mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
怪物死亡和世界宝箱随机掉落
This commit is contained in:
759
gs/game/game_world_scene.go
Normal file
759
gs/game/game_world_scene.go
Normal file
@@ -0,0 +1,759 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"math"
|
||||
"time"
|
||||
|
||||
"hk4e/common/constant"
|
||||
"hk4e/gdconf"
|
||||
"hk4e/gs/model"
|
||||
"hk4e/pkg/logger"
|
||||
"hk4e/protocol/proto"
|
||||
)
|
||||
|
||||
// Scene 场景数据结构
|
||||
type Scene struct {
|
||||
id uint32
|
||||
world *World
|
||||
playerMap map[uint32]*model.Player
|
||||
entityMap map[uint32]*Entity // 场景中全部的实体
|
||||
groupMap map[uint32]*Group // 场景中按group->suite分类的实体
|
||||
gameTime uint32 // 游戏内提瓦特大陆的时间
|
||||
createTime int64 // 场景创建时间
|
||||
meeoIndex uint32 // 客户端风元素染色同步协议的计数器
|
||||
}
|
||||
|
||||
func (s *Scene) GetId() uint32 {
|
||||
return s.id
|
||||
}
|
||||
|
||||
func (s *Scene) GetWorld() *World {
|
||||
return s.world
|
||||
}
|
||||
|
||||
func (s *Scene) GetAllPlayer() map[uint32]*model.Player {
|
||||
return s.playerMap
|
||||
}
|
||||
|
||||
func (s *Scene) GetAllEntity() map[uint32]*Entity {
|
||||
return s.entityMap
|
||||
}
|
||||
|
||||
func (s *Scene) GetGroupById(groupId uint32) *Group {
|
||||
return s.groupMap[groupId]
|
||||
}
|
||||
|
||||
func (s *Scene) GetAllGroup() map[uint32]*Group {
|
||||
return s.groupMap
|
||||
}
|
||||
|
||||
func (s *Scene) GetGameTime() uint32 {
|
||||
return s.gameTime
|
||||
}
|
||||
|
||||
func (s *Scene) GetMeeoIndex() uint32 {
|
||||
return s.meeoIndex
|
||||
}
|
||||
|
||||
func (s *Scene) SetMeeoIndex(meeoIndex uint32) {
|
||||
s.meeoIndex = meeoIndex
|
||||
}
|
||||
|
||||
func (s *Scene) ChangeGameTime(time uint32) {
|
||||
s.gameTime = time % 1440
|
||||
}
|
||||
|
||||
func (s *Scene) GetSceneCreateTime() int64 {
|
||||
return s.createTime
|
||||
}
|
||||
|
||||
func (s *Scene) GetSceneTime() int64 {
|
||||
now := time.Now().UnixMilli()
|
||||
return now - s.createTime
|
||||
}
|
||||
|
||||
func (s *Scene) AddPlayer(player *model.Player) {
|
||||
s.playerMap[player.PlayerID] = player
|
||||
s.world.InitPlayerWorldAvatar(player)
|
||||
}
|
||||
|
||||
func (s *Scene) RemovePlayer(player *model.Player) {
|
||||
delete(s.playerMap, player.PlayerID)
|
||||
worldAvatarList := s.world.GetPlayerWorldAvatarList(player)
|
||||
for _, worldAvatar := range worldAvatarList {
|
||||
s.DestroyEntity(worldAvatar.avatarEntityId)
|
||||
s.DestroyEntity(worldAvatar.weaponEntityId)
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32 {
|
||||
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_AVATAR)
|
||||
dbAvatar := player.GetDbAvatar()
|
||||
avatar, ok := dbAvatar.AvatarMap[avatarId]
|
||||
if !ok {
|
||||
logger.Error("avatar error, avatarId: %v", avatar)
|
||||
return 0
|
||||
}
|
||||
entity := &Entity{
|
||||
id: entityId,
|
||||
scene: s,
|
||||
lifeState: avatar.LifeState,
|
||||
pos: player.Pos,
|
||||
rot: player.Rot,
|
||||
moveState: uint16(proto.MotionState_MOTION_NONE),
|
||||
lastMoveSceneTimeMs: 0,
|
||||
lastMoveReliableSeq: 0,
|
||||
fightProp: avatar.FightPropMap, // 使用角色结构的数据
|
||||
entityType: constant.ENTITY_TYPE_AVATAR,
|
||||
avatarEntity: &AvatarEntity{
|
||||
uid: player.PlayerID,
|
||||
avatarId: avatarId,
|
||||
},
|
||||
}
|
||||
s.CreateEntity(entity)
|
||||
return entity.id
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntityWeapon() uint32 {
|
||||
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_WEAPON)
|
||||
entity := &Entity{
|
||||
id: entityId,
|
||||
scene: s,
|
||||
lifeState: constant.LIFE_STATE_ALIVE,
|
||||
pos: new(model.Vector),
|
||||
rot: new(model.Vector),
|
||||
moveState: uint16(proto.MotionState_MOTION_NONE),
|
||||
lastMoveSceneTimeMs: 0,
|
||||
lastMoveReliableSeq: 0,
|
||||
fightProp: map[uint32]float32{
|
||||
constant.FIGHT_PROP_CUR_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_MAX_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_BASE_HP: float32(1),
|
||||
},
|
||||
entityType: constant.ENTITY_TYPE_WEAPON,
|
||||
}
|
||||
s.CreateEntity(entity)
|
||||
return entity.id
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntityMonster(pos, rot *model.Vector, monsterId uint32, level uint8, fightProp map[uint32]float32, configId, groupId uint32) uint32 {
|
||||
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_MONSTER)
|
||||
entity := &Entity{
|
||||
id: entityId,
|
||||
scene: s,
|
||||
lifeState: constant.LIFE_STATE_ALIVE,
|
||||
pos: pos,
|
||||
rot: rot,
|
||||
moveState: uint16(proto.MotionState_MOTION_NONE),
|
||||
lastMoveSceneTimeMs: 0,
|
||||
lastMoveReliableSeq: 0,
|
||||
fightProp: fightProp,
|
||||
entityType: constant.ENTITY_TYPE_MONSTER,
|
||||
level: level,
|
||||
monsterEntity: &MonsterEntity{
|
||||
monsterId: monsterId,
|
||||
},
|
||||
configId: configId,
|
||||
groupId: groupId,
|
||||
}
|
||||
s.CreateEntity(entity)
|
||||
return entity.id
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntityNpc(pos, rot *model.Vector, npcId, roomId, parentQuestId, blockId, configId, groupId uint32) uint32 {
|
||||
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_NPC)
|
||||
entity := &Entity{
|
||||
id: entityId,
|
||||
scene: s,
|
||||
lifeState: constant.LIFE_STATE_ALIVE,
|
||||
pos: pos,
|
||||
rot: rot,
|
||||
moveState: uint16(proto.MotionState_MOTION_NONE),
|
||||
lastMoveSceneTimeMs: 0,
|
||||
lastMoveReliableSeq: 0,
|
||||
fightProp: map[uint32]float32{
|
||||
constant.FIGHT_PROP_CUR_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_MAX_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_BASE_HP: float32(1),
|
||||
},
|
||||
entityType: constant.ENTITY_TYPE_NPC,
|
||||
npcEntity: &NpcEntity{
|
||||
NpcId: npcId,
|
||||
RoomId: roomId,
|
||||
ParentQuestId: parentQuestId,
|
||||
BlockId: blockId,
|
||||
},
|
||||
configId: configId,
|
||||
groupId: groupId,
|
||||
}
|
||||
s.CreateEntity(entity)
|
||||
return entity.id
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId, gadgetState uint32, gadgetNormalEntity *GadgetNormalEntity, configId, groupId uint32) uint32 {
|
||||
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_GADGET)
|
||||
entity := &Entity{
|
||||
id: entityId,
|
||||
scene: s,
|
||||
lifeState: constant.LIFE_STATE_ALIVE,
|
||||
pos: pos,
|
||||
rot: rot,
|
||||
moveState: uint16(proto.MotionState_MOTION_NONE),
|
||||
lastMoveSceneTimeMs: 0,
|
||||
lastMoveReliableSeq: 0,
|
||||
fightProp: map[uint32]float32{
|
||||
constant.FIGHT_PROP_CUR_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_MAX_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_BASE_HP: float32(1),
|
||||
},
|
||||
entityType: constant.ENTITY_TYPE_GADGET,
|
||||
gadgetEntity: &GadgetEntity{
|
||||
gadgetId: gadgetId,
|
||||
gadgetState: gadgetState,
|
||||
gadgetType: GADGET_TYPE_NORMAL,
|
||||
gadgetNormalEntity: gadgetNormalEntity,
|
||||
},
|
||||
configId: configId,
|
||||
groupId: groupId,
|
||||
}
|
||||
s.CreateEntity(entity)
|
||||
return entity.id
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntityGadgetClient(pos, rot *model.Vector, entityId, configId, campId, campType, ownerEntityId, targetEntityId, propOwnerEntityId uint32) {
|
||||
entity := &Entity{
|
||||
id: entityId,
|
||||
scene: s,
|
||||
lifeState: constant.LIFE_STATE_ALIVE,
|
||||
pos: pos,
|
||||
rot: rot,
|
||||
moveState: uint16(proto.MotionState_MOTION_NONE),
|
||||
lastMoveSceneTimeMs: 0,
|
||||
lastMoveReliableSeq: 0,
|
||||
fightProp: map[uint32]float32{
|
||||
constant.FIGHT_PROP_CUR_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_MAX_HP: math.MaxFloat32,
|
||||
constant.FIGHT_PROP_BASE_HP: float32(1),
|
||||
},
|
||||
entityType: constant.ENTITY_TYPE_GADGET,
|
||||
gadgetEntity: &GadgetEntity{
|
||||
gadgetType: GADGET_TYPE_CLIENT,
|
||||
gadgetClientEntity: &GadgetClientEntity{
|
||||
configId: configId,
|
||||
campId: campId,
|
||||
campType: campType,
|
||||
ownerEntityId: ownerEntityId,
|
||||
targetEntityId: targetEntityId,
|
||||
propOwnerEntityId: propOwnerEntityId,
|
||||
},
|
||||
},
|
||||
}
|
||||
s.CreateEntity(entity)
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntityGadgetVehicle(player *model.Player, pos, rot *model.Vector, vehicleId uint32) uint32 {
|
||||
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_GADGET)
|
||||
entity := &Entity{
|
||||
id: entityId,
|
||||
scene: s,
|
||||
lifeState: constant.LIFE_STATE_ALIVE,
|
||||
pos: pos,
|
||||
rot: rot,
|
||||
moveState: uint16(proto.MotionState_MOTION_NONE),
|
||||
lastMoveSceneTimeMs: 0,
|
||||
lastMoveReliableSeq: 0,
|
||||
fightProp: map[uint32]float32{
|
||||
// TODO 以后使用配置表
|
||||
constant.FIGHT_PROP_CUR_HP: 114514,
|
||||
constant.FIGHT_PROP_MAX_HP: 114514,
|
||||
constant.FIGHT_PROP_BASE_HP: float32(1),
|
||||
},
|
||||
entityType: constant.ENTITY_TYPE_GADGET,
|
||||
gadgetEntity: &GadgetEntity{
|
||||
gadgetType: GADGET_TYPE_VEHICLE,
|
||||
gadgetVehicleEntity: &GadgetVehicleEntity{
|
||||
vehicleId: vehicleId,
|
||||
owner: player,
|
||||
maxStamina: 240, // TODO 应该也能在配置表找到
|
||||
curStamina: 240, // TODO 与maxStamina一致
|
||||
memberMap: make(map[uint32]*model.Player),
|
||||
},
|
||||
},
|
||||
}
|
||||
s.CreateEntity(entity)
|
||||
return entity.id
|
||||
}
|
||||
|
||||
func (s *Scene) CreateEntity(entity *Entity) {
|
||||
if len(s.entityMap) >= ENTITY_MAX_SEND_NUM && !ENTITY_NUM_UNLIMIT {
|
||||
logger.Error("above max scene entity num limit: %v, id: %v, pos: %v", ENTITY_MAX_SEND_NUM, entity.id, entity.pos)
|
||||
return
|
||||
}
|
||||
s.entityMap[entity.id] = entity
|
||||
}
|
||||
|
||||
func (s *Scene) DestroyEntity(entityId uint32) {
|
||||
entity := s.GetEntity(entityId)
|
||||
if entity == nil {
|
||||
return
|
||||
}
|
||||
delete(s.entityMap, entity.id)
|
||||
}
|
||||
|
||||
func (s *Scene) GetEntity(entityId uint32) *Entity {
|
||||
return s.entityMap[entityId]
|
||||
}
|
||||
|
||||
func (s *Scene) AddGroupSuite(groupId uint32, suiteId uint8) {
|
||||
groupConfig := gdconf.GetSceneGroup(int32(groupId))
|
||||
if groupConfig == nil {
|
||||
logger.Error("get scene group config is nil, groupId: %v", groupId)
|
||||
return
|
||||
}
|
||||
suiteIndex := suiteId - 1
|
||||
if int(suiteIndex) >= len(groupConfig.SuiteList) {
|
||||
logger.Error("invalid suiteId: %v", suiteId)
|
||||
return
|
||||
}
|
||||
suiteConfig := groupConfig.SuiteList[suiteIndex]
|
||||
suite := &Suite{
|
||||
entityMap: make(map[uint32]*Entity),
|
||||
}
|
||||
for _, monsterConfigId := range suiteConfig.MonsterConfigIdList {
|
||||
monster, exist := groupConfig.MonsterMap[monsterConfigId]
|
||||
if !exist {
|
||||
logger.Error("monster config not exist, monsterConfigId: %v", monsterConfigId)
|
||||
continue
|
||||
}
|
||||
entityId := s.createConfigEntity(uint32(groupConfig.Id), monster)
|
||||
entity := s.GetEntity(entityId)
|
||||
suite.entityMap[entityId] = entity
|
||||
}
|
||||
for _, gadgetConfigId := range suiteConfig.GadgetConfigIdList {
|
||||
gadget, exist := groupConfig.GadgetMap[gadgetConfigId]
|
||||
if !exist {
|
||||
logger.Error("gadget config not exist, gadgetConfigId: %v", gadgetConfigId)
|
||||
continue
|
||||
}
|
||||
entityId := s.createConfigEntity(uint32(groupConfig.Id), gadget)
|
||||
entity := s.GetEntity(entityId)
|
||||
suite.entityMap[entityId] = entity
|
||||
}
|
||||
for _, npc := range groupConfig.NpcMap {
|
||||
entityId := s.createConfigEntity(uint32(groupConfig.Id), npc)
|
||||
entity := s.GetEntity(entityId)
|
||||
suite.entityMap[entityId] = entity
|
||||
}
|
||||
group, exist := s.groupMap[groupId]
|
||||
if !exist {
|
||||
group = &Group{
|
||||
suiteMap: make(map[uint8]*Suite),
|
||||
}
|
||||
s.groupMap[groupId] = group
|
||||
}
|
||||
group.suiteMap[suiteId] = suite
|
||||
}
|
||||
|
||||
func (s *Scene) RemoveGroupSuite(groupId uint32, suiteId uint8) {
|
||||
group := s.groupMap[groupId]
|
||||
if group == nil {
|
||||
logger.Error("group not exist, groupId: %v", groupId)
|
||||
return
|
||||
}
|
||||
suite := group.suiteMap[suiteId]
|
||||
if suite == nil {
|
||||
logger.Error("suite not exist, suiteId: %v", suiteId)
|
||||
return
|
||||
}
|
||||
for _, entity := range suite.entityMap {
|
||||
s.DestroyEntity(entity.id)
|
||||
}
|
||||
delete(group.suiteMap, suiteId)
|
||||
}
|
||||
|
||||
// 创建配置表里的实体
|
||||
func (s *Scene) createConfigEntity(groupId uint32, entityConfig any) uint32 {
|
||||
switch entityConfig.(type) {
|
||||
case *gdconf.Monster:
|
||||
monster := entityConfig.(*gdconf.Monster)
|
||||
return s.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 s.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)
|
||||
// 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 s.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 {
|
||||
return s.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(gadget.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(100000.0),
|
||||
constant.FIGHT_PROP_CUR_HP: float32(100000.0),
|
||||
constant.FIGHT_PROP_MAX_HP: float32(100000.0),
|
||||
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
|
||||
}
|
||||
|
||||
type Group struct {
|
||||
suiteMap map[uint8]*Suite
|
||||
}
|
||||
|
||||
type Suite struct {
|
||||
entityMap map[uint32]*Entity
|
||||
}
|
||||
|
||||
func (g *Group) GetSuiteById(suiteId uint8) *Suite {
|
||||
return g.suiteMap[suiteId]
|
||||
}
|
||||
|
||||
func (g *Group) GetAllSuite() map[uint8]*Suite {
|
||||
return g.suiteMap
|
||||
}
|
||||
|
||||
func (g *Group) GetAllEntity() map[uint32]*Entity {
|
||||
entityMap := make(map[uint32]*Entity)
|
||||
for _, suite := range g.suiteMap {
|
||||
for _, entity := range suite.entityMap {
|
||||
entityMap[entity.id] = entity
|
||||
}
|
||||
}
|
||||
return entityMap
|
||||
}
|
||||
|
||||
func (g *Group) GetEntityByConfigId(configId uint32) *Entity {
|
||||
for _, suite := range g.suiteMap {
|
||||
for _, entity := range suite.entityMap {
|
||||
if entity.configId == configId {
|
||||
return entity
|
||||
}
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Group) DestroyEntity(entityId uint32) {
|
||||
for _, suite := range g.suiteMap {
|
||||
for _, entity := range suite.entityMap {
|
||||
if entity.id == entityId {
|
||||
delete(suite.entityMap, entity.id)
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Suite) GetEntityById(entityId uint32) *Entity {
|
||||
return s.entityMap[entityId]
|
||||
}
|
||||
|
||||
func (s *Suite) GetAllEntity() map[uint32]*Entity {
|
||||
return s.entityMap
|
||||
}
|
||||
|
||||
// Entity 场景实体数据结构
|
||||
type Entity struct {
|
||||
id uint32 // 实体id
|
||||
scene *Scene // 实体归属上级场景的访问指针
|
||||
lifeState uint16 // 存活状态
|
||||
pos *model.Vector // 位置
|
||||
rot *model.Vector // 朝向
|
||||
moveState uint16 // 运动状态
|
||||
lastMoveSceneTimeMs uint32
|
||||
lastMoveReliableSeq uint32
|
||||
fightProp map[uint32]float32 // 战斗属性
|
||||
level uint8 // 等级
|
||||
entityType uint8 // 实体类型
|
||||
avatarEntity *AvatarEntity
|
||||
monsterEntity *MonsterEntity
|
||||
npcEntity *NpcEntity
|
||||
gadgetEntity *GadgetEntity
|
||||
configId uint32 // LUA配置相关
|
||||
groupId uint32
|
||||
}
|
||||
|
||||
func (e *Entity) GetId() uint32 {
|
||||
return e.id
|
||||
}
|
||||
|
||||
func (e *Entity) GetScene() *Scene {
|
||||
return e.scene
|
||||
}
|
||||
|
||||
func (e *Entity) GetLifeState() uint16 {
|
||||
return e.lifeState
|
||||
}
|
||||
|
||||
func (e *Entity) GetPos() *model.Vector {
|
||||
return e.pos
|
||||
}
|
||||
|
||||
func (e *Entity) GetRot() *model.Vector {
|
||||
return e.rot
|
||||
}
|
||||
|
||||
func (e *Entity) GetMoveState() uint16 {
|
||||
return e.moveState
|
||||
}
|
||||
|
||||
func (e *Entity) SetMoveState(moveState uint16) {
|
||||
e.moveState = moveState
|
||||
}
|
||||
|
||||
func (e *Entity) GetLastMoveSceneTimeMs() uint32 {
|
||||
return e.lastMoveSceneTimeMs
|
||||
}
|
||||
|
||||
func (e *Entity) SetLastMoveSceneTimeMs(lastMoveSceneTimeMs uint32) {
|
||||
e.lastMoveSceneTimeMs = lastMoveSceneTimeMs
|
||||
}
|
||||
|
||||
func (e *Entity) GetLastMoveReliableSeq() uint32 {
|
||||
return e.lastMoveReliableSeq
|
||||
}
|
||||
|
||||
func (e *Entity) SetLastMoveReliableSeq(lastMoveReliableSeq uint32) {
|
||||
e.lastMoveReliableSeq = lastMoveReliableSeq
|
||||
}
|
||||
|
||||
func (e *Entity) GetFightProp() map[uint32]float32 {
|
||||
return e.fightProp
|
||||
}
|
||||
|
||||
func (e *Entity) GetLevel() uint8 {
|
||||
return e.level
|
||||
}
|
||||
|
||||
func (e *Entity) GetEntityType() uint8 {
|
||||
return e.entityType
|
||||
}
|
||||
|
||||
func (e *Entity) GetAvatarEntity() *AvatarEntity {
|
||||
return e.avatarEntity
|
||||
}
|
||||
|
||||
func (e *Entity) GetMonsterEntity() *MonsterEntity {
|
||||
return e.monsterEntity
|
||||
}
|
||||
|
||||
func (e *Entity) GetNpcEntity() *NpcEntity {
|
||||
return e.npcEntity
|
||||
}
|
||||
|
||||
func (e *Entity) GetGadgetEntity() *GadgetEntity {
|
||||
return e.gadgetEntity
|
||||
}
|
||||
|
||||
func (e *Entity) GetConfigId() uint32 {
|
||||
return e.configId
|
||||
}
|
||||
|
||||
func (e *Entity) GetGroupId() uint32 {
|
||||
return e.groupId
|
||||
}
|
||||
|
||||
type AvatarEntity struct {
|
||||
uid uint32
|
||||
avatarId uint32
|
||||
}
|
||||
|
||||
func (a *AvatarEntity) GetUid() uint32 {
|
||||
return a.uid
|
||||
}
|
||||
|
||||
func (a *AvatarEntity) GetAvatarId() uint32 {
|
||||
return a.avatarId
|
||||
}
|
||||
|
||||
type MonsterEntity struct {
|
||||
monsterId uint32
|
||||
}
|
||||
|
||||
func (m *MonsterEntity) GetMonsterId() uint32 {
|
||||
return m.monsterId
|
||||
}
|
||||
|
||||
type NpcEntity struct {
|
||||
NpcId uint32
|
||||
RoomId uint32
|
||||
ParentQuestId uint32
|
||||
BlockId uint32
|
||||
}
|
||||
|
||||
const (
|
||||
GADGET_TYPE_NORMAL = iota
|
||||
GADGET_TYPE_CLIENT
|
||||
GADGET_TYPE_VEHICLE // 载具
|
||||
)
|
||||
|
||||
type GadgetEntity struct {
|
||||
gadgetType int
|
||||
gadgetId uint32
|
||||
gadgetState uint32
|
||||
gadgetNormalEntity *GadgetNormalEntity
|
||||
gadgetClientEntity *GadgetClientEntity
|
||||
gadgetVehicleEntity *GadgetVehicleEntity
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetType() int {
|
||||
return g.gadgetType
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetId() uint32 {
|
||||
return g.gadgetId
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetState() uint32 {
|
||||
return g.gadgetState
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) SetGadgetState(state uint32) {
|
||||
g.gadgetState = state
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetNormalEntity() *GadgetNormalEntity {
|
||||
return g.gadgetNormalEntity
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetClientEntity() *GadgetClientEntity {
|
||||
return g.gadgetClientEntity
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetVehicleEntity() *GadgetVehicleEntity {
|
||||
return g.gadgetVehicleEntity
|
||||
}
|
||||
|
||||
type GadgetNormalEntity struct {
|
||||
isDrop bool
|
||||
itemId uint32
|
||||
count uint32
|
||||
}
|
||||
|
||||
func (g *GadgetNormalEntity) GetIsDrop() bool {
|
||||
return g.isDrop
|
||||
}
|
||||
|
||||
func (g *GadgetNormalEntity) GetItemId() uint32 {
|
||||
return g.itemId
|
||||
}
|
||||
|
||||
func (g *GadgetNormalEntity) GetCount() uint32 {
|
||||
return g.count
|
||||
}
|
||||
|
||||
type GadgetClientEntity struct {
|
||||
configId uint32
|
||||
campId uint32
|
||||
campType uint32
|
||||
ownerEntityId uint32
|
||||
targetEntityId uint32
|
||||
propOwnerEntityId uint32
|
||||
}
|
||||
|
||||
func (g *GadgetClientEntity) GetConfigId() uint32 {
|
||||
return g.configId
|
||||
}
|
||||
|
||||
func (g *GadgetClientEntity) GetCampId() uint32 {
|
||||
return g.campId
|
||||
}
|
||||
|
||||
func (g *GadgetClientEntity) GetCampType() uint32 {
|
||||
return g.campType
|
||||
}
|
||||
|
||||
func (g *GadgetClientEntity) GetOwnerEntityId() uint32 {
|
||||
return g.ownerEntityId
|
||||
}
|
||||
|
||||
func (g *GadgetClientEntity) GetTargetEntityId() uint32 {
|
||||
return g.targetEntityId
|
||||
}
|
||||
|
||||
func (g *GadgetClientEntity) GetPropOwnerEntityId() uint32 {
|
||||
return g.propOwnerEntityId
|
||||
}
|
||||
|
||||
type GadgetVehicleEntity struct {
|
||||
vehicleId uint32
|
||||
owner *model.Player
|
||||
maxStamina float32
|
||||
curStamina float32
|
||||
memberMap map[uint32]*model.Player // uint32 = pos
|
||||
}
|
||||
|
||||
func (g *GadgetVehicleEntity) GetVehicleId() uint32 {
|
||||
return g.vehicleId
|
||||
}
|
||||
|
||||
func (g *GadgetVehicleEntity) GetOwner() *model.Player {
|
||||
return g.owner
|
||||
}
|
||||
|
||||
func (g *GadgetVehicleEntity) GetMaxStamina() float32 {
|
||||
return g.maxStamina
|
||||
}
|
||||
|
||||
func (g *GadgetVehicleEntity) GetCurStamina() float32 {
|
||||
return g.curStamina
|
||||
}
|
||||
|
||||
func (g *GadgetVehicleEntity) SetCurStamina(curStamina float32) {
|
||||
g.curStamina = curStamina
|
||||
}
|
||||
|
||||
func (g *GadgetVehicleEntity) GetMemberMap() map[uint32]*model.Player {
|
||||
return g.memberMap
|
||||
}
|
||||
Reference in New Issue
Block a user