You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
404 lines
7.7 KiB
404 lines
7.7 KiB
--------------------------------------------------------------------------------
|
|
-- Kingkong Progress Func --
|
|
--------------------------------------------------------------------------------
|
|
|
|
-- 던전 초기화
|
|
function InitDungeon( Var )
|
|
cExecCheck "InitDungeon"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
-- 킹덤 퀘스트 시작 전에 플레이어의 첫 로그인을 기다린다.
|
|
if Var["bPlayerMapLogin"] == nil
|
|
then
|
|
if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
|
|
then
|
|
|
|
Var["QuestResult"] = "Fail"
|
|
|
|
GoToFail( Var )
|
|
return
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
|
|
-- 1초마다 체크
|
|
if Var["CurSec"] + 1 > cCurrentSecond()
|
|
then
|
|
return
|
|
else
|
|
Var["CurSec"] = cCurrentSecond()
|
|
end
|
|
|
|
if Var["InitDungeon"] == nil
|
|
then
|
|
DebugLog( "Start InitDungeon" )
|
|
|
|
Var["InitDungeon"] = {}
|
|
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"]
|
|
|
|
end
|
|
|
|
-- 일정 시간 뒤 다음 단계로
|
|
if Var["InitDungeon"]["WaitSecDuringInit"] + DelayTime["AfterInit"] <= Var["CurSec"]
|
|
then
|
|
|
|
local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
|
|
|
|
if nLimitSec == nil
|
|
then
|
|
ErrorLog( "InitDungeon::nLimitSec == nil" )
|
|
else
|
|
Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
|
|
cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
|
|
end
|
|
|
|
Var["QuestResult"] = "Fail"
|
|
|
|
GoToNextStep( Var )
|
|
Var["InitDungeon"] = nil
|
|
DebugLog( "End InitDungeon" )
|
|
return
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function FloorFunc( Var )
|
|
cExecCheck "FloorFunc"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
|
|
-- 1초마다 체크
|
|
if Var["CurSec"] + 1 > cCurrentSecond()
|
|
then
|
|
return
|
|
else
|
|
Var["CurSec"] = cCurrentSecond()
|
|
end
|
|
|
|
|
|
if Var["FloorInfo"] == nil
|
|
then
|
|
Var["FloorInfo"] = {}
|
|
end
|
|
|
|
if Var["FloorInfo"]["FloorNumber"] == nil
|
|
then
|
|
Var["FloorInfo"]["FloorNumber"] = 1
|
|
end
|
|
|
|
if Var["FloorInfo"]["Init"] == nil
|
|
then
|
|
Var["FloorInfo"]["Init"] = 0
|
|
end
|
|
|
|
|
|
-- 각 층 초기 설정
|
|
if Var["FloorInfo"]["Init"] ~= Var["FloorInfo"]["FloorNumber"]
|
|
then
|
|
|
|
DebugLog( "Start Floor "..Var["FloorInfo"]["FloorNumber"] )
|
|
|
|
|
|
local CurFloor = FloorNameTable[ Var["FloorInfo"]["FloorNumber"] ] -- 층이름 받아오기
|
|
|
|
-- 그룹 리젠
|
|
local CurRegenGroup = RegenInfo["Group"][ CurFloor ]
|
|
|
|
for i = 1, #CurRegenGroup
|
|
do
|
|
cGroupRegenInstance( Var["MapIndex"], CurRegenGroup[i] )
|
|
end
|
|
|
|
-- 개별 리젠
|
|
local CurRegenMob = RegenInfo["BossMob"][ CurFloor ]
|
|
|
|
Var["FloorInfo"]["Success"] = nil
|
|
Var["FloorInfo"]["Fail"] = nil
|
|
|
|
-- 각 층 성공 조건의 몹
|
|
if CurRegenMob["Success"] ~= nil
|
|
then
|
|
local RegenMob = cMobRegen_XY( Var["MapIndex"], CurRegenMob["Success"]["Index"], CurRegenMob["Success"]["x"], CurRegenMob["Success"]["y"], CurRegenMob["Success"]["dir"] )
|
|
|
|
-- 마지막 보스면 스크립트 세팅
|
|
if Var["FloorInfo"]["FloorNumber"] >= #FloorNameTable
|
|
then
|
|
if RegenMob == nil
|
|
then
|
|
ErrorLog( "cMobRegen_XY LastBoss Regen failed" )
|
|
else
|
|
cSetAIScript( MainLuaScriptPath, RegenMob )
|
|
cAIScriptFunc( RegenMob, "Entrance", "BossRoutine" )
|
|
end
|
|
end
|
|
|
|
Var["FloorInfo"]["Success"] = RegenMob
|
|
|
|
end
|
|
|
|
-- 각 층 실패 조건의 몹
|
|
if CurRegenMob["Fail"] ~= nil
|
|
then
|
|
local RegenMob = cMobRegen_XY( Var["MapIndex"], CurRegenMob["Fail"]["Index"], CurRegenMob["Fail"]["x"], CurRegenMob["Fail"]["y"], CurRegenMob["Fail"]["dir"] )
|
|
|
|
Var["FloorInfo"]["Fail"] = RegenMob
|
|
|
|
end
|
|
|
|
|
|
Var["FloorInfo"]["Init"] = Var["FloorInfo"]["FloorNumber"];
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
|
|
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
|
|
then
|
|
GoToFail( Var )
|
|
|
|
Var["FloorInfo"] = nil
|
|
return
|
|
end
|
|
|
|
|
|
-- Fail Case : 타임 오버
|
|
if IsKQTimeOver( Var ) == true
|
|
then
|
|
GoToFail( Var )
|
|
|
|
Var["FloorInfo"] = nil
|
|
return
|
|
end
|
|
|
|
|
|
-- 죽이면 안되는몹 잡았으면 실패
|
|
if Var["FloorInfo"]["Fail"] ~= nil
|
|
then
|
|
if cIsObjectDead( Var["FloorInfo"]["Fail"] ) == 1
|
|
then
|
|
cAIScriptSet( Var["FloorInfo"]["Fail"] )
|
|
|
|
GoToFail( Var )
|
|
|
|
Var["FloorInfo"] = nil
|
|
return
|
|
end
|
|
end
|
|
|
|
-- 보스 잡으면 성공
|
|
if Var["FloorInfo"]["Success"] ~= nil
|
|
then
|
|
if cIsObjectDead( Var["FloorInfo"]["Success"] ) == 1
|
|
then
|
|
cAIScriptSet( Var["FloorInfo"]["Success"] )
|
|
|
|
-- 몹 클리어
|
|
if cMobSuicide( Var["MapIndex"] ) == nil
|
|
then
|
|
ErrorLog( "FloorFunc::Suicide Fail" )
|
|
end
|
|
|
|
-- 마지막 보스면 킹퀘 성공
|
|
-- 아니면 다음층
|
|
if Var["FloorInfo"]["FloorNumber"] >= #FloorNameTable
|
|
then
|
|
GoToSuccess( Var )
|
|
return
|
|
else
|
|
Var["FloorInfo"]["FloorNumber"] = Var["FloorInfo"]["FloorNumber"] + 1
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- 킹덤 퀘스트 클리어
|
|
function QuestSuccess( Var )
|
|
cExecCheck "QuestSuccess"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
|
|
-- 1초마다 체크
|
|
if Var["CurSec"] + 1 > cCurrentSecond()
|
|
then
|
|
return
|
|
end
|
|
|
|
Var["CurSec"] = cCurrentSecond()
|
|
|
|
|
|
-- 성공 딜레이
|
|
if Var["QuestSuccessTime"] == nil
|
|
then
|
|
Var["QuestSuccessTime"] = Var["CurSec"]
|
|
end
|
|
|
|
if (Var["QuestSuccessTime"] + DelayTime["QuestSuccessDelay"]) > Var["CurSec"]
|
|
then
|
|
return
|
|
end
|
|
|
|
DebugLog( "Start QuestSuccess" )
|
|
|
|
Var["QuestResult"] = "Success"
|
|
|
|
-- Success 띄우고
|
|
cVanishTimer( Var["MapIndex"] )
|
|
cQuestResult( Var["MapIndex"], "Success" )
|
|
|
|
-- 플레이어에게 클리어 보상 주기
|
|
cReward( Var["MapIndex"], "KQ" )
|
|
|
|
-- Quest Mob Kill 세기.
|
|
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
|
|
|
|
GoToNextStep( Var )
|
|
|
|
DebugLog( "End QuestSuccess" )
|
|
|
|
end
|
|
|
|
|
|
-- 킹덤 퀘스트 실패
|
|
function QuestFailed( Var )
|
|
cExecCheck "QuestFailed"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
|
|
DebugLog( "Start QuestFailed" )
|
|
|
|
-- Fail 띄우고
|
|
cVanishTimer( Var["MapIndex"] )
|
|
cQuestResult( Var["MapIndex"], "Fail" )
|
|
|
|
GoToNextStep( Var )
|
|
|
|
DebugLog( "End QuestFailed" )
|
|
|
|
end
|
|
|
|
|
|
-- 귀환
|
|
function ReturnToHome( Var )
|
|
cExecCheck "ReturnToHome"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
|
|
-- 1초마다 체크
|
|
if Var["CurSec"] + 1 > cCurrentSecond()
|
|
then
|
|
return
|
|
end
|
|
|
|
Var["CurSec"] = cCurrentSecond()
|
|
|
|
|
|
if Var["ReturnToHome"] == nil
|
|
then
|
|
DebugLog( "Start ReturnToHome" )
|
|
Var["ReturnToHome"] = {}
|
|
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"]
|
|
Var["ReturnToHome"]["ReturnStepNo"] = 1
|
|
end
|
|
|
|
|
|
-- Return : return notice substep
|
|
if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo["KQReturn"][Var["QuestResult"]]
|
|
then
|
|
|
|
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
|
|
then
|
|
|
|
-- Notice of Escape
|
|
if NoticeInfo["KQReturn"][Var["QuestResult"]][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
|
|
then
|
|
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["KQReturn"][Var["QuestResult"]][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] )
|
|
end
|
|
|
|
-- Go To Next Notice
|
|
Var["ReturnToHome"]["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
|
|
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"] + DelayTime["BetweenKQReturnNotice"]
|
|
|
|
end
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
-- Return : linkto substep
|
|
if Var["ReturnToHome"]["ReturnStepNo"] > #NoticeInfo["KQReturn"][Var["QuestResult"]]
|
|
then
|
|
|
|
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
|
|
then
|
|
--Finish_KQ
|
|
cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["x"], LinkInfo["ReturnMap"]["y"] )
|
|
|
|
GoToNextStep( Var )
|
|
Var["ReturnToHome"] = nil
|
|
|
|
if cEndOfKingdomQuest( Var["MapIndex"] ) == nil
|
|
then
|
|
ErrorLog( "ReturnToHome::Function cEndOfKingdomQuest failed" )
|
|
end
|
|
|
|
DebugLog( "End ReturnToHome" )
|
|
end
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
end
|
|
|
|
|
|
-- 스텝 구분을 위한 던전 진행 함수 리스트
|
|
KQ_StepsList =
|
|
{
|
|
{ Function = InitDungeon, Name = "InitDungeon", },
|
|
{ Function = FloorFunc, Name = "FloorFunc", },
|
|
{ Function = QuestSuccess, Name = "QuestSuccess", },
|
|
{ Function = QuestFailed, Name = "QuestFailed", },
|
|
{ Function = ReturnToHome, Name = "ReturnToHome", },
|
|
}
|
|
|
|
-- 역참조 리스트
|
|
KQ_StepsIndexList =
|
|
{
|
|
}
|
|
|
|
for index, funcValue in pairs ( KQ_StepsList )
|
|
do
|
|
KQ_StepsIndexList[ funcValue["Name"] ] = index
|
|
end
|
|
|
|
|