mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:02:26 +08:00
209 lines
7.2 KiB
Go
209 lines
7.2 KiB
Go
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
|
|
}
|
|
// 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)
|
|
}
|
|
}
|