耐力模块消耗以及恢复

This commit is contained in:
UnKownOwO
2022-11-29 22:18:07 +08:00
parent 40e7dbcffd
commit f70a890338
3 changed files with 61 additions and 25 deletions

View File

@@ -7,7 +7,6 @@ type StaminaCost struct {
CLIMB_START int32
CLIMB_JUMP int32
DASH int32
FIGHT int32
FLY int32
SKIFF_DASH int32
SPRINT int32
@@ -16,12 +15,7 @@ type StaminaCost struct {
SWIMMING int32
TALENT_DASH int32
TALENT_DASH_START int32
POWERED_FLY int32
POWERED_SKIFF int32
RUN int32
SKIFF int32
STANDBY int32
WALK int32
RESTORE int32 // 回复体力
}
func InitStaminaCostConst() {
@@ -31,7 +25,6 @@ func InitStaminaCostConst() {
StaminaCostConst.CLIMB_START = -500
StaminaCostConst.CLIMB_JUMP = -2500
StaminaCostConst.DASH = -360
StaminaCostConst.FIGHT = 0
StaminaCostConst.FLY = -60
StaminaCostConst.SKIFF_DASH = -204
StaminaCostConst.SPRINT = -1800
@@ -40,10 +33,5 @@ func InitStaminaCostConst() {
StaminaCostConst.SWIMMING = -80
StaminaCostConst.TALENT_DASH = -300
StaminaCostConst.TALENT_DASH_START = -1000
StaminaCostConst.POWERED_FLY = 500
StaminaCostConst.POWERED_SKIFF = 500
StaminaCostConst.RUN = 500
StaminaCostConst.SKIFF = 500
StaminaCostConst.STANDBY = 500
StaminaCostConst.WALK = 500
StaminaCostConst.RESTORE = 500
}

View File

@@ -12,18 +12,35 @@ import (
func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
staminaInfo := player.StaminaInfo
// 记录玩家的此时状态
player.StaminaInfo.CurState = motionState
player.StaminaInfo.CurPos = &model.Vector{
staminaInfo.CurState = motionState
staminaInfo.CurPos = &model.Vector{
X: player.Pos.X,
Y: player.Pos.Y,
Z: player.Pos.Z,
}
// 未改变状态不消耗耐力
if motionState == staminaInfo.PrevState {
return
}
// 根据玩家的状态消耗耐力
switch motionState {
case proto.MotionState_MOTION_STATE_CLIMB:
// 攀爬
g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
case proto.MotionState_MOTION_STATE_DASH_BEFORE_SHAKE:
// 冲刺
g.UpdateStamina(player, constant.StaminaCostConst.SPRINT)
case proto.MotionState_MOTION_STATE_CLIMB_JUMP:
// 攀爬跳跃
g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
case proto.MotionState_MOTION_STATE_SWIM_DASH:
// 游泳冲刺开始
g.UpdateStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
}
}
@@ -41,6 +58,8 @@ func (g *GameManager) StaminaHandler(player *model.Player) {
if isMoving || curStamina < maxStamina {
var staminaConst int32
// 根据状态决定要修改的耐力
// TODO 角色天赋 食物 会影响耐力消耗
switch staminaInfo.CurState {
case proto.MotionState_MOTION_STATE_CLIMB:
// 攀爬
@@ -48,11 +67,31 @@ func (g *GameManager) StaminaHandler(player *model.Player) {
staminaConst = constant.StaminaCostConst.CLIMBING
}
case proto.MotionState_MOTION_STATE_DASH:
//
// 跑步加速
staminaConst = constant.StaminaCostConst.DASH
case proto.MotionState_MOTION_STATE_RUN:
// 跑步
staminaConst = constant.StaminaCostConst.RUN
case proto.MotionState_MOTION_STATE_FLY, proto.MotionState_MOTION_STATE_FLY_FAST, proto.MotionState_MOTION_STATE_FLY_SLOW:
// 飞行
staminaConst = constant.StaminaCostConst.FLY
case proto.MotionState_MOTION_STATE_SWIM_MOVE:
// 游泳移动
staminaConst = constant.StaminaCostConst.SWIMMING
case proto.MotionState_MOTION_STATE_SWIM_DASH:
// 游泳加速
staminaConst = constant.StaminaCostConst.SWIM_DASH
case proto.MotionState_MOTION_STATE_SKIFF_DASH:
// 载具加速移动
// TODO 玩家使用载具时需要用载具的协议发送prop
staminaConst = constant.StaminaCostConst.SKIFF_DASH
default:
// 回复体力
staminaConst = constant.StaminaCostConst.RESTORE
}
// 耐力延迟1s(5 ticks)恢复
if staminaConst > 0 && staminaInfo.RestoreDelay < 5 {
staminaInfo.RestoreDelay++
// 不恢复耐力
staminaConst = 0
}
// 更新玩家耐力
@@ -77,9 +116,17 @@ func (g *GameManager) GetPlayerIsMoving(staminaInfo *model.StaminaInfo) bool {
// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
// 耐力增加0是没有意义的
if staminaCost == 0 {
return
}
// 消耗耐力重新计算恢复需要延迟的tick
if staminaCost < 0 {
player.StaminaInfo.RestoreDelay = 0
}
// 玩家最大耐力值
maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
// 玩家现行耐力值
curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])

View File

@@ -5,8 +5,9 @@ import (
)
type StaminaInfo struct {
PrevState proto.MotionState
PrevPos *Vector
CurState proto.MotionState
CurPos *Vector
PrevState proto.MotionState
PrevPos *Vector
CurState proto.MotionState
CurPos *Vector
RestoreDelay uint8
}