Files
hk4e/gs/game/user_scene.go
2022-12-08 15:21:54 +08:00

745 lines
32 KiB
Go

package game
import (
"strconv"
"time"
gdc "hk4e/gs/config"
"hk4e/gs/constant"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/object"
"hk4e/pkg/random"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user enter scene ready, uid: %v", player.PlayerID)
world := g.worldManager.GetWorldByID(player.WorldId)
// PacketEnterScenePeerNotify
enterScenePeerNotify := new(proto.EnterScenePeerNotify)
enterScenePeerNotify.DestSceneId = player.SceneId
enterScenePeerNotify.PeerId = player.PeerId
enterScenePeerNotify.HostPeerId = world.owner.PeerId
enterScenePeerNotify.EnterSceneToken = player.EnterSceneToken
g.SendMsg(cmd.EnterScenePeerNotify, player.PlayerID, player.ClientSeq, enterScenePeerNotify)
// PacketEnterSceneReadyRsp
enterSceneReadyRsp := new(proto.EnterSceneReadyRsp)
enterSceneReadyRsp.EnterSceneToken = player.EnterSceneToken
g.SendMsg(cmd.EnterSceneReadyRsp, player.PlayerID, player.ClientSeq, enterSceneReadyRsp)
}
func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user scene init finish, uid: %v", player.PlayerID)
world := g.worldManager.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
// PacketServerTimeNotify
serverTimeNotify := new(proto.ServerTimeNotify)
serverTimeNotify.ServerTime = uint64(time.Now().UnixMilli())
g.SendMsg(cmd.ServerTimeNotify, player.PlayerID, player.ClientSeq, serverTimeNotify)
if world.IsPlayerFirstEnter(player) {
// PacketWorldPlayerInfoNotify
worldPlayerInfoNotify := new(proto.WorldPlayerInfoNotify)
for _, worldPlayer := range world.playerMap {
onlinePlayerInfo := new(proto.OnlinePlayerInfo)
onlinePlayerInfo.Uid = worldPlayer.PlayerID
onlinePlayerInfo.Nickname = worldPlayer.NickName
onlinePlayerInfo.PlayerLevel = worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL]
onlinePlayerInfo.MpSettingType = proto.MpSettingType(worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_MP_SETTING_TYPE])
onlinePlayerInfo.NameCardId = worldPlayer.NameCard
onlinePlayerInfo.Signature = worldPlayer.Signature
onlinePlayerInfo.ProfilePicture = &proto.ProfilePicture{AvatarId: worldPlayer.HeadImage}
onlinePlayerInfo.CurPlayerNumInWorld = uint32(len(world.playerMap))
worldPlayerInfoNotify.PlayerInfoList = append(worldPlayerInfoNotify.PlayerInfoList, onlinePlayerInfo)
worldPlayerInfoNotify.PlayerUidList = append(worldPlayerInfoNotify.PlayerUidList, worldPlayer.PlayerID)
}
g.SendMsg(cmd.WorldPlayerInfoNotify, player.PlayerID, player.ClientSeq, worldPlayerInfoNotify)
// PacketWorldDataNotify
worldDataNotify := new(proto.WorldDataNotify)
worldDataNotify.WorldPropMap = make(map[uint32]*proto.PropValue)
// 世界等级
worldDataNotify.WorldPropMap[1] = &proto.PropValue{
Type: 1,
Val: int64(world.worldLevel),
Value: &proto.PropValue_Ival{Ival: int64(world.worldLevel)},
}
// 是否多人游戏
worldDataNotify.WorldPropMap[2] = &proto.PropValue{
Type: 2,
Val: object.ConvBoolToInt64(world.multiplayer),
Value: &proto.PropValue_Ival{Ival: object.ConvBoolToInt64(world.multiplayer)},
}
g.SendMsg(cmd.WorldDataNotify, player.PlayerID, player.ClientSeq, worldDataNotify)
// PacketPlayerWorldSceneInfoListNotify
playerWorldSceneInfoListNotify := new(proto.PlayerWorldSceneInfoListNotify)
playerWorldSceneInfoListNotify.InfoList = []*proto.PlayerWorldSceneInfo{
{SceneId: 1, IsLocked: true, SceneTagIdList: []uint32{}},
{SceneId: 3, IsLocked: false, SceneTagIdList: []uint32{102, 111, 112, 116, 118, 126, 135, 140, 142, 149, 1091, 1094, 1095, 1099, 1101, 1103, 1105, 1110, 1120, 1122, 1125, 1127, 1129, 1131, 1133, 1135, 1137, 1138, 1140, 1143, 1146, 1165, 1168}},
{SceneId: 4, IsLocked: true, SceneTagIdList: []uint32{}},
{SceneId: 5, IsLocked: false, SceneTagIdList: []uint32{121, 1031}},
{SceneId: 6, IsLocked: false, SceneTagIdList: []uint32{144, 146, 1062, 1063}},
{SceneId: 7, IsLocked: true, SceneTagIdList: []uint32{136, 137, 138, 148, 1034}},
{SceneId: 9, IsLocked: true, SceneTagIdList: []uint32{1012, 1016, 1021, 1022, 1060, 1077}},
}
g.SendMsg(cmd.PlayerWorldSceneInfoListNotify, player.PlayerID, player.ClientSeq, playerWorldSceneInfoListNotify)
// SceneForceUnlockNotify
g.SendMsg(cmd.SceneForceUnlockNotify, player.PlayerID, player.ClientSeq, new(proto.SceneForceUnlockNotify))
// PacketHostPlayerNotify
hostPlayerNotify := new(proto.HostPlayerNotify)
hostPlayerNotify.HostUid = world.owner.PlayerID
hostPlayerNotify.HostPeerId = world.owner.PeerId
g.SendMsg(cmd.HostPlayerNotify, player.PlayerID, player.ClientSeq, hostPlayerNotify)
// PacketSceneTimeNotify
sceneTimeNotify := new(proto.SceneTimeNotify)
sceneTimeNotify.SceneId = player.SceneId
sceneTimeNotify.SceneTime = uint64(scene.GetSceneTime())
g.SendMsg(cmd.SceneTimeNotify, player.PlayerID, player.ClientSeq, sceneTimeNotify)
// PacketPlayerGameTimeNotify
playerGameTimeNotify := new(proto.PlayerGameTimeNotify)
playerGameTimeNotify.GameTime = scene.gameTime
playerGameTimeNotify.Uid = player.PlayerID
g.SendMsg(cmd.PlayerGameTimeNotify, player.PlayerID, player.ClientSeq, playerGameTimeNotify)
// PacketPlayerEnterSceneInfoNotify
empty := new(proto.AbilitySyncStateInfo)
playerEnterSceneInfoNotify := new(proto.PlayerEnterSceneInfoNotify)
activeAvatarId := player.TeamConfig.GetActiveAvatarId()
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
playerEnterSceneInfoNotify.CurAvatarEntityId = playerTeamEntity.avatarEntityMap[activeAvatarId]
playerEnterSceneInfoNotify.EnterSceneToken = player.EnterSceneToken
playerEnterSceneInfoNotify.TeamEnterInfo = &proto.TeamEnterSceneInfo{
TeamEntityId: playerTeamEntity.teamEntityId,
TeamAbilityInfo: empty,
AbilityControlBlock: new(proto.AbilityControlBlock),
}
playerEnterSceneInfoNotify.MpLevelEntityInfo = &proto.MPLevelEntityInfo{
EntityId: g.worldManager.GetWorldByID(player.WorldId).mpLevelEntityId,
AuthorityPeerId: 1,
AbilityInfo: empty,
}
activeTeam := player.TeamConfig.GetActiveTeam()
for _, avatarId := range activeTeam.AvatarIdList {
if avatarId == 0 {
break
}
avatar := player.AvatarMap[avatarId]
avatarEnterSceneInfo := new(proto.AvatarEnterSceneInfo)
avatarEnterSceneInfo.AvatarGuid = avatar.Guid
avatarEnterSceneInfo.AvatarEntityId = playerTeamEntity.avatarEntityMap[avatarId]
avatarEnterSceneInfo.WeaponGuid = avatar.EquipWeapon.Guid
avatarEnterSceneInfo.WeaponEntityId = playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId]
avatarEnterSceneInfo.AvatarAbilityInfo = empty
avatarEnterSceneInfo.WeaponAbilityInfo = empty
playerEnterSceneInfoNotify.AvatarEnterInfo = append(playerEnterSceneInfoNotify.AvatarEnterInfo, avatarEnterSceneInfo)
}
g.SendMsg(cmd.PlayerEnterSceneInfoNotify, player.PlayerID, player.ClientSeq, playerEnterSceneInfoNotify)
// PacketSceneAreaWeatherNotify
sceneAreaWeatherNotify := new(proto.SceneAreaWeatherNotify)
sceneAreaWeatherNotify.WeatherAreaId = 0
sceneAreaWeatherNotify.ClimateType = uint32(constant.ClimateTypeConst.CLIMATE_SUNNY)
g.SendMsg(cmd.SceneAreaWeatherNotify, player.PlayerID, player.ClientSeq, sceneAreaWeatherNotify)
}
// PacketScenePlayerInfoNotify
scenePlayerInfoNotify := new(proto.ScenePlayerInfoNotify)
for _, worldPlayer := range world.playerMap {
onlinePlayerInfo := new(proto.OnlinePlayerInfo)
onlinePlayerInfo.Uid = worldPlayer.PlayerID
onlinePlayerInfo.Nickname = worldPlayer.NickName
onlinePlayerInfo.PlayerLevel = worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL]
onlinePlayerInfo.MpSettingType = proto.MpSettingType(worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_MP_SETTING_TYPE])
onlinePlayerInfo.NameCardId = worldPlayer.NameCard
onlinePlayerInfo.Signature = worldPlayer.Signature
onlinePlayerInfo.ProfilePicture = &proto.ProfilePicture{AvatarId: worldPlayer.HeadImage}
onlinePlayerInfo.CurPlayerNumInWorld = uint32(len(world.playerMap))
scenePlayerInfoNotify.PlayerInfoList = append(scenePlayerInfoNotify.PlayerInfoList, &proto.ScenePlayerInfo{
Uid: worldPlayer.PlayerID,
PeerId: worldPlayer.PeerId,
Name: worldPlayer.NickName,
SceneId: worldPlayer.SceneId,
OnlinePlayerInfo: onlinePlayerInfo,
})
}
g.SendMsg(cmd.ScenePlayerInfoNotify, player.PlayerID, player.ClientSeq, scenePlayerInfoNotify)
// PacketSceneTeamUpdateNotify
sceneTeamUpdateNotify := g.PacketSceneTeamUpdateNotify(world)
g.SendMsg(cmd.SceneTeamUpdateNotify, player.PlayerID, player.ClientSeq, sceneTeamUpdateNotify)
// PacketSyncTeamEntityNotify
syncTeamEntityNotify := new(proto.SyncTeamEntityNotify)
syncTeamEntityNotify.SceneId = player.SceneId
syncTeamEntityNotify.TeamEntityInfoList = make([]*proto.TeamEntityInfo, 0)
if world.multiplayer {
for _, worldPlayer := range world.playerMap {
if worldPlayer.PlayerID == player.PlayerID {
continue
}
worldPlayerScene := world.GetSceneById(worldPlayer.SceneId)
worldPlayerTeamEntity := worldPlayerScene.GetPlayerTeamEntity(worldPlayer.PlayerID)
teamEntityInfo := &proto.TeamEntityInfo{
TeamEntityId: worldPlayerTeamEntity.teamEntityId,
AuthorityPeerId: worldPlayer.PeerId,
TeamAbilityInfo: new(proto.AbilitySyncStateInfo),
}
syncTeamEntityNotify.TeamEntityInfoList = append(syncTeamEntityNotify.TeamEntityInfoList, teamEntityInfo)
}
}
g.SendMsg(cmd.SyncTeamEntityNotify, player.PlayerID, player.ClientSeq, syncTeamEntityNotify)
// PacketSyncScenePlayTeamEntityNotify
syncScenePlayTeamEntityNotify := new(proto.SyncScenePlayTeamEntityNotify)
syncScenePlayTeamEntityNotify.SceneId = player.SceneId
g.SendMsg(cmd.SyncScenePlayTeamEntityNotify, player.PlayerID, player.ClientSeq, syncScenePlayTeamEntityNotify)
// PacketSceneInitFinishRsp
SceneInitFinishRsp := new(proto.SceneInitFinishRsp)
SceneInitFinishRsp.EnterSceneToken = player.EnterSceneToken
g.SendMsg(cmd.SceneInitFinishRsp, player.PlayerID, player.ClientSeq, SceneInitFinishRsp)
player.SceneLoadState = model.SceneInitFinish
}
func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user enter scene done, uid: %v", player.PlayerID)
world := g.worldManager.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if world.multiplayer && world.IsPlayerFirstEnter(player) {
guestPostEnterSceneNotify := new(proto.GuestPostEnterSceneNotify)
guestPostEnterSceneNotify.SceneId = player.SceneId
guestPostEnterSceneNotify.Uid = player.PlayerID
g.SendMsg(cmd.GuestPostEnterSceneNotify, world.owner.PlayerID, world.owner.ClientSeq, guestPostEnterSceneNotify)
}
var visionType = proto.VisionType_VISION_TYPE_TRANSPORT
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
activeAvatarId := player.TeamConfig.GetActiveAvatarId()
if world.IsPlayerFirstEnter(player) {
visionType = proto.VisionType_VISION_TYPE_BORN
}
g.AddSceneEntityNotify(player, visionType, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]}, true)
// 通过aoi获取场景中在自己周围格子里的全部实体id
//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
if world.IsPlayerFirstEnter(player) {
visionType = proto.VisionType_VISION_TYPE_MEET
}
g.AddSceneEntityNotify(player, visionType, entityIdList, false)
// PacketSceneAreaWeatherNotify
sceneAreaWeatherNotify := new(proto.SceneAreaWeatherNotify)
sceneAreaWeatherNotify.WeatherAreaId = 0
sceneAreaWeatherNotify.ClimateType = uint32(constant.ClimateTypeConst.CLIMATE_SUNNY)
g.SendMsg(cmd.SceneAreaWeatherNotify, player.PlayerID, player.ClientSeq, sceneAreaWeatherNotify)
// PacketEnterSceneDoneRsp
enterSceneDoneRsp := new(proto.EnterSceneDoneRsp)
enterSceneDoneRsp.EnterSceneToken = player.EnterSceneToken
g.SendMsg(cmd.EnterSceneDoneRsp, player.PlayerID, player.ClientSeq, enterSceneDoneRsp)
player.SceneLoadState = model.SceneEnterDone
world.PlayerEnter(player)
for otherPlayerId := range world.waitEnterPlayerMap {
delete(world.waitEnterPlayerMap, otherPlayerId)
otherPlayer := g.userManager.GetOnlineUser(otherPlayerId)
otherPlayer.Pos = &model.Vector{
X: player.Pos.X,
Y: player.Pos.Y,
Z: player.Pos.Z,
}
otherPlayer.Rot = &model.Vector{
X: player.Rot.X,
Y: player.Rot.Y,
Z: player.Rot.Z,
}
otherPlayer.SceneId = player.SceneId
g.UserWorldAddPlayer(world, otherPlayer)
otherPlayer.SceneLoadState = model.SceneNone
g.SendMsg(cmd.PlayerEnterSceneNotify, otherPlayer.PlayerID, 0, g.PacketPlayerEnterSceneNotifyLogin(otherPlayer, proto.EnterType_ENTER_TYPE_OTHER))
}
}
func (g *GameManager) PostEnterSceneReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user post enter scene, uid: %v", player.PlayerID)
// PacketPostEnterSceneRsp
postEnterSceneRsp := new(proto.PostEnterSceneRsp)
postEnterSceneRsp.EnterSceneToken = player.EnterSceneToken
g.SendMsg(cmd.PostEnterSceneRsp, player.PlayerID, player.ClientSeq, postEnterSceneRsp)
}
func (g *GameManager) EnterWorldAreaReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user enter world area, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EnterWorldAreaReq)
// PacketEnterWorldAreaRsp
enterWorldAreaRsp := new(proto.EnterWorldAreaRsp)
enterWorldAreaRsp.AreaType = req.AreaType
enterWorldAreaRsp.AreaId = req.AreaId
g.SendMsg(cmd.EnterWorldAreaRsp, player.PlayerID, player.ClientSeq, enterWorldAreaRsp)
}
func (g *GameManager) ChangeGameTimeReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user change game time, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.ChangeGameTimeReq)
gameTime := req.GameTime
world := g.worldManager.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
scene.ChangeGameTime(gameTime)
for _, scenePlayer := range scene.playerMap {
// PacketPlayerGameTimeNotify
playerGameTimeNotify := new(proto.PlayerGameTimeNotify)
playerGameTimeNotify.GameTime = scene.gameTime
playerGameTimeNotify.Uid = scenePlayer.PlayerID
g.SendMsg(cmd.PlayerGameTimeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, playerGameTimeNotify)
}
// PacketChangeGameTimeRsp
changeGameTimeRsp := new(proto.ChangeGameTimeRsp)
changeGameTimeRsp.CurGameTime = scene.gameTime
g.SendMsg(cmd.ChangeGameTimeRsp, player.PlayerID, player.ClientSeq, changeGameTimeRsp)
}
func (g *GameManager) PacketPlayerEnterSceneNotifyLogin(player *model.Player, enterType proto.EnterType) *proto.PlayerEnterSceneNotify {
world := g.worldManager.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
player.EnterSceneToken = uint32(random.GetRandomInt32(5000, 50000))
playerEnterSceneNotify := new(proto.PlayerEnterSceneNotify)
playerEnterSceneNotify.SceneId = player.SceneId
playerEnterSceneNotify.Pos = &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)}
playerEnterSceneNotify.SceneBeginTime = uint64(scene.GetSceneCreateTime())
playerEnterSceneNotify.Type = enterType
playerEnterSceneNotify.TargetUid = player.PlayerID
playerEnterSceneNotify.EnterSceneToken = player.EnterSceneToken
playerEnterSceneNotify.WorldLevel = player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL]
playerEnterSceneNotify.EnterReason = uint32(constant.EnterReasonConst.Login)
playerEnterSceneNotify.IsFirstLoginEnterScene = true
playerEnterSceneNotify.WorldType = 1
playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
strconv.Itoa(int(player.PlayerID)) + "-" +
strconv.Itoa(int(time.Now().Unix())) + "-" +
"296359"
playerEnterSceneNotify.SceneTagIdList = []uint32{102, 111, 112, 116, 118, 126, 135, 140, 142, 149, 1091, 1094, 1095, 1099, 1101, 1103, 1105, 1110, 1120, 1122, 1125, 1127, 1129, 1131, 1133, 1135, 1137, 1138, 1140, 1143, 1146, 1165, 1168}
return playerEnterSceneNotify
}
func (g *GameManager) PacketPlayerEnterSceneNotifyTp(
player *model.Player,
enterType proto.EnterType,
enterReason uint32,
prevSceneId uint32,
prevPos *model.Vector,
) *proto.PlayerEnterSceneNotify {
return g.PacketPlayerEnterSceneNotifyMp(player, player, enterType, enterReason, prevSceneId, prevPos)
}
func (g *GameManager) PacketPlayerEnterSceneNotifyMp(
player *model.Player,
targetPlayer *model.Player,
enterType proto.EnterType,
enterReason uint32,
prevSceneId uint32,
prevPos *model.Vector,
) *proto.PlayerEnterSceneNotify {
world := g.worldManager.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
player.EnterSceneToken = uint32(random.GetRandomInt32(5000, 50000))
playerEnterSceneNotify := new(proto.PlayerEnterSceneNotify)
playerEnterSceneNotify.PrevSceneId = prevSceneId
playerEnterSceneNotify.PrevPos = &proto.Vector{X: float32(prevPos.X), Y: float32(prevPos.Y), Z: float32(prevPos.Z)}
playerEnterSceneNotify.SceneId = player.SceneId
playerEnterSceneNotify.Pos = &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)}
playerEnterSceneNotify.SceneBeginTime = uint64(scene.GetSceneCreateTime())
playerEnterSceneNotify.Type = enterType
playerEnterSceneNotify.TargetUid = targetPlayer.PlayerID
playerEnterSceneNotify.EnterSceneToken = player.EnterSceneToken
playerEnterSceneNotify.WorldLevel = targetPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL]
playerEnterSceneNotify.EnterReason = enterReason
playerEnterSceneNotify.WorldType = 1
playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
strconv.Itoa(int(targetPlayer.PlayerID)) + "-" +
strconv.Itoa(int(time.Now().Unix())) + "-" +
"296359"
playerEnterSceneNotify.SceneTagIdList = []uint32{102, 111, 112, 116, 118, 126, 135, 140, 142, 149, 1091, 1094, 1095, 1099, 1101, 1103, 1105, 1110, 1120, 1122, 1125, 1127, 1129, 1131, 1133, 1135, 1137, 1138, 1140, 1143, 1146, 1165, 1168}
return playerEnterSceneNotify
}
func (g *GameManager) AddSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
// PacketSceneEntityAppearNotify
sceneEntityAppearNotify := new(proto.SceneEntityAppearNotify)
sceneEntityAppearNotify.AppearType = visionType
sceneEntityAppearNotify.EntityList = entityList
g.SendMsg(cmd.SceneEntityAppearNotify, player.PlayerID, player.ClientSeq, sceneEntityAppearNotify)
logger.LOG.Debug("SceneEntityAppearNotify, uid: %v, type: %v, len: %v",
player.PlayerID, sceneEntityAppearNotify.AppearType, len(sceneEntityAppearNotify.EntityList))
}
func (g *GameManager) AddSceneEntityNotifyBroadcast(scene *Scene, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
// PacketSceneEntityAppearNotify
sceneEntityAppearNotify := new(proto.SceneEntityAppearNotify)
sceneEntityAppearNotify.AppearType = visionType
sceneEntityAppearNotify.EntityList = entityList
for _, scenePlayer := range scene.playerMap {
g.SendMsg(cmd.SceneEntityAppearNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, sceneEntityAppearNotify)
logger.LOG.Debug("SceneEntityAppearNotify, uid: %v, type: %v, len: %v",
scenePlayer.PlayerID, sceneEntityAppearNotify.AppearType, len(sceneEntityAppearNotify.EntityList))
}
}
func (g *GameManager) RemoveSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityIdList []uint32) {
// PacketSceneEntityDisappearNotify
sceneEntityDisappearNotify := new(proto.SceneEntityDisappearNotify)
sceneEntityDisappearNotify.EntityList = entityIdList
sceneEntityDisappearNotify.DisappearType = visionType
g.SendMsg(cmd.SceneEntityDisappearNotify, player.PlayerID, player.ClientSeq, sceneEntityDisappearNotify)
logger.LOG.Debug("SceneEntityDisappearNotify, uid: %v, type: %v, len: %v",
player.PlayerID, sceneEntityDisappearNotify.DisappearType, len(sceneEntityDisappearNotify.EntityList))
}
func (g *GameManager) RemoveSceneEntityNotifyBroadcast(scene *Scene, visionType proto.VisionType, entityIdList []uint32) {
// PacketSceneEntityDisappearNotify
sceneEntityDisappearNotify := new(proto.SceneEntityDisappearNotify)
sceneEntityDisappearNotify.EntityList = entityIdList
sceneEntityDisappearNotify.DisappearType = visionType
for _, scenePlayer := range scene.playerMap {
g.SendMsg(cmd.SceneEntityDisappearNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, sceneEntityDisappearNotify)
logger.LOG.Debug("SceneEntityDisappearNotify, uid: %v, type: %v, len: %v",
scenePlayer.PlayerID, sceneEntityDisappearNotify.DisappearType, len(sceneEntityDisappearNotify.EntityList))
}
}
func (g *GameManager) AddSceneEntityNotify(player *model.Player, visionType proto.VisionType, entityIdList []uint32, broadcast bool) {
world := g.worldManager.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
entityList := make([]*proto.SceneEntityInfo, 0)
for _, entityId := range entityIdList {
entity := scene.entityMap[entityId]
if entity == nil {
logger.LOG.Error("get entity is nil, entityId: %v", entityId)
continue
}
switch entity.entityType {
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_AVATAR):
if visionType == proto.VisionType_VISION_TYPE_MEET && entity.avatarEntity.uid == player.PlayerID {
continue
}
scenePlayer := g.userManager.GetOnlineUser(entity.avatarEntity.uid)
if scenePlayer == nil {
logger.LOG.Error("get scene player is nil, world id: %v, scene id: %v", world.id, scene.id)
continue
}
//if scenePlayer.SceneLoadState != model.SceneEnterDone {
// continue
//}
if entity.avatarEntity.avatarId != scenePlayer.TeamConfig.GetActiveAvatarId() {
continue
}
sceneEntityInfoAvatar := g.PacketSceneEntityInfoAvatar(scene, scenePlayer, scenePlayer.TeamConfig.GetActiveAvatarId())
entityList = append(entityList, sceneEntityInfoAvatar)
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_WEAPON):
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER):
sceneEntityInfoMonster := g.PacketSceneEntityInfoMonster(scene, entity.id)
entityList = append(entityList, sceneEntityInfoMonster)
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET):
sceneEntityInfoGadget := g.PacketSceneEntityInfoGadget(scene, entity.id)
entityList = append(entityList, sceneEntityInfoGadget)
}
}
if broadcast {
g.AddSceneEntityNotifyBroadcast(scene, visionType, entityList)
} else {
g.AddSceneEntityNotifyToPlayer(player, visionType, entityList)
}
}
func (g *GameManager) PacketFightPropMapToPbFightPropList(fightPropMap map[uint32]float32) []*proto.FightPropPair {
fightPropList := []*proto.FightPropPair{
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL_HURT),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL_HURT)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CHARGE_EFFICIENCY),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CHARGE_EFFICIENCY)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK)],
},
{
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE),
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE)],
},
}
return fightPropList
}
func (g *GameManager) PacketSceneEntityInfoAvatar(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneEntityInfo {
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
entity := scene.GetEntity(playerTeamEntity.avatarEntityMap[avatarId])
if entity == nil {
return new(proto.SceneEntityInfo)
}
sceneEntityInfo := &proto.SceneEntityInfo{
EntityType: proto.ProtEntityType_PROT_ENTITY_TYPE_AVATAR,
EntityId: entity.id,
MotionInfo: &proto.MotionInfo{
Pos: &proto.Vector{
X: float32(entity.pos.X),
Y: float32(entity.pos.Y),
Z: float32(entity.pos.Z),
},
Rot: &proto.Vector{
X: float32(entity.rot.X),
Y: float32(entity.rot.Y),
Z: float32(entity.rot.Z),
},
Speed: &proto.Vector{},
State: proto.MotionState(entity.moveState),
},
PropList: []*proto.PropPair{{Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), PropValue: &proto.PropValue{
Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
Value: &proto.PropValue_Ival{Ival: int64(entity.level)},
Val: int64(entity.level),
}}},
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
LifeState: 1,
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),
Entity: &proto.SceneEntityInfo_Avatar{
Avatar: g.PacketSceneAvatarInfo(scene, player, avatarId),
},
EntityClientData: new(proto.EntityClientData),
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
AbilityInfo: new(proto.AbilitySyncStateInfo),
RendererChangedInfo: new(proto.EntityRendererChangedInfo),
AiInfo: &proto.SceneEntityAiInfo{
IsAiOpen: true,
BornPos: new(proto.Vector),
},
BornPos: new(proto.Vector),
},
LastMoveSceneTimeMs: entity.lastMoveSceneTimeMs,
LastMoveReliableSeq: entity.lastMoveReliableSeq,
}
return sceneEntityInfo
}
func (g *GameManager) PacketSceneEntityInfoMonster(scene *Scene, entityId uint32) *proto.SceneEntityInfo {
entity := scene.GetEntity(entityId)
if entity == nil {
return new(proto.SceneEntityInfo)
}
pos := &proto.Vector{
X: float32(entity.pos.X),
Y: float32(entity.pos.Y),
Z: float32(entity.pos.Z),
}
sceneEntityInfo := &proto.SceneEntityInfo{
EntityType: proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER,
EntityId: entity.id,
MotionInfo: &proto.MotionInfo{
Pos: pos,
Rot: &proto.Vector{
X: float32(entity.rot.X),
Y: float32(entity.rot.Y),
Z: float32(entity.rot.Z),
},
Speed: &proto.Vector{},
State: proto.MotionState(entity.moveState),
},
PropList: []*proto.PropPair{{Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), PropValue: &proto.PropValue{
Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
Value: &proto.PropValue_Ival{Ival: int64(entity.level)},
Val: int64(entity.level),
}}},
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
LifeState: 1,
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),
Entity: &proto.SceneEntityInfo_Monster{
Monster: g.PacketSceneMonsterInfo(),
},
EntityClientData: new(proto.EntityClientData),
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
AbilityInfo: new(proto.AbilitySyncStateInfo),
RendererChangedInfo: new(proto.EntityRendererChangedInfo),
AiInfo: &proto.SceneEntityAiInfo{
IsAiOpen: true,
BornPos: pos,
},
BornPos: pos,
},
}
return sceneEntityInfo
}
func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32) *proto.SceneEntityInfo {
entity := scene.GetEntity(entityId)
if entity == nil {
return new(proto.SceneEntityInfo)
}
sceneEntityInfo := &proto.SceneEntityInfo{
EntityType: proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET,
EntityId: entity.id,
MotionInfo: &proto.MotionInfo{
Pos: &proto.Vector{
X: float32(entity.pos.X),
Y: float32(entity.pos.Y),
Z: float32(entity.pos.Z),
},
Rot: &proto.Vector{
X: float32(entity.rot.X),
Y: float32(entity.rot.Y),
Z: float32(entity.rot.Z),
},
Speed: &proto.Vector{},
State: proto.MotionState(entity.moveState),
},
PropList: []*proto.PropPair{{Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), PropValue: &proto.PropValue{
Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
Value: &proto.PropValue_Ival{Ival: int64(1)},
Val: int64(1),
}}},
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
LifeState: 1,
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),
Entity: &proto.SceneEntityInfo_Gadget{
Gadget: g.PacketSceneGadgetInfo(entity.gadgetEntity.gatherId),
},
EntityClientData: new(proto.EntityClientData),
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
AbilityInfo: new(proto.AbilitySyncStateInfo),
RendererChangedInfo: new(proto.EntityRendererChangedInfo),
AiInfo: &proto.SceneEntityAiInfo{
IsAiOpen: true,
BornPos: new(proto.Vector),
},
BornPos: new(proto.Vector),
},
}
return sceneEntityInfo
}
func (g *GameManager) PacketSceneAvatarInfo(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneAvatarInfo {
avatar := player.AvatarMap[avatarId]
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
equipIdList := make([]uint32, 0)
weapon := player.AvatarMap[avatarId].EquipWeapon
equipIdList = append(equipIdList, weapon.ItemId)
for _, reliquary := range player.AvatarMap[avatarId].EquipReliquaryList {
equipIdList = append(equipIdList, reliquary.ItemId)
}
sceneAvatarInfo := &proto.SceneAvatarInfo{
Uid: player.PlayerID,
AvatarId: avatarId,
Guid: player.AvatarMap[avatarId].Guid,
PeerId: player.PeerId,
EquipIdList: equipIdList,
SkillDepotId: player.AvatarMap[avatarId].SkillDepotId,
Weapon: &proto.SceneWeaponInfo{
EntityId: playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId],
GadgetId: uint32(gdc.CONF.ItemDataMap[int32(weapon.ItemId)].GadgetId),
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Level: uint32(weapon.Level),
AbilityInfo: new(proto.AbilitySyncStateInfo),
},
ReliquaryList: nil,
SkillLevelMap: player.AvatarMap[avatarId].SkillLevelMap,
WearingFlycloakId: player.AvatarMap[avatarId].FlyCloak,
CostumeId: player.AvatarMap[avatarId].Costume,
BornTime: uint32(player.AvatarMap[avatarId].BornTime),
TeamResonanceList: make([]uint32, 0),
}
for id := range player.TeamConfig.TeamResonances {
sceneAvatarInfo.TeamResonanceList = append(sceneAvatarInfo.TeamResonanceList, uint32(id))
}
return sceneAvatarInfo
}
func (g *GameManager) PacketSceneMonsterInfo() *proto.SceneMonsterInfo {
sceneMonsterInfo := &proto.SceneMonsterInfo{
MonsterId: 20011301,
AuthorityPeerId: 1,
BornType: proto.MonsterBornType_MONSTER_BORN_TYPE_DEFAULT,
BlockId: 3001,
TitleId: 3001,
SpecialNameId: 40,
}
return sceneMonsterInfo
}
func (g *GameManager) PacketSceneGadgetInfo(gatherId uint32) *proto.SceneGadgetInfo {
gather := gdc.CONF.GatherDataMap[int32(gatherId)]
sceneGadgetInfo := &proto.SceneGadgetInfo{
GadgetId: uint32(gather.GadgetId),
//GroupId: 133003011,
//ConfigId: 11001,
GadgetState: 0,
IsEnableInteract: false,
AuthorityPeerId: 1,
Content: &proto.SceneGadgetInfo_GatherGadget{
GatherGadget: &proto.GatherGadgetInfo{
ItemId: uint32(gather.ItemId),
IsForbidGuest: false,
},
},
}
return sceneGadgetInfo
}
func (g *GameManager) PacketDelTeamEntityNotify(scene *Scene, player *model.Player) *proto.DelTeamEntityNotify {
delTeamEntityNotify := new(proto.DelTeamEntityNotify)
delTeamEntityNotify.SceneId = player.SceneId
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
delTeamEntityNotify.DelEntityIdList = []uint32{playerTeamEntity.teamEntityId}
return delTeamEntityNotify
}