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- package mapCall
- import (
- capp "f1-game/internal/cherry_app"
- "f1-game/internal/code"
- "f1-game/internal/enum"
- nameActor "f1-game/internal/name/actor"
- nameRemote "f1-game/internal/name/remote"
- "f1-game/internal/pb"
- "f1-game/internal/types"
- assetOrigin "f1-game/nodes/game/player/asset/origin"
- dbLogic "f1-game/nodes/map/internal/db/data/logic"
- cfacade "github.com/cherry-game/cherry/facade"
- )
- var (
- Player = &playerCall{}
- )
- type playerCall struct{}
- func (p *playerCall) AutoMarchRequest(playerID, leagueID int64, objectID int64, segments types.List[*dbLogic.AutoMarchSegment]) {
- req := &pb.AutoMarchRequest{
- PlayerID: playerID,
- LeagueID: leagueID,
- ObjectID: objectID,
- }
- for _, segment := range segments {
- req.List = append(req.List, &pb.AutoMarchReqestData{
- MarchType: int32(segment.MarchType),
- Start: segment.StartPoint.ToProto(),
- End: segment.EndPoint.ToProto(),
- })
- }
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_AutoMarchRequest, req)
- }
- func (p *playerCall) NotifyRebornPush(playerID int64, x, y int32) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_NotifyRebornPush, &pb.Point{
- X: x,
- Y: y,
- })
- }
- func (p *playerCall) AutoDefendRequest(playerID, buildObjectID int64, teamIDs []int32) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_AutoDefendRequest, &pb.AutoDefendRequest{
- BuildObjectID: buildObjectID,
- TeamIDs: teamIDs,
- })
- }
- func (p *playerCall) UpdateTeam(playerID int64, req *pb.UpdateTeam) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_UpdateTeam, req)
- }
- func (p *playerCall) AddAsset(playerID int64, itemID int32, itemCount int64, ao assetOrigin.Origin) int32 {
- addAssets := types.Assets{
- {
- ID: itemID,
- Num: itemCount,
- },
- }
- return p.AddAssets(playerID, addAssets, ao)
- }
- func (p *playerCall) AddAssets(playerID int64, addAssets types.Assets, ao assetOrigin.Origin) int32 {
- return p.AddPBAssets(playerID, addAssets.ToProto(), ao)
- }
- func (p *playerCall) AddPBAssets(playerID int64, addAssets []*pb.Asset, ao assetOrigin.Origin) int32 {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_AssetAdd, &pb.PlayerAddAssets{
- AddAssets: addAssets,
- Origin: ao.ID,
- })
- return code.OK
- }
- func (p *playerCall) UpdateWatcherPoint(playerID int64, point *pb.Point) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_UpdateWatcherPoint, point)
- }
- func (p *playerCall) MainCitySiege(playerID int64, mainCityObjectID int64) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_MainCitySiege, &pb.I64{
- Value: mainCityObjectID,
- })
- }
- func (p *playerCall) AutoDefendQuit(playerID, buildObjectID int64) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_AutoDefendQuit, &pb.I64{
- Value: buildObjectID,
- })
- }
- // AutoReborn 玩家自动重生
- func (p *playerCall) AutoReborn(playerID int64) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_AutoReborn, nil)
- }
- func (p *playerCall) AutoRetreat(playerID int64, teamID int32, retreatState enum.MarchState, isRemoveRedeploy bool) {
- req := &pb.AutoRetreat{
- TeamID: teamID,
- MarchState: int32(retreatState),
- IsRemoveRedeploy: isRemoveRedeploy,
- }
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_AutoRetreat, req)
- }
- func (p *playerCall) MapPlayerBattleStart(playerID int64, req *pb.BattleReq) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_BattleStart, req)
- }
- func (p *playerCall) MapPlayerUpdateTeamState(playerID int64, teamID int32, teamState enum.TeamState) {
- target := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- req := &pb.I32I32{Key: teamID, Value: int32(teamState)}
- capp.Call(target, nameRemote.MapPlayer_UpdateTeamState, req)
- }
- func (p *playerCall) BattleReportAdd(playerID int64, req *pb.ReportGroup) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_ReportAdd, req)
- }
- func (p *playerCall) SubTeamTroopsNum(playerID int64, req *pb.TeamBattleDamage) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayer_SubTeamTroopsNum, req)
- }
- func (p *playerCall) ExchangeItemDeliver(req *pb.PlayerExchangeItemDeliver) int32 {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, req.PlayerID)
- return capp.Call(targetPath, nameRemote.MapPlayerExchange_ItemDeliver, req)
- }
- func (p *playerCall) ExchangeItemRetrieve(playerID int64, req *pb.ExchangeDetail) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayerExchange_ItemRetrieve, req)
- }
- func (p *playerCall) ExchangeItemCanceled(playerID int64, req *pb.ExchangeDetail) {
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayerExchange_ItemCanceled, req)
- }
- func (p *playerCall) ExchangeItemRemove(playerID int64, actType enum.ExchangeActType, transactionID string) {
- req := &pb.I32Str{
- Key: int32(actType),
- Value: transactionID,
- }
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapPlayerExchange_ItemRemove, req)
- }
- func (p *playerCall) ScoutSearch(queueID int32, playerID, targetPlayerID int64) int32 {
- req := &pb.I32I64{
- Key: queueID,
- Value: playerID,
- }
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, targetPlayerID)
- errCode := capp.Call(targetPath, nameRemote.MapScout_Seach, req)
- return errCode
- }
- func (p *playerCall) ScoutSearchResult(queueID int32, playerID, targetPlayerID int64, targetPlayerName string, assets *types.Assets) {
- proto := assets.ToAssetListProto()
- req := &pb.ScoutSearchResult{
- QueueID: queueID,
- TargetPlayerID: targetPlayerID,
- TargetPlayerName: targetPlayerName,
- Assets: &proto,
- }
- targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
- capp.Call(targetPath, nameRemote.MapScout_SeachResult, req)
- }
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