载具耐力完善

This commit is contained in:
UnKownOwO
2022-12-16 22:48:50 +08:00
parent 072caf5302
commit b6fa1f6b83
5 changed files with 151 additions and 85 deletions

View File

@@ -22,6 +22,8 @@ type StaminaCost struct {
SKIFF_DASH int32 // 浪船加速
SKIFF_NORMAL int32 // 浪船正常移动 (回复耐力)
POWERED_SKIFF int32 // 浪船加速(风圈等) (回复耐力)
IN_SKIFF int32 // 处于浪船中回复角色耐力 (回复耐力)
SKIFF_NOBODY int32 // 浪船无人时回复载具耐力 (回复耐力)
// 武器消耗默认值
FIGHT_SWORD_ONE_HAND int32 // 单手剑
FIGHT_POLE int32 // 长枪
@@ -50,6 +52,8 @@ func InitStaminaCostConst() {
StaminaCostConst.SKIFF_DASH = -204
StaminaCostConst.SKIFF_NORMAL = 500
StaminaCostConst.POWERED_SKIFF = 500
StaminaCostConst.IN_SKIFF = 500
StaminaCostConst.SKIFF_NOBODY = 500
StaminaCostConst.FIGHT_SWORD_ONE_HAND = -2000
StaminaCostConst.FIGHT_POLE = -2500
StaminaCostConst.FIGHT_CATALYST = -5000

View File

@@ -241,10 +241,9 @@ func (t *TickManager) onTickSecond(now int64) {
func (t *TickManager) onTick200MilliSecond(now int64) {
// 耐力消耗
for _, world := range WORLD_MANAGER.worldMap {
for _, player := range world.playerMap {
for _, player := range USER_MANAGER.playerMap {
GAME_MANAGER.SustainStaminaHandler(player)
}
GAME_MANAGER.VehicleRestoreStaminaHandler(player)
}
}

View File

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

View File

@@ -87,10 +87,11 @@ func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, v
if entity == nil {
return
}
// 目前原神仅有一种载具 多载具时可能跟载具耐力回复冲突 到时候再改
// 确保载具Id为将要创建的 (每种载具允许存在1个)
if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
return
}
//if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId {
// return
//}
// 该载具是否为此玩家的
if entity.gadgetEntity.gadgetVehicleEntity.owner != player {
return

View File

@@ -8,7 +8,8 @@ import (
type StaminaInfo struct {
State proto.MotionState // 动作状态
CostStamina int32 // 消耗或恢复的耐力
RestoreDelay uint8 // 复延
PlayerRestoreDelay uint8 // 玩家耐力回复延
VehicleRestoreDelay uint8 // 载具耐力回复延时
LastCasterId uint32 // 最后释放技能者的Id
LastSkillId uint32 // 最后释放的技能Id
LastSkillTime int64 // 最后释放技能的时间