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189 lines
8.4 KiB
Markdown
189 lines
8.4 KiB
Markdown
# Hide and Seek!
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Documentation on how the **Hide and Seek** game works.\
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Externally dubbed: `Windtrace`.
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# Map IDs
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TODO: Document the map IDs of Windtrace.
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TODO: Investigate `ServerGlobalValueChangeNotify`
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# Asking Players to Play in a Co-Op Game
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1. The client will send `DraftOwnerStartInviteReq`
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2. The server will send `DraftOwnerInviteNotify` to all clients.
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3. The server will send `DraftOwnerStartInviteRsp`
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# Matching in a Co-Op Game
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1. World owner talks to Gygax and begins a Windtrace game.
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2. The packet `DraftOwnerInviteNotify` is sent to clients.
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3. Clients will respond with `DraftGuestReplyInviteReq` (client-side)
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4. The server will respond with `DraftGuestReplyInviteRsp`
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5. The server will respond with `DraftInviteResultNotify`
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# Starting Windtrace
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1. If `DraftInviteResultNotify` is a success, the server will send a series of packets.
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1. A series of `SceneEntityAppearNotify` packets.
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2. `NpcTalkStateNotify`
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3. `PlayerEnterSceneNotify`
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4. `MultistagePlayInfoNotify`
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2. The players are then teleported to the Windtrace map in their locations.
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3. Server will send packets to clients. (this is server boilerplate)
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4. The server sends another `MultistagePlayInfoNotify` to clients.
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# Changing Avatars - Others
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1. The server will send a `AvatarEquipChangeNotify` packet to clients.
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2. The server will send a `SceneTeamUpdateNotify` packet to clients.
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3. The server will send a `HideAndSeekPlayerSetAvatarNotify` packet to clients.
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# Getting Ready
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1. The client will send `HideAndSeekSetReadyReq` to the server.
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2. The server will reply with `HideAndSeekPlayerReadyNotify` to clients.
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3. The server will send `MultistagePlayInfoNotify` to clients.
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4. The server will reply with `HideAndSeekSetReadyRsp` to the client.
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5. If all players are ready, the server will move on to start Windtrace.
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# Starting Windtrace
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1. When all players are ready, the server will send a series of packets to players.
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1. `GalleryStartNotify`
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2. `SceneGalleryInfoNotify`
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3. `MultistagePlayInfoNotify`
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4. `MultistagePlayStageEndNotify`
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5. This will only get sent at the `1.` countdown.
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### Notes:
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- `GuestReplyInviteRsp` is sent **after** `DraftInviteResultNotify`.
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## `DraftOwnerInviteNotify`
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- `invite_deadline_time` - This is the time when the invite expires.
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- `draft_id` - The value is always `3001` for Windtrace.
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## `DraftOwnerStartInviteReq`
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- `draft_id` - The value is always `3001` for Windtrace.
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## `DraftOwnerStartInviteRsp`
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- `draft_id` - The value is always `3001` for Windtrace.
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- `invite_fail_info_list` - A list of players who weren't invited.
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- `retcode` - The response code.
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- `wrong_uid` - Always `0`. (undocumented)
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## `DraftGuestReplyInviteReq`
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- `draft_id` - The value is always `3001` for Windtrace.
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- `is_agree` - A boolean value for whether the client accepts the invite.
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## `DraftGuestReplyInviteRsp`
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- `draft_id` - The value is always `3001` for Windtrace.
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- `retcode` - Response code for the request.
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- `is_agree` - A boolean value for whether the server acknowledges the client's invite acceptation.
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## `DraftInviteResultNotify`
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- `draft_id` - The value is always `3001` for Windtrace.
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- `is_all_agree` - A boolean value for whether all clients accepted the invite.
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## `NpcTalkStateNotify`
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- `is_ban` - This value is always true when entering Windtrace.
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## `PlayerEnterSceneNotify`
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- `pos` - This is where the player will be teleported to.
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- This value depends on if the player is a hunter or a runner.
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- This value is set by the server and must be hardcoded/read from a JSON file.
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## `MultistagePlayStageEndNotify`
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- `play_index` - Value picked by the server. (use 1)
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- `group_id` - This value is always `133002121` for Windtrace.
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## `MultistagePlayInfoNotify` - Initial + PostEnterSceneReq
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- Image Reference: ![img.png](images/multistageplayinfo.png)
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- `info` - MultistagePlayInfo data.
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- `group_id` - The value is always `133002121` for Windtrace.
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- `play_index` - Value picked by the server. (use 1)
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- `hide_and_seek_info` - Information about Windtrace.
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- `hider_uid_list` - A list of UIDs (ints) of the hiders.
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- `hunter_uid` - The UID (int) of the hunter.
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- `map_id` - The ID of the Windtrace map.
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- `stage_type` - Windtrace state.
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- This will be `HIDE_AND_SEEK_STAGE_TYPE_PREPARE`.
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- `battle_info_map` - Contains a dictionary of UID -> `HideAndSeekPlayerBattleInfo` objects.
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- `skill_list` - Array of 3 values of skill IDs chosen by the player.
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- `avatar_id` - The ID of the avatar the player wants to use.
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- `is_ready` - The player's in-game ready state.
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- `costume_id` - The costume the player's avatar is wearing.
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## `MultistagePlayInfoNotify` - Picking Avatars
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- Image Reference: ![img.png](images/pickavatar.png)
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- **Note:** This packet matches the initial structure and data.
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- `info.hide_and_seek_info.stage_type` - This will be `HIDE_AND_SEEK_STAGE_TYPE_PICK`.
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## `MultistagePlayInfoNotify` - Starting Windtrace
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- Image Reference: ![img.png](images/startwindtrace.png)
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- **Note:** This packet matches the initial structure and data.
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- `info.hide_and_seek_info.stage_type` - This will be `HIDE_AND_SEEK_STAGE_TYPE_HIDE`.
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## `MultistagePlayInfoNotify` - Seeking Time
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- Image Reference: ![img.png](images/seektime.png)
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- **Note:** This packet matches the initial structure and data.
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- `info.hide_and_seek_info.stage_type` - This will be `HIDE_AND_SEEK_STAGE_TYPE_SEEK`.
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## `MultistagePlayInfoNotify` - Finish Windtrace
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- Image Reference: ![img.png](images/seektime.png)
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- **Note:** This packet matches the initial structure and data.
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- `info.hide_and_seek_info.stage_type` - This will be `HIDE_AND_SEEK_STAGE_TYPE_SETTLE`.
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## `HideAndSeekPlayerSetAvatarNotify`
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- `avatar_id` - The ID of the new avatar the player wants to use.
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- `uid` - The UID of the player who changed their avatar.
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- `costume_id` - The costume the player's avatar is wearing.
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## `HideAndSeekSetReadyRsp`
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- `retcode` - Response code for the request.
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## `HideAndSeekPlayerReadyNotify`
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- `uid_list` - A list of UIDs (ints) of the players who are ready.
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## `GalleryStartNotify`
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- `gallery_id` - TODO: Check if this value is always `7056` for Windtrace.
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- `start_time` - This value is always `2444` for Windtrace.
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- This value is `200` when displaying game end statistics.
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- `owner_uid` - The UID of the player who started the Windtrace game.
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- `player_count` - The number of players in the Windtrace game.
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- `end_time` - This value is always the same as `start_time`.
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## `SceneGalleryInfoNotify` - Starting Windtrace
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- `gallery_info` - SceneGalleryInfo data.
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- `end_time` - This value is always the same as `start_time`.
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- `start_time` - This value is always `2444` for Windtrace.
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- This value is `200` when displaying game end statistics.
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- `gallery_id` - This value is always the same as `gallery_id` from `GalleryStartNotify`.
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- `stage` - The current stage of the gallery.
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- This will be `GALLERY_STAGE_TYPE_START`.
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- `owner_uid` - The UID of the player who started the Windtrace game.
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- `hide_and_seek_info` - SceneGalleryHideAndSeekInfo
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- `visible_uid_list` - List of UIDs (ints) of the players who were left alive.
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- `caught_uid_list` - List of UIDs (ints) of the players who have been caught.
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- `player_count` - The amount of players in the Windtrace game.
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- `pre_start_end_time` - This value is always `0` for Windtrace.
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## `HideAndSeekSettleNotify`
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- `reason` - The reason for the game ending.
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- `winner_list` - A list of UIDs (ints) of the players who won the game.
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- `settle_info_list` - HideAndSeekSettleInfo data.
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- This is a list of players who participated in the game.
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## `HideAndSeekSettleInfo`
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- `card_list` - A collection of `ExhibitionDisplayInfo`
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- If unknown: hardcode the specified values. ![img.png](images/defaultexhibitioninfo.png)
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- These values are repeated during testing.
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- `uid` - The UID of the player who participated in the game.
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- `nickname` - The player's nickname.
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- `head_image` - This value is always `0`.
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- `online_id` - This value is always blank.
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- `profile_picture` - `ProfilePicture` object.
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- `play_index` - Value picked by the server. (use 1)
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- `stage_type` - The stage type. (inconclusive; TODO)
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- `cost_time` - The amount of time the player took to complete the game.
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- `score_list` - A list of player scores.
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## `ExhibitionDisplayInfo`
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- `id` - The ID of the reward.
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- `param` - The amount of the reward given.
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- `detail_param` - This value is *mostly* 0.
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- This value **matches** param when the reward is of the amount of time spent playing. (participation reward)
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