实现更多的触发器

This commit is contained in:
flswld
2023-04-08 22:53:41 +08:00
parent 630c0444a0
commit e554b99e7e
14 changed files with 1065 additions and 364 deletions

View File

@@ -523,27 +523,33 @@ func (g *Game) KillEntity(player *model.Player, scene *Scene, entityId uint32, d
}
entity.lifeState = constant.LIFE_STATE_DEAD
ntf := &proto.LifeStateChangeNotify{
EntityId: entity.id,
LifeState: uint32(entity.lifeState),
EntityId: entity.GetId(),
LifeState: uint32(entity.GetLifeState()),
DieType: dieType,
MoveReliableSeq: entity.lastMoveReliableSeq,
MoveReliableSeq: entity.GetLastMoveReliableSeq(),
}
g.SendToWorldA(scene.world, cmd.LifeStateChangeNotify, 0, ntf)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_DIE, []uint32{entity.id})
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_DIE, []uint32{entity.GetId()})
// 删除实体
scene.DestroyEntity(entity.GetId())
group := scene.GetGroupById(entity.groupId)
group := scene.GetGroupById(entity.GetGroupId())
if group == nil {
return
}
dbWorld := player.GetDbWorld()
dbScene := dbWorld.GetSceneById(scene.GetId())
dbSceneGroup := dbScene.GetSceneGroupById(entity.GetGroupId())
dbSceneGroup.AddKill(entity.GetConfigId())
group.DestroyEntity(entity.GetId())
// 怪物死亡触发器检测
if entity.GetEntityType() == constant.ENTITY_TYPE_MONSTER {
g.MonsterDieTriggerCheck(player, entity.GetGroupId(), group)
g.MonsterDieTriggerCheck(player, group)
}
}
// ChangeGadgetState 改变物件实体状态
// ChangeGadgetState 改变物件状态
func (g *Game) ChangeGadgetState(player *model.Player, entityId uint32, state uint32) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
@@ -568,6 +574,21 @@ func (g *Game) ChangeGadgetState(player *model.Player, entityId uint32, state ui
IsEnableInteract: true,
}
g.SendMsg(cmd.GadgetStateNotify, player.PlayerID, player.ClientSeq, ntf)
groupId := entity.GetGroupId()
group := scene.GetGroupById(groupId)
if group == nil {
logger.Error("group not exist, groupId: %v, uid: %v", groupId, player.PlayerID)
return
}
dbWorld := player.GetDbWorld()
dbScene := dbWorld.GetSceneById(scene.GetId())
dbSceneGroup := dbScene.GetSceneGroupById(groupId)
dbSceneGroup.ChangeGadgetState(entity.GetConfigId(), uint8(gadgetEntity.GetGadgetState()))
// 物件状态变更触发器检测
g.GadgetStateChangeTriggerCheck(player, group, entity.GetConfigId(), uint8(gadgetEntity.GetGadgetState()))
}
// GetVisionEntity 获取某位置视野内的全部实体
@@ -614,12 +635,31 @@ func (g *Game) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gd
logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
return
}
scene.AddGroupSuite(uint32(groupConfig.Id), uint8(initSuiteId))
g.AddSceneGroupSuiteCore(player, scene, uint32(groupConfig.Id), uint8(initSuiteId))
ntf := &proto.GroupSuiteNotify{
GroupMap: make(map[uint32]uint32),
}
ntf.GroupMap[uint32(groupConfig.Id)] = uint32(initSuiteId)
g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
dbWorld := player.GetDbWorld()
dbScene := dbWorld.GetSceneById(scene.GetId())
dbSceneGroup := dbScene.GetSceneGroupById(uint32(groupConfig.Id))
for _, variable := range groupConfig.VariableMap {
exist := dbSceneGroup.CheckVariableExist(variable.Name)
if exist && variable.NoRefresh {
continue
}
dbSceneGroup.SetVariable(variable.Name, variable.Value)
}
group := scene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
logger.Error("group not exist, groupId: %v, uid: %v", groupConfig.Id, player.PlayerID)
return
}
// 场景组加载触发器检测
g.GroupLoadTriggerCheck(player, group)
}
// RemoveSceneGroup 卸载场景组
@@ -639,6 +679,152 @@ func (g *Game) RemoveSceneGroup(player *model.Player, scene *Scene, groupConfig
g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *Game) AddSceneGroupSuiteCore(player *model.Player, scene *Scene, groupId uint32, suiteId uint8) {
groupConfig := gdconf.GetSceneGroup(int32(groupId))
if groupConfig == nil {
logger.Error("get scene group config is nil, groupId: %v", groupId)
return
}
suiteConfig, exist := groupConfig.SuiteMap[int32(suiteId)]
if !exist {
logger.Error("invalid suiteId: %v", suiteId)
return
}
entityMap := make(map[uint32]*Entity)
for _, monsterConfigId := range suiteConfig.MonsterConfigIdList {
monsterConfig, exist := groupConfig.MonsterMap[monsterConfigId]
if !exist {
logger.Error("monster config not exist, monsterConfigId: %v", monsterConfigId)
continue
}
entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), monsterConfig)
if entityId == 0 {
continue
}
entity := scene.GetEntity(entityId)
entityMap[entityId] = entity
}
for _, gadgetConfigId := range suiteConfig.GadgetConfigIdList {
gadgetConfig, exist := groupConfig.GadgetMap[gadgetConfigId]
if !exist {
logger.Error("gadget config not exist, gadgetConfigId: %v", gadgetConfigId)
continue
}
entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), gadgetConfig)
if entityId == 0 {
continue
}
entity := scene.GetEntity(entityId)
entityMap[entityId] = entity
}
for _, npcConfig := range groupConfig.NpcMap {
entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), npcConfig)
if entityId == 0 {
continue
}
entity := scene.GetEntity(entityId)
entityMap[entityId] = entity
}
scene.AddGroupSuite(groupId, suiteId, entityMap)
group := scene.GetGroupById(groupId)
for _, gadgetConfigId := range suiteConfig.GadgetConfigIdList {
// 物件创建触发器检测
GAME.GadgetCreateTriggerCheck(player, group, uint32(gadgetConfigId))
}
}
// CreateConfigEntity 创建配置表里的实体
func (g *Game) CreateConfigEntity(player *model.Player, scene *Scene, groupId uint32, entityConfig any) uint32 {
dbWorld := player.GetDbWorld()
dbScene := dbWorld.GetSceneById(scene.GetId())
dbSceneGroup := dbScene.GetSceneGroupById(groupId)
switch entityConfig.(type) {
case *gdconf.Monster:
monster := entityConfig.(*gdconf.Monster)
isKill := dbSceneGroup.CheckIsKill(uint32(monster.ConfigId))
if isKill {
return 0
}
return scene.CreateEntityMonster(
&model.Vector{X: float64(monster.Pos.X), Y: float64(monster.Pos.Y), Z: float64(monster.Pos.Z)},
&model.Vector{X: float64(monster.Rot.X), Y: float64(monster.Rot.Y), Z: float64(monster.Rot.Z)},
uint32(monster.MonsterId), uint8(monster.Level), getTempFightPropMap(), uint32(monster.ConfigId), groupId,
)
case *gdconf.Npc:
npc := entityConfig.(*gdconf.Npc)
return scene.CreateEntityNpc(
&model.Vector{X: float64(npc.Pos.X), Y: float64(npc.Pos.Y), Z: float64(npc.Pos.Z)},
&model.Vector{X: float64(npc.Rot.X), Y: float64(npc.Rot.Y), Z: float64(npc.Rot.Z)},
uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId,
)
case *gdconf.Gadget:
gadget := entityConfig.(*gdconf.Gadget)
isKill := dbSceneGroup.CheckIsKill(uint32(gadget.ConfigId))
if isKill {
return 0
}
// 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 {
gatherDataConfig := gdconf.GetGatherDataByPointType(gadget.PointType)
if gatherDataConfig == nil {
return 0
}
return scene.CreateEntityGadgetNormal(
&model.Vector{X: float64(gadget.Pos.X), Y: float64(gadget.Pos.Y), Z: float64(gadget.Pos.Z)},
&model.Vector{X: float64(gadget.Rot.X), Y: float64(gadget.Rot.Y), Z: float64(gadget.Rot.Z)},
uint32(gatherDataConfig.GadgetId),
uint32(constant.GADGET_STATE_DEFAULT),
&GadgetNormalEntity{
isDrop: false,
itemId: uint32(gatherDataConfig.ItemId),
count: 1,
},
uint32(gadget.ConfigId),
groupId,
)
} else {
state := uint8(gadget.State)
exist := dbSceneGroup.CheckGadgetExist(uint32(gadget.ConfigId))
if exist {
state = dbSceneGroup.GetGadgetState(uint32(gadget.ConfigId))
}
return scene.CreateEntityGadgetNormal(
&model.Vector{X: float64(gadget.Pos.X), Y: float64(gadget.Pos.Y), Z: float64(gadget.Pos.Z)},
&model.Vector{X: float64(gadget.Rot.X), Y: float64(gadget.Rot.Y), Z: float64(gadget.Rot.Z)},
uint32(gadget.GadgetId),
uint32(state),
new(GadgetNormalEntity),
uint32(gadget.ConfigId),
groupId,
)
}
default:
return 0
}
}
// TODO 临时写死
func getTempFightPropMap() map[uint32]float32 {
fpm := map[uint32]float32{
constant.FIGHT_PROP_BASE_ATTACK: float32(50.0),
constant.FIGHT_PROP_CUR_ATTACK: float32(50.0),
constant.FIGHT_PROP_BASE_DEFENSE: float32(500.0),
constant.FIGHT_PROP_CUR_DEFENSE: float32(500.0),
constant.FIGHT_PROP_BASE_HP: float32(50.0),
constant.FIGHT_PROP_CUR_HP: float32(50.0),
constant.FIGHT_PROP_MAX_HP: float32(50.0),
constant.FIGHT_PROP_PHYSICAL_SUB_HURT: float32(0.1),
constant.FIGHT_PROP_ICE_SUB_HURT: float32(0.1),
constant.FIGHT_PROP_FIRE_SUB_HURT: float32(0.1),
constant.FIGHT_PROP_ELEC_SUB_HURT: float32(0.1),
constant.FIGHT_PROP_WIND_SUB_HURT: float32(0.1),
constant.FIGHT_PROP_ROCK_SUB_HURT: float32(0.1),
constant.FIGHT_PROP_GRASS_SUB_HURT: float32(0.1),
constant.FIGHT_PROP_WATER_SUB_HURT: float32(0.1),
}
return fpm
}
// TODO Group和Suite的初始化和加载卸载逻辑还没完全理清 所以现在这里写得略答辩
func (g *Game) AddSceneGroupSuite(player *model.Player, groupId uint32, suiteId uint8) {
@@ -657,7 +843,7 @@ func (g *Game) AddSceneGroupSuite(player *model.Player, groupId uint32, suiteId
return
}
scene := world.GetSceneById(player.SceneId)
scene.AddGroupSuite(uint32(groupConfig.Id), suiteId)
g.AddSceneGroupSuiteCore(player, scene, groupId, suiteId)
ntf := &proto.GroupSuiteNotify{
GroupMap: make(map[uint32]uint32),
}
@@ -672,7 +858,7 @@ func (g *Game) AddSceneGroupSuite(player *model.Player, groupId uint32, suiteId
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, entityIdList, true, false)
}
func (g *Game) AddSceneGroupMonster(player *model.Player, groupId uint32, monsterConfigId uint32) {
func (g *Game) AddSceneGroupMonster(player *model.Player, groupId uint32, configId uint32) {
groupConfig := gdconf.GetSceneGroup(int32(groupId))
if groupConfig == nil {
logger.Error("get group config is nil, groupId: %v, uid: %v", groupId, player.PlayerID)
@@ -690,12 +876,39 @@ func (g *Game) AddSceneGroupMonster(player *model.Player, groupId uint32, monste
return
}
scene := world.GetSceneById(player.SceneId)
entityId := scene.AddGroupSuiteMonster(groupId, uint8(initSuiteId), monsterConfigId)
group, exist := scene.groupMap[groupId]
if !exist {
logger.Error("group not exist, groupId: %v", groupId)
return
}
suite, exist := group.suiteMap[uint8(initSuiteId)]
if !exist {
logger.Error("suite not exist, suiteId: %v", initSuiteId)
return
}
monsterConfig, exist := groupConfig.MonsterMap[int32(configId)]
if !exist {
logger.Error("monster config not exist, configId: %v", configId)
return
}
entityId := g.CreateConfigEntity(player, scene, uint32(groupConfig.Id), monsterConfig)
if entityId == 0 {
return
}
entity := scene.GetEntity(entityId)
suite.entityMap[entityId] = entity
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
}
// CreateDropGadget 创建掉落物的物件实体
func (g *Game) CreateDropGadget(player *model.Player, pos *model.Vector, gadgetId, itemId, count uint32) {
// CreateGadget 创建物件实体
func (g *Game) CreateGadget(player *model.Player, pos *model.Vector, gadgetId uint32, normalEntity *GadgetNormalEntity) {
if normalEntity == nil {
normalEntity = &GadgetNormalEntity{
isDrop: false,
itemId: 0,
count: 0,
}
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
logger.Error("get world is nil, worldId: %v", player.WorldId)
@@ -708,16 +921,21 @@ func (g *Game) CreateDropGadget(player *model.Player, pos *model.Vector, gadgetI
pos, rot,
gadgetId,
constant.GADGET_STATE_DEFAULT,
&GadgetNormalEntity{
isDrop: true,
itemId: itemId,
count: count,
},
normalEntity,
0, 0,
)
g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
}
// CreateDropGadget 创建掉落物的物件实体
func (g *Game) CreateDropGadget(player *model.Player, pos *model.Vector, gadgetId, itemId, count uint32) {
g.CreateGadget(player, pos, gadgetId, &GadgetNormalEntity{
isDrop: true,
itemId: itemId,
count: count,
})
}
// 打包相关封装函数
var SceneTransactionSeq uint32 = 0