InstanceZone.cs 116 KB

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  1. using CommonAI.Data;
  2. using CommonAI.RTS;
  3. using CommonAI.Zone.EventTrigger;
  4. using CommonAI.Zone.Formula;
  5. using CommonAI.Zone.Helper;
  6. using CommonAI.ZoneClient;
  7. using CommonAI.ZoneEditor;
  8. using CommonAI.ZoneServer.JSGModule;
  9. using CommonLang;
  10. using CommonLang.Concurrent;
  11. using CommonLang.IO;
  12. using CommonLang.Log;
  13. using CommonLang.Property;
  14. using CommonLang.Vector;
  15. using System;
  16. using System.Collections.Generic;
  17. using System.Diagnostics;
  18. using static CommonAI.Zone.SpellTemplate;
  19. using static CommonAI.Zone.UnitInfo;
  20. namespace CommonAI.Zone.Instance
  21. {
  22. /// <summary>
  23. /// 服务端场景
  24. /// </summary>
  25. public partial class InstanceZone : GameEntity
  26. {
  27. private static AtomicInteger s_alloc_zone_count = new AtomicInteger(0);
  28. private static AtomicInteger s_active_zone_count = new AtomicInteger(0);
  29. /// <summary>
  30. /// 分配实例数量
  31. /// </summary>
  32. public static int AllocZoneCount { get { return s_alloc_zone_count.Value; } }
  33. /// <summary>
  34. /// 未释放实例数量
  35. /// </summary>
  36. public static int ActiveZoneCount { get { return s_active_zone_count.Value; } }
  37. //------------------------------------------------------------------------
  38. // 基础数据
  39. private InstanceZoneListener mListener;
  40. private TemplateManager mTemplates;
  41. private IFormula mFormula = TemplateManager.Factory.Formula;
  42. private IQuestAdapter mQuestAdapter;
  43. private SyncMessageQueue<Action> mSyncActionQueue = new SyncMessageQueue<Action>();
  44. private Queue<Event> mSendingEvents = new Queue<Event>();
  45. private InstanceZoneObjectMap mObjects;
  46. public TemplateManager Templates { get { return mTemplates; } }
  47. public IQuestAdapter QuestAdapter { get { return mQuestAdapter; } }
  48. public int UpdateIntervalMS { get { return mLastInterval; } }
  49. private readonly int mMaxUnitCount;
  50. private int mLastInterval = 0;
  51. private ulong mTimer = 0;
  52. private long mCurPassTimeMS = 0;
  53. private long mQueryPassTimeMS = 0;
  54. private int mQueryPassTimeSEC = 0;
  55. private bool mHalfSync = false;
  56. readonly private Random random;
  57. readonly private Logger log;
  58. public string UUID { get; set; }
  59. //------------------------------------------------------------------------
  60. readonly private ZoneInfo m_TerrainSrc;
  61. readonly private SpaceDivision mSpaceDiv;
  62. public ZoneInfo TerrainSrc { get { return m_TerrainSrc; } }
  63. public ZoneInfo Terrain { get { return path_terrain_data.Data; } }
  64. public int SpaceDivSize { get; private set; }
  65. [Desc("单位当前帧位移的最小距离")]
  66. public float MinStep { get; private set; }
  67. [Desc("最大单位数量")]
  68. public int MaxUnitCount { get { return mMaxUnitCount; } }
  69. [Desc("场景中是否存在Area")]
  70. public bool HasArea { get { return mHasArea; } }
  71. //山大王id
  72. protected int mKingID;
  73. //绑定服务器
  74. protected string mBindGameSrvId;
  75. //------------------------------------------------------------------------
  76. /// <summary>
  77. ///
  78. /// </summary>
  79. /// <param name="templates"></param>
  80. /// <param name="listener">消息接收者</param>
  81. /// <param name="data">场景数据</param>
  82. /// <param name="spaceDivSize">空间分割参数</param>
  83. /// <param name="maxUnitCount">最大单位数</param>
  84. /// <param name="randomSeed">随机种子</param>
  85. internal InstanceZone(TemplateManager templates, InstanceZoneListener listener, ZoneEditor.SceneData data, GSCreateAreaData gsData,
  86. int spaceDivSize, int maxUnitCount, int randomSeed)
  87. {
  88. InstanceZone.s_alloc_zone_count++;
  89. InstanceZone.s_active_zone_count++;
  90. var info = data.ZoneData;
  91. this.log = LoggerFactory.GetLogger(string.Format("InstanceZone({0})", info.TemplateID));
  92. this.random = TemplateManager.Factory.CreateRandom(randomSeed);// new Random(randomSeed);
  93. this.mTemplates = templates;
  94. this.IsSyncZ = false;
  95. this.MinStep = MoveHelper.GetDistance(1000 / templates.CFG.SYSTEM_FPS, templates.CFG.OBJECT_MOVE_TO_MIN_STEP_SEC);
  96. if (spaceDivSize < 1)
  97. {
  98. throw new Exception("SpaceDivSize must large than map 1 !");
  99. }
  100. this.mMaxUnitCount = maxUnitCount;
  101. this.mListener = listener;
  102. this.m_TerrainSrc = info;
  103. this.SpaceDivSize = spaceDivSize;
  104. this.mSpaceDiv = new SpaceDivision(
  105. m_TerrainSrc.TotalWidth,
  106. m_TerrainSrc.TotalHeight,
  107. spaceDivSize * m_TerrainSrc.GridCellW,
  108. spaceDivSize * m_TerrainSrc.GridCellH);
  109. this.mObjects = new InstanceZoneObjectMap("zoneId:" + this.GetSceneID());
  110. // this.path_terrain_data = new InstanceZoneManhattanMap(templates, info.Clone() as ZoneInfo);
  111. // this.path_finder = new AstarManhattan(path_terrain_data, true, spaceDivSize);
  112. // this.path_terrain_area_gen = new ManhattanMapAreaGenerator(path_terrain_data.Data);
  113. this.InitTerrain(data, spaceDivSize, out this.path_terrain_data, out this.path_finder, out this.path_terrain_area_gen);
  114. this.mQuestAdapter = TemplateManager.Factory.CreateQuestAdapter(this);
  115. this.baseInit(data, gsData);
  116. }
  117. protected virtual void baseInit(ZoneEditor.SceneData data, GSCreateAreaData gsData)
  118. {
  119. }
  120. // -----------------------------------------------------------------------------------
  121. ~InstanceZone()
  122. {
  123. InstanceZone.s_alloc_zone_count--;
  124. }
  125. protected override void Disposing()
  126. {
  127. base.Disposing();
  128. this.ClearEvents();
  129. foreach (var obj in mObjects.Objects)
  130. {
  131. obj.Dispose();
  132. }
  133. this.mObjects.Dispose();
  134. this.mObjects = null;
  135. foreach (var flg in mFlags.Values)
  136. {
  137. flg.Dispose();
  138. }
  139. this.mFlags.Clear();
  140. this.DisposeTerrain();
  141. this.mSpaceDiv.Dispose();
  142. this.mQuestAdapter.Dispose();
  143. this.mQuestAdapter = null;
  144. this.mListener = null;
  145. this.mTemplates = null;
  146. this.mFormula = null;
  147. this.mSyncActionQueue = null;
  148. this.mSendingEvents = null;
  149. this.mTasks.Clear();
  150. this.mTasks = null;
  151. this.mTimeTasks.Dispose();
  152. this.mTimeTasks = null;
  153. this.EnvironmentVarMap.Clear();
  154. this.mFlags.Clear();
  155. this.m_UnitsPos.Clear();
  156. this.m_UnitsStates.Clear();
  157. InstanceZone.s_active_zone_count--;
  158. }
  159. // -----------------------------------------------------------------------------------
  160. protected Logger Log { get { return log; } }
  161. public int TotalWidth { get { return m_TerrainSrc.TotalWidth; } }
  162. public int TotalHeight { get { return m_TerrainSrc.TotalHeight; } }
  163. public int GridCellW { get { return m_TerrainSrc.GridCellW; } }
  164. public int GridCellH { get { return m_TerrainSrc.GridCellH; } }
  165. public int XCount { get { return m_TerrainSrc.XCount; } }
  166. public int YCount { get { return m_TerrainSrc.YCount; } }
  167. public ulong Tick { get { return mTimer; } }
  168. /// <summary>
  169. /// 是否发 SyncPosEvent 包
  170. /// </summary>
  171. public bool SyncPos
  172. {
  173. get { return sync_pos_list.Enable; }
  174. set { sync_pos_list.Enable = value; }
  175. }
  176. /// <summary>
  177. /// 是否为低速率网络同步(将优化为半字通信)
  178. /// </summary>
  179. public bool IsHalfSync
  180. {
  181. get { return mHalfSync; }
  182. set
  183. {
  184. if (value && TotalWidth <= 255 && TotalHeight <= 255)
  185. {
  186. mHalfSync = value;
  187. }
  188. else
  189. {
  190. mHalfSync = false;
  191. }
  192. }
  193. }
  194. /// <summary>
  195. /// 同步包是否包含Z
  196. /// </summary>
  197. public bool IsSyncZ
  198. {
  199. get;
  200. set;
  201. }
  202. public long PassTimeMS { get { return mQueryPassTimeMS; } }
  203. public int PassTimeSEC { get { return mQueryPassTimeSEC; } }
  204. public Random RandomN { get { return random; } }
  205. // public void Trace(string text)
  206. // {
  207. // log.Info(text);
  208. // }
  209. // -----------------------------------------------------------------------------------
  210. //------------------------------------------------------------------------------------
  211. #region TIMING_AND_TASK
  212. private SyncMessageQueue<Action<InstanceZone>> mTasks = new SyncMessageQueue<Action<InstanceZone>>();
  213. private TimeTaskQueue mTimeTasks = new TimeTaskQueue();
  214. private void doTask(Action<InstanceZone> task)
  215. {
  216. task(this);
  217. }
  218. /// <summary>
  219. /// 【线程安全】向主线程排一个任务
  220. /// </summary>
  221. /// <param name="task"></param>
  222. public void queueTask(Action<InstanceZone> task)
  223. {
  224. mTasks.Enqueue(task);
  225. }
  226. public string GetInfo()
  227. {
  228. if (this.mObjects == null)
  229. {
  230. return "对象:-1";
  231. }
  232. return "对象:" + AllObjectsCount + ", 单位:" + AllUnitsCount + ", 法术:" + AllSpellsCount + ", 道具:" + AllItemsCount + ", 玩家:" + AllPlayersCount;
  233. }
  234. /// <summary>
  235. /// 【线程安全】增加时间任务
  236. /// </summary>
  237. /// <param name="intervalMS"></param>
  238. /// <param name="delayMS"></param>
  239. /// <param name="repeat"></param>
  240. /// <param name="handler"></param>
  241. public TimeTaskMS AddTimeTask(int intervalMS, int delayMS, int repeat, TickHandler handler)
  242. {
  243. return mTimeTasks.AddTimeTask(intervalMS, delayMS, repeat, handler);
  244. }
  245. /// <summary>
  246. /// 【线程安全】增加延时回调方法
  247. /// </summary>
  248. /// <param name="delayMS"></param>
  249. /// <param name="handler"></param>
  250. public TimeTaskMS AddTimeDelayMS(int delayMS, TickHandler handler)
  251. {
  252. return mTimeTasks.AddTimeDelayMS(delayMS, handler);
  253. }
  254. /// <summary>
  255. /// 【线程安全】增加定时回调方法
  256. /// </summary>
  257. /// <param name="intervalMS"></param>
  258. /// <param name="handler"></param>
  259. public TimeTaskMS AddTimePeriodicMS(int intervalMS, TickHandler handler)
  260. {
  261. if (intervalMS <= 0)
  262. {
  263. log.Error("增加定时任务异常:" + intervalMS);
  264. return null;
  265. }
  266. return mTimeTasks.AddTimePeriodicMS(intervalMS, handler);
  267. }
  268. #endregion
  269. //-----------------------------------------------------------------------------------
  270. /// <summary>
  271. /// 【线程安全】向当前场景输入指令
  272. /// </summary>
  273. /// <param name="act"></param>
  274. public void pushAction(Action act)
  275. {
  276. mSyncActionQueue.Enqueue(act);
  277. }
  278. protected internal void queueEventInternal(Event evt)
  279. {
  280. mSendingEvents.Enqueue(evt);
  281. }
  282. /// <summary>
  283. /// 【内部调用】输出消息
  284. /// </summary>
  285. public void queueEvent(ZoneEvent evt, GameEntity sender = null)
  286. {
  287. if (sender != null) { evt.sender = sender; }
  288. this.queueEventInternal(evt);
  289. }
  290. /// <summary>
  291. /// 【内部调用】输出消息
  292. /// </summary>
  293. /// <param name="obj"></param>
  294. /// <param name="evt"></param>
  295. public void queueObjectEvent(InstanceZoneObject obj, ObjectEvent evt, bool force = false)
  296. {
  297. if (mSendingEvents == null)
  298. {
  299. if (mObjects == null)
  300. {
  301. log.Warn("queueObjectEvent exception1: " + this.GetSceneID() + ", mObjects null, " + this.UUID + ", " + evt.GetType()
  302. + ", " + new StackTrace().ToString());
  303. }
  304. else
  305. {
  306. log.Warn("queueObjectEvent exception2: " + this.GetSceneID() + ", Players: " + this.AllPlayersCount + ", Items: "
  307. + this.AllItemsCount + ", Units: " + this.AllUnitsCount + ", " + this.UUID + ", " + evt.GetType() + ", " + new StackTrace().ToString());
  308. }
  309. return;
  310. }
  311. if (obj.ID == 0)
  312. return;
  313. if (!force && !obj.IsInZone)
  314. return;
  315. obj.onSendingEvent(ref evt);
  316. if (evt != null)
  317. {
  318. evt.object_id = obj.ID;
  319. evt.sender = obj;
  320. mSendingEvents.Enqueue(evt);
  321. }
  322. }
  323. /// <summary>
  324. /// 立即发送指令
  325. /// </summary>
  326. /// <param name="obj"></param>
  327. /// <param name="req"></param>
  328. /// <param name="rsp"></param>
  329. public void sendActorResponse(InstanceZoneObject obj, ActorRequest req, ActorResponse rsp)
  330. {
  331. if (obj.ID == 0)
  332. return;
  333. if (!obj.IsInZone)
  334. return;
  335. rsp.MessageID = req.MessageID;
  336. rsp.object_id = obj.ID;
  337. rsp.sender = obj;
  338. mSendingEvents.Enqueue(rsp);
  339. }
  340. public void sendMessageBox(string msg)
  341. {
  342. queueEventInternal(new TestMessageBox(msg));
  343. }
  344. public virtual int GetSceneID() { return 0; }
  345. //-----------------------------------------------------------------------------------
  346. public void RecvMessageFromGameServer(ZoneServer.SendMessageR2B msg)
  347. {
  348. LastRecvMessageR2B = msg;
  349. if (mOnRecvFromGS != null)
  350. {
  351. mOnRecvFromGS.Invoke(this, msg);
  352. }
  353. }
  354. public void SendMessageToGameServer(string msg)
  355. {
  356. ZoneServer.SendMessageB2R b2r = new ZoneServer.SendMessageB2R();
  357. b2r.Message = msg;
  358. LastSentMessageB2R = b2r;
  359. if (mOnSendToGS != null)
  360. {
  361. mOnSendToGS.Invoke(this, b2r);
  362. }
  363. }
  364. public void SendEventToGameServer(IExternalizable evt)
  365. {
  366. ZoneServer.SendEventB2R b2r = new ZoneServer.SendEventB2R();
  367. b2r.evt = evt;
  368. if (mOnSendMessageB2REvent != null)
  369. {
  370. mOnSendMessageB2REvent.Invoke(this, b2r);
  371. }
  372. }
  373. public bool CheckAutoDropItem()
  374. {
  375. return this.mListener.CheckDropItem();
  376. }
  377. //-----------------------------------------------------------------------------------
  378. public virtual void Update(int intervalMS, bool slowRefresh)
  379. {
  380. beginEventsRecord();
  381. this.mLastInterval = intervalMS;
  382. this.MinStep = MoveHelper.GetDistance(intervalMS, Templates.CFG.OBJECT_MOVE_TO_MIN_STEP_SEC);
  383. if (mTimer == 0)
  384. {
  385. mCurPassTimeMS = 0;
  386. mQueryPassTimeMS = 0;
  387. mQueryPassTimeSEC = 0;
  388. foreach (InstanceFlag f in mFlags.Values)
  389. {
  390. f.OnStart();
  391. }
  392. if (mOnInit != null)
  393. mOnInit.Invoke(this);
  394. }
  395. mTasks.ProcessMessages(doTask);
  396. mSyncActionQueue.ProcessMessages(updateAction);
  397. mObjects.Refresh();
  398. var objetes = mObjects.Objects;
  399. {
  400. // clean space div state
  401. foreach (InstanceZoneObject u in objetes)
  402. {
  403. u.onUpdate(this, slowRefresh);
  404. }
  405. mSpaceDiv.ClearSpaceNearChanges();
  406. bool dirty = false;
  407. foreach (InstanceZoneObject u in objetes)
  408. {
  409. if (u.Enable)
  410. {
  411. dirty = u.updatePos(this);
  412. u.mCurCellNode.MarkPosDirty(dirty);
  413. if (dirty && u.ClientVisible && u.SyncPos)
  414. {
  415. if (mOnObjectPosChanged != null)
  416. {
  417. mOnObjectPosChanged.Invoke(this, u);
  418. }
  419. sync_pos_list.Add(u);
  420. }
  421. }
  422. }
  423. }
  424. foreach (InstanceFlag f in mFlags.Values)
  425. {
  426. f.update();
  427. }
  428. if (mOnUpdate != null)
  429. {
  430. mOnUpdate.Invoke(this);
  431. }
  432. updateEvents();
  433. mTimeTasks.Update(intervalMS);
  434. mCurPassTimeMS += intervalMS;
  435. mQueryPassTimeMS = mCurPassTimeMS;
  436. mQueryPassTimeSEC = (int)(mCurPassTimeMS / 1000);
  437. mTimer++;
  438. }
  439. private void updateAction(Action act)
  440. {
  441. if (act is SystemMessage)
  442. {
  443. processSystemMessage(act as SystemMessage);
  444. }
  445. else if (act is ObjectAction)
  446. {
  447. ObjectAction oa = (ObjectAction)act;
  448. InstanceUnit unit = act.sender as InstanceUnit;
  449. if (unit == null)
  450. {
  451. unit = mObjects.GetObject<InstanceUnit>(oa.object_id);
  452. }
  453. if (unit != null)
  454. {
  455. unit.doAction(oa);
  456. if (mOnHandleObjectAction != null)
  457. {
  458. mOnHandleObjectAction.Invoke(unit, oa);
  459. }
  460. mFormula.OnUnitHandleNetMessage(unit, oa);
  461. }
  462. else
  463. {
  464. log.Info("Drop message : " + oa);
  465. }
  466. }
  467. else
  468. {
  469. if (mOnHandleAction != null)
  470. {
  471. mOnHandleAction.Invoke(this, act);
  472. }
  473. mFormula.OnZoneHandleNetMessage(this, act);
  474. }
  475. }
  476. private void updateEvents()
  477. {
  478. if (sync_pos_list.Enable)
  479. {
  480. queueEvent(sync_pos_list.AsEvent(this));
  481. }
  482. sync_pos_list.Clear();
  483. while (mSendingEvents.Count > 0)
  484. {
  485. Event evt = mSendingEvents.Dequeue();
  486. //log.Info("---->onEvent:" + evt.ToString());
  487. mListener.onEventHandler(evt);
  488. if (mOnPostEvent != null)
  489. {
  490. mOnPostEvent.Invoke(this, evt);
  491. }
  492. if (evt is GameOverEvent && mOnGameOver != null)
  493. {
  494. mOnGameOver.Invoke(this, evt as GameOverEvent);
  495. }
  496. }
  497. }
  498. virtual protected void processSystemMessage(SystemMessage msg)
  499. {
  500. if (msg is Ping)
  501. {
  502. queueEventInternal(new Pong(msg as Ping));
  503. }
  504. }
  505. //-------------------------------------------------------------------------------------------
  506. #region OBJECTS
  507. private uint mObjectIDIndexer = 0;
  508. internal uint genObjectID()
  509. {
  510. mObjectIDIndexer++;
  511. return mObjectIDIndexer;
  512. }
  513. // 获取一个单位
  514. public T getObject<T>(uint obj_id) where T : InstanceZoneObject
  515. {
  516. if (obj_id == 0) return null;
  517. T go = mObjects.GetObject<T>(obj_id);
  518. if (go != null)
  519. {
  520. return go;
  521. }
  522. return null;
  523. }
  524. public InstanceUnit getUnit(uint obj_id)
  525. {
  526. if (obj_id == 0) return null;
  527. return mObjects.GetObject<InstanceUnit>(obj_id);
  528. }
  529. public InstanceUnit getUnitByTemplateID(int templateId)
  530. {
  531. if (templateId == 0) return null;
  532. foreach (InstanceUnit u in mObjects.Units)
  533. {
  534. if (u.Info.TemplateID == templateId)
  535. {
  536. return u;
  537. }
  538. }
  539. return null;
  540. }
  541. public InstanceUnit getUnitByName(string name)
  542. {
  543. if (string.IsNullOrEmpty(name))
  544. {
  545. return null;
  546. }
  547. foreach (InstanceUnit u in mObjects.Units)
  548. {
  549. if (name.Equals(u.Name))
  550. {
  551. return u;
  552. }
  553. }
  554. return null;
  555. }
  556. public InstancePlayer getPlayerByUUID(string playerUUID)
  557. {
  558. if (string.IsNullOrEmpty(playerUUID))
  559. {
  560. return null;
  561. }
  562. return mObjects.GetPlayer(playerUUID);
  563. }
  564. public InstanceItem getItemByName(string name)
  565. {
  566. if (string.IsNullOrEmpty(name))
  567. {
  568. return null;
  569. }
  570. foreach (InstanceItem u in mObjects.Items)
  571. {
  572. if (name.Equals(u.Name))
  573. {
  574. return u;
  575. }
  576. }
  577. return null;
  578. }
  579. public InstanceUnit getUnitByID(int UnitID)
  580. {
  581. foreach (InstanceUnit obj in mObjects.Units)
  582. {
  583. if (obj.ID == UnitID)
  584. {
  585. return obj;
  586. }
  587. }
  588. return null;
  589. }
  590. public bool IsObjectMapNull()
  591. {
  592. return this.mObjects == null;
  593. }
  594. public IEnumerable<InstancePlayer> AllPlayers { get { return mObjects.Players; } }
  595. public int AllPlayersCount { get { return mObjects.PlayersCount; } }
  596. public IEnumerable<InstanceUnit> AllUnits { get { return mObjects.Units; } }
  597. public int AllUnitsCount { get { return mObjects.UnitsCount; } }
  598. public IEnumerable<InstanceSpell> AllSpells { get { return mObjects.Spells; } }
  599. public int AllSpellsCount { get { return mObjects.SpellsCount; } }
  600. public IEnumerable<InstanceItem> AllItems { get { return mObjects.Items; } }
  601. public int AllItemsCount { get { return mObjects.ItemsCount; } }
  602. public IEnumerable<InstanceZoneObject> AllObjects { get { return mObjects.Objects; } }
  603. public int AllObjectsCount { get { return mObjects.ObjectsCount; } }
  604. [Obsolete("use {@link #AllUnits} {@link #AllSpells} {@link #AllItems} for best performance!")]
  605. public IEnumerable<InstanceZoneObject> allObjs()
  606. {
  607. return mObjects.Objects;
  608. }
  609. [Obsolete("use {@link #AllUnitsCount} {@link #AllSpellsCount} {@link #AllItemsCount} for best performance!")]
  610. public int allObjsCount()
  611. {
  612. return mObjects.ObjectsCount;
  613. }
  614. [Obsolete]
  615. public List<T> selectUnits<T>(Predicate<T> select) where T : InstanceUnit
  616. {
  617. List<T> ret = new List<T>(mObjects.UnitsCount);
  618. foreach (InstanceUnit obj in mObjects.Units)
  619. {
  620. if (select(obj as T))
  621. {
  622. ret.Add(obj as T);
  623. }
  624. }
  625. return ret;
  626. }
  627. public void selectUnits<T>(Predicate<T> select, List<T> ret) where T : InstanceUnit
  628. {
  629. foreach (InstanceUnit obj in mObjects.Units)
  630. {
  631. if (select(obj as T))
  632. {
  633. ret.Add(obj as T);
  634. }
  635. }
  636. }
  637. public T selectRandomUnit<T>(Predicate<T> select) where T : InstanceUnit
  638. {
  639. T ret = null;
  640. using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  641. {
  642. foreach (InstanceUnit obj in mObjects.Units)
  643. {
  644. if (obj is T && select(obj as T))
  645. {
  646. list.Add(obj as T);
  647. }
  648. }
  649. if (list.Count > 0)
  650. {
  651. ret = CUtils.GetRandomInArray<InstanceUnit>(list, random) as T;
  652. }
  653. }
  654. return ret;
  655. }
  656. public T selectUnit<T>(Predicate<T> select) where T : InstanceUnit
  657. {
  658. foreach (InstanceUnit obj in mObjects.Units)
  659. {
  660. if (select(obj as T))
  661. {
  662. return obj as T;
  663. }
  664. }
  665. return null;
  666. }
  667. //-------------------------------------------------------------------------------------------
  668. /// <summary>
  669. /// 创建一个单位实体
  670. /// </summary>
  671. virtual public InstanceZoneObject CreateUnit(UnitInfo info, string name, int force, int alliesForce, int level)
  672. {
  673. InstanceUnit unit = TemplateManager.Factory.CreateUnit(this, info, name, force, alliesForce, level);
  674. if (unit != null)
  675. {
  676. return unit;
  677. }
  678. switch (info.UType)
  679. {
  680. case UnitInfo.UnitType.TYPE_PLAYER:
  681. return new InstancePlayer(this, info, name, force, level, alliesForce);
  682. case UnitInfo.UnitType.TYPE_MANUAL:
  683. return new InstanceManual(this, info, name, force, level);
  684. case UnitInfo.UnitType.TYPE_PET:
  685. return new InstancePet(this, info, name, force, level);
  686. case UnitInfo.UnitType.TYPE_SUMMON:
  687. return new InstanceSummon(this, info, name, force, level);
  688. case UnitInfo.UnitType.TYPE_BUILDING:
  689. return new InstanceBuilding(this, info, name, force, level);
  690. case UnitInfo.UnitType.TYPE_MONSTER:
  691. return new InstanceGuard(this, info, name, force, level);
  692. case UnitInfo.UnitType.TYPE_NPC:
  693. return new InstanceGuard(this, info, name, force, level);
  694. default:
  695. return new InstanceGuard(this, info, name, force, level);
  696. }
  697. }
  698. //-------------------------------------------------------------------------------------------
  699. public InstanceUnit AddUnit(int unitTemplateID, string name, int force, int level, float x, float y, float direction, bool pointLv = false)
  700. {
  701. UnitInfo info = Templates.getUnit(unitTemplateID);
  702. if (info != null)
  703. {
  704. return AddUnit(info, name, force, level, x, y, direction, null, "", 0, pointLv);
  705. }
  706. return null;
  707. }
  708. /// <summary>
  709. /// 添加一个单位
  710. /// </summary>
  711. /// <param name="info">单位模板</param>
  712. /// <param name="name">场景中名字(Key)</param>
  713. /// <param name="force">单位阵营</param>
  714. /// <param name="level">单位等级</param>
  715. /// <param name="x">坐标</param>
  716. /// <param name="y">坐标</param>
  717. /// <param name="direction">方向</param>
  718. /// <param name="summoner">召唤者</param>
  719. /// <returns></returns>
  720. public InstanceUnit AddUnit(UnitInfo info, string name, int force, int level, float x, float y, float direction,
  721. InstanceUnit summoner = null, String clientShowName = "", int gsFlag = 0, bool pointLv = false)
  722. {
  723. AddUnitEvent add;
  724. return AddUnit(info, name, force, level, x, y, direction, out add, summoner, clientShowName, gsFlag, 0, pointLv);
  725. }
  726. /// <summary>
  727. /// 添加一个单位
  728. /// </summary>
  729. /// <param name="info">单位模板</param>
  730. /// <param name="name">场景中名字(Key)</param>
  731. /// <param name="force">单位阵营</param>
  732. /// <param name="level">单位等级</param>
  733. /// <param name="x">坐标</param>
  734. /// <param name="y">坐标</param>
  735. /// <param name="direction">方向</param>
  736. /// <param name="add">输出事件</param>
  737. /// <param name="summoner">召唤者</param>
  738. /// <returns></returns>
  739. ///
  740. private long mAddUnitPrintTime = 0;
  741. public InstanceUnit AddUnit(UnitInfo info, string name, int force, int level, float x, float y, float direction,
  742. out AddUnitEvent add, InstanceUnit summoner = null, String clientShowName = "", int gsFlag = 0, int alliesForce = 0, bool pointLv = false)
  743. {
  744. add = null;
  745. if (mObjects.UnitsCount >= mMaxUnitCount)
  746. {
  747. if (mAddUnitPrintTime < CommonLang.CUtils.localTimeMS)
  748. {
  749. mAddUnitPrintTime = CommonLang.CUtils.localTimeMS + 3000;
  750. log.Warn(string.Format("--Zone AddUnit to max: {0}, UUID: {1}, ID: {2} 单位数量:{3}", this.GetSceneID(), this.UUID, info.TemplateID, GetZoneUnitInfo()));
  751. }
  752. return null;
  753. }
  754. if (mTryAddUnit != null && !mTryAddUnit.Invoke(info))
  755. {
  756. //log.Info(string.Format("Zone Unit TryAdd max: {0}, {1}, 单位数量:{2}", this.TerrainSrc.ID, info.TemplateID, mObjects.UnitsCount));
  757. return null;
  758. }
  759. // 创建实体单位
  760. InstanceZoneObject ret = CreateUnit(info, name, force, alliesForce, level);
  761. // 存入单位列表
  762. if (ret is InstanceUnit)
  763. {
  764. InstanceUnit unit = ret as InstanceUnit;
  765. //unit.Name = name;
  766. unit.gameServerFlag = gsFlag;
  767. // 存入单位列表
  768. if (unit.tryAdd(x, y, direction))
  769. {
  770. mObjects.AddObject(unit);
  771. this.LastAddedUnit = unit;
  772. if (unit is ISummonedUnit)
  773. {
  774. ((ISummonedUnit)unit).SummonerUnit = summoner;
  775. }
  776. try
  777. {
  778. unit.onAdded(this, pointLv);
  779. if (mOnUnitAdded != null)
  780. mOnUnitAdded.Invoke(this, unit);
  781. add = new AddUnitEvent();
  782. add.sender = unit;
  783. if (unit.ClientVisible)
  784. {
  785. if (clientShowName != null && !unit.IsPlayer && clientShowName.Length > 0)
  786. {
  787. unit.SetDiaplayerName(clientShowName);
  788. }
  789. //// 阵营判断
  790. //if(info.UType == UnitType.TYPE_MONSTER && force > 1)
  791. //{
  792. // add.flag = 1;
  793. //}
  794. queueEvent(add);
  795. }
  796. }
  797. catch (Exception err)
  798. {
  799. log.Warn("AddUnit catch :" + name + ", e:" + err);
  800. add.ErrorMessage = err.Message;
  801. return null;
  802. }
  803. finally
  804. {
  805. add.Sync = unit.GenSyncUnitInfo(true);
  806. }
  807. return unit;
  808. }
  809. }
  810. return null;
  811. }
  812. /** 获取场景单位异常信息 */
  813. private string GetZoneUnitInfo(int nMinNums = 50)
  814. {
  815. HashMap<int, int> mInfo = new HashMap<int, int>();
  816. foreach (InstanceUnit obj in mObjects.Units)
  817. {
  818. mInfo.Put(obj.Info.ID, mInfo.Get(obj.Info.ID) + 1);
  819. }
  820. string finalStr = "";
  821. foreach (int unitID in mInfo.Keys)
  822. {
  823. int count = mInfo.Get(unitID);
  824. if (count < nMinNums)
  825. {
  826. continue;
  827. }
  828. finalStr = finalStr + (unitID) + "-" + count + ", ";
  829. }
  830. return finalStr;
  831. }
  832. public InstanceItem AddItem(ItemTemplate template, string name, float x, float y, float direction, int force, string disPlayName,
  833. out AddItemEvent add, InstanceUnit creater, int from)
  834. {
  835. add = null;
  836. if (mTryAddItem != null && !mTryAddItem.Invoke(template))
  837. {
  838. //log.Info(string.Format("Zone item TryAdd max: {0}, {1}", this.mSceneType, template.TemplateID));
  839. return null;
  840. }
  841. InstanceItem ret = TemplateManager.Factory.CreateItem(this, template, name, force, creater, disPlayName, from);
  842. ret.setPos(x, y);
  843. if (ret.tryAdd(x, y, direction))
  844. {
  845. mObjects.AddObject(ret);
  846. this.LastCreatedInstanceItem = ret;
  847. add = new AddItemEvent();
  848. add.sender = ret;
  849. if (ret.ClientVisible)
  850. {
  851. queueEvent(add);
  852. }
  853. try
  854. {
  855. ret.onAdded(this);
  856. if (mItemAdded != null)
  857. mItemAdded.Invoke(this, ret, creater);
  858. }
  859. catch (Exception err)
  860. {
  861. log.Warn("AddItem: " + template.ID + ", catch: " + err);
  862. add.ErrorMessage = err.Message;
  863. return null;
  864. }
  865. finally
  866. {
  867. add.Sync = ret.GenSyncItemInfo(true, null);
  868. }
  869. return ret;
  870. }
  871. return null;
  872. }
  873. public InstanceItem AddItem(ItemTemplate template, string name, float x, float y, float direction, int force, string disPlayName, InstanceUnit creater, int from = 0)
  874. {
  875. AddItemEvent add;
  876. return AddItem(template, name, x, y, direction, force, disPlayName, out add, creater, from);
  877. }
  878. /// <summary>
  879. /// 添加一个法术或飞行道具
  880. /// </summary>
  881. /// <param name="template"></param>
  882. /// <param name="launch"></param>
  883. /// <param name="sender"></param>
  884. /// <param name="launcher">此法术的最初发起者</param>
  885. /// <param name="target_obj_id"></param>
  886. /// <param name="targetPos"></param>
  887. /// <param name="startX"></param>
  888. /// <param name="startY"></param>
  889. /// <param name="direction"></param>
  890. /// <param name="chain"></param>
  891. /// <returns></returns>
  892. public InstanceSpell AddSpell(
  893. XmdsSkillType fromSkillType,
  894. SpellTemplate template,
  895. LaunchSpell launch,
  896. InstanceZoneObject sender,
  897. InstanceUnit launcher,
  898. uint target_obj_id,
  899. Vector2 targetPos,
  900. float startX,
  901. float startY,
  902. float direction,
  903. SpellChainLevelInfo chain = null,
  904. int actionIndex = -1,
  905. int maxAffectUnit = 0,
  906. Dictionary<uint, InstanceUnit> damageList = null,
  907. int spellIndex = 0,
  908. JSGCreateSpellData createData = null)
  909. {
  910. if (template != null && sender != null)
  911. {
  912. InstanceUnit target = getUnit(target_obj_id);
  913. switch (template.MType)
  914. {
  915. // case SpellTemplate.MotionType.Missile:
  916. // if (target == null)
  917. // {
  918. // return null;
  919. // }
  920. // break;
  921. case SpellTemplate.MotionType.BindingTarget:
  922. if (target == null)
  923. {
  924. return null;
  925. }
  926. startX = target.X;
  927. startY = target.Y;
  928. break;
  929. case SpellTemplate.MotionType.SelectTarget:
  930. if (targetPos != null)
  931. {
  932. startX = targetPos.X;
  933. startY = targetPos.Y;
  934. }
  935. break;
  936. case SpellTemplate.MotionType.SeekerMissile:
  937. case SpellTemplate.MotionType.SeekerSelectTarget:
  938. {
  939. target = null;
  940. target_obj_id = 0;
  941. }
  942. break;
  943. case SpellTemplate.MotionType.Chain:
  944. if (target == null)
  945. {
  946. return null;
  947. }
  948. break;
  949. case SpellTemplate.MotionType.Cannon:
  950. if (target == null && targetPos == null)
  951. {
  952. targetPos = new Vector2(startX, startY);
  953. }
  954. break;
  955. }
  956. // 创建实体单位
  957. //InstanceSpell ret = new InstanceSpell(this, template, launch, launcher, sender, chainLevel);
  958. InstanceSpell ret = TemplateManager.Factory.CreateSpell(this, template, launch, launcher, sender, fromSkillType, damageList, spellIndex, createData);
  959. //ret.Direction = direction;
  960. ret.BindActionIndex = actionIndex;
  961. ret.MaxAffectUnit = (maxAffectUnit == 0) ? ret.Info.MaxAffectUnit : maxAffectUnit;
  962. ret.faceTo(direction);
  963. ret.setChainInfo(chain);
  964. ret.setTargetPos(targetPos);
  965. ret.setTarget(target);
  966. // 存入单位列表
  967. float xChanage, yChange;
  968. launch.GetXModify(launcher, out xChanage, out yChange);
  969. if (ret.tryAdd(startX + xChanage, startY + yChange, direction))
  970. {
  971. //System.Console.WriteLine("--AddSpell: " + ret.Info.ID + ", " + ret.ID);
  972. launcher.Virtual.DispatchSendSpellOverEvent(launch, template, ret.X, ret.Y);
  973. mObjects.AddObject(ret);
  974. this.LastLaunchSpell = ret.Info;
  975. ret.onAdded(this);
  976. if (ret.ClientVisible)
  977. {
  978. // 产生事件
  979. AddSpellEvent evt = new AddSpellEvent(ret);
  980. evt.sender = ret;
  981. queueEvent(evt);
  982. }
  983. return ret;
  984. }
  985. }
  986. return null;
  987. }
  988. // 移除一个单位
  989. public bool RemoveObject(InstanceZoneObject obj)
  990. {
  991. //Console.WriteLine("RemoveObject : " + obj.ID);
  992. if (mObjects.RemoveObject(obj))
  993. {
  994. obj.onRemoved(this);
  995. if (obj is InstanceUnit)
  996. {
  997. InstanceUnit unit = obj as InstanceUnit;
  998. mFormula.OnUnitRemoved(unit);
  999. if (mOnUnitRemoved != null)
  1000. mOnUnitRemoved.Invoke(this, unit);
  1001. }
  1002. else if (obj is InstanceItem)
  1003. {
  1004. if (this.mOnItemRemoved != null)
  1005. this.mOnItemRemoved.Invoke(this, (InstanceItem)obj);
  1006. }
  1007. if (obj.ClientVisible)
  1008. {
  1009. RemoveObjectEvent remove = new RemoveObjectEvent(obj.ID);
  1010. remove.sender = obj;
  1011. queueEvent(remove);
  1012. }
  1013. obj.Dispose();
  1014. return true;
  1015. }
  1016. return false;
  1017. }
  1018. public InstanceZoneObject RemoveObjectByID(uint oid)
  1019. {
  1020. var obj = mObjects.GetObject<InstanceZoneObject>(oid);
  1021. if (obj != null && RemoveObject(obj))
  1022. {
  1023. return obj;
  1024. }
  1025. return null;
  1026. }
  1027. public InstanceZoneObject RemoveUnitByID(uint unitTemplateId)
  1028. {
  1029. InstanceUnit obj = mObjects.GetUnit(unitTemplateId);
  1030. if (obj != null && RemoveObject(obj))
  1031. {
  1032. return obj;
  1033. }
  1034. return null;
  1035. }
  1036. public InstanceZoneObject RemoveSpellByLaunchIDAndSpellID(int launchId, int spellId)
  1037. {
  1038. InstanceSpell spell = mObjects.GetSpllByLanuchAndSpellId(launchId, spellId);
  1039. if (spell != null && RemoveObject(spell))
  1040. {
  1041. return spell;
  1042. }
  1043. return null;
  1044. }
  1045. public InstanceZoneObject RemoveItemByID(uint unitTemplateId)
  1046. {
  1047. InstanceItem obj = mObjects.GetItem(unitTemplateId);
  1048. if (obj != null && RemoveObject(obj))
  1049. {
  1050. Console.WriteLine("成功移除单位:" + unitTemplateId);
  1051. return obj;
  1052. }
  1053. return null;
  1054. }
  1055. public int GetZoneKingID()
  1056. {
  1057. return this.mKingID;
  1058. }
  1059. public string GetBindGameSrvID()
  1060. {
  1061. return this.mBindGameSrvId;
  1062. }
  1063. //----------------------------------------------------------------------------------------------------------------------------------------
  1064. private class InstanceZoneObjectMap
  1065. {
  1066. private class DirtyList<K, T> where T : InstanceZoneObject
  1067. {
  1068. private static Logger log = LoggerFactory.GetLogger("DirtyList");
  1069. private bool dirty = true;
  1070. private List<T> mObjectsCollection = new List<T>();
  1071. private HashMap<K, T> mObjects = new HashMap<K, T>();
  1072. public int Count { get { return mObjects.Count; } }
  1073. public void Add(K key, T obj)
  1074. {
  1075. dirty = true;
  1076. mObjects.Add(key, obj);
  1077. }
  1078. public void Put(K key, T obj)
  1079. {
  1080. dirty = true;
  1081. mObjects.Put(key, obj);
  1082. }
  1083. public bool Remove(K key)
  1084. {
  1085. if (mObjects.Remove(key))
  1086. {
  1087. dirty = true;
  1088. return true;
  1089. }
  1090. return false;
  1091. }
  1092. public void Dispose()
  1093. {
  1094. mObjectsCollection.Clear();
  1095. mObjects.Clear();
  1096. }
  1097. public T Get(K key)
  1098. {
  1099. return mObjects.Get(key);
  1100. }
  1101. public bool ContainsKey(K key)
  1102. {
  1103. return mObjects.ContainsKey(key);
  1104. }
  1105. public IEnumerable<T> GetCollection(string logFlag)
  1106. {
  1107. try
  1108. {
  1109. if (dirty)
  1110. {
  1111. dirty = false;
  1112. mObjectsCollection.Clear();
  1113. mObjectsCollection.AddRange(mObjects.Values);
  1114. }
  1115. return mObjectsCollection;
  1116. }
  1117. catch (Exception err)
  1118. {
  1119. log.Warn("GetCollectioncatch:" + logFlag + ", CollectCnt: " + mObjectsCollection.Count +
  1120. ", mObjectsCnt: " + mObjects.Count + ", e:" + err);
  1121. }
  1122. return mObjects.Values;
  1123. }
  1124. }
  1125. private DirtyList<uint, InstanceZoneObject> mObjects = new DirtyList<uint, InstanceZoneObject>();
  1126. private DirtyList<uint, InstanceUnit> mObjects_MirrorUnits = new DirtyList<uint, InstanceUnit>();
  1127. private DirtyList<uint, InstanceSpell> mObjects_MirrorSpells = new DirtyList<uint, InstanceSpell>();
  1128. private DirtyList<uint, InstanceItem> mObjects_MirrorItems = new DirtyList<uint, InstanceItem>();
  1129. private DirtyList<string, InstancePlayer> mObjects_MirrorPlayers = new DirtyList<string, InstancePlayer>();
  1130. private string logFlag = "";
  1131. public InstanceZoneObjectMap(string logFlag)
  1132. {
  1133. this.logFlag = logFlag;
  1134. }
  1135. internal void Refresh()
  1136. {
  1137. //mObjects.Refresh();
  1138. //mObjects_MirrorUnits.Refresh();
  1139. //mObjects_MirrorSpells.Refresh();
  1140. //mObjects_MirrorItems.Refresh();
  1141. //mObjects_MirrorPlayers.Refresh();
  1142. }
  1143. public void AddObject(InstanceZoneObject obj)
  1144. {
  1145. mObjects.Add(obj.ID, obj);
  1146. if (obj is InstanceUnit)
  1147. {
  1148. mObjects_MirrorUnits.Add(obj.ID, obj as InstanceUnit);
  1149. }
  1150. else if (obj is InstanceSpell)
  1151. {
  1152. mObjects_MirrorSpells.Add(obj.ID, obj as InstanceSpell);
  1153. }
  1154. else if (obj is InstanceItem)
  1155. {
  1156. mObjects_MirrorItems.Add(obj.ID, obj as InstanceItem);
  1157. }
  1158. if (obj is InstancePlayer)
  1159. {
  1160. var p = obj as InstancePlayer;
  1161. mObjects_MirrorPlayers.Put(p.PlayerUUID, p);
  1162. }
  1163. }
  1164. public bool RemoveObject(InstanceZoneObject obj)
  1165. {
  1166. if (mObjects.Remove(obj.ID))
  1167. {
  1168. if (obj is InstanceUnit)
  1169. {
  1170. mObjects_MirrorUnits.Remove(obj.ID);
  1171. }
  1172. else if (obj is InstanceSpell)
  1173. {
  1174. mObjects_MirrorSpells.Remove(obj.ID);
  1175. }
  1176. else if (obj is InstanceItem)
  1177. {
  1178. mObjects_MirrorItems.Remove(obj.ID);
  1179. }
  1180. if (obj is InstancePlayer)
  1181. {
  1182. var p = obj as InstancePlayer;
  1183. mObjects_MirrorPlayers.Remove(p.PlayerUUID);
  1184. }
  1185. return true;
  1186. }
  1187. return false;
  1188. }
  1189. private InstanceZoneObject GetObject(uint id)
  1190. {
  1191. return mObjects.Get(id);
  1192. }
  1193. public bool ContainsObject(InstanceZoneObject obj)
  1194. {
  1195. return mObjects.ContainsKey(obj.ID);
  1196. }
  1197. public bool ContainsObjectByKey(uint id)
  1198. {
  1199. return mObjects.ContainsKey(id);
  1200. }
  1201. public void Dispose()
  1202. {
  1203. mObjects.Dispose();
  1204. mObjects_MirrorUnits.Dispose();
  1205. mObjects_MirrorSpells.Dispose();
  1206. mObjects_MirrorItems.Dispose();
  1207. mObjects_MirrorPlayers.Dispose();
  1208. }
  1209. public T GetObject<T>(uint id) where T : InstanceZoneObject
  1210. {
  1211. Type type = typeof(T);
  1212. if (type.IsSubclassOf(typeof(InstanceUnit)))
  1213. {
  1214. return mObjects_MirrorUnits.Get(id) as T;
  1215. }
  1216. else if (type.IsSubclassOf(typeof(InstanceSpell)))
  1217. {
  1218. return mObjects_MirrorSpells.Get(id) as T;
  1219. }
  1220. else if (type.IsSubclassOf(typeof(InstanceItem)))
  1221. {
  1222. return mObjects_MirrorItems.Get(id) as T;
  1223. }
  1224. else
  1225. {
  1226. return mObjects.Get(id) as T;
  1227. }
  1228. }
  1229. public InstanceUnit GetUnit(uint unitTemplateId)
  1230. {
  1231. foreach (InstanceUnit obj in mObjects_MirrorUnits.GetCollection(logFlag))
  1232. {
  1233. if (obj.Info.ID == unitTemplateId)
  1234. {
  1235. return obj;
  1236. }
  1237. }
  1238. return null;
  1239. }
  1240. public InstanceSpell GetSpllByLanuchAndSpellId(int launchId, int spellId)
  1241. {
  1242. foreach (InstanceSpell obj in mObjects_MirrorSpells.GetCollection(logFlag))
  1243. {
  1244. if (obj.Info.ID == spellId && obj.LauncherID == launchId)
  1245. {
  1246. return obj;
  1247. }
  1248. }
  1249. return null;
  1250. }
  1251. public InstanceItem GetItem(uint itemId)
  1252. {
  1253. return mObjects_MirrorItems.Get(itemId);
  1254. }
  1255. public InstancePlayer GetPlayer(string uuid)
  1256. {
  1257. return mObjects_MirrorPlayers.Get(uuid);
  1258. }
  1259. public int ObjectsCount { get { return mObjects.Count; } }
  1260. public IEnumerable<InstanceZoneObject> Objects { get { return mObjects.GetCollection(logFlag); } }
  1261. public int UnitsCount { get { return mObjects_MirrorUnits.Count; } }
  1262. public IEnumerable<InstanceUnit> Units { get { return mObjects_MirrorUnits.GetCollection(logFlag); } }
  1263. public int SpellsCount { get { return mObjects_MirrorSpells.Count; } }
  1264. public IEnumerable<InstanceSpell> Spells { get { return mObjects_MirrorSpells.GetCollection(logFlag); } }
  1265. public int ItemsCount { get { return mObjects_MirrorItems.Count; } }
  1266. public IEnumerable<InstanceItem> Items { get { return mObjects_MirrorItems.GetCollection(logFlag); } }
  1267. public int PlayersCount { get { return mObjects_MirrorPlayers.Count; } }
  1268. public IEnumerable<InstancePlayer> Players { get { return mObjects_MirrorPlayers.GetCollection(logFlag); } }
  1269. }
  1270. #endregion
  1271. //------------------------------------------------------------------------------------
  1272. #region CALL_BACK
  1273. internal void cb_unitDamageCallBack(InstanceUnit target, InstanceUnit attacker, int reduceHP, AttackSource source)
  1274. {
  1275. LastHittedUnit = target;
  1276. LastAttackUnit = attacker;
  1277. if (attacker != null)
  1278. attacker.callback_onAttack(this, target, reduceHP, source);
  1279. if (target != null)
  1280. target.callback_onDamage(this, attacker, reduceHP, source);
  1281. if (mOnUnitDamage != null)
  1282. mOnUnitDamage.Invoke(this, target, attacker, reduceHP, source);
  1283. }
  1284. internal void cb_unitDeadCallBack(InstanceUnit obj, InstanceUnit attacker)
  1285. {
  1286. try
  1287. {
  1288. if (obj.mProcessDeadCallbackTime > CommonLang.CUtils.localTimeMS)
  1289. {
  1290. long processTime = CommonLang.TimeUtil.GetTimestampMS() - (CommonLang.CUtils.localTimeMS - (obj.mProcessDeadCallbackTime - 60000));
  1291. log.Warn("cb_unitDeadCallBack 跳过:" + processTime + ", " + obj.Parent.GetSceneID() + ", ID:" + obj.Info.ID + ", UID:" + obj.PlayerUUID);
  1292. return;
  1293. }
  1294. if (obj.IsMonster && obj.Virtual.GetMaType() >= 4 && obj.Level >= 80)
  1295. {
  1296. log.Info("boss死亡:" + obj.Parent.GetSceneID() + ", 单位id=" + obj.Info.ID + ", 处理死亡时间:" + obj.mProcessDeadCallbackTime
  1297. + ", SceneUID: " + obj.mZone.UUID + ", " + (attacker == null ? "null" : attacker.PlayerUUID));
  1298. if (attacker.IsPlayerUnit)
  1299. {
  1300. JSGHackerModule.OnPlayerKillMonster(attacker, obj);
  1301. }
  1302. }
  1303. if (obj.mProcessDeadCallbackTime > 0)
  1304. {
  1305. log.Warn("单位多次回调死亡逻辑:" + this.GetSceneID() + ", " + this.UUID + ", " + obj.Info.ID + ", attackID:" +
  1306. (attacker == null ? -1 : attacker.Info.ID) + ", UUID" + (attacker == null ? "null" : attacker.PlayerUUID) + ", " + obj.mProcessDeadCallbackTime);
  1307. }
  1308. obj.mProcessDeadCallbackTime = CommonLang.CUtils.localTimeMS + 60000;
  1309. obj.mDeadTime = this.PassTimeMS;
  1310. statisticForceDead(obj);
  1311. LastHittedUnit = obj;
  1312. LastKilledUnit = obj;
  1313. //if (attacker == null)
  1314. // attacker = obj;
  1315. LastAttackUnit = attacker;
  1316. obj.doDead(attacker);
  1317. if (attacker != null)
  1318. {
  1319. obj.deadDropItems(attacker.Force);
  1320. attacker.CurrentMoney += obj.Info.DropMoney;
  1321. }
  1322. mFormula.OnUnitDead(obj, attacker);
  1323. obj.callback_onDead(this, attacker);
  1324. if (mOnUnitDead != null)
  1325. {
  1326. mOnUnitDead.Invoke(this, obj, attacker);
  1327. }
  1328. }
  1329. catch (Exception e)
  1330. {
  1331. log.Error("cb_unitDeadCallBackcatch: " + this.GetSceneID() + ", " + (obj == null ? -1 : obj.Info.ID) + ", " + (attacker == null ? -1 : attacker.Info.ID)
  1332. + ",UUID: " + (obj == null ? "null" : obj.PlayerUUID) + ", " + (attacker == null ? "null" : attacker.PlayerUUID) + ", e: " + e);
  1333. }
  1334. }
  1335. internal void cb_unitActivatedCallBack(InstanceUnit obj)
  1336. {
  1337. nearChange(obj);
  1338. LastActivatedUnit = obj;
  1339. obj.callback_onActivated(this);
  1340. if (mOnUnitActivated != null)
  1341. mOnUnitActivated.Invoke(this, obj);
  1342. }
  1343. internal void cb_unitRebirthCallBack(InstanceUnit obj)
  1344. {
  1345. LastRebirthUnit = obj;
  1346. obj.callback_onRebirth(this);
  1347. if (mOnUnitRebirth != null)
  1348. mOnUnitRebirth.Invoke(this, obj);
  1349. }
  1350. internal void cb_unitGotInventoryItemCallBack(InstanceUnit obj, ItemTemplate item, int count)
  1351. {
  1352. LastUnitGotInventoryItem = item;
  1353. obj.callback_onGotInventoryItem(this, item);
  1354. if (mOnUnitGotInventoryItem != null)
  1355. mOnUnitGotInventoryItem.Invoke(this, obj, item, count);
  1356. }
  1357. internal void cb_unitLostInventoryItemCallBack(InstanceUnit obj, ItemTemplate item, int count)
  1358. {
  1359. LastUnitLostInventoryItem = item;
  1360. obj.callback_onLostInventoryItem(this, item);
  1361. if (mOnUnitLostInventoryItem != null)
  1362. mOnUnitLostInventoryItem.Invoke(this, obj, item, count);
  1363. }
  1364. internal int cb_unitGotInstanceItemCallBack(InstanceUnit obj, InstanceItem item)
  1365. {
  1366. LastUnitGotInstanceItem = item;
  1367. obj.callback_onGotInstanceItem(this, item);
  1368. short times = 0;
  1369. if (mOnUnitGotInstanceItem != null)
  1370. {
  1371. InstancePlayer player = (obj as InstancePlayer);
  1372. if (player == null)
  1373. {
  1374. return 0;
  1375. }
  1376. if (item.unitPickInfo != null)
  1377. {
  1378. if (item.Info.maxPickTimes > 0)
  1379. {
  1380. times = item.unitPickInfo.Get(player.PlayerUUID);
  1381. if (times >= item.Info.maxPickTimes)
  1382. {
  1383. player.Virtual.SendMsgToClient(XmdsConstConfig.TIPS_PICK_MAX);
  1384. return item.Info.maxPickTimes;
  1385. }
  1386. }
  1387. item.unitPickInfo.Put(player.PlayerUUID, ++times);
  1388. item.TotalPickTimes++;
  1389. }
  1390. mOnUnitGotInstanceItem.Invoke(this, obj, item);
  1391. }
  1392. return times;
  1393. }
  1394. internal void cb_unitUseItemCallBack(InstanceUnit obj, ItemTemplate item, InstanceUnit item_creater)
  1395. {
  1396. LastUnitUseItem = item;
  1397. obj.callback_onUseItem(this, item, item_creater);
  1398. if (mOnUnitUseItem != null)
  1399. mOnUnitUseItem.Invoke(this, obj, item, item_creater);
  1400. }
  1401. internal void cb_unitGotBuffCallBack(InstanceUnit obj, InstanceUnit.BuffState buff)
  1402. {
  1403. LastUnitGotBuff = buff.Data;
  1404. obj.callback_onGotBuff(this, buff);
  1405. if (mOnUnitGotBuff != null)
  1406. mOnUnitGotBuff.Invoke(this, obj, buff);
  1407. }
  1408. internal void cb_unitLostBuffCallBack(InstanceUnit obj, InstanceUnit.BuffState buff)
  1409. {
  1410. obj.callback_onLostBuff(this, buff);
  1411. if (mOnUnitLostBuff != null)
  1412. mOnUnitLostBuff.Invoke(this, obj, buff);
  1413. }
  1414. internal void cb_unitGotMoneyCallBack(InstanceUnit obj, int add_money)
  1415. {
  1416. if (mOnUnitGotMoney != null)
  1417. {
  1418. mOnUnitGotMoney.Invoke(obj, add_money);
  1419. }
  1420. }
  1421. internal void cb_unitPickUnitCallBack(InstanceUnit src, InstanceUnit pickable)
  1422. {
  1423. LastPickableUnit = pickable;
  1424. if (mOnUnitPickUnit != null)
  1425. {
  1426. mOnUnitPickUnit.Invoke(this, src, pickable);
  1427. }
  1428. }
  1429. public void cb_unitOutBattleCallBack(InstanceUnit obj)
  1430. {
  1431. if (mOnUnitOutBattle != null)
  1432. {
  1433. mOnUnitOutBattle.Invoke(this, obj);
  1434. }
  1435. }
  1436. internal bool cb_unitTryPickItem(InstanceUnit unit, InstanceItem item)
  1437. {
  1438. LastPickingItem = item;
  1439. LastPickingItemUnit = unit;
  1440. bool ret = true;
  1441. if (mTryPickItem != null)
  1442. {
  1443. foreach (TryPickItemHandler trypick in mTryPickItem.GetInvocationList())
  1444. {
  1445. if (!trypick.Invoke(this, unit, item))
  1446. {
  1447. ret = false;
  1448. }
  1449. }
  1450. }
  1451. return ret;
  1452. }
  1453. internal void cb_unitFinishPickItem(InstanceUnit unit, InstanceItem item)
  1454. {
  1455. if (mFinishPickItem != null)
  1456. {
  1457. mFinishPickItem.Invoke(this, unit, item);
  1458. }
  1459. }
  1460. internal void cb_unitLaunchSkill(InstanceUnit unit, CommonAI.Zone.Instance.InstanceUnit.SkillState ss)
  1461. {
  1462. LastLaunchSkill = ss.Data;
  1463. LastLaunchSkillUnit = unit;
  1464. if (mOnUnitLaunchSkill != null)
  1465. {
  1466. mOnUnitLaunchSkill.Invoke(this, unit, ss);
  1467. }
  1468. }
  1469. internal void cb_playerReady(InstancePlayer player)
  1470. {
  1471. if (mPlayerReady != null)
  1472. {
  1473. mPlayerReady.Invoke(player);
  1474. }
  1475. }
  1476. #endregion
  1477. //-------------------------------------------------------------------------------------------
  1478. #region UNIT_ATTACK
  1479. /// <summary>
  1480. /// 获得两个对象是否是队友
  1481. /// </summary>
  1482. /// <param name="src"></param>
  1483. /// <param name="dst"></param>
  1484. /// <returns></returns>
  1485. public virtual bool IsTeammates(InstanceUnit src, InstanceUnit dst)
  1486. {
  1487. return false;
  1488. }
  1489. /// <summary>
  1490. /// 测试是否可见,单位间可交互(AOI)
  1491. /// </summary>
  1492. /// <param name="src"></param>
  1493. /// <param name="dst"></param>
  1494. /// <returns></returns>
  1495. public virtual bool IsVisibleAOI(InstanceZoneObject src, InstanceZoneObject dst)
  1496. {
  1497. if (src.AoiStatus == dst.AoiStatus)
  1498. {
  1499. if (dst is InstanceUnit)
  1500. {
  1501. return (dst as InstanceUnit).IsVisible;
  1502. }
  1503. return true;
  1504. }
  1505. else if (src.AoiStatus != null)
  1506. {
  1507. return src.AoiStatus.CanSeeOther;
  1508. }
  1509. else if (dst.AoiStatus != null)
  1510. {
  1511. return dst.AoiStatus.CanSeeMe;
  1512. }
  1513. return false;
  1514. }
  1515. /// <summary>
  1516. /// 测试是否可攻击
  1517. /// </summary>
  1518. /// <param name="src"></param>
  1519. /// <param name="target"></param>
  1520. /// <param name="expectTarget"></param>
  1521. /// <param name="reason"></param>
  1522. /// <param name="weapon"></param>
  1523. /// <returns></returns>
  1524. public virtual bool IsAttackable(InstanceUnit src, InstanceUnit target, SkillTemplate.CastTarget expectTarget, AttackReason reason, ITemplateData weapon)
  1525. {
  1526. if (src == null || target == null)
  1527. {
  1528. return false;
  1529. }
  1530. if (!IsVisibleAOI(src, target))
  1531. {
  1532. return false;
  1533. }
  1534. if (target.CanWhiplashDeadBody)
  1535. {
  1536. if (!target.IsAttackable)
  1537. return false;
  1538. if (!target.IsVisible)
  1539. return false;
  1540. if (target.IsInvincible)
  1541. return false;
  1542. }
  1543. else
  1544. {
  1545. if (!target.IsActive)
  1546. return false;
  1547. if (!target.IsVisible)
  1548. return false;
  1549. if (target.IsInvincible)
  1550. return false;
  1551. }
  1552. switch (expectTarget)
  1553. {
  1554. case SkillTemplate.CastTarget.Enemy:
  1555. return src.Force != target.Force;
  1556. case SkillTemplate.CastTarget.PetForMaster:
  1557. if (src is InstancePet)
  1558. {
  1559. return (src as InstancePet).Master == target;
  1560. }
  1561. return false;
  1562. case SkillTemplate.CastTarget.Alias:
  1563. return (src != target) && (src.Force == target.Force);
  1564. case SkillTemplate.CastTarget.AlliesIncludeSelf:
  1565. return (src.Force == target.Force);
  1566. case SkillTemplate.CastTarget.AlliesExcludeSelf:
  1567. return (src != target) && (src.Force == target.Force);
  1568. case SkillTemplate.CastTarget.EveryOne:
  1569. return true;
  1570. case SkillTemplate.CastTarget.EveryOneExcludeSelf:
  1571. return (src != target);
  1572. case SkillTemplate.CastTarget.Self:
  1573. return src == target;
  1574. case SkillTemplate.CastTarget.EnemyAndSelf:
  1575. return src.Force != target.Force || src == target;
  1576. case SkillTemplate.CastTarget.NA:
  1577. default:
  1578. return false;
  1579. }
  1580. }
  1581. /// <summary>
  1582. /// 扫描所有可攻击对象
  1583. /// </summary>
  1584. /// <param name="src"></param>
  1585. /// <param name="list"></param>
  1586. /// <param name="expectTarget"></param>
  1587. /// <param name="reason"></param>
  1588. /// <param name="weapon"></param>
  1589. public void getAttackableUnits(InstanceUnit src, List<InstanceUnit> list, SkillTemplate.CastTarget expectTarget, AttackReason reason, ITemplateData weapon)
  1590. {
  1591. for (int i = list.Count - 1; i >= 0; --i)
  1592. {
  1593. InstanceUnit o = list[i];
  1594. if (!IsAttackable(src, o, expectTarget, reason, weapon))
  1595. {
  1596. list.RemoveAt(i);
  1597. }
  1598. }
  1599. }
  1600. /// <summary>
  1601. /// 对单个单位攻击。
  1602. /// </summary>
  1603. /// <param name="src"></param>
  1604. /// <param name="attack"></param>
  1605. /// <param name="target"></param>
  1606. /// <param name="expectTarget">判断IsAttackable</param>
  1607. /// <returns></returns>
  1608. public bool unitAttackSingle(
  1609. InstanceUnit src,
  1610. AttackSource attack,
  1611. InstanceUnit target,
  1612. SkillTemplate.CastTarget expectTarget)
  1613. {
  1614. if (IsAttackable(src, target, expectTarget, AttackReason.Attack, attack.Weapon))
  1615. {
  1616. target.doHitAttack(src, attack);
  1617. return true;
  1618. }
  1619. return false;
  1620. }
  1621. /// <summary>
  1622. /// 某个单位对指定列表里的 IsAttackable 单位发起攻击。
  1623. /// 此操作会修改List
  1624. /// </summary>
  1625. /// <param name="src"></param>
  1626. /// <param name="attack"></param>
  1627. /// <param name="list">调用完成后,列表中未命中单位会自动移除。</param>
  1628. /// <param name="expectTarget">判断IsAttackable</param>
  1629. /// <returns></returns>
  1630. public int unitAttack(
  1631. InstanceUnit src,
  1632. AttackSource attack,
  1633. List<InstanceUnit> list,
  1634. SkillTemplate.CastTarget expectTarget)
  1635. {
  1636. int count = 0;
  1637. for (int i = list.Count - 1; i >= 0; --i)
  1638. {
  1639. InstanceUnit o = list[i];
  1640. if (IsAttackable(src, o, expectTarget, AttackReason.Attack, attack.Weapon))
  1641. {
  1642. o.doHitAttack(src, attack);
  1643. count++;
  1644. }
  1645. else
  1646. {
  1647. list.RemoveAt(i);
  1648. }
  1649. }
  1650. return count;
  1651. }
  1652. /// <summary>
  1653. /// 直接对列表中的单位攻击,不做任何判断。
  1654. /// </summary>
  1655. /// <param name="src"></param>
  1656. /// <param name="attack"></param>
  1657. /// <param name="list"></param>
  1658. public int unitAttackDirect(
  1659. InstanceUnit src,
  1660. AttackSource attack,
  1661. List<InstanceUnit> list)
  1662. {
  1663. int count = 0;
  1664. for (int i = list.Count - 1; i >= 0; --i)
  1665. {
  1666. InstanceUnit o = list[i];
  1667. o.doHitAttack(src, attack);
  1668. count++;
  1669. }
  1670. return count;
  1671. }
  1672. /// <summary>
  1673. /// 某个单位发起周身攻击
  1674. /// </summary>
  1675. /// <param name="src"></param>
  1676. /// <param name="attack"></param>
  1677. /// <param name="range"></param>
  1678. /// <param name="expectTarget"></param>
  1679. /// <returns></returns>
  1680. public int unitAttackRound(
  1681. InstanceUnit src,
  1682. AttackSource attack,
  1683. float range,
  1684. SkillTemplate.CastTarget expectTarget)
  1685. {
  1686. using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  1687. {
  1688. getObjectsRoundRange<InstanceUnit>(
  1689. Collider.Object_HitBody_TouchRound,
  1690. src.X, src.Y, range,
  1691. list, src.AoiStatus);
  1692. return unitAttack(src, attack, list, expectTarget);
  1693. }
  1694. }
  1695. /// <summary>
  1696. /// 某个单位发起扇形范围攻击
  1697. /// </summary>
  1698. /// <param name="src"></param>
  1699. /// <param name="attack"></param>
  1700. /// <param name="direction"></param>
  1701. /// <param name="range"></param>
  1702. /// <param name="angle"></param>
  1703. /// <param name="expectTarget"></param>
  1704. /// <returns></returns>
  1705. public int unitAttackFan(
  1706. InstanceUnit src,
  1707. AttackSource attack,
  1708. float direction,
  1709. float range,
  1710. float angle,
  1711. SkillTemplate.CastTarget expectTarget)
  1712. {
  1713. float dr = angle / 2;
  1714. using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  1715. {
  1716. getObjectsFanRange<InstanceUnit>(
  1717. Collider.Object_HitBody_TouchFan,
  1718. src.X, src.Y, range,
  1719. direction - dr,
  1720. direction + dr,
  1721. list, src.AoiStatus);
  1722. return unitAttack(src, attack, list, expectTarget);
  1723. }
  1724. }
  1725. //-------------------------------------------------------------------------------------------------------
  1726. // 单位释放法术
  1727. //-------------------------------------------------------------------------------------------------------
  1728. public void unitLaunchSpell(
  1729. XmdsSkillType fromSkillType,
  1730. InstanceUnit launcher,
  1731. LaunchSpell launch,
  1732. float startX,
  1733. float startY,
  1734. uint targetUnitID = 0,
  1735. Vector2 targetPos = null, int actionIndex = -1, int maxAffectUnit = 0, float pointDir = 0)
  1736. {
  1737. if (launch == null)
  1738. {
  1739. log.Error("单位释放技能异常: " + launcher.Info.ID + ", " + new StackTrace().ToString());
  1740. return;
  1741. }
  1742. if (CUtils.RandomPercent(RandomN, launch.LaunchPercent))
  1743. {
  1744. float direction = pointDir == 0 ? launcher.Direction : pointDir;
  1745. if (targetPos != null)
  1746. {
  1747. //direction = MathVector.getDegree(startX, startY, targetPos.x, targetPos.y);
  1748. targetPos = (Vector2)targetPos.Clone();
  1749. }
  1750. SpellTemplate spell = Templates.getSpell(launch.SpellID);
  1751. if (spell == null)
  1752. {
  1753. log.Error("unitLaunchSpell找不到法术模板:" + launcher.PlayerUUID + ", " + launch.SpellID + ", SN: " + launch.SerialNumber);
  1754. return;
  1755. }
  1756. JSGCreateSpellData createData;
  1757. if (spell != null && launch.Count > 0 && mFormula.TryLaunchSpell(launcher, launch, ref spell, out createData, ref startX, ref startY))
  1758. {
  1759. SpellChainLevelInfo chain = null;
  1760. if (launch.ChainLevel > 0)
  1761. {
  1762. chain = new SpellChainLevelInfo(launch);
  1763. }
  1764. switch (launch.PType)
  1765. {
  1766. case LaunchSpell.PosType.POS_TYPE_FAN:
  1767. {
  1768. float startAngle = direction - launch.Angle / 2f;// + launch.StartAngle;
  1769. float interAngle = launch.Count > 0 ? launch.Angle / (launch.Count - 1) : 0;
  1770. for (int i = 0; i < launch.Count; i++)
  1771. {
  1772. AddSpell(fromSkillType, spell, launch, launcher, launcher,
  1773. targetUnitID, targetPos, startX, startY,
  1774. startAngle + interAngle * i, chain, actionIndex, maxAffectUnit);
  1775. }
  1776. }
  1777. break;
  1778. case LaunchSpell.PosType.POS_TYPE_TOSAMETARGET:
  1779. {
  1780. InstanceUnit target = SeekSpellAttackable(launcher, spell, launcher.AoiStatus, startX, startY, launch.SeekingTargetRange,
  1781. spell.ExpectTarget, SeekingExpect.Nearest, null);
  1782. if (target != null)
  1783. {
  1784. launcher.faceTo(target.X, target.Y);
  1785. launcher.SendForceSync();
  1786. targetPos = new Vector2(target.X, target.Y);
  1787. //Console.WriteLine("-------------targetPos 1 - " + target.X + ", " + target.Y);
  1788. //Console.WriteLine("-------------targetPos 2 - " + targetPos);
  1789. int[] index = { 0, -1, 1 };
  1790. float testAngle = (float)Math.Atan2(targetPos.Y - launcher.Y, targetPos.X - launcher.X);
  1791. float xBase = 3.0f;
  1792. float xAdd = (float)(xBase * Math.Sin(testAngle)); //角Dir的对边
  1793. float yAdd = (float)(xBase * Math.Cos(testAngle)); //Dir的邻边
  1794. for (int i = 0; i < launch.Count; i++)
  1795. {
  1796. float tempX = startX - xAdd * index[i];
  1797. float tempY = startY + yAdd * index[i];
  1798. float angle = (float)Math.Atan2(targetPos.Y - tempY, targetPos.X - tempX);
  1799. AddSpell(fromSkillType, spell, launch, launcher, launcher,
  1800. targetUnitID, targetPos, tempX, tempY,
  1801. angle, chain, actionIndex, maxAffectUnit);
  1802. }
  1803. }
  1804. else
  1805. {
  1806. int[] index = { 0, -1, 1 };
  1807. float xBase = 3.0f;
  1808. float xAdd = (float)(xBase * Math.Sin(direction)); //角Dir的对边
  1809. float yAdd = (float)(xBase * Math.Cos(direction)); //Dir的邻边
  1810. float[] startAngleTemp = { 0, launch.Angle, launch.Angle * 1.2f, launch.Angle * 1.4f, launch.Angle * 1.5f };
  1811. for (int i = 0; i < launch.Count; i++)
  1812. {
  1813. float tempX = startX - xAdd * index[i];
  1814. float tempY = startY + yAdd * index[i];
  1815. AddSpell(fromSkillType, spell, launch, launcher, launcher,
  1816. targetUnitID, targetPos, tempX, tempY,
  1817. direction - startAngleTemp[i] * index[i], chain, actionIndex, maxAffectUnit);
  1818. }
  1819. }
  1820. }
  1821. break;
  1822. case LaunchSpell.PosType.POS_TYPE_CYCLE:
  1823. {
  1824. float startAngle = direction + launch.StartAngle;
  1825. float interAngle = CMath.PI_MUL_2 / launch.Count;
  1826. InstanceSpell[] spellBrothers = null;
  1827. if (launch.Count > 1 && spell.MType == SpellTemplate.MotionType.Foxfire)
  1828. {
  1829. spellBrothers = new InstanceSpell[launch.Count];
  1830. }
  1831. for (int i = 0; i < launch.Count; i++)
  1832. {
  1833. var sb = AddSpell(fromSkillType, spell, launch, launcher, launcher,
  1834. targetUnitID, targetPos, startX, startY,
  1835. startAngle + interAngle * i, chain, actionIndex, maxAffectUnit);
  1836. if (spellBrothers != null)
  1837. {
  1838. spellBrothers[i] = sb;
  1839. sb.brothers = spellBrothers;
  1840. }
  1841. }
  1842. }
  1843. break;
  1844. case LaunchSpell.PosType.POS_TYPE_X:
  1845. {
  1846. float startAngle = direction + launch.StartAngle;
  1847. float[] interAngle = { launch.Angle, CMath.PI_F - launch.Angle, CMath.PI_F + launch.Angle, CMath.PI_F * 2 - launch.Angle };
  1848. Dictionary<uint, InstanceUnit> damageList = (spell.HitIntervalMS <= 0 ? new Dictionary<uint, InstanceUnit>() : null);
  1849. for (int i = 0; i < 4; i++)
  1850. {
  1851. AddSpell(fromSkillType, spell, launch, launcher, launcher, targetUnitID, targetPos,
  1852. startX, startY, startAngle + interAngle[i], chain, actionIndex, maxAffectUnit, damageList);
  1853. }
  1854. }
  1855. break;
  1856. case LaunchSpell.PosType.POS_TYPE_RANDOM_DIRECTION:
  1857. {
  1858. for (int i = 0; i < launch.Count; i++)
  1859. {
  1860. float d = (float)(random.NextDouble() * CMath.PI_MUL_2);
  1861. AddSpell(fromSkillType, spell, launch, launcher,
  1862. launcher, targetUnitID, targetPos, startX,
  1863. startY, d, chain, actionIndex, maxAffectUnit);
  1864. }
  1865. }
  1866. break;
  1867. case LaunchSpell.PosType.POS_TYPE_AREA:
  1868. using (var enemy_list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  1869. {
  1870. SeekSpellAttackable(enemy_list, startX, startY, launcher, spell, launch, chain);
  1871. for (int i = 0; i < launch.Count && i < enemy_list.Count; i++)
  1872. {
  1873. AddSpell(fromSkillType, spell, launch, launcher, launcher, enemy_list[i].ID, null,
  1874. startX, startY, direction, chain, actionIndex, maxAffectUnit);
  1875. }
  1876. }
  1877. break;
  1878. case LaunchSpell.PosType.POS_TYPE_RANDOM_FOR_SPELL:
  1879. launch_randomTypeSpell(fromSkillType, spell, launcher, launch, chain, launcher, actionIndex);
  1880. break;
  1881. case LaunchSpell.PosType.POS_TYPE_RANDOM_POS:
  1882. launch_randomPosSpell(fromSkillType, spell, launcher, launch, chain, launcher, actionIndex);
  1883. break;
  1884. case LaunchSpell.PosType.POS_TYPE_MANY_CANNON:
  1885. launch_ManyCannon(fromSkillType, spell, launcher, launch, chain, launcher, targetUnitID, actionIndex, createData);
  1886. break;
  1887. case LaunchSpell.PosType.POS_TYPE_DEFAULT_SINGLE:
  1888. default:
  1889. {
  1890. AddSpell(fromSkillType, spell, launch, launcher, launcher,
  1891. targetUnitID, targetPos, startX, startY,
  1892. direction + launch.StartAngle, chain, actionIndex, maxAffectUnit);
  1893. }
  1894. break;
  1895. }
  1896. }
  1897. }
  1898. }
  1899. // 单位释放法术
  1900. public void spellLaunchSpell(
  1901. XmdsSkillType fromSkillType,
  1902. InstanceSpell sender,
  1903. LaunchSpell launch,
  1904. float startX,
  1905. float startY,
  1906. uint targetUnitID = 0,
  1907. Vector2 targetPos = null, int actionIndex = -1, int maxAffectUnit = 0)
  1908. {
  1909. switch (launch.SenderUnit)
  1910. {
  1911. case LaunchSpell.LaunchSpllSenderUnit.Launcher:
  1912. this.unitLaunchSpell(fromSkillType, sender.Launcher, launch, startX, startY, targetUnitID, targetPos);
  1913. return;
  1914. }
  1915. if (CUtils.RandomPercent(RandomN, launch.LaunchPercent))
  1916. {
  1917. SpellChainLevelInfo chain = sender.ChainInfo;
  1918. if (chain != null)
  1919. {
  1920. if (!chain.TryLaunch(launch.SpellID))
  1921. {
  1922. // chain is end //
  1923. return;
  1924. }
  1925. }
  1926. SpellTemplate spell = Templates.getSpell(launch.SpellID);
  1927. JSGCreateSpellData createData;
  1928. if (spell != null && launch.Count > 0 && mFormula.TryLaunchSpell(sender.Launcher, launch, ref spell, out createData, ref startX, ref startY))
  1929. {
  1930. float direction = sender.Direction;
  1931. if (targetPos != null)
  1932. {
  1933. direction = MathVector.getDegree(startX, startY, targetPos.X, targetPos.Y);
  1934. targetPos = (Vector2)targetPos.Clone();
  1935. }
  1936. switch (launch.PType)
  1937. {
  1938. case LaunchSpell.PosType.POS_TYPE_FAN:
  1939. {
  1940. float startAngle = direction - launch.Angle / 2f + launch.StartAngle;
  1941. float interAngle = launch.Count > 0 ? launch.Angle / (launch.Count - 1) : 0;
  1942. for (int i = 0; i < launch.Count; i++)
  1943. {
  1944. AddSpell(fromSkillType, spell, launch, sender, sender.Launcher,
  1945. targetUnitID, targetPos, startX, startY,
  1946. startAngle + interAngle * i, chain, actionIndex, maxAffectUnit);
  1947. }
  1948. }
  1949. break;
  1950. case LaunchSpell.PosType.POS_TYPE_CYCLE:
  1951. {
  1952. float startAngle = direction + launch.StartAngle;
  1953. float interAngle = CMath.PI_MUL_2 / launch.Count;
  1954. for (int i = 0; i < launch.Count; i++)
  1955. {
  1956. AddSpell(fromSkillType, spell, launch, sender, sender.Launcher,
  1957. targetUnitID, targetPos, startX, startY,
  1958. startAngle + interAngle * i, chain, actionIndex, maxAffectUnit);
  1959. }
  1960. }
  1961. break;
  1962. case LaunchSpell.PosType.POS_TYPE_X:
  1963. {
  1964. float startAngle = direction + launch.StartAngle;
  1965. float[] interAngle = { launch.Angle, CMath.PI_F - launch.Angle, CMath.PI_F + launch.Angle, CMath.PI_F * 2 - launch.Angle };
  1966. Dictionary<uint, InstanceUnit> damageList = (spell.HitIntervalMS <= 0 ? new Dictionary<uint, InstanceUnit>() : null);
  1967. for (int i = 0; i < launch.Count; i++)
  1968. {
  1969. AddSpell(fromSkillType, spell, launch, sender, sender.Launcher, targetUnitID,
  1970. targetPos, startX, startY, startAngle + interAngle[i], chain, actionIndex, maxAffectUnit, damageList);
  1971. }
  1972. }
  1973. break;
  1974. case LaunchSpell.PosType.POS_TYPE_RANDOM_FOR_SPELL:
  1975. launch_randomTypeSpell(fromSkillType, spell, sender, launch, chain, sender.Launcher, actionIndex);
  1976. break;
  1977. case LaunchSpell.PosType.POS_TYPE_MANY_CANNON:
  1978. launch_ManyCannon(fromSkillType, spell, sender, launch, chain, sender.Launcher, targetUnitID, actionIndex, createData);
  1979. break;
  1980. case LaunchSpell.PosType.POS_TYPE_RANDOM_POS:
  1981. launch_randomPosSpell(fromSkillType, spell, sender, launch, chain, sender.Launcher, actionIndex);
  1982. break;
  1983. case LaunchSpell.PosType.POS_TYPE_RANDOM_DIRECTION:
  1984. {
  1985. for (int i = 0; i < launch.Count; i++)
  1986. {
  1987. float d = (float)(random.NextDouble() * CMath.PI_MUL_2);
  1988. AddSpell(fromSkillType, spell, launch, sender, sender.Launcher,
  1989. targetUnitID, targetPos, startX, startY, d, chain, actionIndex, maxAffectUnit);
  1990. }
  1991. }
  1992. break;
  1993. case LaunchSpell.PosType.POS_TYPE_AREA:
  1994. using (var enemy_list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  1995. {
  1996. SeekSpellAttackable(enemy_list, startX, startY, sender.Launcher, spell, launch, chain);
  1997. for (int i = 0; i < launch.Count && i < enemy_list.Count; i++)
  1998. {
  1999. AddSpell(fromSkillType, spell, launch, sender, sender.Launcher,
  2000. enemy_list[i].ID, targetPos, startX, startY, direction, chain, actionIndex, maxAffectUnit);
  2001. }
  2002. }
  2003. break;
  2004. case LaunchSpell.PosType.POS_TYPE_DEFAULT_SINGLE:
  2005. default:
  2006. {
  2007. AddSpell(fromSkillType, spell, launch, sender, sender.Launcher,
  2008. targetUnitID, targetPos, startX, startY, direction, chain, actionIndex, maxAffectUnit);
  2009. }
  2010. break;
  2011. }
  2012. }
  2013. }
  2014. }
  2015. public void attackLaunchSpell(
  2016. XmdsSkillType fromSkillType,
  2017. InstanceUnit attacker,
  2018. InstanceUnit damage,
  2019. AttackSource source,
  2020. int serverExt = 0)
  2021. {
  2022. LaunchSpell launch = source.Attack.Spell;
  2023. if (launch == null)
  2024. return;
  2025. InstanceZoneObject sender;
  2026. if (source.FromSpellUnit != null)
  2027. {
  2028. sender = source.FromSpellUnit;
  2029. }
  2030. else
  2031. {
  2032. sender = attacker;
  2033. }
  2034. switch (launch.SenderUnit)
  2035. {
  2036. case LaunchSpell.LaunchSpllSenderUnit.Launcher:
  2037. sender = attacker;
  2038. break;
  2039. case LaunchSpell.LaunchSpllSenderUnit.DamagedUnit:
  2040. sender = damage;
  2041. break;
  2042. }
  2043. if (CUtils.RandomPercent(RandomN, launch.LaunchPercent))
  2044. {
  2045. float startX = damage.X;
  2046. float startY = damage.Y;
  2047. SpellTemplate spell = Templates.getSpell(launch.SpellID);
  2048. JSGCreateSpellData createData;
  2049. if (spell != null && launch.Count > 0 && mFormula.TryLaunchSpell(attacker, launch, ref spell, out createData, ref startX, ref startY))
  2050. {
  2051. SpellChainLevelInfo chain = null;
  2052. if (source.FromSpellUnit != null && source.FromSpellUnit.ChainInfo != null)
  2053. {
  2054. chain = source.FromSpellUnit.ChainInfo;
  2055. if (!chain.TryLaunch(launch.SpellID))
  2056. {
  2057. // chain is end //
  2058. return;
  2059. }
  2060. }
  2061. switch (launch.PType)
  2062. {
  2063. case LaunchSpell.PosType.POS_TYPE_FAN:
  2064. {
  2065. float startAngle = sender.Direction - launch.Angle / 2f + launch.StartAngle;
  2066. float interAngle = launch.Count > 0 ? launch.Angle / (launch.Count - 1) : 0;
  2067. for (int i = 0; i < launch.Count; i++)
  2068. {
  2069. AddSpell(fromSkillType, spell, launch, sender, attacker, damage.ID, null,
  2070. startX, startY, startAngle + interAngle * i, chain, serverExt);
  2071. }
  2072. }
  2073. break;
  2074. case LaunchSpell.PosType.POS_TYPE_CYCLE:
  2075. {
  2076. float startAngle = sender.Direction + launch.StartAngle;
  2077. float interAngle = CMath.PI_MUL_2 / launch.Count;
  2078. for (int i = 0; i < launch.Count; i++)
  2079. {
  2080. AddSpell(fromSkillType, spell, launch, sender, attacker, damage.ID, null,
  2081. startX, startY, startAngle + interAngle * i, chain, serverExt);
  2082. }
  2083. }
  2084. break;
  2085. case LaunchSpell.PosType.POS_TYPE_X:
  2086. {
  2087. float startAngle = sender.Direction + launch.StartAngle;
  2088. float[] interAngle = { launch.Angle, CMath.PI_F - launch.Angle, CMath.PI_F + launch.Angle, CMath.PI_F * 2 - launch.Angle };
  2089. Dictionary<uint, InstanceUnit> damageList = (spell.HitIntervalMS <= 0 ? new Dictionary<uint, InstanceUnit>() : null);
  2090. for (int i = 0; i < launch.Count; i++)
  2091. {
  2092. AddSpell(fromSkillType, spell, launch, sender, attacker, damage.ID, null,
  2093. startX, startY, startAngle + interAngle[i], chain, serverExt, 0, damageList);
  2094. }
  2095. }
  2096. break;
  2097. case LaunchSpell.PosType.POS_TYPE_RANDOM_FOR_SPELL:
  2098. launch_randomTypeSpell(fromSkillType, spell, sender, launch, chain, attacker, serverExt);
  2099. break;
  2100. case LaunchSpell.PosType.POS_TYPE_MANY_CANNON:
  2101. launch_ManyCannon(fromSkillType, spell, sender, launch, chain, attacker, damage.ID, serverExt, createData);
  2102. break;
  2103. case LaunchSpell.PosType.POS_TYPE_RANDOM_POS:
  2104. launch_randomPosSpell(fromSkillType, spell, sender, launch, chain, attacker, serverExt);
  2105. break;
  2106. case LaunchSpell.PosType.POS_TYPE_RANDOM_DIRECTION:
  2107. {
  2108. for (int i = 0; i < launch.Count; i++)
  2109. {
  2110. float d = (float)(random.NextDouble() * CMath.PI_MUL_2);
  2111. AddSpell(fromSkillType, spell, launch, sender, attacker, damage.ID, null,
  2112. startX, startY, d, chain, serverExt);
  2113. }
  2114. }
  2115. break;
  2116. case LaunchSpell.PosType.POS_TYPE_AREA:
  2117. using (var enemy_list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  2118. {
  2119. SeekSpellAttackable(enemy_list, startX, startY, attacker, spell, launch, chain);
  2120. for (int i = 0; i < launch.Count && i < enemy_list.Count; i++)
  2121. {
  2122. AddSpell(fromSkillType, spell, launch, sender, attacker, enemy_list[i].ID, null,
  2123. startX, startY, 0, chain, serverExt);
  2124. }
  2125. }
  2126. break;
  2127. case LaunchSpell.PosType.POS_TYPE_DEFAULT_SINGLE:
  2128. default:
  2129. {
  2130. AddSpell(fromSkillType, spell, launch, sender, attacker, damage.ID, null,
  2131. startX, startY, sender.Direction, chain, serverExt);
  2132. }
  2133. break;
  2134. }
  2135. }
  2136. }
  2137. }
  2138. private void launch_randomTypeSpell(XmdsSkillType fromSkillType, SpellTemplate spell, InstanceZoneObject sender,
  2139. LaunchSpell launch, SpellChainLevelInfo chain, InstanceUnit attacker, int serverExt = 0)
  2140. {
  2141. using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  2142. {
  2143. attacker.Parent.getObjectsRoundRange<InstanceUnit>(
  2144. (obj, dx, dy, dr) =>
  2145. {
  2146. var u = obj as InstanceUnit;
  2147. //己方单位.
  2148. if ((attacker.IsPlayer && !u.IsPlayer) || (!attacker.IsPlayer && u.IsPlayer))
  2149. {
  2150. return CMath.includeRoundPoint(dx, dy, dr, u.X, u.Y);
  2151. }
  2152. return false;
  2153. },
  2154. attacker.X,
  2155. attacker.Y,
  2156. launch.SeekingTargetRange,
  2157. list, attacker.AoiStatus);
  2158. int maxCount = launch.Count == 0 ? list.Count : Math.Min(launch.Count, list.Count);
  2159. for (int i = 0; i < maxCount; i++)
  2160. {
  2161. float r = (float)(random.NextDouble() * spell.BodySize);
  2162. float a = (float)(random.NextDouble() * CMath.PI_MUL_2);
  2163. float x = (float)(list[i].X + Math.Cos(a) * r);
  2164. float y = (float)(list[i].Y + Math.Sin(a) * r);
  2165. float d = (float)(random.NextDouble() * CMath.PI_MUL_2);
  2166. AddSpell(fromSkillType, spell, launch, sender, attacker, 0, null,
  2167. x, y, d, chain, serverExt);
  2168. }
  2169. }
  2170. }
  2171. private void launch_randomPosSpell(XmdsSkillType fromSkillType, SpellTemplate spell, InstanceZoneObject sender,
  2172. LaunchSpell launch, SpellChainLevelInfo chain, InstanceUnit attacker, int serverExt = 0)
  2173. {
  2174. for (int i = 0; i < launch.Count; i++)
  2175. {
  2176. float x = (float)(random.NextDouble() * launch.SpellRange / 2);
  2177. float y = (float)(random.NextDouble() * launch.SpellRange / 2);
  2178. float d = (float)(random.NextDouble() * CMath.PI_MUL_2);
  2179. int randX = random.Next() % 2 == 0 ? 1 : -1;
  2180. int randY = random.Next() % 2 == 0 ? 1 : -1;
  2181. AddSpell(fromSkillType, spell, launch, sender, attacker, 0, null,
  2182. sender.X + x * randX, sender.Y + y * randY, d, chain, serverExt);
  2183. }
  2184. }
  2185. public InstanceSpell launch_ManyCannon(XmdsSkillType fromSkillType, SpellTemplate spell, InstanceZoneObject sender,
  2186. LaunchSpell launch, SpellChainLevelInfo chain, InstanceUnit attacker, uint targetUnitID, int serverExt, JSGCreateSpellData createData)
  2187. {
  2188. //float angleOffset = targetUnitID == 0 ? launch.StartAngle / 3 : launch.StartAngle;
  2189. float angleOffset = JSGModule.GetCurveStartAngleOffect(attacker, getUnit(targetUnitID), launch.StartAngle, spell.SeekingRange);
  2190. float startAngle = CMath.OpitimizeRadians(attacker.Direction) + angleOffset;
  2191. float launchX = attacker.X - (float)(1.0f * Math.Cos(attacker.Direction));
  2192. float launchY = attacker.Y - (float)(1.0f * Math.Sin(attacker.Direction));
  2193. Vector2 targetPos = JSGModule.GetCurveDefaultTargetPos(attacker, spell.SeekingRange);
  2194. //System.Console.WriteLine("targetPos: " + targetPos.X + ", " + targetPos.Y);
  2195. int totalCount = createData == null ? launch.Count : createData.mMaxSpellCount;
  2196. return AddSpell(fromSkillType, spell, launch, sender, attacker, targetUnitID, targetPos,
  2197. launchX, launchY, startAngle, chain, serverExt, 0, null, totalCount - 1, createData);
  2198. }
  2199. public void spellSummonUnit(InstanceSpell summoner, SummonUnit summon)
  2200. {
  2201. float x = summoner.X;
  2202. float y = summoner.Y;
  2203. float radius = summoner.BodyBlockSize;
  2204. UnitInfo info = Templates.getUnit(summon.UnitTemplateID);
  2205. if (info.UType != UnitType.TYPE_SUMMON || info.LifeTimeMS <= 0)
  2206. {
  2207. log.Warn("召唤非召唤类单位1:" + summoner.ID + ", 召唤id: " + summon.UnitTemplateID);
  2208. return;
  2209. }
  2210. //UnitInfo un = (UnitInfo)info.Clone();
  2211. //un.UType = UnitInfo.UnitType.TYPE_SUMMON;
  2212. string name = null;
  2213. if (TemplateManager.Formula.TrySummonUnit(summoner.Launcher, summon, ref info, ref name))
  2214. {
  2215. for (int i = 0; i < summon.Count; i++)
  2216. {
  2217. float dx, dy, dr;
  2218. //float angle = (float)RandomN.NextDouble() * CMath.PI_MUL_2;
  2219. //float lengt = (float)RandomN.NextDouble() * radius;
  2220. //dx = x + (float)Math.Cos(angle) * lengt;
  2221. //dy = y + (float)Math.Sin(angle) * lengt;
  2222. //dr = (float)RandomN.NextDouble() * CMath.PI_MUL_2;
  2223. //召唤单位时判断当前位置能否行走,防止被召唤单位卡在地图里.Editor by Alex.
  2224. var pos = PathFinder.FindNearRandomMoveableNode(RandomN, x, y, radius, true);
  2225. if (pos == null)
  2226. {
  2227. dx = summoner.Launcher.X;
  2228. dy = summoner.Launcher.Y;
  2229. }
  2230. else
  2231. {
  2232. dx = pos.PosX;
  2233. dy = pos.PosY;
  2234. }
  2235. dr = summoner.Direction;
  2236. InstanceUnit unit = null;
  2237. if (!summoner.Launcher.IsActive)
  2238. {
  2239. unit = AddUnit(info, name, summoner.Launcher.Force, summon.UnitLevel, dx, dy, dr, null);
  2240. }
  2241. else
  2242. {
  2243. unit = AddUnit(info, name, summoner.Launcher.Force, summon.UnitLevel, dx, dy, dr, summoner.Launcher);
  2244. }
  2245. if (unit != null)
  2246. {
  2247. if (info.LifeTimeMS > 0)
  2248. {
  2249. AddTimeDelayMS(info.LifeTimeMS, (task) =>
  2250. {
  2251. unit.kill();
  2252. });
  2253. }
  2254. if (summon.Effect != null)
  2255. {
  2256. queueEvent(new AddEffectEvent(unit.ID, dx, dy, dr, summon.Effect));
  2257. }
  2258. }
  2259. }
  2260. }
  2261. }
  2262. public void unitSummonUnit(InstanceUnit summoner, SummonUnit summon)
  2263. {
  2264. float x = summoner.X;
  2265. float y = summoner.Y;
  2266. MathVector.movePolar(ref x, ref y, summoner.Direction, summoner.BodyBlockSize * 4);
  2267. float radius = summoner.BodyBlockSize * 2;
  2268. UnitInfo info = Templates.getUnit(summon.UnitTemplateID);
  2269. if (info.UType != UnitType.TYPE_SUMMON || info.LifeTimeMS <= 0)
  2270. {
  2271. log.Warn("召唤非召唤类单位2:" + summoner.ID + ", 召唤id: " + summon.UnitTemplateID);
  2272. return;
  2273. }
  2274. //UnitInfo un = (UnitInfo)info.Clone();
  2275. //un.UType = UnitInfo.UnitType.TYPE_SUMMON;
  2276. string name = null;
  2277. if (TemplateManager.Formula.TrySummonUnit(summoner, summon, ref info, ref name))
  2278. {
  2279. for (int i = 0; i < summon.Count; i++)
  2280. {
  2281. float angle = (float)RandomN.NextDouble() * CMath.PI_MUL_2;
  2282. float lengt = (float)RandomN.NextDouble() * radius;
  2283. float dx = x + (float)Math.Cos(angle) * lengt;
  2284. float dy = y + (float)Math.Sin(angle) * lengt;
  2285. float dr = (float)RandomN.NextDouble() * CMath.PI_MUL_2;
  2286. InstanceUnit unit = AddUnit(info, name, summoner.Force, summon.UnitLevel, dx, dy, dr, summoner);
  2287. if (unit != null)
  2288. {
  2289. if (info.LifeTimeMS > 0)
  2290. {
  2291. AddTimeDelayMS(info.LifeTimeMS, (task) =>
  2292. {
  2293. unit.kill();
  2294. });
  2295. }
  2296. if (summon.Effect != null)
  2297. {
  2298. queueEvent(new AddEffectEvent(unit.ID, dx, dy, dr, summon.Effect));
  2299. }
  2300. }
  2301. }
  2302. }
  2303. }
  2304. public InstanceUnit summonUnit(InstanceUnit summoner, UnitInfo info, string name, int level, float x, float y, float direction)
  2305. {
  2306. if (info.UType != UnitType.TYPE_SUMMON || info.LifeTimeMS <= 0)
  2307. {
  2308. log.Warn("召唤非召唤类单位3:" + summoner.ID + ", 召唤id: " + info.ID);
  2309. return null;
  2310. }
  2311. InstanceUnit unit = AddUnit(info, name, summoner.Force, level, x, y, direction, summoner);
  2312. if (unit != null)
  2313. {
  2314. if (info.LifeTimeMS > 0)
  2315. {
  2316. AddTimeDelayMS(info.LifeTimeMS, (task) =>
  2317. {
  2318. unit.kill();
  2319. });
  2320. }
  2321. }
  2322. return unit;
  2323. }
  2324. /// <summary>
  2325. /// 锁定范围内指定目标
  2326. /// </summary>
  2327. /// <param name="spell"></param>
  2328. /// <param name="X"></param>
  2329. /// <param name="Y"></param>
  2330. /// <param name="range"></param>
  2331. /// <param name="expectTarget"></param>
  2332. /// <param name="expectSeeking"></param>
  2333. /// <param name="chain"></param>
  2334. /// <returns></returns>
  2335. public virtual InstanceUnit SeekSpellAttackable(
  2336. InstanceUnit launcher,
  2337. SpellTemplate spellData,
  2338. ObjectAoiStatus aoiStatus,
  2339. float X, float Y, float range,
  2340. SkillTemplate.CastTarget expectTarget,
  2341. SpellTemplate.SeekingExpect expectSeeking,
  2342. SpellChainLevelInfo chain)
  2343. {
  2344. using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  2345. {
  2346. getObjectsRoundRange<InstanceUnit>((InstanceZoneObject o, float x, float y, float r) =>
  2347. {
  2348. InstanceUnit u = o as InstanceUnit;
  2349. if (chain != null)
  2350. {
  2351. switch (expectSeeking)
  2352. {
  2353. case SpellTemplate.SeekingExpect.RandomIgnoreInChain:
  2354. case SpellTemplate.SeekingExpect.NearestIgnoreInChain:
  2355. case SpellTemplate.SeekingExpect.FarthestIgnoreInChain:
  2356. if (chain.ContainsTarget(u))
  2357. {
  2358. return false;
  2359. }
  2360. break;
  2361. default:
  2362. if (chain.LastTarget == u)
  2363. {
  2364. return false;
  2365. }
  2366. break;
  2367. }
  2368. }
  2369. if (IsAttackable(launcher, u, expectTarget, AttackReason.Look, spellData))
  2370. {
  2371. return CMath.intersectRound(x, y, r, o.X, o.Y, o.BodyHitSize);
  2372. }
  2373. return false;
  2374. }, X, Y, range, list, aoiStatus);
  2375. switch (expectSeeking)
  2376. {
  2377. case SpellTemplate.SeekingExpect.Random:
  2378. case SpellTemplate.SeekingExpect.RandomIgnoreInChain:
  2379. CUtils.RandomList(RandomN, list);
  2380. break;
  2381. case SpellTemplate.SeekingExpect.Nearest:
  2382. case SpellTemplate.SeekingExpect.NearestIgnoreInChain:
  2383. list.Sort(new ObjectSorterNearest<InstanceUnit>(X, Y));
  2384. break;
  2385. case SpellTemplate.SeekingExpect.Farthest:
  2386. case SpellTemplate.SeekingExpect.FarthestIgnoreInChain:
  2387. list.Sort(new ObjectSorterFarthest<InstanceUnit>(X, Y));
  2388. break;
  2389. }
  2390. if (list.Count > 0)
  2391. {
  2392. return list[0];
  2393. }
  2394. }
  2395. return null;
  2396. }
  2397. public virtual void SeekSpellAttackable(List<InstanceUnit> ret, float X, float Y,
  2398. InstanceUnit Launcher,
  2399. SpellTemplate spell,
  2400. LaunchSpell launch,
  2401. SpellChainLevelInfo chain)
  2402. {
  2403. getObjectsRoundRange<InstanceUnit>((InstanceZoneObject o, float x, float y, float r) =>
  2404. {
  2405. InstanceUnit u = o as InstanceUnit;
  2406. if (chain != null)
  2407. {
  2408. switch (launch.SeekingTargetExpect)
  2409. {
  2410. case SpellTemplate.SeekingExpect.RandomIgnoreInChain:
  2411. case SpellTemplate.SeekingExpect.NearestIgnoreInChain:
  2412. case SpellTemplate.SeekingExpect.FarthestIgnoreInChain:
  2413. if (chain.ContainsTarget(u))
  2414. {
  2415. return false;
  2416. }
  2417. break;
  2418. default:
  2419. if (chain.LastTarget == u)
  2420. {
  2421. return false;
  2422. }
  2423. break;
  2424. }
  2425. }
  2426. if (IsAttackable(Launcher, u, spell.ExpectTarget, AttackReason.Look, spell))
  2427. {
  2428. return CMath.intersectRound(x, y, r, o.X, o.Y, o.BodyHitSize);
  2429. }
  2430. return false;
  2431. }, X, Y, launch.SeekingTargetRange, ret, Launcher.AoiStatus);
  2432. switch (launch.SeekingTargetExpect)
  2433. {
  2434. case SpellTemplate.SeekingExpect.Random:
  2435. case SpellTemplate.SeekingExpect.RandomIgnoreInChain:
  2436. CUtils.RandomList(RandomN, ret);
  2437. break;
  2438. case SpellTemplate.SeekingExpect.Nearest:
  2439. case SpellTemplate.SeekingExpect.NearestIgnoreInChain:
  2440. ret.Sort(new ObjectSorterNearest<InstanceUnit>(X, Y));
  2441. break;
  2442. case SpellTemplate.SeekingExpect.Farthest:
  2443. case SpellTemplate.SeekingExpect.FarthestIgnoreInChain:
  2444. ret.Sort(new ObjectSorterFarthest<InstanceUnit>(X, Y));
  2445. break;
  2446. }
  2447. }
  2448. /**游戏服场景标识通知*/
  2449. public virtual void GSZoneFlagNotifyMsg(int value1)
  2450. {
  2451. }
  2452. #endregion
  2453. //-------------------------------------------------------------------------------------------------------//
  2454. #region EDITOR_AND_SCRIPT
  2455. readonly private HashMap<string, InstanceFlag> mFlags = new HashMap<string, InstanceFlag>();
  2456. private bool mHasArea = false;
  2457. protected bool addFlag(InstanceFlag flag)
  2458. {
  2459. if (!mFlags.ContainsKey(flag.Name))
  2460. {
  2461. mFlags.Add(flag.Name, flag);
  2462. flag.onAdded();
  2463. if (flag is ZoneArea)
  2464. {
  2465. mHasArea = true;
  2466. }
  2467. return true;
  2468. }
  2469. return false;
  2470. }
  2471. public InstanceFlag getFlag(string name)
  2472. {
  2473. if (string.IsNullOrEmpty(name))
  2474. {
  2475. return null;
  2476. }
  2477. return mFlags.Get(name);
  2478. }
  2479. public T getFlagAs<T>(string name) where T : InstanceFlag
  2480. {
  2481. return mFlags.Get(name) as T;
  2482. }
  2483. public bool setFlag(string name, bool enable)
  2484. {
  2485. InstanceFlag flag = getFlag(name);
  2486. if (flag != null)
  2487. {
  2488. flag.Enable = enable;
  2489. return true;
  2490. }
  2491. return false;
  2492. }
  2493. #endregion
  2494. //-------------------------------------------------------------------------------------------------------//
  2495. #region Environment
  2496. private HashMap<string, EnvironmentVar> EnvironmentVarMap = new HashMap<string, EnvironmentVar>();
  2497. public void AddEnvironmentVar(string key, object value, bool syncToClient)
  2498. {
  2499. if (!string.IsNullOrEmpty(key))
  2500. {
  2501. EnvironmentVar var = EnvironmentVarMap.Get(key);
  2502. if (var != null)
  2503. {
  2504. if (EnvironmentVar.ALWAYS_SYNC_ENVIRONMENT_VAR || (var.SyncToClient && var.Value != value))
  2505. {
  2506. queueEvent(new SyncEnvironmentVarEvent(key, value));
  2507. }
  2508. var.Value = value;
  2509. }
  2510. else
  2511. {
  2512. var = new EnvironmentVar(key, syncToClient, value);
  2513. EnvironmentVarMap.Add(key, var);
  2514. if (EnvironmentVar.ALWAYS_SYNC_ENVIRONMENT_VAR || var.SyncToClient)
  2515. {
  2516. queueEvent(new SyncEnvironmentVarEvent(key, value));
  2517. }
  2518. }
  2519. }
  2520. }
  2521. public void SetEnvironmentVar(string key, object value)
  2522. {
  2523. if (!string.IsNullOrEmpty(key))
  2524. {
  2525. EnvironmentVar var = EnvironmentVarMap.Get(key);
  2526. if (var != null)
  2527. {
  2528. if (EnvironmentVar.ALWAYS_SYNC_ENVIRONMENT_VAR || (var.SyncToClient && var.Value != value))
  2529. {
  2530. queueEvent(new SyncEnvironmentVarEvent(key, value));
  2531. }
  2532. var.Value = value;
  2533. }
  2534. }
  2535. }
  2536. public T GetEnvironmentVarAs<T>(string key)
  2537. {
  2538. if (!string.IsNullOrEmpty(key))
  2539. {
  2540. EnvironmentVar var = EnvironmentVarMap.Get(key);
  2541. if (var != null)
  2542. {
  2543. try
  2544. {
  2545. return (T)var.Value;
  2546. }
  2547. catch (Exception err)
  2548. {
  2549. log.Warn("GetEnvironmentVarAs : " + key + ", catch: " + err);
  2550. }
  2551. }
  2552. }
  2553. return default(T);
  2554. }
  2555. public int ListEnvironmentVars(List<EnvironmentVar> list)
  2556. {
  2557. list.AddRange(EnvironmentVarMap.Values);
  2558. return EnvironmentVarMap.Count;
  2559. }
  2560. public ClientStruct.ZoneEnvironmentVar[] GetCurrentZoneVars()
  2561. {
  2562. ClientStruct.ZoneEnvironmentVar[] ret = new ClientStruct.ZoneEnvironmentVar[EnvironmentVarMap.Count];
  2563. int i = 0;
  2564. foreach (EnvironmentVar var in EnvironmentVarMap.Values)
  2565. {
  2566. ret[i] = new ClientStruct.ZoneEnvironmentVar();
  2567. ret[i].Key = var.Key;
  2568. ret[i].Value = var.Value;
  2569. ret[i].SyncToClient = var.SyncToClient;
  2570. i++;
  2571. }
  2572. return ret;
  2573. }
  2574. protected void BindZoneVar(ZoneVar var, BindValuesAdapter api)
  2575. {
  2576. if (string.IsNullOrEmpty(var.Key))
  2577. {
  2578. // Error
  2579. return;
  2580. }
  2581. if (var.Value is IEditorValue)
  2582. {
  2583. IEditorValue evalue = (var.Value as IEditorValue);
  2584. AddEnvironmentVar(var.Key, evalue.GetEnvValue(api), var.SyncToClient);
  2585. }
  2586. else if (var.Value is Array)
  2587. {
  2588. Array array = var.Value as Array;
  2589. for (int i = 0; i < array.Length; i++)
  2590. {
  2591. object e = array.GetValue(i);
  2592. if (e is IEditorValue)
  2593. {
  2594. string key = string.Format(var.Key + "[{0}]", i);
  2595. IEditorValue evalue = (e as IEditorValue);
  2596. AddEnvironmentVar(key, evalue.GetEnvValue(api), var.SyncToClient);
  2597. }
  2598. }
  2599. }
  2600. }
  2601. #endregion
  2602. //-------------------------------------------------------------------------------------------------------//
  2603. #region QUEST
  2604. /// <summary>
  2605. /// 【第三方系统通知】任务已接受
  2606. /// </summary>
  2607. /// <param name="playerUUID"></param>
  2608. /// <param name="quest"></param>
  2609. internal void gs_OnQuestAccepted(string playerUUID, string quest)
  2610. {
  2611. queueTask((InstanceZone zone) =>
  2612. {
  2613. InstancePlayer p = getPlayerByUUID(playerUUID);
  2614. if (p != null)
  2615. {
  2616. p.doQuestAccepted(quest);
  2617. if (mOnQuestAccepted != null)
  2618. mOnQuestAccepted.Invoke(p, quest);
  2619. }
  2620. });
  2621. }
  2622. /// <summary>
  2623. /// 【第三方系统通知】任务已完成
  2624. /// </summary>
  2625. /// <param name="playerUUID"></param>
  2626. /// <param name="quest"></param>
  2627. internal void gs_OnQuestCommitted(string playerUUID, string quest)
  2628. {
  2629. queueTask((InstanceZone zone) =>
  2630. {
  2631. InstancePlayer p = getPlayerByUUID(playerUUID);
  2632. if (p != null)
  2633. {
  2634. if (mOnQuestCommitted != null)
  2635. mOnQuestCommitted.Invoke(p, quest);
  2636. p.doQuestCommitted(quest);
  2637. }
  2638. });
  2639. }
  2640. /// <summary>
  2641. /// 【第三方系统通知】任务已放弃
  2642. /// </summary>
  2643. /// <param name="playerUUID"></param>
  2644. /// <param name="quest"></param>
  2645. internal void gs_OnQuestDropped(string playerUUID, string quest)
  2646. {
  2647. queueTask((InstanceZone zone) =>
  2648. {
  2649. InstancePlayer p = getPlayerByUUID(playerUUID);
  2650. if (p != null)
  2651. {
  2652. if (mOnQuestDropped != null)
  2653. mOnQuestDropped.Invoke(p, quest);
  2654. p.doQuestDropped(quest);
  2655. }
  2656. });
  2657. }
  2658. /// <summary>
  2659. /// 【第三方系统通知】任务状态已改变
  2660. /// </summary>
  2661. /// <param name="playerUUID"></param>
  2662. /// <param name="quest"></param>
  2663. /// <param name="key"></param>
  2664. /// <param name="value"></param>
  2665. internal void gs_OnQuestStatusChanged(string playerUUID, string quest, string key, string value)
  2666. {
  2667. queueTask((InstanceZone zone) =>
  2668. {
  2669. InstancePlayer p = getPlayerByUUID(playerUUID);
  2670. if (p != null)
  2671. {
  2672. p.doQuestStatusChanged(quest, key, value);
  2673. if (mOnQuestStatusChanged != null)
  2674. mOnQuestStatusChanged.Invoke(p, quest, key, value);
  2675. }
  2676. });
  2677. }
  2678. //给单个玩家发送消息
  2679. internal void doSendMsgToPlayer(InstancePlayer player, CommonLang.Protocol.IMessage msg)
  2680. {
  2681. mQuestAdapter.DoSendMsgToPlayer(player.PlayerUUID, msg);
  2682. }
  2683. /// <summary>
  2684. /// 本地通知游戏服
  2685. /// </summary>
  2686. /// <param name="player"></param>
  2687. /// <param name="quest"></param>
  2688. /// <param name="args"></param>
  2689. internal void doAcceptQuest(InstancePlayer player, string quest, string args)
  2690. {
  2691. mQuestAdapter.DoAcceptQuest(player.PlayerUUID, quest, args);
  2692. }
  2693. /// <summary>
  2694. /// 本地通知游戏服
  2695. /// </summary>
  2696. /// <param name="player"></param>
  2697. /// <param name="quest"></param>
  2698. /// <param name="args"></param>
  2699. internal void doCommitQuest(InstancePlayer player, string quest, string args)
  2700. {
  2701. mQuestAdapter.DoCommitQuest(player.PlayerUUID, quest, args);
  2702. }
  2703. /// <summary>
  2704. /// 本地通知游戏服
  2705. /// </summary>
  2706. /// <param name="player"></param>
  2707. /// <param name="quest"></param>
  2708. /// <param name="args"></param>
  2709. internal void doDropQuest(InstancePlayer player, string quest, string args)
  2710. {
  2711. mQuestAdapter.DoDropQuest(player.PlayerUUID, quest, args);
  2712. }
  2713. /// <summary>
  2714. /// 本地通知游戏服
  2715. /// </summary>
  2716. /// <param name="player"></param>
  2717. /// <param name="quest"></param>
  2718. /// <param name="key"></param>
  2719. /// <param name="value"></param>
  2720. internal void doUpdateQuestStatus(InstancePlayer player, string quest, string key, string value)
  2721. {
  2722. mQuestAdapter.DoUpdateQuestStatus(player.PlayerUUID, quest, key, value);
  2723. }
  2724. #endregion
  2725. //-------------------------------------------------------------------------------------------------------//
  2726. }
  2727. }