GCG技能特效部分修复

This commit is contained in:
UnKownOwO
2023-01-09 17:52:13 +08:00
parent 6779ed8f20
commit 3ecdb6ff70
4 changed files with 387 additions and 192 deletions

View File

@@ -32,7 +32,7 @@ func (g *GCGAi) ReceiveGCGMessagePackNotify(notify *proto.GCGMessagePackNotify)
go func() {
time.Sleep(3 * 1000)
// 默认选第一张牌
cardInfo := gameController.charCardList[0]
cardInfo := gameController.cardMap[CardInfoType_Char][0]
// 操控者选择角色牌
g.game.ControllerSelectChar(gameController, cardInfo, []uint32{})
}()
@@ -42,7 +42,7 @@ func (g *GCGAi) ReceiveGCGMessagePackNotify(notify *proto.GCGMessagePackNotify)
}
go func() {
time.Sleep(3 * 1000)
g.game.ControllerUseSkill(gameController, 30012, []uint32{})
g.game.ControllerUseSkill(gameController, gameController.GetSelectedCharCard().skillList[0].skillId, []uint32{})
}()
}
case *proto.GCGMessage_DiceRoll:
@@ -54,12 +54,12 @@ func (g *GCGAi) ReceiveGCGMessagePackNotify(notify *proto.GCGMessagePackNotify)
logger.Error("敌方行动意图")
go func() {
time.Sleep(3 * 1000)
cardInfo1 := g.game.controllerMap[g.controllerId].charCardList[0]
cardInfo2 := g.game.controllerMap[g.controllerId].charCardList[1]
g.game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.game.GCGMsgPVEIntention(&proto.GCGMsgPVEIntention{CardGuid: cardInfo1.guid, SkillIdList: []uint32{cardInfo1.skillList[0].skillId}}, &proto.GCGMsgPVEIntention{CardGuid: cardInfo2.guid, SkillIdList: []uint32{cardInfo2.skillList[0].skillId}}))
cardInfo1 := g.game.controllerMap[g.controllerId].cardMap[CardInfoType_Char][0]
cardInfo2 := g.game.controllerMap[g.controllerId].cardMap[CardInfoType_Char][1]
g.game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.game.GCGMsgPVEIntention(&proto.GCGMsgPVEIntention{CardGuid: cardInfo1.guid, SkillIdList: []uint32{cardInfo1.skillList[0].skillId}}, &proto.GCGMsgPVEIntention{CardGuid: cardInfo2.guid, SkillIdList: []uint32{cardInfo2.skillList[0].skillId}}))
g.game.SendAllMsgPack()
g.game.SetControllerAllow(g.game.controllerMap[g.controllerId], false, true)
g.game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.game.GCGMsgPhaseContinue())
g.game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.game.GCGMsgPhaseContinue())
}()
}
}

View File

@@ -22,9 +22,7 @@ const (
// GCGSkillInfo 游戏对局内卡牌技能信息
type GCGSkillInfo struct {
skillId uint32 // 技能Id
costMap map[uint32]uint32 // 消耗的元素骰子
damage uint32 // 技能伤害
skillId uint32 // 技能Id
}
// GCGCardInfo 游戏对局内卡牌
@@ -73,25 +71,38 @@ func (g *GCGCardInfo) ToProto() *proto.GCGCard {
return gcgCard
}
// ControllerLoadState 操控者加载状态
type ControllerLoadState uint8
const (
ControllerLoadState_None ControllerLoadState = iota
ControllerLoadState_AskDuel
ControllerLoadState_InitFinish
ControllerLoadState_None ControllerLoadState = iota
ControllerLoadState_AskDuel // 回复决斗
ControllerLoadState_InitFinish // 初始化完成
)
// CardInfoType 卡牌信息类型
type CardInfoType uint8
const (
CardInfoType_None CardInfoType = iota
CardInfoType_Char // 角色牌
CardInfoType_Hand // 手牌
)
// GCGController 操控者
type GCGController struct {
controllerId uint32 // 操控者Id
charCardList []*GCGCardInfo // 角色牌列表
handCardList []*GCGCardInfo // 手牌列表
loadState ControllerLoadState // 加载状态
allow uint32 // 是否允许操控 0 -> 不允许 1 -> 允许
selectedCharCardGuid uint32 // 选择的角色卡牌guid
controllerType ControllerType // 操控者的类型
player *model.Player // 玩家对象
ai *GCGAi // AI对象
controllerId uint32 // 操控者Id
cardMap map[CardInfoType][]*GCGCardInfo // 牌列表
loadState ControllerLoadState // 加载状态
allow uint32 // 是否允许操控 0 -> 不允许 1 -> 允许
selectedCharCardGuid uint32 // 选择的角色卡牌guid
serverSeqCounter uint32 // 请求序列生成计数器
msgPackList []*proto.GCGMessagePack // 消息包待发送区
historyMsgPackList []*proto.GCGMessagePack // 历史消息包列表
historyCardList []*GCGCardInfo // 历史卡牌列表
controllerType ControllerType // 操控者的类型
player *model.Player // 玩家对象
ai *GCGAi // AI对象
}
// GetSelectedCharCard 获取操控者当前选择的角色卡牌
@@ -101,7 +112,8 @@ func (g *GCGController) GetSelectedCharCard() *GCGCardInfo {
// GetCharCardByGuid 通过卡牌的Guid获取卡牌
func (g *GCGController) GetCharCardByGuid(cardGuid uint32) *GCGCardInfo {
for _, info := range g.charCardList {
charCardList := g.cardMap[CardInfoType_Char]
for _, info := range charCardList {
if info.guid == cardGuid {
return info
}
@@ -111,7 +123,8 @@ func (g *GCGController) GetCharCardByGuid(cardGuid uint32) *GCGCardInfo {
// GetHandCardByGuid 通过卡牌的Guid获取卡牌
func (g *GCGController) GetHandCardByGuid(cardGuid uint32) *GCGCardInfo {
for _, info := range g.charCardList {
handCardList := g.cardMap[CardInfoType_Hand]
for _, info := range handCardList {
if info.guid == cardGuid {
return info
}
@@ -150,10 +163,7 @@ func (g *GCGManager) CreateGame(gameId uint32, playerList []*model.Player) *GCGG
firstController: 1, // 1号操控者为先手
diceSideMap: make(map[uint32][]proto.GCGDiceSideType, 2),
},
controllerMap: make(map[uint32]*GCGController, 2),
msgPackList: make([]*proto.GCGMessagePack, 0, 10),
historyMsgPackList: make([]*proto.GCGMessagePack, 0, 50),
historyCardList: make([]*GCGCardInfo, 0, 100),
controllerMap: make(map[uint32]*GCGController, 2),
}
// 初始化游戏
game.InitGame(playerList)
@@ -167,7 +177,7 @@ func (g *GCGManager) PhaseStart(game *GCGGame) {
// 设置除了先手的玩家不允许操控
game.SetExceptControllerAllow(game.roundInfo.firstController, false, true)
// 游戏跳过阶段消息包
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, game.GCGMsgPhaseContinue())
game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, game.GCGMsgPhaseContinue())
// 等待玩家进入
}
@@ -187,16 +197,18 @@ func (g *GCGManager) PhaseRollDice(game *GCGGame) {
// 玩家需要8个骰子
for i := 0; i < 8; i++ {
// diceSide := proto.GCGDiceSideType(random.GetRandomInt32(1, 8))
diceSide := proto.GCGDiceSideType_GCG_DICE_SIDE_TYPE_PYRO
diceSide := proto.GCGDiceSideType_GCG_DICE_SIDE_TYPE_PAIMON
diceSideList = append(diceSideList, diceSide)
}
// 存储该回合玩家的骰子
game.roundInfo.diceSideMap[controller.controllerId] = diceSideList
// AI仅发送骰子数量
if controller.player != nil {
game.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ROLL, game.GCGMsgDiceRoll(controller.controllerId, uint32(len(diceSideList)), diceSideList))
} else {
game.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ROLL, game.GCGMsgDiceRoll(controller.controllerId, 8, []proto.GCGDiceSideType{}))
for _, c := range game.controllerMap {
// 发送给其他玩家骰子信息时隐藏具体的骰子类型
if c == controller {
game.AddMsgPack(c, controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ROLL, game.GCGMsgDiceRoll(controller.controllerId, uint32(len(diceSideList)), diceSideList))
} else {
game.AddMsgPack(c, controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ROLL, game.GCGMsgDiceRoll(controller.controllerId, uint32(len(diceSideList)), []proto.GCGDiceSideType{}))
}
}
}
// 等待玩家确认重投骰子
@@ -205,7 +217,7 @@ func (g *GCGManager) PhaseRollDice(game *GCGGame) {
// PhasePreMain 阶段战斗开始
func (g *GCGManager) PhasePreMain(game *GCGGame) {
// TODO 使用技能完善
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_TRIGGER_SKILL, game.GCGMsgUseSkill(4, 33024), game.GCGMsgUseSkillEnd(4, 33024))
game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_TRIGGER_SKILL, game.GCGMsgUseSkill(195, 33024), game.GCGMsgNewCard(), game.GCGMsgModifyAdd(2, proto.GCGReason_GCG_REASON_EFFECT, 4, []uint32{23}), game.GCGMsgUseSkillEnd(181, 33024))
// 设置先手允许操控
game.SetControllerAllow(game.controllerMap[game.roundInfo.firstController], true, false)
// 游戏行动阶段
@@ -216,12 +228,10 @@ func (g *GCGManager) PhasePreMain(game *GCGGame) {
func (g *GCGManager) PhaseMain(game *GCGGame) {
// 消耗费用信息
for _, controller := range game.controllerMap {
if controller.player == nil {
continue
}
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NOTIFY_COST, game.GCGMsgCostRevise(controller))
if controller.allow == 1 {
GAME_MANAGER.SendMsg(cmd.GCGSkillPreviewNotify, controller.player.PlayerID, controller.player.ClientSeq, GAME_MANAGER.PacketGCGSkillPreviewNotify(controller))
game.AddMsgPack(controller, 0, proto.GCGActionType_GCG_ACTION_TYPE_NOTIFY_COST, game.GCGMsgCostRevise(controller))
// 如果玩家当前允许操作则发送技能预览信息
if controller.allow == 1 && controller.player != nil {
GAME_MANAGER.SendMsg(cmd.GCGSkillPreviewNotify, controller.player.PlayerID, controller.player.ClientSeq, GAME_MANAGER.PacketGCGSkillPreviewNotify(game, controller))
}
}
}
@@ -237,10 +247,12 @@ const (
// GCGRoundInfo 游戏对局回合信息
type GCGRoundInfo struct {
roundNum uint32 // 游戏当前回合数
phaseType proto.GCGPhaseType // 现在所处的阶段类型
firstController uint32 // 当前回合先手的操控者
diceSideMap map[uint32][]proto.GCGDiceSideType // 操控者骰子列表 uint32 -> controllerId
roundNum uint32 // 游戏当前回合数
phaseType proto.GCGPhaseType // 现在所处的阶段类型
allowControllerMap map[uint32]uint32 // 阶段玩家允许列表 主要用于断线重连
firstController uint32 // 当前回合先手的操控者
diceSideMap map[uint32][]proto.GCGDiceSideType // 操控者骰子列表 uint32 -> controllerId
isLastMsgPack bool // 是否为阶段切换的最后一个消息包 用于粘包模拟官服效果
}
// GCGGame 游戏对局
@@ -249,59 +261,59 @@ type GCGGame struct {
gameId uint32 // 游戏Id
gameState GCGGameState // 游戏运行状态
gameTick uint32 // 游戏tick
serverSeqCounter uint32 // 请求序列生成计数器
controllerIdCounter uint32 // 操控者Id生成器
cardGuidCounter uint32 // 卡牌guid生成计数器
roundInfo *GCGRoundInfo // 游戏回合信息
controllerMap map[uint32]*GCGController // 操控者列表 uint32 -> controllerId
msgPackList []*proto.GCGMessagePack // 消息包待发送区
isLastMsgPack bool // 是否为阶段切换的最后一个消息包 用于粘包模拟官服效果
historyMsgPackList []*proto.GCGMessagePack // 历史消息包列表
historyCardList []*GCGCardInfo // 历史卡牌列表
}
// CreateController 创建操控者
func (g *GCGGame) CreateController() *GCGController {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: g.controllerIdCounter,
cardMap: map[CardInfoType][]*GCGCardInfo{
CardInfoType_Char: make([]*GCGCardInfo, 0, 3),
CardInfoType_Hand: make([]*GCGCardInfo, 0, 30),
},
allow: 1,
msgPackList: make([]*proto.GCGMessagePack, 0, 10),
historyMsgPackList: make([]*proto.GCGMessagePack, 0, 50),
historyCardList: make([]*GCGCardInfo, 0, 100),
}
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
return controller
}
// AddPlayer GCG游戏添加玩家
func (g *GCGGame) AddPlayer(player *model.Player) {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: g.controllerIdCounter,
charCardList: make([]*GCGCardInfo, 0, 3),
handCardList: make([]*GCGCardInfo, 0, 30),
loadState: ControllerLoadState_None,
allow: 1,
controllerType: ControllerType_Player,
player: player,
}
controller := g.CreateController()
controller.controllerType = ControllerType_Player
controller.player = player
// 生成卡牌信息
g.GiveCharCard(controller, 1301)
g.GiveCharCard(controller, 1103)
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
// 玩家记录当前所在的游戏guid
player.GCGCurGameGuid = g.guid
}
// AddAI GCG游戏添加AI
func (g *GCGGame) AddAI() {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: g.controllerIdCounter,
charCardList: make([]*GCGCardInfo, 0, 3),
handCardList: make([]*GCGCardInfo, 0, 30),
loadState: ControllerLoadState_InitFinish,
allow: 1,
controllerType: ControllerType_AI,
ai: &GCGAi{
game: g,
controllerId: g.controllerIdCounter,
},
controller := g.CreateController()
controller.controllerType = ControllerType_AI
controller.ai = &GCGAi{
game: g,
controllerId: g.controllerIdCounter,
}
// AI默认加载完毕
controller.loadState = ControllerLoadState_InitFinish
// 生成卡牌信息
g.GiveCharCard(controller, 3001)
g.GiveCharCard(controller, 3302)
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
}
// GiveCharCard 给予操控者角色卡牌
@@ -332,26 +344,17 @@ func (g *GCGGame) GiveCharCard(controller *GCGController, charId uint32) {
}
// SkillMap
for _, skillId := range gcgCharConfig.SkillList {
// 读取卡牌技能配置表
gcgSkillConfig, ok := gdconf.CONF.GCGSkillDataMap[int32(skillId)]
if !ok {
logger.Error("gcg skill config error, skillId: %v", skillId)
return
}
skillInfo := &GCGSkillInfo{
skillId: skillId,
costMap: make(map[uint32]uint32, len(gcgSkillConfig.CostMap)),
damage: gcgSkillConfig.SkillDamage,
}
// 深拷贝CostMap
for costType, costValue := range gcgSkillConfig.CostMap {
skillInfo.costMap[costType] = costValue
}
cardInfo.skillList = append(cardInfo.skillList, skillInfo)
}
controller.charCardList = append(controller.charCardList, cardInfo)
controller.cardMap[CardInfoType_Char] = append(controller.cardMap[CardInfoType_Char], cardInfo)
// 添加历史卡牌
g.historyCardList = append(g.historyCardList, cardInfo)
for _, gcgController := range g.controllerMap {
// 每位玩家都记录其他玩家的角色卡牌
gcgController.historyCardList = append(gcgController.historyCardList, cardInfo)
}
}
// ChangePhase 游戏更改阶段
@@ -360,10 +363,10 @@ func (g *GCGGame) ChangePhase(phase proto.GCGPhaseType) {
// 修改游戏的阶段
g.roundInfo.phaseType = phase
// 改变阶段覆盖掉上层可能有的true
g.isLastMsgPack = false
g.roundInfo.isLastMsgPack = false
// 操控者允许操作列表
allowControllerMap := make([]*proto.Uint32Pair, 0, len(g.controllerMap))
g.roundInfo.allowControllerMap = make(map[uint32]uint32, len(g.controllerMap))
// 根据阶段改变操控者允许状态
switch phase {
@@ -372,11 +375,7 @@ func (g *GCGGame) ChangePhase(phase proto.GCGPhaseType) {
g.SetAllControllerAllow(true, false)
for _, controller := range g.controllerMap {
pair := &proto.Uint32Pair{
Key: controller.controllerId,
Value: controller.allow,
}
allowControllerMap = append(allowControllerMap, pair)
g.roundInfo.allowControllerMap[controller.controllerId] = controller.allow
}
case proto.GCGPhaseType_GCG_PHASE_TYPE_MAIN:
// 行动阶段仅允许操控者操作
@@ -385,20 +384,24 @@ func (g *GCGGame) ChangePhase(phase proto.GCGPhaseType) {
if controller.allow == 0 {
continue
}
g.SetControllerAllow(controller, true, false)
pair := &proto.Uint32Pair{
Key: controller.controllerId,
Value: controller.allow,
}
allowControllerMap = append(allowControllerMap, pair)
g.roundInfo.allowControllerMap[controller.controllerId] = controller.allow
}
}
allowControllerMap := make([]*proto.Uint32Pair, 0, len(g.controllerMap))
for controllerId, allow := range g.roundInfo.allowControllerMap {
pair := &proto.Uint32Pair{
Key: controllerId,
Value: allow,
}
allowControllerMap = append(allowControllerMap, pair)
}
// 游戏下一阶段切换消息包
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, g.GCGMsgPhaseChange(beforePhase, phase, allowControllerMap))
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, g.GCGMsgPhaseChange(beforePhase, phase, allowControllerMap))
// 执行阶段处理前假装现在是最后一个阶段处理
g.isLastMsgPack = true
g.roundInfo.isLastMsgPack = true
// 执行下一阶段
phaseFunc, ok := GCG_MANAGER.phaseFuncMap[g.roundInfo.phaseType]
@@ -409,7 +412,7 @@ func (g *GCGGame) ChangePhase(phase proto.GCGPhaseType) {
// 如果阶段里不嵌套处理别的阶段了就在此发送消息包
// 总之就是确保发送的时候为最后一个阶段变更
if g.isLastMsgPack {
if g.roundInfo.isLastMsgPack {
// 发送阶段处理后的消息包
g.SendAllMsgPack()
}
@@ -426,7 +429,7 @@ func (g *GCGGame) SetExceptControllerAllow(controllerId uint32, isAllow bool, is
// 是否添加消息包
if isAddMsg {
// 更新客户端操控者允许状态消息包
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
}
}
@@ -438,7 +441,7 @@ func (g *GCGGame) SetAllControllerAllow(isAllow bool, isAddMsg bool) {
// 是否添加消息包
if isAddMsg {
// 更新客户端操控者允许状态消息包
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
}
}
@@ -454,7 +457,7 @@ func (g *GCGGame) SetControllerAllow(controller *GCGController, isAllow bool, is
// 是否添加消息包
if isAddMsg {
// 更新客户端操控者允许状态消息包
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
}
}
@@ -473,24 +476,24 @@ func (g *GCGGame) ControllerSelectChar(controller *GCGController, cardInfo *GCGC
g.SetControllerAllow(controller, false, true)
// 广播选择的角色卡牌消息包
g.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_SELECT_ONSTAGE, g.GCGMsgSelectOnStage(controller.controllerId, cardInfo.guid, proto.GCGReason_GCG_REASON_DEFAULT))
g.AddAllMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_SELECT_ONSTAGE, g.GCGMsgSelectOnStage(controller.controllerId, cardInfo.guid, proto.GCGReason_GCG_REASON_DEFAULT))
// 该阶段确保每位玩家都选择了角色牌
isAllSelectedChar := true
for _, controller := range g.controllerMap {
if controller.selectedCharCardGuid == 0 {
for _, c := range g.controllerMap {
if c.selectedCharCardGuid == 0 {
isAllSelectedChar = false
}
}
// 如果有玩家未选择角色牌不同处理
if isAllSelectedChar {
// 回合信息
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgDuelDataChange())
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgDuelDataChange())
// 游戏投掷骰子阶段
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_DICE)
} else {
// 跳过该阶段 官服是这样的我也不知道为什么
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgPhaseContinue())
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgPhaseContinue())
// 立刻发送消息包 模仿官服效果
g.SendAllMsgPack()
@@ -508,29 +511,40 @@ func (g *GCGGame) ControllerReRollDice(controller *GCGController, diceIndexList
// ControllerUseSkill 操控者使用技能
func (g *GCGGame) ControllerUseSkill(controller *GCGController, skillId uint32, costDiceIndexList []uint32) {
logger.Error("controller use skill, id: %v, skillId: %v", controller.controllerId, skillId)
// 获取对方出战的角色牌
var targetCharCard *GCGCardInfo
for _, gameController := range g.controllerMap {
if gameController.controllerId != controller.controllerId {
targetCharCard = gameController.GetSelectedCharCard()
}
// 获取对方的操控者对象
targetController := g.GetOtherController(controller.controllerId)
if targetController == nil {
logger.Error("target controller is nil, controllerId: %v", controller.controllerId)
return
}
// 仅更新此操控者的allow
// 获取对方出战的角色牌
targetSelectedCharCard := targetController.GetSelectedCharCard()
// 确保玩家选择了角色牌
if targetController == nil {
logger.Error("selected char card is nil, cardGuid: %v", controller.selectedCharCardGuid)
return
}
// 其他操控者允许操作
g.SetExceptControllerAllow(controller.controllerId, true, false)
// 该操控者禁止操作
g.SetControllerAllow(controller, false, true)
msgList := make([]*proto.GCGMessage, 0, 0)
// 使用技能消耗元素骰子
msgList = append(msgList, g.GCGMsgCostDice(controller, proto.GCGReason_GCG_REASON_COST, costDiceIndexList))
msgList = append(msgList, g.GCGMsgUseSkill(235, skillId))
msgList = append(msgList, g.GCGMsgTokenChange(targetCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT, 11, 2806, 3041))
msgList = append(msgList, g.GCGMsgTokenChange(targetCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT_DAMAGE, constant.GCGTokenConst.TOKEN_CUR_HEALTH, 2806, 3049))
msgList = append(msgList, g.GCGMsgSkillResult(166, skillId, 3))
msgList = append(msgList, g.GCGMsgUseSkill(controller.selectedCharCardGuid, skillId))
msgList = append(msgList, g.GCGMsgTokenChange(targetSelectedCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT, 11, 2806, 3041)) // 2808 2 2812 3
msgList = append(msgList, g.GCGMsgTokenChange(targetSelectedCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT_DAMAGE, constant.GCGTokenConst.TOKEN_CUR_HEALTH, 2806, 3041))
msgList = append(msgList, g.GCGMsgSkillResult(targetSelectedCharCard.guid, skillId))
msgList = append(msgList, g.GCGMsgUseSkillEnd(controller.selectedCharCardGuid, skillId))
msgList = append(msgList, g.GCGMsgUseSkillEnd(161, skillId))
// 因为使用技能自身充能+1
msgList = append(msgList, g.GCGMsgTokenChange(controller.selectedCharCardGuid, proto.GCGReason_GCG_REASON_ATTACK, constant.GCGTokenConst.TOKEN_CUR_ELEM, 2806, 3041))
g.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ATTACK, msgList...)
g.AddAllMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ATTACK, msgList...)
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_MAIN)
}
@@ -549,7 +563,7 @@ func (g *GCGGame) onTick() {
continue
}
gcgHeartBeatNotify := &proto.GCGHeartBeatNotify{
ServerSeq: g.serverSeqCounter,
ServerSeq: controller.serverSeqCounter,
}
GAME_MANAGER.SendMsg(cmd.GCGHeartBeatNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgHeartBeatNotify)
}
@@ -584,7 +598,7 @@ func (g *GCGGame) StartGame() {
// 游戏开始设置所有玩家不允许操作
g.SetAllControllerAllow(false, true)
// 分配先手
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_PHASE_EXIT, g.GCGMsgClientPerform(proto.GCGClientPerformType_GCG_CLIENT_PERFORM_TYPE_FIRST_HAND, []uint32{g.roundInfo.firstController}))
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_PHASE_EXIT, g.GCGMsgClientPerform(proto.GCGClientPerformType_GCG_CLIENT_PERFORM_TYPE_FIRST_HAND, []uint32{g.roundInfo.firstController}))
// 游戏抽取手牌阶段
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_DRAW)
}
@@ -607,8 +621,16 @@ func (g *GCGGame) CheckAllInitFinish() {
g.StartGame()
}
// AddAllMsgPack 添加GCG消息包至每位游戏玩家的待发送区
func (g *GCGGame) AddAllMsgPack(controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
// 给每位操控者添加消息包
for _, controller := range g.controllerMap {
g.AddMsgPack(controller, controllerId, actionType, msgList...)
}
}
// AddMsgPack 添加GCG消息包至待发送区
func (g *GCGGame) AddMsgPack(controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
func (g *GCGGame) AddMsgPack(controller *GCGController, controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
pack := &proto.GCGMessagePack{
ActionType: actionType,
MsgList: make([]*proto.GCGMessage, 0, len(msgList)),
@@ -619,28 +641,42 @@ func (g *GCGGame) AddMsgPack(controllerId uint32, actionType proto.GCGActionType
pack.MsgList = append(pack.MsgList, message)
}
// 将消息包添加进待发送区
g.msgPackList = append(g.msgPackList, pack)
controller.msgPackList = append(controller.msgPackList, pack)
}
// SendAllMsgPack 发送所有待发送区的消息包
func (g *GCGGame) SendAllMsgPack() {
// SendMsgPack 发送待发送区的所有消息包
func (g *GCGGame) SendMsgPack(controller *GCGController) {
// 不发送空的消息包
if len(g.msgPackList) == 0 {
if len(controller.msgPackList) == 0 {
return
}
// 游戏不处于运行状态仅记录历史消息包
if g.gameState == GCGGameState_Running {
g.serverSeqCounter++
for _, controller := range g.controllerMap {
GAME_MANAGER.SendGCGMessagePackNotify(controller, g.serverSeqCounter, g.msgPackList)
}
controller.serverSeqCounter++
GAME_MANAGER.SendGCGMessagePackNotify(controller, controller.serverSeqCounter, controller.msgPackList)
}
// 记录发送的历史消息包
for _, pack := range g.msgPackList {
g.historyMsgPackList = append(g.historyMsgPackList, pack)
for _, pack := range controller.msgPackList {
// 根据观察 历史消息包的每个消息都将拆分为单独的消息包
for _, message := range pack.MsgList {
controller.historyMsgPackList = append(controller.historyMsgPackList, &proto.GCGMessagePack{
ActionType: pack.ActionType,
MsgList: []*proto.GCGMessage{
message,
},
ControllerId: pack.ControllerId,
})
}
}
// 清空待发送区消息包
g.msgPackList = make([]*proto.GCGMessagePack, 0, 10)
controller.msgPackList = make([]*proto.GCGMessagePack, 0, 10)
}
// SendAllMsgPack 发送所有玩家的待发送区的消息包
func (g *GCGGame) SendAllMsgPack() {
for _, controller := range g.controllerMap {
g.SendMsgPack(controller)
}
}
// GCGMsgPhaseChange GCG消息阶段改变
@@ -676,6 +712,10 @@ func (g *GCGGame) GCGMsgUpdateController() *proto.GCGMessage {
}
// 操控者的是否允许操作
for _, controller := range g.controllerMap {
// 如果处于行动阶段只发送允许操作的
if g.roundInfo.phaseType == proto.GCGPhaseType_GCG_PHASE_TYPE_MAIN && controller.allow == 0 {
continue
}
pair := &proto.Uint32Pair{
Key: controller.controllerId,
Value: controller.allow,
@@ -764,10 +804,25 @@ func (g *GCGGame) GCGMsgDiceRoll(controllerId uint32, diceNum uint32, diceSideLi
}
// GCGMsgUseSkill GCG消息使用技能
func (g *GCGGame) GCGMsgUseSkill(cardGuid uint32, skillId uint32) *proto.GCGMessage {
func (g *GCGGame) GCGMsgUseSkill(selectedCharCardGuid uint32, skillId uint32) *proto.GCGMessage {
useSkillCardGuid := uint32(0)
switch selectedCharCardGuid {
case 1:
useSkillCardGuid = 235
case 2:
useSkillCardGuid = 245 // 没有实际数据这个猜的
case 3:
useSkillCardGuid = 251
case 4:
useSkillCardGuid = 195
case 5:
useSkillCardGuid = 185 // 猜测
case 6:
useSkillCardGuid = 175 // 猜测
}
gcgMsgUseSkill := &proto.GCGMsgUseSkill{
SkillId: skillId,
CardGuid: cardGuid,
CardGuid: useSkillCardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkill{
@@ -778,10 +833,21 @@ func (g *GCGGame) GCGMsgUseSkill(cardGuid uint32, skillId uint32) *proto.GCGMess
}
// GCGMsgUseSkillEnd GCG消息使用技能结束
func (g *GCGGame) GCGMsgUseSkillEnd(cardGuid uint32, skillId uint32) *proto.GCGMessage {
func (g *GCGGame) GCGMsgUseSkillEnd(selectedCharCardGuid uint32, skillId uint32) *proto.GCGMessage {
useSkillEndCardGuid := uint32(0)
switch selectedCharCardGuid {
case 1:
useSkillEndCardGuid = 161
case 2:
useSkillEndCardGuid = 0 // 暂无数据
case 3:
useSkillEndCardGuid = 169
case 4:
useSkillEndCardGuid = 181
}
gcgMsgUseSkillEnd := &proto.GCGMsgUseSkillEnd{
SkillId: skillId,
CardGuid: cardGuid,
CardGuid: useSkillEndCardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkillEnd{
@@ -803,7 +869,7 @@ func (g *GCGGame) GCGMsgCostRevise(controller *GCGController) *proto.GCGMessage
// 可以使用的手牌Id列表
CanUseHandCardIdList: nil,
// 切换角色消耗列表
SelectOnStageCostList: make([]*proto.GCGSelectOnStageCostInfo, 0, len(controller.charCardList)),
SelectOnStageCostList: make([]*proto.GCGSelectOnStageCostInfo, 0, len(controller.cardMap[CardInfoType_Char])),
// 打出牌时的消耗列表
PlayCardCostList: nil,
// 技能攻击消耗列表
@@ -815,12 +881,18 @@ func (g *GCGGame) GCGMsgCostRevise(controller *GCGController) *proto.GCGMessage
}
// AttackCostList
for _, skillInfo := range selectedCharCard.skillList {
// 读取卡牌技能配置表
gcgSkillConfig, ok := gdconf.CONF.GCGSkillDataMap[int32(skillInfo.skillId)]
if !ok {
logger.Error("gcg skill config error, skillId: %v", skillInfo.skillId)
return new(proto.GCGMessage)
}
gcgAttackCostInfo := &proto.GCGAttackCostInfo{
CostMap: make([]*proto.Uint32Pair, len(skillInfo.costMap)),
CostMap: make([]*proto.Uint32Pair, len(gcgSkillConfig.CostMap)),
SkillId: skillInfo.skillId,
}
// 技能消耗
for costType, costValue := range skillInfo.costMap {
for costType, costValue := range gcgSkillConfig.CostMap {
gcgAttackCostInfo.CostMap = append(gcgAttackCostInfo.CostMap, &proto.Uint32Pair{
Key: costType,
Value: costValue,
@@ -829,7 +901,7 @@ func (g *GCGGame) GCGMsgCostRevise(controller *GCGController) *proto.GCGMessage
gcgMsgCostRevise.CostRevise.AttackCostList = append(gcgMsgCostRevise.CostRevise.AttackCostList, gcgAttackCostInfo)
}
// SelectOnStageCostList
for _, cardInfo := range controller.charCardList {
for _, cardInfo := range controller.cardMap[CardInfoType_Char] {
// 排除当前已选中的角色卡
if cardInfo.guid == selectedCharCard.guid {
continue
@@ -886,16 +958,34 @@ func (g *GCGGame) GCGMsgTokenChange(cardGuid uint32, reason proto.GCGReason, tok
}
// GCGMsgSkillResult GCG消息技能结果
func (g *GCGGame) GCGMsgSkillResult(targetCardGuid uint32, skillId uint32, damage uint32) *proto.GCGMessage {
func (g *GCGGame) GCGMsgSkillResult(selectedCharCardGuid uint32, skillId uint32) *proto.GCGMessage {
// 读取卡牌技能配置表
gcgSkillConfig, ok := gdconf.CONF.GCGSkillDataMap[int32(skillId)]
if !ok {
logger.Error("gcg skill config error, skillId: %v", skillId)
return new(proto.GCGMessage)
}
resultTargetCardGuid := uint32(0)
switch selectedCharCardGuid {
case 1:
resultTargetCardGuid = 174
case 2:
resultTargetCardGuid = 0 // 暂无数据
case 3:
resultTargetCardGuid = 166
case 4:
resultTargetCardGuid = 186
}
gcgMsgSkillResult := &proto.GCGMsgSkillResult{
Unk3300_NIGDCIGLAKE: 3, // Unk
TargetCardGuid: targetCardGuid,
Unk3300_PDBAGJINFPF: 1, // Unk
// 攻击附带的元素特效
Unk3300_NIGDCIGLAKE: gcgSkillConfig.ElementType,
TargetCardGuid: resultTargetCardGuid,
Unk3300_PDBAGJINFPF: 0, // Unk
DetailList: []*proto.GCGDamageDetail{},
SkillId: skillId,
Damage: damage,
Unk3300_EPNDCIAJOJP: 155,
Unk3300_NNJAOEHNPPD: 1,
Damage: gcgSkillConfig.Damage,
Unk3300_EPNDCIAJOJP: 0,
Unk3300_NNJAOEHNPPD: 0,
Unk3300_LPGLOCDDPCL: 0,
}
gcgMessage := &proto.GCGMessage{
@@ -906,6 +996,65 @@ func (g *GCGGame) GCGMsgSkillResult(targetCardGuid uint32, skillId uint32, damag
return gcgMessage
}
// GCGMsgNewCard GCG消息新卡牌
func (g *GCGGame) GCGMsgNewCard() *proto.GCGMessage {
gcgMsgNewCard := &proto.GCGMsgNewCard{
Card: &proto.GCGCard{
TagList: nil,
Guid: 6,
IsShow: true,
TokenList: []*proto.GCGToken{
{
Value: 3,
Key: 8,
},
},
FaceType: 0,
SkillIdList: []uint32{
63,
},
SkillLimitsList: nil,
Id: 133021,
ControllerId: 2,
},
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_NewCard{
NewCard: gcgMsgNewCard,
},
}
return gcgMessage
}
// GCGMsgModifyAdd GCG消息修饰添加
func (g *GCGGame) GCGMsgModifyAdd(controllerId uint32, reason proto.GCGReason, ownerCardGuid uint32, cardGuidList []uint32) *proto.GCGMessage {
gcgMsgModifyAdd := &proto.GCGMsgModifyAdd{
OwnerCardGuid: ownerCardGuid,
Pos: 0,
CardGuidList: cardGuidList,
ControllerId: controllerId,
Reason: reason,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_ModifyAdd{
ModifyAdd: gcgMsgModifyAdd,
},
}
return gcgMessage
}
// GetOtherController 获取除了这个操控者之外的操控者
// 游戏目前仅支持两个玩家对战 不用考虑三个人及以上的问题
func (g *GCGGame) GetOtherController(controllerId uint32) *GCGController {
for _, controller := range g.controllerMap {
if controller.controllerId == controllerId {
continue
}
return controller
}
return nil
}
// GetControllerByUserId 通过玩家Id获取GCGController对象
func (g *GCGGame) GetControllerByUserId(userId uint32) *GCGController {
for _, controller := range g.controllerMap {

View File

@@ -2,6 +2,7 @@ package game
import (
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
@@ -79,11 +80,11 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
gameController.loadState = ControllerLoadState_AskDuel
// 计数器+1
game.serverSeqCounter++
gameController.serverSeqCounter++
// PacketGCGAskDuelRsp
gcgAskDuelRsp := &proto.GCGAskDuelRsp{
Duel: &proto.GCGDuel{
ServerSeq: game.serverSeqCounter,
ServerSeq: gameController.serverSeqCounter,
// ShowInfoList 游戏内显示双方头像名字
ShowInfoList: make([]*proto.GCGControllerShowInfo, 0, len(game.controllerMap)),
ForbidFinishChallengeList: nil,
@@ -147,10 +148,10 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
TotalProgress: 0,
},
},
HistoryCardList: make([]*proto.GCGCard, 0, len(game.historyCardList)),
HistoryCardList: make([]*proto.GCGCard, 0, len(gameController.historyCardList)),
Round: game.roundInfo.roundNum,
ControllerId: gameController.controllerId,
HistoryMsgPackList: game.historyMsgPackList,
HistoryMsgPackList: gameController.historyMsgPackList,
Unk3300_JHDDNKFPINA: 0,
// CardIdList 游戏内的所有卡牌Id
CardIdList: make([]uint32, 0, 0),
@@ -158,7 +159,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
// 阶段数据
Phase: &proto.GCGPhase{
PhaseType: game.roundInfo.phaseType,
AllowControllerMap: make(map[uint32]uint32),
AllowControllerMap: game.roundInfo.allowControllerMap,
},
},
}
@@ -181,7 +182,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
playerField := &proto.GCGPlayerField{
Unk3300_IKJMGAHCFPM: 0,
// 卡牌图片
ModifyZoneMap: make(map[uint32]*proto.GCGZone, len(controller.charCardList)),
ModifyZoneMap: make(map[uint32]*proto.GCGZone, len(controller.cardMap[CardInfoType_Char])),
Unk3300_GGHKFFADEAL: 0,
Unk3300_AOPJIOHMPOF: &proto.GCGZone{
CardList: []uint32{},
@@ -199,7 +200,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
ControllerId: controller.controllerId,
// 卡牌位置
Unk3300_INDJNJJJNKL: &proto.GCGZone{
CardList: make([]uint32, 0, len(controller.charCardList)),
CardList: make([]uint32, 0, len(controller.cardMap[CardInfoType_Char])),
},
Unk3300_EFNAEFBECHD: &proto.GCGZone{
CardList: []uint32{},
@@ -210,7 +211,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
DeckCardNum: 0,
Unk3300_GLNIFLOKBPM: 0,
}
for _, info := range controller.charCardList {
for _, info := range controller.cardMap[CardInfoType_Char] {
playerField.ModifyZoneMap[info.guid] = &proto.GCGZone{CardList: []uint32{}}
playerField.Unk3300_INDJNJJJNKL.CardList = append(playerField.Unk3300_INDJNJJJNKL.CardList, info.guid)
}
@@ -218,25 +219,18 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
gcgAskDuelRsp.Duel.FieldList = append(gcgAskDuelRsp.Duel.FieldList, playerField)
}
// 历史卡牌信息
for _, cardInfo := range game.historyCardList {
for _, cardInfo := range gameController.historyCardList {
gcgAskDuelRsp.Duel.HistoryCardList = append(gcgAskDuelRsp.Duel.HistoryCardList, cardInfo.ToProto())
}
// 卡牌信息
for _, controller := range game.controllerMap {
// 角色牌以及手牌都要
for _, cardInfo := range controller.charCardList {
gcgAskDuelRsp.Duel.CardList = append(gcgAskDuelRsp.Duel.CardList, cardInfo.ToProto())
gcgAskDuelRsp.Duel.CardIdList = append(gcgAskDuelRsp.Duel.CardIdList, cardInfo.cardId)
for _, cardList := range controller.cardMap {
for _, cardInfo := range cardList {
gcgAskDuelRsp.Duel.CardList = append(gcgAskDuelRsp.Duel.CardList, cardInfo.ToProto())
gcgAskDuelRsp.Duel.CardIdList = append(gcgAskDuelRsp.Duel.CardIdList, cardInfo.cardId)
}
}
for _, cardInfo := range controller.handCardList {
gcgAskDuelRsp.Duel.CardList = append(gcgAskDuelRsp.Duel.CardList, cardInfo.ToProto())
gcgAskDuelRsp.Duel.CardIdList = append(gcgAskDuelRsp.Duel.CardIdList, cardInfo.cardId)
}
}
// 阶段信息
for _, controller := range game.controllerMap {
// 操控者是否允许操作
gcgAskDuelRsp.Duel.Phase.AllowControllerMap[controller.controllerId] = controller.allow
}
// Unk3300_CDCMBOKBLAK 你问我这是啥? 我也不知道
for _, controller := range game.controllerMap {
@@ -349,13 +343,26 @@ func (g *GameManager) GCGOperationReq(player *model.Player, payloadMsg pb.Messag
}
// PacketGCGSkillPreviewNotify GCG游戏技能预览通知
func (g *GameManager) PacketGCGSkillPreviewNotify(controller *GCGController) *proto.GCGSkillPreviewNotify {
func (g *GameManager) PacketGCGSkillPreviewNotify(game *GCGGame, controller *GCGController) *proto.GCGSkillPreviewNotify {
selectedCharCard := controller.GetSelectedCharCard()
// 确保玩家选择了角色牌
if selectedCharCard == nil {
logger.Error("selected char card is nil, cardGuid: %v", controller.selectedCharCardGuid)
return new(proto.GCGSkillPreviewNotify)
}
// 获取对方的操控者对象
targetController := game.GetOtherController(controller.controllerId)
if targetController == nil {
logger.Error("target controller is nil, controllerId: %v", controller.controllerId)
return new(proto.GCGSkillPreviewNotify)
}
// 获取对方出战的角色牌
targetSelectedCharCard := targetController.GetSelectedCharCard()
// 确保玩家选择了角色牌
if targetController == nil {
logger.Error("selected char card is nil, cardGuid: %v", controller.selectedCharCardGuid)
return new(proto.GCGSkillPreviewNotify)
}
// PacketGCGSkillPreviewNotify
gcgSkillPreviewNotify := &proto.GCGSkillPreviewNotify{
ControllerId: controller.controllerId,
@@ -368,6 +375,12 @@ func (g *GameManager) PacketGCGSkillPreviewNotify(controller *GCGController) *pr
}
// SkillPreviewList
for _, skillInfo := range selectedCharCard.skillList {
// 读取卡牌技能配置表
gcgSkillConfig, ok := gdconf.CONF.GCGSkillDataMap[int32(skillInfo.skillId)]
if !ok {
logger.Error("gcg skill config error, skillId: %v", skillInfo.skillId)
return new(proto.GCGSkillPreviewNotify)
}
gcgSkillPreviewInfo := &proto.GCGSkillPreviewInfo{
ChangeOnstageCharacterList: nil,
Unk3300_DAJFJEDNLKK: nil,
@@ -381,14 +394,14 @@ func (g *GameManager) PacketGCGSkillPreviewNotify(controller *GCGController) *pr
CardTokenChangeMap: make(map[uint32]*proto.GCGSkillPreviewTokenChangeInfo, 1),
}
// HpInfoMap
// 暂时不知道3代表什么意思
gcgSkillPreviewInfo.HpInfoMap[3] = &proto.GCGSkillPreviewHpInfo{
// key -> 显示对哪个角色卡造成伤害
gcgSkillPreviewInfo.HpInfoMap[targetSelectedCharCard.guid] = &proto.GCGSkillPreviewHpInfo{
ChangeType: proto.GCGSkillHpChangeType_GCG_SKILL_HP_CHANGE_TYPE_DAMAGE,
HpChangeValue: skillInfo.damage,
HpChangeValue: gcgSkillConfig.Damage,
}
// CardTokenChangeMap
// 暂时不知道1代表什么意思
gcgSkillPreviewInfo.CardTokenChangeMap[1] = &proto.GCGSkillPreviewTokenChangeInfo{
// key -> 显示对哪个角色卡修改token
gcgSkillPreviewInfo.CardTokenChangeMap[selectedCharCard.guid] = &proto.GCGSkillPreviewTokenChangeInfo{
TokenChangeList: []*proto.GCGSkillPreviewTokenInfo{
{
// Token类型
@@ -402,7 +415,7 @@ func (g *GameManager) PacketGCGSkillPreviewNotify(controller *GCGController) *pr
gcgSkillPreviewNotify.SkillPreviewList = append(gcgSkillPreviewNotify.SkillPreviewList, gcgSkillPreviewInfo)
}
// ChangeOnstagePreviewList
for _, cardInfo := range controller.charCardList {
for _, cardInfo := range controller.cardMap[CardInfoType_Char] {
// 排除当前已选中的角色卡
if cardInfo.guid == selectedCharCard.guid {
continue
@@ -456,7 +469,11 @@ func (g *GameManager) PacketGCGGameBriefDataNotify(player *model.Player, busines
gcgPlayerBriefData := &proto.GCGPlayerBriefData{
ControllerId: controller.controllerId,
ProfilePicture: new(proto.ProfilePicture),
CardIdList: make([]uint32, 0, len(controller.charCardList)), // 这里展示给玩家的是角色牌
CardIdList: make([]uint32, 0, len(controller.cardMap[CardInfoType_Char])), // 这里展示给玩家的是角色牌
}
// 角色牌信息
for _, cardInfo := range controller.cardMap[CardInfoType_Char] {
gcgPlayerBriefData.CardIdList = append(gcgPlayerBriefData.CardIdList, cardInfo.cardId)
}
// 玩家信息
if controller.player != nil {