TaskProc.php 56 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. StoreProc::PutOverlyingItemInStore($typeId, $num); # 直接进包裹items
  114. $userInfo->taskCardShop->selled[] = $typeId; # 添加售罄记录
  115. UserProc::updateUserInfo();
  116. self::OnBuyTaskCard($num); # 监控购买任务卡的任务卡[・_・?]
  117. return Resp::ok(array(
  118. 'gold' => req()->userInfo->game->baseInfo->gold,
  119. 'cash' => req()->userInfo->game->baseInfo->cash,
  120. 'store' => req()->userInfo->game->store)); # 返回成功
  121. }
  122. /**
  123. * [6233] 任务卡商店 - 手动刷新
  124. */
  125. public static function OnTaskCardShopRefresh() {
  126. $cost = GameConfig::globalsettings()->TaskCardShop_Refresh_Cash; # 消耗
  127. $userInfo = req()->userInfo->game;
  128. // var_dump(Data_UserGame::Consume_Cash($userInfo->baseInfo, $cost));
  129. my_Assert($userInfo->base()->Consume_Cash($cost), ErrCode::notenough_cash_msg); # 扣除费用
  130. // 刷新任务卡
  131. $arr = (array) GameConfig::taskcard_shop(); # 奖池配置
  132. $arr = self::FilterPrizepool($arr); # 利用玩家等级进行过滤
  133. $reward = ArrayInit();
  134. $err = self::Dice($arr, self::TaskCardShop_Refresh_ItemNum, $reward); # 获得随机结果
  135. my_Assert(ErrCode::ok == $err, $err);
  136. // if (null == $userInfo->taskCardShop) { # 防御
  137. $userInfo->taskCardShop = new Info_TaskCard_Shop($userInfo->taskCardShop);
  138. // }
  139. $userInfo->taskCardShop->curCards = $reward; # 更新任务卡列表
  140. $userInfo->taskCardShop->selled = array();
  141. req()->userInfo->game = $userInfo;
  142. UserProc::updateUserInfo(); # 回写玩家数据
  143. return Resp::ok(array(
  144. 'gold' => req()->userInfo->game->baseInfo->gold,
  145. 'cash' => req()->userInfo->game->baseInfo->cash,
  146. 'taskCardShop' => $userInfo->taskCardShop)); # 返回最新任务卡列表
  147. }
  148. /**
  149. * 过滤奖池
  150. * @param array $arr 奖池
  151. */
  152. static function FilterPrizepool($arr) {
  153. $ret = array_filter($arr, function ($value) {
  154. return(req()->userInfo->game->baseInfo->level >= $value->unlock_level); # 等级限制
  155. });
  156. return $ret;
  157. }
  158. /**
  159. * 投骰子
  160. * @param assoc_array $arr 抽奖物品概率
  161. * @param int $number 连抽次数
  162. * @return array[] itemids
  163. */
  164. static function Dice($arr, $number, &$reward) {
  165. $max = 0; # 计算物品权重总和
  166. array_walk($arr, function ($value) use (&$max) {
  167. $max += $value->probability;
  168. });
  169. my_Assert($max > 0, ErrCode::err_const_no); # 配置数据有问题
  170. $reward = ArrayInit();
  171. for ($i = 0; $i < $number;) {
  172. $rnd = CommUtil::random(1, $max); # 投骰子
  173. $start = 0;
  174. $rew = null;
  175. foreach ($arr as $item) { # 循环判断落入那个物品上
  176. if ($start < $rnd && $rnd <= $start + $item->probability) { # 落入区间
  177. $rew = $item; # 记录物品
  178. break;
  179. }
  180. $start += $item->probability; # 继续判断是否落入下一物品的区间
  181. } # foreach end
  182. if (!$rew) {
  183. return ErrCode::lottery_noselecteditem;
  184. }
  185. if (!in_array($rew->typeId, $reward)) { # 去除重复卡
  186. $reward[] = $rew->typeId;
  187. $i++;
  188. }
  189. } # for end
  190. return ErrCode::ok;
  191. }
  192. //
  193. // </editor-fold>
  194. //
  195. // <editor-fold defaultstate="collapsed" desc=" 任务卡接口">
  196. //
  197. /**
  198. * [6210]剧情对话-触发任务卡结束条件检测(中间某个step结束,进入下一个step)
  199. */
  200. static function PlotFinish() {
  201. list($gate_or_npc_id, $stage) = req()->paras;
  202. $bUpdate = self::OnPlotOver($gate_or_npc_id, $stage); # 触发一下任务检查,更新任务状态
  203. $arr = GameConfig::plot_getItem($gate_or_npc_id, $stage); # 查找对应的剧情
  204. my_Assert(isset($arr), ErrCode::err_const_no); # 常量存在
  205. foreach ($arr as $plot) {
  206. isEditor() and $plot = new \sm_plot();
  207. if (!empty($plot->presentItem)) {
  208. if (strtolower($plot->presentItem) == strtolower("unlockBuild")) { # 特殊处理, 剧情中解锁建筑
  209. req()->userInfo->game->privateState->unlockedBuild[] = $plot->presentEffect; # 添加解锁记录
  210. if ($plot->presentEffect == 1000) {
  211. $college = new Info_College();
  212. $college->setFunUnluckTs();
  213. }
  214. NormalEventProc::OnUnlockBuild($plot->presentEffect); # 插入解锁事件
  215. } else if (strtolower($plot->presentItem) == strtolower("rename")) {# 改名
  216. // 跳过特殊字符串
  217. } else if (strtolower($plot->presentItem) == strtolower("zhaohuanyanling")) {
  218. // 跳过特殊指令
  219. } else { # 普通奖励
  220. StoreProc::AddMultiItemInStore($plot->presentItem);
  221. }
  222. }
  223. if (!empty($plot->recycleItem)) {
  224. $val = explode(",", $plot->recycleItem);
  225. my_Assert(count($val) > 1, "解析回收道具字符串出错");
  226. StoreProc::removeItemFromStore(req()->userInfo->game->store, $val[0], $val[1]);
  227. }
  228. }
  229. UserProc::updateUserInfo();
  230. return Resp::ok(array('store' => req()->userInfo->game->store,
  231. 'taskCardUpdate' => $bUpdate));
  232. }
  233. // <editor-fold defaultstate="collapsed" desc="废弃">
  234. // /**
  235. // * [6211] 任务卡-剧情结束兑换奖励(销毁当前卡,换取新的任务卡)
  236. // * @deprecated since version 2020.12.12
  237. // * @param type $req
  238. // */
  239. // static function PlotExchangeTaskCard($req) {
  240. // Err(ErrCode::err_method_notimplement);
  241. // }
  242. //
  243. //
  244. // /**
  245. // * [6212] 任务卡- 剧情对话奖励任务卡
  246. // * @deprecated since version 2020.12.12
  247. // * @param req $req
  248. // */
  249. // static function PlotPresetTaskCard($req) {
  250. // // 发放任务卡
  251. // list($rwdStr) = $req->paras;
  252. // $err = StoreProc::AddMultiItemInStore($req, $rwdStr);
  253. // my_Assert(ErrCode::ok == $err, $err);
  254. // UserProc::updateUserInfo();
  255. // return Resp::ok(array('store' => $req->userInfo->game->store));
  256. // }
  257. //
  258. // /**
  259. // * [6213]任务卡 - 即时奖励型任务卡
  260. // * @deprecated since version 2020.12.12
  261. // * @param req $req
  262. // */
  263. // static function ImmetRewardTaskCard($req) {
  264. // // 销毁任务卡, 发放奖励
  265. // list($taskCardUID) = $req->paras;
  266. // my_Assert(StlUtil::dictHasProperty($req->userInfo->game->store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御
  267. // $taskCard = new Ins_TaskCard($req->userInfo->game->store->taskcards->$taskCardUID); # 任务卡对象
  268. // if (strlen($taskCard->mo()->reward) > 0) { # 防御奖励串为空
  269. // StoreProc::AddMultiItemInStore($req, $taskCard->mo()->reward); # 发放奖励
  270. // }
  271. // if (strlen($taskCard->mo()->newTaskCard) > 0) { # 防御新卡串为空
  272. // StoreProc::AddMultiItemInStore($req, $taskCard->mo()->newTaskCard); # 发放新任务卡
  273. // }
  274. // StlUtil::dictRemove($req->userInfo->game->store->taskcards, $taskCardUID); # 移除任务卡
  275. // UserProc::updateUserInfo(); # 回存玩家数据
  276. // return Resp::ok(array('store' => $req->userInfo->game->store, 'taskCardUpdate' => true)); # 返回值更新背包
  277. // }
  278. // </editor-fold>
  279. /**
  280. * [6214] 任务卡 - 杀死怪物事件
  281. */
  282. static function OnKillMonsterEvent() {
  283. // 触发一下任务检查
  284. list($monsterID, $num) = req()->paras;
  285. $bUpdate = self::OnKillMonster($monsterID, $num);
  286. return Resp::ok(array('store' => req()->userInfo->game->store,
  287. 'taskCardUpdate' => $bUpdate));
  288. }
  289. /**
  290. * [6215] 任务卡 - 激活任务卡
  291. */
  292. static function OnTaskCard_active() {
  293. list($taskCardUID) = req()->paras; # 提取参数: 任务卡实例id
  294. $store = req()->userInfo->game->store; # 快速访问store
  295. my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
  296. $taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
  297. my_Assert($taskCard->state <= Enum_TaskCardStateType::notopen, ErrCode::taskCard_state); # 任务卡状态异常
  298. my_Assert(true != self::FindSameIngCard($taskCard->typeId), ErrCode::taskCard_active_multi); # 不可激活多张任务卡
  299. my_Assert(self::FindIngCardCount() <= self::TaskCard_ActiveMax, ErrCode::taskCard_active_max); # 激活数量上限
  300. $taskCard->state = Enum_TaskCardStateType::ing;
  301. NormalEventProc::OnTaskCard_Actived($taskCardUID, null); # 带入事件
  302. foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
  303. $tsp = new Ins_TaskStep($tsp);
  304. if ($tsp->isStatusType()) { # 如果是道具收集类的, 扣除所收集道具
  305. $tsp->autoCalcStatusCur();
  306. }
  307. // $tsp->doStartAct();
  308. }
  309. if ($taskCard->IsFinish()) { # 检查是否任务卡的所有步骤都已完成
  310. $taskCard->state = Enum_TaskCardStateType::finish;
  311. NormalEventProc::OnTaskCard_Finish($taskCard->uid, null); # 广播卡完成事件
  312. }
  313. $store->taskcards->$taskCardUID = $taskCard;
  314. UserProc::updateUserInfo(); # 回存玩家数据
  315. return Resp::ok(array('store' => req()->userInfo->game->store)); # 返回值更新背包
  316. }
  317. static function FindSameIngCard($typeId) {
  318. $cardDic = req()->userInfo->game->store->taskcards;
  319. $find = false;
  320. array_walk($cardDic, function ($inst) use ($typeId, &$find) {
  321. // $inst = new Ins_TaskCard($inst);
  322. if ($inst->state == Enum_TaskCardStateType::ing && $inst->typeId == $typeId) {
  323. $find = true;
  324. }
  325. });
  326. return $find;
  327. }
  328. static function FindIngCardCount() {
  329. $cardDic = req()->userInfo->game->store->taskcards;
  330. $num = 0;
  331. array_walk($cardDic, function ($inst) use (&$num) {
  332. // $inst = new Ins_TaskCard($inst);
  333. if ($inst->state == Enum_TaskCardStateType::ing && GameConfig::item_taskcard_getItem($inst->typeId)->type != 3) {
  334. $num++;
  335. }
  336. });
  337. return $num;
  338. }
  339. /**
  340. * [6216] 任务卡 - 领取任务卡奖励
  341. */
  342. static function OnTaskCard_reward() {
  343. // 销毁任务卡, 发放奖励
  344. list($taskCardUID) = req()->paras;
  345. $store = ctx()->store(); # 快速访问store
  346. my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
  347. $taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
  348. my_Assert($taskCard->IsFinish(), ErrCode::task_progress_not_complete); # 任务卡尚未完成
  349. my_Assert($taskCard->state < 4, ErrCode::task_reward_geted); # 奖励已经领取过了
  350. foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
  351. $tsp = new Ins_TaskStep($tsp);
  352. if ($tsp->mo()->cmd == Enum_TaskCmdType::GainItem) { # 如果是道具收集类的, 扣除所收集道具
  353. $ok = StoreProc::removeItemFromStore($store, $tsp->mo()->paras, $tsp->mo()->num);
  354. my_Assert(ErrCode::ok == $ok, ErrCode::taskCard_gainItem_no);
  355. }
  356. }
  357. if (strlen($taskCard->mo()->reward) > 0) { # 防御奖励串为空
  358. StoreProc::AddMultiItemInStore($taskCard->mo()->reward); # 发放奖励
  359. }
  360. if ($taskCard->mo()->exp > 0) { # 任务卡增加了指挥官经验
  361. req()->userInfo->game->base()->Add_Exp($taskCard->mo()->exp); # 加指挥官经验
  362. }
  363. $taskCard->state = Enum_TaskCardStateType::drawed;
  364. //2021-3-4
  365. $college = ctx()->college();
  366. $college->modifyTaskCardState($taskCard->typeId, Enum_TaskCardStateType::drawed);
  367. req()->userInfo->game->college = $college;
  368. $store->taskcards->$taskCardUID = $taskCard; # 回写任务数据
  369. NormalEventProc::OnTaskCard_Reward($taskCard->mo()->reward, null); # 带入事件
  370. self::OnFinishTaskCard($taskCard); # 触发检查任务卡的任务卡[・_・?]
  371. if (!empty($taskCard->mo()->newTaskCard)) { # 下一个任务卡存在
  372. StoreProc::PutTaskCardInStore($taskCard->mo()->newTaskCard); # 放卡入背包
  373. }
  374. if ($taskCard->mo()->type == 2) {
  375. // 日常任务卡,不移除
  376. } else {
  377. StlUtil::dictRemove($store->taskcards, $taskCardUID); # 移除任务卡
  378. }
  379. self::autoRecoverStateMissions(); # 重新更新其它状态类的任务卡
  380. self::autoRecoverTaskTracingState(); # 更新任务追踪.
  381. StatisticsProc::SelfTaskDataCollect($taskCard->typeId); #统计自己的任务完成情况
  382. StatisticsProc::TaskDataCollect($taskCard->typeId); #统计最新任务
  383. req()->userInfo->game->college->addScore($taskCard->mo()->score); #圣哲学院的任务是有积分累计的
  384. UserProc::updateUserInfo(); # 回存玩家数据
  385. return Resp::ok(array(
  386. 'gold' => req()->userInfo->game->baseInfo->gold,
  387. 'cash' => req()->userInfo->game->baseInfo->cash,
  388. 'lvl' => req()->userInfo->game->baseInfo->level,
  389. 'store' => req()->userInfo->game->store,
  390. 'college' => req()->userInfo->game->college,)); # 返回值更新背包
  391. }
  392. /**
  393. * [6217] 任务卡 - 更新信息
  394. */
  395. static function OnTaskCard_GetInfo() {
  396. return Resp::ok(array('store' => req()->userInfo->game->store)); # 返回值更新背包
  397. }
  398. /**
  399. * [6218] 任务步骤 - start/finish Action done
  400. */
  401. static function OnTaskCard_StepActionDone() {
  402. list($taskCardUID, $stepTypeId, $actType) = req()->paras; # 参数提取,卡uid,步骤类型id,actType: 1:start,2:finish.
  403. $store = req()->userInfo->game->store; # 快速访问store
  404. my_Assert(StlUtil::dictHasProperty($store->taskcards, $taskCardUID), ErrCode::taskCard_no); # 防御找不到实例
  405. $taskCard = new Ins_TaskCard($store->taskcards->$taskCardUID); # 任务卡对象
  406. foreach ($taskCard->curSteps as &$tsp) { # 初期里面只有一个任务
  407. $tsp = new Ins_TaskStep($tsp);
  408. if ($tsp->typeId == $stepTypeId) { # 找到指定步骤
  409. if ($actType == 1) {
  410. $tsp->doStartAct();
  411. } else if ($actType == 2) {
  412. $tsp->doFinishAct();
  413. }
  414. }
  415. }
  416. $store->taskcards->$taskCardUID = $taskCard;
  417. UserProc::updateUserInfo();
  418. return Resp::ok(array('store' => req()->userInfo->game->store)); # 返回值更新背包
  419. }
  420. /**
  421. * [6219] 设置当前追踪的任务卡
  422. */
  423. static function SetTracingCard() {
  424. // (探索任务暂不开发)
  425. $pri = req()->userInfo->game->privateData(); # 私有数据
  426. // 设置追踪
  427. list($cardType, $cardUID) = req()->paras; # 参数: 任务标签类型(1:主线;2:日程;3:圣哲;4:商店), 任务卡id.
  428. my_default_Obj($pri->taskCardTracing); # 确保 tracing数据结构是否完整.
  429. $pri->taskCardTracing->$cardType = $cardUID; # 更新tracing数据.
  430. UserProc::updateUserInfo(); # 回存
  431. return Resp::ok($pri->taskCardTracing); # 返回成功
  432. }
  433. //
  434. // </editor-fold>
  435. // <editor-fold defaultstate="collapsed" desc=" 任务接口 ">
  436. /**
  437. * [6204] 领取日常任务活跃度阶段奖励
  438. */
  439. static function getActiveReward() {
  440. list($num) = req()->paras; # 提取参数: 领奖的阶段
  441. $userTask = req()->userInfo->game->task;
  442. $rewardCfg = GameConfig::task_active_reward_getItem($num); # 查找奖励配置
  443. my_Assert(null != $rewardCfg, ErrCode::err_const_no); # 防御: 常量丢失
  444. my_Assert(!in_array($num, $userTask->dailyActiveGetedRewardArr), ErrCode::task_reward_geted); # 判断尚未领取
  445. my_Assert($userTask->dailyActivePoint >= $num, ErrCode::task_activePoint_notenough); # 判断活跃点数足够
  446. $ok = StoreProc::AddMultiItemInStore($rewardCfg->reward); # 按照配置发放奖励
  447. my_Assert($ok == ErrCode::ok, $ok); # 发放成功
  448. $userTask->dailyActiveGetedRewardArr[] = $num; # 添加领取记录
  449. UserProc::updateUserInfo(); # 回存数据
  450. return Resp::ok(array(// # 返回
  451. "gold" => req()->userInfo->game->baseInfo->gold,
  452. "cash" => req()->userInfo->game->baseInfo->cash,
  453. "tili" => req()->userInfo->game->baseInfo->tili,
  454. "store" => req()->userInfo->game->store,
  455. "task" => req()->userInfo->game->task
  456. ));
  457. }
  458. /**
  459. * [6203] 设置关注任务
  460. * @deprecated since version 0 废弃,替换为6219.(2021.9.26)
  461. */
  462. static function setAttentionTask() {
  463. // list($taskId) = req()->paras;
  464. // $userTask = req()->userInfo->game->task;
  465. //
  466. // my_Assert(StlUtil::dictHasProperty($userTask->taskListPlot, $taskId), ErrCode::task_no); # 任务存在
  467. // $taskItem = new Ins_TaskInfo($userTask->taskListPlot->$taskId);
  468. // my_Assert($taskItem->rewardGeted < 1, ErrCode::task_reward_geted); # 任务奖励尚未领取
  469. // $userTask->curTaskId = $taskId;
  470. //// var_dump($userTask);
  471. // UserProc::updateUserInfo();
  472. // return Resp::ok(array("task" => req()->userInfo->game->task));
  473. }
  474. /**
  475. * [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?
  476. * @deprecated since version 0 已经更换为领取任务卡奖励.
  477. */
  478. static function GetTaskReward() {
  479. // list($taskId) = req()->paras; # 提取参数: 任务id
  480. // $userTask = new Info_UserTask(req()->userInfo->game->task);
  481. // $mask = 100000; # 根据id段来区分任务和每日任务.
  482. // $type = intval($taskId / $mask); # 取出taskId第一位判断任务类型
  483. // switch ($type) { #
  484. // case 4: # 剧情任务
  485. // my_Assert(StlUtil::dictHasProperty($userTask->taskListPlot, $taskId), ErrCode::task_no); #判断是否存在指定任务
  486. // $task = new Ins_TaskInfo($userTask->taskListPlot->$taskId);
  487. // my_Assert($task->progress >= 1, ErrCode::task_progress_not_complete); # 判断任务进度是否已完成>=1f
  488. // my_Assert($task->rewardGeted < 1, ErrCode::task_reward_geted); # 奖励不可重复领取
  489. // $taskCfg = GameConfig::task_getItem($taskId); # 任务配置数据
  490. // my_Assert($taskCfg != null, ErrCode::err_const_no);
  491. // $ok = StoreProc::AddMultiItemInStore($taskCfg->reward); # 发放任务奖励
  492. // my_Assert($ok == ErrCode::ok, $ok);
  493. // $task->rewardGeted = 1;
  494. // $userTask->taskListPlot->$taskId = $task;
  495. // if ($userTask->IsAllPlotTaskOver()) { # 检查当前节点任务是否已经全部清空
  496. // $userTask->curTaskNode += 1;
  497. // $userTask->taskListPlot = ObjectInit();
  498. // $userTask->initialize();
  499. // }
  500. // break;
  501. // case 5: # 每日任务
  502. // my_Assert(StlUtil::dictHasProperty($userTask->taskListDaily, $taskId), ErrCode::task_no);
  503. // $task = new Ins_TaskInfo($userTask->taskListDaily->$taskId);
  504. // my_Assert($task->progress >= 1, ErrCode::task_progress_not_complete); # 判断任务进度是否已完成>=1f
  505. // my_Assert($task->rewardGeted < 1, ErrCode::task_reward_geted); # 奖励不可重复领取
  506. // $taskCfg = GameConfig::task_daily_getItem($taskId); # 任务配置数据
  507. // my_Assert($taskCfg != null, ErrCode::err_const_no);
  508. //// Data_UserGame::Add_Exp(req()->userInfo->game->baseInfo, $taskCfg->exp); # 发放任务奖励
  509. // req()->userInfo->game->base()->Add_Exp($taskCfg->exp); # 发放指挥官经验
  510. // $userTask->dailyActivePoint += $taskCfg->activePoint;
  511. // $task->rewardGeted = 1;
  512. // $userTask->taskListDaily->$taskId = $task; # 回存下
  513. // break;
  514. // default:
  515. // break;
  516. // }
  517. //
  518. // req()->userInfo->game->task = $userTask; # 回存
  519. // UserProc::updateUserInfo();
  520. // return Resp::ok(array(// # 返回
  521. // "gold" => req()->userInfo->game->baseInfo->gold,
  522. // "cash" => req()->userInfo->game->baseInfo->cash,
  523. // "tili" => req()->userInfo->game->baseInfo->tili,
  524. // "store" => req()->userInfo->game->store,
  525. // "task" => req()->userInfo->game->task
  526. // ));
  527. }
  528. /**
  529. * [6201]更新任务状态
  530. */
  531. static function GetTaskInfo() {
  532. self::autoRecoverStateMissions(); # 重新更新其它状态类的任务卡
  533. return Resp::ok(array("task" => req()->userInfo->game->task));
  534. }
  535. // </editor-fold>
  536. /**
  537. * 每天重置日常任务.
  538. */
  539. static function ResetDailyTaskCards() {
  540. var_dump("重置日常任务卡");
  541. $store = req()->userInfo->game->store();
  542. my_default_Obj($store->taskcards);
  543. $dailyCards = new \stdClass();
  544. foreach (GameConfig::item_taskcard() as $id => $cardMo) {
  545. isEditor() and $cardMo = new \sm_item_taskcard();
  546. if ($cardMo->type == 2) { # 1:主线;2:日程;3:圣哲;4:商店
  547. $dailyCards->$id = $cardMo;
  548. }
  549. }
  550. $dailyCards = (array) $dailyCards;
  551. ksort($dailyCards);
  552. foreach ($dailyCards as $id => $cardMo) {
  553. foreach ($store->taskcards as $uid => $card) {
  554. $cardVo = new Ins_TaskCard($card);
  555. if ($cardVo->typeId == $id) { # 找到对应的实例.
  556. unset($store->taskcards->$uid); # 删除昨日未完成日常
  557. }
  558. }
  559. }
  560. req()->userInfo->game->store = $store;
  561. // 再遍历一遍, 添加今日日常任务.
  562. $cid = 0;
  563. foreach ($dailyCards as $id => $cardMo) {
  564. $cid = StoreProc::PutTaskCardInStore($id); # 添加任务卡到背包
  565. }
  566. $pri = req()->userInfo->game->privateData(); # 私有数据
  567. $cardType = 2; # 日常任务,设置追踪
  568. my_default_Obj($pri->taskCardTracing); # 确保 tracing数据结构是否完整.
  569. $pri->taskCardTracing->$cardType = $cid; # 更新tracing数据.
  570. UserProc::updateUserInfo(); # 回存数据.(不管从哪里调用的, 更新肯定没错.)
  571. }
  572. /**
  573. * 重置每日任务
  574. * @deprecated since version 0 已废弃,换用任务卡接口. (2021.9.26)
  575. */
  576. static function ResetDailyTask() {
  577. return;
  578. // $userTask = new Info_UserTask(req()->userInfo->game->task);
  579. // $userTask->resetDailyTask();
  580. // req()->userInfo->game->task = $userTask;
  581. }
  582. //
  583. // <editor-fold defaultstate="collapsed" desc="辅助方法-比对判断">
  584. /**
  585. * 检查任务条件是否达成
  586. * @param Ins_TaskParams $taskParam Description
  587. * @deprecated since version 0 已废弃,换用taskcard.
  588. */
  589. static function CheckTaskConditions($taskParam) {
  590. return;
  591. //// var_dump($taskParam);
  592. // $bUpdate = false;
  593. // foreach (req()->userInfo->game->task->taskListPlot as $tid => $task) {
  594. // $taskCfg = GameConfig::task_getItem($tid);
  595. // my_Assert($taskCfg != null, ErrCode::err_const_no); # 获取任务配置数据
  596. // if ($taskCfg->tasktype != $taskParam->taskType) { # 任务类型必须匹配
  597. // continue;
  598. // }
  599. // isEditor() and $task = new Ins_TaskInfo(-1);
  600. // if ($task->progress == 1) { # 已完成的不再更新处理
  601. // continue;
  602. // }
  603. // if (is_null($taskCfg->canshu1)) {
  604. // $task->progress = 1;
  605. // $bUpdate = true;
  606. // continue;
  607. // }
  608. //
  609. // if ($taskCfg->canshu1 == $taskParam->canshu1) {
  610. // $task->tag1 = $taskParam->canshu1;
  611. // if (null == $taskCfg->canshu2 || 0 == $taskCfg->canshu2) {
  612. // $task->progress = 1;
  613. // $task->tag2 = $taskParam->canshu2;
  614. // $bUpdate = true;
  615. // } else {
  616. // if (is_numeric($taskCfg->canshu2)) {
  617. // $task->tag2 = max($task->tag2, $taskParam->canshu2);
  618. // if ($taskCfg->canshu2 <= $taskParam->canshu2) {
  619. // $bUpdate = true;
  620. // $task->progress = 1;
  621. // }
  622. // } else {
  623. // $task->tag2 = $taskParam->canshu2;
  624. // if ($taskCfg->canshu2 == $taskParam->canshu2) {
  625. // $bUpdate = true;
  626. // $task->progress = 1;
  627. // }
  628. // }
  629. // }
  630. // }
  631. // }
  632. // if ($bUpdate) {
  633. // CornerSignEventProc::OnTask_Plot_new();
  634. // }
  635. }
  636. /**
  637. * 检查任务条件是否达成
  638. * @param Ins_TaskParams $taskParam Description
  639. * @deprecated since version 0 已废弃,换用taskcard
  640. */
  641. static function CheckDailyTaskConditions($taskParam) {
  642. return;
  643. // $bUpdate = false;
  644. // $daily = req()->userInfo->game->task->taskListDaily;
  645. // foreach ($daily as $tid => &$task) {
  646. // $taskCfg = GameConfig::task_daily_getItem($tid);
  647. // my_Assert($taskCfg != null, ErrCode::err_const_no); # 获取任务配置数据
  648. // if ($taskCfg->tasktype != $taskParam->taskType) { # 任务类型必须匹配
  649. // continue;
  650. // }
  651. // $task = new Ins_TaskInfo($task);
  652. // if ($task->progress >= 1) { # 已完成的不再更新处理
  653. // continue;
  654. // }
  655. // $task->counter++; # 计数器
  656. // if (is_null($taskCfg->canshu1) || $taskCfg->canshu1 == 0) {
  657. // $task->progress = 1;
  658. // $bUpdate = true;
  659. // continue;
  660. // }
  661. // if ($taskCfg->canshu1 == $task->counter) {
  662. // $task->progress = 1;
  663. // $bUpdate = true;
  664. // continue;
  665. // }
  666. // }
  667. //
  668. // if ($bUpdate) {
  669. // CornerSignEventProc::OnTask_Daily_new();
  670. // }
  671. }
  672. // </editor-fold>
  673. //
  674. // <editor-fold defaultstate="collapsed" desc="处理各种任务检测事务">
  675. //
  676. /**
  677. * 神庙抽奖
  678. */
  679. static function OnTempleLottery() {
  680. // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::TempleLottery);
  681. // self::CheckTaskConditions($taskParam);
  682. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::TempleLottery, Enum_PropelType::set, 1, array());
  683. self::CheckTaskCardConditions($taskEventArg);
  684. }
  685. /**
  686. * 例如当指挥官等级提升的时候需要检查是否有任务达成
  687. */
  688. static function OnUserLevelUp($newLvl) {
  689. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::CommanderLevelUpTo, $newLvl);
  690. self::CheckTaskConditions($taskParam);
  691. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::CommanderLevelUpTo, Enum_PropelType::set, $newLvl, array($newLvl));
  692. self::CheckTaskCardConditions($taskEventArg);
  693. }
  694. /**
  695. * 英雄升级
  696. * @param type $heroMoId
  697. * @param type $newLvl
  698. */
  699. static function OnHeroLevelUp($heroMoId, $newLvl) {
  700. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroLevelUpTo, $heroMoId, $newLvl);
  701. self::CheckTaskConditions($taskParam);
  702. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroLevelUpTo, Enum_PropelType::set, $newLvl, array($heroMoId));
  703. self::CheckTaskCardConditions($taskEventArg);
  704. }
  705. /**
  706. * 英雄升阶
  707. * @param type $heroMoId
  708. * @param type $newGrade
  709. */
  710. static function OnHeroGradeUp($heroMoId, $newGrade) {
  711. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroGradeUpTo, $heroMoId, $newGrade);
  712. self::CheckTaskConditions($taskParam);
  713. self::OnHeroImprove();
  714. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroGradeUpTo, Enum_PropelType::set, 1, array());
  715. self::CheckTaskCardConditions($taskEventArg);
  716. }
  717. /**
  718. * 英雄碎片数量达到指定值
  719. * @param type $heroMoId
  720. * @param type $num
  721. */
  722. static function OnHeroSegmengNum($heroMoId, $num) {
  723. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroSegmentNumberTo, $heroMoId, $num);
  724. self::CheckTaskConditions($taskParam);
  725. }
  726. /**
  727. * 英雄解锁技能
  728. * @param type $heroMoId
  729. * @param type $skillId
  730. */
  731. static function OnHeroUnlocSkill($heroMoId, $skillId) {
  732. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::HeroSkillUnlock, $heroMoId, $skillId);
  733. self::CheckTaskConditions($taskParam);
  734. }
  735. /**
  736. * 英雄穿上武器
  737. * @param type $heroMoid
  738. * @param type $weaponMoId
  739. */
  740. static function OnHeroWearWeapon($heroMoid, $weaponMoId) {
  741. $weapMO = GameConfig::item_base_getItem($weaponMoId);
  742. my_Assert($weapMO, ErrCode::err_const_no);
  743. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearupWeapon_quality, Enum_PropelType::set, 1, array($heroMoid, $weapMO->quality));
  744. self::CheckTaskCardConditions($taskEventArg);
  745. }
  746. /**
  747. * 英雄装备言灵
  748. * @param type $heroMoid
  749. * @param type $weaponMoId
  750. */
  751. static function OnHeroWearYanling($heroMoid, $yanlingMoId) {
  752. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearupYanling, Enum_PropelType::set, 1, array($heroMoid, $yanlingMoId));
  753. self::CheckTaskCardConditions($taskEventArg); # 检查装备言灵任务
  754. $ylmo = GameConfig::item_base_getItem($yanlingMoId);
  755. my_Assert(null != $ylmo, ErrCode::err_const_no);
  756. $taskEventArg2 = new Ins_TaskEventArgs(Enum_TaskCmdType::HeroWearUpXYanlingWithQualityN, Enum_PropelType::add, 1, array($ylmo->quality));
  757. self::CheckTaskCardConditions($taskEventArg2); # 检查装备x个n品质言灵任务
  758. }
  759. /**
  760. * 通关剧情关卡
  761. * @param type $gateId
  762. * @param type $difficulty
  763. */
  764. static function OnPassGateN($gateId, $difficulty) {
  765. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PassGateN, $gateId, $difficulty);
  766. self::CheckTaskConditions($taskParam);
  767. self::OnPassGate();
  768. // var_dump("通关剧情检测 $gateId $difficulty");
  769. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassGateN, Enum_PropelType::set, 1, array($gateId, $difficulty));
  770. self::CheckTaskCardConditions($taskEventArg);
  771. }
  772. /**
  773. * 通关材料副本第n层
  774. * @param type $gateId
  775. * @param type $level
  776. */
  777. static function OnPassMaterialCarbonN($gateId, $level) {
  778. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassMaterialCarbonN, Enum_PropelType::set, 1, array($gateId, $level));
  779. self::CheckTaskCardConditions($taskEventArg);
  780. }
  781. /**
  782. * 通关无尽塔副本关卡
  783. * @param type $gateId
  784. * @param type $difficulty 层数
  785. */
  786. static function OnPassEndlessCarboN($gateId, $difficulty) {
  787. // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::passEndlessCarbonN, $gateId, $difficulty);
  788. // self::CheckTaskConditions($taskParam);
  789. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::passEndlessCarbonN, Enum_PropelType::set, 1, array($gateId, $difficulty));
  790. // var_dump($taskEventArg);
  791. self::CheckTaskCardConditions($taskEventArg);
  792. }
  793. /**
  794. * 完成一次boss战胜利
  795. * @param type $gateId
  796. */
  797. static function OnPassWorldBoss($gateId) {
  798. // $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PassWorldBoss, $gateId);
  799. // self::CheckTaskConditions($taskParam);
  800. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::PassWorldBoss, Enum_PropelType::set, 1, array($gateId));
  801. // var_dump($taskEventArg);
  802. self::CheckTaskCardConditions($taskEventArg);
  803. }
  804. /**
  805. * 竞技场胜利场次
  806. * @param type $num
  807. */
  808. static function OnPvPWinN($num) {
  809. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PvPWinNumberTo, $num);
  810. self::CheckTaskConditions($taskParam);
  811. }
  812. /**
  813. * 竞技场积分
  814. * @param type $score
  815. */
  816. static function OnPvPScoreN($score) {
  817. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::PvPScoreTo, $score);
  818. self::CheckTaskConditions($taskParam);
  819. }
  820. /**
  821. * 玩家总战力值
  822. * @param type $num
  823. */
  824. static function OnUserFightPowerN($num) {
  825. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::UserPowerTo, $num);
  826. self::CheckTaskConditions($taskParam);
  827. }
  828. /**
  829. * 玩家收集积分
  830. * @param type $num
  831. */
  832. static function OnUserCollectScoreN($num) {
  833. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::UserCollectScoreTo, $num);
  834. self::CheckTaskConditions($taskParam);
  835. }
  836. //
  837. // </editor-fold>
  838. //
  839. // <editor-fold defaultstate="collapsed" desc="每日任务条件检查">
  840. //
  841. // static function Upate
  842. /**
  843. * 每日登陆
  844. */
  845. static function OnUserLogin() {
  846. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyLogin);
  847. self::CheckDailyTaskConditions($taskParam);
  848. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::DailyLogin, Enum_PropelType::set, 1, array());
  849. self::CheckTaskCardConditions($taskEventArg); # 检查日常任务
  850. }
  851. /**
  852. * 每日:英雄强化(升级或升阶)n次
  853. */
  854. static function OnHeroImprove() {
  855. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyHeroImprove);
  856. self::CheckDailyTaskConditions($taskParam);
  857. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::DailyHeroImprove, Enum_PropelType::inc, 1, array());
  858. self::CheckTaskCardConditions($taskEventArg); # 检查日常任务
  859. }
  860. /**
  861. * 每日:剧情关卡,胜利n次
  862. */
  863. static function OnPassGate() {
  864. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyGatesWin);
  865. self::CheckDailyTaskConditions($taskParam);
  866. $taskEventArg = new Ins_TaskEventArgs(Enum_TaskCmdType::DailyGatesWin, Enum_PropelType::inc, 1, array());
  867. self::CheckTaskCardConditions($taskEventArg); # 检查日常任务
  868. }
  869. /**
  870. * 竞技场每日挑战,胜负均可
  871. */
  872. static function OnPvp() {
  873. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyPVP);
  874. self::CheckDailyTaskConditions($taskParam);
  875. self::CheckTaskCardConditions($taskParam);
  876. }
  877. /**
  878. * 每日挑战,胜负均可
  879. */
  880. static function OnRankChalenge() {
  881. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyRankChalenge);
  882. self::CheckDailyTaskConditions($taskParam);
  883. self::CheckTaskCardConditions($taskParam);
  884. }
  885. /**
  886. * 每日购买商品
  887. */
  888. static function OnShopping() {
  889. $taskParam = new Ins_TaskParams(Enum_TaskCmdType::DailyShopping);
  890. self::CheckDailyTaskConditions($taskParam);
  891. self::CheckTaskCardConditions($taskParam);
  892. }
  893. //
  894. // </editor-fold>
  895. //
  896. // <editor-fold defaultstate="collapsed" desc="处理任务卡条件检查">
  897. //
  898. /**
  899. * 自动修正任务追踪信息
  900. */
  901. static function autoRecoverTaskTracingState() {
  902. $tasks = req()->userInfo->game->store->taskcards;
  903. $pri = req()->userInfo->game->privateData();
  904. $tp = 2;
  905. $curId = my_null_default($pri->taskCardTracing->$tp, 0); # 当前追踪中的任务卡id
  906. $needRefresh = false;
  907. if ($curId > 0) { # 存在任务卡
  908. $curTask = new Ins_TaskCard($tasks->$curId);
  909. if ($curTask->state >= 4) {
  910. $needRefresh = true;
  911. }
  912. }
  913. if ($needRefresh) {
  914. $ok = false;
  915. foreach ($tasks as $tid => &$task) {
  916. $task = new Ins_TaskCard($task);
  917. switch ($task->mo()->type) {
  918. case 1: # 主线
  919. break;
  920. case 2: # 日常
  921. if ($task->state >= 4) {
  922. continue;
  923. }
  924. $pri->taskCardTracing->$tp = $tid;
  925. $ok = true;
  926. break 2; # 终止foreach循环(2层)
  927. case 3: # 学院
  928. break;
  929. case 4: # 悬赏
  930. break;
  931. default:
  932. break;
  933. }
  934. }
  935. if (!$ok) { # 没有找到合适的追踪对象
  936. $pri->taskCardTracing->$tp = 0; # 删除所有追踪(剩余任务已经全部完成了)
  937. }
  938. req()->userInfo->game->store->taskcards = $tasks;
  939. req()->userInfo->game->privateState = $pri;
  940. }
  941. }
  942. /**
  943. * 自动修复状态型任务
  944. */
  945. static function autoRecoverStateMissions() {
  946. $tasks = req()->userInfo->game->store->taskcards;
  947. foreach ($tasks as $tid => &$task) {
  948. $task = new Ins_TaskCard($task);
  949. if ($task->state == Enum_TaskCardStateType::ing // # 进行中的或者已完成的
  950. || $task->state == Enum_TaskCardStateType::finish) {
  951. foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
  952. $tsp = new Ins_TaskStep($tsp);
  953. $tsp->autoCalcStatusCur();
  954. }
  955. if ($task->state == Enum_TaskCardStateType::finish) { # 检查是否任务卡的所有步骤都已完成
  956. if (!$task->IsFinish()) {
  957. $task->state = Enum_TaskCardStateType::ing; # 状态回退
  958. }
  959. }
  960. }
  961. }
  962. Clog::info("更新状态统计类的任务卡!");
  963. req()->userInfo->game->store->taskcards = $tasks;
  964. }
  965. /**
  966. * 检查任务卡条件是否达成
  967. * @param Ins_TaskEventArgs $taskParam Description
  968. */
  969. static function CheckTaskCardConditions($taskParam) {
  970. $bUpdate = false;
  971. $tasks = req()->userInfo->game->store->taskcards;
  972. // var_dump(json_encode($tasks));
  973. foreach ($tasks as $tid => &$task) {
  974. $task = new Ins_TaskCard($task);
  975. if ($task->state != Enum_TaskCardStateType::ing) {
  976. continue;
  977. }
  978. foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
  979. $tsp = new Ins_TaskStep($tsp);
  980. if ($tsp->check_new($taskParam)) {
  981. // echoLine("推进");
  982. $bUpdate = true;
  983. $tsp->propel($taskParam);
  984. NormalEventProc::OnTaskCardStep_Process($task->uid, $tsp->typeId); # 任务进度更新
  985. if ($tsp->isFinish()) {
  986. NormalEventProc::OnTaskCardStep_Complete($task->uid, $tsp->typeId); # 广播任务步骤完成事件
  987. // $tsp->doFinishAct();
  988. }
  989. }
  990. }
  991. if ($task->IsFinish()) { # 检查后添加后续任务
  992. $arr = array();
  993. foreach ($task->curSteps as &$tsp) { # 初期里面只有一个任务
  994. $tsp = new Ins_TaskStep($tsp);
  995. if (strlen($tsp->mo()->next) > 0) { # 有后续任务
  996. $arr = array_merge($arr, explode(',', $tsp->mo()->next)); # 累加下一个任务步骤
  997. }
  998. }
  999. foreach ($arr as $stpid) { # 轮询添加后续任务
  1000. if ($stpid > 0) {
  1001. $task->AddStep($stpid); # 将后续任务追加到任务列表中
  1002. }
  1003. }
  1004. }
  1005. if ($task->IsFinish()) { # 检查是否任务卡的所有步骤都已完成
  1006. $task->state = Enum_TaskCardStateType::finish;
  1007. NormalEventProc::OnTaskCard_Finish($task->uid, null); # 广播卡完成事件
  1008. }
  1009. }
  1010. if ($bUpdate) { # 带回数据到客户端
  1011. req()->userInfo->game->store->taskcards = $tasks;
  1012. UserProc::updateUserInfo(); # 更新玩家数据
  1013. }
  1014. return $bUpdate;
  1015. }
  1016. static function OnKillMonster($monsterID, $num) {
  1017. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::KillMonster, Enum_PropelType::add, $num, array($monsterID));
  1018. return self::CheckTaskCardConditions($taskParam);
  1019. }
  1020. /**
  1021. * 获得道具
  1022. */
  1023. static function OnGainItem($itemId, $num) {
  1024. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::GainItem, Enum_PropelType::stat, $num, array($itemId));
  1025. self::CheckTaskCardConditions($taskParam);
  1026. }
  1027. /**
  1028. * 对话完成
  1029. * @param type $gate_or_npc_id
  1030. * @param type $stage
  1031. * @return type
  1032. */
  1033. static function OnPlotOver($gate_or_npc_id, $stage) {
  1034. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::PlotOver, Enum_PropelType::set, 1, array($gate_or_npc_id, "$stage"));
  1035. self::CheckTaskCardConditions($taskParam);
  1036. }
  1037. /**
  1038. * 购买n张任务卡(非特定)
  1039. * @param type $_num
  1040. * @return type
  1041. */
  1042. static function OnBuyTaskCard($_num = 1) {
  1043. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::BuyTaskCard_Num, Enum_PropelType::add, $_num, array());
  1044. self::CheckTaskCardConditions($taskParam);
  1045. }
  1046. /**
  1047. * 完成任务卡(不指定) 这是要造检查任务卡的任务卡[・_・?]
  1048. * @param Ins_TaskCard $taskCard
  1049. */
  1050. static function OnFinishTaskCard($taskCard) {
  1051. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishTaskCard_noID, Enum_PropelType::set, 1, array());
  1052. self::CheckTaskCardConditions($taskParam);
  1053. $cardBase = GameConfig::item_base_getItem($taskCard->mo()->typeId);
  1054. $taskParam2 = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishXCardWithQualityN, Enum_PropelType::add, 1, array($cardBase->quality));
  1055. self::CheckTaskCardConditions($taskParam2);
  1056. if ($taskCard->mo()->cardType == "言灵") {
  1057. $taskParam3 = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishXYanlingCardAboutQualityN, Enum_PropelType::add, 1, array($cardBase->quality));
  1058. self::CheckTaskCardConditions($taskParam3);
  1059. }
  1060. }
  1061. /**
  1062. * 领取系统邮件奖励
  1063. * @param type $mailId 指定邮件id
  1064. * @return type
  1065. */
  1066. static function OnDrawSysMail($mailId) {
  1067. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::DrawSysMail_ID, Enum_PropelType::set, 1, array($mailId));
  1068. self::CheckTaskCardConditions($taskParam);
  1069. }
  1070. /**
  1071. * 言灵升级
  1072. * @param type $yanlingType
  1073. * @param type $level
  1074. * @return type
  1075. */
  1076. static function OnYanlingLevelUp($yanlingType, $level) {
  1077. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::AnyYanlingLevelUp, Enum_PropelType::set, 1, array($yanlingType, $level));
  1078. self::CheckTaskCardConditions($taskParam);
  1079. }
  1080. /**
  1081. * 言灵升星(突破)
  1082. * @param type $newStar
  1083. */
  1084. static function OnYanlingStarUp($newStar) {
  1085. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::UpgradeXYanlingToNStar, Enum_PropelType::add, 1, array($newStar));
  1086. self::CheckTaskCardConditions($taskParam);
  1087. }
  1088. static function OnWeaponUpgrade() {
  1089. }
  1090. /**
  1091. * 武器突破
  1092. * @param type $newStar
  1093. */
  1094. static function OnWeaponStarUp($newStar) {
  1095. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::UpgradeXWeaponToNStar, Enum_PropelType::add, 1, array($newStar));
  1096. self::CheckTaskCardConditions($taskParam);
  1097. }
  1098. /**
  1099. * 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)
  1100. */
  1101. static function OnGetSchoolTask() {
  1102. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::GetSchoolTask, Enum_PropelType::set, 1, array());
  1103. self::CheckTaskCardConditions($taskParam);
  1104. }
  1105. /**
  1106. * 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)
  1107. */
  1108. static function OnFinishSchoolTask() {
  1109. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishSchoolTask, Enum_PropelType::set, 1, array());
  1110. self::CheckTaskCardConditions($taskParam);
  1111. }
  1112. /**
  1113. * 完成指课程的全部任务(num:1,paras:[courseId])(学院界面)
  1114. * @param int $courseId 课程id
  1115. */
  1116. static function OnFinishAllSchoolTaskOfGrade($courseId) {
  1117. $taskParam = new Ins_TaskEventArgs(Enum_TaskCmdType::FinishAllSchoolTaskOfGrade, Enum_PropelType::set, 1, array($courseId));
  1118. self::CheckTaskCardConditions($taskParam);
  1119. }
  1120. //
  1121. // </editor-fold>
  1122. //
  1123. }