package game import ( "strconv" "hk4e/common/constant" "hk4e/gdconf" "hk4e/gs/model" "hk4e/pkg/logger" "hk4e/protocol/cmd" "hk4e/protocol/proto" pb "google.golang.org/protobuf/proto" ) // 大地图模块 大世界相关的所有逻辑 func (g *GameManager) SceneTransToPointReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.SceneTransToPointReq) dbWorld := player.GetDbWorld() dbScene := dbWorld.GetSceneById(req.SceneId) if dbScene == nil { g.SendError(cmd.SceneTransToPointRsp, player, &proto.SceneTransToPointRsp{}, proto.Retcode_RET_POINT_NOT_UNLOCKED) return } unlock := dbScene.CheckPointUnlock(req.PointId) if !unlock { g.SendError(cmd.SceneTransToPointRsp, player, &proto.SceneTransToPointRsp{}, proto.Retcode_RET_POINT_NOT_UNLOCKED) return } pointDataConfig := gdconf.GetScenePointBySceneIdAndPointId(int32(req.SceneId), int32(req.PointId)) if pointDataConfig == nil { g.SendError(cmd.SceneTransToPointRsp, player, &proto.SceneTransToPointRsp{}, proto.Retcode_RET_POINT_NOT_UNLOCKED) return } // 传送玩家 g.TeleportPlayer(player, uint16(proto.EnterReason_ENTER_REASON_TRANS_POINT), req.SceneId, &model.Vector{ X: pointDataConfig.TranPos.X, Y: pointDataConfig.TranPos.Y, Z: pointDataConfig.TranPos.Z, }, &model.Vector{ X: pointDataConfig.TranRot.X, Y: pointDataConfig.TranRot.Y, Z: pointDataConfig.TranRot.Z, }, 0) sceneTransToPointRsp := &proto.SceneTransToPointRsp{ PointId: req.PointId, SceneId: req.SceneId, } g.SendMsg(cmd.SceneTransToPointRsp, player.PlayerID, player.ClientSeq, sceneTransToPointRsp) } func (g *GameManager) UnlockTransPointReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.UnlockTransPointReq) dbWorld := player.GetDbWorld() dbScene := dbWorld.GetSceneById(req.SceneId) if dbScene == nil { g.SendError(cmd.UnlockTransPointRsp, player, &proto.UnlockTransPointRsp{}, proto.Retcode_RET_POINT_NOT_UNLOCKED) return } unlock := dbScene.CheckPointUnlock(req.PointId) if unlock { g.SendError(cmd.UnlockTransPointRsp, player, &proto.UnlockTransPointRsp{}, proto.Retcode_RET_POINT_ALREAY_UNLOCKED) return } dbScene.UnlockPoint(req.PointId) g.TriggerQuest(player, constant.QUEST_FINISH_COND_TYPE_UNLOCK_TRANS_POINT, int32(req.SceneId), int32(req.PointId)) g.SendMsg(cmd.ScenePointUnlockNotify, player.PlayerID, player.ClientSeq, &proto.ScenePointUnlockNotify{ SceneId: req.SceneId, PointList: []uint32{req.PointId}, UnhidePointList: nil, }) g.SendSucc(cmd.UnlockTransPointRsp, player, &proto.UnlockTransPointRsp{}) } func (g *GameManager) GetScenePointReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.GetScenePointReq) dbWorld := player.GetDbWorld() dbScene := dbWorld.GetSceneById(req.SceneId) if dbScene == nil { g.SendError(cmd.GetScenePointRsp, player, &proto.GetScenePointRsp{}) return } getScenePointRsp := &proto.GetScenePointRsp{ SceneId: req.SceneId, } areaIdMap := make(map[uint32]bool) for _, worldAreaData := range gdconf.GetWorldAreaDataMap() { if uint32(worldAreaData.SceneId) == req.SceneId { areaIdMap[uint32(worldAreaData.AreaId1)] = true } } areaList := make([]uint32, 0) for areaId := range areaIdMap { areaList = append(areaList, areaId) } getScenePointRsp.UnlockAreaList = areaList for _, pointId := range dbScene.GetUnlockPointList() { pointData := gdconf.GetScenePointBySceneIdAndPointId(int32(req.SceneId), int32(pointId)) if pointData.IsModelHidden { getScenePointRsp.HidePointList = append(getScenePointRsp.HidePointList, pointId) } getScenePointRsp.UnlockedPointList = append(getScenePointRsp.UnlockedPointList, pointId) } g.SendMsg(cmd.GetScenePointRsp, player.PlayerID, player.ClientSeq, getScenePointRsp) } func (g *GameManager) MarkMapReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.MarkMapReq) if req.Op == proto.MarkMapReq_ADD { logger.Debug("user mark type: %v", req.Mark.PointType) // 地图标点传送 if req.Mark.PointType == proto.MapMarkPointType_NPC { posYInt, err := strconv.ParseInt(req.Mark.Name, 10, 64) if err != nil { logger.Error("parse pos y error: %v", err) posYInt = 300 } // 传送玩家 g.TeleportPlayer(player, uint16(proto.EnterReason_ENTER_REASON_GM), req.Mark.SceneId, &model.Vector{ X: float64(req.Mark.Pos.X), Y: float64(posYInt), Z: float64(req.Mark.Pos.Z), }, new(model.Vector), 0) } } g.SendMsg(cmd.MarkMapRsp, player.PlayerID, player.ClientSeq, &proto.MarkMapRsp{}) } func (g *GameManager) GetSceneAreaReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.GetSceneAreaReq) getSceneAreaRsp := &proto.GetSceneAreaRsp{ SceneId: req.SceneId, } areaIdMap := make(map[uint32]bool) for _, worldAreaData := range gdconf.GetWorldAreaDataMap() { if uint32(worldAreaData.SceneId) == req.SceneId { areaIdMap[uint32(worldAreaData.AreaId1)] = true } } areaList := make([]uint32, 0) for areaId := range areaIdMap { areaList = append(areaList, areaId) } getSceneAreaRsp.AreaIdList = areaList if req.SceneId == 3 { getSceneAreaRsp.CityInfoList = []*proto.CityInfo{ {CityId: 1, Level: 10}, {CityId: 2, Level: 10}, {CityId: 3, Level: 10}, {CityId: 4, Level: 10}, {CityId: 99, Level: 1}, {CityId: 100, Level: 1}, {CityId: 101, Level: 1}, {CityId: 102, Level: 1}, } } g.SendMsg(cmd.GetSceneAreaRsp, player.PlayerID, player.ClientSeq, getSceneAreaRsp) } func (g *GameManager) EnterWorldAreaReq(player *model.Player, payloadMsg pb.Message) { logger.Debug("player enter world area, uid: %v", player.PlayerID) req := payloadMsg.(*proto.EnterWorldAreaReq) logger.Debug("EnterWorldAreaReq: %v", req) enterWorldAreaRsp := &proto.EnterWorldAreaRsp{ AreaType: req.AreaType, AreaId: req.AreaId, } g.SendMsg(cmd.EnterWorldAreaRsp, player.PlayerID, player.ClientSeq, enterWorldAreaRsp) } func (g *GameManager) ChangeGameTimeReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.ChangeGameTimeReq) gameTime := req.GameTime world := WORLD_MANAGER.GetWorldByID(player.WorldId) scene := world.GetSceneById(player.SceneId) if scene == nil { logger.Error("scene is nil, sceneId: %v", player.SceneId) return } scene.ChangeGameTime(gameTime) for _, scenePlayer := range scene.GetAllPlayer() { playerGameTimeNotify := &proto.PlayerGameTimeNotify{ GameTime: scene.GetGameTime(), Uid: scenePlayer.PlayerID, } g.SendMsg(cmd.PlayerGameTimeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, playerGameTimeNotify) } changeGameTimeRsp := &proto.ChangeGameTimeRsp{ CurGameTime: scene.GetGameTime(), } g.SendMsg(cmd.ChangeGameTimeRsp, player.PlayerID, player.ClientSeq, changeGameTimeRsp) } func (g *GameManager) NpcTalkReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.NpcTalkReq) rsp := &proto.NpcTalkRsp{ CurTalkId: req.TalkId, NpcEntityId: req.NpcEntityId, EntityId: req.EntityId, } g.SendMsg(cmd.NpcTalkRsp, player.PlayerID, player.ClientSeq, rsp) } func (g *GameManager) DungeonEntryInfoReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.DungeonEntryInfoReq) pointDataConfig := gdconf.GetScenePointBySceneIdAndPointId(int32(req.SceneId), int32(req.PointId)) if pointDataConfig == nil { g.SendError(cmd.DungeonEntryInfoRsp, player, &proto.DungeonEntryInfoRsp{}) return } rsp := &proto.DungeonEntryInfoRsp{ DungeonEntryList: make([]*proto.DungeonEntryInfo, 0), PointId: req.PointId, } for _, dungeonId := range pointDataConfig.DungeonIds { rsp.DungeonEntryList = append(rsp.DungeonEntryList, &proto.DungeonEntryInfo{ DungeonId: uint32(dungeonId), }) } g.SendMsg(cmd.DungeonEntryInfoRsp, player.PlayerID, player.ClientSeq, rsp) } func (g *GameManager) PlayerEnterDungeonReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.PlayerEnterDungeonReq) dungeonDataConfig := gdconf.GetDungeonDataById(int32(req.DungeonId)) if dungeonDataConfig == nil { logger.Error("get dungeon data config is nil, dungeonId: %v, uid: %v", req.DungeonId, player.PlayerID) return } sceneLuaConfig := gdconf.GetSceneLuaConfigById(dungeonDataConfig.SceneId) if sceneLuaConfig == nil { logger.Error("get scene lua config is nil, sceneId: %v, uid: %v", dungeonDataConfig.SceneId, player.PlayerID) return } g.TeleportPlayer(player, uint16(proto.EnterReason_ENTER_REASON_DUNGEON_ENTER), uint32(dungeonDataConfig.SceneId), &model.Vector{ X: float64(sceneLuaConfig.SceneConfig.BornPos.X), Y: float64(sceneLuaConfig.SceneConfig.BornPos.Y), Z: float64(sceneLuaConfig.SceneConfig.BornPos.Z), }, &model.Vector{ X: float64(sceneLuaConfig.SceneConfig.BornRot.X), Y: float64(sceneLuaConfig.SceneConfig.BornRot.Y), Z: float64(sceneLuaConfig.SceneConfig.BornRot.Z), }, req.DungeonId) rsp := &proto.PlayerEnterDungeonRsp{ DungeonId: req.DungeonId, PointId: req.PointId, } g.SendMsg(cmd.PlayerEnterDungeonRsp, player.PlayerID, player.ClientSeq, rsp) } func (g *GameManager) PlayerQuitDungeonReq(player *model.Player, payloadMsg pb.Message) { req := payloadMsg.(*proto.PlayerQuitDungeonReq) world := WORLD_MANAGER.GetWorldByID(player.WorldId) if world == nil { return } ctx := world.GetLastEnterSceneContextBySceneIdAndUid(3, player.PlayerID) if ctx == nil { return } g.TeleportPlayer(player, uint16(proto.EnterReason_ENTER_REASON_DUNGEON_QUIT), 3, &model.Vector{ X: ctx.OldPos.X, Y: ctx.OldPos.Y, Z: ctx.OldPos.Z, }, new(model.Vector), 0) rsp := &proto.PlayerQuitDungeonRsp{ PointId: req.PointId, } g.SendMsg(cmd.PlayerQuitDungeonRsp, player.PlayerID, player.ClientSeq, rsp) } // TeleportPlayer 传送玩家至地图上的某个位置 func (g *GameManager) TeleportPlayer(player *model.Player, enterReason uint16, sceneId uint32, pos, rot *model.Vector, dungeonId uint32) { // 传送玩家 newSceneId := sceneId oldSceneId := player.SceneId oldPos := &model.Vector{ X: player.Pos.X, Y: player.Pos.Y, Z: player.Pos.Z, } jumpScene := false if newSceneId != oldSceneId { jumpScene = true } player.SceneJump = jumpScene world := WORLD_MANAGER.GetWorldByID(player.WorldId) oldScene := world.GetSceneById(oldSceneId) if oldScene == nil { logger.Error("old scene is nil, sceneId: %v", oldSceneId) return } activeAvatarId := world.GetPlayerActiveAvatarId(player) g.RemoveSceneEntityNotifyBroadcast(oldScene, proto.VisionType_VISION_REMOVE, []uint32{world.GetPlayerWorldAvatarEntityId(player, activeAvatarId)}) if jumpScene { delTeamEntityNotify := g.PacketDelTeamEntityNotify(oldScene, player) g.SendMsg(cmd.DelTeamEntityNotify, player.PlayerID, player.ClientSeq, delTeamEntityNotify) oldScene.RemovePlayer(player) player.SceneId = newSceneId newScene := world.GetSceneById(newSceneId) if newScene == nil { logger.Error("new scene is nil, sceneId: %v", newSceneId) return } newScene.AddPlayer(player) } player.SceneLoadState = model.SceneNone player.Pos.X = pos.X player.Pos.Y = pos.Y player.Pos.Z = pos.Z player.Rot.X = rot.X player.Rot.Y = rot.Y player.Rot.Z = rot.Z var enterType proto.EnterType if jumpScene { logger.Debug("player jump scene, scene: %v, pos: %v", player.SceneId, player.Pos) enterType = proto.EnterType_ENTER_JUMP if enterReason == uint16(proto.EnterReason_ENTER_REASON_DUNGEON_ENTER) { logger.Debug("player tp to dungeon scene, sceneId: %v, pos: %v", player.SceneId, player.Pos) enterType = proto.EnterType_ENTER_DUNGEON } } else { logger.Debug("player goto scene, scene: %v, pos: %v", player.SceneId, player.Pos) enterType = proto.EnterType_ENTER_GOTO } playerEnterSceneNotify := g.PacketPlayerEnterSceneNotifyTp(player, enterType, uint32(enterReason), oldSceneId, oldPos, dungeonId) g.SendMsg(cmd.PlayerEnterSceneNotify, player.PlayerID, player.ClientSeq, playerEnterSceneNotify) }