耐力模块缓慢游泳缓慢攀爬初步

This commit is contained in:
UnKownOwO
2022-12-01 21:52:07 +08:00
parent ae289ae981
commit 664a408ac8
6 changed files with 69 additions and 68 deletions

View File

@@ -28,7 +28,7 @@ type StaminaCost struct {
func InitStaminaCostConst() {
StaminaCostConst = new(StaminaCost)
StaminaCostConst.CLIMBING = -150
StaminaCostConst.CLIMBING = -110
StaminaCostConst.CLIMB_START = -500
StaminaCostConst.CLIMB_JUMP = -2500
StaminaCostConst.DASH = -360
@@ -37,7 +37,7 @@ func InitStaminaCostConst() {
StaminaCostConst.SPRINT = -1800
StaminaCostConst.SWIM_DASH_START = -2000
StaminaCostConst.SWIM_DASH = -204
StaminaCostConst.SWIMMING = -80
StaminaCostConst.SWIMMING = -400
StaminaCostConst.TALENT_DASH = -300
StaminaCostConst.TALENT_DASH_START = -1000
StaminaCostConst.POWERED_FLY = 500

View File

@@ -71,12 +71,13 @@ func (g *GameManager) Start() {
}
func (g *GameManager) Stop() {
// 保存玩家数据
g.userManager.SaveUser()
// 踢出所有在线玩家
for userId := range g.userManager.GetAllOnlineUserList() {
g.DisconnectPlayer(userId)
}
// 保存玩家数据
g.userManager.SaveUser()
//g.worldManager.worldStatic.SaveTerrain()
}

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@@ -102,6 +102,7 @@ func (r *RouteManager) InitRoute() {
r.registerRouter(cmd.ChangeWorldToSingleModeReq, r.gameManager.ChangeWorldToSingleModeReq)
r.registerRouter(cmd.SceneKickPlayerReq, r.gameManager.SceneKickPlayerReq)
r.registerRouter(cmd.ChangeMpTeamAvatarReq, r.gameManager.ChangeMpTeamAvatarReq)
r.registerRouter(cmd.SceneAvatarStaminaStepReq, r.gameManager.SceneAvatarStaminaStepReq)
}
func (r *RouteManager) RouteHandle(netMsg *cmd.NetMsg) {

View File

@@ -1,37 +1,55 @@
package game
import (
pb "google.golang.org/protobuf/proto"
"hk4e/gs/constant"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
)
// SceneAvatarStaminaStepReq 缓慢游泳或缓慢攀爬时消耗耐力
func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.SceneAvatarStaminaStepReq)
// 根据动作状态消耗耐力
switch player.StaminaInfo.State {
case proto.MotionState_MOTION_STATE_CLIMB:
// 缓慢攀爬
g.UpdateStamina(player, constant.StaminaCostConst.CLIMBING)
case proto.MotionState_MOTION_STATE_SWIM_MOVE:
// 缓慢游泳
g.UpdateStamina(player, constant.StaminaCostConst.SWIMMING)
}
// PacketSceneAvatarStaminaStepRsp
sceneAvatarStaminaStepRsp := new(proto.SceneAvatarStaminaStepRsp)
sceneAvatarStaminaStepRsp.Retcode = int32(proto.Retcode_RETCODE_RET_SUCC)
sceneAvatarStaminaStepRsp.UseClientRot = req.UseClientRot
sceneAvatarStaminaStepRsp.Rot = req.Rot
g.SendMsg(cmd.GetShopRsp, player.PlayerID, player.ClientSeq, sceneAvatarStaminaStepRsp)
}
// HandleStamina 处理即时耐力消耗
func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
staminaInfo := player.StaminaInfo
logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
// 记录玩家的此时位置
staminaInfo.CurPos = &model.Vector{
X: player.Pos.X,
Y: player.Pos.Y,
Z: player.Pos.Z,
}
// 未改变状态执行后面没有意义
if motionState == staminaInfo.State {
return
}
//logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
// 设置用于持续消耗或恢复耐力的值
g.SetStaminaCost(player, motionState)
// 未改变状态不执行后面 有些仅在动作开始消耗耐力
if motionState == staminaInfo.State {
return
}
// 记录玩家的动作状态
staminaInfo.State = motionState
// 根据玩家的状态立刻消耗耐力
switch motionState {
case proto.MotionState_MOTION_STATE_CLIMB:
// 攀爬
// 攀爬开始
g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
case proto.MotionState_MOTION_STATE_DASH_BEFORE_SHAKE:
// 冲刺
@@ -40,11 +58,19 @@ func (g *GameManager) HandleStamina(player *model.Player, motionState proto.Moti
// 攀爬跳跃
g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
case proto.MotionState_MOTION_STATE_SWIM_DASH:
// 游泳冲刺
// 游泳冲刺开始
g.UpdateStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
}
}
// SetStaminaLastSkill 记录最后释放的技能
func (g *GameManager) SetStaminaLastSkill(player *model.Player, casterId uint32, skillId uint32) {
// TODO 有些角色的重击消耗不同
switch skillId {
}
}
// StaminaHandler 处理持续耐力消耗
func (g *GameManager) StaminaHandler(player *model.Player) {
staminaInfo := player.StaminaInfo
@@ -53,7 +79,7 @@ func (g *GameManager) StaminaHandler(player *model.Player) {
if staminaInfo.Cost > 0 {
// 耐力延迟1s(5 ticks)恢复 动作状态为加速将立刻恢复耐力
if staminaInfo.RestoreDelay < 5 && staminaInfo.State != proto.MotionState_MOTION_STATE_POWERED_FLY && staminaInfo.State != proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH {
logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
//logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
staminaInfo.RestoreDelay++
return // 不恢复耐力
}
@@ -61,80 +87,50 @@ func (g *GameManager) StaminaHandler(player *model.Player) {
// 更新玩家耐力
g.UpdateStamina(player, staminaInfo.Cost)
// 记录坐标 用于判断是否移动
staminaInfo.PrevPos = staminaInfo.CurPos
}
// SetStaminaCost 设置动作需要消耗的耐力
func (g *GameManager) SetStaminaCost(player *model.Player, state proto.MotionState) {
staminaInfo := player.StaminaInfo
// 耐力消耗值
var cost int32
// 根据状态决定要修改的耐力
// TODO 角色天赋 食物 会影响耐力消耗
switch state {
// 消耗耐力
case proto.MotionState_MOTION_STATE_CLIMB:
// 攀爬
// TODO 不应该通过这种方式判断玩家是否移动 应该有更好的方式
if g.GetPlayerIsMoving(staminaInfo) {
cost = constant.StaminaCostConst.CLIMBING
}
case proto.MotionState_MOTION_STATE_DASH:
// 疾跑
cost = constant.StaminaCostConst.DASH
staminaInfo.Cost = constant.StaminaCostConst.DASH
case proto.MotionState_MOTION_STATE_FLY, proto.MotionState_MOTION_STATE_FLY_FAST, proto.MotionState_MOTION_STATE_FLY_SLOW:
// 飞行
cost = constant.StaminaCostConst.FLY
case proto.MotionState_MOTION_STATE_SWIM_MOVE:
// 游泳移动
cost = constant.StaminaCostConst.SWIMMING
staminaInfo.Cost = constant.StaminaCostConst.FLY
case proto.MotionState_MOTION_STATE_SWIM_DASH:
// 游泳加速
cost = constant.StaminaCostConst.SWIM_DASH
staminaInfo.Cost = constant.StaminaCostConst.SWIM_DASH
case proto.MotionState_MOTION_STATE_SKIFF_DASH:
// 小艇加速移动
// TODO 玩家使用载具时需要用载具的协议发送prop
cost = constant.StaminaCostConst.SKIFF_DASH
staminaInfo.Cost = constant.StaminaCostConst.SKIFF_DASH
// 恢复耐力
case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN:
// 跑步
cost = constant.StaminaCostConst.RUN
staminaInfo.Cost = constant.StaminaCostConst.RUN
case proto.MotionState_MOTION_STATE_DANGER_STANDBY_MOVE, proto.MotionState_MOTION_STATE_DANGER_STANDBY, proto.MotionState_MOTION_STATE_LADDER_TO_STANDBY, proto.MotionState_MOTION_STATE_STANDBY_MOVE, proto.MotionState_MOTION_STATE_STANDBY:
// 站立
cost = constant.StaminaCostConst.STANDBY
staminaInfo.Cost = constant.StaminaCostConst.STANDBY
case proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK:
// 走路
cost = constant.StaminaCostConst.WALK
staminaInfo.Cost = constant.StaminaCostConst.WALK
case proto.MotionState_MOTION_STATE_POWERED_FLY:
// 飞行加速 (风圈等)
cost = constant.StaminaCostConst.POWERED_FLY
staminaInfo.Cost = constant.StaminaCostConst.POWERED_FLY
case proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH:
// 小艇加速 (风圈等)
cost = constant.StaminaCostConst.POWERED_SKIFF
staminaInfo.Cost = constant.StaminaCostConst.POWERED_SKIFF
// 缓慢动作将在客户端发送消息后消耗
case proto.MotionState_MOTION_STATE_CLIMB, proto.MotionState_MOTION_STATE_SWIM_MOVE:
// 缓慢攀爬 或 缓慢游泳
staminaInfo.Cost = 0
}
// 确保目前的动作状态会改变耐力
// 如果会则修改记录 tick执行时会调用数据
if cost != 0 {
staminaInfo.State = state
staminaInfo.Cost = cost
}
}
// GetPlayerIsMoving 玩家是否正在移动
func (g *GameManager) GetPlayerIsMoving(staminaInfo *model.StaminaInfo) bool {
if staminaInfo.PrevPos == nil || staminaInfo.CurPos == nil {
return false
}
diffX := staminaInfo.CurPos.X - staminaInfo.PrevPos.X
diffY := staminaInfo.CurPos.Y - staminaInfo.PrevPos.Y
diffZ := staminaInfo.CurPos.Z - staminaInfo.PrevPos.Z
logger.LOG.Debug("get player is moving, diffX: %v, diffY: %v, diffZ: %v", diffX, diffY, diffZ)
return diffX > 0.3 || diffY > 0.2 || diffZ > 0.3
}
// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
@@ -145,7 +141,7 @@ func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
}
// 消耗耐力重新计算恢复需要延迟的tick
if staminaCost < 0 {
logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
//logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
player.StaminaInfo.RestoreDelay = 0
}

View File

@@ -6,7 +6,6 @@ type StaminaInfo struct {
State proto.MotionState // 动作状态
Cost int32 // 消耗或恢复的耐力
RestoreDelay uint8 // 恢复延迟
PrevPos *Vector
CurPos *Vector
LastCasterId uint32 // 最后技能释放者
LastSkillId uint32 // 最后释放的技能
}