add summon unit & maze buff & refactor battle

This commit is contained in:
Naruse
2025-04-16 21:31:18 +08:00
parent f0e41e3258
commit cfd9f3cb99
11 changed files with 164 additions and 42 deletions

View File

@@ -1,13 +0,0 @@
import dataclasses
from rail_proto.lib import AvatarSkillTree,EquipRelic
@dataclasses.dataclass
class AvatarManager:
avatar_id: int
level: int
exp: int
promotion: int
rank: int
skills: list[AvatarSkillTree]
equip_id: int = 0
relic_list: dict[int,EquipRelic] = dataclasses.field(default_factory=dict)

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@@ -1,4 +1,6 @@
import numpy as np
from game_server.resource.configdb.avatar_config import AvatarConfig
from game_server.resource.configdb.stage_config import StageConfig
from game_server.resource import ResourceManager
from rail_proto.lib import (
@@ -9,7 +11,8 @@ from rail_proto.lib import (
SceneBattleInfo,
SceneMonsterWave,
SceneMonster,
SceneEntityInfo
SceneEntityInfo,
BattleBuff, Avatar,
)
class BattleManager:
@@ -51,6 +54,20 @@ class BattleManager:
for index, monster_list in enumerate(self.stages)
]
def GetMazeBuffs(self, msg: SceneCastSkillCsReq)-> list[BattleBuff]:
buffs = []
for index, avatar_id in enumerate(self.player.lineup_manager.get(self.player.data.cur_lineup, None).avatar_list):
if avatar_id == 1407 and msg.attacked_by_entity_id >> 20 != 1407 or avatar_id == 1407 and msg.attacked_by_entity_id >> 20 == 1407 and msg.skill_index == 0:
continue
for buff,lv in ResourceManager.instance().find_by_index(AvatarConfig,avatar_id).MazeBuffs.items():
buffs.append(BattleBuff(
id=buff,
level=lv,
owner_index=index,
wave_flag=0xffffffff
))
return buffs
def EnterBattle(self, msg: SceneCastSkillCsReq, targets: list[int]) -> SceneCastSkillScRsp:
self.stages: list[StageConfig] = []
for entity_id in targets:
@@ -74,7 +91,8 @@ class BattleManager:
stage_id=self.stage_id,
battle_id=self.battle_id,
battle_avatar_list=self.GetBattleLineup(),
monster_wave_list=self.GetBattleMonster()
monster_wave_list=self.GetBattleMonster(),
buff_list=self.GetMazeBuffs(msg)
)
)
return SceneCastSkillScRsp()

View File

@@ -3,6 +3,8 @@ from game_server.game.enums.scene.game_mode_type import GameModeTypeEnum
from game_server.resource import ResourceManager
from game_server.resource.configdb.maze_plane import MazePlaneData
from game_server.resource.configdb.map_entrance import MapEntranceData
from game_server.resource.configdb.summon_unit_data import SummonUnitData
from game_server.game.motion.motion_info import Motion
from rail_proto.lib import (
SceneInfo,
@@ -12,8 +14,15 @@ from rail_proto.lib import (
SceneNpcInfo,
SceneNpcMonsterInfo,
SceneActorInfo,
AvatarType
AvatarType,
SceneCastSkillCsReq,
SceneGroupRefreshScNotify,
GroupRefreshInfo,
SceneGroupRefreshType,
SceneEntityRefreshInfo, SceneSummonUnitInfo
)
from utils.time import cur_timestamp_ms
class SceneManager(BaseModel):
entry_id: int
@@ -25,6 +34,17 @@ class SceneManager(BaseModel):
entity_group_list: list[SceneEntityGroupInfo] = []
entities: dict[int,SceneEntityInfo] = {}
@staticmethod
def Actor(avatar_id,player_pos):
return SceneEntityInfo(
entity_id=avatar_id << 20,
motion=player_pos,
actor=SceneActorInfo(
base_avatar_id=avatar_id,
avatar_type=AvatarType.AVATAR_FORMAL_TYPE
)
)
def ToProto(self,session) -> SceneInfo:
prop_entity_id = 10
npc_entity_id = 10_000
@@ -139,25 +159,50 @@ class SceneManager(BaseModel):
).ToProto()
player_group = SceneEntityGroupInfo(state=0,group_id=0)
for avatar_id in session.player.lineup_manager.get(session.player.data.cur_lineup).avatar_list:
player_entity = SceneEntityInfo(
inst_id=0,
entity_id=avatar_id << 20,
motion=player_pos,
actor=SceneActorInfo(
avatar_type=AvatarType.AVATAR_FORMAL_TYPE.value,
base_avatar_id=avatar_id,
uid=session.player.data.uid,
)
)
player_group.entity_list.append(player_entity)
player_group.entity_list.append(self.Actor(avatar_id,player_pos))
proto.entity_group_list.append(player_group)
session.player.data.entry_id = self.entry_id
session.player.data.plane_id = entrance.PlaneID
session.player.data.floor_id = entrance.FloorID
self.plane_id = entrance.PlaneID
self.floor_id = entrance.FloorID
return proto
def SummonUnit(self,msg: SceneCastSkillCsReq,summon_id) -> SceneEntityInfo:
return SceneEntityInfo(
entity_id=msg.cast_entity_id,
motion=Motion(
x=msg.target_motion.pos.x,
y=msg.target_motion.pos.y,
z=msg.target_motion.pos.z,
rotY=msg.target_motion.rot.y
).ToProto(),
summon_unit=SceneSummonUnitInfo(
attach_entity_id=msg.attacked_by_entity_id,
caster_entity_id=msg.attacked_by_entity_id,
summon_unit_id=summon_id,
life_time_ms=20000,
create_time_ms=cur_timestamp_ms()
)
)
async def GetSummonUnit(self,session, msg: SceneCastSkillCsReq):
summon_id = str(msg.attacked_by_entity_id >> 20) + "1"
summon = ResourceManager.instance().find_all_by_index(SummonUnitData, summon_id)
if summon:
summon_unit = SceneGroupRefreshScNotify(
floor_id=self.floor_id,
group_refresh_list=[
GroupRefreshInfo(
refresh_type=SceneGroupRefreshType.SCENE_GROUP_REFRESH_TYPE_LOADED.value,
refresh_entity=[
SceneEntityRefreshInfo(
add_entity=self.SummonUnit(msg,data.ID)
)
for data in summon
]
)
]
)
await session.notify(summon_unit)

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@@ -1,5 +1,6 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.game.scene.scene_manager import SceneManager
from game_server.game.motion.motion_info import Motion
from rail_proto.lib import (
EnterSceneCsReq,
@@ -9,10 +10,10 @@ from rail_proto.lib import (
)
async def handle(session: PlayerSession, msg: EnterSceneCsReq) -> betterproto.Message:
session.player.scene_manager = SceneManager(entry_id=msg.entry_id)
scene = session.player.scene_manager
scene.entry_id = msg.entry_id
if msg.teleport_id > 0:
session.player.scene_manager.teleport_id = msg.teleport_id
scene.teleport_id = msg.teleport_id
scene_proto = scene.ToProto(session)
lineup = session.player.lineup_manager.get(session.player.data.cur_lineup).ToProto()
session.pending_notify(
@@ -23,7 +24,7 @@ async def handle(session: PlayerSession, msg: EnterSceneCsReq) -> betterproto.Me
)
session.pending_notify(
SceneEntityMoveScNotify(
entry_id=session.player.scene_manager.entry_id,
entry_id=scene.entry_id,
motion=Motion(
x=session.player.data.pos.x,
y=session.player.data.pos.y,
@@ -33,7 +34,6 @@ async def handle(session: PlayerSession, msg: EnterSceneCsReq) -> betterproto.Me
)
)
scene.teleport_id = 0
#session.player.data.save_player_data()
return EnterSceneScRsp(
retcode=0
)

View File

@@ -1,18 +1,46 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.game.motion.motion_info import Motion
from rail_proto.lib import (
ReplaceLineupCsReq,
ReplaceLineupScRsp,
SyncLineupNotify
SyncLineupNotify,
SceneGroupRefreshScNotify,
GroupRefreshInfo,
SceneEntityRefreshInfo,
SceneGroupRefreshType
)
async def handle(session: PlayerSession, msg: ReplaceLineupCsReq) -> betterproto.Message:
lineup = session.player.lineup_manager.get(msg.index)
lineup.avatar_list = [avatar.id for avatar in msg.lineup_slot_list]
lineup.leader_slot = msg.leader_slot
await session.notify(
SyncLineupNotify(
lineup=lineup.ToProto()
)
)
#lineup.save_lineup()
player_pos = Motion(
x=session.player.data.pos.x,
y=session.player.data.pos.y,
z=session.player.data.pos.z,
rotY=session.player.data.rot.y
).ToProto()
for avatar_id in lineup.avatar_list:
session.pending_notify(
SceneGroupRefreshScNotify(
floor_id=session.player.data.floor_id,
group_refresh_list=[
GroupRefreshInfo(
refresh_type=SceneGroupRefreshType.SCENE_GROUP_REFRESH_TYPE_LOADED.value,
refresh_entity=[
SceneEntityRefreshInfo(
add_entity=session.player.scene_manager.Actor(avatar_id, player_pos)
)
]
)
]
)
)
return ReplaceLineupScRsp(retcode=0)

View File

@@ -15,6 +15,14 @@ async def handle(session: PlayerSession, msg: SceneCastSkillCsReq) -> betterprot
if id not in targets and (id > 20000 or id < 10)
)
session.player.battle_manager = BattleManager(session.player)
if msg.skill_index == 0 and targets:
avatars_lineup = session.player.lineup_manager.get(session.player.data.cur_lineup).avatar_list
caster = msg.attacked_by_entity_id
if caster >> 20 in avatars_lineup:
if msg.skill_index > 0:
scene = session.player.scene_manager
await scene.GetSummonUnit(session,msg)
if targets:
return session.player.battle_manager.EnterBattle(msg,targets)
return SceneCastSkillScRsp(retcode=0)
return SceneCastSkillScRsp()

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@@ -1,23 +1,30 @@
from dataclasses import dataclass, field
from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource, T
from game_server.resource.decorators import GameResource
from game_server.resource.configdb.avatar_skill_tree_config import AvatarSkillTreeConfig
from game_server.resource.configdb.maze_buff_config import MazeBuffConfig
@dataclass
@GameResource("resources/ExcelOutput/AvatarConfig.json")
class AvatarConfig(BaseResource):
AvatarID: int
AvatarSkills: dict[int, int]
MazeBuffs: dict[int,int] # ID and LvMax
def on_load(self: T) -> bool:
from game_server.resource import ResourceManager
self.AvatarSkills = {}
self.MazeBuffs = {}
skill_tree_config = ResourceManager.instance().find_all_by_index(
AvatarSkillTreeConfig, self.AvatarID
)
for data in ResourceManager.instance().values(MazeBuffConfig):
if str(data.ID).startswith(str(self.AvatarID)):
self.MazeBuffs[data.ID] = data.LvMax
for skill in skill_tree_config:
skill_id = skill.PointID
skill_level = skill.MaxLevel

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@@ -0,0 +1,13 @@
from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource, LoadPriority
from game_server.game.enums.scene.game_mode_type import GameModeTypeEnum
@dataclass
@GameResource("resources/ExcelOutput/MazeBuff.json",load_priority=LoadPriority.HIGH)
class MazeBuffConfig(BaseResource):
ID: int
LvMax: int
def get_index(self) -> str:
return str(self.ID)

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@@ -0,0 +1,16 @@
from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/SummonUnitData.json")
class SummonUnitData(BaseResource):
ID: int
JsonPath: str
DestroyOnEnterBattle: bool
RemoveMazeBuffOnDestroy: bool
IsClient: bool
def get_index(self) -> str:
return str(self.ID)