mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
整理代码
This commit is contained in:
@@ -623,9 +623,15 @@ func (g *Game) KillEntity(player *model.Player, scene *Scene, entityId uint32, d
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dbSceneGroup.AddKill(entity.GetConfigId())
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group.DestroyEntity(entity.GetId())
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// 怪物死亡触发器检测
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if entity.GetEntityType() == constant.ENTITY_TYPE_MONSTER {
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// 触发器检测
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switch entity.GetEntityType() {
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case constant.ENTITY_TYPE_MONSTER:
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// 怪物死亡触发器检测
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g.MonsterDieTriggerCheck(player, group)
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case constant.ENTITY_TYPE_GADGET:
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// 物件死亡触发器检测
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g.GadgetDieTriggerCheck(player, group, entity.GetConfigId())
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}
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}
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@@ -724,6 +730,8 @@ func (g *Game) GetNeighborGroup(sceneId uint32, pos *model.Vector) map[uint32]*g
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return neighborGroup
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}
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// 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
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// AddSceneGroup 加载场景组
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func (g *Game) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
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group := scene.GetGroupById(uint32(groupConfig.Id))
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@@ -763,15 +771,6 @@ func (g *Game) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gd
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}
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// 场景组加载触发器检测
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g.GroupLoadTriggerCheck(player, group)
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// 物件创建触发器检测
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suiteConfig, exist := groupConfig.SuiteMap[initSuiteId]
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if !exist {
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logger.Error("invalid suiteId: %v, uid: %v", initSuiteId, player.PlayerID)
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return
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}
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for _, gadgetConfigId := range suiteConfig.GadgetConfigIdList {
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GAME.GadgetCreateTriggerCheck(player, group, uint32(gadgetConfigId))
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}
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}
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// RemoveSceneGroup 卸载场景组
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@@ -791,6 +790,38 @@ func (g *Game) RemoveSceneGroup(player *model.Player, scene *Scene, groupConfig
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g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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// AddSceneGroupSuite 向场景组中添加场景小组
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func (g *Game) AddSceneGroupSuite(player *model.Player, groupId uint32, suiteId uint8) {
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groupConfig := gdconf.GetSceneGroup(int32(groupId))
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if groupConfig == nil {
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logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
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return
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}
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_, exist := groupConfig.SuiteMap[int32(suiteId)]
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if !exist {
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logger.Error("invalid suite id: %v, uid: %v", suiteId, player.PlayerID)
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return
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}
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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g.AddSceneGroupSuiteCore(player, scene, groupId, suiteId)
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ntf := &proto.GroupSuiteNotify{
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GroupMap: make(map[uint32]uint32),
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}
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ntf.GroupMap[uint32(groupConfig.Id)] = uint32(suiteId)
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g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
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group := scene.GetGroupById(groupId)
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suite := group.GetSuiteById(suiteId)
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entityIdList := make([]uint32, 0)
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for _, entity := range suite.GetAllEntity() {
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entityIdList = append(entityIdList, entity.GetId())
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}
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, entityIdList, true, false)
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}
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func (g *Game) AddSceneGroupSuiteCore(player *model.Player, scene *Scene, groupId uint32, suiteId uint8) {
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groupConfig := gdconf.GetSceneGroup(int32(groupId))
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if groupConfig == nil {
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@@ -938,40 +969,9 @@ func getTempFightPropMap() map[uint32]float32 {
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return fpm
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}
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// 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
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func (g *Game) AddSceneGroupSuite(player *model.Player, groupId uint32, suiteId uint8) {
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groupConfig := gdconf.GetSceneGroup(int32(groupId))
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if groupConfig == nil {
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logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
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return
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}
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_, exist := groupConfig.SuiteMap[int32(suiteId)]
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if !exist {
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logger.Error("invalid suite id: %v, uid: %v", suiteId, player.PlayerID)
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return
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}
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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g.AddSceneGroupSuiteCore(player, scene, groupId, suiteId)
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ntf := &proto.GroupSuiteNotify{
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GroupMap: make(map[uint32]uint32),
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}
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ntf.GroupMap[uint32(groupConfig.Id)] = uint32(suiteId)
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g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
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group := scene.GetGroupById(groupId)
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suite := group.GetSuiteById(suiteId)
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entityIdList := make([]uint32, 0)
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for _, entity := range suite.GetAllEntity() {
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entityIdList = append(entityIdList, entity.GetId())
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}
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, entityIdList, true, false)
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}
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func (g *Game) AddSceneGroupMonster(player *model.Player, groupId uint32, configId uint32) {
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// SceneGroupCreateEntity 创建场景组配置物件实体
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func (g *Game) SceneGroupCreateEntity(player *model.Player, groupId uint32, configId uint32, entityType uint8) {
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// 添加到初始小组
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groupConfig := gdconf.GetSceneGroup(int32(groupId))
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if groupConfig == nil {
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logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
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@@ -983,32 +983,78 @@ func (g *Game) AddSceneGroupMonster(player *model.Player, groupId uint32, config
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logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
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return
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}
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// 添加场景实体
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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group, exist := scene.groupMap[groupId]
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if !exist {
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logger.Error("group not exist, groupId: %v", groupId)
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var entityConfig any = nil
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switch entityType {
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case constant.ENTITY_TYPE_MONSTER:
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monsterConfig, exist := groupConfig.MonsterMap[int32(configId)]
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if !exist {
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logger.Error("monster config not exist, configId: %v", configId)
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return
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}
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entityConfig = monsterConfig
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case constant.ENTITY_TYPE_GADGET:
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gadgetConfig, exist := groupConfig.GadgetMap[int32(configId)]
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if !exist {
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logger.Error("gadget config not exist, configId: %v", configId)
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return
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}
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entityConfig = gadgetConfig
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default:
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logger.Error("unknown entity type: %v", entityType)
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return
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}
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suite, exist := group.suiteMap[uint8(initSuiteId)]
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if !exist {
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logger.Error("suite not exist, suiteId: %v", initSuiteId)
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return
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}
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monsterConfig, exist := groupConfig.MonsterMap[int32(configId)]
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if !exist {
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logger.Error("monster config not exist, configId: %v", configId)
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return
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}
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entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), monsterConfig)
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entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), entityConfig)
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if entityId == 0 {
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return
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}
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entity := scene.GetEntity(entityId)
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suite.entityMap[entityId] = entity
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// 实体添加到场景小组
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scene.AddGroupSuite(groupId, uint8(initSuiteId), map[uint32]*Entity{entity.GetId(): entity})
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// 通知客户端
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
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// 触发器检测
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group := scene.GetGroupById(groupId)
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if group == nil {
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logger.Error("group not exist, groupId: %v, uid: %v", groupId, player.PlayerID)
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return
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}
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switch entityType {
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case constant.ENTITY_TYPE_MONSTER:
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// 怪物创建触发器检测
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GAME.MonsterCreateTriggerCheck(player, group, configId)
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case constant.ENTITY_TYPE_GADGET:
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// 物件创建触发器检测
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GAME.GadgetCreateTriggerCheck(player, group, configId)
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}
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}
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// CreateMonster 创建怪物实体
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func (g *Game) CreateMonster(player *model.Player, pos *model.Vector, monsterId uint32) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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if pos == nil {
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pos = &model.Vector{
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X: player.Pos.X + random.GetRandomFloat64(1.0, 10.0),
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Y: player.Pos.Y + 1.0,
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Z: player.Pos.Z + random.GetRandomFloat64(1.0, 10.0),
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}
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}
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rot := new(model.Vector)
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rot.Y = random.GetRandomFloat64(0.0, 360.0)
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entityId := scene.CreateEntityMonster(
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pos, rot,
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monsterId, uint8(random.GetRandomInt32(1, 90)), getTempFightPropMap(),
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0, 0,
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)
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
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}
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@@ -1026,13 +1072,18 @@ func (g *Game) CreateGadget(player *model.Player, pos *model.Vector, gadgetId ui
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return
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}
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scene := world.GetSceneById(player.SceneId)
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if pos == nil {
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pos = &model.Vector{
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X: player.Pos.X + random.GetRandomFloat64(1.0, 10.0),
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Y: player.Pos.Y + 1.0,
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Z: player.Pos.Z + random.GetRandomFloat64(1.0, 10.0),
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}
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}
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rot := new(model.Vector)
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rot.Y = random.GetRandomFloat64(0.0, 360.0)
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entityId := scene.CreateEntityGadgetNormal(
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pos, rot,
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gadgetId,
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constant.GADGET_STATE_DEFAULT,
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normalEntity,
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gadgetId, constant.GADGET_STATE_DEFAULT, normalEntity,
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0, 0,
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)
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
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