Files
neonsr/game_server/game/scene/scene_manager.py
2025-04-16 21:31:18 +08:00

208 lines
8.0 KiB
Python

from pydantic import BaseModel
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,
SceneEntityInfo,
SceneEntityGroupInfo,
ScenePropInfo,
SceneNpcInfo,
SceneNpcMonsterInfo,
SceneActorInfo,
AvatarType,
SceneCastSkillCsReq,
SceneGroupRefreshScNotify,
GroupRefreshInfo,
SceneGroupRefreshType,
SceneEntityRefreshInfo, SceneSummonUnitInfo
)
from utils.time import cur_timestamp_ms
class SceneManager(BaseModel):
entry_id: int
plane_id: int = 0
floor_id: int = 0
game_mode_type: int = 0
world_id: int = 0
teleport_id: int = 0
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
monster_entity_id = 20_000
entrance = ResourceManager.instance().find_by_index(MapEntranceData, self.entry_id)
maze_plane = ResourceManager.instance().find_by_index(MazePlaneData, entrance.PlaneID)
floor_infos = entrance.floor_infos.get(self.entry_id)
proto = SceneInfo(
entry_id=self.entry_id,
plane_id=entrance.PlaneID,
floor_id=entrance.FloorID,
)
proto.game_mode_type = GameModeTypeEnum[maze_plane.PlaneType].value
if maze_plane.WorldID == 100:
maze_plane.WorldID = 401
proto.world_id = maze_plane.WorldID
loaded_npc = [13199,13321,1313,13227,13190,13191,13192,13141,13246,13407 ,13223,13152]
loaded_group = []
groups = []
for group_id,group in floor_infos.groups.items():
if group.LoadSide == "Client":
continue
# if group_id in loaded_group:
# continue
# if group_id > 150 and group_id < 200:
# continue
# if group_id > 300:
# continue
if group_id in groups:
continue
groups.append(group_id)
group_info = SceneEntityGroupInfo(
group_id=group_id
)
for prop in group.PropList:
prop_entity_id += 1
prop_entity_info = SceneEntityInfo(
inst_id=prop.ID,
group_id=group_id,
motion=Motion(
x=prop.PosX,
y=prop.PosY,
z=prop.PosZ,
rotY=prop.RotY
).ToProto(),
prop=ScenePropInfo(
prop_id=prop.PropID,
prop_state=8 if prop.MappingInfoID > 0 else (1 if prop.State == 0 else prop.State)
),
entity_id=prop_entity_id
)
group_info.entity_list.append(prop_entity_info)
if self.teleport_id > 0 and self.teleport_id == prop.MappingInfoID:
for anchor in group.AnchorList:
if group.id == prop.AnchorGroupID and anchor.ID == prop.AnchorID:
session.player.data.pos.x = int(anchor.PosX)
session.player.data.pos.y = int(anchor.PosY)
session.player.data.pos.z = int(anchor.PosZ)
session.player.data.rot.y = int(anchor.RotY)
for npc in group.NPCList:
if npc.NPCID in loaded_npc:
continue
loaded_npc.append(npc.NPCID)
npc_entity_id += 1
npc_entity_info = SceneEntityInfo(
inst_id=npc.ID,
group_id=group_id,
entity_id=npc_entity_id,
motion=Motion(
x=npc.PosX,
y=npc.PosY,
z=npc.PosZ,
rotY=npc.RotY
).ToProto(),
npc=SceneNpcInfo(
npc_id=npc.NPCID
)
)
group_info.entity_list.append(npc_entity_info)
for monster in group.MonsterList:
monster_entity_id += 1
monster_entity_info = SceneEntityInfo(
inst_id=monster.ID,
group_id=group_id,
entity_id=monster_entity_id,
motion=Motion(
x=monster.PosX,
y=monster.PosY,
z=monster.PosZ,
rotY=monster.RotY
).ToProto(),
npc_monster=SceneNpcMonsterInfo(
monster_id=monster.NPCMonsterID,
event_id=monster.EventID,
world_level=6
)
)
group_info.entity_list.append(monster_entity_info)
session.player.scene_manager.entities[monster_entity_id] = monster_entity_info
proto.entity_group_list.append(group_info)
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()
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_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)