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-- Tower Of Iyzel Progress Func --
--------------------------------------------------------------------------------
-- 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"] = {}
-- 층 사이에 있는 문 생성
for i = 0, 17
do
local DoorTableIndex = nil
if i < 10
then
DoorTableIndex = "Door0"..i
else
DoorTableIndex = "Door"..i
end
local CurRegenDoor = RegenInfo["Stuff"][ DoorTableIndex ]
if CurRegenDoor ~= nil
then
local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
if nCurDoorHandle ~= nil
then
cDoorAction( nCurDoorHandle , CurRegenDoor["Block"], "close" )
-- 리젠 정보 보관
Var["Door"][ nCurDoorHandle ] = CurRegenDoor
-- 핸들 보관 : 접근용으로
Var["Door"..(i+1) ] = nCurDoorHandle
end
end
end
-- 입구쪽 출구게이트 생성
local RegenExitGate = RegenInfo["Stuff"]["ExitGate"]
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( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
end
if cAIScriptFunc( nExitGateHandle, "NPCClick", "ExitGateClick" ) == nil
then
ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"ExitGateClick\" ) == nil" )
end
end
-- 대기시간 설정
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
end
-- 대기 후 다음 단계로
if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
then
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
end
-- 1~19 번째 층의 몹들과 보스전
function EachFloor( Var )
cExecCheck "EachFloor"
if Var == nil
then
return
end
if Var["EachFloor"] == nil
then
Var["EachFloor"] = {}
end
-- 단계 번호 설정
if Var["EachFloor"]["StepNumber"] == nil
then
Var["EachFloor"]["StepNumber"] = 1
end
-- 단계이름 받아오기
local CurStepNo = Var["EachFloor"]["StepNumber"] -- ex) 1
local CurStep = StepNameTable[ CurStepNo ] -- ex) Floor01
-- 각 단계 초기 설정
if Var["EachFloor"..CurStepNo ] == nil
then
DebugLog( "Start EachFloor "..CurStepNo )
Var["EachFloor"..CurStepNo ] = {}
-- 몹 그룹 젠
local CurStepRegen = RegenInfo["Group"][ CurStep ]
for i = 1, #CurStepRegen
do
cGroupRegenInstance( Var["MapIndex"], CurStepRegen[i] )
end
-- 보스 젠( 있을경우 Only : 4, 9, 13, 19 층 )
if RegenInfo["Mob"][ CurStep ] ~= nil
then
local RegenBoss = nil
local BossHandle = nil
for MobName, MobRegenInfo in pairs ( RegenInfo["Mob"][ CurStep ] )
do
RegenBoss = MobRegenInfo
BossHandle = cMobRegen_XY( Var["MapIndex"], RegenBoss["Index"], RegenBoss["x"], RegenBoss["y"], RegenBoss["dir"] )
end
if BossHandle ~= nil
then
Var["Enemy"][ BossHandle ] = RegenBoss
Var["EachFloor"..CurStepNo ]["BossHandle"] = BossHandle
Var["RoutineTime"][ BossHandle ] = cCurrentSecond()
cSetAIScript ( MainLuaScriptPath, BossHandle )
cAIScriptFunc( BossHandle, "Entrance", "BossRoutine" )
end
end
-- 페이스컷 단계 구분용 변수 설정
Var["EachFloor"..CurStepNo ]["StartDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["StartDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["ClearDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["ClearDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["BossBattleDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["BossBattleDialogStepNo"] = 1
-- 페이스컷 종료 여부 설정
Var["EachFloor"..CurStepNo ]["bStartDialogEnd"] = false
Var["EachFloor"..CurStepNo ]["bClearDialogEnd"] = false
Var["EachFloor"..CurStepNo ]["bBossBattleDialogEnd"] = false
-- 몹 전멸 여부 설정
Var["EachFloor"..CurStepNo ]["bMobEliminated"] = false
Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] = Var["CurSec"] + DelayTime["WaitAfterGenMob"]
end
-- 해당 단계 시작시의 페이스컷
if NPC_GuardChat["StartDialog"][ CurStep ] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bStartDialogEnd"] == false
then
if Var["EachFloor"..CurStepNo ]["StartDialogStepNo"] <= #NPC_GuardChat["StartDialog"][ CurStep ]
then
if Var["EachFloor"..CurStepNo ]["StartDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["StartDialog"][ CurStep ][ Var["EachFloor"..CurStepNo ]["StartDialogStepNo"] ]["Index"] )
DebugLog( "EachFloor"..CurStepNo.."::Index("..NPC_GuardChat["StartDialog"][ CurStep ][ Var["EachFloor"..CurStepNo ]["StartDialogStepNo"] ]["Index"].."), StepNo("..Var["EachFloor"..CurStepNo ]["StartDialogStepNo"]..")" )
Var["EachFloor"..CurStepNo ]["StartDialogStepNo"] = Var["EachFloor"..CurStepNo ]["StartDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["StartDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["EachFloor"..CurStepNo ]["bStartDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["EachFloor"..CurStepNo ]["bStartDialogEnd"] = true
end
-- 몹 전멸체크
if Var["EachFloor"..CurStepNo ]["bMobEliminated"] == false
then
if Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] <= Var["CurSec"]
then
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
Var["EachFloor"..CurStepNo ]["bMobEliminated"] = true
end
end
return
else
-- 해당 층 몹 전멸 시
-- 클리어 페이스컷
if NPC_GuardChat["ClearDialog"][ CurStep ] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bClearDialogEnd"] == false
then
if Var["EachFloor"..CurStepNo ]["ClearDialogStepNo"] <= #NPC_GuardChat["ClearDialog"][ CurStep ]
then
if Var["EachFloor"..CurStepNo ]["ClearDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["ClearDialog"][ CurStep ][ Var["EachFloor"..CurStepNo ]["ClearDialogStepNo"] ]["Index"] )
DebugLog( "EachFloor"..CurStepNo.."::Index("..NPC_GuardChat["ClearDialog"][ CurStep ][ Var["EachFloor"..CurStepNo ]["ClearDialogStepNo"] ]["Index"].."), StepNo("..Var["EachFloor"..CurStepNo ]["ClearDialogStepNo"]..")" )
Var["EachFloor"..CurStepNo ]["ClearDialogStepNo"] = Var["EachFloor"..CurStepNo ]["ClearDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["ClearDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["EachFloor"..CurStepNo ]["bClearDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["EachFloor"..CurStepNo ]["bClearDialogEnd"] = true
end
end
-- Next Case : 해당 층의 몹 전멸 후 클리어 페이스컷 여부에 따라 그 페이스 컷이 종료하면.
if Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] <= Var["CurSec"]
then
if Var["EachFloor"..CurStepNo ]["bClearDialogEnd"] == true
then
-- 해당 층 몹 전멸 상황이 아닌경우 다음단계로 넘어가지 않는다.
if Var["EachFloor"..CurStepNo ]["bMobEliminated"] ~= true
then
return
end
-- 클리어 액션
if Var["Door"..CurStepNo ] ~= nil
then
cDoorAction( Var["Door"..CurStepNo ], Var["Door"][ Var["Door"..CurStepNo ] ]["Block"], "open" )
end
-- 다음 단계로
Var["EachFloor"..CurStepNo ] = nil
Var["EachFloor"]["StepNumber"] = CurStepNo + 1
DebugLog( "End EachFloor "..CurStepNo )
-- 모든 층 클리어 시
if Var["EachFloor"]["StepNumber"] > #StepNameTable
then
Var["EachFloor"] = nil
GoToSuccess( Var )
return
end
return
end
end
end
-- 킹덤 퀘스트 클리어 : ID 에선 기능 거의 없음
function QuestSuccess( Var )
cExecCheck "QuestSuccess"
if Var == nil
then
return
end
DebugLog( "Start QuestSuccess" )
-- Quest Mob Kill 세기.
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
GoToNextStep( Var )
DebugLog( "End QuestSuccess" )
end
-- 킹덤 퀘스트 실패 : ID 에선 기능 없음
function QuestFailed( Var )
cExecCheck "QuestFailed"
if Var == nil
then
return
end
DebugLog( "Start QuestFailed" )
GoToNextStep( Var )
DebugLog( "End QuestFailed" )
end
-- 귀환
function ReturnToHome( Var )
cExecCheck "ReturnToHome"
if Var == nil
then
return
end
if Var["ReturnToHome"] == nil
then
DebugLog( "Start ReturnToHome" )
Var["ReturnToHome"] = {}
Var["ReturnToHome"]["ReturnStepNo"] = 1
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"]
Var["ReturnToHome"]["ReturnNoticeIndex"] = "IDReturn"
end
local sReturnNoticeIndex = Var["ReturnToHome"]["ReturnNoticeIndex"]
-- Return : return notice substep
if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo[ sReturnNoticeIndex ]
then
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
then
-- Notice of Escape
if NoticeInfo[ sReturnNoticeIndex ][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
then
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo[ sReturnNoticeIndex ][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] )
end
-- Go To Next Notice
Var["ReturnToHome"]["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"] + DelayTime["GapIDReturnNotice"]
end
return
end
-- Return : linkto substep
if Var["ReturnToHome"]["ReturnStepNo"] > #NoticeInfo[ sReturnNoticeIndex ]
then
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
then
--Finish_ID
cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMapOnClear"]["MapIndex"], LinkInfo["ReturnMapOnClear"]["x"], LinkInfo["ReturnMapOnClear"]["y"] )
GoToNextStep( Var )
Var["ReturnToHome"] = nil
DebugLog( "End ReturnToHome" )
end
return
end
end
-- 스텝 구분을 위한 던전 진행 함수 리스트
ID_StepsList =
{
{ Function = InitDungeon, Name = "InitDungeon", },
{ Function = EachFloor, Name = "EachFloor", },
{ Function = QuestSuccess, Name = "QuestSuccess", },
{ Function = QuestFailed, Name = "QuestFailed", },
{ Function = ReturnToHome, Name = "ReturnToHome", },
}
-- 역참조 리스트
ID_StepsIndexList =
{
}
for index, funcValue in pairs ( ID_StepsList )
do
ID_StepsIndexList[ funcValue["Name"] ] = index
end