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https://github.com/FlourishingWorld/hk4e.git
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多载具提前兼容
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@@ -119,9 +119,6 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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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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// 处理耐力消耗
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g.ImmediateStamina(player, motionInfo.State)
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} else {
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// 非玩家实体在移动 更新场景实体的位置信息
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sceneEntity.pos = &model.Vector{
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@@ -139,6 +136,12 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
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sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
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// 角色和载具的耐力消耗
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if sceneEntity.avatarEntity != nil || (sceneEntity.gadgetEntity != nil && sceneEntity.gadgetEntity.gadgetVehicleEntity != nil) {
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// 处理耐力消耗
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g.ImmediateStamina(player, motionInfo.State)
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}
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED:
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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@@ -278,10 +278,14 @@ func (g *GameManager) VehicleRestoreStaminaHandler(player *model.Player) {
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}
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// 获取玩家创建的载具实体
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entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.LastCreateEntityId)
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entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
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if entity == nil {
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return
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}
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// 确保实体类型是否为载具
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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return
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}
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// 判断玩家处于载具中
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if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 角色回复耐力
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@@ -303,9 +307,16 @@ func (g *GameManager) SustainStaminaHandler(player *model.Player) {
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}
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// 获取玩家处于的载具实体
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entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.InVehicleEntityId)
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entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
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if entity == nil {
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return
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}
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// 确保实体类型是否为载具
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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return
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}
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// 根据玩家是否处于载具中更新耐力
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if entity != nil && g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 更新载具耐力
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g.UpdateVehicleStamina(player, entity, player.StaminaInfo.CostStamina)
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} else {
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@@ -30,8 +30,9 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
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// TODO 验证将要创建的载具位置是否有效 Retcode_RET_CREATE_VEHICLE_POS_INVALID
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// 清除已创建的载具
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if player.VehicleInfo.LastCreateEntityId != 0 {
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g.DestroyVehicleEntity(player, scene, req.VehicleId, player.VehicleInfo.LastCreateEntityId)
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lastEntityId, ok := player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId]
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if ok {
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g.DestroyVehicleEntity(player, scene, req.VehicleId, lastEntityId)
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}
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// 创建载具实体
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@@ -46,7 +47,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
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GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{entityId}, true, false)
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// 记录创建的载具信息
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player.VehicleInfo.LastCreateEntityId = entityId
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player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId] = entityId
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player.VehicleInfo.LastCreateTime = time.Now().UnixMilli()
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// PacketCreateVehicleRsp
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@@ -57,19 +58,6 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
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g.SendMsg(cmd.CreateVehicleRsp, player.PlayerID, player.ClientSeq, createVehicleRsp)
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}
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// GetSceneVehicleEntity 获取场景内的载具实体
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func (g *GameManager) GetSceneVehicleEntity(scene *Scene, entityId uint32) *Entity {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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return nil
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}
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// 确保实体类型是否为载具
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if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET) && entity.gadgetEntity.gadgetType == GADGET_TYPE_VEHICLE {
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return entity
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}
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return nil
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}
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// IsPlayerInVehicle 判断玩家是否在载具中
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func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
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if gadgetVehicleEntity == nil {
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@@ -85,15 +73,19 @@ func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntit
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// DestroyVehicleEntity 删除载具实体
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func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) {
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entity := g.GetSceneVehicleEntity(scene, entityId)
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entity := scene.GetEntity(entityId)
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if entity == nil {
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return
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}
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// 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
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// 确保实体类型是否为载具
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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return
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}
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// 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
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// 确保载具Id为将要创建的 (每种载具允许存在1个)
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// if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
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// return
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// }
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if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
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return
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}
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// 该载具是否为此玩家的
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if entity.gadgetEntity.gadgetVehicleEntity.owner != player {
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return
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@@ -185,14 +177,14 @@ func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Mes
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scene := world.GetSceneById(player.SceneId)
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// 获取载具实体
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entity := g.GetSceneVehicleEntity(scene, req.EntityId)
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entity := scene.GetEntity(req.EntityId)
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if entity == nil {
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logger.Error("vehicle entity is nil, entityId: %v", req.EntityId)
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_ENTITY_NOT_EXIST)
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return
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}
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// 判断实体类型是否为载具
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if entity.entityType != uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET) || entity.gadgetEntity.gadgetType != GADGET_TYPE_VEHICLE {
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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logger.Error("vehicle entity error, entityType: %v", entity.entityType)
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_GADGET_NOT_VEHICLE)
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return
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@@ -82,6 +82,7 @@ func (p *Player) InitAll() {
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p.CoopApplyMap = make(map[uint32]int64)
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p.StaminaInfo = new(StaminaInfo)
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p.VehicleInfo = new(VehicleInfo)
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p.VehicleInfo.LastCreateEntityIdMap = make(map[uint32]uint32)
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p.InitAllAvatar()
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p.InitAllWeapon()
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p.InitAllItem()
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@@ -1,7 +1,7 @@
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package model
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type VehicleInfo struct {
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InVehicleEntityId uint32 // 玩家所在载具的实体Id
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LastCreateTime int64 // 最后一次创建载具的时间
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LastCreateEntityId uint32 // 最后一次创建载具的实体Id
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InVehicleEntityId uint32 // 玩家所在载具的实体Id
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LastCreateTime int64 // 最后一次创建载具的时间
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LastCreateEntityIdMap map[uint32]uint32 // 最后一次创建载具的实体Id map[vehicleId]EntityId
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}
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