Files
hk4e/gs/game/player_stamina.go
2023-04-02 19:32:31 +08:00

540 lines
19 KiB
Go

package game
import (
"strings"
"time"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/endec"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// HandleAbilityStamina 处理来自ability的耐力消耗
func (g *Game) HandleAbilityStamina(player *model.Player, entry *proto.AbilityInvokeEntry) {
switch entry.ArgumentType {
case proto.AbilityInvokeArgument_ABILITY_MIXIN_COST_STAMINA:
// 大剑重击 或 持续技能 耐力消耗
costStamina := new(proto.AbilityMixinCostStamina)
err := pb.Unmarshal(entry.AbilityData, costStamina)
if err != nil {
logger.Error("parse AbilityMixinCostStamina error: %v", err)
return
}
// 处理持续耐力消耗
g.SkillSustainStamina(player, costStamina.IsSwim)
case proto.AbilityInvokeArgument_ABILITY_META_MODIFIER_CHANGE:
// 普通角色重击耐力消耗
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
// 获取世界中的角色实体
worldAvatar := world.GetWorldAvatarByEntityId(entry.EntityId)
if worldAvatar == nil {
return
}
// 查找是不是属于该角色实体的ability id
abilityNameHashCode := uint32(0)
for _, ability := range worldAvatar.GetAbilityList() {
if ability.InstancedAbilityId == entry.Head.InstancedAbilityId {
// logger.Error("%v", ability)
abilityNameHashCode = ability.AbilityName.GetHash()
}
}
if abilityNameHashCode == 0 {
return
}
// 根据ability name查找到对应的技能表里的技能配置
var avatarAbility *gdconf.AvatarSkillData = nil
for _, avatarSkillData := range gdconf.GetAvatarSkillDataMap() {
hashCode := endec.Hk4eAbilityHashCode(avatarSkillData.AbilityName)
if uint32(hashCode) == abilityNameHashCode {
avatarAbility = avatarSkillData
break
}
}
if avatarAbility == nil {
return
}
// 距离技能开始过去的时间
startPastTime := time.Now().UnixMilli() - player.StaminaInfo.LastSkillTime
// 距离上次技能消耗的时间
changePastTime := time.Now().UnixMilli() - player.StaminaInfo.LastSkillChargeTime
// 法器角色轻击也会算触发重击消耗 胡桃等角色重击一次会多次消耗
// 所以通过策略判断 必须距离技能开始过去200ms才算重击 两次技能耐力消耗之间需间隔500ms
// 暂时就这样实现重击消耗 以后应该还会有更好的办法~
if player.StaminaInfo.LastSkillId == uint32(avatarAbility.AvatarSkillId) && startPastTime > 200 && changePastTime > 500 {
// 重击对应的耐力消耗
g.ChargedAttackStamina(player, worldAvatar, avatarAbility)
player.StaminaInfo.LastSkillChargeTime = time.Now().UnixMilli()
}
default:
break
}
}
// SceneAvatarStaminaStepReq 缓慢游泳或缓慢攀爬时消耗耐力
func (g *Game) 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_CLIMB:
// 缓慢攀爬
var angleRevise int32 // 角度修正值 归一化为-90到+90范围内的角
// rotX ∈ [0,90) angle = rotX
// rotX ∈ (270,360) angle = rotX - 360.0
if req.Rot.X >= 0 && req.Rot.X < 90 {
angleRevise = int32(req.Rot.X)
} else if req.Rot.X > 270 && req.Rot.X < 360 {
angleRevise = int32(req.Rot.X - 360.0)
} else {
logger.Error("invalid rot x angle: %v, uid: %v", req.Rot.X, player.PlayerID)
g.SendError(cmd.SceneAvatarStaminaStepRsp, player, &proto.SceneAvatarStaminaStepRsp{})
return
}
// 攀爬耐力修正曲线
// angle >= 0 cost = -x + 10
// angle < 0 cost = -2x + 10
var costRevise int32 // 攀爬耐力修正值 在基础消耗值的水平上增加或减少
if angleRevise >= 0 {
// 普通或垂直斜坡
costRevise = -angleRevise + 10
} else {
// 倒三角 非常消耗体力
costRevise = -(angleRevise * 2) + 10
}
logger.Debug("stamina climbing, rotX: %v, costRevise: %v, cost: %v", req.Rot.X, costRevise, constant.STAMINA_COST_CLIMBING_BASE-costRevise)
g.UpdatePlayerStamina(player, constant.STAMINA_COST_CLIMBING_BASE-costRevise)
case proto.MotionState_MOTION_SWIM_MOVE:
// 缓慢游泳
g.UpdatePlayerStamina(player, constant.STAMINA_COST_SWIMMING)
}
// PacketSceneAvatarStaminaStepRsp
sceneAvatarStaminaStepRsp := new(proto.SceneAvatarStaminaStepRsp)
sceneAvatarStaminaStepRsp.UseClientRot = true
sceneAvatarStaminaStepRsp.Rot = req.Rot
g.SendMsg(cmd.SceneAvatarStaminaStepRsp, player.PlayerID, player.ClientSeq, sceneAvatarStaminaStepRsp)
}
// ImmediateStamina 处理即时耐力消耗
func (g *Game) ImmediateStamina(player *model.Player, motionState proto.MotionState) {
// 玩家暂停状态不更新耐力
if player.Pause {
return
}
staminaInfo := player.StaminaInfo
// logger.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
staminaInfo.SetStaminaCost(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_CLIMB:
// 攀爬开始
g.UpdatePlayerStamina(player, constant.STAMINA_COST_CLIMB_START)
case proto.MotionState_MOTION_DASH_BEFORE_SHAKE:
// 冲刺
g.UpdatePlayerStamina(player, constant.STAMINA_COST_SPRINT)
case proto.MotionState_MOTION_CLIMB_JUMP:
// 攀爬跳跃
g.UpdatePlayerStamina(player, constant.STAMINA_COST_CLIMB_JUMP)
case proto.MotionState_MOTION_SWIM_DASH:
// 快速游泳开始
g.UpdatePlayerStamina(player, constant.STAMINA_COST_SWIM_DASH_START)
}
}
// SkillSustainStamina 处理技能持续时的耐力消耗
func (g *Game) SkillSustainStamina(player *model.Player, isSwim bool) {
staminaInfo := player.StaminaInfo
skillId := staminaInfo.LastSkillId
// 读取技能配置表
avatarSkillConfig := gdconf.GetAvatarSkillDataById(int32(skillId))
if avatarSkillConfig == nil {
logger.Error("avatarSkillConfig error, skillId: %v", skillId)
return
}
// 获取释放技能者的角色Id
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
// 获取世界中的角色实体
worldAvatar := world.GetWorldAvatarByEntityId(staminaInfo.LastCasterId)
if worldAvatar == nil {
return
}
// 获取现行角色的配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(worldAvatar.GetAvatarId()))
if avatarDataConfig == nil {
logger.Error("avatarDataConfig error, avatarId: %v", worldAvatar.GetAvatarId())
return
}
// 需要消耗的耐力值
var costStamina int32
// 如果为0代表使用默认值
if avatarSkillConfig.CostStamina == 0 {
// 大剑持续耐力消耗默认值
if avatarDataConfig.WeaponType == constant.WEAPON_TYPE_CLAYMORE {
costStamina = constant.STAMINA_COST_FIGHT_CLAYMORE_PER
}
} else {
costStamina = -(avatarSkillConfig.CostStamina * 100)
}
// 距离上次执行过去的时间
pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillTime
// 根据配置以及距离上次的时间计算消耗的耐力
costStamina = int32(float64(pastTime) / 1000 * float64(costStamina))
logger.Debug("stamina skill sustain, skillId: %v, cost: %v, isSwim: %v", skillId, costStamina, isSwim)
// 根据配置以及距离上次的时间计算消耗的耐力
g.UpdatePlayerStamina(player, costStamina)
// 记录最后释放技能的时间
player.StaminaInfo.LastSkillTime = time.Now().UnixMilli()
}
// ChargedAttackStamina 处理重击技能即时耐力消耗
func (g *Game) ChargedAttackStamina(player *model.Player, worldAvatar *WorldAvatar, skillData *gdconf.AvatarSkillData) {
// 确保技能为重击
if !strings.Contains(skillData.AbilityName, "ExtraAttack") {
return
}
// 获取现行角色的配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(worldAvatar.GetAvatarId()))
if avatarDataConfig == nil {
logger.Error("avatarDataConfig error, avatarId: %v", worldAvatar.GetAvatarId())
return
}
// 需要消耗的耐力值
var costStamina int32
// 如果为0代表使用默认值
if skillData.CostStamina == 0 {
// 使用武器对应默认耐力消耗
// 双手剑为持续耐力消耗不在这里处理
switch avatarDataConfig.WeaponType {
case constant.WEAPON_TYPE_SWORD_ONE_HAND:
// 单手剑
costStamina = constant.STAMINA_COST_FIGHT_SWORD_ONE_HAND
case constant.WEAPON_TYPE_POLE:
// 长枪
costStamina = constant.STAMINA_COST_FIGHT_POLE
case constant.WEAPON_TYPE_CATALYST:
// 法器
costStamina = constant.STAMINA_COST_FIGHT_CATALYST
}
} else {
costStamina = -(skillData.CostStamina * 100)
}
logger.Debug("charged attack stamina, skillId: %v, cost: %v", skillData.AvatarSkillId, costStamina)
// 根据配置消耗耐力
g.UpdatePlayerStamina(player, costStamina)
}
// SkillStartStamina 处理技能开始时的即时耐力消耗
func (g *Game) SkillStartStamina(player *model.Player, casterId uint32, skillId uint32) {
staminaInfo := player.StaminaInfo
// 获取该技能开始时所需消耗的耐力
avatarSkillDataConfig := gdconf.GetAvatarSkillDataById(int32(skillId))
// 配置表确保存在技能开始对应的耐力消耗
if avatarSkillDataConfig != nil && avatarSkillDataConfig.CostStamina != 0 {
// 距离上次处理技能开始耐力消耗过去的时间
pastTime := time.Now().UnixMilli() - staminaInfo.LastSkillStartTime
// 上次触发的技能相同则每400ms触发一次消耗
if staminaInfo.LastSkillId != skillId || pastTime > 400 {
logger.Debug("skill start stamina, skillId: %v, cost: %v", skillId, avatarSkillDataConfig.CostStamina)
// 根据配置消耗耐力
g.UpdatePlayerStamina(player, avatarSkillDataConfig.CostStamina)
staminaInfo.LastSkillStartTime = time.Now().UnixMilli()
}
}
// 记录最后释放的技能
staminaInfo.LastCasterId = casterId
staminaInfo.LastSkillId = skillId
staminaInfo.LastSkillTime = time.Now().UnixMilli()
}
// VehicleRestoreStaminaHandler 处理载具持续回复耐力
func (g *Game) VehicleRestoreStaminaHandler(player *model.Player) {
// 玩家暂停状态不更新耐力
if player.Pause {
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
// 获取玩家创建的载具实体
entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
if entity == nil {
return
}
// 确保实体类型是否为载具
gadgetEntity := entity.GetGadgetEntity()
if gadgetEntity == nil || gadgetEntity.GetGadgetVehicleEntity() == nil {
return
}
// 判断玩家处于载具中
if g.IsPlayerInVehicle(player, gadgetEntity.GetGadgetVehicleEntity()) {
// 角色回复耐力
g.UpdatePlayerStamina(player, constant.STAMINA_COST_IN_SKIFF)
} else {
// 载具回复耐力
g.UpdateVehicleStamina(player, entity, constant.STAMINA_COST_SKIFF_NOBODY)
}
}
// SustainStaminaHandler 处理持续耐力消耗
func (g *Game) SustainStaminaHandler(player *model.Player) {
// 玩家暂停状态不更新耐力
if player.Pause {
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
// 获取玩家处于的载具实体
entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
if entity == nil {
// 更新玩家耐力
g.UpdatePlayerStamina(player, player.StaminaInfo.CostStamina)
return
}
// 确保实体类型是否为载具 且 根据玩家是否处于载具中更新耐力
gadgetEntity := entity.GetGadgetEntity()
if gadgetEntity != nil && gadgetEntity.GetGadgetVehicleEntity() != nil && g.IsPlayerInVehicle(player, gadgetEntity.GetGadgetVehicleEntity()) {
// 更新载具耐力
g.UpdateVehicleStamina(player, entity, player.StaminaInfo.CostStamina)
} else {
// 更新玩家耐力
g.UpdatePlayerStamina(player, player.StaminaInfo.CostStamina)
}
}
// GetChangeStamina 获取变更的耐力
// 当前耐力值 + 消耗的耐力值
func (g *Game) GetChangeStamina(curStamina int32, maxStamina int32, staminaCost int32) uint32 {
// 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
}
return uint32(stamina)
}
// UpdateVehicleStamina 更新载具耐力
func (g *Game) UpdateVehicleStamina(player *model.Player, vehicleEntity *Entity, staminaCost int32) {
// 耐力消耗为0代表不更改 仍然执行后面的话会导致回复出问题
if staminaCost == 0 {
return
}
staminaInfo := player.StaminaInfo
// 添加的耐力大于0为恢复
if staminaCost > 0 {
// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
if staminaInfo.VehicleRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_SKIFF_POWERED_DASH {
// logger.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
staminaInfo.VehicleRestoreDelay++
return // 不恢复耐力
}
} else {
// 消耗耐力重新计算恢复需要延迟的tick
// logger.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.VehicleRestoreDelay)
staminaInfo.VehicleRestoreDelay = 0
}
// 确保载具实体存在
if vehicleEntity == nil {
return
}
// 因为载具的耐力需要换算
// 这里先*100后面要用的时候再换算 为了确保精度
// 最大耐力值
gadgetEntity := vehicleEntity.GetGadgetEntity()
maxStamina := int32(gadgetEntity.GetGadgetVehicleEntity().GetMaxStamina() * 100)
// 现行耐力值
curStamina := int32(gadgetEntity.GetGadgetVehicleEntity().GetCurStamina() * 100)
// 将被变更的耐力
stamina := g.GetChangeStamina(curStamina, maxStamina, staminaCost)
// 当前无变动不要频繁发包
if uint32(curStamina) == stamina {
return
}
// 更改载具耐力 (换算)
g.SetVehicleStamina(player, vehicleEntity, float32(stamina)/100)
}
// UpdatePlayerStamina 更新玩家耐力
func (g *Game) UpdatePlayerStamina(player *model.Player, staminaCost int32) {
// 耐力消耗为0代表不更改 仍然执行后面的话会导致回复出问题
if staminaCost == 0 {
return
}
staminaInfo := player.StaminaInfo
// 添加的耐力大于0为恢复
if staminaCost > 0 {
// 耐力延迟2s(10 ticks)恢复 动作状态为加速将立刻恢复耐力
if staminaInfo.PlayerRestoreDelay < 10 && staminaInfo.State != proto.MotionState_MOTION_POWERED_FLY {
// logger.Debug("stamina delay add, restoreDelay: %v", staminaInfo.RestoreDelay)
staminaInfo.PlayerRestoreDelay++
return // 不恢复耐力
}
} else {
// 消耗耐力重新计算恢复需要延迟的tick
// logger.Debug("stamina delay reset, restoreDelay: %v", player.StaminaInfo.RestoreDelay)
staminaInfo.PlayerRestoreDelay = 0
}
// 最大耐力值
maxStamina := int32(player.PropertiesMap[constant.PLAYER_PROP_MAX_STAMINA])
// 现行耐力值
curStamina := int32(player.PropertiesMap[constant.PLAYER_PROP_CUR_PERSIST_STAMINA])
// 将被变更的耐力
stamina := g.GetChangeStamina(curStamina, maxStamina, staminaCost)
// 检测玩家是否没耐力后执行溺水
g.HandleDrown(player, stamina)
// 当前无变动不要频繁发包
if uint32(curStamina) == stamina {
return
}
// 更改玩家的耐力
g.SetPlayerStamina(player, stamina)
}
// DrownBackHandler 玩家溺水返回安全点
func (g *Game) DrownBackHandler(player *model.Player) {
// 玩家暂停跳过
if player.Pause {
return
}
// 溺水返回时间为0代表不进行返回
if player.StaminaInfo.DrownBackDelay == 0 {
return
}
// TODO 耐力未完成的内容:
// 一直溺水回到距离最近的位置 ?
// 溺水队伍扣血
// 队伍都没血了显示死亡界面
// 角色技能影响重击耐力消耗 雷神开大后修改重击耐力为20 达达利亚 一斗
// 食物影响消耗的耐力 还有 角色天赋也会影响
// 先传送玩家再设置角色存活否则同时设置会传送前显示角色实体
if player.StaminaInfo.DrownBackDelay > 20 && player.SceneLoadState == model.SceneEnterDone {
// 设置角色存活
g.RevivePlayerAvatar(player)
// 重置溺水返回时间
player.StaminaInfo.DrownBackDelay = 0
} else if player.StaminaInfo.DrownBackDelay == 20 {
// TODO 队伍扣血
maxStamina := player.PropertiesMap[constant.PLAYER_PROP_MAX_STAMINA]
// 设置玩家耐力为一半
g.SetPlayerStamina(player, maxStamina/2)
// 如果玩家的位置比锚点距离近则优先使用玩家位置
pos := &model.Vector{
X: player.SafePos.X,
Y: player.SafePos.Y,
Z: player.SafePos.Z,
}
// 传送玩家至安全位置
g.TeleportPlayer(player, proto.EnterReason_ENTER_REASON_REVIVAL, player.SceneId, pos, new(model.Vector), 0)
}
// 防止重置后又被修改
if player.StaminaInfo.DrownBackDelay != 0 {
player.StaminaInfo.DrownBackDelay++
}
}
// HandleDrown 处理玩家溺水
func (g *Game) HandleDrown(player *model.Player, stamina uint32) {
// 溺水需要耐力等于0 返回延时不等于0代表已处理过溺水正在等待返回
if stamina != 0 || player.StaminaInfo.DrownBackDelay != 0 {
return
}
// 确保玩家正在游泳
if player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_MOVE || player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_DASH {
logger.Debug("player drown, curStamina: %v, state: %v", stamina, player.StaminaInfo.State)
// 设置角色为死亡
g.KillPlayerAvatar(player, proto.PlayerDieType_PLAYER_DIE_DRAWN)
// 溺水返回安全点 计时开始
player.StaminaInfo.DrownBackDelay = 1
}
}
// SetVehicleStamina 设置载具耐力
func (g *Game) SetVehicleStamina(player *model.Player, vehicleEntity *Entity, stamina float32) {
// 设置载具的耐力
gadgetEntity := vehicleEntity.GetGadgetEntity()
gadgetEntity.GetGadgetVehicleEntity().SetCurStamina(stamina)
// logger.Debug("vehicle stamina set, stamina: %v", stamina)
// PacketVehicleStaminaNotify
vehicleStaminaNotify := new(proto.VehicleStaminaNotify)
vehicleStaminaNotify.EntityId = vehicleEntity.GetId()
vehicleStaminaNotify.CurStamina = stamina
g.SendMsg(cmd.VehicleStaminaNotify, player.PlayerID, player.ClientSeq, vehicleStaminaNotify)
}
// SetPlayerStamina 设置玩家耐力
func (g *Game) SetPlayerStamina(player *model.Player, stamina uint32) {
// 设置玩家的耐力
prop := constant.PLAYER_PROP_CUR_PERSIST_STAMINA
player.PropertiesMap[prop] = stamina
// logger.Debug("player stamina set, stamina: %v", stamina)
// PacketPlayerPropNotify
g.PlayerPropNotify(player, prop)
}
func (g *Game) PlayerPropNotify(player *model.Player, playerPropId uint16) {
// PacketPlayerPropNotify
playerPropNotify := new(proto.PlayerPropNotify)
playerPropNotify.PropMap = make(map[uint32]*proto.PropValue)
playerPropNotify.PropMap[uint32(playerPropId)] = &proto.PropValue{
Type: uint32(playerPropId),
Val: int64(player.PropertiesMap[playerPropId]),
Value: &proto.PropValue_Ival{
Ival: int64(player.PropertiesMap[playerPropId]),
},
}
g.SendMsg(cmd.PlayerPropNotify, player.PlayerID, player.ClientSeq, playerPropNotify)
}