mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:12:27 +08:00
GCG进入游戏完善
This commit is contained in:
@@ -2,6 +2,8 @@ package game
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import (
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/proto"
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)
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// ControllerType 操控者类型
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@@ -24,26 +26,24 @@ type GCGCardInfo struct {
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isShow bool // 是否展示
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}
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type ControllerLoadState uint8
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const (
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ControllerLoadState_None ControllerLoadState = iota
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ControllerLoadState_AskDuel
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ControllerLoadState_InitFinish
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)
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// GCGController 操控者
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type GCGController struct {
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controllerId uint32 // 操控者Id
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cardMap map[uint32]*GCGCardInfo // 卡牌列表
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loadState ControllerLoadState // 加载状态
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controllerType ControllerType // 操控者的类型
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player *model.Player
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ai uint32 // 暂时不写
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}
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// GCGGame 游戏对局
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type GCGGame struct {
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guid uint32 // 唯一Id
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gameId uint32 // 游戏Id
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round uint32 // 游戏回合数
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serverSeqCounter uint32 // 请求序列生成计数器
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controllerIdCounter uint32 // 操控者Id生成器
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cardGuidCounter uint32 // 卡牌guid生成计数器
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controllerMap map[uint32]*GCGController // 操控者列表 uint32 -> controllerId
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}
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// GCGManager 七圣召唤管理器
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type GCGManager struct {
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gameMap map[uint32]*GCGGame // 游戏列表 uint32 -> guid
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@@ -57,32 +57,365 @@ func NewGCGManager() *GCGManager {
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}
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// CreateGame 创建GCG游戏对局
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func (g *GCGManager) CreateGame(gameId uint32) *GCGGame {
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func (g *GCGManager) CreateGame(gameId uint32, playerList []*model.Player) *GCGGame {
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g.gameGuidCounter++
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game := &GCGGame{
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guid: g.gameGuidCounter,
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gameId: gameId,
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round: 1,
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controllerMap: make(map[uint32]*GCGController, 0),
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guid: g.gameGuidCounter,
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gameId: gameId,
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roundInfo: &GCGRoundInfo{
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roundNum: 1, // 默认以第一回合开始
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allowControllerMap: make(map[uint32]uint32, 0),
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firstController: 1, // 1号操控者为先手
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},
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controllerMap: make(map[uint32]*GCGController, 0),
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controllerMsgPackMap: make(map[uint32][]*proto.GCGMessagePack),
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historyCardList: make([]*proto.GCGCard, 0, 0),
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historyMsgPackList: make([]*proto.GCGMessagePack, 0, 0),
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}
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// 初始化游戏
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game.InitGame(playerList)
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// 记录游戏
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g.gameMap[game.guid] = game
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return game
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}
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// JoinGame 玩家加入GCG游戏
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func (g *GCGManager) JoinGame(game *GCGGame, player *model.Player) {
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game.controllerIdCounter++
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// GCGMsgPhaseChange GCG消息阶段改变
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func (g *GCGManager) GCGMsgPhaseChange(game *GCGGame, afterPhase proto.GCGPhaseType) *proto.GCGMessage {
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gcgMsgPhaseChange := &proto.GCGMsgPhaseChange{
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BeforePhase: game.roundInfo.phaseType,
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AfterPhase: afterPhase,
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AllowControllerMap: make([]*proto.Uint32Pair, 0, len(game.controllerMap)),
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}
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// 开始阶段所有玩家允许操作
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if afterPhase == proto.GCGPhaseType_GCG_PHASE_TYPE_START || afterPhase == proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE || afterPhase == proto.GCGPhaseType_GCG_PHASE_TYPE_MAIN {
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for controllerId := range game.controllerMap {
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gcgMsgPhaseChange.AllowControllerMap = append(gcgMsgPhaseChange.AllowControllerMap, &proto.Uint32Pair{
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Key: controllerId,
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Value: 1,
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})
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}
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}
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gcgMessage := &proto.GCGMessage{
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Message: &proto.GCGMessage_PhaseChange{
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PhaseChange: gcgMsgPhaseChange,
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},
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}
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// 修改游戏的阶段状态
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game.roundInfo.phaseType = afterPhase
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return gcgMessage
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}
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// GCGMsgPhaseContinue GCG消息阶段跳过
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func (g *GCGManager) GCGMsgPhaseContinue() *proto.GCGMessage {
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gcgMsgPhaseContinue := &proto.GCGMsgPhaseContinue{}
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gcgMessage := &proto.GCGMessage{
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Message: &proto.GCGMessage_PhaseContinue{
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PhaseContinue: gcgMsgPhaseContinue,
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},
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}
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return gcgMessage
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}
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// GCGMsgUpdateController GCG消息更新操控者
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func (g *GCGManager) GCGMsgUpdateController(game *GCGGame) *proto.GCGMessage {
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gcgMsgUpdateController := &proto.GCGMsgUpdateController{
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AllowControllerMap: make([]*proto.Uint32Pair, 0, len(game.controllerMap)),
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}
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// 操控者的允许次数
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for controllerId, _ := range game.roundInfo.allowControllerMap {
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gcgMsgUpdateController.AllowControllerMap = append(gcgMsgUpdateController.AllowControllerMap, &proto.Uint32Pair{
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Key: controllerId,
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Value: 0,
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})
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}
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gcgMessage := &proto.GCGMessage{
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Message: &proto.GCGMessage_UpdateController{
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UpdateController: gcgMsgUpdateController,
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},
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}
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return gcgMessage
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}
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// GCGMsgClientPerform GCG消息客户端执行
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func (g *GCGManager) GCGMsgClientPerform(performType proto.GCGClientPerformType, paramList []uint32) *proto.GCGMessage {
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gcgMsgClientPerform := &proto.GCGMsgClientPerform{
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ParamList: paramList,
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PerformType: performType,
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}
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gcgMessage := &proto.GCGMessage{
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Message: &proto.GCGMessage_ClientPerform{
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ClientPerform: gcgMsgClientPerform,
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},
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}
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return gcgMessage
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}
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// GCGRoundInfo 游戏对局回合信息
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type GCGRoundInfo struct {
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roundNum uint32 // 游戏当前回合数
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phaseType proto.GCGPhaseType // 现在所处的阶段类型
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allowControllerMap map[uint32]uint32 // 回合内操控者允许的次数
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firstController uint32 // 当前回合先手的操控者
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}
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// GCGGame 游戏对局
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type GCGGame struct {
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guid uint32 // 唯一Id
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gameId uint32 // 游戏Id
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serverSeqCounter uint32 // 请求序列生成计数器
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controllerIdCounter uint32 // 操控者Id生成器
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cardGuidCounter uint32 // 卡牌guid生成计数器
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roundInfo *GCGRoundInfo // 游戏回合信息
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controllerMap map[uint32]*GCGController // 操控者列表 uint32 -> controllerId
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controllerMsgPackMap map[uint32][]*proto.GCGMessagePack // 操控者消息包待发送区 0代表全局
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// TODO 游戏重连
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historyCardList []*proto.GCGCard // 历史发送的卡牌
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historyMsgPackList []*proto.GCGMessagePack // 历史发送的消息包
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}
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// AddPlayer GCG游戏添加玩家
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func (g *GCGGame) AddPlayer(player *model.Player) {
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// 创建操控者
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g.controllerIdCounter++
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controller := &GCGController{
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controllerId: game.controllerIdCounter,
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controllerId: g.controllerIdCounter,
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cardMap: make(map[uint32]*GCGCardInfo, 0),
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loadState: ControllerLoadState_None,
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controllerType: ControllerType_Player,
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player: player,
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}
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// 生成卡牌信息
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g.cardGuidCounter++
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controller.cardMap[1301] = &GCGCardInfo{
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cardId: 1301,
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guid: g.cardGuidCounter,
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faceType: 0,
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tagList: []uint32{203, 303, 401},
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tokenMap: map[uint32]uint32{
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1: 10,
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2: 10,
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4: 0,
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5: 3,
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},
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skillIdList: []uint32{
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13011,
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13012,
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13013,
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},
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skillLimitList: []uint32{},
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isShow: true,
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}
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g.cardGuidCounter++
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controller.cardMap[1103] = &GCGCardInfo{
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cardId: 1103,
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guid: g.cardGuidCounter,
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faceType: 0,
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tagList: []uint32{201, 301, 401},
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tokenMap: map[uint32]uint32{
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1: 10, // 血量
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2: 10, // 最大血量(不确定)
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4: 0, // 充能
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5: 2, // 充能条
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},
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skillIdList: []uint32{
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11031,
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11032,
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11033,
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},
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skillLimitList: []uint32{},
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isShow: true,
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}
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g.cardGuidCounter++
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controller.cardMap[3001] = &GCGCardInfo{
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cardId: 3001,
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guid: g.cardGuidCounter,
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faceType: 0,
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tagList: []uint32{200, 300, 502, 503},
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tokenMap: map[uint32]uint32{
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1: 4,
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2: 4,
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4: 0,
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5: 2,
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},
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skillIdList: []uint32{
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30011,
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30012,
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30013,
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},
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skillLimitList: []uint32{},
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isShow: true,
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}
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// g.cardGuidCounter++
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// controller.cardMap[1301011] = &GCGCardInfo{
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// cardId: 1301011,
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// guid: g.cardGuidCounter,
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// faceType: 0,
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// skillIdList: []uint32{
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// 13010111,
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// },
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// skillLimitList: []uint32{},
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// isShow: true,
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// }
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// 记录操控者
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game.controllerMap[game.controllerIdCounter] = controller
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g.controllerMap[g.controllerIdCounter] = controller
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player.GCGCurGameGuid = g.guid
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}
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// AddAI GCG游戏添加AI
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func (g *GCGGame) AddAI() {
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// 创建操控者
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g.controllerIdCounter++
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controller := &GCGController{
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controllerId: g.controllerIdCounter,
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cardMap: make(map[uint32]*GCGCardInfo, 0),
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loadState: ControllerLoadState_InitFinish,
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controllerType: ControllerType_AI,
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ai: 233,
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}
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// 生成卡牌信息
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g.cardGuidCounter++
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controller.cardMap[3001] = &GCGCardInfo{
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cardId: 3001,
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guid: g.cardGuidCounter,
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faceType: 0,
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tagList: []uint32{200, 300, 502, 503},
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tokenMap: map[uint32]uint32{
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1: 4,
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2: 4,
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4: 0,
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5: 2,
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},
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skillIdList: []uint32{
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30011,
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30012,
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30013,
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},
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skillLimitList: []uint32{},
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isShow: true,
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}
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g.cardGuidCounter++
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controller.cardMap[3302] = &GCGCardInfo{
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cardId: 3302,
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guid: g.cardGuidCounter,
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faceType: 0,
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tagList: []uint32{200, 303, 502, 503},
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tokenMap: map[uint32]uint32{
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1: 8,
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2: 8,
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4: 0,
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5: 2,
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},
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skillIdList: []uint32{
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33021,
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33022,
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33023,
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33024,
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},
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skillLimitList: []uint32{},
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isShow: true,
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}
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// 记录操控者
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g.controllerMap[g.controllerIdCounter] = controller
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}
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// InitGame 初始化GCG游戏
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func (g *GCGGame) InitGame(playerList []*model.Player) {
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// 初始化玩家
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for _, player := range playerList {
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g.AddPlayer(player)
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}
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// 添加AI
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g.AddAI()
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// 初始化每个操控者的次数
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for controllerId := range g.controllerMap {
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g.roundInfo.allowControllerMap[controllerId] = 0
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}
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// 先手者操控数为1
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g.roundInfo.allowControllerMap[g.roundInfo.firstController] = 1
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// TODO 验证玩家人数是否符合
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// 预开始游戏
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g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, GCG_MANAGER.GCGMsgPhaseChange(g, proto.GCGPhaseType_GCG_PHASE_TYPE_START), GCG_MANAGER.GCGMsgUpdateController(g))
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g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, GCG_MANAGER.GCGMsgPhaseContinue())
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g.SendMessagePack(0)
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// 预开始游戏后 ServerSeq 会跟官服不同 这里重置一下
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g.serverSeqCounter = 0
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logger.Error("gcg init")
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}
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// StartGame 开始GCG游戏
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func (g *GCGGame) StartGame() {
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// 开始游戏消息包
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g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, GCG_MANAGER.GCGMsgUpdateController(g))
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g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_PHASE_EXIT, GCG_MANAGER.GCGMsgClientPerform(proto.GCGClientPerformType_GCG_CLIENT_PERFORM_TYPE_FIRST_HAND, []uint32{g.roundInfo.firstController}))
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g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, GCG_MANAGER.GCGMsgPhaseChange(g, proto.GCGPhaseType_GCG_PHASE_TYPE_DRAW))
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g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, GCG_MANAGER.GCGMsgPhaseChange(g, proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE))
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g.SendMessagePack(0)
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logger.Error("gcg start")
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}
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// CheckAllInitFinish 检查所有玩家是否加载完成
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func (g *GCGGame) CheckAllInitFinish() {
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// 检查所有玩家是否加载完成
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for _, controller := range g.controllerMap {
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if controller.loadState != ControllerLoadState_InitFinish {
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return
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}
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}
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// TODO 可能会玩家中途退了 超时结束游戏
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// 正式开始游戏
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g.StartGame()
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}
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// AddMessagePack 添加操控者的待发送区GCG消息
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func (g *GCGGame) AddMessagePack(controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
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_, ok := g.controllerMsgPackMap[controllerId]
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if !ok {
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g.controllerMsgPackMap[controllerId] = make([]*proto.GCGMessagePack, 0, len(msgList)*5)
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}
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pack := &proto.GCGMessagePack{
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ActionType: actionType,
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MsgList: make([]*proto.GCGMessage, 0, len(msgList)),
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ControllerId: controllerId,
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}
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// 将每个GCG消息添加进消息包中
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for _, message := range msgList {
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pack.MsgList = append(pack.MsgList, message)
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}
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// 将消息包添加进待发送区
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g.controllerMsgPackMap[controllerId] = append(g.controllerMsgPackMap[controllerId], pack)
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}
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// SendMessagePack 发送操控者的待发送区GCG消息
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func (g *GCGGame) SendMessagePack(controllerId uint32) {
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msgPackList, ok := g.controllerMsgPackMap[controllerId]
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if !ok {
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logger.Error("msg pack list error, controllerId: %v", controllerId)
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return
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}
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// 0代表广播给全体玩家
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if controllerId == 0 {
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g.serverSeqCounter++
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for _, controller := range g.controllerMap {
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GAME_MANAGER.SendGCGMessagePackNotify(controller, g.serverSeqCounter, msgPackList)
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}
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} else {
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// 获取指定的操控者
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controller, ok := g.controllerMap[controllerId]
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if !ok {
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logger.Error("controller is nil, controllerId: %v", controllerId)
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return
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}
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g.serverSeqCounter++
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GAME_MANAGER.SendGCGMessagePackNotify(controller, g.serverSeqCounter, msgPackList)
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}
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// 记录发送的历史消息包
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for _, pack := range msgPackList {
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g.historyMsgPackList = append(g.historyMsgPackList, pack)
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}
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// 清空待发送区的数据
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g.controllerMsgPackMap[controllerId] = make([]*proto.GCGMessagePack, 0, len(msgPackList))
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}
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// // CreateGameCardInfo 生成操控者卡牌信息
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@@ -90,12 +423,12 @@ func (g *GCGManager) JoinGame(game *GCGGame, player *model.Player) {
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//
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// }
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// GetGameControllerByUserId 通过玩家Id获取GCGController对象
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func (g *GCGManager) GetGameControllerByUserId(game *GCGGame, userId uint32) *GCGController {
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for _, controller := range game.controllerMap {
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// GetControllerByUserId 通过玩家Id获取GCGController对象
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func (g *GCGGame) GetControllerByUserId(userId uint32) *GCGController {
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||||
for _, controller := range g.controllerMap {
|
||||
// 为nil说明该操控者不是玩家
|
||||
if controller.player == nil {
|
||||
return nil
|
||||
continue
|
||||
}
|
||||
if controller.player.PlayerID == userId {
|
||||
return controller
|
||||
|
||||
@@ -28,11 +28,12 @@ func (g *GameManager) GCGLogin(player *model.Player) {
|
||||
|
||||
// GCGTavernInit GCG酒馆初始化
|
||||
func (g *GameManager) GCGTavernInit(player *model.Player) {
|
||||
// // GCG酒馆信息通知
|
||||
// g.SendMsg(cmd.GCGTCTavernInfoNotify, player.PlayerID, player.ClientSeq, g.PacketGCGTCTavernInfoNotify(player))
|
||||
// // GCG酒馆NPC信息通知
|
||||
// g.SendMsg(cmd.GCGTavernNpcInfoNotify, player.PlayerID, player.ClientSeq, g.PacketGCGTavernNpcInfoNotify(player))
|
||||
// 可能是包没发全导致卡进度条?
|
||||
if player.SceneId == 1076 {
|
||||
// GCG酒馆信息通知
|
||||
g.SendMsg(cmd.GCGTCTavernInfoNotify, player.PlayerID, player.ClientSeq, g.PacketGCGTCTavernInfoNotify(player))
|
||||
// GCG酒馆NPC信息通知
|
||||
g.SendMsg(cmd.GCGTavernNpcInfoNotify, player.PlayerID, player.ClientSeq, g.PacketGCGTavernNpcInfoNotify(player))
|
||||
}
|
||||
}
|
||||
|
||||
// GCGStartChallenge GCG开始挑战
|
||||
@@ -48,8 +49,11 @@ func (g *GameManager) GCGStartChallenge(player *model.Player) {
|
||||
// }
|
||||
// g.SendMsg(cmd.GCGStartChallengeByCheckRewardRsp, player.PlayerID, player.ClientSeq, gcgStartChallengeByCheckRewardRsp)
|
||||
|
||||
// 创建GCG游戏
|
||||
game := GCG_MANAGER.CreateGame(30101, []*model.Player{player})
|
||||
|
||||
// GCG游戏简要信息通知
|
||||
GAME_MANAGER.SendMsg(cmd.GCGGameBriefDataNotify, player.PlayerID, player.ClientSeq, g.PacketGCGGameBriefDataNotify(player, proto.GCGGameBusinessType_GCG_GAME_BUSINESS_TYPE_GUIDE_GROUP, 30102))
|
||||
GAME_MANAGER.SendMsg(cmd.GCGGameBriefDataNotify, player.PlayerID, player.ClientSeq, g.PacketGCGGameBriefDataNotify(player, proto.GCGGameBusinessType_GCG_GAME_BUSINESS_TYPE_GUIDE_GROUP, game))
|
||||
|
||||
// 玩家进入GCG界面
|
||||
g.TeleportPlayer(player, constant.EnterReasonConst.DungeonEnter, 79999, new(model.Vector), 2162)
|
||||
@@ -63,388 +67,258 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
|
||||
g.CommonRetError(cmd.GCGAskDuelRsp, player, &proto.GCGAskDuelRsp{}, proto.Retcode_RET_GCG_GAME_NOT_RUNNING)
|
||||
return
|
||||
}
|
||||
// 计数器+1
|
||||
game.serverSeqCounter++
|
||||
// 获取玩家的操控者对象
|
||||
gameController := GCG_MANAGER.GetGameControllerByUserId(game, player.PlayerID)
|
||||
gameController := game.GetControllerByUserId(player.PlayerID)
|
||||
if gameController == nil {
|
||||
g.CommonRetError(cmd.GCGAskDuelRsp, player, &proto.GCGAskDuelRsp{}, proto.Retcode_RET_GCG_NOT_IN_GCG_DUNGEON)
|
||||
return
|
||||
}
|
||||
|
||||
// 更改操控者加载状态
|
||||
gameController.loadState = ControllerLoadState_AskDuel
|
||||
|
||||
// 计数器+1
|
||||
game.serverSeqCounter++
|
||||
// PacketGCGAskDuelRsp
|
||||
// gcgAskDuelRsp := &proto.GCGAskDuelRsp{
|
||||
// Duel: &proto.GCGDuel{
|
||||
// ServerSeq: game.serverSeqCounter,
|
||||
// ShowInfoList: make([]*proto.GCGControllerShowInfo, 0, len(game.controllerMap)),
|
||||
// ForbidFinishChallengeList: nil,
|
||||
// CardList: nil,
|
||||
// Unk3300_BIANMOPDEHO: 0,
|
||||
// CostRevise: nil,
|
||||
// GameId: game.gameId,
|
||||
// FieldList: nil,
|
||||
// Unk3300_CDCMBOKBLAK: nil,
|
||||
// BusinessType: 0,
|
||||
// IntentionList: nil,
|
||||
// ChallengeList: nil,
|
||||
// HistoryCardList: nil,
|
||||
// Round: game.round,
|
||||
// ControllerId: gameController.controllerId,
|
||||
// HistoryMsgPackList: nil,
|
||||
// Unk3300_JHDDNKFPINA: 0,
|
||||
// CardIdList: make([]uint32, 0, 0),
|
||||
// Unk3300_JBBMBKGOONO: 0,
|
||||
// Phase: nil,
|
||||
// },
|
||||
// }
|
||||
// // 玩家信息列表
|
||||
// for _, controller := range game.controllerMap {
|
||||
// gcgControllerShowInfo := &proto.GCGControllerShowInfo{
|
||||
// ControllerId: controller.controllerId,
|
||||
// ProfilePicture: &proto.ProfilePicture{},
|
||||
// }
|
||||
// // 如果为玩家则更改为玩家信息
|
||||
// if controller.controllerType == ControllerType_Player {
|
||||
// gcgControllerShowInfo.ProfilePicture.AvatarId = player.HeadImage
|
||||
// gcgControllerShowInfo.ProfilePicture.AvatarId = player.AvatarMap[player.HeadImage].Costume
|
||||
// }
|
||||
// gcgAskDuelRsp.Duel.ShowInfoList = append(gcgAskDuelRsp.Duel.ShowInfoList)
|
||||
// }
|
||||
// GAME_MANAGER.SendMsg(cmd.GCGAskDuelRsp, player.PlayerID, player.ClientSeq, gcgAskDuelRsp)
|
||||
// PacketGCGAskDuelRsp
|
||||
gcgAskDuelRsp := new(proto.GCGAskDuelRsp)
|
||||
gcgAskDuelRsp.Duel = &proto.GCGDuel{
|
||||
ServerSeq: 1, // 应该每次+1
|
||||
ShowInfoList: []*proto.GCGControllerShowInfo{
|
||||
// 玩家的
|
||||
{
|
||||
// PsnId: ?
|
||||
NickName: player.NickName,
|
||||
// OnlineId: ?
|
||||
ProfilePicture: &proto.ProfilePicture{
|
||||
AvatarId: player.TeamConfig.GetActiveAvatarId(),
|
||||
CostumeId: player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Costume,
|
||||
gcgAskDuelRsp := &proto.GCGAskDuelRsp{
|
||||
Duel: &proto.GCGDuel{
|
||||
ServerSeq: game.serverSeqCounter,
|
||||
// ShowInfoList 游戏内显示双方头像名字
|
||||
ShowInfoList: make([]*proto.GCGControllerShowInfo, 0, len(game.controllerMap)),
|
||||
ForbidFinishChallengeList: nil,
|
||||
// CardList 卡牌列表
|
||||
CardList: make([]*proto.GCGCard, 0, 0),
|
||||
Unk3300_BIANMOPDEHO: 1, // Unk
|
||||
CostRevise: &proto.GCGCostReviseInfo{ // 暂无数据
|
||||
CanUseHandCardIdList: nil,
|
||||
SelectOnStageCostList: nil,
|
||||
PlayCardCostList: nil,
|
||||
AttackCostList: nil,
|
||||
IsCanAttack: false,
|
||||
},
|
||||
GameId: 0, // 官服是0
|
||||
// FieldList 玩家牌盒信息 卡牌显示相关
|
||||
FieldList: make([]*proto.GCGPlayerField, 0, len(game.controllerMap)),
|
||||
Unk3300_CDCMBOKBLAK: make([]*proto.Unk3300_ADHENCIFKNI, 0, len(game.controllerMap)),
|
||||
BusinessType: 0,
|
||||
IntentionList: nil, // empty
|
||||
// ChallengeList 可能是挑战目标
|
||||
ChallengeList: []*proto.GCGDuelChallenge{
|
||||
// TODO 暂时写死
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 906,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
ControllerId: 1,
|
||||
},
|
||||
// 对手的
|
||||
{
|
||||
ProfilePicture: &proto.ProfilePicture{},
|
||||
ControllerId: 2,
|
||||
},
|
||||
},
|
||||
// ForbidFinishChallengeList: nil,
|
||||
CardList: []*proto.GCGCard{
|
||||
{
|
||||
TagList: []uint32{203, 303, 401},
|
||||
Guid: 1, // 应该每次+1
|
||||
IsShow: true,
|
||||
TokenList: []*proto.GCGToken{
|
||||
{
|
||||
Key: 1,
|
||||
Value: 10,
|
||||
},
|
||||
{
|
||||
Key: 2,
|
||||
Value: 10,
|
||||
},
|
||||
{
|
||||
Key: 4,
|
||||
},
|
||||
{
|
||||
Key: 5,
|
||||
Value: 3,
|
||||
},
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 907,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
// FaceType: 0, ?
|
||||
SkillIdList: []uint32{13011, 13012, 13013},
|
||||
// SkillLimitsList: nil,
|
||||
Id: 1301,
|
||||
ControllerId: 1,
|
||||
},
|
||||
{
|
||||
TagList: []uint32{201, 301, 401},
|
||||
Guid: 2, // 应该每次+1
|
||||
IsShow: true,
|
||||
TokenList: []*proto.GCGToken{
|
||||
{
|
||||
Key: 1,
|
||||
Value: 10,
|
||||
},
|
||||
{
|
||||
Key: 2,
|
||||
Value: 10,
|
||||
},
|
||||
{
|
||||
Key: 4,
|
||||
},
|
||||
{
|
||||
Key: 5,
|
||||
Value: 2,
|
||||
},
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 901,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
// FaceType: 0, ?
|
||||
SkillIdList: []uint32{11031, 11032, 11033},
|
||||
// SkillLimitsList: nil,
|
||||
Id: 1103,
|
||||
ControllerId: 1,
|
||||
},
|
||||
{
|
||||
TagList: []uint32{200, 300, 502, 503},
|
||||
Guid: 3, // 应该每次+1
|
||||
IsShow: true,
|
||||
TokenList: []*proto.GCGToken{
|
||||
{
|
||||
Key: 1,
|
||||
Value: 4,
|
||||
},
|
||||
{
|
||||
Key: 2,
|
||||
Value: 4,
|
||||
},
|
||||
{
|
||||
Key: 4,
|
||||
},
|
||||
{
|
||||
Key: 5,
|
||||
Value: 2,
|
||||
},
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 903,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
// FaceType: 0, ?
|
||||
SkillIdList: []uint32{30011, 30012, 30013},
|
||||
// SkillLimitsList: nil,
|
||||
Id: 3301,
|
||||
ControllerId: 2,
|
||||
},
|
||||
{
|
||||
TagList: []uint32{200, 303, 502, 503},
|
||||
Guid: 4, // 应该每次+1
|
||||
IsShow: true,
|
||||
TokenList: []*proto.GCGToken{
|
||||
{
|
||||
Key: 1,
|
||||
Value: 8,
|
||||
},
|
||||
{
|
||||
Key: 2,
|
||||
Value: 8,
|
||||
},
|
||||
{
|
||||
Key: 4,
|
||||
},
|
||||
{
|
||||
Key: 5,
|
||||
Value: 2,
|
||||
},
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 904,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
// FaceType: 0, ?
|
||||
SkillIdList: []uint32{33021, 33022, 33023, 33024},
|
||||
// SkillLimitsList: nil,
|
||||
Id: 3302,
|
||||
ControllerId: 2,
|
||||
},
|
||||
{
|
||||
Guid: 5, // 应该每次+1
|
||||
IsShow: true,
|
||||
SkillIdList: []uint32{13010111},
|
||||
Id: 1301011,
|
||||
ControllerId: 1,
|
||||
},
|
||||
},
|
||||
Unk3300_BIANMOPDEHO: 1,
|
||||
CostRevise: &proto.GCGCostReviseInfo{
|
||||
CanUseHandCardIdList: nil,
|
||||
SelectOnStageCostList: nil,
|
||||
PlayCardCostList: nil,
|
||||
AttackCostList: nil,
|
||||
IsCanAttack: false,
|
||||
},
|
||||
// GameId: 0,
|
||||
FieldList: []*proto.GCGPlayerField{
|
||||
{
|
||||
// Unk3300_IKJMGAHCFPM: 0,
|
||||
ModifyZoneMap: map[uint32]*proto.GCGZone{
|
||||
1: {},
|
||||
2: {},
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 905,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
// Unk3300_GGHKFFADEAL: 0,
|
||||
Unk3300_AOPJIOHMPOF: nil,
|
||||
Unk3300_FDFPHNDOJML: 0,
|
||||
Unk3300_IPLMHKCNDLE: &proto.GCGZone{},
|
||||
Unk3300_EIHOMDLENMK: &proto.GCGZone{},
|
||||
// WaitingList: nil,
|
||||
// Unk3300_PBECINKKHND: 0,
|
||||
ControllerId: 1,
|
||||
Unk3300_INDJNJJJNKL: &proto.GCGZone{
|
||||
CardList: []uint32{1, 2},
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 908,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
Unk3300_EFNAEFBECHD: &proto.GCGZone{},
|
||||
// IsPassed: false,
|
||||
// IntentionList: nil,
|
||||
// DiceSideList: nil,
|
||||
// DeckCardNum: 0,
|
||||
// Unk3300_GLNIFLOKBPM: 0,
|
||||
},
|
||||
{
|
||||
// Unk3300_IKJMGAHCFPM: 0,
|
||||
ModifyZoneMap: map[uint32]*proto.GCGZone{
|
||||
3: {},
|
||||
4: {},
|
||||
},
|
||||
// Unk3300_GGHKFFADEAL: 0,
|
||||
Unk3300_AOPJIOHMPOF: nil,
|
||||
Unk3300_FDFPHNDOJML: 0,
|
||||
Unk3300_IPLMHKCNDLE: &proto.GCGZone{},
|
||||
Unk3300_EIHOMDLENMK: &proto.GCGZone{},
|
||||
// WaitingList: nil,
|
||||
// Unk3300_PBECINKKHND: 0,
|
||||
ControllerId: 2,
|
||||
Unk3300_INDJNJJJNKL: &proto.GCGZone{
|
||||
CardList: []uint32{3, 4},
|
||||
},
|
||||
Unk3300_EFNAEFBECHD: &proto.GCGZone{},
|
||||
// IsPassed: false,
|
||||
// IntentionList: nil,
|
||||
// DiceSideList: nil,
|
||||
// DeckCardNum: 0,
|
||||
// Unk3300_GLNIFLOKBPM: 0,
|
||||
},
|
||||
},
|
||||
// 应该是玩家成员列表
|
||||
Unk3300_CDCMBOKBLAK: []*proto.Unk3300_ADHENCIFKNI{
|
||||
{
|
||||
ControllerId: 1,
|
||||
},
|
||||
{
|
||||
ControllerId: 2,
|
||||
},
|
||||
},
|
||||
// BusinessType: 0,
|
||||
// IntentionList: nil,
|
||||
ChallengeList: []*proto.GCGDuelChallenge{
|
||||
{
|
||||
ChallengeId: 906,
|
||||
TotalProgress: 1,
|
||||
},
|
||||
{
|
||||
ChallengeId: 907,
|
||||
TotalProgress: 1,
|
||||
},
|
||||
{
|
||||
ChallengeId: 903,
|
||||
TotalProgress: 1,
|
||||
},
|
||||
{
|
||||
ChallengeId: 904,
|
||||
TotalProgress: 1,
|
||||
},
|
||||
{
|
||||
ChallengeId: 905,
|
||||
TotalProgress: 1,
|
||||
},
|
||||
{
|
||||
ChallengeId: 908,
|
||||
TotalProgress: 1,
|
||||
},
|
||||
{
|
||||
ChallengeId: 909,
|
||||
TotalProgress: 1,
|
||||
},
|
||||
},
|
||||
Round: 1,
|
||||
ControllerId: 1,
|
||||
HistoryMsgPackList: []*proto.GCGMessagePack{
|
||||
{
|
||||
MsgList: []*proto.GCGMessage{
|
||||
{
|
||||
Message: &proto.GCGMessage_PhaseChange{PhaseChange: &proto.GCGMsgPhaseChange{
|
||||
BeforePhase: proto.GCGPhaseType_GCG_PHASE_TYPE_START,
|
||||
AllowControllerMap: []*proto.Uint32Pair{
|
||||
{
|
||||
Key: 1,
|
||||
Value: 1,
|
||||
},
|
||||
{
|
||||
Key: 2,
|
||||
Value: 1,
|
||||
},
|
||||
},
|
||||
}},
|
||||
},
|
||||
{
|
||||
ChallengeId: 1,
|
||||
CurProgress: 909,
|
||||
TotalProgress: 0,
|
||||
},
|
||||
},
|
||||
{
|
||||
MsgList: []*proto.GCGMessage{
|
||||
{
|
||||
Message: &proto.GCGMessage_UpdateController{UpdateController: &proto.GCGMsgUpdateController{
|
||||
AllowControllerMap: []*proto.Uint32Pair{
|
||||
{
|
||||
Key: 1,
|
||||
Value: 1,
|
||||
},
|
||||
{
|
||||
Key: 2,
|
||||
},
|
||||
},
|
||||
}},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
ActionType: proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE,
|
||||
MsgList: []*proto.GCGMessage{
|
||||
{
|
||||
Message: &proto.GCGMessage_PhaseContinue{},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
// Unk3300_JHDDNKFPINA: 0,
|
||||
CardIdList: []uint32{1103, 1301, 3001, 3302, 1301011},
|
||||
// Unk3300_JBBMBKGOONO: 0,
|
||||
Phase: &proto.GCGPhase{
|
||||
PhaseType: proto.GCGPhaseType_GCG_PHASE_TYPE_START,
|
||||
AllowControllerMap: map[uint32]uint32{
|
||||
1: 1,
|
||||
2: 0,
|
||||
// TODO 创建完卡牌都记录到历史卡牌内
|
||||
HistoryCardList: nil,
|
||||
Round: game.roundInfo.roundNum,
|
||||
ControllerId: gameController.controllerId,
|
||||
HistoryMsgPackList: game.historyMsgPackList,
|
||||
Unk3300_JHDDNKFPINA: 0,
|
||||
// CardIdList 游戏内的所有卡牌Id
|
||||
CardIdList: make([]uint32, 0, 0),
|
||||
Unk3300_JBBMBKGOONO: 0, // Unk
|
||||
// 阶段数据
|
||||
Phase: &proto.GCGPhase{
|
||||
PhaseType: game.roundInfo.phaseType,
|
||||
AllowControllerMap: game.roundInfo.allowControllerMap,
|
||||
},
|
||||
},
|
||||
}
|
||||
gcgAskDuelRsp.Duel.HistoryCardList = gcgAskDuelRsp.Duel.CardList
|
||||
|
||||
for _, controller := range game.controllerMap {
|
||||
// 玩家信息列表
|
||||
gcgControllerShowInfo := &proto.GCGControllerShowInfo{
|
||||
ControllerId: controller.controllerId,
|
||||
ProfilePicture: &proto.ProfilePicture{},
|
||||
}
|
||||
// 如果为玩家则更改为玩家信息
|
||||
if controller.controllerType == ControllerType_Player {
|
||||
gcgControllerShowInfo.ProfilePicture.AvatarId = player.HeadImage
|
||||
gcgControllerShowInfo.ProfilePicture.AvatarId = player.AvatarMap[player.HeadImage].Costume
|
||||
}
|
||||
gcgAskDuelRsp.Duel.ShowInfoList = append(gcgAskDuelRsp.Duel.ShowInfoList)
|
||||
// FieldList 玩家牌盒信息 卡牌显示相关
|
||||
playerField := &proto.GCGPlayerField{
|
||||
Unk3300_IKJMGAHCFPM: 0,
|
||||
// 卡牌图片
|
||||
ModifyZoneMap: make(map[uint32]*proto.GCGZone, len(controller.cardMap)),
|
||||
Unk3300_GGHKFFADEAL: 0,
|
||||
Unk3300_AOPJIOHMPOF: &proto.GCGZone{
|
||||
CardList: []uint32{},
|
||||
},
|
||||
Unk3300_FDFPHNDOJML: 0,
|
||||
// 卡牌技能?
|
||||
Unk3300_IPLMHKCNDLE: &proto.GCGZone{
|
||||
CardList: []uint32{}, // 官服CardList: []uint32{5},
|
||||
},
|
||||
Unk3300_EIHOMDLENMK: &proto.GCGZone{
|
||||
CardList: []uint32{},
|
||||
},
|
||||
WaitingList: []*proto.GCGWaitingCharacter{},
|
||||
Unk3300_PBECINKKHND: 0,
|
||||
ControllerId: controller.controllerId,
|
||||
// 卡牌位置
|
||||
Unk3300_INDJNJJJNKL: &proto.GCGZone{
|
||||
CardList: make([]uint32, 0, len(controller.cardMap)),
|
||||
},
|
||||
Unk3300_EFNAEFBECHD: &proto.GCGZone{
|
||||
CardList: []uint32{},
|
||||
},
|
||||
IsPassed: false,
|
||||
IntentionList: []*proto.GCGPVEIntention{},
|
||||
DiceSideList: []proto.GCGDiceSideType{},
|
||||
DeckCardNum: 0,
|
||||
Unk3300_GLNIFLOKBPM: 0,
|
||||
}
|
||||
// 卡牌信息
|
||||
for _, info := range controller.cardMap {
|
||||
gcgCard := &proto.GCGCard{
|
||||
TagList: info.tagList,
|
||||
Guid: info.guid,
|
||||
IsShow: info.isShow,
|
||||
TokenList: make([]*proto.GCGToken, 0, 0),
|
||||
FaceType: info.faceType,
|
||||
SkillIdList: info.skillIdList,
|
||||
SkillLimitsList: make([]*proto.GCGSkillLimitsInfo, 0, 0),
|
||||
Id: info.cardId,
|
||||
ControllerId: controller.controllerId,
|
||||
}
|
||||
// Token
|
||||
for k, v := range info.tokenMap {
|
||||
gcgCard.TokenList = append(gcgCard.TokenList, &proto.GCGToken{
|
||||
Value: v,
|
||||
Key: k,
|
||||
})
|
||||
}
|
||||
// TODO SkillLimitsList
|
||||
for _, skillId := range info.skillLimitList {
|
||||
gcgCard.SkillLimitsList = append(gcgCard.SkillLimitsList, &proto.GCGSkillLimitsInfo{
|
||||
SkillId: skillId,
|
||||
LimitsList: nil, // TODO 技能限制列表
|
||||
})
|
||||
}
|
||||
gcgAskDuelRsp.Duel.CardList = append(gcgAskDuelRsp.Duel.CardList, gcgCard)
|
||||
gcgAskDuelRsp.Duel.CardIdList = append(gcgAskDuelRsp.Duel.CardIdList, info.cardId)
|
||||
// Field
|
||||
playerField.ModifyZoneMap[info.guid] = &proto.GCGZone{CardList: []uint32{}}
|
||||
playerField.Unk3300_INDJNJJJNKL.CardList = append(playerField.Unk3300_INDJNJJJNKL.CardList, info.guid)
|
||||
}
|
||||
// 添加完所有卡牌的位置之类的信息 添加这个牌盒
|
||||
gcgAskDuelRsp.Duel.FieldList = append(gcgAskDuelRsp.Duel.FieldList, playerField)
|
||||
// Unk3300_CDCMBOKBLAK
|
||||
gcgAskDuelRsp.Duel.Unk3300_CDCMBOKBLAK = append(gcgAskDuelRsp.Duel.Unk3300_CDCMBOKBLAK, &proto.Unk3300_ADHENCIFKNI{
|
||||
BeginTime: 0,
|
||||
TimeStamp: 0,
|
||||
ControllerId: controller.controllerId,
|
||||
})
|
||||
}
|
||||
GAME_MANAGER.SendMsg(cmd.GCGAskDuelRsp, player.PlayerID, player.ClientSeq, gcgAskDuelRsp)
|
||||
}
|
||||
|
||||
// GCGInitFinishReq GCG决斗请求
|
||||
// GCGInitFinishReq GCG初始化完成请求
|
||||
func (g *GameManager) GCGInitFinishReq(player *model.Player, payloadMsg pb.Message) {
|
||||
GAME_MANAGER.SendMsg(cmd.GCGAskDuelRsp, player.PlayerID, player.ClientSeq, &proto.GCGInitFinishRsp{})
|
||||
// 获取玩家所在的游戏
|
||||
game, ok := GCG_MANAGER.gameMap[player.GCGCurGameGuid]
|
||||
if !ok {
|
||||
g.CommonRetError(cmd.GCGInitFinishRsp, player, &proto.GCGInitFinishRsp{}, proto.Retcode_RET_GCG_GAME_NOT_RUNNING)
|
||||
return
|
||||
}
|
||||
// 获取玩家的操控者对象
|
||||
gameController := game.GetControllerByUserId(player.PlayerID)
|
||||
if gameController == nil {
|
||||
g.CommonRetError(cmd.GCGInitFinishRsp, player, &proto.GCGInitFinishRsp{}, proto.Retcode_RET_GCG_NOT_IN_GCG_DUNGEON)
|
||||
return
|
||||
}
|
||||
|
||||
// 更改操控者加载状态
|
||||
gameController.loadState = ControllerLoadState_InitFinish
|
||||
|
||||
GAME_MANAGER.SendMsg(cmd.GCGInitFinishRsp, player.PlayerID, player.ClientSeq, &proto.GCGInitFinishRsp{})
|
||||
|
||||
// 检查所有玩家是否已加载完毕
|
||||
game.CheckAllInitFinish()
|
||||
}
|
||||
|
||||
// SendGCGMessagePackNotify 发送GCG消息包通知
|
||||
func (g *GameManager) SendGCGMessagePackNotify(controller *GCGController, serverSeq uint32, msgPackList []*proto.GCGMessagePack) {
|
||||
// 确保为玩家
|
||||
if controller.player == nil {
|
||||
return
|
||||
}
|
||||
// 确保加载完成
|
||||
if controller.loadState != ControllerLoadState_InitFinish {
|
||||
return
|
||||
}
|
||||
// PacketGCGMessagePackNotify
|
||||
gcgMessagePackNotify := &proto.GCGMessagePackNotify{
|
||||
ServerSeq: serverSeq,
|
||||
MsgPackList: msgPackList,
|
||||
}
|
||||
GAME_MANAGER.SendMsg(cmd.GCGMessagePackNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgMessagePackNotify)
|
||||
}
|
||||
|
||||
// PacketGCGGameBriefDataNotify GCG游戏简要数据通知
|
||||
func (g *GameManager) PacketGCGGameBriefDataNotify(player *model.Player, businessType proto.GCGGameBusinessType, gameId uint32) *proto.GCGGameBriefDataNotify {
|
||||
func (g *GameManager) PacketGCGGameBriefDataNotify(player *model.Player, businessType proto.GCGGameBusinessType, game *GCGGame) *proto.GCGGameBriefDataNotify {
|
||||
gcgGameBriefDataNotify := &proto.GCGGameBriefDataNotify{
|
||||
GcgBriefData: &proto.GCGGameBriefData{
|
||||
BusinessType: businessType,
|
||||
PlatformType: uint32(proto.PlatformType_PLATFORM_TYPE_PC), // TODO 根据玩家设备修改
|
||||
GameId: gameId,
|
||||
PlayerBriefList: []*proto.GCGPlayerBriefData{
|
||||
{
|
||||
Uid: player.PlayerID,
|
||||
ControllerId: 1,
|
||||
ProfilePicture: &proto.ProfilePicture{
|
||||
AvatarId: player.TeamConfig.GetActiveAvatarId(),
|
||||
CostumeId: player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Costume,
|
||||
},
|
||||
NickName: player.NickName,
|
||||
CardIdList: []uint32{1301, 1103},
|
||||
},
|
||||
{
|
||||
ControllerId: 2,
|
||||
ProfilePicture: &proto.ProfilePicture{},
|
||||
CardIdList: []uint32{3001, 3302},
|
||||
},
|
||||
},
|
||||
BusinessType: businessType,
|
||||
PlatformType: uint32(proto.PlatformType_PLATFORM_TYPE_PC), // TODO 根据玩家设备修改
|
||||
GameId: game.gameId,
|
||||
PlayerBriefList: make([]*proto.GCGPlayerBriefData, 0, len(game.controllerMap)),
|
||||
},
|
||||
IsNewGame: true,
|
||||
IsNewGame: true, // 根据游戏修改
|
||||
}
|
||||
for _, controller := range game.controllerMap {
|
||||
gcgPlayerBriefData := &proto.GCGPlayerBriefData{
|
||||
ControllerId: controller.controllerId,
|
||||
ProfilePicture: new(proto.ProfilePicture),
|
||||
CardIdList: make([]uint32, 0, len(controller.cardMap)),
|
||||
}
|
||||
// 玩家信息
|
||||
if controller.player != nil {
|
||||
gcgPlayerBriefData.Uid = player.PlayerID
|
||||
gcgPlayerBriefData.ProfilePicture.AvatarId = player.TeamConfig.GetActiveAvatarId()
|
||||
gcgPlayerBriefData.ProfilePicture.CostumeId = player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Costume
|
||||
gcgPlayerBriefData.NickName = player.NickName
|
||||
}
|
||||
gcgGameBriefDataNotify.GcgBriefData.PlayerBriefList = append(gcgGameBriefDataNotify.GcgBriefData.PlayerBriefList)
|
||||
}
|
||||
return gcgGameBriefDataNotify
|
||||
}
|
||||
|
||||
@@ -89,7 +89,7 @@ func (p *Player) InitAll() {
|
||||
p.StaminaInfo = new(StaminaInfo)
|
||||
p.VehicleInfo = new(VehicleInfo)
|
||||
p.VehicleInfo.LastCreateEntityIdMap = make(map[uint32]uint32)
|
||||
p.GCGInfo = NewGCGInfo()
|
||||
p.GCGInfo = NewGCGInfo() // 临时测试用数据
|
||||
p.InitAllAvatar()
|
||||
p.InitAllWeapon()
|
||||
p.InitAllItem()
|
||||
|
||||
@@ -264,6 +264,7 @@ func (c *CmdProtoMap) registerAllMessage() {
|
||||
c.registerMessage(GCGAskDuelRsp, &proto.GCGAskDuelRsp{}) // GCG决斗响应
|
||||
c.registerMessage(GCGInitFinishReq, &proto.GCGInitFinishReq{}) // GCG初始化完成请求
|
||||
c.registerMessage(GCGInitFinishRsp, &proto.GCGInitFinishRsp{}) // GCG初始化完成响应
|
||||
c.registerMessage(GCGMessagePackNotify, &proto.GCGMessagePackNotify{}) // GCG消息包通知
|
||||
|
||||
// // TODO 客户端开始GCG游戏
|
||||
// c.registerMessage(GCGStartChallengeByCheckRewardReq, &proto.GCGStartChallengeByCheckRewardReq{}) // GCG开始挑战来自检测奖励请求
|
||||
|
||||
Reference in New Issue
Block a user