Files
hk4e/gs/game/user_stamina.go
2022-11-30 22:31:54 +08:00

189 lines
6.3 KiB
Go

package game
import (
"hk4e/gs/constant"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
)
// HandleStamina 处理即时耐力消耗
func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
staminaInfo := player.StaminaInfo
logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
// 记录玩家的此时位置
staminaInfo.CurPos = &model.Vector{
X: player.Pos.X,
Y: player.Pos.Y,
Z: player.Pos.Z,
}
// 未改变状态执行后面没有意义
if motionState == staminaInfo.State {
return
}
// 设置用于持续消耗或恢复耐力的值
g.SetStaminaCost(player, motionState)
// 根据玩家的状态立刻消耗耐力
switch motionState {
case proto.MotionState_MOTION_STATE_CLIMB:
// 攀爬
g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
case proto.MotionState_MOTION_STATE_DASH_BEFORE_SHAKE:
// 冲刺
g.UpdateStamina(player, constant.StaminaCostConst.SPRINT)
case proto.MotionState_MOTION_STATE_CLIMB_JUMP:
// 攀爬跳跃
g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
case proto.MotionState_MOTION_STATE_SWIM_DASH:
// 游泳冲刺
g.UpdateStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
}
}
// StaminaHandler 处理持续耐力消耗
func (g *GameManager) StaminaHandler(player *model.Player) {
staminaInfo := player.StaminaInfo
// 添加的耐力大于0为恢复
if staminaInfo.Cost > 0 {
// 耐力延迟1s(5 ticks)恢复 动作状态为加速将立刻恢复耐力
if staminaInfo.RestoreDelay < 5 && staminaInfo.State != proto.MotionState_MOTION_STATE_POWERED_FLY && staminaInfo.State != proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH {
logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
staminaInfo.RestoreDelay++
return // 不恢复耐力
}
}
// 更新玩家耐力
g.UpdateStamina(player, staminaInfo.Cost)
// 记录坐标 用于判断是否移动
staminaInfo.PrevPos = staminaInfo.CurPos
}
// SetStaminaCost 设置动作需要消耗的耐力
func (g *GameManager) SetStaminaCost(player *model.Player, state proto.MotionState) {
staminaInfo := player.StaminaInfo
// 耐力消耗值
var cost int32
// 根据状态决定要修改的耐力
// TODO 角色天赋 食物 会影响耐力消耗
switch state {
// 消耗耐力
case proto.MotionState_MOTION_STATE_CLIMB:
// 攀爬
// TODO 不应该通过这种方式判断玩家是否移动 应该有更好的方式
if g.GetPlayerIsMoving(staminaInfo) {
cost = constant.StaminaCostConst.CLIMBING
}
case proto.MotionState_MOTION_STATE_DASH:
// 疾跑
cost = constant.StaminaCostConst.DASH
case proto.MotionState_MOTION_STATE_FLY, proto.MotionState_MOTION_STATE_FLY_FAST, proto.MotionState_MOTION_STATE_FLY_SLOW:
// 飞行
cost = constant.StaminaCostConst.FLY
case proto.MotionState_MOTION_STATE_SWIM_MOVE:
// 游泳移动
cost = constant.StaminaCostConst.SWIMMING
case proto.MotionState_MOTION_STATE_SWIM_DASH:
// 游泳加速
cost = constant.StaminaCostConst.SWIM_DASH
case proto.MotionState_MOTION_STATE_SKIFF_DASH:
// 小艇加速移动
// TODO 玩家使用载具时需要用载具的协议发送prop
cost = constant.StaminaCostConst.SKIFF_DASH
// 恢复耐力
case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN:
// 跑步
cost = constant.StaminaCostConst.RUN
case proto.MotionState_MOTION_STATE_DANGER_STANDBY_MOVE, proto.MotionState_MOTION_STATE_DANGER_STANDBY, proto.MotionState_MOTION_STATE_LADDER_TO_STANDBY, proto.MotionState_MOTION_STATE_STANDBY_MOVE, proto.MotionState_MOTION_STATE_STANDBY:
// 站立
cost = constant.StaminaCostConst.STANDBY
case proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK:
// 走路
cost = constant.StaminaCostConst.WALK
case proto.MotionState_MOTION_STATE_POWERED_FLY:
// 飞行加速 (风圈等)
cost = constant.StaminaCostConst.POWERED_FLY
case proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH:
// 小艇加速 (风圈等)
cost = constant.StaminaCostConst.POWERED_SKIFF
}
// 确保目前的动作状态会改变耐力
// 如果会则修改记录 tick执行时会调用数据
if cost != 0 {
staminaInfo.State = state
staminaInfo.Cost = cost
}
}
// GetPlayerIsMoving 玩家是否正在移动
func (g *GameManager) GetPlayerIsMoving(staminaInfo *model.StaminaInfo) bool {
if staminaInfo.PrevPos == nil || staminaInfo.CurPos == nil {
return false
}
diffX := staminaInfo.CurPos.X - staminaInfo.PrevPos.X
diffY := staminaInfo.CurPos.Y - staminaInfo.PrevPos.Y
diffZ := staminaInfo.CurPos.Z - staminaInfo.PrevPos.Z
logger.LOG.Debug("get player is moving, diffX: %v, diffY: %v, diffZ: %v", diffX, diffY, diffZ)
return diffX > 0.3 || diffY > 0.2 || diffZ > 0.3
}
// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
// 耐力增加0是没有意义的
if staminaCost == 0 {
return
}
// 消耗耐力重新计算恢复需要延迟的tick
if staminaCost < 0 {
logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
player.StaminaInfo.RestoreDelay = 0
}
// 玩家最大耐力值
maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
// 玩家现行耐力值
curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
// 即将更改为的耐力值
stamina := curStamina + staminaCost
// 确保耐力值不超出范围
if stamina > maxStamina {
stamina = maxStamina
} else if stamina < 0 {
stamina = 0
}
g.SetStamina(player, uint32(stamina))
}
// SetStamina 设置玩家的耐力
func (g *GameManager) SetStamina(player *model.Player, stamina uint32) {
prop := constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA
// 设置玩家的耐力prop
player.PropertiesMap[prop] = stamina
// PacketPlayerPropNotify
playerPropNotify := new(proto.PlayerPropNotify)
playerPropNotify.PropMap = make(map[uint32]*proto.PropValue)
playerPropNotify.PropMap[uint32(prop)] = &proto.PropValue{
Type: uint32(prop),
Val: int64(player.PropertiesMap[prop]),
Value: &proto.PropValue_Ival{
Ival: int64(player.PropertiesMap[prop]),
},
}
g.SendMsg(cmd.PlayerPropNotify, player.PlayerID, player.ClientSeq, playerPropNotify)
}