Ins_TaskStep.php 7.8 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 任务步骤, 用于任务卡功能(三组合一)
  5. * @author gwang(wanggangzero@qq.com)
  6. */
  7. class Ins_TaskStep extends Object_ext {
  8. /**
  9. * @var type 查询用的id
  10. */
  11. public $typeId = 0;
  12. /**
  13. * @var int 计数器
  14. */
  15. public $cur = 0;
  16. /**
  17. * @return \sm_task_step mo 获取对应的模板数据
  18. */
  19. public function mo() {
  20. $mo = GameConfig::task_step_getItem($this->typeId);
  21. my_Assert(null != $mo, ErrCode::err_const_no);
  22. return $mo;
  23. }
  24. /**
  25. * @return int 计数最大值
  26. */
  27. public function max() {
  28. return $this->mo()->num;
  29. }
  30. /**
  31. * @return string[] 参数数组
  32. */
  33. private function paras() {
  34. return explode(',', $this->mo()->paras);
  35. }
  36. /**
  37. * @return float 当前进度
  38. */
  39. public function progress() {
  40. return $this->cur / $this->max();
  41. }
  42. /**
  43. * 是否完成
  44. * @return bool
  45. */
  46. public function isFinish() {
  47. return $this->cur >= $this->max();
  48. }
  49. /**
  50. * 执行任务完成事件
  51. */
  52. public function doFinishAct() {
  53. if ($this->mo()->finishact > 0) {
  54. $act = GameConfig::eventAction_getItem($this->mo()->finishact);
  55. my_Assert($act, ErrCode::err_const_no);
  56. switch ($act->cmd) {
  57. case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
  58. case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
  59. break;
  60. case Enum_EventActionType::UnlockBuild: # 解锁建筑
  61. req()->userInfo->game->privateState->unlockedBuild[] = $act->parameters;
  62. break;
  63. }
  64. }
  65. }
  66. /**
  67. * 执行任务开始事件
  68. */
  69. public function doStartAct() {
  70. if ($this->mo()->startact > 0) {
  71. $act = GameConfig::eventAction_getItem($this->mo()->startact);
  72. my_Assert($act, ErrCode::err_const_no);
  73. switch ($act->cmd) {
  74. case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
  75. case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
  76. break;
  77. case Enum_EventActionType::UnlockBuild: # 解锁建筑
  78. req()->userInfo->game->privateState->unlockedBuild[] = $act->parameters;
  79. NormalEventProc::OnUnlockBuild($act->parameters);
  80. break;
  81. }
  82. }
  83. }
  84. /**
  85. * 构造函数
  86. * @param type $args
  87. */
  88. public function __construct($args) {
  89. if (isInt($args)) {
  90. $this->typeId = $args;
  91. } else {
  92. parent::__construct($args);
  93. }
  94. }
  95. /**
  96. * 是否状态型任务
  97. * @param type $cmd
  98. */
  99. function isStatusType() {
  100. return $this->mo()->cmd == Enum_TaskCmdType::GainItem # 获取道具
  101. || $this->mo()->cmd == Enum_TaskCmdType::HeroLevelUpTo # 提升玩家等级到x
  102. || $this->mo()->cmd == Enum_TaskCmdType::CommanderLevelUpTo;
  103. }
  104. /**
  105. * 自动对齐可能出现统计失误的状态型任务计数
  106. * @return boolean 是否有修改
  107. */
  108. function autoCalcStatusCur() {
  109. if ($this->isStatusType()) {
  110. $mo = $this->mo();
  111. if ($mo != null) {
  112. $cur = $this->calcStatusCur();
  113. if ($cur > $this->max()) {
  114. $cur = $this->max();
  115. }
  116. if ($this->cur != $cur) {
  117. $this->cur = $cur;
  118. return true;
  119. }
  120. }
  121. }
  122. return false;
  123. }
  124. /**
  125. * @return int 计算状态类的进度
  126. */
  127. function calcStatusCur() {
  128. $mo = $this->mo();
  129. $paras = $this->paras();
  130. $para0 = "";
  131. $para1 = "";
  132. $para2 = "";
  133. if (count($paras) >= 1) {
  134. $para0 = $paras[0];
  135. }
  136. if (count($paras) >= 2) {
  137. $para1 = $paras[1];
  138. }
  139. if (count($paras) >= 3) {
  140. $para2 = $paras[2];
  141. }
  142. switch ($mo->cmd) {
  143. case Enum_TaskCmdType::GainItem: # 收集道具
  144. $store = new Info_Store(req()->userInfo->game->store);
  145. return $store->GetItemCount($para0);
  146. case Enum_TaskCmdType::CommanderLevelUpTo:
  147. $lvl = req()->userInfo->game->baseInfo->level;
  148. return $lvl;
  149. case Enum_TaskCmdType::HeroLevelUpTo:
  150. $hero = req()->userInfo->game->heros->GetHeroByMoID($para0);
  151. if (null != $hero) {
  152. return $hero->level;
  153. }
  154. break;
  155. }
  156. return 0;
  157. }
  158. /**
  159. * 检查任务条件(与petmini采用相同的参数和判定方法2020年12月12日11:38:02)
  160. * @param Ins_TaskEventArgs $taskCardEvent
  161. * @return bool
  162. */
  163. public function check_new($taskCardEvent) {
  164. // var_dump($taskCardEvent);
  165. if ($taskCardEvent->taskType != $this->mo()->cmd) { # 事件类型匹配
  166. return false;
  167. }
  168. if ($this->isStatusType()) { # 状态检查类任务
  169. return $this->autoCalcStatusCur();
  170. }
  171. if ($this->isFinish()) {
  172. return false;
  173. }
  174. if (strlen($this->mo()->paras) <= 0) { # 无参数
  175. return true;
  176. }
  177. $paras = $this->paras();
  178. $index = 0;
  179. foreach ($taskCardEvent->paras as $para) { # 其他任务, 执行参数判定
  180. if ($index < count($paras)) {
  181. if (strpos($para, "|") !== false) { # 某个条件是"或"的关系, 即有多重可能值, 满足其一即可
  182. $paraList = explode("|", $para);
  183. foreach ($paraList as $paraItem) {
  184. if ($paraItem == $paras[$index]) {
  185. continue; # 满足某一个即可, 继续判断下一个条件.
  186. }
  187. }
  188. } else { # only one, 不存在"或"的判定
  189. if ($paras[$index] != 0 && $para != $paras[$index]) { # 直接匹配
  190. return false; # 一但没匹配上, 直接返回false就好了.
  191. }
  192. }
  193. } # 参数中多余的数据就直接跳过,不比较了(因为自己不需要判断那么多参数)
  194. $index++;
  195. }
  196. return true; # 走到最后则判定满足条件.
  197. }
  198. /**
  199. * 推进任务进度(采用和petmini相同的推进算法,2020年12月12日11:38:22)
  200. * @param Ins_TaskEventArgs $taskParam
  201. */
  202. public function propel($taskParam) {
  203. // var_dump($taskParam);
  204. switch ($taskParam->ope) {
  205. case Enum_PropelType::set:
  206. $this->cur = $taskParam->val;
  207. break;
  208. case Enum_PropelType::add:
  209. $this->cur += $taskParam->val;
  210. break;
  211. case Enum_PropelType::inc:
  212. $this->cur += 1;
  213. break;
  214. case Enum_PropelType::max:
  215. if ($taskParam->val > $this->cur) {
  216. $this->cur = $taskParam->val;
  217. }
  218. break;
  219. case Enum_PropelType::stat:
  220. break;
  221. }
  222. }
  223. }