aozhiwei 7b5980fd7f 1
2019-03-25 16:13:53 +08:00

207 lines
5.3 KiB
C++

#include "precompile.h"
#include "human.h"
#include "cs_proto.pb.h"
#include "movement.h"
#include "metamgr.h"
#include "room.h"
#include "bullet.h"
#include "collider.h"
Human::Human()
{
movement = new MovementComponent();
movement->owner = this;
}
Human::~Human()
{
delete movement;
movement = nullptr;
}
void Human::Initialize()
{
}
float Human::GetSpeed()
{
return meta->i->move_speed();
}
void Human::FillMFObjectPart(cs::MFObjectPart* part_data)
{
part_data->set_object_type(ET_Player);
cs::MFPlayerPart* p = part_data->mutable_union_obj_1();
p->set_obj_uniid(entity_uniid);
pos.ToPB(p->mutable_pos());
attack_dir.ToPB(p->mutable_dir());
}
void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
{
full_data->set_object_type(ET_Player);
cs::MFPlayerFull* p = full_data->mutable_union_obj_1();
p->set_obj_uniid(entity_uniid);
pos.ToPB(p->mutable_pos());
attack_dir.ToPB(p->mutable_dir());
p->set_health(health);
p->set_dead(dead);
p->set_downed(downed);
p->set_disconnected(disconnected);
p->set_anim_type(anim_type);
p->set_anim_seq(anim_seq);
p->set_action_type(action_type);
p->set_skin(skin);
p->set_helmet(helmet);
p->set_chest(chest);
p->set_weapon(weapon);
p->set_energy_shield(energy_shield);
p->set_vip(vip);
p->set_sdmg(sdmg);
}
void Human::Shot(Vector2D& target_dir)
{
if (!weapon_meta) {
return;
}
{
cs::MFShot* shot = room->frame_data.shots.Add();
shot->set_player_id(entity_uniid);
shot->set_weapon_id(weapon_meta->i->id());
shot->set_offhand(true);
shot->set_bullskin(10001);
}
{
cs::MFBullet* bullet = room->frame_data.bullets.Add();
bullet->set_player_id(entity_uniid);
bullet->set_bullet_id(weapon_meta->i->use_bullet());
pos.ToPB(bullet->mutable_pos());
target_dir.ToPB(bullet->mutable_dir());
bullet->set_bulletskin(10001);
}
{
Bullet* bullet = new Bullet();
bullet->player = this;
bullet->room = room;
bullet->gun_meta = weapon_meta;
bullet->meta = MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
bullet->pos = pos;
bullet->dir = target_dir;
bullet->born_pos = pos;
bullet->born_dir = target_dir;
bullet->entity_uniid = bullet->room->AllocUniid();
bullet->Initialize();
room->AddBullet(bullet);
}
}
void Human::RecalcSelfCollider()
{
if (!self_collider_) {
self_collider_ = new CircleCollider();
self_collider_->owner = this;
colliders.push_back(self_collider_);
}
self_collider_->pos = Vector2D();
self_collider_->rad = meta->i->radius();
}
bool Human::IsCollision()
{
//检查x轴
{
int left_x = pos.x - meta->i->radius();
if (left_x < 0.001f) {
return true;
}
int right_x = pos.x + meta->i->radius();
if (right_x > room->map_meta->i->width()) {
return true;
}
}
//检查y轴
{
int up_y = pos.y + meta->i->radius();
if (up_y > room->map_meta->i->height()) {
return true;
}
int down_y = pos.y - meta->i->radius();
if (down_y < 0.001f) {
return true;
}
}
int detection_flags = 0;
a8::SetBitFlag(detection_flags, ET_Obstacle);
a8::SetBitFlag(detection_flags, ET_Building);
std::vector<Entity*> objects;
room->CollisionDetection(this, detection_flags, objects);
return !objects.empty();
}
ColliderComponent* Human::GetFirstCollision()
{
int detection_flags = 0;
a8::SetBitFlag(detection_flags, ET_Obstacle);
a8::SetBitFlag(detection_flags, ET_Building);
std::vector<Entity*> objects;
room->CollisionDetection(this, detection_flags, objects);
return objects.empty() ? *objects[0]->colliders.begin() : nullptr;
}
void Human::FindPath()
{
ColliderComponent* first_collider = nullptr;
Vector2D old_pos = pos;
{
float up_dot = Vector2D::UP.Dot(move_dir);
bool at_left_side = Vector2D::LEFT.Dot(move_dir) > 0.0001f;
if (std::abs(up_dot) <= 0.001f) { //相互垂直
//向上
pos = old_pos + Vector2D::UP;
if (!IsCollision()) {
return;
} else {
//向下
pos = old_pos + Vector2D::DOWN;
if (!IsCollision()) {
return;
}
}
} else if (up_dot > 0.001f) { //基本相同
pos = old_pos + (at_left_side ? Vector2D::LEFT : Vector2D::RIGHT);
if (!IsCollision()) {
return;
} else {
//向上
pos = old_pos + Vector2D::UP;
if (!IsCollision()) {
return;
}
}
} else if (up_dot < 0.001f) { //基本相反
pos = old_pos + (at_left_side ? Vector2D::LEFT : Vector2D::RIGHT);
if (!IsCollision()) {
return;
} else {
//向下
pos = old_pos + Vector2D::DOWN;
if (!IsCollision()) {
return;
}
}
}
}
pos = old_pos;
}
float Human::GetRadius()
{
return meta->i->radius();
}