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