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);
default:
return Err(ErrCode::cmd_err);
}
}
/**
* [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 != $rewardCfg, ErrCode::err_const_no);
// 判断尚未领取
my_Assert(!in_array($num, $userTask->dailyActiveGetedRewardArr), ErrCode::task_reward_geted);
// 判断活跃点数足够
my_Assert($userTask->dailyActivePoint >= $num, ErrCode::task_activePoint_notenough);
// 按照配置发放奖励
$ok = StoreProc::AddMultiItemInStore($req, $rewardCfg->reward);
my_Assert($ok == ErrCode::ok, $ok); # 发放成功
// 添加领取记录
$userTask->dailyActiveGetedRewardArr[] = $num;
// 回存数据
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
));
}
/**
* [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
$taskItem = new TaskInfo($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));
}
/**
* [6201]更新任务状态
* @param req $req
*/
static function GetTaskInfo($req) {
// 刷新
// 返回
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
$userTask = new UserTaskInfo($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
$task = new TaskInfo($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);
$task = new TaskInfo($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($taskCfg != null, ErrCode::err_const_no);
UserGameModel::Add_Exp($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
));
}
// 每日任务, 自动刷新
//
/**
* 重置每日任务
* @param Req $req
*/
static function ResetDailyTask($req) {
$userTask = new UserTaskInfo($req->userInfo->game->task);
$userTask->resetDailyTask();
$req->userInfo->game->task = $userTask;
}
//
//
/**
* 检查任务条件是否达成
* @param TaskParams $taskParam Description
*/
static function CheckTaskConditions($taskParam) {
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 $task = new TaskInfo(-1);
if ($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 TaskParams $taskParam Description
*/
static function CheckDailyTaskConditions($taskParam) {
$bUpdate = false;
$req = req();
$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;
}
$task = new TaskInfo($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 TaskParams(EnumTaskType::CommanderLevelUpTo, $newLvl);
self::CheckTaskConditions($taskParam);
}
/**
* 英雄升级
* @param type $heroMoId
* @param type $newLvl
*/
static function OnHeroLevelUp($heroMoId, $newLvl) {
$taskParam = new TaskParams(EnumTaskType::HeroLevelUpTo, $heroMoId, $newLvl);
self::CheckTaskConditions($taskParam);
}
/**
* 英雄升阶
* @param type $heroMoId
* @param type $newGrade
*/
static function OnHeroGradeUp($heroMoId, $newGrade) {
$taskParam = new TaskParams(EnumTaskType::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 TaskParams(EnumTaskType::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 TaskParams(EnumTaskType::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 TaskParams(EnumTaskType::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 TaskParams(EnumTaskType::passCarbonN, $gateId, $difficulty);
self::CheckTaskConditions($taskParam);
}
/**
* 竞技场胜利场次
* @param type $num
*/
static function OnPvPWinN($num) {
$taskParam = new TaskParams(EnumTaskType::PvPWinNumberTo, $num);
self::CheckTaskConditions($taskParam);
}
/**
* 竞技场积分
* @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);
}
//
//
//
//
//
/**
* 每日登陆
*/
static function OnUserLogin() {
$taskParam = new TaskParams(EnumTaskType::DailyLogin);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日:英雄强化(升级或升阶)n次
*/
static function OnHeroImprove() {
$taskParam = new TaskParams(EnumTaskType::DailyHeroImprove);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日:剧情关卡,胜利n次
*/
static function OnPassGate() {
$taskParam = new TaskParams(EnumTaskType::DailyGatesWin);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 竞技场每日挑战,胜负均可
*/
static function OnPvp() {
$taskParam = new TaskParams(EnumTaskType::DailyPVP);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日挑战,胜负均可
*/
static function OnRankChalenge() {
$taskParam = new TaskParams(EnumTaskType::DailyRankChalenge);
self::CheckDailyTaskConditions($taskParam);
}
/**
* 每日购买商品
*/
static function OnShopping() {
$taskParam = new TaskParams(EnumTaskType::DailyShopping);
self::CheckDailyTaskConditions($taskParam);
}
//
//
}