加载lua脚本方法

This commit is contained in:
flswld
2023-03-01 10:50:59 +08:00
parent 0395dc0bc2
commit a7b3f41839
8 changed files with 239 additions and 73 deletions

View File

@@ -33,7 +33,7 @@ type GameDataConfig struct {
SceneDataMap map[int32]*SceneData // 场景
ScenePointMap map[int32]*ScenePoint // 场景传送点
SceneTagDataMap map[int32]*SceneTagData // 场景标签
SceneDetailMap map[int32]*SceneDetail // 场景详情LUA配置数据
SceneLuaConfigMap map[int32]*SceneLuaConfig // 场景LUA配置
WorldAreaDataMap map[int32]*WorldAreaData // 世界区域
GatherDataMap map[int32]*GatherData // 采集物
GatherDataPointTypeMap map[int32]*GatherData // 采集物场景节点索引
@@ -121,7 +121,7 @@ func (g *GameDataConfig) load() {
g.loadScenePoint() // 场景传送点
g.loadSceneTagData() // 场景地图图标
if config.GetConfig().Hk4e.LoadSceneLuaConfig {
g.loadSceneDetail() // 场景详情LUA配置数据
g.loadSceneLuaConfig() // 场景LUA配置
}
g.loadWorldAreaData() // 世界区域
g.loadGatherData() // 采集物
@@ -157,14 +157,53 @@ func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
return standardCsvData
}
func fixLuaState(luaStr string) *lua.LState {
fixLua := ""
fixLua += "GadgetState = {}\n"
fixLua += "EventType = {}\n"
fixLua += "RegionShape = {}\n"
fixLua += "VisionLevelType = {}\n"
luaStr = fixLua + luaStr
luaState := lua.NewState()
func RegScriptLib(fnName string, fn lua.LGFunction) {
for _, sceneLuaConfig := range CONF.SceneLuaConfigMap {
for _, block := range sceneLuaConfig.BlockMap {
for _, group := range block.GroupMap {
luaState := group.LuaState
scriptLib := luaState.NewTable()
luaState.SetField(scriptLib, fnName, luaState.NewFunction(fn))
}
}
}
}
func initLuaState(luaState *lua.LState) {
eventType := luaState.NewTable()
luaState.SetGlobal("EventType", eventType)
luaState.SetField(eventType, "NONE", lua.LNumber(0))
luaState.SetField(eventType, "EVENT_ENTER_REGION", lua.LNumber(1))
entityType := luaState.NewTable()
luaState.SetGlobal("EntityType", entityType)
luaState.SetField(entityType, "NONE", lua.LNumber(0))
luaState.SetField(entityType, "AVATAR", lua.LNumber(1))
regionShape := luaState.NewTable()
luaState.SetGlobal("RegionShape", regionShape)
luaState.SetField(regionShape, "NONE", lua.LNumber(0))
luaState.SetField(regionShape, "SPHERE", lua.LNumber(1))
questState := luaState.NewTable()
luaState.SetGlobal("QuestState", questState)
luaState.SetField(questState, "NONE", lua.LNumber(0))
luaState.SetField(questState, "UNFINISHED", lua.LNumber(1))
gadgetState := luaState.NewTable()
luaState.SetGlobal("GadgetState", gadgetState)
luaState.SetField(gadgetState, "NONE", lua.LNumber(0))
visionLevelType := luaState.NewTable()
luaState.SetGlobal("VisionLevelType", visionLevelType)
luaState.SetField(visionLevelType, "NONE", lua.LNumber(0))
}
func newLuaState(luaStr string) *lua.LState {
luaState := lua.NewState(lua.Options{
IncludeGoStackTrace: true,
})
initLuaState(luaState)
err := luaState.DoString(luaStr)
if err != nil {
if strings.Contains(err.Error(), "module") && strings.Contains(err.Error(), "not found") {

View File

@@ -156,7 +156,7 @@ func TestSceneBlock(t *testing.T) {
logger.CloseLogger()
}()
InitGameDataConfig()
scene, exist := CONF.SceneDetailMap[3]
scene, exist := CONF.SceneLuaConfigMap[3]
if !exist {
panic("scene 3 not exist")
}

View File

@@ -6,6 +6,8 @@ import (
"sync"
"hk4e/pkg/logger"
lua "github.com/yuin/gopher-lua"
)
// 场景详情配置数据
@@ -14,16 +16,16 @@ const (
SceneGroupLoaderLimit = 4 // 加载文件的并发数 此操作很耗内存 调大之前请确保你的机器内存足够
)
type SceneDetail struct {
type SceneLuaConfig struct {
Id int32
SceneConfig *SceneConfig // 地图配置
BlockMap map[int32]*Block // 所有的区块
}
type Vector struct {
X float64 `json:"x"`
Y float64 `json:"y"`
Z float64 `json:"z"`
X float32 `json:"x"`
Y float32 `json:"y"`
Z float32 `json:"z"`
}
type SceneConfig struct {
@@ -31,7 +33,7 @@ type SceneConfig struct {
Size *Vector `json:"size"`
BornPos *Vector `json:"born_pos"`
BornRot *Vector `json:"born_rot"`
DieY float64 `json:"die_y"`
DieY float32 `json:"die_y"`
VisionAnchor *Vector `json:"vision_anchor"`
}
@@ -55,7 +57,11 @@ type Group struct {
IsReplaceable *Replaceable `json:"is_replaceable"`
MonsterList []*Monster `json:"monsters"` // 怪物
NpcList []*Npc `json:"npcs"` // NPC
GadgetList []*Gadget `json:"gadgets"` // 装置
GadgetList []*Gadget `json:"gadgets"` // 物件
RegionList []*Region `json:"regions"`
TriggerList []*Trigger `json:"triggers"`
LuaStr string
LuaState *lua.LState
}
type Replaceable struct {
@@ -91,6 +97,25 @@ type Gadget struct {
PointType int32 `json:"point_type"` // 关联GatherData表
}
type Region struct {
ConfigId int32 `json:"config_id"`
Shape int32 `json:"shape"`
Radius float32 `json:"radius"`
Size *Vector `json:"size"`
Pos *Vector `json:"pos"`
AreaId int32 `json:"area_id"`
}
type Trigger struct {
ConfigId int32 `json:"config_id"`
Name string `json:"name"`
Event int32 `json:"event"`
Source string `json:"source"`
Condition string `json:"condition"`
Action string `json:"action"`
TriggerCount int32 `json:"trigger_count"`
}
func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, blockId int32) {
sceneLuaPrefix := g.luaPrefix + "scene/"
sceneIdStr := strconv.Itoa(int(sceneId))
@@ -101,13 +126,14 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
logger.Error("open file error: %v, sceneId: %v, blockId: %v, groupId: %v", err, sceneId, blockId, groupId)
return
}
luaState := fixLuaState(string(groupLuaData))
group.LuaStr = string(groupLuaData)
luaState := newLuaState(group.LuaStr)
group.LuaState = luaState
// monsters
group.MonsterList = make([]*Monster, 0)
ok := parseLuaTableToObject[*[]*Monster](luaState, "monsters", &group.MonsterList)
if !ok {
logger.Error("get monsters object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
luaState.Close()
return
}
// npcs
@@ -115,24 +141,36 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
ok = parseLuaTableToObject[*[]*Npc](luaState, "npcs", &group.NpcList)
if !ok {
logger.Error("get npcs object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
luaState.Close()
return
}
// gadgets
group.GadgetList = make([]*Gadget, 0)
ok = parseLuaTableToObject[*[]*Gadget](luaState, "gadgets", &group.GadgetList)
luaState.Close()
if !ok {
logger.Error("get gadgets object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
return
}
// regions
group.RegionList = make([]*Region, 0)
ok = parseLuaTableToObject[*[]*Region](luaState, "regions", &group.RegionList)
if !ok {
logger.Error("get regions object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
return
}
// triggers
group.TriggerList = make([]*Trigger, 0)
ok = parseLuaTableToObject[*[]*Trigger](luaState, "triggers", &group.TriggerList)
if !ok {
logger.Error("get triggers object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
return
}
block.groupMapLoadLock.Lock()
block.GroupMap[group.Id] = group
block.groupMapLoadLock.Unlock()
}
func (g *GameDataConfig) loadSceneDetail() {
g.SceneDetailMap = make(map[int32]*SceneDetail)
func (g *GameDataConfig) loadSceneLuaConfig() {
g.SceneLuaConfigMap = make(map[int32]*SceneLuaConfig)
sceneLuaPrefix := g.luaPrefix + "scene/"
for _, sceneData := range g.SceneDataMap {
sceneId := sceneData.SceneId
@@ -142,18 +180,18 @@ func (g *GameDataConfig) loadSceneDetail() {
logger.Info("open file error: %v, sceneId: %v", err, sceneId)
continue
}
luaState := fixLuaState(string(mainLuaData))
sceneDetail := new(SceneDetail)
sceneDetail.Id = sceneId
luaState := newLuaState(string(mainLuaData))
sceneLuaConfig := new(SceneLuaConfig)
sceneLuaConfig.Id = sceneId
// scene_config
sceneDetail.SceneConfig = new(SceneConfig)
ok := parseLuaTableToObject[*SceneConfig](luaState, "scene_config", sceneDetail.SceneConfig)
sceneLuaConfig.SceneConfig = new(SceneConfig)
ok := parseLuaTableToObject[*SceneConfig](luaState, "scene_config", sceneLuaConfig.SceneConfig)
if !ok {
logger.Error("get scene_config object error, sceneId: %v", sceneId)
luaState.Close()
continue
}
sceneDetail.BlockMap = make(map[int32]*Block)
sceneLuaConfig.BlockMap = make(map[int32]*Block)
// blocks
blockIdList := make([]int32, 0)
ok = parseLuaTableToObject[*[]int32](luaState, "blocks", &blockIdList)
@@ -183,7 +221,7 @@ func (g *GameDataConfig) loadSceneDetail() {
logger.Error("open file error: %v, sceneId: %v, blockId: %v", err, sceneId, blockId)
continue
}
luaState = fixLuaState(string(blockLuaData))
luaState = newLuaState(string(blockLuaData))
// groups
block.GroupMap = make(map[int32]*Group)
groupList := make([]*Group, 0)
@@ -207,9 +245,9 @@ func (g *GameDataConfig) loadSceneDetail() {
}()
}
wg.Wait()
sceneDetail.BlockMap[block.Id] = block
sceneLuaConfig.BlockMap[block.Id] = block
}
g.SceneDetailMap[sceneId] = sceneDetail
g.SceneLuaConfigMap[sceneId] = sceneLuaConfig
}
sceneCount := 0
blockCount := 0
@@ -217,7 +255,7 @@ func (g *GameDataConfig) loadSceneDetail() {
monsterCount := 0
npcCount := 0
gadgetCount := 0
for _, scene := range g.SceneDetailMap {
for _, scene := range g.SceneLuaConfigMap {
for _, block := range scene.BlockMap {
for _, group := range block.GroupMap {
monsterCount += len(group.MonsterList)
@@ -233,19 +271,19 @@ func (g *GameDataConfig) loadSceneDetail() {
sceneCount, blockCount, groupCount, monsterCount, npcCount, gadgetCount)
}
func GetSceneDetailById(sceneId int32) *SceneDetail {
return CONF.SceneDetailMap[sceneId]
func GetSceneLuaConfigById(sceneId int32) *SceneLuaConfig {
return CONF.SceneLuaConfigMap[sceneId]
}
func GetSceneDetailMap() map[int32]*SceneDetail {
return CONF.SceneDetailMap
func GetSceneLuaConfigMap() map[int32]*SceneLuaConfig {
return CONF.SceneLuaConfigMap
}
func GetSceneBlockConfig(sceneId int32, blockId int32) ([]*Monster, []*Npc, []*Gadget, bool) {
monsterList := make([]*Monster, 0)
npcList := make([]*Npc, 0)
gadgetList := make([]*Gadget, 0)
sceneConfig, exist := CONF.SceneDetailMap[sceneId]
sceneConfig, exist := CONF.SceneLuaConfigMap[sceneId]
if !exist {
return nil, nil, nil, false
}