GCG进入游戏完善

This commit is contained in:
UnKownOwO
2023-01-05 23:41:24 +08:00
parent ddc4064970
commit 7596d87bb4
4 changed files with 595 additions and 387 deletions

View File

@@ -2,6 +2,8 @@ package game
import (
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/proto"
)
// ControllerType 操控者类型
@@ -24,26 +26,24 @@ type GCGCardInfo struct {
isShow bool // 是否展示
}
type ControllerLoadState uint8
const (
ControllerLoadState_None ControllerLoadState = iota
ControllerLoadState_AskDuel
ControllerLoadState_InitFinish
)
// GCGController 操控者
type GCGController struct {
controllerId uint32 // 操控者Id
cardMap map[uint32]*GCGCardInfo // 卡牌列表
loadState ControllerLoadState // 加载状态
controllerType ControllerType // 操控者的类型
player *model.Player
ai uint32 // 暂时不写
}
// GCGGame 游戏对局
type GCGGame struct {
guid uint32 // 唯一Id
gameId uint32 // 游戏Id
round uint32 // 游戏回合数
serverSeqCounter uint32 // 请求序列生成计数器
controllerIdCounter uint32 // 操控者Id生成器
cardGuidCounter uint32 // 卡牌guid生成计数器
controllerMap map[uint32]*GCGController // 操控者列表 uint32 -> controllerId
}
// GCGManager 七圣召唤管理器
type GCGManager struct {
gameMap map[uint32]*GCGGame // 游戏列表 uint32 -> guid
@@ -57,32 +57,365 @@ func NewGCGManager() *GCGManager {
}
// CreateGame 创建GCG游戏对局
func (g *GCGManager) CreateGame(gameId uint32) *GCGGame {
func (g *GCGManager) CreateGame(gameId uint32, playerList []*model.Player) *GCGGame {
g.gameGuidCounter++
game := &GCGGame{
guid: g.gameGuidCounter,
gameId: gameId,
round: 1,
controllerMap: make(map[uint32]*GCGController, 0),
guid: g.gameGuidCounter,
gameId: gameId,
roundInfo: &GCGRoundInfo{
roundNum: 1, // 默认以第一回合开始
allowControllerMap: make(map[uint32]uint32, 0),
firstController: 1, // 1号操控者为先手
},
controllerMap: make(map[uint32]*GCGController, 0),
controllerMsgPackMap: make(map[uint32][]*proto.GCGMessagePack),
historyCardList: make([]*proto.GCGCard, 0, 0),
historyMsgPackList: make([]*proto.GCGMessagePack, 0, 0),
}
// 初始化游戏
game.InitGame(playerList)
// 记录游戏
g.gameMap[game.guid] = game
return game
}
// JoinGame 玩家加入GCG游戏
func (g *GCGManager) JoinGame(game *GCGGame, player *model.Player) {
game.controllerIdCounter++
// GCGMsgPhaseChange GCG消息阶段改变
func (g *GCGManager) GCGMsgPhaseChange(game *GCGGame, afterPhase proto.GCGPhaseType) *proto.GCGMessage {
gcgMsgPhaseChange := &proto.GCGMsgPhaseChange{
BeforePhase: game.roundInfo.phaseType,
AfterPhase: afterPhase,
AllowControllerMap: make([]*proto.Uint32Pair, 0, len(game.controllerMap)),
}
// 开始阶段所有玩家允许操作
if afterPhase == proto.GCGPhaseType_GCG_PHASE_TYPE_START || afterPhase == proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE || afterPhase == proto.GCGPhaseType_GCG_PHASE_TYPE_MAIN {
for controllerId := range game.controllerMap {
gcgMsgPhaseChange.AllowControllerMap = append(gcgMsgPhaseChange.AllowControllerMap, &proto.Uint32Pair{
Key: controllerId,
Value: 1,
})
}
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_PhaseChange{
PhaseChange: gcgMsgPhaseChange,
},
}
// 修改游戏的阶段状态
game.roundInfo.phaseType = afterPhase
return gcgMessage
}
// GCGMsgPhaseContinue GCG消息阶段跳过
func (g *GCGManager) GCGMsgPhaseContinue() *proto.GCGMessage {
gcgMsgPhaseContinue := &proto.GCGMsgPhaseContinue{}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_PhaseContinue{
PhaseContinue: gcgMsgPhaseContinue,
},
}
return gcgMessage
}
// GCGMsgUpdateController GCG消息更新操控者
func (g *GCGManager) GCGMsgUpdateController(game *GCGGame) *proto.GCGMessage {
gcgMsgUpdateController := &proto.GCGMsgUpdateController{
AllowControllerMap: make([]*proto.Uint32Pair, 0, len(game.controllerMap)),
}
// 操控者的允许次数
for controllerId, _ := range game.roundInfo.allowControllerMap {
gcgMsgUpdateController.AllowControllerMap = append(gcgMsgUpdateController.AllowControllerMap, &proto.Uint32Pair{
Key: controllerId,
Value: 0,
})
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UpdateController{
UpdateController: gcgMsgUpdateController,
},
}
return gcgMessage
}
// GCGMsgClientPerform GCG消息客户端执行
func (g *GCGManager) GCGMsgClientPerform(performType proto.GCGClientPerformType, paramList []uint32) *proto.GCGMessage {
gcgMsgClientPerform := &proto.GCGMsgClientPerform{
ParamList: paramList,
PerformType: performType,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_ClientPerform{
ClientPerform: gcgMsgClientPerform,
},
}
return gcgMessage
}
// GCGRoundInfo 游戏对局回合信息
type GCGRoundInfo struct {
roundNum uint32 // 游戏当前回合数
phaseType proto.GCGPhaseType // 现在所处的阶段类型
allowControllerMap map[uint32]uint32 // 回合内操控者允许的次数
firstController uint32 // 当前回合先手的操控者
}
// GCGGame 游戏对局
type GCGGame struct {
guid uint32 // 唯一Id
gameId uint32 // 游戏Id
serverSeqCounter uint32 // 请求序列生成计数器
controllerIdCounter uint32 // 操控者Id生成器
cardGuidCounter uint32 // 卡牌guid生成计数器
roundInfo *GCGRoundInfo // 游戏回合信息
controllerMap map[uint32]*GCGController // 操控者列表 uint32 -> controllerId
controllerMsgPackMap map[uint32][]*proto.GCGMessagePack // 操控者消息包待发送区 0代表全局
// TODO 游戏重连
historyCardList []*proto.GCGCard // 历史发送的卡牌
historyMsgPackList []*proto.GCGMessagePack // 历史发送的消息包
}
// AddPlayer GCG游戏添加玩家
func (g *GCGGame) AddPlayer(player *model.Player) {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: game.controllerIdCounter,
controllerId: g.controllerIdCounter,
cardMap: make(map[uint32]*GCGCardInfo, 0),
loadState: ControllerLoadState_None,
controllerType: ControllerType_Player,
player: player,
}
// 生成卡牌信息
g.cardGuidCounter++
controller.cardMap[1301] = &GCGCardInfo{
cardId: 1301,
guid: g.cardGuidCounter,
faceType: 0,
tagList: []uint32{203, 303, 401},
tokenMap: map[uint32]uint32{
1: 10,
2: 10,
4: 0,
5: 3,
},
skillIdList: []uint32{
13011,
13012,
13013,
},
skillLimitList: []uint32{},
isShow: true,
}
g.cardGuidCounter++
controller.cardMap[1103] = &GCGCardInfo{
cardId: 1103,
guid: g.cardGuidCounter,
faceType: 0,
tagList: []uint32{201, 301, 401},
tokenMap: map[uint32]uint32{
1: 10, // 血量
2: 10, // 最大血量(不确定)
4: 0, // 充能
5: 2, // 充能条
},
skillIdList: []uint32{
11031,
11032,
11033,
},
skillLimitList: []uint32{},
isShow: true,
}
g.cardGuidCounter++
controller.cardMap[3001] = &GCGCardInfo{
cardId: 3001,
guid: g.cardGuidCounter,
faceType: 0,
tagList: []uint32{200, 300, 502, 503},
tokenMap: map[uint32]uint32{
1: 4,
2: 4,
4: 0,
5: 2,
},
skillIdList: []uint32{
30011,
30012,
30013,
},
skillLimitList: []uint32{},
isShow: true,
}
// g.cardGuidCounter++
// controller.cardMap[1301011] = &GCGCardInfo{
// cardId: 1301011,
// guid: g.cardGuidCounter,
// faceType: 0,
// skillIdList: []uint32{
// 13010111,
// },
// skillLimitList: []uint32{},
// isShow: true,
// }
// 记录操控者
game.controllerMap[game.controllerIdCounter] = controller
g.controllerMap[g.controllerIdCounter] = controller
player.GCGCurGameGuid = g.guid
}
// AddAI GCG游戏添加AI
func (g *GCGGame) AddAI() {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: g.controllerIdCounter,
cardMap: make(map[uint32]*GCGCardInfo, 0),
loadState: ControllerLoadState_InitFinish,
controllerType: ControllerType_AI,
ai: 233,
}
// 生成卡牌信息
g.cardGuidCounter++
controller.cardMap[3001] = &GCGCardInfo{
cardId: 3001,
guid: g.cardGuidCounter,
faceType: 0,
tagList: []uint32{200, 300, 502, 503},
tokenMap: map[uint32]uint32{
1: 4,
2: 4,
4: 0,
5: 2,
},
skillIdList: []uint32{
30011,
30012,
30013,
},
skillLimitList: []uint32{},
isShow: true,
}
g.cardGuidCounter++
controller.cardMap[3302] = &GCGCardInfo{
cardId: 3302,
guid: g.cardGuidCounter,
faceType: 0,
tagList: []uint32{200, 303, 502, 503},
tokenMap: map[uint32]uint32{
1: 8,
2: 8,
4: 0,
5: 2,
},
skillIdList: []uint32{
33021,
33022,
33023,
33024,
},
skillLimitList: []uint32{},
isShow: true,
}
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
}
// InitGame 初始化GCG游戏
func (g *GCGGame) InitGame(playerList []*model.Player) {
// 初始化玩家
for _, player := range playerList {
g.AddPlayer(player)
}
// 添加AI
g.AddAI()
// 初始化每个操控者的次数
for controllerId := range g.controllerMap {
g.roundInfo.allowControllerMap[controllerId] = 0
}
// 先手者操控数为1
g.roundInfo.allowControllerMap[g.roundInfo.firstController] = 1
// TODO 验证玩家人数是否符合
// 预开始游戏
g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, GCG_MANAGER.GCGMsgPhaseChange(g, proto.GCGPhaseType_GCG_PHASE_TYPE_START), GCG_MANAGER.GCGMsgUpdateController(g))
g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, GCG_MANAGER.GCGMsgPhaseContinue())
g.SendMessagePack(0)
// 预开始游戏后 ServerSeq 会跟官服不同 这里重置一下
g.serverSeqCounter = 0
logger.Error("gcg init")
}
// StartGame 开始GCG游戏
func (g *GCGGame) StartGame() {
// 开始游戏消息包
g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, GCG_MANAGER.GCGMsgUpdateController(g))
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}))
g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, GCG_MANAGER.GCGMsgPhaseChange(g, proto.GCGPhaseType_GCG_PHASE_TYPE_DRAW))
g.AddMessagePack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, GCG_MANAGER.GCGMsgPhaseChange(g, proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE))
g.SendMessagePack(0)
logger.Error("gcg start")
}
// CheckAllInitFinish 检查所有玩家是否加载完成
func (g *GCGGame) CheckAllInitFinish() {
// 检查所有玩家是否加载完成
for _, controller := range g.controllerMap {
if controller.loadState != ControllerLoadState_InitFinish {
return
}
}
// TODO 可能会玩家中途退了 超时结束游戏
// 正式开始游戏
g.StartGame()
}
// AddMessagePack 添加操控者的待发送区GCG消息
func (g *GCGGame) AddMessagePack(controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
_, ok := g.controllerMsgPackMap[controllerId]
if !ok {
g.controllerMsgPackMap[controllerId] = make([]*proto.GCGMessagePack, 0, len(msgList)*5)
}
pack := &proto.GCGMessagePack{
ActionType: actionType,
MsgList: make([]*proto.GCGMessage, 0, len(msgList)),
ControllerId: controllerId,
}
// 将每个GCG消息添加进消息包中
for _, message := range msgList {
pack.MsgList = append(pack.MsgList, message)
}
// 将消息包添加进待发送区
g.controllerMsgPackMap[controllerId] = append(g.controllerMsgPackMap[controllerId], pack)
}
// SendMessagePack 发送操控者的待发送区GCG消息
func (g *GCGGame) SendMessagePack(controllerId uint32) {
msgPackList, ok := g.controllerMsgPackMap[controllerId]
if !ok {
logger.Error("msg pack list error, controllerId: %v", controllerId)
return
}
// 0代表广播给全体玩家
if controllerId == 0 {
g.serverSeqCounter++
for _, controller := range g.controllerMap {
GAME_MANAGER.SendGCGMessagePackNotify(controller, g.serverSeqCounter, msgPackList)
}
} else {
// 获取指定的操控者
controller, ok := g.controllerMap[controllerId]
if !ok {
logger.Error("controller is nil, controllerId: %v", controllerId)
return
}
g.serverSeqCounter++
GAME_MANAGER.SendGCGMessagePackNotify(controller, g.serverSeqCounter, msgPackList)
}
// 记录发送的历史消息包
for _, pack := range msgPackList {
g.historyMsgPackList = append(g.historyMsgPackList, pack)
}
// 清空待发送区的数据
g.controllerMsgPackMap[controllerId] = make([]*proto.GCGMessagePack, 0, len(msgPackList))
}
// // CreateGameCardInfo 生成操控者卡牌信息
@@ -90,12 +423,12 @@ func (g *GCGManager) JoinGame(game *GCGGame, player *model.Player) {
//
// }
// GetGameControllerByUserId 通过玩家Id获取GCGController对象
func (g *GCGManager) GetGameControllerByUserId(game *GCGGame, userId uint32) *GCGController {
for _, controller := range game.controllerMap {
// GetControllerByUserId 通过玩家Id获取GCGController对象
func (g *GCGGame) GetControllerByUserId(userId uint32) *GCGController {
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

View File

@@ -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
}

View File

@@ -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()