AdvTask.lua
14 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
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
		KillElite	= 8, --击杀精英怪
		KillBoss	= 9, --击杀Boss
		RelayOpen = 10, -- 解锁中继营地
		FinishStoryId = 11, -- 完成故事
		Click = 12, -- 点击点击事件
	}
	-- 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
		checkTaskFunc[Adv.TaskType.RelayOpen] = function()
			local limit = tonum(taskData.value2, 0)
			if self.level > limit or (self.level == limit and self.isRelay) 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
		self:addTask()
		self:checkTask(Adv.TaskType.RelayOpen) --每一层都检查一下
	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()
		if self.isRelay or self.haveBoss then return end
		
		local chapterId, level = self.chapterId, self.level
		if self:isEndless() then
			level = AdvCommon.getEndlessDataLv(chapterId, level)
		end
		local advEventOpenStatus = self.owner:advEventOpenStatus()
		local pool = {}
		local mapData = self:getCurMap():getMapInfoCsv()
		for _, id in ipairs(mapData.quest:toArray(true, "=")) do
			local data = csvdb["event_questCsv"][taskId]
			if data then
				pool[id] = {showup = data.showup}
			end
		end
		if not next(pool) then
			for id, data in pairs(csvdb["event_questCsv"]) do
				if data.levelchapter == chapterId and (data.unlockType == 0 or (advEventOpenStatus[etype] or {})[data.unlockType]) then
					if AdvCommon.checkIsIn(level, data.leveltype, data.levellimit) then
						pool[id] = {showup = data.showup}
					end
				end
			end
		end
		if not next(pool) then return end
		local taskId = math.randWeight(pool, "showup")
		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, {log = {desc = "finishTask", int1 = taskId}})
			
			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, change
		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, change = self.owner:award(mainTaskData.rewardValue, {log = {desc = "advMainTask", int1 = self.advMTask.id}})
			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, change
	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(self, chapterId, taskId, value, pts)
		local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
		local dbData = self.owner:getProperty(achievField)
		if pts then
			advAchievChange[achievField] = advAchievChange[achievField] or {}
			advAchievChange[achievField][chapterId] = advAchievChange[achievField][chapterId] or {}
			advAchievChange[achievField][chapterId]["pts"] = advAchievChange[achievField][chapterId]["pts"] or {}
			advAchievChange[achievField][chapterId]["pts"][taskId] = value
			dbData[chapterId] = dbData[chapterId] or {}
			dbData[chapterId]["pts"] = dbData[chapterId]["pts"] or {}
			dbData[chapterId]["pts"][taskId] = value
		else
			advAchievChange[achievField] = advAchievChange[achievField] or {}
			advAchievChange[achievField][chapterId] = advAchievChange[achievField][chapterId] or {}
			advAchievChange[achievField][chapterId][taskId] = value
			dbData[chapterId] = dbData[chapterId] or {}
			dbData[chapterId][taskId] = value
		end
	end
	function Adv:checkAchievement(taskType, count, cond, cond2)
		local achievField = self:isEndless() and "advEAchiev" or "advAchiev"
		local dbData = self.owner:getProperty(achievField)
		dbData[self.chapterId] = dbData[self.chapterId] or {}
		local advAchiev = dbData[self.chapterId]
		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, self.chapterId, taskId, status)
					end
				else
					if (status or -1) >= data.value1 then
						status = -1
						self.owner:mylog("adv_action", {desc = "finishAchiev", short1 = 1, int1 = self.chapterId, int2 = taskId})
					end
					if status and status ~= oldStatus then
						insertChange(self, self.chapterId, taskId, status)
						if status == -1 then
							local ptcount = advAchiev[-1] or 0
							ptcount = ptcount + data.pt
							insertChange(self, 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, change = {}
		if status >= achievData.value1 then
			insertChange(self, chapterId, taskId, -1)
			local count = (self.owner:getProperty(achievField)[chapterId] or {})[-1] or 0
			count = count + achievData.pt
			insertChange(self, chapterId, -1, count)
			-- 发放奖励
			reward, change = self.owner:award(achievData.reward, {log = {desc = "advAchiev", int1 = chapterId, int2 = taskId}})
			return true, reward, change
		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, change = self.owner:award(achievData.reward, {log = {desc = "advAchievReward", int1 = chapterId, int2 = taskId}})
		insertChange(self, chapterId, taskId, -1, true)
		return true, reward, change
	end
	function Adv:updateAchievement(notNotify)
		if not next(advAchievChange) then return end
		self.owner:changeMapUpdates(advAchievChange, notNotify)
		advAchievChange = {}
	end
end
return AdvTask