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-- Mara Pirate 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
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"] + DelayTime["AfterInit"]
end
-- 일정 시간 뒤 다음 단계로
if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
then
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
end
end
-- 스파이의 거짓말
function SpyLie( Var )
cExecCheck( "SpyLie" )
if Var == nil
then
return
end
-- 1초마다 체크
if Var["CurSec"] + 1 > cCurrentSecond()
then
return
else
Var["CurSec"] = cCurrentSecond()
end
if Var["SpyLie"] == nil
then
DebugLog( "Start SpyLie" )
-- 몬스터 그룹 리젠
for i = 1, #RegenInfo["Group"]["InitDungeonRegen"]
do
cGroupRegenInstance( Var["MapIndex"], RegenInfo["Group"]["InitDungeonRegen"][i] )
end
-- 경비병(스파이) 생성
local RegenGuard = RegenInfo["NPC"]["NPC_Guard"]
local GuardHandle = cMobRegen_XY( Var["MapIndex"], RegenGuard["Index"], RegenGuard["x"],RegenGuard["y"], RegenGuard["dir"] )
if GuardHandle ~= nil
then
Var["Friend"]["NPC_Guard"] = GuardHandle
end
-- 경비병(스파이) 채팅 설정
Var["SpyLie"] = {}
Var["SpyLie"]["ChatStepSec"] = Var["CurSec"]
Var["SpyLie"]["ChatStepNo"] = 1
end
-- 경비병(스파이) 채팅
if Var["SpyLie"]["ChatStepNo"] <= #NPC_GuardChat["SpyLieChat"]
then
if Var["SpyLie"]["ChatStepSec"] <= Var["CurSec"]
then
if Var["Friend"]["NPC_Guard"] ~= nil
then
cMobChat( Var["Friend"]["NPC_Guard"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["SpyLieChat"][ Var["SpyLie"]["ChatStepNo"] ]["Index"], true )
end
Var["SpyLie"]["ChatStepSec"] = Var["SpyLie"]["ChatStepSec"] + DelayTime["BetweenSpyLieChat"]
Var["SpyLie"]["ChatStepNo"] = Var["SpyLie"]["ChatStepNo"] + 1
end
else
if Var["Friend"]["NPC_Guard"] ~= nil
then
cNPCVanish( Var["Friend"]["NPC_Guard"] )
end
GoToNextStep( Var )
Var["SpyLie"] = nil
DebugLog( "End SpyLie" )
end
end
-- 스파이의 보고
function SpyReport( Var )
cExecCheck( "SpyReport" )
if Var == nil
then
return
end
-- 1초마다 체크
if Var["CurSec"] + 1 > cCurrentSecond()
then
return
else
Var["CurSec"] = cCurrentSecond()
end
if Var["SpyReport"] == nil
then
DebugLog( "Start SpyReport" )
-- 중간 보스(마라, 말론) 생성
local VirMaraRegenInfo = RegenInfo["Mob"]["MiddleBoss"]["VirtualMara"]
local VirMarloneRegenInfo = RegenInfo["Mob"]["MiddleBoss"]["VirtualMarlone"]
local VirMaraHad = nil
local VirMarloneHnd = nil
VirMaraHad = cMobRegen_XY( Var["MapIndex"], VirMaraRegenInfo["Index"], VirMaraRegenInfo["x"], VirMaraRegenInfo["y"], VirMaraRegenInfo["dir"] )
VirMarloneHnd = cMobRegen_XY( Var["MapIndex"], VirMarloneRegenInfo["Index"], VirMarloneRegenInfo["x"], VirMarloneRegenInfo["y"], VirMarloneRegenInfo["dir"] )
if VirMaraHad ~= nil
then
cSetAIScript ( MainLuaScriptPath, VirMaraHad )
cAIScriptFunc( VirMaraHad, "Entrance", "MiddleMaraDead" )
Var["Enemy"]["VirtualMara"] = VirMaraHad
end
if VirMarloneHnd ~= nil
then
cSetAIScript ( MainLuaScriptPath, VirMarloneHnd )
cAIScriptFunc( VirMarloneHnd, "Entrance", "MiddleMarloneDead" )
Var["Enemy"]["VirtualMarlone"] = VirMarloneHnd
end
-- 다이얼 로그(스파이의 보고) 설정
Var["SpyReport"] = {}
Var["SpyReport"]["WaitSecDuringSpyReport"] = Var["CurSec"] + DelayTime["BeforeSpyReportDialog"]
Var["SpyReport"]["DialogStepSec"] = Var["SpyReport"]["WaitSecDuringSpyReport"]
Var["SpyReport"]["DialogStepNo"] = 1
end
-- 일정 시간 뒤 다이얼 로그 처리
if Var["SpyReport"]["WaitSecDuringSpyReport"] > Var["CurSec"]
then
return
end
-- 다이얼 로그(스파이의 보고) 처리
if Var["SpyReport"]["DialogStepNo"] <= #MiddleBossChat["SpyReportDialog"]
then
if Var["SpyReport"]["DialogStepSec"] <= Var["CurSec"]
then
local SpyReportDialog = MiddleBossChat["SpyReportDialog"][ Var["SpyReport"]["DialogStepNo"] ]
cMobDialog( Var["MapIndex"], SpyReportDialog["FaceCut"], MiddleBossChat["ScriptFileName"], SpyReportDialog["Index"] )
Var["SpyReport"]["DialogStepSec"] = Var["SpyReport"]["DialogStepSec"] + DelayTime["BetweenSpyReportDialog"]
Var["SpyReport"]["DialogStepNo"] = Var["SpyReport"]["DialogStepNo"] + 1
end
else
-- 킹덤 퀘스트 시작 설정
local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
if nLimitSec == nil
then
ErrorLog( "InitDungeon::nLimitSec == nil" )
else
Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
end
GoToNextStep( Var )
Var["SpyReport"] = nil
return
end
end
-- 중간 보스(마라, 말론)
function MiddleBoss( Var )
cExecCheck( "MiddleBoss" )
if Var == nil
then
return
end
--1초마다 체크
if Var["CurSec"] + 1 > cCurrentSecond()
then
return
else
Var["CurSec"] = cCurrentSecond()
end
if Var["MiddleBoss"] == nil
then
DebugLog( "Start MiddleBoss" )
-- 몬스터 그룹 리젠
for i = 1, #RegenInfo["Group"]["MiddleBossRegen"]
do
cGroupRegenInstance( Var["MapIndex"], RegenInfo["Group"]["MiddleBossRegen"][i] )
end
Var["MiddleBoss"] = {}
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["MiddleBoss"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["MiddleBoss"] = nil
return
end
-- 중간 보스(마라, 말론)가 죽었는지 체크
local VirtualMaraDied = false
local VirtualMarloneDied = false
if Var["Enemy"]["VirtualMara"] == nil
then
VirtualMaraDied = true
else
if cIsObjectDead( Var["Enemy"]["VirtualMara"] ) == 1
then
Var["Enemy"]["VirtualMara"] = nil
VirtualMaraDied = true
end
end
if Var["Enemy"]["VirtualMarlone"] == nil
then
VirtualMarloneDied = true
else
if cIsObjectDead( Var["Enemy"]["VirtualMarlone"] ) == 1
then
Var["Enemy"]["VirtualMarlone"] = nil
VirtualMarloneDied = true
end
end
-- Success Case : 중간 보스(마라, 말론) 죽음
if VirtualMaraDied == true and VirtualMarloneDied == true
then
GoToNextStep( Var )
Var["MiddleBoss"] = nil
DebugLog( "End MiddleBoss" )
return
end
end
-- 중간 보스 전투 후 보고
function MiddleReport( Var )
cExecCheck( "MiddleReport" )
if Var == nil
then
return
end
-- 1초마다 체크
if Var["CurSec"] + 1 > cCurrentSecond()
then
return
else
Var["CurSec"] = cCurrentSecond()
end
if Var["MiddleReport"] == nil
then
DebugLog( "Start MiddleReport" )
-- 보스(마라, 말론) 생성
local MaraRegenInfo = RegenInfo["Mob"]["Boss"]["TrueMara"]
local MarloneRegenInfo = RegenInfo["Mob"]["Boss"]["TrueMarlone"]
local TrueMaraHnd = cMobRegen_XY( Var["MapIndex"], MaraRegenInfo["Index"], MaraRegenInfo["x"], MaraRegenInfo["y"], MaraRegenInfo["dir"] )
local TrueMarloneHnd = cMobRegen_XY( Var["MapIndex"], MarloneRegenInfo["Index"], MarloneRegenInfo["x"], MarloneRegenInfo["y"], MarloneRegenInfo["dir"] )
if TrueMaraHnd ~= nil
then
cSetAIScript ( MainLuaScriptPath, TrueMaraHnd )
cAIScriptFunc( TrueMaraHnd, "Entrance", "LastMaraDead" )
Var["Enemy"]["TrueMara"] = TrueMaraHnd
end
if TrueMarloneHnd ~= nil
then
cSetAIScript ( MainLuaScriptPath, TrueMarloneHnd )
cAIScriptFunc( TrueMarloneHnd, "Entrance", "LastMarloneDead" )
Var["Enemy"]["TrueMarlone"] = TrueMarloneHnd
end
-- 가짜 보스 소환 : 죽으면 가짜 보스 소환
local VirMaraRegenInfo = RegenInfo["Mob"]["Boss"]["VirtualMara"]
local VirMarloneRegenInfo = RegenInfo["Mob"]["Boss"]["VirtualMarlone"]
for i = 1, VirMaraRegenInfo["RegenNumber"]
do
local VirMaraHnd = cMobRegen_XY( Var["MapIndex"], VirMaraRegenInfo["Index"], VirMaraRegenInfo["x"], VirMaraRegenInfo["y"], VirMaraRegenInfo["dir"] )
if VirMaraHnd ~= nil
then
cSetAIScript ( MainLuaScriptPath, VirMaraHnd )
cAIScriptFunc( VirMaraHnd, "Entrance", "VirtualMaraDead" )
end
end
for i = 1, VirMarloneRegenInfo["RegenNumber"]
do
local VirMarloneHnd = cMobRegen_XY( Var["MapIndex"], VirMarloneRegenInfo["Index"], VirMarloneRegenInfo["x"], VirMarloneRegenInfo["y"], VirMarloneRegenInfo["dir"] )
if VirMarloneHnd ~= nil
then
cSetAIScript ( MainLuaScriptPath, VirMarloneHnd )
cAIScriptFunc( VirMarloneHnd, "Entrance", "VirtualMarloneDead" )
end
end
-- 가짜 보스 소환 : -
local TmpMaraRegenInfo = RegenInfo["Mob"]["Boss"]["TmpMara"]
local TmpMarloneRegenInfo = RegenInfo["Mob"]["Boss"]["TmpMarlone"]
for i = 1, TmpMaraRegenInfo["RegenNumber"]
do
cMobRegen_XY( Var["MapIndex"], TmpMaraRegenInfo["Index"], TmpMaraRegenInfo["x"], TmpMaraRegenInfo["y"], TmpMaraRegenInfo["dir"] )
end
for i = 1, TmpMarloneRegenInfo["RegenNumber"]
do
cMobRegen_XY( Var["MapIndex"], TmpMarloneRegenInfo["Index"], TmpMarloneRegenInfo["x"], TmpMarloneRegenInfo["y"], TmpMarloneRegenInfo["dir"] )
end
-- 다이얼 로그(중간 보고) 설정
Var["MiddleReport"] = {}
Var["MiddleReport"]["DialogStepSec"] = Var["CurSec"]
Var["MiddleReport"]["DialogStepNo"] = 1
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["MiddleBoss"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["MiddleBoss"] = nil
return
end
-- 다이얼 로그(중간 보고) 처리
if Var["MiddleReport"]["DialogStepNo"] <= #MiddleBossChat["MiddleReportDialog"]
then
if Var["MiddleReport"]["DialogStepSec"] <= Var["CurSec"]
then
local MiddleReportDialog = MiddleBossChat["MiddleReportDialog"][ Var["MiddleReport"]["DialogStepNo"] ]
cMobDialog( Var["MapIndex"], MiddleReportDialog["FaceCut"], MiddleBossChat["ScriptFileName"], MiddleReportDialog["Index"] )
Var["MiddleReport"]["DialogStepSec"] = Var["MiddleReport"]["DialogStepSec"] + DelayTime["BetweenMiddleReportDialog"]
Var["MiddleReport"]["DialogStepNo"] = Var["MiddleReport"]["DialogStepNo"] + 1
end
else
GoToNextStep( Var )
Var["MiddleReport"] = nil
DebugLog( "End MiddleReport" )
return
end
end
-- 마지막 보스(마라, 말론)
function LastBoss( Var )
cExecCheck( "LastBoss" )
if Var == nil
then
return
end
-- 1초마다 체크
if Var["CurSec"] + 1 > cCurrentSecond()
then
return
else
Var["CurSec"] = cCurrentSecond()
end
if Var["LastBoss"] == nil
then
DebugLog( "Start LastBoss" )
Var["LastBoss"] = {}
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["MiddleBoss"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["MiddleBoss"] = nil
return
end
-- 마지막 보스(마라, 말론)가 죽었는지 체크
local MaraDied = false
local MarloneDied = false
if Var["Enemy"]["TrueMara"] == nil
then
MaraDied = true
else
if cIsObjectDead( Var["Enemy"]["TrueMara"] ) == 1
then
MaraDied = true
end
end
if Var["Enemy"]["TrueMarlone"] == nil
then
MarloneDied = true
else
if cIsObjectDead( Var["Enemy"]["TrueMarlone"] ) == 1
then
MarloneDied = true
end
end
-- Success Case : 마지막 보스(마라, 말론) 죽음
if MaraDied == true and MarloneDied == true
then
GoToSuccess( Var )
Var["LastBoss"] = nil
DebugLog( "End LastBoss" )
return
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
else
Var["CurSec"] = cCurrentSecond()
end
if Var["QuestSuccess"] == nil
then
-- 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"] )
Var["QuestSuccess"] = {}
Var["QuestSuccess"]["SuccessStepSec"] = Var["CurSec"]
Var["QuestSuccess"]["SuccessStepNo"] = 1
end
GoToNextStep( Var )
Var["QuestSuccess"] = nil
end
-- 킹덤 퀘스트 실패
function QuestFailed( Var )
cExecCheck( "QuestFailed" )
if Var == nil
then
return
end
-- 1초마다 체크
if Var["CurSec"] + 1 > cCurrentSecond()
then
return
else
Var["CurSec"] = cCurrentSecond()
end
if Var["QuestFailed"] == nil
then
-- Fail 띄우고
cVanishTimer( Var["MapIndex"] )
cQuestResult( Var["MapIndex"], "Fail" )
-- 다이얼 로그(킹덤 퀘스트 실패) 설정
Var["QuestFailed"] = {}
Var["QuestFailed"]["DialogStepSec"] = Var["CurSec"]
Var["QuestFailed"]["DialogStepNo"] = 1
end
-- 다이얼 로그(킹덤 퀘스트 실패) 처리
if Var["QuestFailed"]["DialogStepNo"] <= #NPC_GuardChat["FailDialog"]
then
if Var["QuestFailed"]["DialogStepSec"] <= Var["CurSec"]
then
local FailDialog = NPC_GuardChat["FailDialog"][ Var["QuestFailed"]["DialogStepNo"] ]
cMobDialog( Var["MapIndex"], FailDialog["FaceCut"], NPC_GuardChat["ScriptFileName"], FailDialog["Index"] )
Var["QuestFailed"]["DialogStepSec"] = Var["QuestFailed"]["DialogStepSec"] + DelayTime["BetweenKQFailedDialog"]
Var["QuestFailed"]["DialogStepNo"] = Var["QuestFailed"]["DialogStepNo"] + 1
end
else
GoToNextStep( Var )
Var["QuestFailed"] = {}
return
end
end
-- 귀환
function ReturnToHome( Var )
cExecCheck "ReturnToHome"
if Var == nil
then
return
end
-- 1초마다 체크
if Var["CurSec"] + 1 > cCurrentSecond()
then
return
else
Var["CurSec"] = cCurrentSecond()
end
if Var["ReturnToHome"] == nil
then
Var["ReturnToHome"] = {}
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"]
Var["ReturnToHome"]["ReturnStepNo"] = 1
end
-- Return : return notice substep
if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo["KQReturn"]
then
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
then
-- Notice of Escape
if NoticeInfo["KQReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
then
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["KQReturn"][ 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"]
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
end
return
end
end
-- 스텝 구분을 위한 던전 진행 함수 리스트
KQ_StepsList =
{
{ Function = InitDungeon, Name = "InitDungeon", },
{ Function = SpyLie, Name = "SpyLie", },
{ Function = SpyReport, Name = "SpyReport", },
{ Function = MiddleBoss, Name = "MiddleBoss", },
{ Function = MiddleReport, Name = "MiddleReport", },
{ Function = LastBoss, Name = "LastBoss", },
{ 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