AdvBlock.lua
6.8 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
--块类型
local AdvCommon = require "adv.AdvCommon"
local Passive = require "adv.AdvPassive"
local Block = class("AdvBlock")
function Block:ctor(room, blockId, event, isOpen, trapId)
self.room = room
self.blockId = blockId
self.col, self.row = AdvCommon.getCrById(self.blockId)
self.isOpen = isOpen and true or false
self.trapId = trapId
self:updateEvent(event, true)
end
function Block:isBoss()
return self:getEventType() == AdvEventType.BOSS
end
function Block:isMonster()
return (self:getEventType() == AdvEventType.BOSS or self:getEventType() == AdvEventType.Monster)
end
function Block:isBuild()
return self:getEventType() == AdvEventType.Build
end
function Block:getEventType()
return self.event and self.event.etype
end
function Block:updateEvent(event, isInit)
self.event = event
end
function Block:clear()
if self:getEventType() == AdvEventType.Trap then
self.trapId = self.event.id
elseif self:getEventType() == AdvEventType.Build then
local build = self.room.map.adv.battle:getBuild(self.room.roomId, self.blockId, self.room.map.mapIdx)
if build then
build.isDead = true
end
end
self.event = nil
end
function Block:randomEvent()
local room = self.room
local map = room.map
local adv = map.adv
--如果翻开有数据处理在这里处理
local randomFunc = {}
--怪
randomFunc[AdvEventType.Monster] = function()
self.event.mId = adv.lastEnemyId --给怪一个有序id 回合逻辑时使用
adv.lastEnemyId = adv.lastEnemyId + 1
local enemy = adv.battle:getEnemy(room.roomId, self.blockId, map.mapIdx)
if enemy then
enemy:unlock(self.event.mId)
else
enemy = adv.battle:addEnemy(room, self, map.mapIdx)
enemy:initAfter(self.event.enemy)
end
enemy:triggerPassive(Passive.BORN_ONCE)
adv.battle.player:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
for _, monster in pairs(adv.battle.player:getTeam(2)) do
adv.battle.player:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
end
end
randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
--掉落
randomFunc[AdvEventType.Drop] = function()
self.event.item = csvdb["event_dropCsv"][self.event.id]["range"]:randWeight(true)
end
--交易
randomFunc[AdvEventType.Trader] = function()
local data = csvdb["event_traderCsv"][self.event.id]
self.event.shop = {}
self.event.status = "" --购买次数状态 1 就是购买过了 -- 购买id就是shop索引
local needDiscount = data.discount -- 需要的折扣数量
local curHad = {}
local advShop = adv.owner:getProperty("advShop")
local function randomGoods(range, gcount)
local pool = range:toTableArray(true) -- {{id, weight}, ... }
local function randomOneGood()
for i = #pool, 1, -1 do
local curId = pool[i][1]
local curData = csvdb["event_trader_goodsCsv"][curId]
if not curData then
table.remove(pool, i)
else
if curData.restrict == 1 then -- 冒险内限制
if curData.restrictnum <= ((adv.shopStatus[curId] or 0) + (curHad[curId] or 0)) then
table.remove(pool, i)
end
elseif curData.restrict == 2 then -- 角色限制
if curData.restrictnum <= ((advShop[curId] or 0) + (curHad[curId] or 0)) then
table.remove(pool, i)
end
end
end
end
if #pool <= 0 then
return false
end
local idx = math.randWeight(pool, 2)
local getId = pool[idx][1]
local getData = csvdb["event_trader_goodsCsv"][getId]
if getData.restrict ~= 0 then
curHad[getId] = (curHad[getId] or 0) + 1
end
if getData.discount ~= "" and needDiscount > 0 then
needDiscount = needDiscount - 1
table.insert(self.event.shop, {getId, getData.discount:randWeight()})
else
table.insert(self.event.shop, {getId})
end
return true
end
for i = 1, gcount do
if not randomOneGood() then
break
end
end
end
for i = 1, 10 do
local numS, rangeS = "num" .. i, "range" .. i
if data[numS] and data[rangeS] then
randomGoods(data[rangeS], data[numS])
else
break
end
end
end
--建筑
randomFunc[AdvEventType.Build] = function()
local build = adv.battle:getBuild(room.roomId, self.blockId, map.mapIdx)
if build then
build:unlock()
else
build = adv.battle:addEnemy(room, self, map.mapIdx)
build:initAfter(self.event.build)
end
build:triggerPassive(Passive.BORN_ONCE)
end
randomFunc[AdvEventType.Trap] = function()
local data = csvdb["event_trapCsv"][self.event.id]
-- 因为一些神器效果 提前触发被动
adv.battle.player:triggerPassive(Passive.CLICK_TRAP)
local buffs = data.effect:toArray(true, "=")
for _, buffId in ipairs(buffs) do
adv.battle.player:addBuff(buffId)
end
local backTrap = true
if data.target == 1 then-- 给所有敌人同样增加buff
local enemys = adv.battle.player:getTeam(2)
for k , enemy in ipairs(enemys) do
for _, buffId in ipairs(buffs) do
enemy:addBuff(buffId)
end
end
elseif data.target == 2 then -- 翻开房间
self.room.map.adv:getCurMap():openBlocksByRoom(self.room.roomId)
backTrap = false
end
if data.specialEff ~= "" then
local effect = data.specialEff:toArray(true, "=")
if effect[1] == 1 then
self.room.map.adv:mapItemChange(effect[2])
end
end
adv:checkAchievement(adv.AchievType.Trap, 1, self.event.id)
if backTrap then
adv:backTrap()
end
self:clear()
end
if self.event then -- 随机出具体的事件
if randomFunc[self:getEventType()] then
randomFunc[self:getEventType()]()
end
end
end
-- 获取event 数据
function Block:getEventData()
local typToCsv = {
[AdvEventType.Monster] = "event_monsterCsv",
[AdvEventType.BOSS] = "event_monsterCsv",
[AdvEventType.Choose] = "event_chooseCsv",
[AdvEventType.Drop] = "event_dropCsv",
[AdvEventType.Build] = "event_buildingCsv",
[AdvEventType.Trader] = "event_traderCsv",
[AdvEventType.Trap] = "event_trapCsv",
[AdvEventType.Click] = "event_clickCsv",
[AdvEventType.Layer] = "event_layerCsv",
[AdvEventType.LinkChoose] = "event_linkchooseCsv",
}
local etype = self:getEventType()
if not etype then return end
if not self.event.id then return end
if not typToCsv[etype] then return end
return csvdb[typToCsv[etype]][self.event.id]
end
--事件有需要额外处理的部分
function Block:open()
if self.isOpen then return end
local room = self.room
local map = room.map
local adv = map.adv
self:randomEvent()
self.isOpen = true
return true
end
function Block:getObstacle()
local data = self:getEventData()
if not data then return 0 end
return data.obstacle or 0
end
-- 是否看守周围地板
function Block:isGuard()
return self.isOpen and self:getObstacle() == 2
end
-- 是否是路障
function Block:isHinder()
return self.isOpen and self:getObstacle() == 1
end
-- 玩家是否经过 -- 已经翻开 并且 不是路障
function Block:isWalk()
return self.isOpen and not self:isHinder()
end
return Block