完善客户端协议

This commit is contained in:
flswld
2023-01-19 19:29:52 +08:00
parent a00bee14d0
commit 2983c16272
3254 changed files with 57101 additions and 93258 deletions
+13 -13
View File
@@ -20,7 +20,7 @@ import (
// HandleAbilityStamina 处理来自ability的耐力消耗
func (g *GameManager) HandleAbilityStamina(player *model.Player, entry *proto.AbilityInvokeEntry) {
switch entry.ArgumentType {
case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_MIXIN_COST_STAMINA:
case proto.AbilityInvokeArgument_ABILITY_MIXIN_COST_STAMINA:
// 大剑重击 或 持续技能 耐力消耗
costStamina := new(proto.AbilityMixinCostStamina)
if appConfig.CONF.Hk4e.ClientProtoProxyEnable {
@@ -42,7 +42,7 @@ func (g *GameManager) HandleAbilityStamina(player *model.Player, entry *proto.Ab
}
// 处理持续耐力消耗
g.SkillSustainStamina(player, costStamina.IsSwim)
case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_META_MODIFIER_CHANGE:
case proto.AbilityInvokeArgument_ABILITY_META_MODIFIER_CHANGE:
// 普通角色重击耐力消耗
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
// 获取世界中的角色实体
@@ -91,7 +91,7 @@ func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg
// 根据动作状态消耗耐力
switch player.StaminaInfo.State {
case proto.MotionState_MOTION_STATE_CLIMB:
case proto.MotionState_MOTION_CLIMB:
// 缓慢攀爬
var angleRevise int32 // 角度修正值 归一化为-90到+90范围内的角
// rotX ∈ [0,90) angle = rotX
@@ -118,7 +118,7 @@ func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg
}
logger.Debug("stamina climbing, rotX: %v, costRevise: %v, cost: %v", req.Rot.X, costRevise, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
g.UpdatePlayerStamina(player, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
case proto.MotionState_MOTION_STATE_SWIM_MOVE:
case proto.MotionState_MOTION_SWIM_MOVE:
// 缓慢游泳
g.UpdatePlayerStamina(player, constant.StaminaCostConst.SWIMMING)
}
@@ -152,16 +152,16 @@ func (g *GameManager) ImmediateStamina(player *model.Player, motionState proto.M
// 根据玩家的状态立刻消耗耐力
switch motionState {
case proto.MotionState_MOTION_STATE_CLIMB:
case proto.MotionState_MOTION_CLIMB:
// 攀爬开始
g.UpdatePlayerStamina(player, constant.StaminaCostConst.CLIMB_START)
case proto.MotionState_MOTION_STATE_DASH_BEFORE_SHAKE:
case proto.MotionState_MOTION_DASH_BEFORE_SHAKE:
// 冲刺
g.UpdatePlayerStamina(player, constant.StaminaCostConst.SPRINT)
case proto.MotionState_MOTION_STATE_CLIMB_JUMP:
case proto.MotionState_MOTION_CLIMB_JUMP:
// 攀爬跳跃
g.UpdatePlayerStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
case proto.MotionState_MOTION_STATE_SWIM_DASH:
case proto.MotionState_MOTION_SWIM_DASH:
// 快速游泳开始
g.UpdatePlayerStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
}
@@ -358,7 +358,7 @@ func (g *GameManager) UpdateVehicleStamina(player *model.Player, vehicleEntity *
// 添加的耐力大于0为恢复
if staminaCost > 0 {
// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
if staminaInfo.VehicleRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH {
if staminaInfo.VehicleRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_SKIFF_POWERED_DASH {
// logger.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
staminaInfo.VehicleRestoreDelay++
return // 不恢复耐力
@@ -399,7 +399,7 @@ func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int3
// 添加的耐力大于0为恢复
if staminaCost > 0 {
// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
if staminaInfo.PlayerRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_STATE_POWERED_FLY {
if staminaInfo.PlayerRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_POWERED_FLY {
// logger.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
staminaInfo.PlayerRestoreDelay++
return // 不恢复耐力
@@ -460,7 +460,7 @@ func (g *GameManager) DrownBackHandler(player *model.Player) {
// 先传送玩家再设置角色存活否则同时设置会传送前显示角色实体
if player.StaminaInfo.DrownBackDelay > 20 && player.SceneLoadState == model.SceneEnterDone {
// 设置角色存活
scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_REVIVE, proto.PlayerDieType_PLAYER_DIE_TYPE_NONE)
scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_REVIVE, proto.PlayerDieType_PLAYER_DIE_NONE)
// 重置溺水返回时间
player.StaminaInfo.DrownBackDelay = 0
} else if player.StaminaInfo.DrownBackDelay == 20 {
@@ -516,10 +516,10 @@ func (g *GameManager) HandleDrown(player *model.Player, stamina uint32) {
}
// 确保玩家正在游泳
if player.StaminaInfo.State == proto.MotionState_MOTION_STATE_SWIM_MOVE || player.StaminaInfo.State == proto.MotionState_MOTION_STATE_SWIM_DASH {
if player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_MOVE || player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_DASH {
logger.Debug("player drown, curStamina: %v, state: %v", stamina, player.StaminaInfo.State)
// 设置角色为死亡
scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_DEAD, proto.PlayerDieType_PLAYER_DIE_TYPE_DRAWN)
scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_DEAD, proto.PlayerDieType_PLAYER_DIE_DRAWN)
// 溺水返回安全点 计时开始
player.StaminaInfo.DrownBackDelay = 1
}