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324 lines
8.2 KiB
Go
324 lines
8.2 KiB
Go
package live_logic
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import (
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"dcg/config"
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"dcg/game/manager"
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"dcg/game/pb"
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pbCommon "dcg/game/pb/common"
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pbGameZhgzd "dcg/game/pb/game/zhgzd"
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pbMq "dcg/game/pb/mq"
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pbRoom "dcg/game/pb/room"
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"dcg/game/svc"
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"dcg/pkg/cmd"
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"git.noahlan.cn/northlan/ntools-go/logger"
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"math/rand"
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"time"
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)
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type ZhgzdGameLogic struct {
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svcCtx *svc.ServiceContext
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*LiveGameLogic
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}
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func NewZhgzdLiveGameLogic(svcCtx *svc.ServiceContext) *LiveGameLogic {
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resp := &ZhgzdGameLogic{
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svcCtx: svcCtx,
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LiveGameLogic: NewLiveGameLogic(pbRoom.GameType_ZHGZD, cmd.NewCMDParser(
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cmd.Pattern{
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Prefix: "j",
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Alias: []string{"加入", "加入游戏"},
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ContentMaxLen: 0,
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}, cmd.Pattern{
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Prefix: "c",
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Alias: []string{"换兵"},
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ContentMaxLen: 1,
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}, cmd.Pattern{
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Prefix: "w",
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Alias: []string{"我在哪"},
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ContentMaxLen: 0,
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}, cmd.Pattern{
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Prefix: "s",
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ContentMaxLen: 1,
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}, cmd.Pattern{
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Prefix: "m",
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ContentMaxLen: 1,
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}, cmd.Pattern{
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Prefix: "r",
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ContentMaxLen: 1,
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},
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)),
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}
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resp.RegisterCMDHandler(resp.handleJoinGame, "j")
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resp.RegisterCMDHandler(resp.handleDispatch, "s")
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resp.RegisterCMDHandler(resp.handleOutbreak, "s")
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resp.RegisterCMDHandler(resp.handleChangeUnit, "c")
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resp.RegisterCMDHandler(resp.handlePosition, "p")
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resp.RegisterCMDHandler(resp.handleMove, "m")
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resp.RegisterCMDHandler(resp.handleWhere, "w")
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resp.RegisterCMDHandler(resp.handleMode, "r")
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// gift
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resp.RegisterGiftHandler(resp.handleGift)
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return resp.LiveGameLogic
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}
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func (h *ZhgzdGameLogic) handleJoinGame(roomId int64, _ string, _ []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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logger.SLog.Debugf("用户 [%s] 加入游戏", user.Username)
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room.Broadcast(pb.PushZhgzdJoinGame, &pbGameZhgzd.JoinGame{User: user})
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}
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func (h *ZhgzdGameLogic) handleDispatch(roomId int64, msgId string, content []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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if len(content) == 0 {
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h.handleOutbreak(roomId, msgId, content, user)
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} else {
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const cmdType = "s"
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unitType := string(content[0])
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cfg := config.Config.Game.Zhgzd
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unitId := cfg.CommandUnitDict[unitType]
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count := cfg.DispatchCountDict[unitId]
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var costSp int32
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if costCfg, ok := cfg.CommandCostDict[cmdType]; ok {
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costSp = costCfg.Units[unitId]
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}
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logger.SLog.Debugf("用户 [%s] 战略出兵 %s x %d cost:%d", user.Username, unitId, count, costSp)
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room.Broadcast(pb.PushZhgzdDispatch, &pbGameZhgzd.DispatchUnit{
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User: user,
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CostSp: costSp,
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Id: unitId,
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Count: count,
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})
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}
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}
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func (h *ZhgzdGameLogic) handleOutbreak(roomId int64, _ string, content []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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if len(content) == 0 {
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return
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}
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const cmdType = "s"
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cfg := config.Config.Game.Zhgzd
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var costSp int32
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if costCfg, ok := cfg.CommandCostDict[cmdType]; ok {
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costSp = costCfg.Common
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}
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logger.SLog.Debugf("用户 [%s] 征召模式暴兵 cost:%d", user.Username, costSp)
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room.Broadcast(pb.PushZhgzdOutbreak, &pbGameZhgzd.Outbreak{
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User: user,
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CostSp: costSp,
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})
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}
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func (h *ZhgzdGameLogic) handleChangeUnit(roomId int64, _ string, content []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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if len(content) == 0 {
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return
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}
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const cmdType = "c"
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unitType := string(content[0])
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cfg := config.Config.Game.Zhgzd
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unitId := cfg.CommandUnitDict[unitType]
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var costSp int32
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if costCfg, ok := cfg.CommandCostDict[cmdType]; ok {
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costSp = costCfg.Common
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}
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logger.SLog.Debugf("用户 [%s] 更改生产单位 %s cost:%d", user.Username, unitId, costSp)
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room.Broadcast(pb.PushZhgzdChangeUnit, &pbGameZhgzd.ChangeUnit{
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User: user,
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CostSp: costSp,
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Id: unitId,
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})
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}
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func (h *ZhgzdGameLogic) handlePosition(roomId int64, _ string, content []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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if len(content) == 0 {
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return
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}
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const cmdType = "p"
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cfg := config.Config.Game.Zhgzd
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var costSp int32
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if costCfg, ok := cfg.CommandCostDict[cmdType]; ok {
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costSp = costCfg.Common
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}
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pos := string(content[0])
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logger.SLog.Debugf("用户 [%s] 移动位置到 %s cost:%d", user.Username, pos, costSp)
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room.Broadcast(pb.PushZhgzdPosition, &pbGameZhgzd.Position{
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User: user,
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Position: pos,
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CostSp: costSp,
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})
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}
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func (h *ZhgzdGameLogic) handleMove(roomId int64, _ string, content []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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if len(content) == 0 {
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return
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}
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const cmdType = "m"
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cfg := config.Config.Game.Zhgzd
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var costSp int32
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if costCfg, ok := cfg.CommandCostDict[cmdType]; ok {
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costSp = costCfg.Common
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}
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line := string(content[0])
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logger.SLog.Debugf("用户 [%s] 选择出兵路线 %s cost:%d", user.Username, line, costSp)
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room.Broadcast(pb.PushZhgzdMove, &pbGameZhgzd.ChangeLine{
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User: user,
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CostSp: costSp,
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Line: line,
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})
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}
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func (h *ZhgzdGameLogic) handleWhere(roomId int64, _ string, _ []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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logger.SLog.Debugf("用户 [%s] 查询位置", user.Username)
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room.Broadcast(pb.PushZhgzdWhere, &pbGameZhgzd.Where{User: user})
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}
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func (h *ZhgzdGameLogic) handleMode(roomId int64, _ string, content []rune, user *pbCommon.PbUser) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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if len(content) == 0 {
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return
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}
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const cmdType = "r"
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cfg := config.Config.Game.Zhgzd
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var costSp int32
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if costCfg, ok := cfg.CommandCostDict[cmdType]; ok {
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costSp = costCfg.Common
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}
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mode := string(content[0])
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logger.SLog.Debugf("用户 [%s] 切换玩家模式 %s cost:%d", user.Username, mode, costSp)
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room.Broadcast(pb.PushZhgzdMode, &pbGameZhgzd.PlayerMode{
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User: user,
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Mode: mode,
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CostSp: costSp,
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})
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}
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func (h *ZhgzdGameLogic) handleGift(roomId int64, user *pbCommon.PbUser, gift *pbMq.MqGift) {
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room, err := manager.GameManager.RoomByLiveRoomId(roomId)
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if err != nil {
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return
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}
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cfg := config.Config.Game.Zhgzd.GiftEffect
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logger.SLog.Debugf("用户 [%s] 赠送礼物 %s x %d", user.Username, gift.GiftName, gift.GiftNum)
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// 战略点回复速度
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for _, id := range cfg.StrategicRecover.GiftIds {
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if gift.GiftId == id {
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for i := 0; i < int(gift.GiftNum); i++ {
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logger.SLog.Debugf("用户 [%s] 战略点恢复速度提高 %d x%ds", user.Username, cfg.StrategicRecover.Addon, cfg.StrategicRecover.Duration)
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room.Broadcast("game.sp", &pbGameZhgzd.StrategicPoint{
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User: user,
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AddSpeed: cfg.StrategicRecover.Addon,
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AddSpeedDuration: cfg.StrategicRecover.Duration,
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})
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}
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break
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}
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}
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// 战略点上限
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for _, id := range cfg.StrategicMaximal.GiftIds {
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if gift.GiftId == id {
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for i := 0; i < int(gift.GiftNum); i++ {
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logger.SLog.Debugf("用户 [%s] 战略点上限提高 %d", user.Username, cfg.StrategicMaximal.Addon)
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room.Broadcast("game.sp", &pbGameZhgzd.StrategicPoint{
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User: user,
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AddLimit: cfg.StrategicMaximal.Addon,
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})
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}
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break
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}
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}
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// 支援技能
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rand.Seed(time.Now().UnixNano())
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for _, sCfg := range cfg.SupportSkill {
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for _, id := range sCfg.GiftIds {
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if gift.GiftId == id && len(sCfg.SkillIds) > 0 {
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for i := 0; i < int(gift.GiftNum); i++ {
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// skill 随机
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tmpSkill := sCfg.SkillIds[0]
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if len(sCfg.SkillIds) > 1 {
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randomInt := rand.Intn(len(sCfg.SkillIds))
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tmpSkill = sCfg.SkillIds[randomInt]
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//logger.SLog.Debugf("礼物随机值 %d, ID: %s", randomInt, tmpSkill)
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}
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room.Broadcast("game.support", &pbGameZhgzd.SupportSkill{
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User: user,
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Id: tmpSkill,
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})
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}
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break
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}
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}
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}
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// 超级技能
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for _, id := range cfg.SuperSkill.GiftIds {
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if gift.GiftId == id {
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for i := 0; i < int(gift.GiftNum); i++ {
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logger.SLog.Debugf("用户 [%s] 释放超级技能", user.Username)
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room.Broadcast("game.superSkill", &pbGameZhgzd.SuperSkill{
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User: user,
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})
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}
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break
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}
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}
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}
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