AdvMap.lua
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local Room = require "adv.AdvRoom"
local Passive = require "adv.AdvPassive"
local AdvCommon = require "adv.AdvCommon"
local Buff = require "adv.AdvBuff"
-- 一层地图
local Map = class("AdvMap")
-- 内部方法声明
local createMap, getEventLib
function Map:ctor(adv, mapIdx, mapInfo, isEnter, isNewRelay)
self.adv = adv
local isNew = type(mapInfo) == "number"
self.mapIdx = mapIdx
if isNew then -- mapInfo 传入 id
mapInfo = createMap(self, mapInfo, isEnter, isNewRelay) -- 生成地图
end
if not mapInfo then return end
self.mapId = mapInfo.mapId
self.isShow = mapInfo.isShow -- 是否全部展示 -- 客户端用
self.rooms = {}
self:loadRooms(mapInfo.rooms, isNew, isNewRelay)
end
function Map:loadRooms(rooms, isNew, isNewRelay)
local mapInfoCsv = csvdb["mapCsv"][self.mapId]
local mapData = csvdb["map_" .. mapInfoCsv["path"] .. "Csv"]
for roomId, roomName in pairs(mapData["rooms"]) do
if roomName == "path" then
self.rooms[roomId] = Room.new(self, roomId, mapData["path"], rooms[roomId], true, isNewRelay, mapInfoCsv.type)
else
roomName = roomName:gsub("/", "_")
self.rooms[roomId] = Room.new(self, roomId, csvdb["room_" .. roomName .. "Csv"], rooms[roomId], false, isNewRelay, mapInfoCsv.type)
end
end
if mapInfoCsv.type == 2 and isNew then
self:showMap()
end
end
function Map:initBattleAfter()
for roomId, room in pairs(self.rooms) do
room:initBattleAfter()
end
end
function Map:getMapInfoCsv()
return csvdb["mapCsv"][self.mapId]
end
function Map:getDB()
local map = {}
map.mapId = self.mapId
map.isShow = self.isShow
map.rooms = {}
for roomId, room in pairs(self.rooms) do
map.rooms[roomId] = room:getDB()
end
return map
end
function Map:showMap()
self.isShow = true
end
function Map:isAllOpen()
for roomId, room in pairs(self.rooms) do
for blockId, block in pairs(room.blocks) do
if not block.isOpen then
return false
end
end
end
return true
end
--结束本层的时候调用
function Map:checkOver()
local mapCsv = csvdb["mapCsv"][self.mapId]
if mapCsv.clearType == 1 then -- 消耗
if self.adv:cost(mapCsv.clear:toNumMap(), {log = {desc = "overCost", int1 = self.mapId}}) then return true end
elseif mapCsv.clearType == 2 then -- 杀光
if #self.adv.battle.player:getTeam(2) == 0 then return true end
elseif mapCsv.clearType == 3 then -- 持有
if self.adv:cost(mapCsv.clear:toNumMap(), {}, true) then return true end
elseif mapCsv.clearType == 4 then
return self:isAllOpen()
else
return true
end
end
function Map:randEmptyBlock()
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and not block_.event then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return end
local idx = math.randomInt(1, #pool)
return pool[idx][1], pool[idx][2]
end
--随机一个空的位置生成怪, 如果没有就没有
function Map:addNewMonsterRand(monsterId, where)
local room, block
if where then
room, block = where[1], where[2]
else
room, block = self:randEmptyBlock()
if not room then return end
end
if not monsterId then
local eventLib = getEventLib(self, AdvEventType.Monster)
if not next(eventLib[AdvEventType.Monster][0]) then return false end
monsterId = math.randWeight(eventLib[AdvEventType.Monster][0], "showup")
end
local event = {
etype = AdvEventType.Monster,
id = monsterId,
}
block:updateEvent(event)
return room, block
end
-- 在指定地块类型上 放置指定类型事件id
function Map:layEventToStage(eventType, eventId, count, stage)
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and not block_.event and block_:getStageType() == stage then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return {} end
local change = {}
count = math.min(#pool, count)
for i = 1, count do
local idx = math.randomInt(1, #pool)
local room, block = pool[idx][1], pool[idx][2]
table.remove(pool, idx)
local event = {
etype = eventType,
id = eventId,
}
block:updateEvent(event)
table.insert(change, {room, block})
end
return change
end
-- 地图中指定事件 切换为另一个事件
function Map:eventChangeToOther(eventTypeF, eventIdF, eventTypeT, eventIdT, count)
count = count or 1
local pool = {}
for _, room_ in pairs(self.rooms) do
for _, block_ in pairs(room_.blocks) do
if block_.isOpen and block_:getEventType() == eventTypeF and block_.event.id == eventIdF then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return {} end
local change = {}
count = math.min(#pool, count)
for i = 1, count do
local idx = math.randomInt(1, #pool)
local room, block = pool[idx][1], pool[idx][2]
table.remove(pool, idx)
local event = {
etype = eventTypeT,
id = eventIdT,
}
block:updateEvent(event)
table.insert(change, {room, block})
end
return change
end
function Map:clearEventById(eventType, eventId, count, exclude)
count = count or 0
eventId = eventId or 0
exclude = exclude or {}
local pool = {}
for roomId, room_ in pairs(self.rooms) do
exclude[roomId] = exclude[roomId] or {}
for blockId, block_ in pairs(room_.blocks) do
if not exclude[roomId][blockId] and block_.isOpen and block_:getEventType() == eventType and (eventId == 0 or block_.event.id == eventId) then
table.insert(pool, {room_, block_})
end
end
end
if not next(pool) then return {} end
local change = {}
if count == 0 then
count = #pool
else
count = math.min(#pool, count)
end
for i = 1, count do
local idx = math.randomInt(1, #pool)
local room, block = pool[idx][1], pool[idx][2]
table.remove(pool, idx)
block:updateEvent(nil)
table.insert(change, {room, block})
end
return change
end
-- 随机翻开 num 个 以开放的房间的 地块
function Map:openBlockRand(num, isPlayer, ignoreBack)
local pool = {}
for _, room in pairs(self.rooms) do
if room.isShow and not room.isPath then
for _, block in pairs(room.blocks) do
if not block.isOpen then
table.insert(pool, {room.roomId, block.blockId})
end
end
end
end
if #pool <= num then
for _, temp in ipairs(pool) do
self:openBlock(temp[1], temp[2], isPlayer, ignoreBack)
end
else
for i = 1, num do
local idx = math.randomInt(1, #pool)
self:openBlock(pool[idx][1], pool[idx][2], isPlayer, ignoreBack)
table.remove(pool, idx)
end
end
end
-- 打开一个地块 操作翻开地块的入口方法 !!!
function Map:openBlock(roomId, blockId, isPlayer, ignoreBack)
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
local status = room:openBlock(block)
if status then
if isPlayer then
self.adv.battle:triggerPassive(Passive.OPEN_BLOCK, {roomId = roomId, blockId = blockId})
self.adv.owner:checkTaskEnter("AdvOpenBlock")
self.adv.battle.player:changeSp(1) -- 翻开格子 sp 加1
-- 潜行检查
local sneakBuff = self.adv.battle.player:hadBuff(Buff.SNEAK)
if sneakBuff then
local enemys = self:getEnemysBySize(roomId, blockId, 2)
if #enemys > 0 then
sneakBuff:uncover()
end
end
end
if not ignoreBack then
self.adv:backBlockChange(roomId, blockId)
end
if self.adv.isRelay and self:isAllOpen() then -- 发放翻开的奖励
self.adv:passAdvRelay()
end
end
return status
end
function Map:openBlocksBySize(roomId, blockId, size, isPlayer, ignoreBack)
local blocks = self:getBlocksBySize(roomId, blockId, size)
for _, block in pairs(blocks) do
self:openBlock(block.room.roomId, block.blockId, isPlayer, ignoreBack)
end
end
function Map:openBlocksByRoom(roomId, isPlayer, ignoreBack)
local room = self.rooms[roomId]
if not room then return end
for blockId, block in pairs(room.blocks) do
self:openBlock(roomId, blockId, isPlayer, ignoreBack)
end
end
function Map:openBlocksIsMonsterByRoom(roomId, count, isPlayer, ignoreBack)
local room = self.rooms[roomId]
if not room then return end
local allBlock = {}
for blockId, block in pairs(room.blocks) do
if block:isMonster() and not block.isOpen then
table.insert(allBlock, blockId)
end
end
local enemys = {}
local openBlock = function(blockId)
if self:openBlock(roomId, blockId, isPlayer, ignoreBack) then
local e = self.adv.battle:getEnemy(roomId, blockId)
if e then
table.insert(enemys, e)
end
end
end
if not count or count == -1 or count >= #allBlock then
for _, blockId in ipairs(allBlock) do
openBlock(blockId)
end
else
for i = 1, count do
local idx = math.randomInt(1, #allBlock)
openBlock(allBlock[idx])
table.remove(allBlock, idx)
end
end
return enemys
end
function Map:openAllBlocks(isPlayer, ignoreBack)
for roomId, room in pairs(self.rooms) do
self:openBlocksByRoom(room.roomId, isPlayer, ignoreBack)
end
end
--获取,某个位置上的 room 和 block
function Map:getRBByPos(c, r)
for roomId, room in pairs(self.rooms) do
local block = room:getBByGPos(c, r)
if block then
return room, block
end
end
end
function Map:getDistance(froomId, fblockId, troomId, tblockId)
local distance = -1
local room1 = self.rooms[froomId]
local room2 = self.rooms[troomId]
if room1 and room2 then
local block1 = room1.blocks[fblockId]
local block2 = room2.blocks[tblockId]
if block1 and block2 then
local c1, r1 = room1:tranLtoG(block1.col, block1.row)
local c2, r2 = room2:tranLtoG(block2.col, block2.row)
distance = math.max(math.abs(c1 - c2), math.abs(r1 - r2))
end
end
return distance
end
function Map:getAroundBlocks(room, block)
local blocks = {}
local range = {1, -1}
local col, row = room:tranLtoG(block.col, block.row)
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col + add, row)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
for _, add in ipairs(range) do
local rroom, rblock = self:getRBByPos(col, row + add)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
return blocks
end
function Map:getAroundBlocksPlus(room, block)
local blocks = {}
local range = {1, 0, -1}
local col, row = room:tranLtoG(block.col, block.row)
for _, c in ipairs(range) do
for _, r in ipairs(range) do
if c == 0 and r == 0 then
else
local rroom, rblock = self:getRBByPos(col + c, row + r)
if rroom then
table.insert(blocks, {rroom, rblock})
end
end
end
end
return blocks
end
function Map:getBlocksBySize(roomId, blockId, size)
local blocks = {}
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
local col, row = room:tranLtoG(block.col, block.row)
size = math.floor(size / 2)
for c = col - size, col + size do
for r = row - size, row + size do
local rroom, rblock = self:getRBByPos(c, r)
if rroom then
table.insert(blocks, rblock)
end
end
end
return blocks
end
-- 找周围的空格子 最多 49 个
function Map:getEmptyBlocks(roomId, blockId, count)
local blocks = {}
if count == 0 then return blocks end
local room = self.rooms[roomId]
if not room then return end
local block = room.blocks[blockId]
if not block then return end
local col, row = room:tranLtoG(block.col, block.row)
-- 找周围49个格子
for range = 0, 3 do
if range == 0 then
if block.isOpen and not block:getEventType() then
blocks[#blocks + 1] = block
if #blocks >= count then
return blocks
end
end
else
for _, c in ipairs({col - range , col + range}) do
for r = row - range, row + range do
local rroom, rblock = self:getRBByPos(c, r)
if rroom and rblock.isOpen and not rblock:getEventType() then
blocks[#blocks + 1] = rblock
if #blocks >= count then
return blocks
end
end
end
end
for _, r in ipairs({row - range , row + range}) do
for c = col - range + 1, col + range - 1 do
local rroom, rblock = self:getRBByPos(c, r)
if rroom and rblock.isOpen and not rblock:getEventType() then
blocks[#blocks + 1] = rblock
if #blocks >= count then
return blocks
end
end
end
end
end
end
return blocks
end
function Map:getEnemysBySize(roomId, blockId, size)
local blocks = self:getBlocksBySize(roomId, blockId, size)
local enemys = {}
for _, block in ipairs(blocks) do
if block:isMonster() then
local e = self.adv.battle:getEnemy(block.room.roomId, block.blockId)
if e then
table.insert(enemys, e)
end
end
end
return enemys
end
function Map:getEventTypeAllMap(eventType)
local blocks = {}
if not eventType then return blocks end
for roomId, room in pairs(self.rooms) do
for blockId, block in pairs(room.blocks) do
if block.isOpen and block:getEventType() == eventType then
table.insert(blocks, block)
end
end
end
return blocks
end
-----------------------------随机地图-----------------------------
-- isEnter isNewRelay 区分中继层的类型 --是否是开始进入 是否是第一次进入
createMap = function(self, mapId, isEnter, isNewRelay)
local mapInfo = {}
mapInfo.rooms = {}
mapInfo.mapId = mapId
local mapCsvData =csvdb["mapCsv"][mapId]
local mapData = csvdb["map_" .. mapCsvData["path"] .. "Csv"]
if not mapData then
error("mapId " .. mapId .. " dont exist!")
return
end
local etypeToStr = {
[AdvEventType.Choose] = "choose",
[AdvEventType.Drop] = "drop",
[AdvEventType.Monster] = "monster",
[AdvEventType.Trader] = "trader",
[AdvEventType.Build] = "building",
[AdvEventType.Trap] = "trap",
[AdvEventType.Click] = "click",
}
local highLevelEvent = {}
for _etype, _str in pairs(etypeToStr) do
if mapCsvData[_str] ~= "" then
highLevelEvent[_etype] = {}
end
for _id, _count in pairs(mapCsvData[_str]:toNumMap()) do
local _curData = csvdb["event_" .. _str .. "Csv"][_id]
if _curData then
highLevelEvent[_etype][_curData.BlockEventType] = highLevelEvent[_etype][_curData.BlockEventType] or {}
highLevelEvent[_etype][_curData.BlockEventType][_id] = {showup = _curData.showup, limit = _count, dlimit = _curData.limit}
end
end
end
--事件随机
local eventLib = getEventLib(self) -- 同时记录出现次数
local monsterEvents = {} --处理钥匙掉落
local haveBoss = false
local haveLChoose = false
local eventLimit = self.adv.owner:getProperty("advLimit")
local function randomEvent(roomId, blockId, eventType)
if mapInfo.rooms[roomId]["event"][blockId] then return end --已经有事件了 不覆盖
local etype, especial = eventType, 0
if eventType > 100 then -- 特殊事件(固定)
etype = math.floor(eventType / 100)
especial = eventType % 100
end
local event = {etype = etype}
local randomFunc = {}
local function randomCommon()
-- 刷新地图专属的
local function randomByLevelLib(lib)
-- 刷新通用的
if not lib[etype] or not next(lib[etype]) or not lib[etype][especial] then return false end
-- 清一下全关卡次数用完的
for _eid, _edata in pairs(lib[etype][especial]) do
if _edata.dlimit ~= 0 and ((eventLimit[etype] or {})[_eid] or 0) >= _edata.dlimit then
lib[etype][especial][_eid] = nil
end
end
if not next(lib[etype][especial]) then return false end
event.id = math.randWeight(lib[etype][especial], "showup")
if not event.id then return false end
-- 不是 0 才会记录
if lib[etype][especial][event.id].dlimit ~= 0 then
eventLimit[etype] = eventLimit[etype] or {}
eventLimit[etype][event.id] = (eventLimit[etype][event.id] or 0) + 1
end
-- 消除单层次数用完的
if lib[etype][especial][event.id].limit > 1 then
lib[etype][especial][event.id].limit = lib[etype][especial][event.id].limit - 1
elseif lib[etype][especial][event.id].limit == 1 then
lib[etype][especial][event.id] = nil
end
return true
end
local status = randomByLevelLib(highLevelEvent)
if not status then
status = randomByLevelLib(eventLib)
end
return status
end
--入口
randomFunc[AdvEventType.In] = function()end
--出口
randomFunc[AdvEventType.Out] = function()end
-- --中继点出口
-- randomFunc[AdvEventType.Exit] = function()
-- -- if not self.adv.isRelay or self.adv.owner:checkOverGuide(GuideStep.AdvRelay) then return false end
-- return false
-- end
--开放出口
randomFunc[AdvEventType.InOut] = function() end
--开放出口
randomFunc[AdvEventType.Diner] = function()
-- if not self.adv.isRelay or isEnter or isNewRelay then return false end
-- if not self.adv.isRelay or isEnter then return false end
end
--boss
randomFunc[AdvEventType.BOSS] = function()
if haveBoss then return false end
if randomCommon() == false then
return false
end
haveBoss = true
self.haveBoss = true -- 刷新任务用的临时变量
end
randomFunc[AdvEventType.LinkChoose] = function()
if haveLChoose then return false end
if self.adv.lchoose.ing then -- 有正在进行的
event.id = self.adv.lchoose.ing
self.adv.lchoose.ing = nil
else
if randomCommon() == false then
return false
end
end
haveLChoose = true
end
--怪物
randomFunc[AdvEventType.Monster] = function()
if randomCommon() == false then
return false
end
local curData = csvdb["event_monsterCsv"][event.id]
if curData.noKey and curData.noKey == 1 then
else
table.insert(monsterEvents, event)
end
end
--选择点
randomFunc[AdvEventType.Choose] = randomCommon
--掉落点
randomFunc[AdvEventType.Drop] = randomCommon
--交易所
randomFunc[AdvEventType.Trader] = function()
-- if self.adv.isRelay and isNewRelay then return false end
return randomCommon()
end
--建筑
randomFunc[AdvEventType.Build] = function()
-- if self.adv.isRelay and isEnter then return false end
return randomCommon()
end
--陷阱
randomFunc[AdvEventType.Trap] = randomCommon
--点击生效
randomFunc[AdvEventType.Click] = randomCommon
--跨层点
randomFunc[AdvEventType.Layer] = randomCommon
if randomFunc[etype] then
if randomFunc[etype]() ~= false then
if mapCsvData.clearType == 1 and etype == AdvEventType.BOSS then
event.item = mapCsvData.clear:toArray(true, "=")
end
mapInfo.rooms[roomId]["event"][blockId] = event
end
end
end
local function giveEvent(roomId, blockId, eventType, eventId)
local event = {etype = eventType, id = eventId}
mapInfo.rooms[roomId]["event"][blockId] = event
end
local stagePool = {["global"] = {}}
for roomId, roomName in pairs(mapData["rooms"]) do
stagePool[roomId] = {}
mapInfo.rooms[roomId] = {event = {}, open = {}, trap = {}} -- 事件, open open == 1 房间内地块全部开放
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for blockId, stageType in pairs(roomData["blocks"]) do
if AdvSpecialStage[stageType] then
local eventType = AdvEventType[AdvSpecialStage[stageType]] -- 地块固定类型
randomEvent(roomId, blockId, eventType)
else
stagePool["global"][stageType] = stagePool["global"][stageType] or {}
stagePool[roomId][stageType] = stagePool[roomId][stageType] or {}
table.insert(stagePool["global"][stageType], {room = roomId, block = blockId})
stagePool[roomId][stageType][blockId] = 1
end
end
end
-- 随机功能需要强制随机的东西
if self.adv.isRelay and isNewRelay then
local relayData = self.adv:isHaveRelay()
if relayData then
-- choose
local choose = relayData.choose:toArray(true, "=")
local lastCount = stagePool["global"][AdvCodeRandomStage] and #stagePool["global"][AdvCodeRandomStage] or 0
for _, chooseId in pairs(choose) do
if lastCount <= 0 then break end
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][AdvCodeRandomStage][idx]
giveEvent(cur["room"], cur["block"], AdvEventType.Choose, chooseId)
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
end
-- 掉落
local drop = relayData.drop:toNumMap()
for dropId, dropCount in pairs(drop) do
for i = 1, dropCount do
if lastCount <= 0 then break end
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][AdvCodeRandomStage][idx]
giveEvent(cur["room"], cur["block"], AdvEventType.Drop, dropId)
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
end
end
end
end
-- 低保事件
local exEvent = {}
-- 首层额外刷新
if isEnter then
local first = self.adv:supportFirstLayerAddEvent()
if first then
exEvent = first
end
end
-- 每层额外刷新
if not self.adv.isRelay then
local every = self.adv:supportEveryLayerAddEvent()
if every then
for etype, events in pairs(every) do
exEvent[etype] = exEvent[etype] or {}
for id, num in pairs(events) do
exEvent[etype][id] = (exEvent[etype][id] or 0) + num
end
end
end
end
local lastCount = stagePool["global"][AdvCodeRandomStage] and #stagePool["global"][AdvCodeRandomStage] or 0
for etype, events in pairs(exEvent) do
if lastCount <= 0 then break end
for id, num in pairs(events) do
if lastCount <= 0 then break end
for i = 1, num do
if lastCount <= 0 then break end
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][AdvCodeRandomStage][idx]
giveEvent(cur["room"], cur["block"], etype, id)
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][AdvCodeRandomStage][cur["block"]] = nil
end
end
end
-- 全地图事件 优先级高
for stageType, events in pairs(mapData["events"]) do
for _, event in ipairs(events) do
local lastCount = stagePool["global"][stageType] and #stagePool["global"][stageType] or 0
if lastCount <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(lastCount, event["minc"]), math.min(lastCount, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, lastCount)
local cur = stagePool["global"][stageType][idx]
randomEvent(cur["room"], cur["block"], event["event"])
table.remove(stagePool["global"][stageType], idx)
lastCount = lastCount - 1
stagePool[cur["room"]][stageType][cur["block"]] = nil
end
end
end
end
-- 随机单个房间的事件
for roomId, roomName in pairs(mapData["rooms"]) do
local roomData
if roomName == "path" then
roomData = mapData["path"]
else
roomName = roomName:gsub("/", "_")
roomData = csvdb["room_" .. roomName .. "Csv"]
end
for stageType, events in pairs(roomData["events"]) do
local bpool = {}
if stagePool[roomId][stageType] then
for block, _ in pairs(stagePool[roomId][stageType]) do
table.insert(bpool, block)
end
end
for _, event in ipairs(events) do
if #bpool <= 0 then break end
if math.randomFloat(0, 1) <= (event["rate"] or 1) then
local count = math.randomInt(math.min(#bpool, event["minc"]), math.min(#bpool, event["maxc"]))
for i = 1, count do
local idx = math.randomInt(1, #bpool)
randomEvent(roomId, bpool[idx], event["event"])
table.remove(bpool, idx)
end
end
end
end
end
-- 宝藏怪刷新
if self.mapIdx == 1 and not self.adv.isRelay and self.adv.chapterId ~= 100 then
for idx = #(stagePool["global"][AdvCodeRandomStage] or {}), 1, -1 do
local c = stagePool["global"][AdvCodeRandomStage][idx] -- {room = roomId, block = blockId}
if mapInfo.rooms[c["room"]]["event"][c["block"]] then -- 存在
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
end
end
local ln = #(stagePool["global"][AdvCodeRandomStage] or {})
local advMine = self.adv.owner:getProperty("advMine")
advMine[1] = advMine[1] or {}
local mineCh = advMine[1].ch or globalCsv.adv_egg_treasureMonster_showup
local mineCo = advMine[1].co or {}
local had = false
if ln > 0 then
if math.randomInt(1, 100) <= mineCh then -- 刷出来了
local mpool = {}
for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do
local monster = csvdb["event_monsterCsv"][mid]
if (not mineCo[mid] or monster.limit == 0 or mineCo[mid] < monster.limit) and monster.showup > 0 then
mpool[mid] = {monster.showup}
end
end
if next(mpool) then
local idx = math.randomInt(1, ln)
local cur = stagePool["global"][AdvCodeRandomStage][idx]
giveEvent(cur["room"], cur["block"], AdvEventType.Monster, math.randWeight(mpool, 1))
table.remove(stagePool["global"][AdvCodeRandomStage], idx)
ln = ln - 1
had = true
end
end
end
if had then
mineCh = nil
else
mineCh = math.min(mineCh + globalCsv.adv_egg_treasureMonster_showup_add, 100)
end
advMine[1].ch = mineCh
self.adv.owner:setProperty("advMine", advMine)
end
if mapCsvData.clearType == 1 and not haveBoss then
if not next(monsterEvents) then
error("这个地图没有钥匙!!! mapId : " .. mapId)
else
local event = monsterEvents[math.randomInt(1, #monsterEvents)]
event.item = mapCsvData.clear:toArray(true, "=") --掉落钥匙
end
end
self.adv.owner:setProperty("advLimit", eventLimit)
return mapInfo
end
--关卡事件库
getEventLib = function(self, needEventType) -- needEventType 需要的事件
local chapterId, level = self.adv.chapterId, self.adv.level
if AdvCommon.isEndless(chapterId) then
level = AdvCommon.getEndlessDataLv(chapterId, level)
end
local libsToType = {
["event_monsterCsv"] = {AdvEventType.Monster, AdvEventType.BOSS, AdvEventType.Monster, AdvEventType.Monster, AdvEventType.Monster},
["event_chooseCsv"] = AdvEventType.Choose,
["event_dropCsv"] = AdvEventType.Drop,
["event_buildingCsv"] = AdvEventType.Build,
["event_traderCsv"] = AdvEventType.Trader,
["event_trapCsv"] = AdvEventType.Trap,
["event_clickCsv"] = AdvEventType.Click,
["event_layerCsv"] = AdvEventType.Layer,
["event_linkchooseCsv"] = AdvEventType.LinkChoose,
}
local eventLib = {}
local advEventOpenStatus = self.adv.owner:advEventOpenStatus()
local eventLimit = self.adv.owner:getProperty("advLimit")
for lib, eventType in pairs(libsToType) do
-- init eventLib
if type(eventType) == "table" then
for _, temp in ipairs(eventType) do
eventLib[temp] = {}
end
else
eventLib[eventType] = {}
end
-- needEventType 只获取这个事件类型
if not needEventType or eventLib[needEventType] then
for id, data in pairs(csvdb[lib]) do
local etype = type(eventType) == "table" and eventType[data.type] or eventType
if data.levelchapter == chapterId and (data.unlockType == 0 or (advEventOpenStatus[etype] or {})[data.unlockType]) then
local add = true
if etype == AdvEventType.LinkChoose then --link 只有起始任务并且还没完成的进入池子
if id % 10 ~= 1 or (data.limit ~= 0 and data.limit <= (self.adv.lchoose[id] or 0)) then
add = false
end
end
-- limit 单次上限 默认无限
local limit = 0
if add and (etype == AdvEventType.LinkChoose or etype == AdvEventType.Choose) then --只能有一次
limit = 1
end
if add then
if AdvCommon.checkIsIn(level, data.leveltype, data.levellimit) then
eventLib[etype][data.BlockEventType] = eventLib[etype][data.BlockEventType] or {}
eventLib[etype][data.BlockEventType][id] = {showup = data.showup, limit = limit, dlimit = data.limit}
end
end
end
end
if needEventType then
break
end
end
end
return eventLib
end
return Map