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);
}
//
//
//
}