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--------------------------------------------------------------------------------
-- Secret Laboratory 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, (#StepNameTable - 2)
do
local DoorTableIndex = nil
DoorTableIndex = "Door"..i
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 ] = nCurDoorHandle
else
ErrorLog( "InitDungeon::Door"..i.." was not created." )
end
end
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", "ExitGateClick" ) == nil
then
ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"ExitGateClick\" ) == nil" )
end
end
-- 정해진 규칙에 의거한 층 별 패턴 셋팅
--[[
네임테이블을 하나씩 가져와서 총 패턴 개수를 구한다.
패턴 이름과 순번은 해당 던전 내부 메모리에 셋팅한다.
정해신 순서대로 하나씩 채택
미리 배열을 만들어서 사용되기로 한 패턴은 체크를 해둬서 겹치지 않게 하나씩 고른다.
그렇게 10개 패턴을 정렬한다.
진행 시에는 정렬된 곳에서 하나씩 빼온다.
]]
-- 패턴을 각 층에 셋팅한 정보를 보관하는 테이블
local PatternSettingTable = {}
-- 각 패턴을 통합하여 순번을 매겨놓은 테이블
local PatternPointerTable = {}
-- 총 패턴 수
local nPatternCount = 0
for i = 1, #PatternNameTable
do
-- 총 개수 세기
local sPattern = PatternNameTable[i]
-- 통합순번과 각 순번 매칭
for k = 1, #RegenInfo["Group"]["EachPattern"][ sPattern ]
do
PatternPointerTable[ nPatternCount + k ] = { PatternName = sPattern, PatternOrderNo = k }
end
nPatternCount = nPatternCount + #RegenInfo["Group"]["EachPattern"][ sPattern ]
end
DebugLog( "InitDungeon::Pattern pointer table was set - Size : "..#PatternPointerTable )
local CheckPatternSelected = {} -- 인덱스: 통합순번, 값: 체크 될 경우 true
local nCheckPatternSelectedCount = 0 -- 선택완료된 패턴의 수
-- 패턴 지정( 층 개수 만큼 )
while nCheckPatternSelectedCount < #FloorPatternInfoTable
do
for i = 1, #PatternPointerTable
do
-- 해당 순번에 맞는 패턴 종류가 골라졌으면 체크해보고 사용이 된거라면 사용 안된 스테이지가 선택될 때까지 찾는다.
if PatternPointerTable[ i ]["PatternName"] == FloorPatternInfoTable[ nCheckPatternSelectedCount + 1 ]
then
if CheckPatternSelected[ i ] ~= true
then
nCurPatternSelected = i
break
else
if i == #PatternPointerTable
then
ErrorLog( "InitDungeon::Pattern Setting is Failed(Logic or Data Error)" )
end
end
else
if i == #PatternPointerTable
then
ErrorLog( "InitDungeon::Pattern Setting is Failed(Logic or Data Error)" )
end
end
end
-- 통합순번과 순번매칭정보가 없으면 패턴 지정 불가하므로 해당 패턴 패스
if PatternPointerTable[ nCurPatternSelected ] ~= nil
then
-- 이미 선택된 것은 제외
if CheckPatternSelected[ nCurPatternSelected ] ~= true
then
-- 패턴 선택
PatternSettingTable[ nCheckPatternSelectedCount + 1 ] = PatternPointerTable[ nCurPatternSelected ]
-- 패턴 선택 여부 체크
CheckPatternSelected[ nCurPatternSelected ] = true
DebugLog( "InitDungeon::Pattern is Selected ( "..PatternPointerTable[ nCurPatternSelected ]["PatternName"].." "..PatternPointerTable[ nCurPatternSelected ]["PatternOrderNo"].." )" )
-- 카운팅
nCheckPatternSelectedCount = nCheckPatternSelectedCount + 1
end
end
end
-- 특별보상 여부 설정
Var["bSpecialRewardMode"] = true
-- 메모리에 패턴 셋팅 정보 저장
Var["StageInfo"]["PatternSetting"] = PatternSettingTable
-- 대기시간 설정
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
end
-- 대기 후 다음 단계로
if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
then
cDoorAction( Var["Door0"], Var["Door"][ Var["Door0"] ]["Block"], "open" )
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
end
-- 각 층 셋팅 및 진행
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
-- 리젠 중심 좌표 가져오기
local CurRegenCoord = RegenInfo["Coord"][ CurStepNo ]
-- 패턴이 셋팅 되지 않았으면 진행 불가
if Var["StageInfo"]["PatternSetting"] == nil
then
return
end
if Var["StageInfo"]["PatternSetting"][ CurStepNo ] == nil
then
return
end
local CurPatternInfo = Var["StageInfo"]["PatternSetting"][ CurStepNo ]
-- 초기화 조건 셋팅
local bInitFlag = false
if Var["EachFloor"..CurStepNo ] == nil
then
bInitFlag = true
else
if Var["EachFloor"..CurStepNo ]["bEntranceArea"] == false
then
bInitFlag = true
end
end
-- 각 단계 초기 설정
if bInitFlag == true
then
if Var["EachFloor"..CurStepNo ] == nil
then
DebugLog( "Start EachFloor "..CurStepNo )
Var["EachFloor"..CurStepNo ] = {}
-- 페이스컷 단계 구분용 변수 설정
Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["HelpUsChatStepSec"] = Var["CurSec"]
-- 페이스컷 종료 여부 설정
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = false
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = nil -- 실험중인 몹이 깨어나면 false로 셋팅
Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] = nil -- 보스가 소환하면 false로 셋팅하여 진행
Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"] = nil -- 보스가 소환하면 해당 스킬의 HP정보를 입력하여 진행
-- 진행단계 설정 플래그
Var["EachFloor"..CurStepNo ]["bMobEliminated"] = false -- 실험중인 몹을 제외한 몹이 모두 죽었을 경우 True
Var["EachFloor"..CurStepNo ]["bSemiBossWarned60Sec"] = false -- 입장한지 2분 후 경고 후 true
Var["EachFloor"..CurStepNo ]["bSemiBossWarned30Sec"] = false -- 입장한지 2분 30초 후 경고 후 true
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedWarn"] = false -- 실험중인 몹이 깨어났d으면 경고 후 true
Var["EachFloor"..CurStepNo ]["bSemiBossAwakened"] = false -- 실험중인 몹이 깨어났는가
end
Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] = true
-- 타임어택 패턴에서 첫 입장 체크( 처음 입장이 인식 될 때 까지만 함 )
if CurPatternInfo["PatternName"] == "Pattern_TimeAttack"
then
Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] = false
if Var["EachFloor"..CurStepNo ]["bEntranceArea"] == nil
then
Var["EachFloor"..CurStepNo ]["bEntranceArea"] = false
end
local EntranceArea = AreaIndexTable[ CurPatternInfo["PatternOrderNo"] ]
if EntranceArea ~= nil
then
local InBossAreaHandleList = { cGetAreaObjectList( Var["MapIndex"], EntranceArea, ObjectType["Player"] ) }
if #InBossAreaHandleList > 0
then
Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] = true
Var["EachFloor"..CurStepNo ]["bEntranceArea"] = true
if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Entrance"]["Code"] ) == nil
then
ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - Entrance" )
end
else
-- 아직 해당 구역에 입장 안함
end
else
ErrorLog( "EachFloor"..CurStepNo.."::Area Info does not exist!" )
return
end
end
if CurPatternInfo["PatternName"] == "Pattern_KillBoss"
then
if Var["BossBattle"] == nil
then
Var["BossBattle"] = {}
end
else
Var["BossBattle"] = nil
end
if Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] == true
then
-- 단일 몹 젠
local CurMobRegen = RegenInfo["Mob"]["EachPattern"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
if CurMobRegen ~= nil
then
for MobType, MobRegenInfo in pairs ( CurMobRegen )
do
local MobHandle = cMobRegen_XY( Var["MapIndex"], MobRegenInfo["Index"], RegenInfo["Coord"][ CurStepNo ]["x"], RegenInfo["Coord"][ CurStepNo ]["y"], MobRegenInfo["dir"] )
if MobHandle ~= nil
then
Var["Enemy"][ MobHandle ] = { Index = MobRegenInfo["Index"], x = RegenInfo["Coord"][ CurStepNo ]["x"], y = RegenInfo["Coord"][ CurStepNo ]["y"], radius = MobRegenInfo["radius"] }
Var["RoutineTime"][ MobHandle ] = cCurrentSecond()
cSetAIScript ( MainLuaScriptPath, MobHandle )
if MobType == "SemiBoss"
then
Var["EachFloor"..CurStepNo ]["SemiBossHandle"] = MobHandle
-- 타임어택 셋팅
if MobRegenInfo["Index"] == "Lab_Slime"
then
cSetAbstate( MobHandle, SemiBossAbstate["TimeAttackMini"]["Index"], SemiBossAbstate["TimeAttackMini"]["Strength"], SemiBossAbstate["TimeAttackMini"]["KeepTime"] )
else
cSetAbstate( MobHandle, SemiBossAbstate["TimeAttack"]["Index"], SemiBossAbstate["TimeAttack"]["Strength"], SemiBossAbstate["TimeAttack"]["KeepTime"] )
cAnimate( MobHandle, "start", "&TimeAttack_Stand" )
end
cAIScriptFunc( MobHandle, "Entrance", "SemiBossRoutine" )
elseif MobType == "MidBoss"
then
Var["StageInfo"]["BossTypeNo"] = 1
Var["EachFloor"..CurStepNo ]["MidBossHandle"] = MobHandle
cAIScriptFunc( MobHandle, "Entrance", "BossRoutine" )
cAIScriptFunc( MobHandle, "MobDamaged", "BossDamaged" )
elseif MobType == "Boss"
then
Var["StageInfo"]["BossTypeNo"] = 2
Var["EachFloor"..CurStepNo ]["BossHandle"] = MobHandle
cAIScriptFunc( MobHandle, "Entrance", "BossRoutine" )
cAIScriptFunc( MobHandle, "MobDamaged", "BossDamaged" )
end
end
end
end
-- 몹 그룹 젠
local CurGroupRegen = RegenInfo["Group"]["EachPattern"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
if CurGroupRegen ~= nil
then
for i = 1, #CurGroupRegen
do
cGroupRegenInstance( Var["MapIndex"], CurGroupRegen[ i ] )
end
end
-- 감옥 젠 : 최종 보스전에 생성됨
if CurStepNo == #StepNameTable - 1
then
local CurRegenPrison = RegenInfo["Stuff"]["Prison"]
local nCurPrisonHandle = cDoorBuild( Var["MapIndex"], CurRegenPrison["Index"], CurRegenPrison["x"], CurRegenPrison["y"], CurRegenPrison["dir"], CurRegenPrison["scale"] )
if nCurPrisonHandle ~= nil
then
cDoorAction( nCurPrisonHandle , CurRegenPrison["Block"], "close" )
Var["Prison"] = {}
Var["Prison"]["RegenInfo"] = CurRegenPrison
Var["Prison"]["Handle"] = nCurPrisonHandle
Var["Prison"]["bOpened"] = false
if cSetAIScript ( MainLuaScriptPath, nCurPrisonHandle ) == nil
then
ErrorLog( "EachFloor "..CurStepNo.."::cSetAIScript ( MainLuaScriptPath, nCurPrisonHandle ) == nil" )
end
if cAIScriptFunc( nCurPrisonHandle, "NPCClick", "PrisonClick" ) == nil
then
ErrorLog( "EachFloor "..CurStepNo.."::cAIScriptFunc( nCurPrisonHandle, \"NPCClick\", \"PrisonClick\" ) == nil" )
end
else
ErrorLog( "EachFloor "..CurStepNo.."::Prison"..i.." was not created." )
end
end
-- 시간 체크
Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] = Var["CurSec"] + DelayTime["WaitAfterGenMob"]
Var["EachFloor"..CurStepNo ]["TimeAttack_R60"] = Var["CurSec"] + SemiBossWarning["Remain_60_Sec"]["OccurSec"]
Var["EachFloor"..CurStepNo ]["TimeAttack_R30"] = Var["CurSec"] + SemiBossWarning["Remain_30_Sec"]["OccurSec"]
end -- 몹 젠 설정 if문 끝위치///////
end -- 초기설정 끝////////////
-- 타임어택 시작 후부터 체크하는 부분
if CurPatternInfo["PatternName"] == "Pattern_TimeAttack"
then
if Var["EachFloor"..CurStepNo ]["bEntranceArea"] == true
then
if Var["Enemy"][ Var["EachFloor"..CurStepNo ]["SemiBossHandle"] ] ~= nil
then
-- 실험중인 몹이 깨어남
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakened"] == true
then
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] == nil
then
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = false
end
end
-- 1분전 경고
if Var["EachFloor"..CurStepNo ]["bSemiBossWarned60Sec"] == false
then
if Var["CurSec"] >= Var["EachFloor"..CurStepNo ]["TimeAttack_R60"]
then
if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Remain_60_Sec"]["Code"] ) == nil
then
ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - Remain1min" )
end
Var["EachFloor"..CurStepNo ]["bSemiBossWarned60Sec"] = true
end
end
-- 30초전 경고
if Var["EachFloor"..CurStepNo ]["bSemiBossWarned30Sec"] == false
then
if Var["CurSec"] >= Var["EachFloor"..CurStepNo ]["TimeAttack_R30"]
then
if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Remain_30_Sec"]["Code"] ) == nil
then
ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - Remain30Sec" )
end
Var["EachFloor"..CurStepNo ]["bSemiBossWarned30Sec"] = true
end
end
-- 깨어남 경고
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedWarn"] == false
then
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakened"] == true
then
if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Awakened"]["Code"] ) == nil
then
ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - BeAwakened" )
end
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedWarn"] = true
end
end
else
--ErrorLog( "EachFloor"..CurStepNo.."::Egg Info does not exist." )
end
end
end
-- 채팅
local CurChat = ChatInfo["EachPattern"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
-- 전투 전
if CurChat["BeforeDialog"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"]
if nCurDialogNo <= #CurChat["BeforeDialog"]
then
if Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["BeforeDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["BeforeDialog"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] = Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = true
end
-- 타임어택 모드일 경우 입장을 해야 진행을 시킨다.
if CurPatternInfo["PatternName"] == "Pattern_TimeAttack"
then
if Var["EachFloor"..CurStepNo ]["bEntranceArea"] ~= true
then
return
end
end
-- 감옥에 갇힌 아이들이 구해달라고 하는 말들
if CurChat["HelpUsChat"] ~= nil
then
local nCurDialogNo = cRandomInt( 1, #CurChat["HelpUsChat"] )
if nCurDialogNo <= #CurChat["HelpUsChat"]
then
if Var["EachFloor"..CurStepNo ]["HelpUsChatStepSec"] <= Var["CurSec"]
then
cMobChat( Var["Prison"]["Handle"], ChatInfo["ScriptFileName"], CurChat["HelpUsChat"][ nCurDialogNo ]["Index"], true )
Var["EachFloor"..CurStepNo ]["HelpUsChatStepSec"] = Var["CurSec"] + DelayTime["GapHelpUsChat"]
end
end
end
-- 실험중인 몹이 깨어났을 때
if CurChat["SemiBossAwakenedDialog"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"]
if nCurDialogNo <= #CurChat["SemiBossAwakenedDialog"]
then
if Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["SemiBossAwakenedDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["SemiBossAwakenedDialog"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"] = Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = true
end
-- 보스가 몹을 소환했을 때
if Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"] ~= nil
then
local sDialogIndex = "Summon"..Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"].."Dialog"
if CurChat[ sDialogIndex ] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"]
if nCurDialogNo <= #CurChat[ sDialogIndex ]
then
if Var["EachFloor"..CurStepNo ]["BossSummonDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat[ sDialogIndex ][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat[ sDialogIndex ][ nCurDialogNo ]["Index"] )
DebugLog( "EachFloor"..CurStepNo .."::SummonDialog-"..Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"].."/"..nCurDialogNo )
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepSec"] = Var["CurSec"] + DelayTime["GapSummonDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] = true
end
end
-- 몹 전멸체크
if Var["EachFloor"..CurStepNo ]["bMobEliminated"] == false
then
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
Var["EachFloor"..CurStepNo ]["bMobEliminated"] = true
end
return
else
-- 전투 끝 이후
if CurChat["AfterDialog"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"]
if nCurDialogNo <= #CurChat["AfterDialog"]
then
if Var["EachFloor"..CurStepNo ]["AfterDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["AfterDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["AfterDialog"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"] = Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["AfterDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] = 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 ]["bAfterDialogEnd"] == true and Var["EachFloor"..CurStepNo ]["bMobEliminated"] == true
then
-- 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 )
if CurStepNo == #StepNameTable - 1
then
Var["EachFloor"] = nil
GoToNextStep( Var )
return
end
return
end
end
end
-- 아이들 구출
function RescuedChildren( Var )
cExecCheck "RescuedChildren"
if Var == nil
then
return
end
local nBossType = Var["StageInfo"]["BossTypeNo"]
if Var["Prison"] == nil
then
return
end
if Var["Prison"]["bOpened"] == true
then
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
else
return
end
if Var["RescuedChildren"] == nil
then
DebugLog( "RescuedChildren::Start" )
Var["RescuedChildren"] = {}
-- 특별한 보상 상자 젠
if Var["bSpecialRewardMode"] == true
then
local RewardBoxInfo = RegenInfo["Mob"]["RescuedChildren"]["SpecialRewardBox"]
local nRewardBoxHandle = cMobRegen_XY( Var["MapIndex"], RewardBoxInfo["Index"], RewardBoxInfo["x"], RewardBoxInfo["y"], RewardBoxInfo["dir"] )
if nRewardBoxHandle == nil
then
ErrorLog( "RescuedChildren::SpecialRewardBox was not created - SpecialRewardMode" )
end
end
-- 아이들 젠
for Index, ChildRegenInfo in pairs( RegenInfo["NPC"]["RescuedChildren"] )
do
if ChildRegenInfo ~= nil
then
local nChildHandle = cMobRegen_XY( Var["MapIndex"], ChildRegenInfo["Index"], ChildRegenInfo["x"], ChildRegenInfo["y"], ChildRegenInfo["dir"] )
if nChildHandle ~= nil
then
Var["Friend"][ ChildRegenInfo["Index"] ] = nChildHandle
DebugLog( "RescuedChildren::Child Gen : "..Index.."-"..ChildRegenInfo["Index"].."-"..nChildHandle )
else
ErrorLog( "RescuedChildren::Child Gen Failed" )
end
end
end
-- 채팅 단계 설정용 변수 셋팅
Var["RescuedChildren"]["PrisonVanishStepSec"] = Var["CurSec"] + DelayTime["BeforePrisonVanish"]
Var["RescuedChildren"]["SequentialDialogStepSec"] = Var["CurSec"]
Var["RescuedChildren"]["SequentialDialogStepNo"] = 1
Var["RescuedChildren"]["AfterAnimationChatStepSec"] = Var["CurSec"]
Var["RescuedChildren"]["AfterAnimationChatStepNo"] = 1
Var["RescuedChildren"]["ChildrenRunToExitStepSec"] = Var["CurSec"]
Var["RescuedChildren"]["ChildrenVanishStepSec"] = Var["CurSec"]
Var["RescuedChildren"]["bPrisonVanishEnd"] = false
Var["RescuedChildren"]["bSequentialDialogEnd"] = false
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = nil -- 애니메이션 끝나면 false로 바뀌어 실행
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = nil -- 아이들 이야기 끝나면 false로 바뀌어 실행
Var["RescuedChildren"]["bChildrenVanishEnd"] = nil -- 아이들 달리기 끝나면 false로 바뀌어 실행
end
---------------------------------------------------------------------------------------------------------------------------------------------------
-- 감옥 사라지기
if Var["RescuedChildren"]["bPrisonVanishEnd"] == false
then
if Var["RescuedChildren"]["PrisonVanishStepSec"] <= Var["CurSec"]
then
cAIScriptSet( Var["Prison"]["Handle"] )
cNPCVanish( Var["Prison"]["Handle"] )
Var["RescuedChildren"]["bPrisonVanishEnd"] = true
DebugLog( "RescuedChildren::Prison was vanished." )
end
end
---------------------------------------------------------------------------------------------------------------------------------------------------
-- 애니메이션
if Var["RescuedChildren"]["bSequentialDialogEnd"] == true and Var["RescuedChildren"]["bAfterAnimationChatEnd"] == nil
then
for Index, AnimationInfo in pairs ( NPC_Animation )
do
if AnimationInfo ~= nil
then
local nHandle = Var["Friend"][ AnimationInfo["ActorIndex"] ]
if nHandle == nil
then
ErrorLog( "RescuedChildren::Animation NPC Handle does not exist." )
else
cAnimate( nHandle, "start", AnimationInfo["Index"] )
Var["RescuedChildren"]["AfterAnimationChatStepSec"] = Var["CurSec"] + DelayTime["AnimationTime"] -- 애니메이션이 다 돌고나서 애들이 말하게 하기 위함.
end
end
end
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = false
end
-- 구출된 아이들의 이야기가 끝나고 달리기 모드로 셋팅
if Var["RescuedChildren"]["bAfterAnimationChatEnd"] == true and Var["RescuedChildren"]["bChildrenRunToExitEnd"] == nil
then
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = false
Var["RescuedChildren"]["ChildrenRunToExitStepSec"] = Var["CurSec"] + DelayTime["BeforeChildrenRun"]
end
-- 아이들이 달리다 사라지는 모드로 셋팅
if Var["RescuedChildren"]["bChildrenRunToExitEnd"] == true and Var["RescuedChildren"]["bChildrenVanishEnd"] == nil
then
Var["RescuedChildren"]["bChildrenVanishEnd"] = false
Var["RescuedChildren"]["ChildrenVanishStepSec"] = Var["CurSec"] + DelayTime["AfterChildrenRun"]
end
---------------------------------------------------------------------------------------------------------------------------------------------------
-- 채팅
local CurChat = ChatInfo["RescuedChildren"]
-- 감옥이 열리자마자
if CurChat["SequentialDialog"] ~= nil
then
if Var["RescuedChildren"]["bSequentialDialogEnd"] == false
then
local nCurDialogNo = Var["RescuedChildren"]["SequentialDialogStepNo"]
if nCurDialogNo <= #CurChat["SequentialDialog"]
then
if Var["RescuedChildren"]["SequentialDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["SequentialDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["SequentialDialog"][ nCurDialogNo ]["Index"] )
Var["RescuedChildren"]["SequentialDialogStepNo"] = Var["RescuedChildren"]["SequentialDialogStepNo"] + 1
Var["RescuedChildren"]["SequentialDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["RescuedChildren"]["bSequentialDialogEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["RescuedChildren"]["bSequentialDialogEnd"] = true
end
-- 아이 한명의 애니메이션이 실행되고나서..
if CurChat["AfterAnimationChat"] ~= nil
then
if Var["RescuedChildren"]["bAfterAnimationChatEnd"] == false
then
local nCurDialogNo = Var["RescuedChildren"]["AfterAnimationChatStepNo"]
if nCurDialogNo <= #CurChat["AfterAnimationChat"]
then
if Var["RescuedChildren"]["AfterAnimationChatStepSec"] <= Var["CurSec"]
then
local nHandle = Var["Friend"][ CurChat["AfterAnimationChat"][ nCurDialogNo ]["SpeakerIndex"] ]
if nHandle == nil
then
ErrorLog( "RescuedChildren::Animation NPC Handle does not exist." )
else
if nCurDialogNo == 1
then
cAnimate( nHandle, "stop" )
end
cMobChat( nHandle, ChatInfo["ScriptFileName"], CurChat["AfterAnimationChat"][ nCurDialogNo ]["Index"], true )
end
Var["RescuedChildren"]["AfterAnimationChatStepNo"] = Var["RescuedChildren"]["AfterAnimationChatStepNo"] + 1
Var["RescuedChildren"]["AfterAnimationChatStepSec"] = Var["CurSec"] + DelayTime["GapChildrenChat"]
end
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
else
-- 페이스컷 종료
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = true
end
end
else
-- 페이스컷 자체가 없을 때
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = true
end
-- 아이들 달리기
if NPC_RunTo ~= nil
then
if Var["RescuedChildren"]["bChildrenRunToExitEnd"] == false
then
if Var["RescuedChildren"]["ChildrenRunToExitStepSec"] <= Var["CurSec"]
then
for Index, RunInfo in pairs ( NPC_RunTo )
do
if RunInfo ~= nil
then
if Var["Friend"][ RunInfo["ActorIndex"] ] ~= nil
then
if cRunTo( Var["Friend"][ RunInfo["ActorIndex"] ], RunInfo["x"], RunInfo["y"], 1000 ) == nil
then
ErrorLog( "RescuedChildren::"..RunInfo["ActorIndex"].."-cRunTo was failed." )
end
else
ErrorLog( "RescuedChildren::RunMode - "..RunInfo["ActorIndex"].." does not exist." )
end
end
end
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = true
end
-- 달리기 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
return
end
else
-- 달리기 정보가 없을 떄
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = true
end
-- 아이들 사라지기(귀가함-_-;)
if Var["RescuedChildren"]["bChildrenVanishEnd"] == false
then
if Var["RescuedChildren"]["ChildrenVanishStepSec"] <= Var["CurSec"]
then
for Index, ChildHandle in pairs ( Var["Friend"] )
do
cNPCVanish( ChildHandle )
end
Var["RescuedChildren"]["bChildrenVanishEnd"] = true
end
-- 귀가 타이밍이 될 때 까지 대기
return
end
-- 아이들이 다 사라지면 출구 게이트로 나갈 수 있음
if Var["RescuedChildren"]["bChildrenVanishEnd"] == true
then
-- 출구쪽 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", "ExitGateClick" ) == nil
then
ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"ExitGateClick\" ) == nil" )
end
end
Var["RescuedChildren"] = nil
Var["Prison"] = nil
Var["Friend"] = nil
GoToNextStep( Var )
DebugLog( "RescuedChildren::End" )
end
end
-- 킹덤 퀘스트 클리어 : 이 ID 에선 기능 없음
function QuestSuccess( Var )
cExecCheck "QuestSuccess"
if Var == nil
then
return
end
GoToNextStep( Var )
DebugLog( "QuestSuccess::End" )
end
-- 킹덤 퀘스트 실패 : ID 에선 기능 없음
function QuestFailed( Var )
cExecCheck "QuestFailed"
if Var == nil
then
return
end
GoToNextStep( Var )
DebugLog( "QuestFailed::End" )
end
-- 귀환 : ID 에선 기능 없음
function ReturnToHome( Var )
cExecCheck "ReturnToHome"
if Var == nil
then
return
end
GoToNextStep( Var )
DebugLog( "End ReturnToHome" )
end
-- 스텝 구분을 위한 던전 진행 함수 리스트
ID_StepsList =
{
{ Function = InitDungeon, Name = "InitDungeon", },
{ Function = EachFloor, Name = "EachFloor", },
{ Function = RescuedChildren, Name = "RescuedChildren", },
{ 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