Files
hk4e/gs/game/player_equip.go
2023-03-02 19:32:29 +08:00

331 lines
12 KiB
Go

package game
import (
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// SetEquipLockStateReq 设置装备上锁状态请求
func (g *GameManager) SetEquipLockStateReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user set equip lock, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.SetEquipLockStateReq)
// 获取目标装备
equipGameObj, ok := player.GameObjectGuidMap[req.TargetEquipGuid]
if !ok {
logger.Error("equip error, equipGuid: %v", req.TargetEquipGuid)
g.SendError(cmd.SetEquipLockStateRsp, player, &proto.SetEquipLockStateRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
switch equipGameObj.(type) {
case *model.Weapon:
weapon := equipGameObj.(*model.Weapon)
weapon.Lock = req.IsLocked
// 更新武器的物品数据
g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
case *model.Reliquary:
reliquary := equipGameObj.(*model.Reliquary)
reliquary.Lock = req.IsLocked
// 更新圣遗物的物品数据
g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByReliquary(reliquary))
default:
logger.Error("equip type error, equipGuid: %v", req.TargetEquipGuid)
g.SendError(cmd.SetEquipLockStateRsp, player, &proto.SetEquipLockStateRsp{})
return
}
setEquipLockStateRsp := &proto.SetEquipLockStateRsp{
TargetEquipGuid: req.TargetEquipGuid,
IsLocked: req.IsLocked,
}
g.SendMsg(cmd.SetEquipLockStateRsp, player.PlayerID, player.ClientSeq, setEquipLockStateRsp)
}
// TakeoffEquipReq 装备卸下请求
func (g *GameManager) TakeoffEquipReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user take off equip, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.TakeoffEquipReq)
// 获取目标角色
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.TakeoffEquipRsp, player, &proto.TakeoffEquipRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 确保角色已装备指定位置的圣遗物
reliquary, ok := avatar.EquipReliquaryMap[uint8(req.Slot)]
if !ok {
logger.Error("avatar not wear reliquary, slot: %v", req.Slot)
g.SendError(cmd.TakeoffEquipRsp, player, &proto.TakeoffEquipRsp{})
return
}
// 卸下圣遗物
dbAvatar := player.GetDbAvatar()
dbAvatar.TakeOffReliquary(avatar.AvatarId, reliquary)
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
// 更新玩家装备
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(avatar, uint8(req.Slot))
g.SendMsg(cmd.AvatarEquipChangeNotify, player.PlayerID, player.ClientSeq, avatarEquipChangeNotify)
takeoffEquipRsp := &proto.TakeoffEquipRsp{
AvatarGuid: req.AvatarGuid,
Slot: req.Slot,
}
g.SendMsg(cmd.TakeoffEquipRsp, player.PlayerID, player.ClientSeq, takeoffEquipRsp)
}
// WearEquipReq 穿戴装备请求
func (g *GameManager) WearEquipReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user wear equip, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.WearEquipReq)
// 获取目标角色
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 获取角色配置表
avatarConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
return
}
// 获取目标装备
equipGameObj, ok := player.GameObjectGuidMap[req.EquipGuid]
if !ok {
logger.Error("equip error, equipGuid: %v", req.EquipGuid)
g.SendError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
switch equipGameObj.(type) {
case *model.Weapon:
weapon := equipGameObj.(*model.Weapon)
// 获取武器配置表
weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if weaponConfig == nil {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
return
}
// 校验装备的武器类型是否匹配
if weaponConfig.EquipType != avatarConfig.WeaponType {
logger.Error("weapon type error, weaponType: %v", weaponConfig.EquipType)
g.SendError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{})
return
}
g.WearUserAvatarWeapon(player.PlayerID, avatar.AvatarId, weapon.WeaponId)
case *model.Reliquary:
reliquary := equipGameObj.(*model.Reliquary)
g.WearUserAvatarReliquary(player.PlayerID, avatar.AvatarId, reliquary.ReliquaryId)
default:
logger.Error("equip type error, equipGuid: %v", req.EquipGuid)
g.SendError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{})
return
}
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
wearEquipRsp := &proto.WearEquipRsp{
AvatarGuid: req.AvatarGuid,
EquipGuid: req.EquipGuid,
}
g.SendMsg(cmd.WearEquipRsp, player.PlayerID, player.ClientSeq, wearEquipRsp)
}
// WearUserAvatarReliquary 玩家角色装备圣遗物
func (g *GameManager) WearUserAvatarReliquary(userId uint32, avatarId uint32, reliquaryId uint64) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[avatarId]
if !ok {
logger.Error("avatar error, avatarId: %v", avatarId)
return
}
dbReliquary := player.GetDbReliquary()
reliquary, ok := dbReliquary.ReliquaryMap[reliquaryId]
if !ok {
logger.Error("reliquary error, reliquaryId: %v", reliquaryId)
return
}
// 获取圣遗物配置表
reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
if reliquaryConfig == nil {
logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
return
}
// 角色已装备的圣遗物
avatarCurReliquary := avatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)]
if reliquary.AvatarId != 0 {
// 圣遗物在别的角色身上
targetReliquaryAvatar, ok := dbAvatar.AvatarMap[reliquary.AvatarId]
if !ok {
logger.Error("avatar error, avatarId: %v", reliquary.AvatarId)
return
}
// 确保目前角色已装备圣遗物
if avatarCurReliquary != nil {
// 卸下角色已装备的圣遗物
dbAvatar.TakeOffReliquary(avatarId, avatarCurReliquary)
// 将目标圣遗物的角色装备当前角色曾装备的圣遗物
dbAvatar.WearReliquary(targetReliquaryAvatar.AvatarId, avatarCurReliquary)
}
// 将目标圣遗物的角色卸下圣遗物
dbAvatar.TakeOffReliquary(targetReliquaryAvatar.AvatarId, reliquary)
// 更新目标圣遗物角色的装备
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(targetReliquaryAvatar, uint8(reliquaryConfig.ReliquaryType))
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
} else if avatarCurReliquary != nil {
// 角色当前有圣遗物则卸下
dbAvatar.TakeOffReliquary(avatarId, avatarCurReliquary)
}
// 角色装备圣遗物
dbAvatar.WearReliquary(avatarId, reliquary)
// 更新角色装备
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(avatar, uint8(reliquaryConfig.ReliquaryType))
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
}
// WearUserAvatarWeapon 玩家角色装备武器
func (g *GameManager) WearUserAvatarWeapon(userId uint32, avatarId uint32, weaponId uint64) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[avatarId]
if !ok {
logger.Error("avatar error, avatarId: %v", avatarId)
return
}
dbWeapon := player.GetDbWeapon()
weapon, ok := dbWeapon.WeaponMap[weaponId]
if !ok {
logger.Error("weapon error, weaponId: %v", weaponId)
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
logger.Error("world is nil, worldId: %v", player.WorldId)
return
}
// 角色已装备的武器
avatarCurWeapon := avatar.EquipWeapon
// 武器需要确保双方都装备才能替换不然会出问题
if avatarCurWeapon != nil {
if weapon.AvatarId != 0 {
// 武器在别的角色身上
targetWeaponAvatar, ok := dbAvatar.AvatarMap[weapon.AvatarId]
if !ok {
logger.Error("avatar error, avatarId: %v", weapon.AvatarId)
return
}
// 卸下角色已装备的武器
dbAvatar.TakeOffWeapon(avatarId, avatarCurWeapon)
// 将目标武器的角色卸下武器
dbAvatar.TakeOffWeapon(targetWeaponAvatar.AvatarId, weapon)
// 将目标武器的角色装备当前角色曾装备的武器
dbAvatar.WearWeapon(targetWeaponAvatar.AvatarId, avatarCurWeapon)
// 更新目标武器角色的装备
weaponEntityId := uint32(0)
worldAvatar := world.GetPlayerWorldAvatar(player, targetWeaponAvatar.AvatarId)
if worldAvatar != nil {
weaponEntityId = worldAvatar.GetWeaponEntityId()
}
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(targetWeaponAvatar, targetWeaponAvatar.EquipWeapon, weaponEntityId)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
} else {
// 角色当前有武器则卸下
dbAvatar.TakeOffWeapon(avatarId, avatarCurWeapon)
}
}
// 角色装备武器
dbAvatar.WearWeapon(avatarId, weapon)
// 更新角色装备
weaponEntityId := uint32(0)
worldAvatar := world.GetPlayerWorldAvatar(player, avatarId)
if worldAvatar != nil {
weaponEntityId = worldAvatar.GetWeaponEntityId()
}
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(avatar, weapon, weaponEntityId)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
}
func (g *GameManager) PacketAvatarEquipChangeNotifyByReliquary(avatar *model.Avatar, slot uint8) *proto.AvatarEquipChangeNotify {
// 获取角色对应位置的圣遗物
reliquary, ok := avatar.EquipReliquaryMap[slot]
if !ok {
// 没有则代表卸下
avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
AvatarGuid: avatar.Guid,
EquipType: uint32(slot),
}
return avatarEquipChangeNotify
}
reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
if reliquaryConfig == nil {
logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
return new(proto.AvatarEquipChangeNotify)
}
avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
AvatarGuid: avatar.Guid,
ItemId: reliquary.ItemId,
EquipGuid: reliquary.Guid,
EquipType: uint32(reliquaryConfig.ReliquaryType),
Reliquary: &proto.SceneReliquaryInfo{
ItemId: reliquary.ItemId,
Guid: reliquary.Guid,
Level: uint32(reliquary.Level),
PromoteLevel: uint32(reliquary.Promote),
},
}
return avatarEquipChangeNotify
}
func (g *GameManager) PacketAvatarEquipChangeNotifyByWeapon(avatar *model.Avatar, weapon *model.Weapon, entityId uint32) *proto.AvatarEquipChangeNotify {
weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if weaponConfig == nil {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
return new(proto.AvatarEquipChangeNotify)
}
affixMap := make(map[uint32]uint32)
for _, affixId := range weapon.AffixIdList {
affixMap[affixId] = uint32(weapon.Refinement)
}
avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
AvatarGuid: avatar.Guid,
ItemId: weapon.ItemId,
EquipGuid: weapon.Guid,
EquipType: constant.EQUIP_TYPE_WEAPON,
Weapon: &proto.SceneWeaponInfo{
EntityId: entityId,
GadgetId: uint32(weaponConfig.GadgetId),
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Level: uint32(weapon.Level),
PromoteLevel: uint32(weapon.Promote),
AbilityInfo: new(proto.AbilitySyncStateInfo),
AffixMap: affixMap,
},
}
return avatarEquipChangeNotify
}