Refactor battle & fix name for avatar_manager

This commit is contained in:
Naruse
2025-04-16 16:25:31 +08:00
parent ec8972d5d6
commit f0e41e3258
11 changed files with 127 additions and 82 deletions

View File

@@ -0,0 +1,80 @@
import numpy as np
from game_server.resource.configdb.stage_config import StageConfig
from game_server.resource import ResourceManager
from rail_proto.lib import (
BattleEndStatus,
PVEBattleResultCsReq,
SceneCastSkillCsReq,
SceneCastSkillScRsp,
SceneBattleInfo,
SceneMonsterWave,
SceneMonster,
SceneEntityInfo
)
class BattleManager:
def __init__(self, player):
self.player = player
self.player.next_battle_id += 1
self.battle_id: int = self.player.next_battle_id
self.round_limit: int = 0
self.stage_id: int = 0
self.battle_end_status: BattleEndStatus = BattleEndStatus.BATTLE_END_NONE
# list & dict
self.stages: list[StageConfig] = []
self.entity_monster: list[SceneEntityInfo] = []
#self.buffs: list[MazeBuff] = []
self.battle_result: PVEBattleResultCsReq | None = None
def GetBattleLineup(self):
return [
self.player.avatar_manager.get(avatar_id).ToBattleProto(index,self.player)
for index, avatar_id in enumerate(self.player.lineup_manager.get(self.player.data.cur_lineup, None).avatar_list)
]
def GetBattleMonster(self):
return [
SceneMonsterWave(
battle_stage_id=monster_list.StageID,
battle_wave_id=index,
monster_list=[
SceneMonster(
monster_id=id
)
for monster_dict in monster_list.MonsterList
for monster, id in monster_dict.items()
if id > 0
]
)
for index, monster_list in enumerate(self.stages)
]
def EnterBattle(self, msg: SceneCastSkillCsReq, targets: list[int]) -> SceneCastSkillScRsp:
self.stages: list[StageConfig] = []
for entity_id in targets:
entity_data = self.player.scene_manager.entities.get(entity_id)
if entity_data:
stage = ResourceManager.instance().find_by_index(StageConfig, entity_data.npc_monster.event_id * 10)
if not stage:
stage = ResourceManager.instance().find_by_index(StageConfig, entity_data.npc_monster.event_id)
if stage:
self.stages.append(stage)
self.entity_monster.append(entity_data)
if self.stages:
self.stage_id = self.stages[0].StageID
return SceneCastSkillScRsp(
retcode=0,
cast_entity_id=msg.cast_entity_id,
battle_info=SceneBattleInfo(
rounds_limit=self.round_limit,
world_level=self.player.data.world_level,
logic_random_seed=np.random.randint(1, np.iinfo(np.int32).max, dtype=np.int32),
stage_id=self.stage_id,
battle_id=self.battle_id,
battle_avatar_list=self.GetBattleLineup(),
monster_wave_list=self.GetBattleMonster()
)
)
return SceneCastSkillScRsp()

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@@ -17,11 +17,11 @@ async def execute(session:PlayerSession, text):
for avatar in avatars:
if avatar.AvatarID == 1224 or avatar.AvatarID >= 7000:
continue
if session.player.avatar_mananger.get(avatar.AvatarID):
if session.player.avatar_manager.get(avatar.AvatarID):
continue
data = session.player.add_avatar(avatar.AvatarID)
if data:
session.player.avatar_mananger[data.avatar_id] = data
session.player.avatar_manager[data.avatar_id] = data
sync = True
if text == "lightcones":

View File

@@ -3,6 +3,7 @@ from database.player.player_data import PlayerData,players_collection
from database.avatar.avatar_data import AvatarData,get_all_avatars_by_uid,avatars_collection
from database.lineup.lineup_data import LineupData,get_all_lineup_by_uid,lineups_collection
from database.inventory.inventory_data import InventoryData,get_all_items_by_uid,items_collection
from game_server.game.battle.battle_manager import BattleManager
from game_server.game.scene.scene_manager import SceneManager
from typing import Optional
from rail_proto.lib import (
@@ -14,11 +15,17 @@ from utils.logger import Error
class PlayerManager(BaseModel):
class Config:
arbitrary_types_allowed = True
data : PlayerData = PlayerData()
avatar_mananger: dict[int,AvatarData] = {}
avatar_manager: dict[int,AvatarData] = {}
lineup_manager: dict[int,LineupData] = {}
inventory_manager: dict[int,InventoryData] = {}
scene_manager: SceneManager = None
battle_manager: BattleManager = None
next_battle_id: int = 0
def init_default(self):
self.add_all_avatars()
@@ -41,10 +48,10 @@ class PlayerManager(BaseModel):
uid=self.data.uid,
avatar_id=self.data.cur_basic_type
).add_avatar()
self.avatar_mananger[self.data.cur_basic_type] = avatar
self.avatar_manager[self.data.cur_basic_type] = avatar
for avatar in avatars:
self.avatar_mananger[avatar.avatar_id] = avatar
self.avatar_manager[avatar.avatar_id] = avatar
def add_all_lineups(self):
lineups = get_all_lineup_by_uid(uid=self.data.uid)
@@ -65,7 +72,7 @@ class PlayerManager(BaseModel):
self.inventory_manager[item.unique_id] = item
def add_avatar(self,avatar_id:int) -> Optional[AvatarData]:
avatar = self.avatar_mananger.get(avatar_id)
avatar = self.avatar_manager.get(avatar_id)
if avatar:
return None
@@ -106,7 +113,7 @@ class PlayerManager(BaseModel):
def PlayerSyncProto(self) -> PlayerSyncScNotify:
avatars = []
for avatar_id,avatar in self.avatar_mananger.items():
for avatar_id,avatar in self.avatar_manager.items():
avatars.append(avatar.ToProto())
lightcones = []
@@ -139,7 +146,7 @@ class PlayerManager(BaseModel):
def save_all_avatars_bulk(self):
operations = []
for avatar in self.avatar_mananger.values():
for avatar in self.avatar_manager.values():
avatar_data = avatar.model_dump()
avatar_data["uid"] = avatar.uid
query = {"uid": avatar.uid, "avatar_id": avatar.avatar_id}

View File

@@ -5,7 +5,6 @@ from game_server.resource.configdb.maze_plane import MazePlaneData
from game_server.resource.configdb.map_entrance import MapEntranceData
from game_server.game.motion.motion_info import Motion
from rail_proto.lib import (
SceneEntityGroupInfo,
SceneInfo,
SceneEntityInfo,
SceneEntityGroupInfo,
@@ -25,7 +24,6 @@ class SceneManager(BaseModel):
teleport_id: int = 0
entity_group_list: list[SceneEntityGroupInfo] = []
entities: dict[int,SceneEntityInfo] = {}
battle_monster: list[SceneEntityInfo] = []
def ToProto(self,session) -> SceneInfo:
prop_entity_id = 10

View File

@@ -7,12 +7,12 @@ from rail_proto.lib import (
async def handle(session: PlayerSession, msg: DressAvatarCsReq) -> betterproto.Message:
equipment = session.player.inventory_manager.get(msg.equipment_unique_id)
target_avatar = session.player.avatar_mananger.get(msg.avatar_id)
target_avatar = session.player.avatar_manager.get(msg.avatar_id)
if not equipment or not target_avatar:
return DressAvatarScRsp()
previous_avatar = session.player.avatar_mananger.get(equipment.equip_avatar)
previous_avatar = session.player.avatar_manager.get(equipment.equip_avatar)
if previous_avatar:
if previous_avatar.lightcone_id > 0 and target_avatar.lightcone_id > 0:
target_equipment = session.player.inventory_manager.get(target_avatar.lightcone_id)

View File

@@ -6,7 +6,7 @@ from rail_proto.lib import (
)
async def handle(session: PlayerSession, msg: DressRelicAvatarCsReq) -> betterproto.Message:
target_avatar = session.player.avatar_mananger.get(msg.avatar_id)
target_avatar = session.player.avatar_manager.get(msg.avatar_id)
if not target_avatar:
return DressRelicAvatarScRsp()
@@ -17,7 +17,7 @@ async def handle(session: PlayerSession, msg: DressRelicAvatarCsReq) -> betterpr
relic_sub_type = str(relic.sub_type)
current_relic_id = target_avatar.relic_ids.get(relic_sub_type, 0)
previous_avatar = session.player.avatar_mananger.get(relic.equip_avatar)
previous_avatar = session.player.avatar_manager.get(relic.equip_avatar)
if previous_avatar:
previous_relic_id = previous_avatar.relic_ids.get(relic_sub_type, 0)

View File

@@ -8,7 +8,7 @@ from rail_proto.lib import (
async def handle(session: PlayerSession, msg: GetAvatarDataCsReq) -> betterproto.Message:
avatars: list[Avatar] = []
for avatar_id,avatar in session.player.avatar_mananger.items():
for avatar_id,avatar in session.player.avatar_manager.items():
avatars.append(avatar.ToProto())
return GetAvatarDataScRsp(
retcode=0,

View File

@@ -12,24 +12,26 @@ from rail_proto.lib import (
async def handle(session: PlayerSession, msg: PVEBattleResultCsReq) -> betterproto.Message:
if msg.end_status == BattleEndStatus.BATTLE_END_WIN.value:
await session.notify(
SceneGroupRefreshScNotify(
group_refresh_list=[
GroupRefreshInfo(
refresh_type=SceneGroupRefreshType.SCENE_GROUP_REFRESH_TYPE_LOADED.value,
refresh_entity=[
SceneEntityRefreshInfo(
delete_entity=monster.entity_id
)
],
group_id=monster.group_id
) for monster in session.player.scene_manager.battle_monster
],
floor_id=session.player.data.floor_id
if session.player.battle_manager:
await session.notify(
SceneGroupRefreshScNotify(
group_refresh_list=[
GroupRefreshInfo(
refresh_type=SceneGroupRefreshType.SCENE_GROUP_REFRESH_TYPE_LOADED.value,
refresh_entity=[
SceneEntityRefreshInfo(
delete_entity=monster.entity_id
)
],
group_id=monster.group_id
) for monster in session.player.battle_manager.entity_monster
],
floor_id=session.player.data.floor_id
)
)
)
for monster in session.player.scene_manager.battle_monster:
session.player.scene_manager.entities.pop(monster.entity_id, None)
for monster in session.player.battle_manager.entity_monster:
session.player.scene_manager.entities.pop(monster.entity_id, None)
session.player.battle_manager = None
return PVEBattleResultScRsp(
retcode=0,
end_status=msg.end_status,

View File

@@ -1,15 +1,11 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.stage_config import StageConfig
from game_server.game.battle.battle_manager import BattleManager
from rail_proto.lib import (
SceneCastSkillCsReq,
SceneCastSkillScRsp,
SceneBattleInfo,
SceneMonsterWave,
SceneMonster
)
import numpy as np
async def handle(session: PlayerSession, msg: SceneCastSkillCsReq) -> betterproto.Message:
targets = [id for id in msg.assist_monster_entity_id_list if id > 20000 or id < 10]
@@ -18,46 +14,7 @@ async def handle(session: PlayerSession, msg: SceneCastSkillCsReq) -> betterprot
id for id in monster.entity_id_list
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:
monster_data: list[StageConfig] = []
for entity_id in targets:
entity_data = session.player.scene_manager.entities.get(entity_id)
if entity_data:
stage = ResourceManager.instance().find_by_index(StageConfig,entity_data.npc_monster.event_id*10)
if not stage:
stage = ResourceManager.instance().find_by_index(StageConfig,entity_data.npc_monster.event_id)
if stage:
monster_data.append(stage)
session.player.scene_manager.battle_monster.append(entity_data)
if monster_data:
return SceneCastSkillScRsp(
retcode=0,
cast_entity_id=msg.cast_entity_id,
battle_info=SceneBattleInfo(
rounds_limit=0,
world_level=session.player.data.world_level,
logic_random_seed=np.random.randint(1, np.iinfo(np.int32).max, dtype=np.int32),
stage_id=monster_data[0].StageID,
battle_id=1,
battle_avatar_list=[
session.player.avatar_mananger.get(avatar_id).ToBattleProto(index,session)
for index, avatar_id in enumerate(session.player.lineup_manager.get(session.player.data.cur_lineup, None).avatar_list)
],
monster_wave_list=[
SceneMonsterWave(
battle_stage_id=monster_list.StageID,
battle_wave_id=index,
monster_list=[
SceneMonster(
monster_id=id
)
for monster_dict in monster_list.MonsterList
for monster, id in monster_dict.items()
if id > 0
]
)
for index,monster_list in enumerate(monster_data)
]
)
)
return session.player.battle_manager.EnterBattle(msg,targets)
return SceneCastSkillScRsp(retcode=0)