mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:32:27 +08:00
189 lines
6.3 KiB
Go
189 lines
6.3 KiB
Go
package game
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import (
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"hk4e/gs/constant"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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)
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// HandleStamina 处理即时耐力消耗
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func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
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staminaInfo := player.StaminaInfo
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logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
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// 记录玩家的此时位置
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staminaInfo.CurPos = &model.Vector{
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X: player.Pos.X,
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Y: player.Pos.Y,
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Z: player.Pos.Z,
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}
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// 未改变状态执行后面没有意义
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if motionState == staminaInfo.State {
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return
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}
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// 设置用于持续消耗或恢复耐力的值
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g.SetStaminaCost(player, motionState)
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// 根据玩家的状态立刻消耗耐力
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switch motionState {
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case proto.MotionState_MOTION_STATE_CLIMB:
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// 攀爬
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
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case proto.MotionState_MOTION_STATE_DASH_BEFORE_SHAKE:
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// 冲刺
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g.UpdateStamina(player, constant.StaminaCostConst.SPRINT)
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case proto.MotionState_MOTION_STATE_CLIMB_JUMP:
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// 攀爬跳跃
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
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case proto.MotionState_MOTION_STATE_SWIM_DASH:
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// 游泳冲刺
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g.UpdateStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
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}
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}
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// StaminaHandler 处理持续耐力消耗
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func (g *GameManager) StaminaHandler(player *model.Player) {
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staminaInfo := player.StaminaInfo
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// 添加的耐力大于0为恢复
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if staminaInfo.Cost > 0 {
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// 耐力延迟1s(5 ticks)恢复 动作状态为加速将立刻恢复耐力
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if staminaInfo.RestoreDelay < 5 && staminaInfo.State != proto.MotionState_MOTION_STATE_POWERED_FLY && staminaInfo.State != proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH {
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logger.LOG.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
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staminaInfo.RestoreDelay++
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return // 不恢复耐力
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}
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}
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// 更新玩家耐力
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g.UpdateStamina(player, staminaInfo.Cost)
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// 记录坐标 用于判断是否移动
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staminaInfo.PrevPos = staminaInfo.CurPos
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}
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// SetStaminaCost 设置动作需要消耗的耐力
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func (g *GameManager) SetStaminaCost(player *model.Player, state proto.MotionState) {
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staminaInfo := player.StaminaInfo
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// 耐力消耗值
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var cost int32
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// 根据状态决定要修改的耐力
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// TODO 角色天赋 食物 会影响耐力消耗
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switch state {
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// 消耗耐力
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case proto.MotionState_MOTION_STATE_CLIMB:
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// 攀爬
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// 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
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if g.GetPlayerIsMoving(staminaInfo) {
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cost = constant.StaminaCostConst.CLIMBING
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}
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case proto.MotionState_MOTION_STATE_DASH:
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// 疾跑
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cost = constant.StaminaCostConst.DASH
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case proto.MotionState_MOTION_STATE_FLY, proto.MotionState_MOTION_STATE_FLY_FAST, proto.MotionState_MOTION_STATE_FLY_SLOW:
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// 飞行
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cost = constant.StaminaCostConst.FLY
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case proto.MotionState_MOTION_STATE_SWIM_MOVE:
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// 游泳移动
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cost = constant.StaminaCostConst.SWIMMING
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case proto.MotionState_MOTION_STATE_SWIM_DASH:
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// 游泳加速
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cost = constant.StaminaCostConst.SWIM_DASH
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case proto.MotionState_MOTION_STATE_SKIFF_DASH:
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// 小艇加速移动
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// TODO 玩家使用载具时需要用载具的协议发送prop
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cost = constant.StaminaCostConst.SKIFF_DASH
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// 恢复耐力
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case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN:
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// 跑步
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cost = constant.StaminaCostConst.RUN
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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:
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// 站立
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cost = constant.StaminaCostConst.STANDBY
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case proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK:
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// 走路
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cost = constant.StaminaCostConst.WALK
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case proto.MotionState_MOTION_STATE_POWERED_FLY:
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// 飞行加速 (风圈等)
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cost = constant.StaminaCostConst.POWERED_FLY
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case proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH:
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// 小艇加速 (风圈等)
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cost = constant.StaminaCostConst.POWERED_SKIFF
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}
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// 确保目前的动作状态会改变耐力
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// 如果会则修改记录 tick执行时会调用数据
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if cost != 0 {
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staminaInfo.State = state
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staminaInfo.Cost = cost
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}
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}
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// GetPlayerIsMoving 玩家是否正在移动
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func (g *GameManager) GetPlayerIsMoving(staminaInfo *model.StaminaInfo) bool {
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if staminaInfo.PrevPos == nil || staminaInfo.CurPos == nil {
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return false
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}
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diffX := staminaInfo.CurPos.X - staminaInfo.PrevPos.X
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diffY := staminaInfo.CurPos.Y - staminaInfo.PrevPos.Y
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diffZ := staminaInfo.CurPos.Z - staminaInfo.PrevPos.Z
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logger.LOG.Debug("get player is moving, diffX: %v, diffY: %v, diffZ: %v", diffX, diffY, diffZ)
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return diffX > 0.3 || diffY > 0.2 || diffZ > 0.3
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}
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// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
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func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
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// 耐力增加0是没有意义的
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if staminaCost == 0 {
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return
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}
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// 消耗耐力重新计算恢复需要延迟的tick
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if staminaCost < 0 {
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logger.LOG.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
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player.StaminaInfo.RestoreDelay = 0
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}
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// 玩家最大耐力值
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maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
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// 玩家现行耐力值
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curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
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// 即将更改为的耐力值
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stamina := curStamina + staminaCost
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// 确保耐力值不超出范围
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if stamina > maxStamina {
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stamina = maxStamina
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} else if stamina < 0 {
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stamina = 0
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}
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g.SetStamina(player, uint32(stamina))
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}
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// SetStamina 设置玩家的耐力
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func (g *GameManager) SetStamina(player *model.Player, stamina uint32) {
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prop := constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA
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// 设置玩家的耐力prop
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player.PropertiesMap[prop] = stamina
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// PacketPlayerPropNotify
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playerPropNotify := new(proto.PlayerPropNotify)
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playerPropNotify.PropMap = make(map[uint32]*proto.PropValue)
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playerPropNotify.PropMap[uint32(prop)] = &proto.PropValue{
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Type: uint32(prop),
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Val: int64(player.PropertiesMap[prop]),
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Value: &proto.PropValue_Ival{
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Ival: int64(player.PropertiesMap[prop]),
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},
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}
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g.SendMsg(cmd.PlayerPropNotify, player.PlayerID, player.ClientSeq, playerPropNotify)
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}
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