Files
hk4e/gs/game/game_gcg_manager.go
2023-03-29 14:59:53 +08:00

1232 lines
40 KiB
Go

package game
import (
"math/rand"
"time"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
)
// ControllerType 操控者类型
type ControllerType uint8
const (
ControllerType_None ControllerType = iota
ControllerType_Player // 玩家
ControllerType_AI // AI
)
// GCGSkillInfo 游戏对局内卡牌技能信息
type GCGSkillInfo struct {
skillId uint32 // 技能Id
}
// GCGCardInfo 游戏对局内卡牌
type GCGCardInfo struct {
cardId uint32 // 卡牌Id
cardType CardInfoType // 卡牌类型
guid uint32 // 唯一Id
controllerId uint32 // 拥有它的操控者
faceType uint32 // 卡面类型
tagList []uint32 // Tag
tokenMap map[uint32]uint32 // Token
skillList []*GCGSkillInfo // 技能列表
skillLimitList []uint32 // 技能限制列表
}
func (g *GCGCardInfo) ToProto(controller *GCGController) *proto.GCGCard {
// 如果这不是指定操控者的牌 或 该牌在牌堆内 则隐藏详细信息
// 角色牌不受此影响
if g.cardType != CardInfoType_Char && (controller.controllerId != g.controllerId || g.cardType == CardInfoType_Deck) {
return &proto.GCGCard{ControllerId: g.controllerId, Guid: g.guid}
}
gcgCard := &proto.GCGCard{
TagList: g.tagList,
Guid: g.guid,
IsShow: true,
TokenList: make([]*proto.GCGToken, 0, len(g.tokenMap)),
FaceType: g.faceType,
SkillIdList: make([]uint32, 0, len(g.skillList)),
SkillLimitsList: make([]*proto.GCGSkillLimitsInfo, 0, len(g.skillLimitList)),
Id: g.cardId,
ControllerId: g.controllerId,
}
// Token
for k, v := range g.tokenMap {
gcgCard.TokenList = append(gcgCard.TokenList, &proto.GCGToken{
Value: v,
Key: k,
})
}
// SkillIdList
for _, skillInfo := range g.skillList {
gcgCard.SkillIdList = append(gcgCard.SkillIdList, skillInfo.skillId)
}
// TODO SkillLimitsList
for _, skillId := range g.skillLimitList {
gcgCard.SkillLimitsList = append(gcgCard.SkillLimitsList, &proto.GCGSkillLimitsInfo{
SkillId: skillId,
LimitsList: nil, // TODO 技能限制列表
})
}
return gcgCard
}
// ControllerLoadState 操控者加载状态
type ControllerLoadState uint8
const (
ControllerLoadState_None ControllerLoadState = iota
ControllerLoadState_AskDuel // 回复决斗
ControllerLoadState_InitFinish // 初始化完成
)
// CardInfoType 卡牌信息类型
type CardInfoType uint8
const (
CardInfoType_None CardInfoType = iota
CardInfoType_Char // 角色牌
CardInfoType_Hand // 手牌
CardInfoType_Deck // 牌堆
)
// GCGController 操控者
type GCGController struct {
controllerId uint32 // 操控者Id
cardMap map[CardInfoType][]*GCGCardInfo // 卡牌列表
loadState ControllerLoadState // 加载状态
allow uint32 // 是否允许操控 0 -> 不允许 1 -> 允许
selectedCharCardGuid uint32 // 选择的角色卡牌guid
serverSeqCounter uint32 // 请求序列生成计数器
msgPackList []*proto.GCGMessagePack // 消息包待发送区
historyMsgPackList []*proto.GCGMessagePack // 历史消息包列表
historyCardList []*GCGCardInfo // 历史卡牌列表
controllerType ControllerType // 操控者的类型
player *model.Player // 玩家对象
ai *GCGAi // AI对象
}
// GetSelectedCharCard 获取操控者当前选择的角色卡牌
func (g *GCGController) GetSelectedCharCard() *GCGCardInfo {
return g.GetCharCardByGuid(g.selectedCharCardGuid)
}
// GetCharCardByGuid 通过卡牌的Guid获取角色牌
func (g *GCGController) GetCharCardByGuid(cardGuid uint32) *GCGCardInfo {
charCardList := g.cardMap[CardInfoType_Char]
for _, info := range charCardList {
if info.guid == cardGuid {
return info
}
}
return nil
}
// GetHandCardByGuid 通过卡牌的Guid获取手牌
func (g *GCGController) GetHandCardByGuid(cardGuid uint32) *GCGCardInfo {
handCardList := g.cardMap[CardInfoType_Hand]
for _, info := range handCardList {
if info.guid == cardGuid {
return info
}
}
return nil
}
// GetDeckCardByGuid 通过卡牌的Guid获取牌堆里的牌
func (g *GCGController) GetDeckCardByGuid(cardGuid uint32) *GCGCardInfo {
deckCardList := g.cardMap[CardInfoType_Deck]
for _, info := range deckCardList {
if info.guid == cardGuid {
return info
}
}
return nil
}
// GCGManager 七圣召唤管理器
type GCGManager struct {
phaseFuncMap map[proto.GCGPhaseType]func(game *GCGGame) // 游戏阶段处理
gameMap map[uint32]*GCGGame // 游戏列表 uint32 -> guid
gameGuidCounter uint32 // 游戏guid生成计数器
}
func NewGCGManager() *GCGManager {
gcgManager := new(GCGManager)
gcgManager.phaseFuncMap = map[proto.GCGPhaseType]func(game *GCGGame){
proto.GCGPhaseType_GCG_PHASE_START: gcgManager.PhaseStart,
proto.GCGPhaseType_GCG_PHASE_DRAW: gcgManager.PhaseDraw,
proto.GCGPhaseType_GCG_PHASE_DICE: gcgManager.PhaseRollDice,
proto.GCGPhaseType_GCG_PHASE_PRE_MAIN: gcgManager.PhasePreMain,
proto.GCGPhaseType_GCG_PHASE_MAIN: gcgManager.PhaseMain,
}
gcgManager.gameMap = make(map[uint32]*GCGGame)
return gcgManager
}
// CreateGame 创建GCG游戏对局
func (g *GCGManager) CreateGame(gameId uint32, playerList []*model.Player) *GCGGame {
g.gameGuidCounter++
game := &GCGGame{
guid: g.gameGuidCounter,
gameId: gameId,
roundInfo: &GCGRoundInfo{
roundNum: 1, // 默认以第一回合开始
firstController: 1, // 1号操控者为先手
diceSideMap: make(map[uint32][]proto.GCGDiceSideType, 2),
},
controllerMap: make(map[uint32]*GCGController, 2),
}
// 初始化游戏
game.InitGame(playerList)
// 记录游戏
g.gameMap[game.guid] = game
return game
}
// PhaseStart 阶段开始
func (g *GCGManager) PhaseStart(game *GCGGame) {
// 设置除了先手的玩家不允许操控
game.SetExceptControllerAllow(game.roundInfo.firstController, false, true)
// 游戏跳过阶段消息包
game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_SEND_MESSAGE, game.GCGMsgPhaseContinue())
// 等待玩家进入
}
// PhaseDraw 阶段抽取手牌
func (g *GCGManager) PhaseDraw(game *GCGGame) {
// TODO 新手教程关不抽手牌
// 每位操控者抽取手牌
for _, controller := range game.controllerMap {
game.ControllerDrawCard(controller, 5) // 默认5张
}
// 游戏选择角色卡牌阶段
game.ChangePhase(proto.GCGPhaseType_GCG_PHASE_ON_STAGE)
}
// PhaseRollDice 阶段投掷骰子
func (g *GCGManager) PhaseRollDice(game *GCGGame) {
// 给每位玩家投掷骰子
for _, controller := range game.controllerMap {
diceSideList := make([]proto.GCGDiceSideType, 0, 8)
rand.Seed(time.Now().UnixNano()) // 随机数种子
// 玩家需要8个骰子
for i := 0; i < 8; i++ {
// diceSide := proto.GCGDiceSideType(random.GetRandomInt32(1, 8))
diceSide := proto.GCGDiceSideType_GCG_DICE_SIDE_PAIMON
diceSideList = append(diceSideList, diceSide)
}
// 存储该回合玩家的骰子
game.roundInfo.diceSideMap[controller.controllerId] = diceSideList
for _, c := range game.controllerMap {
// 发送给其他玩家骰子信息时隐藏具体的骰子类型
if c == controller {
game.AddMsgPack(c, controller.controllerId, proto.GCGActionType_GCG_ACTION_ROLL, game.GCGMsgDiceRoll(controller.controllerId, uint32(len(diceSideList)), diceSideList))
} else {
game.AddMsgPack(c, controller.controllerId, proto.GCGActionType_GCG_ACTION_ROLL, game.GCGMsgDiceRoll(controller.controllerId, uint32(len(diceSideList)), []proto.GCGDiceSideType{}))
}
}
}
// 等待玩家确认重投骰子
}
// PhasePreMain 阶段战斗开始
func (g *GCGManager) PhasePreMain(game *GCGGame) {
// TODO 使用技能完善
game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_TRIGGER_SKILL, game.GCGMsgUseSkill(195, 33024), game.GCGMsgNewCard(), game.GCGMsgModifyAdd(2, proto.GCGReason_GCG_REASON_EFFECT, 4, []uint32{23}), game.GCGMsgUseSkillEnd(181, 33024))
// 设置先手允许操控
game.SetControllerAllow(game.controllerMap[game.roundInfo.firstController], true, false)
// 游戏行动阶段
game.ChangePhase(proto.GCGPhaseType_GCG_PHASE_MAIN)
}
// PhaseMain 阶段行动
func (g *GCGManager) PhaseMain(game *GCGGame) {
// 消耗费用信息
for _, controller := range game.controllerMap {
game.AddMsgPack(controller, 0, proto.GCGActionType_GCG_ACTION_NOTIFY_COST, game.GCGMsgCostRevise(controller))
// 如果玩家当前允许操作则发送技能预览信息
if controller.allow == 1 && controller.player != nil {
GAME.SendMsg(cmd.GCGSkillPreviewNotify, controller.player.PlayerID, controller.player.ClientSeq, GAME.PacketGCGSkillPreviewNotify(game, controller))
}
}
}
type GCGGameState uint8
const (
GCGGameState_None GCGGameState = iota
GCGGameState_Waiting // 等待玩家加载
GCGGameState_Running // 游戏运行中
GCGGameState_Stoped // 游戏已结束
)
// GCGRoundInfo 游戏对局回合信息
type GCGRoundInfo struct {
roundNum uint32 // 游戏当前回合数
phaseType proto.GCGPhaseType // 现在所处的阶段类型
allowControllerMap map[uint32]uint32 // 阶段玩家允许列表 主要用于断线重连
firstController uint32 // 当前回合先手的操控者
diceSideMap map[uint32][]proto.GCGDiceSideType // 操控者骰子列表 uint32 -> controllerId
isLastMsgPack bool // 是否为阶段切换的最后一个消息包 用于粘包模拟官服效果
}
// GCGGame 游戏对局
type GCGGame struct {
guid uint32 // 唯一Id
gameId uint32 // 游戏Id
gameState GCGGameState // 游戏运行状态
gameTick uint32 // 游戏tick
controllerIdCounter uint32 // 操控者Id生成器
cardGuidCounter uint32 // 卡牌guid生成计数器
roundInfo *GCGRoundInfo // 游戏回合信息
controllerMap map[uint32]*GCGController // 操控者列表 uint32 -> controllerId
}
// CreateController 创建操控者
func (g *GCGGame) CreateController() *GCGController {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: g.controllerIdCounter,
cardMap: map[CardInfoType][]*GCGCardInfo{
CardInfoType_Char: make([]*GCGCardInfo, 0, 3),
CardInfoType_Hand: make([]*GCGCardInfo, 0, 30),
CardInfoType_Deck: make([]*GCGCardInfo, 0, 30),
},
allow: 1,
msgPackList: make([]*proto.GCGMessagePack, 0, 10),
historyMsgPackList: make([]*proto.GCGMessagePack, 0, 50),
historyCardList: make([]*GCGCardInfo, 0, 100),
}
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
return controller
}
// AddPlayer GCG游戏添加玩家
func (g *GCGGame) AddPlayer(player *model.Player) {
// 创建操控者
controller := g.CreateController()
controller.controllerType = ControllerType_Player
controller.player = player
// 生成卡牌信息
g.GiveCharCard(controller, 1301)
g.GiveCharCard(controller, 1103)
// 玩家记录当前所在的游戏guid
player.GCGCurGameGuid = g.guid
}
// AddAI GCG游戏添加AI
func (g *GCGGame) AddAI() {
// 创建操控者
controller := g.CreateController()
controller.controllerType = ControllerType_AI
controller.ai = &GCGAi{
game: g,
controllerId: g.controllerIdCounter,
}
// 生成卡牌信息
g.GiveCharCard(controller, 3001)
g.GiveCharCard(controller, 3302)
// AI加载完毕
controller.loadState = ControllerLoadState_InitFinish
}
// InitDeckCard 初始化操控者的卡组
func (g *GCGGame) InitDeckCard(controller *GCGController, cardIdList ...uint32) {
for _, cardId := range cardIdList {
// 生成卡牌信息
g.cardGuidCounter++
cardInfo := &GCGCardInfo{
cardId: cardId,
cardType: CardInfoType_Deck,
guid: g.cardGuidCounter,
controllerId: controller.controllerId,
}
controller.cardMap[CardInfoType_Deck] = append(controller.cardMap[CardInfoType_Deck], cardInfo)
}
}
// GiveCharCard 给予操控者角色卡牌
func (g *GCGGame) GiveCharCard(controller *GCGController, charId uint32) {
// 读取角色卡牌配置表
gcgCharConfig := gdconf.GetGCGCharDataById(int32(charId))
if gcgCharConfig == nil {
logger.Error("gcg char config error, charId: %v", charId)
return
}
// 生成卡牌信息
g.cardGuidCounter++
cardInfo := &GCGCardInfo{
cardId: charId,
cardType: CardInfoType_Char,
guid: g.cardGuidCounter,
controllerId: controller.controllerId,
faceType: 0, // 1为金卡
tagList: gcgCharConfig.TagList,
tokenMap: map[uint32]uint32{
constant.GCG_TOKEN_TYPE_CUR_HEALTH: uint32(gcgCharConfig.HPBase), // 血量
constant.GCG_TOKEN_TYPE_MAX_HEALTH: uint32(gcgCharConfig.HPBase), // 最大血量(不确定)
constant.GCG_TOKEN_TYPE_CUR_ELEM: 0, // 充能
constant.GCG_TOKEN_TYPE_MAX_ELEM: uint32(gcgCharConfig.MaxElemVal), // 充能条
},
skillList: make([]*GCGSkillInfo, 0, len(gcgCharConfig.SkillList)),
skillLimitList: []uint32{},
}
// SkillMap
for _, skillId := range gcgCharConfig.SkillList {
skillInfo := &GCGSkillInfo{
skillId: uint32(skillId),
}
cardInfo.skillList = append(cardInfo.skillList, skillInfo)
}
controller.cardMap[CardInfoType_Char] = append(controller.cardMap[CardInfoType_Char], cardInfo)
// 添加历史卡牌
for _, gcgController := range g.controllerMap {
// 每位玩家都记录其他玩家的角色卡牌
gcgController.historyCardList = append(gcgController.historyCardList, cardInfo)
}
}
// ChangePhase 游戏更改阶段
func (g *GCGGame) ChangePhase(phase proto.GCGPhaseType) {
beforePhase := g.roundInfo.phaseType
// 修改游戏的阶段
g.roundInfo.phaseType = phase
// 改变阶段覆盖掉上层可能有的true
g.roundInfo.isLastMsgPack = false
// 操控者允许操作列表
g.roundInfo.allowControllerMap = make(map[uint32]uint32, len(g.controllerMap))
// 根据阶段改变操控者允许状态
switch phase {
case proto.GCGPhaseType_GCG_PHASE_ON_STAGE, proto.GCGPhaseType_GCG_PHASE_DICE:
// 该阶段允许所有操控者操作
g.SetAllControllerAllow(true, false)
for _, controller := range g.controllerMap {
g.roundInfo.allowControllerMap[controller.controllerId] = controller.allow
}
case proto.GCGPhaseType_GCG_PHASE_MAIN:
// 行动阶段仅允许操控者操作
for _, controller := range g.controllerMap {
// 跳过不允许的操控者
if controller.allow == 0 {
continue
}
g.roundInfo.allowControllerMap[controller.controllerId] = controller.allow
}
}
allowControllerMap := make(map[uint32]uint32)
for controllerId, allow := range g.roundInfo.allowControllerMap {
allowControllerMap[controllerId] = allow
}
// 游戏下一阶段切换消息包
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_NEXT_PHASE, g.GCGMsgPhaseChange(beforePhase, phase, allowControllerMap))
// 执行阶段处理前假装现在是最后一个阶段处理
g.roundInfo.isLastMsgPack = true
// 执行下一阶段
phaseFunc, ok := GCG_MANAGER.phaseFuncMap[g.roundInfo.phaseType]
// 确保该阶段有进行处理的函数
if ok {
phaseFunc(g) // 进行该阶段的处理
}
// 如果阶段里不嵌套处理别的阶段了就在此发送消息包
// 总之就是确保发送的时候为最后一个阶段变更
if g.roundInfo.isLastMsgPack {
// 发送阶段处理后的消息包
g.SendAllMsgPack()
}
}
// SetExceptControllerAllow 设置除了指定的操控者以外的是否允许操作
func (g *GCGGame) SetExceptControllerAllow(controllerId uint32, isAllow bool, isAddMsg bool) {
for _, controller := range g.controllerMap {
if controller.controllerId == controllerId {
continue
}
g.SetControllerAllow(controller, isAllow, false)
}
// 是否添加消息包
if isAddMsg {
// 更新客户端操控者允许状态消息包
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_NONE, g.GCGMsgUpdateController())
}
}
// SetAllControllerAllow 设置全部操控者是否允许操作
func (g *GCGGame) SetAllControllerAllow(isAllow bool, isAddMsg bool) {
for _, controller := range g.controllerMap {
g.SetControllerAllow(controller, isAllow, false)
}
// 是否添加消息包
if isAddMsg {
// 更新客户端操控者允许状态消息包
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_NONE, g.GCGMsgUpdateController())
}
}
// SetControllerAllow 设置操控者是否允许操作
func (g *GCGGame) SetControllerAllow(controller *GCGController, isAllow bool, isAddMsg bool) {
// allow 0 -> 不允许 1 -> 允许
// 当然这是我个人理解 可能有出入
if isAllow {
controller.allow = 1
} else {
controller.allow = 0
}
// 是否添加消息包
if isAddMsg {
// 更新客户端操控者允许状态消息包
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_NONE, g.GCGMsgUpdateController())
}
}
// ControllerSelectChar 操控者选择角色卡牌
func (g *GCGGame) ControllerSelectChar(controller *GCGController, cardInfo *GCGCardInfo, costDiceIndexList []uint32) {
// 角色卡牌仅在未选择时无需消耗元素骰子
if controller.selectedCharCardGuid != 0 && len(costDiceIndexList) == 0 {
// 首次选择角色牌不消耗点数
return
}
// TODO 消耗骰子点数
// 设置角色卡牌
controller.selectedCharCardGuid = cardInfo.guid
// 设置玩家禁止操作
g.SetControllerAllow(controller, false, true)
// 广播选择的角色卡牌消息包
g.AddAllMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_SELECT_ONSTAGE, g.GCGMsgSelectOnStage(controller.controllerId, cardInfo.guid, proto.GCGReason_GCG_REASON_DEFAULT))
// 该阶段确保每位玩家都选择了角色牌
isAllSelectedChar := true
for _, c := range g.controllerMap {
if c.selectedCharCardGuid == 0 {
isAllSelectedChar = false
}
}
// 如果有玩家未选择角色牌不同处理
if isAllSelectedChar {
// 回合信息
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_SEND_MESSAGE, g.GCGMsgDuelDataChange())
// 游戏投掷骰子阶段
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_DICE)
} else {
// 跳过该阶段 官服是这样的我也不知道为什么
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_SEND_MESSAGE, g.GCGMsgPhaseContinue())
// 立刻发送消息包 模仿官服效果
g.SendAllMsgPack()
}
}
// ControllerReRollDice 操控者确认重投骰子
func (g *GCGGame) ControllerReRollDice(controller *GCGController, diceIndexList []uint32) {
// 玩家禁止操作
g.SetAllControllerAllow(false, true)
// 游戏战斗开始阶段
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_PRE_MAIN)
}
// ControllerUseSkill 操控者使用技能
func (g *GCGGame) ControllerUseSkill(controller *GCGController, skillId uint32, costDiceIndexList []uint32) {
logger.Error("controller use skill, id: %v, skillId: %v", controller.controllerId, skillId)
// 获取对方的操控者对象
targetController := g.GetOtherController(controller.controllerId)
if targetController == nil {
logger.Error("target controller is nil, controllerId: %v", controller.controllerId)
return
}
// 获取对方出战的角色牌
targetSelectedCharCard := targetController.GetSelectedCharCard()
// 确保玩家选择了角色牌
if targetController == nil {
logger.Error("selected char card is nil, cardGuid: %v", controller.selectedCharCardGuid)
return
}
// 其他操控者允许操作
g.SetExceptControllerAllow(controller.controllerId, true, false)
// 该操控者禁止操作
g.SetControllerAllow(controller, false, true)
msgList := make([]*proto.GCGMessage, 0, 0)
// 使用技能消耗元素骰子
msgList = append(msgList, g.GCGMsgCostDice(controller, proto.GCGReason_GCG_REASON_COST, costDiceIndexList))
msgList = append(msgList, g.GCGMsgUseSkill(controller.selectedCharCardGuid, skillId))
msgList = append(msgList, g.GCGMsgTokenChange(targetSelectedCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT, 11, 1))
msgList = append(msgList, g.GCGMsgTokenChange(targetSelectedCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT_DAMAGE, constant.GCG_TOKEN_TYPE_CUR_HEALTH, 6))
msgList = append(msgList, g.GCGMsgSkillResult(targetSelectedCharCard.guid, skillId))
msgList = append(msgList, g.GCGMsgUseSkillEnd(controller.selectedCharCardGuid, skillId))
// 因为使用技能自身充能+1
msgList = append(msgList, g.GCGMsgTokenChange(controller.selectedCharCardGuid, proto.GCGReason_GCG_REASON_ATTACK, constant.GCG_TOKEN_TYPE_CUR_ELEM, 3))
g.AddAllMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_ATTACK, msgList...)
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_MAIN)
}
// ControllerDrawCard 操控者抽取手牌
func (g *GCGGame) ControllerDrawCard(controller *GCGController, count int) {
msgList := make([]*proto.GCGMessage, 0, count)
// 隐藏卡牌信息的消息列表
otherMsgList := make([]*proto.GCGMessage, 0, count)
for i := 0; i < count; i++ {
deckCardList := controller.cardMap[CardInfoType_Deck]
// 没有卡了就别拿了再拿就报错了
if len(deckCardList) < 1 {
logger.Error("deck card len error, len: %v", len(deckCardList))
return
}
cardInfo := deckCardList[0] // 拿最上面的一张
cardInfo.cardType = CardInfoType_Hand // 修改卡牌类型为手牌
// 添加到消息列表
msgList = append(msgList, g.GCGMsgCardUpdate(cardInfo.ToProto(controller)))
otherMsgList = append(otherMsgList, g.GCGMsgCardUpdate(&proto.GCGCard{ControllerId: controller.controllerId, Guid: cardInfo.guid}))
// 加入到手牌
controller.cardMap[CardInfoType_Hand] = append(controller.cardMap[CardInfoType_Hand], cardInfo)
// 删除已经被拿走的手牌
deckCardList = append(deckCardList[:0], deckCardList[1:]...)
}
// 发送给别人隐藏卡牌信息的消息包 为了安全
for _, c := range g.controllerMap {
if c == controller {
g.AddMsgPack(c, controller.controllerId, proto.GCGActionType_GCG_ACTION_DRAW, msgList...)
} else {
g.AddMsgPack(c, controller.controllerId, proto.GCGActionType_GCG_ACTION_DRAW, otherMsgList...)
}
}
}
// onTick 游戏的Tick
func (g *GCGGame) onTick() {
// 判断游戏是否运行中
if g.gameState != GCGGameState_Running {
return
}
// 每10s触发
if g.gameTick%10 == 0 {
// GCG游戏心跳包
for _, controller := range g.controllerMap {
// 跳过AI
if controller.player == nil {
continue
}
gcgHeartBeatNotify := &proto.GCGHeartBeatNotify{
ServerSeq: controller.serverSeqCounter,
}
GAME.SendMsg(cmd.GCGHeartBeatNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgHeartBeatNotify)
}
}
g.gameTick++
}
// InitGame 初始化GCG游戏
func (g *GCGGame) InitGame(playerList []*model.Player) {
// 初始化玩家
for _, player := range playerList {
g.AddPlayer(player)
}
// 添加AI
g.AddAI()
// 每位操控者生成牌堆
for _, controller := range g.controllerMap {
g.InitDeckCard(controller, 311101, 311201, 311301, 311401, 311501)
}
// 游戏状态更改为等待玩家加载
g.gameState = GCGGameState_Waiting
// TODO 验证玩家人数是否符合
// 游戏开始阶段
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_START)
}
// StartGame 开始GCG游戏
func (g *GCGGame) StartGame() {
// 游戏状态更改为游戏运行中
g.gameState = GCGGameState_Running
logger.Error("game running")
// 游戏开始设置所有玩家不允许操作
g.SetAllControllerAllow(false, true)
// 分配先手
g.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_PHASE_EXIT, g.GCGMsgClientPerform(proto.GCGClientPerformType_GCG_PERFORM_FIRST_HAND, []uint32{g.roundInfo.firstController}))
// 游戏抽取手牌阶段
g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_DRAW)
}
// CheckAllInitFinish 检查所有玩家是否加载完成
func (g *GCGGame) CheckAllInitFinish() {
// 判断游戏是否已开始
if g.gameState == GCGGameState_Running {
logger.Error("gcg game is running")
return
}
// 检查所有玩家是否加载完成
for _, controller := range g.controllerMap {
if controller.loadState != ControllerLoadState_InitFinish {
return
}
}
// TODO 可能会玩家中途退了 超时结束游戏
// 正式开始游戏
g.StartGame()
}
// AddAllMsgPack 添加GCG消息包至每位游戏玩家的待发送区
func (g *GCGGame) AddAllMsgPack(controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
// 给每位操控者添加消息包
for _, controller := range g.controllerMap {
g.AddMsgPack(controller, controllerId, actionType, msgList...)
}
}
// AddMsgPack 添加GCG消息包至待发送区
func (g *GCGGame) AddMsgPack(controller *GCGController, controllerId uint32, actionType proto.GCGActionType, msgList ...*proto.GCGMessage) {
pack := &proto.GCGMessagePack{
ActionType: actionType,
MsgList: make([]*proto.GCGMessage, 0, len(msgList)),
ControllerId: controllerId,
}
// 将每个GCG消息添加进消息包中
for _, message := range msgList {
pack.MsgList = append(pack.MsgList, message)
}
// 将消息包添加进待发送区
controller.msgPackList = append(controller.msgPackList, pack)
}
// SendMsgPack 发送待发送区的所有消息包
func (g *GCGGame) SendMsgPack(controller *GCGController) {
// 不发送空的消息包
if len(controller.msgPackList) == 0 {
return
}
// 游戏不处于运行状态仅记录历史消息包
if g.gameState == GCGGameState_Running {
controller.serverSeqCounter++
GAME.SendGCGMessagePackNotify(controller, controller.serverSeqCounter, controller.msgPackList)
}
// 记录发送的历史消息包
for _, pack := range controller.msgPackList {
// 根据观察 历史消息包的每个消息都将拆分为单独的消息包
for _, message := range pack.MsgList {
controller.historyMsgPackList = append(controller.historyMsgPackList, &proto.GCGMessagePack{
ActionType: pack.ActionType,
MsgList: []*proto.GCGMessage{
message,
},
ControllerId: pack.ControllerId,
})
}
}
// 清空待发送区消息包
controller.msgPackList = make([]*proto.GCGMessagePack, 0, 10)
}
// SendAllMsgPack 发送所有玩家的待发送区的消息包
func (g *GCGGame) SendAllMsgPack() {
for _, controller := range g.controllerMap {
g.SendMsgPack(controller)
}
}
// GCGMsgPhaseChange GCG消息阶段改变
func (g *GCGGame) GCGMsgPhaseChange(beforePhase proto.GCGPhaseType, afterPhase proto.GCGPhaseType, allowControllerMap map[uint32]uint32) *proto.GCGMessage {
gcgMsgPhaseChange := &proto.GCGMsgPhaseChange{
BeforePhase: beforePhase,
AfterPhase: afterPhase,
AllowControllerMap: allowControllerMap,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_PhaseChange{
PhaseChange: gcgMsgPhaseChange,
},
}
return gcgMessage
}
// GCGMsgPhaseContinue GCG消息阶段跳过
func (g *GCGGame) GCGMsgPhaseContinue() *proto.GCGMessage {
gcgMsgPhaseContinue := &proto.GCGMsgPhaseContinue{}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_PhaseContinue{
PhaseContinue: gcgMsgPhaseContinue,
},
}
return gcgMessage
}
// GCGMsgUpdateController GCG消息更新操控者
func (g *GCGGame) GCGMsgUpdateController() *proto.GCGMessage {
gcgMsgUpdateController := &proto.GCGMsgUpdateController{
AllowControllerMap: make(map[uint32]uint32),
}
// 操控者的是否允许操作
for _, controller := range g.controllerMap {
// 如果处于行动阶段只发送允许操作的
if g.roundInfo.phaseType == proto.GCGPhaseType_GCG_PHASE_MAIN && controller.allow == 0 {
continue
}
gcgMsgUpdateController.AllowControllerMap[controller.controllerId] = controller.allow
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UpdateController{
UpdateController: gcgMsgUpdateController,
},
}
return gcgMessage
}
// GCGMsgClientPerform GCG消息客户端执行
func (g *GCGGame) GCGMsgClientPerform(performType proto.GCGClientPerformType, paramList []uint32) *proto.GCGMessage {
gcgMsgClientPerform := &proto.GCGMsgClientPerform{
ParamList: paramList,
PerformType: performType,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_ClientPerform{
ClientPerform: gcgMsgClientPerform,
},
}
return gcgMessage
}
// GCGMsgSelectOnStage GCG消息切换角色卡牌
func (g *GCGGame) GCGMsgSelectOnStage(controllerId uint32, cardGuid uint32, reason proto.GCGReason) *proto.GCGMessage {
gcgMsgClientPerform := &proto.GCGMsgSelectOnStage{
Reason: reason,
ControllerId: controllerId,
CardGuid: cardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_SelectOnStage{
SelectOnStage: gcgMsgClientPerform,
},
}
return gcgMessage
}
// GCGMsgPVEIntention GCG消息敌方行动意图
func (g *GCGGame) GCGMsgPVEIntention(pveIntentionList ...*proto.GCGMsgPVEIntention) *proto.GCGMessage {
gcgMsgPVEIntention := &proto.GCGMsgPVEIntentionInfo{
IntentionMap: make(map[uint32]*proto.GCGMsgPVEIntention),
}
for _, intention := range pveIntentionList {
gcgMsgPVEIntention.IntentionMap[intention.CardGuid] = intention
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_PveIntentionInfo{
PveIntentionInfo: gcgMsgPVEIntention,
},
}
return gcgMessage
}
// GCGMsgDuelDataChange GCG消息切换回合
func (g *GCGGame) GCGMsgDuelDataChange() *proto.GCGMessage {
gcgMsgDuelDataChange := &proto.GCGMsgDuelDataChange{
Round: g.roundInfo.roundNum,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_DuelDataChange{
DuelDataChange: gcgMsgDuelDataChange,
},
}
return gcgMessage
}
// GCGMsgDiceRoll GCG消息摇骰子
func (g *GCGGame) GCGMsgDiceRoll(controllerId uint32, diceNum uint32, diceSideList []proto.GCGDiceSideType) *proto.GCGMessage {
gcgMsgDiceRoll := &proto.GCGMsgDiceRoll{
ControllerId: controllerId,
DiceNum: diceNum,
DiceSideList: diceSideList,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_DiceRoll{
DiceRoll: gcgMsgDiceRoll,
},
}
return gcgMessage
}
// GCGMsgUseSkill GCG消息使用技能
func (g *GCGGame) GCGMsgUseSkill(selectedCharCardGuid uint32, skillId uint32) *proto.GCGMessage {
useSkillCardGuid := uint32(0)
switch selectedCharCardGuid {
case 1:
useSkillCardGuid = 235
case 2:
useSkillCardGuid = 245 // 没有实际数据这个猜的
case 3:
useSkillCardGuid = 251
case 4:
useSkillCardGuid = 195
case 5:
useSkillCardGuid = 185 // 猜测
case 6:
useSkillCardGuid = 175 // 猜测
}
gcgMsgUseSkill := &proto.GCGMsgUseSkill{
SkillId: skillId,
CardGuid: useSkillCardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkill{
UseSkill: gcgMsgUseSkill,
},
}
return gcgMessage
}
// GCGMsgUseSkillEnd GCG消息使用技能结束
func (g *GCGGame) GCGMsgUseSkillEnd(selectedCharCardGuid uint32, skillId uint32) *proto.GCGMessage {
useSkillEndCardGuid := uint32(0)
switch selectedCharCardGuid {
case 1:
useSkillEndCardGuid = 161
case 2:
useSkillEndCardGuid = 0 // 暂无数据
case 3:
useSkillEndCardGuid = 169
case 4:
useSkillEndCardGuid = 181
}
gcgMsgUseSkillEnd := &proto.GCGMsgUseSkillEnd{
SkillId: skillId,
CardGuid: useSkillEndCardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkillEnd{
UseSkillEnd: gcgMsgUseSkillEnd,
},
}
return gcgMessage
}
// GCGMsgCostRevise GCG消息消耗信息修改
func (g *GCGGame) GCGMsgCostRevise(controller *GCGController) *proto.GCGMessage {
selectedCharCard := controller.GetSelectedCharCard()
if selectedCharCard == nil {
logger.Error("selected char card is nil, cardGuid: %v", controller.selectedCharCardGuid)
return new(proto.GCGMessage)
}
gcgMsgCostRevise := &proto.GCGMsgCostRevise{
CostRevise: &proto.GCGCostReviseInfo{
// 可以使用的手牌Id列表
CanUseHandCardIdList: nil,
// 切换角色消耗列表
SelectOnStageCostList: make([]*proto.GCGSelectOnStageCostInfo, 0, len(controller.cardMap[CardInfoType_Char])),
// 打出牌时的消耗列表
PlayCardCostList: nil,
// 技能攻击消耗列表
AttackCostList: make([]*proto.GCGAttackCostInfo, 0, len(selectedCharCard.skillList)),
// 是否允许攻击
IsCanAttack: true,
},
ControllerId: controller.controllerId,
}
// AttackCostList
for _, skillInfo := range selectedCharCard.skillList {
// 读取卡牌技能配置表
gcgSkillConfig := gdconf.GetGCGSkillDataById(int32(skillInfo.skillId))
if gcgSkillConfig == nil {
logger.Error("gcg skill config error, skillId: %v", skillInfo.skillId)
return new(proto.GCGMessage)
}
gcgAttackCostInfo := &proto.GCGAttackCostInfo{
CostMap: make(map[uint32]uint32),
SkillId: skillInfo.skillId,
}
// 技能消耗
for costType, costValue := range gcgSkillConfig.CostMap {
gcgAttackCostInfo.CostMap[costType] = costValue
}
gcgMsgCostRevise.CostRevise.AttackCostList = append(gcgMsgCostRevise.CostRevise.AttackCostList, gcgAttackCostInfo)
}
// SelectOnStageCostList
for _, cardInfo := range controller.cardMap[CardInfoType_Char] {
// 排除当前已选中的角色卡
if cardInfo.guid == selectedCharCard.guid {
continue
}
gcgSelectOnStageCostInfo := &proto.GCGSelectOnStageCostInfo{
CardGuid: cardInfo.guid,
CostMap: map[uint32]uint32{
10: 1,
},
}
gcgMsgCostRevise.CostRevise.SelectOnStageCostList = append(gcgMsgCostRevise.CostRevise.SelectOnStageCostList, gcgSelectOnStageCostInfo)
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_CostRevise{
CostRevise: gcgMsgCostRevise,
},
}
return gcgMessage
}
// GCGMsgCostDice GCG消息消耗骰子
func (g *GCGGame) GCGMsgCostDice(controller *GCGController, gcgReason proto.GCGReason, selectDiceIndexList []uint32) *proto.GCGMessage {
gcgMsgCostDice := &proto.GCGMsgCostDice{
Reason: gcgReason,
SelectDiceIndexList: selectDiceIndexList,
ControllerId: controller.controllerId,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_CostDice{
CostDice: gcgMsgCostDice,
},
}
return gcgMessage
}
// GCGMsgTokenChange GCG消息卡牌Token修改
func (g *GCGGame) GCGMsgTokenChange(cardGuid uint32, reason proto.GCGReason, tokenType uint32, tokenValue uint32) *proto.GCGMessage {
tokenChangeValue := uint32(0)
switch tokenValue {
case 0:
tokenChangeValue = 2802
case 1:
tokenChangeValue = 2806
case 2:
tokenChangeValue = 2810
case 3:
tokenChangeValue = 2814 // 72
case 4:
tokenChangeValue = 2786
case 5:
tokenChangeValue = 2790
case 6:
tokenChangeValue = 2794
case 7:
tokenChangeValue = 2798 // 28
case 8:
tokenChangeValue = 2770
case 9:
tokenChangeValue = 2774
case 10:
// 暂无
}
gcgMsgTokenChange := &proto.GCGMsgTokenChange{
TokenType: tokenType,
// token改变为的值
After: tokenChangeValue,
Reason: reason,
// 可能是改变之前的值 无所谓就算是0也能跑
Before: 0, // Unk
CardGuid: cardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_TokenChange{
TokenChange: gcgMsgTokenChange,
},
}
return gcgMessage
}
// GCGMsgSkillResult GCG消息技能结果
func (g *GCGGame) GCGMsgSkillResult(selectedCharCardGuid uint32, skillId uint32) *proto.GCGMessage {
// 读取卡牌技能配置表
gcgSkillConfig := gdconf.GetGCGSkillDataById(int32(skillId))
if gcgSkillConfig == nil {
logger.Error("gcg skill config error, skillId: %v", skillId)
return new(proto.GCGMessage)
}
resultTargetCardGuid := uint32(0)
switch selectedCharCardGuid {
case 1:
resultTargetCardGuid = 174
case 2:
resultTargetCardGuid = 0 // 暂无数据
case 3:
resultTargetCardGuid = 166
case 4:
resultTargetCardGuid = 186
}
gcgMsgSkillResult := &proto.GCGMsgSkillResult{
// 攻击附带的元素特效
EffectElement: gcgSkillConfig.ElementType,
TargetCardGuid: resultTargetCardGuid,
// Unk3300_PDBAGJINFPF: 0, // Unk
DetailList: []*proto.GCGDamageDetail{},
SkillId: skillId,
Damage: gcgSkillConfig.Damage,
// Unk3300_EPNDCIAJOJP: 0,
// Unk3300_NNJAOEHNPPD: 0,
// Unk3300_LPGLOCDDPCL: 0,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_SkillResult{
SkillResult: gcgMsgSkillResult,
},
}
return gcgMessage
}
// GCGMsgNewCard GCG消息新卡牌
func (g *GCGGame) GCGMsgNewCard() *proto.GCGMessage {
gcgMsgNewCard := &proto.GCGMsgNewCard{
Card: &proto.GCGCard{
TagList: nil,
Guid: 6,
IsShow: true,
TokenList: []*proto.GCGToken{
{
Value: 3,
Key: 8,
},
},
FaceType: 0,
SkillIdList: []uint32{
63,
},
SkillLimitsList: nil,
Id: 133021,
ControllerId: 2,
},
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_NewCard{
NewCard: gcgMsgNewCard,
},
}
return gcgMessage
}
// GCGMsgCardUpdate GCG消息卡牌更新
func (g *GCGGame) GCGMsgCardUpdate(card *proto.GCGCard) *proto.GCGMessage {
gcgMsgCardUpdate := &proto.GCGMsgCardUpdate{
Card: card,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_CardUpdate{
CardUpdate: gcgMsgCardUpdate,
},
}
return gcgMessage
}
// GCGMsgModifyAdd GCG消息修饰添加
func (g *GCGGame) GCGMsgModifyAdd(controllerId uint32, reason proto.GCGReason, ownerCardGuid uint32, cardGuidList []uint32) *proto.GCGMessage {
gcgMsgModifyAdd := &proto.GCGMsgModifyAdd{
OwnerCardGuid: ownerCardGuid,
Pos: 0,
CardGuidList: cardGuidList,
ControllerId: controllerId,
Reason: reason,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_ModifyAdd{
ModifyAdd: gcgMsgModifyAdd,
},
}
return gcgMessage
}
// GetOtherController 获取除了这个操控者之外的操控者
// 游戏目前仅支持两个玩家对战 不用考虑三个人及以上的问题
func (g *GCGGame) GetOtherController(controllerId uint32) *GCGController {
for _, controller := range g.controllerMap {
if controller.controllerId == controllerId {
continue
}
return controller
}
return nil
}
// GetControllerByUserId 通过玩家Id获取GCGController对象
func (g *GCGGame) GetControllerByUserId(userId uint32) *GCGController {
for _, controller := range g.controllerMap {
// 为nil说明该操控者不是玩家
if controller.player == nil {
continue
}
if controller.player.PlayerID == userId {
return controller
}
}
return nil
}
type GCGAi struct {
game *GCGGame // 所在的游戏
controllerId uint32 // 操控者Id
}
// ReceiveGCGMessagePackNotify 接收GCG消息包通知
func (g *GCGAi) ReceiveGCGMessagePackNotify(notify *proto.GCGMessagePackNotify) {
// 获取玩家的操控者对象
gameController := g.game.controllerMap[g.controllerId]
if gameController == nil {
logger.Error("ai 角色 nil")
return
}
for _, pack := range notify.MsgPackList {
for _, message := range pack.MsgList {
switch message.Message.(type) {
case *proto.GCGMessage_PhaseChange:
// 阶段改变
msg := message.GetPhaseChange()
switch msg.AfterPhase {
case proto.GCGPhaseType_GCG_PHASE_ON_STAGE:
logger.Error("请选择你的英雄 hhh")
go func() {
time.Sleep(3 * 1000)
// 默认选第一张牌
cardInfo := gameController.cardMap[CardInfoType_Char][0]
// 操控者选择角色牌
g.game.ControllerSelectChar(gameController, cardInfo, []uint32{})
}()
case proto.GCGPhaseType_GCG_PHASE_MAIN:
if gameController.allow == 0 {
return
}
go func() {
time.Sleep(3 * 1000)
g.game.ControllerUseSkill(gameController, gameController.GetSelectedCharCard().skillList[0].skillId, []uint32{})
}()
}
case *proto.GCGMessage_DiceRoll:
// 摇完骰子
msg := message.GetDiceRoll()
if msg.ControllerId != g.controllerId {
return
}
logger.Error("敌方行动意图")
go func() {
time.Sleep(3 * 1000)
cardInfo1 := g.game.controllerMap[g.controllerId].cardMap[CardInfoType_Char][0]
cardInfo2 := g.game.controllerMap[g.controllerId].cardMap[CardInfoType_Char][1]
g.game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_NONE, g.game.GCGMsgPVEIntention(&proto.GCGMsgPVEIntention{CardGuid: cardInfo1.guid, SkillIdList: []uint32{cardInfo1.skillList[0].skillId}}, &proto.GCGMsgPVEIntention{CardGuid: cardInfo2.guid, SkillIdList: []uint32{cardInfo2.skillList[0].skillId}}))
g.game.SendAllMsgPack()
g.game.SetControllerAllow(g.game.controllerMap[g.controllerId], false, true)
g.game.AddAllMsgPack(0, proto.GCGActionType_GCG_ACTION_SEND_MESSAGE, g.game.GCGMsgPhaseContinue())
}()
}
}
}
}