mirror of
https://github.com/FlourishingWorld/hk4e.git
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优化注册与登录流程
This commit is contained in:
+50
-195
@@ -1,13 +1,11 @@
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package game
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import (
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"strings"
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"time"
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"hk4e/common/constant"
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"hk4e/gdconf"
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"hk4e/gs/model"
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"hk4e/pkg/endec"
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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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@@ -15,68 +13,6 @@ import (
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pb "google.golang.org/protobuf/proto"
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)
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// HandleAbilityStamina 处理来自ability的耐力消耗
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func (g *Game) HandleAbilityStamina(player *model.Player, entry *proto.AbilityInvokeEntry) {
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switch entry.ArgumentType {
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case proto.AbilityInvokeArgument_ABILITY_MIXIN_COST_STAMINA:
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// 大剑重击 或 持续技能 耐力消耗
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costStamina := new(proto.AbilityMixinCostStamina)
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err := pb.Unmarshal(entry.AbilityData, costStamina)
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if err != nil {
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logger.Error("parse AbilityMixinCostStamina error: %v", err)
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return
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}
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// 处理持续耐力消耗
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g.SkillSustainStamina(player, costStamina.IsSwim)
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case proto.AbilityInvokeArgument_ABILITY_META_MODIFIER_CHANGE:
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// 普通角色重击耐力消耗
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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// 获取世界中的角色实体
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worldAvatar := world.GetWorldAvatarByEntityId(entry.EntityId)
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if worldAvatar == nil {
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return
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}
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// 查找是不是属于该角色实体的ability id
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abilityNameHashCode := uint32(0)
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for _, ability := range worldAvatar.GetAbilityList() {
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if ability.InstancedAbilityId == entry.Head.InstancedAbilityId {
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// logger.Error("%v", ability)
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abilityNameHashCode = ability.AbilityName.GetHash()
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}
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}
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if abilityNameHashCode == 0 {
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return
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}
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// 根据ability name查找到对应的技能表里的技能配置
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var avatarAbility *gdconf.AvatarSkillData = nil
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for _, avatarSkillData := range gdconf.GetAvatarSkillDataMap() {
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hashCode := endec.Hk4eAbilityHashCode(avatarSkillData.AbilityName)
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if uint32(hashCode) == abilityNameHashCode {
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avatarAbility = avatarSkillData
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break
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}
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}
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if avatarAbility == nil {
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return
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}
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// 距离技能开始过去的时间
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startPastTime := time.Now().UnixMilli() - player.StaminaInfo.LastSkillTime
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// 距离上次技能消耗的时间
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changePastTime := time.Now().UnixMilli() - player.StaminaInfo.LastSkillChargeTime
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// 法器角色轻击也会算触发重击消耗 胡桃等角色重击一次会多次消耗
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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 两次技能耐力消耗之间需间隔500ms
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// 暂时就这样实现重击消耗 以后应该还会有更好的办法~
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if player.StaminaInfo.LastSkillId == uint32(avatarAbility.AvatarSkillId) && startPastTime > 200 && changePastTime > 500 {
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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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player.StaminaInfo.LastSkillChargeTime = time.Now().UnixMilli()
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}
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default:
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break
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}
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}
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// SceneAvatarStaminaStepReq 缓慢游泳或缓慢攀爬时消耗耐力
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func (g *Game) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.SceneAvatarStaminaStepReq)
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@@ -115,13 +51,62 @@ func (g *Game) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg pb.Mes
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g.UpdatePlayerStamina(player, constant.STAMINA_COST_SWIMMING)
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}
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// PacketSceneAvatarStaminaStepRsp
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sceneAvatarStaminaStepRsp := new(proto.SceneAvatarStaminaStepRsp)
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sceneAvatarStaminaStepRsp.UseClientRot = true
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sceneAvatarStaminaStepRsp.Rot = req.Rot
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g.SendMsg(cmd.SceneAvatarStaminaStepRsp, player.PlayerID, player.ClientSeq, sceneAvatarStaminaStepRsp)
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}
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// HandleAbilityStamina 处理来自ability的耐力消耗
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func (g *Game) HandleAbilityStamina(player *model.Player, entry *proto.AbilityInvokeEntry) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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// 获取世界中的角色实体
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worldAvatar := world.GetWorldAvatarByEntityId(entry.EntityId)
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if worldAvatar == nil {
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return
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}
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// 查找是不是属于该角色实体的ability id
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ability := worldAvatar.GetAbilityByInstanceId(entry.Head.InstancedAbilityId)
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abilityNameHashCode := ability.AbilityName.GetHash()
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if abilityNameHashCode == 0 {
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return
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}
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// 根据ability name查找到对应的技能表里的技能配置
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staminaDataConfig := gdconf.GetSkillStaminaDataByAbilityHashCode(int32(abilityNameHashCode))
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if staminaDataConfig == nil {
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return
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}
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staminaInfo := player.StaminaInfo
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switch entry.ArgumentType {
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case proto.AbilityInvokeArgument_ABILITY_META_MODIFIER_CHANGE:
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// 普通角色重击耐力消耗
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// 距离技能开始过去的时间
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startPastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
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// 距离上次技能消耗的时间
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changePastTime := time.Now().UnixMilli() - staminaInfo.LastSkillChargeTime
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// 法器角色轻击也会算触发重击消耗 胡桃等角色重击一次会多次消耗
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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 两次技能耐力消耗之间需间隔500ms
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// 暂时就这样实现重击消耗 以后应该还会有更好的办法~
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if startPastTime > 200 && changePastTime > 500 {
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costStamina := -(staminaDataConfig.CostStamina * 100)
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logger.Debug("stamina cost, skillId: %v, cost: %v", staminaDataConfig.AvatarSkillId, costStamina)
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g.UpdatePlayerStamina(player, costStamina)
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staminaInfo.LastSkillChargeTime = time.Now().UnixMilli()
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}
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case proto.AbilityInvokeArgument_ABILITY_MIXIN_COST_STAMINA:
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// 大剑重击 或 持续技能 耐力消耗
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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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pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
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costStamina := -(staminaDataConfig.CostStamina * 100)
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costStamina = int32(float64(pastTime) / 1000 * float64(costStamina))
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logger.Debug("stamina cost, skillId: %v, cost: %v", staminaDataConfig.AvatarSkillId, 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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staminaInfo.LastSkillTime = time.Now().UnixMilli()
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case proto.AbilityInvokeArgument_ABILITY_ACTION_DEDUCT_STAMINA:
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}
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}
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// ImmediateStamina 处理即时耐力消耗
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func (g *Game) ImmediateStamina(player *model.Player, motionState proto.MotionState) {
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// 玩家暂停状态不更新耐力
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@@ -130,18 +115,14 @@ func (g *Game) ImmediateStamina(player *model.Player, motionState proto.MotionSt
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}
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staminaInfo := player.StaminaInfo
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// logger.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
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// 设置用于持续消耗或恢复耐力的值
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staminaInfo.SetStaminaCost(motionState)
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// 未改变状态不执行后面 有些仅在动作开始消耗耐力
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if motionState == staminaInfo.State {
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return
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}
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// 记录玩家的动作状态
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staminaInfo.State = motionState
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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_CLIMB:
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@@ -159,120 +140,10 @@ func (g *Game) ImmediateStamina(player *model.Player, motionState proto.MotionSt
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}
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}
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// SkillSustainStamina 处理技能持续时的耐力消耗
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func (g *Game) SkillSustainStamina(player *model.Player, isSwim bool) {
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staminaInfo := player.StaminaInfo
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skillId := staminaInfo.LastSkillId
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// 读取技能配置表
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avatarSkillConfig := gdconf.GetAvatarSkillDataById(int32(skillId))
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if avatarSkillConfig == nil {
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logger.Error("avatarSkillConfig error, skillId: %v", skillId)
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return
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}
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// 获取释放技能者的角色Id
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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// 获取世界中的角色实体
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worldAvatar := world.GetWorldAvatarByEntityId(staminaInfo.LastCasterId)
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if worldAvatar == nil {
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return
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}
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// 获取现行角色的配置表
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avatarDataConfig := gdconf.GetAvatarDataById(int32(worldAvatar.GetAvatarId()))
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if avatarDataConfig == nil {
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logger.Error("avatarDataConfig error, avatarId: %v", worldAvatar.GetAvatarId())
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return
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}
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// 需要消耗的耐力值
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var costStamina int32
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// 如果为0代表使用默认值
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if avatarSkillConfig.CostStamina == 0 {
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// 大剑持续耐力消耗默认值
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if avatarDataConfig.WeaponType == constant.WEAPON_TYPE_CLAYMORE {
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costStamina = constant.STAMINA_COST_FIGHT_CLAYMORE_PER
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}
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} else {
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costStamina = -(avatarSkillConfig.CostStamina * 100)
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}
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// 距离上次执行过去的时间
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pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
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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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costStamina = int32(float64(pastTime) / 1000 * float64(costStamina))
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logger.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.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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}
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// ChargedAttackStamina 处理重击技能即时耐力消耗
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func (g *Game) ChargedAttackStamina(player *model.Player, worldAvatar *WorldAvatar, skillData *gdconf.AvatarSkillData) {
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// 确保技能为重击
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if !strings.Contains(skillData.AbilityName, "ExtraAttack") {
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return
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}
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// 获取现行角色的配置表
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avatarDataConfig := gdconf.GetAvatarDataById(int32(worldAvatar.GetAvatarId()))
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if avatarDataConfig == nil {
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logger.Error("avatarDataConfig error, avatarId: %v", worldAvatar.GetAvatarId())
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return
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}
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// 需要消耗的耐力值
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var costStamina int32
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// 如果为0代表使用默认值
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if skillData.CostStamina == 0 {
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// 使用武器对应默认耐力消耗
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// 双手剑为持续耐力消耗不在这里处理
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switch avatarDataConfig.WeaponType {
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case constant.WEAPON_TYPE_SWORD_ONE_HAND:
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// 单手剑
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costStamina = constant.STAMINA_COST_FIGHT_SWORD_ONE_HAND
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case constant.WEAPON_TYPE_POLE:
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// 长枪
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costStamina = constant.STAMINA_COST_FIGHT_POLE
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case constant.WEAPON_TYPE_CATALYST:
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// 法器
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costStamina = constant.STAMINA_COST_FIGHT_CATALYST
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}
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} else {
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costStamina = -(skillData.CostStamina * 100)
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}
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logger.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.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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func (g *Game) SkillStartStamina(player *model.Player, casterId uint32, skillId uint32) {
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staminaInfo := player.StaminaInfo
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// 获取该技能开始时所需消耗的耐力
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avatarSkillDataConfig := gdconf.GetAvatarSkillDataById(int32(skillId))
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// 配置表确保存在技能开始对应的耐力消耗
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if avatarSkillDataConfig != nil && avatarSkillDataConfig.CostStamina != 0 {
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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.LastSkillStartTime
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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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logger.Debug("skill start stamina, skillId: %v, cost: %v", skillId, avatarSkillDataConfig.CostStamina)
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// 根据配置消耗耐力
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g.UpdatePlayerStamina(player, avatarSkillDataConfig.CostStamina)
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staminaInfo.LastSkillStartTime = time.Now().UnixMilli()
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}
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}
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// 记录最后释放的技能
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staminaInfo.LastCasterId = casterId
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staminaInfo.LastSkillId = skillId
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staminaInfo.LastSkillTime = time.Now().UnixMilli()
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}
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@@ -341,7 +212,6 @@ func (g *Game) SustainStaminaHandler(player *model.Player) {
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func (g *Game) 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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// 确保耐力值不超出范围
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if stamina > maxStamina {
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stamina = maxStamina
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@@ -371,12 +241,10 @@ func (g *Game) UpdateVehicleStamina(player *model.Player, vehicleEntity *Entity,
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// logger.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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// 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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@@ -384,15 +252,12 @@ func (g *Game) UpdateVehicleStamina(player *model.Player, vehicleEntity *Entity,
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maxStamina := int32(gadgetEntity.GetGadgetVehicleEntity().GetMaxStamina() * 100)
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// 现行耐力值
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curStamina := int32(gadgetEntity.GetGadgetVehicleEntity().GetCurStamina() * 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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@@ -417,23 +282,18 @@ func (g *Game) UpdatePlayerStamina(player *model.Player, staminaCost int32) {
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// logger.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
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staminaInfo.PlayerRestoreDelay = 0
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}
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// 最大耐力值
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maxStamina := int32(player.PropertiesMap[constant.PLAYER_PROP_MAX_STAMINA])
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// 现行耐力值
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curStamina := int32(player.PropertiesMap[constant.PLAYER_PROP_CUR_PERSIST_STAMINA])
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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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// 检测玩家是否没耐力后执行溺水
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g.HandleDrown(player, stamina)
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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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// 更改玩家的耐力
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g.SetPlayerStamina(player, stamina)
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}
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@@ -488,7 +348,6 @@ func (g *Game) HandleDrown(player *model.Player, stamina uint32) {
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if stamina != 0 || player.StaminaInfo.DrownBackDelay != 0 {
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return
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}
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// 确保玩家正在游泳
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if player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_MOVE || player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_DASH {
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logger.Debug("player drown, curStamina: %v, state: %v", stamina, player.StaminaInfo.State)
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@@ -506,7 +365,6 @@ func (g *Game) SetVehicleStamina(player *model.Player, vehicleEntity *Entity, st
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gadgetEntity.GetGadgetVehicleEntity().SetCurStamina(stamina)
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// logger.Debug("vehicle stamina set, stamina: %v", stamina)
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// PacketVehicleStaminaNotify
|
||||
vehicleStaminaNotify := new(proto.VehicleStaminaNotify)
|
||||
vehicleStaminaNotify.EntityId = vehicleEntity.GetId()
|
||||
vehicleStaminaNotify.CurStamina = stamina
|
||||
@@ -519,13 +377,10 @@ func (g *Game) SetPlayerStamina(player *model.Player, stamina uint32) {
|
||||
prop := constant.PLAYER_PROP_CUR_PERSIST_STAMINA
|
||||
player.PropertiesMap[prop] = stamina
|
||||
// logger.Debug("player stamina set, stamina: %v", stamina)
|
||||
|
||||
// PacketPlayerPropNotify
|
||||
g.PlayerPropNotify(player, prop)
|
||||
}
|
||||
|
||||
func (g *Game) PlayerPropNotify(player *model.Player, playerPropId uint16) {
|
||||
// PacketPlayerPropNotify
|
||||
playerPropNotify := new(proto.PlayerPropNotify)
|
||||
playerPropNotify.PropMap = make(map[uint32]*proto.PropValue)
|
||||
playerPropNotify.PropMap[uint32(playerPropId)] = &proto.PropValue{
|
||||
|
||||
Reference in New Issue
Block a user