sk-client/Assets/ManagedResources/~Lua/Modules/MapFight/MapFightManager.lua

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Lua
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2024-07-03 18:38:10 +08:00
require "Message/SceneFight_pb"
require "Message/RoomProto_pb"
--require "Message/CommonProto_pb"
MapFightManager = {}
local this = MapFightManager
local Network
function this.Initialize()
Game.GlobalEvent:AddEvent(Protocal.Connect, this.RegisterMessage)
end
function this.RegisterMessage(network)
if network.type ~= SocketType.MAP_FIGHT then return end
Network = network
network.socket:RegistNetMessage(MessageTypeProto_pb.ROOM_START_GAME_INDICATION, this.OnRoomStartGame)
network.socket:RegistNetMessage(MessageTypeProto_pb.SCENE_MSG_UPDATE_INDICATION, this.OnSceneInfoChange)
network.socket:RegistNetMessage(MessageTypeProto_pb.SCENE_GAME_OVER_INDICATION, this.OnGameOver)
Game.GlobalEvent:AddEvent(GameEvent.Room.GameStart, this.OnGameStart)
this.RequestBloodyData()
end
this.selfAgent = nil
this.otherAgents = nil
this.walls = nil
-- 请求血战数据
function this.RequestBloodyData()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ROOM_LOGIN_REQEUST, MessageTypeProto_pb.ROOM_LOGIN_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = RoomProto_pb.RoomLoginResponse()
msg:ParseFromString(data)
this.OnGameDataPrepare(msg.roomMatchSuccessIndication)
end)
end
--匹配成功,请求准备数据
function this.RoomStartGameReadyRequest(type)
local data = RoomProto_pb.RoomStartGameReadyRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ROOM_START_GAME_READY_REQUEST, MessageTypeProto_pb.ROOM_START_GAME_READY_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = RoomProto_pb.RoomStartGameReadyResponse()
msg:ParseFromString(data)
end)
end
function this.OnRoomStartGame(buffer)
local data = buffer:DataByte()
local msg = RoomProto_pb.RoomStartGameIndication()
msg:ParseFromString(data)
Game.GlobalEvent:DispatchEvent(GameEvent.Room.GameStart, this.CurRoomType)
end
-- 初始化
function this.OnGameDataPrepare(msg)
if msg.type ~= 1 then
return
end
this.ParseSceneInfo(msg.sceneInfo)
this.walls = msg.sceneInfo.barrierPoint
UIManager.OpenPanel(UIName.MapFightPanel)
--重登时有可能监听到角色正在行走
if #this.selfAgent.path > 0 then
table.reverse(this.selfAgent.path, 1, #this.selfAgent.path)
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.Move, this.selfAgent.playerUid, this.selfAgent.path)
end
for k, v in pairs(this.otherAgents) do
if #v.path > 0 then
table.reverse(v.path, 1, #v.path)
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.Move, k, v.path)
end
end
this.buffList = {} --获取所有buff信息
for i=1, #msg.sceneInfo.actorEffectBufferInfo do
local buff = this.CreateBuff(msg.sceneInfo.actorEffectBufferInfo[i])
this.buffList[buff.id] = buff
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffAdd, buff)
end
this.mineralList = {} --获取所有散矿信息
for i=1, #msg.sceneInfo.posMineral do
local mineral = this.CreatePosMineral(msg.sceneInfo.posMineral[i])
this.mineralList[mineral.pos] = mineral
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointAdd, mineral)
end
-- 获取血战剩余时间
if msg.sceneInfo.remainTime then FightUIManager.remainTime = msg.sceneInfo.remainTime
end
this.RoomStartGameReadyRequest(RoomManager.CurRoomType)
end
function this.ParseSceneInfo(sceneInfo)
this.otherAgents = {} --获取所有agent信息
for i=1, #sceneInfo.SceneActor do
local agent = this.CreateAgent(sceneInfo.SceneActor[i])
if agent.playerUid == PlayerManager.uid then
this.selfAgent = agent
else
this.otherAgents[agent.playerUid] = agent
end
end
end
function this.CreateBuff(buffInfo)
local buff = {}
buff.id = buffInfo.id
buff.type = buffInfo.type
buff.startTime = buffInfo.startTime
buff.endTime = buffInfo.endTime
buff.target = buffInfo.target
buff.caster = buffInfo.caster
buff.value = buffInfo.value
return buff
end
function this.CreateAgent(agentInfo)
local agent = {}
agent.playerUid = agentInfo.id
agent.type = agentInfo.type
agent.curXY = agentInfo.curPos
agent.state = agentInfo.state --1 未准备 2 已准备 3 游戏开始 4 不可移动 5 移动
agent.userName = agentInfo.userName --1 未准备 2 已准备 3 游戏开始 4 不可移动 5 移动
if agentInfo.Creature then
agent.curHp = agentInfo.Creature.curHp
agent.maxHp = agentInfo.Creature.maxHp
agent.camp = agentInfo.Creature.camp
agent.path = agentInfo.Creature.path
agent.mineral = agentInfo.Creature.mineral
agent.speed = agentInfo.Creature.speed / 1000
agent.killNum = agentInfo.Creature.killNums
end
-- 过滤出所有玩家, 初始化
--if agentInfo.type == 1 then
-- local playerInfo = {}
-- playerInfo.id = agentInfo.id
-- playerInfo.name = agentInfo.userName
-- playerInfo.nineralNum = agentInfo.Creature.mineral
-- playerInfo.killNum = agentInfo.Creature.killNums
-- FightUIManager.playerInfo[agentInfo.id] = playerInfo
-- --table.insert(FightUIManager.playerInfo, agentInfo.id, playerInfo)
--end
FightUIManager.UpDateRankInfo(agentInfo)
return agent
end
function this.CreatePosMineral(mineralInfo)
local mineral = {}
mineral.pos = mineralInfo.pos
mineral.nums = mineralInfo.nums
return mineral
end
function this.OnGameOver(buffer)
local data = buffer:DataByte()
local msg = SceneFight_pb.SceneEndIndication()
msg:ParseFromString(data)
FightUIManager.SetFightResultScoreData(msg.sceneSimpleRankInfo) -- 保存分数数据
SocketManager.Disconnect(SocketType.MAP_FIGHT)
RoomManager.IsMatch = 0
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.GameEnd)
end
function this.OnSceneInfoChange(buffer)
local data = buffer:DataByte()
local msg = SceneFight_pb.BroadMsgIndication()
msg:ParseFromString(data)
for i=1, #msg.removeBufferId do
local buffId = msg.removeBufferId[i]
if this.buffList[buffId] then
local buff = this.buffList[buffId]
this.buffList[buffId] = nil
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffRemove, buff)
end
end
for i=1, #msg.removePosMineralId do
local mineralId = msg.removePosMineralId[i]
if this.mineralList[mineralId] then
local mineral = this.mineralList[mineralId]
this.mineralList[mineralId] = nil
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointRemove, mineral)
end
end
for i=1, #msg.removeActorId do
local actorId = msg.removeActorId[i]
if this.otherAgents[actorId] then
local agent = this.otherAgents[actorId]
this.otherAgents[actorId] = nil
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.AgentRemove, agent)
end
end
for i=1, #msg.SceneActor do
this.CheckActorInfoChange(msg.SceneActor[i])
end
for i=1, #msg.ActorEffectBufferInfo do
this.CheckBuffChange(msg.ActorEffectBufferInfo[i])
end
for i=1, #msg.PosMineral do
this.CheckMineralChange(msg.PosMineral[i])
end
-- 场景广播消息
for i = 1, #msg.sceneMsg do
UIManager.OpenPanel(UIName.CurlingTipPanel, tostring(msg.sceneMsg[i].msg))
end
end
function this.CheckActorInfoChange(actorInfo)
local agent
if this.selfAgent.playerUid == actorInfo.id then
agent = this.selfAgent
else
if this.otherAgents[actorInfo.id] then
agent = this.otherAgents[actorInfo.id]
else
agent = this.CreateAgent(actorInfo)
this.otherAgents[actorInfo.id] = agent
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.AgentAdd, agent)
return
end
end
agent.speed = actorInfo.Creature.speed / 1000
if agent.curHp ~= actorInfo.Creature.curHp then
agent.curHp = actorInfo.Creature.curHp
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.HPChange, actorInfo.id, actorInfo.Creature.curHp)
end
if agent.mineral ~= actorInfo.Creature.mineral then
agent.mineral = actorInfo.Creature.mineral
FightUIManager.UpDateRankInfo(actorInfo)
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralChange, actorInfo.id, actorInfo.Creature.mineral)
end
agent.maxHp = actorInfo.Creature.maxHp
agent.state = actorInfo.state
if agent.killNums ~= actorInfo.Creature.killNums then
agent.killNums = actorInfo.Creature.killNums
FightUIManager.UpDateRankInfo(actorInfo)
end
if agent.curXY ~= actorInfo.curPos then
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.PositionChange, actorInfo.id, actorInfo.curPos)
end
if #actorInfo.Creature.path > 0 then
if actorInfo.state == 5 then --怪触发战斗时,该状态不为5 但有巡逻路径,此时不能走
--for i=1, #actorInfo.Creature.path do
--end
table.reverse(actorInfo.Creature.path, 1, #actorInfo.Creature.path)
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.Move, actorInfo.id, actorInfo.Creature.path)
end
else --后端推过来的路径为空时,需要打断本地的寻路路径
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.PositionChange, actorInfo.id, actorInfo.curPos)
end
end
function this.CheckBuffChange(buffInfo)
local buff
if not this.buffList[buffInfo.id] then
buff = this.CreateBuff(buffInfo)
this.buffList[buff.id] = buff
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffAdd, buff)
else
buff = this.buffList[buffInfo.id]
local newBuff = this.CreateBuff(buffInfo)
this.buffList[buff.id] = newBuff
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffChange, buff, newBuff)
end
end
function this.CheckMineralChange(mineralInfo)
local mineral
if not this.mineralList[mineralInfo.pos] then
mineral = this.CreatePosMineral(mineralInfo)
this.mineralList[mineralInfo.pos] = mineral
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointAdd, mineral)
else
mineral = this.mineralList[mineralInfo.pos]
local newMineral = this.CreatePosMineral(mineralInfo)
this.mineralList[mineralInfo.pos] = newMineral
Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointChange, mineral, newMineral)
end
end
function this.OnGameStart(type)
if type ~= 1 then
return
end
end
--请求移动
function this.RoomSyncMyselfMoveRequest(pathList, func)
local data = SceneFight_pb.SceneCommandRequest()
data.type = 1
table.reverse(pathList, 1, #pathList)
for i = 1, #pathList do
local point = pathList[i]
data.parm:append(Map_UV2Pos(point.u, point.v))
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SCENE_COMMAND_REQUEST, MessageTypeProto_pb.SCENE_COMMAND_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = SceneFight_pb.SceneCommandResponse()
msg:ParseFromString(data)
--指令类型 1:表示行走
--行为结果 1 : 成功 0:失败
if msg.type == 1 and func then
func(msg.result)
end
end)
end
return this