Files
hk4e/gs/game/game_command_gm.go
2023-04-16 01:44:23 +08:00

414 lines
12 KiB
Go

package game
import (
"encoding/base64"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/random"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
"google.golang.org/protobuf/encoding/protojson"
pb "google.golang.org/protobuf/proto"
)
// GM函数模块
// GM函数只支持基本类型的简单参数传入
type GMCmd struct {
}
// 玩家通用GM指令
// GMTeleportPlayer 传送玩家
func (g *GMCmd) GMTeleportPlayer(userId, sceneId uint32, posX, posY, posZ float64) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
GAME.TeleportPlayer(
player,
proto.EnterReason_ENTER_REASON_GM,
sceneId,
&model.Vector{X: posX, Y: posY, Z: posZ},
new(model.Vector),
0,
0,
)
}
// GMAddUserItem 给予玩家物品
func (g *GMCmd) GMAddUserItem(userId, itemId, itemCount uint32) {
GAME.AddUserItem(userId, []*ChangeItem{
{
ItemId: itemId,
ChangeCount: itemCount,
},
}, true, 0)
}
// GMAddUserWeapon 给予玩家武器
func (g *GMCmd) GMAddUserWeapon(userId, itemId, itemCount uint32) {
// 武器数量
for i := uint32(0); i < itemCount; i++ {
// 给予武器
GAME.AddUserWeapon(userId, itemId)
}
}
// GMAddUserReliquary 给予玩家圣遗物
func (g *GMCmd) GMAddUserReliquary(userId, itemId, itemCount uint32) {
// 圣遗物数量
for i := uint32(0); i < itemCount; i++ {
// 给予圣遗物
GAME.AddUserReliquary(userId, itemId)
}
}
// GMAddUserAvatar 给予玩家角色
func (g *GMCmd) GMAddUserAvatar(userId, avatarId uint32) {
// 添加角色
GAME.AddUserAvatar(userId, avatarId)
// TODO 设置角色 等以后做到角色升级之类的再说
// avatar := player.AvatarMap[avatarId]
}
// GMAddUserCostume 给予玩家时装
func (g *GMCmd) GMAddUserCostume(userId, costumeId uint32) {
// 添加时装
GAME.AddUserCostume(userId, costumeId)
}
// GMAddUserFlycloak 给予玩家风之翼
func (g *GMCmd) GMAddUserFlycloak(userId, flycloakId uint32) {
// 添加风之翼
GAME.AddUserFlycloak(userId, flycloakId)
}
// GMAddUserAllItem 给予玩家所有物品
func (g *GMCmd) GMAddUserAllItem(userId, itemCount uint32) {
GAME.LogoutPlayer(userId)
itemList := make([]*ChangeItem, 0)
for itemId := range GAME.GetAllItemDataConfig() {
itemList = append(itemList, &ChangeItem{
ItemId: uint32(itemId),
ChangeCount: itemCount,
})
}
GAME.AddUserItem(userId, itemList, false, 0)
}
// GMAddUserAllWeapon 给予玩家所有武器
func (g *GMCmd) GMAddUserAllWeapon(userId, itemCount uint32) {
for itemId := range GAME.GetAllWeaponDataConfig() {
g.GMAddUserWeapon(userId, uint32(itemId), itemCount)
}
}
// GMAddUserAllReliquary 给予玩家所有圣遗物
func (g *GMCmd) GMAddUserAllReliquary(userId, itemCount uint32) {
GAME.LogoutPlayer(userId)
for itemId := range GAME.GetAllReliquaryDataConfig() {
g.GMAddUserReliquary(userId, uint32(itemId), itemCount)
}
}
// GMAddUserAllAvatar 给予玩家所有角色
func (g *GMCmd) GMAddUserAllAvatar(userId uint32) {
for avatarId := range GAME.GetAllAvatarDataConfig() {
g.GMAddUserAvatar(userId, uint32(avatarId))
}
}
// GMAddUserAllCostume 给予玩家所有时装
func (g *GMCmd) GMAddUserAllCostume(userId uint32) {
for costumeId := range gdconf.GetAvatarCostumeDataMap() {
g.GMAddUserCostume(userId, uint32(costumeId))
}
}
// GMAddUserAllFlycloak 给予玩家所有风之翼
func (g *GMCmd) GMAddUserAllFlycloak(userId uint32) {
for flycloakId := range gdconf.GetAvatarFlycloakDataMap() {
g.GMAddUserFlycloak(userId, uint32(flycloakId))
}
}
// GMAddUserAllEvery 给予玩家所有内容
func (g *GMCmd) GMAddUserAllEvery(userId, itemCount uint32) {
GAME.LogoutPlayer(userId)
// 给予玩家所有物品
g.GMAddUserAllItem(userId, itemCount)
// 给予玩家所有武器
g.GMAddUserAllWeapon(userId, itemCount)
// 给予玩家所有圣遗物
g.GMAddUserAllReliquary(userId, itemCount)
// 给予玩家所有角色
g.GMAddUserAllAvatar(userId)
// 给予玩家所有时装
g.GMAddUserAllCostume(userId)
// 给予玩家所有风之翼
g.GMAddUserAllFlycloak(userId)
}
// GMAddQuest 添加任务
func (g *GMCmd) GMAddQuest(userId uint32, questId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbQuest := player.GetDbQuest()
dbQuest.AddQuest(questId)
dbQuest.StartQuest(questId)
ntf := &proto.QuestListUpdateNotify{
QuestList: make([]*proto.Quest, 0),
}
ntf.QuestList = append(ntf.QuestList, GAME.PacketQuest(player, questId))
GAME.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
}
// GMFinishQuest 完成任务
func (g *GMCmd) GMFinishQuest(userId uint32, questId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbQuest := player.GetDbQuest()
dbQuest.ForceFinishQuest(questId)
ntf := &proto.QuestListUpdateNotify{
QuestList: make([]*proto.Quest, 0),
}
ntf.QuestList = append(ntf.QuestList, GAME.PacketQuest(player, questId))
GAME.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
GAME.AcceptQuest(player, true)
}
// GMForceFinishAllQuest 强制完成当前所有任务
func (g *GMCmd) GMForceFinishAllQuest(userId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbQuest := player.GetDbQuest()
ntf := &proto.QuestListUpdateNotify{
QuestList: make([]*proto.Quest, 0),
}
for _, quest := range dbQuest.GetQuestMap() {
dbQuest.ForceFinishQuest(quest.QuestId)
pbQuest := GAME.PacketQuest(player, quest.QuestId)
if pbQuest == nil {
continue
}
ntf.QuestList = append(ntf.QuestList, pbQuest)
}
GAME.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
GAME.AcceptQuest(player, true)
}
// GMUnlockAllPoint 解锁场景全部传送点
func (g *GMCmd) GMUnlockAllPoint(userId uint32, sceneId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbWorld := player.GetDbWorld()
dbScene := dbWorld.GetSceneById(sceneId)
if dbScene == nil {
logger.Error("db scene is nil, uid: %v", sceneId)
return
}
scenePointMapConfig := gdconf.GetScenePointMapBySceneId(int32(sceneId))
for _, pointData := range scenePointMapConfig {
dbScene.UnlockPoint(uint32(pointData.Id))
}
GAME.SendMsg(cmd.ScenePointUnlockNotify, player.PlayerID, player.ClientSeq, &proto.ScenePointUnlockNotify{
SceneId: sceneId,
PointList: dbScene.GetUnlockPointList(),
UnhidePointList: nil,
})
}
// GMCreateGadget 在玩家附近创建物件实体
func (g *GMCmd) GMCreateGadget(userId uint32, posX, posY, posZ float64, gadgetId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
GAME.CreateGadget(player, &model.Vector{
X: posX,
Y: posY,
Z: posZ,
}, gadgetId, nil)
}
// 系统级GM指令
func (g *GMCmd) ChangePlayerCmdPerm(userId uint32, cmdPerm uint8) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
player.CmdPerm = cmdPerm
}
func (g *GMCmd) ReloadGameDataConfig() {
LOCAL_EVENT_MANAGER.GetLocalEventChan() <- &LocalEvent{
EventId: ReloadGameDataConfig,
}
}
func (g *GMCmd) XLuaDebug(userId uint32, luacBase64 string) {
logger.Debug("xlua debug, uid: %v, luac: %v", userId, luacBase64)
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 只有在线玩家主动开启之后才能发送
if !player.XLuaDebug {
logger.Error("player xlua debug not enable, uid: %v", userId)
return
}
luac, err := base64.StdEncoding.DecodeString(luacBase64)
if err != nil {
logger.Error("decode luac error: %v", err)
return
}
GAME.SendMsg(cmd.WindSeedClientNotify, player.PlayerID, 0, &proto.WindSeedClientNotify{
Notify: &proto.WindSeedClientNotify_AreaNotify_{
AreaNotify: &proto.WindSeedClientNotify_AreaNotify{
AreaCode: luac,
AreaId: 1,
AreaType: 1,
},
},
})
}
func (g *GMCmd) PlayAudio() {
PlayAudio()
}
func (g *GMCmd) UpdateFrame(rgb bool) {
UpdateFrame(rgb)
}
var RobotUidCounter uint32 = 0
func (g *GMCmd) CreateRobotInBigWorld(uid uint32, name string, avatarId uint32) {
if !GAME.IsMainGs() {
return
}
if uid == 0 {
RobotUidCounter++
uid = 1000000 + RobotUidCounter
}
if name == "" {
name = random.GetRandomStr(8)
}
if avatarId == 0 {
for _, avatarData := range gdconf.GetAvatarDataMap() {
avatarId = uint32(avatarData.AvatarId)
break
}
}
aiWorld := WORLD_MANAGER.GetAiWorld()
robot := GAME.CreateRobot(uid, name, name)
GAME.AddUserAvatar(uid, avatarId)
dbAvatar := robot.GetDbAvatar()
GAME.SetUpAvatarTeamReq(robot, &proto.SetUpAvatarTeamReq{
TeamId: 1,
AvatarTeamGuidList: []uint64{dbAvatar.AvatarMap[avatarId].Guid},
CurAvatarGuid: dbAvatar.AvatarMap[avatarId].Guid,
})
GAME.SetPlayerHeadImageReq(robot, &proto.SetPlayerHeadImageReq{
AvatarId: avatarId,
})
GAME.JoinPlayerSceneReq(robot, &proto.JoinPlayerSceneReq{
TargetUid: aiWorld.owner.PlayerID,
})
GAME.EnterSceneReadyReq(robot, &proto.EnterSceneReadyReq{
EnterSceneToken: aiWorld.GetEnterSceneToken(),
})
GAME.SceneInitFinishReq(robot, &proto.SceneInitFinishReq{
EnterSceneToken: aiWorld.GetEnterSceneToken(),
})
GAME.EnterSceneDoneReq(robot, &proto.EnterSceneDoneReq{
EnterSceneToken: aiWorld.GetEnterSceneToken(),
})
GAME.PostEnterSceneReq(robot, &proto.PostEnterSceneReq{
EnterSceneToken: aiWorld.GetEnterSceneToken(),
})
activeAvatarId := aiWorld.GetPlayerActiveAvatarId(robot)
pos := new(model.Vector)
rot := new(model.Vector)
for _, targetPlayer := range aiWorld.GetAllPlayer() {
if targetPlayer.PlayerID < PlayerBaseUid {
continue
}
pos = &model.Vector{X: targetPlayer.Pos.X, Y: targetPlayer.Pos.Y, Z: targetPlayer.Pos.Z}
rot = &model.Vector{X: targetPlayer.Rot.X, Y: targetPlayer.Rot.Y, Z: targetPlayer.Rot.Z}
}
entityMoveInfo := &proto.EntityMoveInfo{
EntityId: aiWorld.GetPlayerWorldAvatarEntityId(robot, activeAvatarId),
MotionInfo: &proto.MotionInfo{
Pos: &proto.Vector{X: float32(pos.X), Y: float32(pos.Y), Z: float32(pos.Z)},
Rot: &proto.Vector{X: float32(rot.X), Y: float32(rot.Y), Z: float32(rot.Z)},
State: proto.MotionState_MOTION_STANDBY,
},
SceneTime: 0,
ReliableSeq: 0,
}
combatData, err := pb.Marshal(entityMoveInfo)
if err != nil {
return
}
GAME.CombatInvocationsNotify(robot, &proto.CombatInvocationsNotify{
InvokeList: []*proto.CombatInvokeEntry{{
CombatData: combatData,
ForwardType: proto.ForwardType_FORWARD_TO_ALL_EXCEPT_CUR,
ArgumentType: proto.CombatTypeArgument_ENTITY_MOVE,
}},
})
GAME.UnionCmdNotify(robot, &proto.UnionCmdNotify{})
}
func (g *GMCmd) ServerAnnounce(announceId uint32, announceMsg string, isRevoke bool) {
if !isRevoke {
GAME.ServerAnnounceNotify(announceId, announceMsg)
} else {
GAME.ServerAnnounceRevokeNotify(announceId)
}
}
func (g *GMCmd) SendMsgToPlayer(cmdName string, userId uint32, msgJson string) {
if cmdProtoMap == nil {
cmdProtoMap = cmd.NewCmdProtoMap()
}
cmdId := cmdProtoMap.GetCmdIdByCmdName(cmdName)
if cmdId == 0 {
logger.Error("cmd name not found")
return
}
if cmdId == cmd.WindSeedClientNotify {
logger.Error("what are you doing ???")
return
}
msg := cmdProtoMap.GetProtoObjByCmdId(cmdId)
err := protojson.Unmarshal([]byte(msgJson), msg)
if err != nil {
logger.Error("parse msg error: %v", err)
return
}
GAME.SendMsg(cmdId, userId, 0, msg)
}