多载具提前兼容

This commit is contained in:
UnKownOwO
2022-12-19 17:15:15 +08:00
parent b54b8c30b1
commit 52abb71975
5 changed files with 39 additions and 32 deletions

View File

@@ -119,9 +119,6 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
player.Rot.X = float64(motionInfo.Rot.X)
player.Rot.Y = float64(motionInfo.Rot.Y)
player.Rot.Z = float64(motionInfo.Rot.Z)
// 处理耐力消耗
g.ImmediateStamina(player, motionInfo.State)
} else {
// 非玩家实体在移动 更新场景实体的位置信息
sceneEntity.pos = &model.Vector{
@@ -139,6 +136,12 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
// 角色和载具的耐力消耗
if sceneEntity.avatarEntity != nil || (sceneEntity.gadgetEntity != nil && sceneEntity.gadgetEntity.gadgetVehicleEntity != nil) {
// 处理耐力消耗
g.ImmediateStamina(player, motionInfo.State)
}
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED:
evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)

View File

@@ -278,10 +278,14 @@ func (g *GameManager) VehicleRestoreStaminaHandler(player *model.Player) {
}
// 获取玩家创建的载具实体
entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.LastCreateEntityId)
entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
if entity == nil {
return
}
// 确保实体类型是否为载具
if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
return
}
// 判断玩家处于载具中
if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
// 角色回复耐力
@@ -303,9 +307,16 @@ func (g *GameManager) SustainStaminaHandler(player *model.Player) {
}
// 获取玩家处于的载具实体
entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.InVehicleEntityId)
entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
if entity == nil {
return
}
// 确保实体类型是否为载具
if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
return
}
// 根据玩家是否处于载具中更新耐力
if entity != nil && g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
// 更新载具耐力
g.UpdateVehicleStamina(player, entity, player.StaminaInfo.CostStamina)
} else {

View File

@@ -30,8 +30,9 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
// TODO 验证将要创建的载具位置是否有效 Retcode_RET_CREATE_VEHICLE_POS_INVALID
// 清除已创建的载具
if player.VehicleInfo.LastCreateEntityId != 0 {
g.DestroyVehicleEntity(player, scene, req.VehicleId, player.VehicleInfo.LastCreateEntityId)
lastEntityId, ok := player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId]
if ok {
g.DestroyVehicleEntity(player, scene, req.VehicleId, lastEntityId)
}
// 创建载具实体
@@ -46,7 +47,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{entityId}, true, false)
// 记录创建的载具信息
player.VehicleInfo.LastCreateEntityId = entityId
player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId] = entityId
player.VehicleInfo.LastCreateTime = time.Now().UnixMilli()
// PacketCreateVehicleRsp
@@ -57,19 +58,6 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
g.SendMsg(cmd.CreateVehicleRsp, player.PlayerID, player.ClientSeq, createVehicleRsp)
}
// GetSceneVehicleEntity 获取场景内的载具实体
func (g *GameManager) GetSceneVehicleEntity(scene *Scene, entityId uint32) *Entity {
entity := scene.GetEntity(entityId)
if entity == nil {
return nil
}
// 确保实体类型是否为载具
if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET) && entity.gadgetEntity.gadgetType == GADGET_TYPE_VEHICLE {
return entity
}
return nil
}
// IsPlayerInVehicle 判断玩家是否在载具中
func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
if gadgetVehicleEntity == nil {
@@ -85,15 +73,19 @@ func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntit
// DestroyVehicleEntity 删除载具实体
func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) {
entity := g.GetSceneVehicleEntity(scene, entityId)
entity := scene.GetEntity(entityId)
if entity == nil {
return
}
// 目前原神仅有一种载具 多载具时可能跟载具耐力回复冲突 到时候再改
// 确保实体类型是否为载具
if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
return
}
// 目前原神仅有一种载具 多载具目前理论上是兼容了 到时候有问题再改
// 确保载具Id为将要创建的 (每种载具允许存在1个)
// if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
// return
// }
if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
return
}
// 该载具是否为此玩家的
if entity.gadgetEntity.gadgetVehicleEntity.owner != player {
return
@@ -185,14 +177,14 @@ func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Mes
scene := world.GetSceneById(player.SceneId)
// 获取载具实体
entity := g.GetSceneVehicleEntity(scene, req.EntityId)
entity := scene.GetEntity(req.EntityId)
if entity == nil {
logger.Error("vehicle entity is nil, entityId: %v", req.EntityId)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_ENTITY_NOT_EXIST)
return
}
// 判断实体类型是否为载具
if entity.entityType != uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET) || entity.gadgetEntity.gadgetType != GADGET_TYPE_VEHICLE {
if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
logger.Error("vehicle entity error, entityType: %v", entity.entityType)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_GADGET_NOT_VEHICLE)
return

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@@ -82,6 +82,7 @@ func (p *Player) InitAll() {
p.CoopApplyMap = make(map[uint32]int64)
p.StaminaInfo = new(StaminaInfo)
p.VehicleInfo = new(VehicleInfo)
p.VehicleInfo.LastCreateEntityIdMap = make(map[uint32]uint32)
p.InitAllAvatar()
p.InitAllWeapon()
p.InitAllItem()

View File

@@ -1,7 +1,7 @@
package model
type VehicleInfo struct {
InVehicleEntityId uint32 // 玩家所在载具的实体Id
LastCreateTime int64 // 最后一次创建载具的时间
LastCreateEntityId uint32 // 最后一次创建载具的实体Id
InVehicleEntityId uint32 // 玩家所在载具的实体Id
LastCreateTime int64 // 最后一次创建载具的时间
LastCreateEntityIdMap map[uint32]uint32 // 最后一次创建载具的实体Id map[vehicleId]EntityId
}