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);
}
//
//
//
}