任务修改
parent
fb8a4bcc70
commit
d5a202d28e
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@ -91,6 +91,8 @@ public class CumulationData {
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public int takeDailyBoxTimes;// 领取日常任务宝箱奖励次数达到
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public int wearEquipTimes;// 妖灵师穿戴装备件数达到
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public int toBeStronger;//我要变强
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public int familyFightCount;//公会战进攻次数
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public int findStar;//占星次数
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public Map<Integer,Integer> synthesisHeroStarTimesMap = new HashMap<>();// 碎片合成%s星妖灵师次数达到
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public Map<Integer,Integer> heroUpStarTimesMap = new HashMap<>();//将妖灵师%s进阶次数达到
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@ -164,6 +166,8 @@ public class CumulationData {
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toBeStronger = 0;
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consumeAction = 0;
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especialEquipStar.clear();
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familyFightCount = 0;
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findStar=0;
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}
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private void clearArray(int[] source){
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@ -16,6 +16,7 @@ import com.ljsd.jieling.logic.fight.CheckFight;
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import com.ljsd.jieling.logic.fight.FightType;
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import com.ljsd.jieling.logic.hero.HeroAttributeEnum;
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import com.ljsd.jieling.logic.hero.HeroLogic;
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import com.ljsd.jieling.logic.mission.GameEvent;
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import com.ljsd.jieling.network.session.ISession;
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import com.ljsd.jieling.protocols.CommonProto;
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import com.ljsd.jieling.protocols.Family;
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@ -477,6 +478,7 @@ public class GuildFightLogic {
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}
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redisUtil.putMapEntry(RedisKey.FAMILY_FIGHT_CAL_STAR,String.valueOf(attackGuildId),String.valueOf(defendBuildId),haveGotStar+getStar);
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Family.FamilyFightAttackResponse response = Family.FamilyFightAttackResponse.newBuilder().setResult(fightResult[0]).setStarCount(getStar).setData(fightData).build();
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userAttack.getUserMissionManager().onGameEvent(userAttack, GameEvent.FAMILY_FIGHT_ATTACK);
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MessageUtil.sendMessage(session, 1, messageType.getNumber(), response, true);
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}
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@ -541,6 +541,7 @@ public class ItemLogic {
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HeroInfoProto.SoulRandResponse.Builder builder = HeroInfoProto.SoulRandResponse.newBuilder();
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builder.setDrop(drop);
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builder.setPos(currentPool);
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user.getUserMissionManager().onGameEvent(user,GameEvent.FIND_STAR,time);
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MessageUtil.sendMessage(session, 1, MessageTypeProto.MessageType.SOUL_RAND_EQUIP_RESPONSE_VALUE, builder.build(), true);
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}
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@ -58,6 +58,12 @@ public enum GameEvent {
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BLOODY_END,// 血战结束
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ESPECIAL_EQUIP//获得法宝
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FAMILY_FIGHT_ATTACK,//公会战进攻次数
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ESPECIAL_EQUIP,//获得法宝
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FIND_STAR,//占星
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}
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@ -631,6 +631,9 @@ public class MissionLoigc {
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case ENDLESS_CONSUME_ACTION:
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count = cumulationData.consumeAction;
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break;
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case FAMILY_FIGHT_ATTACK:
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count = cumulationData.familyFightCount;
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break;
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case ESPECIAL_EQUIP:
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count = cumulationData.especialEquipStar.get(missionSubType[0]);
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break;
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@ -79,7 +79,9 @@ public enum MissionType {
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TO_BE_STRONGER(58),//我要变强点击:%s次
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BLOODY_KILL_NUMS(59),// 血战每日击杀人数
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ENDLESS_CONSUME_ACTION(60),//无尽消耗行动力
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ESPECIAL_EQUIP(62)//拥有%s星级法宝的数量为:%s
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FAMILY_FIGHT_ATTACK(61),//公会战进攻次数
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ESPECIAL_EQUIP(62),//拥有%s星级法宝的数量为:%s
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FIND_STAR(65)//占星
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;
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private int missionType;
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@ -214,8 +216,12 @@ public enum MissionType {
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return BLOODY_KILL_NUMS;
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case 60:
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return ENDLESS_CONSUME_ACTION;
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case 61:
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return FAMILY_FIGHT_ATTACK;
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case 62:
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return ESPECIAL_EQUIP;
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case 65:
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return FIND_STAR;
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default:
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return null;
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}
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@ -100,6 +100,8 @@ public class DataManagerDistributor {
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judges.put(MissionType.MONSTER_ATTACK_LEVEL,new DefaultDataManager());
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judges.put(MissionType.TO_BE_STRONGER,new StrongerManager());
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judges.put(MissionType.ESPECIAL_EQUIP,new EspecialStarManager());
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judges.put(MissionType.FAMILY_FIGHT_ATTACK,new FamilyFightManager());
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judges.put(MissionType.FIND_STAR,new FindStarManager());
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@ -0,0 +1,12 @@
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package com.ljsd.jieling.logic.mission.data;
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import com.ljsd.jieling.logic.dao.CumulationData;
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import com.ljsd.jieling.logic.mission.MissionType;
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public class FamilyFightManager implements BaseDataManager {
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@Override
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public CumulationData.Result updateData(CumulationData data, MissionType missionType, Object... parm) {
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data.familyFightCount++;
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return new CumulationData.Result(missionType);
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}
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}
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@ -0,0 +1,12 @@
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package com.ljsd.jieling.logic.mission.data;
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import com.ljsd.jieling.logic.dao.CumulationData;
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import com.ljsd.jieling.logic.mission.MissionType;
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public class FindStarManager implements BaseDataManager{
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@Override
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public CumulationData.Result updateData(CumulationData data, MissionType missionType, Object... parm) {
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data.findStar=+(int)parm[0];
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return new CumulationData.Result(missionType);
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}
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}
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@ -254,11 +254,21 @@ public class MissionEventDistributor {
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eventEnumListMap.put(GameEvent.BLOODY_END,typeList);
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eventProcessor.put(GameEvent.BLOODY_END,new CumulationDataEventProcessor());
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typeList = new ArrayList<>();
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typeList.add(MissionType.FAMILY_FIGHT_ATTACK);
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eventEnumListMap.put(GameEvent.FAMILY_FIGHT_ATTACK,typeList);
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eventProcessor.put(GameEvent.FAMILY_FIGHT_ATTACK,new CumulationDataEventProcessor());
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typeList = new ArrayList<>();
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typeList.add(MissionType.ESPECIAL_EQUIP);
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eventEnumListMap.put(GameEvent.ESPECIAL_EQUIP,typeList);
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eventProcessor.put(GameEvent.ESPECIAL_EQUIP,new CumulationDataEventProcessor());
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typeList = new ArrayList<>();
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typeList.add(MissionType.FIND_STAR);
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eventEnumListMap.put(GameEvent.FIND_STAR,typeList);
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eventProcessor.put(GameEvent.FIND_STAR,new CumulationDataEventProcessor());
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}
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private static final ThreadLocal<Map<GameMisionType, List<MissionStateChangeInfo>>> threadMissionChangeList =
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