MapSystem.cs 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375
  1. using System;
  2. using System.Collections.Generic;
  3. using BattleIce;
  4. using Newtonsoft.Json;
  5. using Newtonsoft.Json.Linq;
  6. namespace ET.Server
  7. {
  8. [FriendOf(typeof (Map))]
  9. [FriendOf(typeof (BattleIceAgentComponent))]
  10. public static class MapSystem
  11. {
  12. public class MapAwakeSystem: AwakeSystem<Map, JObject, WNPlayer>
  13. {
  14. protected override void Awake(Map self, JObject opts, WNPlayer player)
  15. {
  16. Log.Debug($"create area opts:{JsonConvert.SerializeObject(opts, Formatting.Indented)}");
  17. GameDouyinComponent gameDouyinComponent = player.DomainScene().GetComponent<GameDouyinComponent>();
  18. self.AccessToken = gameDouyinComponent.AccessToken;
  19. self.RoomId = player.GetRoomId();
  20. self.createTime = TimeHelper.ServerNow();
  21. self.LogicServerId = opts.SelectToken("logicServerId") != null? Convert.ToInt32(opts.SelectToken("logicServerId")) : 0;
  22. self.MapId = Convert.ToInt32(opts.SelectToken("areaId"));
  23. self.Prop = MapConfigCategory.Instance.Get(self.MapId);
  24. self.Type = self.Prop.Type;
  25. self.Player = player;
  26. self.UnitPlayers = new Dictionary<string, Struct.UnitPlayerData>();
  27. // 战斗服事件组件
  28. self.AddComponent<MapEventComponent>();
  29. // 场景复活组件
  30. // self.AddComponent<MapReliveTimeComponent>();
  31. // 场景排行榜组件
  32. self.AddComponent<MapRankComponent>();
  33. // 场景抖音直播评论组件
  34. self.AddComponent<MapDouyinLiveCommentComponent>();
  35. // 场景抖音直播点赞组件
  36. self.AddComponent<MapDouyinLiveLikeComponent>();
  37. }
  38. }
  39. public class MapDestroySystem: DestroySystem<Map>
  40. {
  41. protected override void Destroy(Map self)
  42. {
  43. }
  44. }
  45. public static ZoneManagerPrx GetZoneManager(this Map self)
  46. {
  47. return self.DomainScene().GetComponent<BattleIceAgentComponent>().IceZoneManager;
  48. }
  49. public static XmdsManagerPrx GetXmdsManager(this Map self)
  50. {
  51. return self.DomainScene().GetComponent<BattleIceAgentComponent>().IceXmdsManager;
  52. }
  53. public static GetPlayerData GetPlayerData(this Map self, long playerId)
  54. {
  55. string result = self.GetXmdsManager().getPlayerData(playerId.ToString().Trim(), true);
  56. return string.IsNullOrEmpty(result)? null : JsonConvert.DeserializeObject<GetPlayerData>(result);
  57. }
  58. /// <summary>
  59. /// 从战斗服同步角色数据
  60. /// </summary>
  61. /// <param name="self"></param>
  62. /// <param name="player"></param>
  63. public static void SyncPlayerHistoryData(this Map self, WNPlayer player)
  64. {
  65. GetPlayerData result = self.GetPlayerData(player.GetId());
  66. if (result == null)
  67. {
  68. return;
  69. }
  70. player.GetComponent<PlayerTempDataComponent>().SyncNowData(self.MapId, self.InstanceId, result);
  71. player.GetComponent<PlayerTempDataComponent>().SyncHistoryData(self.Prop, self.InstanceId, result);
  72. }
  73. /// <summary>
  74. /// 获取场景角色
  75. /// </summary>
  76. /// <param name="self"></param>
  77. /// <param name="playerId"></param>
  78. /// <returns></returns>
  79. public static WNPlayer GetPlayer(this Map self, long playerId)
  80. {
  81. return self.Player;
  82. }
  83. /// <summary>
  84. /// 分配阵营
  85. /// </summary>
  86. /// <param name="self"></param>
  87. /// <param name="player"></param>
  88. public static void SetForce(this Map self, WNPlayer player)
  89. {
  90. player.Force = (int)AreaForce.FORCEA;
  91. }
  92. /// <summary>
  93. /// 移除角色,通用框架接口 切换场景/掉线会自动调用,尽量 不要手动调用
  94. /// </summary>
  95. /// <param name="self"></param>
  96. /// <param name="player"></param>
  97. /// <param name="keepObject"></param>
  98. public static void RemovePlayer(this Map self, WNPlayer player, bool keepObject)
  99. {
  100. Log.Info($"removePlayer: playerId={player.GetId()}, mapId={self.MapId}, ip={player.Session.RemoteAddress}");
  101. WNPlayer actorPlayer = self.GetPlayer(player.GetId());
  102. if (actorPlayer != null)
  103. {
  104. // self.Players.Remove(player.GetId());
  105. }
  106. // 重置进入场景标识
  107. player.GetComponent<PlayerTempDataComponent>().MapData.ready = false;
  108. }
  109. /// <summary>
  110. /// 玩家进入场景请求
  111. /// </summary>
  112. /// <param name="self"></param>
  113. /// <param name="player"></param>
  114. public static void PlayerEnterRequest(this Map self, WNPlayer player)
  115. {
  116. bool ready = player.GetComponent<PlayerTempDataComponent>().MapData.ready;
  117. if (ready)
  118. {
  119. Log.Info($"PlayerEnterRequest: playerId={player.GetId()}, ready={ready}");
  120. return;
  121. }
  122. try
  123. {
  124. string enterData = player.ToJSON4EnterScene(self);
  125. Log.Debug($"{player.GetName()}, enterSceneData:{enterData}");
  126. self.GetZoneManager().playerEnterRequest(player.GetId().ToString().Trim(), self.Id.ToString().Trim(), enterData);
  127. }
  128. catch (Exception e)
  129. {
  130. Log.Warning(
  131. $"playerEnterRequest: playerName={player.GetName()}, instanceId={self.Id}, mapName={self.Prop.Name}, serverID={self.BattleServerId}, e={e}");
  132. }
  133. }
  134. /// <summary>
  135. /// 场景添加角色
  136. /// </summary>
  137. /// <param name="self"></param>
  138. /// <param name="player"></param>
  139. public static void AddPlayer(this Map self, WNPlayer player)
  140. {
  141. Log.Info($"addPlayer: playerId={player.GetId()}, mapId={self.MapId}, ip={player.Session.RemoteAddress}");
  142. player.Map = self;
  143. self.SetForce(player);
  144. self.Player = player;
  145. }
  146. /// <summary>
  147. /// 玩家进场景后推的消息
  148. /// </summary>
  149. /// <param name="self"></param>
  150. /// <param name="player"></param>
  151. public static void PlayerReady(this Map self, WNPlayer player)
  152. {
  153. }
  154. /// <summary>
  155. /// 角色成功进入场景
  156. /// </summary>
  157. /// <param name="self"></param>
  158. /// <param name="player"></param>
  159. public static void PlayerEntered(this Map self, WNPlayer player)
  160. {
  161. }
  162. /// <summary>
  163. /// 玩家登录事件
  164. /// </summary>
  165. /// <param name="self"></param>
  166. /// <param name="player"></param>
  167. public static void PlayerLogin(this Map self, WNPlayer player)
  168. {
  169. }
  170. /// <summary>
  171. /// 玩家离开场景请求
  172. /// </summary>
  173. /// <param name="self"></param>
  174. /// <param name="player"></param>
  175. /// <param name="keepObject"></param>
  176. public static void PlayerLeaveRequest(this Map self, WNPlayer player, bool keepObject)
  177. {
  178. try
  179. {
  180. self.GetZoneManager().playerLeaveRequest(player.GetId().ToString().Trim(), self.InstanceId.ToString().Trim(), keepObject);
  181. }
  182. catch (Exception e)
  183. {
  184. Log.Warning($"playerLeaveRequest: catch - {e}");
  185. }
  186. Log.Debug($"playerLeaveRequest--------------------{player.GetName()} - {self.InstanceId} - {self.Prop.Name}");
  187. }
  188. /// <summary>
  189. /// 绑定战斗服
  190. /// </summary>
  191. /// <param name="self"></param>
  192. /// <param name="player"></param>
  193. /// <param name="serverId"></param>
  194. public static void BindBattleServer(this Map self, WNPlayer player, string serverId)
  195. {
  196. self.BattleServerId = serverId;
  197. }
  198. /// <summary>
  199. /// 创建单位
  200. /// </summary>
  201. /// <param name="self"></param>
  202. /// <param name="data"></param>
  203. /// <param name="needReturn"></param>
  204. /// <returns></returns>
  205. public static async ETTask<int> AddUnits(this Map self, List<Struct.MonsterUnit> data, bool needReturn)
  206. {
  207. if (data.Count <= 0)
  208. {
  209. return 0;
  210. }
  211. int addUnitsResult = 0;
  212. if (needReturn) {
  213. addUnitsResult = self.GetXmdsManager().addUnits(self.Id.ToString().Trim(), JsonConvert.SerializeObject(data, Formatting.Indented));
  214. Log.Info($"addUnits needReturn : mapId={self.MapId}, instanceId={self.Id.ToString().Trim()}, data={data}, add units result={addUnitsResult}");
  215. } else
  216. {
  217. int objId = self.GetXmdsManager().addUnits(self.Id.ToString().Trim(), JsonConvert.SerializeObject(data, Formatting.Indented));
  218. Log.Info($"addUnits: mapId={self.MapId}, instanceId={self.Id.ToString().Trim()}, objId={objId}");
  219. }
  220. await ETTask.CompletedTask;
  221. return addUnitsResult;
  222. }
  223. public static async ETTask<int> AddUnits(this Map self, Struct.MonsterUnit data, bool needReturn)
  224. {
  225. List<Struct.MonsterUnit> listData = new List<Struct.MonsterUnit>();
  226. listData.Add(data);
  227. return await self.AddUnits(listData, needReturn);
  228. }
  229. /// <summary>
  230. /// 移除单位,战斗服创建的unit
  231. /// </summary>
  232. /// <param name="self"></param>
  233. /// <param name="objectId"></param>
  234. public static async ETTask RemovePointUnit(this Map self, int objectId)
  235. {
  236. self.GetXmdsManager().removePointUnit(self.Id.ToString().Trim(), objectId);
  237. await ETTask.CompletedTask;
  238. }
  239. /// <summary>
  240. /// 场景复活数据
  241. /// </summary>
  242. /// <param name="self"></param>
  243. /// <param name="type">1:原地复活;2:出生点复活;3:复活点复活. 4:技能复活.</param>
  244. public static string ReliveData(this Map self, ReliveType type)
  245. {
  246. JObject jsonObject = new ();
  247. jsonObject.Add("type", (int)type);
  248. jsonObject.Add("qty", 0);
  249. jsonObject.Add("itemType", "diamond");
  250. jsonObject.Add("hp", 8);
  251. jsonObject.Add("mp", 0);
  252. return JsonConvert.SerializeObject(jsonObject, Formatting.Indented);
  253. }
  254. /// <summary>
  255. /// 是否结束
  256. /// </summary>
  257. /// <param name="self"></param>
  258. /// <returns></returns>
  259. public static bool IsGameOver(this Map self)
  260. {
  261. return self.IsGameOver;
  262. }
  263. /// <summary>
  264. /// 增加单位玩家本地数据
  265. /// </summary>
  266. /// <param name="self"></param>
  267. /// <param name="openId"></param>
  268. /// <param name="templateId"></param>
  269. /// <param name="objId"></param>
  270. /// <param name="likes"></param>
  271. public static Struct.UnitPlayerData AddUnitPlayer(this Map self, string openId, int templateId, int objId, long likes)
  272. {
  273. if (string.IsNullOrEmpty(openId) || templateId <= 0 || objId <= 0 || self.IsGameOver())
  274. {
  275. return null;
  276. }
  277. Struct.UnitPlayerData unitPlayerData = null;
  278. if (self.UnitPlayers.ContainsKey(openId))
  279. {
  280. unitPlayerData = self.UnitPlayers[openId];
  281. unitPlayerData.TemplateId = templateId;
  282. unitPlayerData.ObjId = objId;
  283. unitPlayerData.Map = self;
  284. self.UnitPlayers[openId] = unitPlayerData;
  285. }
  286. else
  287. {
  288. unitPlayerData = new Struct.UnitPlayerData();
  289. unitPlayerData.OpenId = openId;
  290. unitPlayerData.TemplateId = templateId;
  291. unitPlayerData.ObjId = objId;
  292. unitPlayerData.Level = 1;
  293. unitPlayerData.Likes = 0;
  294. unitPlayerData.ReliveTime = 0;
  295. unitPlayerData.x = 0;
  296. unitPlayerData.y = 0;
  297. unitPlayerData.Map = self;
  298. self.UnitPlayers.TryAdd(openId, unitPlayerData);
  299. }
  300. return unitPlayerData;
  301. }
  302. /// <summary>
  303. /// 获取单位玩家模板id
  304. /// </summary>
  305. /// <param name="self"></param>
  306. /// <param name="openId"></param>
  307. /// <returns></returns>
  308. public static Struct.UnitPlayerData GetUnitPlayerData(this Map self, string openId)
  309. {
  310. if (self.UnitPlayers.TryGetValue(openId, out Struct.UnitPlayerData unitPlayer))
  311. {
  312. return unitPlayer;
  313. }
  314. return null;
  315. }
  316. /// <summary>
  317. /// 获取当前坐标xy
  318. /// </summary>
  319. /// <param name="self"></param>
  320. /// <returns></returns>
  321. public static string GetCurXY(this Map self)
  322. {
  323. // return self.DeadUnits.Count switch
  324. // {
  325. // // 1塔位置
  326. // 0 => "230;85",
  327. // // 1塔挂了,2塔位置
  328. // 1 when self.DeadUnits.Contains(1001) => "150;85",
  329. // // 1塔2塔挂了,3塔位置
  330. // 2 when self.DeadUnits.Contains(1001) && self.DeadUnits.Contains(1002) => "70;85",
  331. // _ => "230;85"
  332. // };
  333. // todo 默认塔1位置,后面调整为路点
  334. return "218;78";
  335. }
  336. }
  337. }