mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-11 13:32:26 +08:00
实现更多的触发器
This commit is contained in:
@@ -8,8 +8,12 @@ import (
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"hk4e/pkg/logger"
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)
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// SceneRegionTriggerCheck 场景区域触发器检测
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func (g *Game) SceneRegionTriggerCheck(player *model.Player, scene *Scene, oldPos *model.Vector, newPos *model.Vector, entityId uint32) {
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func forEachPlayerSceneGroup(player *model.Player, handleFunc func(suiteConfig *gdconf.Suite, groupConfig *gdconf.Group)) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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for groupId, group := range scene.GetAllGroup() {
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groupConfig := gdconf.GetSceneGroup(int32(groupId))
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if groupConfig == nil {
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@@ -18,133 +22,12 @@ func (g *Game) SceneRegionTriggerCheck(player *model.Player, scene *Scene, oldPo
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}
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for suiteId := range group.GetAllSuite() {
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suiteConfig := groupConfig.SuiteMap[int32(suiteId)]
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for _, regionConfigId := range suiteConfig.RegionConfigIdList {
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regionConfig := groupConfig.RegionMap[regionConfigId]
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if regionConfig == nil {
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continue
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}
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shape := alg.NewShape()
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switch uint8(regionConfig.Shape) {
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case constant.REGION_SHAPE_SPHERE:
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shape.NewSphere(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z}, regionConfig.Radius)
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case constant.REGION_SHAPE_CUBIC:
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shape.NewCubic(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z},
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&alg.Vector3{X: regionConfig.Size.X, Y: regionConfig.Size.Y, Z: regionConfig.Size.Z})
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case constant.REGION_SHAPE_CYLINDER:
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shape.NewCylinder(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z},
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regionConfig.Radius, regionConfig.Height)
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case constant.REGION_SHAPE_POLYGON:
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vector2PointArray := make([]*alg.Vector2, 0)
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for _, vector := range regionConfig.PointArray {
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// z就是y
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vector2PointArray = append(vector2PointArray, &alg.Vector2{X: vector.X, Z: vector.Y})
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}
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shape.NewPolygon(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z},
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vector2PointArray, regionConfig.Height)
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}
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oldPosInRegion := shape.Contain(&alg.Vector3{X: float32(oldPos.X), Y: float32(oldPos.Y), Z: float32(oldPos.Z)})
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newPosInRegion := shape.Contain(&alg.Vector3{X: float32(newPos.X), Y: float32(newPos.Y), Z: float32(newPos.Z)})
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if !oldPosInRegion && newPosInRegion {
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logger.Debug("player enter region: %v, uid: %v", regionConfig, player.PlayerID)
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for _, triggerName := range suiteConfig.TriggerNameList {
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triggerConfig := groupConfig.TriggerMap[triggerName]
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if triggerConfig.Event != constant.LUA_EVENT_ENTER_REGION {
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continue
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{param1: regionConfig.ConfigId, targetEntityId: entityId})
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if !cond {
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continue
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}
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}
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logger.Debug("scene group trigger fire, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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for _, triggerDataConfig := range gdconf.GetTriggerDataMap() {
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if triggerDataConfig.TriggerName == triggerConfig.Name {
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g.TriggerQuest(player, constant.QUEST_FINISH_COND_TYPE_TRIGGER_FIRE, "", triggerDataConfig.TriggerId)
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}
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}
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}
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} else if oldPosInRegion && !newPosInRegion {
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logger.Debug("player leave region: %v, uid: %v", regionConfig, player.PlayerID)
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for _, triggerName := range suiteConfig.TriggerNameList {
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triggerConfig := groupConfig.TriggerMap[triggerName]
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if triggerConfig.Event != constant.LUA_EVENT_LEAVE_REGION {
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continue
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{param1: regionConfig.ConfigId, targetEntityId: entityId})
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if !cond {
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continue
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}
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}
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logger.Debug("scene group trigger fire, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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}
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}
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}
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handleFunc(suiteConfig, groupConfig)
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}
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}
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}
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// MonsterDieTriggerCheck 怪物死亡触发器检测
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func (g *Game) MonsterDieTriggerCheck(player *model.Player, groupId uint32, group *Group) {
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groupConfig := gdconf.GetSceneGroup(int32(groupId))
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if groupConfig == nil {
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logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
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return
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}
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for suiteId := range group.GetAllSuite() {
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suiteConfig := groupConfig.SuiteMap[int32(suiteId)]
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for _, triggerName := range suiteConfig.TriggerNameList {
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triggerConfig := groupConfig.TriggerMap[triggerName]
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if triggerConfig.Event != constant.LUA_EVENT_ANY_MONSTER_DIE {
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continue
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID, groupId: groupId},
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&LuaEvt{})
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if !cond {
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continue
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}
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}
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logger.Debug("scene group trigger fire, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID, groupId: groupId},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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}
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}
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}
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// QuestStartTriggerCheck 任务开始触发器检测
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func (g *Game) QuestStartTriggerCheck(player *model.Player, questId uint32) {
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func forEachPlayerSceneGroupTrigger(player *model.Player, handleFunc func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group)) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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@@ -160,28 +43,244 @@ func (g *Game) QuestStartTriggerCheck(player *model.Player, questId uint32) {
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suiteConfig := groupConfig.SuiteMap[int32(suiteId)]
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for _, triggerName := range suiteConfig.TriggerNameList {
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triggerConfig := groupConfig.TriggerMap[triggerName]
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if triggerConfig.Event != constant.LUA_EVENT_QUEST_START {
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continue
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID},
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&LuaEvt{param1: int32(questId)})
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if !cond {
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continue
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}
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}
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logger.Debug("scene group trigger fire, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID, groupId: groupId},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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handleFunc(triggerConfig, groupConfig)
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}
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}
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}
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}
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func forEachGroupTrigger(player *model.Player, group *Group, handleFunc func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group)) {
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groupConfig := gdconf.GetSceneGroup(int32(group.GetId()))
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if groupConfig == nil {
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logger.Error("get group config is nil, groupId: %v, uid: %v", group.GetId(), player.PlayerID)
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return
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}
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for suiteId := range group.GetAllSuite() {
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suiteConfig := groupConfig.SuiteMap[int32(suiteId)]
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for _, triggerName := range suiteConfig.TriggerNameList {
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triggerConfig := groupConfig.TriggerMap[triggerName]
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handleFunc(triggerConfig, groupConfig)
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}
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}
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}
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// SceneRegionTriggerCheck 场景区域触发器检测
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func (g *Game) SceneRegionTriggerCheck(player *model.Player, oldPos *model.Vector, newPos *model.Vector, entityId uint32) {
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forEachPlayerSceneGroup(player, func(suiteConfig *gdconf.Suite, groupConfig *gdconf.Group) {
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for _, regionConfigId := range suiteConfig.RegionConfigIdList {
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regionConfig := groupConfig.RegionMap[regionConfigId]
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if regionConfig == nil {
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continue
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}
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shape := alg.NewShape()
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switch uint8(regionConfig.Shape) {
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case constant.REGION_SHAPE_SPHERE:
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shape.NewSphere(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z}, regionConfig.Radius)
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case constant.REGION_SHAPE_CUBIC:
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shape.NewCubic(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z},
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&alg.Vector3{X: regionConfig.Size.X, Y: regionConfig.Size.Y, Z: regionConfig.Size.Z})
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case constant.REGION_SHAPE_CYLINDER:
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shape.NewCylinder(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z},
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regionConfig.Radius, regionConfig.Height)
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case constant.REGION_SHAPE_POLYGON:
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vector2PointArray := make([]*alg.Vector2, 0)
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for _, vector := range regionConfig.PointArray {
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// z就是y
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vector2PointArray = append(vector2PointArray, &alg.Vector2{X: vector.X, Z: vector.Y})
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}
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shape.NewPolygon(&alg.Vector3{X: regionConfig.Pos.X, Y: regionConfig.Pos.Y, Z: regionConfig.Pos.Z},
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vector2PointArray, regionConfig.Height)
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}
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oldPosInRegion := shape.Contain(&alg.Vector3{X: float32(oldPos.X), Y: float32(oldPos.Y), Z: float32(oldPos.Z)})
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newPosInRegion := shape.Contain(&alg.Vector3{X: float32(newPos.X), Y: float32(newPos.Y), Z: float32(newPos.Z)})
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if !oldPosInRegion && newPosInRegion {
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logger.Debug("player enter region: %v, uid: %v", regionConfig, player.PlayerID)
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for _, triggerName := range suiteConfig.TriggerNameList {
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triggerConfig := groupConfig.TriggerMap[triggerName]
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if triggerConfig.Event != constant.LUA_EVENT_ENTER_REGION {
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continue
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{param1: regionConfig.ConfigId, targetEntityId: entityId})
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if !cond {
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continue
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}
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}
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logger.Debug("scene group trigger fire, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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for _, triggerDataConfig := range gdconf.GetTriggerDataMap() {
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if triggerDataConfig.TriggerName == triggerConfig.Name {
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g.TriggerQuest(player, constant.QUEST_FINISH_COND_TYPE_TRIGGER_FIRE, "", triggerDataConfig.TriggerId)
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}
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}
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}
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} else if oldPosInRegion && !newPosInRegion {
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logger.Debug("player leave region: %v, uid: %v", regionConfig, player.PlayerID)
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for _, triggerName := range suiteConfig.TriggerNameList {
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triggerConfig := groupConfig.TriggerMap[triggerName]
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if triggerConfig.Event != constant.LUA_EVENT_LEAVE_REGION {
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continue
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{param1: regionConfig.ConfigId, targetEntityId: entityId})
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if !cond {
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continue
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}
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}
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logger.Debug("scene group trigger fire, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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}
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}
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}
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})
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}
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// MonsterDieTriggerCheck 怪物死亡触发器检测
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func (g *Game) MonsterDieTriggerCheck(player *model.Player, group *Group) {
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forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
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if triggerConfig.Event != constant.LUA_EVENT_ANY_MONSTER_DIE {
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return
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{})
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if !cond {
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return
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}
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}
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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})
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}
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// QuestStartTriggerCheck 任务开始触发器检测
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func (g *Game) QuestStartTriggerCheck(player *model.Player, questId uint32) {
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forEachPlayerSceneGroupTrigger(player, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
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if triggerConfig.Event != constant.LUA_EVENT_QUEST_START {
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return
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{param1: int32(questId)})
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if !cond {
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return
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}
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}
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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})
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}
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// GadgetCreateTriggerCheck 物件创建触发器检测
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func (g *Game) GadgetCreateTriggerCheck(player *model.Player, group *Group, configId uint32) {
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forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
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if triggerConfig.Event != constant.LUA_EVENT_GADGET_CREATE {
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return
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{param1: int32(configId)})
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if !cond {
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return
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}
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}
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{})
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if !ok {
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logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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}
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}
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})
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}
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// GadgetStateChangeTriggerCheck 物件状态变更触发器检测
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func (g *Game) GadgetStateChangeTriggerCheck(player *model.Player, group *Group, configId uint32, state uint8) {
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forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
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if triggerConfig.Event != constant.LUA_EVENT_GADGET_STATE_CHANGE {
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return
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}
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if triggerConfig.Condition != "" {
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cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
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&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
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&LuaEvt{param1: int32(state), param2: int32(configId)})
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if !cond {
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return
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}
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}
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if triggerConfig.Action != "" {
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logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
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ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
|
||||
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
|
||||
&LuaEvt{})
|
||||
if !ok {
|
||||
logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// GroupLoadTriggerCheck 场景组加载触发器检测
|
||||
func (g *Game) GroupLoadTriggerCheck(player *model.Player, group *Group) {
|
||||
forEachGroupTrigger(player, group, func(triggerConfig *gdconf.Trigger, groupConfig *gdconf.Group) {
|
||||
if triggerConfig.Event != constant.LUA_EVENT_GROUP_LOAD {
|
||||
return
|
||||
}
|
||||
if triggerConfig.Condition != "" {
|
||||
cond := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Condition,
|
||||
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
|
||||
&LuaEvt{})
|
||||
if !cond {
|
||||
return
|
||||
}
|
||||
}
|
||||
if triggerConfig.Action != "" {
|
||||
logger.Debug("scene group trigger do action, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
|
||||
ok := CallLuaFunc(groupConfig.GetLuaState(), triggerConfig.Action,
|
||||
&LuaCtx{uid: player.PlayerID, groupId: uint32(groupConfig.Id)},
|
||||
&LuaEvt{})
|
||||
if !ok {
|
||||
logger.Error("trigger action fail, trigger: %+v, uid: %v", triggerConfig, player.PlayerID)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user