-------------------------------------------------------------------------------- -- Progress Func -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- InitDungeon -------------------------------------------------------------------------------- -- 던전 초기화 function InitDungeon( Var ) cExecCheck "InitDungeon" if Var == nil then return end -- 인스턴스 던전 시작 전에 플레이어의 첫 로그인을 기다린다. if Var["bPlayerMapLogin"] == nil then if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond() then GoToFail( Var ) return end return end if Var["InitDungeon"] == nil then DebugLog( "Start InitDungeon" ) Var["InitDungeon"] = {} -- 문 생성 for i = 1, #RegenInfo["Stuff"]["Door"] do local CurRegenDoor = RegenInfo["Stuff"]["Door"][ i ] local CurDoorInfo = DoorInfo[ CurRegenDoor["Name"] ] if CurRegenDoor == nil then ErrorLog( "InitDungeon::Door CurRegenDoor == nil : "..i ) else local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] ) if nCurDoorHandle == nil then ErrorLog( "InitDungeon::Door was not created. : "..i ) else cDoorAction( nCurDoorHandle, CurDoorInfo["Block"], "close" ) -- 아이템으로 여는 문 설정 if CurDoorInfo["NeedItem"] ~= nil then if cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil then ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i ) end if cAIScriptFunc( nCurDoorHandle, "NPCClick", "Click_Door" ) == nil then ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCClick\", \"Click_Door\" ) : "..i ) end if cAIScriptFunc( nCurDoorHandle, "NPCMenu", "Menu_Door" ) == nil then ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCMenu\", \"Menu_Door\" ) : "..i ) end end -- 문 정보 보관 Var["Door"][ nCurDoorHandle ] = {} Var["Door"][ nCurDoorHandle ]["Info"] = CurDoorInfo Var["Door"][ nCurDoorHandle ]["IsOpen"] = false Var["Door"][ CurRegenDoor["Name"] ] = nCurDoorHandle -- 쌍둥이 게이트 있으면, 그 정보도 저장 if CurDoorInfo["TwinGate"] ~= nil then Var["Door"][ nCurDoorHandle ]["TwinGate"] = CurDoorInfo["TwinGate"] end end end end -- 입구쪽 출구게이트 생성 local RegenExitGate = RegenInfo["Stuff"]["StartExitGate"] local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] ) if nExitGateHandle ~= nil then DebugLog("InitDungeon::입구쪽 출구게이트 생성") if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil then ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" ) end if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil then ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" ) end end -- 몬스터 그룹별 생성 local RegenMobGroupList = RegenInfo["Mob"]["InitDungeon"]["NormalMobGroup"] if RegenMobGroupList ~= nil then DebugLog("InitDungeon::몬스터 생성") for i = 1, #RegenMobGroupList do cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] ) end end -- 대기시간 설정 Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"] end -- 대기 후 다음 단계로 if Var["InitDungeon"]["WaitSecDuringInit"] > Var["CurSec"] then return end --GoToNextStep( Var ) Var["StepFunc"] = Step_Routine Var["InitDungeon"] = nil DebugLog( "End InitDungeon" ) return end -------------------------------------------------------------------------------- -- Step_Routine ( 보스몹에 붙여줄 스크립트 ) -------------------------------------------------------------------------------- function Step_Routine( Var ) cExecCheck "Step_Routine" if Var == nil then return end -- 열린 문에 해당하는 몹 리젠 처리해준다. if Var["GateProcess"] ~= nil then for i, v in pairs( Var["GateProcess"] ) do local StepIndex = tostring( i ) if v["IsProceed"] == false then -- 일반 몹 그룹 리젠 local RegenMobGroupList = RegenInfo["Mob"][ StepIndex ]["NormalMobGroup"] if RegenMobGroupList ~= nil then for i = 1,#RegenMobGroupList do cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] ) end end -- 보스 생성 local RegenBossMobList = RegenInfo["Mob"][ StepIndex ]["Boss"] for i = 1, #RegenBossMobList do local CurRegenBoss = RegenBossMobList[ i ] local nBossHandle = cMobRegen_XY( Var["MapIndex"], CurRegenBoss["Index"], CurRegenBoss["x"], CurRegenBoss["y"], CurRegenBoss["dir"] ) if nBossHandle == nil then ErrorLog( StepIndex.."::Boss was not created. : "..i ) else -- 보스 AI 설정 local CurRegenBossInfo = BossInfo[ CurRegenBoss["Index"] ] if CurRegenBossInfo ~= nil then if cSetAIScript ( MainLuaScriptPath, nBossHandle ) == nil then ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i ) end if cAIScriptFunc( nBossHandle, "Entrance", CurRegenBossInfo["Lua_EntranceFunc"] ) == nil then ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"Entrance\", "..CurRegenBossInfo["Lua_EntranceFunc"].." ) : "..i ) end end -- 보스 정보 설정 Var["Enemy"][ CurRegenBoss["Index"] ] = nBossHandle Var["Enemy"][ nBossHandle ] = {} Var["Enemy"][ nBossHandle ]["Index"] = CurRegenBoss["Index"] Var["Enemy"][ nBossHandle ]["Info"] = CurRegenBossInfo Var["Enemy"][ nBossHandle ]["Phase"] = 1 Var["RoutineTime"][ nBossHandle ] = cCurrentSecond() end end -- 처리완료했으므로 true로 세팅 v["IsProceed"] = true end end end -- 보스방 문이 열렸는지 체크 if Var["GateProcess"]["DoorBoss"] ~= nil then -- 보스방 몹들 리젠 처리가 완료됐는지 체크 if Var["GateProcess"]["DoorBoss"]["IsProceed"] == true then if Var["Step_Routine_Boss"] == nil then Var["Step_Routine_Boss"] = {} DebugLog("Step_Routine_Boss 테이블 생성") end if Var["Step_Routine_Boss"] ~= nil then -- 대사 처리 if Var["Step_Routine_Boss"]["Chat"] == nil then local BossIndex = RegenInfo["Mob"]["DoorBoss"]["Boss"][1]["Index"] local BossHandle = Var["Enemy"][ BossIndex ] if cIsObjectDead( BossHandle ) == nil then return end Var["Step_Routine_Boss"]["Chat"] = {} DebugLog("Step_Routine_Boss :: Chat 테이블 생성") if ChatInfo[BossIndex] ~= nil then cMobChat( BossHandle, ChatInfo["ScriptFileName"], ChatInfo[BossIndex]["Index"], ChatInfo[BossIndex]["IsShowChatWindow"] ) end end if Var["Step_Routine_Boss"]["IDEnd"] == nil then Var["Step_Routine_Boss"]["IDEnd"] = {} DebugLog("Step_Routine_Boss :: IDEnd 테이블 생성") -- 일일퀘스트 처리 cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] ) -- 출구게이트 생성 local RegenExitGate = RegenInfo["Stuff"]["EndExitGate"] local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] ) if nExitGateHandle ~= nil then if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil then ErrorLog( "ReturnToHome::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" ) end if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil then ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" ) end end end end end end end