feat!: Refactor, Update to version 2.5.x, Add Battle Scepter

This commit is contained in:
amizing25
2024-09-16 13:10:28 +07:00
parent 88f3025333
commit 6e97b516f4
38 changed files with 722000 additions and 15463 deletions
+160 -227
View File
@@ -1,95 +1,65 @@
use lazy_static::lazy_static;
use prost::Message;
use scene_entity_info::Entity;
use tokio::sync::Mutex;
use crate::{
net::{
tools::{AvatarJson, FreesrData, Position},
tools_res::{PropState, GAME_RESOURCES},
},
net::tools::{AvatarJson, FreesrData, Position},
tools::resources::GAME_RES,
util::{self},
};
use super::*;
#[derive(Message)]
pub struct Dummy {}
pub async fn on_get_cur_scene_info_cs_req(
session: &mut PlayerSession,
_body: &GetCurSceneInfoCsReq,
) -> Result<()> {
res: &mut GetCurSceneInfoScRsp,
) {
let mut player = FreesrData::load().await;
let entry = player.scene.entry_id;
let scene = load_scene(session, &mut player, entry, false, Option::<u32>::None).await;
let resp = GetCurSceneInfoScRsp {
retcode: 0,
scene: if let Ok(scene) = scene {
Some(scene)
} else {
Some(SceneInfo {
game_mode_type: 1,
entry_id: player.scene.entry_id,
plane_id: player.scene.plane_id,
floor_id: player.scene.floor_id,
..Default::default()
})
},
res.scene = if let Ok(scene) = scene {
Some(scene)
} else {
Some(SceneInfo {
game_mode_type: 3,
entry_id: player.scene.entry_id,
plane_id: player.scene.plane_id,
floor_id: player.scene.floor_id,
..Default::default()
})
};
session.send(CMD_GET_CUR_SCENE_INFO_SC_RSP, resp).await?;
if !player.position.is_empty() {
session
.send(
CMD_SCENE_ENTITY_MOVE_SC_NOTIFY,
SceneEntityMoveScNotify {
entity_id: 0,
entry_id: player.scene.entry_id,
motion: Some(player.position.to_motion()),
..Default::default()
},
)
.await?;
};
Ok(())
}
// enterscene
pub async fn on_enter_scene_cs_req(
session: &mut PlayerSession,
request: &EnterSceneCsReq,
) -> Result<()> {
req: &EnterSceneCsReq,
res: &mut EnterSceneScRsp,
) {
let mut player = FreesrData::load().await;
// send packet first
session
.send(CMD_ENTER_SCENE_SC_RSP, Dummy::default())
.await?;
load_scene(
if load_scene(
session,
&mut player,
request.entry_id,
req.entry_id,
true,
Some(request.teleport_id),
Some(req.teleport_id),
)
.await?;
Ok(())
.await
.is_err()
{
res.retcode = Nbbhhpnhond::RetSceneEntryIdNotMatch as u32;
};
}
// getscenemapinfocsreq
pub async fn on_get_scene_map_info_cs_req(
sesison: &mut PlayerSession,
request: &GetSceneMapInfoCsReq,
) -> Result<()> {
let mut map_infos = Vec::<MazeMapData>::new();
for entry_id in &request.entry_id_list {
_sesison: &mut PlayerSession,
req: &GetSceneMapInfoCsReq,
res: &mut GetSceneMapInfoScRsp,
) {
for entry_id in &req.entry_id_list {
let mut map_info = MazeMapData {
retcode: 0,
unlocked_chest_list: vec![
@@ -114,51 +84,37 @@ pub async fn on_get_scene_map_info_cs_req(
map_info.lighten_section_list.push(i)
}
let group_config = GAME_RESOURCES.map_entrance.get(entry_id).and_then(|v| {
GAME_RESOURCES
.level_group
.get(&format!("P{}_F{}", v.plane_id, v.floor_id))
});
if let Some(level) = group_config {
// add teleports
for teleport in &level.teleports {
map_info.unlocked_teleport_list.push(*teleport.0)
}
let group_config = GAME_RES
.level_output_configs
.get(&entry_id)
.and_then(|v| v.iter().next());
for (group_id, group) in &level.group_items {
if let Some((_, group_config)) = group_config {
for (_, (group_id, group)) in group_config.scenes.iter().enumerate() {
map_info.maze_group_list.push(MazeGroup {
group_id: *group_id,
..Default::default()
});
// prop
for (teleport, _) in &group.teleports {
map_info.unlocked_teleport_list.push(*teleport)
}
for prop in &group.props {
if prop.prop_state != 8 {
continue;
}
map_info.maze_prop_list.push(MazeProp {
group_id: prop.group_id,
state: if prop.prop_state_list.contains(&PropState::CheckPointEnable) {
PropState::CheckPointEnable as u32
} else {
prop.state.clone() as u32
},
config_id: prop.id,
state: prop.prop_state,
config_id: prop.inst_id,
});
}
}
}
map_infos.push(map_info)
res.map_list.push(map_info)
}
sesison
.send(
CMD_GET_SCENE_MAP_INFO_SC_RSP,
GetSceneMapInfoScRsp {
retcode: 0,
map_list: map_infos,
..Default::default()
},
)
.await
}
lazy_static! {
@@ -166,24 +122,21 @@ lazy_static! {
}
pub async fn on_scene_entity_move_cs_req(
session: &mut PlayerSession,
request: &SceneEntityMoveCsReq,
) -> Result<()> {
_session: &mut PlayerSession,
req: &SceneEntityMoveCsReq,
_res: &mut SceneEntityMoveScRsp,
) {
let mut player = FreesrData::load().await;
let mut timestamp = NEXT_SCENE_SAVE.lock().await;
if util::cur_timestamp_ms() <= *timestamp {
session
.send(CMD_SCENE_ENTITY_MOVE_SC_RSP, Dummy::default())
.await?;
return Ok(());
return;
}
// save every 5 sec
*timestamp = util::cur_timestamp_ms() + (5 * 1000);
for entity in &request.entity_motion_list {
for entity in &req.entity_motion_list {
if entity.entity_id != 0 {
continue;
}
@@ -201,99 +154,101 @@ pub async fn on_scene_entity_move_cs_req(
}
player.save().await;
session
.send(CMD_SCENE_ENTITY_MOVE_SC_RSP, Dummy::default())
.await
}
pub async fn on_get_entered_scene_cs_req(
session: &mut PlayerSession,
_: &GetEnteredSceneCsReq,
) -> Result<()> {
let scenes = GAME_RESOURCES
.map_entrance
_session: &mut PlayerSession,
_req: &GetEnteredSceneCsReq,
res: &mut GetEnteredSceneScRsp,
) {
res.entered_scene_info = GAME_RES
.level_output_configs
.iter()
.filter(|(_, v)| {
!v.finish_main_mission_list.is_empty() || !v.finish_sub_mission_list.is_empty()
})
.map(|(_, v)| EnteredSceneInfo {
floor_id: v.floor_id,
plane_id: v.plane_id,
.map(|(_, v)| {
v.iter()
.filter(|(_, v)| v.is_entered_scene_info)
.map(|(k, _)| {
let split: Vec<_> = k.split("_").collect();
let plane_id = &split[0][1..];
let floor_id = &split[1][1..];
EnteredSceneInfo {
floor_id: floor_id.parse().unwrap(),
plane_id: plane_id.parse().unwrap(),
}
})
.collect::<Vec<_>>()
})
.flatten()
.collect::<Vec<_>>();
session
.send(
CMD_GET_ENTERED_SCENE_SC_RSP,
GetEnteredSceneScRsp {
entered_scene_info: scenes,
retcode: 0,
},
)
.await
}
async fn load_scene(
session: &mut PlayerSession,
json: &mut FreesrData,
entry_id: u32,
_save: bool,
save_scene: bool,
teleport_id: Option<u32>,
) -> Result<SceneInfo> {
let enterance = GAME_RESOURCES
.map_entrance
let (name, scene) = GAME_RES
.level_output_configs
.get(&entry_id)
.ok_or_else(|| anyhow::format_err!("Map Entrance Not Found"))?;
.map(|v| v.iter().next())
.flatten()
.ok_or_else(|| {
tracing::error!("Map Entrance Not Found {}", entry_id);
anyhow::format_err!("Map Entrance Not Found {}", entry_id)
})?;
let plane = GAME_RESOURCES
.maze_plane
.get(&enterance.plane_id)
.ok_or_else(|| anyhow::format_err!("Map Plane Not Found"))?;
let split: Vec<_> = name.split("_").collect();
let plane_id = *&split[0][1..].parse::<u32>()?;
let floor_id = *&split[1][1..].parse::<u32>()?;
let group_config = GAME_RESOURCES
.level_group
.get(&format!("P{}_F{}", enterance.plane_id, enterance.floor_id))
.ok_or_else(|| anyhow::format_err!("Group Config Not Found"))?;
let mut position = json.position.clone();
let mut json_pos = json.position.clone();
if let Some(teleport_id) = teleport_id {
if let Some(teleport) = group_config.teleports.get(&teleport_id) {
let anchor = group_config
.group_items
.get(&teleport.anchor_group_id.unwrap_or_default())
.and_then(|v| v.anchors.get(&teleport.anchor_id.unwrap_or_default()));
if let Some(anchor) = anchor {
position.x = (anchor.pos_x * 1000f64) as i32;
position.y = (anchor.pos_y * 1000f64) as i32;
position.z = (anchor.pos_z * 1000f64) as i32;
position.rot_y = (anchor.rot_y * 1000f64) as i32;
if let Some(teleport) = scene
.scenes
.iter()
.find_map(|(_, v)| v.teleports.get(&teleport_id))
{
json_pos.x = teleport.pos.x;
json_pos.y = teleport.pos.y;
json_pos.z = teleport.pos.z;
json_pos.rot_y = teleport.rot.y;
} else {
if let Some((_, teleport)) = scene
.scenes
.iter()
.find_map(|v| v.1.teleports.iter().next())
{
json_pos.x = teleport.pos.x;
json_pos.y = teleport.pos.y;
json_pos.z = teleport.pos.z;
json_pos.rot_y = teleport.rot.y;
}
}
}
let mut scene_info = SceneInfo {
floor_id: enterance.floor_id,
plane_id: enterance.plane_id,
floor_id,
plane_id,
entry_id,
game_mode_type: plane.plane_type as u32,
game_mode_type: *(&scene.plane_type) as u32,
leader_entity_id: 1,
world_id: plane.world_id,
world_id: scene.world_id,
..Default::default()
};
let lineup_info = AvatarJson::to_lineup_info(&json.lineups);
let player_pos = MotionInfo {
// rot
rot: Some(Vector {
x: 0,
y: position.rot_y,
y: json_pos.rot_y,
z: 0,
}),
// pos
pos: Some(Vector {
x: position.x,
y: position.y,
z: position.z,
x: json_pos.x,
y: json_pos.y,
z: json_pos.z,
}),
};
@@ -302,37 +257,30 @@ async fn load_scene(
let mut npc_entity_id = 20_000;
let mut monster_entity_id = 30_000;
for (group_id, group) in &group_config.group_items {
for (group_id, group) in &scene.scenes {
let mut group_info = SceneEntityGroupInfo {
state: 0,
group_id: *group_id,
..Default::default()
};
// Load Props
for prop in &group.props {
let prop_state = if prop.prop_state_list.contains(&PropState::CheckPointEnable) {
PropState::CheckPointEnable
} else {
prop.state.clone()
};
prop_entity_id += 1;
let prop_position = Position {
x: (prop.pos_x * 1000f64) as i32,
y: (prop.pos_y * 1000f64) as i32,
z: (prop.pos_z * 1000f64) as i32,
rot_y: (prop.rot_y * 1000f64) as i32,
x: (prop.pos.x),
y: (prop.pos.y),
z: (prop.pos.z),
rot_y: (prop.rot.y),
};
let entity_info = SceneEntityInfo {
inst_id: prop.id,
inst_id: prop.inst_id,
group_id: prop.group_id,
motion: Some(prop_position.to_motion()),
entity: Some(Entity::Prop(ScenePropInfo {
prop_state: prop_state as u32,
prop_id: prop.prop_id,
prop_state: prop.prop_state,
prop_id: prop.prop_id,
..Default::default()
})),
entity_id: prop_entity_id,
@@ -343,26 +291,26 @@ async fn load_scene(
// Load NPCs
for npc in &group.npcs {
if loaded_npc.contains(&(npc.npcid)) || json.avatars.contains_key(&(npc.npcid)) {
if loaded_npc.contains(&(npc.npc_id)) || json.avatars.contains_key(&(npc.npc_id)) {
continue;
}
npc_entity_id += 1;
loaded_npc.push(npc.npcid);
loaded_npc.push(npc.npc_id);
let npc_position = Position {
x: (npc.pos_x * 1000f64) as i32,
y: (npc.pos_y * 1000f64) as i32,
z: (npc.pos_z * 1000f64) as i32,
rot_y: (npc.rot_y * 1000f64) as i32,
x: (npc.pos.x) as i32,
y: (npc.pos.y) as i32,
z: (npc.pos.z) as i32,
rot_y: (npc.rot.y) as i32,
};
let info = SceneEntityInfo {
inst_id: npc.id,
inst_id: npc.inst_id,
group_id: npc.group_id,
entity_id: npc_entity_id,
motion: Some(npc_position.to_motion()),
entity: Some(Entity::Npc(SceneNpcInfo {
npc_id: npc.npcid,
npc_id: npc.npc_id,
..Default::default()
})),
};
@@ -374,21 +322,21 @@ async fn load_scene(
for monster in &group.monsters {
monster_entity_id += 1;
let monster_position = Position {
x: (monster.pos_x * 1000f64) as i32,
y: (monster.pos_y * 1000f64) as i32,
z: (monster.pos_z * 1000f64) as i32,
rot_y: (monster.rot_y * 1000f64) as i32,
x: (monster.pos.x) as i32,
y: (monster.pos.y) as i32,
z: (monster.pos.z) as i32,
rot_y: (monster.rot.y) as i32,
};
let npc_monster = SceneNpcMonsterInfo {
monster_id: monster.npcmonster_id,
monster_id: monster.monster_id,
event_id: monster.event_id,
world_level: 6,
..Default::default()
};
let info = SceneEntityInfo {
inst_id: monster.id,
inst_id: monster.inst_id,
group_id: monster.group_id,
entity_id: monster_entity_id,
motion: Some(monster_position.to_motion()),
@@ -398,7 +346,20 @@ async fn load_scene(
group_info.entity_list.push(info);
}
// TODO: for now don't load group that have nothing in it
if group.props.is_empty() && group.npcs.is_empty() && group.monsters.is_empty() {
continue;
}
scene_info.entity_group_list.push(group_info);
scene_info.group_id_list.push(*group_id);
scene_info.group_state_list.push(SceneGroupState {
group_id: *group_id,
is_default: true,
state: 0,
});
}
// load player entity
@@ -411,20 +372,7 @@ async fn load_scene(
player_group.entity_list.push(SceneEntityInfo {
inst_id: 0,
entity_id: (*slot) + 1,
motion: Some(MotionInfo {
// pos
pos: Some(Vector {
x: json.position.x,
y: json.position.y,
z: json.position.z,
}),
// rot
rot: Some(Vector {
x: 0,
y: json.position.rot_y,
z: 0,
}),
}),
motion: Some(player_pos.clone()),
entity: Some(Entity::Actor(SceneActorInfo {
avatar_type: AvatarType::AvatarFormalType.into(),
base_avatar_id: *avatar_id,
@@ -436,37 +384,22 @@ async fn load_scene(
}
scene_info.entity_group_list.push(player_group);
if _save {
if save_scene {
session
.send(
CMD_ENTER_SCENE_BY_SERVER_SC_NOTIFY,
EnterSceneByServerScNotify {
scene: Some(scene_info.clone()),
lineup: Some(lineup_info),
..Default::default()
},
)
.await?;
session
.send(
CMD_SCENE_ENTITY_MOVE_SC_NOTIFY,
SceneEntityMoveScNotify {
entity_id: 0,
motion: Some(player_pos),
entry_id,
..Default::default()
},
)
.send(EnterSceneByServerScNotify {
scene: Some(scene_info.clone()),
lineup: Some(lineup_info),
..Default::default()
})
.await?;
json.scene.entry_id = entry_id;
json.scene.floor_id = enterance.floor_id;
json.scene.plane_id = enterance.plane_id;
json.position.x = position.x;
json.position.y = position.y;
json.position.z = position.z;
json.position.rot_y = position.rot_y;
json.scene.floor_id = floor_id;
json.scene.plane_id = plane_id;
json.position.x = json_pos.x;
json.position.y = json_pos.y;
json.position.z = json_pos.z;
json.position.rot_y = json_pos.rot_y;
json.save().await;
}