维京埋点
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comm/const.go
276
comm/const.go
@ -359,144 +359,144 @@ const (
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// 随机任务类型
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// 随机任务类型
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const (
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const (
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Rtype1 TaskType = 1 //英雄指定
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Rtype1 TaskType = 1 //英雄指定
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Rtype2 TaskType = 2 //主线之内触发了剧情Id
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Rtype2 TaskType = 2 //主线之内触发了剧情Id
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Rtype3 TaskType = 3 //每日任务
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Rtype3 TaskType = 3 //每日任务
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Rtype4 TaskType = 4 //指定英雄的等级限制
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Rtype4 TaskType = 4 //指定英雄的等级限制
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Rtype5 TaskType = 5 //指定英雄的装备数量
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Rtype5 TaskType = 5 //指定英雄的装备数量
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Rtype6 TaskType = 6 //指定英雄的星级
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Rtype6 TaskType = 6 //指定英雄的星级
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Rtype7 TaskType = 7 //日常登录一次
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Rtype7 TaskType = 7 //日常登录一次
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Rtype8 TaskType = 8 //累计登陆xx天
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Rtype8 TaskType = 8 //累计登陆xx天
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Rtype9 TaskType = 9 //连续登陆xx天
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Rtype9 TaskType = 9 //连续登陆xx天
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Rtype10 TaskType = 10 //拥有xx个好友
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Rtype10 TaskType = 10 //拥有xx个好友
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Rtype11 TaskType = 11 //赠送X次友情点
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Rtype11 TaskType = 11 //赠送X次友情点
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Rtype12 TaskType = 12 //使用好友助战英雄xx次
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Rtype12 TaskType = 12 //使用好友助战英雄xx次
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Rtype13 TaskType = 13 //更换X次助战英雄
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Rtype13 TaskType = 13 //更换X次助战英雄
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Rtype14 TaskType = 14 //累计xx次普通招募
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Rtype14 TaskType = 14 //累计xx次普通招募
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Rtype15 TaskType = 15 //累计xx次阵营招募
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Rtype15 TaskType = 15 //累计xx次阵营招募
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Rtype16 TaskType = 16 //招募获得xx品质英雄xx个
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Rtype16 TaskType = 16 //招募获得xx品质英雄xx个
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Rtype17 TaskType = 17 //普通招募十连,获得xx个以上xx星英雄
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Rtype17 TaskType = 17 //普通招募十连,获得xx个以上xx星英雄
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Rtype18 TaskType = 18 //xx次普通招募
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Rtype18 TaskType = 18 //xx次普通招募
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Rtype19 TaskType = 19 //xx次阵营招募
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Rtype19 TaskType = 19 //xx次阵营招募
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Rtype20 TaskType = 20 //用户等级达到xx级
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Rtype20 TaskType = 20 //用户等级达到xx级
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Rtype21 TaskType = 21 //英雄合成xx次
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Rtype21 TaskType = 21 //英雄合成xx次
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Rtype22 TaskType = 22 //合成xx英雄
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Rtype22 TaskType = 22 //合成xx英雄
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Rtype23 TaskType = 23 //拥有xx个xx星级的xx等级英雄
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Rtype23 TaskType = 23 //拥有xx个xx星级的xx等级英雄
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Rtype24 TaskType = 24 //为任意英雄提升xx次等级
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Rtype24 TaskType = 24 //为任意英雄提升xx次等级
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Rtype25 TaskType = 25 //xx名xx英雄升至xx星
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Rtype25 TaskType = 25 //xx名xx英雄升至xx星
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Rtype26 TaskType = 26 //xx名英雄从三星升四星
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Rtype26 TaskType = 26 //xx名英雄从三星升四星
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Rtype27 TaskType = 27 //xx名英雄从四星升五星
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Rtype27 TaskType = 27 //xx名英雄从四星升五星
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Rtype28 TaskType = 28 //xx名英雄从五星升六星
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Rtype28 TaskType = 28 //xx名英雄从五星升六星
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Rtype29 TaskType = 29 //拥有xx个xx级及以上的【xx】英雄
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Rtype29 TaskType = 29 //拥有xx个xx级及以上的【xx】英雄
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Rtype30 TaskType = 30 //获得xx个品质为xx的英雄
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Rtype30 TaskType = 30 //获得xx个品质为xx的英雄
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Rtype31 TaskType = 31 //获得xx个品质为xx以上的英雄
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Rtype31 TaskType = 31 //获得xx个品质为xx以上的英雄
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Rtype32 TaskType = 32 //xx个品质为xx的英雄升到xx级
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Rtype32 TaskType = 32 //xx个品质为xx的英雄升到xx级
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Rtype33 TaskType = 33 //xx个品质为xx以及以上英雄升到xx级
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Rtype33 TaskType = 33 //xx个品质为xx以及以上英雄升到xx级
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Rtype34 TaskType = 34 //xx个英雄觉醒达到xx阶段
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Rtype34 TaskType = 34 //xx个英雄觉醒达到xx阶段
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Rtype35 TaskType = 35 //xx英雄觉醒达到xx阶段
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Rtype35 TaskType = 35 //xx英雄觉醒达到xx阶段
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Rtype36 TaskType = 36 //xx位xx品质xx职业英雄(xx阵营)觉醒达到xx阶段
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Rtype36 TaskType = 36 //xx位xx品质xx职业英雄(xx阵营)觉醒达到xx阶段
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Rtype37 TaskType = 37 //xx名xx品质英雄满共鸣、等级、觉醒
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Rtype37 TaskType = 37 //xx名xx品质英雄满共鸣、等级、觉醒
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Rtype38 TaskType = 38 //xx英雄满级、共鸣、觉醒至最高状态
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Rtype38 TaskType = 38 //xx英雄满级、共鸣、觉醒至最高状态
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Rtype39 TaskType = 39 //累计英雄共鸣xx次
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Rtype39 TaskType = 39 //累计英雄共鸣xx次
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Rtype40 TaskType = 40 //xx个英雄共鸣满xx次
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Rtype40 TaskType = 40 //xx个英雄共鸣满xx次
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Rtype41 TaskType = 41 //xx名英雄穿戴xx件xx星级的装备
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Rtype41 TaskType = 41 //xx名英雄穿戴xx件xx星级的装备
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Rtype42 TaskType = 42 //xx名英雄穿戴xx件xx等级的装备
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Rtype42 TaskType = 42 //xx名英雄穿戴xx件xx等级的装备
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Rtype43 TaskType = 43 //将xx件装备强化至xx级
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Rtype43 TaskType = 43 //将xx件装备强化至xx级
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Rtype44 TaskType = 44 //任意装备强化到xx级
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Rtype44 TaskType = 44 //任意装备强化到xx级
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Rtype45 TaskType = 45 //将xx件xx星【xx】套装装备强化至xx级
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Rtype45 TaskType = 45 //将xx件xx星【xx】套装装备强化至xx级
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Rtype46 TaskType = 46 //为xx名英雄穿戴完整xx星【xx】套装装备
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Rtype46 TaskType = 46 //为xx名英雄穿戴完整xx星【xx】套装装备
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Rtype47 TaskType = 47 //累计强化装备成功xx次
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Rtype47 TaskType = 47 //累计强化装备成功xx次
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Rtype48 TaskType = 48 //xx次xx星的二件套装备强化至xx并穿戴
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Rtype48 TaskType = 48 //xx次xx星的二件套装备强化至xx并穿戴
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Rtype49 TaskType = 49 //xx次xx星的四件套装备强化至xx并穿戴
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Rtype49 TaskType = 49 //xx次xx星的四件套装备强化至xx并穿戴
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Rtype50 TaskType = 50 //获得xx星以上装备xx件
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Rtype50 TaskType = 50 //获得xx星以上装备xx件
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Rtype51 TaskType = 51 //在铁匠铺中获得xx件xx星装备
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Rtype51 TaskType = 51 //在铁匠铺中获得xx件xx星装备
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Rtype52 TaskType = 52 //xx英雄提升xx次技能等级
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Rtype52 TaskType = 52 //xx英雄提升xx次技能等级
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Rtype53 TaskType = 53 //技能升级累计xx次
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Rtype53 TaskType = 53 //技能升级累计xx次
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Rtype54 TaskType = 54 //x名卡牌角色技能全满级
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Rtype54 TaskType = 54 //x名卡牌角色技能全满级
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Rtype55 TaskType = 55 //xx品质英雄提升xx次技能等级
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Rtype55 TaskType = 55 //xx品质英雄提升xx次技能等级
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Rtype56 TaskType = 56 //拥有xx名技能升级xx次的xx职业英雄
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Rtype56 TaskType = 56 //拥有xx名技能升级xx次的xx职业英雄
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Rtype57 TaskType = 57 //xx名英雄技能满级
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Rtype57 TaskType = 57 //xx名英雄技能满级
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Rtype58 TaskType = 58 //通关任意普通爬塔层数
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Rtype58 TaskType = 58 //通关任意普通爬塔层数
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Rtype59 TaskType = 59 //通关普通爬塔xx层
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Rtype59 TaskType = 59 //通关普通爬塔xx层
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Rtype60 TaskType = 60 //任意主线副本通关1次
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Rtype60 TaskType = 60 //任意主线副本通关1次
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Rtype61 TaskType = 61 //通关主线关卡xx
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Rtype61 TaskType = 61 //通关主线关卡xx
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Rtype62 TaskType = 62 //世界聊天发言xx次
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Rtype62 TaskType = 62 //世界聊天发言xx次
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Rtype63 TaskType = 63 //日常任务活跃度达到xx
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Rtype63 TaskType = 63 //日常任务活跃度达到xx
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Rtype64 TaskType = 64 //任意商品购买xx次
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Rtype64 TaskType = 64 //任意商品购买xx次
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Rtype65 TaskType = 65 //在商店购买xx商品xx件
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Rtype65 TaskType = 65 //在商店购买xx商品xx件
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Rtype66 TaskType = 66 //xx商店购买任意商品xx次
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Rtype66 TaskType = 66 //xx商店购买任意商品xx次
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Rtype67 TaskType = 67 //商店购物消耗xx货币xx个
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Rtype67 TaskType = 67 //商店购物消耗xx货币xx个
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Rtype68 TaskType = 68 //任意渠道消耗xx金币
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Rtype68 TaskType = 68 //任意渠道消耗xx金币
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Rtype69 TaskType = 69 //与其他玩家切磋xx次
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Rtype69 TaskType = 69 //与其他玩家切磋xx次
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Rtype70 TaskType = 70 //通关世界任务XX关卡
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Rtype70 TaskType = 70 //通关世界任务XX关卡
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Rtype72 TaskType = 72 //完成一次捏人
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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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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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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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//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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//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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//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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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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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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//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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//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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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Rtype97 TaskType = 97 //获得X星X套装的装备N件(时段)(从接到任务开始,每获得1件X星X套装的装备则进度+1)
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Rtype97 TaskType = 97 //获得X星X套装的装备N件(时段)(从接到任务开始,每获得1件X星X套装的装备则进度+1)
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Rtype98 TaskType = 98 //穿戴N套强化A级的装备(打开任务时,检查英雄身上的装备的最低等级,当最低等级超过A则任务进度+1。)
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Rtype98 TaskType = 98 //穿戴N套强化A级的装备(打开任务时,检查英雄身上的装备的最低等级,当最低等级超过A则任务进度+1。)
|
||||||
Rtype99 TaskType = 99 //获得N个初始属性大于等于A条的B星装备(从接到任务开始,每次获得强化为0级的A星装备时判断属性条目,大于或等于B进度+1)
|
Rtype99 TaskType = 99 //获得N个初始属性大于等于A条的B星装备(从接到任务开始,每次获得强化为0级的A星装备时判断属性条目,大于或等于B进度+1)
|
||||||
Rtype100 TaskType = 100 //职业武器强化成功N次(历史)(从创号开始记录,强化成功进度+1)
|
Rtype100 TaskType = 100 //职业武器强化成功N次(历史)(从创号开始记录,强化成功进度+1)
|
||||||
Rtype101 TaskType = 101 //获得X星职业武器N件(历史)(从创号开始记录,每获得1件X星职业武器则进度+1)
|
Rtype101 TaskType = 101 //获得X星职业武器N件(历史)(从创号开始记录,每获得1件X星职业武器则进度+1)
|
||||||
Rtype102 TaskType = 102 //阵营饰品强化成功N次(历史)(从创号开始记录,强化成功进度+1)
|
Rtype102 TaskType = 102 //阵营饰品强化成功N次(历史)(从创号开始记录,强化成功进度+1)
|
||||||
Rtype103 TaskType = 103 //获得X星阵营饰品N件(历史)(从创号开始记录,每获得1件X星阵营饰品则进度+1)
|
Rtype103 TaskType = 103 //获得X星阵营饰品N件(历史)(从创号开始记录,每获得1件X星阵营饰品则进度+1)
|
||||||
Rtype104 TaskType = 104 //消费N个钻石(历史)(从创号开始记录,每次消耗钻石增加消耗额的进度)
|
Rtype104 TaskType = 104 //消费N个钻石(历史)(从创号开始记录,每次消耗钻石增加消耗额的进度)
|
||||||
Rtype105 TaskType = 105 //商店刷新N次(从接到任务开始,每次刷新商店进度+1)
|
Rtype105 TaskType = 105 //商店刷新N次(从接到任务开始,每次刷新商店进度+1)
|
||||||
Rtype106 TaskType = 106 //跨服聊天发言N次(从接到任务开始,每次跨服发言成功进度+1)
|
Rtype106 TaskType = 106 //跨服聊天发言N次(从接到任务开始,每次跨服发言成功进度+1)
|
||||||
Rtype107 TaskType = 107 //赠送N个人好感度(从接到任务开始,每赠送1个好友好感度则进度+1)
|
Rtype107 TaskType = 107 //赠送N个人好感度(从接到任务开始,每赠送1个好友好感度则进度+1)
|
||||||
Rtype108 TaskType = 108 //助战英雄被使用X次(从接到任务开始,每被使用1次则进度+1)
|
Rtype108 TaskType = 108 //助战英雄被使用X次(从接到任务开始,每被使用1次则进度+1)
|
||||||
Rtype109 TaskType = 109 //加入公会(打开任务时,检查是否加入了公会,加入则完成)
|
Rtype109 TaskType = 109 //加入公会(打开任务时,检查是否加入了公会,加入则完成)
|
||||||
Rtype110 TaskType = 110 //激活X个英雄图鉴(打开任务时,检查英雄图鉴激活数量并计入进度,达到了任务所需个数则完成任务。)
|
Rtype110 TaskType = 110 //激活X个英雄图鉴(打开任务时,检查英雄图鉴激活数量并计入进度,达到了任务所需个数则完成任务。)
|
||||||
Rtype111 TaskType = 111 //拥有N个X级英雄(打开任务时,检查达到X级的英雄数量,达到任务所需个数则完成任务,)
|
Rtype111 TaskType = 111 //拥有N个X级英雄(打开任务时,检查达到X级的英雄数量,达到任务所需个数则完成任务,)
|
||||||
Rtype112 TaskType = 112 //养成N个X级英雄(从接到任务开始,英雄升级时,如果英雄的初始等级<X,且变化后大于等于X,则进度+1.)
|
Rtype112 TaskType = 112 //养成N个X级英雄(从接到任务开始,英雄升级时,如果英雄的初始等级<X,且变化后大于等于X,则进度+1.)
|
||||||
Rtype113 TaskType = 113 //任意英雄升N级(从接到任务开始,英雄等级每次变化时,进度增加“变化后等级-变化前等级”)
|
Rtype113 TaskType = 113 //任意英雄升N级(从接到任务开始,英雄等级每次变化时,进度增加“变化后等级-变化前等级”)
|
||||||
Rtype114 TaskType = 114 //X英雄升到X星(打开任务时,检查X英雄的星级,达到任务条件则完成任务)
|
Rtype114 TaskType = 114 //X英雄升到X星(打开任务时,检查X英雄的星级,达到任务条件则完成任务)
|
||||||
Rtype115 TaskType = 115 //通过升星获得N个A星英雄(从接到任务开始,任意英雄升到A星则进度+1)
|
Rtype115 TaskType = 115 //通过升星获得N个A星英雄(从接到任务开始,任意英雄升到A星则进度+1)
|
||||||
Rtype116 TaskType = 116 //A阵营英雄技能升N级(从接到任务开始,A阵营的英雄技能每升1级进度+1)
|
Rtype116 TaskType = 116 //A阵营英雄技能升N级(从接到任务开始,A阵营的英雄技能每升1级进度+1)
|
||||||
Rtype117 TaskType = 117 //指定英雄技能升N级(打开任务时,检查指定英雄技能等级并计入进度,如果达到任务条件则任务完成)
|
Rtype117 TaskType = 117 //指定英雄技能升N级(打开任务时,检查指定英雄技能等级并计入进度,如果达到任务条件则任务完成)
|
||||||
Rtype118 TaskType = 118 //拥有觉醒至A级的B星英雄N个(打开任务时,检查B星英雄中觉醒等级大于等于A级的记入进度,达到任务条件则完成任务)
|
Rtype118 TaskType = 118 //拥有觉醒至A级的B星英雄N个(打开任务时,检查B星英雄中觉醒等级大于等于A级的记入进度,达到任务条件则完成任务)
|
||||||
Rtype119 TaskType = 119 //指定英雄觉醒至N级(打开任务时,检查指定英雄的觉醒等级并记入进度,达到任务条件则完成任务)
|
Rtype119 TaskType = 119 //指定英雄觉醒至N级(打开任务时,检查指定英雄的觉醒等级并记入进度,达到任务条件则完成任务)
|
||||||
Rtype120 TaskType = 120 //任意英雄觉醒N级(从接到任务开始,任意英雄觉醒每升1级进度+1)
|
Rtype120 TaskType = 120 //任意英雄觉醒N级(从接到任务开始,任意英雄觉醒每升1级进度+1)
|
||||||
Rtype121 TaskType = 121 //A阵营英雄觉醒N级(从接到任务开始,A阵营的英雄觉醒每升1级进度+1)
|
Rtype121 TaskType = 121 //A阵营英雄觉醒N级(从接到任务开始,A阵营的英雄觉醒每升1级进度+1)
|
||||||
Rtype122 TaskType = 122 //A星英雄觉醒N级(从接到任务开始,A星的英雄觉醒每升1级进度+1)
|
Rtype122 TaskType = 122 //A星英雄觉醒N级(从接到任务开始,A星的英雄觉醒每升1级进度+1)
|
||||||
Rtype123 TaskType = 123 //拥有共鸣至A级的B星英雄N个(打开任务时,检查B星英雄中共鸣等级大于等于A级的记入进度,达到任务条件则完成任务)
|
Rtype123 TaskType = 123 //拥有共鸣至A级的B星英雄N个(打开任务时,检查B星英雄中共鸣等级大于等于A级的记入进度,达到任务条件则完成任务)
|
||||||
Rtype124 TaskType = 124 //拥有共鸣至N级的英雄(打开任务时,检查英雄中共鸣等级最高的英雄并记入进度,达到任务条件则完成任务)
|
Rtype124 TaskType = 124 //拥有共鸣至N级的英雄(打开任务时,检查英雄中共鸣等级最高的英雄并记入进度,达到任务条件则完成任务)
|
||||||
Rtype125 TaskType = 125 //指定英雄共鸣至N级(打开任务时,检查指定英雄的共鸣等级并记入进度,达到任务条件则完成任务)
|
Rtype125 TaskType = 125 //指定英雄共鸣至N级(打开任务时,检查指定英雄的共鸣等级并记入进度,达到任务条件则完成任务)
|
||||||
Rtype126 TaskType = 126 //A阵营英雄共鸣N级(从接到任务开始,A阵营的英雄共鸣每升1级进度+1)
|
Rtype126 TaskType = 126 //A阵营英雄共鸣N级(从接到任务开始,A阵营的英雄共鸣每升1级进度+1)
|
||||||
Rtype127 TaskType = 127 //A星英雄共鸣N级(从接到任务开始,A星的英雄共鸣每升1级进度+1)
|
Rtype127 TaskType = 127 //A星英雄共鸣N级(从接到任务开始,A星的英雄共鸣每升1级进度+1)
|
||||||
Rtype128 TaskType = 128 //竞技场积分达到N分(历史最高记录计入进度,达到N分则完成任务)
|
Rtype128 TaskType = 128 //竞技场积分达到N分(历史最高记录计入进度,达到N分则完成任务)
|
||||||
Rtype129 TaskType = 129 //竞技场段位达到A段位(打开任务时,检查玩家历史最高段位,如果达到任务条件则完成任务)
|
Rtype129 TaskType = 129 //竞技场段位达到A段位(打开任务时,检查玩家历史最高段位,如果达到任务条件则完成任务)
|
||||||
Rtype130 TaskType = 130 //进行N次竞技场挑战(进行挑战或复仇操作均进度+1)
|
Rtype130 TaskType = 130 //进行N次竞技场挑战(进行挑战或复仇操作均进度+1)
|
||||||
Rtype131 TaskType = 131 //竞技场获胜N次(挑战或复仇胜利则进度+1)
|
Rtype131 TaskType = 131 //竞技场获胜N次(挑战或复仇胜利则进度+1)
|
||||||
Rtype132 TaskType = 132 //与N个英雄好感度等级达到A(打开任务时,检查好感度达到A的英雄个数计入进度,如果达到任务条件则任务完成)
|
Rtype132 TaskType = 132 //与N个英雄好感度等级达到A(打开任务时,检查好感度达到A的英雄个数计入进度,如果达到任务条件则任务完成)
|
||||||
Rtype133 TaskType = 133 //与指定英雄好感度等级达到N(打开任务时,检查指定英雄的好感度等级计入进度,如果达到任务条件则任务完成)
|
Rtype133 TaskType = 133 //与指定英雄好感度等级达到N(打开任务时,检查指定英雄的好感度等级计入进度,如果达到任务条件则任务完成)
|
||||||
Rtype134 TaskType = 134 //赠送英雄礼物并增加N点好感度(从接到任务开始,英雄好感度每次变化时,进度增加“变化后等级-变化前等级”)
|
Rtype134 TaskType = 134 //赠送英雄礼物并增加N点好感度(从接到任务开始,英雄好感度每次变化时,进度增加“变化后等级-变化前等级”)
|
||||||
Rtype135 TaskType = 135 //累计武馆训练X小时(历史)(从创号开始记录,满1小时进度+1)
|
Rtype135 TaskType = 135 //累计武馆训练X小时(历史)(从创号开始记录,满1小时进度+1)
|
||||||
Rtype136 TaskType = 136 //累计美食馆烹饪X小时(历史)(从创号开始记录,满1小时进度+1)
|
Rtype136 TaskType = 136 //累计美食馆烹饪X小时(历史)(从创号开始记录,满1小时进度+1)
|
||||||
Rtype137 TaskType = 137 //累计铁匠铺锻造X小时(历史)(从创号开始记录,满1小时进度+1)
|
Rtype137 TaskType = 137 //累计铁匠铺锻造X小时(历史)(从创号开始记录,满1小时进度+1)
|
||||||
Rtype138 TaskType = 138 //在线N分钟(从接到任务开始,记录玩家在线时间并记入进度)
|
Rtype138 TaskType = 138 //在线N分钟(从接到任务开始,记录玩家在线时间并记入进度)
|
||||||
Rtype139 TaskType = 139 //通过融合获得指定英雄(从接到任务开始记录,通过融合获得指定英雄则任务完成)
|
Rtype139 TaskType = 139 //通过融合获得指定英雄(从接到任务开始记录,通过融合获得指定英雄则任务完成)
|
||||||
|
|
||||||
)
|
)
|
||||||
|
|
||||||
|
@ -5,11 +5,7 @@ import (
|
|||||||
"go_dreamfactory/pb"
|
"go_dreamfactory/pb"
|
||||||
"go_dreamfactory/sys/configure"
|
"go_dreamfactory/sys/configure"
|
||||||
cfg "go_dreamfactory/sys/configure/structs"
|
cfg "go_dreamfactory/sys/configure/structs"
|
||||||
"go_dreamfactory/sys/db"
|
|
||||||
"strconv"
|
|
||||||
"time"
|
|
||||||
|
|
||||||
"go.mongodb.org/mongo-driver/bson/primitive"
|
|
||||||
"google.golang.org/protobuf/proto"
|
"google.golang.org/protobuf/proto"
|
||||||
)
|
)
|
||||||
|
|
||||||
@ -29,7 +25,7 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
|
|||||||
newChallenge bool // 新的关卡
|
newChallenge bool // 新的关卡
|
||||||
reward []*cfg.Gameatn
|
reward []*cfg.Gameatn
|
||||||
asset []*pb.UserAssets
|
asset []*pb.UserAssets
|
||||||
costTime int32 // 战斗花费的时间
|
bWin bool // 战斗是否胜利
|
||||||
)
|
)
|
||||||
mapData = make(map[string]interface{}, 0)
|
mapData = make(map[string]interface{}, 0)
|
||||||
reward = make([]*cfg.Gameatn, 0)
|
reward = make([]*cfg.Gameatn, 0)
|
||||||
@ -73,85 +69,26 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
|
|||||||
}
|
}
|
||||||
mapData["boss"] = viking.Boss
|
mapData["boss"] = viking.Boss
|
||||||
}
|
}
|
||||||
if req.Report != nil {
|
|
||||||
costTime = req.Report.Costtime
|
|
||||||
}
|
|
||||||
// 耗时校验 当前战斗胜利时间消耗小于之前刷新数据
|
|
||||||
code, _ = this.module.battle.CheckBattleReport(session, req.Report)
|
|
||||||
if code != pb.ErrorCode_Success {
|
if code != pb.ErrorCode_Success {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
if !bWin { // 战斗失败 直接返回
|
||||||
|
return
|
||||||
|
}
|
||||||
|
// 耗时校验 当前战斗胜利时间消耗小于之前刷新数据
|
||||||
|
code, bWin = this.module.battle.CheckBattleReport(session, req.Report)
|
||||||
|
viking.LeftCount--
|
||||||
|
mapData["leftCount"] = viking.LeftCount
|
||||||
|
viking.ChallengeCount++
|
||||||
|
mapData["challengeCount"] = viking.ChallengeCount
|
||||||
conf := this.module.configure.GetGlobalConf()
|
conf := this.module.configure.GetGlobalConf()
|
||||||
if conf != nil {
|
if conf != nil {
|
||||||
if viking.LeftCount >= conf.VikingNum {
|
if viking.LeftCount >= conf.VikingNum {
|
||||||
viking.RecoveryTime = configure.Now().Unix()
|
viking.RecoveryTime = configure.Now().Unix()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
viking.LeftCount--
|
this.module.CheckRank(session.GetUserId(), req.BossId, req.Difficulty, viking, req.Report)
|
||||||
mapData["leftCount"] = viking.LeftCount
|
|
||||||
viking.ChallengeCount++
|
|
||||||
mapData["challengeCount"] = viking.ChallengeCount
|
|
||||||
key := strconv.Itoa(int(req.BossId)) + "_" + strconv.Itoa(int(req.Difficulty))
|
|
||||||
|
|
||||||
if viking.BossTime[key] > costTime || viking.BossTime[key] == 0 && req.Difficulty >= viking.Boss[req.BossId] { // 刷新记录
|
|
||||||
viking.BossTime[key] = costTime
|
|
||||||
szLine := make([]*pb.LineUp, 5)
|
|
||||||
Leadpos := 0
|
|
||||||
if req.Report != nil && req.Report.Info != nil && len(req.Report.Info.Redflist) > 0 {
|
|
||||||
costTime = req.Report.Costtime
|
|
||||||
Leadpos = int(req.Report.Info.Redflist[0].Leadpos)
|
|
||||||
for i, v := range req.Report.Info.Redflist[0].Team {
|
|
||||||
if v != nil {
|
|
||||||
szLine[i] = &pb.LineUp{
|
|
||||||
Cid: v.HeroID,
|
|
||||||
Star: v.Star,
|
|
||||||
Lv: v.Lv,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// 写入排行榜
|
|
||||||
objID := ""
|
|
||||||
bFind := false
|
|
||||||
ranks := this.module.modulerank.getVikingRankList(session.GetUserId())
|
|
||||||
for _, v := range ranks {
|
|
||||||
if v.Bosstype == req.BossId {
|
|
||||||
mapRankData := make(map[string]interface{}, 0)
|
|
||||||
mapRankData["difficulty"] = req.Difficulty
|
|
||||||
mapRankData["bosstype"] = req.BossId
|
|
||||||
mapRankData["Leadpos"] = Leadpos
|
|
||||||
mapRankData["line"] = szLine
|
|
||||||
mapRankData["costTime"] = costTime
|
|
||||||
conn_, _ := db.Cross()
|
|
||||||
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
|
||||||
dbModel.ChangeList(session.GetUserId(), v.Id, mapRankData)
|
|
||||||
objID = v.Id
|
|
||||||
bFind = true
|
|
||||||
break
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if !bFind {
|
|
||||||
userinfo := this.module.ModuleUser.GetUser(session.GetUserId())
|
|
||||||
new := &pb.DBVikingRank{
|
|
||||||
Id: primitive.NewObjectID().Hex(),
|
|
||||||
Uid: session.GetUserId(),
|
|
||||||
Difficulty: req.Difficulty,
|
|
||||||
Bosstype: req.BossId,
|
|
||||||
Nickname: userinfo.Name,
|
|
||||||
Icon: "",
|
|
||||||
Lv: userinfo.Lv,
|
|
||||||
Leadpos: int32(Leadpos),
|
|
||||||
Line: szLine,
|
|
||||||
CostTime: costTime,
|
|
||||||
}
|
|
||||||
objID = new.Id
|
|
||||||
conn_, _ := db.Cross()
|
|
||||||
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
|
||||||
dbModel.AddList(session.GetUserId(), new.Id, new)
|
|
||||||
}
|
|
||||||
this.module.modulerank.SetRankListData("vikingRank"+strconv.Itoa(int(req.BossId)), req.Difficulty<<16+costTime, objID)
|
|
||||||
}
|
|
||||||
mapData["bossTime"] = viking.BossTime // 更新时间
|
mapData["bossTime"] = viking.BossTime // 更新时间
|
||||||
if newChallenge { // 新关卡挑战通过 发放首通奖励
|
if newChallenge { // 新关卡挑战通过 发放首通奖励
|
||||||
if code = this.module.DispenseRes(session, cfg.Firstprize, true); code != pb.ErrorCode_Success {
|
if code = this.module.DispenseRes(session, cfg.Firstprize, true); code != pb.ErrorCode_Success {
|
||||||
@ -184,5 +121,18 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
|
|||||||
Data: viking,
|
Data: viking,
|
||||||
Asset: asset,
|
Asset: asset,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
// 随机任务统计
|
||||||
|
this.module.ModuleRtask.SendToRtask(session, comm.Rtype73, req.Difficulty, req.BossId, 1)
|
||||||
|
this.module.ModuleRtask.SendToRtask(session, comm.Rtype74, req.Difficulty, req.BossId)
|
||||||
|
this.module.ModuleRtask.SendToRtask(session, comm.Rtype78, req.Difficulty, req.BossId, req.Report.Costtime)
|
||||||
|
if req.Report != nil && req.Report.Info != nil && len(req.Report.Info.Redflist) > 0 {
|
||||||
|
for _, v := range req.Report.Info.Redflist[0].Team {
|
||||||
|
if v.Ishelp { // 判断是否有助战
|
||||||
|
this.module.ModuleRtask.SendToRtask(session, comm.Rtype79, req.Difficulty, req.BossId)
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
@ -10,6 +10,11 @@ import (
|
|||||||
"go_dreamfactory/lego/core"
|
"go_dreamfactory/lego/core"
|
||||||
"go_dreamfactory/modules"
|
"go_dreamfactory/modules"
|
||||||
"go_dreamfactory/pb"
|
"go_dreamfactory/pb"
|
||||||
|
"go_dreamfactory/sys/db"
|
||||||
|
"strconv"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"go.mongodb.org/mongo-driver/bson/primitive"
|
||||||
)
|
)
|
||||||
|
|
||||||
type Viking struct {
|
type Viking struct {
|
||||||
@ -75,3 +80,67 @@ func (this *Viking) CheckUserBaseVikingInfo(uid string) (data []*pb.DBVikingRank
|
|||||||
}
|
}
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (this *Viking) CheckRank(uid string, boosID int32, difficulty int32, viking *pb.DBViking, report *pb.BattleReport) {
|
||||||
|
costTime := report.Costtime
|
||||||
|
key := strconv.Itoa(int(boosID)) + "_" + strconv.Itoa(int(difficulty))
|
||||||
|
|
||||||
|
if viking.BossTime[key] > costTime || viking.BossTime[key] == 0 && difficulty >= viking.Boss[boosID] { // 刷新记录
|
||||||
|
viking.BossTime[key] = costTime
|
||||||
|
szLine := make([]*pb.LineUp, 5)
|
||||||
|
Leadpos := 0
|
||||||
|
if report != nil && report.Info != nil && len(report.Info.Redflist) > 0 {
|
||||||
|
costTime = report.Costtime
|
||||||
|
Leadpos = int(report.Info.Redflist[0].Leadpos)
|
||||||
|
for i, v := range report.Info.Redflist[0].Team {
|
||||||
|
if v != nil {
|
||||||
|
szLine[i] = &pb.LineUp{
|
||||||
|
Cid: v.HeroID,
|
||||||
|
Star: v.Star,
|
||||||
|
Lv: v.Lv,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// 写入排行榜
|
||||||
|
objID := ""
|
||||||
|
bFind := false
|
||||||
|
ranks := this.modulerank.getVikingRankList(uid)
|
||||||
|
for _, v := range ranks {
|
||||||
|
if v.Bosstype == boosID {
|
||||||
|
mapRankData := make(map[string]interface{}, 0)
|
||||||
|
mapRankData["difficulty"] = difficulty
|
||||||
|
mapRankData["bosstype"] = boosID
|
||||||
|
mapRankData["Leadpos"] = Leadpos
|
||||||
|
mapRankData["line"] = szLine
|
||||||
|
mapRankData["costTime"] = costTime
|
||||||
|
conn_, _ := db.Cross()
|
||||||
|
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
||||||
|
dbModel.ChangeList(uid, v.Id, mapRankData)
|
||||||
|
objID = v.Id
|
||||||
|
bFind = true
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !bFind {
|
||||||
|
userinfo := this.ModuleUser.GetUser(uid)
|
||||||
|
new := &pb.DBVikingRank{
|
||||||
|
Id: primitive.NewObjectID().Hex(),
|
||||||
|
Uid: uid,
|
||||||
|
Difficulty: difficulty,
|
||||||
|
Bosstype: boosID,
|
||||||
|
Nickname: userinfo.Name,
|
||||||
|
Icon: "",
|
||||||
|
Lv: userinfo.Lv,
|
||||||
|
Leadpos: int32(Leadpos),
|
||||||
|
Line: szLine,
|
||||||
|
CostTime: costTime,
|
||||||
|
}
|
||||||
|
objID = new.Id
|
||||||
|
conn_, _ := db.Cross()
|
||||||
|
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
||||||
|
dbModel.AddList(uid, new.Id, new)
|
||||||
|
}
|
||||||
|
this.modulerank.SetRankListData("vikingRank"+strconv.Itoa(int(boosID)), difficulty<<16+costTime, objID)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user