mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:02:26 +08:00
282 lines
11 KiB
Go
282 lines
11 KiB
Go
package game
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import (
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"hk4e/common/constant"
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"hk4e/gdconf"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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pb "google.golang.org/protobuf/proto"
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)
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// SetEquipLockStateReq 设置装备上锁状态请求
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func (g *GameManager) SetEquipLockStateReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user set equip lock, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.SetEquipLockStateReq)
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// 获取目标装备
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equipGameObj, ok := player.GameObjectGuidMap[req.TargetEquipGuid]
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if !ok {
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logger.Error("equip error, equipGuid: %v", req.TargetEquipGuid)
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g.SendError(cmd.SetEquipLockStateRsp, player, &proto.SetEquipLockStateRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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switch equipGameObj.(type) {
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case *model.Weapon:
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weapon := equipGameObj.(*model.Weapon)
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weapon.Lock = req.IsLocked
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// 更新武器的物品数据
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g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
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case *model.Reliquary:
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reliquary := equipGameObj.(*model.Reliquary)
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reliquary.Lock = req.IsLocked
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// 更新圣遗物的物品数据
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g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByReliquary(reliquary))
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default:
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logger.Error("equip type error, equipGuid: %v", req.TargetEquipGuid)
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g.SendError(cmd.SetEquipLockStateRsp, player, &proto.SetEquipLockStateRsp{})
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return
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}
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setEquipLockStateRsp := &proto.SetEquipLockStateRsp{
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TargetEquipGuid: req.TargetEquipGuid,
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IsLocked: req.IsLocked,
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}
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g.SendMsg(cmd.SetEquipLockStateRsp, player.PlayerID, player.ClientSeq, setEquipLockStateRsp)
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}
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// TakeoffEquipReq 装备卸下请求
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func (g *GameManager) TakeoffEquipReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user take off equip, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.TakeoffEquipReq)
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// 获取目标角色
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avatar, ok := player.AvatarMap[player.GetAvatarIdByGuid(req.AvatarGuid)]
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if !ok {
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logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
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g.SendError(cmd.TakeoffEquipRsp, player, &proto.TakeoffEquipRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
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return
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}
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// 确保角色已装备指定位置的圣遗物
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reliquary, ok := avatar.EquipReliquaryMap[uint8(req.Slot)]
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if !ok {
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logger.Error("avatar not wear reliquary, slot: %v", req.Slot)
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g.SendError(cmd.TakeoffEquipRsp, player, &proto.TakeoffEquipRsp{})
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return
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}
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// 卸下圣遗物
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player.TakeOffReliquary(avatar.AvatarId, reliquary.ReliquaryId)
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// 更新玩家装备
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(avatar, reliquary)
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g.SendMsg(cmd.AvatarEquipChangeNotify, player.PlayerID, player.ClientSeq, avatarEquipChangeNotify)
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takeoffEquipRsp := &proto.TakeoffEquipRsp{
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AvatarGuid: req.AvatarGuid,
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Slot: req.Slot,
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}
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g.SendMsg(cmd.TakeoffEquipRsp, player.PlayerID, player.ClientSeq, takeoffEquipRsp)
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}
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// WearEquipReq 穿戴装备请求
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func (g *GameManager) WearEquipReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user wear equip, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.WearEquipReq)
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// 获取目标角色
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avatar, ok := player.AvatarMap[player.GetAvatarIdByGuid(req.AvatarGuid)]
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if !ok {
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logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
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g.SendError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
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return
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}
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// 获取目标装备
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equipGameObj, ok := player.GameObjectGuidMap[req.EquipGuid]
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if !ok {
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logger.Error("equip error, equipGuid: %v", req.EquipGuid)
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g.SendError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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switch equipGameObj.(type) {
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case *model.Weapon:
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weapon := equipGameObj.(*model.Weapon)
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g.WearUserAvatarWeapon(player.PlayerID, avatar.AvatarId, weapon.WeaponId)
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case *model.Reliquary:
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reliquary := equipGameObj.(*model.Reliquary)
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g.WearUserAvatarReliquary(player.PlayerID, avatar.AvatarId, reliquary.ReliquaryId)
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default:
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logger.Error("equip type error, equipGuid: %v", req.EquipGuid)
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g.SendError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{})
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return
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}
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wearEquipRsp := &proto.WearEquipRsp{
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AvatarGuid: req.AvatarGuid,
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EquipGuid: req.EquipGuid,
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}
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g.SendMsg(cmd.WearEquipRsp, player.PlayerID, player.ClientSeq, wearEquipRsp)
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}
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// WearUserAvatarReliquary 玩家角色装备圣遗物
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func (g *GameManager) WearUserAvatarReliquary(userId uint32, avatarId uint32, reliquaryId uint64) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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avatar := player.AvatarMap[avatarId]
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reliquary := player.ReliquaryMap[reliquaryId]
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// 获取圣遗物配置表
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reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
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if reliquaryConfig == nil {
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logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
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return
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}
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// 角色已装备的圣遗物
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avatarCurReliquary := avatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)]
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if reliquary.AvatarId != 0 {
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// 圣遗物在别的角色身上
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weakAvatarId := reliquary.AvatarId
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weakReliquaryId := reliquaryId
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strongAvatarId := avatarId
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strongReliquaryId := avatarCurReliquary.ReliquaryId
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player.TakeOffReliquary(weakAvatarId, weakReliquaryId)
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player.TakeOffReliquary(strongAvatarId, strongReliquaryId)
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player.WearReliquary(weakAvatarId, strongReliquaryId)
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player.WearReliquary(strongAvatarId, weakReliquaryId)
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weakAvatar := player.AvatarMap[weakAvatarId]
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weakReliquary := weakAvatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)]
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(weakAvatar, weakReliquary)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else if avatarCurReliquary != nil {
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// 角色当前有圣遗物
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player.TakeOffReliquary(avatarId, avatarCurReliquary.ReliquaryId)
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player.WearReliquary(avatarId, reliquaryId)
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}
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(avatar, reliquary)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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// WearUserAvatarWeapon 玩家角色装备武器
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func (g *GameManager) WearUserAvatarWeapon(userId uint32, avatarId uint32, weaponId uint64) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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avatar := player.AvatarMap[avatarId]
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weapon := player.WeaponMap[weaponId]
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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if weapon.AvatarId != 0 {
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// 武器在别的角色身上
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weakAvatarId := weapon.AvatarId
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weakWeaponId := weaponId
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strongAvatarId := avatarId
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strongWeaponId := avatar.EquipWeapon.WeaponId
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player.TakeOffWeapon(weakAvatarId, weakWeaponId)
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player.TakeOffWeapon(strongAvatarId, strongWeaponId)
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player.WearWeapon(weakAvatarId, strongWeaponId)
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player.WearWeapon(strongAvatarId, weakWeaponId)
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weakAvatar := player.AvatarMap[weakAvatarId]
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weakWeapon := weakAvatar.EquipWeapon
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weakWorldAvatar := world.GetPlayerWorldAvatar(player, weakAvatarId)
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if weakWorldAvatar != nil {
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weakWorldAvatar.SetWeaponEntityId(scene.CreateEntityWeapon())
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(weakAvatar, weakWeapon, weakWorldAvatar.GetWeaponEntityId())
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else {
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(weakAvatar, weakWeapon, 0)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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} else if avatar.EquipWeapon != nil {
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// 角色当前有武器
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player.TakeOffWeapon(avatarId, avatar.EquipWeapon.WeaponId)
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player.WearWeapon(avatarId, weaponId)
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} else {
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// 是新角色还没有武器
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player.WearWeapon(avatarId, weaponId)
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}
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worldAvatar := world.GetPlayerWorldAvatar(player, avatarId)
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if worldAvatar != nil {
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worldAvatar.SetWeaponEntityId(scene.CreateEntityWeapon())
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(avatar, weapon, worldAvatar.GetWeaponEntityId())
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else {
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(avatar, weapon, 0)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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}
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func (g *GameManager) PacketAvatarEquipChangeNotifyByReliquary(avatar *model.Avatar, reliquary *model.Reliquary) *proto.AvatarEquipChangeNotify {
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reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
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if reliquaryConfig == nil {
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logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
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return new(proto.AvatarEquipChangeNotify)
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}
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avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
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AvatarGuid: avatar.Guid,
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ItemId: reliquary.ItemId,
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EquipGuid: reliquary.Guid,
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EquipType: uint32(reliquaryConfig.ReliquaryType),
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Reliquary: &proto.SceneReliquaryInfo{
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ItemId: reliquary.ItemId,
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Guid: reliquary.Guid,
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Level: uint32(reliquary.Level),
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PromoteLevel: uint32(reliquary.Promote),
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},
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}
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return avatarEquipChangeNotify
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}
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func (g *GameManager) PacketAvatarEquipChangeNotifyByWeapon(avatar *model.Avatar, weapon *model.Weapon, entityId uint32) *proto.AvatarEquipChangeNotify {
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weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
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if weaponConfig == nil {
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logger.Error("weapon config error, itemId: %v", weapon.ItemId)
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return new(proto.AvatarEquipChangeNotify)
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}
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affixMap := make(map[uint32]uint32)
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for _, affixId := range weapon.AffixIdList {
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affixMap[affixId] = uint32(weapon.Refinement)
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}
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avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
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AvatarGuid: avatar.Guid,
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ItemId: weapon.ItemId,
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EquipGuid: weapon.Guid,
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EquipType: uint32(constant.EQUIP_TYPE_WEAPON),
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Weapon: &proto.SceneWeaponInfo{
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EntityId: entityId,
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GadgetId: uint32(weaponConfig.GadgetId),
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ItemId: weapon.ItemId,
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Guid: weapon.Guid,
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Level: uint32(weapon.Level),
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PromoteLevel: uint32(weapon.Promote),
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AbilityInfo: new(proto.AbilitySyncStateInfo),
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AffixMap: affixMap,
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},
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}
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return avatarEquipChangeNotify
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}
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func (g *GameManager) PacketAvatarEquipTakeOffNotify(avatar *model.Avatar, weapon *model.Weapon) *proto.AvatarEquipChangeNotify {
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avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
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AvatarGuid: avatar.Guid,
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}
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itemDataConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
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if itemDataConfig != nil {
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avatarEquipChangeNotify.EquipType = uint32(itemDataConfig.Type)
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}
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return avatarEquipChangeNotify
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}
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