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 int32 // 用户ID GatewaySID int64 // 网关服务ID MoveSpeed float32 // 移动速度 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 int32) *PlayerNode { return &PlayerNode{ UID: uid, GatewaySID: gatewaySID, 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) { p.Action = append(p.Action, e) } // 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) return p.move(delta) } func (p *PlayerNode) move(delta int64) bool { if p.MoveDirection[0] == 0 && p.MoveDirection[1] == 0 { return false } // 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 }