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@@ -58,8 +58,8 @@ func (g *GameManager) HandleAbilityStamina(player *model.Player, entry *proto.Ab
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// 距离技能开始过去的时间
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pastTime := time.Now().UnixMilli() - player.StaminaInfo.LastSkillTime
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// 法器角色轻击也会算触发重击消耗
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// 所以通过策略判断 必须距离技能开始过去100ms才算重击
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if player.StaminaInfo.LastSkillId == uint32(avatarAbility.AvatarSkillId) && pastTime > 100 {
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// 所以通过策略判断 必须距离技能开始过去200ms才算重击
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if player.StaminaInfo.LastSkillId == uint32(avatarAbility.AvatarSkillId) && pastTime > 200 {
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// 重击对应的耐力消耗
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g.ChargedAttackStamina(player, worldAvatar, avatarAbility)
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}
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@@ -100,10 +100,10 @@ func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg
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costRevise = -(angleRevise * 2) + 10
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}
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logger.LOG.Debug("stamina climbing, rotX: %v, costRevise: %v, cost: %v", req.Rot.X, costRevise, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.CLIMBING_BASE-costRevise)
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case proto.MotionState_MOTION_STATE_SWIM_MOVE:
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// 缓慢游泳
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g.UpdateStamina(player, constant.StaminaCostConst.SWIMMING)
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.SWIMMING)
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}
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// PacketSceneAvatarStaminaStepRsp
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@@ -132,22 +132,21 @@ func (g *GameManager) ImmediateStamina(player *model.Player, motionState proto.M
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// 记录玩家的动作状态
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staminaInfo.State = motionState
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logger.LOG.Error("state: %v", motionState.String())
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// 根据玩家的状态立刻消耗耐力
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switch motionState {
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case proto.MotionState_MOTION_STATE_CLIMB:
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// 攀爬开始
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.CLIMB_START)
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case proto.MotionState_MOTION_STATE_DASH_BEFORE_SHAKE:
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// 冲刺
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g.UpdateStamina(player, constant.StaminaCostConst.SPRINT)
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.SPRINT)
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case proto.MotionState_MOTION_STATE_CLIMB_JUMP:
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// 攀爬跳跃
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
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case proto.MotionState_MOTION_STATE_SWIM_DASH:
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// 快速游泳开始
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g.UpdateStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
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}
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}
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@@ -196,7 +195,7 @@ func (g *GameManager) SkillSustainStamina(player *model.Player, isSwim bool) {
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logger.LOG.Debug("stamina skill sustain, skillId: %v, cost: %v, isSwim: %v", skillId, costStamina, isSwim)
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// 根据配置以及距离上次的时间计算消耗的耐力
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g.UpdateStamina(player, costStamina)
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g.UpdatePlayerStamina(player, costStamina)
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// 记录最后释放技能的时间
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player.StaminaInfo.LastSkillTime = time.Now().UnixMilli()
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@@ -235,7 +234,7 @@ func (g *GameManager) ChargedAttackStamina(player *model.Player, worldAvatar *Wo
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logger.LOG.Debug("charged attack stamina, skillId: %v, cost: %v", skillData.AvatarSkillId, costStamina)
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// 根据配置消耗耐力
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g.UpdateStamina(player, costStamina)
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g.UpdatePlayerStamina(player, costStamina)
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}
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// SkillStartStamina 处理技能开始时的即时耐力消耗
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@@ -248,11 +247,10 @@ func (g *GameManager) SkillStartStamina(player *model.Player, casterId uint32, s
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// 距离上次处理技能开始耐力消耗过去的时间
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pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
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// 上次触发的技能相同则每400ms触发一次消耗
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if staminaInfo.LastSkillId == skillId && pastTime < 400 {
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return
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if staminaInfo.LastSkillId == skillId && pastTime > 400 {
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// 根据配置消耗耐力
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g.UpdatePlayerStamina(player, costStamina)
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}
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// 根据配置消耗耐力
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g.UpdateStamina(player, costStamina)
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logger.LOG.Debug("skill start stamina, skillId: %v, cost: %v", skillId, costStamina)
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@@ -262,64 +260,56 @@ func (g *GameManager) SkillStartStamina(player *model.Player, casterId uint32, s
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staminaInfo.LastSkillTime = time.Now().UnixMilli()
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}
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// SustainStaminaHandler 处理持续耐力消耗
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func (g *GameManager) SustainStaminaHandler(player *model.Player) {
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// VehicleRestoreStaminaHandler 处理载具持续回复耐力
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func (g *GameManager) VehicleRestoreStaminaHandler(player *model.Player) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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// 玩家暂停状态不更新耐力
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if player.Pause {
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return
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}
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staminaInfo := player.StaminaInfo
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// 添加的耐力大于0为恢复
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if staminaInfo.CostStamina > 0 {
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// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
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if staminaInfo.RestoreDelay < 10 && (staminaInfo.State != proto.MotionState_MOTION_STATE_POWERED_FLY && staminaInfo.State != proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH) {
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//logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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staminaInfo.RestoreDelay++
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return // 不恢复耐力
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}
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}
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// 更新玩家耐力
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g.UpdateStamina(player, staminaInfo.CostStamina)
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}
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// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
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func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
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// 耐力增加0是没有意义的
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if staminaCost == 0 {
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// 获取玩家创建的载具实体
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entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.LastCreateEntityId)
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if entity == nil {
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return
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}
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// 消耗耐力重新计算恢复需要延迟的tick
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if staminaCost < 0 {
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//logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
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player.StaminaInfo.RestoreDelay = 0
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// 判断玩家处于载具中
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if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 角色回复耐力
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g.UpdatePlayerStamina(player, constant.StaminaCostConst.IN_SKIFF)
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} else {
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// 载具回复耐力
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g.UpdateVehicleStamina(player, entity, constant.StaminaCostConst.SKIFF_NOBODY)
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}
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}
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// SustainStaminaHandler 处理持续耐力消耗
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func (g *GameManager) SustainStaminaHandler(player *model.Player) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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// 最大耐力值 现行耐力值
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var maxStamina, curStamina int32
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// 玩家是否处于载具中
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var isInVehicle bool
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// 获取载具实体
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entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.InVehicleEntityId)
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// 判断玩家处于载具中
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if entity != nil && g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 载具耐力
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// 因为载具的耐力需要换算
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// 这里先*100后面要用的时候再换算 为了确保精度
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maxStamina = int32(entity.gadgetEntity.gadgetVehicleEntity.maxStamina * 100)
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curStamina = int32(entity.gadgetEntity.gadgetVehicleEntity.curStamina * 100)
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isInVehicle = true
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} else {
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// 角色耐力
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maxStamina = int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
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curStamina = int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
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// 玩家暂停状态不更新耐力
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if player.Pause {
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return
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}
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// 获取玩家处于的载具实体
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entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.InVehicleEntityId)
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// 根据玩家是否处于载具中更新耐力
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if entity != nil && g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 更新载具耐力
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g.UpdateVehicleStamina(player, entity, player.StaminaInfo.CostStamina)
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} else {
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// 更新玩家耐力
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g.UpdatePlayerStamina(player, player.StaminaInfo.CostStamina)
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}
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}
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// GetChangeStamina 获取变更的耐力
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// 当前耐力值 + 消耗的耐力值
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func (g *GameManager) GetChangeStamina(curStamina int32, maxStamina int32, staminaCost int32) uint32 {
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// 即将更改为的耐力值
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stamina := curStamina + staminaCost
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@@ -329,36 +319,107 @@ func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
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} else if stamina < 0 {
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stamina = 0
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}
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return uint32(stamina)
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}
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// 当前无变动不要频繁发包
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if curStamina == stamina {
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// UpdateVehicleStamina 更新载具耐力
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func (g *GameManager) UpdateVehicleStamina(player *model.Player, vehicleEntity *Entity, staminaCost int32) {
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// 耐力增加0是没有意义的
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if staminaCost == 0 {
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return
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}
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staminaInfo := player.StaminaInfo
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// 添加的耐力大于0为恢复
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if staminaCost > 0 {
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// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
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if staminaInfo.VehicleRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH {
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//logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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staminaInfo.VehicleRestoreDelay++
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return // 不恢复耐力
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}
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} else {
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// 消耗耐力重新计算恢复需要延迟的tick
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//logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.VehicleRestoreDelay)
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staminaInfo.VehicleRestoreDelay = 0
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}
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// 确保载具实体存在
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if vehicleEntity == nil {
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return
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}
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if isInVehicle {
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// 修改载具现行耐力
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g.SetVehicleStamina(player, entity.gadgetEntity.gadgetVehicleEntity, float32(stamina)/100)
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} else {
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// 修改玩家现行耐力
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g.SetPlayerStamina(player, uint32(stamina))
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// 因为载具的耐力需要换算
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// 这里先*100后面要用的时候再换算 为了确保精度
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// 最大耐力值
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maxStamina := int32(vehicleEntity.gadgetEntity.gadgetVehicleEntity.maxStamina * 100)
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// 现行耐力值
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curStamina := int32(vehicleEntity.gadgetEntity.gadgetVehicleEntity.curStamina * 100)
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// 将被变更的耐力
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stamina := g.GetChangeStamina(curStamina, maxStamina, staminaCost)
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// 当前无变动不要频繁发包
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if uint32(curStamina) == stamina {
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return
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}
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// 更改载具耐力 (换算)
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g.SetVehicleStamina(player, vehicleEntity, float32(stamina)/100)
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}
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// SetVehicleStamina 设置载具的耐力
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func (g *GameManager) SetVehicleStamina(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity, stamina float32) {
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// UpdatePlayerStamina 更新玩家耐力
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func (g *GameManager) UpdatePlayerStamina(player *model.Player, staminaCost int32) {
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// 耐力增加0是没有意义的
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if staminaCost == 0 {
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return
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}
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staminaInfo := player.StaminaInfo
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// 添加的耐力大于0为恢复
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if staminaCost > 0 {
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// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
|
|
|
|
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if staminaInfo.PlayerRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_STATE_POWERED_FLY {
|
|
|
|
|
//logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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|
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staminaInfo.PlayerRestoreDelay++
|
|
|
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return // 不恢复耐力
|
|
|
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|
}
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|
|
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} else {
|
|
|
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// 消耗耐力重新计算恢复需要延迟的tick
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|
|
|
|
//logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
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|
|
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staminaInfo.PlayerRestoreDelay = 0
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 最大耐力值
|
|
|
|
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maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
|
|
|
|
|
// 现行耐力值
|
|
|
|
|
curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
|
|
|
|
|
|
|
|
|
|
// 将被变更的耐力
|
|
|
|
|
stamina := g.GetChangeStamina(curStamina, maxStamina, staminaCost)
|
|
|
|
|
|
|
|
|
|
// 当前无变动不要频繁发包
|
|
|
|
|
if uint32(curStamina) == stamina {
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 更改玩家的耐力
|
|
|
|
|
g.SetPlayerStamina(player, stamina)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// SetVehicleStamina 设置载具耐力
|
|
|
|
|
func (g *GameManager) SetVehicleStamina(player *model.Player, vehicleEntity *Entity, stamina float32) {
|
|
|
|
|
// 设置载具的耐力
|
|
|
|
|
gadgetVehicleEntity.curStamina = stamina
|
|
|
|
|
vehicleEntity.gadgetEntity.gadgetVehicleEntity.curStamina = stamina
|
|
|
|
|
logger.LOG.Debug("vehicle stamina set, stamina: %v", stamina)
|
|
|
|
|
|
|
|
|
|
// PacketVehicleStaminaNotify
|
|
|
|
|
vehicleStaminaNotify := new(proto.VehicleStaminaNotify)
|
|
|
|
|
vehicleStaminaNotify.EntityId = player.VehicleInfo.InVehicleEntityId
|
|
|
|
|
vehicleStaminaNotify.EntityId = vehicleEntity.id
|
|
|
|
|
vehicleStaminaNotify.CurStamina = stamina
|
|
|
|
|
g.SendMsg(cmd.VehicleStaminaNotify, player.PlayerID, player.ClientSeq, vehicleStaminaNotify)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// SetPlayerStamina 设置玩家的耐力
|
|
|
|
|
// SetPlayerStamina 设置玩家耐力
|
|
|
|
|
func (g *GameManager) SetPlayerStamina(player *model.Player, stamina uint32) {
|
|
|
|
|
// 设置玩家的耐力
|
|
|
|
|
prop := constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA
|
|
|
|
|
|