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