AdvTask.lua
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local AdvTask = {}
local AdvCommon = require "adv.AdvCommon"
local advTaskChange = {}
function AdvTask.bind(Adv)
Adv.TaskType = {
Arrive = 1, --到达N层
Kill = 2, --消灭指定怪物N个
Item = 3, --获得指定道具N个
Choose = 4, --完成指定抉择点N次
Shop = 5, --和指定商人交易N次
Build = 6, --和指定建筑交互N次
KillAll = 7, --消灭本层所有怪物
}
-- 检查任务状态 在新领取任务的时候回进行检查
local function checkTaskStatus(self, taskData, status, count, cond)
count = count or 0
if status == -1 or not taskData then
return
end
local function checkCondValue()
if taskData.value2 ~= "" then
local conds = taskData.value2:toArray(true, "=")
for _, one in pairs(conds) do
if one == cond then
return true
end
end
return false
end
return true
end
local checkTaskFunc = {}
checkTaskFunc[Adv.TaskType.Arrive] = function()
if self.level > status then
if self.level >= taskData.value1 then
return -1
else
return self.level
end
end
end
checkTaskFunc[Adv.TaskType.KillAll] = function()
if #self.battle.player:getTeam(2, nil, nil, true) == 0 then
return -1
end
end
if checkTaskFunc[taskData.condition] then
status = checkTaskFunc[taskData.condition]()
else
if count == 0 or not checkCondValue() then return end --没有变化
status = status + count
if status >= taskData.value1 then
status = -1
end
end
return status
end
function Adv:initLayerTask()
self.advTask = {}
advTaskChange.t = true
advTaskChange.m = true
if not next(self.advMTask) then
self.advMTask = {
id = 1,
status = 0,
lock = 1,
}
end
self.advMTask.id = self.advMTask.id or 1
local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
if mainTaskData and self.advMTask.lock then
if self.chapterId == mainTaskData.chapter and self.level >= mainTaskData.level then --到达指定关卡解锁当前任务
self.advMTask.lock = nil
self.advMTask.status = 0
local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, 0)
if ts then
self.advMTask.status = ts
end
end
end
end
function Adv:checkTask(taskType, count, cond)
local chapter = self.chapterId
for taskId, status in pairs(self.advTask) do
local taskData = csvdb["event_questCsv"][taskId]
if taskData and taskData.levelchapter == chapter and taskType == taskData.condition then
local ts = checkTaskStatus(self, taskData, status, count, cond)
if ts then
self.advTask[taskId] = ts
advTaskChange.t = true
end
end
end
local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
if not self.advMTask.lock and mainTaskData and mainTaskData.chapter == chapter and taskType == mainTaskData.condition then
local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, count, cond)
if ts then
self.advMTask.status = ts
advTaskChange.m = true
end
end
end
-- 点击任务地块领取任务
function Adv:addTask(taskId)
local taskData = csvdb["event_questCsv"][taskId]
if taskData then
self.advTask[taskId] = 0
local ts = checkTaskStatus(self, taskData, self.advTask[taskId], 0)
if ts then
self.advTask[taskId] = ts
end
advTaskChange.t = true
self:pushBackEvent(AdvBackEventType.Task, {id = taskId})
return true
end
end
--完成层任务
function Adv:finishTask(taskId)
local ok, reward
if self.advTask[taskId] and self.advTask[taskId] == -1 then
local taskData = csvdb["event_questCsv"][taskId]
if not taskData then return end
local curFloorData = self:getCurFloorData()
if not curFloorData then return end
reward = {[ItemId.AdvPoint] = curFloorData.questAward}
local item = csvdb["event_dropCsv"][taskData.drop]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
reward = self:award(reward)
self:scoreChange(AdvScoreType.Task, taskData.advScore) --增加加分
self.advTask[taskId] = nil
ok = true
advTaskChange.t = true
end
return ok, reward
end
-- 完成主线任务
function Adv:finishMTask()
local ok, reward
if self.advMTask.status == -1 then --已完成带领取
local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
if not mainTaskData then return end
if mainTaskData.reward == 1 then
reward = self.owner:award(mainTaskData.rewardValue)
end
self.advMTask.id = self.advMTask.id + 1
self.advMTask.status = 0
local nextTaskData = csvdb["adv_questCsv"][self.advMTask.id]
if not nextTaskData or self.chapterId ~= nextTaskData.chapter or self.level < nextTaskData.level then
self.advMTask.lock = true
else
local ts = checkTaskStatus(self, nextTaskData, self.advMTask.status, 0)
if ts then
self.advMTask.status = ts
end
end
ok = true
advTaskChange.m = true
end
return ok, reward
end
function Adv:updateTask(notNotify)
local properties = {}
if advTaskChange.t then
properties.advTask = self.advTask
end
if advTaskChange.m then
properties.advMTask = self.advMTask
end
if next(properties) then
self.owner:updateProperties(properties, notNotify)
end
advTaskChange = {}
end
------ 冒险成就 ------------
Adv.AchievType = {
StartBattle = 1, --累计挑战N次
OverWin = 2, --通关N次M层
TaskLayer = 3, --完成每层任务N次
UseItem = 4, --使用道具N次
GetItem = 5, --获得道具N个
GetMWeapon = 6, --获得神器N个
Build = 7, --完成建筑N个
Choose = 8, --完成事件N个
Shop = 9, --完成商店N次
LinkChoose = 10, --完成连锁事件N次
Trap = 11, --触发陷阱N次
Kill = 12, --消灭怪物N个
EnterILayer = 13, --进入夹层N次
KillByBuff = 14, --使用BUFF消灭敌人N个
KillBoss = 15, --击杀首领N次
FinishStoryId = 16, -- 完成故事Id
MWeaponLv = 17, -- 指定神器等级达到
GetBuff = 18, -- 获得指定buff
KillHadBuff = 19, -- 击败拥有指定buff的敌人
ChooseBySelect = 20, -- 指定事件的指定选项N次
BuildBySelect = 21, -- 指定建筑的指定选项N次
KillWithBuff = 22, -- 携带指定层数的buff 击败怪物
KillBossWithBuff = 23, -- 携带指定层数的buff 击败boss
KillNoBuff = 24, -- 不携带指定的buff 击败boss
KillBossNoBuff = 25, -- 不携带指定的buff 击败boss
StorryDone = 26, -- 故事完成个数
KillWithMWeapon = 27, -- 携带指定神器击败怪物N次
KillBossWithMWeapon = 28, -- 携带指定神器击败BossN次
KillWithAMWeapon = 29, -- 激活神器套装 击败怪物N次
KillBossWithAMWeapon= 30, -- 激活神器套装 击败BossN次
}
local advAchievChange = {}
local function insertChange(chapterId, taskId, value, pts)
local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
if pts then
table.insert(advAchievChange, {type = achievField, field = {chapterId, "pts", taskId}, value = value})
else
table.insert(advAchievChange, {type = achievField, field = {chapterId, taskId}, value = value})
end
end
function Adv:checkAchievement(taskType, count, cond, cond2)
local achievField = self:isEndless() and "advEAchiev" or "advAchiev"
local advAchiev = self.owner:getProperty(achievField)[self.chapterId] or {}
for taskId , data in pairs(csvdb["adv_achievementCsv"][self.chapterId] or {}) do
local oldStatus = advAchiev[taskId] or 0
if oldStatus ~= -1 and data.type == taskType then
local status
local checkTaskFunc = {}
checkTaskFunc[Adv.AchievType.KillHadBuff] = function()
if cond:hadBuffById(data.value2) then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillWithBuff] = function()
local buff = self.battle.player:hadBuffById(data.value2)
if buff and buff.layer == data.value3 then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossWithBuff] = checkTaskFunc[Adv.AchievType.KillWithBuff]
checkTaskFunc[Adv.AchievType.KillNoBuff] = function()
local buff = self.battle.player:hadBuffById(data.value2)
if not buff then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossNoBuff] = checkTaskFunc[Adv.AchievType.KillNoBuff]
checkTaskFunc[Adv.AchievType.KillWithMWeapon] = function()
if self:isWearAF(data.value2) then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossWithMWeapon] = checkTaskFunc[Adv.AchievType.KillWithMWeapon]
checkTaskFunc[Adv.AchievType.KillWithAMWeapon] = function()
if self:haveComboAF(data.value2) then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossWithAMWeapon] = checkTaskFunc[Adv.AchievType.KillWithAMWeapon]
checkTaskFunc[Adv.AchievType.StorryDone] = function()
if data.value2 == 0 or data.value2 == cond then
local advStoryB = self.owner:getProperty("advStoryB")
local newCount = 0
for storyId, _ in pairs(advStoryB) do
if data.value2 == 0 then
newCount = newCount + 1
else
local storyData = csvdb["event_linkchoose_storyCsv"][storyId]
if storyData[1].chapter == data.value2 then
newCount = newCount + 1
end
end
end
if newCount > oldStatus then
return newCount
end
end
end
if checkTaskFunc[taskType] then
status = checkTaskFunc[taskType]()
else
if count ~= 0 and (data.value2 == 0 or data.value2 == cond) and (data.value3 == 0 or data.value3 == cond2) then
status = oldStatus + count
end
end
if self:isEndless() then
if status and status ~= oldStatus then
insertChange(self.chapterId, taskId, status)
end
else
if (status or -1) >= data.value1 then
status = -1
end
if status and status ~= oldStatus then
insertChange(self.chapterId, taskId, status)
if status == -1 then
local ptcount = (self.owner:getProperty(achievField)[self.chapterId] or {})[-1] or 0
ptcount = ptcount + data.pt
insertChange(self.chapterId, -1, ptcount)
end
end
end
end
end
end
-- 说不用领取 注释掉
-- 又说要领取 打开 修改
function Adv:finishAchievement(chapterId, taskId)
if not AdvCommon.isEndless(chapterId) then return end -- 暂时只有无尽可以领奖
local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
local achievData = (csvdb["adv_achievementCsv"][chapterId] or {})[taskId]
local status = (self.owner:getProperty(achievField)[chapterId] or {})[taskId] or -1
local reward = {}
if status >= achievData.value1 then
insertChange(chapterId, taskId, -1)
local count = (self.owner:getProperty(achievField)[chapterId] or {})[-1] or 0
count = count + achievData.pt
insertChange(chapterId, -1, count)
-- 发放奖励
reward = self.owner:award(achievData.reward)
return true, reward
end
end
function Adv:getAchievementReward(chapterId, taskId)
local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
local count = (self.owner:getProperty(achievField)[chapterId] or {})[-1] or 0
local achievData = (csvdb["adv_achievement_rewardCsv"][chapterId] or {})[taskId]
local status = ((self.owner:getProperty(achievField)[chapterId] or {})["pts"] or {})[taskId] or 0
if status == -1 or count < achievData.pt then return end
local reward = self.owner:award(achievData.reward)
insertChange(chapterId, taskId, -1, true)
return true, reward
end
function Adv:updateAchievement(notNotify)
if not next(advAchievChange) then return end
self.owner:changeUpdates(advAchievChange, notNotify)
end
end
return AdvTask