游泳溺水初步

This commit is contained in:
UnKownOwO
2022-12-20 15:12:42 +08:00
parent 61e8ed92b1
commit 391738e29a
11 changed files with 185 additions and 32 deletions

View File

@@ -340,10 +340,6 @@ func (g *GameManager) GetChangeStamina(curStamina int32, maxStamina int32, stami
// UpdateVehicleStamina 更新载具耐力
func (g *GameManager) UpdateVehicleStamina(player *model.Player, vehicleEntity *Entity, staminaCost int32) {
// 耐力增加0是没有意义的
if staminaCost == 0 {
return
}
staminaInfo := player.StaminaInfo
// 添加的耐力大于0为恢复
if staminaCost > 0 {
@@ -385,11 +381,6 @@ func (g *GameManager) UpdateVehicleStamina(player *model.Player, vehicleEntity *
// UpdatePlayerStamina 更新玩家耐力
func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int32) {
// 耐力增加0是没有意义的
if staminaCost == 0 {
return
}
staminaInfo := player.StaminaInfo
// 添加的耐力大于0为恢复
if staminaCost > 0 {
@@ -413,6 +404,9 @@ func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int3
// 将被变更的耐力
stamina := g.GetChangeStamina(curStamina, maxStamina, staminaCost)
// 检测玩家是否没耐力后执行溺水
g.HandleDrown(player, stamina)
// 当前无变动不要频繁发包
if uint32(curStamina) == stamina {
return
@@ -422,6 +416,63 @@ func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int3
g.SetPlayerStamina(player, stamina)
}
// DrownBackHandler 玩家溺水返回安全点
func (g *GameManager) DrownBackHandler(player *model.Player) {
// 溺水返回时间为0代表不进行返回
if player.StaminaInfo.DrownBackTime == 0 {
return
}
if time.Now().UnixMilli() >= player.StaminaInfo.DrownBackTime {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
activeAvatar := world.GetPlayerWorldAvatar(player, player.TeamConfig.GetActiveAvatarId())
avatarEntity := scene.GetEntity(activeAvatar.avatarEntityId)
if avatarEntity == nil {
logger.Error("avatar entity is nil, entityId: %v", activeAvatar.avatarEntityId)
return
}
// TODO 目前存在的问题
// 传送会显示玩家实体后再传送 返回安全位置写的不是很好可能存在问题
// 官服 游戏离线也会回到安全位置
// 设置角色存活
scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_ALIVE, proto.PlayerDieType_PLAYER_DIE_TYPE_NONE)
// 传送玩家至安全位置
g.TeleportPlayer(player, player.SceneId, player.Pos)
// 重置溺水返回时间
player.StaminaInfo.DrownBackTime = 0
// 重置动作状态否则可能会导致多次溺水
player.StaminaInfo.State = 0
}
}
// HandleDrown 处理玩家溺水
func (g *GameManager) HandleDrown(player *model.Player, stamina uint32) {
// 溺水需要耐力等于0 返回时间不等于0代表已处理过溺水正在等待返回
if stamina != 0 || player.StaminaInfo.DrownBackTime != 0 {
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
activeAvatar := world.GetPlayerWorldAvatar(player, player.TeamConfig.GetActiveAvatarId())
avatarEntity := scene.GetEntity(activeAvatar.avatarEntityId)
if avatarEntity == nil {
logger.Error("avatar entity is nil, entityId: %v", activeAvatar.avatarEntityId)
return
}
// 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 {
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)
// 溺水返回安全点的时间
player.StaminaInfo.DrownBackTime = time.Now().Add(time.Second * 4).UnixMilli()
}
}
// SetVehicleStamina 设置载具耐力
func (g *GameManager) SetVehicleStamina(player *model.Player, vehicleEntity *Entity, stamina float32) {
// 设置载具的耐力
@@ -442,14 +493,19 @@ func (g *GameManager) SetPlayerStamina(player *model.Player, stamina uint32) {
player.PropertiesMap[prop] = stamina
//logger.Debug("player stamina set, stamina: %v", stamina)
// PacketPlayerPropNotify
g.PlayerPropNotify(player, prop)
}
func (g *GameManager) PlayerPropNotify(player *model.Player, playerPropId uint16) {
// PacketPlayerPropNotify
playerPropNotify := new(proto.PlayerPropNotify)
playerPropNotify.PropMap = make(map[uint32]*proto.PropValue)
playerPropNotify.PropMap[uint32(prop)] = &proto.PropValue{
Type: uint32(prop),
Val: int64(player.PropertiesMap[prop]),
playerPropNotify.PropMap[uint32(playerPropId)] = &proto.PropValue{
Type: uint32(playerPropId),
Val: int64(player.PropertiesMap[playerPropId]),
Value: &proto.PropValue_Ival{
Ival: int64(player.PropertiesMap[prop]),
Ival: int64(player.PropertiesMap[playerPropId]),
},
}
g.SendMsg(cmd.PlayerPropNotify, player.PlayerID, player.ClientSeq, playerPropNotify)