同一类型载具唯一 载具耐力初步

This commit is contained in:
UnKownOwO
2022-12-15 23:16:52 +08:00
parent 3a2b82585f
commit 072caf5302
8 changed files with 229 additions and 136 deletions

View File

@@ -65,6 +65,7 @@ type Player struct {
SceneLoadState int `bson:"-" msgpack:"-"` // 场景加载状态
CoopApplyMap map[uint32]int64 `bson:"-" msgpack:"-"` // 敲门申请的玩家uid及时间
StaminaInfo *StaminaInfo `bson:"-" msgpack:"-"` // 耐力临时数据
VehicleInfo *VehicleInfo `bson:"-" msgpack:"-"` // 载具临时数据
ClientSeq uint32 `bson:"-" msgpack:"-"` // 客户端发包请求的序号
CombatInvokeHandler *InvokeHandler[proto.CombatInvokeEntry] `bson:"-" msgpack:"-"` // combat转发器
AbilityInvokeHandler *InvokeHandler[proto.AbilityInvokeEntry] `bson:"-" msgpack:"-"` // ability转发器
@@ -79,6 +80,7 @@ func (p *Player) InitAll() {
p.GameObjectGuidMap = make(map[uint64]GameObject)
p.CoopApplyMap = make(map[uint32]int64)
p.StaminaInfo = new(StaminaInfo)
p.VehicleInfo = new(VehicleInfo)
p.InitAllAvatar()
p.InitAllWeapon()
p.InitAllItem()

View File

@@ -1,8 +1,8 @@
package model
import (
"hk4e/gs/constant"
"hk4e/protocol/proto"
"time"
)
type StaminaInfo struct {
@@ -14,9 +14,46 @@ type StaminaInfo struct {
LastSkillTime int64 // 最后释放技能的时间
}
// SetLastSkill 记录技能以便后续使用
func (s *StaminaInfo) SetLastSkill(casterId uint32, skillId uint32) {
s.LastCasterId = casterId
s.LastSkillId = skillId
s.LastSkillTime = time.Now().UnixMilli()
// SetStaminaCost 设置动作需要消耗的耐力
func (s *StaminaInfo) SetStaminaCost(state proto.MotionState) {
// 根据状态决定要修改的耐力
// TODO 角色天赋 食物 会影响耐力消耗
switch state {
// 消耗耐力
case proto.MotionState_MOTION_STATE_DASH:
// 快速跑步
s.CostStamina = constant.StaminaCostConst.DASH
case proto.MotionState_MOTION_STATE_FLY, proto.MotionState_MOTION_STATE_FLY_FAST, proto.MotionState_MOTION_STATE_FLY_SLOW:
// 滑翔
s.CostStamina = constant.StaminaCostConst.FLY
case proto.MotionState_MOTION_STATE_SWIM_DASH:
// 快速游泳
s.CostStamina = constant.StaminaCostConst.SWIM_DASH
case proto.MotionState_MOTION_STATE_SKIFF_DASH:
// 浪船加速
s.CostStamina = constant.StaminaCostConst.SKIFF_DASH
// 恢复耐力
case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN:
// 正常跑步
s.CostStamina = constant.StaminaCostConst.RUN
case proto.MotionState_MOTION_STATE_DANGER_STANDBY_MOVE, proto.MotionState_MOTION_STATE_DANGER_STANDBY, proto.MotionState_MOTION_STATE_LADDER_TO_STANDBY, proto.MotionState_MOTION_STATE_STANDBY_MOVE, proto.MotionState_MOTION_STATE_STANDBY:
// 站立
s.CostStamina = constant.StaminaCostConst.STANDBY
case proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK:
// 走路
s.CostStamina = constant.StaminaCostConst.WALK
case proto.MotionState_MOTION_STATE_SKIFF_BOARDING, proto.MotionState_MOTION_STATE_SKIFF_NORMAL:
// 浪船正常移动或停下
s.CostStamina = constant.StaminaCostConst.SKIFF_NORMAL
case proto.MotionState_MOTION_STATE_POWERED_FLY:
// 滑翔加速 (风圈等)
s.CostStamina = constant.StaminaCostConst.POWERED_FLY
case proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH:
// 浪船加速 (风圈等)
s.CostStamina = constant.StaminaCostConst.POWERED_SKIFF
// 缓慢动作将在客户端发送消息后消耗
case proto.MotionState_MOTION_STATE_CLIMB, proto.MotionState_MOTION_STATE_SWIM_MOVE:
// 缓慢攀爬 或 缓慢游泳
s.CostStamina = 0
}
}

7
gs/model/vehicle.go Normal file
View File

@@ -0,0 +1,7 @@
package model
type VehicleInfo struct {
InVehicleEntityId uint32 // 玩家所在载具的实体Id
LastCreateTime int64 // 最后一次创建载具的时间
LastCreateEntityId uint32 // 最后一次创建载具的实体Id
}