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- <?php
- namespace loyalsoft;
- /**
- * 任务步骤, 用于任务卡功能(三组合一)
- * @author gwang(wanggangzero@qq.com)
- */
- class Ins_TaskStep extends Object_ext {
- /**
- * @var type 查询用的id
- */
- public $typeId = 0;
- /**
- * @var int 计数器
- */
- public $cur = 0;
- /**
- * @var int start/finish act已执行(0:startAct未执行,1:StartAct已执行且finishAct未执行,2:finishAct已执行)
- */
- public $actState = 0;
- /**
- * @return \sm_task_step mo 获取对应的模板数据
- */
- public function mo() {
- $mo = GameConfig::task_step_getItem($this->typeId);
- my_Assert(null != $mo, ErrCode::err_const_no);
- return $mo;
- }
- /**
- * @return int 计数最大值
- */
- public function max() {
- return $this->mo()->num;
- }
- /**
- * @return string[] 参数数组
- */
- private function paras() {
- return explode(',', $this->mo()->paras);
- }
- /**
- * @return float 当前进度
- */
- public function progress() {
- return $this->cur / $this->max();
- }
- /**
- * 是否完成
- * @return bool
- */
- public function isFinish() {
- return $this->cur >= $this->max();
- }
- /**
- * 执行任务完成事件
- */
- public function doFinishAct() {
- // if ($this->mo()->finishact > 0) {
- // $act = GameConfig::eventAction_getItem($this->mo()->finishact);
- // $this->execAct($act);
- // }
- $this->actState = 2;
- }
- /**
- *
- * @param \sm_eventAction $act
- */
- private function execAct($act) {
- my_Assert($act, ErrCode::err_const_no);
- switch ($act->cmd) {
- case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
- case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
- $paras = explode(',', $act->parameters); # 解析下参数
- $arr = GameConfig::plot_getItem($paras[0], $paras[1]); # 查找对应的剧情
- foreach ($arr as $plot) {
- isEditor() and $plot = new \sm_plot();
- if (!empty($plot->presentItem)) {
- StoreProc::AddMultiItemInStore($plot->presentItem);
- }
- if (!empty($plot->recycleItem)) {
- $val = explode(",", $plot->recycleItem);
- my_Assert(count($val) > 1, "解析回收道具字符串出错");
- StoreProc::removeItemFromStore(ctx()->store, $val[0], $val[1]);
- }
- }
- break;
- case Enum_EventActionType::UnlockBuild: # 解锁建筑
- ctx()->privateState->unlockedBuild[] = $act->parameters;
- break;
- }
- }
- /**
- * 执行任务开始事件
- */
- public function doStartAct() {
- // if ($this->mo()->startact > 0) {
- // $act = GameConfig::eventAction_getItem($this->mo()->startact);
- // $this->execAct($act);
- // }
- $this->actState = 1;
- }
- /**
- * 构造函数
- * @param type $args
- */
- public function __construct($args) {
- if (isInt($args)) {
- $this->typeId = $args;
- } else {
- parent::__construct($args);
- }
- }
- /**
- * 是否状态型任务---2022-7-29最新备注:add类型的只能动作触发-不能在这里添加类型 ;set类型只动作触发不添加在这,要是满足条件就完成任务就添加在这
- * @param type $cmd
- */
- function isStatusType() {
- return $this->mo()->cmd == Enum_TaskCmdType::GainItem # 获取道具
- || $this->mo()->cmd == Enum_TaskCmdType::HeroLevelUpTo # 唤灵师等级达到x级
- || $this->mo()->cmd == Enum_TaskCmdType::WeaponLevelUp # 唤灵师突破升星
- || $this->mo()->cmd == Enum_TaskCmdType::YanlingLevelUp # 将指定言灵升级到指定等级
- || $this->mo()->cmd == Enum_TaskCmdType::CommanderLevelUpTo # 指挥官等级
- || $this->mo()->cmd == Enum_TaskCmdType::HeroWearingYanling # 唤灵师装备了任意言灵
- || $this->mo()->cmd == Enum_TaskCmdType::HeroWearingWeapon_Except#唤灵师装备了除(xx)外的武器
- || $this->mo()->cmd == Enum_TaskCmdType::UserOwnXYanlingWithQualityN # 拥有言灵
- || $this->mo()->cmd == Enum_TaskCmdType::HeroGradeUpTo_status #武器突破升星
- | $this->mo()->cmd == Enum_TaskCmdType::passEndlessCarbonN; #武器突破升星
- //|| $this->mo()->cmd == Enum_TaskCmdType::UpgradeXYanlingToNStar;#言灵突破升星
- }
- /**
- * 自动对齐可能出现统计失误的状态型任务计数
- * @return boolean 是否有修改
- */
- function autoCalcStatusCur() {
- if ($this->isStatusType()) {
- $mo = $this->mo();
- if ($mo != null) {
- $cur = $this->calcStatusCur();
- if ($cur > $this->max()) {
- $cur = $this->max();
- }
- if ($this->cur != $cur) {
- $this->cur = $cur;
- return true;
- }
- }
- }
- return false;
- }
- /**
- * @return int 计算状态类的进度
- */
- function calcStatusCur() {
- $mo = $this->mo();
- $paras = $this->paras();
- $para0 = "";
- $para1 = "";
- $para2 = "";
- if (count($paras) >= 1) {
- $para0 = $paras[0];
- }
- if (count($paras) >= 2) {
- $para1 = $paras[1];
- }
- if (count($paras) >= 3) {
- $para2 = $paras[2];
- }
- switch ($mo->cmd) {
- case Enum_TaskCmdType::GainItem: # 收集道具
- $store = new Info_Store(ctx()->store);
- return $store->GetItemCount($para0);
- case Enum_TaskCmdType::CommanderLevelUpTo:
- $lvl = ctx()->base()->level;
- return $lvl;
- case Enum_TaskCmdType::HeroLevelUpTo:
- $heros = new Info_UserGameHero(ctx()->heros);
- $hero = $heros->GetHeroByMoID($para0);
- if (null != $hero) {
- return $hero->level;
- }
- break;
- case Enum_TaskCmdType::HeroGradeUpTo_status: #唤灵师进行一个突破升星
- $heros = new Info_UserGameHero(ctx()->heros);
- $hero = $heros->GetHeroByMoID(101005);
- if (null != $hero) {
- return $hero->curStar;
- }
- break;
- case Enum_TaskCmdType::UserOwnXYanlingWithQualityN: # 拥有x个n品质的言灵
- $store = new Info_Store(ctx()->store);
- $num = 0;
- foreach ($store->yanling as $uid => $yanlingvo) {
- $yanlingvo = new Ins_YanLin($yanlingvo);
- // var_dump($yanlingvo);
- $itemMo = GameConfig::item_base_getItem($yanlingvo->typeId);
- my_Assert(null != $itemMo, ErrCode::err_const_no);
- if ($itemMo->quality >= $para0) {
- $num++;
- }
- }
- // CLog::info("当前拥有$num 个对应品质的言灵.");
- return $num;
- case Enum_TaskCmdType::WeaponLevelUp: # 将特定的武器升级到X级(num 等级数,paras:武器id)
- $equipment = ctx()->store->equipment;
- $n = 0;
- foreach ($equipment as $eUid => $equip) {
- if ($equip->typeId == $para0 && $n < $equip->level) {
- $n = $equip->level;
- }
- }
- return $n;
- case Enum_TaskCmdType::YanlingLevelUp: #将任意言灵突破到N星
- $yanling = ctx()->store->yanling;
- $lv = 0;
- foreach ($yanling as $yUid => $yl) {
- // if ($yl->typeId == $para0 && $lv < $equip->level) {
- // $lv = $yl->level;
- // //break;
- // }
- if ($yl->level >= $lv) {
- $lv = $yl->level;
- }
- }
- return $lv;
- case Enum_TaskCmdType::HeroWearingYanling: # 检查唤灵师是否已经装备了言灵
- // isEditor() and $hero = new Ins_UserHero();
- $heros = new Info_UserGameHero(ctx()->heros);
- $hero = $heros->GetHeroByMoID($para0);
- if (null != $hero) {
- foreach ($hero->yanling as $pos => $item) {
- if (isset($item) && $item->itemuid > 0) {
- return 1; # 找到言灵
- }
- }
- }
- return 0;
- case Enum_TaskCmdType::HeroWearingWeapon_Except: # 检查唤灵师是否已经装备了武器(xx)除外
- // isEditor() and $hero = new Ins_UserHero();
- $heros = new Info_UserGameHero(ctx()->heros);
- $hero = $heros->GetHeroByMoID($para0);
- if (null != $hero) {
- if (isset($hero->equip->weapon->itemuid) #
- && $hero->equip->weapon->itemuid > 0) {#
- $eqid = $hero->equip->weapon->itemuid;
- $store = new Info_Store(ctx()->store);
- if (property_exists($store->equipment, $eqid)) {
- $equip = $store->equipment->$eqid;
- if ($equip->typeId != $para1) {
- return 1; # 找到武器
- }
- }
- }
- }
- return 0;
- case Enum_TaskCmdType::passEndlessCarbonN: # 通关无尽塔X层
- // isEditor() and $hero = new Ins_UserHero();
- $num = ctx()->privateState->endlessTower - 1;
- return $num;
- default:
- break;
- }
- return 0;
- }
- /**
- * 检查任务条件(与petmini采用相同的参数和判定方法2020年12月12日11:38:02)
- * @param Ins_TaskEventArgs $taskCardEvent
- * @return bool
- */
- public function check_new($taskCardEvent) {
- // echoLine(" check: " . json_encode($taskCardEvent));
- // CLog::info("{$this->typeId} checking: " . json_encode($taskCardEvent));
- if ($taskCardEvent->taskType != $this->mo()->cmd) { # 事件类型匹配
- return false;
- }
- if ($this->isStatusType()) { # 状态检查类任务
- return $this->autoCalcStatusCur();
- }
- if ($this->isFinish()) {
- return false;
- }
- if (strlen($this->mo()->paras) <= 0) { # 无参数
- return true;
- }
- $paras = $this->paras();
- $index = 0;
- foreach ($taskCardEvent->paras as $para) { # 其他任务, 执行参数判定
- if ($index < count($paras)) {
- if (strpos($para, "|") !== false) { # 某个条件是"或"的关系, 即有多重可能值, 满足其一即可
- $paraList = explode("|", $para);
- foreach ($paraList as $paraItem) {
- if ($paraItem == $paras[$index]) {
- continue; # 满足某一个即可, 继续判断下一个条件.
- }
- }
- } else { # only one, 不存在"或"的判定
- if ($para != $paras[$index]) { # 直接匹配
- return false; # 一但没匹配上, 直接返回false就好了.
- }
- }
- } # 参数中多余的数据就直接跳过,不比较了(因为自己不需要判断那么多参数)
- $index++;
- }
- return true; # 走到最后则判定满足条件.
- }
- /**
- * 推进任务进度(采用和petmini相同的推进算法,2020年12月12日11:38:22)
- * @param Ins_TaskEventArgs $taskParam
- */
- public function propel($taskParam) {
- // var_dump($taskParam);
- switch ($taskParam->ope) {
- case Enum_PropelType::set:
- $this->cur = $taskParam->val;
- break;
- case Enum_PropelType::add:
- $this->cur += $taskParam->val;
- break;
- case Enum_PropelType::inc:
- $this->cur += 1;
- break;
- case Enum_PropelType::max:
- if ($taskParam->val > $this->cur) {
- $this->cur = $taskParam->val;
- }
- break;
- case Enum_PropelType::stat:
- break;
- }
- }
- }
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