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); } // // // }