TaskProc.php 52 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 任务模块
  5. * @version
  6. * 1.0.0 Created at 2017-11-3. by --gwang
  7. * @author gwang (mail@wanggangzero.cn)
  8. * @copyright ? 2017-11-3, SJZ LoyalSoft Corporation & gwang. All rights reserved.
  9. */
  10. class TaskProc {
  11. /**
  12. * 任务卡-同时激活数量上限
  13. */
  14. const TaskCard_ActiveMax = 9;
  15. /**
  16. * 任务卡商店-刷新数量
  17. */
  18. const TaskCardShop_Refresh_ItemNum = 5;
  19. static function procMain() {
  20. switch (req()->cmd) {
  21. case CmdCode::cmd_task_getInfo: # 6201 刷新任务状态
  22. return TaskProc::GetTaskInfo();
  23. // case CmdCode::cmd_task_getReward: # 6202 领取任务奖励
  24. // return TaskProc::GetTaskReward();
  25. // case CmdCode::cmd_Task_setAttentionTask: # 6203 设置关注任务
  26. // return TaskProc::setAttentionTask();
  27. case CmdCode::cmd_Task_getActiveReward: # 6204 领取日常任务活跃度阶段奖励
  28. return TaskProc::getActiveReward();
  29. //---------------- 任务卡相关通讯 -----------------------------------------------
  30. case CmdCode::cmd_taskCard_PlotFinish: # 6210 任务卡剧情对话
  31. return self::PlotFinish();
  32. // case CmdCode::cmd_taskCard_PlotExchangeTaskCard: # 6211 任务卡兑换奖励
  33. // Err(ErrCode::err_method_obsoleted);
  34. // return self::PlotExchangeTaskCard($req);
  35. // case CmdCode::cmd_taskCard_PlotPresentTaskCard: # 6212 剧情赠送任务卡
  36. // Err(ErrCode::err_method_obsoleted);
  37. // return self::PlotPresetTaskCard($req);
  38. // case CmdCode::cmd_taskCard_FinishAndReward: # 6213 任务卡完成,并即时结算
  39. // Err(ErrCode::err_method_obsoleted);
  40. // return self::ImmetRewardTaskCard($req);
  41. case CmdCode::cmd_taskCard_onKillMonster: # 6214 杀死怪物事件
  42. return self::OnKillMonsterEvent();
  43. case CmdCode::cmd_taskCard_active: # 6215 激活任务卡
  44. return self::OnTaskCard_active();
  45. case CmdCode::cmd_taskCard_reward: # 6216 领取任务卡奖励
  46. return self::OnTaskCard_reward();
  47. case CmdCode::cmd_taskCard_info: # 6217 任务卡 - 更新信息
  48. return self::OnTaskCard_GetInfo();
  49. case CmdCode::cmd_taskCard_StepActionDone: # 6218 任务步骤 - start/finish action done
  50. return self::OnTaskCard_StepActionDone();
  51. case CmdCode::cmd_Task_setTracingCard: # 6219 设置当前追踪的任务卡
  52. return TaskProc::SetTracingCard();
  53. // -------------- 任务卡商城 -----------------------------
  54. case CmdCode::cmd_taskcard_shop_open: # 6231 任务卡商店 - 开启
  55. return self::OnTaskCardShopOpen();
  56. case CmdCode::cmd_taskcard_shop_buy: # 6232 任务卡商店 - 购买
  57. return self::OnTaskCardShopBuy();
  58. case CmdCode::cmd_taskcard_shop_refresh: # 6233 任务卡商店 - 手动刷新
  59. return self::OnTaskCardShopRefresh();
  60. default:
  61. return Err(ErrCode::cmd_err);
  62. }
  63. }
  64. // <editor-fold defaultstate="collapsed" desc=" 任务卡商店">
  65. /**
  66. * [6231] 任务卡商店 - 开启
  67. */
  68. static function OnTaskCardShopOpen() {
  69. $userInfo = req()->userInfo->game;
  70. if (null == $userInfo->taskCardShop) { # 防御
  71. $userInfo->taskCardShop = new Info_TaskCard_Shop();
  72. }
  73. if (null == $userInfo->taskCardShop->curCards || count($userInfo->taskCardShop->curCards) < 1) {
  74. $arr = (array) GameConfig::taskcard_shop(); # 奖池配置
  75. $arr = self::FilterPrizepool($arr); # 利用玩家等级进行过滤
  76. $reward = ArrayInit();
  77. $err = self::Dice($arr, self::TaskCardShop_Refresh_ItemNum, $reward); # 获得随机结果
  78. my_Assert(ErrCode::ok == $err, $err);
  79. $userInfo->taskCardShop->curCards = $reward; # 更新任务卡列表
  80. $userInfo->taskCardShop->selled = array();
  81. req()->userInfo->game = $userInfo;
  82. UserProc::updateUserInfo(); # 回写玩家数据
  83. }
  84. return Resp::ok(array('taskCardShop' => $userInfo->taskCardShop)); # 返回最新任务卡列表
  85. }
  86. /**
  87. * [6232] 任务卡商店 - 购买
  88. */
  89. static function OnTaskCardShopBuy() {
  90. list($typeId, $num) = req()->paras; # 提取参数: 任务卡类型ID,数量(暂时默认为1)
  91. $shopItemMo = GameConfig::taskcard_shop_getItem($typeId);
  92. my_Assert(null != $shopItemMo, ErrCode::err_const_no); # 常量异常
  93. my_Assert($num == 1, ErrCode::paras_err); # 数量异常
  94. $userInfo = req()->userInfo->game;
  95. $userInfo->taskCardShop = new Info_TaskCard_Shop($userInfo->taskCardShop);
  96. my_Assert(!in_array($typeId, $userInfo->taskCardShop->selled), ErrCode::taskCard_selled);
  97. switch ($shopItemMo->pricetype) {
  98. case 0: # 人民币
  99. Err(ErrCode::err_method_notimplement);
  100. // my_Assert(Data_UserGame::Consume_Cash($userInfo->baseInfo, $shopItemMo->price), ErrCode::notenough_cash_msg); # 扣除费用
  101. break;
  102. case 1: # 钻石
  103. my_Assert($userInfo->base()->Consume_Cash($shopItemMo->price), ErrCode::notenough_cash_msg); # 扣除费用
  104. break;
  105. case 2: # 金币
  106. my_Assert($userInfo->base()->Consume_Gold($shopItemMo->price), ErrCode::notenough_gold_msg); # 扣除费用
  107. break;
  108. default: # 其它
  109. Err(ErrCode::pay_m_type_err); # 定价类型异常
  110. break;
  111. }
  112. $cid = StoreProc::PutTaskCardInStore($typeId); # 添加任务卡到背包
  113. $userInfo->taskCardShop->selled[] = $typeId; # 添加售罄记录
  114. UserProc::updateUserInfo();
  115. self::OnBuyTaskCard($num); # 监控购买任务卡的任务卡[・_・?]
  116. return Resp::ok(array(
  117. 'gold' => req()->userInfo->game->baseInfo->gold,
  118. 'cash' => req()->userInfo->game->baseInfo->cash,
  119. 'store' => req()->userInfo->game->store)); # 返回成功
  120. }
  121. /**
  122. * [6233] 任务卡商店 - 手动刷新
  123. */
  124. public static function OnTaskCardShopRefresh() {
  125. $cost = GameConfig::globalsettings()->TaskCardShop_Refresh_Cash; # 消耗
  126. $userInfo = req()->userInfo->game;
  127. // var_dump(Data_UserGame::Consume_Cash($userInfo->baseInfo, $cost));
  128. my_Assert($userInfo->base()->Consume_Cash($cost), ErrCode::notenough_cash_msg); # 扣除费用
  129. // 刷新任务卡
  130. $arr = (array) GameConfig::taskcard_shop(); # 奖池配置
  131. $arr = self::FilterPrizepool($arr); # 利用玩家等级进行过滤
  132. $reward = ArrayInit();
  133. $err = self::Dice($arr, self::TaskCardShop_Refresh_ItemNum, $reward); # 获得随机结果
  134. my_Assert(ErrCode::ok == $err, $err);
  135. // if (null == $userInfo->taskCardShop) { # 防御
  136. $userInfo->taskCardShop = new Info_TaskCard_Shop($userInfo->taskCardShop);
  137. // }
  138. $userInfo->taskCardShop->curCards = $reward; # 更新任务卡列表
  139. $userInfo->taskCardShop->selled = array();
  140. req()->userInfo->game = $userInfo;
  141. UserProc::updateUserInfo(); # 回写玩家数据
  142. return Resp::ok(array(
  143. 'gold' => req()->userInfo->game->baseInfo->gold,
  144. 'cash' => req()->userInfo->game->baseInfo->cash,
  145. 'taskCardShop' => $userInfo->taskCardShop)); # 返回最新任务卡列表
  146. }
  147. /**
  148. * 过滤奖池
  149. * @param array $arr 奖池
  150. */
  151. static function FilterPrizepool($arr) {
  152. $ret = array_filter($arr, function ($value) {
  153. return(req()->userInfo->game->baseInfo->level >= $value->unlock_level); # 等级限制
  154. });
  155. return $ret;
  156. }
  157. /**
  158. * 投骰子
  159. * @param assoc_array $arr 抽奖物品概率
  160. * @param int $number 连抽次数
  161. * @return array[] itemids
  162. */
  163. static function Dice($arr, $number, &$reward) {
  164. $max = 0; # 计算物品权重总和
  165. array_walk($arr, function ($value) use (&$max) {
  166. $max += $value->probability;
  167. });
  168. my_Assert($max > 0, ErrCode::err_const_no); # 配置数据有问题
  169. $reward = ArrayInit();
  170. for ($i = 0; $i < $number;) {
  171. $rnd = CommUtil::random(1, $max); # 投骰子
  172. $start = 0;
  173. $rew = null;
  174. foreach ($arr as $item) { # 循环判断落入那个物品上
  175. if ($start < $rnd && $rnd <= $start + $item->probability) { # 落入区间
  176. $rew = $item; # 记录物品
  177. break;
  178. }
  179. $start += $item->probability; # 继续判断是否落入下一物品的区间
  180. } # foreach end
  181. if (!$rew) {
  182. return ErrCode::lottery_noselecteditem;
  183. }
  184. if (!in_array($rew->typeId, $reward)) { # 去除重复卡
  185. $reward[] = $rew->typeId;
  186. $i++;
  187. }
  188. } # for end
  189. return ErrCode::ok;
  190. }
  191. //
  192. // </editor-fold>
  193. //
  194. // <editor-fold defaultstate="collapsed" desc=" 任务卡接口">
  195. //
  196. /**
  197. * [6210]剧情对话-触发任务卡结束条件检测(中间某个step结束,进入下一个step)
  198. */
  199. static function PlotFinish() {
  200. list($gate_or_npc_id, $stage) = req()->paras;
  201. $bUpdate = self::OnPlotOver($gate_or_npc_id, $stage); # 触发一下任务检查,更新任务状态
  202. $arr = GameConfig::plot_getItem($gate_or_npc_id, $stage); # 查找对应的剧情
  203. my_Assert(isset($arr), ErrCode::err_const_no); # 常量存在
  204. foreach ($arr as $plot) {
  205. isEditor() and $plot = new \sm_plot();
  206. if (!empty($plot->presentItem)) {
  207. if (strtolower($plot->presentItem) == strtolower("unlockBuild")) { # 特殊处理, 剧情中解锁建筑
  208. req()->userInfo->game->privateState->unlockedBuild[] = $plot->presentEffect; # 添加解锁记录
  209. if($plot->presentEffect == 1000){
  210. $college = new Info_College();
  211. $college->setFunUnluckTs();
  212. }
  213. NormalEventProc::OnUnlockBuild($plot->presentEffect); # 插入解锁事件
  214. } else if (strtolower($plot->presentItem) == strtolower("rename")) {# 改名
  215. // 跳过特殊字符串
  216. } else if (strtolower($plot->presentItem) == strtolower("zhaohuanyanling")) {
  217. // 跳过特殊指令
  218. } else { # 普通奖励
  219. StoreProc::AddMultiItemInStore($plot->presentItem);
  220. }
  221. }
  222. if (!empty($plot->recycleItem)) {
  223. $val = explode(",", $plot->recycleItem);
  224. my_Assert(count($val) > 1, "解析回收道具字符串出错");
  225. StoreProc::removeItemFromStore(req()->userInfo->game->store, $val[0], $val[1]);
  226. }
  227. }
  228. UserProc::updateUserInfo();
  229. return Resp::ok(array('store' => req()->userInfo->game->store,
  230. 'taskCardUpdate' => $bUpdate));
  231. }
  232. // <editor-fold defaultstate="collapsed" desc="废弃">
  233. // /**
  234. // * [6211] 任务卡-剧情结束兑换奖励(销毁当前卡,换取新的任务卡)
  235. // * @deprecated since version 2020.12.12
  236. // * @param type $req
  237. // */
  238. // static function PlotExchangeTaskCard($req) {
  239. // Err(ErrCode::err_method_notimplement);
  240. // }
  241. //
  242. //
  243. // /**
  244. // * [6212] 任务卡- 剧情对话奖励任务卡
  245. // * @deprecated since version 2020.12.12
  246. // * @param req $req
  247. // */
  248. // static function PlotPresetTaskCard($req) {
  249. // // 发放任务卡
  250. // list($rwdStr) = $req->paras;
  251. // $err = StoreProc::AddMultiItemInStore($req, $rwdStr);
  252. // my_Assert(ErrCode::ok == $err, $err);
  253. // UserProc::updateUserInfo();
  254. // return Resp::ok(array('store' => $req->userInfo->game->store));
  255. // }
  256. //
  257. // /**
  258. // * [6213]任务卡 - 即时奖励型任务卡
  259. // * @deprecated since version 2020.12.12
  260. // * @param req $req
  261. // */
  262. // static function ImmetRewardTaskCard($req) {
  263. // // 销毁任务卡, 发放奖励
  264. // list($taskCardUID) = $req->paras;
  265. // my_Assert(StlUtil::dictHasProperty($req->userInfo->game->store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御
  266. // $taskCard = new Ins_TaskCard($req->userInfo->game->store->taskcards->$taskCardUID); # 任务卡对象
  267. // if (strlen($taskCard->mo()->reward) > 0) { # 防御奖励串为空
  268. // StoreProc::AddMultiItemInStore($req, $taskCard->mo()->reward); # 发放奖励
  269. // }
  270. // if (strlen($taskCard->mo()->newTaskCard) > 0) { # 防御新卡串为空
  271. // StoreProc::AddMultiItemInStore($req, $taskCard->mo()->newTaskCard); # 发放新任务卡
  272. // }
  273. // StlUtil::dictRemove($req->userInfo->game->store->taskcards, $taskCardUID); # 移除任务卡
  274. // UserProc::updateUserInfo(); # 回存玩家数据
  275. // return Resp::ok(array('store' => $req->userInfo->game->store, 'taskCardUpdate' => true)); # 返回值更新背包
  276. // }
  277. // </editor-fold>
  278. /**
  279. * [6214] 任务卡 - 杀死怪物事件
  280. */
  281. static function OnKillMonsterEvent() {
  282. // 触发一下任务检查
  283. list($monsterID, $num) = req()->paras;
  284. $bUpdate = self::OnKillMonster($monsterID, $num);
  285. return Resp::ok(array('store' => req()->userInfo->game->store,
  286. 'taskCardUpdate' => $bUpdate));
  287. }
  288. /**
  289. * [6215] 任务卡 - 激活任务卡
  290. */
  291. static function OnTaskCard_active() {
  292. list($taskCardUID) = req()->paras; # 提取参数: 任务卡实例id
  293. $store = req()->userInfo->game->store; # 快速访问store
  294. my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
  295. $taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
  296. my_Assert($taskCard->state <= Enum_TaskCardStateType::notopen, ErrCode::taskCard_state); # 任务卡状态异常
  297. my_Assert(true != self::FindSameIngCard($taskCard->typeId), ErrCode::taskCard_active_multi); # 不可激活多张任务卡
  298. my_Assert(self::FindIngCardCount() <= self::TaskCard_ActiveMax, ErrCode::taskCard_active_max); # 激活数量上限
  299. $taskCard->state = Enum_TaskCardStateType::ing;
  300. NormalEventProc::OnTaskCard_Actived($taskCardUID, null); # 带入事件
  301. foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
  302. $tsp = new Ins_TaskStep($tsp);
  303. if ($tsp->isStatusType()) { # 如果是道具收集类的, 扣除所收集道具
  304. $tsp->autoCalcStatusCur();
  305. }
  306. // $tsp->doStartAct();
  307. }
  308. if ($taskCard->IsFinish()) { # 检查是否任务卡的所有步骤都已完成
  309. $taskCard->state = Enum_TaskCardStateType::finish;
  310. NormalEventProc::OnTaskCard_Finish($taskCard->uid, null); # 广播卡完成事件
  311. }
  312. $store->taskcards->$taskCardUID = $taskCard;
  313. UserProc::updateUserInfo(); # 回存玩家数据
  314. return Resp::ok(array('store' => req()->userInfo->game->store)); # 返回值更新背包
  315. }
  316. static function FindSameIngCard($typeId) {
  317. $cardDic = req()->userInfo->game->store->taskcards;
  318. $find = false;
  319. array_walk($cardDic, function ($inst) use ($typeId, &$find) {
  320. // $inst = new Ins_TaskCard($inst);
  321. if ($inst->state == Enum_TaskCardStateType::ing && $inst->typeId == $typeId) {
  322. $find = true;
  323. }
  324. });
  325. return $find;
  326. }
  327. static function FindIngCardCount() {
  328. $cardDic = req()->userInfo->game->store->taskcards;
  329. $num = 0;
  330. array_walk($cardDic, function ($inst) use (&$num) {
  331. // $inst = new Ins_TaskCard($inst);
  332. if ($inst->state == Enum_TaskCardStateType::ing) {
  333. $num++;
  334. }
  335. });
  336. return $num;
  337. }
  338. /**
  339. * [6216] 任务卡 - 领取任务卡奖励
  340. */
  341. static function OnTaskCard_reward() {
  342. // 销毁任务卡, 发放奖励
  343. list($taskCardUID) = req()->paras;
  344. $store = ctx()->store(); # 快速访问store
  345. my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
  346. $taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
  347. foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
  348. $tsp = new Ins_TaskStep($tsp);
  349. if ($tsp->mo()->cmd == Enum_TaskCmdType::GainItem) { # 如果是道具收集类的, 扣除所收集道具
  350. $ok = StoreProc::removeItemFromStore($store, $tsp->mo()->paras, $tsp->mo()->num);
  351. my_Assert(ErrCode::ok == $ok, ErrCode::taskCard_gainItem_no);
  352. }
  353. }
  354. if (strlen($taskCard->mo()->reward) > 0) { # 防御奖励串为空
  355. StoreProc::AddMultiItemInStore($taskCard->mo()->reward); # 发放奖励
  356. }
  357. if ($taskCard->mo()->exp > 0) { # 任务卡增加了指挥官经验
  358. req()->userInfo->game->base()->Add_Exp($taskCard->mo()->exp); # 加指挥官经验
  359. }
  360. $taskCard->state = Enum_TaskCardStateType::drawed;
  361. //2021-3-4
  362. $college = ctx()->college();
  363. $college->modifyTaskCardState($taskCard->typeId, Enum_TaskCardStateType::drawed);
  364. $store->taskcards->$taskCardUID = $taskCard; # 回写任务数据
  365. NormalEventProc::OnTaskCard_Reward($taskCard->mo()->reward, null); # 带入事件
  366. self::OnFinishTaskCard($taskCard); # 触发检查任务卡的任务卡[・_・?]
  367. if (!empty($taskCard->mo()->newTaskCard)) { # 下一个任务卡存在
  368. StoreProc::PutTaskCardInStore($taskCard->mo()->newTaskCard); # 放卡入背包
  369. }
  370. StlUtil::dictRemove($store->taskcards, $taskCardUID); # 移除任务卡
  371. self::autoRecoverStateMissions(); # 重新更新其它状态类的任务卡
  372. StatisticsProc::SelfTaskDataCollect($taskCard->typeId); #统计自己的任务完成情况
  373. StatisticsProc::TaskDataCollect($taskCard->typeId); #统计最新任务
  374. req()->userInfo->game->college->addScore($taskCard->mo()->score); #圣哲学院的任务是有积分累计的
  375. UserProc::updateUserInfo(); # 回存玩家数据
  376. return Resp::ok(array(
  377. 'gold' => req()->userInfo->game->baseInfo->gold,
  378. 'cash' => req()->userInfo->game->baseInfo->cash,
  379. 'lvl' => req()->userInfo->game->baseInfo->level,
  380. 'store' => req()->userInfo->game->store,
  381. 'college' => req()->userInfo->game->college,)); # 返回值更新背包
  382. }
  383. /**
  384. * [6217] 任务卡 - 更新信息
  385. */
  386. static function OnTaskCard_GetInfo() {
  387. return Resp::ok(array('store' => req()->userInfo->game->store)); # 返回值更新背包
  388. }
  389. /**
  390. * [6218] 任务步骤 - start/finish Action done
  391. */
  392. static function OnTaskCard_StepActionDone() {
  393. list($taskCardUID, $stepTypeId, $actType) = req()->paras; # 参数提取,卡uid,步骤类型id,actType: 1:start,2:finish.
  394. $store = req()->userInfo->game->store; # 快速访问store
  395. my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
  396. $taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
  397. foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
  398. $tsp = new Ins_TaskStep($tsp);
  399. if ($tsp->typeId == $stepTypeId) { # 找到指定步骤
  400. if ($actType == 1) {
  401. $tsp->doStartAct();
  402. } else if ($actType == 2) {
  403. $tsp->doFinishAct();
  404. }
  405. }
  406. }
  407. $store->taskcards->$taskCardUID = $taskCard;
  408. UserProc::updateUserInfo();
  409. return Resp::ok(array('store' => req()->userInfo->game->store)); # 返回值更新背包
  410. }
  411. /**
  412. * [6219] 设置当前追踪的任务卡
  413. */
  414. static function SetTracingCard() {
  415. // (探索任务暂不开发)
  416. $pri = req()->userInfo->game->privateData(); # 私有数据
  417. // 设置追踪
  418. list($cardType, $cardUID) = req()->paras; # 参数: 任务标签类型(1:主线;2:日程;3:圣哲;4:商店), 任务卡id.
  419. my_default_Obj($pri->taskCardTracing); # 确保 tracing数据结构是否完整.
  420. $pri->taskCardTracing->$cardType = $cardUID; # 更新tracing数据.
  421. UserProc::updateUserInfo(); # 回存
  422. return Resp::ok($pri->taskCardTracing); # 返回成功
  423. }
  424. //
  425. // </editor-fold>
  426. // <editor-fold defaultstate="collapsed" desc=" 任务接口 ">
  427. /**
  428. * [6204] 领取日常任务活跃度阶段奖励
  429. */
  430. static function getActiveReward() {
  431. list($num) = req()->paras; # 提取参数: 领奖的阶段
  432. $userTask = req()->userInfo->game->task;
  433. $rewardCfg = GameConfig::task_active_reward_getItem($num); # 查找奖励配置
  434. my_Assert(null != $rewardCfg, ErrCode::err_const_no); # 防御: 常量丢失
  435. my_Assert(!in_array($num, $userTask->dailyActiveGetedRewardArr), ErrCode::task_reward_geted); # 判断尚未领取
  436. my_Assert($userTask->dailyActivePoint >= $num, ErrCode::task_activePoint_notenough); # 判断活跃点数足够
  437. $ok = StoreProc::AddMultiItemInStore($rewardCfg->reward); # 按照配置发放奖励
  438. my_Assert($ok == ErrCode::ok, $ok); # 发放成功
  439. $userTask->dailyActiveGetedRewardArr[] = $num; # 添加领取记录
  440. UserProc::updateUserInfo(); # 回存数据
  441. return Resp::ok(array(// # 返回
  442. "gold" => req()->userInfo->game->baseInfo->gold,
  443. "cash" => req()->userInfo->game->baseInfo->cash,
  444. "tili" => req()->userInfo->game->baseInfo->tili,
  445. "store" => req()->userInfo->game->store,
  446. "task" => req()->userInfo->game->task
  447. ));
  448. }
  449. /**
  450. * [6203] 设置关注任务
  451. * @deprecated since version 0 废弃,替换为6219.(2021.9.26)
  452. */
  453. static function setAttentionTask() {
  454. // list($taskId) = req()->paras;
  455. // $userTask = req()->userInfo->game->task;
  456. //
  457. // my_Assert(StlUtil::dictHasProperty($userTask->taskListPlot, $taskId), ErrCode::task_no); # 任务存在
  458. // $taskItem = new Ins_TaskInfo($userTask->taskListPlot->$taskId);
  459. // my_Assert($taskItem->rewardGeted < 1, ErrCode::task_reward_geted); # 任务奖励尚未领取
  460. // $userTask->curTaskId = $taskId;
  461. //// var_dump($userTask);
  462. // UserProc::updateUserInfo();
  463. // return Resp::ok(array("task" => req()->userInfo->game->task));
  464. }
  465. /**
  466. * [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?
  467. * @deprecated since version 0 已经更换为领取任务卡奖励.
  468. */
  469. static function GetTaskReward() {
  470. // list($taskId) = req()->paras; # 提取参数: 任务id
  471. // $userTask = new Info_UserTask(req()->userInfo->game->task);
  472. // $mask = 100000; # 根据id段来区分任务和每日任务.
  473. // $type = intval($taskId / $mask); # 取出taskId第一位判断任务类型
  474. // switch ($type) { #
  475. // case 4: # 剧情任务
  476. // my_Assert(StlUtil::dictHasProperty($userTask->taskListPlot, $taskId), ErrCode::task_no); #判断是否存在指定任务
  477. // $task = new Ins_TaskInfo($userTask->taskListPlot->$taskId);
  478. // my_Assert($task->progress >= 1, ErrCode::task_progress_not_complete); # 判断任务进度是否已完成>=1f
  479. // my_Assert($task->rewardGeted < 1, ErrCode::task_reward_geted); # 奖励不可重复领取
  480. // $taskCfg = GameConfig::task_getItem($taskId); # 任务配置数据
  481. // my_Assert($taskCfg != null, ErrCode::err_const_no);
  482. // $ok = StoreProc::AddMultiItemInStore($taskCfg->reward); # 发放任务奖励
  483. // my_Assert($ok == ErrCode::ok, $ok);
  484. // $task->rewardGeted = 1;
  485. // $userTask->taskListPlot->$taskId = $task;
  486. // if ($userTask->IsAllPlotTaskOver()) { # 检查当前节点任务是否已经全部清空
  487. // $userTask->curTaskNode += 1;
  488. // $userTask->taskListPlot = ObjectInit();
  489. // $userTask->initialize();
  490. // }
  491. // break;
  492. // case 5: # 每日任务
  493. // my_Assert(StlUtil::dictHasProperty($userTask->taskListDaily, $taskId), ErrCode::task_no);
  494. // $task = new Ins_TaskInfo($userTask->taskListDaily->$taskId);
  495. // my_Assert($task->progress >= 1, ErrCode::task_progress_not_complete); # 判断任务进度是否已完成>=1f
  496. // my_Assert($task->rewardGeted < 1, ErrCode::task_reward_geted); # 奖励不可重复领取
  497. // $taskCfg = GameConfig::task_daily_getItem($taskId); # 任务配置数据
  498. // my_Assert($taskCfg != null, ErrCode::err_const_no);
  499. //// Data_UserGame::Add_Exp(req()->userInfo->game->baseInfo, $taskCfg->exp); # 发放任务奖励
  500. // req()->userInfo->game->base()->Add_Exp($taskCfg->exp); # 发放指挥官经验
  501. // $userTask->dailyActivePoint += $taskCfg->activePoint;
  502. // $task->rewardGeted = 1;
  503. // $userTask->taskListDaily->$taskId = $task; # 回存下
  504. // break;
  505. // default:
  506. // break;
  507. // }
  508. //
  509. // req()->userInfo->game->task = $userTask; # 回存
  510. // UserProc::updateUserInfo();
  511. // return Resp::ok(array(// # 返回
  512. // "gold" => req()->userInfo->game->baseInfo->gold,
  513. // "cash" => req()->userInfo->game->baseInfo->cash,
  514. // "tili" => req()->userInfo->game->baseInfo->tili,
  515. // "store" => req()->userInfo->game->store,
  516. // "task" => req()->userInfo->game->task
  517. // ));
  518. }
  519. /**
  520. * [6201]更新任务状态
  521. */
  522. static function GetTaskInfo() {
  523. self::autoRecoverStateMissions(); # 重新更新其它状态类的任务卡
  524. return Resp::ok(array("task" => req()->userInfo->game->task));
  525. }
  526. // </editor-fold>
  527. /**
  528. * 每天重置日常任务.
  529. */
  530. static function ResetDailyTaskCards() {
  531. $store = req()->userInfo->game->store();
  532. my_default_Obj($store->taskcards);
  533. $dailyCards = new \stdClass();
  534. foreach (GameConfig::item_taskcard() as $id => $cardMo) {
  535. isEditor() and $cardMo = new \sm_item_taskcard();
  536. if ($cardMo->type == 2) { # 1:主线;2:日程;3:圣哲;4:商店
  537. $dailyCards->$id = $cardMo;
  538. }
  539. }
  540. foreach ($dailyCards as $id => $cardMo) {
  541. foreach ($store->taskcards as $uid => $card) {
  542. $cardVo = new Ins_TaskCard($card);
  543. if ($cardVo->typeId == $id) { # 找到对应的实例.
  544. unset($store->taskcards->$uid); # 删除昨日未完成日常
  545. }
  546. }
  547. }
  548. req()->userInfo->game->store = $store;
  549. // 再遍历一遍, 添加今日日常任务.
  550. foreach ($dailyCards as $id => $cardMo) {
  551. StoreProc::PutTaskCardInStore($id); # 添加任务卡到背包
  552. }
  553. UserProc::updateUserInfo(); # 回存数据.(不管从哪里调用的, 更新肯定没错.)
  554. }
  555. /**
  556. * 重置每日任务
  557. * @deprecated since version 0 已废弃,换用任务卡接口. (2021.9.26)
  558. */
  559. static function ResetDailyTask() {
  560. return;
  561. // $userTask = new Info_UserTask(req()->userInfo->game->task);
  562. // $userTask->resetDailyTask();
  563. // req()->userInfo->game->task = $userTask;
  564. }
  565. //
  566. // <editor-fold defaultstate="collapsed" desc="辅助方法-比对判断">
  567. /**
  568. * 检查任务条件是否达成
  569. * @param Ins_TaskParams $taskParam Description
  570. * @deprecated since version 0 已废弃,换用taskcard.
  571. */
  572. static function CheckTaskConditions($taskParam) {
  573. return;
  574. //// var_dump($taskParam);
  575. // $bUpdate = false;
  576. // foreach (req()->userInfo->game->task->taskListPlot as $tid => $task) {
  577. // $taskCfg = GameConfig::task_getItem($tid);
  578. // my_Assert($taskCfg != null, ErrCode::err_const_no); # 获取任务配置数据
  579. // if ($taskCfg->tasktype != $taskParam->taskType) { # 任务类型必须匹配
  580. // continue;
  581. // }
  582. // isEditor() and $task = new Ins_TaskInfo(-1);
  583. // if ($task->progress == 1) { # 已完成的不再更新处理
  584. // continue;
  585. // }
  586. // if (is_null($taskCfg->canshu1)) {
  587. // $task->progress = 1;
  588. // $bUpdate = true;
  589. // continue;
  590. // }
  591. //
  592. // if ($taskCfg->canshu1 == $taskParam->canshu1) {
  593. // $task->tag1 = $taskParam->canshu1;
  594. // if (null == $taskCfg->canshu2 || 0 == $taskCfg->canshu2) {
  595. // $task->progress = 1;
  596. // $task->tag2 = $taskParam->canshu2;
  597. // $bUpdate = true;
  598. // } else {
  599. // if (is_numeric($taskCfg->canshu2)) {
  600. // $task->tag2 = max($task->tag2, $taskParam->canshu2);
  601. // if ($taskCfg->canshu2 <= $taskParam->canshu2) {
  602. // $bUpdate = true;
  603. // $task->progress = 1;
  604. // }
  605. // } else {
  606. // $task->tag2 = $taskParam->canshu2;
  607. // if ($taskCfg->canshu2 == $taskParam->canshu2) {
  608. // $bUpdate = true;
  609. // $task->progress = 1;
  610. // }
  611. // }
  612. // }
  613. // }
  614. // }
  615. // if ($bUpdate) {
  616. // CornerSignEventProc::OnTask_Plot_new();
  617. // }
  618. }
  619. /**
  620. * 检查任务条件是否达成
  621. * @param Ins_TaskParams $taskParam Description
  622. * @deprecated since version 0 已废弃,换用taskcard
  623. */
  624. static function CheckDailyTaskConditions($taskParam) {
  625. return;
  626. // $bUpdate = false;
  627. // $daily = req()->userInfo->game->task->taskListDaily;
  628. // foreach ($daily as $tid => &$task) {
  629. // $taskCfg = GameConfig::task_daily_getItem($tid);
  630. // my_Assert($taskCfg != null, ErrCode::err_const_no); # 获取任务配置数据
  631. // if ($taskCfg->tasktype != $taskParam->taskType) { # 任务类型必须匹配
  632. // continue;
  633. // }
  634. // $task = new Ins_TaskInfo($task);
  635. // if ($task->progress >= 1) { # 已完成的不再更新处理
  636. // continue;
  637. // }
  638. // $task->counter++; # 计数器
  639. // if (is_null($taskCfg->canshu1) || $taskCfg->canshu1 == 0) {
  640. // $task->progress = 1;
  641. // $bUpdate = true;
  642. // continue;
  643. // }
  644. // if ($taskCfg->canshu1 == $task->counter) {
  645. // $task->progress = 1;
  646. // $bUpdate = true;
  647. // continue;
  648. // }
  649. // }
  650. //
  651. // if ($bUpdate) {
  652. // CornerSignEventProc::OnTask_Daily_new();
  653. // }
  654. }
  655. // </editor-fold>
  656. //
  657. // <editor-fold defaultstate="collapsed" desc="处理各种任务检测事务">
  658. //
  659. /**
  660. * 神庙抽奖
  661. */
  662. static function OnTempleLottery() {
  663. // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::TempleLottery);
  664. // self::CheckTaskConditions($taskParam);
  665. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::TempleLottery, Enum_PropelType::set, 1, array());
  666. self::CheckTaskCardConditions($taskEventArg);
  667. }
  668. /**
  669. * 例如当指挥官等级提升的时候需要检查是否有任务达成
  670. */
  671. static function OnUserLevelUp($newLvl) {
  672. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::CommanderLevelUpTo, $newLvl);
  673. self::CheckTaskConditions($taskParam);
  674. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::CommanderLevelUpTo, Enum_PropelType::set, $newLvl, array($newLvl));
  675. self::CheckTaskCardConditions($taskEventArg);
  676. }
  677. /**
  678. * 英雄升级
  679. * @param type $heroMoId
  680. * @param type $newLvl
  681. */
  682. static function OnHeroLevelUp($heroMoId, $newLvl) {
  683. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroLevelUpTo, $heroMoId, $newLvl);
  684. self::CheckTaskConditions($taskParam);
  685. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroLevelUpTo, Enum_PropelType::set, $newLvl, array($heroMoId));
  686. self::CheckTaskCardConditions($taskEventArg);
  687. }
  688. /**
  689. * 英雄升阶
  690. * @param type $heroMoId
  691. * @param type $newGrade
  692. */
  693. static function OnHeroGradeUp($heroMoId, $newGrade) {
  694. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroGradeUpTo, $heroMoId, $newGrade);
  695. self::CheckTaskConditions($taskParam);
  696. self::OnHeroImprove();
  697. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroGradeUpTo, Enum_PropelType::set, 1, array());
  698. self::CheckTaskCardConditions($taskEventArg);
  699. }
  700. /**
  701. * 英雄碎片数量达到指定值
  702. * @param type $heroMoId
  703. * @param type $num
  704. */
  705. static function OnHeroSegmengNum($heroMoId, $num) {
  706. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroSegmentNumberTo, $heroMoId, $num);
  707. self::CheckTaskConditions($taskParam);
  708. }
  709. /**
  710. * 英雄解锁技能
  711. * @param type $heroMoId
  712. * @param type $skillId
  713. */
  714. static function OnHeroUnlocSkill($heroMoId, $skillId) {
  715. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroSkillUnlock, $heroMoId, $skillId);
  716. self::CheckTaskConditions($taskParam);
  717. }
  718. /**
  719. * 英雄穿上武器
  720. * @param type $heroMoid
  721. * @param type $weaponMoId
  722. */
  723. static function OnHeroWearWeapon($heroMoid, $weaponMoId) {
  724. $weapMO = GameConfig::item_base_getItem($weaponMoId);
  725. my_Assert($weapMO, ErrCode::err_const_no);
  726. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearupWeapon_quality, Enum_PropelType::set, 1, array($heroMoid, $weapMO->quality));
  727. self::CheckTaskCardConditions($taskEventArg);
  728. }
  729. /**
  730. * 英雄装备言灵
  731. * @param type $heroMoid
  732. * @param type $weaponMoId
  733. */
  734. static function OnHeroWearYanling($heroMoid, $yanlingMoId) {
  735. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearupYanling, Enum_PropelType::set, 1, array($heroMoid, $yanlingMoId));
  736. self::CheckTaskCardConditions($taskEventArg); # 检查装备言灵任务
  737. $ylmo = GameConfig::item_base_getItem($yanlingMoId);
  738. my_Assert(null != $ylmo, ErrCode::err_const_no);
  739. $taskEventArg2 = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearUpXYanlingWithQualityN, Enum_PropelType::add, 1, array($ylmo->quality));
  740. self::CheckTaskCardConditions($taskEventArg2); # 检查装备x个n品质言灵任务
  741. }
  742. /**
  743. * 通关剧情关卡
  744. * @param type $gateId
  745. * @param type $difficulty
  746. */
  747. static function OnPassGateN($gateId, $difficulty) {
  748. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PassGateN, $gateId, $difficulty);
  749. self::CheckTaskConditions($taskParam);
  750. self::OnPassGate();
  751. // var_dump("通关剧情检测 $gateId $difficulty");
  752. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassGateN, Enum_PropelType::set, 1, array($gateId, $difficulty));
  753. self::CheckTaskCardConditions($taskEventArg);
  754. }
  755. /**
  756. * 通关材料副本第n层
  757. * @param type $gateId
  758. * @param type $level
  759. */
  760. static function OnPassMaterialCarbonN($gateId, $level) {
  761. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassMaterialCarbonN, Enum_PropelType::set, 1, array($gateId, $level));
  762. self::CheckTaskCardConditions($taskEventArg);
  763. }
  764. /**
  765. * 通关无尽塔副本关卡
  766. * @param type $gateId
  767. * @param type $difficulty 层数
  768. */
  769. static function OnPassEndlessCarboN($gateId, $difficulty) {
  770. // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::passEndlessCarbonN, $gateId, $difficulty);
  771. // self::CheckTaskConditions($taskParam);
  772. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::passEndlessCarbonN, Enum_PropelType::set, 1, array($gateId, $difficulty));
  773. // var_dump($taskEventArg);
  774. self::CheckTaskCardConditions($taskEventArg);
  775. }
  776. /**
  777. * 完成一次boss战胜利
  778. * @param type $gateId
  779. */
  780. static function OnPassWorldBoss($gateId) {
  781. // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PassWorldBoss, $gateId);
  782. // self::CheckTaskConditions($taskParam);
  783. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassWorldBoss, Enum_PropelType::set, 1, array($gateId));
  784. // var_dump($taskEventArg);
  785. self::CheckTaskCardConditions($taskEventArg);
  786. }
  787. /**
  788. * 竞技场胜利场次
  789. * @param type $num
  790. */
  791. static function OnPvPWinN($num) {
  792. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PvPWinNumberTo, $num);
  793. self::CheckTaskConditions($taskParam);
  794. }
  795. /**
  796. * 竞技场积分
  797. * @param type $score
  798. */
  799. static function OnPvPScoreN($score) {
  800. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PvPScoreTo, $score);
  801. self::CheckTaskConditions($taskParam);
  802. }
  803. /**
  804. * 玩家总战力值
  805. * @param type $num
  806. */
  807. static function OnUserFightPowerN($num) {
  808. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::UserPowerTo, $num);
  809. self::CheckTaskConditions($taskParam);
  810. }
  811. /**
  812. * 玩家收集积分
  813. * @param type $num
  814. */
  815. static function OnUserCollectScoreN($num) {
  816. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::UserCollectScoreTo, $num);
  817. self::CheckTaskConditions($taskParam);
  818. }
  819. //
  820. // </editor-fold>
  821. //
  822. // <editor-fold defaultstate="collapsed" desc="每日任务条件检查">
  823. //
  824. // static function Upate
  825. /**
  826. * 每日登陆
  827. */
  828. static function OnUserLogin() {
  829. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyLogin);
  830. self::CheckDailyTaskConditions($taskParam);
  831. self::CheckTaskCardConditions($taskParam);
  832. }
  833. /**
  834. * 每日:英雄强化(升级或升阶)n次
  835. */
  836. static function OnHeroImprove() {
  837. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyHeroImprove);
  838. self::CheckDailyTaskConditions($taskParam);
  839. self::CheckTaskCardConditions($taskParam);
  840. }
  841. /**
  842. * 每日:剧情关卡,胜利n次
  843. */
  844. static function OnPassGate() {
  845. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyGatesWin);
  846. self::CheckDailyTaskConditions($taskParam);
  847. self::CheckTaskCardConditions($taskParam);
  848. }
  849. /**
  850. * 竞技场每日挑战,胜负均可
  851. */
  852. static function OnPvp() {
  853. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyPVP);
  854. self::CheckDailyTaskConditions($taskParam);
  855. self::CheckTaskCardConditions($taskParam);
  856. }
  857. /**
  858. * 每日挑战,胜负均可
  859. */
  860. static function OnRankChalenge() {
  861. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyRankChalenge);
  862. self::CheckDailyTaskConditions($taskParam);
  863. self::CheckTaskCardConditions($taskParam);
  864. }
  865. /**
  866. * 每日购买商品
  867. */
  868. static function OnShopping() {
  869. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyShopping);
  870. self::CheckDailyTaskConditions($taskParam);
  871. self::CheckTaskCardConditions($taskParam);
  872. }
  873. //
  874. // </editor-fold>
  875. //
  876. // <editor-fold defaultstate="collapsed" desc="处理任务卡条件检查">
  877. //
  878. /**
  879. * 自动修复状态型任务
  880. */
  881. static function autoRecoverStateMissions() {
  882. $tasks = req()->userInfo->game->store->taskcards;
  883. foreach ($tasks as $tid => &$task) {
  884. $task = new Ins_TaskCard($task);
  885. if ($task->state == Enum_TaskCardStateType::ing // # 进行中的或者已完成的
  886. || $task->state == Enum_TaskCardStateType::finish) {
  887. foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
  888. $tsp = new Ins_TaskStep($tsp);
  889. $tsp->autoCalcStatusCur();
  890. }
  891. if ($task->state == Enum_TaskCardStateType::finish) { # 检查是否任务卡的所有步骤都已完成
  892. if (!$task->IsFinish()) {
  893. $task->state = Enum_TaskCardStateType::ing; # 状态回退
  894. }
  895. }
  896. }
  897. }
  898. Clog::info("更新状态统计类的任务卡!");
  899. req()->userInfo->game->store->taskcards = $tasks;
  900. }
  901. /**
  902. * 检查任务卡条件是否达成
  903. * @param Ins_TaskEventArgs $taskParam Description
  904. */
  905. static function CheckTaskCardConditions($taskParam) {
  906. $bUpdate = false;
  907. $tasks = req()->userInfo->game->store->taskcards;
  908. foreach ($tasks as $tid => &$task) {
  909. $task = new Ins_TaskCard($task);
  910. if ($task->state != Enum_TaskCardStateType::ing) {
  911. continue;
  912. }
  913. foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
  914. $tsp = new Ins_TaskStep($tsp);
  915. if ($tsp->check_new($taskParam)) {
  916. $bUpdate = true;
  917. $tsp->propel($taskParam);
  918. NormalEventProc::OnTaskCardStep_Process($task->uid, $tsp->typeId); # 任务进度更新
  919. if ($tsp->isFinish()) {
  920. NormalEventProc::OnTaskCardStep_Complete($task->uid, $tsp->typeId); # 广播任务步骤完成事件
  921. // $tsp->doFinishAct();
  922. }
  923. }
  924. }
  925. if ($task->IsFinish()) { # 检查后添加后续任务
  926. $arr = array();
  927. foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
  928. $tsp = new Ins_TaskStep($tsp);
  929. if (strlen($tsp->mo()->next) > 0) { # 有后续任务
  930. $arr = array_merge($arr, explode(',', $tsp->mo()->next)); # 累加下一个任务步骤
  931. }
  932. }
  933. foreach ($arr as $stpid) { # 轮询添加后续任务
  934. if ($stpid > 0) {
  935. $task->AddStep($stpid); # 将后续任务追加到任务列表中
  936. }
  937. }
  938. }
  939. if ($task->IsFinish()) { # 检查是否任务卡的所有步骤都已完成
  940. $task->state = Enum_TaskCardStateType::finish;
  941. NormalEventProc::OnTaskCard_Finish($task->uid, null); # 广播卡完成事件
  942. }
  943. }
  944. if ($bUpdate) { # 带回数据到客户端
  945. req()->userInfo->game->store->taskcards = $tasks;
  946. UserProc::updateUserInfo(); # 更新玩家数据
  947. }
  948. return $bUpdate;
  949. }
  950. static function OnKillMonster($monsterID, $num) {
  951. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::KillMonster, Enum_PropelType::add, $num, array($monsterID));
  952. return self::CheckTaskCardConditions($taskParam);
  953. }
  954. /**
  955. * 获得道具
  956. */
  957. static function OnGainItem($itemId, $num) {
  958. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::GainItem, Enum_PropelType::stat, $num, array($itemId));
  959. self::CheckTaskCardConditions($taskParam);
  960. }
  961. /**
  962. * 对话完成
  963. * @param type $gate_or_npc_id
  964. * @param type $stage
  965. * @return type
  966. */
  967. static function OnPlotOver($gate_or_npc_id, $stage) {
  968. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::PlotOver, Enum_PropelType::set, 1, array($gate_or_npc_id, "$stage"));
  969. self::CheckTaskCardConditions($taskParam);
  970. }
  971. /**
  972. * 购买n张任务卡(非特定)
  973. * @param type $_num
  974. * @return type
  975. */
  976. static function OnBuyTaskCard($_num = 1) {
  977. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::BuyTaskCard_Num, Enum_PropelType::add, $_num, array());
  978. self::CheckTaskCardConditions($taskParam);
  979. }
  980. /**
  981. * 完成任务卡(不指定) 这是要造检查任务卡的任务卡[・_・?]
  982. * @param Ins_TaskCard $taskCard
  983. */
  984. static function OnFinishTaskCard($taskCard) {
  985. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishTaskCard_noID, Enum_PropelType::set, 1, array());
  986. self::CheckTaskCardConditions($taskParam);
  987. $cardBase = GameConfig::item_base_getItem($taskCard->mo()->typeId);
  988. $taskParam2 = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishXCardWithQualityN, Enum_PropelType::add, 1, array($cardBase->quality));
  989. self::CheckTaskCardConditions($taskParam2);
  990. if ($taskCard->mo()->cardType == "言灵") {
  991. $taskParam3 = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishXYanlingCardAboutQualityN, Enum_PropelType::add, 1, array($cardBase->quality));
  992. self::CheckTaskCardConditions($taskParam3);
  993. }
  994. }
  995. /**
  996. * 领取系统邮件奖励
  997. * @param type $mailId 指定邮件id
  998. * @return type
  999. */
  1000. static function OnDrawSysMail($mailId) {
  1001. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::DrawSysMail_ID, Enum_PropelType::set, 1, array($mailId));
  1002. self::CheckTaskCardConditions($taskParam);
  1003. }
  1004. /**
  1005. * 言灵升级
  1006. * @param type $yanlingType
  1007. * @param type $level
  1008. * @return type
  1009. */
  1010. static function OnYanlingLevelUp($yanlingType, $level) {
  1011. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::AnyYanlingLevelUp, Enum_PropelType::set, 1, array($yanlingType, $level));
  1012. self::CheckTaskCardConditions($taskParam);
  1013. }
  1014. /**
  1015. * 言灵升星(突破)
  1016. * @param type $newStar
  1017. */
  1018. static function OnYanlingStarUp($newStar) {
  1019. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::UpgradeXYanlingToNStar, Enum_PropelType::add, 1, array($newStar));
  1020. self::CheckTaskCardConditions($taskParam);
  1021. }
  1022. static function OnWeaponUpgrade() {
  1023. }
  1024. /**
  1025. * 武器突破
  1026. * @param type $newStar
  1027. */
  1028. static function OnWeaponStarUp($newStar) {
  1029. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::UpgradeXWeaponToNStar, Enum_PropelType::add, 1, array($newStar));
  1030. self::CheckTaskCardConditions($taskParam);
  1031. }
  1032. /**
  1033. * 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)
  1034. */
  1035. static function OnGetSchoolTask() {
  1036. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::GetSchoolTask, Enum_PropelType::set, 1, array());
  1037. self::CheckTaskCardConditions($taskParam);
  1038. }
  1039. /**
  1040. * 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)
  1041. */
  1042. static function OnFinishSchoolTask() {
  1043. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishSchoolTask, Enum_PropelType::set, 1, array());
  1044. self::CheckTaskCardConditions($taskParam);
  1045. }
  1046. /**
  1047. * 完成指课程的全部任务(num:1,paras:[courseId])(学院界面)
  1048. * @param int $courseId 课程id
  1049. */
  1050. static function OnFinishAllSchoolTaskOfGrade($courseId) {
  1051. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishAllSchoolTaskOfGrade, Enum_PropelType::set, 1, array($courseId));
  1052. self::CheckTaskCardConditions($taskParam);
  1053. }
  1054. //
  1055. // </editor-fold>
  1056. //
  1057. }