溺水安全位置完善 载具地图显示

This commit is contained in:
UnKownOwO
2022-12-21 18:57:06 +08:00
parent c4bc4b8ca1
commit 998c388306
7 changed files with 120 additions and 85 deletions

View File

@@ -143,39 +143,39 @@ func (t *TickManager) onTick5Second(now int64) {
}
}
for _, player := range world.playerMap {
if world.multiplayer {
scene := world.GetSceneById(player.SceneId)
// 多人世界其他玩家的坐标位置广播
worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
}
for _, worldPlayer := range world.playerMap {
playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
SceneId: worldPlayer.SceneId,
PlayerLoc: &proto.PlayerLocationInfo{
Uid: worldPlayer.PlayerID,
Pos: &proto.Vector{
X: float32(worldPlayer.Pos.X),
Y: float32(worldPlayer.Pos.Y),
Z: float32(worldPlayer.Pos.Z),
},
Rot: &proto.Vector{
X: float32(worldPlayer.Rot.X),
Y: float32(worldPlayer.Rot.Y),
Z: float32(worldPlayer.Rot.Z),
},
// 多人世界其他玩家的坐标位置广播
worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
}
for _, worldPlayer := range world.playerMap {
playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
SceneId: worldPlayer.SceneId,
PlayerLoc: &proto.PlayerLocationInfo{
Uid: worldPlayer.PlayerID,
Pos: &proto.Vector{
X: float32(worldPlayer.Pos.X),
Y: float32(worldPlayer.Pos.Y),
Z: float32(worldPlayer.Pos.Z),
},
}
worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
Rot: &proto.Vector{
X: float32(worldPlayer.Rot.X),
Y: float32(worldPlayer.Rot.Y),
Z: float32(worldPlayer.Rot.Z),
},
},
}
GAME_MANAGER.SendMsg(cmd.WorldPlayerLocationNotify, player.PlayerID, 0, worldPlayerLocationNotify)
worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
}
GAME_MANAGER.SendMsg(cmd.WorldPlayerLocationNotify, player.PlayerID, 0, worldPlayerLocationNotify)
for _, scene := range world.sceneMap {
scenePlayerLocationNotify := &proto.ScenePlayerLocationNotify{
SceneId: player.SceneId,
PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
SceneId: scene.id,
PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
VehicleLocList: make([]*proto.VehicleLocationInfo, 0),
}
for _, scenePlayer := range scene.playerMap {
// 玩家位置
playerLocationInfo := &proto.PlayerLocationInfo{
Uid: scenePlayer.PlayerID,
Pos: &proto.Vector{
@@ -190,6 +190,35 @@ func (t *TickManager) onTick5Second(now int64) {
},
}
scenePlayerLocationNotify.PlayerLocList = append(scenePlayerLocationNotify.PlayerLocList, playerLocationInfo)
// 载具位置
for _, entityId := range scenePlayer.VehicleInfo.LastCreateEntityIdMap {
entity := scene.GetEntity(entityId)
// 确保实体类型是否为载具
if entity != nil && entity.gadgetEntity != nil && entity.gadgetEntity.gadgetVehicleEntity != nil {
vehicleLocationInfo := &proto.VehicleLocationInfo{
Rot: &proto.Vector{
X: float32(entity.rot.X),
Y: float32(entity.rot.Y),
Z: float32(entity.rot.Z),
},
EntityId: entity.id,
CurHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)],
OwnerUid: entity.gadgetEntity.gadgetVehicleEntity.owner.PlayerID,
Pos: &proto.Vector{
X: float32(entity.pos.X),
Y: float32(entity.pos.Y),
Z: float32(entity.pos.Z),
},
UidList: make([]uint32, 0, len(entity.gadgetEntity.gadgetVehicleEntity.memberMap)),
GadgetId: entity.gadgetEntity.gadgetVehicleEntity.vehicleId,
MaxHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)],
}
for _, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap {
vehicleLocationInfo.UidList = append(vehicleLocationInfo.UidList, p.PlayerID)
}
scenePlayerLocationNotify.VehicleLocList = append(scenePlayerLocationNotify.VehicleLocList, vehicleLocationInfo)
}
}
}
GAME_MANAGER.SendMsg(cmd.ScenePlayerLocationNotify, player.PlayerID, 0, scenePlayerLocationNotify)
}
@@ -209,20 +238,31 @@ func (t *TickManager) onTickSecond(now int64) {
worldPlayerRTTNotify.PlayerRttList = append(worldPlayerRTTNotify.PlayerRttList, playerRTTInfo)
}
GAME_MANAGER.SendMsg(cmd.WorldPlayerRTTNotify, player.PlayerID, 0, worldPlayerRTTNotify)
// 玩家安全位置更新
switch player.StaminaInfo.State {
case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN,
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,
proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK,
proto.MotionState_MOTION_STATE_DASH:
// 仅在陆地时更新玩家安全位置
player.SafePos.X = player.Pos.X
player.SafePos.Y = player.Pos.Y
player.SafePos.Z = player.Pos.Z
}
}
if !world.IsBigWorld() && world.owner.SceneLoadState == model.SceneEnterDone {
// 刷怪
if !world.IsBigWorld() && world.owner.SceneLoadState == model.SceneEnterDone {
scene := world.GetSceneById(3)
monsterEntityCount := 0
for _, entity := range scene.entityMap {
if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER) {
monsterEntityCount++
}
}
if monsterEntityCount < 30 {
monsterEntityId := t.createMonster(world.owner, scene)
GAME_MANAGER.AddSceneEntityNotify(world.owner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true, false)
scene := world.GetSceneById(3)
monsterEntityCount := 0
for _, entity := range scene.entityMap {
if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER) {
monsterEntityCount++
}
}
if monsterEntityCount < 30 {
monsterEntityId := t.createMonster(scene)
GAME_MANAGER.AddSceneEntityNotify(world.owner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true, false)
}
}
}
}
@@ -241,7 +281,7 @@ func (t *TickManager) onTick200MilliSecond(now int64) {
func (t *TickManager) onTick100MilliSecond(now int64) {
}
func (t *TickManager) createMonster(player *model.Player, scene *Scene) uint32 {
func (t *TickManager) createMonster(scene *Scene) uint32 {
pos := &model.Vector{
X: 2747,
Y: 194,