完善场景物件交互协议

This commit is contained in:
flswld
2023-03-28 15:59:53 +08:00
parent e71d581e8b
commit ddf8700c33
8 changed files with 215 additions and 34 deletions

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@@ -0,0 +1,72 @@
package constant
const (
GADGET_TYPE_NONE = 0
GADGET_TYPE_AVATAR = 1
GADGET_TYPE_MONSTER = 2
GADGET_TYPE_BULLET = 3
GADGET_TYPE_ATTACK_PHYISICAL_UNIT = 4
GADGET_TYPE_AOE = 5
GADGET_TYPE_CAMERA = 6
GADGET_TYPE_ENVIRO_AREA = 7
GADGET_TYPE_EQUIP = 8
GADGET_TYPE_MONSTER_EQUIP = 9
GADGET_TYPE_GRASS = 10
GADGET_TYPE_LEVEL = 11
GADGET_TYPE_NPC = 12
GADGET_TYPE_TRANS_POINT_FIRST = 13
GADGET_TYPE_TRANS_POINT_FIRST_GADGET = 14
GADGET_TYPE_TRANS_POINT_SECOND = 15
GADGET_TYPE_TRANS_POINT_SECOND_GADGET = 16
GADGET_TYPE_DROP_ITEM = 17
GADGET_TYPE_FIELD = 18
GADGET_TYPE_GADGET = 19
GADGET_TYPE_WATER = 20
GADGET_TYPE_GATHER_POINT = 21
GADGET_TYPE_GATHER_OBJECT = 22
GADGET_TYPE_AIRFLOW_FIELD = 23
GADGET_TYPE_SPEEDUP_FIELD = 24
GADGET_TYPE_GEAR = 25
GADGET_TYPE_CHEST = 26
GADGET_TYPE_ENERGY_BALL = 27
GADGET_TYPE_ELEM_CRYSTAL = 28
GADGET_TYPE_TIMELINE = 29
GADGET_TYPE_WORKTOP = 30
GADGET_TYPE_TEAM = 31
GADGET_TYPE_PLATFORM = 32
GADGET_TYPE_AMBER_WIND = 33
GADGET_TYPE_ENV_ANIMAL = 34
GADGET_TYPE_SEAL_GADGET = 35
GADGET_TYPE_TREE = 36
GADGET_TYPE_BUSH = 37
GADGET_TYPE_QUEST_GADGET = 38
GADGET_TYPE_LIGHTNING = 39
GADGET_TYPE_REWARD_POINT = 40
GADGET_TYPE_REWARD_STATUE = 41
GADGET_TYPE_MP_LEVEL = 42
GADGET_TYPE_WIND_SEED = 43
GADGET_TYPE_MP_PLAY_REWARD_POINT = 44
GADGET_TYPE_VIEW_POINT = 45
GADGET_TYPE_REMOTE_AVATAR = 46
GADGET_TYPE_GENERAL_REWARD_POINT = 47
GADGET_TYPE_PLAY_TEAM = 48
GADGET_TYPE_OFFERING_GADGET = 49
GADGET_TYPE_EYE_POINT = 50
GADGET_TYPE_MIRACLE_RING = 51
GADGET_TYPE_FOUNDATION = 52
GADGET_TYPE_WIDGET_GADGET = 53
GADGET_TYPE_VEHICLE = 54
GADGET_TYPE_SUB_EQUIP = 55
GADGET_TYPE_FISH_ROD = 56
GADGET_TYPE_CUSTOM_TILE = 57
GADGET_TYPE_FISH_POOL = 58
GADGET_TYPE_CUSTOM_GADGET = 59
GADGET_TYPE_BLACK_MUD = 60
GADGET_TYPE_ROGUELIKE_OPERATOR_GADGET = 61
GADGET_TYPE_NIGHT_CROW_GADGET = 62
GADGET_TYPE_PROJECTOR = 63
GADGET_TYPE_SCREEN = 64
GADGET_TYPE_ECHO_SHELL = 65
GADGET_TYPE_UI_INTERACT_GADGET = 66
GADGET_TYPE_PLACE_HOLDER = 99
)

46
gdconf/gadget_data.go Normal file
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@@ -0,0 +1,46 @@
package gdconf
import (
"hk4e/pkg/logger"
)
// GadgetData 物件配置表
type GadgetData struct {
GadgetId int32 `csv:"ID"`
Type int32 `csv:"类型,omitempty"`
DefaultCamp int32 `csv:"默认阵营,omitempty"`
CanInteract int32 `csv:"能否交互,omitempty"`
Desc string `csv:"描述,omitempty"`
}
func (g *GameDataConfig) loadGadgetData() {
g.GadgetDataMap = make(map[int32]*GadgetData)
fileNameList := []string{
"GadgetData_AbilitySpecial.txt",
"GadgetData_Affix.txt",
"GadgetData_Avatar.txt",
"GadgetData_Equip.txt",
"GadgetData_FishingRod.txt",
"GadgetData_Homeworld.txt",
"GadgetData_Level.txt",
"GadgetData_Monster.txt",
"GadgetData_Quest.txt",
"GadgetData_Vehicle.txt",
}
for _, fileName := range fileNameList {
gadgetDataList := make([]*GadgetData, 0)
readTable[GadgetData](g.txtPrefix+fileName, &gadgetDataList)
for _, gadgetData := range gadgetDataList {
g.GadgetDataMap[gadgetData.GadgetId] = gadgetData
}
}
logger.Info("GadgetData count: %v", len(g.GadgetDataMap))
}
func GetGadgetDataById(gadgetId int32) *GadgetData {
return CONF.GadgetDataMap[gadgetId]
}
func GetGadgetDataMap() map[int32]*GadgetData {
return CONF.GadgetDataMap
}

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@@ -63,6 +63,7 @@ type GameDataConfig struct {
MonsterDropDataMap map[string]map[int32]*MonsterDropData // 怪物掉落 MonsterDropDataMap map[string]map[int32]*MonsterDropData // 怪物掉落
ChestDropDataMap map[string]map[int32]*ChestDropData // 宝箱掉落 ChestDropDataMap map[string]map[int32]*ChestDropData // 宝箱掉落
DungeonDataMap map[int32]*DungeonData // 地牢 DungeonDataMap map[int32]*DungeonData // 地牢
GadgetDataMap map[int32]*GadgetData // 物件
GCGCharDataMap map[int32]*GCGCharData // 七圣召唤角色卡牌 GCGCharDataMap map[int32]*GCGCharData // 七圣召唤角色卡牌
GCGSkillDataMap map[int32]*GCGSkillData // 七圣召唤卡牌技能 GCGSkillDataMap map[int32]*GCGSkillData // 七圣召唤卡牌技能
GachaDropGroupDataMap map[int32]*GachaDropGroupData // 卡池掉落组 临时的 GachaDropGroupDataMap map[int32]*GachaDropGroupData // 卡池掉落组 临时的
@@ -162,6 +163,7 @@ func (g *GameDataConfig) load() {
g.loadMonsterDropData() // 怪物掉落 g.loadMonsterDropData() // 怪物掉落
g.loadChestDropData() // 宝箱掉落 g.loadChestDropData() // 宝箱掉落
g.loadDungeonData() // 地牢 g.loadDungeonData() // 地牢
g.loadGadgetData() // 物件
g.loadGCGCharData() // 七圣召唤角色卡牌 g.loadGCGCharData() // 七圣召唤角色卡牌
g.loadGCGSkillData() // 七圣召唤卡牌技能 g.loadGCGSkillData() // 七圣召唤卡牌技能
g.loadGachaDropGroupData() // 卡池掉落组 临时的 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
TICK_MANAGER = NewTickManager() TICK_MANAGER = NewTickManager()
COMMAND_MANAGER = NewCommandManager() COMMAND_MANAGER = NewCommandManager()
GCG_MANAGER = NewGCGManager() GCG_MANAGER = NewGCGManager()
RegLuaLibFunc() RegLuaScriptLibFunc()
// 创建本服的Ai世界 // 创建本服的Ai世界
uid := AiBaseUid + gsId uid := AiBaseUid + gsId
name := AiName name := AiName

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@@ -33,6 +33,7 @@ type LuaEvt struct {
targetEntityId uint32 targetEntityId uint32
} }
// CallLuaFunc 调用LUA方法
func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEvt *LuaEvt) bool { func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEvt *LuaEvt) bool {
ctx := luaState.NewTable() ctx := luaState.NewTable()
luaState.SetField(ctx, "uid", lua.LNumber(luaCtx.uid)) luaState.SetField(ctx, "uid", lua.LNumber(luaCtx.uid))
@@ -72,7 +73,36 @@ func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEv
} }
} }
func RegLuaLibFunc() { // GetContextPlayer 获取上下文中的玩家对象
func GetContextPlayer(ctx *lua.LTable, luaState *lua.LState) *model.Player {
uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
if !ok {
return nil
}
player := USER_MANAGER.GetOnlineUser(uint32(uid))
return player
}
// GetContextGroup 获取上下文中的场景组对象
func GetContextGroup(player *model.Player, ctx *lua.LTable, luaState *lua.LState) *Group {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return nil
}
groupId, ok := luaState.GetField(ctx, "groupId").(lua.LNumber)
if !ok {
return nil
}
scene := world.GetSceneById(player.SceneId)
group := scene.GetGroupById(uint32(groupId))
if group == nil {
return nil
}
return group
}
// RegLuaScriptLibFunc 注册LUA侧ScriptLib调用的Golang方法
func RegLuaScriptLibFunc() {
gdconf.RegScriptLibFunc("GetEntityType", GetEntityType) gdconf.RegScriptLibFunc("GetEntityType", GetEntityType)
gdconf.RegScriptLibFunc("GetQuestState", GetQuestState) gdconf.RegScriptLibFunc("GetQuestState", GetQuestState)
gdconf.RegScriptLibFunc("PrintLog", PrintLog) gdconf.RegScriptLibFunc("PrintLog", PrintLog)
@@ -130,7 +160,7 @@ func PrintContextLog(luaState *lua.LState) int {
return 0 return 0
} }
logInfo := luaState.ToString(2) logInfo := luaState.ToString(2)
logger.Info("[LUA CTX LOG] %v [UID %v]", logInfo, uid) logger.Info("[LUA CTX LOG] %v [UID: %v]", logInfo, uid)
return 0 return 0
} }
@@ -250,33 +280,7 @@ func MarkPlayerAction(luaState *lua.LState) int {
param1 := luaState.ToInt(2) param1 := luaState.ToInt(2)
param2 := luaState.ToInt(3) param2 := luaState.ToInt(3)
param3 := luaState.ToInt(4) param3 := luaState.ToInt(4)
logger.Debug("[MarkPlayerAction] [%v %v %v] uid: %v", param1, param2, param3, player.PlayerID) logger.Debug("[MarkPlayerAction] [%v %v %v] [UID: %v]", param1, param2, param3, player.PlayerID)
luaState.Push(lua.LNumber(0)) luaState.Push(lua.LNumber(0))
return 1 return 1
} }
func GetContextPlayer(ctx *lua.LTable, luaState *lua.LState) *model.Player {
uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
if !ok {
return nil
}
player := USER_MANAGER.GetOnlineUser(uint32(uid))
return player
}
func GetContextGroup(player *model.Player, ctx *lua.LTable, luaState *lua.LState) *Group {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return nil
}
groupId, ok := luaState.GetField(ctx, "groupId").(lua.LNumber)
if !ok {
return nil
}
scene := world.GetSceneById(player.SceneId)
group := scene.GetGroupById(uint32(groupId))
if group == nil {
return nil
}
return group
}

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@@ -286,12 +286,68 @@ func (g *GameManager) PlayerQuitDungeonReq(player *model.Player, payloadMsg pb.M
func (g *GameManager) GadgetInteractReq(player *model.Player, payloadMsg pb.Message) { func (g *GameManager) GadgetInteractReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.GadgetInteractReq) req := payloadMsg.(*proto.GadgetInteractReq)
logger.Debug("GadgetInteractReq: %+v, uid: %v", req, player.PlayerID) world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
logger.Error("get world is nil, worldId: %v, uid: %v", player.WorldId, player.PlayerID)
return
}
scene := world.GetSceneById(player.SceneId)
entity := scene.GetEntity(req.GadgetEntityId)
if entity == nil {
logger.Error("get entity is nil, entityId: %v, uid: %v", req.GadgetEntityId, player.PlayerID)
return
}
if entity.GetEntityType() != constant.ENTITY_TYPE_GADGET {
logger.Error("entity type is not gadget, entityType: %v, uid: %v", entity.GetEntityType(), player.PlayerID)
return
}
gadgetEntity := entity.GetGadgetEntity()
gadgetDataConfig := gdconf.GetGadgetDataById(int32(gadgetEntity.GetGadgetId()))
if gadgetDataConfig == nil {
logger.Error("get gadget data config is nil, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
return
}
if gadgetDataConfig.CanInteract == 0 {
logger.Error("gadget can not be interact, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
return
}
interactType := proto.InteractType_INTERACT_NONE
switch gadgetDataConfig.Type {
case constant.GADGET_TYPE_GADGET:
logger.Debug("==========GADGET_TYPE_GADGET==========")
// 掉落物捡起
interactType = proto.InteractType_INTERACT_PICK_ITEM
g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
case constant.GADGET_TYPE_ENERGY_BALL:
logger.Debug("==========GADGET_TYPE_ENERGY_BALL==========")
// 元素能量球吸收
interactType = proto.InteractType_INTERACT_PICK_ITEM
case constant.GADGET_TYPE_GATHER_OBJECT:
logger.Debug("==========GADGET_TYPE_GATHER_OBJECT==========")
// 采集物摘取
interactType = proto.InteractType_INTERACT_GATHER
g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
case constant.GADGET_TYPE_CHEST:
logger.Debug("==========GADGET_TYPE_CHEST==========")
// 宝箱开启
interactType = proto.InteractType_INTERACT_OPEN_CHEST
if req.OpType == proto.InterOpType_INTER_OP_FINISH {
// 宝箱交互结束 开启宝箱
g.SendMsg(cmd.WorldChestOpenNotify, player.PlayerID, player.ClientSeq, &proto.WorldChestOpenNotify{
GroupId: entity.GetGroupId(),
SceneId: scene.GetId(),
ConfigId: entity.GetConfigId(),
})
g.ChangeGadgetState(player, scene.GetId(), constant.GADGET_STATE_CHEST_OPENED)
g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
}
}
rsp := &proto.GadgetInteractRsp{ rsp := &proto.GadgetInteractRsp{
GadgetEntityId: req.GadgetEntityId, GadgetEntityId: req.GadgetEntityId,
InteractType: 0,
OpType: req.OpType,
GadgetId: req.GadgetId, GadgetId: req.GadgetId,
OpType: req.OpType,
InteractType: interactType,
} }
g.SendMsg(cmd.GadgetInteractRsp, player.PlayerID, player.ClientSeq, rsp) g.SendMsg(cmd.GadgetInteractRsp, player.PlayerID, player.ClientSeq, rsp)
} }

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@@ -429,7 +429,7 @@ func (s *Scene) createConfigEntity(groupId uint32, entityConfig any) uint32 {
}, uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId) }, uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId)
case *gdconf.Gadget: case *gdconf.Gadget:
gadget := entityConfig.(*gdconf.Gadget) gadget := entityConfig.(*gdconf.Gadget)
// 70500000并不是实际的装置id 根据节点类型对应采集物配置表 // 70500000并不是实际的物件id 根据节点类型对应采集物配置表
if gadget.PointType != 0 && gadget.GadgetId == 70500000 { if gadget.PointType != 0 && gadget.GadgetId == 70500000 {
gatherDataConfig := gdconf.GetGatherDataByPointType(gadget.PointType) gatherDataConfig := gdconf.GetGatherDataByPointType(gadget.PointType)
if gatherDataConfig == nil { if gatherDataConfig == nil {

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@@ -133,6 +133,7 @@ func (c *CmdProtoMap) registerAllMessage() {
c.regMsg(GadgetInteractReq, func() any { return new(proto.GadgetInteractReq) }) // 物件交互请求 c.regMsg(GadgetInteractReq, func() any { return new(proto.GadgetInteractReq) }) // 物件交互请求
c.regMsg(GadgetInteractRsp, func() any { return new(proto.GadgetInteractRsp) }) // 物件交互响应 c.regMsg(GadgetInteractRsp, func() any { return new(proto.GadgetInteractRsp) }) // 物件交互响应
c.regMsg(GadgetStateNotify, func() any { return new(proto.GadgetStateNotify) }) // 物件状态更新通知 c.regMsg(GadgetStateNotify, func() any { return new(proto.GadgetStateNotify) }) // 物件状态更新通知
c.regMsg(WorldChestOpenNotify, func() any { return new(proto.WorldChestOpenNotify) }) // 宝箱开启通知
// 战斗与同步 // 战斗与同步
c.regMsg(AvatarFightPropNotify, func() any { return new(proto.AvatarFightPropNotify) }) // 角色战斗属性通知 c.regMsg(AvatarFightPropNotify, func() any { return new(proto.AvatarFightPropNotify) }) // 角色战斗属性通知