cmd) {
case CmdCode::cmd_task_getInfo: # 6201 刷新任务状态
return TaskProc::GetTaskInfo($req);
case CmdCode::cmd_task_getReward: # 6202 领取任务奖励
return TaskProc::GetTaskReward($req);
case CmdCode::cmd_Task_setAttentionTask: # 6203 设置关注任务
return TaskProc::setAttentionTask($req);
case CmdCode::cmd_Task_getActiveReward: # 6204 领取日常任务活跃度阶段奖励
return TaskProc::getActiveReward($req);
//---------------- 任务卡相关通讯 -----------------------------------------------
case CmdCode::cmd_taskCard_PlotFinish: # 6210 任务卡剧情对话
return self::PlotFinish($req);
// case CmdCode::cmd_taskCard_PlotExchangeTaskCard: # 6211 任务卡兑换奖励
// Err(ErrCode::err_method_obsoleted);
// return self::PlotExchangeTaskCard($req);
// case CmdCode::cmd_taskCard_PlotPresentTaskCard: # 6212 剧情赠送任务卡
// Err(ErrCode::err_method_obsoleted);
// return self::PlotPresetTaskCard($req);
// case CmdCode::cmd_taskCard_FinishAndReward: # 6213 任务卡完成,并即时结算
// Err(ErrCode::err_method_obsoleted);
// return self::ImmetRewardTaskCard($req);
case CmdCode::cmd_taskCard_onKillMonster: # 6214 杀死怪物事件
return self::OnKillMonsterEvent($req);
case CmdCode::cmd_taskCard_active: # 6215 激活任务卡
return self::OnTaskCard_active($req);
case CmdCode::cmd_taskCard_reward: # 6216 领取任务卡奖励
return self::OnTaskCard_reward($req);
case CmdCode::cmd_taskCard_info: # 6217 任务卡 - 更新信息
return self::OnTaskCard_GetInfo($req);
// -------------- 任务卡商城 -----------------------------
case CmdCode::cmd_taskcard_shop_open: # 6231 任务卡商店 - 开启
return self::OnTaskCardShopOpen($req);
case CmdCode::cmd_taskcard_shop_buy: # 6232 任务卡商店 - 购买
return self::OnTaskCardShopBuy($req);
case CmdCode::cmd_taskcard_shop_refresh: # 6233 任务卡商店 - 手动刷新
return self::OnTaskCardShopRefresh($req);
default:
return Err(ErrCode::cmd_err);
}
}
//
/**
* [6231] 任务卡商店 - 开启
* @param req $req
*/
static function OnTaskCardShopOpen($req) {
$userInfo = $req->userInfo->game;
if (null == $userInfo->taskCardShop) { # 防御
$userInfo->taskCardShop = new Info_TaskCard_Shop();
}
if (null == $userInfo->taskCardShop->curCards || count($userInfo->taskCardShop->curCards) < 1) {
$arr = (array) GameConfig::taskcard_shop(); # 奖池配置
$arr = self::FilterPrizepool($req, $arr); # 利用玩家等级进行过滤
$reward = ArrayInit();
$err = self::Dice($arr, self::TaskCardShop_Refresh_ItemNum, $reward); # 获得随机结果
my_Assert(ErrCode::ok == $err, $err);
$userInfo->taskCardShop->curCards = $reward; # 更新任务卡列表
$userInfo->taskCardShop->selled = array();
$req->userInfo->game = $userInfo;
UserProc::updateUserInfo(); # 回写玩家数据
}
return Resp::ok(array('taskCardShop' => $userInfo->taskCardShop)); # 返回最新任务卡列表
}
/**
* [6232] 任务卡商店 - 购买
* @param req $req
*/
static function OnTaskCardShopBuy($req) {
list($typeId, $num) = $req->paras; # 提取参数: 任务卡类型ID,数量(暂时默认为1)
$shopItemMo = GameConfig::taskcard_shop_getItem($typeId);
my_Assert(null != $shopItemMo, ErrCode::err_const_no); # 常量异常
my_Assert($num == 1, ErrCode::paras_err); # 数量异常
$userInfo = $req->userInfo->game;
$userInfo->taskCardShop = new Info_TaskCard_Shop($userInfo->taskCardShop);
my_Assert(!in_array($typeId, $userInfo->taskCardShop->selled, $err), ErrCode::taskCard_selled);
switch ($shopItemMo->pricetype) {
case 0: # 人民币
Err(ErrCode::err_method_notimplement);
// my_Assert(Data_UserGame::Consume_Cash($userInfo->baseInfo, $shopItemMo->price), ErrCode::notenough_cash_msg); # 扣除费用
break;
case 1: # 钻石
my_Assert(Data_UserGame::Consume_Cash($userInfo->baseInfo, $shopItemMo->price), ErrCode::notenough_cash_msg); # 扣除费用
break;
case 2: # 金币
my_Assert(Data_UserGame::Consume_Gold($userInfo->baseInfo, $shopItemMo->price), ErrCode::notenough_gold_msg); # 扣除费用
break;
default: # 其它
Err(ErrCode::pay_m_type_err); # 定价类型异常
break;
}
$cid = StoreProc::PutTaskCardInStore($typeId, $req); # 添加任务卡到背包
$userInfo->taskCardShop->selled[] = $typeId; # 添加售罄记录
UserProc::updateUserInfo();
NormalEventProc::OnTaskBag_new_Card($cid, $num); # 播放获得任务卡事件
return Resp::ok(array(
'gold' => $req->userInfo->game->baseInfo->gold,
'cash' => $req->userInfo->game->baseInfo->cash,
'store' => $req->userInfo->game->store)); # 返回成功
}
/**
* [6233] 任务卡商店 - 手动刷新
* @param req $req
*/
public static function OnTaskCardShopRefresh($req) {
$cost = GameConfig::globalsettings()->TaskCardShop_Refresh_Cash; # 消耗
$userInfo = $req->userInfo->game;
// var_dump(Data_UserGame::Consume_Cash($userInfo->baseInfo, $cost));
my_Assert(Data_UserGame::Consume_Cash($userInfo->baseInfo, $cost), ErrCode::notenough_cash_msg); # 扣除费用
// 刷新任务卡
$arr = (array) GameConfig::taskcard_shop(); # 奖池配置
$arr = self::FilterPrizepool($req, $arr); # 利用玩家等级进行过滤
$reward = ArrayInit();
$err = self::Dice($arr, self::TaskCardShop_Refresh_ItemNum, $reward); # 获得随机结果
my_Assert(ErrCode::ok == $err, $err);
// if (null == $userInfo->taskCardShop) { # 防御
$userInfo->taskCardShop = new Info_TaskCard_Shop($userInfo->taskCardShop);
// }
$userInfo->taskCardShop->curCards = $reward; # 更新任务卡列表
$userInfo->taskCardShop->selled = array();
$req->userInfo->game = $userInfo;
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
'gold' => $req->userInfo->game->baseInfo->gold,
'cash' => $req->userInfo->game->baseInfo->cash,
'taskCardShop' => $userInfo->taskCardShop)); # 返回最新任务卡列表
}
/**
* 过滤奖池
* @param Req $req
* @param array $arr 奖池
*/
static function FilterPrizepool($req, $arr) {
$ret = array_filter($arr, function ($value) use($req) {
return($req->userInfo->game->baseInfo->level >= $value->unlock_level); # 等级限制
});
return $ret;
}
/**
* 投骰子
* @param assoc_array $arr 抽奖物品概率
* @param int $number 连抽次数
* @return array[] itemids
*/
static function Dice($arr, $number, &$reward) {
$max = 0; # 计算物品权重总和
array_walk($arr, function ($value) use(&$max) {
$max += $value->probability;
});
my_Assert($max > 0, ErrCode::err_const_no); # 配置数据有问题
$reward = ArrayInit();
for ($i = 0; $i < $number;) {
$rnd = CommUtil::random(1, $max); # 投骰子
$start = 0;
$rew = null;
foreach ($arr as $item) { # 循环判断落入那个物品上
if ($start < $rnd && $rnd <= $start + $item->probability) { # 落入区间
$rew = $item; # 记录物品
break;
}
$start += $item->probability; # 继续判断是否落入下一物品的区间
} # foreach end
if (!$rew) {
return ErrCode::lottery_noselecteditem;
}
if (!in_array($rew->typeId, $reward)) { # 去除重复卡
$reward[] = $rew->typeId;
$i++;
}
} # for end
return ErrCode::ok;
}
//
//
//
//
/**
* [6210]剧情对话-触发任务卡结束条件检测(中间某个step结束,进入下一个step)
* @param req $req
*/
static function PlotFinish($req) {
// 触发一下任务检查
list($gate_or_npc_id, $stage) = $req->paras;
$bUpdate = self::OnPlotOver($gate_or_npc_id, $stage);
return Resp::ok(array('store' => $req->userInfo->game->store,
'taskCardUpdate' => $bUpdate));
}
//
// /**
// * [6211] 任务卡-剧情结束兑换奖励(销毁当前卡,换取新的任务卡)
// * @deprecated since version 2020.12.12
// * @param type $req
// */
// static function PlotExchangeTaskCard($req) {
// Err(ErrCode::err_method_notimplement);
// }
//
//
// /**
// * [6212] 任务卡- 剧情对话奖励任务卡
// * @deprecated since version 2020.12.12
// * @param req $req
// */
// static function PlotPresetTaskCard($req) {
// // 发放任务卡
// list($rwdStr) = $req->paras;
// $err = StoreProc::AddMultiItemInStore($req, $rwdStr);
// my_Assert(ErrCode::ok == $err, $err);
// UserProc::updateUserInfo();
// return Resp::ok(array('store' => $req->userInfo->game->store));
// }
//
// /**
// * [6213]任务卡 - 即时奖励型任务卡
// * @deprecated since version 2020.12.12
// * @param req $req
// */
// static function ImmetRewardTaskCard($req) {
// // 销毁任务卡, 发放奖励
// list($taskCardUID) = $req->paras;
// my_Assert(StlUtil::dictHasProperty($req->userInfo->game->store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御
// $taskCard = new Ins_TaskCard($req->userInfo->game->store->taskcards->$taskCardUID); # 任务卡对象
// if (strlen($taskCard->mo()->reward) > 0) { # 防御奖励串为空
// StoreProc::AddMultiItemInStore($req, $taskCard->mo()->reward); # 发放奖励
// }
// if (strlen($taskCard->mo()->newTaskCard) > 0) { # 防御新卡串为空
// StoreProc::AddMultiItemInStore($req, $taskCard->mo()->newTaskCard); # 发放新任务卡
// }
// StlUtil::dictRemove($req->userInfo->game->store->taskcards, $taskCardUID); # 移除任务卡
// UserProc::updateUserInfo(); # 回存玩家数据
// return Resp::ok(array('store' => $req->userInfo->game->store, 'taskCardUpdate' => true)); # 返回值更新背包
// }
//
/**
* [6214] 任务卡 - 杀死怪物事件
* @param req $req
*/
static function OnKillMonsterEvent($req) {
// 触发一下任务检查
list($monsterID, $num) = $req->paras;
$bUpdate = self::OnKillMonster($monsterID, $num);
return Resp::ok(array('store' => $req->userInfo->game->store,
'taskCardUpdate' => $bUpdate));
}
/**
* [6215] 任务卡 - 激活任务卡
* @param req $req
*/
static function OnTaskCard_active($req) {
list($taskCardUID) = $req->paras; # 提取参数: 任务卡实例id
$store = $req->userInfo->game->store; # 快速访问store
my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
$taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
my_Assert($taskCard->state <= Enum_TaskCardStateType::notopen, ErrCode::taskCard_state); # 任务卡状态异常
my_Assert(true != self::FindSameIngCard($taskCard->typeId), ErrCode::taskCard_active_multi); # 不可激活多张任务卡
my_Assert(self::FindIngCardCount() <= self::TaskCard_ActiveMax, $err);
$taskCard->state = Enum_TaskCardStateType::ing;
NormalEventProc::OnTaskCard_Actived($taskCardUID, null); # 带入事件
foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
$tsp = new Ins_TaskStep($tsp);
if ($tsp->isStatusType()) { # 如果是道具收集类的, 扣除所收集道具
$tsp->autoCalcStatusCur();
}
}
if ($taskCard->IsFinish()) { # 检查是否任务卡的所有步骤都已完成
$taskCard->state = Enum_TaskCardStateType::finish;
NormalEventProc::OnTaskCard_Finish($taskCard->uid, null); # 广播卡完成事件
}
$store->taskcards->$taskCardUID = $taskCard;
UserProc::updateUserInfo(); # 回存玩家数据
return Resp::ok(array('store' => $req->userInfo->game->store)); # 返回值更新背包
}
static function FindSameIngCard($typeId) {
$cardDic = req()->userInfo->game->store->taskcards;
$find = false;
array_walk($cardDic, function ($inst) use($typeId, &$find) {
// $inst = new Ins_TaskCard($inst);
if ($inst->state == Enum_TaskCardStateType::ing && $inst->typeId == $typeId) {
$find = true;
}
});
return $find;
}
static function FindIngCardCount() {
$cardDic = req()->userInfo->game->store->taskcards;
$num = 0;
array_walk($cardDic, function ($inst) use(&$find) {
// $inst = new Ins_TaskCard($inst);
if ($inst->state == Enum_TaskCardStateType::ing) {
$num++;
}
});
return $num;
}
/**
* [6216] 任务卡 - 领取任务卡奖励
* @param req $req
*/
static function OnTaskCard_reward($req) {
// 销毁任务卡, 发放奖励
list($taskCardUID) = $req->paras;
$store = $req->userInfo->game->store; # 快速访问store
my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
$taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
$tsp = new Ins_TaskStep($tsp);
if ($tsp->isStatusType()) { # 如果是道具收集类的, 扣除所收集道具
$ok = StoreProc::removeItemFromStore($store, $tsp->mo()->paras, $tsp->mo()->num);
my_Assert(ErrCode::ok == $ok, ErrCode::taskCard_gainItem_no);
}
}
self::autoRecoverStateMissions(); # 重新更新状态类的任务卡
if (strlen($taskCard->mo()->reward) > 0) { # 防御奖励串为空
StoreProc::AddMultiItemInStore($req, $taskCard->mo()->reward); # 发放奖励
}
$taskCard->state = Enum_TaskCardStateType::drawed;
NormalEventProc::OnTaskCard_Reward($taskCard->mo()->reward, null); # 带入事件
StlUtil::dictRemove($req->userInfo->game->store->taskcards, $taskCardUID); # 移除任务卡
$req->userInfo->game->store = $store;
UserProc::updateUserInfo(); # 回存玩家数据
return Resp::ok(array(
'gold' => $req->userInfo->game->baseInfo->gold,
'cash' => $req->userInfo->game->baseInfo->cash,
'store' => $req->userInfo->game->store)); # 返回值更新背包
}
/**
* [6217] 任务卡 - 更新信息
*/
static function OnTaskCard_GetInfo($req) {
return Resp::ok(array('store' => $req->userInfo->game->store)); # 返回值更新背包
}
//
//
//
/**
* [6204] 领取日常任务活跃度阶段奖励
* @param req $req
*/
static function getActiveReward($req) {
list($num) = $req->paras; # 提取参数: 领奖的阶段
$userTask = $req->userInfo->game->task;
$rewardCfg = GameConfig::task_active_reward_getItem($num); # 查找奖励配置
my_Assert(null != $rewardCfg, ErrCode::err_const_no); # 防御: 常量丢失
my_Assert(!in_array($num, $userTask->dailyActiveGetedRewardArr), ErrCode::task_reward_geted); # 判断尚未领取
my_Assert($userTask->dailyActivePoint >= $num, ErrCode::task_activePoint_notenough); # 判断活跃点数足够
$ok = StoreProc::AddMultiItemInStore($req, $rewardCfg->reward); # 按照配置发放奖励
my_Assert($ok == ErrCode::ok, $ok); # 发放成功
$userTask->dailyActiveGetedRewardArr[] = $num; # 添加领取记录
UserProc::updateUserInfo(); # 回存数据
return Resp::ok(array(// # 返回
"gold" => $req->userInfo->game->baseInfo->gold,
"cash" => $req->userInfo->game->baseInfo->cash,
"tili" => $req->userInfo->game->baseInfo->tili,
"store" => $req->userInfo->game->store,
"task" => $req->userInfo->game->task
));
}
/**
* [6203] 设置关注任务
* @param req $req
*/
static function setAttentionTask($req) {
list($taskId) = $req->paras;
$userTask = $req->userInfo->game->task;
my_Assert(StlUtil::dictHasProperty($userTask->taskListPlot, $taskId), ErrCode::task_no); # 任务存在
$taskItem = new Ins_TaskInfo($userTask->taskListPlot->$taskId);
my_Assert($taskItem->rewardGeted < 1, ErrCode::task_reward_geted); # 任务奖励尚未领取
$userTask->curTaskId = $taskId;
// var_dump($userTask);
UserProc::updateUserInfo();
return Resp::ok(array("task" => $req->userInfo->game->task));
}
/**
* [6202]领取任务奖励 问:每日任务奖励和剧情任务奖励领取接口是否为一个?
* @param req $req
*/
static function GetTaskReward($req) {
list($taskId) = $req->paras; # 提取参数: 任务id
$userTask = new Info_UserTask($req->userInfo->game->task);
$mask = 100000; # 根据id段来区分任务和每日任务.
$type = intval($taskId / $mask); # 取出taskId第一位判断任务类型
switch ($type) { #
case 4: # 剧情任务
my_Assert(StlUtil::dictHasProperty($userTask->taskListPlot, $taskId), ErrCode::task_no); #判断是否存在指定任务
$task = new Ins_TaskInfo($userTask->taskListPlot->$taskId);
my_Assert($task->progress >= 1, ErrCode::task_progress_not_complete); # 判断任务进度是否已完成>=1f
my_Assert($task->rewardGeted < 1, ErrCode::task_reward_geted); # 奖励不可重复领取
$taskCfg = GameConfig::task_getItem($taskId); # 任务配置数据
my_Assert($taskCfg != null, ErrCode::err_const_no);
$ok = StoreProc::AddMultiItemInStore($req, $taskCfg->reward); # 发放任务奖励
my_Assert($ok == ErrCode::ok, $ok);
$task->rewardGeted = 1;
$userTask->taskListPlot->$taskId = $task;
if ($userTask->IsAllPlotTaskOver()) { # 检查当前节点任务是否已经全部清空
$userTask->curTaskNode += 1;
$userTask->taskListPlot = ObjectInit();
$userTask->initialize();
}
break;
case 5: # 每日任务
my_Assert(StlUtil::dictHasProperty($userTask->taskListDaily, $taskId), ErrCode::task_no);
$task = new Ins_TaskInfo($userTask->taskListDaily->$taskId);
my_Assert($task->progress >= 1, ErrCode::task_progress_not_complete); # 判断任务进度是否已完成>=1f
my_Assert($task->rewardGeted < 1, ErrCode::task_reward_geted); # 奖励不可重复领取
$taskCfg = GameConfig::task_daily_getItem($taskId); # 任务配置数据
my_Assert($taskCfg != null, ErrCode::err_const_no);
Data_UserGame::Add_Exp($req->userInfo->game->baseInfo, $taskCfg->exp); # 发放任务奖励
$userTask->dailyActivePoint += $taskCfg->activePoint;
$task->rewardGeted = 1;
$userTask->taskListDaily->$taskId = $task; # 回存下
break;
default:
break;
}
$req->userInfo->game->task = $userTask; # 回存
UserProc::updateUserInfo();
return Resp::ok(array(// # 返回
"gold" => $req->userInfo->game->baseInfo->gold,
"cash" => $req->userInfo->game->baseInfo->cash,
"tili" => $req->userInfo->game->baseInfo->tili,
"store" => $req->userInfo->game->store,
"task" => $req->userInfo->game->task
));
}
/**
* [6201]更新任务状态
* @param req $req
*/
static function GetTaskInfo($req) {
return Resp::ok(array("task" => $req->userInfo->game->task));
}
//
/**
* 重置每日任务
* @param Req $req
*/
static function ResetDailyTask($req) {
return;
$userTask = new Info_UserTask($req->userInfo->game->task);
$userTask->resetDailyTask();
$req->userInfo->game->task = $userTask;
}
//
//
/**
* 检查任务条件是否达成
* @param Ins_TaskParams $taskParam Description
*/
static function CheckTaskConditions($taskParam) {
return;
// var_dump($taskParam);
$bUpdate = false;
foreach (req()->userInfo->game->task->taskListPlot as $tid => $task) {
$taskCfg = GameConfig::task_getItem($tid);
my_Assert($taskCfg != null, ErrCode::err_const_no); # 获取任务配置数据
if ($taskCfg->tasktype != $taskParam->taskType) { # 任务类型必须匹配
continue;
}
isEditor() and $task = new Ins_TaskInfo(-1);
if ($task->progress == 1) { # 已完成的不再更新处理
continue;
}
if (is_null($taskCfg->canshu1)) {
$task->progress = 1;
$bUpdate = true;
continue;
}
if ($taskCfg->canshu1 == $taskParam->canshu1) {
$task->tag1 = $taskParam->canshu1;
if (null == $taskCfg->canshu2 || 0 == $taskCfg->canshu2) {
$task->progress = 1;
$task->tag2 = $taskParam->canshu2;
$bUpdate = true;
} else {
if (is_numeric($taskCfg->canshu2)) {
$task->tag2 = max($task->tag2, $taskParam->canshu2);
if ($taskCfg->canshu2 <= $taskParam->canshu2) {
$bUpdate = true;
$task->progress = 1;
}
} else {
$task->tag2 = $taskParam->canshu2;
if ($taskCfg->canshu2 == $taskParam->canshu2) {
$bUpdate = true;
$task->progress = 1;
}
}
}
}
}
if ($bUpdate) {
Resp::addTag("isTaskUpdated", true); # 附加tag信息, 任务有更新
CornerSignEventProc::OnTask_Plot_new(req());
}
}
/**
* 检查任务条件是否达成
* @param Ins_TaskParams $taskParam Description
*/
static function CheckDailyTaskConditions($taskParam) {
return;
$bUpdate = false;
$daily = req()->userInfo->game->task->taskListDaily;
foreach ($daily as $tid => &$task) {
$taskCfg = GameConfig::task_daily_getItem($tid);
my_Assert($taskCfg != null, ErrCode::err_const_no); # 获取任务配置数据
if ($taskCfg->tasktype != $taskParam->taskType) { # 任务类型必须匹配
continue;
}
$task = new Ins_TaskInfo($task);
if ($task->progress >= 1) { # 已完成的不再更新处理
continue;
}
$task->counter++; # 计数器
if (is_null($taskCfg->canshu1) || $taskCfg->canshu1 == 0) {
$task->progress = 1;
$bUpdate = true;
continue;
}
if ($taskCfg->canshu1 == $task->counter) {
$task->progress = 1;
$bUpdate = true;
continue;
}
}
if ($bUpdate) {
Resp::addTag("isTaskUpdated", true); # 附加tag信息, 任务有更新
CornerSignEventProc::OnTask_Daily_new(req());
}
}
//
//
//
//
/**
* 例如当指挥官等级提升的时候需要检查是否有任务达成
*/
static function OnUserLevelUp($newLvl) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::CommanderLevelUpTo, $newLvl);
self::CheckTaskConditions($taskParam);
}
/**
* 英雄升级
* @param type $heroMoId
* @param type $newLvl
*/
static function OnHeroLevelUp($heroMoId, $newLvl) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroLevelUpTo, $heroMoId, $newLvl);
self::CheckTaskConditions($taskParam);
}
/**
* 英雄升阶
* @param type $heroMoId
* @param type $newGrade
*/
static function OnHeroGradeUp($heroMoId, $newGrade) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroGradeUpTo, $heroMoId, $newGrade);
self::CheckTaskConditions($taskParam);
self::OnHeroImprove();
}
/**
* 英雄碎片数量达到指定值
* @param type $heroMoId
* @param type $num
*/
static function OnHeroSegmengNum($heroMoId, $num) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroSegmentNumberTo, $heroMoId, $num);
self::CheckTaskConditions($taskParam);
}
/**
* 英雄解锁技能
* @param type $heroMoId
* @param type $skillId
*/
static function OnHeroUnlocSkill($heroMoId, $skillId) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroSkillUnlock, $heroMoId, $skillId);
self::CheckTaskConditions($taskParam);
}
/**
* 通关剧情关卡
* @param type $gateId
* @param type $difficulty
*/
static function OnPassGateN($gateId, $difficulty) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::PassGateN, $gateId, $difficulty);
self::CheckTaskConditions($taskParam);
self::OnPassGate();
}
/**
* 通关副本关卡
* @param type $gateId
* @param type $difficulty
*/
static function OnPassCarboN($gateId, $difficulty) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::passCarbonN, $gateId, $difficulty);
self::CheckTaskConditions($taskParam);
}
/**
* 竞技场胜利场次
* @param type $num
*/
static function OnPvPWinN($num) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::PvPWinNumberTo, $num);
self::CheckTaskConditions($taskParam);
}
/**
* 竞技场积分
* @param type $score
*/
static function OnPvPScoreN($score) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::PvPScoreTo, $score);
self::CheckTaskConditions($taskParam);
}
/**
* 玩家总战力值
* @param type $num
*/
static function OnUserFightPowerN($num) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::UserPowerTo, $num);
self::CheckTaskConditions($taskParam);
}
/**
* 玩家收集积分
* @param type $num
*/
static function OnUserCollectScoreN($num) {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::UserCollectScoreTo, $num);
self::CheckTaskConditions($taskParam);
}
//
//
//
//
//
/**
* 每日登陆
*/
static function OnUserLogin() {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyLogin);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日:英雄强化(升级或升阶)n次
*/
static function OnHeroImprove() {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyHeroImprove);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日:剧情关卡,胜利n次
*/
static function OnPassGate() {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyGatesWin);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 竞技场每日挑战,胜负均可
*/
static function OnPvp() {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyPVP);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日挑战,胜负均可
*/
static function OnRankChalenge() {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyRankChalenge);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日购买商品
*/
static function OnShopping() {
$taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyShopping);
self::CheckDailyTaskConditions($taskParam);
}
//
//
//
//
//
/**
* 自动修复状态型任务
* @param RequestVo $req
*/
static function autoRecoverStateMissions() {
$tasks = req()->userInfo->game->store->taskcards;
foreach ($tasks as $tid => &$task) {
$task = new Ins_TaskCard($task);
if ($task->state != Enum_TaskCardStateType::ing // # 进行中的或者已完成的
|| $task != Enum_TaskCardStateType::finish) {
continue;
}
foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
$tsp = new Ins_TaskStep($tsp);
$tsp->autoCalcStatusCur();
}
if ($task->state == Enum_TaskCardStateType::finish) { # 检查是否任务卡的所有步骤都已完成
if (!$task->IsFinish()) {
$task->state = Enum_TaskCardStateType::ing; # 状态回退
}
}
}
}
/**
* 检查任务卡条件是否达成
* @param Ins_TaskParams $taskParam Description
*/
static function CheckTaskCardConditions($taskParam) {
$bUpdate = false;
$tasks = req()->userInfo->game->store->taskcards;
foreach ($tasks as $tid => &$task) {
$task = new Ins_TaskCard($task);
if ($task->state != Enum_TaskCardStateType::ing) {
continue;
}
foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
$tsp = new Ins_TaskStep($tsp);
if ($tsp->check_new($taskParam)) {
$bUpdate = true;
$tsp->propel($taskParam);
NormalEventProc::OnTaskCardStep_Process($task->uid, $tsp->typeId); # 任务进度更新
if ($tsp->isFinish()) {
if (strlen($tsp->mo()->next) > 0) { # 有后续任务
$arr = explode(',', $tsp->mo()->next);
foreach ($arr as $stpid) {
if ($stpid > 0) {
$task->AddStep($stpid); # 将后续任务追加到任务列表中
}
}
}
NormalEventProc::OnTaskCardStep_Complete($task->uid, $tsp->typeId); # 广播任务步骤完成事件
if ($task->IsFinish()) { # 检查是否任务卡的所有步骤都已完成
$task->state = Enum_TaskCardStateType::finish;
NormalEventProc::OnTaskCard_Finish($task->uid, null); # 广播卡完成事件
}
}
// break;
}
}
}
if ($bUpdate) { # 带回数据到客户端
req()->userInfo->game->store->taskcards = $tasks;
UserProc::updateUserInfo(); # 更新玩家数据
}
return $bUpdate;
}
static function OnKillMonster($monsterID, $num) {
$taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::KillMonster, Enum_PropelType::add, $num, array($monsterID));
return self::CheckTaskCardConditions($taskParam);
}
/**
* 获得道具
*/
static function OnGainItem($itemId, $num) {
$taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::GainItem, Enum_PropelType::stat, $num, array($itemId));
NormalEventProc::OnBag_new_Item($itemId, $num);
self::CheckTaskCardConditions($taskParam);
}
static function OnPlotOver($gate_or_npc_id, $stage) {
$taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::PlotOver, Enum_PropelType::set, 1, array($gate_or_npc_id, "$stage"));
return self::CheckTaskCardConditions($taskParam);
}
//
//
//
}