Files
hk4e/gs/game/user_vehicle.go
2022-12-14 23:21:19 +08:00

171 lines
6.1 KiB
Go

package game
import (
pb "google.golang.org/protobuf/proto"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
)
// 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)
// TODO req.ScenePointId 验证浪船锚点是否已解锁
// 清除已创建的载具
for _, id := range scene.GetEntityIdList() {
entity := scene.GetEntity(id)
// 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 {
continue
}
// 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 != req.VehicleId {
continue
}
// 该载具是否为此玩家的
if entity.gadgetEntity.gadgetVehicleEntity.owner != player {
continue
}
// 现行角色Guid
avatar, ok := player.AvatarMap[player.TeamConfig.GetActiveAvatarId()]
if !ok {
logger.LOG.Error("avatar is nil, avatarId: %v", player.TeamConfig.GetActiveAvatarId())
g.CommonRetError(cmd.CreateVehicleRsp, player, &proto.CreateVehicleRsp{})
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, avatar.Guid)
}
// TODO 删除实体 需要杀死实体 暂时实体模块还没写这个
// scene.DestroyEntity(entity.id)
}
// 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.CreateVehicleRsp, player, &proto.CreateVehicleRsp{})
return
}
GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{entityId}, true, false)
createVehicleRsp := &proto.CreateVehicleRsp{
VehicleId: req.VehicleId,
EntityId: entityId,
}
g.SendMsg(cmd.CreateVehicleRsp, player.PlayerID, player.ClientSeq, createVehicleRsp)
}
// IsPlayerInVehicle 判断玩家是否在载具中
func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
for _, p := range gadgetVehicleEntity.memberMap {
if p == player {
return true
}
}
return false
}
// EnterVehicle 进入载具
func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
// 玩家是否已进入载具
if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
logger.LOG.Error("vehicle has equal player, uid: %v", player.PlayerID)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
return
}
// 找出载具空闲的位置
pos := uint32(0)
for entity.gadgetEntity.gadgetVehicleEntity.memberMap[pos] != nil {
pos++
}
// 载具成员记录玩家
entity.gadgetEntity.gadgetVehicleEntity.memberMap[pos] = player
vehicleInteractRsp := &proto.VehicleInteractRsp{
InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN,
Member: &proto.VehicleMember{
Uid: player.PlayerID,
AvatarGuid: avatarGuid,
Pos: pos, // 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.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, &proto.VehicleInteractRsp{Retcode: int32(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)
}
}
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)
// 获取载具实体
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
entity := world.GetSceneById(player.SceneId).GetEntity(req.EntityId)
if entity == nil {
logger.LOG.Error("vehicle entity is nil, entityId: %v", req.EntityId)
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
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.SendMsg(cmd.VehicleInteractRsp, player.PlayerID, player.ClientSeq, &proto.VehicleInteractRsp{Retcode: int32(proto.Retcode_RET_GADGET_NOT_VEHICLE)})
return
}
// 现行角色Guid
avatar, ok := player.AvatarMap[player.TeamConfig.GetActiveAvatarId()]
if !ok {
logger.LOG.Error("avatar is nil, avatarId: %v", player.TeamConfig.GetActiveAvatarId())
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
return
}
switch req.InteractType {
case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN:
// 进入载具
g.EnterVehicle(player, entity, avatar.Guid)
case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT:
// 离开载具
g.ExitVehicle(player, entity, avatar.Guid)
}
}