public function do_func_open($player_id, $type, $condition_id, $player_info = null) { if (!isset($this->funconfig[$type][$condition_id])) { $this->funconfig[$type][$condition_id] = Cache_FuncConfig::getInstance()->get_func_config_by_open_type_condition_id($type, $condition_id); } $func_list = $this->funconfig[$type][$condition_id]; if ($func_list) { $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, array('func_open')); $func_open = $player_detail['func_open']; $out = array(); $guide_out = array(); $send_fairy = array(); $guide_id = array(); $arr_player_task = array(); $meditation_open_status = false; // Com_Log::write('guide_'.$player_id,"func_list:".var_export($func_list,true)); foreach ($func_list as $val) { if (SERVER_ID > 1 && $val['issue'] == 0) { continue; } if (!isset($func_open[$val['func_id']])) { if (1110 == $val['func_id']) { continue; } $func_open[$val['func_id']] = 1; $out[0][] = array('operate' => 1, 'func_id' => $val['func_id'], 'open' => 1, 'guide' => 0, 'cd' => 0, 'tip' => $this->get_game('PlayerFunc')->get_func_tips($player_id, $val['func_id'], null, $func_open)); if ($val['func_id'] == 44) { # 同步冥想开启状态 $meditation_open_status = true; } if ($val['func_id'] == 30) { #开启暗女神 try { $this->get_game('Fairy')->add_fairy($player_id, 201); } catch (Exception $e) { // Com_Log::write("task_fairy_send_error","send fairy 101 error player_id:{$player_id} ##".var_export($e,true)); } } if ($val['func_id'] == 33) { #开启光女神 try { $this->get_game('Fairy')->add_fairy($player_id, 101); } catch (Exception $e) { // Com_Log::write("task_fairy_send_error","send fairy 111 error player_id:{$player_id} ##".var_export($e,true)); } } if ($val['func_id'] == 20) { #送一个英雄 try { $result = $this->get_game('Hero')->add_hero($player_id, 3001); } catch (Exception $e) { $result = false; Com_Log::write("task_hero_send_error", "send hero 111 error player_id:{$player_id} ##" . var_export($e, true)); } } // if($val['func_id'] == 161){#开启随机任务 // $task_info = $this->get_game('TaskRandom')->get_random_tasks($player_id); // $data = $this->get_game('TaskRandom')->get_task_random_list($player_id,$task_info,$player_info); // Protocol::input($player_id,8,10,1022,$data); // } if ($val['guide_id'] > 0) { Com_Log::write('guide_' . $player_id, "func_open:{$val['guide_id']}"); Protocol_Guide::add($val['guide_id'], 1); if ($val['task_guide'] == 1) { if (empty($arr_player_task)) { $arr_player_task = $this->get_data('PlayerTask')->get_task_info($player_id); } $this->get_game('TaskMain')->do_guide_task($player_id, $val['guide_id'], 1, $arr_player_task, $guide_out); } } } } $result = $this->get_data('PlayerDetail')->update_player_detail($player_id, array('func_open' => $func_open)); if ($result && !empty($arr_player_task)) { $result = $this->get_data('PlayerTask')->set_task_info($player_id, $arr_player_task); //更新任务 } if ($result) { Com_Log::write("do_func_open." . $player_id, "out:" . var_export($out, true)); if ($out) { Protocol::input($player_id, 8, 7, 741, $out); } if ($guide_out) { Protocol::input($player_id, 8, 10, 1002, array(0 => $guide_out)); } Protocol_Guide::out($player_id, $player_info); if ($meditation_open_status) { Protocol_Player::p2c_part_update($player_id, array('meditation_open_status' => array('func_open' => $func_open))); } } return $result; } return true; }
/** * 完成任务 * @param $player_id * @param $task_id * @param $step_id * @param $arr_player_task 任务数据 */ public function finish_main_task($player_id, $task_id, $step_id) { $time_start = microtime(true); $arr_player_task = $this->get_data('PlayerTask')->get_task_info($player_id); if (empty($arr_player_task['main_val'][$task_id])) { $this->throw_error('10107'); //参数错误 } if ($arr_player_task['main_val'][$task_id]['task_status'] < 2) { $this->throw_error('10015'); //任务还未完成 } $player_info = $this->get_data('Player')->get_player_info($player_id, array('career_type', 'level', 'vip', 'privilege_level', 'union_id')); $out = array('old' => array(), 'new' => array()); $current_num = intval($arr_player_task['current_num']); $task_config = Cache_TaskConfig::getInstance()->get_task_config($task_id); $cur_step_config = Cache_TaskStepConfig::getInstance()->get_task_step_config($task_id, $step_id); if (!empty($arr_player_task['main_val'][$task_id]['target'])) { foreach ($arr_player_task['main_val'][$task_id]['target'] as $target_id => $val) { $this->get_game('TaskTrigger')->clear_main_task_target_val($arr_player_task, $task_id, $target_id); #清理target_val } } #更新任务进度 if ($arr_player_task['main_val'][$task_id]['task_steps'] == $arr_player_task['main_val'][$task_id]['step']) { $max_num = Cache_TaskConfig::getInstance()->get_chapter_task_num($task_config['chapter_id'], $task_config['chapter_part']); $finish_num = $this->get_chapter_task_finish_num($player_id, $task_config['chapter_id'], $task_config['chapter_part']); if ($max_num) { $jin_du = ceil($finish_num / $max_num * 100); } else { $jin_du = 0; } $arr_player_task['current_num'] = $jin_du; } if ($cur_step_config['dungeon_event_sid']) { Protocol::input($player_id, 7, 4, 471, $cur_step_config['dungeon_event_sid']); } //副本触发 if ($cur_step_config['buff_id']) { Protocol::input($player_id, 7, 4, 496, array('status' => 0, 'buff_id' => $cur_step_config['buff_id'])); } //buff结束 $logs = array(); $old_task_status = $arr_player_task['main_val'][$task_id]['task_status'] + 1; $out['old'] = array('task_id' => $task_id, 'step' => $step_id, 'task_status' => $old_task_status, 'task_data' => $this->format_target($arr_player_task['main_val'][$task_id]['target'], $cur_step_config['step_type']), 'index' => 1, 'cur_finish_num' => $current_num, 'task_seq' => 0, 'kill_npc_city_id' => 0, 'task_type' => 1, 'task_star' => 0); $logs[] = array('type' => 1, 'task_id' => $task_id, 'step' => $step_id, 'status' => $old_task_status); // //统计对象清除 触发的时候已经删除 这地方先注释 // if(!empty($arr_player_task['main_val'][$task_id]['target'])){ // unset($arr_player_task['target_val'][$arr_player_task['main_val'][$task_id]['step_type']][$arr_player_task['main_val'][$task_id]['target']['target_id']][$task_config['task_type']][$task_id]); // } $deduct_prop = array(); //收集道具任务 扣除道具 if ($arr_player_task['main_val'][$task_id]['step_type'] == 5) { //收集道具任务 foreach ($arr_player_task['main_val'][$task_id]['target'] as $target) { $deduct_prop[$target['target_id']] = $target['target_num']; } } $out_12 = array(); $dup_id2 = 0; $func_open_task_id = 0; #功能开启的任务id $reset_skill = false; $upgrade_async = true; if ($arr_player_task['main_val'][$task_id]['step'] >= $arr_player_task['main_val'][$task_id]['task_steps']) { //下一个任务 $func_open_task_id = $task_id; $next_task_id = $arr_player_task['main_val'][$task_id]['next_task_id']; $next_task_config = Cache_TaskConfig::getInstance()->get_task_config($next_task_id); if ($task_id == 11071) { $reset_skill = true; } if (!empty($next_task_config)) { $step_config = Cache_TaskStepConfig::getInstance()->get_task_step_config($next_task_id, 1); // Com_Log::log("================[step config]================","fb_task",1); // Com_Log::log($step_config,"fb_task",1); $arr_target = $this->get_target_val($player_id, $step_config); // Com_Log::log("================[target]================","fb_task",1); // Com_Log::log($arr_target,"fb_task",1); if (!empty($arr_target)) { foreach ($arr_target as $target) { if (!empty($target)) { $arr_player_task['target_val'][$step_config['step_type']][$target['target_id']][$next_task_config['task_type']][$next_task_id] = $target['target_num']; } } } if ($step_config['dup_id2']) { $dup_id2 = $step_config['dup_id2']; // Com_Log::write("fb_city.".$player_id,"main task_id:{$next_task_id} city:{$city_id}"); } // Com_Log::write("deal_main_task.".$player_id,"task_main min_level:{$next_task_config['min_level']} level:{$next_task_config['level']}"); // Com_Log::write("task_targeter.".$player_id,"main min_level:{$next_task_config['min_level']} level:{$player_info['level']}"); if ($next_task_config['min_level'] > $player_info['level']) { $task_status = 0; $upgrade_async = false; } else { if ($step_config['step_type'] == 2) { $task_status = 2; //直接完成 } else { $task_status = 1; } } if ($step_config['buff_id']) { Protocol::input($player_id, 7, 4, 496, array('status' => 1, 'buff_id' => $step_config['buff_id'])); } //buff开始 $arr_player_task['main_val'][$next_task_id] = array('task_id' => $next_task_id, 'task_steps' => $next_task_config['task_steps'], 'step' => 1, 'task_status' => $task_status, 'next_task_id' => $next_task_config['next_task_id'], 'step_type' => $step_config['step_type'], 'dungeon_event_sid' => $step_config['dungeon_event_sid'], 'buff_id' => $step_config['buff_id'], 'btn_dialog' => $step_config['btn_dialog'], 'target' => $arr_target); $arr_player_task['current_chapter'] = $next_task_config['chapter_id']; $arr_player_task['current_chapter_part'] = $next_task_config['chapter_part']; $finish_num = $this->get_chapter_task_finish_num($player_id, $next_task_config['chapter_id'], $next_task_config['chapter_part']); if ($finish_num <= 1) { $arr_player_task['current_num'] = 0; } $out['new'] = array('task_id' => $next_task_id, 'step' => 1, 'task_status' => $task_status, 'task_data' => $this->format_target($arr_target, $step_config['step_type']), 'index' => 1, 'cur_finish_num' => $arr_player_task['current_num'], 'task_seq' => 0, 'kill_npc_city_id' => 0, 'task_type' => 1, 'task_star' => 0); $logs[] = array('type' => 1, 'task_id' => $next_task_id, 'step' => 1, 'status' => $task_status); ++$arr_player_task['main_finish_count_acc']; if ($step_config['step_type'] == 12) { $out_12['city_escort_map_sid'] = $step_config['city_id']; $out_12['city_escort_target_x'] = $step_config['pro_addr_x']; $out_12['city_escort_target_y'] = $step_config['pro_addr_y']; $pro_npc = explode("|", $step_config['pro_npc']); $out_12['city_escort_npc_sid'] = $pro_npc[0]; } ##新手引导 // Com_Log::write('guide_'.$player_id,"task_id:{$next_task_id} task_main:".$step_config['guide_type']); if (!empty($step_config['guide_type'])) { $guides = explode("|", $step_config['guide_type']); foreach ($guides as $guide) { // Com_Log::write('guide_'.$player_id,"task_id:{$next_task_id} task_main_guide:".$guide); Protocol_Guide::add($guide, 1); // Com_Log::write('task_guide.'.$player_id,"task main next guide:{$guide} task_guide:{$step_config['task_guide']}"); if ($step_config['task_guide'] == 1) { $this->do_guide_task($player_id, $guide, 1, $arr_player_task, $out); } } } if ($task_id != $next_task_id) { #压力测试 接重复的任务 所以这地方不能unset unset($arr_player_task['main_val'][$task_id]); } } } else { //下一步任务 $next_step = $arr_player_task['main_val'][$task_id]['step'] + 1; $step_config = Cache_TaskStepConfig::getInstance()->get_task_step_config($task_id, $next_step); $arr_target = $this->get_target_val($player_id, $step_config); if (!empty($arr_target)) { foreach ($arr_target as $target) { if (!empty($target)) { $arr_player_task['target_val'][$step_config['step_type']][$target['target_id']][$task_config['task_type']][$task_id] = $target['target_num']; } } } if ($step_config['dup_id2']) { $dup_id2 = $step_config['dup_id2']; // Com_Log::write("fb_city.".$player_id,"main task_id:{$task_id} city:{$city_id}"); } if ($step_config['step_type'] == 2) { $task_status = 2; } else { $task_status = 1; } if ($step_config['buff_id']) { Protocol::input($player_id, 7, 4, 496, array('status' => 1, 'buff_id' => $step_config['buff_id'])); } //buff开始 $arr_player_task['main_val'][$task_id]['step'] = $next_step; $arr_player_task['main_val'][$task_id]['task_status'] = $task_status; $arr_player_task['main_val'][$task_id]['step_type'] = $step_config['step_type']; $arr_player_task['main_val'][$task_id]['target'] = $arr_target; $arr_player_task['main_val'][$task_id]['dungeon_event_sid'] = $step_config['dungeon_event_sid']; $arr_player_task['main_val'][$task_id]['buff_id'] = $step_config['buff_id']; $arr_player_task['main_val'][$task_id]['btn_dialog'] = $step_config['btn_dialog']; $arr_player_task['current_chapter'] = $task_config['chapter_id']; $arr_player_task['current_chapter_part'] = $task_config['chapter_part']; $out['new'] = array('task_id' => $task_id, 'step' => $next_step, 'task_status' => $task_status, 'task_data' => $this->format_target($arr_target, $step_config['step_type']), 'index' => 1, 'cur_finish_num' => $arr_player_task['current_num'], 'task_seq' => 0, 'kill_npc_city_id' => 0, 'task_type' => 1, 'task_star' => 0); $logs[] = array('type' => 1, 'task_id' => $task_id, 'step' => $next_step, 'status' => $task_status); if ($step_config['step_type'] == 12) { $out_12['city_escort_map_sid'] = $step_config['city_id']; $out_12['city_escort_target_x'] = $step_config['pro_addr_x']; $out_12['city_escort_target_y'] = $step_config['pro_addr_y']; $pro_npc = explode("|", $step_config['pro_npc']); $out_12['city_escort_npc_sid'] = $pro_npc[0]; } ##新手引导 // Com_Log::write('guide_'.$player_id,"task_id:{$task_id} task_main_next:".$step_config['guide_type']); if (!empty($step_config['guide_type'])) { $guides = explode("|", $step_config['guide_type']); foreach ($guides as $guide) { // Com_Log::write('guide_'.$player_id,"task_id:{$task_id} task_main_next_guide:".$guide); Protocol_Guide::add($guide, 1); // Com_Log::write('task_guide.'.$player_id,"task main step guide:{$guide} task_guide:{$step_config['task_guide']}"); if ($step_config['task_guide'] == 1) { $this->do_guide_task($player_id, $guide, 1, $arr_player_task, $out); } } } } $career_type = $player_info['career_type']; $this->start_trans(); $result = $this->get_data('PlayerTask')->set_task_info($player_id, $arr_player_task); //更新任务 if ($result) { //领奖励 $task_award_config = Cache_TaskAwardConfig::getInstance()->get_task_award_info($task_id, $step_id); if (!empty($task_award_config)) { $reward = array(); if (!empty($task_award_config['prop_info'])) { $prop_info = explode('|', $task_award_config['prop_info']); foreach ($prop_info as $v) { $prop = explode(':', $v); if ($prop[0] > 100) { $reward[] = array('type' => 'prop', 'item_id' => $prop[0], 'item_num' => $prop[1]); } else { $key = Cache_PropLoot::getInstance()->get_item_key($prop[0]); if ($key != 'prop') { $reward[] = array('type' => $key, 'item_id' => $prop[0], 'item_num' => $prop[1]); } } } } $career_reward_key = "career_type_reward_{$career_type}"; // Com_Log::log("career_reward_key:".$career_reward_key,"task_award,log",1); if (isset($task_award_config[$career_reward_key]) && !empty($task_award_config[$career_reward_key])) { $prop_info = explode('|', $task_award_config[$career_reward_key]); foreach ($prop_info as $v) { $prop = explode(':', $v); if ($prop[0] > 100) { $reward[] = array('type' => 'prop', 'item_id' => $prop[0], 'item_num' => $prop[1]); } else { $key = Cache_PropLoot::getInstance()->get_item_key($prop[0]); if ($key != 'prop') { $reward[] = array('type' => $key, 'item_id' => $prop[0], 'item_num' => $prop[1]); } } } } // Com_Log::log("prop:".var_export($reward,true),"task_award,log",1); if (!empty($reward)) { $params = array('cmd_id' => '1002', 'func_id' => 1020, 'bind_flag' => 0, 'chapter' => $task_config['chapter_id'], 'map_id' => $cur_step_config['city_id']); // Com_Log::log($params,"sysnotice.log",1); // Com_Log::write("task_reward.".$player_id,"task_id:{$task_id} step:{$step_id} #".var_export($reward,true)); $result = $this->get_game('Reward')->send_reward($player_id, $reward, $params, 0); if ($result !== true) { if ($result == '80001') { $result = "10018"; } $this->throw_error($result); } } } } if ($result && !empty($deduct_prop) && $cur_step_config['step_type'] != 11) { $arr_logs = array(); foreach ($deduct_prop as $prop_id => $need_num) { $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $prop_id, $need_num, $arr_logs, 1, array('cmd_id' => 1010, 'level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'])); } } if ($result) { $this->commit(); if (!empty($cur_step_config['unlock_skill_info'])) { $this->get_game('PlayerSkill')->flush_locked_skill($player_id, $player_info['career_type'], $cur_step_config['unlock_skill_info'], $player_info['level'], $arr_player_task['main_val'], $task_id, $step_id); } if ($dup_id2) { #开启副本 // Com_Log::write("fb_city.".$player_id,"main city:{$city_id}"); $this->get_game('PlayerFB')->update_fb_chapter_data_interface($player_id, $dup_id2); } Protocol::input($player_id, 3, 10, 1002, array(0 => $out)); // Com_Log::write('task_1002.'.$player_id,"task_main_finish:".var_export($out,true)); $this->get_game('Reward')->add_reward_log(false, 0, 1, $upgrade_async); if (isset($arr_logs) && !empty($arr_logs)) { Protocol_Prop::prop_806($player_id, $arr_logs); } $task_main_info = reset($arr_player_task['main_val']); $out_12['task_id'] = $task_main_info['task_id']; $out_12['task_step'] = $task_main_info['step']; if ($task_main_info['task_status'] == 1) { $out_12['task_start_status'] = 1; } else { $out_12['task_start_status'] = 0; } Protocol_Player::p2c_part_update($player_id, $out_12); #同步状态 分进程了 不能合下面skill_infos一起发了发了脏数据会乱 // Com_Log::write('out_12.'.$player_id,"trigger:".var_export($out_12,true)); if ($reset_skill) { try { $this->get_game('PlayerSkill')->default_set($player_id, $player_info); Protocol_Player::p2c_part_update($player_id, array('skill_infos' => array())); } catch (Exception $e) { // Com_Log::write("task_skill_reset","player_id:{$player_id} skill_def_set error"); } } // SynPlayer::set_syn_data($out_12); // $data = SynPlayer::get_data(); // Protocol::input($player_id,7,4,417,array(0=>$data['m'],1=>$data['u'])); if ($func_open_task_id) { $this->get_game('FuncOpen')->do_func_open($player_id, 1, $func_open_task_id); if ($func_open_task_id == 11071 || $func_open_task_id == 11045) { $this->get_game('PlayerWing')->update_wing_activation_condition($player_id, 6, $func_open_task_id); } // Com_Replication::asyn_call_func('PlayerTaskLog','data','add_player_task_log',array($player_id, $func_open_task_id)); #一步插入日志 } # 公会成就处理 $this->get_game('UnionAchieve')->async_trigger_union_achieve($player_id, 4, 1, 1, $player_info['union_id'] ? $player_info['union_id'] : 0); if ($logs) { Log_Task::getInstance()->add_multi_task_log($player_id, $player_info['level'], $player_info['vip'], $player_info['privilege_level'], $logs); } #推新手引导 Protocol_Guide::out($player_id, $player_info); } else { $this->throw_error('10104'); } }
/** *触发任务 * @param $player_id * @param $target_type 类型和 task_step_config 里的step_type 一样 * @param $target_id * @param $add_num * @return bool */ public function trigger_task($player_id, $target_type, $target_id, $add_num, &$arr_player_task = null, $player_info = null, $is_batch = false, &$is_batch_update = false, $hero_sid = '') { if (!$arr_player_task) { $arr_player_task = $this->get_data('PlayerTask')->get_task_info($player_id); } if ($target_type == 3) { #随机任务 $this->trigger_random_task($player_id, $target_type, $target_id, $add_num, $arr_player_task); } if (!isset($arr_player_task['target_val'][$target_type][$target_id])) { return false; } $task_list = $arr_player_task['target_val'][$target_type][$target_id]; if (empty($task_list[1]) && empty($task_list[3]) && empty($task_list[5])) { // 没有触发任务 return false; } $main_up_flag = false; $daily_up_flag = false; $chain_up_flag = false; $out_1002 = array(); $logs = array(); $unlock_skill_info = array(); $old_main_task_info = reset($arr_player_task['main_val']); if (is_null($player_info) || !isset($player_info['level'])) { $player_info = $this->get_data('Player')->get_player_info($player_id, array('career_type', 'level', 'vip', 'privilege_level')); } foreach ($task_list as $type => $tasks) { if ($type == 1 && !empty($tasks)) { //主线 $main_up_flag = $this->deal_main_task($player_id, $tasks, $target_type, $target_id, $add_num, $arr_player_task, $out_1002, $logs, $unlock_skill_info, $player_info); } elseif ($type == 3 && !empty($tasks)) { //日常任务处理 $daily_up_flag = $this->deal_daily_task($player_id, $tasks, $target_type, $target_id, $add_num, $arr_player_task, $logs); } elseif ($type == 5 && !empty($tasks)) { //处理换任务 $chain_up_flag = $this->deal_chain_task($player_id, $target_type, $target_id, $add_num, $hero_sid, $arr_player_task); } } // Com_Log::write("trigger_drama_task","after_arr_player_task:".var_export($arr_player_task,true)); if (!$main_up_flag && !$daily_up_flag && !$chain_up_flag) { return true; } //如果都没有更新操作 就不往下执行了 if ($is_batch) { #批量则先不更新 $result = true; $is_batch_update = true; } else { $result = $this->get_data('PlayerTask')->set_task_info($player_id, $arr_player_task); //更新任务 } if (!$result) { // $this->throw_error('ERROR_GLOBAL_10'); return false; } if (!IS_FRONT || defined('FROM_GATEWAY')) { $cmd0 = 8; } else { $cmd0 = 3; } if ($logs) { Log_Task::getInstance()->add_multi_task_log($player_id, $player_info['level'], $player_info['vip'], $player_info['privilege_level'], $logs); } // Com_Log::write("unlock_skill_info.".$player_id,var_export($unlock_skill_info,true)); if (!empty($unlock_skill_info)) { $this->get_game('PlayerSkill')->flush_locked_skill($player_id, $player_info['career_type'], $unlock_skill_info, $player_info['level'], $arr_player_task['main_val'], $old_main_task_info['task_id'], $old_main_task_info['step']); } //同步任务信息 $out_1007 = array(); #1007 好像能去掉 $index = 0; $send_1004 = false; if (!empty($arr_player_task['main_val'])) { foreach ($arr_player_task['main_val'] as $task_id => $val) { $out_1007[] = array('task_id' => $task_id, 'step' => $val['step'], 'task_status' => $val['task_status'], 'task_data' => $this->get_game('TaskMain')->format_target($val['target'], $val['step_type']), 'index' => ++$index, 'cur_finish_num' => $arr_player_task['current_num'], 'task_seq' => 0, 'kill_npc_city_id' => 0, 'task_type' => 1, 'task_star' => 0); if ($val['btn_dialog']) { $send_1004 == true; } } } if (!empty($arr_player_task['daily_val'])) { foreach ($arr_player_task['daily_val'] as $key => $val) { if ($val['task_status'] == 1 || $val['task_status'] == 2) { if (empty($val['task_id'])) { continue; } # 数据脏的时候可能没有任务ID,跳过,提高兼容 $target = $this->get_game('TaskMain')->format_target($val['target'], $val['step_type']); $out_1007[] = array('task_id' => $val['task_id'], 'step' => $val['step'], 'task_status' => $val['task_status'], 'task_data' => $target, 'index' => ++$index, 'cur_finish_num' => 0, 'task_seq' => $key, 'kill_npc_city_id' => $val['kill_npc_sid'], 'task_type' => 3, 'task_star' => $val['star']); } } } if (!empty($out_1007)) { Protocol::input($player_id, $cmd0, 10, 1007, array(0 => $out_1007)); } if (!empty($out_1002)) { // Com_Log::write('task_1002.'.$player_id,"task_trigger_finish:".var_export($out_1002,true)); Protocol::input($player_id, $cmd0, 10, 1002, array(0 => $out_1002)); } #推新手引导 Protocol_Guide::out($player_id, $player_info); //移动任务特殊处理下 // if($target_type != 9 && !$daily_up_flag){ //移动任务 // Protocol::input($player_id,$cmd0,10,1004,array()); // } if ($send_1004) { //根据配置表看发不发奖励协议 Protocol::input($player_id, $cmd0, 10, 1004, array()); } $task_main_info = reset($arr_player_task['main_val']); $out_12['task_id'] = $task_main_info['task_id']; $out_12['task_step'] = $task_main_info['step']; if ($task_main_info['task_status'] == 1) { $out_12['task_start_status'] = 1; } else { $out_12['task_start_status'] = 0; } if ($chain_up_flag) { $data = $this->get_game('TaskChain')->get_chain_task_list($player_id, $arr_player_task); Protocol::input($player_id, $cmd0, 10, 1025, $data); } // Com_Log::write('out_12.'.$player_id,"trigger:".var_export($out_12,true)); Protocol_Player::p2c_part_update($player_id, $out_12); // SynPlayer::init($player_id); // SynPlayer::set_player($player_id); // SynPlayer::set_syn_data($out_12); // $data = SynPlayer::get_data(); // Protocol::input($player_id,7,4,417,array(0=>$data['m'],1=>$data['u'])); return true; }