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2025-01-04 23:00:19 +08:00
---@class UGCGameState_C:BP_UGCGameState_C
--Edit Below--
---@type UGCGameState_C
UGCGameSystem.UGCRequire('Script.Global.Global')
UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom')
local UGCGameState = {
WaitPlayerJoinTime = 0;
GameStateType = CustomEnum.EGameState.Waiting;
GameTime = 0; -- 游戏倒计时时间
PlayerPersonalInfos = {}; -- 玩家信息{PlayerKey = {UID, PlayerKey, TeamID, IsOffline, PlayerName, Gender, IconURL, AchievementScore, IsSelectTeam}, ...}
PlayerScoreDatas = {}; -- 玩家得分信息{[PlayerKey] = {Kill = int32, Dead = int32, Score = float, TechnicalScore = float}...}
PlayerRankDatas = {}; -- 玩家排行信息{[TeamID] = {{PlayerKey = uint}, ... }
PlayerJoinNum = 0; -- 玩家加入的数量作为个人TeamID
PlayerSaveWeaponSelect = {}; -- 玩家存档中的武器选择 {[PlayerKey] = {WeaponID = int32, PropID = int32}}
PlayerArchiveInfos = {}; -- 玩家存档{[PlayerKey] = ArchiveData}
ControllerInitializationEndedPlayer = {}; -- 控制器初始化完成的玩家{PlayerKey}
PlayerIsFirstTimePlayingCache = {}; -- 客户端需执行首次登录函数的玩家{PlayerKey}
PlayerWeaponGradient = {}; -- 玩家的武器梯度 {PlayerKey = {WeaponID = uint, ..}}
PlayerGradientGrade = {}; -- 玩家的武器梯度等级 {PlayerKey = Grade}
PlayerDefaultMeleeWeapon = {}; -- 玩家选择的默认近战武器{PlayerKey = WeaponID}
MapSelectionResult = nil; -- 地图选择结果
MapSelectionFinalResult = nil; -- 地图选择最终结果(包括随机之后的结果)
PlayerSelectMapList = {}; -- 玩家选择的地图{PlayerKey = Enum.SelectMap}
SelectMapInfo = {}; -- 选择地图的数量{Enum.SelectMap = uint}
TeamScore = {}; -- 队伍得分信息 { TeamID = Score, ... }
PlayerIsAlive = {}; -- 玩家是否存活
---test
DoOnceAddJoinPlayer = false;
};
function UGCGameState:GetReplicatedProperties()
return
"GameTime",
"PlayerPersonalInfos",
"WaitPlayerJoinTime",
"GameStateType",
"PlayerSaveWeaponSelect",
"PlayerScoreDatas",
"PlayerWeaponGradient",
"PlayerGradientGrade",
"PlayerDefaultMeleeWeapon",
"DoOnceAddJoinPlayer",
"PlayerRankDatas",
"TeamScore",
"MapSelectionResult",
"SelectMapInfo",
"MapSelectionFinalResult",
"PlayerIsAlive"
end
function UGCGameState:ReceiveBeginPlay()
--屏蔽死亡盒子
self.IsShowDeadBox = false;
self:AddBind()
GlobalInit.Init()
-- 开启滑铲State部分
self.bIsOpenShovelingAbility = true
UGCSendRPCSystem.InitUGCSendRPCSystem(self, "UGCSendRPCSystemFunc")
if UGCGameSystem.IsServer() then
else
UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay]")
UGCLogSystem.SetEnableLog(false)
end
end
function UGCGameState:ReceiveTick(DeltaTime)
--UGCLogSystem.Log("[UGCGameState_ReceiveTick] ModeID:%s", tostring(UGCMultiMode.GetModeID()))
end
function UGCGameState:ReceiveEndPlay()
self:RemoveBind()
end
function UGCGameState:AddBind()
if self:HasAuthority() then
UGCEventSystem.AddListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
UGCEventSystem.AddListener(EventEnum.PlayerExit, self.PlayerExit, self)
self.ClearPickUpHandle = UGCEventSystem.SetTimerLoop(self, self.ClearPickUpItem, 1)
else
end
end
function UGCGameState:RemoveBind()
if self:HasAuthority() then
UGCEventSystem.RemoveListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
UGCEventSystem.RemoveListener(EventEnum.PlayerExit, self.PlayerExit, self)
if self.ClearPickUpHandle then
UGCEventSystem.StopTimer(self.ClearPickUpHandle)
self.ClearPickUpHandle = nil
end
else
end
end
function UGCGameState:ClearPickUpItem()
UGCSystemLibrary.ClearPickUpActor({108001, 108002, 108003, 108004})
end
function UGCGameState:PlayerLogin(PlayerPawn, PlayerKey)
self:UpdatePlayerTeam(PlayerKey)
self:GetUserInfo(PlayerKey)
self:UpdatePlayerJoin()
self:UpdateAllPlayerScoreDatas()
self:GetPlayerArchiveInfos(PlayerKey)
self:CheckFirstTimePlaying(PlayerKey)
self:InitPlayerGradient(PlayerKey)
self:UpdatePlayerRankDatas(PlayerKey, self:GetPlayerTeamIDByPlayerKey(PlayerKey))
end
function UGCGameState:PlayerExit(PlayerPawn, PlayerKey)
self:UpdatePlayerJoin()
self:UpdateAllPlayerScoreDatas()
if GlobalConfigs.GameSetting.EnablePlayerJoin then
self:InspectPlayerRankDatas()
end
end
--- 根据游戏队伍模式更新玩家队伍
---@param PlayerKey uint
function UGCGameState:UpdatePlayerTeam(PlayerKey)
if GlobalConfigs.GameModeSetting.TeamModeType == CustomEnum.ETeamMode.PersonalWarfare then
local NewTeamID = self:GetNewTeamID()
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, NewTeamID)
UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(NewTeamID))
end
end
--- 玩家登录获取玩家数据
---@param PlayerKey uint
function UGCGameState:GetUserInfo(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey] end
local UserInfo = UGCPlayerStateSystem.GetPlayerAccountInfo(PlayerKey)
if UserInfo then
--- UIDPlayerNameTeamIDGenderPlatformGenderPlayerLevelSegmentLevelIconURL
local UserInfoCpy = UserInfo:Copy()
UGCLogSystem.Log("[UGCGameState_GetUserInfo] PlayerName:%s", UserInfoCpy.PlayerName)
local CustomUserInfo = {
UID = UserInfoCpy.UID,
PlayerKey = PlayerKey,
TeamID = UserInfoCpy.TeamID,
IsOffline = false,
PlayerName = UserInfoCpy.PlayerName,
Gender = UserInfoCpy.PlatformGender,
IconURL = UserInfoCpy.IconURL,
IsSelectTeam = false,
}
self.PlayerPersonalInfos[PlayerKey] = CustomUserInfo
UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] CustomUserInfo:", CustomUserInfo)
return CustomUserInfo
else
UGCLogSystem.LogError("[UGCGameState_GetUserInfo] UserInfo Error PlayerKey:%s", tostring(PlayerKey))
end
end
--- 对玩家在队伍中进行排序
--function UGCGameState:SortPlayerRankDatas()
-- if #self.PlayerRankDatas < 1 then return end
-- for i, v in pairs(self.PlayerRankDatas) do
-- table.sort(self.PlayerRankDatas[i], function(a, b)
-- local aScore = self.PlayerScoreDatas[a].Score + self.PlayerScoreDatas[a].TechnicalScore * GlobalConfigs.GameSetting.TechnicalScoreProportion
-- local bScore = self.PlayerScoreDatas[b].Score + self.PlayerScoreDatas[b].TechnicalScore * GlobalConfigs.GameSetting.TechnicalScoreProportion
-- return aScore > bScore
-- end)
-- end
--end
--- 对玩家在队伍中进行排序
function UGCGameState:SortPlayerRankDatas()
if #self.PlayerRankDatas < 1 then return end
for i, v in pairs(self.PlayerRankDatas) do
for Index = #v, 1, -1 do
if self.PlayerScoreDatas[v[Index]] == nil then
self.PlayerRankDatas[i][Index] = nil
end
end
end
local LocalGetScore = function(PlayerKey)
if self.PlayerScoreDatas[PlayerKey] == nil or self.PlayerScoreDatas[PlayerKey].Score == nil then
return 0
else
return self.PlayerScoreDatas[PlayerKey].Score
end
end
local LocalGetTechnicalScore = function(PlayerKey)
if self.PlayerScoreDatas[PlayerKey] == nil or self.PlayerScoreDatas[PlayerKey].TechnicalScore == nil then
return 0
else
return self.PlayerScoreDatas[PlayerKey].TechnicalScore
end
end
for i, v in pairs(self.PlayerRankDatas) do
table.sort(self.PlayerRankDatas[i], function(a, b)
local aScore = LocalGetScore(a) + LocalGetTechnicalScore(a) * GlobalConfigs.GameSetting.TechnicalScoreProportion
local bScore = LocalGetScore(b) + LocalGetTechnicalScore(b) * GlobalConfigs.GameSetting.TechnicalScoreProportion
return aScore > bScore
end)
end
end
--- 更新玩家排序信息
function UGCGameState:UpdatePlayerRankDatas(PlayerKey, TeamID)
if self.PlayerRankDatas[TeamID] == nil then
self.PlayerRankDatas[TeamID] = {}
end
if not table.hasValue(self.PlayerRankDatas[TeamID], PlayerKey) then
self.PlayerRankDatas[TeamID][#self.PlayerRankDatas[TeamID] + 1] = PlayerKey
end
if GlobalConfigs.GameSetting.EnablePlayerJoin then
self:InspectPlayerRankDatas()
end
--self:SortPlayerRankDatas()
end
--- 检验RankDatas
function UGCGameState:InspectPlayerRankDatas()
for TempTeamID, PlayerKeys in pairs(self.PlayerRankDatas) do
for i = #PlayerKeys, 1, -1 do
if UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKeys[i]) == nil then
self.PlayerRankDatas[TempTeamID][i] = nil
end
end
--for i, TempPlayerKey in pairs(PlayerKeys) do
-- if UGCGameSystem.GetPlayerControllerByPlayerKey(TempPlayerKey) == nil then
-- self.PlayerRankDatas[TempTeamID][TempPlayerKey] = nil
-- end
--end
end
end
function UGCGameState:GetPlayerRankByPlayerKey(PlayerKey)
local TeamID = self:GetPlayerTeamIDByPlayerKey(PlayerKey)
if self.PlayerRankDatas[TeamID] == nil then return 0 end
return table.FindKey(self.PlayerRankDatas[TeamID], PlayerKey)
end
function UGCGameState:OnRep_PlayerRankDatas()
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerRank)
end
function UGCGameState:GetPlayerRank()
return self.PlayerRankDatas
end
--- 获取存档
function UGCGameState:GetPlayerArchiveInfos(PlayerKey)
self.PlayerArchiveInfos[PlayerKey] = UGCPlayerStateSystem.GetPlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID)
if self.PlayerArchiveInfos[PlayerKey] then
self.PlayerSaveWeaponSelect[PlayerKey] = self.PlayerArchiveInfos[PlayerKey].PlayerSaveWeaponSelect
end
end
--- 获取存档信息
---@param PlayerKey
function UGCGameState:GetPlayerArchiveInfosFromArchiveType(PlayerKey, ArchiveType)
if self.PlayerArchiveInfos[PlayerKey] == nil then
if self.PlayerPersonalInfos[PlayerKey] then
self.PlayerArchiveInfos[PlayerKey] = UGCPlayerStateSystem.GetPlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID)
else
UGCLogSystem.LogError("[UGCGameState_GetPlayerArchiveInfosFromArchiveType] PlayerPersonalInfos[%s] is nil", tostring(PlayerKey))
end
end
if ArchiveType == nil then
return self.PlayerArchiveInfos[PlayerKey]
elseif type(ArchiveType) == "table" then
local Res = nil
for i, v in pairs(ArchiveType) do
if Res == nil then
Res = self.PlayerArchiveInfos[PlayerKey][v]
else
Res = Res[v]
end
if Res == nil then
return nil
end
end
return Res
else
return self.PlayerArchiveInfos[PlayerKey][ArchiveType]
end
end
--- 保存武器选择存档
function UGCGameState:SavePlayerWeaponSelectArchiveData(PlayerKey)
if self.PlayerArchiveInfos[PlayerKey] == nil then
self.PlayerArchiveInfos[PlayerKey] = {}
end
self.PlayerArchiveInfos[PlayerKey].PlayerSaveWeaponSelect = self.PlayerSaveWeaponSelect[PlayerKey]
UGCPlayerStateSystem.SavePlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID, self.PlayerArchiveInfos[PlayerKey])
end
function UGCGameState:OnRep_PlayerSaveWeaponSelect()
UGCEventSystem.SendEvent(EventEnum.PlayerSaveWeaponChange)
end
--- 判断玩家是否为第一次进入游戏
function UGCGameState:CheckFirstTimePlaying(PlayerKey)
if self.PlayerArchiveInfos[PlayerKey] == nil then
self.PlayerArchiveInfos[PlayerKey] = {}
end
if self.PlayerArchiveInfos[PlayerKey].PlayedTimes == nil then
self.PlayerArchiveInfos[PlayerKey].PlayedTimes = 1
self:PlayerIsFirstTimePlaying(PlayerKey)
else
self.PlayerArchiveInfos[PlayerKey].PlayedTimes = 1 + self.PlayerArchiveInfos[PlayerKey].PlayedTimes
end
UGCPlayerStateSystem.SavePlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID, self.PlayerArchiveInfos[PlayerKey])
end
function UGCGameState:PlayerIsFirstTimePlaying(PlayerKey)
UGCEventSystem.SendEvent(EventEnum.PlayerFirstTimePlaying, PlayerKey)
if table.hasValue(self.ControllerInitializationEndedPlayer, PlayerKey) then
local TargetController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
if UE.IsValid(TargetController) then
UnrealNetwork.CallUnrealRPC(TargetController, TargetController, "Client_PlayerIsFirstTimePlaying")
else
UGCLogSystem.LogError("[UGCGameState_PlayerIsFirstTimePlaying] TargetController is nil")
end
else
self.PlayerIsFirstTimePlayingCache[#self.PlayerIsFirstTimePlayingCache + 1] = PlayerKey
end
UGCLogSystem.Log("[UGCGameState_PlayerIsFirstTimePlaying]")
end
-- 玩家已选择队伍
function UGCGameState:PlayerHasSelectedTeam(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] == nil or self.PlayerPersonalInfos[PlayerKey].IsSelectTeam == false then
return false
end
return true
end
---@param PlayerKey int32
---@param AddScore float
---@return Succeed bool
function UGCGameState:AddScore(PlayerKey, AddScore)
local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey)
if UE.IsValid(TargetPlayerState) then
TargetPlayerState:SetScore(TargetPlayerState:GetScore() + AddScore)
self.PlayerScoreDatas[PlayerKey].Score = TargetPlayerState:GetScore()
--DOREPONCE(self, "PlayerScoreDatas")
self:SortPlayerRankDatas()
self:AddTeamScore(self:GetPlayerTeamIDByPlayerKey(PlayerKey), AddScore)
return true
end
return false
end
function UGCGameState:GetPlayerScore(PlayerKey)
if self.PlayerScoreDatas[PlayerKey].Score then
return self.PlayerScoreDatas[PlayerKey].Score
else
return 0
end
end
function UGCGameState:GetTeamScore(TeamID)
if UGCGameSystem.GameState:GetSpecialModeType() == MapConfig.ESpecialModeType.ArmsRace then
local PlayerKey = self.PlayerRankDatas[TeamID][1]
if PlayerKey then
return self:GetPlayerScore(PlayerKey)
else
return 0
end
end
return (self.TeamScore[TeamID] and self.TeamScore[TeamID] or 0)
end
function UGCGameState:ResetTeamScore()
self.TeamScore = {}
end
function UGCGameState:AddTeamScore(TeamID, Score)
self.TeamScore[TeamID] = self:GetTeamScore(TeamID) + Score
end
---@param PlayerKey int32
---@param AddTechnicalScore float
---@return Succeed bool
function UGCGameState:AddTechnicalScore(PlayerKey, AddTechnicalScore)
local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey)
if UE.IsValid(TargetPlayerState) then
TargetPlayerState:SetTechnicalScore(TargetPlayerState:GetTechnicalScore() + AddTechnicalScore)
self.PlayerScoreDatas[PlayerKey].TechnicalScore = TargetPlayerState:GetTechnicalScore()
self:SortPlayerRankDatas()
return true
end
return false
end
-- 更新返回所有玩家得分
function UGCGameState:UpdateAllPlayerScoreDatas()
local AllPlayerState = UGCGameSystem.GetAllPlayerState(false)
local ResScoreDatas = {}
if AllPlayerState then
for _, PlayerState in pairs(AllPlayerState) do
if UE.IsValid(PlayerState) and self.PlayerPersonalInfos[PlayerState.PlayerKey] and self.PlayerPersonalInfos[PlayerState.PlayerKey].IsOffline == false then
if GlobalConfigs.GameSetting.EnablePlayerJoin then
ResScoreDatas[PlayerState.PlayerKey] = table.DeepCopy(PlayerState.ScoreData)
else
self.PlayerScoreDatas[PlayerState.PlayerKey] = table.DeepCopy(PlayerState.ScoreData)
end
end
end
end
if GlobalConfigs.GameSetting.EnablePlayerJoin then
self.PlayerScoreDatas = ResScoreDatas
end
self:SortPlayerRankDatas()
return self.PlayerScoreDatas
end
--- 获取在线人数
function UGCGameState:GetNumberOfOnlineUsers()
return table.getCount(self.PlayerScoreDatas)
end
function UGCGameState:OnRep_PlayerScoreDatas()
if self:HasAuthority() then return end
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
end
function UGCGameState:OnRep_PlayerPersonalInfos()
if self:HasAuthority() then return end
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
UGCLogSystem.LogTree("[UGCGameState_OnRep_PlayerPersonalInfos]", self.PlayerPersonalInfos)
end
function UGCGameState:GetPlayerScoreData()
return self.PlayerScoreDatas
end
function UGCGameState:GetGameStateType()
return self.GameStateType
end
function UGCGameState:SetGameStateType(NewGameStateType)
if not self:HasAuthority() then return end
if self.GameStateType ~= NewGameStateType then
self.GameStateType = NewGameStateType
UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
end
end
function UGCGameState:OnRep_GameStateType()
if self:HasAuthority() then return end
UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
end
function UGCGameState:GameWillBeginNotify()
UnrealNetwork.CallUnrealRPC_Multicast(self, "MulticastRPC_GameWillBeginNotify")
end
function UGCGameState:MulticastRPC_GameWillBeginNotify()
UGCEventSystem.SendEvent(EventEnum.GameWillBegin)
end
function UGCGameState:GameFinish() self:SetGameStateType(CustomEnum.EGameState.End) end
-- 更新申请玩家加入
function UGCGameState:UpdatePlayerJoin()
if not GlobalConfigs.GameSetting.EnablePlayerJoin then
return
end
if self.GameStateType == CustomEnum.EGameState.End or self.GameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then
return
end
local NeedPlayerNum = GlobalConfigs.GameModeSetting.TeamNeedPlayerNum - #UGCGameSystem.GetAllPlayerState()
UGCGameSystem.StopPlayerJoin()
if NeedPlayerNum > 0 then
UGCGameSystem.OpenPlayerJoin()
UGCGameSystem.ApplyPlayerJoin(1, 1)
UGCLogSystem.Log("[UGCGameState_UpdatePlayerJoin] NeedPlayerNum: %d", NeedPlayerNum)
end
end
function UGCGameState:GetNewTeamID()
-- body
self.PlayerJoinNum = self.PlayerJoinNum + 1
return self.PlayerJoinNum
end
function UGCGameState:Client_SaveSelectWeaponCallBack(SelectSucceed)
if self:HasAuthority() then return end
UGCEventSystem.SendEvent(EventEnum.SaveSelectWeaponCallBack, SelectSucceed)
end
function UGCGameState:GetPlayerNameByPlayerKey(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then
return self.PlayerPersonalInfos[PlayerKey].PlayerName
else
return ""
end
end
function UGCGameState:GetPlayerTeamIDByPlayerKey(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then
return self.PlayerPersonalInfos[PlayerKey].TeamID
else
return -1
end
end
function UGCGameState:GetHeadIconByPlayerKey(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then
return self.PlayerPersonalInfos[PlayerKey].IconURL
else
return ""
end
end
function UGCGameState:GetScoreDataByPlayerKey(PlayerKey)
return self.PlayerScoreDatas[PlayerKey]
end
-- 控制器初始化完成
function UGCGameState:Server_ControllerInitFinish(PlayerKey)
self.ControllerInitializationEndedPlayer[#self.ControllerInitializationEndedPlayer + 1] = PlayerKey
UGCLogSystem.Log("[UGCGameState_Server_ControllerInitFinish]")
-- 首次登录
if table.hasValue(self.PlayerIsFirstTimePlayingCache, PlayerKey) then
-- self.PlayerIsFirstTimePlayingCache[PlayerKey] = nil
table.removeValue(self.PlayerIsFirstTimePlayingCache, PlayerKey, true)
local TargetController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
if UE.IsValid(TargetController) then
UnrealNetwork.CallUnrealRPC(TargetController, TargetController, "Client_PlayerIsFirstTimePlaying")
else
UGCLogSystem.LogError("[UGCGameState_Server_ControllerInitFinish] TargetController is nil")
end
end
end
------------------------------------------------ GameState WeaponGradient ------------------------------------------------
--- 初始化玩家武器梯度
function UGCGameState:InitPlayerGradient(PlayerKey)
self.PlayerWeaponGradient[PlayerKey] = WeaponGradientManager.GetPlayerGradient(PlayerKey)
UGCLogSystem.LogTree("[UGCGameState_InitPlayerGradient] " .. PlayerKey .. " PlayerWeaponGradient:", self.PlayerWeaponGradient[PlayerKey] )
DOREPONCE(self, "PlayerWeaponGradient")
self:SetPlayerWeaponGrade(PlayerKey, 1, false)
end
function UGCGameState:OnRep_PlayerWeaponGradient()
UGCEventSystem.SendEvent(EventEnum.PlayerGradientGradeChange)
end
function UGCGameState:GetPlayerWeaponGradientByPlayerKey(PlayerKey)
return self.PlayerWeaponGradient[PlayerKey]
end
--- 获取玩家梯度等级
function UGCGameState:GetPlayerWeaponGrade(PlayerKey)
return (self.PlayerGradientGrade[PlayerKey] and self.PlayerGradientGrade[PlayerKey] or 1)
end
--- 设置玩家梯度等级
---@param PlayerKey uint
---@param NewGrade uint 新的玩家等级
---@param bUpdateWeapon bool 是否刷新玩家武器
function UGCGameState:SetPlayerWeaponGrade(PlayerKey, NewGrade, bUpdateWeapon)
self.PlayerGradientGrade[PlayerKey] = NewGrade
DOREPONCE(self, "PlayerGradientGrade")
if bUpdateWeapon then
local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
local DefaultWeaponID = self:GetPlayerDefaultMeleeWeaponByPlayerKey(PlayerKey)
WeaponGradientManager.UpdatePlayerGradientWeaponMatching(PlayerKey, NewGrade, DefaultWeaponID)
if self.PlayerWeaponGradient[PlayerKey][NewGrade] < 0 then
if UGCBackPackSystem.GetItemCount(PlayerPawn, DefaultWeaponID) <= 0 then
UGCBackPackSystem.AddItem(PlayerPawn, DefaultWeaponID, 1)
end
UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MeleeWeapon, false)
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.UseMeleeToKill)
else
UGCEventSystem.SetTimer(UGCGameSystem.GameState,
function()
PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
if UE.IsValid(PlayerPawn) then
if UGCWeaponManagerSystem.GetWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon1) then
UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon1, false)
else
UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon2, false)
UGCLogSystem.LogError("[UGCGameState_SetPlayerWeaponGrade] 插槽位错误")
end
end
end,
0.5
)
end
end
end
--- 根据玩家等级刷新玩家武器
function UGCGameState:RefreshPlayerWeapons(PlayerKey)
local Grade = self:GetPlayerWeaponGrade(PlayerKey)
WeaponGradientManager.UpdatePlayerGradientWeaponMatching(PlayerKey, Grade, self:GetPlayerDefaultMeleeWeaponByPlayerKey(PlayerKey))
UGCLogSystem.LogTree("[UGCGameState_RefreshPlayerWeapons]", self.PlayerWeaponGradient)
if self.PlayerWeaponGradient[PlayerKey][Grade] < 0 then
local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MeleeWeapon, true)
end
end
function UGCGameState:GetPlayerNextWeaponID(PlayerKey)
if self.PlayerWeaponGradient[PlayerKey] then
return self.PlayerWeaponGradient[PlayerKey][self:GetPlayerWeaponGrade(PlayerKey) + 1]
end
return nil
end
--- 重置所有玩家的玩家等级,用于游戏开始阶段
function UGCGameState:ResetAllPlayerGrade()
for PlayerKey, v in pairs(self.PlayerPersonalInfos) do
self:SetPlayerWeaponGrade(PlayerKey, 1, true)
end
end
--- 玩家增加等级
function UGCGameState:PlayerAddWeaponGrade(PlayerKey, AddGrade)
local WeaponGradient = WeaponGradientManager.GetPlayerGradient(PlayerKey)
local PlayerLastGrade = self:GetPlayerWeaponGrade(PlayerKey)
if PlayerLastGrade == #WeaponGradient then
self.PlayerWeaponGradient[PlayerKey] = WeaponGradientManager.UpdatePlayerNextGradient(PlayerKey)
DOREPONCE(self, "PlayerWeaponGradient")
self:SetPlayerWeaponGrade(PlayerKey, 1, true)
self:AddScore(PlayerKey, GlobalConfigs.GameSetting.FullGradientAddScore)
UGCLogSystem.LogTree("[UGCGameState_PlayerAddWeaponGrade] " .. PlayerKey .. " PlayerWeaponGradient:", self.PlayerWeaponGradient[PlayerKey])
UGCSendRPCSystem.RPCEvent(nil, EventEnum.AddTip, TipConfig.TipType.PlayerCompleteGradient, PlayerKey)
else
self:SetPlayerWeaponGrade(PlayerKey, math.clamp(AddGrade + PlayerLastGrade, 1, #WeaponGradient), true)
end
end
--- 获取玩家选择的默认近战武器
function UGCGameState:GetPlayerDefaultMeleeWeaponByPlayerKey(PlayerKey)
return self.PlayerDefaultMeleeWeapon[PlayerKey] and self.PlayerDefaultMeleeWeapon[PlayerKey] or GlobalConfigs.GameSetting.DefaultMeleeWeapon
end
function UGCGameState:OnRep_PlayerGradientGrade()
UGCEventSystem.SendEvent(EventEnum.PlayerGradientGradeChange)
end
---------------------------------------------- GameState WeaponGradient End ----------------------------------------------
--------------------------------------------- SelectMap ---------------------------------------------
function UGCGameState:SetMapSelectionResult(NewMapType)
self.MapSelectionResult = NewMapType
if self.MapSelectionResult == MapConfig.MapType.Random then
self.MapSelectionFinalResult = table.Rand(self:GetEnableMapExcludeRandom())
else
self.MapSelectionFinalResult = self.MapSelectionResult
end
DOREPONCE(self, "MapSelectionFinalResult")
DOREPONCE(self, "MapSelectionResult")
end
--- 获取当前地图玩法类型
function UGCGameState:GetSpecialModeType()
if self.MapSelectionFinalResult then
return MapConfig.MapInfo[self.MapSelectionFinalResult].SpecialModeType
end
end
--- 获取当前已选择好的地图Type
---@return MapSelectionResult MapConfig.MapType 若未选择则返回nil
function UGCGameState:GetMapSelectionResult(bMustObtain)
if bMustObtain and self.MapSelectionResult == nil then
local MapTypes = self:GetMaxSameVotesMap()
self:SetMapSelectionResult(table.Rand(MapTypes))
end
return self.MapSelectionResult
end
function UGCGameState:GetPlayerSelectMapList()
return self.PlayerSelectMapList
end
function UGCGameState:GetMaxSameVotesMap()
local MaxType = self:GetMaxAndSecondMapType()
local Res = {}
for i, v in pairs(self.SelectMapInfo) do
if v == self.SelectMapInfo[MaxType] and MapConfig.MapEnable[i] then
Res[#Res + 1] = i
end
end
return Res
end
function UGCGameState:GetEnableMapExcludeRandom()
local Res = {}
for i, v in pairs(MapConfig.MapEnable) do
if v and (i ~= MapConfig.MapType.Random) then
Res[#Res + 1] = i
end
end
return Res
end
function UGCGameState:GetMapSelectionFinalResult()
return self.MapSelectionFinalResult
end
---@param MapType MapConfig.MapType
function UGCGameState:PlayerSelectMap(PlayerKey, MapType)
UGCLogSystem.Log("[UGCGameState_PlayerSelectMap] Begin")
if self.PlayerSelectMapList[PlayerKey] == nil and table.hasValue(MapConfig.MapType, MapType) then
self.PlayerSelectMapList[PlayerKey] = MapType
if #self.SelectMapInfo == 0 then
self:InitSelectMapInfo()
end
self.SelectMapInfo[MapType] = self.SelectMapInfo[MapType] + 1
DOREPONCE(self, "SelectMapInfo")
local MaxSelectMap, SecondSelectMap = self:GetMaxAndSecondMapType()
local SelectMapNum = self:GetSelectMapNum()
local MaxSelectMapNum = self.SelectMapInfo[MaxSelectMap]
local SecondSelectMapNum = (SecondSelectMap and self.SelectMapInfo[SecondSelectMap] or 0)
if (MaxSelectMapNum - SecondSelectMapNum) > (GlobalConfigs.GameModeSetting.MaxPlayerNum - SelectMapNum)
or (SelectMapNum == GlobalConfigs.GameModeSetting.MaxPlayerNum)
then
-- self:SetMapSelectionResult(MaxSelectMap)
local MapTypes = self:GetMaxSameVotesMap()
self:SetMapSelectionResult(table.Rand(MapTypes))
end
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, true, MapType)
UGCLogSystem.Log("[UGCGameState_PlayerSelectMap] Finish")
UGCLogSystem.LogTree("[UGCGameState_PlayerSelectMap] ", self.SelectMapInfo)
else
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, false, MapType)
end
end
function UGCGameState:PlayerOverlapSelectMap(PlayerKey, MapType)
UGCLogSystem.Log("[UGCGameState_PlayerOverlapSelectMap] Begin")
if self.PlayerSelectMapList[PlayerKey] ~= MapType and table.hasValue(MapConfig.MapType, MapType) then
self.PlayerSelectMapList[PlayerKey] = MapType
self:UpdateSelectMapInfo()
DOREPONCE(self, "SelectMapInfo")
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, true, MapType)
UGCLogSystem.Log("[UGCGameState_PlayerOverlapSelectMap] Finish")
UGCLogSystem.LogTree("[UGCGameState_PlayerOverlapSelectMapp] ", self.SelectMapInfo)
else
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, false, MapType)
end
end
function UGCGameState:InitSelectMapInfo()
if #self.SelectMapInfo == 0 then
self:ResetSelectMapInfo()
end
end
function UGCGameState:ResetSelectMapInfo()
for i, v in pairs(MapConfig.MapType) do
self.SelectMapInfo[v] = 0
end
end
function UGCGameState:UpdateSelectMapInfo()
self:ResetSelectMapInfo()
for PlayerKey, MapType in pairs(self.PlayerSelectMapList) do
self.SelectMapInfo[MapType] = self.SelectMapInfo[MapType] + 1
end
end
function UGCGameState:GetSelectMapNumFromMapType(SelectMapType)
return (self.SelectMapInfo[SelectMapType] and self.SelectMapInfo[SelectMapType] or 0)
end
function UGCGameState:GetSelectMapNum()
local Sum = 0
for i, v in pairs(self.SelectMapInfo) do
Sum = Sum + v
end
return Sum
end
function UGCGameState:GetMaxAndSecondMapType()
local AllSelectType = {}
if #self.SelectMapInfo == 0 then
self:InitSelectMapInfo()
end
for i, v in pairs(self.SelectMapInfo) do
AllSelectType[#AllSelectType + 1] = {MapType = i, Num = v}
end
table.sort(AllSelectType, function(a, b) return a.Num > b.Num end)
UGCLogSystem.LogTree("[UGCGameState_GetMaxAndSecondMapType] AllSelectType", AllSelectType)
return AllSelectType[1].MapType, AllSelectType[2].MapType
end
function UGCGameState:OnRep_MapSelectionFinalResult()
self:LoadNowMiniMap()
local SceneItemGuide = WidgetManager:GetPanel(WidgetConfig.EUIType.SceneItemGuide)
if SceneItemGuide and self.MapSelectionFinalResult then
SceneItemGuide:UpdateMechanismDesc(self.MapSelectionFinalResult)
WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false)
end
UGCEventSystem.SendEvent(EventEnum.UpdateMapSelectionFinalResult, self.MapSelectionFinalResult)
end
function UGCGameState:LoadNowMiniMap()
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap]")
if self:HasAuthority() or self.MapSelectionFinalResult == nil then
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] self.MapSelectionFinalResult is nil")
return
end
local MiniMapInfo = MapConfig.MapInfo[self.MapSelectionFinalResult].MiniMapInfo
UGCLogSystem.LogTree("[UGCGameState_LoadNowMiniMap]", MiniMapInfo)
UGCWidgetManagerSystem.ChangeMap(MiniMapInfo.MapPath, MiniMapInfo.MapCentre, MiniMapInfo.MapSize, MiniMapInfo.MapScale)
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] Finish")
end
function UGCGameState:PlayerSelectDefaultWeapon(PlayerKey, WeaponID)
if table.hasValue(WeaponGradientTable.DefaultWeapon, WeaponID) then
self.PlayerDefaultMeleeWeapon[PlayerKey] = WeaponID
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectDefaultWeaponCallBack, true, WeaponID)
else
UGCLogSystem.LogError("[UGCGameState_PlayerSelectDefaultWeapon] PlayerKey:%s, 默认武器表内没有武器:%s", tostring(PlayerKey), tostring(WeaponID))
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectDefaultWeaponCallBack, false, WeaponID)
end
end
------------------------------------------- SelectMap End -------------------------------------------
function UGCGameState:GetGameTime()
return self.GameTime
end
function UGCGameState:SetGameTime(NewTime)
if UGCGameSystem.IsServer() then
self.GameTime = NewTime
else
UGCLogSystem.LogError("[UGCGameState_SetGameTime] 客户端无法设置游戏时间")
end
end
function UGCGameState:SetPlayerIsAlive(PlayerKey, Pawn)
if Pawn then
self.PlayerIsAlive[PlayerKey] = Pawn
else
self.PlayerIsAlive[PlayerKey] = nil
end
end
function UGCGameState:OnRep_PlayerIsAlive()
UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange)
end
function UGCGameState:GetPlayerIsAlive(PlayerKey)
if self.PlayerIsAlive[PlayerKey] then
return true
end
return false
end
function UGCGameState:GetAlivePawn(PlayerKey)
return self.PlayerIsAlive[PlayerKey]
end
------------------------------------------------ GameState Abstract RPC ------------------------------------------------
function UGCGameState:UGCSendRPCSystemFunc(...)
UGCSendRPCSystem.RPCFunc(...)
end
---------------------------------------------- GameState Abstract RPC End ----------------------------------------------
function UGCGameState:GetAvailableServerRPCs()
return
"MulticastRPC_SpawnParticleAttachPlayer",
"UGCSendRPCSystemFunc",
"Server_ControllerInitFinish",
"Server_SaveButtonSetting",
"Server_GetButtonSetting"
end
return UGCGameState;