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284 lines
8.0 KiB
284 lines
8.0 KiB
--------------------------------------------------------------------------------
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-- Progress Func --
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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-- InitDungeon
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--------------------------------------------------------------------------------
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-- 던전 초기화
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function InitDungeon( Var )
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cExecCheck "InitDungeon"
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if Var == nil
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then
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return
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end
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-- 인스턴스 던전 시작 전에 플레이어의 첫 로그인을 기다린다.
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if Var["bPlayerMapLogin"] == nil
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then
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if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
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then
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GoToFail( Var )
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return
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end
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return
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end
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if Var["InitDungeon"] == nil
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then
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DebugLog( "Start InitDungeon" )
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Var["InitDungeon"] = {}
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-- 문 생성
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for i = 1, #RegenInfo["Stuff"]["Door"]
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do
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local CurRegenDoor = RegenInfo["Stuff"]["Door"][ i ]
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local CurDoorInfo = DoorInfo[ CurRegenDoor["Name"] ]
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if CurRegenDoor == nil
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then
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ErrorLog( "InitDungeon::Door CurRegenDoor == nil : "..i )
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else
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local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
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if nCurDoorHandle == nil
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then
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ErrorLog( "InitDungeon::Door was not created. : "..i )
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else
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cDoorAction( nCurDoorHandle, CurDoorInfo["Block"], "close" )
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-- 아이템으로 여는 문 설정
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if CurDoorInfo["NeedItem"] ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i )
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end
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if cAIScriptFunc( nCurDoorHandle, "NPCClick", "Click_Door" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCClick\", \"Click_Door\" ) : "..i )
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end
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if cAIScriptFunc( nCurDoorHandle, "NPCMenu", "Menu_Door" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCMenu\", \"Menu_Door\" ) : "..i )
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end
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end
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-- 문 정보 보관
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Var["Door"][ nCurDoorHandle ] = {}
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Var["Door"][ nCurDoorHandle ]["Info"] = CurDoorInfo
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Var["Door"][ nCurDoorHandle ]["IsOpen"] = false
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Var["Door"][ CurRegenDoor["Name"] ] = nCurDoorHandle
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-- 쌍둥이 게이트 있으면, 그 정보도 저장
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if CurDoorInfo["TwinGate"] ~= nil
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then
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Var["Door"][ nCurDoorHandle ]["TwinGate"] = CurDoorInfo["TwinGate"]
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end
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end
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end
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end
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-- 입구쪽 출구게이트 생성
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local RegenExitGate = RegenInfo["Stuff"]["StartExitGate"]
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local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
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if nExitGateHandle ~= nil
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then
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DebugLog("InitDungeon::입구쪽 출구게이트 생성")
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if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
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end
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if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
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end
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end
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-- 몬스터 그룹별 생성
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local RegenMobGroupList = RegenInfo["Mob"]["InitDungeon"]["NormalMobGroup"]
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if RegenMobGroupList ~= nil
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then
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DebugLog("InitDungeon::몬스터 생성")
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for i = 1, #RegenMobGroupList
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do
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cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] )
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end
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end
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-- 대기시간 설정
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Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
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end
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-- 대기 후 다음 단계로
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if Var["InitDungeon"]["WaitSecDuringInit"] > Var["CurSec"]
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then
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return
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end
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--GoToNextStep( Var )
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Var["StepFunc"] = Step_Routine
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Var["InitDungeon"] = nil
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DebugLog( "End InitDungeon" )
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return
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end
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--------------------------------------------------------------------------------
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-- Step_Routine ( 보스몹에 붙여줄 스크립트 )
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--------------------------------------------------------------------------------
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function Step_Routine( Var )
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cExecCheck "Step_Routine"
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if Var == nil
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then
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return
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end
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-- 열린 문에 해당하는 몹 리젠 처리해준다.
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if Var["GateProcess"] ~= nil
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then
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for i, v in pairs( Var["GateProcess"] )
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do
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local StepIndex = tostring( i )
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if v["IsProceed"] == false
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then
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-- 일반 몹 그룹 리젠
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local RegenMobGroupList = RegenInfo["Mob"][ StepIndex ]["NormalMobGroup"]
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if RegenMobGroupList ~= nil
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then
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for i = 1,#RegenMobGroupList
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do
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cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] )
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end
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end
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-- 보스 생성
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local RegenBossMobList = RegenInfo["Mob"][ StepIndex ]["Boss"]
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for i = 1, #RegenBossMobList
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do
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local CurRegenBoss = RegenBossMobList[ i ]
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local nBossHandle = cMobRegen_XY( Var["MapIndex"], CurRegenBoss["Index"], CurRegenBoss["x"], CurRegenBoss["y"], CurRegenBoss["dir"] )
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if nBossHandle == nil
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then
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ErrorLog( StepIndex.."::Boss was not created. : "..i )
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else
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-- 보스 AI 설정
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local CurRegenBossInfo = BossInfo[ CurRegenBoss["Index"] ]
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if CurRegenBossInfo ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nBossHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i )
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end
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if cAIScriptFunc( nBossHandle, "Entrance", CurRegenBossInfo["Lua_EntranceFunc"] ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"Entrance\", "..CurRegenBossInfo["Lua_EntranceFunc"].." ) : "..i )
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end
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end
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-- 보스 정보 설정
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Var["Enemy"][ CurRegenBoss["Index"] ] = nBossHandle
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Var["Enemy"][ nBossHandle ] = {}
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Var["Enemy"][ nBossHandle ]["Index"] = CurRegenBoss["Index"]
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Var["Enemy"][ nBossHandle ]["Info"] = CurRegenBossInfo
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Var["Enemy"][ nBossHandle ]["Phase"] = 1
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Var["RoutineTime"][ nBossHandle ] = cCurrentSecond()
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end
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end
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-- 처리완료했으므로 true로 세팅
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v["IsProceed"] = true
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end
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end
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end
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-- 보스방 문이 열렸는지 체크
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if Var["GateProcess"]["DoorBoss"] ~= nil
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then
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-- 보스방 몹들 리젠 처리가 완료됐는지 체크
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if Var["GateProcess"]["DoorBoss"]["IsProceed"] == true
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then
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if Var["Step_Routine_Boss"] == nil
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then
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Var["Step_Routine_Boss"] = {}
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DebugLog("Step_Routine_Boss 테이블 생성")
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end
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if Var["Step_Routine_Boss"] ~= nil
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then
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-- 대사 처리
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if Var["Step_Routine_Boss"]["Chat"] == nil
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then
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local BossIndex = RegenInfo["Mob"]["DoorBoss"]["Boss"][1]["Index"]
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local BossHandle = Var["Enemy"][ BossIndex ]
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if cIsObjectDead( BossHandle ) == nil
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then
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return
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end
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Var["Step_Routine_Boss"]["Chat"] = {}
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DebugLog("Step_Routine_Boss :: Chat 테이블 생성")
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if ChatInfo[BossIndex] ~= nil
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then
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cMobChat( BossHandle, ChatInfo["ScriptFileName"], ChatInfo[BossIndex]["Index"], ChatInfo[BossIndex]["IsShowChatWindow"] )
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end
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end
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if Var["Step_Routine_Boss"]["IDEnd"] == nil
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then
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Var["Step_Routine_Boss"]["IDEnd"] = {}
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DebugLog("Step_Routine_Boss :: IDEnd 테이블 생성")
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-- 일일퀘스트 처리
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cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
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-- 출구게이트 생성
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local RegenExitGate = RegenInfo["Stuff"]["EndExitGate"]
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local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
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if nExitGateHandle ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
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then
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ErrorLog( "ReturnToHome::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
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end
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if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
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then
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ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
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end
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end
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end
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end
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end
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end
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end
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