mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:02:26 +08:00
任务接取、进度、完成状态
This commit is contained in:
@@ -148,6 +148,7 @@ func (g *GameManager) LoginNotify(userId uint32, player *model.Player, clientSeq
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g.SendMsg(cmd.PlayerStoreNotify, userId, clientSeq, g.PacketPlayerStoreNotify(player))
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g.SendMsg(cmd.AvatarDataNotify, userId, clientSeq, g.PacketAvatarDataNotify(player))
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g.SendMsg(cmd.OpenStateUpdateNotify, userId, clientSeq, g.PacketOpenStateUpdateNotify())
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g.SendMsg(cmd.QuestListNotify, userId, clientSeq, g.PacketQuestListNotify(player))
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// g.GCGLogin(player) // 发送GCG登录相关的通知包
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playerLoginRsp := &proto.PlayerLoginRsp{
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IsUseAbilityHash: true,
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@@ -160,45 +161,6 @@ func (g *GameManager) LoginNotify(userId uint32, player *model.Player, clientSeq
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TotalTickTime: 0.0,
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}
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g.SendMsg(cmd.PlayerLoginRsp, userId, clientSeq, playerLoginRsp)
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questListNotify := &proto.QuestListNotify{
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QuestList: make([]*proto.Quest, 0),
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}
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for _, questDataConfig := range gdconf.GetQuestDataMap() {
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if questDataConfig.QuestId == 35104 {
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questListNotify.QuestList = append(questListNotify.QuestList, &proto.Quest{
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QuestId: 35104,
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State: 2,
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StartTime: uint32(time.Now().Unix()),
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ParentQuestId: 351,
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StartGameTime: 438,
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AcceptTime: uint32(time.Now().Unix()),
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FinishProgressList: []uint32{0},
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})
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continue
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}
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finishProgressList := make([]uint32, 0)
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if questDataConfig.FinishCondType1 != 0 {
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finishProgressList = append(finishProgressList, 0)
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}
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if questDataConfig.FinishCondType2 != 0 {
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finishProgressList = append(finishProgressList, 0)
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}
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if questDataConfig.FinishCondType3 != 0 {
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finishProgressList = append(finishProgressList, 0)
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}
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questListNotify.QuestList = append(questListNotify.QuestList, &proto.Quest{
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QuestId: uint32(questDataConfig.QuestId),
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State: 1,
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StartTime: uint32(time.Now().Unix()),
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ParentQuestId: uint32(questDataConfig.ParentQuestId),
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StartGameTime: 0,
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AcceptTime: uint32(time.Now().Unix()),
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FinishProgressList: finishProgressList,
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})
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}
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g.SendMsg(cmd.QuestListNotify, userId, clientSeq, questListNotify)
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}
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func (g *GameManager) PacketPlayerDataNotify(player *model.Player) *proto.PlayerDataNotify {
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@@ -432,5 +394,7 @@ func (g *GameManager) CreatePlayer(userId uint32, nickName string, mainCharAvata
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player.ChatMsgMap = make(map[uint32][]*model.ChatMsg)
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g.AcceptQuest(player, false)
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return player
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}
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157
gs/game/player_quest.go
Normal file
157
gs/game/player_quest.go
Normal file
@@ -0,0 +1,157 @@
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package game
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import (
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"hk4e/common/constant"
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"hk4e/gdconf"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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pb "google.golang.org/protobuf/proto"
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)
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// AddQuestContentProgressReq 添加任务内容进度请求
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func (g *GameManager) AddQuestContentProgressReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.AddQuestContentProgressReq)
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logger.Error("AddQuestContentProgressReq: %v", req)
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g.AddQuestProgress(player, req)
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rsp := &proto.AddQuestContentProgressRsp{
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ContentType: req.ContentType,
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}
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g.SendMsg(cmd.AddQuestContentProgressRsp, player.PlayerID, player.ClientSeq, rsp)
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g.AcceptQuest(player, true)
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}
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// AddQuestProgress 添加任务进度
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func (g *GameManager) AddQuestProgress(player *model.Player, req *proto.AddQuestContentProgressReq) {
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dbQuest := player.GetDbQuest()
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updateQuestIdList := make([]uint32, 0)
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for _, quest := range dbQuest.GetQuestMap() {
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questDataConfig := gdconf.GetQuestDataById(int32(quest.QuestId))
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if questDataConfig == nil {
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logger.Error("get quest data config is nil, questId: %v", quest.QuestId)
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continue
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}
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for index, finishCond := range questDataConfig.FinishCondList {
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if len(finishCond.Param) != 1 {
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continue
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}
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if req.ContentType != uint32(finishCond.Type) || req.Param != uint32(finishCond.Param[0]) {
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continue
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}
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dbQuest.AddQuestProgress(quest.QuestId, index, req.AddProgress)
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updateQuestIdList = append(updateQuestIdList, quest.QuestId)
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}
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}
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for _, questId := range updateQuestIdList {
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quest := dbQuest.GetQuestById(questId)
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if quest == nil {
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logger.Error("get quest is nil, questId: %v", quest.QuestId)
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continue
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}
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ntf := &proto.QuestProgressUpdateNotify{
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QuestId: quest.QuestId,
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FinishProgressList: quest.FinishProgressList,
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}
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g.SendMsg(cmd.QuestProgressUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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}
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// AcceptQuest 接取当前条件下能接取到的全部任务
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func (g *GameManager) AcceptQuest(player *model.Player, isNtfClient bool) {
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dbQuest := player.GetDbQuest()
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addQuestIdList := make([]uint32, 0)
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for _, questData := range gdconf.GetQuestDataMap() {
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if dbQuest.GetQuestById(uint32(questData.QuestId)) != nil {
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continue
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}
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canAccept := true
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for _, acceptCond := range questData.AcceptCondList {
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switch acceptCond.Type {
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case constant.QUEST_ACCEPT_COND_TYPE_QUEST_STATE_EQ:
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// 某个任务状态等于 参数1:任务id 参数2:任务状态
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if len(acceptCond.Param) != 2 {
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logger.Error("quest accept cond config format error, questId: %v", questData.QuestId)
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canAccept = false
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break
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}
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quest := dbQuest.GetQuestById(uint32(acceptCond.Param[0]))
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if quest == nil {
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canAccept = false
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break
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}
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if quest.State != uint32(acceptCond.Param[1]) {
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canAccept = false
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break
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}
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default:
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canAccept = false
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break
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}
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}
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if canAccept {
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dbQuest.AddQuest(uint32(questData.QuestId))
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// TODO 判断任务是否能开始执行
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dbQuest.ExecQuest(uint32(questData.QuestId))
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addQuestIdList = append(addQuestIdList, uint32(questData.QuestId))
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}
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}
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if isNtfClient {
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ntf := &proto.QuestListUpdateNotify{
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QuestList: make([]*proto.Quest, 0),
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}
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for _, questId := range addQuestIdList {
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pbQuest := g.PacketQuest(player, questId)
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if pbQuest == nil {
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continue
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}
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ntf.QuestList = append(ntf.QuestList, pbQuest)
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}
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g.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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}
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// PacketQuest 打包一个任务
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func (g *GameManager) PacketQuest(player *model.Player, questId uint32) *proto.Quest {
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dbQuest := player.GetDbQuest()
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questDataConfig := gdconf.GetQuestDataById(int32(questId))
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if questDataConfig == nil {
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logger.Error("get quest data config is nil, questId: %v", questId)
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return nil
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}
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quest := dbQuest.GetQuestById(questId)
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if quest == nil {
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logger.Error("get quest is nil, questId: %v", quest.QuestId)
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return nil
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}
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pbQuest := &proto.Quest{
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QuestId: quest.QuestId,
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State: quest.State,
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StartTime: quest.StartTime,
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ParentQuestId: uint32(questDataConfig.ParentQuestId),
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StartGameTime: 0,
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AcceptTime: quest.AcceptTime,
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FinishProgressList: quest.FinishProgressList,
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}
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return pbQuest
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}
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// PacketQuestListNotify 打包任务列表通知
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func (g *GameManager) PacketQuestListNotify(player *model.Player) *proto.QuestListNotify {
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questListNotify := &proto.QuestListNotify{
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QuestList: make([]*proto.Quest, 0),
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}
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dbQuest := player.GetDbQuest()
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for _, quest := range dbQuest.GetQuestMap() {
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pbQuest := g.PacketQuest(player, quest.QuestId)
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if pbQuest == nil {
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continue
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}
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questListNotify.QuestList = append(questListNotify.QuestList, pbQuest)
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}
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return questListNotify
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}
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@@ -138,6 +138,7 @@ func (r *RouteManager) initRoute() {
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r.registerRouter(cmd.AvatarPromoteGetRewardReq, GAME_MANAGER.AvatarPromoteGetRewardReq)
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r.registerRouter(cmd.SetEquipLockStateReq, GAME_MANAGER.SetEquipLockStateReq)
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r.registerRouter(cmd.TakeoffEquipReq, GAME_MANAGER.TakeoffEquipReq)
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r.registerRouter(cmd.AddQuestContentProgressReq, GAME_MANAGER.AddQuestContentProgressReq)
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}
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func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {
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132
gs/model/db_quest.go
Normal file
132
gs/model/db_quest.go
Normal file
@@ -0,0 +1,132 @@
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package model
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import (
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"time"
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"hk4e/common/constant"
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"hk4e/gdconf"
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"hk4e/pkg/logger"
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)
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// DbQuest 玩家任务数据
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type DbQuest struct {
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QuestMap map[uint32]*Quest // 任务列表 key:任务id value:任务
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}
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// Quest 任务
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type Quest struct {
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QuestId uint32 // 任务id
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State uint32 // 任务状态
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AcceptTime uint32 // 接取时间
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StartTime uint32 // 开始执行时间
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FinishProgressList []uint32 // 任务进度
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}
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func (p *Player) GetDbQuest() *DbQuest {
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if p.DbQuest == nil {
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p.DbQuest = &DbQuest{
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QuestMap: make(map[uint32]*Quest),
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}
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}
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return p.DbQuest
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}
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// GetQuestMap 获取全部任务
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func (q *DbQuest) GetQuestMap() map[uint32]*Quest {
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return q.QuestMap
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}
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// GetQuestById 获取一个任务
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func (q *DbQuest) GetQuestById(questId uint32) *Quest {
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return q.QuestMap[questId]
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}
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// AddQuest 添加一个任务
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func (q *DbQuest) AddQuest(questId uint32) {
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_, exist := q.QuestMap[questId]
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if exist {
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logger.Error("quest is already exist, questId: %v", questId)
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return
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}
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questDataConfig := gdconf.GetQuestDataById(int32(questId))
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if questDataConfig == nil {
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logger.Error("get quest data config is nil, questId: %v", questId)
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return
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}
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q.QuestMap[questId] = &Quest{
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QuestId: uint32(questDataConfig.QuestId),
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State: constant.QUEST_STATE_TYPE_ACCEPT,
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AcceptTime: uint32(time.Now().Unix()),
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StartTime: 0,
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FinishProgressList: nil,
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}
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}
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// ExecQuest 开始执行一个任务
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func (q *DbQuest) ExecQuest(questId uint32) {
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quest, exist := q.QuestMap[questId]
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if !exist {
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logger.Error("get quest is nil, questId: %v", questId)
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return
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}
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if quest.State != constant.QUEST_STATE_TYPE_ACCEPT {
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logger.Error("invalid quest state, questId: %v, state: %v", questId, quest.State)
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return
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}
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questDataConfig := gdconf.GetQuestDataById(int32(questId))
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if questDataConfig == nil {
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logger.Error("get quest data config is nil, questId: %v", questId)
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return
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}
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quest.State = constant.QUEST_STATE_TYPE_EXEC
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quest.StartTime = uint32(time.Now().Unix())
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quest.FinishProgressList = make([]uint32, len(questDataConfig.FinishCondList))
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}
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// DeleteQuest 删除一个任务
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func (q *DbQuest) DeleteQuest(questId uint32) {
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_, exist := q.QuestMap[questId]
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if !exist {
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logger.Error("quest is not exist, questId: %v", questId)
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return
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}
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delete(q.QuestMap, questId)
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}
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// AddQuestProgress 添加一个任务的进度
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func (q *DbQuest) AddQuestProgress(questId uint32, index int, progress uint32) {
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quest, exist := q.QuestMap[questId]
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if !exist {
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logger.Error("get quest is nil, questId: %v", questId)
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return
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}
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if quest.State != constant.QUEST_STATE_TYPE_EXEC {
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logger.Error("invalid quest state, questId: %v, state: %v", questId, quest.State)
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return
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}
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questDataConfig := gdconf.GetQuestDataById(int32(questId))
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if questDataConfig == nil {
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logger.Error("get quest data config is nil, questId: %v", questId)
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return
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}
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if index >= len(quest.FinishProgressList) || index >= len(questDataConfig.FinishCondList) {
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logger.Error("invalid quest progress index, questId: %v, index: %v", questId, index)
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return
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}
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quest.FinishProgressList[index] += progress
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if quest.FinishProgressList[index] >= uint32(questDataConfig.FinishCondList[index].Count) {
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quest.State = constant.QUEST_STATE_TYPE_FINISH
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}
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}
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// ForceFinishQuest 强制完成一个任务
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func (q *DbQuest) ForceFinishQuest(questId uint32) {
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questDataConfig := gdconf.GetQuestDataById(int32(questId))
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if questDataConfig == nil {
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logger.Error("get quest data config is nil, questId: %v", questId)
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return
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}
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for index, finishCond := range questDataConfig.FinishCondList {
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q.AddQuestProgress(questId, index, uint32(finishCond.Count))
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}
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}
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@@ -54,6 +54,7 @@ type Player struct {
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MainCharAvatarId uint32 // 主角id
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GCGInfo *GCGInfo // 七圣召唤信息
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IsGM uint8 // 管理员权限等级
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DbQuest *DbQuest // 任务
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// 在线数据 请随意 记得加忽略字段的tag
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LastSaveTime uint32 `bson:"-" msgpack:"-"` // 上一次保存时间
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EnterSceneToken uint32 `bson:"-" msgpack:"-"` // 玩家的世界进入令牌
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Reference in New Issue
Block a user