Ins_TaskStep.php 11 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 任务步骤, 用于任务卡功能(三组合一)
  5. * @author gwang(wanggangzero@qq.com)
  6. */
  7. class Ins_TaskStep extends Object_ext {
  8. /**
  9. * @var type 查询用的id
  10. */
  11. public $typeId = 0;
  12. /**
  13. * @var int 计数器
  14. */
  15. public $cur = 0;
  16. /**
  17. * @var int start/finish act已执行(0:startAct未执行,1:StartAct已执行且finishAct未执行,2:finishAct已执行)
  18. */
  19. public $actState = 0;
  20. /**
  21. * @return \sm_task_step mo 获取对应的模板数据
  22. */
  23. public function mo() {
  24. $mo = GameConfig::task_step_getItem($this->typeId);
  25. my_Assert(null != $mo, ErrCode::err_const_no);
  26. return $mo;
  27. }
  28. /**
  29. * @return int 计数最大值
  30. */
  31. public function max() {
  32. return $this->mo()->num;
  33. }
  34. /**
  35. * @return string[] 参数数组
  36. */
  37. private function paras() {
  38. return explode(',', $this->mo()->paras);
  39. }
  40. /**
  41. * @return float 当前进度
  42. */
  43. public function progress() {
  44. return $this->cur / $this->max();
  45. }
  46. /**
  47. * 是否完成
  48. * @return bool
  49. */
  50. public function isFinish() {
  51. return $this->cur >= $this->max();
  52. }
  53. /**
  54. * 执行任务完成事件
  55. */
  56. public function doFinishAct() {
  57. if ($this->mo()->finishact > 0) {
  58. $act = GameConfig::eventAction_getItem($this->mo()->finishact);
  59. $this->execAct($act);
  60. // my_Assert($act, ErrCode::err_const_no);
  61. // switch ($act->cmd) {
  62. // case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
  63. // case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
  64. // $arr = GameConfig::plot_getItem($act->parameters[0], $act->parameters[1]);
  65. // foreach ($arr as $plot) {
  66. // isEditor() and $plot = new \sm_plot();
  67. // if (!empty($plot->presentItem)) {
  68. // StoreProc::AddMultiItemInStore(req(), $plot->presentItem);
  69. // }
  70. // if (!empty($plot->recycleItem)) {
  71. // $val = explode(",", $plot->recycleItem);
  72. // my_Assert(count($val) > 1, "解析回收道具字符串出错");
  73. // StoreProc::removeItemFromStore($store, $val[0], $val[1]);
  74. // }
  75. // }
  76. // break;
  77. // case Enum_EventActionType::UnlockBuild: # 解锁建筑
  78. // req()->userInfo->game->privateState->unlockedBuild[] = $act->parameters;
  79. // $this->actState = 2;
  80. // break;
  81. // }
  82. }
  83. }
  84. private function execAct($act) {
  85. my_Assert($act, ErrCode::err_const_no);
  86. switch ($act->cmd) {
  87. case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
  88. case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
  89. $arr = GameConfig::plot_getItem($act->parameters[0], $act->parameters[1]);
  90. foreach ($arr as $plot) {
  91. isEditor() and $plot = new \sm_plot();
  92. if (!empty($plot->presentItem)) {
  93. StoreProc::AddMultiItemInStore(req(), $plot->presentItem);
  94. }
  95. if (!empty($plot->recycleItem)) {
  96. $val = explode(",", $plot->recycleItem);
  97. my_Assert(count($val) > 1, "解析回收道具字符串出错");
  98. StoreProc::removeItemFromStore($store, $val[0], $val[1]);
  99. }
  100. }
  101. break;
  102. case Enum_EventActionType::UnlockBuild: # 解锁建筑
  103. req()->userInfo->game->privateState->unlockedBuild[] = $act->parameters;
  104. $this->actState = 2;
  105. break;
  106. }
  107. }
  108. /**
  109. * 执行任务开始事件
  110. */
  111. public function doStartAct() {
  112. if ($this->mo()->startact > 0) {
  113. $act = GameConfig::eventAction_getItem($this->mo()->startact);
  114. $this->execAct($act);
  115. // my_Assert($act, ErrCode::err_const_no);
  116. // switch ($act->cmd) {
  117. // case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
  118. // case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
  119. // $arr = GameConfig::plot_getItem($act->parameters[0], $act->parameters[1]);
  120. // foreach ($arr as $plot) {
  121. // isEditor() and $plot = new \sm_plot();
  122. // if (!empty($plot->presentItem)) {
  123. // StoreProc::AddMultiItemInStore(req(), $plot->presentItem);
  124. // }
  125. // if (!empty($plot->recycleItem)) {
  126. // $val = explode(",", $plot->recycleItem);
  127. // my_Assert(count($val) > 1, "解析回收道具字符串出错");
  128. // StoreProc::removeItemFromStore($store, $val[0], $val[1]);
  129. // }
  130. // }
  131. // break;
  132. // case Enum_EventActionType::UnlockBuild: # 解锁建筑
  133. // req()->userInfo->game->privateState->unlockedBuild[] = $act->parameters;
  134. // NormalEventProc::OnUnlockBuild($act->parameters);
  135. // $this->actState = 1;
  136. // break;
  137. // }
  138. }
  139. }
  140. /**
  141. * 构造函数
  142. * @param type $args
  143. */
  144. public function __construct($args) {
  145. if (isInt($args)) {
  146. $this->typeId = $args;
  147. } else {
  148. parent::__construct($args);
  149. }
  150. }
  151. /**
  152. * 是否状态型任务
  153. * @param type $cmd
  154. */
  155. function isStatusType() {
  156. return $this->mo()->cmd == Enum_TaskCmdType::GainItem # 获取道具
  157. || $this->mo()->cmd == Enum_TaskCmdType::HeroLevelUpTo # 提升玩家等级到x
  158. || $this->mo()->cmd == Enum_TaskCmdType::CommanderLevelUpTo;
  159. }
  160. /**
  161. * 自动对齐可能出现统计失误的状态型任务计数
  162. * @return boolean 是否有修改
  163. */
  164. function autoCalcStatusCur() {
  165. if ($this->isStatusType()) {
  166. $mo = $this->mo();
  167. if ($mo != null) {
  168. $cur = $this->calcStatusCur();
  169. if ($cur > $this->max()) {
  170. $cur = $this->max();
  171. }
  172. if ($this->cur != $cur) {
  173. $this->cur = $cur;
  174. return true;
  175. }
  176. }
  177. }
  178. return false;
  179. }
  180. /**
  181. * @return int 计算状态类的进度
  182. */
  183. function calcStatusCur() {
  184. $mo = $this->mo();
  185. $paras = $this->paras();
  186. $para0 = "";
  187. $para1 = "";
  188. $para2 = "";
  189. if (count($paras) >= 1) {
  190. $para0 = $paras[0];
  191. }
  192. if (count($paras) >= 2) {
  193. $para1 = $paras[1];
  194. }
  195. if (count($paras) >= 3) {
  196. $para2 = $paras[2];
  197. }
  198. switch ($mo->cmd) {
  199. case Enum_TaskCmdType::GainItem: # 收集道具
  200. $store = new Info_Store(req()->userInfo->game->store);
  201. return $store->GetItemCount($para0);
  202. case Enum_TaskCmdType::CommanderLevelUpTo:
  203. $lvl = req()->userInfo->game->baseInfo->level;
  204. return $lvl;
  205. case Enum_TaskCmdType::HeroLevelUpTo:
  206. $heros = new Info_UserGameHero(req()->userInfo->game->heros);
  207. $hero = $heros->GetHeroByMoID($para0);
  208. if (null != $hero) {
  209. return $hero->level;
  210. }
  211. break;
  212. }
  213. return 0;
  214. }
  215. /**
  216. * 检查任务条件(与petmini采用相同的参数和判定方法2020年12月12日11:38:02)
  217. * @param Ins_TaskEventArgs $taskCardEvent
  218. * @return bool
  219. */
  220. public function check_new($taskCardEvent) {
  221. // var_dump($taskCardEvent);
  222. if ($taskCardEvent->taskType != $this->mo()->cmd) { # 事件类型匹配
  223. return false;
  224. }
  225. if ($this->isStatusType()) { # 状态检查类任务
  226. return $this->autoCalcStatusCur();
  227. }
  228. if ($this->isFinish()) {
  229. return false;
  230. }
  231. if (strlen($this->mo()->paras) <= 0) { # 无参数
  232. return true;
  233. }
  234. $paras = $this->paras();
  235. $index = 0;
  236. foreach ($taskCardEvent->paras as $para) { # 其他任务, 执行参数判定
  237. if ($index < count($paras)) {
  238. if (strpos($para, "|") !== false) { # 某个条件是"或"的关系, 即有多重可能值, 满足其一即可
  239. $paraList = explode("|", $para);
  240. foreach ($paraList as $paraItem) {
  241. if ($paraItem == $paras[$index]) {
  242. continue; # 满足某一个即可, 继续判断下一个条件.
  243. }
  244. }
  245. } else { # only one, 不存在"或"的判定
  246. if ($paras[$index] != 0 && $para != $paras[$index]) { # 直接匹配
  247. return false; # 一但没匹配上, 直接返回false就好了.
  248. }
  249. }
  250. } # 参数中多余的数据就直接跳过,不比较了(因为自己不需要判断那么多参数)
  251. $index++;
  252. }
  253. return true; # 走到最后则判定满足条件.
  254. }
  255. /**
  256. * 推进任务进度(采用和petmini相同的推进算法,2020年12月12日11:38:22)
  257. * @param Ins_TaskEventArgs $taskParam
  258. */
  259. public function propel($taskParam) {
  260. // var_dump($taskParam);
  261. switch ($taskParam->ope) {
  262. case Enum_PropelType::set:
  263. $this->cur = $taskParam->val;
  264. break;
  265. case Enum_PropelType::add:
  266. $this->cur += $taskParam->val;
  267. break;
  268. case Enum_PropelType::inc:
  269. $this->cur += 1;
  270. break;
  271. case Enum_PropelType::max:
  272. if ($taskParam->val > $this->cur) {
  273. $this->cur = $taskParam->val;
  274. }
  275. break;
  276. case Enum_PropelType::stat:
  277. break;
  278. }
  279. }
  280. }