mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
优化架构
This commit is contained in:
403
gs/game/user_combat.go
Normal file
403
gs/game/user_combat.go
Normal file
@@ -0,0 +1,403 @@
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package game
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import (
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pb "google.golang.org/protobuf/proto"
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"hk4e/gs/model"
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"hk4e/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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)
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func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user combat invocations, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.CombatInvocationsNotify)
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world := g.worldManager.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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invokeHandler := NewInvokeHandler[proto.CombatInvokeEntry]()
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for _, entry := range req.InvokeList {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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switch entry.ArgumentType {
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT:
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scene.AddAttack(&Attack{
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combatInvokeEntry: entry,
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uid: player.PlayerID,
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})
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ENTITY_MOVE:
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entityMoveInfo := new(proto.EntityMoveInfo)
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err := pb.Unmarshal(entry.CombatData, entityMoveInfo)
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if err != nil {
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logger.LOG.Error("parse combat invocations entity move info error: %v", err)
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continue
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}
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motionInfo := entityMoveInfo.MotionInfo
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if motionInfo.Pos == nil || motionInfo.Rot == nil {
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continue
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}
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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playerActiveAvatarEntityId := playerTeamEntity.avatarEntityMap[activeAvatarId]
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if entityMoveInfo.EntityId == playerActiveAvatarEntityId {
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// 玩家在移动
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ok := world.aoiManager.IsValidAoiPos(motionInfo.Pos.X, motionInfo.Pos.Y, motionInfo.Pos.Z)
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if !ok {
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continue
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}
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// aoi
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oldGid := world.aoiManager.GetGidByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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newGid := world.aoiManager.GetGidByPos(motionInfo.Pos.X, motionInfo.Pos.Y, motionInfo.Pos.Z)
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if oldGid != newGid {
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// 跨越了格子
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oldGridList := world.aoiManager.GetSurrGridListByGid(oldGid)
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oldEntityIdMap := make(map[uint32]bool)
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for _, grid := range oldGridList {
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tmp := grid.GetEntityIdList()
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for _, v := range tmp {
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oldEntityIdMap[v] = true
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}
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}
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newGridList := world.aoiManager.GetSurrGridListByGid(newGid)
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newEntityIdMap := make(map[uint32]bool)
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for _, grid := range newGridList {
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tmp := grid.GetEntityIdList()
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for _, v := range tmp {
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newEntityIdMap[v] = true
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}
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}
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delEntityIdList := make([]uint32, 0)
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delUidList := make([]uint32, 0)
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for oldEntityId := range oldEntityIdMap {
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_, exist := newEntityIdMap[oldEntityId]
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if exist {
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continue
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}
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delEntityIdList = append(delEntityIdList, oldEntityId)
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entity := scene.GetEntity(oldEntityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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delUidList = append(delUidList, entity.avatarEntity.uid)
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}
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}
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addEntityIdList := make([]uint32, 0)
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addUidList := make([]uint32, 0)
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for newEntityId := range newEntityIdMap {
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_, exist := oldEntityIdMap[newEntityId]
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if exist {
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continue
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}
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addEntityIdList = append(addEntityIdList, newEntityId)
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entity := scene.GetEntity(newEntityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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addUidList = append(addUidList, entity.avatarEntity.uid)
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}
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}
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// 发送已消失格子里的实体消失通知
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g.RemoveSceneEntityNotifyToPlayer(player, delEntityIdList)
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// 发送新出现格子里的实体出现通知
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, addEntityIdList, false)
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// 更新玩家的位置信息
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player.Pos.X = float64(motionInfo.Pos.X)
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player.Pos.Y = float64(motionInfo.Pos.Y)
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player.Pos.Z = float64(motionInfo.Pos.Z)
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// 更新玩家所在格子
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world.aoiManager.RemoveEntityIdFromGrid(playerActiveAvatarEntityId, oldGid)
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world.aoiManager.AddEntityIdToGrid(playerActiveAvatarEntityId, newGid)
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// 其他玩家
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for _, uid := range delUidList {
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otherPlayer := g.userManager.GetOnlineUser(uid)
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g.RemoveSceneEntityNotifyToPlayer(otherPlayer, []uint32{playerActiveAvatarEntityId})
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}
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for _, uid := range addUidList {
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otherPlayer := g.userManager.GetOnlineUser(uid)
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g.AddSceneEntityNotify(otherPlayer, proto.VisionType_VISION_TYPE_BORN, []uint32{playerActiveAvatarEntityId}, false)
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}
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}
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// 把队伍中的其他非活跃角色也同步进行移动
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team := player.TeamConfig.GetActiveTeam()
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for _, avatarId := range team.AvatarIdList {
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// 跳过当前的活跃角色
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if avatarId == activeAvatarId {
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continue
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}
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entityId := playerTeamEntity.avatarEntityMap[avatarId]
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entity := scene.GetEntity(entityId)
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if entity == nil {
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continue
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}
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entity.pos.X = float64(motionInfo.Pos.X)
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entity.pos.Y = float64(motionInfo.Pos.Y)
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entity.pos.Z = float64(motionInfo.Pos.Z)
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entity.rot.X = float64(motionInfo.Rot.X)
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entity.rot.Y = float64(motionInfo.Rot.Y)
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entity.rot.Z = float64(motionInfo.Rot.Z)
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}
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// 更新玩家的位置信息
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player.Pos.X = float64(motionInfo.Pos.X)
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player.Pos.Y = float64(motionInfo.Pos.Y)
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player.Pos.Z = float64(motionInfo.Pos.Z)
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player.Rot.X = float64(motionInfo.Rot.X)
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player.Rot.Y = float64(motionInfo.Rot.Y)
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player.Rot.Z = float64(motionInfo.Rot.Z)
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// TODO 采集大地图地形数据
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if world.IsBigWorld() && scene.id == 3 && player.PlayerID != 1 {
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if motionInfo.State == proto.MotionState_MOTION_STATE_WALK ||
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motionInfo.State == proto.MotionState_MOTION_STATE_RUN ||
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motionInfo.State == proto.MotionState_MOTION_STATE_DASH ||
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motionInfo.State == proto.MotionState_MOTION_STATE_CLIMB {
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logger.LOG.Debug("set terr motionInfo: %v", motionInfo)
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exist := g.worldManager.worldStatic.GetTerrain(int16(motionInfo.Pos.X), int16(motionInfo.Pos.Y), int16(motionInfo.Pos.Z))
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g.worldManager.worldStatic.SetTerrain(int16(motionInfo.Pos.X), int16(motionInfo.Pos.Y), int16(motionInfo.Pos.Z))
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if !exist {
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// TODO 薄荷标记
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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otherPlayer := g.userManager.GetOnlineUser(entity.avatarEntity.uid)
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surrPlayerList = append(surrPlayerList, otherPlayer)
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}
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}
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pos := &model.Vector{
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X: float64(int16(motionInfo.Pos.X)),
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Y: float64(int16(motionInfo.Pos.Y)),
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Z: float64(int16(motionInfo.Pos.Z)),
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}
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gadgetEntityId := scene.CreateEntityGadget(pos, 3003009)
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for _, otherPlayer := range surrPlayerList {
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g.AddSceneEntityNotify(otherPlayer, proto.VisionType_VISION_TYPE_BORN, []uint32{gadgetEntityId}, false)
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}
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}
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}
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}
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}
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// 更新场景实体的位置信息
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sceneEntity := scene.GetEntity(entityMoveInfo.EntityId)
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if sceneEntity != nil {
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sceneEntity.pos = &model.Vector{
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X: float64(motionInfo.Pos.X),
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Y: float64(motionInfo.Pos.Y),
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Z: float64(motionInfo.Pos.Z),
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}
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sceneEntity.rot = &model.Vector{
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X: float64(motionInfo.Rot.X),
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Y: float64(motionInfo.Rot.Y),
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Z: float64(motionInfo.Rot.Z),
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}
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sceneEntity.moveState = uint16(motionInfo.State)
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sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
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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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invokeHandler.addEntry(entry.ForwardType, entry)
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default:
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invokeHandler.addEntry(entry.ForwardType, entry)
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}
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}
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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otherPlayer := g.userManager.GetOnlineUser(entity.avatarEntity.uid)
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surrPlayerList = append(surrPlayerList, otherPlayer)
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}
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}
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// PacketCombatInvocationsNotify
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if invokeHandler.AllLen() > 0 {
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combatInvocationsNotify := new(proto.CombatInvocationsNotify)
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combatInvocationsNotify.InvokeList = invokeHandler.entryListForwardAll
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for _, v := range surrPlayerList {
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g.SendMsg(cmd.CombatInvocationsNotify, v.PlayerID, v.ClientSeq, combatInvocationsNotify)
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}
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}
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if invokeHandler.AllExceptCurLen() > 0 {
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combatInvocationsNotify := new(proto.CombatInvocationsNotify)
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combatInvocationsNotify.InvokeList = invokeHandler.entryListForwardAllExceptCur
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for _, v := range surrPlayerList {
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if player.PlayerID == v.PlayerID {
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continue
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}
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g.SendMsg(cmd.CombatInvocationsNotify, v.PlayerID, v.ClientSeq, combatInvocationsNotify)
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}
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}
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if invokeHandler.HostLen() > 0 {
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combatInvocationsNotify := new(proto.CombatInvocationsNotify)
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combatInvocationsNotify.InvokeList = invokeHandler.entryListForwardHost
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g.SendMsg(cmd.CombatInvocationsNotify, world.owner.PlayerID, world.owner.ClientSeq, combatInvocationsNotify)
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}
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}
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func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user ability invocations, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.AbilityInvocationsNotify)
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world := g.worldManager.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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invokeHandler := NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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invokeHandler.addEntry(entry.ForwardType, entry)
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}
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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otherPlayer := g.userManager.GetOnlineUser(entity.avatarEntity.uid)
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surrPlayerList = append(surrPlayerList, otherPlayer)
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}
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}
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// PacketAbilityInvocationsNotify
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if invokeHandler.AllLen() > 0 {
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abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
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abilityInvocationsNotify.Invokes = invokeHandler.entryListForwardAll
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for _, v := range surrPlayerList {
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g.SendMsg(cmd.AbilityInvocationsNotify, v.PlayerID, v.ClientSeq, abilityInvocationsNotify)
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}
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}
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if invokeHandler.AllExceptCurLen() > 0 {
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abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
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abilityInvocationsNotify.Invokes = invokeHandler.entryListForwardAllExceptCur
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for _, v := range surrPlayerList {
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if player.PlayerID == v.PlayerID {
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continue
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}
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g.SendMsg(cmd.AbilityInvocationsNotify, v.PlayerID, v.ClientSeq, abilityInvocationsNotify)
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}
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}
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if invokeHandler.HostLen() > 0 {
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abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
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abilityInvocationsNotify.Invokes = invokeHandler.entryListForwardHost
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g.SendMsg(cmd.AbilityInvocationsNotify, world.owner.PlayerID, world.owner.ClientSeq, abilityInvocationsNotify)
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}
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}
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func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user client ability ok, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.ClientAbilityInitFinishNotify)
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world := g.worldManager.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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invokeHandler := NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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invokeHandler.addEntry(entry.ForwardType, entry)
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}
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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otherPlayer := g.userManager.GetOnlineUser(entity.avatarEntity.uid)
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surrPlayerList = append(surrPlayerList, otherPlayer)
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}
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}
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// PacketClientAbilityInitFinishNotify
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if invokeHandler.AllLen() > 0 {
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clientAbilityInitFinishNotify := new(proto.ClientAbilityInitFinishNotify)
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clientAbilityInitFinishNotify.Invokes = invokeHandler.entryListForwardAll
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for _, v := range surrPlayerList {
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g.SendMsg(cmd.ClientAbilityInitFinishNotify, v.PlayerID, v.ClientSeq, clientAbilityInitFinishNotify)
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}
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}
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if invokeHandler.AllExceptCurLen() > 0 {
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clientAbilityInitFinishNotify := new(proto.ClientAbilityInitFinishNotify)
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clientAbilityInitFinishNotify.Invokes = invokeHandler.entryListForwardAllExceptCur
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for _, v := range surrPlayerList {
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if player.PlayerID == v.PlayerID {
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continue
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}
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g.SendMsg(cmd.ClientAbilityInitFinishNotify, v.PlayerID, v.ClientSeq, clientAbilityInitFinishNotify)
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}
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}
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if invokeHandler.HostLen() > 0 {
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clientAbilityInitFinishNotify := new(proto.ClientAbilityInitFinishNotify)
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clientAbilityInitFinishNotify.Invokes = invokeHandler.entryListForwardHost
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g.SendMsg(cmd.ClientAbilityInitFinishNotify, world.owner.PlayerID, world.owner.ClientSeq, clientAbilityInitFinishNotify)
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}
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}
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type InvokeType interface {
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proto.AbilityInvokeEntry | proto.CombatInvokeEntry
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}
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type InvokeHandler[T InvokeType] struct {
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entryListForwardAll []*T
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entryListForwardAllExceptCur []*T
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entryListForwardHost []*T
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}
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func NewInvokeHandler[T InvokeType]() (r *InvokeHandler[T]) {
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r = new(InvokeHandler[T])
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r.InitInvokeHandler()
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return r
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}
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func (i *InvokeHandler[T]) InitInvokeHandler() {
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i.entryListForwardAll = make([]*T, 0)
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i.entryListForwardAllExceptCur = make([]*T, 0)
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i.entryListForwardHost = make([]*T, 0)
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}
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func (i *InvokeHandler[T]) addEntry(forward proto.ForwardType, entry *T) {
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switch forward {
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case proto.ForwardType_FORWARD_TYPE_TO_ALL:
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i.entryListForwardAll = append(i.entryListForwardAll, entry)
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case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXCEPT_CUR:
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fallthrough
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case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXIST_EXCEPT_CUR:
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i.entryListForwardAllExceptCur = append(i.entryListForwardAllExceptCur, entry)
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case proto.ForwardType_FORWARD_TYPE_TO_HOST:
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i.entryListForwardHost = append(i.entryListForwardHost, entry)
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default:
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if forward != proto.ForwardType_FORWARD_TYPE_ONLY_SERVER {
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logger.LOG.Error("forward: %v, entry: %v", forward, entry)
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}
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}
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}
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func (i *InvokeHandler[T]) AllLen() int {
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return len(i.entryListForwardAll)
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}
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func (i *InvokeHandler[T]) AllExceptCurLen() int {
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return len(i.entryListForwardAllExceptCur)
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}
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func (i *InvokeHandler[T]) HostLen() int {
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return len(i.entryListForwardHost)
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}
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