Files
hk4e/gs/game/player_gcg.go
2023-02-09 01:01:05 +08:00

631 lines
23 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"
)
func (g *GameManager) GCGLogin(player *model.Player) {
// player.SceneId = 1076
// player.Pos.X = 8.974
// player.Pos.Y = 0
// player.Pos.Z = 9.373
// GCG目前可能有点问题先不发送
// 以后再慢慢搞
// // GCG基础信息
// g.SendMsg(cmd.GCGBasicDataNotify, player.PlayerID, player.ClientSeq, g.PacketGCGBasicDataNotify(player))
// // GCG等级挑战解锁
// g.SendMsg(cmd.GCGLevelChallengeNotify, player.PlayerID, player.ClientSeq, g.PacketGCGLevelChallengeNotify(player))
// // GCG禁止的卡牌
// g.SendMsg(cmd.GCGDSBanCardNotify, player.PlayerID, player.ClientSeq, g.PacketGCGDSBanCardNotify(player))
// // GCG解锁或拥有的内容
// g.SendMsg(cmd.GCGDSDataNotify, player.PlayerID, player.ClientSeq, g.PacketGCGDSDataNotify(player))
// // GCG酒馆挑战数据
// g.SendMsg(cmd.GCGTCTavernChallengeDataNotify, player.PlayerID, player.ClientSeq, g.PacketGCGTCTavernChallengeDataNotify(player))
}
// GCGTavernInit GCG酒馆初始化
func (g *GameManager) GCGTavernInit(player *model.Player) {
// if player.SceneId == 1076 {
// // GCG酒馆信息通知
// g.SendMsg(cmd.GCGTCTavernInfoNotify, player.PlayerID, player.ClientSeq, g.PacketGCGTCTavernInfoNotify(player))
// // GCG酒馆NPC信息通知
// g.SendMsg(cmd.GCGTavernNpcInfoNotify, player.PlayerID, player.ClientSeq, g.PacketGCGTavernNpcInfoNotify(player))
// }
}
// GCGStartChallenge GCG开始挑战
func (g *GameManager) GCGStartChallenge(player *model.Player) {
// GCG开始游戏通知
// gcgStartChallengeByCheckRewardRsp := &proto.GCGStartChallengeByCheckRewardRsp{
// ExceededItemTypeList: make([]uint32, 0, 0),
// LevelId: 0,
// ExceededItemList: make([]uint32, 0, 0),
// LevelType: proto.GCGLevelType_GCG_LEVEL_TYPE_GUIDE_GROUP,
// ConfigId: 7066505,
// Retcode: 0,
// }
// g.SendMsg(cmd.GCGStartChallengeByCheckRewardRsp, player.PlayerID, player.ClientSeq, gcgStartChallengeByCheckRewardRsp)
// 创建GCG游戏
game := GCG_MANAGER.CreateGame(30101, []*model.Player{player})
// GCG游戏简要信息通知
GAME_MANAGER.SendMsg(cmd.GCGGameBriefDataNotify, player.PlayerID, player.ClientSeq,
g.PacketGCGGameBriefDataNotify(player, proto.GCGGameBusinessType_GCG_GAME_GUIDE_GROUP, game))
// 玩家进入GCG界面
g.TeleportPlayer(player, constant.EnterReasonConst.DungeonEnter, 79999, new(model.Vector), new(model.Vector), 2162)
}
// GCGAskDuelReq GCG决斗请求
func (g *GameManager) GCGAskDuelReq(player *model.Player, payloadMsg pb.Message) {
// 获取玩家所在的游戏
game, ok := GCG_MANAGER.gameMap[player.GCGCurGameGuid]
if !ok {
g.SendError(cmd.GCGAskDuelRsp, player, &proto.GCGAskDuelRsp{}, proto.Retcode_RET_GCG_GAME_NOT_RUNNING)
return
}
// 获取玩家的操控者对象
gameController := game.GetControllerByUserId(player.PlayerID)
if gameController == nil {
g.SendError(cmd.GCGAskDuelRsp, player, &proto.GCGAskDuelRsp{}, proto.Retcode_RET_GCG_NOT_IN_GCG_DUNGEON)
return
}
// 更改操控者加载状态
gameController.loadState = ControllerLoadState_AskDuel
// 计数器+1
gameController.serverSeqCounter++
// PacketGCGAskDuelRsp
gcgAskDuelRsp := &proto.GCGAskDuelRsp{
Duel: &proto.GCGDuel{
ServerSeq: gameController.serverSeqCounter,
// ShowInfoList 游戏内显示双方头像名字
ShowInfoList: make([]*proto.GCGControllerShowInfo, 0, len(game.controllerMap)),
ForbidFinishChallengeList: nil,
// CardList 卡牌列表
CardList: make([]*proto.GCGCard, 0, 0),
// Unk3300_BIANMOPDEHO: 1, // Unk
CostRevise: &proto.GCGCostReviseInfo{ // 暂无数据
CanUseHandCardIdList: nil,
SelectOnStageCostList: nil,
PlayCardCostList: nil,
AttackCostList: nil,
IsCanAttack: false,
},
GameId: 0, // 官服是0
// FieldList 玩家牌盒信息 卡牌显示相关
FieldList: make([]*proto.GCGPlayerField, 0, len(game.controllerMap)),
// Unk3300_CDCMBOKBLAK: make([]*proto.Unk3300_ADHENCIFKNI, 0, len(game.controllerMap)),
BusinessType: 0,
IntetionList: nil, // empty
// ChallengeList 可能是挑战目标
ChallengeList: []*proto.GCGDuelChallenge{
// TODO 暂时写死
{
ChallengeId: 1,
CurProgress: 906,
TotalProgress: 0,
},
{
ChallengeId: 1,
CurProgress: 907,
TotalProgress: 0,
},
{
ChallengeId: 1,
CurProgress: 901,
TotalProgress: 0,
},
{
ChallengeId: 1,
CurProgress: 903,
TotalProgress: 0,
},
{
ChallengeId: 1,
CurProgress: 904,
TotalProgress: 0,
},
{
ChallengeId: 1,
CurProgress: 905,
TotalProgress: 0,
},
{
ChallengeId: 1,
CurProgress: 908,
TotalProgress: 0,
},
{
ChallengeId: 1,
CurProgress: 909,
TotalProgress: 0,
},
},
HistoryCardList: make([]*proto.GCGCard, 0, len(gameController.historyCardList)),
Round: game.roundInfo.roundNum,
ControllerId: gameController.controllerId,
HistoryMsgPackList: gameController.historyMsgPackList,
// Unk3300_JHDDNKFPINA: 0,
// CardIdList 游戏内的所有卡牌Id
CardIdList: make([]uint32, 0, 0),
// Unk3300_JBBMBKGOONO: 0, // Unk
// 阶段数据
Phase: &proto.GCGPhase{
PhaseType: game.roundInfo.phaseType,
AllowControllerMap: game.roundInfo.allowControllerMap,
},
},
}
// 玩家信息列表
for _, controller := range game.controllerMap {
gcgControllerShowInfo := &proto.GCGControllerShowInfo{
ControllerId: controller.controllerId,
ProfilePicture: &proto.ProfilePicture{},
}
// 如果为玩家则更改为玩家信息
if controller.controllerType == ControllerType_Player {
gcgControllerShowInfo.ProfilePicture.AvatarId = player.HeadImage
gcgControllerShowInfo.ProfilePicture.AvatarId = player.AvatarMap[player.HeadImage].Costume
}
gcgAskDuelRsp.Duel.ShowInfoList = append(gcgAskDuelRsp.Duel.ShowInfoList)
}
// 玩家牌盒信息 卡牌显示相关
for _, controller := range game.controllerMap {
// FieldList 玩家牌盒信息 卡牌显示相关
playerField := &proto.GCGPlayerField{
CurWaitingIndex: 0,
// 卡牌图片
ModifyZoneMap: make(map[uint32]*proto.GCGZone, len(controller.cardMap[CardInfoType_Char])),
FieldShowId: 0,
SummonZone: &proto.GCGZone{
CardList: []uint32{},
},
CardBackShowId: 0,
// 卡牌技能?
OnStageZone: &proto.GCGZone{
CardList: []uint32{}, // 官服CardList: []uint32{5},
},
AssistZone: &proto.GCGZone{
CardList: []uint32{},
},
WaitingList: []*proto.GCGWaitingCharacter{},
DiceCount: 0,
ControllerId: controller.controllerId,
// 卡牌位置
CharacterZone: &proto.GCGZone{
CardList: make([]uint32, 0, len(controller.cardMap[CardInfoType_Char])),
},
HandZone: &proto.GCGZone{
CardList: []uint32{},
},
IsPassed: false,
IntentionList: []*proto.GCGPVEIntention{},
DiceSideList: []proto.GCGDiceSideType{},
// 牌堆卡牌数量
DeckCardNum: uint32(len(controller.cardMap[CardInfoType_Deck])),
OnStageCharacterGuid: 0,
}
for _, info := range controller.cardMap[CardInfoType_Char] {
playerField.ModifyZoneMap[info.guid] = &proto.GCGZone{CardList: []uint32{}}
playerField.CharacterZone.CardList = append(playerField.CharacterZone.CardList, info.guid)
}
// 添加完所有卡牌的位置之类的信息后添加这个牌盒
gcgAskDuelRsp.Duel.FieldList = append(gcgAskDuelRsp.Duel.FieldList, playerField)
}
// 历史卡牌信息
for _, cardInfo := range gameController.historyCardList {
gcgAskDuelRsp.Duel.HistoryCardList = append(gcgAskDuelRsp.Duel.HistoryCardList, cardInfo.ToProto(gameController))
}
// 卡牌信息
for _, controller := range game.controllerMap {
// 角色牌以及手牌都要
for _, cardList := range controller.cardMap {
for _, cardInfo := range cardList {
gcgAskDuelRsp.Duel.CardList = append(gcgAskDuelRsp.Duel.CardList, cardInfo.ToProto(gameController))
// CardIdList卡牌Id不能重复
isHasCardId := false
for _, cardId := range gcgAskDuelRsp.Duel.CardIdList {
if cardId == cardInfo.cardId {
isHasCardId = true
}
}
// 如果不存在该牌的CardId则添加
if !isHasCardId {
gcgAskDuelRsp.Duel.CardIdList = append(gcgAskDuelRsp.Duel.CardIdList, cardInfo.cardId)
}
}
}
}
// // Unk3300_CDCMBOKBLAK 你问我这是啥? 我也不知道
// for _, controller := range game.controllerMap {
// gcgAskDuelRsp.Duel.Unk3300_CDCMBOKBLAK = append(gcgAskDuelRsp.Duel.Unk3300_CDCMBOKBLAK, &proto.GCGMsgOpTimer{
// BeginTime: 0,
// TimeStamp: 0,
// ControllerId: controller.controllerId,
// })
// }
GAME_MANAGER.SendMsg(cmd.GCGAskDuelRsp, player.PlayerID, player.ClientSeq, gcgAskDuelRsp)
}
// GCGInitFinishReq GCG初始化完成请求
func (g *GameManager) GCGInitFinishReq(player *model.Player, payloadMsg pb.Message) {
// 获取玩家所在的游戏
game, ok := GCG_MANAGER.gameMap[player.GCGCurGameGuid]
if !ok {
g.SendError(cmd.GCGInitFinishRsp, player, &proto.GCGInitFinishRsp{}, proto.Retcode_RET_GCG_GAME_NOT_RUNNING)
return
}
// 获取玩家的操控者对象
gameController := game.GetControllerByUserId(player.PlayerID)
if gameController == nil {
g.SendError(cmd.GCGInitFinishRsp, player, &proto.GCGInitFinishRsp{}, proto.Retcode_RET_GCG_NOT_IN_GCG_DUNGEON)
return
}
// 更改操控者加载状态
gameController.loadState = ControllerLoadState_InitFinish
GAME_MANAGER.SendMsg(cmd.GCGInitFinishRsp, player.PlayerID, player.ClientSeq, &proto.GCGInitFinishRsp{})
// 检查所有玩家是否已加载完毕
game.CheckAllInitFinish()
}
// GCGOperationReq GCG游戏客户端操作请求
func (g *GameManager) GCGOperationReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.GCGOperationReq)
// 获取玩家所在的游戏
game, ok := GCG_MANAGER.gameMap[player.GCGCurGameGuid]
if !ok {
g.SendError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_GAME_NOT_RUNNING)
return
}
// 获取玩家的操控者对象
gameController := game.GetControllerByUserId(player.PlayerID)
if gameController == nil {
g.SendError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_NOT_IN_GCG_DUNGEON)
return
}
switch req.Op.Op.(type) {
case *proto.GCGOperation_OpSelectOnStage:
// 选择角色卡牌
op := req.Op.GetOpSelectOnStage()
// 操作者是否拥有该卡牌
cardInfo := gameController.GetCharCardByGuid(op.CardGuid)
if cardInfo == nil {
GAME_MANAGER.SendError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_SELECT_HAND_CARD_GUID_ERROR)
return
}
// 操控者选择角色牌
game.ControllerSelectChar(gameController, cardInfo, op.CostDiceIndexList)
case *proto.GCGOperation_OpReroll:
// 确认骰子重投
op := req.Op.GetOpReroll()
diceSideList, ok := game.roundInfo.diceSideMap[gameController.controllerId]
if !ok {
g.SendError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_DICE_INDEX_INVALID)
return
}
// 判断骰子索引是否有效
for _, diceIndex := range op.DiceIndexList {
if diceIndex > uint32(len(diceSideList)) {
g.SendError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_DICE_INDEX_INVALID)
return
}
}
// 操控者确认重投骰子
game.ControllerReRollDice(gameController, op.DiceIndexList)
case *proto.GCGOperation_OpAttack:
// 角色使用技能
op := req.Op.GetOpAttack()
diceSideList, ok := game.roundInfo.diceSideMap[gameController.controllerId]
if !ok {
g.SendError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_DICE_INDEX_INVALID)
return
}
// 判断骰子索引是否有效
for _, diceIndex := range op.CostDiceIndexList {
if diceIndex > uint32(len(diceSideList)) {
g.SendError(cmd.GCGOperationRsp, player, &proto.GCGOperationRsp{}, proto.Retcode_RET_GCG_DICE_INDEX_INVALID)
return
}
}
// 操控者使用技能
game.ControllerUseSkill(gameController, op.SkillId, op.CostDiceIndexList)
default:
logger.Error("gcg op is not handle, op: %T", req.Op.Op)
return
}
// PacketGCGOperationRsp
gcgOperationRsp := &proto.GCGOperationRsp{
OpSeq: req.OpSeq,
}
GAME_MANAGER.SendMsg(cmd.GCGOperationRsp, player.PlayerID, player.ClientSeq, gcgOperationRsp)
}
// PacketGCGSkillPreviewNotify GCG游戏技能预览通知
func (g *GameManager) PacketGCGSkillPreviewNotify(game *GCGGame, controller *GCGController) *proto.GCGSkillPreviewNotify {
selectedCharCard := controller.GetSelectedCharCard()
// 确保玩家选择了角色牌
if selectedCharCard == nil {
logger.Error("selected char card is nil, cardGuid: %v", controller.selectedCharCardGuid)
return new(proto.GCGSkillPreviewNotify)
}
// 获取对方的操控者对象
targetController := game.GetOtherController(controller.controllerId)
if targetController == nil {
logger.Error("target controller is nil, controllerId: %v", controller.controllerId)
return new(proto.GCGSkillPreviewNotify)
}
// 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 new(proto.GCGSkillPreviewNotify)
}
// PacketGCGSkillPreviewNotify
gcgSkillPreviewNotify := &proto.GCGSkillPreviewNotify{
ControllerId: controller.controllerId,
// 当前角色牌拥有的技能信息
SkillPreviewList: make([]*proto.GCGSkillPreviewInfo, 0, len(selectedCharCard.skillList)),
// 切换到其他角色牌的所需消耗信息
ChangeOnstagePreviewList: make([]*proto.GCGChangeOnstageInfo, 0, 2), // 暂时写死
PlayCardList: make([]*proto.GCGSkillPreviewPlayCardInfo, 0, 0),
OnstageCardGuid: selectedCharCard.guid, // 当前被选择的角色牌guid
}
// SkillPreviewList
for _, skillInfo := range selectedCharCard.skillList {
// 读取卡牌技能配置表
gcgSkillConfig, ok := gdconf.CONF.GCGSkillDataMap[int32(skillInfo.skillId)]
if !ok {
logger.Error("gcg skill config error, skillId: %v", skillInfo.skillId)
return new(proto.GCGSkillPreviewNotify)
}
gcgSkillPreviewInfo := &proto.GCGSkillPreviewInfo{
ChangeOnstageCharacterList: nil,
AddCardList: nil,
SkillId: skillInfo.skillId,
// 技能造成的血量预览信息
HpInfoMap: make(map[uint32]*proto.GCGSkillPreviewHpInfo, 1),
RmCardList: nil,
ExtraInfo: nil,
ReactionInfoMap: nil,
// 技能对自身改变预览信息
CardTokenChangeMap: make(map[uint32]*proto.GCGSkillPreviewTokenChangeInfo, 1),
}
// HpInfoMap
// key -> 显示对哪个角色卡造成伤害
gcgSkillPreviewInfo.HpInfoMap[targetSelectedCharCard.guid] = &proto.GCGSkillPreviewHpInfo{
ChangeType: proto.GCGSkillHpChangeType_GCG_SKILL_HP_CHANGE_DAMAGE,
HpChangeValue: gcgSkillConfig.Damage,
}
// CardTokenChangeMap
// key -> 显示对哪个角色卡修改token
gcgSkillPreviewInfo.CardTokenChangeMap[selectedCharCard.guid] = &proto.GCGSkillPreviewTokenChangeInfo{
TokenChangeList: []*proto.GCGSkillPreviewTokenInfo{
{
// Token类型
TokenType: constant.GCGTokenConst.TOKEN_CUR_ELEM,
BeforeValue: 0,
// 更改为的值
AfterValue: selectedCharCard.tokenMap[constant.GCGTokenConst.TOKEN_CUR_ELEM] + 1,
},
},
}
gcgSkillPreviewNotify.SkillPreviewList = append(gcgSkillPreviewNotify.SkillPreviewList, gcgSkillPreviewInfo)
}
// ChangeOnstagePreviewList
for _, cardInfo := range controller.cardMap[CardInfoType_Char] {
// 排除当前已选中的角色卡
if cardInfo.guid == selectedCharCard.guid {
continue
}
gcgChangeOnstageInfo := &proto.GCGChangeOnstageInfo{
IsQuick: false, // 是否为快速行动
CardGuid: cardInfo.guid,
// 切换角色预览
ChangeOnstagePreviewInfo: &proto.GCGSkillPreviewInfo{},
}
gcgSkillPreviewNotify.ChangeOnstagePreviewList = append(gcgSkillPreviewNotify.ChangeOnstagePreviewList, gcgChangeOnstageInfo)
}
return gcgSkillPreviewNotify
}
// SendGCGMessagePackNotify 发送GCG游戏消息包通知
func (g *GameManager) SendGCGMessagePackNotify(controller *GCGController, serverSeq uint32, msgPackList []*proto.GCGMessagePack) {
// 确保加载完成
if controller.loadState != ControllerLoadState_InitFinish {
return
}
// PacketGCGMessagePackNotify
gcgMessagePackNotify := &proto.GCGMessagePackNotify{
ServerSeq: serverSeq,
MsgPackList: msgPackList,
}
// 根据操控者的类型发送消息包
switch controller.controllerType {
case ControllerType_Player:
GAME_MANAGER.SendMsg(cmd.GCGMessagePackNotify, controller.player.PlayerID, controller.player.ClientSeq, gcgMessagePackNotify)
case ControllerType_AI:
controller.ai.ReceiveGCGMessagePackNotify(gcgMessagePackNotify)
default:
logger.Error("controller type error, %v", controller.controllerType)
return
}
}
// PacketGCGGameBriefDataNotify GCG游戏简要数据通知
func (g *GameManager) PacketGCGGameBriefDataNotify(player *model.Player, businessType proto.GCGGameBusinessType, game *GCGGame) *proto.GCGGameBriefDataNotify {
gcgGameBriefDataNotify := &proto.GCGGameBriefDataNotify{
GcgBriefData: &proto.GCGGameBriefData{
BusinessType: businessType,
// PlatformType: uint32(proto.PlatformType_PC), // TODO 根据玩家设备修改
GameId: game.gameId,
PlayerBriefList: make([]*proto.GCGPlayerBriefData, 0, len(game.controllerMap)),
},
IsNewGame: true, // TODO 根据游戏修改
}
for _, controller := range game.controllerMap {
gcgPlayerBriefData := &proto.GCGPlayerBriefData{
ControllerId: controller.controllerId,
ProfilePicture: new(proto.ProfilePicture),
CardIdList: make([]uint32, 0, len(controller.cardMap[CardInfoType_Char])), // 这里展示给玩家的是角色牌
}
// 角色牌信息
for _, cardInfo := range controller.cardMap[CardInfoType_Char] {
gcgPlayerBriefData.CardIdList = append(gcgPlayerBriefData.CardIdList, cardInfo.cardId)
}
// 玩家信息
if controller.player != nil {
gcgPlayerBriefData.Uid = player.PlayerID
gcgPlayerBriefData.ProfilePicture.AvatarId = player.TeamConfig.GetActiveAvatarId()
gcgPlayerBriefData.ProfilePicture.CostumeId = player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Costume
gcgPlayerBriefData.NickName = player.NickName
}
gcgGameBriefDataNotify.GcgBriefData.PlayerBriefList = append(gcgGameBriefDataNotify.GcgBriefData.PlayerBriefList)
}
return gcgGameBriefDataNotify
}
// PacketGCGTavernNpcInfoNotify GCG酒馆NPC信息通知
func (g *GameManager) PacketGCGTavernNpcInfoNotify(player *model.Player) *proto.GCGTavernNpcInfoNotify {
gcgTavernNpcInfoNotify := &proto.GCGTavernNpcInfoNotify{
WeekNpcList: make([]*proto.GCGTavernNpcInfo, 0, 0),
ConstNpcList: make([]*proto.GCGTavernNpcInfo, 0, 0),
CharacterNpc: &proto.GCGTavernNpcInfo{
Id: 0,
ScenePointId: 0,
LevelId: 0,
},
}
return gcgTavernNpcInfoNotify
}
// PacketGCGTCTavernInfoNotify GCG酒馆信息通知
func (g *GameManager) PacketGCGTCTavernInfoNotify(player *model.Player) *proto.GCGTCTavernInfoNotify {
gcgTCTavernInfoNotify := &proto.GCGTCTavernInfoNotify{
LevelId: 0,
IsLastDuelWin: false,
IsOwnerInDuel: false,
PointId: 0,
ElementType: 8,
AvatarId: 10000007,
CharacterId: 0,
}
return gcgTCTavernInfoNotify
}
// PacketGCGTCTavernChallengeDataNotify GCG酒馆挑战数据
func (g *GameManager) PacketGCGTCTavernChallengeDataNotify(player *model.Player) *proto.GCGTCTavernChallengeDataNotify {
gcgTCTavernChallengeDataNotify := &proto.GCGTCTavernChallengeDataNotify{
TavernChallengeList: make([]*proto.GCGTCTavernChallengeData, 0, 0),
}
for _, challenge := range player.GCGInfo.TavernChallengeMap {
gcgTCTavernChallengeData := &proto.GCGTCTavernChallengeData{
UnlockLevelIdList: challenge.UnlockLevelIdList,
CharacterId: challenge.CharacterId,
}
gcgTCTavernChallengeDataNotify.TavernChallengeList = append(gcgTCTavernChallengeDataNotify.TavernChallengeList, gcgTCTavernChallengeData)
}
return gcgTCTavernChallengeDataNotify
}
// PacketGCGBasicDataNotify GCG基础数据通知
func (g *GameManager) PacketGCGBasicDataNotify(player *model.Player) *proto.GCGBasicDataNotify {
gcgBasicDataNotify := &proto.GCGBasicDataNotify{
Level: player.GCGInfo.Level,
Exp: player.GCGInfo.Exp,
LevelRewardTakenList: make([]uint32, 0, 0),
}
return gcgBasicDataNotify
}
// PacketGCGLevelChallengeNotify GCG等级挑战通知
func (g *GameManager) PacketGCGLevelChallengeNotify(player *model.Player) *proto.GCGLevelChallengeNotify {
gcgLevelChallengeNotify := &proto.GCGLevelChallengeNotify{
UnlockBossChallengeList: make([]*proto.GCGBossChallengeData, 0, 0),
UnlockWorldChallengeList: player.GCGInfo.UnlockWorldChallengeList,
LevelList: make([]*proto.GCGLevelData, 0, 0),
}
// Boss挑战信息
for _, challenge := range player.GCGInfo.UnlockBossChallengeMap {
gcgBossChallengeData := &proto.GCGBossChallengeData{
UnlockLevelIdList: challenge.UnlockLevelIdList,
Id: challenge.Id,
}
gcgLevelChallengeNotify.UnlockBossChallengeList = append(gcgLevelChallengeNotify.UnlockBossChallengeList, gcgBossChallengeData)
}
// 等级挑战信息
for _, challenge := range player.GCGInfo.LevelChallengeMap {
gcgLevelData := &proto.GCGLevelData{
FinishedChallengeIdList: challenge.FinishedChallengeIdList,
LevelId: challenge.LevelId,
}
gcgLevelChallengeNotify.LevelList = append(gcgLevelChallengeNotify.LevelList, gcgLevelData)
}
return gcgLevelChallengeNotify
}
// PacketGCGDSBanCardNotify GCG禁止的卡牌通知
func (g *GameManager) PacketGCGDSBanCardNotify(player *model.Player) *proto.GCGDSBanCardNotify {
gcgDSBanCardNotify := &proto.GCGDSBanCardNotify{
CardList: player.GCGInfo.BanCardList,
}
return gcgDSBanCardNotify
}
// PacketGCGDSDataNotify GCG数据通知
func (g *GameManager) PacketGCGDSDataNotify(player *model.Player) *proto.GCGDSDataNotify {
gcgDSDataNotify := &proto.GCGDSDataNotify{
CurDeckId: player.GCGInfo.CurDeckId,
DeckList: make([]*proto.GCGDSDeckData, 0, len(player.GCGInfo.DeckList)),
UnlockCardBackIdList: player.GCGInfo.UnlockCardBackIdList,
CardList: make([]*proto.GCGDSCardData, 0, len(player.GCGInfo.CardList)),
UnlockFieldIdList: player.GCGInfo.UnlockFieldIdList,
UnlockDeckIdList: player.GCGInfo.UnlockDeckIdList,
}
// 卡组列表
for i, deck := range player.GCGInfo.DeckList {
gcgDSDeckData := &proto.GCGDSDeckData{
CreateTime: uint32(deck.CreateTime),
FieldId: deck.FieldId,
CardBackId: deck.CardBackId,
CardList: deck.CardList,
CharacterCardList: deck.CharacterCardList,
Id: uint32(i),
Name: deck.Name,
IsValid: true, // TODO 校验卡组是否有效
}
gcgDSDataNotify.DeckList = append(gcgDSDataNotify.DeckList, gcgDSDeckData)
}
// 卡牌列表
for _, card := range player.GCGInfo.CardList {
gcgDSCardData := &proto.GCGDSCardData{
Num: card.Num,
FaceType: card.FaceType,
CardId: card.CardId,
ProficiencyRewardTakenIdxList: card.ProficiencyRewardTakenIdxList,
UnlockFaceTypeList: card.UnlockFaceTypeList,
Proficiency: card.Proficiency,
}
gcgDSDataNotify.CardList = append(gcgDSDataNotify.CardList, gcgDSCardData)
}
return gcgDSDataNotify
}