Files
hk4e/gs/game/gcg_manager.go
2023-01-07 00:38:06 +08:00

601 lines
20 KiB
Go

package game
import (
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/random"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
"math/rand"
"time"
)
// ControllerType 操控者类型
type ControllerType uint8
const (
ControllerType_None ControllerType = iota
ControllerType_Player // 玩家
ControllerType_AI // AI
)
// GCGCardInfo 游戏对局内卡牌
type GCGCardInfo struct {
cardId uint32 // 卡牌Id
guid uint32 // 唯一Id
faceType uint32 // 卡面类型
tagList []uint32 // Tag
tokenMap map[uint32]uint32 // Token
skillIdList []uint32 // 技能Id列表
skillLimitList []uint32 // 技能限制列表
isShow bool // 是否展示
}
type ControllerLoadState uint8
const (
ControllerLoadState_None ControllerLoadState = iota
ControllerLoadState_AskDuel
ControllerLoadState_InitFinish
)
// GCGController 操控者
type GCGController struct {
controllerId uint32 // 操控者Id
cardList []*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
selectedCharCard *GCGCardInfo // 选择的角色卡牌
controllerType ControllerType // 操控者的类型
player *model.Player // 玩家对象
ai *GCGAi // AI对象
}
// GetCardByGuid 通过卡牌的Guid获取卡牌
func (g *GCGController) GetCardByGuid(cardGuid uint32) *GCGCardInfo {
for _, info := range g.cardList {
if info.guid == cardGuid {
return info
}
}
return nil
}
// GCGManager 七圣召唤管理器
type GCGManager struct {
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.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),
msgPackList: make([]*proto.GCGMessagePack, 0, 10),
historyMsgPackList: make([]*proto.GCGMessagePack, 0, 50),
historyCardList: make([]*GCGCardInfo, 0, 100),
}
// 初始化游戏
game.InitGame(playerList)
// 记录游戏
g.gameMap[game.guid] = game
return game
}
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
)
// 阶段对应的处理函数
var phaseFuncMap = map[proto.GCGPhaseType]func(game *GCGGame){
proto.GCGPhaseType_GCG_PHASE_TYPE_START: PhaseStartReady,
proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE: PhaseSelectChar,
proto.GCGPhaseType_GCG_PHASE_TYPE_DICE: PhaseRollDice,
proto.GCGPhaseType_GCG_PHASE_TYPE_PRE_MAIN: PhasePreMain,
}
// PhaseStartReady 阶段开局准备
func PhaseStartReady(game *GCGGame) {
// 客户端更新操控者
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, game.GCGMsgUpdateController())
// 分配先手
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_PHASE_EXIT, game.GCGMsgClientPerform(proto.GCGClientPerformType_GCG_CLIENT_PERFORM_TYPE_FIRST_HAND, []uint32{game.roundInfo.firstController}))
// 游戏绘制卡牌阶段 应该
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_DRAW)
// 游戏选择角色卡牌阶段
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE)
}
// PhaseSelectChar 阶段选择角色卡牌
func PhaseSelectChar(game *GCGGame) {
// 该阶段确保每位玩家都选择了角色
for _, controller := range game.controllerMap {
if controller.selectedCharCard == nil {
// 如果有没选择角色卡牌的则不执行后面
return
}
}
// 回合信息
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, game.GCGMsgDuelDataChange())
// 游戏投掷骰子阶段
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_DICE)
}
// PhaseRollDice 阶段投掷骰子
func 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))
diceSideList = append(diceSideList, diceSide)
}
// 存储该回合玩家的骰子
game.roundInfo.diceSideMap[controller.controllerId] = diceSideList
game.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_ROLL, game.GCGMsgDiceRoll(controller.controllerId, uint32(len(diceSideList)), diceSideList))
}
game.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_REROLL)
// g.controllerMap[1].allow = 1
// g.controllerMap[2].allow = 0
// msgPackInfo := g.CreateMsgPackInfo()
// msgPackInfo.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgPVEIntention(&proto.GCGMsgPVEIntention{CardGuid: g.controllerMap[2].cardList[0].guid, SkillIdList: []uint32{g.controllerMap[2].cardList[0].skillIdList[1]}}, &proto.GCGMsgPVEIntention{CardGuid: g.controllerMap[2].cardList[1].guid, SkillIdList: []uint32{g.controllerMap[2].cardList[1].skillIdList[0]}}))
// g.BroadcastMsgPackInfo(msgPackInfo, false)
// msgPackInfo1 := g.CreateMsgPackInfo()
// msgPackInfo1.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
// msgPackInfo1.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgPhaseContinue())
// g.BroadcastMsgPackInfo(msgPackInfo1, false)
}
// PhasePreMain 阶段战斗开始
func PhasePreMain(game *GCGGame) {
game.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_TRIGGER_SKILL, game.GCGMsgUseSkill(195, 33024), game.GCGMsgUseSkillEnd(195, 33024))
}
// 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
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
}
// 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
serverSeqCounter uint32 // 请求序列生成计数器
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
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
}
// AddPlayer GCG游戏添加玩家
func (g *GCGGame) AddPlayer(player *model.Player) {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: g.controllerIdCounter,
cardList: make([]*GCGCardInfo, 0, 50),
loadState: ControllerLoadState_None,
controllerType: ControllerType_Player,
player: player,
}
// 生成卡牌信息
g.GiveCharCard(controller, 1301)
g.GiveCharCard(controller, 1103)
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
player.GCGCurGameGuid = g.guid
}
// AddAI GCG游戏添加AI
func (g *GCGGame) AddAI() {
// 创建操控者
g.controllerIdCounter++
controller := &GCGController{
controllerId: g.controllerIdCounter,
cardList: make([]*GCGCardInfo, 0, 50),
loadState: ControllerLoadState_InitFinish,
controllerType: ControllerType_AI,
ai: &GCGAi{
game: g,
controllerId: g.controllerIdCounter,
},
}
// 生成卡牌信息
g.GiveCharCard(controller, 3001)
g.GiveCharCard(controller, 3302)
// 记录操控者
g.controllerMap[g.controllerIdCounter] = controller
}
// GameChangePhase 游戏更改阶段
func (g *GCGGame) GameChangePhase(phase proto.GCGPhaseType) {
beforePhase := g.roundInfo.phaseType
// 修改游戏的阶段
g.roundInfo.phaseType = phase
switch phase {
case proto.GCGPhaseType_GCG_PHASE_TYPE_ON_STAGE, proto.GCGPhaseType_GCG_PHASE_TYPE_DICE:
// 该阶段允许所有玩家行动
for _, controller := range g.controllerMap {
controller.allow = 1
}
case proto.GCGPhaseType_GCG_PHASE_TYPE_PRE_MAIN:
// 该阶段不允许所有玩家行动
for _, controller := range g.controllerMap {
controller.allow = 0
}
}
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NEXT_PHASE, g.GCGMsgPhaseChange(beforePhase, phase))
}
// 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, ok := gdconf.CONF.GCGCharDataMap[int32(charId)]
if !ok {
logger.Error("gcg char config error, charId: %v", charId)
return
}
// 生成卡牌信息
g.cardGuidCounter++
controller.cardList = append(controller.cardList, &GCGCardInfo{
cardId: charId,
guid: g.cardGuidCounter,
faceType: 0, // 1为金卡
tagList: gcgCharConfig.TagList,
tokenMap: map[uint32]uint32{
1: uint32(gcgCharConfig.HPBase), // 血量
2: uint32(gcgCharConfig.HPBase), // 最大血量(不确定)
4: 0, // 充能
5: uint32(gcgCharConfig.MaxElemVal), // 充能条
},
skillIdList: gcgCharConfig.SkillList,
skillLimitList: []uint32{},
isShow: true,
})
}
// ControllerSelectChar 操控者选择角色卡牌
func (g *GCGGame) ControllerSelectChar(controller *GCGController, cardInfo *GCGCardInfo, costDiceIndexList []uint32) {
// 判断选择角色卡牌消耗的点数是否正确
if controller.selectedCharCard != nil && 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.selectedCharCard = cardInfo
// 设置操控者禁止操作
controller.allow = 0
// 广播选择的角色卡牌消息包
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
g.AddMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_TYPE_SELECT_ONSTAGE, g.GCGMsgSelectOnStage(controller.controllerId, cardInfo.guid, proto.GCGReason_GCG_REASON_DEFAULT))
}
// 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: g.serverSeqCounter,
}
GAME_MANAGER.SendMsg(cmd.GCGHeartBeatNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgHeartBeatNotify)
}
}
// 仅在游戏处于运行状态时执行阶段处理
if g.gameState == GCGGameState_Running {
phaseFunc, ok := 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
// 发送阶段处理后的消息包
g.SendAllMsgPack(false)
}
}
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()
// // 先手允许操作
// controller, ok := g.controllerMap[g.roundInfo.firstController]
// if !ok {
// logger.Error("controller is nil, controllerId: %v", g.roundInfo.firstController)
// return
// }
// controller.allow = 1
// TODO 验证玩家人数是否符合
// 预开始游戏
g.GameChangePhase(proto.GCGPhaseType_GCG_PHASE_TYPE_START)
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_NONE, g.GCGMsgUpdateController())
g.AddMsgPack(0, proto.GCGActionType_GCG_ACTION_TYPE_SEND_MESSAGE, g.GCGMsgPhaseContinue())
g.SendAllMsgPack(true)
// 游戏状态更改为等待玩家加载
g.gameState = GCGGameState_Waiting
}
// StartGame 开始GCG游戏
func (g *GCGGame) StartGame() {
// 游戏开始设置所有玩家不允许操作
// for _, c := range g.controllerMap {
// c.allow = 0
// }
// 游戏状态更改为游戏运行中
g.gameState = GCGGameState_Running
}
// 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()
}
// AddMsgPack 添加GCG消息包至待发送区
func (g *GCGGame) AddMsgPack(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
g.msgPackList = append(g.msgPackList, pack)
}
// SendAllMsgPack 发送所有待发送区的消息包
func (g *GCGGame) SendAllMsgPack(recordOnly bool) {
// 不发送空的消息包
if len(g.msgPackList) == 0 {
return
}
// 是否仅记录历史消息包
if !recordOnly {
g.serverSeqCounter++
for _, controller := range g.controllerMap {
GAME_MANAGER.SendGCGMessagePackNotify(controller, g.serverSeqCounter, g.msgPackList)
}
}
// 记录发送的历史消息包
for _, pack := range g.msgPackList {
g.historyMsgPackList = append(g.historyMsgPackList, pack)
}
// 清空待发送区消息包
g.msgPackList = make([]*proto.GCGMessagePack, 0, 10)
}
// GCGMsgPhaseChange GCG消息阶段改变
func (g *GCGGame) GCGMsgPhaseChange(beforePhase proto.GCGPhaseType, afterPhase proto.GCGPhaseType) *proto.GCGMessage {
gcgMsgPhaseChange := &proto.GCGMsgPhaseChange{
BeforePhase: beforePhase,
AfterPhase: afterPhase,
AllowControllerMap: make([]*proto.Uint32Pair, 0, len(g.controllerMap)),
}
if gcgMsgPhaseChange.AfterPhase != proto.GCGPhaseType_GCG_PHASE_TYPE_DRAW && gcgMsgPhaseChange.AfterPhase != proto.GCGPhaseType_GCG_PHASE_TYPE_PRE_MAIN {
// 操控者的是否允许操作
for _, controller := range g.controllerMap {
pair := &proto.Uint32Pair{
Key: controller.controllerId,
Value: controller.allow,
}
gcgMsgPhaseChange.AllowControllerMap = append(gcgMsgPhaseChange.AllowControllerMap, pair)
}
}
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([]*proto.Uint32Pair, 0, len(g.controllerMap)),
}
// 操控者的是否允许操作
for _, controller := range g.controllerMap {
pair := &proto.Uint32Pair{
Key: controller.controllerId,
Value: controller.allow,
}
gcgMsgUpdateController.AllowControllerMap = append(gcgMsgUpdateController.AllowControllerMap, pair)
}
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PVE意向
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(cardGuid uint32, skillId uint32) *proto.GCGMessage {
gcgMsgMsgUseSkill := &proto.GCGMsgUseSkill{
SkillId: skillId,
CardGuid: cardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkill{
UseSkill: gcgMsgMsgUseSkill,
},
}
return gcgMessage
}
// GCGMsgUseSkillEnd GCG消息使用技能结束
func (g *GCGGame) GCGMsgUseSkillEnd(cardGuid uint32, skillId uint32) *proto.GCGMessage {
gcgMsgMsgUseSkillEnd := &proto.GCGMsgUseSkillEnd{
SkillId: skillId,
CardGuid: cardGuid,
}
gcgMessage := &proto.GCGMessage{
Message: &proto.GCGMessage_UseSkillEnd{
UseSkillEnd: gcgMsgMsgUseSkillEnd,
},
}
return gcgMessage
}
// 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
}