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897 lines
24 KiB
897 lines
24 KiB
--------------------------------------------------------------------------------
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-- Promote Job2_Gamb Progress Func --
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--------------------------------------------------------------------------------
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------------------------------------------------------
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-- InitDungeon : 초기화함수( 도어, 룰렛, 주사위, npc 리젠 )
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------------------------------------------------------
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function InitDungeon( Var )
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cExecCheck "InitDungeon"
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-- DebugLog( "==========================InitDungeon_Start==========================" )
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if Var == nil
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then
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ErrorLog("InitDungeon::Var == nil")
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return
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end
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-- 플레이어의 첫 로그인을 기다린다.
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if Var["PlayerHandle"] == INVALID_HANDEL
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then
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-- DebugLog("플레이어 로그인 대기")
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if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
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then
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ErrorLog("플레이어 맵에 로그인 안함")
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Var["StepFunc"] = QuestFailed
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return
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end
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return
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end
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-- Door Regen
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for i = 1, #RegenInfo["Door"]
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do
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local CurRegenDoor = RegenInfo["Door"][i]
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local CurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["MobIndex"], CurRegenDoor["X"], CurRegenDoor["Y"], CurRegenDoor["Dir"], CurRegenDoor["Scale"] )
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if CurDoorHandle == nil
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then
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GoToFail( Var, "InitDungeon::Door was not created. : " )
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return
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end
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if Var["Door"]["Handle"] == nil
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then
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Var["Door"]["Handle"] = {}
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end
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cDoorAction( CurDoorHandle, CurRegenDoor["DoorBlock"], "close" )
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Var["Door"]["Handle"][i] = CurDoorHandle
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end
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-- DebugLog( "문 리젠 완료")
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-- NPC Regen
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local RegenNPC = RegenInfo["NPC"]
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local NPCHandle = cMobRegen_XY( Var["MapIndex"], RegenNPC["MobIndex"], RegenNPC["X"], RegenNPC["Y"], RegenNPC["Dir"] )
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if NPCHandle == nil
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then
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GoToFail( Var, "InitDungeon:: NPC Regen Fail" )
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return
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end
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Var["NPC"]["Handle"] = NPCHandle
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-- DebugLog( "npc 리젠 완료" )
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-- Roullet Regen
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local CurRoulette = RegenInfo["Roulette"]
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local RouletteHandle = cMobRegen_XY( Var["MapIndex"], CurRoulette["MobIndex"], CurRoulette["X"], CurRoulette["Y"], CurRoulette["Dir"] )
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if RouletteHandle == nil
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then
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GoToFail( Var, "InitDungeon:: Roullet Regen Fail" )
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return
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end
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cSetAIScript ( MainLuaScriptPath, RouletteHandle )
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cAIScriptFunc ( RouletteHandle, "Entrance", "DummyRoutineFunc" )
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cAIScriptFunc ( RouletteHandle, "NPCClick", "Roulette_Click" )
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Var["Roulette"]["Handle"] = RouletteHandle
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-- DebugLog( "Roulette 리젠 완료" )
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-- Dice Regen
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for i = 1, #RegenInfo["Dice"]
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do
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local CurRegenDice = RegenInfo["Dice"][i]
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local CurDiceHandle = cMobRegen_XY( Var["MapIndex"], CurRegenDice["MobIndex"], CurRegenDice["X"], CurRegenDice["Y"], CurRegenDice["Dir"] )
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if CurDiceHandle == nil
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then
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GoToFail( Var, "InitDungeon:: Dice was not created. : "..i )
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return
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end
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cSetAIScript ( MainLuaScriptPath, CurDiceHandle )
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cAIScriptFunc ( CurDiceHandle, "Entrance", "DummyRoutineFunc" )
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cAIScriptFunc ( CurDiceHandle, "NPCClick", "Dice_Click" )
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if Var["Dice"]["Handle"] == nil
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then
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Var["Dice"]["Handle"] = {}
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end
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Var["Dice"]["Handle"][i] = CurDiceHandle
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end
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-- DebugLog( "Dice 리젠 완료" )
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-- 리젠완료 후 다음단계 설정
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Var["StepFunc"] = WelcomeGamble
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Var["InitDungeon"] = nil
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end
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------------------------------------------------------
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-- WelcomeGamble : 조커 환영인사
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------------------------------------------------------
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function WelcomeGamble( Var )
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cExecCheck "WelcomeGamble"
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-- DebugLog( "==========================WelcomeGamble_Start==========================" )
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if Var == nil
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then
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ErrorLog( "WelcomeGamble : Var nil" )
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return
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end
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-- WelcomeGamble 초기화
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local WelcomeGambleInfo = Var["WelcomeGamble"]
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if WelcomeGambleInfo == nil
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then
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-- DebugLog("WelcomeGamble :: 초기화")
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Var["WelcomeGamble"] = {}
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WelcomeGambleInfo = Var["WelcomeGamble"]
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WelcomeGambleInfo["NextStepWaitTime"] = Var["CurSec"] + ( DelayTime["GapDialog"] * #ChatInfo["WelcomeGamble"] ) + DelayTime["WaitSeconds"]
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WelcomeGambleInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
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WelcomeGambleInfo["DialogStep"] = 1
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end
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if WelcomeGambleInfo["DialogTime"] ~= nil
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then
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-- DebugLog("WelcomeGamble :: 대화설정")
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if WelcomeGambleInfo["DialogTime"] > Var["CurSec"]
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then
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return
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end
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local CurMsg = ChatInfo["WelcomeGamble"]
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local DialogStep = WelcomeGambleInfo["DialogStep"]
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local MaxDialogStep = #ChatInfo["WelcomeGamble"]
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if DialogStep <= MaxDialogStep
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then
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cMobDialog( Var["MapIndex"], CurMsg[DialogStep]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurMsg[DialogStep]["MsgIndex"] )
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WelcomeGambleInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
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WelcomeGambleInfo["DialogStep"] = DialogStep + 1
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end
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if WelcomeGambleInfo["DialogStep"] > MaxDialogStep
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then
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WelcomeGambleInfo["DialogTime"] = nil
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WelcomeGambleInfo["DialogStep"] = nil
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end
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end
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if WelcomeGambleInfo["NextStepWaitTime"] > Var["CurSec"]
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then
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return
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end
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-- 타이머 설정
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if Var["LimitTime"] == 0
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then
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Var["LimitTime"] = Var["CurSec"] + DelayTime["LimitTime"]
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cTimer( Var["MapIndex"], DelayTime["LimitTime"] )
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end
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-- DebugLog( "LimitTime"..Var["LimitTime"] )
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-- DebugLog("다음단계로 이동")
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Var["StepFunc"] = HowToRouletteGame
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Var["WelcomeGamble"] = nil
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end
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------------------------------------------------------
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-- HowToRouletteGame : 룰렛게임 규칙 대사처리, 관련된 변수들 초기화
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------------------------------------------------------
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function HowToRouletteGame( Var )
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cExecCheck "HowToRouletteGame"
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-- DebugLog("==========================HowToRouletteGame_Start==========================")
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if Var == nil
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then
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ErrorLog( "PlayRouletteGame : Var nil" )
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return
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end
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-- 실패조건에 해당하는지 체크
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if IsFail( Var ) == true
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then
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return
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end
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local PlayRouletteGameInfo = Var["PlayRouletteGame"]
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if PlayRouletteGameInfo == nil
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then
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Var["PlayRouletteGame"] = {}
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PlayRouletteGameInfo = Var["PlayRouletteGame"]
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PlayRouletteGameInfo["RouletteHandle"] = nil
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PlayRouletteGameInfo["SelectedDiceHandle"] = nil
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PlayRouletteGameInfo["SelectedDiceNum"] = nil
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PlayRouletteGameInfo["ReadyToGame"] = false
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PlayRouletteGameInfo["AnswerDiceNum"] = nil
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PlayRouletteGameInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
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end
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-- 대사 할 시간 아직 안 됐으면 return, 시간 됐으면 대사처리
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if PlayRouletteGameInfo["DialogTime"] ~= nil
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then
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if PlayRouletteGameInfo["DialogTime"] > Var["CurSec"]
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then
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return
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end
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cMobDialog( Var["MapIndex"], ChatInfo["PlayRouletteGame"]["Roulette1"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["PlayRouletteGame"]["Roulette1"]["MsgIndex"] )
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PlayRouletteGameInfo["DialogTime"] = nil
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Var["StepFunc"] = PlayRouletteGame
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end
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end
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------------------------------------------------------
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-- PlayRouletteGame : 유저가 주사위, 룰렛 택하는 단계
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------------------------------------------------------
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function PlayRouletteGame( Var )
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cExecCheck "PlayRouletteGame"
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-- DebugLog("==========================PlayRouletteGame_Start==========================")
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if Var == nil
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then
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ErrorLog( "PlayRouletteGame : Var nil" )
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return
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end
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-- 실패조건에 해당하는지 체크
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if IsFail( Var ) == true
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then
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return
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end
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-- 초기화
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local PlayRouletteGameInfo = Var["PlayRouletteGame"]
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if PlayRouletteGameInfo == nil
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then
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ErrorLog( "PlayRouletteGame : PlayRouletteGameInfo nil" )
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return
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end
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-- 룰렛 돌릴 준비 X : return / 룰렛 돌릴 준비 O : 룰렛도 주사위 선택하기위해 SetAnswerDice() 호출
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if PlayRouletteGameInfo["ReadyToGame"] == true
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then
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SetAnswerDice( Var )
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local AnswerDiceNumber = PlayRouletteGameInfo["AnswerDiceNum"]
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if AnswerDiceNumber == nil
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then
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ErrorLog( "PlayRouletteGame::AnswerDiceNumber == nil" );
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return
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end
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Var["StepFunc"] = ResultRouletteGame
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else
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return
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end
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end
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------------------------------------------------------
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-- ResultRouletteGame : 룰렛게임 결과 처리( 룰렛, 주사위 애니메이션 처리 및 유저선택 주사위와, 룰렛선택 주사위를 비교, 그에 따른 처리 )
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------------------------------------------------------
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function ResultRouletteGame( Var )
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cExecCheck "ResultRouletteGame"
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-- DebugLog("==========================ResultRouletteGame_Start==========================")
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if Var == nil
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then
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ErrorLog( "ResultRouletteGame : Var nil" )
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return
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end
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if IsFail( Var ) == true
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then
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return
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end
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local PlayRouletteGameInfo = Var["PlayRouletteGame"]
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if PlayRouletteGameInfo == nil
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then
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ErrorLog( "ResultRouletteGame : PlayRouletteGameInfo nil" )
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return
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end
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-- 초기화
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local ResultRouletteGameInfo = Var["ResultRouletteGame"]
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if ResultRouletteGameInfo == nil
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then
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Var["ResultRouletteGame"] = {}
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ResultRouletteGameInfo = Var["ResultRouletteGame"]
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ResultRouletteGameInfo["AniStartTime"] = Var["CurSec"]
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ResultRouletteGameInfo["NextStepWaitTime"] = Var["CurSec"] + DelayTime["WaitBeforeWinOrLose"]
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local AnswerDiceNumber = PlayRouletteGameInfo["AnswerDiceNum"]
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-- 조커 대사 처리( 행운을 빌지.. )
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cMobDialog( Var["MapIndex"], ChatInfo["PlayRouletteGame"]["Luck"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["PlayRouletteGame"]["Luck"]["MsgIndex"] )
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-- 룰렛 애니메이션 시작
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cAnimate( PlayRouletteGameInfo["RouletteHandle"], "start", AnimationInfo["Roulette"][AnswerDiceNumber] )
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-- 주사위 애니메이션( 선택하지 않은 주사위들만 Animove애니메이션 재생 )
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for i =1, #Var["Dice"]["Handle"]
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do
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if Var["Dice"]["Handle"][i] ~= PlayRouletteGameInfo["SelectedDiceHandle"]
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then
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cAnimate( Var["Dice"]["Handle"][i], "start", AnimationInfo["Dice"]["AniMove"] )
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end
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end
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-- 룰렛 시작 이펙트
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cEffectRegen_Object ( Var["MapIndex"], EffectInfo["Roullete_start"]["FileName"], PlayRouletteGameInfo["RouletteHandle"], EffectInfo["Roullete_start"]["PlayTime"] )
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end
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-- 다음단계 진행할 시간인지 확인
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if ResultRouletteGameInfo["NextStepWaitTime"] > Var["CurSec"]
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then
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return
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end
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cAnimate( PlayRouletteGameInfo["RouletteHandle"], "stop" )
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for i =1, #Var["Dice"]["Handle"]
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do
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if Var["Dice"]["Handle"][i] ~= PlayRouletteGameInfo["SelectedDiceHandle"]
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then
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cAnimate( Var["Dice"]["Handle"][i], "start", AnimationInfo["Dice"]["AniOff"] )
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end
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end
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-- 유저가 선택한 주사위와, 룰렛이 선택한 주사위가 같다면
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if PlayRouletteGameInfo["SelectedDiceNum"] == PlayRouletteGameInfo["AnswerDiceNum"]
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then
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-- DebugLog("룰렛 맞추기 성공")
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cEffectRegen_Object ( Var["MapIndex"], EffectInfo["Roullete_Match_Success"]["FileName"], PlayRouletteGameInfo["RouletteHandle"], EffectInfo["Roullete_Match_Success"]["PlayTime"] )
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Var["StepFunc"] = WinRouletteGame
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-- 유저가 선택한 주사위와, 룰렛이 선택한 주사위가 다르다면
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else
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-- DebugLog("룰렛 맞추기 실패")
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cEffectRegen_Object ( Var["MapIndex"], EffectInfo["Roullete_Match_Fail"]["FileName"], PlayRouletteGameInfo["RouletteHandle"], EffectInfo["Roullete_Match_Fail"]["PlayTime"] )
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Var["StepFunc"] = LoseRouletteGame
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end
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end
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------------------------------------------------------
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-- LoseRouletteGame : 룰렛게임 실패시
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------------------------------------------------------
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function LoseRouletteGame( Var )
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cExecCheck "LoseRouletteGame"
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-- DebugLog("==========================LoseRouletteGame_Start==========================")
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if Var == nil
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then
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ErrorLog( "LoseRouletteGame : Var nil" )
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return
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end
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-- 실패조건에 해당하는지 체크
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if IsFail( Var ) == true
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then
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return
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end
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local LoseRouletteGameInfo = Var["LoseRouletteGame"]
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if LoseRouletteGameInfo == nil
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then
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Var["LoseRouletteGame"] = {}
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LoseRouletteGameInfo = Var["LoseRouletteGame"]
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-- 룰렛 게임 횟수 1 증가
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Var["RouletteCount"] = Var["RouletteCount"] + 1
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LoseRouletteGameInfo["WaitMobRegen"] = Var["CurSec"] + DelayTime["WaitMobRegen"]
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-- 룰렛이 선택한 주사위에 따라 리젠될 몹그룹이 결정
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local MobRegenNum = Var["PlayRouletteGame"]["AnswerDiceNum"]
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for i = 1, #RegenInfo["Mob"][MobRegenNum]
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do
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if cGroupRegenInstance( Var["MapIndex"], RegenInfo["Mob"][MobRegenNum][i]) == nil
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then
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ErrorLog("LoseRouletteGame : 몹그룹 리젠실패 _ "..RegenInfo["Mob"][MobRegenNum][i])
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end
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end
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end
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-- 몹 리젠시간만큼 기다린 후, 맵에 있는 몹의 수 카운트, 몹을 모두 죽인 후 다음단계진행가능
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if LoseRouletteGameInfo["WaitMobRegen"] < Var["CurSec"]
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then
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if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
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then
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DiceLightOff( Var )
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Var["LoseRouletteGame"] = nil
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Var["PlayRouletteGame"] = nil
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Var["ResultRouletteGame"] = nil
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Var["StepFunc"] = HowToRouletteGame
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end
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end
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end
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------------------------------------------------------
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-- WinRouletteGame : 룰렛게임 성공시
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------------------------------------------------------
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function WinRouletteGame( Var )
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cExecCheck "WinRouletteGame"
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-- DebugLog("==========================WinRouletteGame_Start==========================")
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if Var == nil
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then
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ErrorLog( "WinRouletteGame : Var nil" )
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return
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end
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if IsFail( Var ) == true
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then
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return
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end
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local WinRouletteGameInfo = Var["WinRouletteGame"]
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if WinRouletteGameInfo == nil
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then
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Var["WinRouletteGame"] = {}
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WinRouletteGameInfo = Var["WinRouletteGame"]
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WinRouletteGameInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
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WinRouletteGameInfo["NextStepWaitTime"] = Var["CurSec"] + ( DelayTime["GapDialog"] * #ChatInfo["Roulette_Result"] ) + DelayTime["WaitSeconds"]
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end
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-- 대사 할 시간 아직 안 됐으면 return, 시간 됐으면 대사처리
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if WinRouletteGameInfo["DialogTime"] ~= nil
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then
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|
if WinRouletteGameInfo["DialogTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
end
|
|
|
|
cMobDialog( Var["MapIndex"], ChatInfo["Roulette_Result"]["PlayerWin"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["Roulette_Result"]["PlayerWin"]["MsgIndex"] )
|
|
WinRouletteGameInfo["DialogTime"] = nil
|
|
end
|
|
|
|
if WinRouletteGameInfo["NextStepWaitTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
Var["WinRouletteGame"] = nil
|
|
Var["PlayRouletteGame"] = nil
|
|
Var["ResultRouletteGame"] = nil
|
|
Var["StepFunc"] = BeforeBossBattle
|
|
end
|
|
|
|
end
|
|
|
|
|
|
------------------------------------------------------
|
|
-- BeforeBossBattle : 유저가 특정영역으로 오기를 기다리는 함수
|
|
------------------------------------------------------
|
|
|
|
function BeforeBossBattle( Var )
|
|
cExecCheck "BeforeBossBattle"
|
|
|
|
-- DebugLog("==========================BeforeBossBattle_Start==========================")
|
|
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "BeforeBossBattle : Var nil" )
|
|
return
|
|
end
|
|
|
|
-- 실패조건에 해당하는지 체크
|
|
if IsFail( Var ) == true
|
|
then
|
|
return
|
|
end
|
|
|
|
local BeforeBossBattleInfo = Var["BeforeBossBattle"]
|
|
if BeforeBossBattleInfo == nil
|
|
then
|
|
Var["BeforeBossBattle"] = {}
|
|
BeforeBossBattleInfo = Var["BeforeBossBattle"]
|
|
BeforeBossBattleInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
BeforeBossBattleInfo["CameraTime"] = Var["CurSec"] + CameraMoveInfo["KeepTime"]
|
|
BeforeBossBattleInfo["bDoorOpen"] = false
|
|
|
|
-- 보스방 도어 오픈
|
|
for i=1, #Var["Door"]["Handle"]
|
|
do
|
|
cDoorAction( Var["Door"]["Handle"][i], RegenInfo["Door"][i]["DoorBlock"], "open" )
|
|
end
|
|
end
|
|
|
|
-- 카메라 무브 처리
|
|
if BeforeBossBattleInfo["CameraTime"] ~= nil
|
|
then
|
|
if BeforeBossBattleInfo["bDoorOpen"] == false
|
|
then
|
|
local CurDoor = RegenInfo["Door"][1]
|
|
if CurDoor == nil
|
|
then
|
|
ErrorLog( "BeforeBossBattleInfo:: RegenInfo[\"Door\"][1] nil" )
|
|
end
|
|
|
|
cSetAbstate( Var["PlayerHandle"], CameraMoveInfo["AbstateIndex"], 1, CameraMoveInfo["AbstateTime"] )
|
|
cCameraMove( Var["MapIndex"], CurDoor["X"], CurDoor["Y"], ( CurDoor["Dir"] + 180 ) * (-1), CameraMoveInfo["AngleY"], CameraMoveInfo["Distance"], 1 )
|
|
-- 보스방 도어 오픈
|
|
for i=1, #Var["Door"]["Handle"]
|
|
do
|
|
cDoorAction( Var["Door"]["Handle"][i], RegenInfo["Door"][i]["DoorBlock"], "open" )
|
|
end
|
|
|
|
BeforeBossBattleInfo["bDoorOpen"] = true
|
|
end
|
|
|
|
|
|
if BeforeBossBattleInfo["bDoorOpen"] == true
|
|
then
|
|
-- 무빙 마치는 시간에, 다시 원래 카메라 각도로 보내줌
|
|
if BeforeBossBattleInfo["CameraTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
cCameraMove( Var["MapIndex"], 0, 0, 0, 0, 0, 0 )
|
|
cResetAbstate( Var["PlayerHandle"], CameraMoveInfo["AbstateIndex"] )
|
|
BeforeBossBattleInfo["CameraTime"] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- 조커 대사 처리
|
|
if BeforeBossBattleInfo["DialogTime"] ~= nil
|
|
then
|
|
if BeforeBossBattleInfo["DialogTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
cMobDialog( Var["MapIndex"], ChatInfo["BeforeBossBattle"]["Reward"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["BeforeBossBattle"]["Reward"]["MsgIndex"] )
|
|
BeforeBossBattleInfo["DialogTime"] = nil
|
|
end
|
|
end
|
|
|
|
-- 해당 영역안에 플레이어 아직 안들어왔으면 return / 들어오면 BossBattle함수 실행
|
|
if cGetAreaObject( Var["MapIndex"], AreaInfo["ToBossRoom"], Var["PlayerHandle"] ) == nil
|
|
then
|
|
return
|
|
else
|
|
-- DebugLog("BeforeBossBattle : 영역안에 들어옴")
|
|
Var["StepFunc"] = BossBattle
|
|
Var["BeforeBossBattle"] = nil
|
|
end
|
|
|
|
end
|
|
|
|
|
|
------------------------------------------------------
|
|
-- BossBattle : 마지막 방으로 들어갔을때
|
|
------------------------------------------------------
|
|
|
|
function BossBattle( Var )
|
|
cExecCheck "BossBattle"
|
|
|
|
-- DebugLog("==========================BossBattle Start==========================")
|
|
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "BossBattle : Var nil" )
|
|
return
|
|
end
|
|
|
|
if IsFail( Var ) == true
|
|
then
|
|
return
|
|
end
|
|
|
|
local BossBattleInfo = Var["BossBattle"]
|
|
if BossBattleInfo == nil
|
|
then
|
|
Var["BossBattle"] = {}
|
|
BossBattleInfo = Var["BossBattle"]
|
|
|
|
BossBattleInfo["DialogTime"] = Var["CurSec"]
|
|
BossBattleInfo["BossMob"] = nil
|
|
|
|
for i=1, #Var["Door"]["Handle"]
|
|
do
|
|
cDoorAction( Var["Door"]["Handle"][i], RegenInfo["Door"][i]["DoorBlock"], "close" )
|
|
end
|
|
end
|
|
|
|
if BossBattleInfo["DialogTime"] ~= nil
|
|
then
|
|
if BossBattleInfo["DialogTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
cMobDialog( Var["MapIndex"], ChatInfo["BossBattle"]["Betray"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["BossBattle"]["Betray"]["MsgIndex"] )
|
|
BossBattleInfo["DialogTime"] = nil
|
|
end
|
|
end
|
|
|
|
-- 보스몹 리젠
|
|
if BossBattleInfo["BossMob"] == nil
|
|
then
|
|
-- DebugLog("보스몹 리젠")
|
|
|
|
local CurBossMob = RegenInfo["BossMob"]
|
|
local BossMobHandle
|
|
|
|
if CurBossMob == nil
|
|
then
|
|
ErrorLog( "BossBattle:: RegenInfo[\"BossMob\"] nil" )
|
|
end
|
|
|
|
-- npc는 삭제
|
|
cNPCVanish( Var["NPC"]["Handle"] )
|
|
|
|
BossMobHandle = cMobRegen_XY( Var["MapIndex"], CurBossMob["MobIndex"], CurBossMob["X"], CurBossMob["Y"], CurBossMob["Dir"] )
|
|
|
|
if BossMobHandle == nil
|
|
then
|
|
ErrorLog( "BossBattle:: BossMob Regen Fail" )
|
|
return
|
|
end
|
|
|
|
BossBattleInfo["BossMob"] = {}
|
|
BossBattleInfo["BossMob"]["Handle"] = BossMobHandle
|
|
BossBattleInfo["BossMob"]["WaitTime"] = Var["CurSec"] + DelayTime["WaitMobRegen"]
|
|
end
|
|
|
|
-- 몹리젠 시간만큼 충분히 기다린후, 몹이 죽었는지 확인
|
|
if BossBattleInfo["BossMob"]["WaitTime"] >= Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
if BossBattleInfo["BossMob"]["WaitTime"] < Var["CurSec"]
|
|
then
|
|
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
|
|
then
|
|
if cDropItem( RegenInfo["RewardDropItem"]["Index"], Var["BossBattle"]["BossMob"]["Handle"], -1, RegenInfo["RewardDropItem"]["DropRate"] ) == nil
|
|
then
|
|
ErrorLog("BossBattle :: ItemDrop실패")
|
|
end
|
|
Var["StepFunc"] = QuestSuccess
|
|
Var["BossBattle"] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
------------------------------------------------------
|
|
-- QuestSuccess : 퀘스트 성공시
|
|
------------------------------------------------------
|
|
|
|
function QuestSuccess( Var )
|
|
cExecCheck "QuestSuccess"
|
|
|
|
-- DebugLog("==========================QuestSuccess_Start==========================")
|
|
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "QuestSuccess : Var nil" )
|
|
return
|
|
end
|
|
|
|
local QuestSuccessInfo = Var["QuestSuccess"]
|
|
if QuestSuccessInfo == nil
|
|
then
|
|
Var["QuestSuccess"] = {}
|
|
QuestSuccessInfo = Var["QuestSuccess"]
|
|
|
|
QuestSuccessInfo["NextStepWaitTime"] = Var["CurSec"] + ( DelayTime["GapDialog"] * #ChatInfo["QuestSuccess"] ) + DelayTime["WaitSeconds"]
|
|
QuestSuccessInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
QuestSuccessInfo["DialogStep"] = 1
|
|
|
|
-- 맵에 있는 Job2_CloverT, Job2_DiaT를 제거
|
|
VanishMob( Var )
|
|
|
|
cEffectMsg( Var["PlayerHandle"], EFFECT_MSG_TYPE["EMT_SUCCESS"] )
|
|
|
|
--타이머 삭제
|
|
Var["LimitTime"] = "NoLimit"
|
|
cTimer( Var["MapIndex"], 0 )
|
|
end
|
|
|
|
if IsFail( Var ) == true
|
|
then
|
|
return
|
|
end
|
|
|
|
-- 대사 처리
|
|
if QuestSuccessInfo["DialogTime"] ~= nil
|
|
then
|
|
if QuestSuccessInfo["DialogTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
local CurMsg = ChatInfo["QuestSuccess"]
|
|
local DialogStep = QuestSuccessInfo["DialogStep"]
|
|
local MaxDialogStep = #ChatInfo["QuestSuccess"]
|
|
|
|
if DialogStep <= MaxDialogStep
|
|
then
|
|
cMobDialog( Var["MapIndex"], CurMsg[DialogStep]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurMsg[DialogStep]["MsgIndex"] )
|
|
QuestSuccessInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
QuestSuccessInfo["DialogStep"] = DialogStep + 1
|
|
end
|
|
|
|
if QuestSuccessInfo["DialogStep"] > MaxDialogStep
|
|
then
|
|
QuestSuccessInfo["DialogTime"] = nil
|
|
QuestSuccessInfo["DialogStep"] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
if QuestSuccessInfo["NextStepWaitTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
-- DebugLog( "ReturnToHome 단계로 이동" )
|
|
Var["StepFunc"] = ReturnToHome
|
|
Var["QuestSuccess"] = nil
|
|
end
|
|
|
|
end
|
|
|
|
|
|
------------------------------------------------------
|
|
-- QuestFailed : 퀘스트 실패시
|
|
------------------------------------------------------
|
|
|
|
function QuestFailed( Var )
|
|
cExecCheck "QuestFailed"
|
|
|
|
-- DebugLog("==========================QuestFailed_Start==========================")
|
|
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "QuestFailed : Var nil" )
|
|
return
|
|
end
|
|
|
|
local QuestFailedInfo = Var["QuestFailed"]
|
|
if QuestFailedInfo == nil
|
|
then
|
|
Var["QuestFailed"] = {}
|
|
QuestFailedInfo = Var["QuestFailed"]
|
|
|
|
QuestFailedInfo["NextStepWaitTime"] = Var["CurSec"] + DelayTime["WaitSeconds"]
|
|
|
|
-- 맵에 있는 Job2_CloverT, Job2_DiaT를 제거
|
|
VanishMob( Var )
|
|
|
|
cEffectMsg( Var["PlayerHandle"], EFFECT_MSG_TYPE["EMT_FAIL"] )
|
|
|
|
--타이머 삭제
|
|
Var["LimitTime"] = "NoLimit"
|
|
cTimer( Var["MapIndex"], 0 )
|
|
end
|
|
|
|
if QuestFailedInfo["NextStepWaitTime"] > Var["CurSec"]
|
|
then
|
|
-- DebugLog("QuestFailedInfo _ 대기중")
|
|
return
|
|
else
|
|
Var["StepFunc"] = ReturnToHome
|
|
Var["QuestFailed"] = nil
|
|
end
|
|
|
|
end
|
|
|
|
|
|
------------------------------------------------------
|
|
-- ReturnToHome : 귀환
|
|
------------------------------------------------------
|
|
|
|
function ReturnToHome( Var )
|
|
cExecCheck "ReturnToHome"
|
|
|
|
-- DebugLog("==========================ReturnToHome_Start==========================")
|
|
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "ReturnToHome : Var nil" )
|
|
return
|
|
end
|
|
|
|
local ReturnToHomeInfo = Var["ReturnToHome"]
|
|
if ReturnToHomeInfo == nil
|
|
then
|
|
Var["ReturnToHome"] = {}
|
|
ReturnToHomeInfo = Var["ReturnToHome"]
|
|
|
|
ReturnToHomeInfo["ReturnStepSec"] = Var["CurSec"]
|
|
ReturnToHomeInfo["ReturnStepNo"] = 1
|
|
ReturnToHomeInfo["WaitSecReturnToHome"] = Var["CurSec"] + DelayTime["WaitReturnToHome"]
|
|
end
|
|
|
|
if ReturnToHomeInfo["WaitSecReturnToHome"] > Var["CurSec"]
|
|
then
|
|
-- DebugLog( "집으로 돌아가기 대기.." )
|
|
return
|
|
end
|
|
|
|
-- Return : return notice substep
|
|
if ReturnToHomeInfo["ReturnStepNo"] <= #NoticeInfo["IDReturn"]
|
|
then
|
|
if ReturnToHomeInfo["ReturnStepSec"] < Var["CurSec"]
|
|
then
|
|
-- Notice of Escape
|
|
if NoticeInfo["IDReturn"][ ReturnToHomeInfo["ReturnStepNo"] ]["Index"] ~= nil
|
|
then
|
|
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["IDReturn"][ ReturnToHomeInfo["ReturnStepNo"] ]["Index"] )
|
|
end
|
|
|
|
-- Go To Next Notice
|
|
ReturnToHomeInfo["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
|
|
ReturnToHomeInfo["ReturnStepSec"] = Var["CurSec"] + DelayTime["GapReturnNotice"]
|
|
end
|
|
return
|
|
end
|
|
|
|
-- Return : linkto substep
|
|
if ReturnToHomeInfo["ReturnStepNo"] > #NoticeInfo["IDReturn"]
|
|
then
|
|
-- DebugLog( "모든 대사 완료!" )
|
|
if ReturnToHomeInfo["ReturnStepSec"] <= Var["CurSec"]
|
|
then
|
|
-- DebugLog( "이제진짜떠날시간" )
|
|
cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["X"], LinkInfo["ReturnMap"]["Y"] )
|
|
|
|
cVanishAll( Var["MapIndex"] )
|
|
--Var["StepFunc"] = TheEnd
|
|
Var["StepFunc"] = DummyFunc
|
|
Var["ReturnToHome"] = nil
|
|
|
|
-- 2014.12.23 추가작업
|
|
cDropFilm( Var["MapIndex"], MainLuaScriptPath )
|
|
|
|
-- DebugLog( "End ReturnToHome" )
|
|
-- DebugLog("==========================TheEnd==========================")
|
|
end
|
|
return
|
|
end
|
|
end
|
|
|