480 lines
28 KiB
C++
480 lines
28 KiB
C++
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#include "stdafx.h"
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#include "PvPRoundMode.h"
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#include "DNPvPGameRoom.h"
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#include "DNUserSession.h"
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#include "DnActor.h"
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#include "DnPlayerActor.h"
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#include "DnPvPGameTask.h"
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#include "PvPRespawnLogic.h"
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#include "DnStateBlow.h"
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#include "DNMissionSystem.h"
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#include "DNDBConnection.h"
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CPvPRoundMode::CPvPRoundMode( CDNGameRoom* pGameRoom, const TPvPGameModeTable* pPvPGameModeTable, const MAGAPVP_GAMEMODE* pPacket )
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:CPvPGameMode( pGameRoom, pPvPGameModeTable, pPacket ),m_bFinishRoundFlag(false)
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{
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m_dwCheckAllDeadTick = 0;
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m_fFinishRoundDelta = 0.f;
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#if defined(PRE_ADD_PVP_TOURNAMENT)
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m_cTournamentStep = pPacket->cMaxUser;
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m_cTournamentStepCount = 0 ;
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m_cCurrentTournamentStep = 0;
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#endif
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}
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CPvPRoundMode::~CPvPRoundMode()
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{
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}
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void CPvPRoundMode::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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if( m_bFinishRoundFlag && !m_bFinishGameModeFlag )
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{
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bool bCheck = true;
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if( m_fFinishRoundDelta >= PvPCommon::Common::RoundModeFinishDelta )
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bCheck = false;
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m_fFinishRoundDelta -= fDelta;
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if( bCheck && m_fFinishRoundDelta <= 0.f )
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_OnStartRound();
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else
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return;
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}
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if( _CanProcess() == false )
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return;
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CPvPGameMode::Process( LocalTime, fDelta );
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_OnAfterProcess();
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}
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void CPvPRoundMode::_OnAfterProcess()
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{
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if( m_bStartGameModeFlag && m_fStartDelta <= 0.f && !m_bFinishRoundFlag )
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{
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if( timeGetTime()-m_dwCheckAllDeadTick >= 500 )
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{
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OnCheckFinishRound( PvPCommon::FinishReason::OpponentTeamAllDead );
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m_dwCheckAllDeadTick = timeGetTime();
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}
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}
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}
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bool CPvPRoundMode::bIsPlayingUser( DnActorHandle hActor )
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{
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if( !hActor || !hActor->GetName() || !hActor->IsPlayerActor() )
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return false;
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if( !CPvPGameMode::bIsPlayingUser( hActor ) )
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return false;
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// SessionState 검사
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CDnPlayerActor* pPlayer = static_cast<CDnPlayerActor *>(hActor.GetPointer());
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CDNUserSession* pGameSession = pPlayer->GetUserSession();
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if( !pGameSession )
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return false;
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if( pGameSession->GetState() != SESSION_STATE_GAME_PLAY )
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return false;
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return (m_mBreakInto.find( hActor->GetName() ) == m_mBreakInto.end()) ? true : false;
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}
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bool CPvPRoundMode::bIsFirstRound()
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{
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UINT uiATeamScore, uiBTeamScore;
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m_pScoreSystem->GetGameModeScore( uiATeamScore, uiBTeamScore );
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if( uiATeamScore == 0 && uiBTeamScore == 0 )
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return true;
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return false;
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}
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// RoundMode에서는 부활을 시키지 않는다.
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void CPvPRoundMode::OnFinishProcessDie( DnActorHandle hActor )
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{
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}
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void CPvPRoundMode::OnCheckFinishRound( PvPCommon::FinishReason::eCode Reason )
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{
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UINT uiWinTeam = PvPCommon::Team::Max;
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switch( Reason )
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{
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case PvPCommon::FinishReason::OpponentTeamAllGone:
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{
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uiWinTeam = OnCheckZeroUserWinTeam();
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break;
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}
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case PvPCommon::FinishReason::TimeOver:
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{
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UINT uiATeamUser = 0;
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UINT uiBTeamUser = 0;
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for( UINT i=0 ; i<GetGameRoom()->GetUserCount() ; ++i )
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{
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CDNGameRoom::PartyStruct* pPartyStruct = GetGameRoom()->GetPartyData(i);
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if( !pPartyStruct->pSession )
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continue;
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DnActorHandle hActor = pPartyStruct->pSession->GetActorHandle();
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if( !hActor )
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continue;
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if( !bIsPlayingUser( hActor ) )
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continue;
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if( hActor->IsDie() )
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continue;
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if( hActor->GetTeam() == PvPCommon::Team::A )
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++uiATeamUser;
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else if( hActor->GetTeam() == PvPCommon::Team::B )
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++uiBTeamUser;
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}
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if( uiATeamUser > uiBTeamUser )
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uiWinTeam = PvPCommon::Team::A;
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else if( uiBTeamUser > uiATeamUser )
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uiWinTeam = PvPCommon::Team::B;
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break;
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}
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case PvPCommon::FinishReason::OpponentTeamAllDead:
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{
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UINT uiCheckBit = 0;
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for( UINT i=0 ; i<GetGameRoom()->GetUserCount() ; ++i )
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{
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CDNGameRoom::PartyStruct* pPartyStruct = GetGameRoom()->GetPartyData(i);
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if( !pPartyStruct->pSession )
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continue;
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DnActorHandle hActor = pPartyStruct->pSession->GetActorHandle();
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if( !hActor )
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continue;
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if( !bIsPlayingUser( hActor ) )
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continue;
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if( hActor->IsDie() )
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continue;
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if( hActor->GetTeam() == PvPCommon::Team::A )
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uiCheckBit |= 1;
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else if( hActor->GetTeam() == PvPCommon::Team::B )
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uiCheckBit |= 2;
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if( uiCheckBit == 3 )
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return;
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}
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if( uiCheckBit )
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uiWinTeam = (uiCheckBit==1) ? PvPCommon::Team::A : PvPCommon::Team::B;
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break;
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}
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case PvPCommon::FinishReason::LadderNoGame:
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{
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break;
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}
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default:
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{
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return;
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}
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}
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_ProcessFinishRound( uiWinTeam, Reason );
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}
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void CPvPRoundMode::_ProcessFinishRound( const UINT uiWinTeam, PvPCommon::FinishReason::eCode Reason )
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{
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// 이미 끝난라운드면 리턴
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if( m_bFinishRoundFlag )
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return;
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// Round종료 플래그 설정
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m_bFinishRoundFlag = true;
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m_fFinishRoundDelta = PvPCommon::Common::RoundModeFinishDelta;
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// ResapwnLogic 에 게임모드 종료 알림
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if( m_pGameRoom && m_pGameRoom->GetGameTask() && ((CDnPvPGameTask*)m_pGameRoom->GetGameTask())->GetRespawnLogic() )
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((CDnPvPGameTask*)m_pGameRoom->GetGameTask())->GetRespawnLogic()->FinishRound();
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//=============================================================================================
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// Score계산
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//=============================================================================================
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UINT uiATeamScore, uiBTeamScore;
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GetGameModeScore( uiATeamScore, uiBTeamScore );
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if( uiWinTeam == PvPCommon::Team::A )
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++uiATeamScore;
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else if( uiWinTeam == PvPCommon::Team::B )
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++uiBTeamScore;
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m_pScoreSystem->SetGameModeScore( uiATeamScore, uiBTeamScore );
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m_pScoreSystem->FinishRound( GetGameRoom(), uiWinTeam );
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//=============================================================================================
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// 라운드 결과 정리
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//=============================================================================================
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for( UINT i=0 ; i<GetGameRoom()->GetUserCount() ; ++i )
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{
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CDNGameRoom::PartyStruct* pPartyStruct = GetGameRoom()->GetPartyData(i);
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// SESSION_STATE_GAME_PLAY 인 유저에게만 보내준다.
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if( pPartyStruct->pSession && pPartyStruct->pSession->GetState() == SESSION_STATE_GAME_PLAY )
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{
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DnActorHandle hActor = pPartyStruct->pSession->GetActorHandle();
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if( hActor && bIsPlayingUser( hActor ) )
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{
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bool bIsWin = false;
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if( uiWinTeam != PvPCommon::Team::Max )
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bIsWin = (uiWinTeam == hActor->GetTeam() ? true : false);
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_ProcessFinishRoundMode( pPartyStruct->pSession, bIsWin, uiWinTeam, Reason );
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m_pScoreSystem->OnFinishRound( hActor, bIsWin );
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}
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}
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}
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//=============================================================================================
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// 게임모드 종료 검사
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//=============================================================================================
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// 1.승리조건에 도달했는지 검사해본다.
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UINT uiMaxScore = max( uiATeamScore, uiBTeamScore );
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UINT uiCheckScore = uiMaxScore;
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if( bIsZombieMode() == true )
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uiCheckScore = uiATeamScore+uiBTeamScore;
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if( _CheckFinishGameMode( const_cast<UINT&>(uiWinTeam) ) || (_CheckWinContition()&& uiCheckScore >= m_uiWinCondition ) )
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return FinishGameMode( uiWinTeam, PvPCommon::FinishReason::AchieveWinCondition );
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// 2.상대방이 모두 나갔으면 무조건 남은팀이 이긴다.
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else if( Reason == PvPCommon::FinishReason::OpponentTeamAllGone || Reason == PvPCommon::FinishReason::OpponentCaptainGone )
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{
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bool bFinish = false;
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#if defined(PRE_ADD_PVP_TOURNAMENT)
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if (bIsZombieMode() == false && bIsTournamentMode() == false)
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#else
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if (bIsZombieMode() == false)
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#endif
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bFinish = true;
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else
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{
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//좀비모드라면 다음 라운드를 체크한다. 1명이 남기전까지는 진행!
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if (GetGameRoom()->GetUserCountWithoutGM()-GetGameRoom()->GetUserCount(PvPCommon::Team::Observer) <= 1)
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bFinish = true;
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}
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// 3.다음 라운드를 할 난입 유저가 있는지 검사.
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if (bFinish)
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{
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if( OnCheckZeroUserWinTeam( false ) != PvPCommon::Team::Max )
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return FinishGameMode( uiWinTeam, PvPCommon::FinishReason::OpponentTeamAllGone );
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}
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}
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#if defined(PRE_ADD_DWC)
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if( GetGameRoom()->bIsLadderRoom() && !static_cast<CDNPvPGameRoom*>(GetGameRoom())->bIsDWCMatch() )
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#else
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if( GetGameRoom()->bIsLadderRoom() )
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#endif
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{
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if( Reason == PvPCommon::FinishReason::LadderNoGame )
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return FinishGameMode( uiWinTeam, PvPCommon::FinishReason::LadderNoGame );
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return FinishGameMode( uiWinTeam, PvPCommon::FinishReason::LadderDraw );
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}
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//=============================================================================================
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// 다음 라운드
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//=============================================================================================
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_FinishRound( uiWinTeam, Reason );
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}
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void CPvPRoundMode::OnSuccessBreakInto( CDNUserSession* pGameSession )
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{
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CPvPGameMode::OnSuccessBreakInto( pGameSession );
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// 1.게임모드가 종료된 경우면 PvPRound모드라고 따로 해줄것이없다.
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if( m_bFinishGameModeFlag )
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return;
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// 2.PvPRound모드가 종료된 경우면 무적 상태효과 부여
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if( m_bFinishRoundFlag )
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{
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DnActorHandle hActor = pGameSession->GetActorHandle();
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if( hActor )
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{
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int iDurationTime = static_cast<int>(m_fFinishRoundDelta*1000);
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if( iDurationTime > 0 )
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hActor->CDnActor::AddStateBlow( STATE_BLOW::BLOW_099, NULL, iDurationTime, "-1" );
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}
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}
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// 3.PvPRound모드가 진행중이라면 이번라운드는 유령상태로 있는다.
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else if( GetRemainStartTick() == 0 )
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{
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// 4.첫라운드이고 일정시간(10sec) 이내의 난입이라면 플레이 가능하게 한다.
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if( bIsFirstRound() && bIsInPlayTime( 10 ) )
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return;
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// 4.가 아니라면 캐릭터 유령상태로~~
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DnActorHandle hActor = pGameSession->GetActorHandle();
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if( hActor )
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{
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m_mBreakInto.insert( std::make_pair( hActor->GetName(), pGameSession) );
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CDnPlayerActor* pPlayer = static_cast<CDnPlayerActor *>(hActor.GetPointer());
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pPlayer->CmdRefreshHPSP( 0,0 );
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}
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}
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}
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void CPvPRoundMode::OnRebirth( DnActorHandle hActor, bool bForce/*=false*/ )
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{
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if( m_bFinishRoundFlag )
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CPvPGameMode::OnRebirth( hActor, true );
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}
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void CPvPRoundMode::OnDie( DnActorHandle hActor, DnActorHandle hHitter )
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{
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CPvPGameMode::OnDie( hActor, hHitter );
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OnCheckFinishRound( PvPCommon::FinishReason::OpponentTeamAllDead );
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}
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void CPvPRoundMode::OnLeaveUser( DnActorHandle hActor )
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{
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CPvPGameMode::OnLeaveUser( hActor );
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if( hActor )
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{
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wchar_t* pwName = hActor->GetName();
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if( pwName )
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m_mBreakInto.erase( pwName );
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}
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}
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#if defined( PRE_MOD_PVP_ROUNDMODE_PENALTY )
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void CPvPRoundMode::GetFinishRoundPenalty( const UINT uiWinTeam, OUT UINT& uiPenaltyPercent )
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{
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uiPenaltyPercent = 0;
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UINT uiWinConditionScore = GetSelectWinCondition();
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UINT uiATeamScore = 0;
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UINT uiBTeamScore = 0;
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GetGameModeScore(uiATeamScore, uiBTeamScore);
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UINT uiWinTeamScore = 0;
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if( PvPCommon::Team::A == uiWinTeam )
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uiWinTeamScore = uiATeamScore;
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if( PvPCommon::Team::B == uiWinTeam )
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uiWinTeamScore = uiBTeamScore;
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UINT uiDefaultPercent = 100;
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if(0 < uiWinConditionScore)
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{
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uiDefaultPercent = uiWinTeamScore * 100 / uiWinConditionScore;
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uiDefaultPercent = min(uiDefaultPercent, 100);
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}
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uiPenaltyPercent = 100 - uiDefaultPercent;
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}
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#endif // #if defined( PRE_MOD_PVP_ROUNDMODE_PENALTY )
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void CPvPRoundMode::_OnStartRound()
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{
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m_bFinishRoundFlag = false;
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m_bStartGameModeFlag = false;
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m_mBreakInto.clear();
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m_pScoreSystem->OnStartRound();
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for( UINT i=0 ; i<GetGameRoom()->GetUserCount() ; ++i )
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{
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CDNGameRoom::PartyStruct* pPartyStruct = GetGameRoom()->GetPartyData(i);
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if( pPartyStruct->pSession )
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{
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DnActorHandle hActor = pPartyStruct->pSession->GetActorHandle();
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// 1. 모든 상태효과 없애준다.
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if( hActor )
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hActor->OnInitializePVPRoundRestart();
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// 2. 새로운 라운드 시작을 알린다.
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pPartyStruct->pSession->SendPvPRoundStart();
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if( hActor && pPartyStruct->pSession->GetState() == SESSION_STATE_GAME_PLAY )
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{
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DN_ASSERT( m_pGameRoom->bIsPvPRoom() == true, "CPvPRoundMode::_OnStartRound() m_pGameRoom->bIsPvPRoom() == true" );
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// 프로젝타일 없앤다
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CDnWeapon::ReleaseClass( GetGameRoom(), CDnWeapon::Projectile );
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// InstantItem 날린다.
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pPartyStruct->pSession->GetItem()->RemoveInstantItemData( true );
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CDNPvPGameRoom* pPvPGameRoom = static_cast<CDNPvPGameRoom*>(m_pGameRoom);
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pPvPGameRoom->CmdPvPStartAddStateEffect( hActor, _GetPvPRoundStartStateEffectDurationTick(), true );
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// 4.Respawn 포인트로 이동
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_OnStartRoundStartPosition( hActor );
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hActor->GetStateBlow()->Process( 0, 0.f, true );
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// 5.HP/SP 설정
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_OnRefreshHPSP( hActor );
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}
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}
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}
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}
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void CPvPRoundMode::_OnStartRoundStartPosition( DnActorHandle hActor )
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{
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_SetRespawnPosition( hActor, true );
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}
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void CPvPRoundMode::_FinishRound( const UINT uiWinTeam, PvPCommon::FinishReason::eCode Reason )
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{
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for( UINT i=0 ; i<GetGameRoom()->GetUserCount() ; ++i )
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{
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CDNGameRoom::PartyStruct* pPartyStruct = GetGameRoom()->GetPartyData(i);
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if( pPartyStruct->pSession )
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{
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if( pPartyStruct->pSession->GetState() == SESSION_STATE_GAME_PLAY )
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{
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// Observer 는 ActorHandle 이 없기 때문에 상위에서 처리한다. - 김밥 -
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// 1. PvPRoundMode 결과를 알려준다.
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#if defined(PRE_ADD_PVP_TOURNAMENT)
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pPartyStruct->pSession->SendPvPRoundFinish( uiWinTeam, Reason, this, m_uiWinSessionID, m_cCurrentTournamentStep );
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#else
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pPartyStruct->pSession->SendPvPRoundFinish( uiWinTeam, Reason, this );
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#endif // #if defined(PRE_ADD_PVP_TOURNAMENT)
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DnActorHandle hActor = pPartyStruct->pSession->GetActorHandle();
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if( !hActor )
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continue;
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INT64 iHP = hActor->GetHP();
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// 2. 모든 상태효과 없애준다.
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// 클라이언트 SC_FINISH_PVPROUND 쪽 처리도 같이 바꿔준다.
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hActor->OnInitializePVPRoundRestart();
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INT64 iHP2 = hActor->GetHP();
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// 3. 죽지 않은 캐릭터에게만
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if( !hActor->IsDie() )
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{
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// 3-1. 다음라운드 대기시간만큼 무적Blow 걸어준다.
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int iDurationTime = static_cast<int>(m_fFinishRoundDelta*1000);
|
||
hActor->CDnActor::AddStateBlow( STATE_BLOW::BLOW_099, NULL, iDurationTime, "-1" );
|
||
#if defined(PRE_ADD_PVP_TOURNAMENT)
|
||
if( bIsAllKillMode() || bIsTournamentMode() )
|
||
#else
|
||
if( bIsAllKillMode() )
|
||
#endif // #if defined(PRE_ADD_PVP_TOURNAMENT)
|
||
static_cast<CDNPvPGameRoom*>(m_pGameRoom)->CmdPvPStartAddStateEffect( hActor, -1, true );
|
||
else
|
||
{
|
||
// 3-2. 옵져버 Blow 걸어준다.
|
||
static_cast<CDNPvPGameRoom*>(m_pGameRoom)->CmdObserverAddStateEffect( hActor );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
OnFinishRound();
|
||
}
|