- Add support for multi-character formations and role switching - Refactor entity management system to handle multiple entities per map - Update attribute component to use a map-based approach for properties - Implement formation-related handlers and notifications - Add world entity management per map instance - Update player save/load logic to handle formations - Add visibility controls for active character display
211 lines
7.7 KiB
Rust
211 lines
7.7 KiB
Rust
use crate::logic::ecs::world::World;
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use crate::logic::player::Player;
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use crate::logic::utils::entity_serializer;
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use crate::logic::{
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components::{
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Attribute, EntityConfig, Equip, Movement, OwnerPlayer, PlayerEntityMarker, Position,
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Visibility, VisionSkill,
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},
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ecs::component::ComponentContainer,
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};
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use crate::query_with;
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use shorekeeper_data::base_property_data;
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use shorekeeper_protocol::{
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EEntityType, EntityConfigType, FightRoleInfo, FightRoleInfos, LivingStatus, SceneInformation,
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SceneMode, ScenePlayerInformation, SceneTimeInfo,
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};
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#[macro_export]
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macro_rules! create_player_entity_pb {
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($role_list:expr, $cur_map_id:expr, $world:expr, $player_id:expr, $position:expr, $explore_tools:expr) => {{
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let mut pbs = Vec::new();
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for role in $role_list {
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let role_id: i32 = role.role_id;
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let base_property = base_property_data::iter()
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.find(|d| d.id == role_id)
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.expect("macro create_role_entity_pb: Base property data not found");
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let entity = $world
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.create_entity(role_id, EEntityType::Player.into(), $cur_map_id)
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.with(ComponentContainer::PlayerEntityMarker(PlayerEntityMarker))
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.with(ComponentContainer::EntityConfig(EntityConfig {
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config_id: role_id,
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config_type: EntityConfigType::Character,
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}))
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.with(ComponentContainer::OwnerPlayer(OwnerPlayer($player_id)))
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.with(ComponentContainer::Position(Position($position)))
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.with(ComponentContainer::Visibility(Visibility(
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role_id == role_id,
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)))
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.with(ComponentContainer::Attribute(Attribute::from_data(
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base_property,
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)))
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.with(ComponentContainer::Movement(Movement::default()))
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.with(ComponentContainer::Equip(Equip {
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weapon_id: role.equip_weapon,
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weapon_breach_level: 90, // TODO: store this too
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}))
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.with(ComponentContainer::VisionSkill(VisionSkill {
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skill_id: $explore_tools.active_explore_skill,
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}))
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.build();
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let mut pb = EntityPb {
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id: entity.entity_id as i64,
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..Default::default()
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};
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$world
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.get_entity_components(entity.entity_id)
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.into_iter()
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.for_each(|comp| comp.set_pb_data(&mut pb));
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pbs.push(pb);
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}
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EntityAddNotify {
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entity_pbs: pbs,
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is_add: true,
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}
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}};
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}
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pub fn add_player_entities(player: &Player) {
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let mut world_ref = player.world.borrow_mut();
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let world = world_ref.get_mut_world_entity();
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let current_formation = player.formation_list.get(&player.cur_formation_id).unwrap();
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let role_vec = current_formation
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.role_ids
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.iter()
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.map(|role_id| player.role_list.get(&role_id).unwrap())
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.collect::<Vec<_>>();
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let cur_role_id = current_formation.cur_role;
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if world.active_entity_empty() {
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for role in role_vec {
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let entity = world
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.create_entity(
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role.role_id,
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EEntityType::Player.into(),
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player.basic_info.cur_map_id,
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)
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.with(ComponentContainer::PlayerEntityMarker(PlayerEntityMarker))
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.with(ComponentContainer::EntityConfig(EntityConfig {
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config_id: role.role_id,
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config_type: EntityConfigType::Character,
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}))
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.with(ComponentContainer::OwnerPlayer(OwnerPlayer(
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player.basic_info.id,
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)))
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.with(ComponentContainer::Position(Position(
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player.location.position.clone(),
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)))
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.with(ComponentContainer::Visibility(Visibility(
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role.role_id == cur_role_id,
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)))
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.with(ComponentContainer::Attribute(Attribute::from_data(
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base_property_data::iter()
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.find(|d| d.id == role.role_id)
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.unwrap(),
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)))
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.with(ComponentContainer::Movement(Movement::default()))
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.with(ComponentContainer::Equip(Equip {
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weapon_id: role.equip_weapon,
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weapon_breach_level: 0, // TODO: store this too
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}))
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.with(ComponentContainer::VisionSkill(VisionSkill {
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skill_id: player.explore_tools.active_explore_skill,
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}))
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.build();
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tracing::debug!(
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"created player entity, id: {}, role_id: {}",
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entity.entity_id,
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role.role_id
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);
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}
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}
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}
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pub fn build_scene_information(player: &Player) -> SceneInformation {
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SceneInformation {
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scene_id: String::new(),
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instance_id: player.location.instance_id,
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owner_id: player.basic_info.id,
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dynamic_entity_list: Vec::new(),
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blackboard_params: Vec::new(),
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end_time: 0,
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aoi_data: Some(entity_serializer::build_scene_add_on_init_data(player)),
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player_infos: build_player_info_list(&player.world.borrow_mut()),
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mode: SceneMode::Single.into(),
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time_info: Some(SceneTimeInfo {
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owner_time_clock_time_span: 0,
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hour: 8,
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minute: 0,
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}),
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cur_context_id: player.basic_info.id as i64,
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..Default::default()
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}
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}
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fn build_player_info_list(world: &World) -> Vec<ScenePlayerInformation> {
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world
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.players()
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.map(|sp| {
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let (cur_role_id, transform, _equip) = query_with!(
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world.get_world_entity(),
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PlayerEntityMarker,
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OwnerPlayer,
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Visibility,
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EntityConfig,
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Position,
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Equip
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)
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.into_iter()
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.find_map(|(_, _, owner, visibility, conf, pos, equip)| {
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(sp.player_id == owner.0 && visibility.0).then_some((
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conf.config_id,
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pos.0.clone(),
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equip.weapon_id,
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))
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})
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.unwrap_or_default();
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let active_characters = query_with!(
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world.get_world_entity(),
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PlayerEntityMarker,
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OwnerPlayer,
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EntityConfig
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)
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.into_iter()
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.filter(|(_, _, owner, _)| owner.0 == sp.player_id);
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ScenePlayerInformation {
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cur_role: cur_role_id,
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group_type: sp.group_type,
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player_id: sp.player_id,
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player_icon: sp.player_icon,
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player_name: sp.player_name.clone(),
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level: sp.level,
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location: Some(transform.get_position_protobuf()),
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rotation: Some(transform.get_rotation_protobuf()),
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fight_role_infos: Vec::from([FightRoleInfos {
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group_type: sp.group_type,
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living_status: LivingStatus::Alive.into(),
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cur_role: cur_role_id,
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is_retain: true,
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fight_role_infos: active_characters
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.map(|(id, _, _, conf)| FightRoleInfo {
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entity_id: id.into(),
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role_id: conf.config_id,
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})
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.collect(),
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..Default::default()
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}]),
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..Default::default()
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}
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})
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.collect()
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}
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