actor_march.go 44 KB

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  1. package mapLogic
  2. import (
  3. "f1-game/internal/code"
  4. "f1-game/internal/constant"
  5. "f1-game/internal/data"
  6. "f1-game/internal/enum"
  7. "f1-game/internal/event"
  8. "f1-game/internal/extend/times"
  9. nameRemote "f1-game/internal/name/remote"
  10. nameRoute "f1-game/internal/name/route"
  11. "f1-game/internal/pb"
  12. "f1-game/internal/sessions"
  13. "f1-game/internal/types"
  14. mapCall "f1-game/nodes/map/internal/call"
  15. "f1-game/nodes/map/internal/db"
  16. mapTypes "f1-game/nodes/map/internal/types"
  17. ctime "github.com/cherry-game/cherry/extend/time"
  18. clog "github.com/cherry-game/cherry/logger"
  19. )
  20. func (p *actor) initMarchTypeFuncs() {
  21. p.marchTypeFuncs = map[enum.MarchType]marchTypeFunc{
  22. enum.MarchType_Occupy: p.marchOccupy,
  23. enum.MarchType_Garrison: p.marchGarrison,
  24. enum.MarchType_Crucade: p.marchCrusade,
  25. enum.MarchType_Siege: p.marchSiege,
  26. enum.MarchType_Stay: p.marchStay,
  27. enum.MarchType_Retreat: p.marchRetreat,
  28. enum.MarchType_Redeploy: p.marchRedeploy,
  29. enum.MarchType_SiegeAssemble: p.marchSiegeAssemble,
  30. enum.MarchType_Assemble: p.marchAssemble,
  31. enum.MarchType_Snatch: p.marchSnatch,
  32. enum.MarchType_LegionAssemble: p.marchLegionAssemble,
  33. }
  34. }
  35. func (p *actor) addMarchAOI(marchTable *db.LogicMarchTable) {
  36. marker := marchTable.ToAOIMarker()
  37. mapCall.AOI.Enter(marker)
  38. }
  39. func (p *actor) marchTimer() {
  40. p.updateTime()
  41. for _, marchTable := range p.MarchTables {
  42. // 不处理在军团中的行军对象
  43. if !marchTable.IsInLegion() {
  44. p.marchTicker(marchTable)
  45. }
  46. // 如果行军处于战斗等待状态,检查是否超时,毕竟由于bug导致状态卡死
  47. if marchTable.State == enum.MarchState_BattleWait || marchTable.State == enum.MarchState_Battle {
  48. if p.nowMillis >= marchTable.StateEndTime {
  49. // 战斗等待超时,应该是遇到了某种bug
  50. clog.Warnf("March battle wait timeout, a bug? MarchObjectID = %d, MarchType = %s, Point = %v",
  51. marchTable.ObjectID, enum.GetMarchStateName(marchTable.State), marchTable.Point)
  52. // 让行军对象撤退
  53. p.addMarchToRetreat(marchTable, enum.RetreatType_Must, false)
  54. // 打印地块的情况
  55. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  56. tileTable.PrintMarchList()
  57. }
  58. }
  59. // 有数据变更
  60. if marchTable.IsDataChanged {
  61. p.marchSave(marchTable)
  62. }
  63. }
  64. for _, legionTable := range p.LegionTables {
  65. if legionTable.IsDelete {
  66. p.LegionTables.Remove(legionTable.ObjectID)
  67. } else {
  68. p.legionTicker(legionTable)
  69. }
  70. if legionTable.IsDisband() {
  71. p.legionDisband(legionTable, enum.RetreatType_Retreat, true)
  72. }
  73. if legionTable.IsDataChanged {
  74. p.legionSave(legionTable)
  75. }
  76. }
  77. }
  78. func (p *actor) marchTicker(marchTable *db.LogicMarchTable) {
  79. if marchTable.IsMoving() {
  80. p.marchMoving(marchTable)
  81. }
  82. // 行军到达执行行军意图指令
  83. if marchTable.IsArrived {
  84. p.marchArrive(marchTable)
  85. }
  86. // 如果行军对象被攻城大营管理,则执行自动行军
  87. if marchTable.AutoMarchInfo.IsAutoSiege {
  88. p.marchAuto(marchTable)
  89. }
  90. }
  91. func (p *actor) marchMoving(marchTable *db.LogicMarchTable) {
  92. // 到达了
  93. if marchTable.IsMoveArrive() {
  94. marchTable.MarkArrive(true)
  95. return
  96. }
  97. if !marchTable.CanMove(p.nowMillis) {
  98. return
  99. }
  100. // 执行行军移动
  101. p.marchMove(marchTable)
  102. // 检查是否发生碰撞
  103. isMet, isAttack := p.isMarchMeet(marchTable, p.TileTables.GetValue(marchTable.GetTileID()))
  104. if isMet {
  105. // 执行碰撞处理
  106. p.marchMeet(marchTable, p.TileTables.GetValue(marchTable.GetTileID()), isAttack)
  107. return
  108. }
  109. if marchTable.IsMoveArrive() {
  110. marchTable.MarkArrive(true)
  111. return
  112. }
  113. // 撤退状态和溃退状态不加入行军列表
  114. if !marchTable.IsRetreat() {
  115. // 未行军到达则加入行军列表
  116. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  117. p.addToTileMarch(marchTable, tileTable)
  118. }
  119. }
  120. // marchAuto 自动行军
  121. func (p *actor) marchAuto(marchTable *db.LogicMarchTable) {
  122. if marchTable.State != enum.MarchState_Stay && marchTable.State != enum.MarchState_SiegeAssemble {
  123. return
  124. }
  125. // 还没开始
  126. if !marchTable.AutoMarchInfo.IsStartMarch {
  127. return
  128. }
  129. segement := marchTable.AutoMarchInfo.Segments[0]
  130. // 未到时间
  131. if p.nowMillis < segement.ArriveTime+segement.WaitTime {
  132. return
  133. }
  134. point := segement.Path[segement.Path.Size()-1]
  135. p.doMarch(marchTable, segement.MarchType, enum.MarchState_March, segement.Path.ToProto(), point.ToProto(), marchTable.TargetObjectID, marchTable.IsAutoRetreat, true)
  136. // 出发
  137. // speed := p.getMarchSpeed(marchTable, marchTable.MarchType, enum.MarchState_March)
  138. // marchTable.AutoStart(segement.Path, segement.MarchType, enum.MarchState_March, speed, p.nowMillis)
  139. // 从地块删除行军对象
  140. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  141. tileTable.RemoveMarchAnywhere(marchTable.ObjectID)
  142. // 通知 AOI 更新
  143. // mapCall.AOI.UpdateAll(marchTable.ObjectID, marchTable.Type)
  144. clog.Debugf("[marchAuto] marchObjectID = %d, marchState = %s, marchType = %s, path = %v",
  145. marchTable.ObjectID, enum.GetMarchStateName(marchTable.State), enum.GetMarchTypeName(marchTable.MarchType), segement.Path)
  146. marchTable.AutoMarchInfo.Segments.Remove(0)
  147. if marchTable.AutoMarchInfo.Segments.IsEmpty() {
  148. marchTable.AutoMarchInfo.IsStartMarch = false // 设置为 false 表示自动行军已完成
  149. }
  150. marchTable.IsDataChanged = true
  151. }
  152. // marchMove 移动处理(行军和撤退)
  153. func (p *actor) marchMove(marchTable *db.LogicMarchTable) {
  154. marchTable.MoveNextTile(p.nowMillis)
  155. mapCall.AOI.Move(marchTable.ToAOIMarker())
  156. // 从上一个格子的行军列表移除
  157. if prevTileID, ok := data.PointToTileID(marchTable.PrevPoint.X, marchTable.PrevPoint.Y); ok {
  158. prevTileTable := p.TileTables.GetValue(prevTileID)
  159. prevTileTable.RemoveMarch(marchTable.ObjectID)
  160. p.addTileProcess(prevTileTable)
  161. }
  162. }
  163. // isMarchMeet 检查是否发生碰撞
  164. func (p *actor) isMarchMeet(marchTable *db.LogicMarchTable, tileTable *db.LogicTileTable) (isMet bool, isAttack bool) {
  165. // 撤退的行军对象不会发生碰撞
  166. if marchTable.IsRetreat() {
  167. return false, false
  168. }
  169. // 如果有碰撞,则加入进攻列表,否则加入行军列表
  170. isMet, isAttack = p.isTileMeet(tileTable, marchTable.PlayerID, marchTable.LeagueID)
  171. if isMet {
  172. clog.Debugf("march tile meet result: objectID = %d, meet = %v, attack = %v", marchTable.ObjectID, isMet, isAttack)
  173. }
  174. return
  175. }
  176. func (p *actor) marchMeet(marchTable *db.LogicMarchTable, tileTable *db.LogicTileTable, isAttack bool) {
  177. if isAttack {
  178. tileTable.AddAttackList(marchTable.ObjectID, mapTypes.NewTileMarchInfo(
  179. tileTable.TileID,
  180. marchTable.ObjectID,
  181. p.nowMillis,
  182. ))
  183. // 保存当前状态
  184. marchTable.SaveState(p.nowMillis)
  185. // 设为战斗等待状态
  186. p.updateMarchState(marchTable, enum.MarchState_BattleWait, p.nowMillis+constant.MapMaxBattleWaitTime)
  187. } else {
  188. tileTable.AddMarch(marchTable.ObjectID, mapTypes.NewTileMarchInfo(
  189. tileTable.TileID,
  190. marchTable.ObjectID,
  191. p.nowMillis,
  192. ))
  193. }
  194. }
  195. // marchArrive 行军到达目的地处理
  196. func (p *actor) marchArrive(marchTable *db.LogicMarchTable) {
  197. // 防止在还是移动状态的情况下,tile 还没来得及处理就又一次进入 isArrived 逻辑
  198. marchTable.ClearPath()
  199. marchTable.MarkArrive(false)
  200. clog.Debugf("[marchArrive]: marchObjectID = %d, marchType = %v, marchState = %s, point = %v",
  201. marchTable.ObjectID, enum.GetMarchTypeName(marchTable.MarchType), enum.GetMarchStateName(marchTable.State), marchTable.Point)
  202. // 执行行军意图
  203. if fn, ok := p.marchTypeFuncs[marchTable.MarchType]; ok {
  204. fn(marchTable)
  205. } else {
  206. // 保底,让行军对象停留
  207. p.marchStay(marchTable)
  208. }
  209. // 抛一个行军到达事件
  210. eventData := &event.MarchArriveEventData{
  211. TeamID: marchTable.TeamID,
  212. MarchState: marchTable.State,
  213. }
  214. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  215. if tileTable.BuildObjectID > 0 {
  216. eventData.TargetObjectID = int64(tileTable.BuildObjectID)
  217. eventData.TargetObjectType = enum.ObjectType_Build
  218. buildTable := p.BuildTables.GetValue(tileTable.BuildObjectID)
  219. eventData.TargetConfigID = buildTable.ConfigID
  220. eventData.TargetObjectLevel = buildTable.Level
  221. } else if tileTable.CastleObjectID > 0 {
  222. eventData.TargetObjectID = tileTable.CastleObjectID
  223. eventData.TargetObjectType = enum.ObjectType_Castle
  224. castleTable := p.CastleTables.GetValue(tileTable.CastleObjectID)
  225. eventData.TargetConfigID = castleTable.ConfigID
  226. eventData.TargetObjectLevel = castleTable.Level
  227. }
  228. p.PostEvent(event.NewMarchArrive(marchTable.PlayerID, eventData))
  229. }
  230. // marchOccupy 行军占领
  231. func (p *actor) marchOccupy(marchTable *db.LogicMarchTable) {
  232. resTable, ok := p.ResTables.Get(marchTable.TargetObjectID)
  233. if !ok {
  234. clog.Debugf("[marchOccupy]: res not found, MarchObjectID = %v, ResObjectID = %v, Point = %v",
  235. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  236. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  237. return
  238. }
  239. // 不在同一个格子,可能刷新到了别的地方
  240. if !resTable.Point.Equals(&marchTable.Point) {
  241. clog.Debugf("[marchOccupy]: res not this tile, March = (%v, %v), Res = (%v, %v), Point = %v",
  242. marchTable.ObjectID, marchTable.Point, resTable.ObjectID, resTable.Point)
  243. // 加入撤退列表
  244. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  245. return
  246. }
  247. // 检查资源点是否可以被占领
  248. errCode := resTable.CanOccupy(p.nowMillis, marchTable.PlayerID, marchTable.LeagueID)
  249. if code.IsFail(errCode) {
  250. clog.Debugf("[marchOccupy]: res cannot be occupied, MarchObjectID = %v, ResObjectID = %v, Point = %v, Code = %v",
  251. marchTable.ObjectID, resTable.ObjectID, marchTable.Point, errCode)
  252. // 加入撤退列表
  253. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  254. return
  255. }
  256. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  257. // 放入 TileTable 的占领列表
  258. tileTable.AddOccupy(marchTable.ObjectID, mapTypes.NewTileMarchInfo(
  259. tileTable.TileID,
  260. marchTable.ObjectID,
  261. p.nowMillis,
  262. resTable.ObjectID,
  263. ))
  264. p.updateMarchState(marchTable, enum.MarchState_BattleWait, p.nowMillis+constant.MapMaxBattleWaitTime)
  265. p.addTileProcess(tileTable)
  266. }
  267. // marchGarrison 行军驻守
  268. func (p *actor) marchGarrison(marchTable *db.LogicMarchTable) {
  269. // 驻守目标可以是资源点,建筑,系统城
  270. if buildTable, ok := p.BuildTables.Get(marchTable.TargetObjectID); ok {
  271. p.marchGarrisonBuild(marchTable, buildTable)
  272. return
  273. }
  274. if castleTable, ok := p.CastleTables.Get(marchTable.TargetObjectID); ok {
  275. p.marchGarrisonCastle(marchTable, castleTable)
  276. return
  277. }
  278. if resTable, ok := p.ResTables.Get(marchTable.TargetObjectID); ok {
  279. p.marchGarrisonRes(marchTable, resTable)
  280. return
  281. }
  282. // 没有驻守目标
  283. // 加入撤退列表
  284. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  285. clog.Debugf("[marchGarrison]: no target found, MarchObjectID = %v, TargetObjectID = %d, Point = %v",
  286. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  287. }
  288. // marchGarrisonRes 行军驻守资源点
  289. func (p *actor) marchGarrisonRes(marchTable *db.LogicMarchTable, resTable *db.LogicResTable) {
  290. // 不在同一格
  291. if !resTable.Point.Equals(&marchTable.Point) {
  292. clog.Debugf("[marchGarrisonRes]: res not in this tile, MarchObjectID = (%v, %v), ResObjectID = (%v, %v)",
  293. marchTable.ObjectID, marchTable.Point, resTable.ObjectID, resTable.Point)
  294. // 加入撤退列表
  295. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  296. return
  297. }
  298. // 检查资源点是否可以被驻守
  299. retCode := resTable.IsGarrisonable(marchTable.PlayerID, marchTable.LeagueID)
  300. if code.IsFail(retCode) {
  301. clog.Debugf("[marchGarrisonRes]: res cannot be garrisoned, MarchObjectID = %v, Point = %v, Code = %v",
  302. marchTable.ObjectID, marchTable.Point, retCode)
  303. // 加入撤退列表
  304. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  305. return
  306. }
  307. // 更新为驻守状态
  308. p.updateMarchState(marchTable, enum.MarchState_Garrison, 0)
  309. // 保存一下驻守状态,因为驻守比较特殊,可攻可守
  310. marchTable.SaveState(p.nowMillis)
  311. // 加入 TileTable 的驻守列表
  312. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  313. marchInfo := mapTypes.NewTileMarchInfo(
  314. tileTable.TileID,
  315. marchTable.ObjectID,
  316. p.nowMillis,
  317. resTable.ObjectID,
  318. )
  319. tileTable.AddGarrison(marchTable.ObjectID, marchInfo, p.TileTables)
  320. p.addTileProcess(tileTable)
  321. }
  322. // marchGarrisonBuild 行军驻守建筑
  323. func (p *actor) marchGarrisonBuild(marchTable *db.LogicMarchTable, buildTable *db.LogicBuildTable) {
  324. // 检查建筑是否在这个格子上
  325. // TODO: 这里需要根据地编数据上的驻守位置来判断驻守的目标,否则默认为中心点
  326. if !buildTable.Point.Equals(&marchTable.Point) {
  327. clog.Debugf("[marchGarrisonBuild]: build not in this tile, MarchObjectID = (%v, %v), BuildObjectID = (%v, %v)",
  328. marchTable.ObjectID, marchTable.Point, buildTable.ObjectID, buildTable.Point)
  329. // 加入撤退列表
  330. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  331. return
  332. }
  333. // 检查建筑是否可以被驻守
  334. retCode := buildTable.IsGarrisonable(marchTable.PlayerID, marchTable.LeagueID)
  335. if code.IsFail(retCode) {
  336. clog.Debugf("[marchGarrisonBuild]: build cannot be garrisoned, MarchObjectID = %v, BuildObjectID = %v, Point = %v, Code = %v",
  337. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point, retCode)
  338. // 加入撤退列表
  339. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  340. return
  341. }
  342. // 更新为驻守状态
  343. p.updateMarchState(marchTable, enum.MarchState_Garrison, 0)
  344. // 保存一下驻守状态,因为驻守比较特殊,可攻可守
  345. marchTable.SaveState(p.nowMillis)
  346. // 加入 TileTable 的驻守列表
  347. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  348. marchInfo := mapTypes.NewTileMarchInfo(
  349. tileTable.TileID,
  350. marchTable.ObjectID,
  351. p.nowMillis,
  352. buildTable.ObjectID,
  353. )
  354. tileTable.AddGarrison(marchTable.ObjectID, marchInfo, p.TileTables)
  355. p.addTileProcess(tileTable)
  356. }
  357. // marchGarrisonCastle 行军驻守城池
  358. func (p *actor) marchGarrisonCastle(marchTable *db.LogicMarchTable, castleTable *db.LogicCastleTable) {
  359. // 检查城池是否在这个格子上
  360. // TODO: 这里需要根据地编数据上的驻守位置来判断驻守的目标,否则默认为中心点
  361. if !castleTable.Point.Equals(&marchTable.Point) {
  362. clog.Debugf("[marchGarrisonCastle]: castle not in this tile, MarchObjectID = (%v, %v), CastleObjectID = (%v, %v)",
  363. marchTable.ObjectID, marchTable.Point, castleTable.ObjectID, castleTable.Point)
  364. // 加入撤退列表
  365. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  366. return
  367. }
  368. // 检查城池是否可以被驻守
  369. retCode := castleTable.IsGarrisonable(marchTable.LeagueID)
  370. if code.IsFail(retCode) {
  371. clog.Debugf("[marchGarrisonCastle]: castle cannot be garrisoned, MarchObjectID = %v, CastleObjectID = %v, Point = %v, Code = %v",
  372. marchTable.ObjectID, castleTable.ObjectID, marchTable.Point, retCode)
  373. // 加入撤退列表
  374. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  375. return
  376. }
  377. // 更新为驻守状态
  378. p.updateMarchState(marchTable, enum.MarchState_Garrison, 0)
  379. // 保存一下驻守状态,因为驻守比较特殊,可攻可守
  380. marchTable.SaveState(p.nowMillis)
  381. // 加入 TileTable 的驻守列表
  382. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  383. marchInfo := mapTypes.NewTileMarchInfo(
  384. tileTable.TileID,
  385. marchTable.ObjectID,
  386. p.nowMillis,
  387. castleTable.ObjectID,
  388. )
  389. tileTable.AddGarrison(marchTable.ObjectID, marchInfo, p.TileTables)
  390. p.addTileProcess(tileTable)
  391. }
  392. // marchCrusade 行军讨伐
  393. func (p *actor) marchCrusade(marchTable *db.LogicMarchTable) {
  394. monsterTable, ok := p.MonsterTables.Get(marchTable.TargetObjectID)
  395. if !ok || !monsterTable.IsAlive {
  396. clog.Debugf("[marchCrusade] Monster not found: MarchObjectID = %d, MonsterObjectID = %d, Point = %v",
  397. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  398. // 加入撤退列表
  399. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  400. return
  401. }
  402. // 检查怪物是否在这个格子上
  403. if !monsterTable.Point.Equals(&marchTable.Point) {
  404. clog.Debugf("[marchCrusade] Monster not in this tile: March = (%d, %d), Monster = (%d, %v)",
  405. marchTable.ObjectID, marchTable.Point, monsterTable.ObjectID, monsterTable.Point)
  406. // 加入撤退列表
  407. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  408. return
  409. }
  410. // TODO: 判断怪物有没有被讨伐
  411. // 加入讨伐列表
  412. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  413. tileTable.AddCrusade(marchTable.ObjectID, mapTypes.NewTileMarchInfo(
  414. tileTable.TileID,
  415. marchTable.ObjectID,
  416. p.nowMillis,
  417. monsterTable.ObjectID,
  418. ))
  419. p.addTileProcess(tileTable)
  420. // 设置为战斗状态
  421. p.updateMarchState(marchTable, enum.MarchState_BattleWait, p.nowMillis+constant.MapMaxBattleWaitTime)
  422. }
  423. // marchSiege 行军攻城
  424. func (p *actor) marchSiege(marchTable *db.LogicMarchTable) {
  425. // 攻城可以打建筑或者系统城
  426. if buildTable, ok := p.BuildTables.Get(marchTable.TargetObjectID); ok {
  427. p.marchSiegeBuild(marchTable, buildTable)
  428. return
  429. }
  430. if castleTable, ok := p.CastleTables.Get(marchTable.TargetObjectID); ok {
  431. p.marchSiegeCastle(marchTable, castleTable)
  432. return
  433. }
  434. // 加入撤退列表
  435. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  436. clog.Debugf("[marchSiege]: siege object not found, MarchObjectID = %v, TargetObjectID = %v, Point = %v",
  437. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  438. }
  439. func (p *actor) marchSiegeBuild(marchTable *db.LogicMarchTable, buildTable *db.LogicBuildTable) {
  440. // 攻城不一样,只要有建筑覆盖的坐标都可以打
  441. // TODO: 可以通过地编数据的攻城点来判断,没有就默认都可以打
  442. if !buildTable.IsCoverPoint(marchTable.X(), marchTable.Y()) {
  443. clog.Debugf("[marchSiegeBuild]: build not in this tile, MarchObjectID = %v, BuildObjectID = %v, Point = %v",
  444. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  445. // 加入撤退列表
  446. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  447. return
  448. }
  449. // 不可以攻城
  450. if !p.canSiegeBuild(marchTable, buildTable) {
  451. clog.Debugf("[marchSiegeBuild]: not siegeable, MarchObjectID = %v, LeagueID = %v, BuildObjectID = %v",
  452. marchTable.ObjectID, marchTable.LeagueID, buildTable.ObjectID)
  453. // 加入撤退列表
  454. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  455. return
  456. }
  457. // 更新为攻城状态
  458. nextTime := p.nowMillis + ctime.MillisecondsPerSecond
  459. p.updateMarchState(marchTable, enum.MarchState_Siege, nextTime)
  460. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  461. tileMarchInfo := mapTypes.NewTileMarchInfo(
  462. tileTable.TileID,
  463. marchTable.ObjectID,
  464. p.nowMillis,
  465. buildTable.ObjectID,
  466. )
  467. // 设置为首次攻城
  468. tileMarchInfo.IsFirstSiege = true
  469. // 等待一个 ticker
  470. tileMarchInfo.LogicEndTime = nextTime
  471. // 加入攻城列表
  472. tileTable.AddSiege(marchTable.ObjectID, tileMarchInfo)
  473. p.addTileProcess(tileTable)
  474. // 保存攻城点
  475. buildTable.AddSiegeTile(tileTable.TileID)
  476. // TODO: 先简单做,每次都通知一下,后面试试优化
  477. // 通知玩家出来自动防守
  478. // 如果是玩家主城,通知主城被攻击了
  479. switch buildTable.ConfigID {
  480. case constant.MapBuild_MainCity:
  481. mapCall.Player.MainCitySiege(buildTable.PlayerID, buildTable.ObjectID)
  482. case constant.MapBuild_LeaguePoint:
  483. // TODO: 联盟驻地除了通知调用队列的玩家,还有发一个消息给联盟,并通知所有主城在驻地内的玩家
  484. }
  485. // 如果调动列表不为空,通知出来自动防守
  486. if buildTable.RedeployObjects.Size() > 0 {
  487. // 分组
  488. mapPlayerTeams := map[int64][]int32{}
  489. for _, redeployObjectID := range buildTable.RedeployObjects.Values() {
  490. redeployMarchTable, ok := p.MarchTables.Get(redeployObjectID)
  491. if !ok {
  492. continue
  493. }
  494. mapPlayerTeams[redeployMarchTable.PlayerID] = append(mapPlayerTeams[redeployMarchTable.PlayerID], redeployMarchTable.TeamID)
  495. }
  496. // 通知玩家
  497. for playerID, teamIDs := range mapPlayerTeams {
  498. mapCall.Player.AutoDefendRequest(playerID, buildTable.ObjectID, teamIDs)
  499. }
  500. }
  501. }
  502. func (p *actor) marchSiegeCastle(marchTable *db.LogicMarchTable, castleTable *db.LogicCastleTable) {
  503. // 攻城不一样,只要有建筑覆盖的坐标都可以打
  504. // TODO: 可以通过地编数据的攻城点来判断,没有就默认都可以打
  505. if !castleTable.IsCoverPoint(marchTable.X(), marchTable.Y()) {
  506. clog.Debugf("[marchSiegeCastle]: castle not in this tile, MarchObjectID = %v, CastleObjectID = %v, Point = %v",
  507. marchTable.ObjectID, castleTable.ObjectID, marchTable.Point)
  508. // 加入撤退列表
  509. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  510. return
  511. }
  512. // 不可以攻城
  513. if !p.canSiegeCastle(marchTable, castleTable) {
  514. clog.Debugf("[marchSiegeCastle]: not siegeable, MarchObjectID = %v, LeagueID = %v, CastleObjectID = %v",
  515. marchTable.ObjectID, marchTable.LeagueID, castleTable.ObjectID)
  516. // 加入撤退列表
  517. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  518. return
  519. }
  520. // 更新为攻城状态
  521. nextTime := p.nowMillis + ctime.MillisecondsPerSecond
  522. p.updateMarchState(marchTable, enum.MarchState_Siege, nextTime)
  523. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  524. tileMarchInfo := mapTypes.NewTileMarchInfo(
  525. tileTable.TileID,
  526. marchTable.ObjectID,
  527. p.nowMillis,
  528. castleTable.ObjectID,
  529. )
  530. // 设置为首次攻城
  531. tileMarchInfo.IsFirstSiege = true
  532. // 等待一个 ticker
  533. tileMarchInfo.LogicEndTime = nextTime
  534. // 加入攻城列表
  535. tileTable.AddSiege(marchTable.ObjectID, tileMarchInfo)
  536. p.addTileProcess(tileTable)
  537. // 保存攻城点
  538. castleTable.AddSiegeTile(tileTable.TileID)
  539. // 如果调动列表不为空,通知出来自动防守
  540. if castleTable.RedeployObjects.Size() > 0 {
  541. // 分组
  542. mapPlayerTeams := map[int64][]int32{}
  543. for _, redeployObjectID := range castleTable.RedeployObjects.Values() {
  544. redeployMarchTable, ok := p.MarchTables.Get(redeployObjectID)
  545. if !ok {
  546. continue
  547. }
  548. mapPlayerTeams[redeployMarchTable.PlayerID] = append(mapPlayerTeams[redeployMarchTable.PlayerID], redeployMarchTable.TeamID)
  549. }
  550. // 通知玩家
  551. for playerID, teamIDs := range mapPlayerTeams {
  552. mapCall.Player.AutoDefendRequest(playerID, castleTable.ObjectID, teamIDs)
  553. }
  554. }
  555. }
  556. // marchSnatch 行军掠夺
  557. func (p *actor) marchSnatch(marchTable *db.LogicMarchTable) {
  558. buildTable, ok := p.BuildTables.Get(marchTable.TargetObjectID)
  559. if !ok {
  560. clog.Debugf("[marchSnatch]: build not found, MarchObjectID = %v, TargetObjectID = %v, Point = %v",
  561. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  562. // 加入撤退列表
  563. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  564. return
  565. }
  566. // 建筑没有覆盖坐标
  567. if !buildTable.IsCoverPoint(marchTable.X(), marchTable.Y()) {
  568. clog.Debugf("[marchSnatch]: not cover point: MarchObjectID = %v, BuildObjectID = %v, Point = %v",
  569. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  570. // 加入撤退列表
  571. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  572. return
  573. }
  574. // 掠夺只能掠夺玩家主城,这个判断在 buildTable.IsSnatchable 里面
  575. // 判断是否可以掠夺
  576. if !buildTable.IsSnatchable(p.nowMillis, marchTable.LeagueID) {
  577. clog.Debugf("[marchSnatch]: build not snatchable, MarchObjectID = %v, BuildObjectID = %v, BuildConfigID = %v, Point = %v",
  578. marchTable.ObjectID, buildTable.ObjectID, buildTable.ConfigID, marchTable.Point)
  579. // 加入撤退列表
  580. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  581. return
  582. }
  583. endTime := p.nowMillis + 1000
  584. // 更新为掠夺状态
  585. p.updateMarchState(marchTable, enum.MarchState_Snatch, endTime)
  586. // 加入地块的掠夺列表
  587. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  588. tileMarchInfo := mapTypes.NewTileMarchInfo(
  589. tileTable.TileID,
  590. marchTable.ObjectID,
  591. p.nowMillis,
  592. buildTable.ObjectID,
  593. )
  594. // 设置为首次掠夺
  595. tileMarchInfo.IsFirstSiege = true
  596. tileMarchInfo.LogicEndTime = endTime
  597. tileTable.AddSnatch(marchTable.ObjectID, tileMarchInfo)
  598. p.addTileProcess(tileTable)
  599. // 保存攻城点
  600. buildTable.AddSiegeTile(tileTable.TileID)
  601. // TODO: 先简单做,每次都通知一下,后面试试优化
  602. // 通知玩家出来自动防守
  603. // 如果是玩家主城,通知主城被攻击了
  604. if buildTable.ConfigID == constant.MapBuild_MainCity {
  605. mapCall.Player.MainCitySiege(buildTable.PlayerID, buildTable.ObjectID)
  606. }
  607. }
  608. // marchStay 行军停留
  609. func (p *actor) marchStay(marchTable *db.LogicMarchTable) {
  610. // 行军到达后,修改状态为 停留中
  611. p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
  612. // 加入停留队列
  613. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  614. tileTable.AddStay(marchTable.ObjectID, mapTypes.NewTileMarchInfo(
  615. tileTable.TileID,
  616. marchTable.ObjectID,
  617. p.nowMillis,
  618. ))
  619. // 如果是被攻城大营管理的自动行军
  620. if marchTable.AutoMarchInfo.IsAutoSiege {
  621. // TODO 有没有可能 Segments 为空?
  622. if len(marchTable.AutoMarchInfo.Segments) > 0 {
  623. marchTable.AutoMarchInfo.Segments[0].ArriveTime = p.nowMillis
  624. } else {
  625. clog.Warnf("[marchStay]: no segment, MarchObjectID = %v, Point = %v",
  626. marchTable.ObjectID, marchTable.Point)
  627. }
  628. }
  629. p.addTileProcess(tileTable)
  630. }
  631. // marchRedeploy 行军调动
  632. func (p *actor) marchRedeploy(marchTable *db.LogicMarchTable) {
  633. // 调动可以调动到建筑或者城池
  634. if buildTable, ok := p.BuildTables.Get(marchTable.TargetObjectID); ok {
  635. p.marchRedeployBuild(marchTable, buildTable)
  636. return
  637. }
  638. if castleTable, ok := p.CastleTables.Get(marchTable.TargetObjectID); ok {
  639. p.marchRedeployCastle(marchTable, castleTable)
  640. return
  641. }
  642. // 加入撤退列表
  643. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  644. clog.Debugf("[marchRedeploy]: target not found: MarchObjectID = %v, TargetObjectID = %v, Point = %v",
  645. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  646. }
  647. func (p *actor) marchRedeployBuild(marchTable *db.LogicMarchTable, buildTable *db.LogicBuildTable) {
  648. // 建筑没有覆盖坐标
  649. if !buildTable.IsCoverPoint(marchTable.X(), marchTable.Y()) {
  650. clog.Debugf("[marchRedeployBuild]: not cover point: MarchObjectID = %v, BuildObjectID = %v, Point = %v",
  651. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  652. // 加入撤退列表
  653. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  654. return
  655. }
  656. // TODO: 判断建筑是否可调动
  657. // 如果原来有调动,删除原来的调动
  658. if marchTable.RedeployObject.Key > 0 {
  659. p.removeMarchRedeploy(marchTable, false, false)
  660. }
  661. marchTable.SetRedeployObjectID(buildTable.ObjectID, buildTable.Type)
  662. p.updateTeam(marchTable, enum.TeamUpdate_Redeploy)
  663. // 修改为调动状态
  664. p.updateMarchState(marchTable, enum.MarchState_Redeploy, 0)
  665. }
  666. func (p *actor) marchRedeployCastle(marchTable *db.LogicMarchTable, castleTable *db.LogicCastleTable) {
  667. // 建筑没有覆盖坐标
  668. if !castleTable.IsCoverPoint(marchTable.X(), marchTable.Y()) {
  669. clog.Debugf("[marchRedeployCastle]: not cover point: MarchObjectID = %v, CastleObjectID = %v, Point = %v",
  670. marchTable.ObjectID, castleTable.ObjectID, marchTable.Point)
  671. // 加入撤退列表
  672. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  673. return
  674. }
  675. // TODO: 判断建筑是否可调动
  676. // 如果原来有调动,删除原来的调动
  677. if marchTable.RedeployObject.Key > 0 {
  678. p.removeMarchRedeploy(marchTable, false, false)
  679. }
  680. marchTable.SetRedeployObjectID(castleTable.ObjectID, castleTable.Type)
  681. p.updateTeam(marchTable, enum.TeamUpdate_Redeploy)
  682. // 修改为调动状态
  683. p.updateMarchState(marchTable, enum.MarchState_Redeploy, 0)
  684. }
  685. // marchSiegeAssemble 行军攻城集结
  686. func (p *actor) marchSiegeAssemble(marchTable *db.LogicMarchTable) {
  687. // 攻城集结只能集结到卫城
  688. castleTable, ok := p.CastleTables.Get(marchTable.TargetObjectID)
  689. if !ok {
  690. clog.Debugf("[marchSiegeAssemble] Castle not found: MarchObjectID = %d, TargetObjectID = %d, Point = %v",
  691. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  692. // 加入撤退列表
  693. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  694. return
  695. }
  696. // 不是卫城
  697. if castleTable.CastleType != pb.SysObjType_so_town {
  698. clog.Debugf("[marchSiegeAssemble] not siege town: MarchObjectID = %d, CastleObjectID = %d, ConfigID = %d, Point = %v",
  699. marchTable.ObjectID, castleTable.ObjectID, castleTable.ConfigID, marchTable.Point)
  700. // 加入撤退列表
  701. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  702. return
  703. }
  704. // 没有公会是无法集结的
  705. if marchTable.LeagueID == 0 {
  706. clog.Debugf("[marchSiegeAssemble] not in league: MarchObjectID = %d, Point = %v", marchTable.ObjectID, marchTable.Point)
  707. // 加入撤退列表
  708. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  709. return
  710. }
  711. // 集结途中归属变更了
  712. if castleTable.LeagueID != marchTable.LeagueID {
  713. clog.Debugf("[marchSiegeAssemble] not my league: MarchObjectID = %d, CastleObjectID = %d, Point = %v",
  714. marchTable.ObjectID, castleTable.ObjectID, marchTable.Point)
  715. // 加入撤退列表
  716. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  717. return
  718. }
  719. // 如果原来有调动,删除原来的调动
  720. if marchTable.RedeployObject.Key > 0 {
  721. p.removeMarchRedeploy(marchTable, false, false)
  722. }
  723. marchTable.SetRedeployObjectID(castleTable.ObjectID, castleTable.Type)
  724. p.updateTeam(marchTable, enum.TeamUpdate_Redeploy)
  725. clog.Debugf("add assemble list: MarchObjectID = %d, CastleObjectID = %d", marchTable.ObjectID, castleTable.ObjectID)
  726. // 如果是主力部队,加入主力列表,否则加入拆迁队列表
  727. if marchTable.AutoMarchInfo.IsMainForce {
  728. castleTable.SiegeTown.MainForcePrepareList.Add(marchTable.ObjectID)
  729. clog.Debugf("add march to main force list: SiegeCamp = %d, March = %d, Size = %d",
  730. castleTable.ObjectID, marchTable.ObjectID, castleTable.SiegeTown.MainForcePrepareList.Size())
  731. } else {
  732. castleTable.SiegeTown.SiegeSquadPrepareList.Add(marchTable.ObjectID)
  733. clog.Debugf("add march to siege squad list: SiegeCamp = %d, March = %d, Size = %d",
  734. castleTable.ObjectID, marchTable.ObjectID, castleTable.SiegeTown.SiegeSquadPrepareList.Size())
  735. }
  736. castleTable.IsDataChanged = true
  737. // 更改状态为攻城集结状态
  738. p.updateMarchState(marchTable, enum.MarchState_SiegeAssemble, 0)
  739. // 把行军对象标记为自动攻城状态
  740. marchTable.MarkAutoSiege(true, castleTable.ObjectID)
  741. }
  742. // marchAssemble 行军集结
  743. // TODO: 集结得确定一下,TargetObjectID 是不是军团ID,暂时不动
  744. func (p *actor) marchAssemble(marchTable *db.LogicMarchTable) {
  745. // 被踢了
  746. if marchTable.LegionObjectID == 0 {
  747. // 加入撤退列表
  748. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  749. return
  750. }
  751. legionTable, ok := p.LegionTables.Get(marchTable.LegionObjectID)
  752. // 解散了
  753. if !ok {
  754. // 加入撤退列表
  755. p.addMarchToRetreat(marchTable, enum.RetreatType_Retreat, false)
  756. return
  757. }
  758. // 设置成员到达
  759. legionTable.SetMemberArrive(marchTable.ObjectID)
  760. // 修改状态为集结状态
  761. p.updateMarchState(marchTable, enum.MarchState_Assemble, 0)
  762. // 离开AOI
  763. p.marchLeaveAOI(marchTable)
  764. clog.Debugf("march assemble arrive: MarchObjectID = %d, LegionID = %d, LegionName = %s, TileID = %d",
  765. marchTable.ObjectID, legionTable.ObjectID, legionTable.LegionName, marchTable.GetTileID())
  766. }
  767. // Deprecated: 暂时不使用,考虑删除
  768. func (p *actor) marchLegionAssemble(marchTable *db.LogicMarchTable) {
  769. }
  770. // marchRetreat 行军撤退
  771. func (p *actor) marchRetreat(marchTable *db.LogicMarchTable) {
  772. // 撤退可以撤退到主城,其它建筑或者系统城(通过调动,攻城集结)
  773. if buildTable, ok := p.BuildTables.Get(marchTable.TargetObjectID); ok {
  774. p.marchRetreatBuild(marchTable, buildTable)
  775. return
  776. }
  777. if castleTable, ok := p.CastleTables.Get(marchTable.TargetObjectID); ok {
  778. p.marchRetreatCastle(marchTable, castleTable)
  779. return
  780. }
  781. clog.Warnf("[marchRetreat]: target not found: MarchObjectID = %d, TargetObjectID = %d, Point = %v",
  782. marchTable.ObjectID, marchTable.TargetObjectID, marchTable.Point)
  783. // 设置为停留, 并不能让他触发碰撞
  784. p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
  785. }
  786. func (p *actor) marchRetreatBuild(marchTable *db.LogicMarchTable, buildTable *db.LogicBuildTable) {
  787. if !buildTable.IsCoverPoint(marchTable.X(), marchTable.Y()) {
  788. clog.Warnf("[marchRetreat]: not cover point: MarchObjectID = %v, BuildObjectID = %v, Point = %v",
  789. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  790. // 设置为停留, 并不能让他触发碰撞
  791. p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
  792. return
  793. }
  794. // 只能撤退到自己或者联盟的建筑
  795. // TODO: 这里应该往外推到建筑外的点
  796. if buildTable.PlayerID != marchTable.PlayerID && buildTable.LeagueID != marchTable.LeagueID {
  797. clog.Warnf("[marchRetreat]: not own or league build: MarchObjectID = %v, BuildObjectID = %v, Point = %v",
  798. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  799. // 设置为停留, 并不能让他触发碰撞
  800. p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
  801. return
  802. }
  803. switch buildTable.ConfigID {
  804. case constant.MapBuild_MainCity: // 主城
  805. {
  806. clog.Debugf("[marchRetreatBuild] Retreat to MainCity: MarchObjectID = %d, BuildObjectID = %d, Point = %v",
  807. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  808. // 改为待命状态
  809. p.updateMarchState(marchTable, enum.MarchState_Standby, 0)
  810. // 如果主城正在被攻打,发自动防守消息
  811. if buildTable.IsBeingSiege() {
  812. mapCall.Player.MainCitySiege(marchTable.PlayerID, buildTable.ObjectID)
  813. }
  814. }
  815. case constant.MapBuild_LeaguePoint: // 驻地
  816. {
  817. clog.Debugf("[marchRetreatBuild] Retreat to LeaguePoint: MarchObjectID = %d, BuildObjectID = %d, Point = %v",
  818. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  819. // TODO: 这里应该判断主城是否进入了联盟驻地
  820. // TODO: 这个需求还是有问题
  821. watcherTable := p.WatcherTables.GetValue(marchTable.PlayerID)
  822. mainCity := p.BuildTables.GetValue(watcherTable.MainCity)
  823. if mainCity.IsHide {
  824. // 主城在驻地中,改为待命状态
  825. p.updateMarchState(marchTable, enum.MarchState_Standby, 0)
  826. } else {
  827. // 否则改为调动状态
  828. p.updateMarchState(marchTable, enum.MarchState_Redeploy, 0)
  829. }
  830. }
  831. case constant.MapBuild_SiegeBase: // 攻城大营
  832. {
  833. clog.Debugf("[marchRetreatBuild] Retreat to SiegeBase: MarchObjectID = %d, BuildObjectID = %d, Point = %v",
  834. marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  835. // 改为攻城集结状态
  836. p.updateMarchState(marchTable, enum.MarchState_SiegeAssemble, 0)
  837. }
  838. default:
  839. {
  840. clog.Debugf("[marchRetreatBuild] Retreat to %v: MarchObjectID = %d, BuildObjectID = %d, Point = %v",
  841. buildTable.ConfigID, marchTable.ObjectID, buildTable.ObjectID, marchTable.Point)
  842. // 改为调动状态
  843. p.updateMarchState(marchTable, enum.MarchState_Redeploy, 0)
  844. }
  845. }
  846. // 如果不是停留状态,离开地图
  847. if marchTable.State != enum.MarchState_Stay {
  848. mapCall.AOI.Leave(marchTable.ObjectID, enum.ObjectType_March)
  849. }
  850. }
  851. func (p *actor) marchRetreatCastle(marchTable *db.LogicMarchTable, castleTable *db.LogicCastleTable) {
  852. if !castleTable.IsCoverPoint(marchTable.X(), marchTable.Y()) {
  853. clog.Warnf("[marchRetreatCastle]: not cover point: MarchObjectID = %v, CastleObjectID = %v, Point = %v",
  854. marchTable.ObjectID, castleTable.ObjectID, marchTable.Point)
  855. // 设置为停留, 并不能让他触发碰撞
  856. p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
  857. return
  858. }
  859. // 只能撤退到联盟的城池
  860. // TODO: 这里应该往外推到建筑外的点
  861. if castleTable.PlayerID != marchTable.PlayerID && castleTable.LeagueID != marchTable.LeagueID {
  862. clog.Warnf("[marchRetreatCastle]: not league castle: MarchObjectID = %v, CastleObjectID = %v, Point = %v",
  863. marchTable.ObjectID, castleTable.ObjectID, marchTable.Point)
  864. // 设置为停留, 并不能让他触发碰撞
  865. p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
  866. return
  867. }
  868. clog.Debugf("[marchRetreatCastle] Retreat to Castle: MarchObjectID = %d, CastleObjectID = %d, Point = %v",
  869. marchTable.ObjectID, castleTable.ObjectID, marchTable.Point)
  870. // 改为调动状态
  871. p.updateMarchState(marchTable, enum.MarchState_Redeploy, 0)
  872. // 离开地图
  873. mapCall.AOI.Leave(marchTable.ObjectID, enum.ObjectType_March)
  874. }
  875. func (p *actor) marchSave(marchTable *db.LogicMarchTable) {
  876. marchTable.IsDataChanged = false
  877. marchTable.Save2Queue()
  878. }
  879. func (p *actor) updateMarchState(marchTable *db.LogicMarchTable, newState enum.MarchState, endTime int64) {
  880. if endTime > 0 {
  881. clog.Debugf("[updateMarchState] objectID = %d, state = %s -> %s, endTime = %s",
  882. marchTable.ObjectID,
  883. enum.GetMarchStateName(marchTable.State),
  884. enum.GetMarchStateName(newState),
  885. times.MillisToDatetimeFormat(endTime),
  886. )
  887. } else {
  888. clog.Debugf("[updateMarchState] objectID = %d, state = %s -> %s",
  889. marchTable.ObjectID,
  890. enum.GetMarchStateName(marchTable.State), enum.GetMarchStateName(newState))
  891. }
  892. oldState := marchTable.State
  893. marchTable.UpdateState(newState, p.nowMillis, endTime)
  894. p.pushMarchState(marchTable, oldState, newState)
  895. }
  896. func (p *actor) updateMarchStateEndTime(marchTable *db.LogicMarchTable, endTime int64) {
  897. clog.Debugf("[updateMarchStateEndTime] objectID = %d, endTime = %s", marchTable.ObjectID, times.MillisToDatetimeFormat(endTime))
  898. marchTable.StateEndTime = endTime
  899. marchTable.IsDataChanged = true
  900. // 推送状态时间
  901. mapCall.AOI.UpdateWithID(marchTable.ObjectID, marchTable.Type, p.newUpdateID(), nameRemote.MapLogic_AOIUpdateMarchState)
  902. }
  903. func (p *actor) restoreMarchState(marchTable *db.LogicMarchTable) {
  904. clog.Debugf("[restoreMarchState] state = %s -> %s, time offset = %v",
  905. enum.GetMarchStateName(marchTable.State),
  906. enum.GetMarchStateName(marchTable.PrevState),
  907. p.nowMillis-marchTable.PrevStateSaveTime)
  908. var (
  909. oldState = marchTable.State
  910. newState = marchTable.PrevState
  911. )
  912. marchTable.RestoreState(p.nowMillis)
  913. p.pushMarchState(marchTable, oldState, newState)
  914. }
  915. func (p *actor) pushMarchState(marchTable *db.LogicMarchTable, oldState, newState enum.MarchState) {
  916. var (
  917. isOldStateInMap = enum.IsInMapState(oldState)
  918. isNewStateInMap = enum.IsInMapState(newState)
  919. )
  920. // 队伍在地图上的位置发生变化就通知 game player
  921. if isOldStateInMap != isNewStateInMap {
  922. if isNewStateInMap {
  923. p.addMarchAOI(marchTable)
  924. } else {
  925. // 先推送Update
  926. mapCall.AOI.UpdateWithID(marchTable.ObjectID, marchTable.Type, p.newUpdateID(), nameRemote.MapLogic_AOIUpdateMarchState)
  927. // 再推送Leave
  928. mapCall.AOI.Leave(marchTable.ObjectID, marchTable.Type)
  929. }
  930. } else {
  931. if isNewStateInMap {
  932. // 推送march状态给客户端
  933. mapCall.AOI.UpdateWithID(marchTable.ObjectID, marchTable.Type, p.newUpdateID(), nameRemote.MapLogic_AOIUpdateMarchState)
  934. } else {
  935. // 给自己推送数据
  936. sessions.PushPlayer(marchTable.PlayerID, nameRoute.PushMapPusher_MarchState, marchTable.ToStatusProto())
  937. }
  938. }
  939. // 通知ui更新
  940. p.PushMapUIMarchState(marchTable.PlayerID, marchTable.ToStatusProto())
  941. // 更新部队状态为外派或者待命
  942. if newState == enum.MarchState_Standby || oldState == enum.MarchState_Standby {
  943. if newState == enum.MarchState_Standby {
  944. mapCall.Player.MapPlayerUpdateTeamState(marchTable.PlayerID, marchTable.TeamID, enum.TeamState_Standby)
  945. clog.Debugf("[updateMarchState] objectID = %d, update team state to standby", marchTable.ObjectID)
  946. } else {
  947. mapCall.Player.MapPlayerUpdateTeamState(marchTable.PlayerID, marchTable.TeamID, enum.TeamState_Outing)
  948. clog.Debugf("[updateMarchState] objectID = %d, update team state to outing", marchTable.ObjectID)
  949. }
  950. }
  951. }
  952. func (p *actor) startMarchIDBack(marchObjectID int64, state enum.MarchState, isRemoveRedeploy bool) {
  953. marchTable := p.MarchTables.GetValue(marchObjectID)
  954. if marchTable != nil {
  955. p.startMarchBack(marchTable, state, isRemoveRedeploy)
  956. }
  957. }
  958. func (p *actor) startMarchBack(marchTable *db.LogicMarchTable, state enum.MarchState, isRemoveRedeploy bool) {
  959. mapCall.Player.AutoRetreat(marchTable.PlayerID, marchTable.TeamID, state, isRemoveRedeploy)
  960. }
  961. func (p *actor) addMarchToRetreat(marchTable *db.LogicMarchTable, retreatType enum.RetreatType, isRemoveRedeploy bool) {
  962. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  963. p.addMarchToTileRetreat(marchTable, tileTable, retreatType, isRemoveRedeploy)
  964. }
  965. func (p *actor) addMarchToTileRetreat(marchTable *db.LogicMarchTable, tileTable *db.LogicTileTable, retreatType enum.RetreatType, isRemoveRedeploy bool) {
  966. clog.Debugf("[addMarchToRetreat] objectID = %d, retreatType = %d, isRemoveRedeploy = %v",
  967. marchTable.ObjectID, retreatType, isRemoveRedeploy)
  968. // 脱离攻城大营管理
  969. marchTable.MarkAutoSiege(false, 0)
  970. // 保底:先把行军状态设置为停留但不推送,也不加入停留列表
  971. if marchTable.State == enum.MarchState_BattleWait || marchTable.State == enum.MarchState_Battle {
  972. marchTable.UpdateState(enum.MarchState_Stay, p.nowMillis, 0)
  973. }
  974. // 设置了自动回城,或者被击退,或者有资源运输,则加入撤退队列
  975. if marchTable.IsAutoRetreat ||
  976. retreatType == enum.RetreatType_Rout ||
  977. retreatType == enum.RetreatType_Must {
  978. tileTable.AddRetreatList(marchTable.ObjectID, retreatType, isRemoveRedeploy)
  979. } else {
  980. p.marchStay(marchTable)
  981. }
  982. p.addTileProcess(tileTable)
  983. }
  984. func (p *actor) addToTileMarch(marchTable *db.LogicMarchTable, tileTable *db.LogicTileTable) {
  985. tileTable.AddMarch(marchTable.ObjectID, mapTypes.NewTileMarchInfo(
  986. tileTable.TileID,
  987. marchTable.ObjectID,
  988. p.nowMillis,
  989. ))
  990. p.addTileProcess(tileTable)
  991. }
  992. func (p *actor) marchSiegeBaseRemove(marchTable *db.LogicMarchTable) {
  993. if !marchTable.AutoMarchInfo.IsAutoSiege {
  994. return
  995. }
  996. siegeCampID := marchTable.AutoMarchInfo.SiegeBaseID
  997. clog.Debugf("[marchSiegeCampRemove] marchObjectID = %d, siegeCampID = %d", marchTable.ObjectID, siegeCampID)
  998. castleTable := p.CastleTables.GetValue(siegeCampID)
  999. castleTable.SiegeTown.MainForceList.RemoveValue(marchTable.ObjectID)
  1000. castleTable.SiegeTown.MainForcePrepareList.RemoveValue(marchTable.ObjectID)
  1001. castleTable.SiegeTown.SiegeSquadList.RemoveValue(marchTable.ObjectID)
  1002. castleTable.SiegeTown.SiegeSquadPrepareList.RemoveValue(marchTable.ObjectID)
  1003. castleTable.IsDataChanged = true
  1004. marchTable.MarkAutoSiege(false, 0)
  1005. }
  1006. func (p *actor) checkRedeployLimit(configID, level, redeployCount int32) int32 {
  1007. mapBuildRow, found := data.MapRedeploy.GetByConfigIDLevel(configID, level)
  1008. if found {
  1009. // 没有上限
  1010. if mapBuildRow.RedeployLimit <= 0 {
  1011. return code.OK
  1012. }
  1013. // 判断当前建筑的调动部队
  1014. if redeployCount >= mapBuildRow.RedeployLimit {
  1015. return code.MapBuild_RedeployLimit
  1016. }
  1017. }
  1018. // TODO 找不到 不改原来流程 默认能成功
  1019. return code.OK
  1020. }
  1021. func (p *actor) marchLeaveAOI(marchTable *db.LogicMarchTable) {
  1022. mapCall.AOI.Leave(marchTable.ObjectID, marchTable.Type)
  1023. }
  1024. func (p *actor) marchMoveToPoint(marchTable *db.LogicMarchTable, point types.Point) {
  1025. clog.Debugf("move marchTable to ponit: ObjectID = %d, MarchState = %s, MarchType = %s, Point = %v",
  1026. marchTable.ObjectID, enum.GetMarchStateName(marchTable.State), enum.GetMarchTypeName(marchTable.MarchType), &point,
  1027. )
  1028. // 从旧的 tileTable 中删除
  1029. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  1030. tileTable.RemoveMarchAnywhere(marchTable.ObjectID)
  1031. p.addTileProcess(tileTable)
  1032. marchTable.Point.Set(&point)
  1033. marchTable.PrevPoint.Set(&point)
  1034. marchTable.ClearPath()
  1035. }
  1036. // removeMarchRedeploy 移除行军调动
  1037. func (p *actor) removeMarchRedeploy(marchTable *db.LogicMarchTable, isTarget, isNotice bool) {
  1038. if isTarget {
  1039. if buildTable, ok := p.BuildTables.Get(marchTable.TargetObjectID); ok {
  1040. buildTable.RemoveRedeploy(marchTable.ObjectID)
  1041. p.UpdateObjectFull(buildTable.ObjectID, buildTable.Type)
  1042. } else if castleTable, ok := p.CastleTables.Get(marchTable.TargetObjectID); ok {
  1043. castleTable.RemoveRedeploy(marchTable.ObjectID)
  1044. p.UpdateObjectFull(castleTable.ObjectID, castleTable.Type)
  1045. }
  1046. } else {
  1047. if buildTable, ok := p.BuildTables.Get(marchTable.RedeployObject.Key); ok {
  1048. buildTable.RemoveRedeploy(marchTable.ObjectID)
  1049. p.UpdateObjectFull(buildTable.ObjectID, buildTable.Type)
  1050. marchTable.SetRedeployObjectID(0, 0)
  1051. if isNotice {
  1052. p.updateTeam(marchTable, enum.TeamUpdate_Redeploy)
  1053. }
  1054. } else if castleTable, ok := p.CastleTables.Get(marchTable.RedeployObject.Key); ok {
  1055. castleTable.RemoveRedeploy(marchTable.ObjectID)
  1056. p.UpdateObjectFull(castleTable.ObjectID, castleTable.Type)
  1057. marchTable.SetRedeployObjectID(0, 0)
  1058. if isNotice {
  1059. p.updateTeam(marchTable, enum.TeamUpdate_Redeploy)
  1060. }
  1061. }
  1062. }
  1063. }
  1064. func (p *actor) updateTeam(marchTable *db.LogicMarchTable, updateType enum.TeamUpdateType) {
  1065. req := &pb.UpdateTeam{
  1066. TeamID: marchTable.TeamID,
  1067. TeamUpdateType: int32(updateType),
  1068. }
  1069. switch updateType {
  1070. case enum.TeamUpdate_Redeploy:
  1071. req.RedeployObjectID = marchTable.RedeployObject.Key
  1072. req.RedeployObjectType = int32(marchTable.RedeployObject.Value)
  1073. }
  1074. mapCall.Player.UpdateTeam(marchTable.PlayerID, req)
  1075. }