diff --git a/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionManager.java b/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionManager.java index a669fa7fb..84f0b5e4b 100644 --- a/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionManager.java +++ b/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionManager.java @@ -25,11 +25,20 @@ public class MapMissionManager { static { List missionTypes = new ArrayList<>(1); missionTypes.add(MapMissionType.FINISH_EVEVNT); + missionTypes.add(MapMissionType.FINISH_OPTIONS_DIFFICULT_MAP_EVENT); + missionTypes.add(MapMissionType.FINISH_EVENT_BY_ORDER_DIFFICULT_MAP_EVENT); + missionTypes.add(MapMissionType.NOT_EVENT_FINISH_EVENT_DIFFICULT_MAP_EVENT); + typeByEventTypeMap.put(EventType.updateOptionalEvent,missionTypes); missionTypes = new ArrayList<>(2); missionTypes.add(MapMissionType.VICTORY_EVENT); missionTypes.add(MapMissionType.KILL_BOSS); + missionTypes.add(MapMissionType.KILL_BOSS_IN_BOSS_EVENT); + missionTypes.add(MapMissionType.KILL_BOSS_INTIME_DIFFICULT_EVENT); + missionTypes.add(MapMissionType.KILL_DIFFICULT_BOSS_WITH_TEAM_HERO_COUNT_EVENT); + missionTypes.add(MapMissionType.KILL_MONSTER_BY_ORDER_DIFFICULT_MAP_EVENT); + typeByEventTypeMap.put(EventType.fightEvent,missionTypes); missionTypes = new ArrayList<>(2); diff --git a/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionType.java b/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionType.java index 6c6254a4d..393556712 100644 --- a/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionType.java +++ b/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapMissionType.java @@ -16,6 +16,13 @@ public enum MapMissionType { PASS_DEATH_MAP_EVENT(11), //通关时,总死亡次数小于x次 PASS_TEAM_FORCE_EVENT(12), //通关队伍总战力小于xxxxx PASS_TEAM_NOT_PROFESSION_EVENT(13), //通关队伍中,不包含xx职业的妖灵师 + KILL_BOSS_IN_BOSS_EVENT(14), //击败xx难度的xxboss的队伍中,不包含xx职业 + KILL_BOSS_INTIME_DIFFICULT_EVENT(15),//于xx秒内击败xx难度的xxboss + KILL_DIFFICULT_BOSS_WITH_TEAM_HERO_COUNT_EVENT(16),//击败xx难度的xxboss时,队伍存活人数大于等于xx人 + FINISH_OPTIONS_DIFFICULT_MAP_EVENT(17), //在xx难度中,完成事件点中的所有选项 + FINISH_EVENT_BY_ORDER_DIFFICULT_MAP_EVENT(18), //在xx难度中,以一定顺序完成事件点 + KILL_MONSTER_BY_ORDER_DIFFICULT_MAP_EVENT(19), //在xx难度中,以一定顺序击杀怪物 + NOT_EVENT_FINISH_EVENT_DIFFICULT_MAP_EVENT(20), //在xx难度中,不触发某些事件点的情况下,完成某事件点。 ; private int missionType;