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-- King Slime Progress Func --
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-- 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
if Var["InitDungeon"] == nil
then
DebugLog( "Start InitDungeon" )
local Doors = RegenInfo["Stuff"]
-- 문 생성
Var["Door1"] = cDoorBuild( Var["MapIndex"], Doors["Door1"]["Index"], Doors["Door1"]["x"], Doors["Door1"]["y"], Doors["Door1"]["dir"], Doors["Door1"]["scale"] )
Var["Door2"] = cDoorBuild( Var["MapIndex"], Doors["Door2"]["Index"], Doors["Door2"]["x"], Doors["Door2"]["y"], Doors["Door2"]["dir"], Doors["Door2"]["scale"] )
Var["Door3"] = cDoorBuild( Var["MapIndex"], Doors["Door3"]["Index"], Doors["Door3"]["x"], Doors["Door3"]["y"], Doors["Door3"]["dir"], Doors["Door3"]["scale"] )
-- 문 닫기
cDoorAction( Var["Door1"], Doors["Door1"]["Block"], "close" )
cDoorAction( Var["Door2"], Doors["Door2"]["Block"], "close" )
cDoorAction( Var["Door3"], Doors["Door3"]["Block"], "close" )
Var["InitDungeon"] = {}
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"]
end
-- 일정 시간 뒤 다음 단계로
if Var["InitDungeon"]["WaitSecDuringInit"] + DelayTime["AfterInit"] <= Var["CurSec"]
then
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
end
-- 가디언의 경고
function GuideOfGuard( Var )
cExecCheck "GuideOfGuard"
if Var == nil
then
return
end
if Var["GuideOfGuard"] == nil
then
DebugLog( "Start GuideOfGuard" )
local RegenGuard = RegenInfo["NPC"]["NPC_Guard"]
local GuardHandle = nil
GuardHandle = cMobRegen_XY( Var["MapIndex"], RegenGuard["Index"], RegenGuard["x"],RegenGuard["y"], RegenGuard["dir"] )
if GuardHandle ~= nil
then
Var["Friend"][ GuardHandle ] = RegenGuard
Var["Friend"][ GuardHandle ]["Handle"] = GuardHandle
end
Var["GuideOfGuard"] = {}
Var["GuideOfGuard"]["NoticeStepSec"] = Var["CurSec"]
Var["GuideOfGuard"]["NoticeStepNo"] = 1
end
-- 다이얼로그(페이스컷) index 체크 및 실행
if Var["GuideOfGuard"]["NoticeStepNo"] <= #NPC_GuardChat["StartWarnDialog"]
then
-- 페이스컷 처리
if Var["GuideOfGuard"]["NoticeStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], RegenInfo["NPC"]["NPC_Guard"]["Index"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["StartWarnDialog"][ Var["GuideOfGuard"]["NoticeStepNo"] ]["Index"] )
Var["GuideOfGuard"]["NoticeStepSec"] = Var["CurSec"] + DelayTime["BetweenGuardWarnDialog"] -- 다음 페이스 컷 띄울 시간 셋팅
Var["GuideOfGuard"]["NoticeStepNo"] = Var["GuideOfGuard"]["NoticeStepNo"] + 1 -- 다음 페이스 컷으로 단계 셋팅
end
else
for indexHandle, value in pairs( Var["Friend"] )
do
cNPCVanish( indexHandle )
end
local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
if nLimitSec == nil
then
ErrorLog( "GuideOfGuard::nLimitSec == nil" )
else
-- Real Kingdom Quest 시작 !!!!
Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
-- 타이머 시작!
cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
end
GoToNextStep( Var )
Var["GuideOfGuard"] = nil
DebugLog( "End GuideOfGuard" )
return
end
end
-- 킹슬라임언덕 1, 2, 3층
function LowerFloor( Var )
cExecCheck "LowerFloor"
if Var == nil
then
return
end
if Var["LowerFloor"] == nil
then
Var["LowerFloor"] = {}
end
if Var["LowerFloor"]["FloorNumber"] == nil
then
Var["LowerFloor"]["FloorNumber"] = 1
end
-- 각 층 초기 설정
if Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] == nil
then
DebugLog( "Start Floor "..Var["LowerFloor"]["FloorNumber"] )
local CurFloor = FloorNameTable[ Var["LowerFloor"]["FloorNumber"] ] -- 층이름 받아오기
local CurRegenFloor = {}
CurRegenFloor = RegenInfo["Group"][ CurFloor ]
for i = 1, #CurRegenFloor
do
cGroupRegenInstance( Var["MapIndex"], CurRegenFloor[i] )
end
Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = {}
Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ]["WaitSecDuringMobGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
end
-- 몹 생성 시간을 기다려준 후 클리어 체크를 하기 위해서 일정 시간을 기다려줌
if Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ]["WaitSecDuringMobGen"] > Var["CurSec"]
then
return
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
Var["LowerFloor"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
Var["LowerFloor"] = nil
return
end
-- 모든 몹을 죽였는지 체크
local bEndFloor = false
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
bEndFloor = true
end
-- Success Case : 모든 몹을 죽였을 때
if bEndFloor == true
then
cDoorAction( Var["Door"..Var["LowerFloor"]["FloorNumber"] ], RegenInfo["Stuff"]["Door"..Var["LowerFloor"]["FloorNumber"] ]["Block"], "open" )
-- 다음 층으로
Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
DebugLog( "End Floor "..Var["LowerFloor"]["FloorNumber"] )
Var["LowerFloor"]["FloorNumber"] = Var["LowerFloor"]["FloorNumber"] + 1
-- 1,2,3층이 모두 클리어 되면 킹슬라임과의 결전!
if Var["LowerFloor"]["FloorNumber"] > 3
then
Var["LowerFloor"] = nil
GoToNextStep( Var )
return
end
return
end
end
-- 킹슬라임언덕 최상층
function TopFloor( Var )
cExecCheck "TopFloor"
if Var == nil
then
return
end
-- 최상층 셋팅
if Var["TopFloor"] == nil
then
DebugLog( "Start TopFloor" )
local RegenKingSlime = RegenInfo["Mob"]["TopFloor"]["KingSlime"]
local KingSlimeHandle = nil
KingSlimeHandle = cMobRegen_XY( Var["MapIndex"], RegenKingSlime["Index"], RegenKingSlime["x"], RegenKingSlime["y"], RegenKingSlime["dir"] )
if KingSlimeHandle ~= nil
then
cSetAIScript ( MainLuaScriptPath, KingSlimeHandle )
cAIScriptFunc( KingSlimeHandle, "Entrance", "KingSlimeRoutine" )
Var["Enemy"][ KingSlimeHandle ] = RegenKingSlime
end
Var["TopFloor"] = {}
-- 킹슬라임 경고의 시간과 단계 초기화
Var["TopFloor"]["WarnStepSec"] = Var["CurSec"]
Var["TopFloor"]["WarnStepNo"] = 1
-- 킹슬라임 젠 후 딜레이를 주기위한 시간 설정
Var["TopFloor"]["WaitSecDuringBossGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
end
------ KingSlime의 경고
-- 페이스컷 단계 체크 및 실행
if Var["TopFloor"]["WarnStepNo"] <= #KingSlimeChat["WarningDialog"]
then
-- 다이얼로그 처리
if Var["TopFloor"]["WarnStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], RegenInfo["Mob"]["TopFloor"]["KingSlime"]["Index"], KingSlimeChat["ScriptFileName"], KingSlimeChat["WarningDialog"][ Var["TopFloor"]["WarnStepNo"] ]["Index"] )
Var["TopFloor"]["WarnStepNo"] = Var["TopFloor"]["WarnStepNo"] + 1 -- 다음 단계 변호 셋팅
Var["TopFloor"]["WarnStepSec"] = Var["CurSec"] + DelayTime["BetweenKingSlimeWarnDialog"] -- 다음 페이스컷 띄울 시간 셋팅
end
return
end
-- 보스 젠 시간 기다리기
if Var["TopFloor"]["WaitSecDuringBossGen"] > Var["CurSec"]
then
return
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["TopFloor"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["TopFloor"] = nil
return
end
-- 모든 몹을 죽였는지 체크
local bEndTopFloor = true
for indexHandle, Value in pairs( Var["Enemy"] )
do
if Value ~= nil
then
bEndTopFloor = false
end
end
-- Success Case : 모든 몹을 죽였을 때
if bEndTopFloor == true
then
GoToSuccess( Var )
Var["TopFloor"] = nil
DebugLog( "End TopFloor" )
return
end
end
-- 킹덤 퀘스트 클리어
function QuestSuccess( Var )
cExecCheck "QuestSuccess"
if Var == nil
then
return
end
if Var["QuestSuccess"] == nil
then
DebugLog( "Start QuestSuccess" )
Var["QuestSuccess"] = {}
-- 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"]["SuccessStepSec"] = Var["CurSec"]
Var["QuestSuccess"]["SuccessStepNo"] = 1
end
-- 경비창병의 메세지
if Var["QuestSuccess"]["SuccessStepNo"] <= #NPC_GuardChat["SuccessAndThenDialog"]
then
if Var["QuestSuccess"]["SuccessStepSec"] <= Var["CurSec"]
then
local GuardDialog = NPC_GuardChat["SuccessAndThenDialog"]
cMobDialog( Var["MapIndex"], GuardDialog["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], GuardDialog[ Var["QuestSuccess"]["SuccessStepNo"] ]["Index"] )
Var["QuestSuccess"]["SuccessStepNo"] = Var["QuestSuccess"]["SuccessStepNo"] + 1 -- go to next dialog
Var["QuestSuccess"]["SuccessStepSec"] = Var["CurSec"] + DelayTime["BetweenSuccessDialog"] -- set time for changing step
end
return
end
-- 다이얼로그 끝
if Var["QuestSuccess"]["SuccessStepNo"] > #NPC_GuardChat["SuccessAndThenDialog"]
then
if Var["QuestSuccess"]["SuccessStepSec"] <= Var["CurSec"]
then
GoToNextStep( Var )
Var["QuestSuccess"] = nil
DebugLog( "End QuestSuccess" )
end
end
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" )
Var["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"]["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
DebugLog( "End ReturnToHome" )
end
return
end
end
-- 스텝 구분을 위한 던전 진행 함수 리스트
KQ_StepsList =
{
{ Function = InitDungeon, Name = "InitDungeon", },
{ Function = GuideOfGuard, Name = "GuideOfGuard", },
{ Function = LowerFloor, Name = "LowerFloor", },
{ Function = TopFloor, Name = "TopFloor", },
{ 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