添加任务

This commit is contained in:
flswld
2023-02-19 19:40:48 +08:00
parent 795b3e79f5
commit 418655dea9
6 changed files with 419 additions and 20 deletions

View File

@@ -50,6 +50,7 @@ type GameDataConfig struct {
AvatarFlycloakDataMap map[int32]*AvatarFlycloakData // 角色风之翼 AvatarFlycloakDataMap map[int32]*AvatarFlycloakData // 角色风之翼
ReliquaryMainDataMap map[int32]map[int32]*ReliquaryMainData // 圣遗物主属性 ReliquaryMainDataMap map[int32]map[int32]*ReliquaryMainData // 圣遗物主属性
ReliquaryAffixDataMap map[int32]map[int32]*ReliquaryAffixData // 圣遗物追加属性 ReliquaryAffixDataMap map[int32]map[int32]*ReliquaryAffixData // 圣遗物追加属性
QuestDataMap map[int32]*QuestData // 任务
} }
func InitGameDataConfig() { func InitGameDataConfig() {
@@ -135,6 +136,7 @@ func (g *GameDataConfig) load() {
g.loadAvatarFlycloakData() // 角色风之翼 g.loadAvatarFlycloakData() // 角色风之翼
g.loadReliquaryMainData() // 圣遗物主属性 g.loadReliquaryMainData() // 圣遗物主属性
g.loadReliquaryAffixData() // 圣遗物追加属性 g.loadReliquaryAffixData() // 圣遗物追加属性
g.loadQuestData() // 任务
} }
func (g *GameDataConfig) readCsvFileData(fileName string) []byte { func (g *GameDataConfig) readCsvFileData(fileName string) []byte {

88
gdconf/quest_data.go Normal file
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@@ -0,0 +1,88 @@
package gdconf
import (
"fmt"
"hk4e/pkg/logger"
"github.com/jszwec/csvutil"
)
// QuestData 任务配置表
type QuestData struct {
QuestId int32 `csv:"QuestId"` // ID
ParentQuestId int32 `csv:"ParentQuestId,omitempty"` // 父任务ID
Sequence int32 `csv:"Sequence,omitempty"` // 序列
// 领取条件
AcceptCondCompose int32 `csv:"AcceptCondCompose,omitempty"` // [领取条件]组合
AcceptCondType1 int32 `csv:"AcceptCondType1,omitempty"` // [领取条件]1类型
AcceptCondType1Param1 int32 `csv:"AcceptCondType1Param1,omitempty"` // [领取条件]1参数1
AcceptCondType1Param2 int32 `csv:"AcceptCondType1Param2,omitempty"` // [领取条件]1参数2
AcceptCondType1Param3 int32 `csv:"AcceptCondType1Param3,omitempty"` // [领取条件]1参数3
AcceptCondType2 int32 `csv:"AcceptCondType2,omitempty"` // [领取条件]2类型
AcceptCondType2Param1 int32 `csv:"AcceptCondType2Param1,omitempty"` // [领取条件]2参数1
AcceptCondType2Param2 int32 `csv:"AcceptCondType2Param2,omitempty"` // [领取条件]2参数2
AcceptCondType2Param3 int32 `csv:"AcceptCondType2Param3,omitempty"` // [领取条件]2参数3
AcceptCondType3 int32 `csv:"AcceptCondType3,omitempty"` // [领取条件]3类型
AcceptCondType3Param1 int32 `csv:"AcceptCondType3Param1,omitempty"` // [领取条件]3参数1
AcceptCondType3Param2 int32 `csv:"AcceptCondType3Param2,omitempty"` // [领取条件]3参数2
AcceptCondType3Param3 int32 `csv:"AcceptCondType3Param3,omitempty"` // [领取条件]3参数3
// 完成条件
FinishCondCompose int32 `csv:"FinishCondCompose,omitempty"` // [完成条件]组合
FinishCondType1 int32 `csv:"FinishCondType1,omitempty"` // [完成条件]1类型
FinishCondType1Param1 int32 `csv:"FinishCondType1Param1,omitempty"` // [完成条件]1参数1
FinishCondType1Param2 int32 `csv:"FinishCondType1Param2,omitempty"` // [完成条件]1参数2
FinishCondType1ComplexParam string `csv:"FinishCondType1ComplexParam,omitempty"` // [完成条件]1复杂参数
FinishCondType1Count int32 `csv:"FinishCondType1Count,omitempty"` // [完成条件]1次数
FinishCondType2 int32 `csv:"FinishCondType2,omitempty"` // [完成条件]2类型
FinishCondType2Param1 int32 `csv:"FinishCondType2Param1,omitempty"` // [完成条件]2参数1
FinishCondType2Param2 int32 `csv:"FinishCondType2Param2,omitempty"` // [完成条件]2参数2
FinishCondType2ComplexParam string `csv:"FinishCondType2ComplexParam,omitempty"` // [完成条件]2复杂参数
FinishCondType2Count int32 `csv:"FinishCondType2Count,omitempty"` // [完成条件]2次数
FinishCondType3 int32 `csv:"FinishCondType3,omitempty"` // [完成条件]3类型
FinishCondType3Param1 int32 `csv:"FinishCondType3Param1,omitempty"` // [完成条件]3参数1
FinishCondType3Param2 int32 `csv:"FinishCondType3Param2,omitempty"` // [完成条件]3参数2
FinishCondType3ComplexParam string `csv:"FinishCondType3ComplexParam,omitempty"` // [完成条件]3复杂参数
FinishCondType3Count int32 `csv:"FinishCondType3Count,omitempty"` // [完成条件]3次数
// 失败条件
FailCondCompose int32 `csv:"FailCondCompose,omitempty"` // [失败条件]组合
FailCondType1 int32 `csv:"FailCondType1,omitempty"` // [失败条件]1类型
FailCondType1Param1 int32 `csv:"FailCondType1Param1,omitempty"` // [失败条件]1参数1
FailCondType1Param2 int32 `csv:"FailCondType1Param2,omitempty"` // [失败条件]1参数2
FailCondType1ComplexParam string `csv:"FailCondType1ComplexParam,omitempty"` // [失败条件]1复杂参数
FailCondType1Count int32 `csv:"FailCondType1Count,omitempty"` // [失败条件]1次数
FailCondType2 int32 `csv:"FailCondType2,omitempty"` // [失败条件]2类型
FailCondType2Param1 int32 `csv:"FailCondType2Param1,omitempty"` // [失败条件]2参数1
FailCondType2Param2 int32 `csv:"FailCondType2Param2,omitempty"` // [失败条件]2参数2
FailCondType2ComplexParam string `csv:"FailCondType2ComplexParam,omitempty"` // [失败条件]2复杂参数
FailCondType2Count int32 `csv:"FailCondType2Count,omitempty"` // [失败条件]2次数
FailCondType3 int32 `csv:"FailCondType3,omitempty"` // [失败条件]3类型
FailCondType3Param1 int32 `csv:"FailCondType3Param1,omitempty"` // [失败条件]3参数1
FailCondType3Param2 int32 `csv:"FailCondType3Param2,omitempty"` // [失败条件]3参数2
FailCondType3ComplexParam string `csv:"FailCondType3ComplexParam,omitempty"` // [失败条件]3复杂参数
FailCondType3Count int32 `csv:"FailCondType3Count,omitempty"` // [失败条件]3次数
}
func (g *GameDataConfig) loadQuestData() {
g.QuestDataMap = make(map[int32]*QuestData)
data := g.readCsvFileData("QuestData.csv")
var questDataList []*QuestData
err := csvutil.Unmarshal(data, &questDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, questData := range questDataList {
// list -> map
g.QuestDataMap[questData.QuestId] = questData
}
logger.Info("QuestData count: %v", len(g.QuestDataMap))
}
func GetQuestDataById(sceneId int32) *QuestData {
return CONF.QuestDataMap[sceneId]
}
func GetQuestDataMap() map[int32]*QuestData {
return CONF.QuestDataMap
}

View File

@@ -1018,5 +1018,250 @@
"origin_name": "随机权重" "origin_name": "随机权重"
} }
] ]
},
{
"table_name": "QuestData",
"field_list": [
{
"field_name": "QuestId",
"field_type": "int32",
"origin_name": "子任务ID"
},
{
"field_name": "ParentQuestId",
"field_type": "int32",
"origin_name": "父任务ID"
},
{
"field_name": "Sequence",
"field_type": "int32",
"origin_name": "序列"
},
{
"field_name": "AcceptCondCompose",
"field_type": "int32",
"origin_name": "[领取条件]组合"
},
{
"field_name": "AcceptCondType1",
"field_type": "int32",
"origin_name": "[领取条件]1类型"
},
{
"field_name": "AcceptCondType1Param1",
"field_type": "int32",
"origin_name": "[领取条件]1参数1"
},
{
"field_name": "AcceptCondType1Param2",
"field_type": "int32",
"origin_name": "[领取条件]1参数2"
},
{
"field_name": "AcceptCondType1Param3",
"field_type": "int32",
"origin_name": "[领取条件]1参数3"
},
{
"field_name": "AcceptCondType2",
"field_type": "int32",
"origin_name": "[领取条件]2类型"
},
{
"field_name": "AcceptCondType2Param1",
"field_type": "int32",
"origin_name": "[领取条件]2参数1"
},
{
"field_name": "AcceptCondType2Param2",
"field_type": "int32",
"origin_name": "[领取条件]2参数2"
},
{
"field_name": "AcceptCondType2Param3",
"field_type": "int32",
"origin_name": "[领取条件]2参数3"
},
{
"field_name": "AcceptCondType3",
"field_type": "int32",
"origin_name": "[领取条件]3类型"
},
{
"field_name": "AcceptCondType3Param1",
"field_type": "int32",
"origin_name": "[领取条件]3参数1"
},
{
"field_name": "AcceptCondType3Param2",
"field_type": "int32",
"origin_name": "[领取条件]3参数2"
},
{
"field_name": "AcceptCondType3Param3",
"field_type": "int32",
"origin_name": "[领取条件]3参数3"
},
{
"field_name": "FinishCondCompose",
"field_type": "int32",
"origin_name": "[完成条件]组合"
},
{
"field_name": "FinishCondType1",
"field_type": "int32",
"origin_name": "[完成条件]1类型"
},
{
"field_name": "FinishCondType1Param1",
"field_type": "int32",
"origin_name": "[完成条件]1参数1"
},
{
"field_name": "FinishCondType1Param2",
"field_type": "int32",
"origin_name": "[完成条件]1参数2"
},
{
"field_name": "FinishCondType1ComplexParam",
"field_type": "string",
"origin_name": "[完成条件]1复杂参数"
},
{
"field_name": "FinishCondType1Count",
"field_type": "int32",
"origin_name": "[完成条件]1次数"
},
{
"field_name": "FinishCondType2",
"field_type": "int32",
"origin_name": "[完成条件]2类型"
},
{
"field_name": "FinishCondType2Param1",
"field_type": "int32",
"origin_name": "[完成条件]2参数1"
},
{
"field_name": "FinishCondType2Param2",
"field_type": "int32",
"origin_name": "[完成条件]2参数2"
},
{
"field_name": "FinishCondType2ComplexParam",
"field_type": "string",
"origin_name": "[完成条件]2复杂参数"
},
{
"field_name": "FinishCondType2Count",
"field_type": "int32",
"origin_name": "[完成条件]2次数"
},
{
"field_name": "FinishCondType3",
"field_type": "int32",
"origin_name": "[完成条件]3类型"
},
{
"field_name": "FinishCondType3Param1",
"field_type": "int32",
"origin_name": "[完成条件]3参数1"
},
{
"field_name": "FinishCondType3Param2",
"field_type": "int32",
"origin_name": "[完成条件]3参数2"
},
{
"field_name": "FinishCondType3ComplexParam",
"field_type": "string",
"origin_name": "[完成条件]3复杂参数"
},
{
"field_name": "FinishCondType3Count",
"field_type": "int32",
"origin_name": "[完成条件]3次数"
},
{
"field_name": "FailCondCompose",
"field_type": "int32",
"origin_name": "[失败条件]组合"
},
{
"field_name": "FailCondType1",
"field_type": "int32",
"origin_name": "[失败条件]1类型"
},
{
"field_name": "FailCondType1Param1",
"field_type": "int32",
"origin_name": "[失败条件]1参数1"
},
{
"field_name": "FailCondType1Param2",
"field_type": "int32",
"origin_name": "[失败条件]1参数2"
},
{
"field_name": "FailCondType1ComplexParam",
"field_type": "string",
"origin_name": "[失败条件]1复杂参数"
},
{
"field_name": "FailCondType1Count",
"field_type": "int32",
"origin_name": "[失败条件]1次数"
},
{
"field_name": "FailCondType2",
"field_type": "int32",
"origin_name": "[失败条件]2类型"
},
{
"field_name": "FailCondType2Param1",
"field_type": "int32",
"origin_name": "[失败条件]2参数1"
},
{
"field_name": "FailCondType2Param2",
"field_type": "int32",
"origin_name": "[失败条件]2参数2"
},
{
"field_name": "FailCondType2ComplexParam",
"field_type": "string",
"origin_name": "[失败条件]2复杂参数"
},
{
"field_name": "FailCondType2Count",
"field_type": "int32",
"origin_name": "[失败条件]2次数"
},
{
"field_name": "FailCondType3",
"field_type": "int32",
"origin_name": "[失败条件]3类型"
},
{
"field_name": "FailCondType3Param1",
"field_type": "int32",
"origin_name": "[失败条件]3参数1"
},
{
"field_name": "FailCondType3Param2",
"field_type": "int32",
"origin_name": "[失败条件]3参数2"
},
{
"field_name": "FailCondType3ComplexParam",
"field_type": "string",
"origin_name": "[失败条件]3复杂参数"
},
{
"field_name": "FailCondType3Count",
"field_type": "int32",
"origin_name": "[失败条件]3次数"
}
]
} }
] ]

View File

@@ -236,27 +236,41 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
sceneEntity.SetLastMoveSceneTimeMs(entityMoveInfo.SceneTime) sceneEntity.SetLastMoveSceneTimeMs(entityMoveInfo.SceneTime)
sceneEntity.SetLastMoveReliableSeq(entityMoveInfo.ReliableSeq) sceneEntity.SetLastMoveReliableSeq(entityMoveInfo.ReliableSeq)
if motionInfo.State == proto.MotionState_MOTION_NOTIFY {
continue
}
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
case proto.CombatTypeArgument_COMBAT_ANIMATOR_PARAMETER_CHANGED:
evtAnimatorParameterInfo := new(proto.EvtAnimatorParameterInfo)
err := pb.Unmarshal(entry.CombatData, evtAnimatorParameterInfo)
if err != nil {
logger.Error("parse EvtAnimatorParameterInfo error: %v", err)
continue
}
logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
// 这是否?
if evtAnimatorParameterInfo.IsServerCache {
evtAnimatorParameterInfo.IsServerCache = false
// TODO 暂时只做3.2协议的兼容了 在GS这边处理不同版本的协议太烦人了 有机会全部改到GATE那边处理 GS所有接收和发送的都应该是3.2版本的协议
newCombatData, err := pb.Marshal(evtAnimatorParameterInfo)
if err != nil {
logger.Error("build EvtAnimatorParameterInfo error: %v", err)
continue
}
entry.CombatData = newCombatData
}
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry) player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED: case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED:
evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo) evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
if config.GetConfig().Hk4e.ClientProtoProxyEnable { err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
clientProtoObj := g.GetClientProtoObjByName("EvtAnimatorStateChangedInfo") if err != nil {
if clientProtoObj == nil { logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
logger.Error("get client proto obj is nil") continue
continue
}
ok := utils.UnmarshalProtoObj(evtAnimatorStateChangedInfo, clientProtoObj, entry.CombatData)
if !ok {
continue
}
} else {
err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
if err != nil {
logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
continue
}
} }
logger.Debug("EvtAnimatorStateChangedInfo: %v", entry, player.PlayerID) logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry) player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
default: default:
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry) player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
@@ -375,7 +389,7 @@ func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloa
} }
invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]() invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
for _, entry := range req.Invokes { for _, entry := range req.Invokes {
// logger.Debug("ClientAbilityInitFinishNotify: %v", entry, player.PlayerID) // logger.Debug("ClientAbilityInitFinishNotify: %v", entry)
invokeHandler.AddEntry(entry.ForwardType, entry) invokeHandler.AddEntry(entry.ForwardType, entry)
} }
DoForward[proto.AbilityInvokeEntry](player, &proto.ClientAbilityInitFinishNotify{}, []string{"EntityId"}, "Invokes", invokeHandler) DoForward[proto.AbilityInvokeEntry](player, &proto.ClientAbilityInitFinishNotify{}, []string{"EntityId"}, "Invokes", invokeHandler)
@@ -389,7 +403,7 @@ func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg
} }
invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]() invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
for _, entry := range req.Invokes { for _, entry := range req.Invokes {
// logger.Debug("ClientAbilityChangeNotify: %v", entry, player.PlayerID) // logger.Debug("ClientAbilityChangeNotify: %v", entry)
invokeHandler.AddEntry(entry.ForwardType, entry) invokeHandler.AddEntry(entry.ForwardType, entry)
} }

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@@ -148,7 +148,7 @@ func (g *GameManager) LoginNotify(userId uint32, player *model.Player, clientSeq
g.SendMsg(cmd.PlayerStoreNotify, userId, clientSeq, g.PacketPlayerStoreNotify(player)) g.SendMsg(cmd.PlayerStoreNotify, userId, clientSeq, g.PacketPlayerStoreNotify(player))
g.SendMsg(cmd.AvatarDataNotify, userId, clientSeq, g.PacketAvatarDataNotify(player)) g.SendMsg(cmd.AvatarDataNotify, userId, clientSeq, g.PacketAvatarDataNotify(player))
g.SendMsg(cmd.OpenStateUpdateNotify, userId, clientSeq, g.PacketOpenStateUpdateNotify()) g.SendMsg(cmd.OpenStateUpdateNotify, userId, clientSeq, g.PacketOpenStateUpdateNotify())
g.GCGLogin(player) // 发送GCG登录相关的通知包 // g.GCGLogin(player) // 发送GCG登录相关的通知包
playerLoginRsp := &proto.PlayerLoginRsp{ playerLoginRsp := &proto.PlayerLoginRsp{
IsUseAbilityHash: true, IsUseAbilityHash: true,
AbilityHashCode: 0, AbilityHashCode: 0,
@@ -160,6 +160,45 @@ func (g *GameManager) LoginNotify(userId uint32, player *model.Player, clientSeq
TotalTickTime: 0.0, TotalTickTime: 0.0,
} }
g.SendMsg(cmd.PlayerLoginRsp, userId, clientSeq, playerLoginRsp) g.SendMsg(cmd.PlayerLoginRsp, userId, clientSeq, playerLoginRsp)
questListNotify := &proto.QuestListNotify{
QuestList: make([]*proto.Quest, 0),
}
for _, questDataConfig := range gdconf.GetQuestDataMap() {
if questDataConfig.QuestId == 35104 {
questListNotify.QuestList = append(questListNotify.QuestList, &proto.Quest{
QuestId: 35104,
State: 2,
StartTime: uint32(time.Now().Unix()),
ParentQuestId: 351,
StartGameTime: 438,
AcceptTime: uint32(time.Now().Unix()),
FinishProgressList: []uint32{0},
})
continue
}
finishProgressList := make([]uint32, 0)
if questDataConfig.FinishCondType1 != 0 {
finishProgressList = append(finishProgressList, 0)
}
if questDataConfig.FinishCondType2 != 0 {
finishProgressList = append(finishProgressList, 0)
}
if questDataConfig.FinishCondType3 != 0 {
finishProgressList = append(finishProgressList, 0)
}
questListNotify.QuestList = append(questListNotify.QuestList, &proto.Quest{
QuestId: uint32(questDataConfig.QuestId),
State: 1,
StartTime: uint32(time.Now().Unix()),
ParentQuestId: uint32(questDataConfig.ParentQuestId),
StartGameTime: 0,
AcceptTime: uint32(time.Now().Unix()),
FinishProgressList: finishProgressList,
})
}
g.SendMsg(cmd.QuestListNotify, userId, clientSeq, questListNotify)
} }
func (g *GameManager) PacketPlayerDataNotify(player *model.Player) *proto.PlayerDataNotify { func (g *GameManager) PacketPlayerDataNotify(player *model.Player) *proto.PlayerDataNotify {

View File

@@ -301,6 +301,17 @@ func (c *CmdProtoMap) registerAllMessage() {
// c.registerMessage(GCGStartChallengeReq, &proto.GCGStartChallengeReq{}) // GCG开始挑战请求 // c.registerMessage(GCGStartChallengeReq, &proto.GCGStartChallengeReq{}) // GCG开始挑战请求
// c.registerMessage(GCGStartChallengeRsp, &proto.GCGStartChallengeRsp{}) // GCG开始挑战响应 // c.registerMessage(GCGStartChallengeRsp, &proto.GCGStartChallengeRsp{}) // GCG开始挑战响应
// 任务
c.registerMessage(AddQuestContentProgressReq, &proto.AddQuestContentProgressReq{}) // 添加任务内容进度请求
c.registerMessage(AddQuestContentProgressRsp, &proto.AddQuestContentProgressRsp{}) // 添加任务内容进度响应
c.registerMessage(QuestListNotify, &proto.QuestListNotify{}) // 任务列表通知
c.registerMessage(QuestListUpdateNotify, &proto.QuestListUpdateNotify{}) // 任务列表更新通知
c.registerMessage(FinishedParentQuestNotify, &proto.FinishedParentQuestNotify{}) // 已完成父任务列表通知
c.registerMessage(FinishedParentQuestUpdateNotify, &proto.FinishedParentQuestUpdateNotify{}) // 已完成父任务列表更新通知
c.registerMessage(ServerCondMeetQuestListUpdateNotify, &proto.ServerCondMeetQuestListUpdateNotify{}) // 服务器动态任务列表更新通知
c.registerMessage(QuestProgressUpdateNotify, &proto.QuestProgressUpdateNotify{}) // 任务进度更新通知
c.registerMessage(QuestGlobalVarNotify, &proto.QuestGlobalVarNotify{}) // 任务全局变量通知
// 乱七八糟 // 乱七八糟
c.registerMessage(MarkMapReq, &proto.MarkMapReq{}) // 标记地图请求 c.registerMessage(MarkMapReq, &proto.MarkMapReq{}) // 标记地图请求
c.registerMessage(TowerAllDataReq, &proto.TowerAllDataReq{}) // 深渊数据请求 c.registerMessage(TowerAllDataReq, &proto.TowerAllDataReq{}) // 深渊数据请求