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

@@ -1,5 +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()