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https://github.com/FlourishingWorld/hk4e.git
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迁移配置表
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@@ -0,0 +1,213 @@
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package game
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import (
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"time"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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pb "google.golang.org/protobuf/proto"
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)
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// VehicleDestroyMotion 载具销毁动作
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func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity, state proto.MotionState) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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// 状态等于 MOTION_STATE_DESTROY_VEHICLE 代表请求销毁
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if state == proto.MotionState_MOTION_STATE_DESTROY_VEHICLE {
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g.DestroyVehicleEntity(player, scene, entity.gadgetEntity.gadgetVehicleEntity.vehicleId, entity.id)
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}
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}
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// CreateVehicleReq 创建载具
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func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.CreateVehicleReq)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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// 创建载具冷却时间
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createVehicleCd := int64(5000) // TODO 冷却时间读取配置表
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if time.Now().UnixMilli()-player.VehicleInfo.LastCreateTime < createVehicleCd {
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_CREATE_VEHICLE_IN_CD)
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return
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}
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// TODO req.ScenePointId 验证浪船锚点是否已解锁 Retcode_RET_VEHICLE_POINT_NOT_UNLOCK
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// TODO 验证将要创建的载具位置是否有效 Retcode_RET_CREATE_VEHICLE_POS_INVALID
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// 清除已创建的载具
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lastEntityId, ok := player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId]
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if ok {
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g.DestroyVehicleEntity(player, scene, req.VehicleId, lastEntityId)
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}
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// 创建载具实体
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pos := &model.Vector{X: float64(req.Pos.X), Y: float64(req.Pos.Y), Z: float64(req.Pos.Z)}
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rot := &model.Vector{X: float64(req.Rot.X), Y: float64(req.Rot.Y), Z: float64(req.Rot.Z)}
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entityId := scene.CreateEntityGadgetVehicle(player.PlayerID, pos, rot, req.VehicleId)
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if entityId == 0 {
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logger.Error("vehicle entityId is 0, uid: %v", player.PlayerID)
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
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return
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}
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GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{entityId}, true, false)
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// 记录创建的载具信息
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player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId] = entityId
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player.VehicleInfo.LastCreateTime = time.Now().UnixMilli()
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// PacketCreateVehicleRsp
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createVehicleRsp := &proto.CreateVehicleRsp{
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VehicleId: req.VehicleId,
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EntityId: entityId,
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}
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g.SendMsg(cmd.CreateVehicleRsp, player.PlayerID, player.ClientSeq, createVehicleRsp)
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}
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// IsPlayerInVehicle 判断玩家是否在载具中
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func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
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if gadgetVehicleEntity == nil {
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return false
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}
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for _, p := range gadgetVehicleEntity.memberMap {
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if p == player {
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return true
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}
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}
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return false
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}
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// DestroyVehicleEntity 删除载具实体
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func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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return
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}
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// 确保实体类型是否为载具
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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return
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}
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// 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
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// 确保载具Id为将要创建的 (每种载具允许存在1个)
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if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
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return
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}
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// 该载具是否为此玩家的
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if entity.gadgetEntity.gadgetVehicleEntity.owner != player {
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return
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}
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// 如果玩家正在载具中
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if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 离开载具
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g.ExitVehicle(player, entity, player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Guid)
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}
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// 删除已创建的载具
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scene.DestroyEntity(entity.id)
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g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_MISS, []uint32{entity.id})
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}
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// EnterVehicle 进入载具
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func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
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maxSlot := 1 // TODO 读取配置表
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// 判断载具是否已满
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if len(entity.gadgetEntity.gadgetVehicleEntity.memberMap) >= maxSlot {
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_VEHICLE_SLOT_OCCUPIED)
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return
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}
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// 找出载具空闲的位置
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var freePos uint32
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for i := uint32(0); i < uint32(maxSlot); i++ {
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p := entity.gadgetEntity.gadgetVehicleEntity.memberMap[i]
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// 玩家如果已进入载具重复记录不进行报错
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if p == player || p == nil {
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// 载具成员记录玩家
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entity.gadgetEntity.gadgetVehicleEntity.memberMap[i] = player
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freePos = i
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}
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}
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// 记录玩家所在的载具信息
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player.VehicleInfo.InVehicleEntityId = entity.id
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// PacketVehicleInteractRsp
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vehicleInteractRsp := &proto.VehicleInteractRsp{
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InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN,
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Member: &proto.VehicleMember{
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Uid: player.PlayerID,
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AvatarGuid: avatarGuid,
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Pos: freePos, // 应该是多人坐船时的位置?
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},
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EntityId: entity.id,
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}
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g.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, vehicleInteractRsp)
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}
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// ExitVehicle 离开载具
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func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
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// 玩家是否进入载具
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if !g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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logger.Error("vehicle not has player, uid: %v", player.PlayerID)
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_NOT_IN_VEHICLE)
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return
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}
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// 载具成员删除玩家
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var memberPos uint32
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for pos, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap {
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if p == player {
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memberPos = pos
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delete(entity.gadgetEntity.gadgetVehicleEntity.memberMap, pos)
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}
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}
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// 清除记录的所在载具信息
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player.VehicleInfo.InVehicleEntityId = 0
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// PacketVehicleInteractRsp
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vehicleInteractRsp := &proto.VehicleInteractRsp{
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InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT,
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Member: &proto.VehicleMember{
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Uid: player.PlayerID,
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AvatarGuid: avatarGuid,
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Pos: memberPos, // 应该是多人坐船时的位置?
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},
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EntityId: entity.id,
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}
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g.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, vehicleInteractRsp)
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}
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// VehicleInteractReq 载具交互
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func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.VehicleInteractReq)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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// 获取载具实体
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entity := scene.GetEntity(req.EntityId)
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if entity == nil {
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logger.Error("vehicle entity is nil, entityId: %v", req.EntityId)
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_ENTITY_NOT_EXIST)
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return
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}
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// 判断实体类型是否为载具
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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logger.Error("vehicle entity error, entityType: %v", entity.entityType)
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_GADGET_NOT_VEHICLE)
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return
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}
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avatarGuid := player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Guid
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switch req.InteractType {
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case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN:
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// 进入载具
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g.EnterVehicle(player, entity, avatarGuid)
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case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT:
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// 离开载具
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g.ExitVehicle(player, entity, avatarGuid)
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}
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}
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