实现主线任务[异常的权柄]

This commit is contained in:
flswld
2023-03-31 16:03:29 +08:00
parent 6c494835ad
commit 901397a04e
10 changed files with 551 additions and 32 deletions
+68
View File
@@ -366,6 +366,7 @@ func (g *Game) SceneEntityDrownReq(player *model.Player, payloadMsg pb.Message)
g.SendMsg(cmd.SceneEntityDrownRsp, player.PlayerID, player.ClientSeq, sceneEntityDrownRsp)
}
// AddSceneEntityNotifyToPlayer 添加的场景实体同步给玩家
func (g *Game) AddSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
sceneEntityAppearNotify := &proto.SceneEntityAppearNotify{
AppearType: visionType,
@@ -376,6 +377,7 @@ func (g *Game) AddSceneEntityNotifyToPlayer(player *model.Player, visionType pro
player.PlayerID, sceneEntityAppearNotify.AppearType, len(sceneEntityAppearNotify.EntityList))
}
// AddSceneEntityNotifyBroadcast 添加的场景实体广播
func (g *Game) AddSceneEntityNotifyBroadcast(player *model.Player, scene *Scene, visionType proto.VisionType, entityList []*proto.SceneEntityInfo, aec bool) {
sceneEntityAppearNotify := &proto.SceneEntityAppearNotify{
AppearType: visionType,
@@ -391,6 +393,7 @@ func (g *Game) AddSceneEntityNotifyBroadcast(player *model.Player, scene *Scene,
}
}
// RemoveSceneEntityNotifyToPlayer 移除的场景实体同步给玩家
func (g *Game) RemoveSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityIdList []uint32) {
sceneEntityDisappearNotify := &proto.SceneEntityDisappearNotify{
EntityList: entityIdList,
@@ -401,6 +404,7 @@ func (g *Game) RemoveSceneEntityNotifyToPlayer(player *model.Player, visionType
player.PlayerID, sceneEntityDisappearNotify.DisappearType, len(sceneEntityDisappearNotify.EntityList))
}
// RemoveSceneEntityNotifyBroadcast 移除的场景实体广播
func (g *Game) RemoveSceneEntityNotifyBroadcast(scene *Scene, visionType proto.VisionType, entityIdList []uint32) {
sceneEntityDisappearNotify := &proto.SceneEntityDisappearNotify{
EntityList: entityIdList,
@@ -413,6 +417,7 @@ func (g *Game) RemoveSceneEntityNotifyBroadcast(scene *Scene, visionType proto.V
}
}
// AddSceneEntityNotify 添加的场景实体同步 封装接口
func (g *Game) AddSceneEntityNotify(player *model.Player, visionType proto.VisionType, entityIdList []uint32, broadcast bool, aec bool) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
@@ -471,6 +476,7 @@ func (g *Game) AddSceneEntityNotify(player *model.Player, visionType proto.Visio
}
}
// EntityFightPropUpdateNotifyBroadcast 场景实体战斗属性变更通知广播
func (g *Game) EntityFightPropUpdateNotifyBroadcast(world *World, entity *Entity) {
ntf := &proto.EntityFightPropUpdateNotify{
FightPropMap: entity.GetFightProp(),
@@ -479,6 +485,7 @@ func (g *Game) EntityFightPropUpdateNotifyBroadcast(world *World, entity *Entity
g.SendToWorldA(world, cmd.EntityFightPropUpdateNotify, 0, ntf)
}
// KillPlayerAvatar 杀死玩家活跃角色实体
func (g *Game) KillPlayerAvatar(player *model.Player, dieType proto.PlayerDieType) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
@@ -510,6 +517,7 @@ func (g *Game) KillPlayerAvatar(player *model.Player, dieType proto.PlayerDieTyp
g.SendToWorldA(world, cmd.AvatarLifeStateChangeNotify, 0, ntf)
}
// RevivePlayerAvatar 复活玩家活跃角色实体
func (g *Game) RevivePlayerAvatar(player *model.Player) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
@@ -543,6 +551,7 @@ func (g *Game) RevivePlayerAvatar(player *model.Player) {
g.SendToWorldA(world, cmd.AvatarLifeStateChangeNotify, 0, ntf)
}
// KillEntity 杀死实体
func (g *Game) KillEntity(player *model.Player, scene *Scene, entityId uint32, dieType proto.PlayerDieType) {
entity := scene.GetEntity(entityId)
if entity == nil {
@@ -577,6 +586,7 @@ func (g *Game) KillEntity(player *model.Player, scene *Scene, entityId uint32, d
}
}
// ChangeGadgetState 改变物件实体状态
func (g *Game) ChangeGadgetState(player *model.Player, entityId uint32, state uint32) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
@@ -603,6 +613,7 @@ func (g *Game) ChangeGadgetState(player *model.Player, entityId uint32, state ui
g.SendMsg(cmd.GadgetStateNotify, player.PlayerID, player.ClientSeq, ntf)
}
// GetVisionEntity 获取某位置视野内的全部实体
func (g *Game) GetVisionEntity(scene *Scene, pos *model.Vector) map[uint32]*Entity {
visionEntity := make(map[uint32]*Entity)
for _, entity := range scene.GetAllEntity() {
@@ -615,6 +626,7 @@ func (g *Game) GetVisionEntity(scene *Scene, pos *model.Vector) map[uint32]*Enti
return visionEntity
}
// GetNeighborGroup 获取某位置附近的场景组
func (g *Game) GetNeighborGroup(sceneId uint32, pos *model.Vector) map[uint32]*gdconf.Group {
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[sceneId]
if !exist {
@@ -637,6 +649,7 @@ func (g *Game) GetNeighborGroup(sceneId uint32, pos *model.Vector) map[uint32]*g
return neighborGroup
}
// AddSceneGroup 加载场景组
func (g *Game) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
initSuiteId := int(groupConfig.GroupInitConfig.Suite)
if initSuiteId < 1 || initSuiteId > len(groupConfig.SuiteList) {
@@ -651,6 +664,7 @@ func (g *Game) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gd
g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
}
// RemoveSceneGroup 卸载场景组
func (g *Game) RemoveSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
group := scene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
@@ -667,6 +681,58 @@ func (g *Game) RemoveSceneGroup(player *model.Player, scene *Scene, groupConfig
g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *Game) AddSceneGroupSuite(player *model.Player, groupId uint32, suiteId uint8) {
groupConfig := gdconf.GetSceneGroup(int32(groupId))
if groupConfig == nil {
logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
return
}
if suiteId < 1 || suiteId > uint8(len(groupConfig.SuiteList)) {
logger.Error("invalid suite id: %v, uid: %v", suiteId, player.PlayerID)
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
scene.AddGroupSuite(uint32(groupConfig.Id), suiteId)
ntf := &proto.GroupSuiteNotify{
GroupMap: make(map[uint32]uint32),
}
ntf.GroupMap[uint32(groupConfig.Id)] = uint32(suiteId)
g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
group := scene.GetGroupById(groupId)
suite := group.GetSuiteById(suiteId)
entityIdList := make([]uint32, 0)
for _, entity := range suite.GetAllEntity() {
entityIdList = append(entityIdList, entity.GetId())
}
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, entityIdList, true, false)
}
func (g *Game) AddSceneGroupMonster(player *model.Player, groupId uint32, monsterConfigId uint32) {
groupConfig := gdconf.GetSceneGroup(int32(groupId))
if groupConfig == nil {
logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
return
}
initSuiteId := int(groupConfig.GroupInitConfig.Suite)
if initSuiteId < 1 || initSuiteId > len(groupConfig.SuiteList) {
logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
logger.Error("get world is nil, worldId: %v", player.WorldId)
return
}
scene := world.GetSceneById(player.SceneId)
entityId := scene.AddGroupSuiteMonster(groupId, uint8(initSuiteId), monsterConfigId)
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
}
// CreateDropGadget 创建掉落物的物件实体
func (g *Game) CreateDropGadget(player *model.Player, pos *model.Vector, gadgetId, itemId, count uint32) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
@@ -690,6 +756,8 @@ func (g *Game) CreateDropGadget(player *model.Player, pos *model.Vector, gadgetI
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
}
// 打包相关封装函数
var SceneTransactionSeq uint32 = 0
func (g *Game) PacketPlayerEnterSceneNotifyLogin(player *model.Player, enterType proto.EnterType) *proto.PlayerEnterSceneNotify {