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https://github.com/FlourishingWorld/hk4e.git
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世界怪物、NPC、装置等场景实体读取lua配置生成,实现AOI九宫格动态加载
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@@ -4,7 +4,6 @@ import (
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"time"
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"hk4e/common/constant"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/pkg/random"
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"hk4e/protocol/cmd"
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@@ -348,20 +347,6 @@ func (t *TickManager) onTickSecond(now int64) {
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player.SafePos.Z = player.Pos.Z
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}
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}
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// 刷怪
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if !WORLD_MANAGER.IsRobotWorld(world) && world.owner.SceneLoadState == model.SceneEnterDone {
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scene := world.GetSceneById(3)
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monsterEntityCount := 0
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for _, entity := range scene.entityMap {
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if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER) {
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monsterEntityCount++
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}
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}
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if monsterEntityCount < 3 {
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monsterEntityId := t.createMonster(scene)
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GAME_MANAGER.AddSceneEntityNotify(world.owner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true, false)
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}
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}
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}
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// GCG游戏Tick
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for _, game := range GCG_MANAGER.gameMap {
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@@ -396,30 +381,3 @@ func (t *TickManager) onTick50MilliSecond(now int64) {
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})
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}
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}
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func (t *TickManager) createMonster(scene *Scene) uint32 {
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pos := &model.Vector{
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X: 2747,
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Y: 194,
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Z: -1719,
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}
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fpm := map[uint32]float32{
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uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP): float32(72.91699),
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uint32(constant.FightPropertyConst.FIGHT_PROP_PHYSICAL_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE): float32(505.0),
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uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK): float32(45.679916),
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uint32(constant.FightPropertyConst.FIGHT_PROP_ICE_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK): float32(45.679916),
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uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP): float32(72.91699),
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uint32(constant.FightPropertyConst.FIGHT_PROP_FIRE_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_ELEC_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_WIND_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_ROCK_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_GRASS_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_WATER_SUB_HURT): float32(0.1),
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(72.91699),
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE): float32(505.0),
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}
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entityId := scene.CreateEntityMonster(pos, 1, fpm)
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return entityId
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}
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