AdvMap.lua
27.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
local Room = require "adv.AdvRoom"
local Passive = require "adv.AdvPassive"
local AdvCommon = require "adv.AdvCommon"
local Buff = require "adv.AdvBuff"
-- 一层地图
local Map = class("AdvMap")
-- 内部方法声明
local createMap, getEventLib
function Map:ctor(adv, mapIdx, mapInfo, isEnter, isNewRelay)
	self.adv = adv
	local isNew = type(mapInfo) == "number"
	self.mapIdx = mapIdx
	if isNew then -- mapInfo 传入 id
		mapInfo = createMap(self, mapInfo, isEnter, isNewRelay)  -- 生成地图
	end
	if not mapInfo then return end
	self.mapId = mapInfo.mapId
	self.isShow = mapInfo.isShow  -- 是否全部展示 -- 客户端用
	self.rooms = {}
	self:loadRooms(mapInfo.rooms, isNew, isNewRelay)
end
function Map:loadRooms(rooms, isNew, isNewRelay)
	local mapInfoCsv = csvdb["mapCsv"][self.mapId]
	local mapData = csvdb["map_" .. mapInfoCsv["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, isNewRelay, mapInfoCsv.type)
		else
			roomName = roomName:gsub("/", "_")
			self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], rooms[roomId], false, isNewRelay, mapInfoCsv.type)
		end
	end 
	if mapInfoCsv.type == 2 and isNew then
		self:showMap()
	end
end
function Map:initBattleAfter()
	for roomId, room in pairs(self.rooms) do
		room:initBattleAfter()
	end
end
function Map:getMapInfoCsv()
	return csvdb["mapCsv"][self.mapId]
end
function Map:getDB()
	local map = {}
	map.mapId = self.mapId
	map.isShow = self.isShow
	map.rooms = {}
	for roomId, room in pairs(self.rooms) do
		map.rooms[roomId] = room:getDB()
	end
	return map
end
function Map:showMap()
	self.isShow = true
end
function Map:isAllOpen()
	for roomId, room in pairs(self.rooms) do
		for blockId, block in pairs(room.blocks) do
			if not block.isOpen then
				return false
			end
		end
	end
	return true
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(), {log = {desc = "overCost", int1 = self.mapId}}) 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
	elseif mapCsv.clearType == 4 then
		return self:isAllOpen()
	else
		return true
	end
end
function Map:randEmptyBlock()
	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)
	return pool[idx][1], pool[idx][2]
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
		room, block = self:randEmptyBlock()
		if not room then return end
	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,
		id = monsterId,
	}
	block:updateEvent(event)
	return room, block
end
-- 在指定地块类型上 放置指定类型事件id
function Map:layEventToStage(eventType, eventId, count, stage)
	local pool = {}
	for _, room_ in pairs(self.rooms) do
		for _, block_ in pairs(room_.blocks) do
			if block_.isOpen and not block_.event and block_:getStageType() == stage then
				table.insert(pool, {room_, block_})
			end
		end
	end
	if not next(pool) then return {} end
	local change = {}
	count = math.min(#pool, count) 
	for i = 1, count do
		local idx = math.randomInt(1, #pool)
		local room, block = pool[idx][1], pool[idx][2]
		table.remove(pool, idx)
		local event = {
			etype = eventType,
			id = eventId,
		}
		block:updateEvent(event)
		table.insert(change, {room, block})
	end
	return change
end
-- 地图中指定事件 切换为另一个事件
function Map:eventChangeToOther(eventTypeF, eventIdF, eventTypeT, eventIdT, count)
	count = count or 1
	local pool = {}
	for _, room_ in pairs(self.rooms) do
		for _, block_ in pairs(room_.blocks) do
			if block_.isOpen and block_:getEventType() == eventTypeF and block_.event.id == eventIdF then
				table.insert(pool, {room_, block_})
			end
		end
	end
	if not next(pool) then return {} end
	local change = {}
	count = math.min(#pool, count) 
	for i = 1, count do
		local idx = math.randomInt(1, #pool)
		local room, block = pool[idx][1], pool[idx][2]
		table.remove(pool, idx)
		local event = {
			etype = eventTypeT,
			id = eventIdT,
		}
		block:updateEvent(event)
		table.insert(change, {room, block})
	end
	return change
end
function Map:clearEventById(eventType, eventId, count, exclude)
	count = count or 0
	eventId = eventId or 0
	exclude = exclude or {}
	local pool = {}
	for roomId, room_ in pairs(self.rooms) do
		exclude[roomId] = exclude[roomId] or {}
		for blockId, block_ in pairs(room_.blocks) do
			if not exclude[roomId][blockId] and block_.isOpen and block_:getEventType() == eventType and (eventId == 0 or block_.event.id == eventId) then
				table.insert(pool, {room_, block_})
			end
		end
	end
	if not next(pool) then return {} end
	local change = {}
	if count == 0 then
		count = #pool
	else
		count = math.min(#pool, count) 
	end
	for i = 1, count do
		local idx = math.randomInt(1, #pool)
		local room, block = pool[idx][1], pool[idx][2]
		table.remove(pool, idx)
		block:updateEvent(nil)
		table.insert(change, {room, block})
	end
	return change
end
-- 随机翻开 num 个 以开放的房间的 地块
function Map:openBlockRand(num, isPlayer, ignoreBack)
	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], isPlayer, ignoreBack)
		end
	else
		for i = 1, num do
			local idx = math.randomInt(1, #pool)
			self:openBlock(pool[idx][1], pool[idx][2], isPlayer, ignoreBack)
			table.remove(pool, idx)
		end
	end
end
-- 打开一个地块 操作翻开地块的入口方法 !!!
function Map:openBlock(roomId, blockId, isPlayer, ignoreBack)
	local room = self.rooms[roomId]
	if not room then return end
	local block = room.blocks[blockId]
	if not block then return end
	local status = room:openBlock(block)
	
	if status then
		if isPlayer then
			self.adv.battle:triggerPassive(Passive.OPEN_BLOCK, {roomId = roomId, blockId = blockId})
			self.adv.owner:checkTaskEnter("AdvOpenBlock")
			self.adv.battle.player:changeSp(1) -- 翻开格子 sp 加1
			-- 潜行检查
		 	local sneakBuff = self.adv.battle.player:hadBuff(Buff.SNEAK)
		 	if sneakBuff then
		 		local enemys = self:getEnemysBySize(roomId, blockId, 2)
		 		if #enemys > 0 then
		 			sneakBuff:uncover()
		 		end
		 	end
		end
		if not ignoreBack then
			self.adv:backBlockChange(roomId, blockId)
		end
		
		if self.adv.isRelay and self:isAllOpen() then  -- 发放翻开的奖励
			self.adv:passAdvRelay()
		end
	end
	return status
end
function Map:openBlocksBySize(roomId, blockId, size, isPlayer, ignoreBack)
	local blocks = self:getBlocksBySize(roomId, blockId, size)
	for _, block in pairs(blocks) do
		self:openBlock(block.room.roomId, block.blockId, isPlayer, ignoreBack)
	end
end
function Map:openBlocksByRoom(roomId, isPlayer, ignoreBack)
	local room = self.rooms[roomId]
	if not room then return end 
	for blockId, block in pairs(room.blocks) do
		self:openBlock(roomId, blockId, isPlayer, ignoreBack)
	end
end
function Map:openBlocksIsMonsterByRoom(roomId, count, isPlayer, ignoreBack)
	local room = self.rooms[roomId]
	if not room then return end 
	local allBlock = {}
	for blockId, block in pairs(room.blocks) do
		if block:isMonster() and not block.isOpen then
			table.insert(allBlock, blockId)
		end
	end
	local enemys = {}
	local openBlock = function(blockId)
		if self:openBlock(roomId, blockId, isPlayer, ignoreBack) then
			local e = self.adv.battle:getEnemy(roomId, blockId)
			if e then
				table.insert(enemys, e)
			end
		end
	end
	if not count or count == -1 or count >= #allBlock then
		for _, blockId in ipairs(allBlock)  do
			openBlock(blockId)
		end
	else
		for i = 1, count do
			local idx = math.randomInt(1, #allBlock)
			openBlock(allBlock[idx])
			table.remove(allBlock, idx)
		end
	end
	return enemys
end
function Map:openAllBlocks(isPlayer, ignoreBack)
	for roomId, room in pairs(self.rooms) do
		self:openBlocksByRoom(room.roomId, isPlayer, ignoreBack)
	end
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:getDistance(froomId, fblockId, troomId, tblockId)
	local distance = -1
	local room1 = self.rooms[froomId]
	local room2 = self.rooms[troomId]
	if room1 and room2 then
		local block1 = room1.blocks[fblockId]
		local block2 = room2.blocks[tblockId]
		if block1 and block2 then
			local c1, r1 = room1:tranLtoG(block1.col, block1.row)
			local c2, r2 = room2:tranLtoG(block2.col, block2.row)
			distance = math.max(math.abs(c1 - c2), math.abs(r1 - r2))
		end
	end
	return distance
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
function Map:getAroundBlocksPlus(room, block)
	local blocks = {}
	local range = {1, 0, -1}
	local col, row = room:tranLtoG(block.col, block.row)
	for _, c in ipairs(range) do
		for _, r in ipairs(range) do
			if c == 0 and r == 0 then
			else
				local rroom, rblock = self:getRBByPos(col + c, row + r)
				if rroom then
					table.insert(blocks, {rroom, rblock})
				end
			end
		end
	end
	return blocks
end
function Map:getBlocksBySize(roomId, blockId, size)
	local blocks = {}
	local room = self.rooms[roomId]
	if not room then return end
	local block = room.blocks[blockId]
	if not block then return end
	local col, row = room:tranLtoG(block.col, block.row)
	size = math.floor(size  /  2)
	for c = col - size, col + size do
		for r = row - size, row + size do
			local rroom, rblock = self:getRBByPos(c, r)
			if rroom then
				table.insert(blocks, rblock)
			end
		end
	end
	return blocks
end
-- 找周围的空格子 最多 49 个
function Map:getEmptyBlocks(roomId, blockId, count)
	local blocks = {}
	if count == 0 then return blocks end
	local room = self.rooms[roomId]
	if not room then return end
	local block = room.blocks[blockId]
	if not block then return end
	local col, row = room:tranLtoG(block.col, block.row)
	-- 找周围49个格子
	for range = 0, 3 do
		if range == 0 then
			if block.isOpen and not block:getEventType() then
				blocks[#blocks + 1] = block
				if #blocks >= count then
					return blocks
				end
			end
		else
			for _, c in ipairs({col - range , col + range}) do
				for r = row - range, row + range do
					local rroom, rblock = self:getRBByPos(c, r)
					if rroom and rblock.isOpen and not rblock:getEventType() then
						blocks[#blocks + 1] = rblock
						if #blocks >= count then
							return blocks
						end
					end
				end
			end
			for _, r in ipairs({row - range , row + range}) do
				for c = col - range + 1, col + range - 1 do
					local rroom, rblock = self:getRBByPos(c, r)
					if rroom and rblock.isOpen and not rblock:getEventType() then
						blocks[#blocks + 1] = rblock
						if #blocks >= count then
							return blocks
						end
					end
				end
			end
		end
	end
	return blocks
end
function Map:getEnemysBySize(roomId, blockId, size)
	local blocks = self:getBlocksBySize(roomId, blockId, size)
	local enemys = {}
	for _, block in ipairs(blocks) do
		if block:isMonster() then
			local e = self.adv.battle:getEnemy(block.room.roomId, block.blockId)
			if e then
				table.insert(enemys, e)
			end
		end
	end
	return enemys
end
function Map:getEventTypeAllMap(eventType)
	local blocks = {}
	if not eventType then return blocks end
	for roomId, room in pairs(self.rooms) do
		for blockId, block in pairs(room.blocks) do
			if block.isOpen and block:getEventType() == eventType then
				table.insert(blocks, block)
			end
		end
	end
	return blocks
end
-----------------------------随机地图-----------------------------
-- isEnter isNewRelay 区分中继层的类型   --是否是开始进入  是否是第一次进入
createMap = function(self, mapId, isEnter, isNewRelay)
	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
	local etypeToStr = {
		[AdvEventType.Choose] = "choose",
		[AdvEventType.Drop] = "drop",
		[AdvEventType.Monster] = "monster",
		[AdvEventType.Trader] = "trader", 
		[AdvEventType.Build] = "building",
		[AdvEventType.Trap] = "trap",
		[AdvEventType.Click] = "click",
	}
	local highLevelEvent = {}
	for _etype, _str in pairs(etypeToStr) do
		if mapCsvData[_str] ~= "" then
			highLevelEvent[_etype] = {}
		end
		for _id, _count in pairs(mapCsvData[_str]:toNumMap()) do
			local _curData = csvdb["event_" .. _str .. "Csv"][_id]
			if _curData then
				highLevelEvent[_etype][_curData.BlockEventType] = highLevelEvent[_etype][_curData.BlockEventType] or {}
				highLevelEvent[_etype][_curData.BlockEventType][_id] = {showup = _curData.showup, limit = _count, dlimit = _curData.limit}
			end
		end
	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 eventLimit = self.adv.owner:getProperty("advLimit")
	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()
			-- 刷新地图专属的
			local function randomByLevelLib(lib)
				-- 刷新通用的
				if not lib[etype] or not next(lib[etype]) or not lib[etype][especial] then return false end
				-- 清一下全关卡次数用完的
				for _eid, _edata in pairs(lib[etype][especial]) do
					if _edata.dlimit ~= 0 and ((eventLimit[etype] or {})[_eid] or 0) >=  _edata.dlimit then
						lib[etype][especial][_eid] = nil
					end
				end
				if not next(lib[etype][especial]) then return false end
				event.id = math.randWeight(lib[etype][especial], "showup")
				if not event.id then return false end
				-- 不是 0 才会记录
				if lib[etype][especial][event.id].dlimit ~= 0 then
					eventLimit[etype] = eventLimit[etype] or {}
					eventLimit[etype][event.id] = (eventLimit[etype][event.id] or 0) + 1
				end
				-- 消除单层次数用完的
				if lib[etype][especial][event.id].limit > 1 then
					lib[etype][especial][event.id].limit = lib[etype][especial][event.id].limit - 1
				elseif lib[etype][especial][event.id].limit == 1 then
					lib[etype][especial][event.id] = nil
				end
				return true
			end
			local status = randomByLevelLib(highLevelEvent)
			if not status then
				status = randomByLevelLib(eventLib)
			end
			return status
		end
		--入口
		randomFunc[AdvEventType.In] = function()end
		--出口
		randomFunc[AdvEventType.Out] = function()end
		-- --中继点出口
		-- randomFunc[AdvEventType.Exit] = function() 
		-- 	-- if not self.adv.isRelay or self.adv.owner:checkOverGuide(GuideStep.AdvRelay) then return false end
		-- 	return false
		-- end
		--开放出口
		randomFunc[AdvEventType.InOut] = function() end
		--开放出口
		randomFunc[AdvEventType.Diner] = function() 
			-- if not self.adv.isRelay or isEnter or isNewRelay then return false end
			-- if not self.adv.isRelay or isEnter then return false end
		end
		--boss
		randomFunc[AdvEventType.BOSS] = function()
			if haveBoss then return false end
			if randomCommon() == false then
				return false
			end
			haveBoss = true
			self.haveBoss = true -- 刷新任务用的临时变量
		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
			local curData = csvdb["event_monsterCsv"][event.id]
			if curData.noKey and curData.noKey == 1 then
			else
				table.insert(monsterEvents, event)
			end
		end
		--选择点
		randomFunc[AdvEventType.Choose] = randomCommon
		--掉落点
		randomFunc[AdvEventType.Drop] = randomCommon
		--交易所
		randomFunc[AdvEventType.Trader] = function()
			-- if self.adv.isRelay and isNewRelay then return false end
			return randomCommon()
		end
		--建筑
		randomFunc[AdvEventType.Build] = function()
			-- if self.adv.isRelay and isEnter then return false end
			return randomCommon()
		end
		--陷阱
		randomFunc[AdvEventType.Trap] = randomCommon
		--点击生效
		randomFunc[AdvEventType.Click] = randomCommon
		--跨层点
		randomFunc[AdvEventType.Layer] = 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 function giveEvent(roomId, blockId, eventType, eventId)
		local event = {etype = eventType, id = eventId}
		mapInfo.rooms[roomId]["event"][blockId] = event
	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
	-- 随机功能需要强制随机的东西
	if self.adv.isRelay and isNewRelay then
		local relayData = self.adv:isHaveRelay()
		if relayData then
			-- choose
			local choose = relayData.choose:toArray(true, "=")
			local lastCount = stagePool["global"][AdvCodeRandomStage] and #stagePool["global"][AdvCodeRandomStage] or 0
			for _, chooseId in pairs(choose) do
				if lastCount <= 0 then break end
				local idx = math.randomInt(1, lastCount)
				local cur = stagePool["global"][AdvCodeRandomStage][idx]
				giveEvent(cur["room"], cur["block"], AdvEventType.Choose, chooseId)
				table.remove(stagePool["global"][AdvCodeRandomStage], idx)
				lastCount = lastCount - 1
				stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
			end
			-- 掉落
			local drop = relayData.drop:toNumMap()
			for dropId, dropCount in pairs(drop) do
				for i = 1, dropCount do
					if lastCount <= 0 then break end
					local idx = math.randomInt(1, lastCount)
					local cur = stagePool["global"][AdvCodeRandomStage][idx]
					giveEvent(cur["room"], cur["block"], AdvEventType.Drop, dropId)
					table.remove(stagePool["global"][AdvCodeRandomStage], idx)
					lastCount = lastCount - 1
					stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
				end
			end
		end
	end
	-- 低保事件
	local exEvent = {}	
	-- 首层额外刷新
	if isEnter then
		local first = self.adv:supportFirstLayerAddEvent()
		if first then
			exEvent = first
		end
	end
	-- 每层额外刷新
	if not self.adv.isRelay then
		local every = self.adv:supportEveryLayerAddEvent()
		if every then
			for etype, events in pairs(every) do
				exEvent[etype] = exEvent[etype] or {}
				for id, num in pairs(events) do
					exEvent[etype][id] = (exEvent[etype][id] or 0) + num
				end
			end
		end
	end
	local lastCount = stagePool["global"][AdvCodeRandomStage] and #stagePool["global"][AdvCodeRandomStage] or 0
	for etype, events in pairs(exEvent) do
		if lastCount <= 0 then break end
		for id, num in pairs(events) do
			if lastCount <= 0 then break end
			for i = 1, num do
				if lastCount <= 0 then break end
				local idx = math.randomInt(1, lastCount)
				local cur = stagePool["global"][AdvCodeRandomStage][idx]
				giveEvent(cur["room"], cur["block"], etype, id)
				table.remove(stagePool["global"][AdvCodeRandomStage], idx)
				lastCount = lastCount - 1
				stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
			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
	-- 宝藏怪刷新
	if self.mapIdx == 1 and not self.adv.isRelay and self.adv.chapterId ~= 100 then
		for idx = #(stagePool["global"][AdvCodeRandomStage] or {}), 1, -1 do
			local c = stagePool["global"][AdvCodeRandomStage][idx] --  {room = roomId, block = blockId}
			if mapInfo.rooms[c["room"]]["event"][c["block"]] then -- 存在
				table.remove(stagePool["global"][AdvCodeRandomStage], idx)
			end
		end
		local ln = #(stagePool["global"][AdvCodeRandomStage] or {})
		local advMine = self.adv.owner:getProperty("advMine")
		advMine[1] = advMine[1] or {}
		local mineCh = advMine[1].ch or globalCsv.adv_egg_treasureMonster_showup
		local mineCo = advMine[1].co or {}
		local had = false
		if ln > 0 then
			if math.randomInt(1, 100) <= mineCh then -- 刷出来了
				local mpool = {}
				for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do
					local monster = csvdb["event_monsterCsv"][mid]
					if (not mineCo[mid] or monster.limit == 0 or mineCo[mid] < monster.limit) and monster.showup > 0 then
						mpool[mid] = {monster.showup}
					end
				end
				if next(mpool) then
					local idx = math.randomInt(1, ln)
					local cur = stagePool["global"][AdvCodeRandomStage][idx]
					giveEvent(cur["room"], cur["block"], AdvEventType.Monster, math.randWeight(mpool, 1))
					table.remove(stagePool["global"][AdvCodeRandomStage], idx)
					ln = ln - 1
					had = true
				end
			end
		end
		if had then
			mineCh = nil
		else
			mineCh = math.min(mineCh + globalCsv.adv_egg_treasureMonster_showup_add, 100)
		end
		advMine[1].ch = mineCh
		self.adv.owner:setProperty("advMine", advMine)
	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
	self.adv.owner:setProperty("advLimit", eventLimit)
	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
		level = AdvCommon.getEndlessDataLv(chapterId, level)
	end
	local libsToType = {
		["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS, AdvEventType.Monster, AdvEventType.Monster, 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_linkchooseCsv"] = AdvEventType.LinkChoose,
	}
	local eventLib = {}
	local advEventOpenStatus = self.adv.owner:advEventOpenStatus()
	local eventLimit = self.adv.owner:getProperty("advLimit")
	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
					-- limit 单次上限 默认无限
					local limit = 0
					if add and (etype == AdvEventType.LinkChoose or etype == AdvEventType.Choose) then  --只能有一次
						limit = 1
					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 = limit, dlimit = data.limit}
						end
					end
				end
			end
			if needEventType then
				break
			end
		end
	end
	return eventLib
end
return Map