GCG流程至投掷骰子

This commit is contained in:
UnKownOwO
2023-01-07 00:38:06 +08:00
parent b6512b58c2
commit 8e11ec5f9f
9 changed files with 741 additions and 317 deletions

43
gs/game/gcg_ai.go Normal file
View File

@@ -0,0 +1,43 @@
package game
import (
"hk4e/pkg/logger"
"hk4e/protocol/proto"
"time"
)
type GCGAi struct {
game *GCGGame // 所在的游戏
controllerId uint32 // 操控者Id
}
// ReceiveGCGMessagePackNotify 接收GCG消息包通知
func (g *GCGAi) ReceiveGCGMessagePackNotify(notify *proto.GCGMessagePackNotify) {
// 获取玩家的操控者对象
gameController := g.game.controllerMap[g.controllerId]
if gameController == nil {
logger.Error("ai 角色 nil")
return
}
for _, pack := range notify.MsgPackList {
for _, message := range pack.MsgList {
switch message.Message.(type) {
case *proto.GCGMessage_PhaseChange:
// 阶段改变
msg := message.GetPhaseChange()
switch msg.AfterPhase {
case proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE:
logger.Error("请选择你的英雄 hhh")
go func() {
time.Sleep(1000 * 3)
// 默认选第一张牌
cardInfo := gameController.cardList[0]
// 操控者选择角色牌
g.game.ControllerSelectChar(gameController, cardInfo, []uint32{})
}()
}
}
}
}
}

View File

@@ -1,17 +1,23 @@
package game
import (
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/random"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
"math/rand"
"time"
)
// ControllerType 操控者类型
type ControllerType uint8
const (
ControllerType_Player ControllerType = iota // 玩家
ControllerType_AI // AI
ControllerType_None ControllerType = iota
ControllerType_Player // 玩家
ControllerType_AI // AI
)
// GCGCardInfo 游戏对局内卡牌
@@ -36,12 +42,24 @@ const (
// 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
controllerId uint32 // 操控者Id
cardList []*GCGCardInfo // 卡牌列表
loadState ControllerLoadState // 加载状态
allow uint32 // 是否允许操控 0 -> 不允许 1 -> 允许
selectedCharCard *GCGCardInfo // 选择的角色卡牌
controllerType ControllerType // 操控者的类型
player *model.Player // 玩家对象
ai *GCGAi // AI对象
}
// GetCardByGuid 通过卡牌的Guid获取卡牌
func (g *GCGController) GetCardByGuid(cardGuid uint32) *GCGCardInfo {
for _, info := range g.cardList {
if info.guid == cardGuid {
return info
}
}
return nil
}
// GCGManager 七圣召唤管理器
@@ -63,14 +81,14 @@ func (g *GCGManager) CreateGame(gameId uint32, playerList []*model.Player) *GCGG
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
roundNum: 1, // 默认以第一回合开始
firstController: 1, // 1号操控者为先手
diceSideMap: make(map[uint32][]proto.GCGDiceSideType, 2),
},
controllerMap: make(map[uint32]*GCGController, 0),
controllerMsgPackMap: make(map[uint32][]*proto.GCGMessagePack),
historyCardList: make([]*proto.GCGCard, 0, 0),
historyMsgPackList: make([]*proto.GCGMessagePack, 0, 0),
controllerMap: make(map[uint32]*GCGController, 2),
msgPackList: make([]*proto.GCGMessagePack, 0, 10),
historyMsgPackList: make([]*proto.GCGMessagePack, 0, 50),
historyCardList: make([]*GCGCardInfo, 0, 100),
}
// 初始化游戏
game.InitGame(playerList)
@@ -79,20 +97,351 @@ func (g *GCGManager) CreateGame(gameId uint32, playerList []*model.Player) *GCGG
return game
}
// 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)),
type GCGGameState uint8
const (
GCGGameState_None GCGGameState = iota
GCGGameState_Waiting // 等待玩家加载
GCGGameState_Running // 游戏运行中
GCGGameState_Stoped // 游戏已结束
)
// 阶段对应的处理函数
var phaseFuncMap = map[proto.GCGPhaseType]func(game *GCGGame){
proto.GCGPhaseType_GCG_PHASE_TYPE_START: PhaseStartReady,
proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE: PhaseSelectChar,
proto.GCGPhaseType_GCG_PHASE_TYPE_DICE: PhaseRollDice,
proto.GCGPhaseType_GCG_PHASE_TYPE_PRE_MAIN: PhasePreMain,
}
// PhaseStartReady 阶段开局准备
func PhaseStartReady(game *GCGGame) {
// 客户端更新操控者
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, game.GCGMsgUpdateController())
// 分配先手
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_PHASE_EXIT, game.GCGMsgClientPerform(proto.GCGClientPerformType_GCG_CLIENT_PERFORM_TYPE_FIRST_HAND, []uint32{game.roundInfo.firstController}))
// 游戏绘制卡牌阶段 应该
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_DRAW)
// 游戏选择角色卡牌阶段
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE)
}
// PhaseSelectChar 阶段选择角色卡牌
func PhaseSelectChar(game *GCGGame) {
// 该阶段确保每位玩家都选择了角色
for _, controller := range game.controllerMap {
if controller.selectedCharCard == nil {
// 如果有没选择角色卡牌的则不执行后面
return
}
}
// 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,
})
// 回合信息
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, game.GCGMsgDuelDataChange())
// 游戏投掷骰子阶段
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_DICE)
}
// PhaseRollDice 阶段投掷骰子
func PhaseRollDice(game *GCGGame) {
// 给每位玩家投掷骰子
for _, controller := range game.controllerMap {
diceSideList := make([]proto.GCGDiceSideType, 0, 8)
rand.Seed(time.Now().UnixNano()) // 随机数种子
// 玩家需要8个骰子
for i := 0; i < 8; i++ {
diceSide := proto.GCGDiceSideType(random.GetRandomInt32(1, 8))
diceSideList = append(diceSideList, diceSide)
}
// 存储该回合玩家的骰子
game.roundInfo.diceSideMap[controller.controllerId] = diceSideList
game.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ROLL, game.GCGMsgDiceRoll(controller.controllerId, uint32(len(diceSideList)), diceSideList))
}
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_REROLL)
// g.controllerMap[1].allow = 1
// g.controllerMap[2].allow = 0
// msgPackInfo := g.CreateMsgPackInfo()
// msgPackInfo.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgPVEIntention(&proto.GCGMsgPVEIntention{CardGuid: g.controllerMap[2].cardList[0].guid, SkillIdList: []uint32{g.controllerMap[2].cardList[0].skillIdList[1]}}, &proto.GCGMsgPVEIntention{CardGuid: g.controllerMap[2].cardList[1].guid, SkillIdList: []uint32{g.controllerMap[2].cardList[1].skillIdList[0]}}))
// g.BroadcastMsgPackInfo(msgPackInfo, false)
// msgPackInfo1 := g.CreateMsgPackInfo()
// msgPackInfo1.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
// msgPackInfo1.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgPhaseContinue())
// g.BroadcastMsgPackInfo(msgPackInfo1, false)
}
// PhasePreMain 阶段战斗开始
func PhasePreMain(game *GCGGame) {
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_TRIGGER_SKILL, game.GCGMsgUseSkill(195, 33024), game.GCGMsgUseSkillEnd(195, 33024))
}
// 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
firstController uint32 // 当前回合先手的操控者
diceSideMap map[uint32][]proto.GCGDiceSideType // 操控者骰子列表 uint32 -> controllerId
}
// GCGGame 游戏对局
type GCGGame struct {
guid uint32 // 唯一Id
gameId uint32 // 游戏Id
gameState GCGGameState // 游戏运行状态
gameTick uint32 // 游戏tick
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
msgPackList []*proto.GCGMessagePack // 消息包待发送区
historyMsgPackList []*proto.GCGMessagePack // 历史消息包列表
historyCardList []*GCGCardInfo // 历史卡牌列表
}
// 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: g.controllerIdCounter,
cardList: make([]*GCGCardInfo, 0, 50),
loadState: ControllerLoadState_None,
controllerType: ControllerType_Player,
player: player,
}
// 生成卡牌信息
g.GiveCharCard(controller, 1301)
g.GiveCharCard(controller, 1103)
// 记录操控者
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,
cardList: make([]*GCGCardInfo, 0, 50),
loadState: ControllerLoadState_InitFinish,
controllerType: ControllerType_AI,
ai: &GCGAi{
game: g,
controllerId: g.controllerIdCounter,
},
}
// 生成卡牌信息
g.GiveCharCard(controller, 3001)
g.GiveCharCard(controller, 3302)
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
}
// GameChangePhase 游戏更改阶段
func (g *GCGGame) GameChangePhase(phase proto.GCGPhaseType) {
beforePhase := g.roundInfo.phaseType
// 修改游戏的阶段
g.roundInfo.phaseType = phase
switch phase {
case proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE, proto.GCGPhaseType_GCG_PHASE_TYPE_DICE:
// 该阶段允许所有玩家行动
for _, controller := range g.controllerMap {
controller.allow = 1
}
case proto.GCGPhaseType_GCG_PHASE_TYPE_PRE_MAIN:
// 该阶段不允许所有玩家行动
for _, controller := range g.controllerMap {
controller.allow = 0
}
}
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, g.GCGMsgPhaseChange(beforePhase, phase))
}
// GiveCharCard 给予操控者角色卡牌
func (g *GCGGame) GiveCharCard(controller *GCGController, charId uint32) {
// 读取角色卡牌配置表
gcgCharConfig, ok := gdconf.CONF.GCGCharDataMap[int32(charId)]
if !ok {
logger.Error("gcg char config error, charId: %v", charId)
return
}
// 生成卡牌信息
g.cardGuidCounter++
controller.cardList = append(controller.cardList, &GCGCardInfo{
cardId: charId,
guid: g.cardGuidCounter,
faceType: 0, // 1为金卡
tagList: gcgCharConfig.TagList,
tokenMap: map[uint32]uint32{
1: uint32(gcgCharConfig.HPBase), // 血量
2: uint32(gcgCharConfig.HPBase), // 最大血量(不确定)
4: 0, // 充能
5: uint32(gcgCharConfig.MaxElemVal), // 充能条
},
skillIdList: gcgCharConfig.SkillList,
skillLimitList: []uint32{},
isShow: true,
})
}
// ControllerSelectChar 操控者选择角色卡牌
func (g *GCGGame) ControllerSelectChar(controller *GCGController, cardInfo *GCGCardInfo, costDiceIndexList []uint32) {
// 判断选择角色卡牌消耗的点数是否正确
if controller.selectedCharCard != nil && len(costDiceIndexList) == 0 {
// 首次选择角色牌不消耗点数
return
}
// TODO 消耗骰子点数
// 设置角色卡牌
controller.selectedCharCard = cardInfo
// 设置操控者禁止操作
controller.allow = 0
// 广播选择的角色卡牌消息包
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
g.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_SELECT_ONSTAGE, g.GCGMsgSelectOnStage(controller.controllerId, cardInfo.guid, proto.GCGReason_GCG_REASON_DEFAULT))
}
// onTick 游戏的Tick
func (g *GCGGame) onTick() {
// 判断游戏是否运行中
if g.gameState != GCGGameState_Running {
return
}
// 每10s触发
if g.gameTick%10 == 0 {
// GCG游戏心跳包
for _, controller := range g.controllerMap {
// 跳过AI
if controller.player == nil {
continue
}
gcgHeartBeatNotify := &proto.GCGHeartBeatNotify{
ServerSeq: g.serverSeqCounter,
}
GAME_MANAGER.SendMsg(cmd.GCGHeartBeatNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgHeartBeatNotify)
}
}
// 仅在游戏处于运行状态时执行阶段处理
if g.gameState == GCGGameState_Running {
phaseFunc, ok := phaseFuncMap[g.roundInfo.phaseType]
// 确保该阶段有进行处理的函数
if ok {
phaseFunc(g) // 进行该阶段的处理
// 发送阶段处理后的消息包
g.SendAllMsgPack(false)
}
}
g.gameTick++
}
// 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()
// // 先手允许操作
// controller, ok := g.controllerMap[g.roundInfo.firstController]
// if !ok {
// logger.Error("controller is nil, controllerId: %v", g.roundInfo.firstController)
// return
// }
// controller.allow = 1
// TODO 验证玩家人数是否符合
// 预开始游戏
g.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_START)
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgPhaseContinue())
g.SendAllMsgPack(true)
// 游戏状态更改为等待玩家加载
g.gameState = GCGGameState_Waiting
}
// StartGame 开始GCG游戏
func (g *GCGGame) StartGame() {
// 游戏开始设置所有玩家不允许操作
// for _, c := range g.controllerMap {
// c.allow = 0
// }
// 游戏状态更改为游戏运行中
g.gameState = GCGGameState_Running
}
// CheckAllInitFinish 检查所有玩家是否加载完成
func (g *GCGGame) CheckAllInitFinish() {
// 判断游戏是否已开始
if g.gameState == GCGGameState_Running {
logger.Error("gcg game is running")
return
}
// 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()
}
// AddMsgPack 添加GCG消息包至待发送区
func (g *GCGGame) AddMsgPack(controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
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.msgPackList = append(g.msgPackList, pack)
}
// SendAllMsgPack 发送所有待发送区的消息包
func (g *GCGGame) SendAllMsgPack(recordOnly bool) {
// 不发送空的消息包
if len(g.msgPackList) == 0 {
return
}
// 是否仅记录历史消息包
if !recordOnly {
g.serverSeqCounter++
for _, controller := range g.controllerMap {
GAME_MANAGER.SendGCGMessagePackNotify(controller, g.serverSeqCounter, g.msgPackList)
}
}
// 记录发送的历史消息包
for _, pack := range g.msgPackList {
g.historyMsgPackList = append(g.historyMsgPackList, pack)
}
// 清空待发送区消息包
g.msgPackList = make([]*proto.GCGMessagePack, 0, 10)
}
// GCGMsgPhaseChange GCG消息阶段改变
func (g *GCGGame) GCGMsgPhaseChange(beforePhase proto.GCGPhaseType, afterPhase proto.GCGPhaseType) *proto.GCGMessage {
gcgMsgPhaseChange := &proto.GCGMsgPhaseChange{
BeforePhase: beforePhase,
AfterPhase: afterPhase,
AllowControllerMap: make([]*proto.Uint32Pair, 0, len(g.controllerMap)),
}
if gcgMsgPhaseChange.AfterPhase != proto.GCGPhaseType_GCG_PHASE_TYPE_DRAW && gcgMsgPhaseChange.AfterPhase != proto.GCGPhaseType_GCG_PHASE_TYPE_PRE_MAIN {
// 操控者的是否允许操作
for _, controller := range g.controllerMap {
pair := &proto.Uint32Pair{
Key: controller.controllerId,
Value: controller.allow,
}
gcgMsgPhaseChange.AllowControllerMap = append(gcgMsgPhaseChange.AllowControllerMap, pair)
}
}
gcgMessage := &proto.GCGMessage{
@@ -100,13 +449,11 @@ func (g *GCGManager) GCGMsgPhaseChange(game *GCGGame, afterPhase proto.GCGPhaseT
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 {
func (g *GCGGame) GCGMsgPhaseContinue() *proto.GCGMessage {
gcgMsgPhaseContinue := &proto.GCGMsgPhaseContinue{}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_PhaseContinue{
@@ -117,16 +464,17 @@ func (g *GCGManager) GCGMsgPhaseContinue() *proto.GCGMessage {
}
// GCGMsgUpdateController GCG消息更新操控者
func (g *GCGManager) GCGMsgUpdateController(game *GCGGame) *proto.GCGMessage {
func (g *GCGGame) GCGMsgUpdateController() *proto.GCGMessage {
gcgMsgUpdateController := &proto.GCGMsgUpdateController{
AllowControllerMap: make([]*proto.Uint32Pair, 0, len(game.controllerMap)),
AllowControllerMap: make([]*proto.Uint32Pair, 0, len(g.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,
})
// 操控者的是否允许操作
for _, controller := range g.controllerMap {
pair := &proto.Uint32Pair{
Key: controller.controllerId,
Value: controller.allow,
}
gcgMsgUpdateController.AllowControllerMap = append(gcgMsgUpdateController.AllowControllerMap, pair)
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UpdateController{
@@ -137,7 +485,7 @@ func (g *GCGManager) GCGMsgUpdateController(game *GCGGame) *proto.GCGMessage {
}
// GCGMsgClientPerform GCG消息客户端执行
func (g *GCGManager) GCGMsgClientPerform(performType proto.GCGClientPerformType, paramList []uint32) *proto.GCGMessage {
func (g *GCGGame) GCGMsgClientPerform(performType proto.GCGClientPerformType, paramList []uint32) *proto.GCGMessage {
gcgMsgClientPerform := &proto.GCGMsgClientPerform{
ParamList: paramList,
PerformType: performType,
@@ -150,278 +498,92 @@ func (g *GCGManager) GCGMsgClientPerform(performType proto.GCGClientPerformType,
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: 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
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)),
// GCGMsgSelectOnStage GCG消息切换角色卡牌
func (g *GCGGame) GCGMsgSelectOnStage(controllerId uint32, cardGuid uint32, reason proto.GCGReason) *proto.GCGMessage {
gcgMsgClientPerform := &proto.GCGMsgSelectOnStage{
Reason: reason,
ControllerId: controllerId,
CardGuid: cardGuid,
}
// 将每个GCG消息添加进消息包中
for _, message := range msgList {
pack.MsgList = append(pack.MsgList, message)
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_SelectOnStage{
SelectOnStage: gcgMsgClientPerform,
},
}
// 将消息包添加进待发送区
g.controllerMsgPackMap[controllerId] = append(g.controllerMsgPackMap[controllerId], pack)
return gcgMessage
}
// 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
// GCGMsgPVEIntention GCG消息PVE意向
func (g *GCGGame) GCGMsgPVEIntention(pveIntentionList ...*proto.GCGMsgPVEIntention) *proto.GCGMessage {
gcgMsgPVEIntention := &proto.GCGMsgPVEIntentionInfo{
IntentionMap: make(map[uint32]*proto.GCGMsgPVEIntention),
}
// 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)
for _, intention := range pveIntentionList {
gcgMsgPVEIntention.IntentionMap[intention.CardGuid] = intention
}
// 记录发送的历史消息包
for _, pack := range msgPackList {
g.historyMsgPackList = append(g.historyMsgPackList, pack)
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_PveIntentionInfo{
PveIntentionInfo: gcgMsgPVEIntention,
},
}
// 清空待发送区的数据
g.controllerMsgPackMap[controllerId] = make([]*proto.GCGMessagePack, 0, len(msgPackList))
return gcgMessage
}
// // CreateGameCardInfo 生成操控者卡牌信息
// func (g *GCGManager) CreateGameCardInfo(controller *GCGController, gcgDeck *model.GCGDeck) *GCGCardInfo {
//
// }
// GCGMsgDuelDataChange GCG消息切换回合
func (g *GCGGame) GCGMsgDuelDataChange() *proto.GCGMessage {
gcgMsgDuelDataChange := &proto.GCGMsgDuelDataChange{
Round: g.roundInfo.roundNum,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_DuelDataChange{
DuelDataChange: gcgMsgDuelDataChange,
},
}
return gcgMessage
}
// GCGMsgDiceRoll GCG消息摇骰子
func (g *GCGGame) GCGMsgDiceRoll(controllerId uint32, diceNum uint32, diceSideList []proto.GCGDiceSideType) *proto.GCGMessage {
gcgMsgDiceRoll := &proto.GCGMsgDiceRoll{
ControllerId: controllerId,
DiceNum: diceNum,
DiceSideList: diceSideList,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_DiceRoll{
DiceRoll: gcgMsgDiceRoll,
},
}
return gcgMessage
}
// GCGMsgUseSkill GCG消息使用技能
func (g *GCGGame) GCGMsgUseSkill(cardGuid uint32, skillId uint32) *proto.GCGMessage {
gcgMsgMsgUseSkill := &proto.GCGMsgUseSkill{
SkillId: skillId,
CardGuid: cardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkill{
UseSkill: gcgMsgMsgUseSkill,
},
}
return gcgMessage
}
// GCGMsgUseSkillEnd GCG消息使用技能结束
func (g *GCGGame) GCGMsgUseSkillEnd(cardGuid uint32, skillId uint32) *proto.GCGMessage {
gcgMsgMsgUseSkillEnd := &proto.GCGMsgUseSkillEnd{
SkillId: skillId,
CardGuid: cardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkillEnd{
UseSkillEnd: gcgMsgMsgUseSkillEnd,
},
}
return gcgMessage
}
// GetControllerByUserId 通过玩家Id获取GCGController对象
func (g *GCGGame) GetControllerByUserId(userId uint32) *GCGController {

View File

@@ -126,6 +126,7 @@ func (r *RouteManager) initRoute() {
r.registerRouter(cmd.GetOnlinePlayerInfoReq, GAME_MANAGER.GetOnlinePlayerInfoReq)
r.registerRouter(cmd.GCGAskDuelReq, GAME_MANAGER.GCGAskDuelReq)
r.registerRouter(cmd.GCGInitFinishReq, GAME_MANAGER.GCGInitFinishReq)
r.registerRouter(cmd.GCGOperationReq, GAME_MANAGER.GCGOperationReq)
}
func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {

View File

@@ -363,6 +363,10 @@ func (t *TickManager) onTickSecond(now int64) {
}
}
}
// GCG游戏Tick
for _, game := range GCG_MANAGER.gameMap {
game.onTick()
}
}
func (t *TickManager) onTick200MilliSecond(now int64) {

View File

@@ -3,6 +3,7 @@ package game
import (
"hk4e/common/constant"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
@@ -158,7 +159,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
// 阶段数据
Phase: &proto.GCGPhase{
PhaseType: game.roundInfo.phaseType,
AllowControllerMap: game.roundInfo.allowControllerMap,
AllowControllerMap: make(map[uint32]uint32),
},
},
}
@@ -178,7 +179,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
playerField := &proto.GCGPlayerField{
Unk3300_IKJMGAHCFPM: 0,
// 卡牌图片
ModifyZoneMap: make(map[uint32]*proto.GCGZone, len(controller.cardMap)),
ModifyZoneMap: make(map[uint32]*proto.GCGZone, len(controller.cardList)),
Unk3300_GGHKFFADEAL: 0,
Unk3300_AOPJIOHMPOF: &proto.GCGZone{
CardList: []uint32{},
@@ -196,7 +197,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
ControllerId: controller.controllerId,
// 卡牌位置
Unk3300_INDJNJJJNKL: &proto.GCGZone{
CardList: make([]uint32, 0, len(controller.cardMap)),
CardList: make([]uint32, 0, len(controller.cardList)),
},
Unk3300_EFNAEFBECHD: &proto.GCGZone{
CardList: []uint32{},
@@ -208,7 +209,7 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
Unk3300_GLNIFLOKBPM: 0,
}
// 卡牌信息
for _, info := range controller.cardMap {
for _, info := range controller.cardList {
gcgCard := &proto.GCGCard{
TagList: info.tagList,
Guid: info.guid,
@@ -239,6 +240,8 @@ func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message)
// Field
playerField.ModifyZoneMap[info.guid] = &proto.GCGZone{CardList: []uint32{}}
playerField.Unk3300_INDJNJJJNKL.CardList = append(playerField.Unk3300_INDJNJJJNKL.CardList, info.guid)
// Phase
gcgAskDuelRsp.Duel.Phase.AllowControllerMap[controller.controllerId] = controller.allow
}
// 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)
@@ -276,12 +279,68 @@ func (g *GameManager) GCGInitFinishReq(player *model.Player, payloadMsg pb.Messa
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 {
// GCGOperationReq GCG游戏客户端操作请求
func (g *GameManager) GCGOperationReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.GCGOperationReq)
// 获取玩家所在的游戏
game, ok := GCG_MANAGER.gameMap[player.GCGCurGameGuid]
if !ok {
g.CommonRetError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, 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.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_NOT_IN_GCG_DUNGEON)
return
}
switch req.Op.Op.(type) {
case *proto.GCGOperation_OpSelectOnStage:
// 选择角色卡牌
op := req.Op.GetOpSelectOnStage()
// 操作者是否拥有该卡牌
cardInfo := gameController.GetCardByGuid(op.CardGuid)
if cardInfo == nil {
GAME_MANAGER.CommonRetError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_SELECT_HAND_CARD_GUID_ERROR)
return
}
// 操控者选择角色牌
game.ControllerSelectChar(gameController, cardInfo, op.CostDiceIndexList)
case *proto.GCGOperation_OpReroll:
// 确认骰子不重投
op := req.Op.GetOpReroll()
diceSideList, ok := game.roundInfo.diceSideMap[gameController.controllerId]
if !ok {
g.CommonRetError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_DICE_INDEX_INVALID)
return
}
// 判断骰子索引是否有效
for _, diceIndex := range op.DiceIndexList {
if diceIndex > uint32(len(diceSideList)) {
g.CommonRetError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_DICE_INDEX_INVALID)
return
}
}
// 客户端更新操控者
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, game.GCGMsgUpdateController())
// 游戏行动阶段
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_PRE_MAIN)
default:
logger.Error("gcg op is not handle, op: %T", req.Op.Op)
g.CommonRetError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_OPERATION_PARAM_ERROR)
return
}
// PacketGCGOperationRsp
gcgOperationRsp := &proto.GCGOperationRsp{
OpSeq: req.OpSeq,
}
GAME_MANAGER.SendMsg(cmd.GCGOperationRsp, player.PlayerID, player.ClientSeq, gcgOperationRsp)
}
func (g *GameManager) SendGCGMessagePackNotify(controller *GCGController, serverSeq uint32, msgPackList []*proto.GCGMessagePack) {
// 确保加载完成
if controller.loadState != ControllerLoadState_InitFinish {
return
@@ -291,7 +350,16 @@ func (g *GameManager) SendGCGMessagePackNotify(controller *GCGController, server
ServerSeq: serverSeq,
MsgPackList: msgPackList,
}
GAME_MANAGER.SendMsg(cmd.GCGMessagePackNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgMessagePackNotify)
// 根据操控者的类型发送消息包
switch controller.controllerType {
case ControllerType_Player:
GAME_MANAGER.SendMsg(cmd.GCGMessagePackNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgMessagePackNotify)
case ControllerType_AI:
controller.ai.ReceiveGCGMessagePackNotify(gcgMessagePackNotify)
default:
logger.Error("controller type error, %v", controller.controllerType)
return
}
}
// PacketGCGGameBriefDataNotify GCG游戏简要数据通知
@@ -309,7 +377,7 @@ func (g *GameManager) PacketGCGGameBriefDataNotify(player *model.Player, busines
gcgPlayerBriefData := &proto.GCGPlayerBriefData{
ControllerId: controller.controllerId,
ProfilePicture: new(proto.ProfilePicture),
CardIdList: make([]uint32, 0, len(controller.cardMap)),
CardIdList: make([]uint32, 0, len(controller.cardList)),
}
// 玩家信息
if controller.player != nil {