import { gameData } from './data'; import { DicTask } from './dictionary/DicTask'; import { TASK_TYPE, ABI_STAGE, WAR_TYPE, GUILD_JOB, TASK_FUN_TYPE, FUNCS_ID } from '../consts'; import { UserTaskRecModel, UserTaskRecType } from '../db/UserTaskRec' import { RoleType, RoleModel } from '../db/Role'; import { TaskParam, TaskListReturn } from '../domain/roleField/task'; import { getZeroPoint } from './timeUtil'; import { HeroType } from '../db/Hero'; import { EquipType, EquipModel } from '../db/Equip'; import { ItemInter } from './interface'; import { GrowthData } from '../domain/activityField/growthField'; import { DailyChallengesData } from '../domain/activityField/dailyChallengesField'; import { splitString } from './util'; import { ActivityModel, ActivityModelType } from '../db/Activity'; import { ACTIVITY_TYPE } from '../consts/constModules/activityConst'; import { ActivityGrowthModel } from '../db/ActivityGrowth'; import { ActivityDailyChallengesModel } from '../db/ActivityDailyChallenges'; import { ThirtyDaysData } from '../domain/activityField/thirtyDaysField'; import { ActivityThirtyDaysModel, ActivityThirtyDaysModelType } from '../db/ActivityThirtyDays'; export async function checkTaskWithRoles(taskType: number, roles: RoleType[], funcs?: number[]) { let pushMessage = new Array(); for (let role of roles) { if (role) { let singlePush = await checkTaskWithRole(role.roleId, taskType, role, funcs); pushMessage.concat(singlePush); } } return pushMessage } export async function checkTaskWithRole(roleId: string, taskType: number, role: RoleType, funcs?: number[]) { let pushMessage = new Array(); if (taskType == TASK_TYPE.LOGIN_SUM) { let today = getZeroPoint(); if (today > role.loginTime) { pushMessage = await checkTask(roleId, taskType, 1, true, {}, funcs); //成长任务-累计登录游戏天数 await accomplishTask(roleId, taskType, 1) } } else if (taskType == TASK_TYPE.LOGIN_SERIES) { let today = getZeroPoint(); if (today > role.loginTime) { if (today - role.loginTime > 24 * 60 * 60) { pushMessage = await checkTask(roleId, taskType, 1, false, {}, funcs); } else { pushMessage = await checkTask(roleId, taskType, 1, true, {}, funcs); } } } else if (taskType == TASK_TYPE.FRIEND_NUM) { let { friendCnt } = role; pushMessage = await checkTask(roleId, taskType, friendCnt, false, {}, funcs); } return pushMessage } export async function checkTaskWithHeroes(roleId: string, taskType: number, heroes: HeroType[], funcs?: number[]) { let pushMessage = new Array(); for (let hero of heroes) { let singlePush = await checkTaskWithHero(roleId, taskType, hero, [], funcs); pushMessage.concat(singlePush); } return pushMessage } export async function checkTaskWithHero(roleId: string, taskType: number, hero: HeroType, args: number[] = [], funcs?: number[]) { let pushMessage = new Array(); if (taskType == TASK_TYPE.HERO_STAR_UP) { let dicHero = gameData.hero.get(hero.hid); let starUp = hero.star - dicHero.initialStars; if (hero.colorStar > 1) starUp += hero.colorStar - 1; pushMessage = await checkTask(roleId, taskType, 1, true, { star: starUp }, funcs) } else if (taskType == TASK_TYPE.HERO_QUALITY) { let dicHero = gameData.hero.get(hero.hid); pushMessage = await checkTask(roleId, taskType, 1, true, { quality: dicHero.quality }, funcs); } else if (taskType == TASK_TYPE.HERO_QUALITY_STAR_UP) { let dicHero = gameData.hero.get(hero.hid); pushMessage = await checkTask(roleId, taskType, 1, true, { quality: dicHero.quality, star: hero.star }, funcs); } else if (taskType == TASK_TYPE.HERO_LV) { pushMessage = await checkTask(roleId, taskType, 1, true, { lv: hero.lv, oldLv: args[0] }, funcs); } else if (taskType == TASK_TYPE.HERO_TRAIN) { let dicHero = gameData.hero.get(hero.hid); let initGrage = gameData.job.get(dicHero.jobid).grade; let curGrade = gameData.job.get(hero.job).grade; let count = (curGrade - initGrage) * (ABI_STAGE.END - ABI_STAGE.START) + (hero.jobStage - ABI_STAGE.START); // 训练次数 pushMessage = await checkTask(roleId, taskType, 1, true, { count }, funcs); } else if (taskType == TASK_TYPE.HERO_QUALITY_UP) { let dicHero = gameData.hero.get(hero.hid); if (hero.quality - dicHero.quality == 1) { // 每个武将升品算一次 pushMessage = await checkTask(roleId, taskType, 1, true, {}, funcs); } } else if (taskType == TASK_TYPE.HERO_STAGE_UP) { let dicHero = gameData.hero.get(hero.hid); let initGrage = gameData.job.get(dicHero.jobid).grade; let curGrade = gameData.job.get(hero.job).grade; let count = curGrade - initGrage; // 进阶次数 pushMessage = await checkTask(roleId, taskType, 1, true, { count }, funcs); } else if (taskType == TASK_TYPE.HERO_FAVOUR_LV) { pushMessage = await checkTask(roleId, taskType, 1, true, { favourLv: hero.favourLv }, funcs) } else if (taskType == TASK_TYPE.EQUIP_BY_HERO) { // arg[0] 1:穿上 -1:脱下 let { ePlace } = hero; let count = ePlace.filter(cur => cur.equip).length; pushMessage = await checkTask(roleId, taskType, args[0], true, { count, isPutOn: args[0] }, funcs); } else if (taskType == TASK_TYPE.EQUIP_STRENGTHEN) { // args: 依次为原先的装备的强化等级 let { ePlace } = hero; let index = 0; for (let { lv } of ePlace) { let p = await checkTask(roleId, taskType, 1, true, { oldLv: args[index++], lv }, funcs); pushMessage = pushMessage.concat(p); } } return pushMessage } export async function checkTaskWithEquip(roleId: string, taskType: number, equip: EquipType, args: number[] = [], funcs?: number[]) { let pushMessage = new Array(); if (taskType == TASK_TYPE.EQUIP_QUALITY) { // args[0] 1:装上 -1:脱下 let dicGood = gameData.goods.get(equip.id); pushMessage = await checkTask(roleId, taskType, args[0], true, { quality: dicGood.quality }, funcs) } else if (taskType == TASK_TYPE.EQUIP_JEWEL) { // args[0] 原来镶嵌了多少宝石 let { holes } = equip; let jewelCount = holes.filter(cur => cur.jewel > 0).length; if (jewelCount > 0 && args[0] <= 0) { // 原来没有,镶嵌上了 pushMessage = await checkTask(roleId, taskType, 1, true, {}, funcs); } else if (jewelCount <= 0 && args[0] > 0) { // 原来镶嵌着,现在没了 pushMessage = await checkTask(roleId, taskType, -1, true, {}, funcs); } } else if (taskType == TASK_TYPE.EQUIP_COMPOSE_SUIT) { let dicGood = gameData.goods.get(equip.id); if (dicGood.suitId) { pushMessage = await checkTask(roleId, taskType, 1, true, {}, funcs); } } else if (taskType == TASK_TYPE.EQUIP_SUIT) { let dicGood = gameData.goods.get(equip.id); if (dicGood.suitId) { let suit = gameData.suit.get(dicGood.suitId); let equips = await EquipModel.getEquipsByIds(roleId, suit.tireInfo); let everyEquip = new Map(); for (let equip of equips) { if (everyEquip.has(equip.id)) { everyEquip.set(equip.id, everyEquip.get(equip.id) + 1); } else { everyEquip.set(equip.id, 1); } } let minCount = 0, curCount = 0; for (let id of suit.tireInfo) { let count = everyEquip.get(id) || 0; if (minCount > count) minCount = count; if (id == equip.id) curCount = count; } if (curCount == minCount) { pushMessage = await checkTask(roleId, taskType, 1, true, {}, funcs); } } } else if (taskType == TASK_TYPE.EQUIP_JEWEL_SUM) { // args[0] 原来镶嵌了多少宝石 let { holes } = equip; let jewelCount = holes.filter(cur => cur.jewel > 0).length; pushMessage = await checkTask(roleId, taskType, jewelCount - args[0], true, {}, funcs); } return pushMessage } export async function checkTaskWithArgs(roleId: string, taskType: number, args: number[], funcs?: number[]) { let pushMessage = new Array(); if (taskType == TASK_TYPE.ROLE_SCHOOL_PUT_HERO) { let [hid, preHid] = args; if (hid > 0 && preHid <= 0) { // 放置 pushMessage = await checkTask(roleId, taskType, 1, true, {}, funcs); } else if (hid <= 0 && preHid > 0) { // 卸下 pushMessage = await checkTask(roleId, taskType, -1, true, {}, funcs); } } else if (taskType == TASK_TYPE.EQUIP_JEWEL_STAGE) { // args 装上的, 卸下的 let [putOnJewel, putOffJewel] = args; if (putOnJewel > 0) { let dicGood = gameData.goods.get(putOnJewel); let push = await checkTask(roleId, taskType, 1, true, { stage: dicGood.lvLimited }, funcs); pushMessage.concat(push); } if (putOffJewel > 0) { let dicGood = gameData.goods.get(putOffJewel); let push = await checkTask(roleId, taskType, -1, true, { stage: dicGood.lvLimited }, funcs); pushMessage.concat(push); } } else if (taskType == TASK_TYPE.CHAT) { // args[0] 聊天type 1-系统 2-世界 3-军团 4-组队 5-私聊 pushMessage = await checkTask(roleId, taskType, 1, true, { chatType: args[0] }, funcs) } return pushMessage } export async function checkTaskWithWar(roleId: string, taskType: number, warId: number, heroes: number[], count: number, star: number, funcs?: number[]) { let dicWar = gameData.war.get(warId); let pushMessage = new Array(); if (taskType == TASK_TYPE.BATTLE_WITH_HERO) { pushMessage = await checkTask(roleId, taskType, count, true, { warId, heroes }, funcs); } else if (taskType == TASK_TYPE.BATTLE_MAIN) { if (dicWar.warType == WAR_TYPE.NORMAL) { pushMessage = await checkTask(roleId, taskType, count, true, { warId }, funcs); } } else if (taskType == TASK_TYPE.BATTLE_MAIN_SWEEP) { if (dicWar.warType == WAR_TYPE.NORMAL) { pushMessage = await checkTask(roleId, taskType, count, true, {}, funcs); } } else if (taskType == TASK_TYPE.BATTLE_DAILY_STAR) { if (dicWar.warType == WAR_TYPE.DAILY) { pushMessage = await checkTask(roleId, taskType, count, true, { warId, star }, funcs); } } else if (taskType == TASK_TYPE.BATTLE_DAILY) { if (dicWar.warType == WAR_TYPE.DAILY) { pushMessage = await checkTask(roleId, taskType, count, true, { dailyType: dicWar.dailyType }, funcs) } } else if (taskType == TASK_TYPE.BATTLE_DUNGEON) { if (dicWar.warType == WAR_TYPE.MYSTERY || dicWar.warType == WAR_TYPE.MYSTERY_ELITE) { pushMessage = await checkTask(roleId, taskType, count, true, {}, funcs); } } else if (taskType == TASK_TYPE.BATTLE_DUNGEON_WAR) { if (dicWar.warType == WAR_TYPE.MYSTERY || dicWar.warType == WAR_TYPE.MYSTERY_ELITE) { pushMessage = await checkTask(roleId, taskType, count, true, { warId }, funcs); } } else if (taskType == TASK_TYPE.BATTLE_TOWER) { if (dicWar.warType == WAR_TYPE.TOWER) { pushMessage = await checkTask(roleId, taskType, count, true, {}, funcs); } } else if (taskType == TASK_TYPE.BATTLE_VESTIGE) { if (dicWar.warType == WAR_TYPE.VESTIGE) { pushMessage = await checkTask(roleId, taskType, count, true, {}, funcs); } } else if (taskType == TASK_TYPE.BATTLE_EXPEDITION) { if (dicWar.warType == WAR_TYPE.EXPEDITION) { pushMessage = await checkTask(roleId, taskType, count, true, {}, funcs); } } return pushMessage } export async function checkTaskWithGoods(roleId: string, taskType: number, goods: ItemInter[], funcs?: number[]) { let pushMessage = new Array(); if (taskType == TASK_TYPE.COM_BATTLE_DROP) { for (let { id, count } of goods) { let push = await checkTask(roleId, taskType, count, true, { gid: id }, funcs); pushMessage.concat(push); } } return pushMessage } // 根据taskType判断有哪些任务需要check的 export async function checkTask(roleId: string, taskType: number, count: number, isInc: boolean, param: TaskParam, funcs?: number[]) { console.log('******checkTask', roleId, taskType, count, isInc, param, funcs) let tasks = gameData.taskType.get(taskType) || []; let pushMessage = new Array(); let groups = new Map(); for (let dicTask of tasks) { if (!groups.has(`${dicTask.type}_${dicTask.group}`)) { groups.set(`${dicTask.type}_${dicTask.group}`, { task0: dicTask, tasks: new Array() }); } groups.get(`${dicTask.type}_${dicTask.group}`).tasks.push(dicTask); } if (!funcs) { let role = await RoleModel.findByRoleId(roleId, 'funcs'); funcs = role.funcs || []; } for (let [typeAndGroup, { task0, tasks }] of groups) { let arr = typeAndGroup.split('_'); let type = parseInt(arr[0]); let group = parseInt(arr[1]); let rec = await checkTaskRec(roleId, type, group, task0, count, isInc, param, funcs); if (rec) { for (let dicTask of tasks) { if (checkRecResult(rec, dicTask.id)) { let received = rec.received || []; pushMessage.push({ type: dicTask.type, id: dicTask.id, count: rec.count, received: received.includes(dicTask.id) }); } } } } return pushMessage; } // 检查各项任务是否达成,达成了就保存到数据库 export async function checkTaskRec(roleId: string, type: number, group: number, dicTask: DicTask, count: number, isInc: boolean, param: TaskParam, funcs: number[]) { let { taskParam, taskType } = dicTask; let sp = [TASK_TYPE.LOGIN_SUM, TASK_TYPE.LOGIN_SERIES]; if (type == TASK_FUN_TYPE.DAILY && funcs.indexOf(FUNCS_ID.DAILY_TASK) == -1 && sp.indexOf(taskType) == -1) { // 功能未开启 return false; } let isMatch = true; // 条件是否满足 let checkHistory = false; // 是否检查历史 switch (taskType) { case TASK_TYPE.ROLE_TITLE: isMatch = taskParam[0] == param.title; checkHistory = true; break; case TASK_TYPE.HERO_STAR_UP: isMatch = taskParam[1] == param.star; break; case TASK_TYPE.HERO_QUALITY: case TASK_TYPE.EQUIP_QUALITY: isMatch = taskParam[1] == param.quality; break; case TASK_TYPE.HERO_QUALITY_STAR_UP: isMatch = taskParam[1] == param.quality && taskParam[2] == param.star; break; case TASK_TYPE.HERO_LV: isMatch = param.lv >= taskParam[1] && param.oldLv < taskParam[1]; break; case TASK_TYPE.HERO_TRAIN: isMatch = taskParam[1] == param.count; break; case TASK_TYPE.HERO_FAVOUR_LV: isMatch = taskParam[1] == param.favourLv; break; case TASK_TYPE.HERO_CONNECT: isMatch = taskParam[1] == param.connectLv; break; case TASK_TYPE.EQUIP_BY_HERO: isMatch = false; if (param.isPutOn && param.count == taskParam[1]) { // 装上之后达到 +1 isMatch = true; } else if (!param.isPutOn && param.count < taskParam[1]) { // 脱下后不能达到 -1 isMatch = true; } break; case TASK_TYPE.EQUIP_STRENGTHEN: isMatch = param.oldLv < taskParam[1] && param.lv >= taskParam[1]; break; case TASK_TYPE.EQUIP_JEWEL_STAGE: isMatch = param.stage == taskParam[1]; break; case TASK_TYPE.CHAT: isMatch = taskParam[0] == 0 || param.chatType == taskParam[0]; break; case TASK_TYPE.BATTLE_WITH_HERO: isMatch = checkIdList(taskParam, 2, param.warId) && checkHero(taskParam, 0, param.heroes); break; case TASK_TYPE.BATTLE_MAIN: case TASK_TYPE.BATTLE_DUNGEON_WAR: isMatch = checkIdList(taskParam, 0, param.warId); break; case TASK_TYPE.BATTLE_EVENT: isMatch = taskParam[0] == 0 || param.eventType == taskParam[0]; break; case TASK_TYPE.BATTLE_DAILY_STAR: isMatch = (taskParam[0] == 0 || param.star == taskParam[0]) && checkIdList(taskParam, 2, param.warId); break; case TASK_TYPE.BATTLE_DAILY: isMatch = taskParam[0] == 0 || param.dailyType == taskParam[0]; break; case TASK_TYPE.BATTLE_EXPEDITION_BOX: isMatch = taskParam[1] == 0 || param.point == taskParam[1]; break; case TASK_TYPE.COM_BATTLE_BLUEPRT: case TASK_TYPE.COM_BATTLE_QUALITY: isMatch = taskParam[0] == 0 || param.quality == taskParam[0]; break; case TASK_TYPE.COM_BATTLE_DROP: isMatch = checkIdList(taskParam, 1, param.gid); break; case TASK_TYPE.PVP_HERO_SCORE: for (let { score } of param.heroScores) { if (score >= taskParam[0]) { count++; } } if (count <= 0) isMatch = false; break; case TASK_TYPE.PVP_RANK: isMatch = taskParam[0] <= param.rankLv; checkHistory = true; break; case TASK_TYPE.GUILD_JOB: isMatch = taskParam[0] <= param.job && param.job != GUILD_JOB.DAJIANGJUN; checkHistory = true; break; case TASK_TYPE.GUILD_REFINE: isMatch = taskParam[0] == 0 || param.quality == taskParam[0]; break; } console.log('****isMatch', isMatch, checkHistory, type, taskType, group, count) if (param.isDebug) { isMatch = true; } if (isMatch) { if (isInc) { let rec = await UserTaskRecModel.incTaskRec(roleId, type, taskType, group, count); return rec; } else { if (checkHistory) { let rec = await UserTaskRecModel.checkHistoryAndSetTaskRec(roleId, type, taskType, group, count); return rec; } else { let rec = await UserTaskRecModel.setTaskRec(roleId, type, taskType, group, count); return rec; } } } } /** * 检查id是否在某列表中 * @param taskParam 条件number[] 填法 如: count&id&... 有多少id就count填几 * @param index count在第几位,0开始 * @param id 关卡id */ function checkIdList(taskParam: number[], index: number, id: number) { let count = taskParam[index]; if (!count) return false; let idList = taskParam.slice(index + 1, index + 1 + count); return idList.indexOf(id) != -1; } function checkHero(taskParam: number[], index: number, heroes: number[]) { let hid = taskParam[index]; return heroes.indexOf(hid) != -1; } function checkRecResult(rec: UserTaskRecType, id: number) { if (!rec) return false; if (rec.received && rec.received.includes(id)) return false; // 已领取,不再推送 return rec } /** * 任务统计 * * @param {number} serverId 区Id * @param {string} roleId 角色Id * @param {number} taskType 任务类型 * @param {number} count 任务数据 * @param {number} parma 参数 * */ export async function accomplishTask(roleId: string, taskType: TASK_TYPE, count: number, parma?: any) { //成长活动统计 let allActivity: ActivityModelType[] = await ActivityModel.findOpenActivityByType(ACTIVITY_TYPE.TASK_GROWTH, new Date()); for (let activity of allActivity) { let growthActivity = new GrowthData(activity); let taskArray = growthActivity.findTaskByType(taskType); for (let task of taskArray) { let addCount = isComplete(roleId, task.taskType, task.taskParam, count, parma); if (addCount) { if (taskType == TASK_TYPE.ROLE_LV || taskType == TASK_TYPE.ROLE_TITLE) { await ActivityGrowthModel.setTaskCount(growthActivity.activityId, roleId, task.dayIndex, task.cellIndex, task.taskType, addCount); } else { await ActivityGrowthModel.addTaskCount(growthActivity.activityId, roleId, task.dayIndex, task.cellIndex, task.taskType, addCount); } } } } //今日挑战统计 allActivity = await ActivityModel.findOpenActivityByType(ACTIVITY_TYPE.TASK_DAILY_CHALLENGES, new Date()); for (let activity of allActivity) { let growthActivity = new DailyChallengesData(activity); let taskArray = growthActivity.findTaskByType(taskType, growthActivity.today()); for (let task of taskArray) { let addCount = isComplete(roleId, task.taskType, task.taskParam, count, parma); if (addCount) { if (taskType == TASK_TYPE.ROLE_LV || taskType == TASK_TYPE.ROLE_TITLE) { await ActivityDailyChallengesModel.setTaskCount(growthActivity.activityId, roleId, task.dayIndex, task.cellIndex, task.taskType, addCount); } else { await ActivityDailyChallengesModel.addTaskCount(growthActivity.activityId, roleId, task.dayIndex, task.cellIndex, task.taskType, addCount); } } } } //30天任务统计 if (taskType === TASK_TYPE.HERO_QUALITY_STAR_UP || taskType === TASK_TYPE.HERO_QUALITY_TO_QUALITY_COUNT || taskType === TASK_TYPE.HERO_WAKE_UP_COUNT || taskType === TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT || taskType === TASK_TYPE.EQUIP_STRENGTHEN || taskType === TASK_TYPE.EQUIP_REFINE_LV || taskType === TASK_TYPE.HERO_STAGE_UP || taskType === TASK_TYPE.EQUIP_JEWEL_SUM || taskType === TASK_TYPE.EQUIP_JEWEL_STAGE || taskType === TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE || taskType === TASK_TYPE.EQUIP_QUALITY ) { allActivity = await ActivityModel.findOpenActivityByType(ACTIVITY_TYPE.THIRTY_DAYS, new Date()); for (let activity of allActivity) { let thirtyDaysActivity = new ThirtyDaysData(activity); let playerRecords: ActivityThirtyDaysModelType[] = await ActivityThirtyDaysModel.findData(activity.acvitityId, roleId); thirtyDaysActivity.setPlayerRecords(playerRecords); let taskArray = thirtyDaysActivity.findUncompleteTaskByType(taskType); for (let task of taskArray) { let addCount = isComplete(roleId, task.taskType, task.taskParam, count, parma); if (addCount) { await ActivityThirtyDaysModel.addTaskCount(thirtyDaysActivity.activityId, roleId, task.pageIndex, task.cellIndex, task.taskType, addCount); } } } } } /** * 达成任务标准 * * @param {string} roleId 角色Id * @param {number} taskType 任务类型 * @param {number} taskParam 任务条件数据 * @param {number} count 数据 * @param {number} parma 参数 * */ export function isComplete(roleId: string, taskType: TASK_TYPE, taskParam: string, count: number, paramObj?: any): number { console.log('达成任务标准', roleId, taskType, taskParam, count, paramObj) let param = splitString(taskParam, '&'); let addCount: number = 0; // 条件是否满足 switch (taskType) { case TASK_TYPE.ROLE_LV://重置数据 addCount = param[0] <= count ? count : 0; break; case TASK_TYPE.GUILD_JOIN: addCount = count; break; case TASK_TYPE.LOGIN_SUM: addCount = count; break; case TASK_TYPE.HERO_NUM: addCount = count; break; case TASK_TYPE.HERO_QUALITY_STAR_UP://herocount&quality&star& addCount = (param[1] == paramObj.quality) && (param[2] == paramObj.star) ? count : 0; break; case TASK_TYPE.HERO_QUALITY_TO_QUALITY_COUNT://herocount&quality&star& {oldQuality, quality: hero.quality} addCount = (param[1] == paramObj.oldQuality) && (param[2] == paramObj.quality) ? count : 0; break; case TASK_TYPE.HERO_WAKE_UP_COUNT://herocount&quality addCount = (param[1] == paramObj.quality) ? count : 0; break; case TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT://herocount&star& addCount = (param[1] == paramObj.star) ? count : 0; break; case TASK_TYPE.HERO_STAGE_UP://herocount&star& addCount = (param[1] == paramObj.job) ? count : 0; break; case TASK_TYPE.EQUIP_JEWEL_STAGE://count&stage& addCount = (param[1] == paramObj.stage) ? count : 0; break; case TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE://count&stage& addCount = (param[1] == paramObj.stage) ? count : 0; break; case TASK_TYPE.EQUIP_QUALITY: addCount = param[1] == paramObj.quality ? count : 0; break; case TASK_TYPE.ROLE_TITLE://重置数据 addCount = param[0] <= count ? count : 0; break; case TASK_TYPE.GASHA: addCount = count; break; case TASK_TYPE.EQUIP_STRENGTHEN: for (let obj of paramObj) { // obj.hid;//英雄di // obj.oldLv;//栏位升级前等级 // obj.lv;//栏位升级后等级 // obj.id;//栏位id if (param[1] > obj.oldLv && param[1] <= obj.lv) { addCount++; } } break; case TASK_TYPE.EQUIP_REFINE_LV: addCount = (param[1] == paramObj.lv) ? count : 0; break; case TASK_TYPE.BATTLE_MAIN: addCount = param[0] == paramObj.warId ? 1 : 0; break; case TASK_TYPE.EQUIP_JEWEL_SUM: addCount = count; break; case TASK_TYPE.GUILD_TRAIN: addCount = count; break; case TASK_TYPE.ROLE_SCHOOL_PUT_HERO: addCount = count; break; case TASK_TYPE.GUILD_ACTIVITY: addCount = count; break; default: addCount = 0; break; } return addCount; } /** * 创建账号时临时获得可开启功能,主要用于check 主公升级任务 * 该函数不会存储funcs,如pvp开启会在entryHandler里面再查一次funcs,那时候正式开启 * @param dataFuncs * @param lv */ export async function getCreateUserFuncs(dataFuncs: number[], lv: number) { let addFuncs: number[] = []; for (let [id, dicFunSwitch] of gameData.funcsSwitch) { if (dataFuncs.includes(id)) continue; // 已开启过了 if (dicFunSwitch && lv >= dicFunSwitch.param) { addFuncs.push(id); } } return addFuncs; }