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); //---------------- 任务卡相关通讯 ----------------------------------------------- case CmdCode::cmd_taskCard_PlotFinish: # 6210 任务卡剧情对话 return self::PlotFinish($req); case CmdCode::cmd_taskCard_PlotExchangeTaskCard: # 6211 任务卡兑换奖励 return self::PlotExchangeTaskCard($req); case CmdCode::cmd_taskCard_PlotPresentTaskCard: # 6212 剧情赠送任务卡 return self::PlotPresetTaskCard($req); case CmdCode::cmd_taskCard_FinishAndReward: # 6213 任务卡完成,并即时结算 return self::ImmetRewardTaskCard($req); case CmdCode::cmd_taskCard_onKillMonster: # 6214 杀死怪物事件 return self::OnKillMonsterEvent($req); default: return Err(ErrCode::cmd_err); } } // // /** * [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) * @param req $req */ static function PlotFinish($req) { // 触发一下任务检查 list($gate_or_npc_id, $stage) = $req->paras; $bUpdate = self::OnPlotOver($gate_or_npc_id, $stage); return Resp::ok(array('store' => $req->userInfo->game->store, 'taskCardUpdate' => $bUpdate)); } /** * [6211] 任务卡-兑换奖励 * @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 * @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 * @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 * @param req $req */ static function OnKillMonsterEvent($req) { // 触发一下任务检查 list($monsterID, $num) = $req->paras; $bUpdate = self::OnKillMonster($monsterID, $num); return Resp::ok(array('store' => $req->userInfo->game->store, 'taskCardUpdate' => $bUpdate)); } // // // /** * [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 != $rewardCfg, ErrCode::err_const_no); # 防御: 常量丢失 my_Assert(!in_array($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 $ok = StoreProc::AddMultiItemInStore($req, $rewardCfg->reward); # 按照配置发放奖励 my_Assert($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" => $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 $taskItem = new Ins_TaskInfo($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" => $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 $userTask = new Info_UserTask($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 $task = new Ins_TaskInfo($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); $ok = StoreProc::AddMultiItemInStore($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); $task = new Ins_TaskInfo($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($taskCfg != null, ErrCode::err_const_no); Data_UserGame::Add_Exp($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 )); } /** * [6201]更新任务状态 * @param req $req */ static function GetTaskInfo($req) { return Resp::ok(array("task" => $req->userInfo->game->task)); } // /** * 重置每日任务 * @param Req $req */ static function ResetDailyTask($req) { $userTask = new Info_UserTask($req->userInfo->game->task); $userTask->resetDailyTask(); $req->userInfo->game->task = $userTask; } // // /** * 检查任务条件是否达成 * @param Ins_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 $task = new Ins_TaskInfo(-1); if ($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) { 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 Ins_TaskParams $taskParam Description */ static function CheckDailyTaskConditions($taskParam) { $bUpdate = false; $daily = req()->userInfo->game->task->taskListDaily; foreach ($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; } $task = new Ins_TaskInfo($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) { 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 Ins_TaskParams(EnumTaskType::CommanderLevelUpTo, $newLvl); self::CheckTaskConditions($taskParam); } /** * 英雄升级 * @param type $heroMoId * @param type $newLvl */ static function OnHeroLevelUp($heroMoId, $newLvl) { $taskParam = new Ins_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 Ins_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 Ins_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 Ins_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 Ins_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 Ins_TaskParams(EnumTaskType::passCarbonN, $gateId, $difficulty); self::CheckTaskConditions($taskParam); } /** * 竞技场胜利场次 * @param type $num */ static function OnPvPWinN($num) { $taskParam = new Ins_TaskParams(EnumTaskType::PvPWinNumberTo, $num); self::CheckTaskConditions($taskParam); } /** * 竞技场积分 * @param type $score */ static function OnPvPScoreN($score) { $taskParam = new Ins_TaskParams(EnumTaskType::PvPScoreTo, $score); self::CheckTaskConditions($taskParam); } /** * 玩家总战力值 * @param type $num */ static function OnUserFightPowerN($num) { $taskParam = new Ins_TaskParams(EnumTaskType::UserPowerTo, $num); self::CheckTaskConditions($taskParam); } /** * 玩家收集积分 * @param type $num */ static function OnUserCollectScoreN($num) { $taskParam = new Ins_TaskParams(EnumTaskType::UserCollectScoreTo, $num); self::CheckTaskConditions($taskParam); } // // // // // /** * 每日登陆 */ static function OnUserLogin() { $taskParam = new Ins_TaskParams(EnumTaskType::DailyLogin); self::CheckDailyTaskConditions($taskParam); } /** * 每日:英雄强化(升级或升阶)n次 */ static function OnHeroImprove() { $taskParam = new Ins_TaskParams(EnumTaskType::DailyHeroImprove); self::CheckDailyTaskConditions($taskParam); } /** * 每日:剧情关卡,胜利n次 */ static function OnPassGate() { $taskParam = new Ins_TaskParams(EnumTaskType::DailyGatesWin); self::CheckDailyTaskConditions($taskParam); } /** * 竞技场每日挑战,胜负均可 */ static function OnPvp() { $taskParam = new Ins_TaskParams(EnumTaskType::DailyPVP); self::CheckDailyTaskConditions($taskParam); } /** * 每日挑战,胜负均可 */ static function OnRankChalenge() { $taskParam = new Ins_TaskParams(EnumTaskType::DailyRankChalenge); self::CheckDailyTaskConditions($taskParam); } /** * 每日购买商品 */ static function OnShopping() { $taskParam = new Ins_TaskParams(EnumTaskType::DailyShopping); self::CheckDailyTaskConditions($taskParam); } // // // // // /** * 检查任务卡条件是否达成 * @param Ins_TaskParams $taskParam Description */ static function CheckTaskCardConditions($taskParam) { $bUpdate = false; $tasks = req()->userInfo->game->store->taskcards; foreach ($tasks as $tid => &$task) { $task = new Ins_TaskCard($task); $taskCfg = $task->mo(); # 获取任务卡配置数据 // 根据steptype类型区分下, 然后取任务步骤数据, 比对任务步骤的进度 if ($taskCfg->stepType == 1) { # 1串,2并 $taskSteps = $task->curSteps; # 任务步骤 $n = $task->curStepIndex; $taskStep = new Ins_TaskStep($taskSteps[$n]); $bUpdate = $taskStep->check($taskParam); if ($bUpdate) { NormalEventProc::OnTaskCardStep_Complete($task->typeId, $taskStep->typeId); $taskSteps[$n] = $taskStep; $task->curSteps = $taskSteps; $n++; if (count($task->curSteps) <= $n) { $task->state = 1; # 任务已完成 NormalEventProc::OnTaskCard_Finish($task->typeId, null); } else { $task->curStepIndex = $n; } } } else { # 并 foreach ($task->curSteps as $stp) { $tsp = new Ins_TaskStep($stp); $bUpdate = $tsp->check($taskParam); } } } if ($bUpdate) { UserProc::updateUserInfo(); } return $bUpdate; } static function OnKillMonster($monsterID, $num) { $taskParam = new Ins_TaskParams(EnumTaskType::KillMonster, $monsterID, $num); return self::CheckTaskCardConditions($taskParam); } /** * 获得道具 */ static function OnGainItem($itemId, $num) { $taskParam = new Ins_TaskParams(EnumTaskType::GainItem, $itemId, $num); self::CheckTaskCardConditions($taskParam); NormalEventProc::OnBag_new_Item($itemId, $num); } static function OnPlotOver($gate_or_npc_id, $stage) { $taskParam = new Ins_TaskParams(EnumTaskType::PlotOver, $gate_or_npc_id, "$stage"); return self::CheckTaskCardConditions($taskParam); } // // // }