mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:32:27 +08:00
212 lines
7.5 KiB
Go
212 lines
7.5 KiB
Go
package game
|
|
|
|
import (
|
|
pb "google.golang.org/protobuf/proto"
|
|
"hk4e/gs/constant"
|
|
"hk4e/gs/model"
|
|
"hk4e/protocol/cmd"
|
|
"hk4e/protocol/proto"
|
|
)
|
|
|
|
// SceneAvatarStaminaStepReq 缓慢游泳或缓慢攀爬时消耗耐力
|
|
func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg pb.Message) {
|
|
req := payloadMsg.(*proto.SceneAvatarStaminaStepReq)
|
|
|
|
// 根据动作状态消耗耐力
|
|
switch player.StaminaInfo.State {
|
|
case proto.MotionState_MOTION_STATE_CLIMB:
|
|
// 缓慢攀爬
|
|
|
|
// 缓慢攀爬的耐力将根据角度不同而改变
|
|
// rotX ∈ [0,180) x = rotX
|
|
// rotX ∈ [180,360) x = rotX - 360.0
|
|
// x >= 0 y = -x + 10
|
|
// x < 0 y = -2x + 10
|
|
// rotX req.Rot.X
|
|
// y 消耗的耐力修正值
|
|
// base(-100) + y 消耗的耐力
|
|
var x int32
|
|
var costRevise int32 // 攀爬耐力修正值
|
|
if req.Rot.X >= 0 && req.Rot.X < 180 {
|
|
x = int32(req.Rot.X)
|
|
} else if req.Rot.X >= 180 && req.Rot.X < 360 {
|
|
x = int32(req.Rot.X - 360.0)
|
|
}
|
|
if x >= 0 {
|
|
costRevise = -x + 10
|
|
} else {
|
|
costRevise = -(x * 2) + 10
|
|
}
|
|
//logger.LOG.Debug("stamina climbing, rotX: %v, costRevise: %v, cost: %v", req.Rot.X, costRevise, constant.StaminaCostConst.CLIMBING_BASE+costRevise)
|
|
g.UpdateStamina(player, constant.StaminaCostConst.CLIMBING_BASE+costRevise)
|
|
case proto.MotionState_MOTION_STATE_SWIM_MOVE:
|
|
// 缓慢游泳
|
|
g.UpdateStamina(player, constant.StaminaCostConst.SWIMMING)
|
|
}
|
|
|
|
// PacketSceneAvatarStaminaStepRsp
|
|
sceneAvatarStaminaStepRsp := new(proto.SceneAvatarStaminaStepRsp)
|
|
// 角度超过范围返回值为错误
|
|
if (req.Rot.X >= 0 && req.Rot.X < 90) || (req.Rot.X > 270 && req.Rot.X < 360) {
|
|
sceneAvatarStaminaStepRsp.Retcode = int32(proto.Retcode_RETCODE_RET_SUCC)
|
|
} else {
|
|
sceneAvatarStaminaStepRsp.Retcode = int32(proto.Retcode_RETCODE_RET_FAIL)
|
|
}
|
|
sceneAvatarStaminaStepRsp.UseClientRot = true
|
|
sceneAvatarStaminaStepRsp.Rot = req.Rot
|
|
g.SendMsg(cmd.SceneAvatarStaminaStepRsp, player.PlayerID, player.ClientSeq, sceneAvatarStaminaStepRsp)
|
|
}
|
|
|
|
// 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)
|
|
|
|
// 设置用于持续消耗或恢复耐力的值
|
|
g.SetStaminaCost(player, motionState)
|
|
|
|
// 未改变状态不执行后面 有些仅在动作开始消耗耐力
|
|
if motionState == staminaInfo.State {
|
|
return
|
|
}
|
|
|
|
// 记录玩家的动作状态
|
|
staminaInfo.State = motionState
|
|
|
|
// 根据玩家的状态立刻消耗耐力
|
|
switch motionState {
|
|
case proto.MotionState_MOTION_STATE_CLIMB:
|
|
// 攀爬开始
|
|
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:
|
|
// 游泳冲刺开始
|
|
g.UpdateStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
|
|
}
|
|
}
|
|
|
|
// SetStaminaLastSkill 记录最后释放的技能
|
|
func (g *GameManager) SetStaminaLastSkill(player *model.Player, casterId uint32, skillId uint32) {
|
|
// TODO 有些角色的重击消耗不同
|
|
switch skillId {
|
|
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
}
|
|
|
|
// 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
|
|
|
|
// 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_DASH:
|
|
// 疾跑
|
|
staminaInfo.Cost = constant.StaminaCostConst.DASH
|
|
case proto.MotionState_MOTION_STATE_FLY, proto.MotionState_MOTION_STATE_FLY_FAST, proto.MotionState_MOTION_STATE_FLY_SLOW:
|
|
// 飞行
|
|
staminaInfo.Cost = constant.StaminaCostConst.FLY
|
|
case proto.MotionState_MOTION_STATE_SWIM_DASH:
|
|
// 游泳加速
|
|
staminaInfo.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
|
|
staminaInfo.Cost = constant.StaminaCostConst.SKIFF_DASH
|
|
// 恢复耐力
|
|
case proto.MotionState_MOTION_STATE_DANGER_RUN, proto.MotionState_MOTION_STATE_RUN:
|
|
// 跑步
|
|
staminaInfo.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
|
|
staminaInfo.Cost = constant.StaminaCostConst.STANDBY
|
|
case proto.MotionState_MOTION_STATE_DANGER_WALK, proto.MotionState_MOTION_STATE_WALK:
|
|
// 走路
|
|
staminaInfo.Cost = constant.StaminaCostConst.WALK
|
|
case proto.MotionState_MOTION_STATE_POWERED_FLY:
|
|
// 飞行加速 (风圈等)
|
|
staminaInfo.Cost = constant.StaminaCostConst.POWERED_FLY
|
|
case proto.MotionState_MOTION_STATE_SKIFF_POWERED_DASH:
|
|
// 小艇加速 (风圈等)
|
|
staminaInfo.Cost = constant.StaminaCostConst.POWERED_SKIFF
|
|
// 缓慢动作将在客户端发送消息后消耗
|
|
case proto.MotionState_MOTION_STATE_CLIMB, proto.MotionState_MOTION_STATE_SWIM_MOVE:
|
|
// 缓慢攀爬 或 缓慢游泳
|
|
staminaInfo.Cost = 0
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
}
|