修复地牢内传送问题

This commit is contained in:
flswld
2023-04-05 02:27:13 +08:00
parent ec3000d9ae
commit 630c0444a0
10 changed files with 142 additions and 98 deletions
+19 -7
View File
@@ -83,13 +83,14 @@ func (g *Game) HandleAbilityStamina(player *model.Player, entry *proto.AbilityIn
return
}
staminaInfo := player.StaminaInfo
now := time.Now().UnixMilli()
switch entry.ArgumentType {
case proto.AbilityInvokeArgument_ABILITY_META_MODIFIER_CHANGE:
// 普通角色重击耐力消耗
// 距离技能开始过去的时间
startPastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
startPastTime := now - staminaInfo.LastSkillTime
// 距离上次技能消耗的时间
changePastTime := time.Now().UnixMilli() - staminaInfo.LastSkillChargeTime
changePastTime := now - staminaInfo.LastCostStaminaTime
// 法器角色轻击也会算触发重击消耗 胡桃等角色重击一次会多次消耗
// 所以通过策略判断 必须距离技能开始过去200ms才算重击 两次技能耐力消耗之间需间隔500ms
// 暂时就这样实现重击消耗 以后应该还会有更好的办法~
@@ -97,19 +98,22 @@ func (g *Game) HandleAbilityStamina(player *model.Player, entry *proto.AbilityIn
costStamina := -(staminaDataConfig.CostStamina * 100)
logger.Debug("stamina cost, skillId: %v, cost: %v", staminaDataConfig.AvatarSkillId, costStamina)
g.UpdatePlayerStamina(player, costStamina)
staminaInfo.LastSkillChargeTime = time.Now().UnixMilli()
staminaInfo.LastCostStaminaTime = now
}
case proto.AbilityInvokeArgument_ABILITY_MIXIN_COST_STAMINA:
// 大剑重击 或 持续技能 耐力消耗
// 根据配置以及距离上次的时间计算消耗的耐力
pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
pastTime := now - staminaInfo.LastCostStaminaTime
if pastTime > 500 {
staminaInfo.LastCostStaminaTime = now
pastTime = 0
}
costStamina := -(staminaDataConfig.CostStamina * 100)
costStamina = int32(float64(pastTime) / 1000 * float64(costStamina))
logger.Debug("stamina cost, skillId: %v, cost: %v", staminaDataConfig.AvatarSkillId, costStamina)
g.UpdatePlayerStamina(player, costStamina)
// 记录最后释放技能的时间
staminaInfo.LastSkillTime = time.Now().UnixMilli()
case proto.AbilityInvokeArgument_ABILITY_ACTION_DEDUCT_STAMINA:
staminaInfo.LastCostStaminaTime = now
}
}
@@ -340,7 +344,15 @@ func (g *Game) DrownBackHandler(player *model.Player) {
Z: player.SafePos.Z,
}
// 传送玩家至安全位置
g.TeleportPlayer(player, proto.EnterReason_ENTER_REASON_REVIVAL, player.SceneId, pos, new(model.Vector), 0)
g.TeleportPlayer(
player,
proto.EnterReason_ENTER_REASON_REVIVAL,
player.SceneId,
pos,
new(model.Vector),
0,
0,
)
}
// 防止重置后又被修改
if player.StaminaInfo.DrownBackDelay != 0 {