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service-scene/internal/npc/player.go

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package npc
import (
"git.hlsq.asia/mmorpg/service-common/proto/rs/grpc_pb"
"git.hlsq.asia/mmorpg/service-common/proto/ss/ss_pb"
)
// PlayerNode 定义玩家节点结构体
type PlayerNode struct {
USN int64 // 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, usn int64) *PlayerNode {
return &PlayerNode{
USN: usn,
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 ss_pb.ActionID(a.Action) {
case ss_pb.ActionID_ACTION_ID_MOVE:
p.MoveDirection = [2]int8{int8(a.DirX), int8(a.DirY)}
p.MoveCount = 0
case ss_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
}