomEvent()
				clearBlock = false
			end,
			[7] = function() -- 建筑
				block:updateEvent({
					etype = AdvEventType.Build,
					id = effect[2]
				})
				block:randomEvent()
				clearBlock = false
			end,
			[8] = function() -- 选择
				block:updateEvent({
					etype = AdvEventType.Choose,
					id = effect[2]
				})
				block:randomEvent()
				clearBlock = false
			end,
			[9] = function() -- click
				block:updateEvent({
					etype = AdvEventType.Click,
					id = effect[2]
				})
				block:randomEvent()
				clearBlock = false
			end,
			[10] = function() -- 陷阱
				block:updateEvent({
					etype = AdvEventType.Trap,
					id = effect[2]
				})
				block:randomEvent()
				clearBlock = false
			end,
			[11] = function()  -- 获得神器
				self:waitChooseArtifact() --等待获取神器
			end
		}
		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. block.event.id)
		doEffect[effect[1]]()
	end
	return true, clearBlock
end

local function clickChoose(self, room, block, params)
	local choose = params.choose
	local chooseData = csvdb["event_chooseCsv"][block.event.id]
	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
	if not status then return end
	self:checkAdvUnlock(3, block.event.id)
	self:checkTask(Adv.TaskType.Choose, 1, block.event.id)
	self:checkAchievement(Adv.AchievType.Choose, 1, block.event.id)
	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 status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "link")
	if not status then return end

	-- 完成统计次数
	local idx = block.event.id % 10
	if idx == 9 or not csvdb["event_linkchooseCsv"][block.event.id + 1] then --全部完成
		local startId = math.floor(block.event.id / 10) * 10 + 1
		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
		self:checkAdvUnlock(4, startId)
	else
		self.lchoose.ing = block.event.id + 1  --后面会出现后继事件
	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
	self.battle.player:triggerPassive(Passive.CLICK_DROP)
	local reward = self:award({[block.event.item[1]] = block.event.item[2]})
	-- local reward = self:award({[5801] = 1})
	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
	self:backCost({[traderData.type] = block.event.shop[buyId][3]})
	local reward = self:award({[block.event.shop[buyId][1]] = block.event.shop[buyId][2]})
	block.event.status = block.event.status:setv(buyId, 1)
	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
	self:backReward(reward)
	return true
end

local function clickBuild(self, room, block, params)
	local choose = params.choose
	local chooseData = csvdb["event_buildingCsv"][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, block.event.id)
	self:checkAchievement(Adv.AchievType.Build, 1, block.event.id)

	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) + item[2]
			end
			self:backReward(self:award(reward, {}))
		end,
	}
	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
	doEffect[clickData.type]()
	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)
		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
	end
	self:backLayer(1)
	return true
end

local function clickTask(self, room, block, params)
	if self:addTask(block.event.id) then --增加任务
		block:clear()
		return true
	end
end

local eventCallFunc = {
	[AdvEventType.Out] = clickOut,
	[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,
	[AdvEventType.Task] = clickTask,
}

--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 
				local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
				if not enemy:hadBuff(Buff.DONT_DEFEND) then
					hadMonster = true 
				end
			end
		end
		if canOpen and not hadMonster then --开放
			self:getCurMap():openBlock(roomId, blockId, true, true)
			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


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,
				})
				target:randomEvent()
				self:backBlockChange(target.room.roomId, target.blockId)
			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.battle:removeEnemyById(target.id)
				self:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
				self:backBlockChange(target.roomId, target.blockId)
			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
				self.battle:removeEnemyById(target.id)
				local block = self:getBlock(target.roomId, target.blockId)
				block:clear()
				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
			if not target.isOpen then
				target:open()
				self:backBlockChange(target.room.roomId, target.blockId)
			end
		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

	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 clist = csvdb["transform_itemCsv"][ctype]
	if clist then
		for roomId, room in pairs(self:getCurMap().rooms) do
			for blockId, block in pairs(room.blocks) do
				if block:getEventType() == AdvEventType.Drop and block.event.item then
					local id = block.event.item[1]
					local changeTo = nil
					if clist[id] then
						changeTo = {clist[id].toId, clist[id].num}
					elseif clist[-1] then
						changeTo = {clist[-1].toId, clist[-1].num}
					end
					if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
						block.event.item = changeTo
						self:backBlockChange(roomId, blockId)
					end
				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]
			self:scoreChange(AdvScoreType.Kill, monsterData.type)
			local changeV = self.battle.player:addExp(monsterData.exp)
			self:backDead(enemyId, changeV)
			if enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) then -- 掉落转为 click
				local clickId = buff:effect()
				block:updateEvent({
					etype = AdvEventType.Click,
					id = clickId
				})
				self.battle.player:triggerPassive(Passive.BATTLE_WIN)
			else
				local item = block.event.item
				if not item then
					local buff = enemy:hadBuff(Buff.CHANGE_DROP) 
					if buff then
						item = table.pack(buff:effect())
					else
						local dropData = csvdb["event_dropCsv"][monsterData.dropid]
						item = dropData["range"]:randWeight(true)
					end
					
				end
				if item[1] == 0 then
					block:clear()
					self.battle.player:triggerPassive(Passive.BATTLE_WIN)
				else
					block:updateEvent({
						etype = AdvEventType.Drop,
						item = item
					})
					self.battle.player:triggerPassive(Passive.BATTLE_WIN, {count = item[2]})
				end
			end
			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
			self:checkTask(Adv.TaskType.KillAll)
			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
		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

-- 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:backDead(enemyId, exp)
	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
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

function Adv:backUse(items)
	self:pushBackEvent(AdvBackEventType.Use, {items = items})
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["reward"]
	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()
	self.round = self.round + 1
	if self.battle then
		self.battle:afterRound()
	end
end

return Adv