耐力模块初步完善

This commit is contained in:
UnKownOwO
2022-11-28 22:14:07 +08:00
parent 362ca86130
commit 3cd8a32818
10 changed files with 211 additions and 7 deletions

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@@ -18,4 +18,5 @@ func InitConstant() {
InitPlayerPropertyConst()
InitSceneTypeConst()
InitEntityTypeConst()
InitStaminaCostConst()
}

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@@ -0,0 +1,49 @@
package constant
var StaminaCostConst *StaminaCost
type StaminaCost struct {
CLIMBING int32
CLIMB_START int32
CLIMB_JUMP int32
DASH int32
FIGHT int32
FLY int32
SKIFF_DASH int32
SPRINT int32
SWIM_DASH_START int32
SWIM_DASH int32
SWIMMING int32
TALENT_DASH int32
TALENT_DASH_START int32
POWERED_FLY int32
POWERED_SKIFF int32
RUN int32
SKIFF int32
STANDBY int32
WALK int32
}
func InitStaminaCostConst() {
StaminaCostConst = new(StaminaCost)
StaminaCostConst.CLIMBING = -150
StaminaCostConst.CLIMB_START = -500
StaminaCostConst.CLIMB_JUMP = -2500
StaminaCostConst.DASH = -360
StaminaCostConst.FIGHT = 0
StaminaCostConst.FLY = -60
StaminaCostConst.SKIFF_DASH = -204
StaminaCostConst.SPRINT = -1800
StaminaCostConst.SWIM_DASH_START = -2000
StaminaCostConst.SWIM_DASH = -204
StaminaCostConst.SWIMMING = -80
StaminaCostConst.TALENT_DASH = -300
StaminaCostConst.TALENT_DASH_START = -1000
StaminaCostConst.POWERED_FLY = 500
StaminaCostConst.POWERED_SKIFF = 500
StaminaCostConst.RUN = 500
StaminaCostConst.SKIFF = 500
StaminaCostConst.STANDBY = 500
StaminaCostConst.WALK = 500
}

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@@ -247,12 +247,8 @@ func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
c.GMAddUserAllAvatar(target.PlayerID)
c.SendMessage(player, "已给予玩家 UID%v, 所有角色。", target.PlayerID)
case "all":
// 给予玩家所有物品
c.GMAddUserAllItem(target.PlayerID, count)
// 给予玩家所有武器
c.GMAddUserAllWeapon(target.PlayerID, count)
// 给予玩家所有角色
c.GMAddUserAllAvatar(target.PlayerID)
// 给予玩家所有内容
c.GMAddUserAllEvery(target.PlayerID, count, count) // TODO 武器额外获取数量
c.SendMessage(player, "已给予玩家 UID%v, 所有内容。", target.PlayerID)
}
}

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@@ -47,7 +47,7 @@ func (c *CommandManager) GMAddUserAvatar(userId, avatarId uint32) {
}
// 添加角色
c.gameManager.AddUserAvatar(userId, avatarId)
// todo 设置角色 等以后做到角色升级之类的再说
// TODO 设置角色 等以后做到角色升级之类的再说
//avatar := player.AvatarMap[avatarId]
}
@@ -71,3 +71,13 @@ func (c *CommandManager) GMAddUserAllAvatar(userId uint32) {
c.GMAddUserAvatar(userId, uint32(avatarId))
}
}
// GMAddUserAllEvery 给予玩家所有内容
func (c *CommandManager) GMAddUserAllEvery(userId uint32, itemCount uint32, weaponCount uint32) {
// 给予玩家所有物品
c.GMAddUserAllItem(userId, itemCount)
// 给予玩家所有武器
c.GMAddUserAllWeapon(userId, itemCount)
// 给予玩家所有角色
c.GMAddUserAllAvatar(userId)
}

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@@ -38,6 +38,7 @@ func (r *RouteManager) doRoute(cmdId uint16, userId uint32, clientSeq uint32, pa
player := r.gameManager.userManager.GetOnlineUser(userId)
if player == nil {
logger.LOG.Error("player is nil, uid: %v", userId)
r.gameManager.ReconnectPlayer(userId)
return
}
player.ClientSeq = clientSeq

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@@ -31,6 +31,9 @@ func (t *TickManager) OnGameServerTick() {
t.tickCount++
now := time.Now().UnixMilli()
t.onTick100MilliSecond(now)
if t.tickCount%2 == 0 {
t.onTick200MilliSecond(now)
}
if t.tickCount%(10*1) == 0 {
t.onTickSecond(now)
}
@@ -222,6 +225,15 @@ func (t *TickManager) onTickSecond(now int64) {
}
}
func (t *TickManager) onTick200MilliSecond(now int64) {
// 耐力消耗
for _, world := range t.gameManager.worldManager.worldMap {
for _, player := range world.playerMap {
t.gameManager.StaminaHandler(player)
}
}
}
func (t *TickManager) onTick100MilliSecond(now int64) {
// 伤害处理和转发
for _, world := range t.gameManager.worldManager.worldMap {

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@@ -201,6 +201,10 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
logger.LOG.Debug("entity move, id: %v, pos: %v, uid: %v", sceneEntity.id, sceneEntity.pos, player.PlayerID)
}
// 处理耐力消耗
g.HandleStamina(player, motionInfo.State)
invokeHandler.addEntry(entry.ForwardType, entry)
default:
invokeHandler.addEntry(entry.ForwardType, entry)

117
gs/game/user_stamina.go Normal file
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@@ -0,0 +1,117 @@
package game
import (
"hk4e/gs/constant"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
)
// HandleStamina 处理即时耐力消耗
func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
// 记录玩家的此时状态
player.StaminaInfo.CurState = motionState
player.StaminaInfo.CurPos = &model.Vector{
X: player.Pos.X,
Y: player.Pos.Y,
Z: player.Pos.Z,
}
// 根据玩家的状态消耗耐力
switch motionState {
case proto.MotionState_MOTION_STATE_CLIMB:
g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
}
}
// StaminaHandler 处理持续耐力消耗
func (g *GameManager) StaminaHandler(player *model.Player) {
staminaInfo := player.StaminaInfo
isMoving := g.GetPlayerIsMoving(staminaInfo)
// 玩家最大耐力
maxStamina := player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA]
// 玩家现行耐力
curStamina := player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA]
// 确保玩家需要执行耐力消耗
if isMoving || curStamina < maxStamina {
var staminaConst int32
switch staminaInfo.CurState {
case proto.MotionState_MOTION_STATE_CLIMB:
// 攀爬
if isMoving {
staminaConst = constant.StaminaCostConst.CLIMBING
}
case proto.MotionState_MOTION_STATE_DASH:
// 短跑
staminaConst = constant.StaminaCostConst.DASH
case proto.MotionState_MOTION_STATE_RUN:
// 跑步
staminaConst = constant.StaminaCostConst.RUN
}
// 更新玩家耐力
g.UpdateStamina(player, staminaConst)
}
// 替换老数据
staminaInfo.PrevState = staminaInfo.CurState
staminaInfo.PrevPos = staminaInfo.CurPos
}
// GetPlayerIsMoving 玩家是否正在移动
func (g *GameManager) GetPlayerIsMoving(staminaInfo *model.StaminaInfo) bool {
if staminaInfo.PrevPos == nil || staminaInfo.CurPos == nil {
return false
}
diffX := staminaInfo.CurPos.X - staminaInfo.PrevPos.X
diffY := staminaInfo.CurPos.Y - staminaInfo.PrevPos.Y
diffZ := staminaInfo.CurPos.Z - staminaInfo.PrevPos.Z
logger.LOG.Debug("get player is moving, diffX: %v, diffY: %v, diffZ: %v", diffX, diffY, diffZ)
return diffX > 0.3 || diffY > 0.2 || diffZ > 0.3
}
// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
// 玩家最大耐力值
maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
// 玩家现行耐力值
curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
// 即将更改为的耐力值
stamina := curStamina + staminaCost
// 确保耐力值不超出范围
if stamina > maxStamina {
stamina = maxStamina
} else if stamina < 0 {
stamina = 0
}
g.SetStamina(player, uint32(stamina))
}
// SetStamina 设置玩家的耐力
func (g *GameManager) SetStamina(player *model.Player, stamina uint32) {
prop := constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA
// 设置玩家的耐力prop
player.PropertiesMap[prop] = stamina
// 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]),
Value: &proto.PropValue_Ival{
Ival: int64(player.PropertiesMap[prop]),
},
}
g.SendMsg(cmd.PlayerPropNotify, player.PlayerID, player.ClientSeq, playerPropNotify)
}

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@@ -64,6 +64,7 @@ type Player struct {
Pause bool `bson:"-"` // 暂停状态
SceneLoadState int `bson:"-"` // 场景加载状态
CoopApplyMap map[uint32]int64 `bson:"-"` // 敲门申请的玩家uid及时间
StaminaInfo *StaminaInfo `bson:"-"` // 耐力临时数据
ClientSeq uint32 `bson:"-"`
}
@@ -75,6 +76,7 @@ func (p *Player) GetNextGameObjectGuid() uint64 {
func (p *Player) InitAll() {
p.GameObjectGuidMap = make(map[uint64]GameObject)
p.CoopApplyMap = make(map[uint32]int64)
p.StaminaInfo = new(StaminaInfo)
p.InitAllAvatar()
p.InitAllWeapon()
p.InitAllItem()

12
gs/model/stamina.go Normal file
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@@ -0,0 +1,12 @@
package model
import (
"hk4e/protocol/proto"
)
type StaminaInfo struct {
PrevState proto.MotionState
PrevPos *Vector
CurState proto.MotionState
CurPos *Vector
}