整理代码

This commit is contained in:
flswld
2023-04-16 20:52:39 +08:00
parent e4a263a0a9
commit 9f10142c47
7 changed files with 291 additions and 100 deletions

View File

@@ -290,12 +290,14 @@ func initLuaState(luaState *lua.LState) {
luaState.SetField(eventType, "EVENT_NONE", lua.LNumber(constant.LUA_EVENT_NONE))
luaState.SetField(eventType, "EVENT_ENTER_REGION", lua.LNumber(constant.LUA_EVENT_ENTER_REGION))
luaState.SetField(eventType, "EVENT_LEAVE_REGION", lua.LNumber(constant.LUA_EVENT_LEAVE_REGION))
luaState.SetField(eventType, "EVENT_ANY_MONSTER_DIE", lua.LNumber(constant.LUA_EVENT_ANY_MONSTER_DIE))
luaState.SetField(eventType, "EVENT_ANY_MONSTER_LIVE", lua.LNumber(constant.LUA_EVENT_ANY_MONSTER_LIVE))
luaState.SetField(eventType, "EVENT_QUEST_START", lua.LNumber(constant.LUA_EVENT_QUEST_START))
luaState.SetField(eventType, "EVENT_ANY_MONSTER_LIVE", lua.LNumber(constant.LUA_EVENT_ANY_MONSTER_LIVE))
luaState.SetField(eventType, "EVENT_ANY_MONSTER_DIE", lua.LNumber(constant.LUA_EVENT_ANY_MONSTER_DIE))
luaState.SetField(eventType, "EVENT_GADGET_CREATE", lua.LNumber(constant.LUA_EVENT_GADGET_CREATE))
luaState.SetField(eventType, "EVENT_GADGET_STATE_CHANGE", lua.LNumber(constant.LUA_EVENT_GADGET_STATE_CHANGE))
luaState.SetField(eventType, "EVENT_ANY_GADGET_DIE", lua.LNumber(constant.LUA_EVENT_ANY_GADGET_DIE))
luaState.SetField(eventType, "EVENT_GROUP_LOAD", lua.LNumber(constant.LUA_EVENT_GROUP_LOAD))
luaState.SetField(eventType, "EVENT_TIMER_EVENT", lua.LNumber(constant.LUA_EVENT_TIMER_EVENT))
entityType := luaState.NewTable()
luaState.SetGlobal("EntityType", entityType)

View File

@@ -235,18 +235,24 @@ func (g *GMCmd) GMUnlockAllPoint(userId uint32, sceneId uint32) {
})
}
// GMCreateGadget 在玩家附近创建物件实体
func (g *GMCmd) GMCreateGadget(userId uint32, posX, posY, posZ float64, gadgetId uint32) {
// GMCreateMonster 在玩家附近创建
func (g *GMCmd) GMCreateMonster(userId uint32, monsterId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
GAME.CreateGadget(player, &model.Vector{
X: posX,
Y: posY,
Z: posZ,
}, gadgetId, nil)
GAME.CreateMonster(player, nil, monsterId)
}
// GMCreateGadget 在玩家附近创建物件
func (g *GMCmd) GMCreateGadget(userId uint32, gadgetId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
GAME.CreateGadget(player, nil, gadgetId, nil)
}
// 系统级GM指令

View File

@@ -3,6 +3,7 @@ package game
import (
"time"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
@@ -108,6 +109,7 @@ func (t *TickManager) onUserTickMinute(userId uint32, now int64) {
const (
UserTimerActionTest = iota
UserTimerActionLuaCreateMonster
UserTimerActionLuaGroupTimerEvent
)
func (t *TickManager) userTimerHandle(userId uint32, action int, data []any) {
@@ -122,7 +124,23 @@ func (t *TickManager) userTimerHandle(userId uint32, action int, data []any) {
logger.Debug("UserTimerActionLuaCreateMonster, groupId: %v, configId: %v, uid: %v", data[0], data[1], userId)
groupId := data[0].(uint32)
configId := data[1].(uint32)
GAME.AddSceneGroupMonster(player, groupId, configId)
GAME.SceneGroupCreateEntity(player, groupId, configId, constant.ENTITY_TYPE_MONSTER)
case UserTimerActionLuaGroupTimerEvent:
logger.Debug("UserTimerActionLuaGroupTimerEvent, groupId: %v, source: %v, uid: %v", data[0], data[1], userId)
groupId := data[0].(uint32)
source := data[1].(string)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
logger.Error("get world is nil, worldId: %v, uid: %v", player.WorldId, userId)
return
}
scene := world.GetSceneById(player.SceneId)
group := scene.GetGroupById(groupId)
if group == nil {
logger.Error("get group is nil, groupId: %v, uid: %v", groupId, userId)
return
}
GAME.TimerEventTriggerCheck(player, group, source)
}
}

View File

@@ -312,9 +312,16 @@ func (s *Scene) AddGroupSuite(groupId uint32, suiteId uint8, entityMap map[uint3
}
s.groupMap[groupId] = group
}
group.suiteMap[suiteId] = &Suite{
id: suiteId,
entityMap: entityMap,
suite, exist := group.suiteMap[suiteId]
if !exist {
suite = &Suite{
id: suiteId,
entityMap: make(map[uint32]*Entity),
}
group.suiteMap[suiteId] = suite
}
for k, v := range entityMap {
suite.entityMap[k] = v
}
}

View File

@@ -13,6 +13,12 @@ import (
lua "github.com/yuin/gopher-lua"
)
const (
MaxCallLuaFuncLoopCount = 10 // 调用LUA方法递归层数限制
)
var CallLuaFuncLoopCount = 0
type LuaCtx struct {
uid uint32
ownerUid uint32
@@ -36,6 +42,14 @@ type LuaEvt struct {
// CallLuaFunc 调用LUA方法
func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEvt *LuaEvt) bool {
if CallLuaFuncLoopCount > MaxCallLuaFuncLoopCount {
logger.Error("above max call lua func loop count, stack: %v", logger.Stack())
return false
}
CallLuaFuncLoopCount++
defer func() {
CallLuaFuncLoopCount--
}()
ctx := luaState.NewTable()
luaState.SetField(ctx, "uid", lua.LNumber(luaCtx.uid))
luaState.SetField(ctx, "owner_uid", lua.LNumber(luaCtx.ownerUid))
@@ -59,7 +73,7 @@ func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEv
Protect: true,
}, ctx, evt)
if err != nil {
logger.Error("call lua error, func: %v, error: %v", luaFuncName, err)
logger.Error("call lua error, groupId: %v, func: %v, error: %v", luaCtx.groupId, luaFuncName, err)
return false
}
luaRet := luaState.Get(-1)
@@ -139,6 +153,7 @@ func RegLuaScriptLibFunc() {
gdconf.RegScriptLibFunc("ChangeGroupVariableValue", ChangeGroupVariableValue)
gdconf.RegScriptLibFunc("ChangeGroupVariableValueByGroup", ChangeGroupVariableValueByGroup)
gdconf.RegScriptLibFunc("GetRegionEntityCount", GetRegionEntityCount)
gdconf.RegScriptLibFunc("CreateGroupTimerEvent", CreateGroupTimerEvent)
}
func GetEntityType(luaState *lua.LState) int {
@@ -427,18 +442,7 @@ func CreateGadget(luaState *lua.LState) int {
}
luaTableParam := new(LuaTableParam)
gdconf.ParseLuaTableToObject[*LuaTableParam](luaTable, luaTableParam)
groupConfig := gdconf.GetSceneGroup(int32(groupId))
if groupConfig == nil {
luaState.Push(lua.LNumber(-1))
return 1
}
gadget := groupConfig.GadgetMap[luaTableParam.ConfigId]
if gadget == nil {
luaState.Push(lua.LNumber(-1))
return 1
}
GAME.CreateGadget(player, &model.Vector{X: float64(gadget.Pos.X), Y: float64(gadget.Pos.Y), Z: float64(gadget.Pos.Z)},
uint32(gadget.GadgetId), nil)
GAME.SceneGroupCreateEntity(player, uint32(groupId), uint32(luaTableParam.ConfigId), constant.ENTITY_TYPE_GADGET)
luaState.Push(lua.LNumber(0))
return 1
}
@@ -725,3 +729,23 @@ func GetRegionEntityCount(luaState *lua.LState) int {
luaState.Push(lua.LNumber(count))
return 1
}
func CreateGroupTimerEvent(luaState *lua.LState) int {
ctx, ok := luaState.Get(1).(*lua.LTable)
if !ok {
luaState.Push(lua.LNumber(-1))
return 1
}
player := GetContextPlayer(ctx, luaState)
if player == nil {
luaState.Push(lua.LNumber(-1))
return 1
}
groupId := luaState.ToInt(2)
source := luaState.ToString(3)
delay := luaState.ToInt(4)
TICK_MANAGER.CreateUserTimer(player.PlayerID, UserTimerActionLuaGroupTimerEvent, uint32(delay),
uint32(groupId), source)
luaState.Push(lua.LNumber(0))
return 1
}

View File

@@ -103,7 +103,7 @@ func (g *Game) SceneRegionTriggerCheck(player *model.Player, oldPos *model.Vecto
if triggerConfig.Condition != "" {
cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{param1: regionConfig.ConfigId, targetEntityId: entityId})
&LuaEvt{param1: regionConfig.ConfigId, targetEntityId: entityId, sourceEntityId: uint32(regionConfig.ConfigId)})
if !cond {
continue
}
@@ -155,16 +155,16 @@ func (g *Game) SceneRegionTriggerCheck(player *model.Player, oldPos *model.Vecto
})
}
// MonsterDieTriggerCheck 怪物死亡触发器检测
func (g *Game) MonsterDieTriggerCheck(player *model.Player, group *Group) {
forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
if triggerConfig.Event != constant.LUA_EVENT_ANY_MONSTER_DIE {
// QuestStartTriggerCheck 任务开始触发器检测
func (g *Game) QuestStartTriggerCheck(player *model.Player, questId uint32) {
forEachPlayerSceneGroupTrigger(player, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
if triggerConfig.Event != constant.LUA_EVENT_QUEST_START {
return
}
if triggerConfig.Condition != "" {
cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{})
&LuaEvt{param1: int32(questId)})
if !cond {
return
}
@@ -181,16 +181,42 @@ func (g *Game) MonsterDieTriggerCheck(player *model.Player, group *Group) {
})
}
// QuestStartTriggerCheck 任务开始触发器检测
func (g *Game) QuestStartTriggerCheck(player *model.Player, questId uint32) {
forEachPlayerSceneGroupTrigger(player, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
if triggerConfig.Event != constant.LUA_EVENT_QUEST_START {
// MonsterCreateTriggerCheck 怪物创建触发器检测
func (g *Game) MonsterCreateTriggerCheck(player *model.Player, group *Group, configId uint32) {
forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
if triggerConfig.Event != constant.LUA_EVENT_ANY_MONSTER_LIVE {
return
}
if triggerConfig.Condition != "" {
cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{param1: int32(questId)})
&LuaEvt{param1: int32(configId)})
if !cond {
return
}
}
if triggerConfig.Action != "" {
logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{})
if !ok {
logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
}
}
})
}
// MonsterDieTriggerCheck 怪物死亡触发器检测
func (g *Game) MonsterDieTriggerCheck(player *model.Player, group *Group) {
forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
if triggerConfig.Event != constant.LUA_EVENT_ANY_MONSTER_DIE {
return
}
if triggerConfig.Condition != "" {
cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{})
if !cond {
return
}
@@ -259,6 +285,32 @@ func (g *Game) GadgetStateChangeTriggerCheck(player *model.Player, group *Group,
})
}
// GadgetDieTriggerCheck 物件死亡触发器检测
func (g *Game) GadgetDieTriggerCheck(player *model.Player, group *Group, configId uint32) {
forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
if triggerConfig.Event != constant.LUA_EVENT_ANY_GADGET_DIE {
return
}
if triggerConfig.Condition != "" {
cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{param1: int32(configId)})
if !cond {
return
}
}
if triggerConfig.Action != "" {
logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{})
if !ok {
logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
}
}
})
}
// GroupLoadTriggerCheck 场景组加载触发器检测
func (g *Game) GroupLoadTriggerCheck(player *model.Player, group *Group) {
forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
@@ -284,3 +336,34 @@ func (g *Game) GroupLoadTriggerCheck(player *model.Player, group *Group) {
}
})
}
// TimerEventTriggerCheck 场景组定时事件触发器检测
func (g *Game) TimerEventTriggerCheck(player *model.Player, group *Group, source string) {
forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
if triggerConfig.Event != constant.LUA_EVENT_TIMER_EVENT {
return
}
if triggerConfig.Source != "" {
if triggerConfig.Source != source {
return
}
}
if triggerConfig.Condition != "" {
cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{sourceName: source})
if !cond {
return
}
}
if triggerConfig.Action != "" {
logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
&LuaEvt{})
if !ok {
logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
}
}
})
}

View File

@@ -623,9 +623,15 @@ func (g *Game) KillEntity(player *model.Player, scene *Scene, entityId uint32, d
dbSceneGroup.AddKill(entity.GetConfigId())
group.DestroyEntity(entity.GetId())
// 怪物死亡触发器检测
if entity.GetEntityType() == constant.ENTITY_TYPE_MONSTER {
// 触发器检测
switch entity.GetEntityType() {
case constant.ENTITY_TYPE_MONSTER:
// 怪物死亡触发器检测
g.MonsterDieTriggerCheck(player, group)
case constant.ENTITY_TYPE_GADGET:
// 物件死亡触发器检测
g.GadgetDieTriggerCheck(player, group, entity.GetConfigId())
}
}
@@ -724,6 +730,8 @@ func (g *Game) GetNeighborGroup(sceneId uint32, pos *model.Vector) map[uint32]*g
return neighborGroup
}
// TODO Group和Suite的初始化和加载卸载逻辑还没完全理清 所以现在这里写得略答辩
// AddSceneGroup 加载场景组
func (g *Game) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
group := scene.GetGroupById(uint32(groupConfig.Id))
@@ -763,15 +771,6 @@ func (g *Game) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gd
}
// 场景组加载触发器检测
g.GroupLoadTriggerCheck(player, group)
// 物件创建触发器检测
suiteConfig, exist := groupConfig.SuiteMap[initSuiteId]
if !exist {
logger.Error("invalid suiteId: %v, uid: %v", initSuiteId, player.PlayerID)
return
}
for _, gadgetConfigId := range suiteConfig.GadgetConfigIdList {
GAME.GadgetCreateTriggerCheck(player, group, uint32(gadgetConfigId))
}
}
// RemoveSceneGroup 卸载场景组
@@ -791,6 +790,38 @@ func (g *Game) RemoveSceneGroup(player *model.Player, scene *Scene, groupConfig
g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
}
// AddSceneGroupSuite 向场景组中添加场景小组
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
}
_, exist := groupConfig.SuiteMap[int32(suiteId)]
if !exist {
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)
g.AddSceneGroupSuiteCore(player, scene, groupId, 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) AddSceneGroupSuiteCore(player *model.Player, scene *Scene, groupId uint32, suiteId uint8) {
groupConfig := gdconf.GetSceneGroup(int32(groupId))
if groupConfig == nil {
@@ -938,40 +969,9 @@ func getTempFightPropMap() map[uint32]float32 {
return fpm
}
// TODO Group和Suite的初始化和加载卸载逻辑还没完全理清 所以现在这里写得略答辩
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
}
_, exist := groupConfig.SuiteMap[int32(suiteId)]
if !exist {
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)
g.AddSceneGroupSuiteCore(player, scene, groupId, 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, configId uint32) {
// SceneGroupCreateEntity 创建场景组配置物件实体
func (g *Game) SceneGroupCreateEntity(player *model.Player, groupId uint32, configId uint32, entityType uint8) {
// 添加到初始小组
groupConfig := gdconf.GetSceneGroup(int32(groupId))
if groupConfig == nil {
logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
@@ -983,32 +983,78 @@ func (g *Game) AddSceneGroupMonster(player *model.Player, groupId uint32, config
logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
return
}
// 添加场景实体
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
group, exist := scene.groupMap[groupId]
if !exist {
logger.Error("group not exist, groupId: %v", groupId)
var entityConfig any = nil
switch entityType {
case constant.ENTITY_TYPE_MONSTER:
monsterConfig, exist := groupConfig.MonsterMap[int32(configId)]
if !exist {
logger.Error("monster config not exist, configId: %v", configId)
return
}
entityConfig = monsterConfig
case constant.ENTITY_TYPE_GADGET:
gadgetConfig, exist := groupConfig.GadgetMap[int32(configId)]
if !exist {
logger.Error("gadget config not exist, configId: %v", configId)
return
}
entityConfig = gadgetConfig
default:
logger.Error("unknown entity type: %v", entityType)
return
}
suite, exist := group.suiteMap[uint8(initSuiteId)]
if !exist {
logger.Error("suite not exist, suiteId: %v", initSuiteId)
return
}
monsterConfig, exist := groupConfig.MonsterMap[int32(configId)]
if !exist {
logger.Error("monster config not exist, configId: %v", configId)
return
}
entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), monsterConfig)
entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), entityConfig)
if entityId == 0 {
return
}
entity := scene.GetEntity(entityId)
suite.entityMap[entityId] = entity
// 实体添加到场景小组
scene.AddGroupSuite(groupId, uint8(initSuiteId), map[uint32]*Entity{entity.GetId(): entity})
// 通知客户端
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
// 触发器检测
group := scene.GetGroupById(groupId)
if group == nil {
logger.Error("group not exist, groupId: %v, uid: %v", groupId, player.PlayerID)
return
}
switch entityType {
case constant.ENTITY_TYPE_MONSTER:
// 怪物创建触发器检测
GAME.MonsterCreateTriggerCheck(player, group, configId)
case constant.ENTITY_TYPE_GADGET:
// 物件创建触发器检测
GAME.GadgetCreateTriggerCheck(player, group, configId)
}
}
// CreateMonster 创建怪物实体
func (g *Game) CreateMonster(player *model.Player, pos *model.Vector, monsterId uint32) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
if pos == nil {
pos = &model.Vector{
X: player.Pos.X + random.GetRandomFloat64(1.0, 10.0),
Y: player.Pos.Y + 1.0,
Z: player.Pos.Z + random.GetRandomFloat64(1.0, 10.0),
}
}
rot := new(model.Vector)
rot.Y = random.GetRandomFloat64(0.0, 360.0)
entityId := scene.CreateEntityMonster(
pos, rot,
monsterId, uint8(random.GetRandomInt32(1, 90)), getTempFightPropMap(),
0, 0,
)
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
}
@@ -1026,13 +1072,18 @@ func (g *Game) CreateGadget(player *model.Player, pos *model.Vector, gadgetId ui
return
}
scene := world.GetSceneById(player.SceneId)
if pos == nil {
pos = &model.Vector{
X: player.Pos.X + random.GetRandomFloat64(1.0, 10.0),
Y: player.Pos.Y + 1.0,
Z: player.Pos.Z + random.GetRandomFloat64(1.0, 10.0),
}
}
rot := new(model.Vector)
rot.Y = random.GetRandomFloat64(0.0, 360.0)
entityId := scene.CreateEntityGadgetNormal(
pos, rot,
gadgetId,
constant.GADGET_STATE_DEFAULT,
normalEntity,
gadgetId, constant.GADGET_STATE_DEFAULT, normalEntity,
0, 0,
)
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)