整理代码,私有变量接口化访问

This commit is contained in:
flswld
2023-02-09 01:01:05 +08:00
parent 98c35380b1
commit 9d6e95a6b4
21 changed files with 661 additions and 375 deletions
+31 -25
View File
@@ -18,7 +18,8 @@ func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity,
// 状态等于 MOTION_STATE_DESTROY_VEHICLE 代表请求销毁
if state == proto.MotionState_MOTION_DESTROY_VEHICLE {
g.DestroyVehicleEntity(player, scene, entity.gadgetEntity.gadgetVehicleEntity.vehicleId, entity.id)
gadgetEntity := entity.GetGadgetEntity()
g.DestroyVehicleEntity(player, scene, gadgetEntity.GetGadgetVehicleEntity().GetVehicleId(), entity.GetId())
}
}
@@ -32,7 +33,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
// 创建载具冷却时间
createVehicleCd := int64(5000) // TODO 冷却时间读取配置表
if time.Now().UnixMilli()-player.VehicleInfo.LastCreateTime < createVehicleCd {
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_CREATE_VEHICLE_IN_CD)
g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_CREATE_VEHICLE_IN_CD)
return
}
@@ -52,7 +53,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
entityId := scene.CreateEntityGadgetVehicle(player.PlayerID, pos, rot, req.VehicleId)
if entityId == 0 {
logger.Error("vehicle entityId is 0, uid: %v", player.PlayerID)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
return
}
GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
@@ -73,7 +74,7 @@ func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntit
if gadgetVehicleEntity == nil {
return false
}
for _, p := range gadgetVehicleEntity.memberMap {
for _, p := range gadgetVehicleEntity.GetMemberMap() {
if p == player {
return true
}
@@ -88,51 +89,53 @@ func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, v
return
}
// 确保实体类型是否为载具
if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
gadgetEntity := entity.GetGadgetEntity()
if gadgetEntity == nil || gadgetEntity.GetGadgetVehicleEntity() == nil {
return
}
// 目前原神仅有一种载具 多载具目前理论上是兼容了 到时候有问题再改
// 确保载具Id为将要创建的 (每种载具允许存在1个)
if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
if gadgetEntity.GetGadgetVehicleEntity().GetVehicleId() != vehicleId {
return
}
// 该载具是否为此玩家的
if entity.gadgetEntity.gadgetVehicleEntity.owner != player {
if gadgetEntity.GetGadgetVehicleEntity().GetOwner() != player {
return
}
// 如果玩家正在载具中
if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
if g.IsPlayerInVehicle(player, gadgetEntity.GetGadgetVehicleEntity()) {
// 离开载具
g.ExitVehicle(player, entity, player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Guid)
}
// 删除已创建的载具
scene.DestroyEntity(entity.id)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_MISS, []uint32{entity.id})
scene.DestroyEntity(entity.GetId())
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_MISS, []uint32{entity.GetId()})
}
// EnterVehicle 进入载具
func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
maxSlot := 1 // TODO 读取配置表
// 判断载具是否已满
if len(entity.gadgetEntity.gadgetVehicleEntity.memberMap) >= maxSlot {
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_VEHICLE_SLOT_OCCUPIED)
gadgetEntity := entity.GetGadgetEntity()
if len(gadgetEntity.GetGadgetVehicleEntity().GetMemberMap()) >= maxSlot {
g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_VEHICLE_SLOT_OCCUPIED)
return
}
// 找出载具空闲的位置
var freePos uint32
for i := uint32(0); i < uint32(maxSlot); i++ {
p := entity.gadgetEntity.gadgetVehicleEntity.memberMap[i]
p := gadgetEntity.GetGadgetVehicleEntity().GetMemberMap()[i]
// 玩家如果已进入载具重复记录不进行报错
if p == player || p == nil {
// 载具成员记录玩家
entity.gadgetEntity.gadgetVehicleEntity.memberMap[i] = player
gadgetEntity.GetGadgetVehicleEntity().GetMemberMap()[i] = player
freePos = i
}
}
// 记录玩家所在的载具信息
player.VehicleInfo.InVehicleEntityId = entity.id
player.VehicleInfo.InVehicleEntityId = entity.GetId()
// PacketVehicleInteractRsp
vehicleInteractRsp := &proto.VehicleInteractRsp{
@@ -142,7 +145,7 @@ func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarG
AvatarGuid: avatarGuid,
Pos: freePos, // 应该是多人坐船时的位置?
},
EntityId: entity.id,
EntityId: entity.GetId(),
}
g.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, vehicleInteractRsp)
}
@@ -150,17 +153,19 @@ func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarG
// ExitVehicle 离开载具
func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
// 玩家是否进入载具
if !g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
gadgetEntity := entity.GetGadgetEntity()
if !g.IsPlayerInVehicle(player, gadgetEntity.GetGadgetVehicleEntity()) {
logger.Error("vehicle not has player, uid: %v", player.PlayerID)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_NOT_IN_VEHICLE)
g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_NOT_IN_VEHICLE)
return
}
// 载具成员删除玩家
var memberPos uint32
for pos, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap {
memberMap := gadgetEntity.GetGadgetVehicleEntity().GetMemberMap()
for pos, p := range memberMap {
if p == player {
memberPos = pos
delete(entity.gadgetEntity.gadgetVehicleEntity.memberMap, pos)
delete(memberMap, pos)
}
}
// 清除记录的所在载具信息
@@ -174,7 +179,7 @@ func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGu
AvatarGuid: avatarGuid,
Pos: memberPos, // 应该是多人坐船时的位置?
},
EntityId: entity.id,
EntityId: entity.GetId(),
}
g.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, vehicleInteractRsp)
}
@@ -190,13 +195,14 @@ func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Mes
entity := scene.GetEntity(req.EntityId)
if entity == nil {
logger.Error("vehicle entity is nil, entityId: %v", req.EntityId)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_ENTITY_NOT_EXIST)
g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_ENTITY_NOT_EXIST)
return
}
// 判断实体类型是否为载具
if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
logger.Error("vehicle entity error, entityType: %v", entity.entityType)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_GADGET_NOT_VEHICLE)
gadgetEntity := entity.GetGadgetEntity()
if gadgetEntity == nil || gadgetEntity.GetGadgetVehicleEntity() == nil {
logger.Error("vehicle entity error, entityType: %v", entity.GetEntityType())
g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_GADGET_NOT_VEHICLE)
return
}