cmd) { case CmdCode::cmd_task_getInfo: # 6201 刷新任务状态 return TaskProc::GetTaskInfo(); // case CmdCode::cmd_task_getReward: # 6202 领取任务奖励 // return TaskProc::GetTaskReward(); // case CmdCode::cmd_Task_setAttentionTask: # 6203 设置关注任务 // return TaskProc::setAttentionTask(); case CmdCode::cmd_Task_getActiveReward: # 6204 领取日常任务活跃度阶段奖励 return TaskProc::getActiveReward(); //---------------- 任务卡相关通讯 ----------------------------------------------- case CmdCode::cmd_taskCard_PlotFinish: # 6210 任务卡剧情对话 return self::PlotFinish(); // 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(); case CmdCode::cmd_taskCard_active: # 6215 激活任务卡 return self::OnTaskCard_active(); case CmdCode::cmd_taskCard_reward: # 6216 领取任务卡奖励 return self::OnTaskCard_reward(); case CmdCode::cmd_taskCard_info: # 6217 任务卡 - 更新信息 return self::OnTaskCard_GetInfo(); case CmdCode::cmd_taskCard_StepActionDone: # 6218 任务步骤 - start/finish action done return self::OnTaskCard_StepActionDone(); case CmdCode::cmd_Task_setTracingCard: # 6219 设置当前追踪的任务卡 return TaskProc::SetTracingCard(); case CmdCode::cmd_task_StepFallBack: # 6220 任务步骤回撤重置 return TaskProc::OnTaskStep_FallBack(); // -------------- 任务卡商城 ----------------------------- case CmdCode::cmd_taskcard_shop_open: # 6231 任务卡商店 - 开启 return self::OnTaskCardShopOpen(); case CmdCode::cmd_taskcard_shop_buy: # 6232 任务卡商店 - 购买 return self::OnTaskCardShopBuy(); case CmdCode::cmd_taskcard_shop_refresh: # 6233 任务卡商店 - 手动刷新 return self::OnTaskCardShopRefresh(); default: return Err(ErrCode::cmd_err); } } // /** * [6231] 任务卡商店 - 开启 */ static function OnTaskCardShopOpen() { $userInfo = ctx(); 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 $arr = self::FilterPrizepool($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 $userInfo->taskCardShop->selled = array(); ctx($userInfo); UserProc::updateUserInfo(); # 回写玩家数据 } return Resp::ok(array('taskCardShop' => $userInfo->taskCardShop)); # 返回最新任务卡列表 } /** * [6232] 任务卡商店 - 购买 */ static function OnTaskCardShopBuy() { list($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 = ctx(); $userInfo->taskCardShop = new Info_TaskCard_Shop($userInfo->taskCardShop); my_Assert(!in_array($typeId, $userInfo->taskCardShop->selled), ErrCode::taskCard_selled); switch ($shopItemMo->pricetype) { case 0: # 人民币 Err(ErrCode::err_method_notimplement); // my_Assert(Data_UserGame::Consume_Cash($userInfo->baseInfo, $shopItemMo->price), ErrCode::notenough_cash_msg); # 扣除费用 break; case 1: # 钻石 my_Assert($userInfo->base()->Consume_Cash($shopItemMo->price), ErrCode::notenough_cash_msg); # 扣除费用 break; case 2: # 金币 my_Assert($userInfo->base()->Consume_Gold($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); # 添加任务卡到背包 StoreProc::PutOverlyingItemInStore($typeId, $num); # 直接进包裹items StatisticsProc::TargetStatistics(Enum_TargetStatistics::shopTaskId_BuyUserNum, $typeId); $userInfo->taskCardShop->selled[] = $typeId; # 添加售罄记录 UserProc::updateUserInfo(); self::OnBuyTaskCard($num); # 监控购买任务卡的任务卡[・_・?] return Resp::ok(array( 'gold' => ctx()->baseInfo->gold, 'cash' => ctx()->baseInfo->cash, 'store' => ctx()->store)); # 返回成功 } /** * [6233] 任务卡商店 - 手动刷新 */ public static function OnTaskCardShopRefresh() { $cost = GameConfig::globalsettings()->TaskCardShop_Refresh_Cash; # 消耗 $userInfo = ctx(); // var_dump(Data_UserGame::Consume_Cash($userInfo->baseInfo, $cost)); my_Assert($userInfo->base()->Consume_Cash($cost), ErrCode::notenough_cash_msg); # 扣除费用 // 刷新任务卡 $arr = (array) GameConfig::taskcard_shop(); # 奖池配置 $arr = self::FilterPrizepool($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 $userInfo->taskCardShop->selled = array(); ctx($userInfo); UserProc::updateUserInfo(); # 回写玩家数据 return Resp::ok(array( 'gold' => ctx()->baseInfo->gold, 'cash' => ctx()->baseInfo->cash, 'taskCardShop' => $userInfo->taskCardShop)); # 返回最新任务卡列表 } /** * 过滤奖池 * @param array $arr 奖池 */ static function FilterPrizepool($arr) { $ret = array_filter($arr, function ($value) { return(ctx()->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; $i++; } } # for end return ErrCode::ok; } // // // // // /** * [6210]剧情对话-触发任务卡结束条件检测(中间某个step结束,进入下一个step) */ static function PlotFinish() { list($gate_or_npc_id, $stage) = req()->paras; $bUpdate = self::OnPlotOver($gate_or_npc_id, $stage); # 触发一下任务检查,更新任务状态 $arr = GameConfig::plot_getItem($gate_or_npc_id, $stage); # 查找对应的剧情 my_Assert(isset($arr), ErrCode::err_const_no); # 常量存在 foreach ($arr as $plot) { isEditor() and $plot = new \sm_plot(); if (!empty($plot->presentItem)) { if (strtolower($plot->presentItem) == strtolower("unlockBuild")) { # 特殊处理, 剧情中解锁建筑 ctx()->privateState->unlockedBuild[] = $plot->presentEffect; # 添加解锁记录 if ($plot->presentEffect == 1000) { $college = new Info_College(); $college->setFunUnluckTs(); } StatisticsProc::TargetStatistics(Enum_TargetStatistics::unlockbuidId, $plot->presentEffect); NormalEventProc::OnUnlockBuild($plot->presentEffect); # 插入解锁事件 } else if (strtolower($plot->presentItem) == strtolower("rename")) {# 改名 // 跳过特殊字符串 } else if (strtolower($plot->presentItem) == strtolower("zhaohuanyanling")) { // 跳过特殊指令 } else { # 普通奖励 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]); } } UserProc::updateUserInfo(); return Resp::ok(array('store' => ctx()->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' => $req->userInfo->game->store, 'taskCardUpdate' => true)); # 返回值更新背包 // } // /** * [6214] 任务卡 - 杀死怪物事件 */ static function OnKillMonsterEvent() { // 触发一下任务检查 list($monsterID, $num) = req()->paras; $bUpdate = self::OnKillMonster($monsterID, $num); return Resp::ok(array('store' => ctx()->store, 'taskCardUpdate' => $bUpdate)); } /** * [6215] 任务卡 - 激活任务卡 */ static function OnTaskCard_active() { list($taskCardUID) = req()->paras; # 提取参数: 任务卡实例id $store = ctx()->store; # 快速访问store my_Assert(StlUtil::dictHasProperty($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, ErrCode::taskCard_active_max); # 激活数量上限 $taskCard->state = Enum_TaskCardStateType::ing; NormalEventProc::OnTaskCard_Actived($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(); } // $tsp->doStartAct(); } if ($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 = $taskCard; self::autoRecoverTaskTracingState(); # 更新任务追踪. UserProc::updateUserInfo(); # 回存玩家数据 return Resp::ok(array( 'priv' => ctx()->privateState, 'store' => ctx()->store )); # 返回值更新背包 } static function FindSameIngCard($typeId) { $cardDic = ctx()->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 = ctx()->store->taskcards; $num = 0; array_walk($cardDic, function ($inst) use (&$num) { // $inst = new Ins_TaskCard($inst); if ($inst->state == Enum_TaskCardStateType::ing # && GameConfig::item_taskcard_getItem($inst->typeId)->type != 3) { $num++; } }); return $num; } /** * [6216] 任务卡 - 领取任务卡奖励 */ static function OnTaskCard_reward() { // 销毁任务卡, 发放奖励 list($taskCardUID) = req()->paras; $store = ctx()->store(); # 快速访问store my_Assert(StlUtil::dictHasProperty($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->IsFinish(), ErrCode::task_progress_not_complete); # 任务卡尚未完成 my_Assert($taskCard->state < 4, ErrCode::task_reward_geted); # 奖励已经领取过了 foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务 $tsp = new Ins_TaskStep($tsp); if ($tsp->mo()->cmd == Enum_TaskCmdType::GainItem) { # 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 == $ok, ErrCode::taskCard_gainItem_no); } } if (strlen($taskCard->mo()->reward) > 0) { # 防御奖励串为空 StoreProc::AddMultiItemInStore($taskCard->mo()->reward); # 发放奖励 } if ($taskCard->mo()->exp > 0) { # 任务卡增加了指挥官经验 ctx()->base()->Add_Exp($taskCard->mo()->exp); # 加指挥官经验 } $taskCard->state = Enum_TaskCardStateType::drawed; //2021-3-4 $college = ctx()->college(); $college->modifyTaskCardState($taskCard->typeId, Enum_TaskCardStateType::drawed); ctx()->college = $college; $store->taskcards->$taskCardUID = $taskCard; # 回写任务数据 self::checkHandOverDailyTask(); #检测每次任务中的交付任务是否需要挂载了 NormalEventProc::OnTaskCard_Reward($taskCard->mo()->reward, null); # 带入事件 self::OnFinishTaskCard($taskCard); # 触发检查任务卡的任务卡[・_・?] if (!empty($taskCard->mo()->newTaskCard)) { # 下一个任务卡存在 StoreProc::PutTaskCardInStore($taskCard->mo()->newTaskCard); # 放卡入背包 } if ($taskCard->mo()->type == 2) { // 日常任务卡,不移除 } else { StlUtil::dictRemove($store->taskcards, $taskCardUID); # 移除任务卡 } self::autoRecoverStateMissions(); # 重新更新其它状态类的任务卡 self::autoRecoverTaskTracingState(); # 更新任务追踪. StatisticsProc::SelfTaskDataCollect($taskCard->typeId); #统计自己的任务完成情况 StatisticsProc::TaskDataCollect($taskCard->typeId); #统计最新任务 if ($taskCard->mo()->type == 1) {//主线 StatisticsProc::TargetStatistics(Enum_TargetStatistics::mainTaskId_ComUserNum, $taskCard->typeId); } if ($taskCard->mo()->type == 4) {//悬赏 StatisticsProc::TargetStatistics(Enum_TargetStatistics::shopTaskId_ComUserNum, $taskCard->typeId); } if ($taskCard->mo()->type == 2) {//日常 StatisticsProc::TargetStatistics(Enum_TargetStatistics::dailyTaskId_ComUserNum, $taskCard->typeId); } if ($taskCard->mo()->type == 3) {//圣哲 StatisticsProc::TargetStatistics(Enum_TargetStatistics::collegeTaskId_ComUserNum, $taskCard->typeId); } ctx()->college->addScore($taskCard->mo()->score); #圣哲学院的任务是有积分累计的 UserProc::updateUserInfo(); # 回存玩家数据 return Resp::ok(array( 'gold' => ctx()->baseInfo->gold, 'cash' => ctx()->baseInfo->cash, 'lvl' => ctx()->baseInfo->level, 'store' => ctx()->store, 'priv' => ctx()->privateState, 'college' => ctx()->college,)); # 返回值更新背包 } static function checkHandOverDailyTask() { if (ctx()->store->dailyTask_HandOver > 0) { return; } $taskcards = ctx()->store->taskcards; $list = explode(',', glc()->dailyTask_HandOver); // if(in_array($taskcards->$taskCardUID->typeId, $list)){ // ctx()->store->dailyTask_HandOver = 1; // return; // } $num = 0; $handOverTask = 0; foreach ($taskcards as $uid => $task) { $mo = GameConfig::item_taskcard_getItem($task->typeId); if ($mo->type == 2) { if (in_array($task->typeId, $list)) { $handOverTask = 1; } if ($task->state == 4) { $num += 1; } } } if($num>=4 && $handOverTask == 0){//每日任务全部完成,挂载每日任务--交付任务 ctx()->store->dailyTask_HandOver = 1; $count = count($list); $rand = rand(0,$count-1); StoreProc::PutTaskCardInStore($list[$rand]); } } /** * [6217] 任务卡 - 更新信息 */ static function OnTaskCard_GetInfo() { return Resp::ok(array('store' => ctx()->store)); # 返回值更新背包 } /** * [6218] 任务步骤 - start/finish Action done */ static function OnTaskCard_StepActionDone() { list($taskCardUID, $stepTypeId, $actType) = req()->paras; # 参数提取,卡uid,步骤类型id,actType: 1:start,2:finish. $store = ctx()->store; # 快速访问store my_Assert(StlUtil::dictHasProperty($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->typeId == $stepTypeId) { # 找到指定步骤 if ($actType == 1) { $tsp->doStartAct(); } else if ($actType == 2) { $tsp->doFinishAct(); } } } $store->taskcards->$taskCardUID = $taskCard; UserProc::updateUserInfo(); return Resp::ok(array('store' => ctx()->store)); # 返回值更新背包 } /** * [6219] 设置当前追踪的任务卡 */ static function SetTracingCard() { // (探索任务暂不开发) $pri = ctx()->privateData(); # 私有数据 // 设置追踪 list($cardType, $cardUID) = req()->paras; # 参数: 任务标签类型(1:主线;2:日程;3:圣哲;4:商店), 任务卡id. my_default_Obj($pri->taskCardTracing); # 确保 tracing数据结构是否完整. $pri->taskCardTracing->$cardType = $cardUID; # 更新tracing数据. UserProc::updateUserInfo(); # 回存 return Resp::ok($pri->taskCardTracing); # 返回成功 } /** * [6220] 任务步骤 - 回撤 */ static function OnTaskStep_FallBack() { // 遍历检查是否有任务步骤需要回撤 $taskCards = ctx()->store->taskcards; # 快速访问store foreach ($taskCards as $uid => &$card) { # 加了&符号,理论上就能直接修改原始元素 $card = new Ins_TaskCard($card); # 任务卡对象 $fallbackID = 0; $stepArr = array(); foreach ($card->curSteps as &$tsp) { # 初期里面只有一个任务 $tsp = new Ins_TaskStep($tsp); if (!$tsp->isFinish() && $tsp->mo()->fallback > 0) { # 找到需要回撤的步骤,删除此步骤 $fallbackID = $tsp->mo()->fallback; } else { $stepArr[] = $tsp; } } foreach ($stepArr as &$tsp) { # 回撤上一步的进度 if ($tsp->typeId == $fallbackID) { $tsp->cur = 0; NormalEventProc::OnTaskCardStep_Process($card->uid, $tsp->typeId); # 任务进度更新 } } $card->curSteps = $stepArr; # 更新任务步骤集合 } ctx()->store->taskcards = $taskCards; # 更新任务卡 UserProc::updateUserInfo(); return Resp::ok(); } // // // /** * [6204] 领取日常任务活跃度阶段奖励 */ static function getActiveReward() { list($num) = req()->paras; # 提取参数: 领奖的阶段 $userTask = ctx()->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 $ok = StoreProc::AddMultiItemInStore($rewardCfg->reward); # 按照配置发放奖励 my_Assert($ok == ErrCode::ok, $ok); # 发放成功 $userTask->dailyActiveGetedRewardArr[] = $num; # 添加领取记录 UserProc::updateUserInfo(); # 回存数据 return Resp::ok(array(// # 返回 "gold" => ctx()->baseInfo->gold, "cash" => ctx()->baseInfo->cash, "tili" => ctx()->baseInfo->tili, "store" => ctx()->store, "task" => ctx()->task )); } /** * [6203] 设置关注任务 * @deprecated since version 0 废弃,替换为6219.(2021.9.26) */ static function setAttentionTask() { // list($taskId) = req()->paras; // $userTask = ctx()->task; // // my_Assert(StlUtil::dictHasProperty($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" => ctx()->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? * @deprecated since version 0 已经更换为领取任务卡奖励. */ static function GetTaskReward() { // list($taskId) = req()->paras; # 提取参数: 任务id // $userTask = new Info_UserTask(ctx()->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); // $ok = StoreProc::AddMultiItemInStore($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(ctx()->baseInfo, $taskCfg->exp); # 发放任务奖励 // ctx()->base()->Add_Exp($taskCfg->exp); # 发放指挥官经验 // $userTask->dailyActivePoint += $taskCfg->activePoint; // $task->rewardGeted = 1; // $userTask->taskListDaily->$taskId = $task; # 回存下 // break; // default: // break; // } // // ctx()->task = $userTask; # 回存 // UserProc::updateUserInfo(); // return Resp::ok(array(// # 返回 // "gold" => ctx()->baseInfo->gold, // "cash" => ctx()->baseInfo->cash, // "tili" => ctx()->baseInfo->tili, // "store" => ctx()->store, // "task" => ctx()->task // )); } /** * [6201]更新任务状态 */ static function GetTaskInfo() { self::autoRecoverStateMissions(); # 重新更新其它状态类的任务卡 return Resp::ok(array("task" => ctx()->task)); } // /** * 每天重置日常任务. */ static function ResetDailyTaskCards() { $lv = glc()->DailyTaskLevelLimitLock; if(ctx()->baseInfo->level< $lv){ return; } // var_dump("重置日常任务卡"); $store = ctx()->store(true); my_default_Obj($store->taskcards); $store->dailyTask_HandOver = 0; $dailyCards = new \stdClass(); foreach (GameConfig::item_taskcard() as $id => $cardMo) { isEditor() and $cardMo = new \sm_item_taskcard(); if ($cardMo->type == 2) { # 1:主线;2:日程;3:圣哲;4:商店 $dailyCards->$id = $cardMo; } } $dailyCards = (array) $dailyCards; ksort($dailyCards); foreach ($dailyCards as $id => $cardMo) { foreach ($store->taskcards as $uid => $card) { $cardVo = new Ins_TaskCard($card); if ($cardVo->typeId == $id) { # 找到对应的实例. unset($store->taskcards->$uid); # 删除昨日未完成日常 } } } ctx()->store = $store; $pri = ctx()->privateData(); # 私有数据 $cardType = 2; # 日常任务,设置追踪 my_default_Obj($pri->taskCardTracing); # 确保 tracing数据结构是否完整. $commonTaskList = explode(',', glc()->dailyTask_Common); if (count($commonTaskList) < 4) { // 再遍历一遍, 添加今日日常任务. rsort($commonTaskList); $cid = 0; foreach ($commonTaskList as $id) { $cid = StoreProc::PutTaskCardInStore($id); # 添加任务卡到背包 } $pri->taskCardTracing->$cardType = $cid; # 更新tracing数据 } else { $tempCid = 0; $count = count($commonTaskList); $temp = array(); while (true) { $num = rand(0, $count - 1); if (in_array($num, $temp)) { continue; } $index = 0; foreach ($commonTaskList as $id) { if ($index >= $num) { $cid = StoreProc::PutTaskCardInStore($id); # 添加任务卡到背包 if ($tempCid == 0) { $tempCid = $cid; } break; } $index += 1; } $temp[] = $num; if (count($temp) >= 4) { break; } } $pri->taskCardTracing->$cardType = $tempCid; # 更新tracing数据 } UserProc::updateUserInfo(); # 回存数据.(不管从哪里调用的, 更新肯定没错.) } /** * 重置每日任务 * @deprecated since version 0 已废弃,换用任务卡接口. (2021.9.26) */ static function ResetDailyTask() { return; // $userTask = new Info_UserTask(ctx()->task); // $userTask->resetDailyTask(); // ctx()->task = $userTask; } // // /** * 检查任务条件是否达成 * @param Ins_TaskParams $taskParam Description * @deprecated since version 0 已废弃,换用taskcard. */ static function CheckTaskConditions($taskParam) { return; //// var_dump($taskParam); // $bUpdate = false; // foreach (ctx()->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) { // CornerSignEventProc::OnTask_Plot_new(); // } } /** * 检查任务条件是否达成 * @param Ins_TaskParams $taskParam Description * @deprecated since version 0 已废弃,换用taskcard */ static function CheckDailyTaskConditions($taskParam) { return; // $bUpdate = false; // $daily = ctx()->task->taskListDaily; // foreach ($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) { // CornerSignEventProc::OnTask_Daily_new(); // } } // // // // /** * 神庙抽奖 */ static function OnTempleLottery() { // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::TempleLottery); // self::CheckTaskConditions($taskParam); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::TempleLottery, Enum_PropelType::set, 1, array()); self::CheckTaskCardConditions($taskEventArg); } /** * 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); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::CommanderLevelUpTo, Enum_PropelType::set, $newLvl, array($newLvl)); self::CheckTaskCardConditions($taskEventArg); } /** * 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); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroLevelUpTo, Enum_PropelType::set, $newLvl, array($heroMoId)); self::CheckTaskCardConditions($taskEventArg); } /** * 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(); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroGradeUpTo, Enum_PropelType::set, 1, array()); self::CheckTaskCardConditions($taskEventArg); } /** * 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); } /** * 英雄穿上武器 * @param type $heroMoid * @param type $weaponMoId */ static function OnHeroWearWeapon($heroMoid, $weaponMoId) { $weapMO = GameConfig::item_base_getItem($weaponMoId); my_Assert($weapMO, ErrCode::err_const_no); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearupWeapon_quality, Enum_PropelType::set, 1, array($heroMoid, $weapMO->quality)); self::CheckTaskCardConditions($taskEventArg); } /** * 英雄装备言灵 * @param type $heroMoid * @param type $weaponMoId */ static function OnHeroWearYanling($heroMoid, $yanlingMoId) { $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearupYanling, Enum_PropelType::set, 1, array($heroMoid, $yanlingMoId)); self::CheckTaskCardConditions($taskEventArg); # 检查装备言灵任务 $ylmo = GameConfig::item_base_getItem($yanlingMoId); my_Assert(null != $ylmo, ErrCode::err_const_no); $taskEventArg2 = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearUpXYanlingWithQualityN, Enum_PropelType::add, 1, array($ylmo->quality)); self::CheckTaskCardConditions($taskEventArg2); # 检查装备x个n品质言灵任务 } /** * 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(); // var_dump("通关剧情检测 $gateId $difficulty"); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassGateN, Enum_PropelType::set, 1, array($gateId, $difficulty)); self::CheckTaskCardConditions($taskEventArg); } /** * 通关材料副本第n层 * @param type $gateId * @param type $level */ static function OnPassMaterialCarbonN($gateId, $level) { $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassMaterialCarbonN, Enum_PropelType::set, 1, array($gateId, $level)); self::CheckTaskCardConditions($taskEventArg); } /** * 通关无尽塔副本关卡 * @param type $gateId * @param type $difficulty 层数 */ static function OnPassEndlessCarboN($gateId, $difficulty) { // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::passEndlessCarbonN, $gateId, $difficulty); // self::CheckTaskConditions($taskParam); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::passEndlessCarbonN, Enum_PropelType::set, 1, array($gateId, $difficulty)); // var_dump($taskEventArg); self::CheckTaskCardConditions($taskEventArg); } /** * 完成一次boss战胜利 * @param type $gateId */ static function OnPassWorldBoss($gateId) { // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PassWorldBoss, $gateId); // self::CheckTaskConditions($taskParam); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassWorldBoss, Enum_PropelType::set, 1, array($gateId)); // var_dump($taskEventArg); self::CheckTaskCardConditions($taskEventArg); // $taskEventArgDaily = new Ins_TaskEventArgs(Enum_TaskCmdType::DailyBossChallenge, Enum_PropelType::add, 1, array($gateId)); // var_dump($taskEventArgDaily); self::CheckTaskCardConditions($taskEventArgDaily); } /** * 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); } // // // // // // static function Upate /** * 每日登陆 */ static function OnUserLogin() { $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyLogin); self::CheckDailyTaskConditions($taskParam); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::DailyLogin, Enum_PropelType::set, 1, array()); self::CheckTaskCardConditions($taskEventArg); # 检查日常任务 } /** * 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); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::DailyHeroImprove, Enum_PropelType::inc, 1, array()); self::CheckTaskCardConditions($taskEventArg); # 检查日常任务 } /** * 每日:剧情关卡,胜利n次 */ static function OnPassGate() { $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyGatesWin); self::CheckDailyTaskConditions($taskParam); $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::DailyGatesWin, Enum_PropelType::inc, 1, array()); self::CheckTaskCardConditions($taskEventArg); # 检查日常任务 } /** * 竞技场每日挑战,胜负均可 */ static function OnPvp() { $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyPVP); self::CheckDailyTaskConditions($taskParam); self::CheckTaskCardConditions($taskParam); } /** * 每日挑战,胜负均可 */ static function OnRankChalenge() { $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyRankChalenge); self::CheckDailyTaskConditions($taskParam); self::CheckTaskCardConditions($taskParam); } /** * 每日购买商品 */ static function OnShopping() { $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyShopping); self::CheckDailyTaskConditions($taskParam); self::CheckTaskCardConditions($taskParam); } // // // // // /** * 自动修正任务追踪信息 */ static function autoRecoverTaskTracingState() { $tasks = ctx()->store->taskcards; $pri = ctx()->privateData(); for ($tp = 1; $tp < 5; $tp++) { if (StlUtil::dictHasProperty($pri->taskCardTracing, $tp)) { $curId = $pri->taskCardTracing->$tp; } else { $curId = 0; } //$curId = my_null_default($pri->taskCardTracing->$tp, 0); # 当前追踪中的任务卡id $needRefresh = false; if ($curId > 0) { # 存在任务卡 if (CommUtil::isPropertyExists($tasks, $curId)) { $curTask = new Ins_TaskCard($tasks->$curId); if ($curTask->state >= 4) { # 任务卡已经被领取奖励, 尝试刷新 $needRefresh = true; } } else { # 任务卡已经被删除, 尝试刷新 $needRefresh = true; } } else { # 没有追踪目标, 尝试刷新 $needRefresh = true; } if ($needRefresh) { $ok = false; foreach ($tasks as $tid => &$task) { $task = new Ins_TaskCard($task); if ($task->mo()->type == $tp) { if ($task->state >= 4) { continue; } $pri->taskCardTracing->$tp = $tid; $ok = true; break; } } if (!$ok) { # 没有找到合适的追踪对象 $pri->taskCardTracing->$tp = 0; # 删除所有追踪(剩余任务已经全部完成了) } ctx()->store->taskcards = $tasks; ctx()->privateState = $pri; } } } /** * 自动修复状态型任务 */ static function autoRecoverStateMissions() { $tasks = ctx()->store->taskcards; foreach ($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 || $task->state == Enum_TaskCardStateType::finish) { foreach ($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 } } } } Clog::info("更新状态统计类的任务卡!"); ctx()->store->taskcards = $tasks; } /** * 检查任务卡条件是否达成 * @param Ins_TaskEventArgs $taskParam Description */ static function CheckTaskCardConditions($taskParam) { $bUpdate = false; $tasks = ctx()->store->taskcards; foreach ($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()) { NormalEventProc::OnTaskCardStep_Complete($task->uid, $tsp->typeId); # 广播任务步骤完成事件 // $tsp->doFinishAct(); } } } if ($task->IsFinish()) { # 检查后添加后续任务 $arr = array(); foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务 $tsp = new Ins_TaskStep($tsp); if (strlen($tsp->mo()->next) > 0) { # 有后续任务 $arr = array_merge($arr, explode(',', $tsp->mo()->next)); # 累加下一个任务步骤 } } foreach ($arr as $stpid) { # 轮询添加后续任务 if ($stpid > 0) { $task->AddStep($stpid); # 将后续任务追加到任务列表中 } } } 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 } } if ($bUpdate) { # 带回数据到客户端 ctx()->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)); self::CheckTaskCardConditions($taskParam); } /** * 对话完成 * @param type $gate_or_npc_id * @param type $stage * @return type */ static function OnPlotOver($gate_or_npc_id, $stage) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::PlotOver, Enum_PropelType::set, 1, array($gate_or_npc_id, "$stage")); self::CheckTaskCardConditions($taskParam); } /** * 购买n张任务卡(非特定) * @param type $_num * @return type */ static function OnBuyTaskCard($_num = 1) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::BuyTaskCard_Num, Enum_PropelType::add, $_num, array()); self::CheckTaskCardConditions($taskParam); } /** * 完成任务卡(不指定) 这是要造检查任务卡的任务卡[・_・?] * @param Ins_TaskCard $taskCard */ static function OnFinishTaskCard($taskCard) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishTaskCard_noID, Enum_PropelType::set, 1, array()); self::CheckTaskCardConditions($taskParam); $cardBase = GameConfig::item_base_getItem($taskCard->mo()->typeId); $taskParam2 = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishXCardWithQualityN, Enum_PropelType::add, 1, array($cardBase->quality)); self::CheckTaskCardConditions($taskParam2); if ($taskCard->mo()->cardType == "言灵") { $taskParam3 = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishXYanlingCardAboutQualityN, Enum_PropelType::add, 1, array($cardBase->quality)); self::CheckTaskCardConditions($taskParam3); } } /** * 领取系统邮件奖励 * @param type $mailId 指定邮件id * @return type */ static function OnDrawSysMail($mailId) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::DrawSysMail_ID, Enum_PropelType::set, 1, array($mailId)); self::CheckTaskCardConditions($taskParam); } /** * 言灵升级 * @param type $yanlingType * @param type $level * @return type */ static function OnYanlingLevelUp($yanlingType, $level) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::AnyYanlingLevelUp, Enum_PropelType::set, 1, array($yanlingType, $level)); self::CheckTaskCardConditions($taskParam); } /** * 言灵升星(突破) * @param type $newStar */ static function OnYanlingStarUp($newStar) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::UpgradeXYanlingToNStar, Enum_PropelType::add, 1, array($newStar)); self::CheckTaskCardConditions($taskParam); } static function OnWeaponUpgrade() { } /** * 武器突破 * @param type $newStar */ static function OnWeaponStarUp($newStar) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::UpgradeXWeaponToNStar, Enum_PropelType::add, 1, array($newStar)); self::CheckTaskCardConditions($taskParam); } /** * 领取任意一个学院课程下的任意一个任务(num:1,paras[])(学院界面) */ static function OnGetSchoolTask() { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::GetSchoolTask, Enum_PropelType::set, 1, array()); self::CheckTaskCardConditions($taskParam); } /** * 完成任意一个学院课程下的任意一张任务卡(num:1,paras:[])(学院界面) */ static function OnFinishSchoolTask() { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishSchoolTask, Enum_PropelType::set, 1, array()); self::CheckTaskCardConditions($taskParam); } /** * 完成指课程的全部任务(num:1,paras:[courseId])(学院界面) * @param int $courseId 课程id */ static function OnFinishAllSchoolTaskOfGrade($courseId) { $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishAllSchoolTaskOfGrade, Enum_PropelType::set, 1, array($courseId)); self::CheckTaskCardConditions($taskParam); } // // // }