remove obb
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@ -73,3 +73,4 @@ const int SERVER_FRAME_RATE = 20;
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const int SYNC_FRAME_RATE = 10;
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const int MAX_INVENTORY_NUM = 14;
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const int MAX_WEAPON_NUM = 5;
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@ -12,6 +12,19 @@ Human::Human()
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{
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movement = new MovementComponent();
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movement->owner = this;
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default_weapon.weapon_idx = 0;
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default_weapon.weapon_id = 12102;
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default_weapon.weapon_lv = 1;
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weapons.reserve(MAX_WEAPON_NUM);
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for (size_t i = 0; i < MAX_WEAPON_NUM; ++i) {
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auto& weapon = a8::FastAppend(weapons);
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weapon.weapon_idx = i;
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weapon.weapon_id = 0;
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weapon.weapon_lv = 0;
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weapon.num = 0;
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}
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weapons[0] = default_weapon;
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curr_weapon = &weapons[0];
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}
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Human::~Human()
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@ -57,9 +70,7 @@ void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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p->set_helmet(helmet);
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p->set_chest(chest);
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#if 0
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p->set_weapon(weapon);
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#endif
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curr_weapon->ToPB(p->mutable_weapon());
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p->set_energy_shield(energy_shield);
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p->set_vip(vip);
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p->set_sdmg(sdmg);
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@ -74,9 +85,7 @@ void Human::Shot(Vector2D& target_dir)
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{
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cs::MFShot* shot = room->frame_data.shots.Add();
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shot->set_player_id(entity_uniid);
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#if 0
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shot->set_weapon_id(weapon_meta->i->id());
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#endif
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curr_weapon->ToPB(shot->mutable_weapon());
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shot->set_offhand(true);
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shot->set_bullskin(10001);
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}
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@ -48,6 +48,10 @@ class Human : public Entity
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long long dead_frameno = 0;
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bool game_over = false;
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Weapon default_weapon;
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std::vector<Weapon> weapons;
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Weapon* curr_weapon = nullptr;
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HumanFrameData frame_data;
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std::set<Human*> my_seen_players;
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@ -119,97 +119,9 @@ float Vector2D::Norm()
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return fabs(sqrt(x*x + y*y));
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}
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#if 0
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struct Segment
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void Weapon::ToPB(cs::MFWeapon* pb_obj)
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{
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Vector2D p0;
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Vector2D p1;
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Vector2D dir;
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Segment(const Vector2D& p0_, const Vector2D& p1_)
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{
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p0 = p0_;
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p1 = p1_;
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dir = p1 - p0;
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}
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};
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struct Polygon
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{
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std::vector<Vector2D> vertices;
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std::vector<Segment> edges;
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std::tuple<float, float> Project(Vector2D axis)
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{
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axis = axis.Normalize();
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float min_v = vertices[0].Dot(axis);
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float max_v = min_v;
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for (size_t i = 0; i < vertices.size(); ++i) {
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float proj = vertices[i].Dot(axis);
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if (proj < min_v) {
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min_v = proj;
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}
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if (proj > max_v) {
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max_v = proj;
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}
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}
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return std::make_tuple(min_v, max_v);
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}
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bool Contains(float n, std::tuple<float, float>& range)
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{
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float a = std::get<0>(range);
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float b = std::get<1>(range);
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if (b < a) {
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a = b;
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b = std::get<0>(range);
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}
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return n >= a && n <= b;
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}
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bool Overlap(std::tuple<float, float>& a, std::tuple<float, float>& b)
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{
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return
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Contains(std::get<0>(a), b) ||
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Contains(std::get<1>(a), b) ||
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Contains(std::get<0>(b), a) ||
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Contains(std::get<1>(b), a);
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}
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bool Sat(Polygon& b)
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{
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for (size_t i = 0; i < vertices.size(); ++i) {
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Vector2D axis = edges[i].dir;
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axis = axis.Perp();
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auto a_ = Project(axis);
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auto b_ = b.Project(axis);
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if (!Overlap(a_, b_)) {
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return false;
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}
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}
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for (size_t i = 0; i < b.vertices.size(); ++i) {
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Vector2D axis = b.edges[i].dir;
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axis = axis.Perp();
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auto a_ = Project(axis);
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auto b_ = b.Project(axis);
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if (!Overlap(a_, b_)) {
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return false;
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}
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}
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return true;
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}
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};
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static Polygon newPolygon(std::vector<Vector2D>& vertices)
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{
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Polygon shape;
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shape.vertices = vertices;
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for (int i = 0; i < vertices.size() - 1; ++i) {
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shape.edges.push_back(Segment(vertices[i + 1], vertices[i]));
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}
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shape.edges.push_back(Segment(vertices[vertices.size() - 1], vertices[0]));
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return shape;
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pb_obj->set_weapon_id(weapon_id);
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pb_obj->set_weapon_lv(weapon_lv);
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pb_obj->set_num(num);
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}
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#endif
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@ -12,6 +12,7 @@ struct PerfMonitor
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namespace cs
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{
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class MFVector2D;
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class MFWeapon;
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}
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struct Vector2D
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@ -61,3 +62,13 @@ struct GasData
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MetaData::SafeArea* new_area_meta = nullptr;
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bool is_last_gas = false;
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};
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struct Weapon
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{
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int weapon_idx = 0;
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int weapon_id = 0;
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int weapon_lv = 0;
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int num = 0;
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void ToPB(cs::MFWeapon* pb_obj);
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};
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