1195 lines
43 KiB
C++
1195 lines
43 KiB
C++
#include "precompile.h"
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#include "human.h"
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#include "cs_proto.pb.h"
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#include "metamgr.h"
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#include "room.h"
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#include "bullet.h"
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#include "collider.h"
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#include "loot.h"
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#include "collision.h"
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#include "building.h"
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#include "hero.h"
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Human::Human():Entity()
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{
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default_weapon.weapon_idx = 0;
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default_weapon.weapon_id = 12101;
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default_weapon.weapon_lv = 1;
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default_weapon.ammo = 1;
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default_weapon.meta = MetaMgr::Instance()->GetEquip(default_weapon.weapon_id);
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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.ammo = 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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inventory_[IS_1XSCOPE] = 1;
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}
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Human::~Human()
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{
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}
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void Human::Initialize()
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{
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Entity::Initialize();
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RecalcSelfCollider();
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volume_ = meta->volume;
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}
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float Human::GetSpeed()
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{
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return meta->i->move_speed() + buff.speed;
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}
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void Human::FillMFObjectPart(cs::MFObjectPart* part_data)
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{
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part_data->set_object_type(ET_Player);
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cs::MFPlayerPart* p = part_data->mutable_union_obj_1();
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p->set_obj_uniid(entity_uniid);
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pos.ToPB(p->mutable_pos());
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attack_dir.ToPB(p->mutable_dir());
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}
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void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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{
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full_data->set_object_type(ET_Player);
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cs::MFPlayerFull* p = full_data->mutable_union_obj_1();
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p->set_obj_uniid(entity_uniid);
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pos.ToPB(p->mutable_pos());
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attack_dir.ToPB(p->mutable_dir());
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p->set_health(health);
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p->set_max_health(GetMaxHP());
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p->set_dead(dead);
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p->set_downed(downed);
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p->set_disconnected(disconnected);
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p->set_anim_type(anim_type);
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p->set_anim_seq(anim_seq);
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p->set_skin(skin);
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p->set_backpack(backpack);
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p->set_helmet(helmet);
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p->set_chest(chest);
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curr_weapon->ToPB(p->mutable_weapon());
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p->set_energy_shield(energy_shield);
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#if 1
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{
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p->set_max_energy_shield(max_energy_shield);
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}
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#endif
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p->set_vip(vip);
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p->set_sdmg(sdmg);
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FillBodyState(p->mutable_states());
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}
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ColliderComponent* Human::GetBoxBound()
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{
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CircleCollider* collider = new CircleCollider();
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collider->owner = this;
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collider->pos = Vector2D();
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collider->rad = GetRadius();
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return collider;
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}
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void Human::FillMFPlayerStats(cs::MFPlayerStats* stats_pb)
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{
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stats_pb->set_player_id(entity_uniid);
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stats_pb->set_player_avatar_url(avatar_url);
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if (!dead) {
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stats_pb->set_time_alive(room->frame_no * 1000.0f / SERVER_FRAME_RATE);
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} else {
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stats_pb->set_time_alive(dead_frameno * 1000.0f / SERVER_FRAME_RATE);
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}
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stats_pb->set_kills(stats.kills);
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stats_pb->set_damage_amount(stats.damage_amount);
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stats_pb->set_heal_amount(stats.heal_amount);
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stats_pb->set_history_time_alive(stats.history_time_alive);
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stats_pb->set_history_kills(stats.history_kills);
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stats_pb->set_history_damage_amount(stats.history_damage_amount);
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stats_pb->set_history_heal_amount(stats.history_heal_amount);
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stats_pb->set_gold(stats.gold);
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stats_pb->set_score(stats.score);
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stats_pb->set_dead(dead);
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stats_pb->set_killer_id(stats.killer_id);
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stats_pb->set_killer_name(stats.killer_name);
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stats_pb->set_account_id(account_id);
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}
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void Human::FillMFTeamData(cs::MFTeamData* team_data)
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{
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team_data->set_player_id(entity_uniid);
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team_data->set_name(name);
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pos.ToPB(team_data->mutable_pos());
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attack_dir.ToPB(team_data->mutable_dir());
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team_data->set_health(health);
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team_data->set_max_health(GetMaxHP());
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team_data->set_disconnected(false);
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team_data->set_dead(dead);
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team_data->set_downed(downed);
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}
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void Human::Shot(Vector2D& target_dir)
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{
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if (!curr_weapon->meta) {
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return;
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}
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if (curr_weapon->weapon_idx != 0 &&
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curr_weapon->ammo <= 0) {
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AutoLoadingBullet();
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return;
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}
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#if 1
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float fly_distance = 5;
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#endif
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room->frame_event.AddShot(this);
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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Vector2D bullet_born_offset = Vector2D(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(Vector2D::UP));
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Vector2D bullet_born_pos = pos + bullet_born_offset;
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room->frame_event.AddBullet(this, bullet_born_pos, fly_distance);
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room->CreateBullet(this, curr_weapon->meta, bullet_born_pos, attack_dir, fly_distance);
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}
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--curr_weapon->ammo;
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int slot_id = curr_weapon->meta->i->_inventory_slot();
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switch (slot_id) {
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case 5:
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{
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//手雷
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if (GetInventory(slot_id) > 0) {
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DecInventory(slot_id, 1);
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++curr_weapon->ammo;
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} else {
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int weapon_idx = curr_weapon->weapon_idx;
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*curr_weapon = Weapon();
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curr_weapon->weapon_idx = weapon_idx;
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if (weapons[SMOKE_SLOT].weapon_id != 0) {
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curr_weapon = &weapons[SMOKE_SLOT];
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} else {
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curr_weapon = &weapons[0];
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}
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AutoLoadingBullet();
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}
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need_sync_active_player = true;
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SyncAroundPlayers();
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}
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break;
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case 6:
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{
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//烟雾弹
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if (GetInventory(slot_id) > 0) {
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DecInventory(slot_id, 1);
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++curr_weapon->ammo;
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} else {
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int weapon_idx = curr_weapon->weapon_idx;
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*curr_weapon = Weapon();
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curr_weapon->weapon_idx = weapon_idx;
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if (weapons[FRAG_SLOT].weapon_id != 0) {
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curr_weapon = &weapons[FRAG_SLOT];
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} else {
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curr_weapon = &weapons[0];
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}
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AutoLoadingBullet();
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}
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need_sync_active_player = true;
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SyncAroundPlayers();
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}
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break;
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}
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last_shot_frameno_ = room->frame_no;
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need_sync_active_player = true;
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}
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void Human::RecalcSelfCollider()
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{
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if (!self_collider_) {
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self_collider_ = new CircleCollider();
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self_collider_->owner = this;
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colliders.push_back(self_collider_);
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}
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self_collider_->pos = Vector2D();
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self_collider_->rad = meta->i->radius();
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}
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bool Human::IsCollision()
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{
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if (room->OverBorder(pos, meta->i->radius())){
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return true;
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}
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if (a8::HasBitFlag(status, HS_Jump)) {
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return false;
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}
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std::vector<Entity*> objects;
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for (auto& grid : grid_list) {
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for (Entity* entity : grid->entity_list) {
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switch (entity->entity_type) {
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case ET_Obstacle:
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{
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if (
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(last_collision_door == nullptr || last_collision_door != entity) &&
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TestCollision(entity)
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){
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objects.push_back(entity);
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}
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}
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break;
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case ET_Building:
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{
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if (TestCollision(entity)) {
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objects.push_back(entity);
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}
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}
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break;
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default:
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{
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}
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break;
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}
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}
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}
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return !objects.empty();
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}
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void Human::FindPath()
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{
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Vector2D old_pos = pos;
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{
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float up_dot = Vector2D::UP.Dot(move_dir);
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bool at_left_side = Vector2D::LEFT.Dot(move_dir) > 0.0001f;
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if (std::abs(up_dot) <= 0.001f) { //相互垂直
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//向上
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pos = old_pos + Vector2D::UP;
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if (!IsCollision()) {
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return;
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} else {
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//向下
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pos = old_pos + Vector2D::DOWN;
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if (!IsCollision()) {
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return;
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}
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}
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} else if (up_dot > 0.001f) { //基本相同
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pos = old_pos + (at_left_side ? Vector2D::LEFT : Vector2D::RIGHT);
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if (!IsCollision()) {
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return;
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} else {
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//向上
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pos = old_pos + Vector2D::UP;
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if (!IsCollision()) {
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return;
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}
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}
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} else if (up_dot < 0.001f) { //基本相反
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pos = old_pos + (at_left_side ? Vector2D::LEFT : Vector2D::RIGHT);
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if (!IsCollision()) {
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return;
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} else {
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//向下
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pos = old_pos + Vector2D::DOWN;
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if (!IsCollision()) {
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return;
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}
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}
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}
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}
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pos = old_pos;
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}
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float Human::GetRadius()
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{
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return meta->i->radius();
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}
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float Human::GetMaxHP()
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{
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return meta->i->health();
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}
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void Human::UpdatePoisoning()
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{
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if (dead) {
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return;
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}
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bool need_notify = poisoning_time > 1000;
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while (poisoning_time > 1000) {
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if (room->gas_data.is_last_gas) {
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DecHP(room->gas_data.new_area_meta->i->hurt(), -1, "安全区");
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} else {
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DecHP(room->gas_data.old_area_meta->i->hurt(), -1, "安全区");
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}
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if (dead) {
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poisoning_time = 0;
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break;
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}
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poisoning_time -= 1000;
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}
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if (need_notify && entity_subtype == EST_Player) {
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SyncAroundPlayers();
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}
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}
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void Human::SyncAroundPlayers()
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{
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room->TouchHumanList(a8::XParams(),
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[this] (Human* hum, a8::XParams& param) -> bool
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{
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hum->new_objects.insert(this);
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return true;
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});
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}
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void Human::AutoLoadingBullet(bool manual)
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{
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if (curr_weapon->weapon_idx != 0 &&
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(curr_weapon->ammo <= 0 ||
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(manual && curr_weapon->ammo < curr_weapon->meta->i->clip_volume()))
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) {
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MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(curr_weapon->meta->i->use_bullet());
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if (bullet_meta &&
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bullet_meta->i->_inventory_slot() >= 0 &&
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bullet_meta->i->_inventory_slot() < inventory_.size()
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) {
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if (GetInventory(bullet_meta->i->_inventory_slot()) > 0) {
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StartAction(AT_Reload,
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curr_weapon->meta->i->reload_time(),
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curr_weapon->weapon_id,
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curr_weapon->weapon_idx);
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}
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}
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return;
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}
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}
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void Human::StartAction(ActionType_e action_type,
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int action_duration,
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int item_id,
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int target_id)
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{
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if (this->action_type == action_type &&
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this->action_item_id == item_id &&
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this->action_target_id == target_id) {
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return;
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}
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this->action_type = action_type;
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this->action_frameno = room->frame_no;
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this->action_duration = action_duration;
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this->action_item_id = item_id;
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this->action_target_id = target_id;
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need_sync_active_player = true;
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}
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void Human::CancelAction()
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{
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ResetAction();
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}
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void Human::ResetAction()
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{
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action_type = AT_None;
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action_duration = 0;
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action_frameno = 0;
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action_item_id = 0;
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action_target_id = 0;
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need_sync_active_player = true;
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}
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void Human::FillSMGameOver(cs::SMGameOver& msg)
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{
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std::vector<Human*> human_list;
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room->TouchHumanList(a8::XParams(),
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[&human_list] (Human* hum, a8::XParams& param) -> bool
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{
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human_list.push_back(hum);
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return true;
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});
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std::sort(human_list.begin(), human_list.end(),
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[] (Human* a, Human* b )
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{
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if (a->dead_frameno == b->dead_frameno) {
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return a->entity_uniid < b->entity_uniid;
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} else {
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return a->dead_frameno == 0 ||
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(b->dead_frameno != 0 && a->dead_frameno > b->dead_frameno);
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}
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});
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int rank = human_list.size();
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for (size_t i = 0; i < human_list.size(); ++i) {
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if (human_list[i] == this) {
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rank = i + 1;
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break;
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}
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}
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msg.set_team_id(0);
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msg.set_team_rank(rank);
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msg.set_team_allcnt(1);
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msg.set_game_over(room->game_over);
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msg.set_victory(!dead);
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cs::MFPlayerStats* p = msg.add_player_stats();
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FillMFPlayerStats(p);
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}
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void Human::BeKill(int killer_id, const std::string& killer_name)
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{
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if (!dead && !room->game_over) {
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Entity* hum = room->GetEntityByUniId(killer_id);
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if (hum && hum->entity_type == ET_Player) {
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((Human*)hum)->stats.kills++;
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}
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stats.killer_id = killer_id;
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stats.killer_name = killer_name;
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dead = true;
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health = 0.0f;
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dead_frameno = room->frame_no;
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send_gameover = true;
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room->OnHumanDie(this);
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SyncAroundPlayers();
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if (team_members) {
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for (auto& hum : *team_members) {
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if (hum != this && hum->action_type == AT_Relive &&
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hum->action_target_id == entity_uniid) {
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hum->CancelAction();
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}
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}
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}
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}
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}
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void Human::DecHP(float dec_hp, int killer_id, const std::string& killer_name)
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{
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auto downed_func = [] (const a8::XParams& param)
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{
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Human* hum = (Human*)param.sender.GetUserData();
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if (!hum->downed) {
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hum->room->xtimer.DeleteTimer(hum->downed_timer);
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return;
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}
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if (hum->dead) {
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return;
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}
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if (!hum->HasLiveTeammate()) {
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hum->BeKill(param.param1, param.param2);
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return;
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}
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int dec_hp = MetaMgr::Instance()->GetSysParamAsInt("downed_dec_hp");
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hum->DecHP(dec_hp, param.param1, param.param2);
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};
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if (energy_shield > 0.001f) {
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energy_shield = std::max(0.0f, energy_shield - dec_hp);
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} else {
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health = std::max(0.0f, health - dec_hp);
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if (health <= 0.0001f && !dead) {
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if (downed) {
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if (downed_timer) {
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room->xtimer.DeleteTimer(downed_timer);
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}
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downed = false;
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downed_timer = nullptr;
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BeKill(killer_id, killer_name);
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} else {
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if (HasLiveTeammate()) {
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health = MetaMgr::Instance()->GetSysParamAsInt("downed_recover_hp");
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downed = true;
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downed_timer = room->xtimer.AddRepeatTimerAndAttach(
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SERVER_FRAME_RATE,
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a8::XParams()
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.SetSender(this)
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.SetParam1(killer_id)
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.SetParam2(killer_name),
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downed_func,
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&xtimer_attacher.timer_list_
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);
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} else {
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BeKill(killer_id, killer_name);
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}
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}
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}
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}
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SyncAroundPlayers();
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}
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|
void Human::AddToNewObjects(Entity* entity)
|
|
{
|
|
new_objects.insert(entity);
|
|
}
|
|
|
|
void Human::AddToPartObjects(Entity* entity)
|
|
{
|
|
part_objects.insert(entity);
|
|
}
|
|
|
|
void Human::RemoveObjects(Entity* entity)
|
|
{
|
|
del_objects.insert(entity->entity_uniid);
|
|
}
|
|
|
|
bool Human::HasLiveTeammate()
|
|
{
|
|
if (team_members) {
|
|
for (auto& hum : *team_members) {
|
|
if (!hum->dead) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Human::Land()
|
|
{
|
|
a8::UnSetBitFlag(status, HS_Jump);
|
|
FindLocation();
|
|
SyncAroundPlayers();
|
|
}
|
|
|
|
void Human::DoJump()
|
|
{
|
|
if (a8::HasBitFlag(status, HS_Fly)) {
|
|
a8::UnSetBitFlag(status, HS_Fly);
|
|
a8::SetBitFlag(status, HS_Jump);
|
|
jump_frameno = room->frame_no;
|
|
SyncAroundPlayers();
|
|
room->xtimer.AddDeadLineTimerAndAttach(MetaMgr::Instance()->jump_time * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
hum->Land();
|
|
},
|
|
&xtimer_attacher.timer_list_);
|
|
}
|
|
}
|
|
|
|
void Human::DoSkill()
|
|
{
|
|
if (skill_meta && skill_meta->i->condition() == SC_Active) {
|
|
int passed_time = (room->frame_no - last_use_skill_frameno_) * FRAME_RATE_MS;
|
|
int skill_left_time = std::max(0, skill_meta->i->last_time() * 1000 - passed_time);
|
|
if (skill_left_time <= 0 || last_use_skill_frameno_ == 0) {
|
|
skill_xtimer_attacher_.ClearTimerList();
|
|
switch (skill_meta->i->type()) {
|
|
case ST_Hide:
|
|
{
|
|
hide_frameno_ = room->frame_no;
|
|
a8::SetBitFlag(status, HS_Hide);
|
|
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_,
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
a8::UnSetBitFlag(hum->status, HS_Hide);
|
|
hum->need_sync_active_player = true;
|
|
hum->BroadcastFullState();
|
|
}
|
|
);
|
|
need_sync_active_player = true;
|
|
BroadcastFullState();
|
|
}
|
|
break;
|
|
case ST_SummonHero:
|
|
{
|
|
SummonHero();
|
|
}
|
|
break;
|
|
case ST_Accelerate:
|
|
{
|
|
accelerate_frameno_ = room->frame_no;
|
|
a8::SetBitFlag(status, HS_Accelerate);
|
|
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_,
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
a8::UnSetBitFlag(hum->status, HS_Accelerate);
|
|
hum->need_sync_active_player = true;
|
|
hum->BroadcastFullState();
|
|
}
|
|
);
|
|
need_sync_active_player = true;
|
|
BroadcastFullState();
|
|
}
|
|
break;
|
|
case ST_DamageAdd:
|
|
{
|
|
damageadd_frameno_ = room->frame_no;
|
|
a8::SetBitFlag(status, HS_DamageAdd);
|
|
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_,
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
a8::UnSetBitFlag(hum->status, HS_DamageAdd);
|
|
hum->need_sync_active_player = true;
|
|
hum->BroadcastFullState();
|
|
}
|
|
);
|
|
need_sync_active_player = true;
|
|
BroadcastFullState();
|
|
}
|
|
break;
|
|
case ST_DefAdd:
|
|
{
|
|
defadd_frameno_ = room->frame_no;
|
|
a8::SetBitFlag(status, HS_DefAdd);
|
|
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_,
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
a8::UnSetBitFlag(hum->status, HS_DefAdd);
|
|
hum->need_sync_active_player = true;
|
|
hum->BroadcastFullState();
|
|
}
|
|
);
|
|
need_sync_active_player = true;
|
|
BroadcastFullState();
|
|
}
|
|
break;
|
|
case ST_RecoverHP:
|
|
{
|
|
recover_hp_frameno_ = room->frame_no;
|
|
a8::SetBitFlag(status, HS_RecoverHP);
|
|
room->xtimer.AddRepeatTimerAndAttach(SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this)
|
|
.SetParam1(skill_meta->i->value1()),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
if (a8::HasBitFlag(hum->status, HS_RecoverHP)) {
|
|
hum->RecoverHp(param.param1);
|
|
hum->need_sync_active_player = true;
|
|
}
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_
|
|
);
|
|
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_,
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
a8::UnSetBitFlag(hum->status, HS_RecoverHP);
|
|
hum->need_sync_active_player = true;
|
|
hum->BroadcastFullState();
|
|
}
|
|
);
|
|
need_sync_active_player = true;
|
|
BroadcastFullState();
|
|
}
|
|
break;
|
|
case ST_ReflectDamage:
|
|
{
|
|
reflect_damage_frameno_ = room->frame_no;
|
|
a8::SetBitFlag(status, HS_ReflectDamage);
|
|
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_,
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
a8::UnSetBitFlag(hum->status, HS_ReflectDamage);
|
|
hum->need_sync_active_player = true;
|
|
hum->BroadcastFullState();
|
|
}
|
|
);
|
|
need_sync_active_player = true;
|
|
BroadcastFullState();
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
}
|
|
break;
|
|
}
|
|
last_use_skill_frameno_ = room->frame_no;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Human::FindLocation()
|
|
{
|
|
{
|
|
std::vector<Entity*> objects;
|
|
room->BuildingBoxBoundCollisionDetection(this, objects);
|
|
if (objects.size() > 1) {
|
|
abort();
|
|
}
|
|
if (!objects.empty()) {
|
|
Building* building = (Building*)objects[0];
|
|
Vector2D b_min = Vector2D(
|
|
building->pos.x - building->meta->i->tilewidth()/2.0,
|
|
building->pos.y - building->meta->i->tileheight()/2.0
|
|
);
|
|
Vector2D b_max = Vector2D(
|
|
building->pos.x + building->meta->i->tilewidth()/2.0,
|
|
building->pos.y + building->meta->i->tileheight()/2.0
|
|
);
|
|
Vector2D new_pos;
|
|
bool ret = CalcCircleAabbSafePoint(
|
|
pos,
|
|
GetRadius(),
|
|
b_min,
|
|
b_max,
|
|
new_pos
|
|
);
|
|
if (!ret) {
|
|
abort();
|
|
}
|
|
if (ret) {
|
|
pos = new_pos;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
{
|
|
std::vector<Entity*> objects;
|
|
for (auto& grid : grid_list) {
|
|
for (Entity* entity : grid->entity_list) {
|
|
switch (entity->entity_type) {
|
|
case ET_Obstacle:
|
|
{
|
|
if (TestCollision(entity)){
|
|
objects.push_back(entity);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (objects.empty()) {
|
|
return;
|
|
}
|
|
std::sort(objects.begin(), objects.end(),
|
|
[this] (Entity* a, Entity *b) -> bool
|
|
{
|
|
return (this->pos - a->pos).Norm() < (this->pos - b->pos).Norm();
|
|
});
|
|
Entity* target = objects[0];
|
|
FindLocationWithTarget(target);
|
|
}
|
|
}
|
|
|
|
void Human::RefreshView()
|
|
{
|
|
for (auto& cell : grid_list) {
|
|
for (Human* hum : cell->human_list) {
|
|
hum->AddToNewObjects(this);
|
|
hum->AddToPartObjects(this);
|
|
AddToNewObjects(hum);
|
|
AddToPartObjects(hum);
|
|
}
|
|
for (Entity* entity : cell->entity_list) {
|
|
switch (entity->entity_type) {
|
|
case ET_Building:
|
|
case ET_Obstacle:
|
|
{
|
|
AddToNewObjects(entity);
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Human::OnGridListChange(std::set<GridCell*>& old_grid_list,
|
|
std::set<GridCell*>& inc_grid_list,
|
|
std::set<GridCell*>& dec_grid_list
|
|
)
|
|
{
|
|
for (GridCell* cell : inc_grid_list) {
|
|
for (Human* hum : cell->human_list) {
|
|
if (!room->grid_service.HumanInGridList(hum, old_grid_list)) {
|
|
hum->AddToNewObjects(this);
|
|
hum->AddToPartObjects(this);
|
|
AddToNewObjects(hum);
|
|
AddToPartObjects(hum);
|
|
}
|
|
}
|
|
for (Entity* entity : cell->entity_list) {
|
|
if (!room->grid_service.EntityInGridList(entity, old_grid_list)) {
|
|
switch (entity->entity_type) {
|
|
case ET_Building:
|
|
case ET_Obstacle:
|
|
{
|
|
AddToNewObjects(entity);
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (GridCell* cell : dec_grid_list) {
|
|
for (Human* entity : cell->human_list) {
|
|
#if 0
|
|
if (!room->grid_service.HumanInGridList(entity, grid_list)) {
|
|
RemoveObjects(entity);
|
|
}
|
|
#endif
|
|
}
|
|
for (Entity* entity : cell->entity_list) {
|
|
if (!room->grid_service.EntityInGridList(entity, grid_list)) {
|
|
switch (entity->entity_type) {
|
|
case ET_Building:
|
|
case ET_Obstacle:
|
|
{
|
|
#if 0
|
|
RemoveObjects(entity);
|
|
#endif
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
|
|
{
|
|
{
|
|
player_data->set_action_type(action_type);
|
|
if (action_type != AT_None) {
|
|
int duration = std::max(0,
|
|
action_duration -
|
|
(int)((room->frame_no - action_frameno) * 1.0f / SERVER_FRAME_RATE) * 1000
|
|
);
|
|
player_data->set_action_item_id(action_item_id);
|
|
player_data->set_action_duration(duration);
|
|
player_data->set_action_target_id(action_target_id);
|
|
}
|
|
}
|
|
player_data->set_skin(skin);
|
|
player_data->set_backpack(backpack);
|
|
player_data->set_helmet(helmet);
|
|
player_data->set_chest(chest);
|
|
player_data->set_health(health);
|
|
player_data->set_max_health(GetMaxHP());
|
|
player_data->set_cur_weapon_idx(curr_weapon->weapon_idx);
|
|
player_data->set_cur_scope(curr_scope_idx);
|
|
for (auto& weapon : weapons) {
|
|
auto p = player_data->add_weapons();
|
|
weapon.ToPB(p);
|
|
}
|
|
for (auto& num : inventory_) {
|
|
player_data->add_inventory(num);
|
|
}
|
|
player_data->set_energy_shield(energy_shield);
|
|
#if 1
|
|
{
|
|
player_data->set_max_energy_shield(max_energy_shield);
|
|
}
|
|
#endif
|
|
#if 1
|
|
if (skill_meta) {
|
|
if (last_use_skill_frameno_ == 0) {
|
|
player_data->set_skill_left_time(0);
|
|
player_data->set_skill_cd_time(skill_meta->i->cd_time() * 1000);
|
|
} else {
|
|
int passed_time = (room->frame_no - last_use_skill_frameno_) * FRAME_RATE_MS;
|
|
int skill_left_time = std::max(0, skill_meta->i->cd_time() * 1000 - passed_time);
|
|
player_data->set_skill_left_time(skill_left_time);
|
|
player_data->set_skill_cd_time(skill_meta->i->cd_time() * 1000);
|
|
}
|
|
}
|
|
#endif
|
|
FillBodyState(player_data->mutable_states());
|
|
}
|
|
|
|
void Human::FillMFGasData(cs::MFGasData* gas_data)
|
|
{
|
|
gas_data->set_mode(room->gas_data.gas_mode);
|
|
if (room->gas_data.gas_mode == GasInactive) {
|
|
long long duration = MetaMgr::Instance()->gas_inactive_time * SERVER_FRAME_RATE -
|
|
(room->frame_no - room->gas_data.gas_start_frameno);
|
|
gas_data->set_duration(std::max(duration * 50, (long long)1000) / 1000);
|
|
} else if (room->gas_data.gas_mode == GasJump) {
|
|
gas_data->set_duration(0);
|
|
} else {
|
|
if (room->gas_data.old_area_meta->i->wait_time() <= 0) {
|
|
gas_data->set_duration(0);
|
|
} else {
|
|
long long duration = room->gas_data.old_area_meta->i->wait_time() * 20 -
|
|
(room->frame_no - room->gas_data.gas_start_frameno);
|
|
gas_data->set_duration(std::max(duration * 50, (long long)1000) / 1000);
|
|
}
|
|
}
|
|
room->gas_data.pos_old.ToPB(gas_data->mutable_pos_old());
|
|
room->gas_data.pos_new.ToPB(gas_data->mutable_pos_new());
|
|
gas_data->set_rad_old(room->gas_data.rad_old);
|
|
gas_data->set_rad_new(room->gas_data.rad_new);
|
|
}
|
|
|
|
bool Human::CanSee(Human* hum)
|
|
{
|
|
return room->grid_service.InView(grid_id, hum->grid_id);
|
|
}
|
|
|
|
void Human::RecalcAttr()
|
|
{
|
|
def = meta->i->def();
|
|
MetaData::Equip* chest_meta = MetaMgr::Instance()->GetEquip(chest);
|
|
if (chest_meta) {
|
|
def += chest_meta->i->def();
|
|
}
|
|
MetaData::Equip* helmet_meta = MetaMgr::Instance()->GetEquip(helmet);
|
|
if (helmet_meta) {
|
|
def += helmet_meta->i->def();
|
|
}
|
|
}
|
|
|
|
void Human::RecalcVolume()
|
|
{
|
|
MetaData::Equip* backpack_meta = MetaMgr::Instance()->GetEquip(backpack);
|
|
if (backpack_meta) {
|
|
for (size_t i = 0; i < backpack_meta->volume.size(); ++i) {
|
|
volume_[i] = meta->volume[i] + backpack_meta->volume[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
int Human::GetInventory(int slot_id)
|
|
{
|
|
if (!IsValidSlotId(slot_id)) {
|
|
abort();
|
|
}
|
|
return inventory_[slot_id];
|
|
}
|
|
|
|
void Human::AddInventory(int slot_id, int num)
|
|
{
|
|
assert(num > 0);
|
|
if (!IsValidSlotId(slot_id)) {
|
|
abort();
|
|
}
|
|
inventory_[slot_id] += num;
|
|
}
|
|
|
|
void Human::DecInventory(int slot_id, int num)
|
|
{
|
|
assert(num > 0);
|
|
if (!IsValidSlotId(slot_id)) {
|
|
abort();
|
|
}
|
|
inventory_[slot_id] -= num;
|
|
}
|
|
|
|
int Human::GetVolume(int slot_id)
|
|
{
|
|
if (!IsValidSlotId(slot_id)) {
|
|
abort();
|
|
}
|
|
return volume_[slot_id];
|
|
}
|
|
|
|
void Human::RecoverHp(int inc_hp)
|
|
{
|
|
if (!dead) {
|
|
health += inc_hp;
|
|
health = std::max(health, GetMaxHP());
|
|
}
|
|
}
|
|
|
|
void Human::FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState>* states)
|
|
{
|
|
if (pain_killer_timer) {
|
|
int passed_time = (room->frame_no - pain_killer_frameno) * FRAME_RATE_MS;
|
|
int left_time = std::max(0, pain_killer_lastingtime * 1000 - passed_time);
|
|
int anodyne_max_time = MetaMgr::Instance()->GetSysParamAsInt("anodyne_max_time");
|
|
left_time = std::min(left_time, anodyne_max_time * 1000);
|
|
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(1);
|
|
state->set_left_time(left_time);
|
|
state->set_lasting_time(anodyne_max_time * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_Fly)) {
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(2);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_Jump)) {
|
|
int passed_time = (room->frame_no - jump_frameno) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(3);
|
|
state->set_left_time(std::max(0, MetaMgr::Instance()->jump_time * 1000 - passed_time));
|
|
state->set_lasting_time(MetaMgr::Instance()->jump_time * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_Hide) && skill_meta) {
|
|
int passed_time = (room->frame_no - hide_frameno_) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(HS_Hide);
|
|
state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
|
|
state->set_lasting_time(skill_meta->i->last_time() * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_Accelerate) && skill_meta) {
|
|
int passed_time = (room->frame_no - accelerate_frameno_) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(HS_Accelerate);
|
|
state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
|
|
state->set_lasting_time(skill_meta->i->last_time() * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_DamageAdd) && skill_meta) {
|
|
int passed_time = (room->frame_no - damageadd_frameno_) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(HS_DamageAdd);
|
|
state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
|
|
state->set_lasting_time(skill_meta->i->last_time() * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_DefAdd) && skill_meta) {
|
|
int passed_time = (room->frame_no - defadd_frameno_) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(HS_DefAdd);
|
|
state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
|
|
state->set_lasting_time(skill_meta->i->last_time() * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_RecoverHP) && skill_meta) {
|
|
int passed_time = (room->frame_no - recover_hp_frameno_) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(HS_RecoverHP);
|
|
state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
|
|
state->set_lasting_time(skill_meta->i->last_time() * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_ReflectDamage) && skill_meta) {
|
|
int passed_time = (room->frame_no - reflect_damage_frameno_) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(HS_ReflectDamage);
|
|
state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
|
|
state->set_lasting_time(skill_meta->i->last_time() * 1000);
|
|
}
|
|
if (a8::HasBitFlag(status, HS_SummonHero) && skill_meta) {
|
|
int passed_time = (room->frame_no - summon_hero_frameno_) * FRAME_RATE_MS;
|
|
cs::MFBodyState* state = states->Add();
|
|
state->set_state_type(HS_SummonHero);
|
|
state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
|
|
state->set_lasting_time(skill_meta->i->last_time() * 1000);
|
|
}
|
|
}
|
|
|
|
void Human::SummonHero()
|
|
{
|
|
Hero* hero = room->CreateHero(this);
|
|
if (hero) {
|
|
summon_hero_frameno_ = room->frame_no;
|
|
a8::SetBitFlag(status, HS_SummonHero);
|
|
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
|
|
a8::XParams()
|
|
.SetSender(this)
|
|
.SetParam1(hero->entity_uniid),
|
|
[] (const a8::XParams& param)
|
|
{
|
|
},
|
|
&skill_xtimer_attacher_.timer_list_,
|
|
[] (const a8::XParams& param)
|
|
{
|
|
Human* hum = (Human*)param.sender.GetUserData();
|
|
Entity* hero = hum->room->GetEntityByUniId(param.param1);
|
|
if (hero && hero->entity_type == ET_Hero) {
|
|
hum->room->RemoveObjectLater(hero);
|
|
}
|
|
a8::UnSetBitFlag(hum->status, HS_SummonHero);
|
|
hum->need_sync_active_player = true;
|
|
hum->BroadcastFullState();
|
|
}
|
|
);
|
|
need_sync_active_player = true;
|
|
BroadcastFullState();
|
|
}
|
|
}
|
|
|
|
void Human::AddObserver(Human* observer)
|
|
{
|
|
observers_.insert(observer);
|
|
}
|
|
|
|
void Human::RemoveObserver(Human* observer)
|
|
{
|
|
observers_.erase(observer);
|
|
}
|
|
|
|
void Human::SendUpdateMsg()
|
|
{
|
|
if (!follow_) {
|
|
cs::SMUpdate* msg = room->frame_maker.MakeUpdateMsg(this);
|
|
if (msg) {
|
|
SendNotifyMsg(*msg);
|
|
delete msg;
|
|
msg = nullptr;
|
|
}
|
|
}
|
|
if (send_gameover) {
|
|
UpdateGameOver();
|
|
}
|
|
{
|
|
if (!new_objects.empty()) {
|
|
new_objects.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Human::UpdateGameOver()
|
|
{
|
|
cs::SMGameOver msg;
|
|
FillSMGameOver(msg);
|
|
SendNotifyMsg(msg);
|
|
send_gameover = false;
|
|
}
|