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溺水传送至安全位置初步
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@@ -1,6 +1,7 @@
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package game
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import (
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gdc "hk4e/gs/config"
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"strings"
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"time"
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@@ -418,10 +419,15 @@ func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int3
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// DrownBackHandler 玩家溺水返回安全点
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func (g *GameManager) DrownBackHandler(player *model.Player) {
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// 溺水返回时间为0代表不进行返回
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if player.StaminaInfo.DrownBackTime == 0 {
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// 玩家暂停跳过
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if player.Pause {
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return
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}
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// 溺水返回时间为0代表不进行返回
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if player.StaminaInfo.DrownBackDelay == 0 {
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return
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}
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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activeAvatar := world.GetPlayerWorldAvatar(player, world.GetPlayerActiveAvatarId(player))
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@@ -431,54 +437,58 @@ func (g *GameManager) DrownBackHandler(player *model.Player) {
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return
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}
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// 记录溺水安全点
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// TODO
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// 溺水安全点可能需要读取附近锚点坐标
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// 多次溺水后提示溺水的死亡信息
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// 官服 游戏离线也会回到安全位置
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// 很显然目前这个很不完善
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switch player.StaminaInfo.State {
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case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN,
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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,
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proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK,
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proto.MotionState_MOTION_STATE_DASH:
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player.StaminaInfo.DrownBackPos.X = player.Pos.X
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player.StaminaInfo.DrownBackPos.Y = player.Pos.Y
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player.StaminaInfo.DrownBackPos.Z = player.Pos.Z
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}
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// 临时
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if player.StaminaInfo.DrownBackPos.X == 0 && player.StaminaInfo.DrownBackPos.Y == 0 && player.StaminaInfo.DrownBackPos.Z == 0 {
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player.StaminaInfo.DrownBackPos.X = player.Pos.X
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player.StaminaInfo.DrownBackPos.Y = player.Pos.Y
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player.StaminaInfo.DrownBackPos.Z = player.Pos.Z
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}
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if player.StaminaInfo.DrownBackTime == 1 {
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// 确保玩家已经完成加载场景
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if player.SceneLoadState == model.SceneEnterDone {
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// 设置角色存活
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scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_REVIVE, proto.PlayerDieType_PLAYER_DIE_TYPE_NONE)
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// 重置溺水返回时间
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player.StaminaInfo.DrownBackTime = 0
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// 先传送玩家再设置角色存活否则同时设置会传送前显示角色实体
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if player.StaminaInfo.DrownBackDelay > 20 && player.SceneLoadState == model.SceneEnterDone {
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// 设置角色存活
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scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_REVIVE, proto.PlayerDieType_PLAYER_DIE_TYPE_NONE)
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// 重置溺水返回时间
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player.StaminaInfo.DrownBackDelay = 0
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} else if player.StaminaInfo.DrownBackDelay == 20 {
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// TODO 队伍扣血
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maxStamina := player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA]
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// 设置玩家耐力为一半
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g.SetPlayerStamina(player, maxStamina/2)
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// 如果玩家的位置比锚点距离近则优先使用玩家位置
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pos := &model.Vector{
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X: player.Pos.X,
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Y: player.Pos.Y,
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Z: player.Pos.Z,
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}
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// 获取最近角色实体的锚点
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// TODO 阻塞优化 16ms我感觉有点慢
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for _, entry := range gdc.CONF.ScenePointEntries {
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if entry.PointData == nil || entry.PointData.TranPos == nil {
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continue
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}
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pointPos := &model.Vector{
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X: entry.PointData.TranPos.X,
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Y: entry.PointData.TranPos.Y,
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Z: entry.PointData.TranPos.Z,
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}
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// 该坐标距离小于之前的则赋值
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if player.StaminaInfo.ActiveAvatarPos.Distance(pointPos) < player.StaminaInfo.ActiveAvatarPos.Distance(pos) {
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pos = pointPos
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}
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}
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} else if time.Now().UnixMilli() >= player.StaminaInfo.DrownBackTime {
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// 临时 防止一直淹死 尚未完善
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g.SetPlayerStamina(player, 10000)
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// 传送玩家至安全位置
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g.TeleportPlayer(player, uint32(constant.EnterReasonConst.Revival), player.SceneId, player.StaminaInfo.DrownBackPos)
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// 设置溺水返回时间为1
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// 1代表加载完场景后再复活玩家
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player.StaminaInfo.DrownBackTime = 1
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// 重置动作状态否则可能会导致多次溺水
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player.StaminaInfo.State = 0
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g.TeleportPlayer(player, uint32(constant.EnterReasonConst.Revival), player.SceneId, pos)
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}
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// 防止重置后又被修改
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if player.StaminaInfo.DrownBackDelay != 0 {
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player.StaminaInfo.DrownBackDelay++
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}
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}
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// HandleDrown 处理玩家溺水
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func (g *GameManager) HandleDrown(player *model.Player, stamina uint32) {
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// 溺水需要耐力等于0 返回时间不等于0代表已处理过溺水正在等待返回
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if stamina != 0 || player.StaminaInfo.DrownBackTime != 0 {
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// 溺水需要耐力等于0 返回延时不等于0代表已处理过溺水正在等待返回
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if stamina != 0 || player.StaminaInfo.DrownBackDelay != 0 {
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return
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}
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@@ -496,8 +506,8 @@ func (g *GameManager) HandleDrown(player *model.Player, stamina uint32) {
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logger.Debug("player drown, curStamina: %v, state: %v", stamina, player.StaminaInfo.State)
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// 设置角色为死亡
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scene.SetEntityLifeState(avatarEntity, constant.LifeStateConst.LIFE_DEAD, proto.PlayerDieType_PLAYER_DIE_TYPE_DRAWN)
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// 溺水返回安全点的时间
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player.StaminaInfo.DrownBackTime = time.Now().Add(time.Second * 4).UnixMilli()
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// 溺水返回安全点 计时开始
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player.StaminaInfo.DrownBackDelay = 1
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}
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}
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