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- <?php
- namespace loyalsoft;
- /**
- * 任务模块
- * @version
- * 1.0.0 Created at 2017-11-3. by --gwang
- * @author gwang (mail@wanggangzero.cn)
- * @copyright ? 2017-11-3, SJZ LoyalSoft Corporation & gwang. All rights reserved.
- */
- class TaskProc {
- /**
- * 任务卡-同时激活数量上限
- */
- const TaskCard_ActiveMax = 9;
- /**
- * 任务卡商店-刷新数量
- */
- const TaskCardShop_Refresh_ItemNum = 5;
- static function procMain() {
- switch (req()->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);
- }
- }
- // <editor-fold defaultstate="collapsed" desc=" 任务卡商店">
- /**
- * [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;
- $i++;
- }
- } # for end
- return ErrCode::ok;
- }
- //
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 任务卡接口">
- //
- /**
- * [6210]剧情对话-触发任务卡结束条件检测(中间某个step结束,进入下一个step)
- */
- static function PlotFinish() {
- list($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));
- }
- // <editor-fold defaultstate="collapsed" desc="废弃">
- // /**
- // * [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' => $req->userInfo->game->store, 'taskCardUpdate' => true)); # 返回值更新背包
- // }
- // </editor-fold>
- /**
- * [6214] 任务卡 - 杀死怪物事件
- */
- static function OnKillMonsterEvent() {
- // 触发一下任务检查
- list($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 = $taskCards; # 更新任务卡
- UserProc::updateUserInfo();
- return Resp::ok();
- }
- //
- // </editor-fold>
- // <editor-fold defaultstate="collapsed" desc=" 任务接口 ">
- /**
- * [6204] 领取日常任务活跃度阶段奖励
- */
- static function getActiveReward() {
- list($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));
- }
- // </editor-fold>
- /**
- * 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;
- }
- //
- // <editor-fold defaultstate="collapsed" desc="辅助方法-比对判断">
- /**
- * 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();
- // }
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc="处理各种任务检测事务">
- //
- /**
- * 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);
- }
- //
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc="每日任务条件检查">
- //
- // 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);
- }
- //
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc="处理任务卡条件检查">
- //
- /**
- * 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);
- }
- //
- // </editor-fold>
- //
- }
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