mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
格式化代码
This commit is contained in:
@@ -1,7 +1,8 @@
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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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"time"
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"hk4e/gdconf"
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"hk4e/gs/constant"
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"hk4e/gs/model"
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@@ -9,7 +10,8 @@ import (
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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"time"
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pb "google.golang.org/protobuf/proto"
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)
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// HandleAbilityStamina 处理来自ability的耐力消耗
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@@ -20,7 +22,7 @@ func (g *GameManager) HandleAbilityStamina(player *model.Player, entry *proto.Ab
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costStamina := new(proto.AbilityMixinCostStamina)
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err := pb.Unmarshal(entry.AbilityData, costStamina)
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if err != nil {
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logger.LOG.Error("unmarshal ability data err: %v", err)
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logger.Error("unmarshal ability data err: %v", err)
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return
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}
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// 处理持续耐力消耗
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@@ -37,7 +39,7 @@ func (g *GameManager) HandleAbilityStamina(player *model.Player, entry *proto.Ab
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abilityNameHashCode := uint32(0)
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for _, ability := range worldAvatar.abilityList {
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if ability.InstancedAbilityId == entry.Head.InstancedAbilityId {
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//logger.LOG.Error("%v", ability)
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// logger.Error("%v", ability)
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abilityNameHashCode = ability.AbilityName.GetHash()
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}
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}
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@@ -84,7 +86,7 @@ func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg
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} else if req.Rot.X > 270 && req.Rot.X < 360 {
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angleRevise = int32(req.Rot.X - 360.0)
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} else {
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logger.LOG.Error("invalid rot x angle: %v, uid: %v", req.Rot.X, player.PlayerID)
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logger.Error("invalid rot x angle: %v, uid: %v", req.Rot.X, player.PlayerID)
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g.CommonRetError(cmd.SceneAvatarStaminaStepRsp, player, &proto.SceneAvatarStaminaStepRsp{})
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return
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}
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@@ -99,7 +101,7 @@ func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg
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// 倒三角 非常消耗体力
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costRevise = -(angleRevise * 2) + 10
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}
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logger.LOG.Debug("stamina climbing, rotX: %v, costRevise: %v, cost: %v", req.Rot.X, costRevise, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
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logger.Debug("stamina climbing, rotX: %v, costRevise: %v, cost: %v", req.Rot.X, costRevise, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
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case proto.MotionState_MOTION_STATE_SWIM_MOVE:
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// 缓慢游泳
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@@ -120,7 +122,7 @@ func (g *GameManager) ImmediateStamina(player *model.Player, motionState proto.M
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return
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}
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staminaInfo := player.StaminaInfo
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//logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
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// logger.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
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// 设置用于持续消耗或恢复耐力的值
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staminaInfo.SetStaminaCost(motionState)
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@@ -158,7 +160,7 @@ func (g *GameManager) SkillSustainStamina(player *model.Player, isSwim bool) {
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// 读取技能配置表
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avatarSkillConfig, ok := gdconf.CONF.AvatarSkillDataMap[int32(skillId)]
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if !ok {
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logger.LOG.Error("avatarSkillConfig error, skillId: %v", skillId)
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logger.Error("avatarSkillConfig error, skillId: %v", skillId)
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return
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}
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// 获取释放技能者的角色Id
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@@ -171,7 +173,7 @@ func (g *GameManager) SkillSustainStamina(player *model.Player, isSwim bool) {
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// 获取现行角色的配置表
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avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(worldAvatar.avatarId)]
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if !ok {
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logger.LOG.Error("avatarDataConfig error, avatarId: %v", worldAvatar.avatarId)
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logger.Error("avatarDataConfig error, avatarId: %v", worldAvatar.avatarId)
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return
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}
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@@ -192,7 +194,7 @@ func (g *GameManager) SkillSustainStamina(player *model.Player, isSwim bool) {
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pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
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// 根据配置以及距离上次的时间计算消耗的耐力
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costStamina = int32(float64(pastTime) / 1000 * float64(costStamina))
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logger.LOG.Debug("stamina skill sustain, skillId: %v, cost: %v, isSwim: %v", skillId, costStamina, isSwim)
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logger.Debug("stamina skill sustain, skillId: %v, cost: %v, isSwim: %v", skillId, costStamina, isSwim)
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// 根据配置以及距离上次的时间计算消耗的耐力
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g.UpdatePlayerStamina(player, costStamina)
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@@ -206,7 +208,7 @@ func (g *GameManager) ChargedAttackStamina(player *model.Player, worldAvatar *Wo
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// 获取现行角色的配置表
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avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(worldAvatar.avatarId)]
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if !ok {
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logger.LOG.Error("avatarDataConfig error, avatarId: %v", worldAvatar.avatarId)
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logger.Error("avatarDataConfig error, avatarId: %v", worldAvatar.avatarId)
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return
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}
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@@ -231,7 +233,7 @@ func (g *GameManager) ChargedAttackStamina(player *model.Player, worldAvatar *Wo
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} else {
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costStamina = -(skillData.CostStamina * 100)
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}
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logger.LOG.Debug("charged attack stamina, skillId: %v, cost: %v", skillData.AvatarSkillId, costStamina)
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logger.Debug("charged attack stamina, skillId: %v, cost: %v", skillData.AvatarSkillId, costStamina)
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// 根据配置消耗耐力
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g.UpdatePlayerStamina(player, costStamina)
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@@ -250,13 +252,13 @@ func (g *GameManager) SkillStartStamina(player *model.Player, casterId uint32, s
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pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillStartTime
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// 上次触发的技能相同则每400ms触发一次消耗
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if staminaInfo.LastSkillId != skillId || pastTime > 400 {
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logger.LOG.Debug("skill start stamina, skillId: %v, cost: %v", skillId, costStamina)
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logger.Debug("skill start stamina, skillId: %v, cost: %v", skillId, costStamina)
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// 根据配置消耗耐力
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g.UpdatePlayerStamina(player, costStamina)
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staminaInfo.LastSkillStartTime = time.Now().UnixMilli()
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}
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} else {
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//logger.LOG.Debug("skill start cost error, cost: %v", costStamina)
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// logger.Debug("skill start cost error, cost: %v", costStamina)
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}
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// 记录最后释放的技能
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@@ -338,13 +340,13 @@ func (g *GameManager) UpdateVehicleStamina(player *model.Player, vehicleEntity *
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if staminaCost > 0 {
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// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
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if staminaInfo.VehicleRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH {
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//logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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// logger.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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staminaInfo.VehicleRestoreDelay++
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return // 不恢复耐力
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}
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} else {
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// 消耗耐力重新计算恢复需要延迟的tick
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//logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.VehicleRestoreDelay)
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// logger.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.VehicleRestoreDelay)
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staminaInfo.VehicleRestoreDelay = 0
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}
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@@ -384,13 +386,13 @@ func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int3
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if staminaCost > 0 {
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// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
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if staminaInfo.PlayerRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_STATE_POWERED_FLY {
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//logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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// logger.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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staminaInfo.PlayerRestoreDelay++
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return // 不恢复耐力
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}
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} else {
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// 消耗耐力重新计算恢复需要延迟的tick
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//logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
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// logger.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
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staminaInfo.PlayerRestoreDelay = 0
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}
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@@ -415,7 +417,7 @@ func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int3
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func (g *GameManager) SetVehicleStamina(player *model.Player, vehicleEntity *Entity, stamina float32) {
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// 设置载具的耐力
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vehicleEntity.gadgetEntity.gadgetVehicleEntity.curStamina = stamina
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//logger.LOG.Debug("vehicle stamina set, stamina: %v", stamina)
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// logger.Debug("vehicle stamina set, stamina: %v", stamina)
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// PacketVehicleStaminaNotify
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vehicleStaminaNotify := new(proto.VehicleStaminaNotify)
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@@ -429,7 +431,7 @@ func (g *GameManager) SetPlayerStamina(player *model.Player, stamina uint32) {
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// 设置玩家的耐力
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prop := constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA
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player.PropertiesMap[prop] = stamina
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//logger.LOG.Debug("player stamina set, stamina: %v", stamina)
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// logger.Debug("player stamina set, stamina: %v", stamina)
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// PacketPlayerPropNotify
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playerPropNotify := new(proto.PlayerPropNotify)
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