Adv.lua 64.1 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.shopStatus = {}
	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

function Adv:mylog(contents)
	contents = contents or {}
	if contents["cint1"] or contents["cint2"] or contents["cint3"] then
		print("advLog error log have cint1 or cint2 or cint3 ", debug.traceback())
	end
	contents["cint1"] = self.chapterId
	contents["cint2"] = self.level

	self.owner:mylog("adv_action", contents)
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.isRelay = advInfo.isRelay
	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.shopStatus = advInfo.shopStatus or {}
	self.support = advInfo.support or {}
	self.logid = advInfo.logid or "auto"

	self.maps = {}
	for id, map in ipairs(advInfo.maps or {}) do
		self.maps[id] = AdvMap.new(self, id, map)
	end

	self:initBattle(advInfo)
end
-- 找出level 是否存在中继层
function Adv:isHaveRelay(level, chapterId, force)
	level = level or self.level
	chapterId = chapterId or self.chapterId
	if level == 1 and not force then return end
	
	local campsiteCsv = csvdb["adv_chapter_campsiteCsv"][chapterId]
	for _, campsite in ipairs(campsiteCsv) do
		if campsite.floor == level then
			return campsite
		end
	end
	return nil
end

-- 随机新的地图
function Adv:initByChapter(params)
	local chapterId = params.chapterId
	local level = params.level 
	local isToNext = params.isToNext 
	local notNotify = params.notNotify 
	local isRelay = params.isRelay 
	local isEnter = params.isEnter 
	local support = params.support
	local debugMapId = params.debugMapId

	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 {}
	self.shopStatus = self.shopStatus or {}
	self.support = self.support or {}
	if self.battle then
		self.battle:overBattle()
	end
	self.battle = nil  -- 清掉 老的 battle
	self.logid = self.owner:getActionUcode()

	if isEnter then -- 把 支援效果初始化为易用用的形式
		self:initSupport(support or {})
		self.owner:setProperty("advLimit", {}) -- 清掉 Limit
	end

	-- 随机出地图
	local mapId, relayData

	if debugMapId and csvdb["mapCsv"][debugMapId] then
		mapId = debugMapId
	end
	if not mapId then
		if isRelay then
			relayData = self:isHaveRelay(level, chapterId)
			if relayData then 
				mapId = relayData.map
			else
				isRelay = false
				mapId = self:randomMapId(chapterId, level)
			end
		else
			mapId = self:randomMapId(chapterId, level)
		end
	end

	self.isRelay = isRelay
	local isNewRelay = false
	if self.isRelay then -- 中继层
		local advRelay = self.owner:getProperty("advRelay")
		local chapter = self:isEndless() and -1 or self.chapterId
		if not (advRelay[chapter] or {})[self.level] then
			isNewRelay = true
		end
	end
	self.maps = {}
	self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)

	self:initBattle(nil, isToNext)

	self:initLayerTask()

	self:checkTask(Adv.TaskType.Arrive)
	self:checkAdvUnlock(1, self.level)

	-- 中继进入奖励
	if relayData and isEnter then
		self:awardRelay(relayData, notNotify)
	end

	if not notNotify then
		self:saveDB(notNotify)
	end
end

function Adv:passAdvRelay()
	local advRelay = self.owner:getProperty("advRelay")
	local chapter = self:isEndless() and -1 or self.chapterId
	if not (advRelay[chapter] or {})[self.level] then
		advRelay[chapter] = advRelay[chapter] or {}
		advRelay[chapter][self.level] = 1
		self.owner:updateProperty({field = "advRelay", value = advRelay})
		local relayData = self:isHaveRelay()
		if relayData and relayData.award ~= "" then
			self:pushBackEvent(AdvBackEventType.RelayReward, {items = self:award(relayData.award:toNumMap(), {log = {desc = "relayReward"}})})
		end
	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.isRelay = nil
	self.cacheUnlock = {}
	self.shopStatus = {}
	self.support = {}
end

function Adv:saveDB(notNotify)
	local advInfo,  advTeam = {}, self.owner:getProperty("advTeam")
	if self:isRunning() then

		advInfo.chapterId = self.chapterId
		advInfo.level = self.level
		advInfo.round = self.round
		advInfo.score = self.score
		advInfo.isRelay = self.isRelay
		advInfo.lastEId = self.lastEnemyId
		advInfo.mstack = self.mapStack
		advInfo.lch = self.lchoose
		advInfo.waitAF = self.waitArtifact
		advInfo.cacheUnlock = self.cacheUnlock
		advInfo.shopStatus = self.shopStatus
		advInfo.support = self.support
		advInfo.logid = self.logid
		advInfo.maps = {}

		self.battle:saveDB(advInfo)

		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

function Adv:awardRelay(relayData, notNotify)
	local gift = {}

	if relayData.artifact > 0 then
		local pool = {}
		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
		for i = 1, math.min(relayData.artifact, #pool) do
			local idx = math.randomInt(1, #pool)
			gift[pool[idx]] = 1
			table.remove(pool, idx)
		end
	end

	if relayData.point > 0 then
		gift[ItemId.AdvPoint] = relayData.point
	end

	if relayData.otherAward ~= "" then
		for dropId, count in pairs(relayData.otherAward:toNumMap()) do
			for i = 1, count do
				local dropData = csvdb["event_dropCsv"][dropId]
				if dropData then
					local item = dropData["range"]:randWeight(true)
					gift[item[1]] = (gift[item[1]] or 0) + item[2]
				else
					skynet.error(string.format("[ERROR]: event_dropCsv no id %s,  adv_chapter_campsite",  dropId))
				end
			end
		end
	end

	self:award(gift, {notNotify = notNotify,  log = {desc = "relayEnter", int1 = self.chapterId, int2 = self.level}})
end

function Adv:initSupport(supports)
	self.support = {}

	local supportEffect = {}
	-- 获得道具 1=道具id=道具数量
	supportEffect[1] = function(_, itemId, num)
		self.support[1] = self.support[1] or {}
		self.support[1][itemId] = (self.support[1][itemId] or 0) + num
	end

	-- 获得mapbuff  2=mapbuffid
	supportEffect[2] = function(_, buffId)
		self.support[2] = self.support[2] or {}
		table.insert(self.support[2], buffId)
	end

	-- 获得mappassive 3=mappassive
	supportEffect[3] = function(_, passiveId)
		self.support[3] = self.support[3] or {}
		table.insert(self.support[3], passiveId)
	end

	-- 首层额外刷新 4=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
	supportEffect[4] = function(_, etype, id, num)
		self.support[4] = self.support[4] or {}
		self.support[4][etype] = self.support[4][etype] or {}
		self.support[4][etype][id] = (self.support[4][etype][id] or 0) + num
	end

	-- 每层额外刷新 5=类型=id=数量(类型1=choose/2=building/3=click/4=drop/5=shop)
	supportEffect[5] = function(_, etype, id, num)
		self.support[5] = self.support[5] or {}
		self.support[5][etype] = self.support[5][etype] or {}
		self.support[5][etype][id] = (self.support[5][etype][id] or 0) + num
	end

	-- 获得随机神器 6=数量
	supportEffect[6] = function(_, num)
		self.support[6] = (self.support[6] or 0) + num
	end

	-- 获得3选1神器 7=选择次数(连续选择,每次选择重新随机)
	supportEffect[7] = function(_, num)
		self.support[7] = (self.support[7] or 0) + num
	end

	for _, supportId in ipairs(supports) do
		local supportData = csvdb["adv_supportCsv"][supportId]
		for _, effect in ipairs(supportData.effect:toArray()) do
			local cur = effect:toArray(true, "=")
			if supportEffect[cur[1]] then
				supportEffect[cur[1]](table.unpack(cur))
			end 
		end
	end
end

function Adv:activeSomeSupport()
	-- 奖励物品
	if self.support[1] then
		self:award(self.support[1], {log = {desc = "support"}})
		self.support[1] = nil
	end

	-- 加buff
	if self.support[2] then
		for _, buffId in ipairs(self.support[2]) do
			self.battle.player:addBuff(buffId)
		end
		self.support[2] = nil
	end

	--加被动技
	if self.support[3] then
		for _, passiveId in ipairs(self.support[3]) do
			self.battle.player:addPassive({id = passiveId})
		end
		self.support[3] = nil
	end

	-- 加随机神器
	if self.support[6] then
		local pool = {}
		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
		for i = 1, math.min(self.support[6], #pool) do
			local idx = math.randomInt(1, #pool)
			self:award({[pool[idx]] = 1}, {log = {desc = "support"}})
			table.remove(pool, idx)
		end
		self.support[6] = nil
	end

	self:supportChooseArtifact()
end

function Adv:supportChooseArtifact()
	-- 加 三选一 神器
	if self.support[7] then
		if self.support[7] > 0 then
			self:waitChooseArtifact()
		end
		self.support[7] = self.support[7] - 1
		if self.support[7] <= 0 then
			self.support[7] = nil
		end
	end
end

function Adv:supportFirstLayerAddEvent()
	if self.support[4] then
		local temp = self.support[4]
		self.support[4] = nil
		return temp
	end
end

function Adv:supportEveryLayerAddEvent()
	return self.support[5]
end


function Adv:isRunning()
	if self.chapterId then return true end
	return false
end

-- 强制结束
function Adv:forceOver(notNotify)
	if self:isRunning() then
		
		local advTeam = self.owner:getProperty("advTeam")
		advTeam.player = nil

		local reward = self.owner:getProperty("advItems"):toNumMap()
		for itemId, count in pairs(reward) do
			reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
		end
		self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}, notNotify = notNotify})

		self:clear()
		self.owner:updateProperties({
			advInfo = {}, 
			advTeam = advTeam,
			advItems = "",
			advAFGet = {},
			advAFWear = {},
		}, notNotify)
	end
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, {log = {desc = "advUnlock", int1 = self.chapterId}})
	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, {log = {desc = "advUnlock", int1 = self.chapterId}})
	end
	self.cacheUnlock = {}
end

function Adv:initBattle(info, isToNext)
	self.battle = require("adv.AdvBattle").new(self)
	-- 支援效果生效一些
	self:activeSomeSupport()
	
	-- 不是中继层  加上 层 和 地图的buff和被动
	if not self.isRelay then
		self.battle:initMapEffect()
	end

	if isToNext then
		self.battle.player:afterLayer() -- 玩家的buff 清理一下
	end

	for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
		self.battle:triggerPassive(passiveC[1], passiveC[2])
	end
	self.cachePassiveEvent = {}

	-- after init battle
	for idx, map in pairs(self.maps) do
		map:initBattleAfter()
	end
	--下层
	if not info and isToNext then
		self.battle.player:attrChangeCondBuffCheck(1)
	end

	-- 初始化
	if not info then
		self.battle:newBattle()
	else
		self.battle:loadBattle(info)
	end
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:checkAchievement(Adv.AchievType.GetMWeapon, 1, id)


	if params.log then
		local log = clone(params.log)
		if log["cint1"] or log["cint2"] or log["cint3"] then
			print("awardArtifact error log have cint1 or cint2 or cint3 ", debug.traceback())
		end
		log["cint1"] = self.chapterId
		log["cint2"] = self.level
		log["cint3"] = id
		self.owner:mylog("in_artifact", log)
	else
		print("awardArtifact no log ", debug.traceback())
	end
	if not params.isChoose then
		self:pushBackEvent(AdvBackEventType.Artifact, {id = id})
	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:addPassive({id = id})
		elseif etype == 2 then
			self.battle.player:addBuff(id)
		end
	end
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: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")

	if id == -1 then
		if not advAFWear[slot] then return end
	else
		if not advAFGet[id] then return end
	end

	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
	
	if id ~= -1 then
		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
	else
		id = nil
	end
	self:mylog({desc = "wearArtifact", int1 = id})
	self.owner:log("mission_pick_equip", {
		mission_threadid = self.chapterId, -- 大地图ID
		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
		mission_id = self.level, -- 关卡ID
		mission_pick_equip_type = 1, --神器操作类型:1:装备,2:卸下
		mission_pick_equip_id = id, --神器ID
		mission_pick_equip_lv = advAFGet[id], --神器等级
		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
	})

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

-- 是否穿着指定神器
function Adv:isWearAF(id)
	local advAFWear = self.owner:getProperty("advAFWear")
	for _, _id in pairs(advAFWear) do
		if _id == id then
			return true
		end
	end
	return false
end
--是否激活指定神器套装
function Adv:haveComboAF(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
	for _, _id in pairs(advAFWear) do
		local afData = csvdb["adv_artifactCsv"][_id][advAFGet[_id]]
		if afData.comboId == id then
			local comboData = csvdb["adv_artifact_comboCsv"][afData.comboId]
			if comboData then
				for _, _id2 in ipairs(comboData.artifactid:toArray(true)) do
					if not curWear[_id2] then
						return false
					end
				end
				return true
			end
			return false
		end
	end
	return false
end

function Adv:artifactLevelUp(id, level)
	level = level or 1
	local advAFGet = self.owner:getProperty("advAFGet")
	if not advAFGet[id] then return end
	local advAFWear = self.owner:getProperty("advAFWear")
	local curWear = {}
	for _, _id in pairs(advAFWear) do
		curWear[_id] = 1
	end
	
	local newLv = advAFGet[id]
	for i = 1, level do
		if not self.owner:isArtifactOpen(id, self:isEndless(), newLv + 1) then break end
		newLv = newLv + 1
	end
	if newLv == advAFGet[id] then return end

	self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})

	local status = 0
	if curWear[id] then -- 穿着呢
		local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
		local newData = csvdb["adv_artifactCsv"][id][newLv]
		self:delArtifactEffect(oldData.effect)
		self:addArtifactEffect(newData.effect)
		status = 1
	end
	self.owner:changeUpdates({{type = "advAFGet", field = id, value = newLv}})
	self:checkAchievement(Adv.AchievType.MWeaponLv, 1, id, newLv)
	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}, {log = {desc = "chooseArtifact"}})
	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}, {log = {desc = "chooseArtifact"}, isChoose = true})

	self:mylog({desc = "chooseArtifact", int1 = self.waitArtifact[index]})

	self.waitArtifact = nil

	-- 支援效果继续选择
	self:supportChooseArtifact()

	return true
end

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

function Adv:getCurFloorData()
	local chapter = self.chapterId % 100
	return (csvdb["adv_chapter_floorCsv"][self.chapterId] or {})[self.level]
end

--关卡结束
function Adv:over(success, rewardRatio, overType)
	if success then 
		rewardRatio = rewardRatio or 100
		overType = overType or 0
	else
		rewardRatio = rewardRatio or globalCsv.adv_fail_reward_ratio
		overType = overType or -1
	end
	local chapterData = csvdb["adv_chapterCsv"][self.chapterId]
	-- 扣除的东西给积分
	local addScore = 0
	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
		local itemCsv = csvdb["itemCsv"][itemId]
		if not itemCsv then
			print("ERROR: no itemId in ItemCsv : ", itemId)
		elseif itemCsv.type == ItemType.AdvItem then
			addScore = addScore + count * itemCsv.advScore
		end
	end
	self:scoreChange(AdvScoreType.ItemBack, addScore)

	local score = self.owner:fixAdvScoreChange(self:getScore())
	local scoreInfo = self.score
	
	local scoreReward = math.floor(score / chapterData.scoreAward)
	self.owner:award({[ItemId.OldCoin] = scoreReward}, {log = {desc = "advOver", int1 = self.chapterId}})

	-- 被动技会影响奖励
	self.battle.player:triggerPassive(Passive.ADV_OVER, {score = score, level = self.level})

	local reward = {}
	for itemId, count in pairs(self.owner:getProperty("advItems"):toNumMap()) do
		local itemCsv = csvdb["itemCsv"][itemId]
		if not itemCsv then
			print("ERROR: no itemId in ItemCsv : ", itemId)
		elseif itemCsv.type ~= ItemType.AdvItem then
			reward[itemId] = math.ceil(count * rewardRatio / 100)
		end
	end
	reward = self.owner:award(reward, {log = {desc = "advOver", int1 = self.chapterId}})

	local backAdvCount
	if not self:isEndless() then
		backAdvCount = math.floor((chapterData.limitlevel - self.level) / globalCsv.adv_daily_count_back_radio) *  globalCsv.adv_daily_count_back_radio
		self.owner:changeAdvCount(-backAdvCount)
	end

	if success then
		self.owner:checkTaskEnter("AdvPass", {id = self.chapterId, level = self.level, score = score})
		
		if not self:isEndless() and self.level >= chapterData.limitlevel then
			self.owner:checkTaskEnter("AdvAllPass", {id = self.chapterId})
		end
	end

	local roleId = self.owner:getProperty("id")
	local oldMaxScore = tonum(redisproxy:zscore(self.owner:getAdvRankKey(), roleId))
	if score > oldMaxScore then
		local team = self.owner:getProperty("advTeam")
		local curInfo = {
			name = self.owner:getProperty("name"),
			headId = self.owner:getProperty("headId"),
			lv = self.owner:getProperty("level"),
			batteV = self.owner:getTeamBattleValue(team.heros),
			chapter = self.chapterId,
			format = self.owner:getTeamHerosInfo(team).heros,
		}
		redisproxy:pipelining(function (red)
			red:zadd(self.owner:getAdvRankKey(), score, roleId)	--更新分数
			red:hset(RANK_ADV_INFO, roleId,  MsgPack.pack(curInfo))
		end)
	end
	
	-- 通关的时候要把引导步骤设定到成就引导
	if not self.owner:checkOverGuide(57) then
		self.owner:saveGuide(57,1,true)
	end
	self:clearAdvUnlockCache()

	self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})


	local team = self.owner:getProperty("advTeam")
	local player = {}
	local attrs = self.owner:getTeamBattleInfo(team).heros
	for attrName, _ in pairs(AdvAttsEnum) do
		for _, hero in pairs(attrs) do
			player[attrName] = (player[attrName] or 0) + hero[attrName]
		end
		player[attrName] = player[attrName] * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
	end

	local battleV = 1 * player["hp"]
		+ 2 * player["atk"]
		+ 1.25 * player["def"]
		+ 0.226 * player["hit"]
		+ 0.26 * player["miss"]

	local heroList = {team.leader, team.leader2}
	for _, hid in pairs(team.heros) do
		if hid ~= team.leader and hid ~= team.leader2 then
			heroList[#heroList + 1] = hid
		end
	end

	self.owner:log("mission_pick", {
		mission_threadid = self.chapterId, -- 大地图ID
		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
		mission_id = self.level, -- 关卡ID
		mission_herolist = heroList, -- 英雄ID列表,[111, 222, 333, 444, 555] 前两个为队长、副队长
		mission_heroscore = battleV, -- 编队总评分
		mission_teamlv = 0, -- 编队等级
		mission_recscore = csvdb["adv_chapter_campsiteCsv"][self.chapterId][1].recommendValue, -- 关卡推荐评分
		mission_floor_bef = 0, -- 进入前关卡层数
		mission_floor_aft = self.level, -- 结束时关卡层数
		mission_team_status = {HP = team.player.hp, SP = team.player.sp}, -- 队伍状态,{"HP":100, "SP":100, "curse":7}
		mission_result = success and 1 or (team.player.hp > 0 and 3 or 2), -- 战斗结果(0-无效,1-胜利,2-血量耗尽退出,3,主动退出)
		mission_reward = reward, -- 获得奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
		mission_integral_bef = 0, -- 进入前积分
		mission_integral_aft = score, -- 完成后积分
		mission_cleartype = 1, -- 1正常通关;2代理拾荒
		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
	})

	local chapterId = self.chapterId
	self:clear()
	self.owner:checkTaskEnter("AdvScore", {score = score})

	self.owner:updateProperties({
		advItems = "",
		advAFGet = {},
		advAFWear = {},
	})
	self:pushBackEvent(AdvBackEventType.End, {
		success = success,
		score = score,
		scoreInfo = scoreInfo,
		reward = reward,
		type = overType,
		scoreAward = scoreReward,
		chapterId = chapterId,
		backAdvCount = backAdvCount,
	})
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
				pool[mapId] = {showup = temp.showup}
			end
		end
	end
	if not next(pool) then 
		error("mapIds is empty!")
		return 
	end
	return math.randWeight(pool, "showup")
end

-- log long1 字段被征用!!!
-- 在冒险中获得的物品都发放在冒险背包内
function Adv:award(gift, params, backRewardParams)
	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

	local autoUse = {}
	for itemId, count in pairs(tgift) do
		if count > 0 and self.battle.player 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:checkTask(Adv.TaskType.Item, count, itemId)
			self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
		end
		tgift[itemId] = count
		if globalCsv.adv_auto_useItem[itemId] and count > 0 then
			autoUse[itemId] = count
		else
			local origin = items:getv(itemId, 0)
			local nums = origin + count

			if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
				self:awardArtifact(itemId, params)
				if not self.owner:checkOverGuide(55) then
					self.owner:saveGuide(55,1,true)
				end
			else
				if nums <= 0 then
					items = items:delk(itemId)
					nums = 0
				else
					items = items:setv(itemId, nums)
				end

				if itemId == 16 and not self.owner:checkOverGuide(51,4) then
					self.owner:saveGuide(51,4)
				end
				if params.log then
					local log = clone(params.log)
					if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
						print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
					end
					log["cint1"] = itemId
					log["cint2"] = math.abs(count)
					log["cint3"] = self.chapterId
					log["long1"] = self.level
					if count >= 0 then
						self.owner:mylog("in_adv", log)
					else
						self.owner:mylog("out_adv", log)
					end
				else
					print("addAdvItem no log ", debug.traceback())
				end
			end
		end
	end
	if items ~= oldItems then
		self.owner:updateProperty({field = "advItems", value = items, notNotify = params.notNotify})
	end

	if tgift[ItemId.OldCoin] then
		self.battle.player:attrChangeCondBuffCheck(0)
	end

	if backRewardParams then
		self:backReward(tgift, backRewardParams)
	end

	if next(autoUse) then
		for itemId, count in pairs(autoUse) do
			self:useItem(itemId, count)
		end
		self:backUse(autoUse, 1)
	end
	return tgift
end


function Adv:useItem(itemId, count, target)
	local itemData = csvdb["adv_itemCsv"][itemId] 
	if not itemData then return end

	if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end

	if itemId == 5020 then
		self.owner:finishGuide(53)
	end

	self:checkAchievement(self.AchievType.UseItem, count, itemId)
	self:mylog({desc = "useItem", int1 = itemId, int2 = count})

	self.owner:log("mission_pick_use", {
		mission_threadid = self.chapterId, -- 大地图ID
		mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
		mission_id = self.level, -- 关卡ID
		item_id = itemId, -- 道具ID
		mission_pick_use_num = count, -- 道具使用量
		mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
	})

	for i = 1, count do
		self:doActive(itemData.effect, target) -- target
	end
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, isExit)
	if self:getCurMap():checkOver() then --检查是否可以出去了
		if isExit then
			self:over(true)
			return true
		end

		if #self.mapStack > 1 then -- 处于夹层中
			self:backLayer(-1)
			local oldMapIdx = self:getCurMapIdx()
			table.remove(self.mapStack) --退出夹层
			self.battle:iLayerChange(oldMapIdx)
		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}})

				if (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
					self.owner:checkTaskEnter("AdvPassFirst", {id = self.chapterId})
				end

				end
			end

			self:checkAchievement(Adv.AchievType.OverWin, 1, self.level)
			self:checkAdvUnlock(2, self.level)

			local curFloorData = self:getCurFloorData()
			if not self.isRelay then
				self:scoreChange(AdvScoreType.Level, curFloorData.advScore) --增加层级加分
			end

			if not self:isEndless() and (self.level >= csvdb["adv_chapterCsv"][self.chapterId].limitlevel) then --关卡结束
				self:passAdvRelay()
				self:over(true)
			else
				self.battle.player:triggerPassive(Passive.DOWN_LAYER)
				
				if curFloorData then
					self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
				end
				self:backNext() --下一关
				local isHaveRelay = self:isHaveRelay(self.level)
				if isHaveRelay and not self.isRelay then 
					self:initByChapter({
						chapterId = self.chapterId, 
						level = self.level, 
						isToNext = true, 
						notNotify = true, 
						isRelay = true,
					})
				else
					self:mylog({desc = "pass"})
					self:initByChapter({
						chapterId = self.chapterId, 
						level = self.level + 1, 
						isToNext = true, 
						notNotify = true,
					})
				end
			end

		end
		
		return true
	end
end

local function clickExit(self, room, block, params)
	return clickOut(self, room, block, params, true)
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 choose then return end
	if not chooseData or not chooseData["button".. choose .."cond"] then return end

	local conds = chooseData["button".. choose .."cond"]:toTableArray(true)
	local checkCond = {
		-- 没有条件
		[0] = function()
			return true
		end,
		-- 拥有道具
		[1] = function(_, itemId, count)
			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, true) then
				return true
			end
		end,
		-- xx角色(todo 队长)
		[2] = function(_, heroType)
			for slot, heroId in pairs(self.owner:getProperty("advTeam").heros) do
				local hero = self.owner.heros[heroId]
				if hero and hero:getProperty("type") == heroType then
					return true
				end 
			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(_, attrType, value)
			if (self.battle.player[AttsEnumEx[attrType]] or 0) >= value then
				return true
			end
		end,
		-- 提交一个物品
		[5] = function (_, itemId, count)
			if self:cost({[itemId] = count}, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}) then
				self:backCost({[itemId] = count})
				return true
			end
		end,
		-- sp 到达指定值
		[6] = function(_, value)
			if self.battle.player.sp >= value then
				self.battle.player:changeSp(-value)
				return true
			end
		end,
		--7=拥有指定buff指定层数
		[7] = function(_, buffId, layer)
			local buff = self.battle.player:getBuffById(buffId)
			if buff and buff:getLayer() >= layer then
				return true
			end
		end,
		--8=拥有x神器
		[8] = function(_, artifactId)
			return self:isHaveArtifact(artifactId)
		end,
		-- 9 = 生命值大于x%
		[9] = function (_, value)
			local cost = value / 100 * self.battle.player.hpMax
			if self.battle.player.hp > cost then
				self.battle.player:hurt(cost, nil, {hurtType = 6, buffId = -1})
				return true
			end
		end,
		-- 10 = 未获得x神器
		[10] = function(_, artifactId)
			return not self:isHaveArtifact(artifactId)
		end,
		-- 11 = 地图上没有指定id 的怪
		[11] = function(_, monsterId)
			for _, room in pairs(self:getCurMap().rooms) do
				for _, block in pairs(room.blocks) do
					if block:isMonster() then
						if not monsterId then return false end
						if block.event.id == monsterId then
							return false
						end
					end
				end
			end
			return true
		end,
		-- 12 = 地图上没有指定id 的建筑
		[12] = function(_, buildId)
			for _, room in pairs(self:getCurMap().rooms) do
				for _, block in pairs(room.blocks) do
					if block:isBuild() then
						if not buildId then return false end
						if block.event.id == buildId then
							return false
						end
					end
				end
			end
			return true
		end,
		-- 13 = 地图上没有指定的 选择点
		[13] = function(_, chooseId)
			for _, room in pairs(self:getCurMap().rooms) do
				for _, block in pairs(room.blocks) do
					if block:isChoose() then
						if not chooseId then return false end
						if block.event.id == chooseId then
							return false
						end
					end
				end
			end
			return true
		end,
 	}
 	for _, cond in ipairs(conds) do
 		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]](table.unpack(cond)) then return end
 	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 dropData = csvdb["event_dropCsv"][effect[2]]
					if dropData then
						local item = dropData["range"]:randWeight(true)
						reward[item[1]] = (reward[item[1]] or 0) + item[2]
					else
						skynet.error(string.format("[ERROR]: event_dropCsv no id %s in %s id: %s",  effect[2], tag, chooseData.id))
					end
				end
				self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, {roomId = room.roomId, blockId = block.blockId})
			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})
				self:pushBackEvent(AdvBackEventType.Monster, {id = effect[2]})
				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]
				})
				self:pushBackEvent(AdvBackEventType.Trader, {id = effect[2]})
				clearBlock = false
			end,
			[7] = function() -- 建筑
				block:updateEvent({
					etype = AdvEventType.Build,
					id = effect[2]
				})
				clearBlock = false
			end,
			[8] = function() -- 选择
				block:updateEvent({
					etype = AdvEventType.Choose,
					id = effect[2]
				})
				clearBlock = false
			end,
			[9] = function() -- click
				block:updateEvent({
					etype = AdvEventType.Click,
					id = effect[2]
				})
				clearBlock = false
			end,
			[10] = function() -- 陷阱
				block:updateEvent({
					etype = AdvEventType.Trap,
					id = effect[2]
				})
				clearBlock = false
			end,
			[11] = function()  -- 获得神器
				self:waitChooseArtifact() --等待获取神器
			end,
			[12] = function()
				-- buffId
				local targers = self.battle.player:getTeam(2, nil, nil, true)
				for _, target in pairs(targers) do
					target:addBuff(effect[2])
				end
			end,
			[13] = function() -- 显示地图
				self:getCurMap():showMap()
				self:backMapShow()
			end,
			[14] = function() -- 指定地块召唤 指定类型的id
				local change = self:getCurMap():layEventToStage(effect[2], effect[3], effect[4], effect[5])
				for _, one in ipairs(change) do
					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
						clearBlock = false
					else
						self:backBlockChange(one[1].roomId, one[2].blockId)
					end
				end
			end,
			[15] = function() -- 移除指定事件
				local change = self:getCurMap():clearEventById(effect[2], effect[3], effect[4])
				for _, one in ipairs(change) do
					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
						clearBlock = false
					else
						self:backBlockChange(one[1].roomId, one[2].blockId)
					end
				end
			end,
			[16] = function() -- 指定事件转移
				local change = self:getCurMap():eventChangeToOther(effect[2], effect[3], effect[4], effect[5], effect[6])
				for _, one in ipairs(change) do
					if one[1].roomId == room.roomId and  one[2].blockId == block.blockId then
						clearBlock = false
					else
						self:backBlockChange(one[1].roomId, one[2].blockId)
					end
				end
			end,
		}
		assert(doEffect[effect[1]], "error effect, event_" .. (tag or "choose") .. "Csv id :" .. (block.event and block.event.id or 0) .. "effect  " .. effect[1])
		doEffect[effect[1]]()
	end
	self:scoreChange(AdvScoreType.Event, chooseData.advScore) --增加加分

	return true, clearBlock
end

local function clickChoose(self, room, block, params)
	local choose = params.choose
	local chooseData = csvdb["event_chooseCsv"][block.event.id]
	local oldId = block.event.id
	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "choose")
	if not status then return end
	self:checkAdvUnlock(3, oldId)
	self:checkTask(Adv.TaskType.Choose, 1, oldId)
	self:checkAchievement(Adv.AchievType.Choose, 1, oldId)
	self:checkAchievement(Adv.AchievType.ChooseBySelect, 1, oldId, choose)
	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 lcId = 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 = lcId % 10
	if idx == 9 or not csvdb["event_linkchooseCsv"][lcId + 1] then --全部完成
		local startId = math.floor(lcId / 10) * 10 + 1
		self.lchoose[startId] = (self.lchoose[startId] or 0) + 1
		self:checkAchievement(Adv.AchievType.LinkChoose, 1, startId)
		self:checkAchievement(Adv.AchievType.FinishStoryId, 1, chooseData.storyid)
		self:checkTask(Adv.TaskType.FinishStoryId, 1, chooseData.storyid)
		local advStoryB = self.owner:getProperty("advStoryB")
		advStoryB[chooseData.storyid] = (advStoryB[chooseData.storyid] or 0) + 1
		self.owner:setProperty("advStoryB", advStoryB)
		local storyData = csvdb["event_linkchoose_storyCsv"][chooseData.storyid]
		self:checkAchievement(Adv.AchievType.StorryDone, 1, storyData[1].chapter)  -- 检查故事对应章节
		self:scoreChange(AdvScoreType.Story, storyData[1].advScore) --增加加分

		self:checkAdvUnlock(4, startId)
		self.lchoose.cur = self.lchoose.cur or {}
		table.insert(self.lchoose.cur, {lcId, choose})
		self:pushBackEvent(AdvBackEventType.LinkChooseOver, self.lchoose.cur)
		self.lchoose.cur = nil
	else
		self.lchoose.ing = lcId + 1  --后面会出现后继事件
		self.lchoose.cur = self.lchoose.cur or {}
		table.insert(self.lchoose.cur, {lcId, choose})
	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
	if not self.battle or not self.battle.player then return end
	self.battle.player:triggerPassive(Passive.CLICK_DROP)

	local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}}, {roomId = room.roomId, blockId = block.blockId})

	if block.event.item[1] == 5020 and not self.owner:checkOverGuide(53,2) then
		self.owner:saveGuide(53,2)
	end
	block:clear()
	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 false, 1 end -- 偷偷改表了

	if not block.event.shop or not block.event.shop[buyId] then return false, 2 end
	if (block.event.status or ""):getv(buyId, 0) == 1 then return false, 3 end -- 买过了

	local buyCount = #((block.event.status or ""):toArray())
	if traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount then return false, 4 end

	local goodsData = csvdb["event_trader_goodsCsv"][block.event.shop[buyId][1]]
	if not goodsData then return false, 5 end

	local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
	if not self:cost({[goodsData.currency] = costCount}, {log = {desc = "clickTrader", int1 = block.event.id}}) then return false, 6 end --不够
	self:backCost({[goodsData.currency] = costCount})
	self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
	if goodsData.restrict == 1 then
		self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
	elseif goodsData.restrict == 2 then
		local advShop = self.owner:getProperty("advShop")
		advShop[goodsData.goods] = (advShop[goodsData.goods] or 0) + 1
		self.owner:updateProperty({field = "advShop", value = advShop})
	end
	block.event.status = block.event.status:setv(buyId, 1)
	buyCount = buyCount + 1
	self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
	self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)

	if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
		block:clear()
	end
	return true
end

local function clickBuild(self, room, block, params)
	local choose = params.choose
	local chooseData = csvdb["event_buildingCsv"][block.event.id]
	local oldId = block.event.id
	local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
	if not status then return end

	local isMine = false -- 是不是宝藏怪
	for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do 
		if mid == oldId then
			isMine = true
			break
		end
	end
	if isMine then
		local advMine = self.owner:getProperty("advMine")
		advMine[2] = advMine[2] or {}
		local mineCo2 = advMine[2].co or {}
		if chooseData.limit ~= 0 then
			mineCo2[oldId] = (mineCo2[oldId] or 0) + 1
		end
		advMine[2].co = mineCo2
		self.owner:setProperty("advMine", advMine)
		self.owner:checkTaskEnter("AdvMineLayer")
	end

	self:checkTask(Adv.TaskType.Build, 1, oldId)
	self:checkAchievement(Adv.AchievType.Build, 1, oldId)
	self:checkAchievement(Adv.AchievType.BuildBySelect, 1, oldId, choose)

	if clearBlock then
		block:clear()
	end
	return true
end

local function clickClick(self, room, block, params)
	local clickData = csvdb["event_clickCsv"][block.event.id]
	local oldId = 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:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}, {roomId = room.roomId, blockId = block.blockId})
		end,
		[3] = function()
			for _, buffId in ipairs(clickData.effect:toArray(true, "=")) do
				self.battle.player:addBuff(buffId)
			end
		end,
	}

	assert(doEffect[clickData.type], "error effect, event_clickCsv id :" .. block.event.id)
	doEffect[clickData.type]()
	self:checkTask(Adv.TaskType.Click, 1, oldId)

	if clearBlock then
		block:clear()
	end
	return true
end

local function clickLayer(self, room, block, params)
	local oldMapIdx = self:getCurMapIdx()
	self:backLayer(1)
	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, true)
		self.battle:initMapEffect(true)
		self.maps[mapIdx]:initBattleAfter()
		self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
	end
	self.battle:iLayerChange(oldMapIdx)
	return true
end

local eventCallFunc = {
	[AdvEventType.Out] = clickOut,
	[AdvEventType.InOut] = clickOut,
	[AdvEventType.Exit] = clickExit,
	[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,
}

--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, errorCode = false, nil
	local clickEvent = false

	local function checkAroundBlocks(ignoreGuard)
		local canOpen = false  --如果未开放是否可以开放
		for _, one in ipairs(map:getAroundBlocks(room, block)) do
			local _room, _block = one[1], one[2]
			if not ignoreGuard and _block:isGuard() then 
				if _block:isMonster() then
					local enemy = self.battle:getEnemy(_room.roomId, _block.blockId)
					if not enemy:hadBuff(Buff.DONT_DEFEND) and not self.battle.player:hadBuff(Buff.SNEAK) then
						return false
					end
				else
					return false
				end
			elseif _block:isWalk() then
				canOpen = true
			end
		end
		return canOpen
	end

	if not block.isOpen then
		if self.isRelay or checkAroundBlocks() 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

		if block:isHinder() then
			if not checkAroundBlocks(true) then return end
		end
		--可点击的事件
		if not room.isBossRoom or block:isBoss() then
			if eventCallFunc[block.event.etype] then
				status, errorCode = eventCallFunc[block:getEventType()](self, room, block, params)
			end
		end
	end
	local needChange = true
	if clickEvent and block.event then
		if block:getEventType() == AdvEventType.Out 
			or block:getEventType() == AdvEventType.InOut 
			or block:getEventType() == AdvEventType.Layer 
			or block:getEventType() == AdvEventType.Exit 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, errorCode
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,
				})
				self:backBlockChange(target.room.roomId, target.blockId)
				self:pushBackEvent(AdvBackEventType.Trader, {id = traderId})
			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:getCurMap():addNewMonsterRand(monsterId, {self:getRoom(target.roomId), self:getBlock(target.roomId, target.blockId)})
				self:backBlockChange(target.roomId, target.blockId)
				self:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})
			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
				target:kill()
				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
			self:getCurMap():openBlock(target.room.roomId, target.blockId, true)
		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

	--10: 立刻结算 按比例返还
	doActiveEffect[10] = function(_, rewardRatio)
		self:over(true, rewardRatio, 1)
		return true
	end

	--11: 随机提升一个未满级神器等级,配置提升等级
	doActiveEffect[11] = function(_, level)
		local advAFGet = self.owner:getProperty("advAFGet")
		local pool = {}
		for id_, lv in pairs(advAFGet) do
			if self.owner:isArtifactOpen(id_, self:isEndless(), lv + 1) then  
				table.insert(pool, id_)
			end
		end
		if #pool > 0 then
			local idx = math.randomInt(1, #pool)
			self:artifactLevelUp(pool[idx], level)
		end
		return true
	end

	doActiveEffect[12] = function(_, vtype, attrType, value)
		local attr
		if attrType == 0 then
			attr = "sp"
		else
			attr = AttsEnumEx[attrType]
			if not AdvAttsEnum[attr] then return end
		end
		self.battle.player:addBaseAttr(attr, value, vtype)
		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 blocks = {}
	for roomId, room in pairs(self:getCurMap().rooms) do
		for blockId, block in pairs(room.blocks) do
			table.insert(blocks, block)
		end
	end
	self:blockDropChange(ctype, blocks)
end

function Adv:blockDropChange(ctype, blocks)
	local clist = csvdb["transform_itemCsv"][ctype]
	if clist then
		for _, block in ipairs(blocks) do
			if block:getEventType() == AdvEventType.Drop and block.event.item then
				local id = block.event.item[1]
				local count = block.event.item[2]
				local changeTo = nil
				if clist[id] then
					changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
				elseif clist[-1] then
					changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
				end
				if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
					block.event.item = changeTo
					self:backBlockChange(block.room.roomId, block.blockId, ctype)
				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]
			if block:isBoss() then 
				self:scoreChange(AdvScoreType.KillBoss, monsterData.advScore)
			else
				self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
			end
			-- local changeV = self.battle.player:addExp(monsterData.exp)
			-- self:backDead(enemyId, changeV)
			self:backDead(enemyId)

			local isMine = false -- 是不是宝藏怪
			for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do 
				if mid == enemyId then
					isMine = true
					break
				end
			end

			if isMine then
				local advMine = self.owner:getProperty("advMine")
				advMine[1] = advMine[1] or {}
				advMine[2] = advMine[2] or {}
				local mineCo = advMine[1].co or {}
				local mineCo2 = advMine[2].co or {}
				local mineCh = advMine[2].ch or globalCsv.adv_egg_treasureLayer_showup
				if monsterData.limit ~= 0 then
					mineCo[enemyId] = (mineCo[enemyId] or 0) + 1
				end

				local had = false
				if math.randomInt(1, 100) <= mineCh then -- 刷出来了
					local mpool = {}
					for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do
						local layer = csvdb["event_buildingCsv"][mid]
						if (not mineCo2[mid] or layer.limit == 0 or mineCo2[mid] < layer.limit) and layer.showup > 0 then
							mpool[mid] = {layer.showup}
						end
					end
					if next(mpool) then
						local cId = math.randWeight(mpool, 1)
						block:updateEvent({
							etype = AdvEventType.Build,
							id = cId
						})
						had = true
					end
				end
				if had then
					mineCh = nil
				else
					block:clear()
					mineCh = math.min(mineCh + globalCsv.adv_egg_treasureLayer_showup_add, 100)
				end

				local drops = {}
				for _, dropId in ipairs(monsterData.dropid:toArray(true, "=")) do
					local dropData = csvdb["event_dropCsv"][dropId]
					if dropData then
						local cur = dropData["range"]:randWeight(true)
						if cur and cur[1] ~= 0 then
							drops[#drops + 1] = cur
						end
					end
				end
				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
				for _i, cblock in ipairs(blocks) do
					cblock:updateEvent({
						etype = AdvEventType.Drop,
						item = drops[_i]
					})
					if cblock ~= block then
						self:backBlockChange(cblock.room.roomId, cblock.blockId)
					end
				end
				advMine[1].co = mineCo
				advMine[2].co = mineCo2
				advMine[2].ch = mineCh
				self.owner:setProperty("advMine", advMine)
				self.owner:checkTaskEnter("AdvMineKill")
			else
				local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
				if toClick then
					toClick = toClick:effect()
				end

				local changItem = enemy:hadBuff(Buff.CHANGE_DROP)
				if changItem then
					changItem = table.pack(changItem:effect())
				end

				local addMult = 0
				local dropBuff = enemy:hadBuff(Buff.DROP_BUFF_BY_ENEMY)  -- 根据敌人数量变化个数
				if dropBuff then
					local team = enemy:getTeam(1, true)
					addMult = addMult + 0.2 * #team
				end

				local dropIds = monsterData.dropid:toArray(true, "=")
				local drops = {}
				local cCcount = 0 -- 需要改变为click 的个数
				for _, dropId in ipairs(dropIds) do
					local dropData = csvdb["event_dropCsv"][dropId]
					if dropData then
						local cur = dropData["range"]:randWeight(true)
						if cur and cur[1] ~= 0 then
							if toClick then
								cCcount = cCcount + 1
							else
								local item = changItem and changItem or cur
								item[2] = math.floor(item[2] * (1 + addMult))
								drops[#drops + 1] = item
							end
						end
					end
				end
				-- 这些奖励可能会有被动加成
				self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})

				-- 自身带的掉落是不会被改变的 也不会被加成
				if block.event.item and block.event.item[1] ~= 0 then
					table.insert(drops,  1, block.event.item)
				end

				-- 清空当前的格子
				block:clear()

				-- 掉落走一波
				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
				for _i, cblock in ipairs(blocks) do
					cblock:updateEvent({
						etype = AdvEventType.Drop,
						item = drops[_i]
					})
					if cblock ~= block then
						self:backBlockChange(cblock.room.roomId, cblock.blockId)
					end
				end

				-- 转换的click走一波
				local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, cCcount)
				for _i, cblock in ipairs(blocks) do
					cblock:updateEvent({
						etype = AdvEventType.Click,
						id = clickId
					})
					if cblock ~= block then
						self:backBlockChange(cblock.room.roomId, cblock.blockId)
					end
				end
			end

			self:checkTask(Adv.TaskType.Kill, 1, enemyId)
			self:checkTask(Adv.TaskType.KillAll)
			self:checkAchievement(Adv.AchievType.Kill, 1, enemyId)
			self:checkAchievement(Adv.AchievType.KillHadBuff, 1, enemy)

			self:checkAchievement(Adv.AchievType.KillWithBuff, 1)
			self:checkAchievement(Adv.AchievType.KillNoBuff, 1)
			self:checkAchievement(Adv.AchievType.KillWithMWeapon, 1)
			self:checkAchievement(Adv.AchievType.KillWithAMWeapon, 1)

			if monsterData.type == 2 then
				self:checkTask(Adv.TaskType.KillBoss, 1, enemyId)
				self:checkAchievement(Adv.AchievType.KillBoss, 1, enemyId)
				self:checkAchievement(Adv.AchievType.KillBossWithBuff, 1)
				self:checkAchievement(Adv.AchievType.KillBossNoBuff, 1)
				self:checkAchievement(Adv.AchievType.KillBossWithMWeapon, 1)
				self:checkAchievement(Adv.AchievType.KillBossWithAMWeapon, 1)
			elseif monsterData.type == 3 then
				self:checkTask(Adv.TaskType.KillElite, 1, enemyId)
			end
		end
	end
	self:backBlockChange(roomId, blockId)
end


function Adv:pushBackEvent(btype, params)
	table.insert(self.backEvents, {btype = btype, params = params})
end
--[=[
tag
1 自动拾取
--]=] 
function Adv:backReward(items, params)
	params = params or {}
	self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
end

-- if is player enemyId is nil 
function Adv:backSkill(enemyId, skillId, receiver)
	self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver})
end

function Adv:backNext()
	self:pushBackEvent(AdvBackEventType.Next, {})
end


function Adv:backBlockChange(roomId, blockId, itemChangeType)
	self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
end

function Adv:backDead(enemyId)
	self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
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

--[=[
tag
1 自动使用
--]=] 
function Adv:backUse(items, tag)
	self:pushBackEvent(AdvBackEventType.Use, {items = items, tag = tag})
end


function Adv:scoreChange(scoreType, score)
	self.score[scoreType] = self.score[scoreType] or 0
	self.score[scoreType] = self.score[scoreType] + score
end

function Adv:getScore()
	local allScore = 0
	for _, score in pairs(self.score) do
		allScore = allScore + math.floor(score)
	end
	return allScore
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