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src/models/RoleTask.lua 13.4 KB
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  -- 增加  checkTaskEnter 内的参数 记得增加注释
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  local TaskType = {
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  	-- hero 相关
  	DrawHero = 1,				-- 招募				- pool  count
  	AddHero = 2,				-- 增加角色			- heroType	wakeL	camp	job
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  	LoveBreak = 3,				-- 好感度进阶			- heroType	loveL
  	Wake = 4,					-- 觉醒				- heroType	wakeL
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  	HeroLevelUp = 5, 			-- 角色升级			- level
  	DecoFrag = 6,				-- 碎片分解			- count
  	WakeCG = 7,					-- 觉醒到解锁CG		- heroType
  	HeroTalent = 8,				-- 天赋升级			- heroType	alv
  	DrawSSR = 9,				-- 抽到SSR			- count
  
  	--装备相关
  	AddEquip = 101,				-- 获得装备			- equipId	rarity
  	SaleEquip = 102,			-- 出售装备			- count
  	EquipUp = 103,				-- 装备强化
  
  	-- 符文(零件)相关
  	RuneUp = 201, 				-- 符文强化			
  	DecoRune = 202,	 			-- 分解符文			- count
  	AddRune = 203,	 			-- 分解符文			- id 	type 	rarity
  	
  
  	-- 挂机相关
  	HangPass = 301,				-- 挂机通关			- id
  	HangGet = 302,				-- 挂机收货
  	HangQuick = 303, 			-- 快速挂机
  	HangBattle = 304,			-- 挂机战斗			- id
  	HangGetGold = 305,			-- 挂机获得齿轮		- count
  
  	-- 冒险相关
  	AdvPass = 401,				-- 冒险通过关			- id 	level 	score
  	AdvStart = 402,				-- 冒险开始(包括挂机)	- id
  	AdvBattleWin = 403,			-- 冒险内战斗胜利		- id
  	AdvAllPass = 404,			-- 冒险章节通关		- id
  	AdvLevel = 405,				-- 探险者协会升级		- level
  	AdvOverTask = 406,			-- 完成任务			- id
  	AdvOpenBlock = 407,			-- 打开地块			- id
  	AdvUsePotion = 408,			-- 使用营养剂			
  	
  	--爬塔相关
  	TowerPass = 501,			-- 爬塔通关			- level
  	TowerBattle = 502,			-- 爬塔战斗			- level
  
  	-- 餐厅相关
  	FoodMGet = 601,				-- 食材获取
  	MakeFood = 602,				-- 制作料理			- id	count
  	GetOderTask = 603,			-- 接受餐厅订单		- rarity
  	OverOderTask = 604,			-- 完成特别订单		- rarity
  	FoodSell = 605, 			-- 料理贩卖			- count
  	FoodSellQuick = 606, 		-- 料理快速贩卖	
  	FoodSellGold = 607, 		-- 贩卖获得齿轮		- count	
  	DinerPopular = 608,			-- 人气值			- count
  	DinerLevelUp = 609,			-- 餐厅升级			- level type
  	DinerTalentUp = 610,		-- 天赋升级			- type
  
  	-- 车厢相关
  	PotionMake = 701, 			-- 营养剂制作			- id	count
  	OpenBox = 702,				-- 拆解时间箱			
  	
  
  	--功能未实现 todo
  	PvpWin = 1000,				-- pvp胜利			- score
  	PvpBattle = 1001,			-- pvp挑战
  	AdvShop = 1002,				-- 冒险商城
  	GiveFriendP = 1003,			-- 赠送友情点
  	UnionBoss = 1004,			-- 工会boss
  	UnionBattle = 1005,			-- 工会战
  	AddUnion = 1006,			-- 加入一个公会
  	AddFriend = 1007,			-- 加入一个好友		- count
  	BindPhone = 1008,			-- 绑定手机
  	WeChat = 1009,				-- 关注微信
  	WeBlog = 1010,				-- 关注微博
  	SignIn = 1011,				-- 签到
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  }
  
  local function v(value)
  	return {type = "value", value = value}
  end
  
  local function f(field)
  	return {type = "field", value = field}
  end
  
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  -- 剧情任务监听
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  local StoryListener = {
  	func = "checkStoryStatus",
  	listen = {
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  		[TaskType.HangPass] = {{v(1), f("id")}},
  		[TaskType.AdvPass] = {{v(4), f("id")}},
  		[TaskType.LoveBreak] = {{v(2), f("heroType")}},
  		[TaskType.Wake] = {{v(3), f("heroType"), f("wakeL")}},
  		[TaskType.AddHero] = {{v(3), f("heroType"), f("wakeL")}},
  	}
  }
  
  -- 通用任务监听
  local CommonListener = {
  	func = "checkCommonTasks",
  	listen = {
  		[TaskType.HangGet] = {{v(1)}},
  		[TaskType.HangQuick] = {{v(2)}},
  		[TaskType.HangBattle] = {{v(3)}},
  		[TaskType.DrawHero] = {{v(4), f("count"), f("pool")}},
  		[TaskType.TowerBattle] = {{v(5)}},
  		[TaskType.PvpBattle] = {{v(6)}},
  		[TaskType.PvpWin] = {{v(7)}},
  		[TaskType.AdvStart] = {{v(8)}},
  		[TaskType.AdvBattleWin] = {{v(9)}},
  		[TaskType.AdvShop] = {{v(10)}},
  		[TaskType.GetOderTask] = {{v(11)}},
  		[TaskType.OverOderTask] = {{v(12)}},
  		[TaskType.MakeFood] = {{v(13), f("count")}},
  		[TaskType.FoodSell] = {{v(14), f("count")}},
  		[TaskType.FoodSellQuick] = {{v(15)}},
  		[TaskType.FoodMGet] = {{v(16)}},
  		[TaskType.HeroLevelUp] = {{v(17)}},
  		[TaskType.Wake] = {{v(18)}},
  		[TaskType.EquipUp] = {{v(19)}},
  		[TaskType.GiveFriendP] = {{v(20)}},
  		[TaskType.UnionBoss] = {{v(21)}},
  	}
  }
  
  -- 成就监听
  local AchievListener = {
  	func = "checkAchievTask",
  	listen = {
  		[TaskType.HangPass] = {{v(1), f("id")}},
  		[TaskType.UnionBattle] = {{v(2)}},
  		[TaskType.PvpWin] = {{v(3)}, {v(4), f("score")}},
  		[TaskType.AdvAllPass] = {{v(5), f("id")}},
  		[TaskType.AdvLevel] = {{v(6), f("level")}},
  		[TaskType.AdvPass] = {{v(7), f("score")}},
  		[TaskType.AdvBattleWin] = {{v(8)}},
  		[TaskType.AdvOverTask] = {{v(9)}},
  		[TaskType.AdvOpenBlock] = {{v(10)}},
  		[TaskType.AdvUsePotion] = {{v(11)}},
  		[TaskType.AdvStart] = {{v(12)}},
  		[TaskType.FoodSell] = {{v(13), f("count")}},
  		[TaskType.OverOderTask] = {{v(14)}},
  		[TaskType.FoodSellGold] = {{v(15), f("count")}},
  		[TaskType.DinerPopular] = {{v(16), f("count")}},
  		[TaskType.TowerPass] = {{v(17), f("level")}},
  		[TaskType.OpenBox] = {{v(18)}},
  		[TaskType.DinerLevelUp] = {{v(19), f("level"), f("type")}},
  		[TaskType.DinerTalentUp] = {{v(20), v(1), f("type")}},
  		[TaskType.HangGetGold] = {{v(21), f("count")}},
  		[TaskType.HeroLevelUp] = {{v(22), f("level")}},
  		[TaskType.Wake] = {{v(23), f("wakeL")}},
  		[TaskType.WakeCG] = {{v(24)}},
  		[TaskType.HeroTalent] = {{v(25), f("alv")}},
  		[TaskType.AddHero] = {{v(26), f("heroType")}, {v(27)}},
  		[TaskType.DrawSSR] = {{v(28), f("count")}},
  		[TaskType.DrawHero] = {{v(29), f("count"), f("pool")}},
  		[TaskType.AddEquip] = {{v(30), f("rarity")}, {v(34), 1, f("rarity")}},
  		[TaskType.AddRune] = {{v(31), f("rarity")}, {v(35), 1, f("rarity")}},
  		[TaskType.EquipUp] = {{v(32)}},
  		[TaskType.RuneUp] = {{v(33)}},
  		[TaskType.AddUnion] = {{v(36)}},
  		[TaskType.AddFriend] = {{v(37), f("count")}},
  		[TaskType.BindPhone] = {{v(38), 1}},
  		[TaskType.WeChat] = {{v(38), 2}},
  		[TaskType.WeBlog] = {{v(38), 3}},
  		[TaskType.SignIn] = {{v(39)}},
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  	}
  }
  
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  local TaskListeners = {
  	StoryListener,
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  	CommonListener,
  	AchievListener,
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  }
  
  local RoleTask = {}
  
  function RoleTask.bind(Role)
  
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  	-- 任务相关入口
  	function Role:checkTaskEnter(taskType, params, notNotify)
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  		params = params or {}
  		if type(taskType) == "string" then
  			taskType = TaskType[taskType]
  		end
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  		for _, listener in ipairs(TaskListeners) do
  			if listener and listener.listen and listener.listen[taskType] and listener["func"] then
  				local pms = {}
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  				for _, vs in ipairs(listener.listen[taskType]) do
  					for __, v in ipairs(vs) do
  						if type(v) == "table" and v.type then
  							if v.type == "value" then
  								table.insert(pms, v.value)
  							elseif v.type == "field" then
  								table.insert(pms, params[v.value])
  							else
  								table.insert(pms, v)
  							end
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  						else
  							table.insert(pms, v)
  						end
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  					end
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  					self[listener["func"]](self, notNotify, table.unpack(pms))
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  				end
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  			end
  		end
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  	end
  
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  	--剧情相关----begin-------------
  	local function checkStoryStatusByHang(role, data, status, cond1) -- cond1 carbonId
  		if tonumber(data.unlockData) ~= cond1 then return end
  		status.s = 1
  		return true
  	end
  
  	local function checkStoryStatusByLove(role, data, status, cond1)  -- cond1 heroType
  		if  data.sort ~= cond1 then return end
  		local curL = role:getProperty("loveStatus"):getv(cond1, 0)
  		if curL < tonumber(data.unlockData) then return end
  		status.s = 1
  		return true
  	end
  
  	local function checkStoryStatusByMultStar(role, data, status, cond1, cond2) -- cond1 heroType, cond2 wakeL
  		local heroType = cond1
  		local need = data.unlockData:toArray(true, "=")
  		local had = false
  		for _, v in pairs(need) do
  			if v == heroType then
  				had = true
  				break
  			end
  		end
  		if not had then return end
  		if cond2 > (status["s" .. heroType] or 0) then
  			status["s" .. heroType] = cond2
  		end
  		local starC = 0
  		for _, v in pairs(need) do
  			starC = starC + (status["s" .. v] or 0)
  		end
  		if starC >= tonumber(data.unlockData2) then
  			table.clear(status)
  			status.s = 1
  		end
  		return true
  	end
  
  	local function checkStoryStatusByAdv(role, data, status, cond1) -- cond1 advId
  		if tonumber(data.unlockData) ~= cond1 then return end
  		status.s = 1
  		return true
  	end
  
  	local checkstoryStatusFunc = {
  		[1] = checkStoryStatusByHang,
  		[2] = checkStoryStatusByLove,
  		[3] = checkStoryStatusByMultStar,
  		[4] = checkStoryStatusByAdv,
  	}
  
  	function Role:checkStoryStatus(notNotify, stype, cond1, cond2, cond3)
  		local storyBookStatus = self:getProperty("storyB")
  		local change = {}
  		for id, data in pairs(csvdb["story_bookCsv"]) do
  			if stype == data.unlockType and checkstoryStatusFunc[stype] then
  				local curStatus = storyBookStatus[id] or {}
  				if not curStatus.s then  -- 存在状态就是已经完成
  					local isChange = checkstoryStatusFunc[stype](self, data, curStatus, cond1, cond2, cond3)
  					if isChange then
  						storyBookStatus[id] = curStatus
  						table.insert(change, {type = "storyB", field = id, value = curStatus, isOnlyToC = true})
  					end
  				end
  			end
  		end
  		if next(change) then
  			self:setProperty("storyB", storyBookStatus)  -- 统一写入数据库
  			if not notNotify then
  				self:changeUpdates(change)
  			end
  		end
  	end
  
  	--剧情相关----end-------------
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  	function Role:checkCommonTasks(notNotify, stype, count, cond1, cond2)
  		count = count or 1
  		self:checkLoopTask(notNotify, stype, count, cond1, cond2)
  	end
  
  	function Role:checkLoopTask(notNotify, stype, count, cond1, cond2)
  		local tasks = {self:getProperty("dTask")["t"] or {}, self:getProperty("wTask")["t"] or {}}
  		local isChange = {false, false}
  		for key, status in ipairs(tasks) do
  			local taskDatas = csvdb["task_loopCsv"][key]
  			for taskId, data in pairs(taskDatas) do
  				if status[taskId] ~= -1 and data.type == stype and (data.condition2 == 0 or data.condition2 == cond1) then
  					status[taskId] = (status[taskId] or 0) + count
  					isChange[key] = 1
  				end
  			end
  		end
  		local change = {}
  		if isChange[1] then
  			table.insert(change, {type = "dTask", field = "t", value = tasks[1]})
  		end
  		if isChange[2] then
  			table.insert(change, {type = "wTask", field = "t", value = tasks[2]})
  		end
  		if next(change) then
  			self:changeUpdates(change, notNotify)
  		end
  	end
  
  	function Role:checkAchievTask(notNotify, stype, v1, v2)
  		local change = {}
  		local achiveStatus = self:getProperty("achiveT")
  
  		local IsFindMax = {
  			[4] = true,
  			[6] = true,
  			[7] = true,
  			[16] = true,
  			[17] = true,
  			[19] = true,
  			[22] = true,
  			[23] = true,
  			[25] = true,
  		}
  
  		for tId , achiveData in ipairs(csvdb["achievement_typeCsv"]) do
  			local curStatus = achiveStatus[tId] or 0
  			if achiveData.type == stype then
  				if achiveData.type == 1 then --取出难度
  					v2 = math.floor(v1 / 10000)
  				end
  
  				if achiveData.type == 26 then
  					local campS = {}
  					local jobS = {}
  					for _, hero in pairs(self.heros) do
  						local unitData = csvdb["unitCsv"][hero:getProperty("type")]
  						campS[unitData.camp] = (campS[unitData.camp] or 0) + 1
  						jobS[unitData.job] = (jobS[unitData.job] or 0) + 1
  					end
  					local nStatus = 0
  					if achiveData.condition2 == 1 then
  						for k , v in pairs(jobS) do
  							nStatus = math.max(nStatus, v)
  						end
  					elseif achiveData.condition2 == 2 then
  						for k , v in pairs(campS) do
  							nStatus = math.max(nStatus, v)
  						end
  					end
  					if nStatus > curStatus then
  						table.insert(change, {type = "achiveT", field = tId, value = nStatus})
  					end
  				elseif achiveData.type == 30 then --装备套装
  					if achiveData.condition2 == 0 or achiveData.condition2 == v1 then
  						local suitS = {}
  						for equipType, equips in pairs(self:getProperty("equips")) do
  							for lv, c in pairs(equips) do
  								local equipData = csvdb["equipCsv"][equipType][lv]
  								if achiveData.condition2 == 0 or achiveData.condition2 == equipData.rarity then
  									if equipData.suit ~= "" then
  										suitS[equipData.suit] = suitS[equipData.suit] or {}
  										suitS[equipData.suit][equipType] = 1
  									end
  								end
  							end
  						end
  						local nStatus = 0
  						for k , v in pairs(suitS) do
  							local n = 0
  							for _, __ in pairs(v) do
  								n = n + 1
  							end
  							nStatus = math.max(nStatus, n)
  						end
  						if nStatus > curStatus then
  							table.insert(change, {type = "achiveT", field = tId, value = nStatus})
  						end
  					end
  				elseif achiveData.type == 31 then -- 符文套装
  					if achiveData.condition2 == 0 or achiveData.condition2 == v1 then
  						local suitS = {}
  						for _, rune in pairs(self.runeBag) do
  							local runeData = csvdb["runeCsv"][rune:getProperty("type")][rune:getProperty("id")]
  							if achiveData.condition2 == 0 or achiveData.condition2 == equipData.rarity then
  								if runeData.suit ~= "" then
  									suitS[runeData.suit] = suitS[runeData.suit] or {}
  									suitS[runeData.suit][runeData.type] = 1
  								end
  							end
  						end
  						local nStatus = 0
  						for k , v in pairs(suitS) do
  							local n = 0
  							for _, __ in pairs(v) do
  								n = n + 1
  							end
  							nStatus = math.max(nStatus, n)
  						end
  						if nStatus > curStatus then
  							table.insert(change, {type = "achiveT", field = tId, value = nStatus})
  						end
  					end
  				elseif IsFindMax[achiveData.type] then -- 最大值
  					if achiveData.condition2 == 0 or achiveData.condition2 == v2 then
  						if (v1 or 0) > curStatus then
  							table.insert(change, {type = "achiveT", field = tId, value = v1})
  						end
  					end
  				else --通用增加
  					if achiveData.condition2 == 0 or achiveData.condition2 == v2 then 
  						table.insert(change, {type = "achiveT", field = tId, value = curStatus + (v1 or 1)})
  					end
  				end
  			end
  		end
  		if next(change) then
  			self:changeUpdates(change, notNotify)
  		end
  	end
be83d162   zhouahaihai   登陆成功。 增加数据结构修正功能
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  end
  
  return RoleTask