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--------------------------------------------------------------------------------
-- Seiren Castle 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"] = {}
-- 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
end
end
end
-- NPC 생성
for i = 1, #RegenInfo["NPC"]
do
cNPCRegen( Var["MapIndex"], RegenInfo["NPC"][ i ] )
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
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
-- 대기시간 설정
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
-- 다이얼로그 출력 설정
Var[ "InitDungeon" ]["bAfterDialogEnd"] = false
Var[ "InitDungeon" ]["AfterDialogSec"] = Var["CurSec"]
Var[ "InitDungeon" ]["AfterDialogNo"] = 1
end
-- 대기 후 다음 단계로
if Var["InitDungeon"]["WaitSecDuringInit"] > Var["CurSec"]
then
return
end
local CurChat = ChatInfo["InitDungeon"]
--------------------------------------------------
-- 단계가 끝날때 다이얼로그 출력
--------------------------------------------------
if CurChat ~= nil
then
if CurChat["AfterDialog"] ~= nil
then
local nCurDialogNo = Var[ "InitDungeon" ]["AfterDialogNo"]
if nCurDialogNo <= #CurChat["AfterDialog"]
then
if Var[ "InitDungeon" ]["AfterDialogSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["AfterDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["AfterDialog"][ nCurDialogNo ]["Index"] )
Var[ "InitDungeon" ]["AfterDialogNo"] = Var[ "InitDungeon" ]["AfterDialogNo"] + 1
Var[ "InitDungeon" ]["AfterDialogSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
end
end
end
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
function Step_Routine( Var )
cExecCheck "Step_Routine"
if Var == nil
then
return
end
local StepIndex = Var["StepIndex"]
if StepIndex == nil
then
return
end
if Var[ StepIndex ] == nil
then
DebugLog( "Start "..StepIndex )
Var[ StepIndex ] = {}
-- 몬스터 그룹별 생성
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
-- 다이얼로그 출력 설정
Var[ StepIndex ]["bBeforeDialogEnd"] = false
Var[ StepIndex ]["BeforeDialogSec"] = Var["CurSec"]
Var[ StepIndex ]["BeforeDialogNo"] = 1
Var[ StepIndex ]["bAfterDialogEnd"] = false
Var[ StepIndex ]["AfterDialogSec"] = Var["CurSec"]
Var[ StepIndex ]["AfterDialogNo"] = 1
-- 단계 별 확인 이 필요한 목록
Var[ StepIndex ]["bPortalUse"] = false
Var[ StepIndex ]["bBoossDead"] = false
Var[ StepIndex ]["bOpenDoor"] = false
end
-- 설정된 포탈을 사용했는지 확인
if Var[ StepIndex ]["bPortalUse"] == false
then
local PortalIndex = Step_PortalUseCheckList[ StepIndex ]
if PortalIndex ~= nil
then
Var[ StepIndex ]["bBeforeDialogEnd"] = true
local PortalHandle = Var["Portal"][ PortalIndex ]
if Var["Portal"][ PortalHandle ] ~= nil
then
if Var["Portal"][ PortalHandle ]["Use"] == true
then
Var[ StepIndex ]["bBeforeDialogEnd"] = false
Var[ StepIndex ]["bPortalUse"] = true
end
end
end
end
-- 단계 시작시 출력되는 다이얼 로그
local CurChat = ChatInfo[ StepIndex ]
if CurChat ~= nil
then
if CurChat["BeforeDialog"] ~= nil
then
if Var[ StepIndex ]["bBeforeDialogEnd"] == false
then
local nCurDialogNo = Var[ StepIndex ]["BeforeDialogNo"]
if nCurDialogNo <= #CurChat["BeforeDialog"]
then
if Var[ StepIndex ]["BeforeDialogSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["BeforeDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["BeforeDialog"][ nCurDialogNo ]["Index"] )
Var[ StepIndex ]["BeforeDialogNo"] = Var[ StepIndex ]["BeforeDialogNo"] + 1
Var[ StepIndex ]["BeforeDialogSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var[ StepIndex ]["bBeforeDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var[ StepIndex ]["bBeforeDialogEnd"] = true
end
end
-- 설정된 보스 몬스터가 죽었는지 확인
if Var[ StepIndex ]["bBoossDead"] == false
then
local BossIndex = Step_BossDeadCheckList[ StepIndex ]
if BossIndex ~= nil
then
if Var["Enemy"][ BossIndex ] ~= nil
then
if cIsObjectDead( Var["Enemy"][ BossIndex ] ) == nil
then
return
end
end
end
Var[ StepIndex ]["bBoossDead"] = true
end
-- 보스 몬스터가 죽은 후 출력되는 다이얼 로그
if CurChat ~= nil
then
if CurChat["AfterDialog"] ~= nil
then
if Var[ StepIndex ]["bAfterDialogEnd"] == false
then
local nCurDialogNo = Var[ StepIndex ]["AfterDialogNo"]
if nCurDialogNo <= #CurChat["AfterDialog"]
then
if Var[ StepIndex ]["AfterDialogSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["AfterDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["AfterDialog"][ nCurDialogNo ]["Index"] )
Var[ StepIndex ]["AfterDialogNo"] = Var[ StepIndex ]["AfterDialogNo"] + 1
Var[ StepIndex ]["AfterDialogSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var[ StepIndex ]["bAfterDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var[ StepIndex ]["bAfterDialogEnd"] = true
end
end
-- 문을 열어준다
if Var[ StepIndex ]["bOpenDoor"] == false
then
local DoorOpenList = Step_DoorOpenList[ StepIndex ]
if DoorOpenList ~= nil
then
for i = 1, #DoorOpenList
do
local DoorName = DoorOpenList[ i ]
local nDoorHandle = Var["Door"][ DoorName ]
if nDoorHandle ~= nil
then
local DoorInfo = Var["Door"][ nDoorHandle ]["Info"]
if DoorInfo ~= nil
then
if Var["Door"][ nDoorHandle ]["IsOpen"] == false
then
cDoorAction( nDoorHandle, DoorInfo["Block"], "open" )
end
end
end
end
end
Var[ StepIndex ]["bOpenDoor"] = true
end
-- 대기 후 다음 단계로
if GoToNextStep( Var ) == true
then
-- 문의 AIScrip를 제거해 준다
local DoorOpenCheckList = Step_DoorOpenCheckList[ StepIndex ]
if DoorOpenCheckList ~= nil
then
for i = 1, #DoorOpenCheckList
do
local DoorName = DoorOpenCheckList[ i ]["DoorName"]
local nDoorHandle = Var["Door"][ DoorName ]
if nDoorHandle ~= nil
then
cAIScriptSet( nDoorHandle )
end
end
end
Var[ StepIndex ] = nil
DebugLog( "End "..StepIndex )
end
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"]["ReturnStepSec"] = Var["CurSec"]
Var["ReturnToHome"]["ReturnStepNo"] = 1
Var["ReturnToHome"]["WaitSecReturnToHome"] = Var["CurSec"] + DelayTime["WaitReturnToHome"]
-- 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
-- 모든 몬스터 삭제
cMobSuicide( Var["MapIndex"] )
end
--
if Var["ReturnToHome"]["WaitSecReturnToHome"] > Var["CurSec"]
then
return
end
-- Return : return notice substep
if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo["IDReturn"]
then
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
then
-- Notice of Escape
if NoticeInfo["IDReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
then
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["IDReturn"][ 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["IDReturn"]
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
DebugLog( "End ReturnToHome" )
end
return
end
end
-- 스텝 구분을 위한 던전 진행 함수 리스트
ID_StepsList =
{
InitDungeon = { Function = InitDungeon, NextStep = "EntranceGuardArea", },
EntranceGuardArea = { Function = Step_Routine, NextStep = "CenterGuardArea", },
CenterGuardArea = { Function = Step_Routine, NextStep = nil, },
EastArea = { Function = Step_Routine, NextStep = "FallenCenterHall", },
WestArea = { Function = Step_Routine, NextStep = "FallenCenterHall", },
FallenCenterHall = { Function = Step_Routine, NextStep = "GuardianAltar", },
GuardianAltar = { Function = Step_Routine, NextStep = "AbyssHall", },
AbyssHall = { Function = Step_Routine, NextStep = "ReturnToHome", },
ReturnToHome = { Function = ReturnToHome, NextStep = nil, },
}