任务类型注册修改
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@ -558,25 +558,25 @@ const (
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Rtype72 TaskType = 72 //完成一次捏人
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Rtype73 TaskType = 73 //通关难度A维京远征指定BOSSN次(从接到任务开始,只有通关A难度进度才+1)
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//Rtype74 TaskType = 74 //通关难度A维京远征指定BOSS(检查最高难度记录是否超过了此难度,超过则完成)
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Rtype75 TaskType = 75 //自动战斗通关难度A的维京远征指定BOSS(从接到任务开始,若全程无手动操作(不包含变速)且挑战难度大于等于A则判断任务完成)
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Rtype76 TaskType = 76 //通关维京远征指定BOSSN次(从创号开始记录,通关任意难度进度都+1)
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Rtype77 TaskType = 77 //通关难度A及以上维京远征指定BOSSN次(从接到任务开始,若通关难度大于等于设定难度,则进度+1)
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Rtype78 TaskType = 78 //通关难度A维京远征指定BOSS时间达到XX秒以内(检查最高记录是否超过了此难度,超过则完成)
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Rtype79 TaskType = 79 //使用好友助战英雄通关A难度的指定维京远征BOSS(从接到任务开始,通关阵营中包含好友助战英雄,难度大于等于A的指定维京远征BOSS时任务完成。)
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Rtype80 TaskType = 80 //通关难度A指定狩猎BOOS难度N次(从接到任务开始,只有通关A难度进度才+1)
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Rtype81 TaskType = 81 //通关A难度狩猎BOOS(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype82 TaskType = 82 //通关狩猎指定BOOSN次(历史)(从创号开始记录登陆天数,通关任意难度进度都+1)
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Rtype83 TaskType = 83 //通关难度A及以上指定狩猎BOOSN次(从接到任务开始,若通关难度大于等于设定难度,则进度+1)
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Rtype84 TaskType = 84 //普通塔达到XX层(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype85 TaskType = 85 //赛季塔达到XX层(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype86 TaskType = 86 //本赛季的赛季塔达到XX层(检查本赛季最高难度记录是否达到了此难度,达到则完成)
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Rtype87 TaskType = 87 //发现月之秘境N次(从接到任务开始,发现一次则进度+1)
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Rtype88 TaskType = 88 //完成月之秘境N次(从接到任务开始,打完一个月之秘境则进度+1(耗尽BOSS挑战次数))
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Rtype89 TaskType = 89 //任意招募N次(从接到任务开始,普通招募和阵营招募都算,单抽1次,10连抽算10次)
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Rtype90 TaskType = 90 //进行N次普通招募10连抽(从接到任务开始,单抽点10次不算,10连抽才进度+1)
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Rtype91 TaskType = 91 //进行N次阵营招募10连抽(从接到任务开始,单抽点10次不算,10连抽才进度+1)
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Rtype92 TaskType = 92 //强化装备N次(从接到任务开始,强化任意装备,失败和成功进度都+1)
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// Rtype93 TaskType = 93 //拥有一套强化到N级的A套装(记录A套装中每个部位的最高强化等级,并将这些强化等级中最低的数值计入进度,如果达到了任务所需的强化等级则完成任务。)
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Rtype75 TaskType = 75 //自动战斗通关难度A的维京远征指定BOSS(从接到任务开始,若全程无手动操作(不包含变速)且挑战难度大于等于A则判断任务完成)
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Rtype76 TaskType = 76 //通关维京远征指定BOSSN次(从创号开始记录,通关任意难度进度都+1)
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Rtype77 TaskType = 77 //通关难度A及以上维京远征指定BOSSN次(从接到任务开始,若通关难度大于等于设定难度,则进度+1)
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Rtype78 TaskType = 78 //通关难度A维京远征指定BOSS时间达到XX秒以内(检查最高记录是否超过了此难度,超过则完成)
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Rtype79 TaskType = 79 //使用好友助战英雄通关A难度的指定维京远征BOSS(从接到任务开始,通关阵营中包含好友助战英雄,难度大于等于A的指定维京远征BOSS时任务完成。)
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Rtype80 TaskType = 80 //通关难度A指定狩猎BOOS难度N次(从接到任务开始,只有通关A难度进度才+1)
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Rtype81 TaskType = 81 //通关A难度狩猎BOOS(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype82 TaskType = 82 //通关狩猎指定BOOSN次(历史)(从创号开始记录登陆天数,通关任意难度进度都+1)
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Rtype83 TaskType = 83 //通关难度A及以上指定狩猎BOOSN次(从接到任务开始,若通关难度大于等于设定难度,则进度+1)
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Rtype84 TaskType = 84 //普通塔达到XX层(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype85 TaskType = 85 //赛季塔达到XX层(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype86 TaskType = 86 //本赛季的赛季塔达到XX层(检查本赛季最高难度记录是否达到了此难度,达到则完成)
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Rtype87 TaskType = 87 //发现月之秘境N次(从接到任务开始,发现一次则进度+1)
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Rtype88 TaskType = 88 //完成月之秘境N次(从接到任务开始,打完一个月之秘境则进度+1(耗尽BOSS挑战次数))
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Rtype89 TaskType = 89 //任意招募N次(从接到任务开始,普通招募和阵营招募都算,单抽1次,10连抽算10次)
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Rtype90 TaskType = 90 //进行N次普通招募10连抽(从接到任务开始,单抽点10次不算,10连抽才进度+1)
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Rtype91 TaskType = 91 //进行N次阵营招募10连抽(从接到任务开始,单抽点10次不算,10连抽才进度+1)
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Rtype92 TaskType = 92 //强化装备N次(从接到任务开始,强化任意装备,失败和成功进度都+1)
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Rtype93 TaskType = 93 //拥有一套强化到N级的A套装(记录A套装中每个部位的最高强化等级,并将这些强化等级中最低的数值计入进度,如果达到了任务所需的强化等级则完成任务。)
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Rtype94 TaskType = 94 //装备附魔N次(历史)(从创号开始记录,附魔成功进度+1)
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Rtype95 TaskType = 95 //装备洗练N次(历史)(从创号开始记录,洗练成功进度+1)
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Rtype96 TaskType = 96 //强化失败N次(从接到任务开始,强化失败进度+1)
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@ -80,7 +80,7 @@ func (this *ModuleRtask) getHandle(tt comm.TaskType) (handles []*rtaskCondHandle
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for _, v := range this.configure.getRtaskCondis(int32(tt)) {
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switch tt {
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// 两个参数 大于1个参数且第一个参数累计,第二个参数等于
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case comm.Rtype1, comm.Rtype16, comm.Rtype17, comm.Rtype50, comm.Rtype51,
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case comm.Rtype1, comm.Rtype16, comm.Rtype17, comm.Rtype51,
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comm.Rtype125, comm.Rtype126, comm.Rtype127, comm.Rtype187:
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handle := &rtaskCondHandle{
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condId: v.Id,
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@ -99,6 +99,15 @@ func (this *ModuleRtask) getHandle(tt comm.TaskType) (handles []*rtaskCondHandle
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}
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handles = append(handles, handle)
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this.registerVerifyHandle(v.Id, handle)
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// 两个参数 第一个参数累计 第二个参数大于等于
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case comm.Rtype50:
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handle := &rtaskCondHandle{
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condId: v.Id,
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verify: this.modelRtaskRecord.veriftyGreatEqualParam,
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update: this.modelRtaskRecord.addUpdate,
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}
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handles = append(handles, handle)
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this.registerVerifyHandle(v.Id, handle)
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// 两个参数 第一个大于等于 第二个等于
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case comm.Rtype61, comm.Rtype159, comm.Rtype160, comm.Rtype75:
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handle := &rtaskCondHandle{
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@ -188,7 +197,8 @@ func (this *ModuleRtask) getHandle(tt comm.TaskType) (handles []*rtaskCondHandle
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}
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handles = append(handles, handle)
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this.registerVerifyHandle(v.Id, handle)
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case comm.Rtype73, comm.Rtype77, comm.Rtype80, comm.Rtype83:
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// 三个参数 第二个等于 第三个大于等于
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case comm.Rtype73, comm.Rtype77, comm.Rtype80, comm.Rtype83, comm.Rtype93:
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handle := &rtaskCondHandle{
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condId: v.Id,
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verify: this.modelRtaskRecord.verifyThirdGreatEqualParam,
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@ -98,7 +98,7 @@ func (this *ModelRtaskRecord) verifyFirstGreatEqualParam(uid string, cfg *cfg.Ga
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// three params (first-greatEqual second-equal third-lessEqual)
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func (this *ModelRtaskRecord) verifyThirdLessEqualParam(uid string, cfg *cfg.GameRdtaskCondiData, params ...int32) (ok bool, count int32, err error) {
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if len(params) == 0 {
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if len(params) != 3 {
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err = errors.New("玩家参数数据缺失")
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return
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}
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@ -127,7 +127,7 @@ func (this *ModelRtaskRecord) verifyThirdLessEqualParam(uid string, cfg *cfg.Gam
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// three params (first-greatEqual second-equal third-greatEqual)
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func (this *ModelRtaskRecord) verifyThirdGreatEqualParam(uid string, cfg *cfg.GameRdtaskCondiData, params ...int32) (ok bool, count int32, err error) {
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if len(params) == 0 {
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if len(params) != 3 {
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err = errors.New("玩家参数数据缺失")
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return
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}
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@ -179,6 +179,21 @@ func (this *ModelRtaskRecord) veriftyEqualParam(uid string, cfg *cfg.GameRdtaskC
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return
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}
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// two params (first-Equal second-GreatEqual)
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func (this *ModelRtaskRecord) veriftyGreatEqualParam(uid string, cfg *cfg.GameRdtaskCondiData, params ...int32) (ok bool, count int32, err error) {
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if len(params) != 2 {
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err = errors.New("玩家参数数据缺失")
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return
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}
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// var paramLen int
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if _, err = lenParam(cfg, params...); err == nil {
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if ok, err = soGreatEqual(params[1], cfg.Data2); !ok {
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return
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}
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}
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return
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}
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// 英雄指定
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func (this *ModelRtask) verfiyRtype1(uid string, cfg *cfg.GameRdtaskCondiData, params ...int32) (ok bool, err error) {
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heroModule, err := this.service.GetModule(comm.ModuleHero)
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