taskType = $_taskType; $this->canshu1 = $_canshu1; $this->canshu2 = $_canshu2; } /** * @var int 任务类型 */ public $taskType; /** * @var number 参数1 */ public $canshu1; /** * @var number 参数2 */ public $canshu2; } /** * 任务模块 * @version * 1.0.0 Created at 2017-11-3. by --gwang * @author gwang (mail@wanggangzero.cn) * @copyright ? 2017-11-3, SJZ LoyalSoft Corporation & gwang. All rights reserved. */ class TaskProc { function procMain($req) { switch ($req->cmd) { case CmdCode::cmd_task_getInfo: # 6201 刷新任务状态 return TaskProc::GetTaskInfo($req); case CmdCode::cmd_task_getReward: # 6202 领取任务奖励 return TaskProc::GetTaskReward($req); case CmdCode::cmd_Task_setAttentionTask: # 6203 设置关注任务 return TaskProc::GetTaskInfo($req); default: return Err(ErrCode::cmd_err); } } /** * [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 isEditor() and $taskItem = new TaskInfo(); $taskItem = $userTask->taskListPlot->$taskId; my_Assert($taskItem->rewardGeted < 1, ErrCode::task_reward_geted); # 任务奖励尚未领取 $userTask->curTaskId = $taskId; return Resp::ok(); } /** * [6201]更新任务状态 * @param req $req */ static function GetTaskInfo($req) { // 刷新 // 返回 return Resp::ok($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 = $req->userInfo->game->task; # 根据任务类型分支不同任务容器 暂时未添加每日任务分支 my_Assert(StlUtil::dictHasProperty($userTask->taskListPlot, $taskId), ErrCode::task_no); #判断是否存在指定任务 isEditor() and $task = new TaskInfo(); $task = $userTask->taskListPlot->$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; $req->userInfo->game->task = $userTask; # 回存,理论上不用 return Resp::ok(array(// # 返回 "gold" => $req->userInfo->game->gold, "cash" => $req->userInfo->game->cash, "tili" => $req->userInfo->game->tili, "store" => $req->userInfo->game->store, "task" => $req->userInfo->game->task )); } // 每日任务, 自动刷新 // // // /** * 检查任务条件是否达成 * @param TaskParams $taskParam Description */ static function CheckTaskConditions($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 $task = new TaskInfo(); if (is_null($taskCfg->canshu1)) { $task->progress = 1; $bUpdate = true; continue; } $task->tag1 = max($task->tag1, $taskParam->canshu1); if ($taskCfg->canshu1 <= $taskParam->canshu1) { if (null == $taskCfg->canshu2 || 0 == $taskCfg->canshu2) { $bUpdate = true; $task->progress = 1; } else { if (is_numeric($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; $task->progress = 1; } } } } } // meiri if ($bUpdate) { Resp::addTag("isTaskUpdated", true); # 附加tag信息, 任务有更新 } } // // // // /** * 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 TaskParams(EnumTaskType::CommanderLevelUpTo, $newLvl); self::CheckTaskConditions($taskParam); } static function OnHeroLevelUp($heroMoId, $newLvl) { $taskParam = new TaskParams(EnumTaskType::HeroLevelUpTo, $heroMoId, $newLvl); self::CheckTaskConditions($taskParam); } static function OnHeroGradeUp($heroMoId, $newGrade) { $taskParam = new TaskParams(EnumTaskType::HeroGradeUpTo, $heroMoId, $newGrade); self::CheckTaskConditions($taskParam); } static function OnHeroSegmengNum($heroMoId, $num) { $taskParam = new TaskParams(EnumTaskType::HeroSegmentNumberTo, $heroMoId, $num); self::CheckTaskConditions($taskParam); } static function OnHeroUnlocSkill($heroMoId, $skillId) { $taskParam = new TaskParams(EnumTaskType::HeroSkillUnlock, $heroMoId, $skillId); self::CheckTaskConditions($taskParam); } static function OnPassGateN($gateId, $difficulty) { $taskParam = new TaskParams(EnumTaskType::PassGateN, $gateId, $difficulty); self::CheckTaskConditions($taskParam); } static function OnPassCarboN($gateId, $difficulty) { $taskParam = new TaskParams(EnumTaskType::passCarbonN, $gateId, $difficulty); self::CheckTaskConditions($taskParam); } static function OnPvPWinN($num) { $taskParam = new TaskParams(EnumTaskType::PvPWinNumberTo, $num); self::CheckTaskConditions($taskParam); } /** * * @param type $score */ static function OnPvPScoreN($score) { $taskParam = new TaskParams(EnumTaskType::PvPScoreTo, $score); self::CheckTaskConditions($taskParam); } /** * 玩家总战力值 * @param type $num */ static function OnUserFightPowerN($num) { $taskParam = new TaskParams(EnumTaskType::UserPowerTo, $num); self::CheckTaskConditions($taskParam); } /** * 玩家收集积分 * @param type $num */ static function OnUserCollectScoreN($num) { $taskParam = new TaskParams(EnumTaskType::UserCollectScoreTo, $num); self::CheckTaskConditions($taskParam); } // // // }