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https://github.com/FlourishingWorld/hk4e.git
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完善场景物件交互协议
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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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