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https://github.com/FlourishingWorld/hk4e.git
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完善场景物件交互协议
This commit is contained in:
72
common/constant/gadget_type.go
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72
common/constant/gadget_type.go
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@@ -0,0 +1,72 @@
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package constant
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const (
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GADGET_TYPE_NONE = 0
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GADGET_TYPE_AVATAR = 1
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GADGET_TYPE_MONSTER = 2
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GADGET_TYPE_BULLET = 3
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GADGET_TYPE_ATTACK_PHYISICAL_UNIT = 4
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GADGET_TYPE_AOE = 5
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GADGET_TYPE_CAMERA = 6
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GADGET_TYPE_ENVIRO_AREA = 7
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GADGET_TYPE_EQUIP = 8
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GADGET_TYPE_MONSTER_EQUIP = 9
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GADGET_TYPE_GRASS = 10
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GADGET_TYPE_LEVEL = 11
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GADGET_TYPE_NPC = 12
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GADGET_TYPE_TRANS_POINT_FIRST = 13
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GADGET_TYPE_TRANS_POINT_FIRST_GADGET = 14
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GADGET_TYPE_TRANS_POINT_SECOND = 15
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GADGET_TYPE_TRANS_POINT_SECOND_GADGET = 16
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GADGET_TYPE_DROP_ITEM = 17
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GADGET_TYPE_FIELD = 18
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GADGET_TYPE_GADGET = 19
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GADGET_TYPE_WATER = 20
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GADGET_TYPE_GATHER_POINT = 21
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GADGET_TYPE_GATHER_OBJECT = 22
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GADGET_TYPE_AIRFLOW_FIELD = 23
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GADGET_TYPE_SPEEDUP_FIELD = 24
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GADGET_TYPE_GEAR = 25
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GADGET_TYPE_CHEST = 26
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GADGET_TYPE_ENERGY_BALL = 27
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GADGET_TYPE_ELEM_CRYSTAL = 28
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GADGET_TYPE_TIMELINE = 29
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GADGET_TYPE_WORKTOP = 30
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GADGET_TYPE_TEAM = 31
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GADGET_TYPE_PLATFORM = 32
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GADGET_TYPE_AMBER_WIND = 33
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GADGET_TYPE_ENV_ANIMAL = 34
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GADGET_TYPE_SEAL_GADGET = 35
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GADGET_TYPE_TREE = 36
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GADGET_TYPE_BUSH = 37
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GADGET_TYPE_QUEST_GADGET = 38
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GADGET_TYPE_LIGHTNING = 39
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GADGET_TYPE_REWARD_POINT = 40
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GADGET_TYPE_REWARD_STATUE = 41
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GADGET_TYPE_MP_LEVEL = 42
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GADGET_TYPE_WIND_SEED = 43
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GADGET_TYPE_MP_PLAY_REWARD_POINT = 44
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GADGET_TYPE_VIEW_POINT = 45
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GADGET_TYPE_REMOTE_AVATAR = 46
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GADGET_TYPE_GENERAL_REWARD_POINT = 47
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GADGET_TYPE_PLAY_TEAM = 48
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GADGET_TYPE_OFFERING_GADGET = 49
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GADGET_TYPE_EYE_POINT = 50
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GADGET_TYPE_MIRACLE_RING = 51
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GADGET_TYPE_FOUNDATION = 52
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GADGET_TYPE_WIDGET_GADGET = 53
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GADGET_TYPE_VEHICLE = 54
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GADGET_TYPE_SUB_EQUIP = 55
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GADGET_TYPE_FISH_ROD = 56
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GADGET_TYPE_CUSTOM_TILE = 57
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GADGET_TYPE_FISH_POOL = 58
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GADGET_TYPE_CUSTOM_GADGET = 59
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GADGET_TYPE_BLACK_MUD = 60
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GADGET_TYPE_ROGUELIKE_OPERATOR_GADGET = 61
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GADGET_TYPE_NIGHT_CROW_GADGET = 62
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GADGET_TYPE_PROJECTOR = 63
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GADGET_TYPE_SCREEN = 64
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GADGET_TYPE_ECHO_SHELL = 65
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GADGET_TYPE_UI_INTERACT_GADGET = 66
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GADGET_TYPE_PLACE_HOLDER = 99
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)
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46
gdconf/gadget_data.go
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46
gdconf/gadget_data.go
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@@ -0,0 +1,46 @@
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package gdconf
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import (
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"hk4e/pkg/logger"
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)
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// GadgetData 物件配置表
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type GadgetData struct {
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GadgetId int32 `csv:"ID"`
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Type int32 `csv:"类型,omitempty"`
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DefaultCamp int32 `csv:"默认阵营,omitempty"`
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CanInteract int32 `csv:"能否交互,omitempty"`
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Desc string `csv:"描述,omitempty"`
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}
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func (g *GameDataConfig) loadGadgetData() {
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g.GadgetDataMap = make(map[int32]*GadgetData)
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fileNameList := []string{
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"GadgetData_AbilitySpecial.txt",
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"GadgetData_Affix.txt",
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"GadgetData_Avatar.txt",
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"GadgetData_Equip.txt",
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"GadgetData_FishingRod.txt",
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"GadgetData_Homeworld.txt",
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"GadgetData_Level.txt",
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"GadgetData_Monster.txt",
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"GadgetData_Quest.txt",
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"GadgetData_Vehicle.txt",
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}
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for _, fileName := range fileNameList {
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gadgetDataList := make([]*GadgetData, 0)
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readTable[GadgetData](g.txtPrefix+fileName, &gadgetDataList)
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for _, gadgetData := range gadgetDataList {
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g.GadgetDataMap[gadgetData.GadgetId] = gadgetData
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}
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}
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logger.Info("GadgetData count: %v", len(g.GadgetDataMap))
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}
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func GetGadgetDataById(gadgetId int32) *GadgetData {
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return CONF.GadgetDataMap[gadgetId]
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}
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func GetGadgetDataMap() map[int32]*GadgetData {
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return CONF.GadgetDataMap
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}
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@@ -63,6 +63,7 @@ type GameDataConfig struct {
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MonsterDropDataMap map[string]map[int32]*MonsterDropData // 怪物掉落
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ChestDropDataMap map[string]map[int32]*ChestDropData // 宝箱掉落
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DungeonDataMap map[int32]*DungeonData // 地牢
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GadgetDataMap map[int32]*GadgetData // 物件
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GCGCharDataMap map[int32]*GCGCharData // 七圣召唤角色卡牌
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GCGSkillDataMap map[int32]*GCGSkillData // 七圣召唤卡牌技能
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GachaDropGroupDataMap map[int32]*GachaDropGroupData // 卡池掉落组 临时的
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@@ -162,6 +163,7 @@ func (g *GameDataConfig) load() {
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g.loadMonsterDropData() // 怪物掉落
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g.loadChestDropData() // 宝箱掉落
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g.loadDungeonData() // 地牢
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g.loadGadgetData() // 物件
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g.loadGCGCharData() // 七圣召唤角色卡牌
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g.loadGCGSkillData() // 七圣召唤卡牌技能
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g.loadGachaDropGroupData() // 卡池掉落组 临时的
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@@ -72,7 +72,7 @@ func NewGameManager(dao *dao.Dao, messageQueue *mq.MessageQueue, gsId uint32, gs
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TICK_MANAGER = NewTickManager()
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COMMAND_MANAGER = NewCommandManager()
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GCG_MANAGER = NewGCGManager()
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RegLuaLibFunc()
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RegLuaScriptLibFunc()
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// 创建本服的Ai世界
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uid := AiBaseUid + gsId
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name := AiName
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@@ -33,6 +33,7 @@ type LuaEvt struct {
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targetEntityId uint32
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}
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// CallLuaFunc 调用LUA方法
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func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEvt *LuaEvt) bool {
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ctx := luaState.NewTable()
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luaState.SetField(ctx, "uid", lua.LNumber(luaCtx.uid))
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@@ -72,7 +73,36 @@ func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEv
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}
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}
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func RegLuaLibFunc() {
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// GetContextPlayer 获取上下文中的玩家对象
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func GetContextPlayer(ctx *lua.LTable, luaState *lua.LState) *model.Player {
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uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
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if !ok {
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return nil
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}
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player := USER_MANAGER.GetOnlineUser(uint32(uid))
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return player
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}
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// GetContextGroup 获取上下文中的场景组对象
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func GetContextGroup(player *model.Player, ctx *lua.LTable, luaState *lua.LState) *Group {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return nil
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}
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groupId, ok := luaState.GetField(ctx, "groupId").(lua.LNumber)
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if !ok {
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return nil
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}
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scene := world.GetSceneById(player.SceneId)
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group := scene.GetGroupById(uint32(groupId))
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if group == nil {
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return nil
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}
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return group
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}
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// RegLuaScriptLibFunc 注册LUA侧ScriptLib调用的Golang方法
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func RegLuaScriptLibFunc() {
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gdconf.RegScriptLibFunc("GetEntityType", GetEntityType)
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gdconf.RegScriptLibFunc("GetQuestState", GetQuestState)
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gdconf.RegScriptLibFunc("PrintLog", PrintLog)
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@@ -130,7 +160,7 @@ func PrintContextLog(luaState *lua.LState) int {
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return 0
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}
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logInfo := luaState.ToString(2)
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logger.Info("[LUA CTX LOG] %v [UID %v]", logInfo, uid)
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logger.Info("[LUA CTX LOG] %v [UID: %v]", logInfo, uid)
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return 0
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}
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@@ -250,33 +280,7 @@ func MarkPlayerAction(luaState *lua.LState) int {
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param1 := luaState.ToInt(2)
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param2 := luaState.ToInt(3)
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param3 := luaState.ToInt(4)
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logger.Debug("[MarkPlayerAction] [%v %v %v] uid: %v", param1, param2, param3, player.PlayerID)
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logger.Debug("[MarkPlayerAction] [%v %v %v] [UID: %v]", param1, param2, param3, player.PlayerID)
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luaState.Push(lua.LNumber(0))
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return 1
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}
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func GetContextPlayer(ctx *lua.LTable, luaState *lua.LState) *model.Player {
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uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
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if !ok {
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return nil
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}
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player := USER_MANAGER.GetOnlineUser(uint32(uid))
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return player
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}
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func GetContextGroup(player *model.Player, ctx *lua.LTable, luaState *lua.LState) *Group {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return nil
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}
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groupId, ok := luaState.GetField(ctx, "groupId").(lua.LNumber)
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if !ok {
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return nil
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}
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scene := world.GetSceneById(player.SceneId)
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group := scene.GetGroupById(uint32(groupId))
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if group == nil {
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return nil
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}
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return group
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}
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@@ -286,12 +286,68 @@ func (g *GameManager) PlayerQuitDungeonReq(player *model.Player, payloadMsg pb.M
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func (g *GameManager) GadgetInteractReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.GadgetInteractReq)
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logger.Debug("GadgetInteractReq: %+v, uid: %v", req, player.PlayerID)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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logger.Error("get world is nil, worldId: %v, uid: %v", player.WorldId, player.PlayerID)
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return
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}
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scene := world.GetSceneById(player.SceneId)
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entity := scene.GetEntity(req.GadgetEntityId)
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if entity == nil {
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logger.Error("get entity is nil, entityId: %v, uid: %v", req.GadgetEntityId, player.PlayerID)
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return
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}
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if entity.GetEntityType() != constant.ENTITY_TYPE_GADGET {
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logger.Error("entity type is not gadget, entityType: %v, uid: %v", entity.GetEntityType(), player.PlayerID)
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return
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}
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gadgetEntity := entity.GetGadgetEntity()
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gadgetDataConfig := gdconf.GetGadgetDataById(int32(gadgetEntity.GetGadgetId()))
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if gadgetDataConfig == nil {
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logger.Error("get gadget data config is nil, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
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return
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}
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if gadgetDataConfig.CanInteract == 0 {
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logger.Error("gadget can not be interact, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
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return
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}
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interactType := proto.InteractType_INTERACT_NONE
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switch gadgetDataConfig.Type {
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case constant.GADGET_TYPE_GADGET:
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logger.Debug("==========GADGET_TYPE_GADGET==========")
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// 掉落物捡起
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interactType = proto.InteractType_INTERACT_PICK_ITEM
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g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
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case constant.GADGET_TYPE_ENERGY_BALL:
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logger.Debug("==========GADGET_TYPE_ENERGY_BALL==========")
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// 元素能量球吸收
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interactType = proto.InteractType_INTERACT_PICK_ITEM
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case constant.GADGET_TYPE_GATHER_OBJECT:
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logger.Debug("==========GADGET_TYPE_GATHER_OBJECT==========")
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// 采集物摘取
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interactType = proto.InteractType_INTERACT_GATHER
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g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
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case constant.GADGET_TYPE_CHEST:
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logger.Debug("==========GADGET_TYPE_CHEST==========")
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// 宝箱开启
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interactType = proto.InteractType_INTERACT_OPEN_CHEST
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if req.OpType == proto.InterOpType_INTER_OP_FINISH {
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// 宝箱交互结束 开启宝箱
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g.SendMsg(cmd.WorldChestOpenNotify, player.PlayerID, player.ClientSeq, &proto.WorldChestOpenNotify{
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GroupId: entity.GetGroupId(),
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SceneId: scene.GetId(),
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ConfigId: entity.GetConfigId(),
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})
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g.ChangeGadgetState(player, scene.GetId(), constant.GADGET_STATE_CHEST_OPENED)
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g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
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}
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}
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rsp := &proto.GadgetInteractRsp{
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GadgetEntityId: req.GadgetEntityId,
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InteractType: 0,
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OpType: req.OpType,
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GadgetId: req.GadgetId,
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OpType: req.OpType,
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InteractType: interactType,
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}
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g.SendMsg(cmd.GadgetInteractRsp, player.PlayerID, player.ClientSeq, rsp)
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}
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@@ -429,7 +429,7 @@ func (s *Scene) createConfigEntity(groupId uint32, entityConfig any) uint32 {
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}, uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId)
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case *gdconf.Gadget:
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gadget := entityConfig.(*gdconf.Gadget)
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// 70500000并不是实际的装置id 根据节点类型对应采集物配置表
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// 70500000并不是实际的物件id 根据节点类型对应采集物配置表
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if gadget.PointType != 0 && gadget.GadgetId == 70500000 {
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gatherDataConfig := gdconf.GetGatherDataByPointType(gadget.PointType)
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if gatherDataConfig == nil {
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@@ -133,6 +133,7 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(GadgetInteractReq, func() any { return new(proto.GadgetInteractReq) }) // 物件交互请求
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c.regMsg(GadgetInteractRsp, func() any { return new(proto.GadgetInteractRsp) }) // 物件交互响应
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c.regMsg(GadgetStateNotify, func() any { return new(proto.GadgetStateNotify) }) // 物件状态更新通知
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c.regMsg(WorldChestOpenNotify, func() any { return new(proto.WorldChestOpenNotify) }) // 宝箱开启通知
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// 战斗与同步
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c.regMsg(AvatarFightPropNotify, func() any { return new(proto.AvatarFightPropNotify) }) // 角色战斗属性通知
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