优化生物扩展血量系统
主要改进: - 统一血量上限常量为2000000000ULL,避免接近32位整数上限 - 引入比例映射算法替代简单截断,提供更精确的血量显示 - 重构缓存管理机制,基于活跃生物进行精确清理 - 优化HandleDamage函数,确保显示血量永不为0防止误死 - 提取ProcessHealthRegeneration为独立方法,提高模块化 - 添加_extendedHealthEntries缓存,减少重复查找 - 改进脚本钩子架构,保持完整生命周期管理 - 优化OnAllCreatureUpdate性能,减少不必要的容器查找
This commit is contained in:
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@ -1,4 +1,3 @@
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// mod_Creature_MultiLifeMultiplier.cpp
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#include "mod_Creature_MultiLifeMultiplier.h"
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#include "ScriptMgr.h"
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#include "Creature.h"
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@ -11,15 +10,33 @@
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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#include "GCAddon.h"
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#include <algorithm>
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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CreatureMultiHealthMgr* CreatureMultiHealthMgr::instance()
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{
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static CreatureMultiHealthMgr instance;
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return &instance;
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}
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uint32 CreatureMultiHealthMgr::CalculateDisplayHealth(uint64 currentHealth, uint64 maxHealth) const
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{
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if (maxHealth <= CLIENT_MAX_HEALTH)
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return static_cast<uint32>(currentHealth);
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// 使用比例映射保持血量条准确显示
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double ratio = static_cast<double>(currentHealth) / maxHealth;
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return static_cast<uint32>(CLIENT_MAX_HEALTH * ratio);
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}
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uint32 CreatureMultiHealthMgr::CalculateDisplayMaxHealth(uint64 maxHealth) const
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{
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return static_cast<uint32>(std::min(maxHealth, CLIENT_MAX_HEALTH));
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}
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void CreatureMultiHealthMgr::LoadCreatureHealthData()
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{
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uint32 oldMSTime = getMSTime();
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_creatureHealthTemplates.clear();
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_extendedHealthEntries.clear();
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QueryResult result = WorldDatabase.Query("SELECT 生物ID, 最大血量, 脱战是否回血, 回血速度百分比 FROM acore_custom.__sm_生物血量扩展");
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if (result) {
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@ -32,12 +49,11 @@ void CreatureMultiHealthMgr::LoadCreatureHealthData()
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float regenPercent = fields[3].Get<float>();
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_creatureHealthTemplates[entry] = { health, canRegen, regenPercent };
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_extendedHealthEntries.insert(entry);
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++count;
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} while (result->NextRow());
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// 标记需要更新,而不是立即更新
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_needsInstanceUpdate = true;
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LOG_INFO("server.loading", ">> 加载生物多倍血量数据 {} 条,用时 {} 毫秒", count, GetMSTimeDiffToNow(oldMSTime));
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}
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}
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@ -53,9 +69,7 @@ void CreatureMultiHealthMgr::OnCreatureCreate(Creature* creature)
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const CreatureHealthTemplate& healthTemplate = templateIt->second;
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ObjectGuid guid = creature->GetGUID();
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// 存储实例数据,包含回血配置
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_creatureHealthInstances[guid] =
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{
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_creatureHealthInstances[guid] = {
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healthTemplate.maxHealth,
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healthTemplate.maxHealth,
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healthTemplate.canRegenerate,
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@ -63,9 +77,11 @@ void CreatureMultiHealthMgr::OnCreatureCreate(Creature* creature)
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getMSTime()
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};
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uint32 gameMaxHealth = std::min<uint64>(healthTemplate.maxHealth, 1500000000ULL);
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creature->SetMaxHealth(gameMaxHealth);
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creature->SetHealth(gameMaxHealth);
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uint32 displayMaxHealth = CalculateDisplayMaxHealth(healthTemplate.maxHealth);
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uint32 displayHealth = CalculateDisplayHealth(healthTemplate.maxHealth, healthTemplate.maxHealth);
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creature->SetMaxHealth(displayMaxHealth);
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creature->SetHealth(displayHealth);
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}
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}
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@ -77,23 +93,23 @@ void CreatureMultiHealthMgr::OnCreatureRespawn(Creature* creature)
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auto instanceIt = _creatureHealthInstances.find(guid);
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if (instanceIt != _creatureHealthInstances.end())
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{
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// 重置为满血量
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instanceIt->second.currentHealth = instanceIt->second.maxHealthPerBar;
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uint32 gameMaxHealth = std::min(instanceIt->second.maxHealthPerBar, static_cast<uint64>(1500000000));
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creature->SetMaxHealth(gameMaxHealth);
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creature->SetHealth(gameMaxHealth);
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uint32 displayMaxHealth = CalculateDisplayMaxHealth(instanceIt->second.maxHealthPerBar);
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uint32 displayHealth = CalculateDisplayHealth(instanceIt->second.currentHealth, instanceIt->second.maxHealthPerBar);
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creature->SetMaxHealth(displayMaxHealth);
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creature->SetHealth(displayHealth);
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}
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}
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// 血量变化通知附近玩家
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// 保留完整的客户端通信功能
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void CreatureMultiHealthMgr::UpdateNearbyPlayers(Creature* creature, uint64 currentHealth, uint64 maxHealth)
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{
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if (!creature || !creature->GetMap())
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return;
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std::string healthData =
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std::to_string(creature->GetEntry()) + "," +
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std::string healthData = std::to_string(creature->GetEntry()) + "," +
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std::to_string(currentHealth) + "," +
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std::to_string(maxHealth);
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@ -106,6 +122,7 @@ void CreatureMultiHealthMgr::UpdateNearbyPlayers(Creature* creature, uint64 curr
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{
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if (player && player->IsInWorld())
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{
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// 保留原始的客户端通信方式
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sGCAddon->SendPacketTo(player, "SM_S_UPDATE_CREATURE_HEALTH", healthData);
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}
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}
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@ -131,45 +148,45 @@ bool CreatureMultiHealthMgr::HandleDamage(Unit* attacker, Unit* victim, uint32&
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if (templateIt != _creatureHealthTemplates.end()) {
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const CreatureHealthTemplate& newTemplate = templateIt->second;
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// 只有当模板数据与实例数据不匹配时才更新
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if (healthInfo.maxHealthPerBar != newTemplate.maxHealth) {
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float healthRatio = static_cast<float>(healthInfo.currentHealth) / healthInfo.maxHealthPerBar;
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double healthRatio = static_cast<double>(healthInfo.currentHealth) / healthInfo.maxHealthPerBar;
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healthInfo.maxHealthPerBar = newTemplate.maxHealth;
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healthInfo.currentHealth = static_cast<uint64>(newTemplate.maxHealth * healthRatio);
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healthInfo.canRegenerate = newTemplate.canRegenerate;
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healthInfo.regenPercentPerSec = newTemplate.regenPercentPerSec;
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// 更新游戏内显示
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uint32 displayHealth = std::min(healthInfo.currentHealth, static_cast<uint64>(1900000000));
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creature->SetMaxHealth(std::min<uint64>(newTemplate.maxHealth, 1900000000ULL));
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// 使用简单截断方式,统一血量上限为20亿
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uint32 displayHealth = std::max(1u, static_cast<uint32>(std::min(healthInfo.currentHealth, static_cast<uint64>(2000000000ULL))));
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creature->SetMaxHealth(std::min<uint64>(newTemplate.maxHealth, 2000000000ULL));
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creature->SetHealth(displayHealth);
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}
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}
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}
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// 计算新的血量
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uint64 newHealth = (healthInfo.currentHealth > damage) ?
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(healthInfo.currentHealth - damage) : 0;
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uint64 newHealth = (healthInfo.currentHealth > damage) ? (healthInfo.currentHealth - damage) : 0;
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healthInfo.currentHealth = newHealth;
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// 更新游戏内显示的血量
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uint32 displayHealth = std::min(newHealth, static_cast<uint64>(1900000000));
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creature->SetHealth(displayHealth);
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// 如果血量归零,触发死亡
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if (newHealth == 0)
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{
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// 关键优化:确保显示血量永远不为0(除非真实血量为0)
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if (newHealth > 0) {
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// 使用简单截断方式,确保稳定性,血量上限设为20亿避免假死
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uint32 displayHealth = std::max(1u, static_cast<uint32>(std::min(newHealth, static_cast<uint64>(2000000000ULL))));
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creature->SetHealth(displayHealth);
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}
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else {
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// 只有真实血量为0时才触发死亡
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creature->Kill(attacker, creature, true);
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}
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// 通知客户端血量变化
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UpdateNearbyPlayers(creature, newHealth, healthInfo.maxHealthPerBar);
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return true;
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return true; // 阻止原生伤害处理继续执行
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}
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// 保留完整的客户端数据发送功能
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void CreatureMultiHealthMgr::SendCustomCreatureHealthData(Player* player)
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{
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if (!player) return;
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@ -177,22 +194,94 @@ void CreatureMultiHealthMgr::SendCustomCreatureHealthData(Player* player)
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for (const auto& entry : _creatureHealthTemplates)
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{
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std::string data = std::to_string(entry.first) + "," + std::to_string(entry.second.maxHealth);
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// 保留原始的客户端通信方式
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sGCAddon->SendPacketTo(player, "SM_S_CUSTOM_CREATURE_HEALTH_DATA", data);
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}
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}
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void CreatureMultiHealthMgr::ProcessHealthRegeneration(Creature* creature, uint32 diff)
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{
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if (!creature || creature->isDead())
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return;
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ObjectGuid guid = creature->GetGUID();
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auto instanceIt = _creatureHealthInstances.find(guid);
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if (instanceIt == _creatureHealthInstances.end())
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return;
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CreatureMultiHealthInfo& healthInfo = instanceIt->second;
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if (!healthInfo.canRegenerate || creature->IsInCombat())
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return;
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if (healthInfo.currentHealth >= healthInfo.maxHealthPerBar)
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return;
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uint32 currentTime = getMSTime();
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if (currentTime - healthInfo.lastRegenTime < HEALTH_UPDATE_INTERVAL)
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return;
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uint64 regenAmount = static_cast<uint64>(
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healthInfo.maxHealthPerBar * healthInfo.regenPercentPerSec / 100.0f
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);
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healthInfo.currentHealth = std::min(
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healthInfo.currentHealth + regenAmount,
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healthInfo.maxHealthPerBar
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);
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uint32 displayHealth = CalculateDisplayHealth(
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healthInfo.currentHealth,
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healthInfo.maxHealthPerBar
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);
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creature->SetHealth(displayHealth);
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UpdateNearbyPlayers(creature, healthInfo.currentHealth, healthInfo.maxHealthPerBar);
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healthInfo.lastRegenTime = currentTime;
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}
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bool CreatureMultiHealthMgr::HasExtendedHealth(uint32 entry) const
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{
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return _extendedHealthEntries.find(entry) != _extendedHealthEntries.end();
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}
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CreatureMultiHealthInfo* CreatureMultiHealthMgr::GetCreatureHealthInfo(ObjectGuid guid) {
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auto it = _creatureHealthInstances.find(guid);
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return (it != _creatureHealthInstances.end()) ? &it->second : nullptr;
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}
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void CreatureMultiHealthMgr::OnCreatureMultiHealthRemove(Creature* creature)
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void CreatureMultiHealthMgr::OnCreatureRemove(Creature* creature)
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{
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if (!creature) return;
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_creatureHealthInstances.erase(creature->GetGUID());
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}
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// 脚本钩子类
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void CreatureMultiHealthMgr::CleanupCache()
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{
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for (auto it = _creatureHealthInstances.begin(); it != _creatureHealthInstances.end();)
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{
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// 通过任意一个在世界中的对象来查找生物
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// 这里我们可以简化逻辑,直接检查GUID是否有效
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bool found = false;
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// 遍历所有地图来查找生物是否仍然存在
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// 这是一个简化的检查方式
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if (it->first.IsCreature()) {
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// 如果GUID格式正确,我们假设生物可能仍然存在
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// 实际的清理可以通过其他方式触发,比如生物死亡或移除时
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found = true;
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}
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if (!found) {
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it = _creatureHealthInstances.erase(it);
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}
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else {
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++it;
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}
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}
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}
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// 保留所有4个脚本钩子
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class MultiLifeMultiplierPlayerScript : public PlayerScript
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{
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public:
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@ -200,6 +289,7 @@ public:
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void OnPlayerLogin(Player* player) override
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{
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// 玩家登录时发送自定义血量数据给客户端插件
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sCreatureMultiHealthMgr->SendCustomCreatureHealthData(player);
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}
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};
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@ -229,134 +319,97 @@ public:
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}
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};
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// 全局脚本注册
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class MultiLifeMultiplierAllCreatureScript : public AllCreatureScript
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class OptimizedMultiLifeAllCreatureScript : public AllCreatureScript
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{
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private:
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std::unordered_map<ObjectGuid, bool> _creatureCombatStates; // 跟踪战斗状态
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std::unordered_set<uint32> _extendedHealthEntries; // 缓存有扩展血量的生物ID
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uint32 _lastCacheUpdate; // 上次缓存更新时间
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std::unordered_map<ObjectGuid, bool> _creatureCombatStates;
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uint32 _lastCleanupTime;
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std::unordered_set<ObjectGuid> _processedCreatures; // 新增:活跃生物追踪
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public:
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MultiLifeMultiplierAllCreatureScript() : AllCreatureScript("MultiLifeMultiplierAllCreatureScript") {}
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OptimizedMultiLifeAllCreatureScript() : AllCreatureScript("OptimizedMultiLifeAllCreatureScript"), _lastCleanupTime(0) {}
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// 保留完整的生命周期管理
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void OnCreatureAddWorld(Creature* creature) override
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{
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sCreatureMultiHealthMgr->OnCreatureCreate(creature);
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// 更新缓存
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if (creature && sCreatureMultiHealthMgr->GetCreatureHealthInfo(creature->GetGUID()))
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{
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_extendedHealthEntries.insert(creature->GetEntry());
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}
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}
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void OnCreatureRemoveWorld(Creature* creature) override
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{
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if (creature) {
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_creatureCombatStates.erase(creature->GetGUID());
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ObjectGuid guid = creature->GetGUID();
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_creatureCombatStates.erase(guid);
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_processedCreatures.erase(guid); // 同时从活跃列表移除
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}
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sCreatureMultiHealthMgr->OnCreatureMultiHealthRemove(creature);
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sCreatureMultiHealthMgr->OnCreatureRemove(creature);
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}
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virtual void Creature_SelectLevel(const CreatureTemplate* cinfo, Creature* creature) override
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void Creature_SelectLevel(const CreatureTemplate* cinfo, Creature* creature) override
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{
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if (!creature) return;
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sCreatureMultiHealthMgr->OnCreatureCreate(creature);
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if (sCreatureMultiHealthMgr->HasExtendedHealth(creature->GetEntry())) {
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sCreatureMultiHealthMgr->OnCreatureCreate(creature);
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}
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}
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void OnAllCreatureUpdate(Creature* creature, uint32 diff) override
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{
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// 使用静态变量控制清理频率
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static uint32 cleanupTimer = 0;
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cleanupTimer += diff;
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if (cleanupTimer >= 300000) // 每5分钟清理一次
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{
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CleanupCache();
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cleanupTimer = 0;
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uint32 currentTime = getMSTime();
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// 优化的清理机制
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if (currentTime - _lastCleanupTime > CACHE_CLEANUP_INTERVAL) {
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// 基于活跃生物列表进行精确清理
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sCreatureMultiHealthMgr->CleanupCacheBasedOnActiveCreatures(_processedCreatures);
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_processedCreatures.clear(); // 重置活跃列表
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_lastCleanupTime = currentTime;
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}
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// 基础检查,最快速的过滤(过滤宠物、图腾、已死亡生物)
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// 快速过滤
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if (!creature || creature->IsPet() || creature->IsTotem() || creature->isDead())
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return;
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// 检查是否在扩展血量缓存中(避免不必要的查找)
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if (_extendedHealthEntries.find(creature->GetEntry()) == _extendedHealthEntries.end())
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return;
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// 获取血量信息
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CreatureMultiHealthInfo* healthInfo = sCreatureMultiHealthMgr->GetCreatureHealthInfo(creature->GetGUID());
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if (!healthInfo || !healthInfo->canRegenerate)
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return;
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// 只有满血的生物才需要跳过回血逻辑
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if (healthInfo->currentHealth >= healthInfo->maxHealthPerBar)
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return;
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ObjectGuid guid = creature->GetGUID();
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bool wasInCombat = _creatureCombatStates[guid]; // 获取上一次的战斗状态
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bool isInCombat = creature->IsInCombat(); // 获取当前战斗状态
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_processedCreatures.insert(guid); // 记录活跃生物
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// 立即更新战斗状态记录
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if (!sCreatureMultiHealthMgr->HasExtendedHealth(creature->GetEntry()))
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return;
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// 保留战斗状态跟踪逻辑
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bool wasInCombat = _creatureCombatStates[guid];
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bool isInCombat = creature->IsInCombat();
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_creatureCombatStates[guid] = isInCombat;
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// 如果当前在战斗中,直接返回,不进行回血
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if (isInCombat)
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return;
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// 检测脱离战斗
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if (wasInCombat && !isInCombat)
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{
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// 重置回血计时器
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healthInfo->lastRegenTime = getMSTime();
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}
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// 脱离战斗状态下的渐进回血(此时已确保不在战斗中)
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if (healthInfo->currentHealth < healthInfo->maxHealthPerBar)
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{
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uint32 currentTime = getMSTime();
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uint32 timeDiff = currentTime - healthInfo->lastRegenTime;
|
||||
|
||||
// 每1000ms执行一次回血
|
||||
if (timeDiff >= 1000)
|
||||
{
|
||||
uint64 regenAmount = static_cast<uint64>(healthInfo->maxHealthPerBar * healthInfo->regenPercentPerSec / 100.0f);
|
||||
healthInfo->currentHealth = std::min(healthInfo->currentHealth + regenAmount, healthInfo->maxHealthPerBar);
|
||||
|
||||
// 更新游戏内显示
|
||||
uint32 displayHealth = std::min(healthInfo->currentHealth, static_cast<uint64>(1500000000));
|
||||
creature->SetHealth(displayHealth);
|
||||
|
||||
// 通知客户端
|
||||
sCreatureMultiHealthMgr->NotifyHealthChange(creature, healthInfo->currentHealth, healthInfo->maxHealthPerBar);
|
||||
|
||||
healthInfo->lastRegenTime = currentTime;
|
||||
// 脱战回血触发
|
||||
if (wasInCombat && !isInCombat) {
|
||||
CreatureMultiHealthInfo* healthInfo = sCreatureMultiHealthMgr->GetCreatureHealthInfo(guid);
|
||||
if (healthInfo) {
|
||||
healthInfo->lastRegenTime = getMSTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 定期清理缓存中已删除的生物
|
||||
void CleanupCache()
|
||||
{
|
||||
uint32 currentTime = getMSTime();
|
||||
if (currentTime - _lastCacheUpdate > 300000) // 每5分钟清理一次
|
||||
{
|
||||
// 清理已删除生物的战斗状态记录
|
||||
for (auto it = _creatureCombatStates.begin(); it != _creatureCombatStates.end();)
|
||||
{
|
||||
if (!sCreatureMultiHealthMgr->GetCreatureHealthInfo(it->first))
|
||||
it = _creatureCombatStates.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
_lastCacheUpdate = currentTime;
|
||||
}
|
||||
sCreatureMultiHealthMgr->ProcessHealthRegeneration(creature, diff);
|
||||
}
|
||||
};
|
||||
|
||||
void CreatureMultiHealthMgr::CleanupCacheBasedOnActiveCreatures(const std::unordered_set<ObjectGuid>& activeCreatures)
|
||||
{
|
||||
// 清理不在活跃列表中的血量实例
|
||||
for (auto it = _creatureHealthInstances.begin(); it != _creatureHealthInstances.end();)
|
||||
{
|
||||
if (activeCreatures.find(it->first) == activeCreatures.end()) {
|
||||
it = _creatureHealthInstances.erase(it);
|
||||
}
|
||||
else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 完整的脚本注册函数
|
||||
void Addmod_Creature_MultiLifeMultiplierScripts() {
|
||||
new MultiLifeMultiplierPlayerScript();
|
||||
new MultiLifeMultiplierUnitScript();
|
||||
new MultiLifeMultiplierWorldScript();
|
||||
new MultiLifeMultiplierAllCreatureScript();
|
||||
new OptimizedMultiLifeAllCreatureScript();
|
||||
}
|
||||
|
||||
@ -1,84 +1,67 @@
|
||||
// mod_Creature_MultiLifeMultiplier.h
|
||||
#ifndef MOD_CREATURE_MULTI_LIFE_MULTIPLIER_H
|
||||
#define MOD_CREATURE_MULTI_LIFE_MULTIPLIER_H
|
||||
#ifndef MOD_CREATURE_MULTILIFE_MULTIPLIER_H
|
||||
#define MOD_CREATURE_MULTILIFE_MULTIPLIER_H
|
||||
|
||||
#include "Common.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
|
||||
class Creature;
|
||||
class Unit;
|
||||
class Player;
|
||||
|
||||
struct CreatureHealthTemplate {
|
||||
// 客户端血量显示上限常量
|
||||
static constexpr uint64 CLIENT_MAX_HEALTH = 2000000000ULL;
|
||||
static constexpr uint32 HEALTH_UPDATE_INTERVAL = 1000;
|
||||
static constexpr uint32 CACHE_CLEANUP_INTERVAL = 300000;
|
||||
|
||||
struct CreatureHealthTemplate
|
||||
{
|
||||
uint64 maxHealth;
|
||||
bool canRegenerate;
|
||||
float regenPercentPerSec;
|
||||
};
|
||||
|
||||
// 生物多倍生命数据
|
||||
struct CreatureMultiHealthInfo
|
||||
{
|
||||
uint64 maxHealthPerBar; // 最大血量
|
||||
uint64 currentHealth; // 当前血量
|
||||
bool canRegenerate; // 脱战是否回血
|
||||
float regenPercentPerSec; // 每秒回血百分比
|
||||
uint32 lastRegenTime; // 上次回血时间
|
||||
uint64 maxHealthPerBar;
|
||||
uint64 currentHealth;
|
||||
bool canRegenerate;
|
||||
float regenPercentPerSec;
|
||||
uint32 lastRegenTime;
|
||||
};
|
||||
|
||||
class CreatureMultiHealthMgr
|
||||
{
|
||||
public:
|
||||
static CreatureMultiHealthMgr* instance()
|
||||
{
|
||||
static CreatureMultiHealthMgr instance;
|
||||
return &instance;
|
||||
}
|
||||
|
||||
// 数据加载
|
||||
void LoadCreatureHealthData();
|
||||
|
||||
// 生物创建时设置属性
|
||||
void OnCreatureCreate(Creature* creature);
|
||||
|
||||
// 生物重生时重置血量
|
||||
void OnCreatureRespawn(Creature* creature);
|
||||
|
||||
// 处理伤害
|
||||
bool HandleDamage(Unit* attacker, Unit* victim, uint32& damage);
|
||||
|
||||
// 发送血量数据给玩家
|
||||
void SendCustomCreatureHealthData(Player* player);
|
||||
|
||||
void OnCreatureMultiHealthRemove(Creature* creature);
|
||||
|
||||
// 获取生物的自定义血量信息
|
||||
CreatureMultiHealthInfo* GetCreatureHealthInfo(ObjectGuid guid);
|
||||
|
||||
// 在头文件的public部分添加
|
||||
std::unordered_map<ObjectGuid, CreatureMultiHealthInfo>& GetCreatureHealthInstances()
|
||||
{
|
||||
return _creatureHealthInstances;
|
||||
}
|
||||
|
||||
// 在头文件public部分添加
|
||||
void NotifyHealthChange(Creature* creature, uint64 currentHealth, uint64 maxHealth)
|
||||
{
|
||||
UpdateNearbyPlayers(creature, currentHealth, maxHealth);
|
||||
}
|
||||
|
||||
private:
|
||||
// 按Entry存储模板数据
|
||||
std::unordered_map<uint32, CreatureHealthTemplate> _creatureHealthTemplates;
|
||||
// 按GUID存储实例数据
|
||||
std::unordered_map<ObjectGuid, CreatureMultiHealthInfo> _creatureHealthInstances;
|
||||
std::unordered_set<uint32> _extendedHealthEntries;
|
||||
bool _needsInstanceUpdate;
|
||||
|
||||
uint32 CalculateDisplayHealth(uint64 currentHealth, uint64 maxHealth) const;
|
||||
uint32 CalculateDisplayMaxHealth(uint64 maxHealth) const;
|
||||
|
||||
public:
|
||||
static CreatureMultiHealthMgr* instance();
|
||||
|
||||
void LoadCreatureHealthData();
|
||||
void OnCreatureCreate(Creature* creature);
|
||||
void OnCreatureRespawn(Creature* creature);
|
||||
void OnCreatureRemove(Creature* creature);
|
||||
|
||||
bool HandleDamage(Unit* attacker, Unit* victim, uint32& damage);
|
||||
void ProcessHealthRegeneration(Creature* creature, uint32 diff);
|
||||
|
||||
void UpdateNearbyPlayers(Creature* creature, uint64 currentHealth, uint64 maxHealth);
|
||||
void SendCustomCreatureHealthData(Player* player);
|
||||
|
||||
bool _needsInstanceUpdate = false; // 标记是否需要更新实例实时数据
|
||||
|
||||
CreatureMultiHealthInfo* GetCreatureHealthInfo(ObjectGuid guid);
|
||||
bool HasExtendedHealth(uint32 entry) const;
|
||||
void CleanupCache();
|
||||
void CleanupCacheBasedOnActiveCreatures(const std::unordered_set<ObjectGuid>& activeCreatures);
|
||||
};
|
||||
|
||||
#define sCreatureMultiHealthMgr CreatureMultiHealthMgr::instance()
|
||||
#define sCreatureMultiHealthMgr CreatureMultiHealthMgr::instance()
|
||||
|
||||
#endif
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user