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. /**
  85. *
  86. * @param \sm_eventAction $act
  87. */
  88. private function execAct($act) {
  89. my_Assert($act, ErrCode::err_const_no);
  90. switch ($act->cmd) {
  91. case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
  92. case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
  93. $paras = explode(',', $act->parameters); # 解析下参数
  94. $arr = GameConfig::plot_getItem($paras[0], $paras[1]); # 查找对应的剧情
  95. foreach ($arr as $plot) {
  96. isEditor() and $plot = new \sm_plot();
  97. if (!empty($plot->presentItem)) {
  98. if (strtolower($plot->presentItem) == strtolower("unlockBuild") //
  99. || strtolower($plot->presentItem) == strtolower("rename")) {
  100. // 跳过特殊字符串
  101. } else {
  102. StoreProc::AddMultiItemInStore(req(), $plot->presentItem);
  103. }
  104. }
  105. if (!empty($plot->recycleItem)) {
  106. $val = explode(",", $plot->recycleItem);
  107. my_Assert(count($val) > 1, "解析回收道具字符串出错");
  108. StoreProc::removeItemFromStore($store, $val[0], $val[1]);
  109. }
  110. }
  111. break;
  112. case Enum_EventActionType::UnlockBuild: # 解锁建筑
  113. req()->userInfo->game->privateState->unlockedBuild[] = $act->parameters;
  114. $this->actState = 2;
  115. break;
  116. }
  117. }
  118. /**
  119. * 执行任务开始事件
  120. */
  121. public function doStartAct() {
  122. if ($this->mo()->startact > 0) {
  123. $act = GameConfig::eventAction_getItem($this->mo()->startact);
  124. $this->execAct($act);
  125. // my_Assert($act, ErrCode::err_const_no);
  126. // switch ($act->cmd) {
  127. // case Enum_EventActionType::StartPlotScene: # 触发场景剧情,
  128. // case Enum_EventActionType::StartPlotNPC: # 触发NPC剧情
  129. // $arr = GameConfig::plot_getItem($act->parameters[0], $act->parameters[1]);
  130. // foreach ($arr as $plot) {
  131. // isEditor() and $plot = new \sm_plot();
  132. // if (!empty($plot->presentItem)) {
  133. // StoreProc::AddMultiItemInStore(req(), $plot->presentItem);
  134. // }
  135. // if (!empty($plot->recycleItem)) {
  136. // $val = explode(",", $plot->recycleItem);
  137. // my_Assert(count($val) > 1, "解析回收道具字符串出错");
  138. // StoreProc::removeItemFromStore($store, $val[0], $val[1]);
  139. // }
  140. // }
  141. // break;
  142. // case Enum_EventActionType::UnlockBuild: # 解锁建筑
  143. // req()->userInfo->game->privateState->unlockedBuild[] = $act->parameters;
  144. // NormalEventProc::OnUnlockBuild($act->parameters);
  145. // $this->actState = 1;
  146. // break;
  147. // }
  148. }
  149. }
  150. /**
  151. * 构造函数
  152. * @param type $args
  153. */
  154. public function __construct($args) {
  155. if (isInt($args)) {
  156. $this->typeId = $args;
  157. } else {
  158. parent::__construct($args);
  159. }
  160. }
  161. /**
  162. * 是否状态型任务
  163. * @param type $cmd
  164. */
  165. function isStatusType() {
  166. return $this->mo()->cmd == Enum_TaskCmdType::GainItem # 获取道具
  167. || $this->mo()->cmd == Enum_TaskCmdType::HeroLevelUpTo # 提升玩家等级到x
  168. || $this->mo()->cmd == Enum_TaskCmdType::CommanderLevelUpTo;
  169. }
  170. /**
  171. * 自动对齐可能出现统计失误的状态型任务计数
  172. * @return boolean 是否有修改
  173. */
  174. function autoCalcStatusCur() {
  175. if ($this->isStatusType()) {
  176. $mo = $this->mo();
  177. if ($mo != null) {
  178. $cur = $this->calcStatusCur();
  179. if ($cur > $this->max()) {
  180. $cur = $this->max();
  181. }
  182. if ($this->cur != $cur) {
  183. $this->cur = $cur;
  184. return true;
  185. }
  186. }
  187. }
  188. return false;
  189. }
  190. /**
  191. * @return int 计算状态类的进度
  192. */
  193. function calcStatusCur() {
  194. $mo = $this->mo();
  195. $paras = $this->paras();
  196. $para0 = "";
  197. $para1 = "";
  198. $para2 = "";
  199. if (count($paras) >= 1) {
  200. $para0 = $paras[0];
  201. }
  202. if (count($paras) >= 2) {
  203. $para1 = $paras[1];
  204. }
  205. if (count($paras) >= 3) {
  206. $para2 = $paras[2];
  207. }
  208. switch ($mo->cmd) {
  209. case Enum_TaskCmdType::GainItem: # 收集道具
  210. $store = new Info_Store(req()->userInfo->game->store);
  211. return $store->GetItemCount($para0);
  212. case Enum_TaskCmdType::CommanderLevelUpTo:
  213. $lvl = req()->userInfo->game->baseInfo->level;
  214. return $lvl;
  215. case Enum_TaskCmdType::HeroLevelUpTo:
  216. $heros = new Info_UserGameHero(req()->userInfo->game->heros);
  217. $hero = $heros->GetHeroByMoID($para0);
  218. if (null != $hero) {
  219. return $hero->level;
  220. }
  221. break;
  222. }
  223. return 0;
  224. }
  225. /**
  226. * 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)
  227. * @param Ins_TaskEventArgs $taskCardEvent
  228. * @return bool
  229. */
  230. public function check_new($taskCardEvent) {
  231. // var_dump($taskCardEvent);
  232. if ($taskCardEvent->taskType != $this->mo()->cmd) { # 事件类型匹配
  233. return false;
  234. }
  235. if ($this->isStatusType()) { # 状态检查类任务
  236. return $this->autoCalcStatusCur();
  237. }
  238. if ($this->isFinish()) {
  239. return false;
  240. }
  241. if (strlen($this->mo()->paras) <= 0) { # 无参数
  242. return true;
  243. }
  244. $paras = $this->paras();
  245. $index = 0;
  246. foreach ($taskCardEvent->paras as $para) { # 其他任务, 执行参数判定
  247. if ($index < count($paras)) {
  248. if (strpos($para, "|") !== false) { # 某个条件是"或"的关系, 即有多重可能值, 满足其一即可
  249. $paraList = explode("|", $para);
  250. foreach ($paraList as $paraItem) {
  251. if ($paraItem == $paras[$index]) {
  252. continue; # 满足某一个即可, 继续判断下一个条件.
  253. }
  254. }
  255. } else { # only one, 不存在"或"的判定
  256. if ($paras[$index] != 0 && $para != $paras[$index]) { # 直接匹配
  257. return false; # 一但没匹配上, 直接返回false就好了.
  258. }
  259. }
  260. } # 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)
  261. $index++;
  262. }
  263. return true; # 走到最后则判定满足条件.
  264. }
  265. /**
  266. * 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)
  267. * @param Ins_TaskEventArgs $taskParam
  268. */
  269. public function propel($taskParam) {
  270. // var_dump($taskParam);
  271. switch ($taskParam->ope) {
  272. case Enum_PropelType::set:
  273. $this->cur = $taskParam->val;
  274. break;
  275. case Enum_PropelType::add:
  276. $this->cur += $taskParam->val;
  277. break;
  278. case Enum_PropelType::inc:
  279. $this->cur += 1;
  280. break;
  281. case Enum_PropelType::max:
  282. if ($taskParam->val > $this->cur) {
  283. $this->cur = $taskParam->val;
  284. }
  285. break;
  286. case Enum_PropelType::stat:
  287. break;
  288. }
  289. }
  290. }