mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 15:52:27 +08:00
优化场景LUA处理
This commit is contained in:
@@ -158,16 +158,18 @@ func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
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return standardCsvData
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}
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func RegScriptLib(fnName string, fn lua.LGFunction) {
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for _, sceneLuaConfig := range CONF.SceneLuaConfigMap {
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for _, block := range sceneLuaConfig.BlockMap {
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for _, group := range block.GroupMap {
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luaState := group.LuaState
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scriptLib := luaState.NewTable()
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luaState.SetField(scriptLib, fnName, luaState.NewFunction(fn))
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}
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}
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}
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type ScriptLibFunc struct {
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fnName string
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fn lua.LGFunction
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}
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var SCRIPT_LIB_FUNC_LIST = make([]*ScriptLibFunc, 0)
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func RegScriptLibFunc(fnName string, fn lua.LGFunction) {
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SCRIPT_LIB_FUNC_LIST = append(SCRIPT_LIB_FUNC_LIST, &ScriptLibFunc{
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fnName: fnName,
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fn: fn,
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})
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}
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func initLuaState(luaState *lua.LState) {
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@@ -181,6 +183,9 @@ func initLuaState(luaState *lua.LState) {
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luaState.SetGlobal("EntityType", entityType)
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luaState.SetField(entityType, "NONE", lua.LNumber(constant.ENTITY_TYPE_NONE))
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luaState.SetField(entityType, "AVATAR", lua.LNumber(constant.ENTITY_TYPE_AVATAR))
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luaState.SetField(entityType, "MONSTER", lua.LNumber(constant.ENTITY_TYPE_MONSTER))
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luaState.SetField(entityType, "NPC", lua.LNumber(constant.ENTITY_TYPE_NPC))
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luaState.SetField(entityType, "GADGET", lua.LNumber(constant.ENTITY_TYPE_GADGET))
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regionShape := luaState.NewTable()
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luaState.SetGlobal("RegionShape", regionShape)
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@@ -192,8 +197,11 @@ func initLuaState(luaState *lua.LState) {
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questState := luaState.NewTable()
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luaState.SetGlobal("QuestState", questState)
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luaState.SetField(questState, "NONE", lua.LNumber(0))
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luaState.SetField(questState, "UNFINISHED", lua.LNumber(1))
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luaState.SetField(questState, "NONE", lua.LNumber(constant.QUEST_STATE_NONE))
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luaState.SetField(questState, "UNSTARTED", lua.LNumber(constant.QUEST_STATE_UNSTARTED))
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luaState.SetField(questState, "UNFINISHED", lua.LNumber(constant.QUEST_STATE_UNFINISHED))
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luaState.SetField(questState, "FINISHED", lua.LNumber(constant.QUEST_STATE_FINISHED))
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luaState.SetField(questState, "FAILED", lua.LNumber(constant.QUEST_STATE_FAILED))
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gadgetState := luaState.NewTable()
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luaState.SetGlobal("GadgetState", gadgetState)
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@@ -228,7 +236,7 @@ func newLuaState(luaStr string) *lua.LState {
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return luaState
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}
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func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object T) bool {
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func getSceneLuaConfigTable[T any](luaState *lua.LState, tableName string, object T) bool {
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luaValue := luaState.GetGlobal(tableName)
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table, ok := luaValue.(*lua.LTable)
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if !ok {
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@@ -269,6 +277,24 @@ func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object
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return true
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}
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func ParseLuaTableToObject[T any](table *lua.LTable, object T) bool {
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tableObject := convLuaValueToGo(table)
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jsonData, err := json.Marshal(tableObject)
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if err != nil {
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logger.Error("build json error: %v", err)
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return false
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}
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if string(jsonData) == "{}" {
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return true
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}
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err = json.Unmarshal(jsonData, object)
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if err != nil {
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logger.Error("parse json error: %v", err)
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return false
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}
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return true
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}
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func convLuaValueToGo(lv lua.LValue) any {
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switch v := lv.(type) {
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case *lua.LNilType:
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@@ -68,6 +68,18 @@ type Group struct {
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LuaState *lua.LState `json:"-"`
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}
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func (g *Group) GetLuaState() *lua.LState {
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if g.LuaState == nil {
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g.LuaState = newLuaState(g.LuaStr)
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scriptLib := g.LuaState.NewTable()
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g.LuaState.SetGlobal("ScriptLib", scriptLib)
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for _, scriptLibFunc := range SCRIPT_LIB_FUNC_LIST {
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g.LuaState.SetField(scriptLib, scriptLibFunc.fnName, g.LuaState.NewFunction(scriptLibFunc.fn))
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}
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}
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return g.LuaState
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}
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type Replaceable struct {
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Value bool `json:"value"`
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Version int32 `json:"version"`
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@@ -137,12 +149,12 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
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}
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group.LuaStr = string(groupLuaData)
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luaState := newLuaState(group.LuaStr)
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group.LuaState = luaState
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// monsters
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group.MonsterList = make([]*Monster, 0)
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ok := parseLuaTableToObject[*[]*Monster](luaState, "monsters", &group.MonsterList)
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ok := getSceneLuaConfigTable[*[]*Monster](luaState, "monsters", &group.MonsterList)
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if !ok {
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logger.Error("get monsters object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
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luaState.Close()
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return
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}
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for _, monster := range group.MonsterList {
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@@ -150,9 +162,10 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
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}
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// npcs
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group.NpcList = make([]*Npc, 0)
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ok = parseLuaTableToObject[*[]*Npc](luaState, "npcs", &group.NpcList)
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ok = getSceneLuaConfigTable[*[]*Npc](luaState, "npcs", &group.NpcList)
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if !ok {
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logger.Error("get npcs object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
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luaState.Close()
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return
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}
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for _, npc := range group.NpcList {
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@@ -160,9 +173,10 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
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}
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// gadgets
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group.GadgetList = make([]*Gadget, 0)
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ok = parseLuaTableToObject[*[]*Gadget](luaState, "gadgets", &group.GadgetList)
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ok = getSceneLuaConfigTable[*[]*Gadget](luaState, "gadgets", &group.GadgetList)
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if !ok {
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logger.Error("get gadgets object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
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luaState.Close()
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return
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}
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for _, gadget := range group.GadgetList {
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@@ -170,18 +184,21 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
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}
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// regions
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group.RegionList = make([]*Region, 0)
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ok = parseLuaTableToObject[*[]*Region](luaState, "regions", &group.RegionList)
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ok = getSceneLuaConfigTable[*[]*Region](luaState, "regions", &group.RegionList)
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if !ok {
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logger.Error("get regions object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
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luaState.Close()
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return
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}
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// triggers
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group.TriggerList = make([]*Trigger, 0)
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ok = parseLuaTableToObject[*[]*Trigger](luaState, "triggers", &group.TriggerList)
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ok = getSceneLuaConfigTable[*[]*Trigger](luaState, "triggers", &group.TriggerList)
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if !ok {
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logger.Error("get triggers object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
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luaState.Close()
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return
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}
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luaState.Close()
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block.groupMapLoadLock.Lock()
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block.GroupMap[group.Id] = group
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block.groupMapLoadLock.Unlock()
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@@ -204,7 +221,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
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sceneLuaConfig.Id = sceneId
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// scene_config
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sceneLuaConfig.SceneConfig = new(SceneConfig)
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ok := parseLuaTableToObject[*SceneConfig](luaState, "scene_config", sceneLuaConfig.SceneConfig)
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ok := getSceneLuaConfigTable[*SceneConfig](luaState, "scene_config", sceneLuaConfig.SceneConfig)
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if !ok {
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logger.Error("get scene_config object error, sceneId: %v", sceneId)
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luaState.Close()
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@@ -213,7 +230,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
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sceneLuaConfig.BlockMap = make(map[int32]*Block)
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// blocks
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blockIdList := make([]int32, 0)
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ok = parseLuaTableToObject[*[]int32](luaState, "blocks", &blockIdList)
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ok = getSceneLuaConfigTable[*[]int32](luaState, "blocks", &blockIdList)
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if !ok {
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logger.Error("get blocks object error, sceneId: %v", sceneId)
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luaState.Close()
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@@ -221,7 +238,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
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}
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// block_rects
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blockRectList := make([]*BlockRange, 0)
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ok = parseLuaTableToObject[*[]*BlockRange](luaState, "block_rects", &blockRectList)
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ok = getSceneLuaConfigTable[*[]*BlockRange](luaState, "block_rects", &blockRectList)
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luaState.Close()
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if !ok {
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logger.Error("get block_rects object error, sceneId: %v", sceneId)
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@@ -244,7 +261,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
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// groups
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block.GroupMap = make(map[int32]*Group)
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groupList := make([]*Group, 0)
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ok = parseLuaTableToObject[*[]*Group](luaState, "groups", &groupList)
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ok = getSceneLuaConfigTable[*[]*Group](luaState, "groups", &groupList)
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luaState.Close()
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if !ok {
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logger.Error("get groups object error, sceneId: %v, blockId: %v", sceneId, blockId)
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@@ -1,8 +1,12 @@
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package game
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import (
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"hk4e/common/constant"
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"hk4e/gdconf"
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"hk4e/pkg/logger"
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"hk4e/pkg/object"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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lua "github.com/yuin/gopher-lua"
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)
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@@ -50,21 +54,26 @@ func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEv
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Protect: true,
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}, ctx, evt)
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if err != nil {
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logger.Error("call lua error: %v", err)
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logger.Error("call lua error, func: %v, error: %v", luaFuncName, err)
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return false
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}
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luaRet := luaState.Get(-1)
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luaState.Pop(1)
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ret, ok := luaRet.(lua.LBool)
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if !ok {
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switch luaRet.(type) {
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case lua.LBool:
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return bool(luaRet.(lua.LBool))
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case lua.LNumber:
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return object.ConvRetCodeToBool(int64(luaRet.(lua.LNumber)))
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default:
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return false
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}
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return bool(ret)
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}
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func RegLuaLibFunc() {
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gdconf.RegScriptLib("GetEntityType", GetEntityType)
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gdconf.RegScriptLib("GetQuestState", GetQuestState)
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gdconf.RegScriptLibFunc("GetEntityType", GetEntityType)
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gdconf.RegScriptLibFunc("GetQuestState", GetQuestState)
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gdconf.RegScriptLibFunc("PrintContextLog", PrintContextLog)
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gdconf.RegScriptLibFunc("BeginCameraSceneLook", BeginCameraSceneLook)
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}
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func GetEntityType(luaState *lua.LState) int {
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@@ -76,15 +85,19 @@ func GetEntityType(luaState *lua.LState) int {
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func GetQuestState(luaState *lua.LState) int {
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ctx, ok := luaState.Get(1).(*lua.LTable)
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if !ok {
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luaState.Push(lua.LNumber(0))
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luaState.Push(lua.LNumber(constant.QUEST_STATE_NONE))
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return 1
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}
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uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
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if !ok {
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luaState.Push(lua.LNumber(0))
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luaState.Push(lua.LNumber(constant.QUEST_STATE_NONE))
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return 1
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}
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player := USER_MANAGER.GetOnlineUser(uint32(uid))
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if player == nil {
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luaState.Push(lua.LNumber(constant.QUEST_STATE_NONE))
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return 1
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}
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entityId := luaState.ToInt(2)
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_ = entityId
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questId := luaState.ToInt(3)
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@@ -93,3 +106,45 @@ func GetQuestState(luaState *lua.LState) int {
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luaState.Push(lua.LNumber(quest.State))
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return 1
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}
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func PrintContextLog(luaState *lua.LState) int {
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ctx, ok := luaState.Get(1).(*lua.LTable)
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if !ok {
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return 0
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}
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uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
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if !ok {
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return 0
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}
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logInfo := luaState.ToString(2)
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logger.Info("[LUA LOG] %v [UID %v]", logInfo, uid)
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return 0
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}
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func BeginCameraSceneLook(luaState *lua.LState) int {
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ctx, ok := luaState.Get(1).(*lua.LTable)
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if !ok {
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luaState.Push(lua.LNumber(-1))
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return 1
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}
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uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
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if !ok {
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luaState.Push(lua.LNumber(-1))
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return 1
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}
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player := USER_MANAGER.GetOnlineUser(uint32(uid))
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if player == nil {
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luaState.Push(lua.LNumber(-1))
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return 1
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}
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cameraLockInfo, ok := luaState.Get(2).(*lua.LTable)
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if !ok {
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luaState.Push(lua.LNumber(-1))
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return 1
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}
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ntf := new(proto.BeginCameraSceneLookNotify)
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gdconf.ParseLuaTableToObject(cameraLockInfo, ntf)
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GAME_MANAGER.SendMsg(cmd.BeginCameraSceneLookNotify, player.PlayerID, player.ClientSeq, ntf)
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luaState.Push(lua.LNumber(0))
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return 1
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}
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@@ -384,6 +384,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_MEET, addEntityIdList, false, false)
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// 场景区域触发器
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dbQuest := player.GetDbQuest()
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updateQuest := false
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for _, group := range newVisionGroupMap {
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for _, region := range group.RegionList {
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shape := alg.NewShape()
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@@ -416,22 +417,55 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
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Z: float32(newPos.Z),
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})
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if !oldPosInRegion && newPosInRegion {
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// EVENT_ENTER_REGION
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logger.Debug("player enter region: %v, uid: %v", region, player.PlayerID)
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for _, trigger := range group.TriggerList {
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if trigger.Event != constant.LUA_EVENT_ENTER_REGION {
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continue
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}
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cond := CallLuaFunc(group.LuaState, trigger.Condition, &LuaCtx{
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uid: player.PlayerID,
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}, &LuaEvt{
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param1: region.ConfigId,
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targetEntityId: entityId,
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})
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cond := CallLuaFunc(group.GetLuaState(), trigger.Condition,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{param1: region.ConfigId, targetEntityId: entityId})
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if !cond {
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continue
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}
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ok := CallLuaFunc(group.GetLuaState(), trigger.Action,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{})
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if !ok {
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continue
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}
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updateQuest = g.TriggerFire(dbQuest, trigger)
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}
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} else if oldPosInRegion && !newPosInRegion {
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logger.Debug("player leave region: %v, uid: %v", region, player.PlayerID)
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for _, trigger := range group.TriggerList {
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if trigger.Event != constant.LUA_EVENT_LEAVE_REGION {
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continue
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}
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cond := CallLuaFunc(group.GetLuaState(), trigger.Condition,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{param1: region.ConfigId, targetEntityId: entityId})
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if !cond {
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continue
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}
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ok := CallLuaFunc(group.GetLuaState(), trigger.Action,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{})
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if !ok {
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continue
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}
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}
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}
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}
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}
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if updateQuest {
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g.AcceptQuest(player, true)
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}
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}
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func (g *GameManager) TriggerFire(dbQuest *model.DbQuest, trigger *gdconf.Trigger) bool {
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// TODO 这一块写得太炸裂了需要优化
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updateQuest := false
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for _, triggerDataConfig := range gdconf.GetTriggerDataMap() {
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if triggerDataConfig.TriggerName == trigger.Name {
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for _, quest := range dbQuest.GetQuestMap() {
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@@ -443,22 +477,19 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
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if questCond.Type != constant.QUEST_FINISH_COND_TYPE_TRIGGER_FIRE {
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continue
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}
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if len(questCond.Param) != 1 {
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continue
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}
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if questCond.Param[0] != triggerDataConfig.TriggerId {
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continue
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}
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dbQuest.ForceFinishQuest(quest.QuestId)
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updateQuest = true
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}
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}
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}
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}
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||||
}
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||||
} else if oldPosInRegion && !newPosInRegion {
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// EVENT_LEAVE_REGION
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logger.Debug("player leave region: %v, uid: %v", region, player.PlayerID)
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}
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||||
}
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}
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g.AcceptQuest(player, true)
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return updateQuest
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}
|
||||
|
||||
func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
|
||||
@@ -62,7 +62,7 @@ func (g *GameManager) AddQuestProgress(player *model.Player, req *proto.AddQuest
|
||||
}
|
||||
|
||||
// AcceptQuest 接取当前条件下能接取到的全部任务
|
||||
func (g *GameManager) AcceptQuest(player *model.Player, isNtfClient bool) {
|
||||
func (g *GameManager) AcceptQuest(player *model.Player, notifyClient bool) {
|
||||
dbQuest := player.GetDbQuest()
|
||||
addQuestIdList := make([]uint32, 0)
|
||||
for _, questData := range gdconf.GetQuestDataMap() {
|
||||
@@ -100,7 +100,7 @@ func (g *GameManager) AcceptQuest(player *model.Player, isNtfClient bool) {
|
||||
addQuestIdList = append(addQuestIdList, uint32(questData.QuestId))
|
||||
}
|
||||
}
|
||||
if isNtfClient {
|
||||
if notifyClient {
|
||||
ntf := &proto.QuestListUpdateNotify{
|
||||
QuestList: make([]*proto.Quest, 0),
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ import (
|
||||
|
||||
const (
|
||||
ENTITY_MAX_BATCH_SEND_NUM = 1000 // 单次同步的最大实体数量
|
||||
ENTITY_LOD = 300 // 实体加载视野距离
|
||||
ENTITY_LOD = 100 // 实体加载视野距离
|
||||
)
|
||||
|
||||
func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
|
||||
|
||||
@@ -15,7 +15,7 @@ import (
|
||||
|
||||
const (
|
||||
ENTITY_NUM_UNLIMIT = false // 是否不限制场景内实体数量
|
||||
ENTITY_MAX_SEND_NUM = 300 // 场景内最大实体数量
|
||||
ENTITY_MAX_SEND_NUM = 500 // 场景内最大实体数量
|
||||
MAX_MULTIPLAYER_WORLD_NUM = 10 // 本服务器最大多人世界数量
|
||||
)
|
||||
|
||||
|
||||
@@ -128,6 +128,14 @@ func ConvInt64ToBool(v int64) bool {
|
||||
}
|
||||
}
|
||||
|
||||
func ConvRetCodeToBool(v int64) bool {
|
||||
if v == 0 {
|
||||
return true
|
||||
} else {
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
func ConvListToMap[T any](l []T) map[uint64]T {
|
||||
ret := make(map[uint64]T)
|
||||
for index, value := range l {
|
||||
|
||||
@@ -108,6 +108,7 @@ func (c *CmdProtoMap) registerAllMessage() {
|
||||
c.registerMessage(DungeonWayPointNotify, &proto.DungeonWayPointNotify{}) // 地牢副本相关
|
||||
c.registerMessage(DungeonDataNotify, &proto.DungeonDataNotify{}) // 地牢副本相关
|
||||
c.registerMessage(SceneAudioNotify, &proto.SceneAudioNotify{}) // 场景风物之琴音乐同步通知
|
||||
c.registerMessage(BeginCameraSceneLookNotify, &proto.BeginCameraSceneLookNotify{}) // 场景镜头注目通知
|
||||
|
||||
// 战斗与同步
|
||||
c.registerMessage(AvatarFightPropNotify, &proto.AvatarFightPropNotify{}) // 角色战斗属性通知
|
||||
|
||||
Reference in New Issue
Block a user