mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
完善多人世界队伍
This commit is contained in:
@@ -43,7 +43,7 @@ func (w *WorldManager) GetWorldMap() map[uint32]*World {
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return w.worldMap
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}
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func (w *WorldManager) CreateWorld(owner *model.Player, multiplayer bool) *World {
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func (w *WorldManager) CreateWorld(owner *model.Player) *World {
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worldId := uint32(w.snowflake.GenId())
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world := &World{
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id: worldId,
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@@ -52,7 +52,7 @@ func (w *WorldManager) CreateWorld(owner *model.Player, multiplayer bool) *World
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sceneMap: make(map[uint32]*Scene),
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entityIdCounter: 0,
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worldLevel: 0,
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multiplayer: multiplayer,
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multiplayer: false,
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mpLevelEntityId: 0,
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chatMsgList: make([]*proto.ChatInfo, 0),
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// aoi划分
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@@ -88,38 +88,22 @@ func (w *WorldManager) DestroyWorld(worldId uint32) {
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delete(w.worldMap, worldId)
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}
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// GetBigWorld 获取本服务器的AI世界
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func (w *WorldManager) GetBigWorld() *World {
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return w.bigWorld
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}
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// InitBigWorld 初始化大世界
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// InitBigWorld 初始化AI世界
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func (w *WorldManager) InitBigWorld(owner *model.Player) {
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w.bigWorld = w.GetWorldByID(owner.WorldId)
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w.bigWorld.ChangeToMultiplayer()
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}
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// WorldTeamAvatar 通用世界队伍角色项
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type WorldTeamAvatar struct {
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uid uint32
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avatarId uint32
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func (w *World) IsBigWorld() bool {
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return w.owner.PlayerID == 1
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}
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type MultiplayerTeam struct {
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// key:uid value:玩家的本地队伍
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localTeamMap map[uint32][]*WorldTeamAvatar
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// key:uid value:玩家当前角色索引
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localAvatarIndexMap map[uint32]int
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// 最终的世界队伍
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worldTeam []*WorldTeamAvatar
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}
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func CreateMultiplayerTeam() (r *MultiplayerTeam) {
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r = new(MultiplayerTeam)
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r.localTeamMap = make(map[uint32][]*WorldTeamAvatar)
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r.localAvatarIndexMap = make(map[uint32]int)
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r.worldTeam = make([]*WorldTeamAvatar, 0)
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return r
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}
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// 世界数据结构
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type World struct {
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id uint32
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@@ -144,6 +128,7 @@ func (w *World) GetNextWorldEntityId(entityType uint16) uint32 {
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return ret
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}
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// GetPlayerPeerId 获取当前玩家世界内编号
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func (w *World) GetPlayerPeerId(player *model.Player) uint32 {
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for peerId, worldPlayer := range w.peerMap {
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if worldPlayer.PlayerID == player.PlayerID {
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@@ -153,10 +138,12 @@ func (w *World) GetPlayerPeerId(player *model.Player) uint32 {
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return 0
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}
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// GetNextPeerId 获取下一个世界内玩家编号
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func (w *World) GetNextPeerId() uint32 {
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return uint32(len(w.playerMap) + 1)
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}
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// GetWorldPlayerNum 获取世界中玩家的数量
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func (w *World) GetWorldPlayerNum() int {
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return len(w.playerMap)
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}
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@@ -166,7 +153,14 @@ func (w *World) AddPlayer(player *model.Player, sceneId uint32) {
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w.playerMap[player.PlayerID] = player
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// 将玩家自身当前的队伍角色信息复制到世界的玩家本地队伍
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team := player.TeamConfig.GetActiveTeam()
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w.SetPlayerLocalTeam(player, team.AvatarIdList)
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if player.PlayerID == w.owner.PlayerID {
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w.SetPlayerLocalTeam(player, team.AvatarIdList)
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w.SetPlayerLocalAvatarIndex(player, int(player.TeamConfig.CurrAvatarIndex))
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} else {
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// 非房主最多复制前两个角色
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w.SetPlayerLocalTeam(player, team.AvatarIdList[0:2])
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w.SetPlayerLocalAvatarIndex(player, 0)
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}
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w.UpdateMultiplayerTeam()
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scene := w.GetSceneById(sceneId)
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scene.AddPlayer(player)
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@@ -183,17 +177,44 @@ func (w *World) RemovePlayer(player *model.Player) {
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w.UpdateMultiplayerTeam()
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}
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// WorldAvatar 通用世界角色
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type WorldAvatar struct {
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uid uint32
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avatarId uint32
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}
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type MultiplayerTeam struct {
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// key:uid value:玩家的本地队伍
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localTeamMap map[uint32][]*WorldAvatar
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// key:uid value:玩家当前角色索引
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localAvatarIndexMap map[uint32]int
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// 最终的世界队伍
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worldTeam []*WorldAvatar
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}
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func CreateMultiplayerTeam() (r *MultiplayerTeam) {
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r = new(MultiplayerTeam)
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r.localTeamMap = make(map[uint32][]*WorldAvatar)
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r.localAvatarIndexMap = make(map[uint32]int)
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r.worldTeam = make([]*WorldAvatar, 0)
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return r
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}
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func (w *World) GetPlayerLocalTeam(player *model.Player) []*WorldAvatar {
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return w.multiplayerTeam.localTeamMap[player.PlayerID]
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}
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func (w *World) SetPlayerLocalTeam(player *model.Player, avatarIdList []uint32) {
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localTeam := make([]*WorldTeamAvatar, 4)
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localTeam := make([]*WorldAvatar, 4)
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for index := 0; index < 4; index++ {
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if index > len(avatarIdList)-1 {
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localTeam[index] = &WorldTeamAvatar{
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localTeam[index] = &WorldAvatar{
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uid: 0,
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avatarId: 0,
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}
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} else {
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avatarId := avatarIdList[index]
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localTeam[index] = &WorldTeamAvatar{
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localTeam[index] = &WorldAvatar{
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uid: player.PlayerID,
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avatarId: avatarId,
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}
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@@ -202,12 +223,16 @@ func (w *World) SetPlayerLocalTeam(player *model.Player, avatarIdList []uint32)
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w.multiplayerTeam.localTeamMap[player.PlayerID] = localTeam
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}
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func (w *World) ClearPlayerLocalTeam(player *model.Player) {
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w.multiplayerTeam.localTeamMap[player.PlayerID] = make([]*WorldAvatar, 4)
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}
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func (w *World) GetPlayerLocalAvatarIndex(player *model.Player) int {
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return w.multiplayerTeam.localAvatarIndexMap[player.PlayerID]
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}
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func (w *World) SetPlayerLocalAvatarIndex(player *model.Player, index int) {
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if index > len(w.multiplayerTeam.localTeamMap[player.PlayerID])-1 {
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if index > len(w.GetPlayerLocalTeam(player))-1 {
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return
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}
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w.multiplayerTeam.localAvatarIndexMap[player.PlayerID] = index
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@@ -215,16 +240,39 @@ func (w *World) SetPlayerLocalAvatarIndex(player *model.Player, index int) {
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func (w *World) GetPlayerActiveAvatarId(player *model.Player) uint32 {
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avatarIndex := w.GetPlayerLocalAvatarIndex(player)
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localTeam := w.multiplayerTeam.localTeamMap[player.PlayerID]
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localTeam := w.GetPlayerLocalTeam(player)
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worldTeamAvatar := localTeam[avatarIndex]
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return worldTeamAvatar.avatarId
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}
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func (w *World) GetPlayerAvatarIdList(player *model.Player) []uint32 {
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localTeam := w.GetPlayerLocalTeam(player)
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avatarIdList := make([]uint32, 0)
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for _, worldAvatar := range localTeam {
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if worldAvatar.avatarId == 0 {
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continue
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}
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avatarIdList = append(avatarIdList, worldAvatar.avatarId)
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}
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return avatarIdList
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}
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func (w *World) GetWorldTeamAvatarList() []*WorldAvatar {
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worldAvatarList := make([]*WorldAvatar, 0)
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for _, worldAvatar := range w.multiplayerTeam.worldTeam {
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if worldAvatar.avatarId == 0 {
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continue
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}
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worldAvatarList = append(worldAvatarList, worldAvatar)
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}
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return worldAvatarList
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}
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func (w *World) copyLocalTeamToWorld(start int, end int, peerId uint32) {
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localTeamIndex := 0
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for index := start; index <= end; index++ {
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player := w.peerMap[peerId]
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localTeam := w.multiplayerTeam.localTeamMap[player.PlayerID]
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localTeam := w.GetPlayerLocalTeam(player)
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w.multiplayerTeam.worldTeam[index] = localTeam[localTeamIndex]
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localTeamIndex++
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}
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@@ -232,7 +280,7 @@ func (w *World) copyLocalTeamToWorld(start int, end int, peerId uint32) {
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// UpdateMultiplayerTeam 整合所有玩家的本地队伍计算出世界队伍
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func (w *World) UpdateMultiplayerTeam() {
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w.multiplayerTeam.worldTeam = make([]*WorldTeamAvatar, 4)
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w.multiplayerTeam.worldTeam = make([]*WorldAvatar, 4)
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switch w.GetWorldPlayerNum() {
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case 1:
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// 1P*4
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@@ -257,6 +305,35 @@ func (w *World) UpdateMultiplayerTeam() {
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}
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}
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// 世界聊天
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func (w *World) AddChat(chatInfo *proto.ChatInfo) {
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w.chatMsgList = append(w.chatMsgList, chatInfo)
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}
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func (w *World) GetChatList() []*proto.ChatInfo {
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return w.chatMsgList
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}
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// ChangeToMultiplayer 转换为多人世界
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func (w *World) ChangeToMultiplayer() {
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w.multiplayer = true
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}
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// IsPlayerFirstEnter 获取玩家是否首次加入本世界
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func (w *World) IsPlayerFirstEnter(player *model.Player) bool {
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_, exist := w.playerFirstEnterMap[player.PlayerID]
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if !exist {
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return true
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} else {
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return false
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}
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}
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func (w *World) PlayerEnter(player *model.Player) {
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w.playerFirstEnterMap[player.PlayerID] = time.Now().UnixMilli()
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}
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func (w *World) CreateScene(sceneId uint32) *Scene {
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scene := &Scene{
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id: sceneId,
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@@ -281,34 +358,7 @@ func (w *World) GetSceneById(sceneId uint32) *Scene {
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return scene
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}
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func (w *World) AddChat(chatInfo *proto.ChatInfo) {
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w.chatMsgList = append(w.chatMsgList, chatInfo)
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}
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func (w *World) GetChatList() []*proto.ChatInfo {
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return w.chatMsgList
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}
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func (w *World) IsBigWorld() bool {
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return w.owner.PlayerID == 1
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}
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func (w *World) ChangeToMultiplayer() {
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w.multiplayer = true
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}
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func (w *World) IsPlayerFirstEnter(player *model.Player) bool {
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_, exist := w.playerFirstEnterMap[player.PlayerID]
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if !exist {
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return true
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} else {
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return false
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}
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}
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func (w *World) PlayerEnter(player *model.Player) {
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w.playerFirstEnterMap[player.PlayerID] = time.Now().UnixMilli()
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}
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// 场景数据结构
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type Scene struct {
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id uint32
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@@ -334,6 +384,8 @@ type GadgetEntity struct {
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gatherId uint32
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}
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// 场景实体数据结构
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type Entity struct {
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id uint32
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scene *Scene
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@@ -388,34 +440,9 @@ func (s *Scene) CreatePlayerTeamEntity(player *model.Player) {
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}
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func (s *Scene) UpdatePlayerTeamEntity(player *model.Player) {
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if s.world.multiplayer {
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s.UpdatePlayerTeamEntityMp(player)
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return
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}
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team := player.TeamConfig.GetActiveTeam()
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playerTeamEntity := s.playerTeamEntityMap[player.PlayerID]
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for _, avatarId := range team.AvatarIdList {
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if avatarId == 0 {
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break
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}
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avatar := player.AvatarMap[avatarId]
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avatarEntityId, exist := playerTeamEntity.avatarEntityMap[avatarId]
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if exist {
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s.DestroyEntity(avatarEntityId)
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}
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playerTeamEntity.avatarEntityMap[avatarId] = s.CreateEntityAvatar(player, avatarId)
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weaponEntityId, exist := playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId]
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if exist {
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s.DestroyEntity(weaponEntityId)
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}
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playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId] = s.CreateEntityWeapon()
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}
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}
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func (s *Scene) UpdatePlayerTeamEntityMp(player *model.Player) {
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playerTeamEntity := s.playerTeamEntityMap[player.PlayerID]
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for _, worldTeamAvatar := range s.world.multiplayerTeam.worldTeam {
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if worldTeamAvatar.uid != player.PlayerID || worldTeamAvatar.avatarId == 0 {
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for _, worldTeamAvatar := range s.world.GetWorldTeamAvatarList() {
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if worldTeamAvatar.uid != player.PlayerID {
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continue
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}
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avatar := player.AvatarMap[worldTeamAvatar.avatarId]
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@@ -469,7 +496,7 @@ func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32
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},
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}
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s.entityMap[entity.id] = entity
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if avatarId == player.TeamConfig.GetActiveAvatarId() {
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if avatarId == s.world.GetPlayerActiveAvatarId(player) {
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s.world.aoiManager.AddEntityIdToGridByPos(entity.id, float32(entity.pos.X), float32(entity.pos.Y), float32(entity.pos.Z))
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}
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return entity.id
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