mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-17 10:52:28 +08:00
耐力模块初步完善
This commit is contained in:
@@ -247,12 +247,8 @@ func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
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c.GMAddUserAllAvatar(target.PlayerID)
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c.SendMessage(player, "已给予玩家 UID:%v, 所有角色。", target.PlayerID)
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case "all":
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// 给予玩家所有物品
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c.GMAddUserAllItem(target.PlayerID, count)
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// 给予玩家所有武器
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c.GMAddUserAllWeapon(target.PlayerID, count)
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// 给予玩家所有角色
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c.GMAddUserAllAvatar(target.PlayerID)
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// 给予玩家所有内容
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c.GMAddUserAllEvery(target.PlayerID, count, count) // TODO 武器额外获取数量
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c.SendMessage(player, "已给予玩家 UID:%v, 所有内容。", target.PlayerID)
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}
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}
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@@ -47,7 +47,7 @@ func (c *CommandManager) GMAddUserAvatar(userId, avatarId uint32) {
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}
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// 添加角色
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c.gameManager.AddUserAvatar(userId, avatarId)
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// todo 设置角色 等以后做到角色升级之类的再说
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// TODO 设置角色 等以后做到角色升级之类的再说
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//avatar := player.AvatarMap[avatarId]
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}
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@@ -71,3 +71,13 @@ func (c *CommandManager) GMAddUserAllAvatar(userId uint32) {
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c.GMAddUserAvatar(userId, uint32(avatarId))
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}
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}
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// GMAddUserAllEvery 给予玩家所有内容
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func (c *CommandManager) GMAddUserAllEvery(userId uint32, itemCount uint32, weaponCount uint32) {
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// 给予玩家所有物品
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c.GMAddUserAllItem(userId, itemCount)
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// 给予玩家所有武器
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c.GMAddUserAllWeapon(userId, itemCount)
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// 给予玩家所有角色
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c.GMAddUserAllAvatar(userId)
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}
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@@ -38,6 +38,7 @@ func (r *RouteManager) doRoute(cmdId uint16, userId uint32, clientSeq uint32, pa
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player := r.gameManager.userManager.GetOnlineUser(userId)
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if player == nil {
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logger.LOG.Error("player is nil, uid: %v", userId)
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r.gameManager.ReconnectPlayer(userId)
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return
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}
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player.ClientSeq = clientSeq
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@@ -31,6 +31,9 @@ func (t *TickManager) OnGameServerTick() {
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t.tickCount++
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now := time.Now().UnixMilli()
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t.onTick100MilliSecond(now)
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if t.tickCount%2 == 0 {
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t.onTick200MilliSecond(now)
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}
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if t.tickCount%(10*1) == 0 {
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t.onTickSecond(now)
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}
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@@ -222,6 +225,15 @@ func (t *TickManager) onTickSecond(now int64) {
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}
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}
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func (t *TickManager) onTick200MilliSecond(now int64) {
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// 耐力消耗
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for _, world := range t.gameManager.worldManager.worldMap {
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for _, player := range world.playerMap {
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t.gameManager.StaminaHandler(player)
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}
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}
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}
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func (t *TickManager) onTick100MilliSecond(now int64) {
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// 伤害处理和转发
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for _, world := range t.gameManager.worldManager.worldMap {
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@@ -201,6 +201,10 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
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logger.LOG.Debug("entity move, id: %v, pos: %v, uid: %v", sceneEntity.id, sceneEntity.pos, player.PlayerID)
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}
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// 处理耐力消耗
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g.HandleStamina(player, motionInfo.State)
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invokeHandler.addEntry(entry.ForwardType, entry)
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default:
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invokeHandler.addEntry(entry.ForwardType, entry)
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117
gs/game/user_stamina.go
Normal file
117
gs/game/user_stamina.go
Normal file
@@ -0,0 +1,117 @@
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package game
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import (
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"hk4e/gs/constant"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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)
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// HandleStamina 处理即时耐力消耗
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func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
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logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
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// 记录玩家的此时状态
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player.StaminaInfo.CurState = motionState
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player.StaminaInfo.CurPos = &model.Vector{
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X: player.Pos.X,
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Y: player.Pos.Y,
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Z: player.Pos.Z,
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}
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// 根据玩家的状态消耗耐力
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switch motionState {
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case proto.MotionState_MOTION_STATE_CLIMB:
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
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}
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}
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// StaminaHandler 处理持续耐力消耗
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func (g *GameManager) StaminaHandler(player *model.Player) {
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staminaInfo := player.StaminaInfo
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isMoving := g.GetPlayerIsMoving(staminaInfo)
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// 玩家最大耐力
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maxStamina := player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA]
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// 玩家现行耐力
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curStamina := player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA]
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// 确保玩家需要执行耐力消耗
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if isMoving || curStamina < maxStamina {
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var staminaConst int32
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switch staminaInfo.CurState {
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case proto.MotionState_MOTION_STATE_CLIMB:
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// 攀爬
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if isMoving {
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staminaConst = constant.StaminaCostConst.CLIMBING
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}
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case proto.MotionState_MOTION_STATE_DASH:
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// 短跑
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staminaConst = constant.StaminaCostConst.DASH
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case proto.MotionState_MOTION_STATE_RUN:
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// 跑步
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staminaConst = constant.StaminaCostConst.RUN
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}
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// 更新玩家耐力
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g.UpdateStamina(player, staminaConst)
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}
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// 替换老数据
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staminaInfo.PrevState = staminaInfo.CurState
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staminaInfo.PrevPos = staminaInfo.CurPos
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}
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// GetPlayerIsMoving 玩家是否正在移动
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func (g *GameManager) GetPlayerIsMoving(staminaInfo *model.StaminaInfo) bool {
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if staminaInfo.PrevPos == nil || staminaInfo.CurPos == nil {
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return false
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}
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diffX := staminaInfo.CurPos.X - staminaInfo.PrevPos.X
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diffY := staminaInfo.CurPos.Y - staminaInfo.PrevPos.Y
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diffZ := staminaInfo.CurPos.Z - staminaInfo.PrevPos.Z
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logger.LOG.Debug("get player is moving, diffX: %v, diffY: %v, diffZ: %v", diffX, diffY, diffZ)
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return diffX > 0.3 || diffY > 0.2 || diffZ > 0.3
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}
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// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
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func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
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// 玩家最大耐力值
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maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
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// 玩家现行耐力值
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curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
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// 即将更改为的耐力值
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stamina := curStamina + staminaCost
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// 确保耐力值不超出范围
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if stamina > maxStamina {
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stamina = maxStamina
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} else if stamina < 0 {
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stamina = 0
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}
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g.SetStamina(player, uint32(stamina))
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}
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// SetStamina 设置玩家的耐力
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func (g *GameManager) SetStamina(player *model.Player, stamina uint32) {
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prop := constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA
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// 设置玩家的耐力prop
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player.PropertiesMap[prop] = stamina
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// PacketPlayerPropNotify
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playerPropNotify := new(proto.PlayerPropNotify)
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playerPropNotify.PropMap = make(map[uint32]*proto.PropValue)
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playerPropNotify.PropMap[uint32(prop)] = &proto.PropValue{
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Type: uint32(prop),
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Val: int64(player.PropertiesMap[prop]),
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Value: &proto.PropValue_Ival{
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Ival: int64(player.PropertiesMap[prop]),
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},
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}
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g.SendMsg(cmd.PlayerPropNotify, player.PlayerID, player.ClientSeq, playerPropNotify)
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}
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