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

@@ -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)