feat 稳定300人

This commit is contained in:
2025-12-17 09:54:24 +08:00
parent 4983638c19
commit 0274262591
16 changed files with 467 additions and 234 deletions

View File

@@ -1,92 +1,64 @@
package npc
import (
"common/proto/sc/sc_pb"
"common/proto/ss/grpc_pb"
)
// PlayerNode 定义玩家节点结构体
type PlayerNode struct {
UID int // 用户ID
GatewaySID int64 // 网关服务ID
UID int32 // 用户ID
GatewaySID int64 // 网关服务ID
MoveSpeed float32 // 移动速度
Position [2]float64 // 二维坐标 [x, y]
MoveCross int8 // 移动十字1 上 2 下 4 左 8 右
Action []*grpc_pb.ActionReq // 其他操作
Position [2]float32 // 二维坐标 [x, y]
MoveDirection [2]int8 // 移动方向 [x, y]
MoveCount int8 // 移动指令使用计数
Action []*grpc_pb.ActionReq // 其他操作
}
func NewPlayerNode(gatewaySID int64, uid int) *PlayerNode {
func NewPlayerNode(gatewaySID int64, uid int32) *PlayerNode {
return &PlayerNode{
UID: uid,
GatewaySID: gatewaySID,
Position: [2]float64{0, 0},
MoveCross: 0,
MoveSpeed: 5 * 0.00001,
Position: [2]float32{0, 0},
Action: make([]*grpc_pb.ActionReq, 0),
}
}
// AddAction 将指令存储到玩家身上
func (p *PlayerNode) AddAction(e *grpc_pb.ActionReq) {
if e.Action < 16 {
p.MoveCross = int8(e.Action)
} else {
p.Action = append(p.Action, e)
}
p.Action = append(p.Action, e)
}
const (
DirUp int8 = 1 << iota // 1 (00000001)
DirDown // 2 (00000010)
DirLeft // 4 (00000100)
DirRight // 8 (00001000)
)
// LogicAction 处理玩家操作指令
// return 是否更新玩家状态
func (p *PlayerNode) LogicAction(delta int64) bool {
for _, a := range p.Action {
switch sc_pb.ActionID(a.Action) {
case sc_pb.ActionID_ACTION_ID_MOVE:
p.MoveDirection = [2]int8{int8(a.DirX), int8(a.DirY)}
p.MoveCount = 0
case sc_pb.ActionID_ACTION_ID_ATTACK:
}
}
p.Action = make([]*grpc_pb.ActionReq, 0)
// LogicMove 逻辑帧-移动
func (p *PlayerNode) LogicMove() bool {
if p.MoveCross&DirUp != 0 && p.MoveCross&DirDown != 0 {
p.MoveCross &^= DirUp | DirDown
}
if p.MoveCross&DirLeft != 0 && p.MoveCross&DirRight != 0 {
p.MoveCross &^= DirLeft | DirRight
}
return p.move(delta)
}
var moveX, moveY float64
if p.MoveCross&DirUp != 0 {
moveY += 1
}
if p.MoveCross&DirDown != 0 {
moveY -= 1
}
if p.MoveCross&DirLeft != 0 {
moveX -= 1
}
if p.MoveCross&DirRight != 0 {
moveX += 1
}
// 没有移动
if moveX == 0 && moveY == 0 {
func (p *PlayerNode) move(delta int64) bool {
if p.MoveDirection[0] == 0 && p.MoveDirection[1] == 0 {
return false
}
if moveX != 0 && moveY != 0 {
const diagonalFactor = 0.7071
moveX *= diagonalFactor
moveY *= diagonalFactor
}
speed := 10.0
p.Position[0] += moveX * speed
p.Position[1] += moveY * speed
if p.Position[0] < 0 {
p.Position[0] = 0
}
if p.Position[0] > 400 {
p.Position[0] = 400
}
if p.Position[1] < 0 {
p.Position[1] = 0
}
if p.Position[1] > 400 {
p.Position[1] = 400
// 移动指令只能用2秒客户端需要定期续上
if p.MoveCount >= 40 {
p.MoveDirection = [2]int8{0, 0}
return false
}
p.Position[0] += float32(p.MoveDirection[0]) * float32(delta) * p.MoveSpeed
p.Position[1] += float32(p.MoveDirection[1]) * float32(delta) * p.MoveSpeed
p.MoveCount++
return true
}