XmdsServerScene.cs 23 KB

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  1. using CommonAI.Zone.Instance;
  2. using CommonAI.Zone.ZoneEditor;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text;
  7. using XmdsCommon.Plugin;
  8. using CommonAI.Zone;
  9. using CommonAI.Zone.Attributes;
  10. using CommonAI.Zone.Helper;
  11. using XmdsCommonServer.Plugin.Units;
  12. using XmdsCommonServer.Plugin.Quest;
  13. using XmdsCommon.EditorData;
  14. using CommonLang;
  15. using CommonLang.Vector;
  16. using CommonAI.RTS.Manhattan;
  17. using XmdsCommon.Message;
  18. using CommonAI.Data;
  19. using CommonAI.ZoneServer.JSGModule;
  20. namespace XmdsCommonServer.Plugin.Scene
  21. {
  22. /// <summary>
  23. /// Xmds场景
  24. /// </summary>
  25. public class XmdsServerScene : EditorScene
  26. {
  27. /// <summary>
  28. /// 遍历单位
  29. /// </summary>
  30. /// <param name="obj"></param>
  31. /// <param name="cancel">设置为True,立即停止遍历</param>
  32. public delegate void ObjectForEachAction<T>(T obj, ref bool cancel) where T : class;
  33. private HashMap<int, List<ZoneRegion>> mRebirthRegionMap = new HashMap<int, List<ZoneRegion>>();
  34. public XmdsServerScene(TemplateManager templates, InstanceZoneListener listener, SceneData data, GSCreateAreaData gsData, string bindGameSrvId, int spaceDiv = 11)
  35. : this(templates, listener, data, gsData, spaceDiv, DateTime.Now.Millisecond, bindGameSrvId)
  36. { }
  37. protected XmdsServerScene(TemplateManager templates, InstanceZoneListener listener, SceneData data, GSCreateAreaData gsData, int spaceDiv, int rarndomSeed, string bindGameSrvId)
  38. : base(templates, listener, data, gsData, spaceDiv, rarndomSeed)
  39. {
  40. this.OnQuestAccepted += XmdsServerScene_OnQuestAccepted;
  41. this.OnQuestDropped += XmdsServerScene_OnQuestDropped;
  42. this.OnQuestCommitted += XmdsServerScene_OnQuestCommitted;
  43. this.OnQuestStatusChanged += XmdsServerScene_OnQuestStatusChanged;
  44. this.OnPlayerReady += XmdsServerScene_OnPlayerReady;
  45. //设置山大王信息
  46. this.mKingID = XmdsDataMgr.GetInstance().GetMapKingID(this.GetSceneID());
  47. this.mBindGameSrvId = bindGameSrvId;
  48. }
  49. protected override void InitTerrain(SceneData data, int spaceDiv, out ZoneManhattanMap terrain_data, out AstarManhattan path_finder, out ManhattanMapAreaGenerator area_gen)
  50. {
  51. if ((data.Properties as XmdsSceneProperties).ServerSceneData.UsespaceDiv) { spaceDiv = 11; }
  52. else { spaceDiv = 0; }
  53. base.InitTerrain(data, spaceDiv, out terrain_data, out path_finder, out area_gen);
  54. }
  55. // private static int GetSpaceDiv(SceneData data)
  56. // {
  57. // if ((data.Properties as XmdsSceneProperties).ServerSceneData.UsespaceDiv) { return 11; }
  58. // else { return 0; }
  59. // }
  60. //---------------------------------------------------------------------------------------------------------------------
  61. #region _任务相关_
  62. private void XmdsServerScene_OnPlayerReady(InstancePlayer player)
  63. {
  64. XmdsInstancePlayer p = player as XmdsInstancePlayer;
  65. var list = p.GetQuests();
  66. foreach (var q in list)
  67. {
  68. QuestScriptManager.CreateQuestScript(q.QuestID, p);
  69. }
  70. }
  71. private void XmdsServerScene_OnQuestStatusChanged(InstancePlayer player, string quest, string key, string value)
  72. {
  73. if (key == XmdsQuestData.Attribute_InitOK)
  74. {
  75. QuestScriptManager.CreateQuestScript(quest, player as XmdsInstancePlayer);
  76. }
  77. else
  78. {
  79. QuestScriptManager.QuestStatusChanged(quest, player as XmdsInstancePlayer, key, value);
  80. }
  81. }
  82. private void XmdsServerScene_OnQuestAccepted(InstancePlayer player, string quest)
  83. {
  84. //此时没有属性,CreateQuestScript放在INIT_OK
  85. //QuestScriptManager.CreateQuestScript(quest, player as XmdsInstancePlayer);
  86. }
  87. private void XmdsServerScene_OnQuestCommitted(InstancePlayer player, string quest)
  88. {
  89. QuestScriptManager.ClearQuestScript(quest, player as XmdsInstancePlayer);
  90. }
  91. private void XmdsServerScene_OnQuestDropped(InstancePlayer player, string quest)
  92. {
  93. QuestScriptManager.ClearQuestScript(quest, player as XmdsInstancePlayer);
  94. }
  95. #endregion
  96. //---------------------------------------------------------------------------------------------------------------------
  97. #region _AOI_相关_
  98. public override bool IsTeammates(InstanceUnit src, InstanceUnit dst)
  99. {
  100. if (src != null && dst != null)
  101. {
  102. var s_v = src.Virtual as XmdsVirtual;
  103. var d_v = dst.Virtual as XmdsVirtual;
  104. return d_v.IsTeamMember(s_v.GetPlayerUUID());
  105. }
  106. return false;
  107. }
  108. public override bool IsVisibleAOI(InstanceZoneObject src, InstanceZoneObject dst)
  109. {
  110. if (src is XmdsInstancePlayer)
  111. {
  112. XmdsInstancePlayer player = src as XmdsInstancePlayer;
  113. if (!player.IsPlayerReady())
  114. {
  115. return false;
  116. }
  117. String bindPlayerId = dst.GetBindPlayerId();
  118. if(bindPlayerId != null && bindPlayerId != player.PlayerUUID)
  119. {
  120. return false;
  121. }
  122. }
  123. if (src.AoiStatus == dst.AoiStatus)
  124. {
  125. var dstUnit = dst as InstanceUnit;
  126. if (dstUnit == null)
  127. {
  128. return true;
  129. }
  130. //if(dstUnit.IsPet)
  131. //{
  132. // InstancePet dstPet = dst as InstancePet;
  133. // if(dstPet != null && dstPet.Master != null && dstPet.Master.AoiStatus != src.AoiStatus)
  134. // {
  135. // return false;
  136. // }
  137. //}
  138. if (dstUnit.IsVisible)
  139. {
  140. return true;
  141. }
  142. if (IsTeammates(src as InstanceUnit, dstUnit))
  143. {
  144. return (dstUnit.Virtual as XmdsVirtual).TeamMemberVisible;
  145. }
  146. return false;
  147. }
  148. //else
  149. //{
  150. // InstancePet dstPet = dst as InstancePet;
  151. // if (dstPet != null && dstPet.Master != null && dstPet.Master == src)
  152. // {
  153. // return true;
  154. // }
  155. //}
  156. return base.IsVisibleAOI(src, dst);
  157. }
  158. #endregion
  159. #region Attack.
  160. public override bool IsAttackable(InstanceUnit src, InstanceUnit target, SkillTemplate.CastTarget expectTarget, AttackReason reason, ITemplateData weapon)
  161. {
  162. // 宠物也能被攻击
  163. //if (target is InstancePet)
  164. //{
  165. // return false;
  166. //}
  167. var sp = (src.Virtual as XmdsVirtual);
  168. if (sp == null)
  169. {
  170. Log.Error("IsAttackable src or src.Virtual is null");
  171. return false;
  172. }
  173. var dp = (target.Virtual as XmdsVirtual);
  174. if (dp == null)
  175. {
  176. Log.Error("IsAttackable target or target.Virtual is null");
  177. return false;
  178. }
  179. #region 安全区域检测. 宠物不会是目标
  180. if (expectTarget == SkillTemplate.CastTarget.Enemy)
  181. {
  182. XmdsVirtual dpPlayer = dp as XmdsVirtual_Player;
  183. if (dpPlayer != null)
  184. {
  185. XmdsVirtual spPlayer = sp as XmdsVirtual_Player;
  186. if (spPlayer == null && sp is XmdsVirtual_Pet)
  187. {
  188. spPlayer = (sp as XmdsVirtual_Pet).GetMaster();
  189. }
  190. if (spPlayer != null && (spPlayer.IsInSafeArea || dpPlayer.IsInSafeArea))
  191. {
  192. return false;
  193. }
  194. }
  195. }
  196. #endregion
  197. #region 中立单位检测.
  198. if (target.Force == 0) //0代表绝对中立.不能被攻击.
  199. {
  200. return false;
  201. }
  202. #endregion
  203. #region 无敌单位.
  204. if (target.IsInvincible && expectTarget == SkillTemplate.CastTarget.Enemy)
  205. {
  206. return false;
  207. }
  208. if(src != target && !JSGModule.IsExpectValidForPet(expectTarget))
  209. {
  210. // 宠物攻击的时候
  211. if (src.IsPet)
  212. {
  213. // 目标是宠物或者非主人
  214. if (target.IsPet || (target.IsPlayer && src.Virtual.GetMasterID() != target.ID))
  215. {
  216. return false;
  217. }
  218. }
  219. // 宠物被攻击的时候
  220. else if (target.IsPet)
  221. {
  222. // 攻击者是宠物或者非主人
  223. //if (src.IsPet || (src.IsPlayer && target.Virtual.GetMasterID() != src.ID))
  224. {
  225. return false;
  226. }
  227. }
  228. }
  229. //绑定攻击者
  230. if(!String.IsNullOrEmpty(target.GetAttackPlayer()) && src.PlayerUUID != target.GetAttackPlayer())
  231. {
  232. if (src.IsPet && src.Virtual.GetMasterUnit() != null)
  233. {
  234. if (src.Virtual.GetMasterUnit().PlayerUUID != target.GetAttackPlayer())
  235. {
  236. return false;
  237. }
  238. }
  239. else
  240. {
  241. return false;
  242. }
  243. }
  244. #endregion
  245. #region 隐形对攻击的影响.
  246. //单位隐形时,需要判断搜索方是否为其队友,如果是则无视隐形,否按照攻击逻辑判断.
  247. //if(target.IsDead)
  248. //if (target.IsVisible == false)
  249. // {
  250. // if ((reason == AttackReason.Tracing || reason == AttackReason.Look) &&
  251. // expectTarget == SkillTemplate.CastTarget.Enemy)
  252. // {
  253. // bool attackAble = false;
  254. // var zv = ((target as InstanceUnit).Virtual as XmdsVirtual);
  255. // if (zv.TeamMemberVisible)
  256. // {
  257. // //不是队友看不到单位,搜索时不可见.
  258. // var uuid = ((target as InstanceUnit).Virtual as XmdsVirtual).GetPlayerUUID();
  259. // attackAble = !((src as InstanceUnit).Virtual as XmdsVirtual).IsTeamMember(uuid);
  260. // }
  261. // return attackAble;
  262. // }
  263. // }
  264. #endregion
  265. #region 位面检测.
  266. //隐身状态下,同位面,不可见,但可以被攻击.
  267. if (reason != AttackReason.Attack && !IsVisibleAOI(src, target))//AOI相关.不在同位面.
  268. {
  269. //非攻击性质才算AOI.
  270. return false;
  271. }
  272. #endregion
  273. #region PK等级保护.
  274. if (((target.Virtual) as XmdsVirtual).IsAttackable(src.Virtual as XmdsVirtual) == false)
  275. {
  276. return false;
  277. }
  278. #endregion
  279. #region 技能目标单位类型状态检测.
  280. //攻击作用单位类型.
  281. var unit_type = XmdsSkillProperties.TargetUnitType.ALL;
  282. if (weapon is SkillTemplate && reason == AttackReason.Attack)
  283. {
  284. unit_type = ((weapon as SkillTemplate).Properties as XmdsSkillProperties).NeedTargetType;
  285. }
  286. else if (weapon is SpellTemplate && reason == AttackReason.Attack)
  287. {
  288. unit_type = ((weapon as SpellTemplate).Properties as XmdsSpellProperties).NeedTargetType;
  289. }
  290. switch (unit_type)
  291. {
  292. case XmdsSkillProperties.TargetUnitType.Monster:
  293. if (!(dp is XmdsVirtual_Monster))
  294. {
  295. return false;
  296. }
  297. break;
  298. case XmdsSkillProperties.TargetUnitType.Player:
  299. if (!(dp is XmdsVirtual_Player))
  300. {
  301. return false;
  302. }
  303. break;
  304. case XmdsSkillProperties.TargetUnitType.ExcpetPlayer:
  305. if ((dp is XmdsVirtual_Player))
  306. {
  307. return false;
  308. }
  309. break;
  310. }
  311. bool onlyForDead = false;
  312. //对死人.
  313. if (src.CurrentState != null)
  314. {
  315. InstanceUnit.State s = src.CurrentState;
  316. InstanceUnit.StateSkill ss = s as InstanceUnit.StateSkill;
  317. if (ss != null)
  318. {
  319. if ((ss.SkillData.Properties as XmdsSkillProperties).TargetType == XmdsSkillProperties.XmdsSkillTargetType.AllianceDead)
  320. {
  321. //只对死亡单位有效.
  322. onlyForDead = true;
  323. }
  324. }
  325. }
  326. if (!target.IsActive)
  327. {
  328. if (onlyForDead)
  329. {
  330. /*
  331. switch(expectTarget)
  332. {
  333. case SkillTemplate.CastTarget.Alias:
  334. case SkillTemplate.CastTarget.AlliesExcludeSelf:
  335. return (src.Virtual as XmdsVirtual).IsTeamMember((target.Virtual as XmdsVirtual).GetPlayerUUID());
  336. }
  337. */
  338. //只要是玩家,不管敌友,都可以复活.
  339. return (target is XmdsInstancePlayer);
  340. }
  341. return false;
  342. }
  343. else
  344. {
  345. //对活人.
  346. if (onlyForDead == false)
  347. {
  348. switch (expectTarget)
  349. {
  350. case SkillTemplate.CastTarget.Enemy:
  351. //不是自己人.
  352. return !(src.Virtual as XmdsVirtual).IsAllies((target.Virtual as XmdsVirtual), expectTarget, reason);
  353. case SkillTemplate.CastTarget.PetForMaster:
  354. //if (src.Virtual is XmdsVirtual_Pet)
  355. //{
  356. // if ((src.Virtual as XmdsVirtual_Pet).IsMaster((target.Virtual as XmdsVirtual)))
  357. // return true;
  358. //}
  359. if(src is InstancePet)
  360. {
  361. InstancePet pet = src as InstancePet;
  362. if(pet != null && pet.Master == target)
  363. {
  364. return true;
  365. }
  366. }
  367. return false;
  368. case SkillTemplate.CastTarget.EveryOne:
  369. return JudgeEveryOneAttackable(src, target, expectTarget);
  370. case SkillTemplate.CastTarget.Alias:
  371. case SkillTemplate.CastTarget.AlliesExcludeSelf:
  372. // 可能存在即使队友,又是敌人的,所以如果是敌人就不认队友了,你tmd和我为敌,我就不给你加血
  373. if (!(src.Virtual as XmdsVirtual).IsAllies((target.Virtual as XmdsVirtual), expectTarget, reason))
  374. return false;
  375. if (src == target) { return false; }
  376. return (src.Virtual as XmdsVirtual).IsTeamMember(target);
  377. case SkillTemplate.CastTarget.AlliesIncludeSelf:
  378. // 可能存在即使队友,又是敌人的,所以如果是敌人就不认队友了,你tmd和我为敌,我就不给你加血
  379. if (!(src.Virtual as XmdsVirtual).IsAllies((target.Virtual as XmdsVirtual), expectTarget, reason))
  380. return false;
  381. return (src.Virtual as XmdsVirtual).IsTeamMember(target);
  382. //return (src.Virtual as XmdsVirtual).IsTeamMember((target.Virtual as XmdsVirtual).GetPlayerUUID());
  383. case SkillTemplate.CastTarget.EveryOneExcludeSelf:
  384. return JudgeEveryOneAttackable(src, target, expectTarget);
  385. case SkillTemplate.CastTarget.Self:
  386. return src == target;
  387. case SkillTemplate.CastTarget.EnemyAndSelf:
  388. return src == target || !(src.Virtual as XmdsVirtual).IsAllies((target.Virtual as XmdsVirtual), expectTarget, reason);
  389. case SkillTemplate.CastTarget.NA:
  390. default:
  391. return false;
  392. }
  393. }
  394. return false;
  395. }
  396. #endregion
  397. }
  398. /** 判断所有人类型可攻击模式 */
  399. private bool JudgeEveryOneAttackable(InstanceUnit src, InstanceUnit target, SkillTemplate.CastTarget expectTarget)
  400. {
  401. //if (SkillTemplate.CastTarget.EveryOne == expectTarget)
  402. //{
  403. // return (!target.IsInvincible);
  404. //}
  405. //else if (SkillTemplate.CastTarget.EveryOneExcludeSelf == expectTarget)
  406. //{
  407. // return (src != target) && (!target.IsInvincible);
  408. //}
  409. if (SkillTemplate.CastTarget.EveryOneExcludeSelf == expectTarget && src == target)
  410. {
  411. return false;
  412. }
  413. switch (src.Virtual.GetCurPKMode())
  414. {
  415. case PKMode.Peace://和平模式使用默认出生的force.
  416. if (src.Virtual.GetForceID() == target.Virtual.GetForceID())
  417. {
  418. return src.Virtual.IsAllies(target.Virtual, true, true);
  419. }
  420. return true;
  421. case PKMode.force://阵营模式使用Camp.
  422. if (src.Virtual.GetForceID() == target.Virtual.GetForceID())
  423. {
  424. return false;
  425. }
  426. return !src.Virtual.IsAllies(target.Virtual, true, true);
  427. case PKMode.Guild:
  428. if (src.Virtual.IsGuildMember(target.Virtual.GetGuildID()))
  429. {
  430. return false;
  431. }
  432. return !src.Virtual.IsAllies(target.Virtual, true, true);
  433. case PKMode.Team:
  434. return !src.Virtual.IsAllies(target.Virtual, true, true);
  435. case PKMode.All:
  436. return !(src == target);
  437. case PKMode.Justice:
  438. if (target.Virtual.GetCurPKLevel() == PKLevel.White)
  439. {
  440. return false;
  441. }
  442. return !src.Virtual.IsAllies(target.Virtual, true, true); ;
  443. case PKMode.Server:
  444. if (src.Virtual.IsServerMember(target.Virtual.GetServerID()))
  445. {
  446. return false;
  447. }
  448. return !src.Virtual.IsAllies(target.Virtual, true, true); ;
  449. }
  450. return false;
  451. }
  452. #endregion
  453. #region Region相关.
  454. protected override void InitEditRegion(RegionData rdata)
  455. {
  456. base.InitEditRegion(rdata);
  457. //单位复活点.
  458. ZoneRegion flag = getFlag(rdata.Name) as ZoneRegion;
  459. if (flag != null && rdata.Abilities != null)
  460. {
  461. List<ZoneRegion> temp = null;
  462. foreach (AbilityData td in rdata.Abilities)
  463. {
  464. if (td is XmdsRebirthAbility)
  465. {
  466. XmdsRebirthAbility zra = td as XmdsRebirthAbility;
  467. if (mRebirthRegionMap.TryGetValue(zra.START_Force, out temp))
  468. {
  469. temp.Add(flag);
  470. }
  471. else
  472. {
  473. temp = new List<ZoneRegion>();
  474. temp.Add(flag);
  475. mRebirthRegionMap.Add(zra.START_Force, temp);
  476. }
  477. }
  478. }
  479. }
  480. }
  481. /// <summary>
  482. /// 遍历所有复活点
  483. /// </summary>
  484. /// <param name="force"></param>
  485. /// <param name="action"></param>
  486. public void ForEachRebirthRegion(int force, Action<ZoneRegion> action)
  487. {
  488. List<ZoneRegion> temp = null;
  489. if (mRebirthRegionMap.TryGetValue(force, out temp))
  490. {
  491. for (int i = temp.Count - 1; i >= 0; --i)
  492. {
  493. var rg = temp[i];
  494. action(rg);
  495. }
  496. }
  497. }
  498. /// <summary>
  499. /// 获得最近的复活点
  500. /// </summary>
  501. /// <param name="x"></param>
  502. /// <param name="y"></param>
  503. /// <param name="regionForce"></param>
  504. /// <returns></returns>
  505. public ZoneRegion GetNearestRebirthRegion(float x, float y, int regionForce)
  506. {
  507. using (var list = ListObjectPool<ZoneRegion>.AllocAutoRelease())
  508. {
  509. ZoneRegion ret = null;
  510. float min_value = float.MaxValue;
  511. float len;
  512. this.ForEachRebirthRegion(regionForce, (rg) =>
  513. {
  514. if (rg.Enable)
  515. {
  516. len = MathVector.getDistanceSquare(x, y, rg.X, rg.Y);
  517. if (len < min_value)
  518. {
  519. min_value = len;
  520. ret = rg;
  521. }
  522. }
  523. });
  524. return ret;
  525. }
  526. }
  527. /// <summary>
  528. /// 获得该地图随机的复活点
  529. /// </summary>
  530. /// <param name="regionForce"></param>
  531. /// <returns></returns>
  532. public ZoneRegion GetRandomRebirthRegion(int regionForce)
  533. {
  534. using (var list = ListObjectPool<ZoneRegion>.AllocAutoRelease())
  535. {
  536. ZoneRegion ret = null;
  537. List<ZoneRegion> temp = null;
  538. mRebirthRegionMap.TryGetValue(regionForce, out temp);
  539. //不知道阵营的情况下,用这个逻辑
  540. if(temp == null)
  541. {
  542. mRebirthRegionMap.TryGetValue(-1, out temp);
  543. }
  544. if (temp != null)
  545. {
  546. int num = RandomN.Next(0, temp.Count);
  547. if (num > temp.Count)
  548. {
  549. num = temp.Count - 1;
  550. }
  551. return temp[num];
  552. }
  553. return ret;
  554. }
  555. }
  556. /// <summary>
  557. /// 获得场景下对应阵营的出生点.
  558. /// </summary>
  559. /// <param name="startForce"></param>
  560. /// <returns></returns>
  561. public List<ZoneRegion> GetRebirthRegions(byte startForce)
  562. {
  563. List<ZoneRegion> ret = null;
  564. if (mRebirthRegionMap != null)
  565. {
  566. mRebirthRegionMap.TryGetValue(startForce, out ret);
  567. }
  568. return ret;
  569. }
  570. #endregion
  571. #region Events
  572. internal void callback_OnCombatStateChange(InstanceUnit unit, BattleStatus status)
  573. {
  574. if (mOnCombatStateChange != null)
  575. {
  576. mOnCombatStateChange.Invoke(unit, status);
  577. }
  578. }
  579. public delegate void CombatStateChangeHandler(InstanceUnit unit, BattleStatus status);
  580. [EventTriggerDescAttribute("单位战斗状态改变")]
  581. public event CombatStateChangeHandler OnCombatStateChange { add { mOnCombatStateChange += value; } remove { mOnCombatStateChange -= value; } }
  582. private CombatStateChangeHandler mOnCombatStateChange;
  583. protected override void ClearEvents()
  584. {
  585. mOnCombatStateChange = null;
  586. base.ClearEvents();
  587. }
  588. #endregion
  589. }
  590. }