mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 18:42:26 +08:00
溺水安全位置完善 载具地图显示
This commit is contained in:
@@ -143,39 +143,39 @@ func (t *TickManager) onTick5Second(now int64) {
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}
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}
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for _, player := range world.playerMap {
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if world.multiplayer {
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scene := world.GetSceneById(player.SceneId)
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// 多人世界其他玩家的坐标位置广播
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worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
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PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
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}
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for _, worldPlayer := range world.playerMap {
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playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
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SceneId: worldPlayer.SceneId,
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PlayerLoc: &proto.PlayerLocationInfo{
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Uid: worldPlayer.PlayerID,
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Pos: &proto.Vector{
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X: float32(worldPlayer.Pos.X),
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Y: float32(worldPlayer.Pos.Y),
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Z: float32(worldPlayer.Pos.Z),
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},
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Rot: &proto.Vector{
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X: float32(worldPlayer.Rot.X),
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Y: float32(worldPlayer.Rot.Y),
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Z: float32(worldPlayer.Rot.Z),
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},
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// 多人世界其他玩家的坐标位置广播
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worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
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PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
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}
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for _, worldPlayer := range world.playerMap {
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playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
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SceneId: worldPlayer.SceneId,
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PlayerLoc: &proto.PlayerLocationInfo{
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Uid: worldPlayer.PlayerID,
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Pos: &proto.Vector{
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X: float32(worldPlayer.Pos.X),
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Y: float32(worldPlayer.Pos.Y),
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Z: float32(worldPlayer.Pos.Z),
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},
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}
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worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
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Rot: &proto.Vector{
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X: float32(worldPlayer.Rot.X),
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Y: float32(worldPlayer.Rot.Y),
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Z: float32(worldPlayer.Rot.Z),
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},
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},
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}
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GAME_MANAGER.SendMsg(cmd.WorldPlayerLocationNotify, player.PlayerID, 0, worldPlayerLocationNotify)
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worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
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}
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GAME_MANAGER.SendMsg(cmd.WorldPlayerLocationNotify, player.PlayerID, 0, worldPlayerLocationNotify)
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for _, scene := range world.sceneMap {
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scenePlayerLocationNotify := &proto.ScenePlayerLocationNotify{
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SceneId: player.SceneId,
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PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
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SceneId: scene.id,
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PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
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VehicleLocList: make([]*proto.VehicleLocationInfo, 0),
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}
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for _, scenePlayer := range scene.playerMap {
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// 玩家位置
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playerLocationInfo := &proto.PlayerLocationInfo{
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Uid: scenePlayer.PlayerID,
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Pos: &proto.Vector{
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@@ -190,6 +190,35 @@ func (t *TickManager) onTick5Second(now int64) {
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},
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}
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scenePlayerLocationNotify.PlayerLocList = append(scenePlayerLocationNotify.PlayerLocList, playerLocationInfo)
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// 载具位置
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for _, entityId := range scenePlayer.VehicleInfo.LastCreateEntityIdMap {
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entity := scene.GetEntity(entityId)
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// 确保实体类型是否为载具
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if entity != nil && entity.gadgetEntity != nil && entity.gadgetEntity.gadgetVehicleEntity != nil {
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vehicleLocationInfo := &proto.VehicleLocationInfo{
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Rot: &proto.Vector{
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X: float32(entity.rot.X),
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Y: float32(entity.rot.Y),
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Z: float32(entity.rot.Z),
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},
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EntityId: entity.id,
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CurHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)],
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OwnerUid: entity.gadgetEntity.gadgetVehicleEntity.owner.PlayerID,
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Pos: &proto.Vector{
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X: float32(entity.pos.X),
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Y: float32(entity.pos.Y),
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Z: float32(entity.pos.Z),
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},
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UidList: make([]uint32, 0, len(entity.gadgetEntity.gadgetVehicleEntity.memberMap)),
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GadgetId: entity.gadgetEntity.gadgetVehicleEntity.vehicleId,
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MaxHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)],
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}
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for _, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap {
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vehicleLocationInfo.UidList = append(vehicleLocationInfo.UidList, p.PlayerID)
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}
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scenePlayerLocationNotify.VehicleLocList = append(scenePlayerLocationNotify.VehicleLocList, vehicleLocationInfo)
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}
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}
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}
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GAME_MANAGER.SendMsg(cmd.ScenePlayerLocationNotify, player.PlayerID, 0, scenePlayerLocationNotify)
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}
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@@ -209,20 +238,31 @@ func (t *TickManager) onTickSecond(now int64) {
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worldPlayerRTTNotify.PlayerRttList = append(worldPlayerRTTNotify.PlayerRttList, playerRTTInfo)
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}
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GAME_MANAGER.SendMsg(cmd.WorldPlayerRTTNotify, player.PlayerID, 0, worldPlayerRTTNotify)
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// 玩家安全位置更新
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switch player.StaminaInfo.State {
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case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN,
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proto.MotionState_MOTION_STATE_DANGER_STANDBY_MOVE, proto.MotionState_MOTION_STATE_DANGER_STANDBY, proto.MotionState_MOTION_STATE_LADDER_TO_STANDBY, proto.MotionState_MOTION_STATE_STANDBY_MOVE, proto.MotionState_MOTION_STATE_STANDBY,
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proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK,
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proto.MotionState_MOTION_STATE_DASH:
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// 仅在陆地时更新玩家安全位置
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player.SafePos.X = player.Pos.X
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player.SafePos.Y = player.Pos.Y
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player.SafePos.Z = player.Pos.Z
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}
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}
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if !world.IsBigWorld() && world.owner.SceneLoadState == model.SceneEnterDone {
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// 刷怪
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if !world.IsBigWorld() && world.owner.SceneLoadState == model.SceneEnterDone {
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scene := world.GetSceneById(3)
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monsterEntityCount := 0
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for _, entity := range scene.entityMap {
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if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER) {
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monsterEntityCount++
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}
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}
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if monsterEntityCount < 30 {
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monsterEntityId := t.createMonster(world.owner, scene)
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GAME_MANAGER.AddSceneEntityNotify(world.owner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true, false)
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scene := world.GetSceneById(3)
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monsterEntityCount := 0
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for _, entity := range scene.entityMap {
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if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER) {
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monsterEntityCount++
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}
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}
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if monsterEntityCount < 30 {
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monsterEntityId := t.createMonster(scene)
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GAME_MANAGER.AddSceneEntityNotify(world.owner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true, false)
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}
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}
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}
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}
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@@ -241,7 +281,7 @@ func (t *TickManager) onTick200MilliSecond(now int64) {
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func (t *TickManager) onTick100MilliSecond(now int64) {
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}
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func (t *TickManager) createMonster(player *model.Player, scene *Scene) uint32 {
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func (t *TickManager) createMonster(scene *Scene) uint32 {
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pos := &model.Vector{
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X: 2747,
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Y: 194,
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@@ -119,23 +119,12 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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if sceneEntity.avatarEntity != nil {
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// 玩家实体在移动
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// 更新玩家的位置信息
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switch player.StaminaInfo.State {
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case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN,
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proto.MotionState_MOTION_STATE_DANGER_STANDBY_MOVE, proto.MotionState_MOTION_STATE_DANGER_STANDBY, proto.MotionState_MOTION_STATE_LADDER_TO_STANDBY, proto.MotionState_MOTION_STATE_STANDBY_MOVE, proto.MotionState_MOTION_STATE_STANDBY,
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proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK,
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proto.MotionState_MOTION_STATE_DASH:
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// 仅在陆地时更新玩家位置
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player.Pos.X = float64(motionInfo.Pos.X)
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player.Pos.Y = float64(motionInfo.Pos.Y)
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player.Pos.Z = float64(motionInfo.Pos.Z)
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player.Rot.X = float64(motionInfo.Rot.X)
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player.Rot.Y = float64(motionInfo.Rot.Y)
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player.Rot.Z = float64(motionInfo.Rot.Z)
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default:
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player.StaminaInfo.ActiveAvatarPos.X = float64(motionInfo.Pos.X)
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player.StaminaInfo.ActiveAvatarPos.Y = float64(motionInfo.Pos.Y)
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player.StaminaInfo.ActiveAvatarPos.Z = float64(motionInfo.Pos.Z)
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}
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player.Pos.X = float64(motionInfo.Pos.X)
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player.Pos.Y = float64(motionInfo.Pos.Y)
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player.Pos.Z = float64(motionInfo.Pos.Z)
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player.Rot.X = float64(motionInfo.Rot.X)
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player.Rot.Y = float64(motionInfo.Rot.Y)
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player.Rot.Z = float64(motionInfo.Rot.Z)
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// 处理耐力消耗
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g.ImmediateStamina(player, motionInfo.State)
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@@ -47,6 +47,12 @@ func (g *GameManager) OnLoginOk(userId uint32, player *model.Player, clientSeq u
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// 初始化
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player.InitAll()
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// player.TeamConfig.UpdateTeam()
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// 确保玩家位置安全
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player.Pos.X = player.SafePos.X
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player.Pos.Y = player.SafePos.Y
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player.Pos.Z = player.SafePos.Z
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// 创建世界
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world := WORLD_MANAGER.CreateWorld(player)
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world.AddPlayer(player, player.SceneId)
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@@ -374,6 +380,7 @@ func (g *GameManager) CreatePlayer(userId uint32, nickName string, mainCharAvata
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player.CostumeList = append(player.CostumeList, 201601)
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player.CostumeList = append(player.CostumeList, 203101)
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player.SafePos = &model.Vector{X: 2747, Y: 194, Z: -1719}
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player.Pos = &model.Vector{X: 2747, Y: 194, Z: -1719}
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player.Rot = &model.Vector{X: 0, Y: 307, Z: 0}
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@@ -4,8 +4,6 @@ import (
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"strings"
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"time"
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gdc "hk4e/gs/config"
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"hk4e/gdconf"
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"hk4e/gs/constant"
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"hk4e/gs/model"
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@@ -438,11 +436,12 @@ func (g *GameManager) DrownBackHandler(player *model.Player) {
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return
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}
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// TODO
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// 溺水安全点可能需要读取附近锚点坐标
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// 多次溺水后提示溺水的死亡信息
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// 官服 游戏离线也会回到安全位置
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// 很显然目前这个很不完善
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// TODO 耐力未完成的内容:
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// 一直溺水回到距离最近的位置 ?
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// 溺水队伍扣血
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// 队伍都没血了显示死亡界面
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// 技能耐力消耗配置表
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// 食物影响消耗的耐力
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// 先传送玩家再设置角色存活否则同时设置会传送前显示角色实体
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if player.StaminaInfo.DrownBackDelay > 20 && player.SceneLoadState == model.SceneEnterDone {
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@@ -457,26 +456,26 @@ func (g *GameManager) DrownBackHandler(player *model.Player) {
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g.SetPlayerStamina(player, maxStamina/2)
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// 如果玩家的位置比锚点距离近则优先使用玩家位置
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pos := &model.Vector{
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X: player.Pos.X,
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Y: player.Pos.Y,
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Z: player.Pos.Z,
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X: player.SafePos.X,
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Y: player.SafePos.Y,
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Z: player.SafePos.Z,
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}
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// 获取最近角色实体的锚点
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// TODO 阻塞优化 16ms我感觉有点慢
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for _, entry := range gdc.CONF.ScenePointEntries {
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if entry.PointData == nil || entry.PointData.TranPos == nil {
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continue
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}
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pointPos := &model.Vector{
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X: entry.PointData.TranPos.X,
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Y: entry.PointData.TranPos.Y,
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Z: entry.PointData.TranPos.Z,
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}
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// 该坐标距离小于之前的则赋值
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if player.StaminaInfo.ActiveAvatarPos.Distance(pointPos) < player.StaminaInfo.ActiveAvatarPos.Distance(pos) {
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pos = pointPos
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}
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}
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//for _, entry := range gdc.CONF.ScenePointEntries {
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// if entry.PointData == nil || entry.PointData.TranPos == nil {
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// continue
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// }
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// pointPos := &model.Vector{
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// X: entry.PointData.TranPos.X,
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// Y: entry.PointData.TranPos.Y,
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// Z: entry.PointData.TranPos.Z,
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// }
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// // 该坐标距离小于之前的则赋值
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// if player.SafePos.Distance(pointPos) < player.SafePos.Distance(pos) {
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// pos = pointPos
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// }
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//}
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// 传送玩家至安全位置
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g.TeleportPlayer(player, uint32(constant.EnterReasonConst.Revival), player.SceneId, pos)
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}
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@@ -42,6 +42,7 @@ type Player struct {
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FlyCloakList []uint32 `bson:"flyCloakList"` // 风之翼列表
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CostumeList []uint32 `bson:"costumeList"` // 角色衣装列表
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SceneId uint32 `bson:"sceneId"` // 场景
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SafePos *Vector `bson:"safePos"` // 玩家在陆地时的坐标
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Pos *Vector `bson:"pos"` // 玩家坐标
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Rot *Vector `bson:"rot"` // 玩家朝向
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ItemMap map[uint32]*Item `bson:"itemMap"` // 玩家统一大背包仓库
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@@ -81,7 +82,6 @@ func (p *Player) InitAll() {
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p.GameObjectGuidMap = make(map[uint64]GameObject)
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p.CoopApplyMap = make(map[uint32]int64)
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p.StaminaInfo = new(StaminaInfo)
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p.StaminaInfo.ActiveAvatarPos = new(Vector)
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p.VehicleInfo = new(VehicleInfo)
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p.VehicleInfo.LastCreateEntityIdMap = make(map[uint32]uint32)
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p.InitAllAvatar()
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@@ -14,8 +14,7 @@ type StaminaInfo struct {
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LastSkillId uint32 // 最后释放的技能Id
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LastSkillTime int64 // 最后释放技能的时间
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LastSkillStartTime int64 // 最后执行开始技能耐力消耗的时间
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DrownBackDelay int64 // 溺水返回安全点延时
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ActiveAvatarPos *Vector // 当前角色位置
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DrownBackDelay uint8 // 溺水返回安全点延时
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}
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// SetStaminaCost 设置动作需要消耗的耐力
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@@ -1,7 +1,8 @@
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package model
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type VehicleInfo struct {
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InVehicleEntityId uint32 // 玩家所在载具的实体Id
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LastCreateTime int64 // 最后一次创建载具的时间
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InVehicleEntityId uint32 // 玩家所在载具的实体Id
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LastCreateTime int64 // 最后一次创建载具的时间
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// TODO 玩家可以在其他世界创建载具 需要额外处理
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LastCreateEntityIdMap map[uint32]uint32 // 最后一次创建载具的实体Id map[vehicleId]EntityId
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}
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