package game import ( pb "google.golang.org/protobuf/proto" "hk4e/gs/model" "hk4e/pkg/logger" "hk4e/protocol/cmd" "hk4e/protocol/proto" "time" ) // CreateVehicleReq 创建载具 func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.CreateVehicleReq) world := WORLD_MANAGER.GetWorldByID(player.WorldId) scene := world.GetSceneById(player.SceneId) // 创建载具冷却时间 createVehicleCd := int64(5000) // TODO 冷却时间读取配置表 if time.Now().UnixMilli()-player.VehicleInfo.LastCreateTime < createVehicleCd { g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_CREATE_VEHICLE_IN_CD) return } // TODO req.ScenePointId 验证浪船锚点是否已解锁 Retcode_RET_VEHICLE_POINT_NOT_UNLOCK // TODO 验证将要创建的载具位置是否有效 Retcode_RET_CREATE_VEHICLE_POS_INVALID // 清除已创建的载具 if player.VehicleInfo.LastCreateEntityId != 0 { g.DestroyVehicleEntity(player, scene, req.VehicleId, player.VehicleInfo.LastCreateEntityId) } // 创建载具实体 pos := &model.Vector{X: float64(req.Pos.X), Y: float64(req.Pos.Y), Z: float64(req.Pos.Z)} rot := &model.Vector{X: float64(req.Rot.X), Y: float64(req.Rot.Y), Z: float64(req.Rot.Z)} entityId := scene.CreateEntityGadgetVehicle(player.PlayerID, pos, rot, req.VehicleId) if entityId == 0 { logger.LOG.Error("vehicle entityId is 0, uid: %v", player.PlayerID) g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}) return } GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{entityId}, true, false) // 记录创建的载具信息 player.VehicleInfo.LastCreateEntityId = entityId player.VehicleInfo.LastCreateTime = time.Now().UnixMilli() // PacketCreateVehicleRsp createVehicleRsp := &proto.CreateVehicleRsp{ VehicleId: req.VehicleId, EntityId: entityId, } g.SendMsg(cmd.CreateVehicleRsp, player.PlayerID, player.ClientSeq, createVehicleRsp) } // GetSceneVehicleEntity 获取场景内的载具实体 func (g *GameManager) GetSceneVehicleEntity(scene *Scene, entityId uint32) *Entity { entity := scene.GetEntity(entityId) if entity == nil { return nil } // 确保实体类型是否为载具 if entity.entityType == uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET) && entity.gadgetEntity.gadgetType == GADGET_TYPE_VEHICLE { return entity } return nil } // IsPlayerInVehicle 判断玩家是否在载具中 func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool { if gadgetVehicleEntity == nil { return false } for _, p := range gadgetVehicleEntity.memberMap { if p == player { return true } } return false } // DestroyVehicleEntity 删除载具实体 func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) { entity := g.GetSceneVehicleEntity(scene, entityId) if entity == nil { return } // 目前原神仅有一种载具 多载具时可能跟载具耐力回复冲突 到时候再改 // 确保载具Id为将要创建的 (每种载具允许存在1个) //if entity.gadgetEntity.gadgetVehicleEntity.vehicleId != vehicleId { // return //} // 该载具是否为此玩家的 if entity.gadgetEntity.gadgetVehicleEntity.owner != player { return } // 确保玩家正在载具中 if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) { // 离开载具 g.ExitVehicle(player, entity, player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Guid) } // 删除已创建的载具 scene.DestroyEntity(entity.id) g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_MISS, []uint32{entity.id}) } // EnterVehicle 进入载具 func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) { maxSlot := 1 // TODO 读取配置表 // 判断载具是否已满 if len(entity.gadgetEntity.gadgetVehicleEntity.memberMap) >= maxSlot { g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_VEHICLE_SLOT_OCCUPIED) return } // 找出载具空闲的位置 var freePos uint32 for i := uint32(0); i < uint32(maxSlot); i++ { p := entity.gadgetEntity.gadgetVehicleEntity.memberMap[i] // 玩家如果已进入载具重复记录不进行报错 if p == player || p == nil { // 载具成员记录玩家 entity.gadgetEntity.gadgetVehicleEntity.memberMap[i] = player freePos = i } } // 记录玩家所在的载具信息 player.VehicleInfo.InVehicleEntityId = entity.id // PacketVehicleInteractRsp vehicleInteractRsp := &proto.VehicleInteractRsp{ InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN, Member: &proto.VehicleMember{ Uid: player.PlayerID, AvatarGuid: avatarGuid, Pos: freePos, // 应该是多人坐船时的位置? }, EntityId: entity.id, } g.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, vehicleInteractRsp) } // ExitVehicle 离开载具 func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGuid uint64) { // 玩家是否进入载具 if !g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) { logger.LOG.Error("vehicle not has player, uid: %v", player.PlayerID) g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_NOT_IN_VEHICLE) return } // 载具成员删除玩家 var memberPos uint32 for pos, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap { if p == player { memberPos = pos delete(entity.gadgetEntity.gadgetVehicleEntity.memberMap, pos) } } // 清除记录的所在载具信息 player.VehicleInfo.InVehicleEntityId = 0 // PacketVehicleInteractRsp vehicleInteractRsp := &proto.VehicleInteractRsp{ InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT, Member: &proto.VehicleMember{ Uid: player.PlayerID, AvatarGuid: avatarGuid, Pos: memberPos, // 应该是多人坐船时的位置? }, EntityId: entity.id, } g.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, vehicleInteractRsp) } // VehicleInteractReq 载具交互 func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.VehicleInteractReq) world := WORLD_MANAGER.GetWorldByID(player.WorldId) scene := world.GetSceneById(player.SceneId) // 获取载具实体 entity := g.GetSceneVehicleEntity(scene, req.EntityId) if entity == nil { logger.LOG.Error("vehicle entity is nil, entityId: %v", req.EntityId) g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_ENTITY_NOT_EXIST) return } // 判断实体类型是否为载具 if entity.entityType != uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET) || entity.gadgetEntity.gadgetType != GADGET_TYPE_VEHICLE { logger.LOG.Error("vehicle entity error, entityType: %v", entity.entityType) g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{}, proto.Retcode_RET_GADGET_NOT_VEHICLE) return } avatarGuid := player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Guid switch req.InteractType { case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN: // 进入载具 g.EnterVehicle(player, entity, avatarGuid) case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT: // 离开载具 g.ExitVehicle(player, entity, avatarGuid) } }