Commit 36c30c5c9892f0aa4b299c080f1913a650d2213e
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46fac6f1
冒险
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7 changed files
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99 additions
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60 deletions
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src/GlobalVar.lua
... | ... | @@ -55,6 +55,7 @@ ItemId = { |
55 | 55 | Diamond = 3, -- 钻石 |
56 | 56 | BreakCost = 4, -- 突破材料 |
57 | 57 | HeroFC = {700, 701, 702, 703}, -- 通用角色碎片 |
58 | + AdvKey = 80, -- 冒险钥匙 | |
58 | 59 | } |
59 | 60 | |
60 | 61 | --客户端不需要知道这个 |
... | ... | @@ -78,14 +79,13 @@ AdvEventType = { |
78 | 79 | } |
79 | 80 | |
80 | 81 | AdvBackEventType = { |
81 | - Reward = 1 --奖励 | |
82 | - HpChange = 2 --血量改变 | |
83 | - AtkChange = 3 --攻击改变 | |
84 | - Buff = 4 --buff 改变 | |
85 | - Skill = 5 --释放技能 | |
86 | - Atk = 6 --攻击动作 | |
87 | - Next = 7 --进入下一层 | |
88 | - End = 8 -- 结束 | |
89 | - BlockChange = 9 -- 块改变 | |
90 | - | |
82 | + Reward = 1, --奖励 | |
83 | + HpChange = 2, --血量改变 | |
84 | + AtkChange = 3, --攻击改变 | |
85 | + Buff = 4, --buff 改变 | |
86 | + Skill = 5, --释放技能 | |
87 | + Atk = 6, --攻击动作 | |
88 | + Next = 7, --进入下一层 | |
89 | + End = 8, -- 结束 | |
90 | + BlockChange = 9, -- 块改变 | |
91 | 91 | } |
92 | 92 | \ No newline at end of file | ... | ... |
src/adv/Adv.lua
... | ... | @@ -243,7 +243,7 @@ local function randomAdvMap(role, chapterId, level, notNotify) |
243 | 243 | print("这个地图没有钥匙!!! mapId : " .. mapId) |
244 | 244 | else |
245 | 245 | local event = monsterEvents[math.randomInt(1, #monsterEvents)] |
246 | - event.item = {1, 1} --掉落钥匙 --todo | |
246 | + event.item = {ItemId.AdvKey, 1} --掉落钥匙 --todo | |
247 | 247 | end |
248 | 248 | end |
249 | 249 | end |
... | ... | @@ -269,11 +269,11 @@ function Block:open(adv, room) |
269 | 269 | randomFunc[AdvEventType.Monster] = function() |
270 | 270 | self.event.mId = adv.advInfo.enemyId --给怪一个有序id 回合逻辑时使用 |
271 | 271 | adv.advInfo.enemyId = adv.advInfo.enemyId + 1 |
272 | - local enemy = self.battle:getEnemy(room.roomId, self.blockId) | |
272 | + local enemy = adv.battle:getEnemy(room.roomId, self.blockId) | |
273 | 273 | if enemy then |
274 | 274 | enemy:unlock(self.event.mId) |
275 | 275 | else |
276 | - self.battle:addEnemy(room, self) | |
276 | + adv.battle:addEnemy(room, self) | |
277 | 277 | end |
278 | 278 | end |
279 | 279 | randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster] |
... | ... | @@ -298,7 +298,7 @@ function Block:open(adv, room) |
298 | 298 | end |
299 | 299 | end |
300 | 300 | --建筑 |
301 | - [AdvEventType.Build] = function() | |
301 | + randomFunc[AdvEventType.Build] = function() | |
302 | 302 | local data = csvdb["event_buildingCsv"][self.event.id] |
303 | 303 | self.event.effect = data["range"]:randWeight(true) --随出建筑效果 |
304 | 304 | if self.event.effect[1] == 1 then --获得某道具 |
... | ... | @@ -308,7 +308,7 @@ function Block:open(adv, room) |
308 | 308 | end |
309 | 309 | end |
310 | 310 | --抉择点 |
311 | - [AdvEventType.Choose] = function() | |
311 | + randomFunc[AdvEventType.Choose] = function() | |
312 | 312 | local data = csvdb["event_chooseCsv"][self.event.id] |
313 | 313 | self.event.effect = {} |
314 | 314 | for i = 1, 2 do |
... | ... | @@ -325,7 +325,7 @@ function Block:open(adv, room) |
325 | 325 | randomFunc[self.event.etype]() |
326 | 326 | end |
327 | 327 | end |
328 | - self.isOpne = true | |
328 | + self.isOpen = true | |
329 | 329 | end |
330 | 330 | |
331 | 331 | local Room = class("Room") |
... | ... | @@ -374,14 +374,18 @@ end |
374 | 374 | function Room:openBlock(block, adv) |
375 | 375 | if self.blocks[block.blockId] ~= block then return end |
376 | 376 | if block.isOpen == true then return end |
377 | - block:open(adv, self) | |
378 | - local allOpen = true | |
379 | - if not self.isBossRoom then | |
377 | + if self.isBossRoom then | |
380 | 378 | for _, _block in pairs(self.blocks) do |
381 | - if not _block.isOpen then | |
382 | - allOpen = false | |
383 | - break | |
384 | - end | |
379 | + _block:open(adv, self) | |
380 | + end | |
381 | + else | |
382 | + block:open(adv, self) | |
383 | + end | |
384 | + local allOpen = true | |
385 | + for _, _block in pairs(self.blocks) do | |
386 | + if not _block.isOpen then | |
387 | + allOpen = false | |
388 | + break | |
385 | 389 | end |
386 | 390 | end |
387 | 391 | |
... | ... | @@ -413,7 +417,7 @@ function Adv:ctor(owner) |
413 | 417 | self.advInfo = self.owner:getProperty("advInfo") --这个变量置空使用 table.clear |
414 | 418 | self.advTeam = self.owner:getProperty("advTeam") --这个变量置空使用 table.clear |
415 | 419 | self:clear() |
416 | - self.events = {} --发给客户端的事件组 | |
420 | + self.backEvents = {} --发给客户端的事件组 | |
417 | 421 | end |
418 | 422 | |
419 | 423 | -- 清空自己组织的数据 |
... | ... | @@ -485,9 +489,10 @@ end |
485 | 489 | |
486 | 490 | -- 随机地图 |
487 | 491 | function Adv:initByChapter(chapterId, level, notNotify) |
492 | + level = level or 1 | |
488 | 493 | randomAdvMap(self.owner, chapterId, level, notNotify) |
489 | 494 | self:initByInfo() --初始化 |
490 | - role:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}, notNotify) | |
495 | + self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}, notNotify) | |
491 | 496 | end |
492 | 497 | |
493 | 498 | --获取,某个位置上的 room 和 block |
... | ... | @@ -629,7 +634,7 @@ end |
629 | 634 | |
630 | 635 | --事件点击处理 |
631 | 636 | local function clickOut(self, room, block, params) |
632 | - if self:cost({[1] = 1}, {}) then --todo 钥匙id | |
637 | + if self:cost({[ItemId.AdvKey] = 1}, {}) then | |
633 | 638 | if self.advInfo.level >= csvdb["adv_chapterCsv"][self.advInfo.chapter].limitlevel then --关卡结束 |
634 | 639 | self:over(true) |
635 | 640 | else |
... | ... | @@ -781,39 +786,40 @@ function Adv:clickBlock(roomId, blockId, params) |
781 | 786 | local block = room.blocks[blockId] |
782 | 787 | if not block then return end |
783 | 788 | |
784 | - local canOpen = false --如果未开放是否可以开放 | |
785 | - local hadMonster = false -- 周围是否有解锁的怪未击败 | |
786 | - for _, one in ipairs(self:getAroundBlocks(room, block)) do | |
787 | - local _room, _block = one[1], one[2] | |
788 | - if _block.isOpen then canOpen = true end | |
789 | - if _block.isOpen and _block.event and (_block.event.etype == AdvEventType.BOSS or _block.event.etype == AdvEventType.Monster) then | |
790 | - hadMonster = true | |
791 | - end | |
792 | - end | |
793 | 789 | local status = false |
790 | + local clickEvent = false | |
794 | 791 | if not block.isOpen then |
792 | + local canOpen = false --如果未开放是否可以开放 | |
793 | + local hadMonster = false -- 周围是否有解锁的怪未击败 | |
794 | + for _, one in ipairs(self:getAroundBlocks(room, block)) do | |
795 | + local _room, _block = one[1], one[2] | |
796 | + if _block.isOpen then canOpen = true end | |
797 | + if _block.isOpen and _block.event and (_block.event.etype == AdvEventType.BOSS or _block.event.etype == AdvEventType.Monster) then | |
798 | + hadMonster = true | |
799 | + end | |
800 | + end | |
795 | 801 | if canOpen and not hadMonster then --开放 |
796 | 802 | room:openBlock(block, self) |
797 | 803 | status = true |
798 | 804 | end |
799 | 805 | else |
806 | + clickEvent = true | |
800 | 807 | --点了空地 |
801 | 808 | if not block.event then |
802 | 809 | return |
803 | 810 | end |
804 | 811 | --可点击的事件 |
805 | - if not hadMonster and not room.isBossRoom then | |
812 | + if not room.isBossRoom or block.event.etype == AdvEventType.BOSS then | |
806 | 813 | if eventCallFunc[block.event.etype] then |
807 | 814 | status = eventCallFunc[block.event.etype](self, room, block, params) |
808 | 815 | end |
809 | 816 | end |
810 | 817 | end |
811 | - if status and block.event.etype ~= AdvEventType.Out then --出去了就不计算回合了 | |
818 | + if status and (not clickEvent or (not block.event or block.event.etype ~= AdvEventType.Out)) then --出去了就不计算回合了 | |
812 | 819 | self:backBlockChange(roomId, blockId) |
813 | 820 | self:afterRound() |
814 | 821 | end |
815 | - self.battle:getDB() | |
816 | - role:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}) | |
822 | + self:saveDB() | |
817 | 823 | return status |
818 | 824 | end |
819 | 825 | |
... | ... | @@ -840,8 +846,7 @@ function Adv:useItem(itemId, count, target) |
840 | 846 | end |
841 | 847 | |
842 | 848 | self:afterRound() |
843 | - self.battle:getDB() | |
844 | - role:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}) | |
849 | + self:saveDB() | |
845 | 850 | return true |
846 | 851 | end |
847 | 852 | |
... | ... | @@ -870,20 +875,23 @@ function Adv:useSkill(skillId, target) |
870 | 875 | end |
871 | 876 | |
872 | 877 | self:afterRound() |
873 | - self.battle:getDB() | |
874 | - role:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}) | |
878 | + self:saveDB() | |
875 | 879 | return true |
876 | 880 | end |
877 | 881 | |
878 | 882 | --敌人死亡 |
879 | 883 | function Adv:enemyDead(roomId, blockId) |
880 | - local block = self.rooms[roomId].blocks[blockId] | |
884 | + local room = self.rooms[roomId] | |
885 | + local block = room.blocks[blockId] | |
881 | 886 | --死了以后掉东西 |
882 | 887 | if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then --处理死亡 |
888 | + if block.event.etype == AdvEventType.BOSS then | |
889 | + room.isBossRoom = false | |
890 | + end | |
883 | 891 | local item = block.event.item |
884 | 892 | if not item then |
885 | 893 | if block.event.etype == AdvEventType.BOSS then |
886 | - item = {1, 1} --todo 钥匙 | |
894 | + item = {ItemId.AdvKey, 1} | |
887 | 895 | else |
888 | 896 | local monsterData = csvdb["event_monsterCsv"][block.event.id] |
889 | 897 | local dropData = csvdb["event_dropCsv"][monsterData.dropid] |
... | ... | @@ -930,7 +938,7 @@ function Adv:backBuff(enemyId, buffId, isDel) |
930 | 938 | end |
931 | 939 | -- if is player enemyId is nil |
932 | 940 | function Adv:backSkill(enemyId, skillId, receiver) |
933 | - self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, buffId = skillId, receiver = receiver}) | |
941 | + self:pushBackEvent(AdvBackEventType.Skill, {enemyId = enemyId, skillId = skillId, receiver = receiver}) | |
934 | 942 | end |
935 | 943 | |
936 | 944 | function Adv:backNext() |
... | ... | @@ -962,4 +970,11 @@ function Adv:afterRound() |
962 | 970 | end |
963 | 971 | end |
964 | 972 | |
973 | +function Adv:saveDB() | |
974 | + if self.battle then | |
975 | + self.battle:getDB() | |
976 | + end | |
977 | + self.owner:updateProperties({advInfo = self.advInfo, advTeam = self.advTeam}) | |
978 | +end | |
979 | + | |
965 | 980 | return Adv |
966 | 981 | \ No newline at end of file | ... | ... |
src/adv/AdvBattle.lua
1 | -local Player, Enemy = require "adv.advPlayer" | |
1 | +local Player, Enemy = table.unpack(require "adv.advPlayer") | |
2 | 2 | local Buff = require "adv.AdvBuff" |
3 | -local AdvBattle = class("Battle") | |
3 | +local Battle = class("Battle") | |
4 | 4 | function Battle:ctor(adv) |
5 | 5 | self.adv = adv |
6 | 6 | self.player = nil --玩家 |
... | ... | @@ -63,14 +63,14 @@ function Battle:addEnemy(room, block) |
63 | 63 | table.insert(enemy.passives, {id = id}) |
64 | 64 | end |
65 | 65 | block.event.enemy = enemy |
66 | - table.insert(self.enemys, Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy)) | |
67 | 66 | end |
67 | + table.insert(self.enemys, Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy)) | |
68 | 68 | end |
69 | 69 | end |
70 | 70 | |
71 | 71 | function Battle:getEnemy(roomId, blockId) |
72 | 72 | for _, enemy in ipairs(self.enemys) do |
73 | - if enemy.roomId == roomId and enemy.blockId = blockId then | |
73 | + if enemy.roomId == roomId and enemy.blockId == blockId then | |
74 | 74 | return enemy |
75 | 75 | end |
76 | 76 | end |
... | ... | @@ -87,16 +87,18 @@ end |
87 | 87 | function Battle:playerAtk(roomId, blockId) |
88 | 88 | local enemy = self:getEnemy(roomId, blockId) |
89 | 89 | if enemy then |
90 | + self.adv:backAtk(nil, enemy.id) | |
90 | 91 | enemy:hurt(self.player:getHurtValue(), self.player, {hurtType = 1}) |
91 | 92 | --是否无法反击 |
92 | 93 | if not enemy:hadBuff(Buff.CANT_BACK_ATK) then |
94 | + self.adv:backAtk(enemy.id, nil) | |
93 | 95 | self.player:hurt(enemy:getHurtValue(), enemy, {hurtType = 1}) |
94 | 96 | end |
95 | 97 | end |
96 | 98 | end |
97 | 99 | --触发全员被动技能 |
98 | 100 | function Battle:triggerPassive(condType, params) |
99 | - | |
101 | + | |
100 | 102 | end |
101 | 103 | |
102 | 104 | --回合 |
... | ... | @@ -133,4 +135,4 @@ function Battle:getDB() |
133 | 135 | end |
134 | 136 | end |
135 | 137 | |
136 | -return AdvBattle | |
137 | 138 | \ No newline at end of file |
139 | +return Battle | |
138 | 140 | \ No newline at end of file | ... | ... |
src/adv/AdvPassive.lua
... | ... | @@ -25,7 +25,7 @@ Passive.ROOM_SHOW = 19 --自身所在房间被展示时,触发1次 |
25 | 25 | |
26 | 26 | -- 不同的开启条件 |
27 | 27 | local PassiveFactory = { |
28 | - [] | |
28 | + | |
29 | 29 | } |
30 | 30 | |
31 | 31 | function Passive:ctor(owner, data) |
... | ... | @@ -80,7 +80,9 @@ end |
80 | 80 | function Passive:trigger(condType, params) --触发检查 |
81 | 81 | if self:getCondType() ~= condType then return end |
82 | 82 | if self:isActive() then return end |
83 | - | |
83 | + if self._trigger then | |
84 | + if not self._trigger(params) then return end --检查 | |
85 | + end | |
84 | 86 | self.round = self.passiveData.delay --首次 |
85 | 87 | self.count = self.passiveData.count --次数 |
86 | 88 | -- 没有延迟就直接触发 |
... | ... | @@ -98,5 +100,6 @@ function Passive:getDB() |
98 | 100 | db.level = self.level |
99 | 101 | db.round = self.round |
100 | 102 | db.count = self.count |
103 | + return db | |
101 | 104 | end |
102 | 105 | return Passive |
103 | 106 | \ No newline at end of file | ... | ... |
src/adv/AdvPlayer.lua
... | ... | @@ -30,7 +30,7 @@ end |
30 | 30 | -- 角色初始化完以后才是 技能和被动技能 方便初始化 buff 的 释放对象 |
31 | 31 | function BaseObject:initAfter(data) |
32 | 32 | for _, passive in ipairs(data.passives or {}) do |
33 | - table.insert(self.passives, Passive.load(self, passive)) | |
33 | + table.insert(self.passives, Passive.new(self, passive)) | |
34 | 34 | end |
35 | 35 | for _, buff in ipairs(data.buffs or {}) do |
36 | 36 | table.insert(self.buffs, Buff.load(self, buff)) |
... | ... | @@ -55,6 +55,7 @@ function BaseObject:clearRound() |
55 | 55 | end |
56 | 56 | for i = #self.buffs, 1, -1 do |
57 | 57 | if self.buffs[i].isDel then |
58 | + self.battle.adv:backBuff(self.id, self.buffs[i].id, true) | |
58 | 59 | self.buffs[i]:endBuff() |
59 | 60 | table.remove(self.buffs, i) |
60 | 61 | end |
... | ... | @@ -78,6 +79,8 @@ function BaseObject:addBuff(buffId, releaser) |
78 | 79 | end |
79 | 80 | end |
80 | 81 | table.insert(self.buffs, Buff.create(self, releaser, {id = buffId})) |
82 | + | |
83 | + self.battle.adv:backBuff(self.id, buffId) | |
81 | 84 | end |
82 | 85 | |
83 | 86 | function BaseObject:hadBuff(bType) |
... | ... | @@ -130,10 +133,17 @@ function BaseObject:getInjuredChange() |
130 | 133 | end |
131 | 134 | --重新计算属性 |
132 | 135 | function BaseObject:reSetAttr(field) |
136 | + local old = self[field] | |
133 | 137 | self[field] = self["_" .. field] --重置一下 |
134 | 138 | local fieldToBuff = {atk = Buff.IMMNUE_ATK, hit = Buff.HIT_CHANGE, miss = Buff.MISS_CHANGE} |
135 | 139 | local effect = self:getCommonBuffEffect(fieldToBuff[field]) |
136 | 140 | self[field] = (self[field] + effect[0]) * (1 + effect[1]) |
141 | + local delta = self[field] - old | |
142 | + if delta ~= 0 then | |
143 | + if field == "atk" then | |
144 | + self.battle.adv:backAtkChange(self.id, delta) | |
145 | + end | |
146 | + end | |
137 | 147 | end |
138 | 148 | |
139 | 149 | --计算打出伤害加成后的值 |
... | ... | @@ -208,6 +218,7 @@ function BaseObject:hurt(value, releaser, params) |
208 | 218 | end |
209 | 219 | |
210 | 220 | --受伤了~ |
221 | + self.battle.adv:backHpChange(self.id, -value) | |
211 | 222 | self.hp = math.max(0, self.hp - value) |
212 | 223 | if self.hp == 0 then |
213 | 224 | self.isDead = true |
... | ... | @@ -218,9 +229,11 @@ function BaseObject:recover(value, releaser, params) |
218 | 229 | params = params or {} |
219 | 230 | value = math.max(0, value) |
220 | 231 | self.hp = math.min(self.hpMax, self.hp + value) |
232 | + self.battle.adv:backHpChange(self.id, value) | |
221 | 233 | end |
222 | 234 | |
223 | 235 | function BaseObject:releaseSkill(skillId, skillLevel, target) |
236 | + if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物 | |
224 | 237 | skillLevel = skillLevel or 1 |
225 | 238 | local skillData = csvdb["adv_skillCsv"][skillId][skillLevel or 1] |
226 | 239 | local targetChoose = skillData.target:toArray(true, "=") |
... | ... | @@ -289,6 +302,10 @@ function BaseObject:releaseSkill(skillId, skillLevel, target) |
289 | 302 | targets = tempT --all |
290 | 303 | end |
291 | 304 | end |
305 | + --返回客户端 | |
306 | + for _, target in ipairs(targets) do | |
307 | + self.battle.adv:backSkill(self.id, skillId, target.id) | |
308 | + end | |
292 | 309 | -- 增加buff |
293 | 310 | for _, buffId in ipairs(skillData.selfbuff:toArray(true, "=")) do |
294 | 311 | self:addBuff(buffId, self) |
... | ... | @@ -361,14 +378,14 @@ function BaseObject:getDB() |
361 | 378 | end |
362 | 379 | |
363 | 380 | function BaseObject:triggerPassive(condType, params) |
364 | - | |
381 | + | |
365 | 382 | end |
366 | 383 | |
367 | 384 | local Enemy = class("Enemy", BaseObject) |
368 | -function Enemy:ctor(battle, monsterId, id, roomId, blockId, lock, enemy) | |
385 | +function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy) | |
369 | 386 | Enemy.super.ctor(self, battle) |
370 | - self.id = id | |
371 | - self.monsterId = monsterId | |
387 | + self.id = mId | |
388 | + self.monsterId = monsterId --数据id | |
372 | 389 | self.roomId = roomId |
373 | 390 | self.blockId = blockId |
374 | 391 | self.lock = lock |
... | ... | @@ -385,4 +402,4 @@ function Player:ctor(battle, data) |
385 | 402 | self:initData(data) |
386 | 403 | end |
387 | 404 | |
388 | -return Player, Enemy | |
389 | 405 | \ No newline at end of file |
406 | +return table.pack(Player, Enemy) | |
390 | 407 | \ No newline at end of file | ... | ... |
src/models/Role.lua
src/models/RolePlugin.lua