掉落场景物件初步

This commit is contained in:
flswld
2023-03-28 19:49:58 +08:00
parent a175417ebf
commit 41e51297db
8 changed files with 126 additions and 135 deletions

View File

@@ -9,7 +9,6 @@ type GadgetData struct {
GadgetId int32 `csv:"ID"`
Type int32 `csv:"类型,omitempty"`
DefaultCamp int32 `csv:"默认阵营,omitempty"`
CanInteract int32 `csv:"能否交互,omitempty"`
}
func (g *GameDataConfig) loadGadgetData() {

View File

@@ -326,7 +326,7 @@ func UpdateFrame(rgb bool) {
X: leftTopPos.X - float64(w)*SCREEN_DPI,
Y: leftTopPos.Y - float64(h)*SCREEN_DPI,
Z: leftTopPos.Z,
}, new(model.Vector), uint32(FRAME_COLOR[w][h]), 271003, uint32(constant.GADGET_STATE_DEFAULT), 0)
}, new(model.Vector), uint32(FRAME_COLOR[w][h]), uint32(constant.GADGET_STATE_DEFAULT), nil, 0, 0)
SCREEN_ENTITY_ID_LIST = append(SCREEN_ENTITY_ID_LIST, entityId)
} else {
if !FRAME[w][h] {
@@ -334,7 +334,7 @@ func UpdateFrame(rgb bool) {
X: leftTopPos.X - float64(w)*SCREEN_DPI,
Y: leftTopPos.Y - float64(h)*SCREEN_DPI,
Z: leftTopPos.Z,
}, new(model.Vector), uint32(GADGET_ID), 271003, uint32(constant.GADGET_STATE_DEFAULT), 0)
}, new(model.Vector), uint32(GADGET_ID), uint32(constant.GADGET_STATE_DEFAULT), nil, 0, 0)
SCREEN_ENTITY_ID_LIST = append(SCREEN_ENTITY_ID_LIST, entityId)
}
}

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@@ -182,6 +182,7 @@ func (g *GMCmd) GMForceFinishAllQuest(userId uint32) {
GAME_MANAGER.AcceptQuest(player, true)
}
// GMUnlockAllPoint 解锁场景全部传送点
func (g *GMCmd) GMUnlockAllPoint(userId uint32, sceneId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
@@ -205,6 +206,20 @@ func (g *GMCmd) GMUnlockAllPoint(userId uint32, sceneId uint32) {
})
}
// GMCreateGadget 在玩家附近创建物件实体
func (g *GMCmd) GMCreateGadget(userId uint32, gadgetId uint32, posX, posY, posZ float64, itemId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
GAME_MANAGER.CreateGadget(player, gadgetId, &model.Vector{
X: posX,
Y: posY,
Z: posZ,
}, itemId)
}
// 系统级GM指令
func (g *GMCmd) ChangePlayerCmdPerm(userId uint32, cmdPerm uint8) {

View File

@@ -21,7 +21,6 @@ func (g *GameManager) SceneRegionTriggerCheck(player *model.Player, scene *Scene
for _, regionConfigId := range suiteConfig.RegionConfigIdList {
regionConfig := groupConfig.RegionMap[regionConfigId]
if regionConfig == nil {
logger.Error("get region config is nil, regionConfigId: %v, uid: %v", regionConfigId, player.PlayerID)
continue
}
shape := alg.NewShape()

View File

@@ -262,7 +262,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
// 旧有新没有的group即为卸载的
if !world.GetMultiplayer() {
// 处理多人世界不同玩家不同位置的group卸载情况
g.RemoveGroup(player, scene, groupConfig)
g.RemoveSceneGroup(player, scene, groupConfig)
}
}
for groupId, groupConfig := range newNeighborGroupMap {

View File

@@ -41,6 +41,10 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
delEntityIdList = append(delEntityIdList, entityId)
}
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
// 卸载旧位置附近的group
for _, groupConfig := range g.GetNeighborGroup(ctx.OldSceneId, ctx.OldPos) {
g.RemoveSceneGroup(player, oldScene, groupConfig)
}
}
enterScenePeerNotify := &proto.EnterScenePeerNotify{
@@ -543,10 +547,14 @@ func (g *GameManager) KillEntity(player *model.Player, scene *Scene, entityId ui
if entity == nil {
return
}
entity.lifeState = constant.LIFE_STATE_DEAD
if entity.GetEntityType() == constant.ENTITY_TYPE_MONSTER {
// 设置血量
entity.fightProp[constant.FIGHT_PROP_CUR_HP] = 0
g.EntityFightPropUpdateNotifyBroadcast(scene.world, entity)
// TODO
g.CreateGadget(player, 70600055, entity.pos, 104003)
}
entity.lifeState = constant.LIFE_STATE_DEAD
ntf := &proto.LifeStateChangeNotify{
EntityId: entity.id,
LifeState: uint32(entity.lifeState),
@@ -640,7 +648,7 @@ func (g *GameManager) AddSceneGroup(player *model.Player, scene *Scene, groupCon
g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
func (g *GameManager) RemoveSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
group := scene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
logger.Error("group not exist, groupId: %v, uid: %v", groupConfig.Id, player.PlayerID)
@@ -656,6 +664,24 @@ func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfi
g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *GameManager) CreateGadget(player *model.Player, gadgetId uint32, pos *model.Vector, itemId uint32) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
entityId := scene.CreateEntityGadgetNormal(
pos, new(model.Vector),
gadgetId,
constant.GADGET_STATE_DEFAULT,
&GadgetNormalEntity{
itemId: itemId,
},
0, 0,
)
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
}
var SceneTransactionSeq uint32 = 0
func (g *GameManager) PacketPlayerEnterSceneNotifyLogin(player *model.Player, enterType proto.EnterType) *proto.PlayerEnterSceneNotify {
@@ -1019,10 +1045,6 @@ func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32)
sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
Gadget: g.PacketSceneGadgetInfoNormal(entity),
}
case GADGET_TYPE_GATHER:
sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
Gadget: g.PacketSceneGadgetInfoGather(entity),
}
case GADGET_TYPE_CLIENT:
sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
Gadget: g.PacketSceneGadgetInfoClient(gadgetEntity.GetGadgetClientEntity()),
@@ -1109,23 +1131,9 @@ func (g *GameManager) PacketSceneNpcInfo(entity *NpcEntity) *proto.SceneNpcInfo
func (g *GameManager) PacketSceneGadgetInfoNormal(entity *Entity) *proto.SceneGadgetInfo {
gadgetEntity := entity.GetGadgetEntity()
sceneGadgetInfo := &proto.SceneGadgetInfo{
GadgetId: gadgetEntity.GetGadgetId(),
GroupId: entity.GetGroupId(),
ConfigId: entity.GetConfigId(),
GadgetState: gadgetEntity.GetGadgetState(),
IsEnableInteract: true,
AuthorityPeerId: 1,
}
return sceneGadgetInfo
}
func (g *GameManager) PacketSceneGadgetInfoGather(entity *Entity) *proto.SceneGadgetInfo {
gadgetEntity := entity.GetGadgetEntity()
gatherEntity := gadgetEntity.GetGadgetGatherEntity()
gatherDataConfig := gdconf.GetGatherDataById(int32(gatherEntity.GetGatherId()))
if gatherDataConfig == nil {
logger.Error("gather data error, gatherId: %v", gatherEntity.GetGatherId())
gadgetDataConfig := gdconf.GetGadgetDataById(int32(gadgetEntity.GetGadgetId()))
if gadgetDataConfig == nil {
logger.Error("get gadget data config is nil, gadgetId: %v", gadgetEntity.GetGadgetId())
return new(proto.SceneGadgetInfo)
}
sceneGadgetInfo := &proto.SceneGadgetInfo{
@@ -1135,12 +1143,16 @@ func (g *GameManager) PacketSceneGadgetInfoGather(entity *Entity) *proto.SceneGa
GadgetState: gadgetEntity.GetGadgetState(),
IsEnableInteract: true,
AuthorityPeerId: 1,
Content: &proto.SceneGadgetInfo_GatherGadget{
}
switch gadgetDataConfig.Type {
case constant.GADGET_TYPE_GATHER_OBJECT:
gadgetNormalEntity := gadgetEntity.GetGadgetNormalEntity()
sceneGadgetInfo.Content = &proto.SceneGadgetInfo_GatherGadget{
GatherGadget: &proto.GatherGadgetInfo{
ItemId: uint32(gatherDataConfig.ItemId),
ItemId: gadgetNormalEntity.GetItemId(),
IsForbidGuest: false,
},
},
}
}
return sceneGadgetInfo
}

View File

@@ -307,28 +307,30 @@ func (g *GameManager) GadgetInteractReq(player *model.Player, payloadMsg pb.Mess
logger.Error("get gadget data config is nil, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
return
}
if gadgetDataConfig.CanInteract == 0 {
logger.Error("gadget can not be interact, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
return
}
interactType := proto.InteractType_INTERACT_NONE
switch gadgetDataConfig.Type {
case constant.GADGET_TYPE_GADGET:
logger.Debug("==========GADGET_TYPE_GADGET==========")
// 掉落物捡起
interactType = proto.InteractType_INTERACT_PICK_ITEM
gadgetNormalEntity := gadgetEntity.GetGadgetNormalEntity()
g.AddUserItem(player.PlayerID, []*ChangeItem{{
ItemId: gadgetNormalEntity.GetItemId(),
ChangeCount: 1,
}}, true, 0)
g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
case constant.GADGET_TYPE_ENERGY_BALL:
logger.Debug("==========GADGET_TYPE_ENERGY_BALL==========")
// 元素能量球吸收
// TODO 元素能量球吸收
interactType = proto.InteractType_INTERACT_PICK_ITEM
case constant.GADGET_TYPE_GATHER_OBJECT:
logger.Debug("==========GADGET_TYPE_GATHER_OBJECT==========")
// 采集物摘取
interactType = proto.InteractType_INTERACT_GATHER
gadgetNormalEntity := gadgetEntity.GetGadgetNormalEntity()
g.AddUserItem(player.PlayerID, []*ChangeItem{{
ItemId: gadgetNormalEntity.GetItemId(),
ChangeCount: 1,
}}, true, 0)
g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
case constant.GADGET_TYPE_CHEST:
logger.Debug("==========GADGET_TYPE_CHEST==========")
// 宝箱开启
interactType = proto.InteractType_INTERACT_OPEN_CHEST
if req.OpType == proto.InterOpType_INTER_OP_FINISH {
@@ -338,6 +340,8 @@ func (g *GameManager) GadgetInteractReq(player *model.Player, payloadMsg pb.Mess
SceneId: scene.GetId(),
ConfigId: entity.GetConfigId(),
})
// TODO
g.CreateGadget(player, 70600055, entity.pos, 104003)
g.ChangeGadgetState(player, scene.GetId(), constant.GADGET_STATE_CHEST_OPENED)
g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
}

View File

@@ -190,7 +190,7 @@ func (s *Scene) CreateEntityNpc(pos, rot *model.Vector, npcId, roomId, parentQue
return entity.id
}
func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId, gadgetState, configId, groupId uint32) uint32 {
func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId, gadgetState uint32, gadgetNormalEntity *GadgetNormalEntity, configId, groupId uint32) uint32 {
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_GADGET)
entity := &Entity{
id: entityId,
@@ -211,38 +211,7 @@ func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId, gadge
gadgetId: gadgetId,
gadgetState: gadgetState,
gadgetType: GADGET_TYPE_NORMAL,
},
configId: configId,
groupId: groupId,
}
s.CreateEntity(entity)
return entity.id
}
func (s *Scene) CreateEntityGadgetGather(pos, rot *model.Vector, gadgetId, gadgetState, gatherId, configId, groupId uint32) uint32 {
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_GADGET)
entity := &Entity{
id: entityId,
scene: s,
lifeState: constant.LIFE_STATE_ALIVE,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: map[uint32]float32{
constant.FIGHT_PROP_CUR_HP: math.MaxFloat32,
constant.FIGHT_PROP_MAX_HP: math.MaxFloat32,
constant.FIGHT_PROP_BASE_HP: float32(1),
},
entityType: constant.ENTITY_TYPE_GADGET,
gadgetEntity: &GadgetEntity{
gadgetId: gadgetId,
gadgetState: gadgetState,
gadgetType: GADGET_TYPE_GATHER,
gadgetGatherEntity: &GadgetGatherEntity{
gatherId: gatherId,
},
gadgetNormalEntity: gadgetNormalEntity,
},
configId: configId,
groupId: groupId,
@@ -407,26 +376,18 @@ func (s *Scene) createConfigEntity(groupId uint32, entityConfig any) uint32 {
switch entityConfig.(type) {
case *gdconf.Monster:
monster := entityConfig.(*gdconf.Monster)
return s.CreateEntityMonster(&model.Vector{
X: float64(monster.Pos.X),
Y: float64(monster.Pos.Y),
Z: float64(monster.Pos.Z),
}, &model.Vector{
X: float64(monster.Rot.X),
Y: float64(monster.Rot.Y),
Z: float64(monster.Rot.Z),
}, uint32(monster.MonsterId), uint8(monster.Level), getTempFightPropMap(), uint32(monster.ConfigId), groupId)
return s.CreateEntityMonster(
&model.Vector{X: float64(monster.Pos.X), Y: float64(monster.Pos.Y), Z: float64(monster.Pos.Z)},
&model.Vector{X: float64(monster.Rot.X), Y: float64(monster.Rot.Y), Z: float64(monster.Rot.Z)},
uint32(monster.MonsterId), uint8(monster.Level), getTempFightPropMap(), uint32(monster.ConfigId), groupId,
)
case *gdconf.Npc:
npc := entityConfig.(*gdconf.Npc)
return s.CreateEntityNpc(&model.Vector{
X: float64(npc.Pos.X),
Y: float64(npc.Pos.Y),
Z: float64(npc.Pos.Z),
}, &model.Vector{
X: float64(npc.Rot.X),
Y: float64(npc.Rot.Y),
Z: float64(npc.Rot.Z),
}, uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId)
return s.CreateEntityNpc(
&model.Vector{X: float64(npc.Pos.X), Y: float64(npc.Pos.Y), Z: float64(npc.Pos.Z)},
&model.Vector{X: float64(npc.Rot.X), Y: float64(npc.Rot.Y), Z: float64(npc.Rot.Z)},
uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId,
)
case *gdconf.Gadget:
gadget := entityConfig.(*gdconf.Gadget)
// 70500000并不是实际的物件id 根据节点类型对应采集物配置表
@@ -435,25 +396,27 @@ func (s *Scene) createConfigEntity(groupId uint32, entityConfig any) uint32 {
if gatherDataConfig == nil {
return 0
}
return s.CreateEntityGadgetGather(&model.Vector{
X: float64(gadget.Pos.X),
Y: float64(gadget.Pos.Y),
Z: float64(gadget.Pos.Z),
}, &model.Vector{
X: float64(gadget.Rot.X),
Y: float64(gadget.Rot.Y),
Z: float64(gadget.Rot.Z),
}, uint32(gatherDataConfig.GadgetId), uint32(constant.GADGET_STATE_DEFAULT), uint32(gatherDataConfig.GatherId), uint32(gadget.ConfigId), groupId)
return s.CreateEntityGadgetNormal(
&model.Vector{X: float64(gadget.Pos.X), Y: float64(gadget.Pos.Y), Z: float64(gadget.Pos.Z)},
&model.Vector{X: float64(gadget.Rot.X), Y: float64(gadget.Rot.Y), Z: float64(gadget.Rot.Z)},
uint32(gatherDataConfig.GadgetId),
uint32(constant.GADGET_STATE_DEFAULT),
&GadgetNormalEntity{
itemId: uint32(gatherDataConfig.ItemId),
},
uint32(gadget.ConfigId),
groupId,
)
} else {
return s.CreateEntityGadgetNormal(&model.Vector{
X: float64(gadget.Pos.X),
Y: float64(gadget.Pos.Y),
Z: float64(gadget.Pos.Z),
}, &model.Vector{
X: float64(gadget.Rot.X),
Y: float64(gadget.Rot.Y),
Z: float64(gadget.Rot.Z),
}, uint32(gadget.GadgetId), uint32(gadget.State), uint32(gadget.ConfigId), groupId)
return s.CreateEntityGadgetNormal(
&model.Vector{X: float64(gadget.Pos.X), Y: float64(gadget.Pos.Y), Z: float64(gadget.Pos.Z)},
&model.Vector{X: float64(gadget.Rot.X), Y: float64(gadget.Rot.Y), Z: float64(gadget.Rot.Z)},
uint32(gadget.GadgetId),
uint32(gadget.State),
nil,
uint32(gadget.ConfigId),
groupId,
)
}
default:
return 0
@@ -663,12 +626,18 @@ type NpcEntity struct {
BlockId uint32
}
const (
GADGET_TYPE_NORMAL = iota
GADGET_TYPE_CLIENT
GADGET_TYPE_VEHICLE // 载具
)
type GadgetEntity struct {
gadgetType int
gadgetId uint32
gadgetState uint32
gadgetNormalEntity *GadgetNormalEntity
gadgetClientEntity *GadgetClientEntity
gadgetGatherEntity *GadgetGatherEntity
gadgetVehicleEntity *GadgetVehicleEntity
}
@@ -684,28 +653,29 @@ func (g *GadgetEntity) GetGadgetState() uint32 {
return g.gadgetState
}
func (g *GadgetEntity) SetGadgetState(v uint32) {
g.gadgetState = v
func (g *GadgetEntity) SetGadgetState(state uint32) {
g.gadgetState = state
}
func (g *GadgetEntity) GetGadgetNormalEntity() *GadgetNormalEntity {
return g.gadgetNormalEntity
}
func (g *GadgetEntity) GetGadgetClientEntity() *GadgetClientEntity {
return g.gadgetClientEntity
}
func (g *GadgetEntity) GetGadgetGatherEntity() *GadgetGatherEntity {
return g.gadgetGatherEntity
}
func (g *GadgetEntity) GetGadgetVehicleEntity() *GadgetVehicleEntity {
return g.gadgetVehicleEntity
}
const (
GADGET_TYPE_NORMAL = iota
GADGET_TYPE_GATHER
GADGET_TYPE_CLIENT
GADGET_TYPE_VEHICLE // 载具
)
type GadgetNormalEntity struct {
itemId uint32
}
func (g *GadgetNormalEntity) GetItemId() uint32 {
return g.itemId
}
type GadgetClientEntity struct {
configId uint32
@@ -740,14 +710,6 @@ func (g *GadgetClientEntity) GetPropOwnerEntityId() uint32 {
return g.propOwnerEntityId
}
type GadgetGatherEntity struct {
gatherId uint32
}
func (g *GadgetGatherEntity) GetGatherId() uint32 {
return g.gatherId
}
type GadgetVehicleEntity struct {
vehicleId uint32
owner *model.Player