2020-07-07 19:24:21 +08:00

2519 lines
95 KiB
C++

#include "precompile.h"
#include <float.h>
#include <a8/mutable_xobject.h>
#include <a8/collision.h>
#include "human.h"
#include "cs_proto.pb.h"
#include "metamgr.h"
#include "room.h"
#include "bullet.h"
#include "collider.h"
#include "loot.h"
#include "building.h"
#include "hero.h"
#include "app.h"
#include "roommgr.h"
#include "android.h"
#include "gamelog.h"
#include "typeconvert.h"
#include "obstacle.h"
#include "player.h"
#include "framework/cpp/utils.h"
#include "framework/cpp/httpclientpool.h"
const int kReviveTimeAdd = 12;
Human::Human():Entity()
{
default_weapon.weapon_idx = 0;
default_weapon.weapon_id = 12101;
default_weapon.weapon_lv = 1;
default_weapon.ammo = 1;
default_weapon.meta = MetaMgr::Instance()->GetEquip(default_weapon.weapon_id);
default_weapon.Recalc();
weapons.reserve(MAX_WEAPON_NUM);
for (size_t i = 0; i < MAX_WEAPON_NUM; ++i) {
auto& weapon = a8::FastAppend(weapons);
weapon.weapon_idx = i;
weapon.weapon_id = 0;
weapon.weapon_lv = 0;
weapon.ammo = 0;
}
weapons[0] = default_weapon;
curr_weapon = &weapons[0];
inventory_[IS_1XSCOPE] = 1;
if (MetaMgr::Instance()->fighting_mode) {
inventory_[IS_9MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_556MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_762MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_12GAUGE] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_RPG] = FIGHTING_MODE_BULLET_NUM;
}
}
Human::~Human()
{
}
void Human::Initialize()
{
Entity::Initialize();
skill_xtimer_attacher_.xtimer = &room->xtimer;
RecalcSelfCollider();
volume_ = meta->volume;
observers_.insert(this);
}
float Human::GetSpeed()
{
if (a8::HasBitFlag(status, HS_Jump)) {
return meta->i->jump_speed() + buff.speed;
} if (downed) {
return meta->i->move_speed3() + buff.speed;
} else {
if (shot_hold) {
if (curr_weapon->weapon_idx == GUN_SLOT1 ||
curr_weapon->weapon_idx == GUN_SLOT2) {
if (action_type != AT_Reload) {
return meta->i->shot_speed();
}
}
}
return meta->i->move_speed() + buff.speed;
}
}
float Human::GetSpeed4()
{
return meta->i->move_speed4();
}
void Human::FillMFObjectPart(Human* hum, 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);
TypeConvert::ToPb(pos, p->mutable_pos());
TypeConvert::ToPb(attack_dir, p->mutable_dir());
}
void Human::FillMFObjectFull(Human* hum, 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);
TypeConvert::ToPb(pos, p->mutable_pos());
TypeConvert::ToPb(attack_dir, p->mutable_dir());
p->set_health(health);
p->set_max_health(GetMaxHP());
p->set_dead(dead);
p->set_downed(downed);
p->set_disconnected(disconnected);
p->set_anim_type(anim_type);
p->set_anim_seq(anim_seq);
if (skin_tank.skin_id != 0) {
skin_tank.ToPB(p->mutable_skin());
} else {
if (skin_jlf.skin_id != 0) {
skin_jlf.ToPB(p->mutable_skin());
} else {
skin.ToPB(p->mutable_skin());
}
}
p->set_backpack(backpack);
p->set_helmet(helmet);
p->set_chest(chest);
curr_weapon->ToPB(p->mutable_weapon());
p->set_energy_shield(energy_shield);
#if 1
{
p->set_max_energy_shield(max_energy_shield);
}
#endif
p->set_vip(vip);
p->set_sdmg(sdmg);
p->set_kill_count(stats.kills);
if (emoji1 != 0) {
p->set_emoji1(emoji1);
}
if (emoji2 != 0) {
p->set_emoji2(emoji2);
}
if (parachute != 0) {
p->set_parachute(parachute);
}
FillBodyState(p->mutable_states());
if (dead) {
p->set_killer_name(stats.killer_name);
p->set_killer_id(stats.killer_id);
if (real_dead){
p->set_can_revive(false);
} else {
p->set_can_revive(true);
int countdown = 0;
if (revive_timer) {
countdown = std::ceil(room->xtimer.GetRemainTime(revive_timer) / SERVER_FRAME_RATE);
} else {
a8::UdpLog::Instance()->Warning("Human::FillMFObjectfull revive_timer == nullptr", {});
}
countdown = std::max(0, countdown - kReviveTimeAdd);
p->set_revive_countdown(countdown);
}
}
}
void Human::FillMFPlayerStats(cs::MFPlayerStats* stats_pb)
{
stats_pb->set_player_id(entity_uniid);
stats_pb->set_player_avatar_url(avatar_url);
if (!dead) {
stats_pb->set_time_alive(room->frame_no * 1000.0f / SERVER_FRAME_RATE);
} else {
stats_pb->set_time_alive(dead_frameno * 1000.0f / SERVER_FRAME_RATE);
}
stats_pb->set_kills(stats.kills);
stats_pb->set_damage_amount(stats.damage_amount_out);
stats_pb->set_heal_amount(stats.heal_amount);
stats_pb->set_history_time_alive(stats.history_time_alive);
stats_pb->set_history_kills(stats.history_kills);
stats_pb->set_history_damage_amount(stats.history_damage_amount);
stats_pb->set_history_heal_amount(stats.history_heal_amount);
stats_pb->set_gold(stats.gold);
stats_pb->set_score(stats.score);
stats_pb->set_pass_score(stats.pass_score);
stats_pb->set_rank_score(stats.rank_score);
stats_pb->set_has_pass(has_pass);
stats_pb->set_dead(dead);
stats_pb->set_killer_id(stats.killer_id);
stats_pb->set_killer_name(stats.killer_name);
{
Player* killer = room->GetPlayerByUniId(stats.killer_id);
if (killer) {
stats_pb->set_killer_avatar_url(killer->avatar_url);
stats_pb->set_killer_account_id(killer->account_id);
} else {
stats_pb->set_killer_avatar_url("");
stats_pb->set_killer_account_id("");
}
}
stats_pb->set_account_id(account_id);
for (auto& pair : stats.extra_drop) {
auto p = stats_pb->add_extra_drop();
p->set_key(pair.first);
p->set_value(pair.second);
}
}
void Human::GetAabbBox(AabbCollider& aabb_box)
{
if (!meta) {
abort();
}
aabb_box.active = true;
aabb_box.owner = this;
aabb_box._min.x = -meta->i->radius();
aabb_box._min.y = -meta->i->radius();
aabb_box._max.x = meta->i->radius();
aabb_box._max.y = meta->i->radius();
}
void Human::FillMFTeamData(cs::MFTeamData* team_data)
{
#if 1
{
#else
if (room->gas_data.gas_mode == GasJump ||
room->frame_no - last_sync_teamdata_frameno_ > SERVER_FRAME_RATE * 2) {
#endif
last_sync_teamdata_frameno_ = room->frame_no;
team_data->set_player_id(entity_uniid);
team_data->set_name(name);
TypeConvert::ToPb(pos, team_data->mutable_pos());
TypeConvert::ToPb(attack_dir, team_data->mutable_dir());
team_data->set_health(health);
team_data->set_max_health(GetMaxHP());
team_data->set_disconnected(false);
team_data->set_dead(dead);
team_data->set_downed(downed);
}
}
void Human::Shot(a8::Vec2& target_dir)
{
if (!curr_weapon->meta) {
return;
}
if (curr_weapon->weapon_idx != 0 &&
curr_weapon->ammo <= 0) {
AutoLoadingBullet();
return;
}
#if 1
float fly_distance = 5;
#endif
for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
a8::Vec2 bullet_born_pos = pos + bullet_born_offset;
if (room->OverBorder(bullet_born_pos, 0)) {
return;
}
}
room->frame_event.AddShot(this);
for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
a8::Vec2 bullet_born_pos = pos + bullet_born_offset;
a8::Vec2 bullet_dir = attack_dir;
float bullet_angle = std::get<2>(tuple);
if (curr_weapon->meta->i->bullet_angle() >= 0.10f) {
int angle = (int)curr_weapon->meta->i->bullet_angle() * 1000;
if (curr_weapon->upgrade_meta) {
angle -= curr_weapon->upgrade_meta->GetAttrValue(curr_weapon->weapon_lv, EA_BulletAngle) * 1000;
}
if (angle > 0) {
bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
}
}
bullet_dir.Rotate(bullet_angle / 180.0f);
room->frame_event.AddBullet(this, bullet_born_pos, attack_dir, fly_distance);
room->CreateBullet(this, curr_weapon, bullet_born_pos, attack_dir, fly_distance);
}
--curr_weapon->ammo;
int slot_id = curr_weapon->meta->i->_inventory_slot();
switch (slot_id) {
case 5:
{
//手雷
if (GetInventory(slot_id) > 0) {
DecInventory(slot_id, 1);
++curr_weapon->ammo;
} else {
int weapon_idx = curr_weapon->weapon_idx;
*curr_weapon = Weapon();
curr_weapon->weapon_idx = weapon_idx;
if (weapons[SMOKE_SLOT].weapon_id != 0) {
curr_weapon = &weapons[SMOKE_SLOT];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
case 6:
{
//烟雾弹
if (GetInventory(slot_id) > 0) {
DecInventory(slot_id, 1);
++curr_weapon->ammo;
} else {
int weapon_idx = curr_weapon->weapon_idx;
*curr_weapon = Weapon();
curr_weapon->weapon_idx = weapon_idx;
if (weapons[FRAG_SLOT].weapon_id != 0) {
curr_weapon = &weapons[FRAG_SLOT];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
}
last_shot_frameno_ = room->frame_no;
if (!need_sync_active_player) {
room->frame_event.AddBulletNumChg(this);
}
}
void Human::TankShot(a8::Vec2& target_dir)
{
if (!tank_weapon.meta) {
return;
}
if (tank_weapon.ammo <= 0) {
return;
}
for (auto& tuple : tank_weapon.meta->bullet_born_offset) {
a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
a8::Vec2 bullet_born_pos = pos + bullet_born_offset;
if (room->OverBorder(bullet_born_pos, 0)) {
return;
}
}
room->frame_event.AddShot(this);
for (auto& tuple : tank_weapon.meta->bullet_born_offset) {
a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
a8::Vec2 bullet_born_pos = pos + bullet_born_offset;
a8::Vec2 bullet_dir = attack_dir;
float bullet_angle = std::get<2>(tuple);
if (tank_weapon.meta->i->bullet_angle() >= 0.01f) {
int angle = (int)tank_weapon.meta->i->bullet_angle() * 1000;
if (tank_weapon.upgrade_meta) {
angle -= tank_weapon.upgrade_meta->GetAttrValue(tank_weapon.weapon_lv, EA_BulletAngle) * 1000;
}
if (angle > 0) {
bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
}
}
bullet_dir.Rotate(bullet_angle / 180.0f);
room->frame_event.AddBullet(this, bullet_born_pos, bullet_dir, fly_distance);
if (room->BattleStarted() || (room->gas_data.gas_mode == GasJump && !a8::HasBitFlag(status, HS_Jump))) {
room->CreateBullet(this, &tank_weapon, bullet_born_pos, bullet_dir, fly_distance, true);
}
}
--tank_weapon.ammo;
last_shot_frameno_ = room->frame_no;
room->frame_event.AddTankBulletNumChg(this);
}
void Human::RecalcSelfCollider()
{
if (!self_collider_) {
self_collider_ = new CircleCollider();
self_collider_->owner = this;
AddCollider(self_collider_);
}
self_collider_->pos = a8::Vec2();
if (skin_tank_meta) {
self_collider_->rad = skin_tank_meta->i->rad();
} else {
self_collider_->rad = meta->i->radius();
}
}
bool Human::IsCollisionInMapService()
{
Global::last_collider = nullptr;
if (room->OverBorder(pos, meta->i->radius())){
return true;
}
if (a8::HasBitFlag(status, HS_Jump)) {
return false;
}
std::set<ColliderComponent*> colliders;
room->map_service.GetColliders(pos.x, pos.y, colliders);
for (ColliderComponent* collider : colliders) {
switch (collider->owner->entity_type) {
case ET_Obstacle:
{
if (!collider->owner->dead && TestCollision((ColliderComponent*)collider)) {
if (last_collision_door != collider->owner) {
Obstacle* obstacle = (Obstacle*)collider->owner;
if (!obstacle->dead &&
obstacle->meta->i->attack_type() == 1 &&
obstacle->meta->i->drop() != 0 &&
room->gas_data.gas_mode != GasInactive &&
!a8::HasBitFlag(status, HS_Fly) &&
!a8::HasBitFlag(status, HS_Jump)
) {
obstacle->health = 0;
obstacle->dead = obstacle->health <= 0.01f;
obstacle->dead_frameno = room->frame_no;
if (obstacle->dead) {
#if 0
if (obstacle->meta->i->damage_dia() > 0.01f &&
obstacle->meta->i->damage() > 0.01f) {
obstacle->Explosion(this);
}
#endif
room->ScatterDrop(obstacle->pos, obstacle->meta->i->drop());
}
obstacle->BroadcastFullState();
} else {
Global::last_collider = collider;
return true;
}
}
}
}
break;
case ET_Building:
{
if (!collider->owner->dead && TestCollision((ColliderComponent*)collider)) {
if (last_collision_door != collider->owner) {
Global::last_collider = collider;
return true;
}
}
}
break;
default:
break;
}
}
return false;
}
void Human::FindPathInMapService()
{
a8::Vec2 old_pos = pos;
ColliderComponent* last_collider = Global::last_collider;
if (last_collider) {
switch (last_collider->type) {
case CT_Aabb:
{
}
break;
case CT_Circle:
{
a8::Vec2 extend_dir = pos - last_collider->owner->pos;
if (std::abs(extend_dir.x) > FLT_EPSILON ||
std::abs(extend_dir.y) > FLT_EPSILON) {
extend_dir.Normalize();
{
#if 0
a8::Vec2 extend_dir_inverse(extend_dir.y, extend_dir.x);
float angle = extend_dir_inverse.CalcAngle(move_dir);
if (angle > 0.001f) {
extend_dir.Rotate(-1/180.0f);
} else {
extend_dir.Rotate(1/180.0f);
}
#endif
extend_dir.Rotate(1/180.0f);
}
float distance = ((CircleCollider*)last_collider)->rad + meta->i->radius();
pos = last_collider->owner->pos + extend_dir * (distance + 1);
if (IsCollisionInMapService()) {
pos = old_pos;
}
}
return;
}
break;
default:
break;
}
}
{
float up_dot = a8::Vec2::UP.Dot(move_dir);
bool at_left_side = a8::Vec2::LEFT.Dot(move_dir) > 0.0001f;
if (std::abs(up_dot) <= 0.001f) { //相互垂直
//向上
pos = old_pos + a8::Vec2::UP;
if (!IsCollisionInMapService()) {
return;
} else {
//向下
pos = old_pos + a8::Vec2::DOWN;
if (!IsCollisionInMapService()) {
return;
}
}
} else if (up_dot > 0.001f) { //基本相同
pos = old_pos + (at_left_side ? a8::Vec2::LEFT : a8::Vec2::RIGHT);
if (!IsCollisionInMapService()) {
return;
} else {
//向上
pos = old_pos + a8::Vec2::UP;
if (!IsCollisionInMapService()) {
return;
}
}
} else if (up_dot < 0.001f) { //基本相反
pos = old_pos + (at_left_side ? a8::Vec2::LEFT : a8::Vec2::RIGHT);
if (!IsCollisionInMapService()) {
return;
} else {
//向下
pos = old_pos + a8::Vec2::DOWN;
if (!IsCollisionInMapService()) {
return;
}
}
}
}
pos = old_pos;
}
float Human::GetRadius()
{
return meta->i->radius();
}
float Human::GetHP()
{
return health;
}
float Human::GetMaxHP()
{
return meta->i->health();
}
void Human::UpdatePoisoning()
{
if (dead) {
return;
}
bool need_notify = poisoning_time > 1000;
while (poisoning_time > 1000) {
if (room->gas_data.is_last_gas) {
DecHP(room->gas_data.new_area_meta->i->hurt(), VP_SafeArea, "毒圈", VW_SafeArea);
} else {
DecHP(room->gas_data.old_area_meta->i->hurt(), VP_SafeArea, "毒圈", VW_SafeArea);
}
if (dead) {
poisoning_time = 0;
break;
}
poisoning_time -= 1000;
}
if (need_notify && entity_subtype == EST_Player) {
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
void Human::SyncAroundPlayers(const char* file, int line, const char* func)
{
for (auto& cell : grid_list) {
for (Human* hum : cell->human_list) {
hum->AddToNewObjects(this);
assert(hum->part_objects.find(this) != hum->part_objects.end());
if (hum->part_objects.find(this) == hum->part_objects.end()) {
if (a8::XGetTickCount() - room->last_debugout_tick > 1000 * 10) {
room->last_debugout_tick = a8::XGetTickCount();
a8::UdpLog::Instance()->Warning("SyncAroundPlayers error file:%s line:%d func:%s",
{
file,
line,
func
});
}
}
}
}
}
void Human::AutoLoadingBullet(bool manual)
{
if (curr_weapon->weapon_idx != 0 &&
(curr_weapon->ammo <= 0 ||
(manual && curr_weapon->ammo < curr_weapon->GetClipVolume()))
) {
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(curr_weapon->meta->i->use_bullet());
if (bullet_meta &&
bullet_meta->i->_inventory_slot() >= 0 &&
bullet_meta->i->_inventory_slot() < (int)inventory_.size()
) {
if (GetInventory(bullet_meta->i->_inventory_slot()) > 0) {
StartAction(AT_Reload,
curr_weapon->meta->i->reload_time(),
curr_weapon->weapon_id,
curr_weapon->weapon_idx);
}
}
return;
}
}
void Human::StartAction(ActionType_e action_type,
int action_duration,
int item_id,
int target_id)
{
if (this->action_type == action_type &&
this->action_item_id == item_id &&
this->action_target_id == target_id) {
return;
}
this->action_type = action_type;
this->action_frameno = room->frame_no;
this->action_duration = action_duration;
this->action_item_id = item_id;
this->action_target_id = target_id;
need_sync_active_player = true;
}
void Human::CancelAction()
{
if (action_type == AT_Relive) {
Entity* entity = room->GetEntityByUniId(action_target_id);
if (entity->entity_type != ET_Player) {
Human* hum = (Human*)entity;
if (hum->action_type == AT_Rescue) {
hum->CancelAction();
}
}
}
ResetAction();
}
void Human::ResetAction()
{
action_type = AT_None;
action_duration = 0;
action_frameno = 0;
action_item_id = 0;
action_target_id = 0;
need_sync_active_player = true;
}
void Human::FillSMGameOver(cs::SMGameOver& msg)
{
if (stats.rank <= 0) {
std::vector<Human*> human_list;
room->TouchHumanList(a8::XParams(),
[&human_list] (Human* hum, a8::XParams& param) -> bool
{
if (hum->leave_frameno_ == 0 ||
hum->leave_frameno_ > hum->room->battle_start_frameno_) {
human_list.push_back(hum);
}
return true;
});
std::sort(human_list.begin(), human_list.end(),
[] (Human* a, Human* b )
{
if (a->dead_frameno == b->dead_frameno) {
return a->entity_uniid < b->entity_uniid;
} else {
return a->dead_frameno == 0 ||
(b->dead_frameno != 0 && a->dead_frameno > b->dead_frameno);
}
});
int rank = human_list.size();
for (size_t i = 0; i < human_list.size(); ++i) {
if (human_list[i] == this) {
rank = i + 1;
break;
}
}
if (room->GetAliveTeamNum() == 1) {
std::set<Human*>* alive_team = room->GetAliveTeam();
if (alive_team == team_members) {
rank = 1;
}
}
stats.rank = rank;
}
msg.set_team_id(team_id);
msg.set_team_rank(stats.rank);
msg.set_team_allcnt(1);
msg.set_game_over(room->game_over);
msg.set_victory(!dead);
msg.set_room_uuid(a8::XValue(room->room_uuid));
cs::MFPlayerStats* p = msg.add_player_stats();
FillMFPlayerStats(p);
}
void Human::BeKill(int killer_id, const std::string& killer_name, int weapon_id)
{
if (!dead && !room->game_over && !real_dead) {
lethal_weapon = weapon_id;
Entity* hum = room->GetEntityByUniId(killer_id);
if (hum && hum->entity_type == ET_Player) {
if (killer_id == entity_uniid) {
std::string msg = a8::Format("%s 自杀",
{
killer_name,
});
SendRollMsg(msg);
} else {
((Human*)hum)->stats.kills++;
((Human*)hum)->kill_humans.insert(this);
((Human*)hum)->SyncAroundPlayers(__FILE__, __LINE__, __func__);
if (weapon_id == VW_Tank) {
std::string msg = a8::Format("%s 使用 %s 干掉了 %s",
{
killer_name,
"载具",
name
});
SendRollMsg(msg);
} else {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(weapon_id);
if (equip_meta) {
std::string msg = a8::Format("%s 使用 %s 干掉了 %s",
{
killer_name,
equip_meta->i->name(),
name
});
SendRollMsg(msg);
}
}
}
} else {
switch (weapon_id) {
case VW_SafeArea:
{
std::string msg = a8::Format("%s 被毒圈干掉",
{
name
});
SendRollMsg(msg);
}
break;
case VW_Spectate:
{
std::string msg = a8::Format("%s 自杀",
{
name
});
SendRollMsg(msg);
}
break;
case VW_SelfDetonate:
{
std::string msg = a8::Format("%s 被炸死",
{
name
});
SendRollMsg(msg);
}
break;
case VW_Mine:
{
std::string msg = a8::Format("%s 被地雷炸死",
{
name
});
SendRollMsg(msg);
}
break;
}
}
stats.killer_id = killer_id;
stats.killer_name = killer_name;
stats.weapon_id = weapon_id;
dead = true;
downed = false;
health = 0.0f;
dead_frameno = room->frame_no;
++dead_times;
int max_revive_times = MetaMgr::Instance()->GetSysParamAsInt("max_revive_times", 1);
#if 1
++max_revive_times;
#else
if (today_enter_times == 0) {
++max_revive_times;
}
#endif
if (weapon_id != VW_Spectate &&
dead_times <= max_revive_times &&
room->AliveCount() > 2 &&
entity_subtype == EST_Player) {
Revive();
} else {
real_dead = true;
OnDie();
}
}
}
void Human::DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id)
{
auto downed_func = [] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
if (!hum->downed) {
hum->FreeDownedTimer();
return;
}
if (hum->dead) {
hum->FreeDownedTimer();
return;
}
if (!hum->HasLiveTeammate()) {
hum->FreeDownedTimer();
hum->BeKill(param.param1, param.param2, param.param3);
return;
}
int dec_hp = MetaMgr::Instance()->GetSysParamAsInt("downed_dec_hp");
hum->DecHP(dec_hp, param.param1, param.param2, param.param3);
};
if (energy_shield > 0.001f) {
energy_shield = std::max(0.0f, energy_shield - dec_hp);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
} else {
float old_health = health;
health = std::max(0.0f, health - dec_hp);
if (health - old_health > 0.001f) {
stats.damage_amount_in += health - old_health;
}
if (health <= 0.0001f && !dead) {
if (downed) {
if (downed_timer) {
room->xtimer.DeleteTimer(downed_timer);
}
downed = false;
downed_timer = nullptr;
BeKill(killer_id, killer_name, weapon_id);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
} else {
if (HasNoDownedTeammate()) {
health = MetaMgr::Instance()->GetSysParamAsInt("downed_recover_hp");
downed = true;
downed_timer = room->xtimer.AddRepeatTimerAndAttach(
SERVER_FRAME_RATE,
a8::XParams()
.SetSender(this)
.SetParam1(killer_id)
.SetParam2(killer_name)
.SetParam3(weapon_id),
downed_func,
&xtimer_attacher.timer_list_
);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
} else {
BeKill(killer_id, killer_name, weapon_id);
}
}
}
room->frame_event.AddHpChg(this);
}
}
void Human::AddToNewObjects(Entity* entity)
{
new_objects.insert(entity);
}
void Human::AddToPartObjects(Entity* entity)
{
part_objects.insert(entity);
}
void Human::RemovePartObjects(Entity* entity)
{
part_objects.erase(entity);
}
void Human::RemoveObjects(Entity* entity)
{
del_objects.insert(entity->entity_uniid);
}
void Human::AddOutObjects(Entity* entity)
{
out_objects.insert(entity->entity_uniid);
}
void Human::RemoveOutObjects(Entity* entity)
{
out_objects.erase(entity->entity_uniid);
}
bool Human::HasLiveTeammate()
{
if (team_members) {
for (auto& hum : *team_members) {
if (hum != this && !hum->dead) {
return true;
}
}
}
return false;
}
bool Human::HasNoDownedTeammate()
{
if (team_members) {
for (auto& hum : *team_members) {
if (hum != this && !hum->dead && !hum->downed) {
return true;
}
}
}
return false;
}
void Human::Land()
{
a8::UnSetBitFlag(status, HS_Jump);
if (App::Instance()->HasFlag(8)) {
MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(a8::RandEx(12103, 12122));
if (weapon_meta) {
weapons[GUN_SLOT1].weapon_idx = GUN_SLOT1;
weapons[GUN_SLOT1].weapon_id = weapon_meta->i->id();
weapons[GUN_SLOT1].weapon_lv = 1;
weapons[GUN_SLOT1].ammo = 0;
weapons[GUN_SLOT1].meta = weapon_meta;
weapons[GUN_SLOT1].Recalc();
curr_weapon = &weapons[GUN_SLOT1];
}
}
FindLocation();
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
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(__FILE__, __LINE__, __func__);
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->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->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);
buff.speed += skill_meta->value1;
room->xtimer.AddDeadLineTimerAndAttach(skill_meta->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->buff.speed = 0.0f;
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->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->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->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->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::DoGetDown()
{
if (skin_tank.skin_id != 0) {
int entity_uniid = room->CreateLoot(skin_tank.skin_id, pos, 1, 1);
Entity* loot_entity = room->GetEntityByUniId(entity_uniid);
if (loot_entity && loot_entity->entity_type == ET_Loot) {
((Loot*)loot_entity)->bullet_num = tank_weapon.ammo;
((Loot*)loot_entity)->param1 = tank_oil_value;
((Loot*)loot_entity)->param2 = tank_oil_max;
}
room->UpdateCarObject(skin_tank.tank_uniid, entity_uniid, pos);
room->TakeOffCarObject(entity_uniid, pos);
ResetTankSkin();
SyncAroundPlayers(__FILE__, __LINE__, __func__);
room->NotifyUiUpdate();
need_sync_active_player = true;
}
}
void Human::FindLocation()
{
Entity* target = nullptr;
for (auto& grid : grid_list) {
for (Entity* entity : grid->entity_list) {
switch (entity->entity_type) {
case ET_Obstacle:
{
if (!target) {
if (TestCollision(entity)) {
target = entity;
}
}
}
break;
case ET_Building:
{
if (!target || target->entity_type != ET_Building) {
AabbCollider aabb_box;
entity->GetAabbBox(aabb_box);
if (TestCollision(&aabb_box)) {
target = entity;
}
}
}
break;
default:
break;
}
}
}
if (target) {
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:
case ET_Hero:
case ET_Loot:
{
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);
hum->RemoveOutObjects(this);
AddToNewObjects(hum);
AddToPartObjects(hum);
RemoveOutObjects(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:
case ET_Hero:
case ET_Loot:
{
AddToNewObjects(entity);
RemoveOutObjects(entity);
}
break;
default:
{
}
break;
}
}
}
}
for (GridCell* cell : dec_grid_list) {
for (Human* hum : cell->human_list) {
if (!room->grid_service.HumanInGridList(hum, grid_list)) {
AddOutObjects(hum);
hum->AddOutObjects(this);
}
}
for (Entity* entity : cell->entity_list) {
if (!room->grid_service.EntityInGridList(entity, grid_list)) {
switch (entity->entity_type) {
case ET_Building:
case ET_Obstacle:
case ET_Hero:
case ET_Loot:
{
AddOutObjects(entity);
}
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);
}
}
skin.ToPB(player_data->mutable_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.gas_mode == GasMoving) {
if (room->gas_data.new_area_meta->i->shrink_speed() > 0.01f) {
long long duration = (room->gas_data.old_area_meta->i->rad() - room->gas_data.new_area_meta->i->rad()) /
room->gas_data.new_area_meta->i->shrink_speed();
++duration;
gas_data->set_duration(++duration);
} else {
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);
}
}
TypeConvert::ToPb(room->gas_data.pos_old, gas_data->mutable_pos_old());
TypeConvert::ToPb(room->gas_data.pos_new, 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(const Human* hum) const
{
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];
}
}
}
void Human::RecalcBuff()
{
buff = HumanAbility();
if (skin_jlf_meta) {
buff.damage_add += skin_jlf_meta->GetAttrValue(skin_jlf.skin_lv, EA_Atk);
buff.def_add += skin_jlf_meta->GetAttrValue(skin_jlf.skin_lv, EA_Def);
buff.speed += skin_jlf_meta->GetAttrValue(skin_jlf.skin_lv, EA_Speed);
} else if (skin_meta) {
buff.damage_add += skin_meta->GetAttrValue(skin.skin_lv, EA_Atk);
buff.def_add += skin_meta->GetAttrValue(skin.skin_lv, EA_Def);
buff.speed += skin_meta->GetAttrValue(skin.skin_lv, EA_Speed);
}
}
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->last_time * 1000 - passed_time));
state->set_lasting_time(skill_meta->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->last_time * 1000 - passed_time));
state->set_lasting_time(skill_meta->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->last_time * 1000 - passed_time));
state->set_lasting_time(skill_meta->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->last_time * 1000 - passed_time));
state->set_lasting_time(skill_meta->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->last_time * 1000 - passed_time));
state->set_lasting_time(skill_meta->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->last_time * 1000 - passed_time));
state->set_lasting_time(skill_meta->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->last_time * 1000 - passed_time));
state->set_lasting_time(skill_meta->last_time * 1000);
}
if (a8::HasBitFlag(status, HS_AtkAdd)) {
cs::MFBodyState* state = states->Add();
state->set_state_type(HS_AtkAdd);
state->set_left_time(999 * 1000);
state->set_lasting_time(999 * 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->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_target_) {
if (send_msg_times == 0) {
room->FetchBuilding(this);
}
cs::MFActivePlayerData* active_player_data_pb = nullptr;
if (send_msg_times == 0 || need_sync_active_player) {
active_player_data_pb = new cs::MFActivePlayerData();
FillMFActivePlayerData(active_player_data_pb);
need_sync_active_player = false;
}
cs::SMUpdate* msg = room->frame_maker.MakeUpdateMsg(this);
if (send_msg_times == 0 || last_sync_gas_frameno < room->gas_data.gas_start_frameno) {
last_sync_gas_frameno = room->gas_data.gas_start_frameno;
FillMFGasData(msg->mutable_gas_data());
}
bool refreshed_view = false;
std::set<Entity*> view_objects;
for (Human* observer : observers_) {
msg->clear_team_data();
if (observer->team_members) {
for (auto& itr : *observer->team_members) {
if (itr != observer) {
itr->FillMFTeamData(msg->add_team_data());
}
}
}
if (observer != this && !observer->follow_synced_active_player) {
msg->set_active_player_id(entity_uniid);
FillMFActivePlayerData(msg->mutable_active_player_data());
if (!refreshed_view) {
for (auto& cell : grid_list) {
for (Human* hum : cell->human_list) {
view_objects.insert(hum);
}
for (Entity* entity : cell->entity_list) {
switch (entity->entity_type) {
case ET_Building:
case ET_Obstacle:
case ET_Hero:
case ET_Loot:
{
view_objects.insert(entity);
}
break;
default:
{
}
break;
}
}
}
for (Entity* entity : view_objects) {
if (new_objects.find(entity) == new_objects.end()) {
entity->FillMFObjectFull(this, msg->add_full_objects());
}
}
refreshed_view = true;
}
observer->follow_synced_active_player = true;
} else {
if (active_player_data_pb) {
msg->set_active_player_id(entity_uniid);
*msg->mutable_active_player_data() = *active_player_data_pb;
} else {
msg->clear_active_player_id();
msg->clear_active_player_data();
}
}
observer->SendNotifyMsg(*msg);
}
delete msg;
if (active_player_data_pb) {
delete active_player_data_pb;
}
++send_msg_times;
}
ClearFrameData();
}
void Human::SendGameOver()
{
if (entity_subtype == EST_Player) {
//!!!必须要在SendNotifyMsg之前注意哦
if (!sent_battlereport_) {
SendBattleReport();
sent_battlereport_ = true;
GameLog::Instance()->GameEnd((Player*)this);
}
{
cs::SMGameOver msg;
FillSMGameOver(msg);
SendNotifyMsg(msg);
}
}
}
void Human::FollowTarget(Human* target)
{
if (target == this) {
return;
}
if (follow_target_) {
follow_target_->RemoveObserver(this);
}
target->AddObserver(this);
follow_target_ = target;
follow_synced_active_player = false;
}
void Human::SendDebugMsg(const std::string& debug_msg)
{
cs::SMDebugMsg notify_msg;
notify_msg.set_debug_msg(debug_msg);
SendNotifyMsg(notify_msg);
}
void Human::SendRollMsg(const std::string& roll_msg)
{
room->xtimer.AddDeadLineTimerAndAttach(
0,
a8::XParams()
.SetSender(this)
.SetParam1(roll_msg),
[] (const a8::XParams& param)
{
Human* target = (Human*)param.sender.GetUserData();
std::string roll_msg = param.param1;
target->room->TouchHumanList(a8::XParams(),
[target, roll_msg] (Human* hum, a8::XParams& param) -> bool
{
if (target != hum) {
cs::SMRollMsg msg;
msg.set_msg(roll_msg);
hum->SendNotifyMsg(msg);
}
return true;
});
},
&xtimer_attacher.timer_list_
);
}
void Human::UpdateAction()
{
int duration = std::max(0,
action_duration -
(int)((room->frame_no - action_frameno) * 1.0f / SERVER_FRAME_RATE) * 1000
);
if (duration <= 0) {
switch (action_type) {
case AT_Reload:
{
if (curr_weapon->weapon_idx == action_target_id &&
curr_weapon->weapon_id == action_item_id &&
curr_weapon->weapon_idx != 0) {
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(curr_weapon->meta->i->use_bullet());
if (bullet_meta) {
int ammo = curr_weapon->ammo;
if (ammo < curr_weapon->GetClipVolume()) {
if (bullet_meta->i->_inventory_slot() >= 0 &&
bullet_meta->i->_inventory_slot() < IS_END) {
if (GetInventory(bullet_meta->i->_inventory_slot()) > 0) {
int add_num = 0;
if (GetInventory(bullet_meta->i->_inventory_slot()) <=
curr_weapon->GetClipVolume() - ammo) {
add_num = GetInventory(bullet_meta->i->_inventory_slot());
DecInventory(bullet_meta->i->_inventory_slot(), add_num);
} else {
add_num = curr_weapon->GetClipVolume() - ammo;
DecInventory(bullet_meta->i->_inventory_slot(), add_num);
}
curr_weapon->ammo += add_num;
need_sync_active_player = true;;
}
}
}
}
}
}
break;
case AT_UseItem:
{
switch (action_item_id) {
case IS_HEALTHKIT:
{
MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquipBySlotId(action_item_id);
if (item_meta){
if (GetInventory(item_meta->i->_inventory_slot()) > 0) {
float old_health = health;
health += item_meta->i->heal();
health = std::min(health, GetMaxHP());
stats.heal_amount += health - old_health;
DecInventory(item_meta->i->_inventory_slot(), 1);
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
}
break;
case IS_PAIN_KILLER:
{
MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquipBySlotId(action_item_id);
if (item_meta){
if (GetInventory(item_meta->i->_inventory_slot()) > 0) {
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);
pain_killer_lastingtime += std::min(item_meta->i->time() * 1000, anodyne_max_time * 1000 - left_time) / 1000;
need_sync_active_player = true;
} else {
pain_killer_frameno = room->frame_no;
pain_killer_lastingtime = item_meta->i->time();
pain_killer_timer = room->xtimer.AddRepeatTimerAndAttach(
SERVER_FRAME_RATE,
a8::XParams()
.SetSender(this)
.SetParam1(item_meta->i->heal()),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
float old_health = hum->health;
hum->health += param.param1.GetDouble();
hum->health = std::min(hum->health, hum->GetMaxHP());
hum->stats.heal_amount += hum->health - old_health;
hum->SyncAroundPlayers(__FILE__, __LINE__, __func__);
if (hum->room->frame_no - hum->pain_killer_frameno > hum->pain_killer_lastingtime * SERVER_FRAME_RATE) {
hum->room->xtimer.DeleteTimer(hum->pain_killer_timer);
hum->pain_killer_timer = nullptr;
}
},
&xtimer_attacher.timer_list_
);
}
DecInventory(item_meta->i->_inventory_slot(), 1);
need_sync_active_player = true;
}
}
}
break;
default:
{
}
break;
}
}
break;
case AT_Relive:
{
Entity* entity = room->GetEntityByUniId(action_target_id);
if (entity->entity_type != ET_Player) {
return;
}
Human* hum = (Human*)entity;
if (hum->action_type == AT_Rescue) {
hum->CancelAction();
return;
}
if (!hum->dead && hum->downed) {
hum->health = MetaMgr::Instance()->GetSysParamAsInt("downed_relive_recover_hp");
hum->downed = false;
if (hum->downed_timer) {
room->xtimer.DeleteTimer(hum->downed_timer);
hum->downed_timer = nullptr;
}
++hum->stats.rescue_member;
}
hum->SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
default:
break;
}
ResetAction();
}
}
void Human::SendUIUpdate()
{
cs::SMUiUpdate notifymsg;
notifymsg.set_alive_count(room->AliveCount());
notifymsg.set_kill_count(stats.kills);
room->FillSMUiUpdate(notifymsg);
SendNotifyMsg(notifymsg);
}
void Human::SendWxVoip()
{
cs::SMWxVoip notifymsg;
if (!team_uuid.empty()) {
notifymsg.set_group_id(a8::XValue(room->room_uuid).GetString() + "_" + a8::XValue(team_id).GetString());
}
SendNotifyMsg(notifymsg);
}
int Human::GetWeaponConfigLv(int weapon_id)
{
auto itr = weapon_configs.find(weapon_id);
return itr != weapon_configs.end() ? itr->second : 0;
}
int Human::GetSkinConfigLv(int skin_id)
{
auto itr = skin_configs.find(skin_id);
return itr != skin_configs.end() ? itr->second : 0;
}
void Human::SetSkinInfo(int skin_id)
{
skin.skin_id = skin_id;
if (skin.skin_id != 0){
skin.skin_lv = std::max(1, GetSkinConfigLv(skin.skin_id));
}
}
const Skin& Human::GetSkin()
{
if (skin_jlf.skin_id != 0) {
return skin_jlf;
}
return skin;
}
int Human::SkinId()
{
if (skin_jlf.skin_id != 0) {
return skin_jlf.skin_id;
}
return skin.skin_id;
}
int Human::SkinLv()
{
if (skin_jlf.skin_id != 0) {
return skin_jlf.skin_lv;
}
return skin.skin_lv;
}
void Human::CheckSkinTank()
{
auto dechp_func =
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
if (hum->dead ||
!hum->last_tank_attacker ||
hum->last_tank_attacker->dead ||
hum->last_tank_attacker->skin_tank.skin_id == 0 ||
hum->last_tank_attack_idx != param.param1.GetInt64()
) {
hum->last_tank_attacker = nullptr;
hum->last_tank_attack_idx = 0;
hum->room->xtimer.DeleteTimer(hum->room->xtimer.GetRunningTimer());
return;
}
float old_rad = hum->last_tank_attacker->self_collider_->rad;
if (!hum->TestCollision(hum->last_tank_attacker)) {
hum->last_tank_attacker->self_collider_->rad = old_rad;
hum->last_tank_attacker = nullptr;
hum->last_tank_attack_idx = 0;
hum->room->xtimer.DeleteTimer(hum->room->xtimer.GetRunningTimer());
return;
}
hum->last_tank_attacker->self_collider_->rad = old_rad;
float def = hum->def + hum->buff.def_add;
float finaly_dmg = MetaMgr::Instance()->tank_damage2 * (1 - def/MetaMgr::Instance()->K);
hum->DecHP(finaly_dmg,
hum->last_tank_attacker->entity_uniid,
hum->last_tank_attacker->name,
VW_Tank);
};
if (tank_weapon.meta) {
float old_rad = self_collider_->rad;
self_collider_->rad = skin_tank_meta->i->rad2();
std::set<Human*> objects;
for (auto& grid : grid_list) {
for (Human* hum: grid->human_list) {
if (hum != this &&
!hum->dead &&
!hum->tank_weapon.meta &&
hum->last_tank_attacker != this &&
(hum->team_id == 0 || team_id != hum->team_id)) {
if (TestCollision(hum)) {
objects.insert(hum);
}
}
}
}//end for
for (Human* hum : objects) {
hum->last_tank_attacker = this;
hum->last_tank_attack_idx = App::Instance()->NewUuid();
float def = hum->def + hum->buff.def_add;
float finaly_dmg = MetaMgr::Instance()->tank_damage1 * (1 - def/MetaMgr::Instance()->K);
hum->DecHP(finaly_dmg,
entity_uniid,
name,
VW_Tank);
room->xtimer.AddRepeatTimerAndAttach(
SERVER_FRAME_RATE * MetaMgr::Instance()->tank_damage_interval,
a8::XParams()
.SetSender(hum)
.SetParam1(hum->last_tank_attack_idx),
dechp_func,
&hum->xtimer_attacher.timer_list_
);
}
self_collider_->rad = old_rad;
}
}
void Human::_UpdateMove(int speed)
{
for (int i = 0; i < speed; ++i) {
a8::Vec2 old_pos = pos;
pos = pos + move_dir;
if (IsCollisionInMapService()) {
pos = old_pos;
FindPathInMapService();
#if 0
if (rand() % 3 == 0) {
i += 1;
}
#endif
}
room->grid_service.MoveHuman(this);
}
}
void Human::ClearFrameData()
{
if (!new_objects.empty()) {
new_objects.clear();
}
if (!del_objects.empty()) {
for (auto& itr : del_objects) {
Entity* entity = room->GetEntityByUniId(itr);
if (entity) {
RemovePartObjects(entity);
}
}
del_objects.clear();
}
if (!out_objects.empty()) {
for (auto& itr : out_objects) {
Entity* entity = room->GetEntityByUniId(itr);
if (entity) {
RemovePartObjects(entity);
}
}
out_objects.clear();
}
if (!shots_.empty()) {
shots_.clear();
}
if (!bullets_.empty()) {
bullets_.clear();
}
if (!explosions_.empty()) {
explosions_.clear();
}
if (!smokes_.empty()) {
smokes_.clear();
}
if (!emotes_.empty()) {
emotes_.clear();
}
if (!chged_bullet_nums_.empty()) {
chged_bullet_nums_.clear();
}
if (!chged_tank_bullet_nums_.empty()) {
chged_tank_bullet_nums_.clear();
}
if (!chged_tank_oil_value_.empty()){
chged_tank_oil_value_.clear();
}
if (!chged_tank_oil_max_.empty()){
chged_tank_oil_max_.clear();
}
if (!chged_hps_.empty()) {
chged_hps_.clear();
}
}
void Human::GenBattleReportData(a8::MutableXObject* params)
{
int rank = 0;
{
std::vector<Human*> human_list;
room->TouchHumanList(a8::XParams(),
[&human_list] (Human* hum, a8::XParams& param) -> bool
{
human_list.push_back(hum);
return true;
});
std::sort(human_list.begin(), human_list.end(),
[] (Human* a, Human* b )
{
if (a->dead_frameno == b->dead_frameno) {
return a->entity_uniid < b->entity_uniid;
} else {
return a->dead_frameno == 0 ||
(b->dead_frameno != 0 && a->dead_frameno > b->dead_frameno);
}
});
rank = human_list.size();
for (size_t i = 0; i < human_list.size(); ++i) {
if (human_list[i] == this) {
rank = i + 1;
break;
}
}
if (room->GetAliveTeamNum() == 1) {
std::set<Human*>* alive_team = room->GetAliveTeam();
if (alive_team == team_members) {
rank = 1;
}
}
}
stats.rank = rank;
params->SetVal("account_id", account_id);
params->SetVal("map_id", room->map_meta->i->map_id());
params->SetVal("map_name", room->map_meta->i->map_name());
params->SetVal("map_tpl_name", room->map_tpl_name);
params->SetVal("game_time", time(nullptr));
params->SetVal("hurt", stats.damage_amount_in);
params->SetVal("rank", rank);
params->SetVal("kills", stats.kills);
params->SetVal("harm", stats.damage_amount_out);
params->SetVal("add_HP", stats.heal_amount);
if (!dead) {
params->SetVal("alive_time", room->frame_no * 1000.0f / SERVER_FRAME_RATE);
} else {
params->SetVal("alive_time", dead_frameno * 1000.0f / SERVER_FRAME_RATE);
}
params->SetVal("team_status", team_members && team_members->size() > 1 ? 1 : 0);
params->SetVal("room_uuid", room->room_uuid);
int snipe_kill = 0;
int rifle_kill = 0;
int pistol_kill = 0;
int submachine_kill = 0;
for (Human* hum : kill_humans) {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(hum->lethal_weapon);
if (equip_meta) {
switch (equip_meta->i->equip_subtype()) {
case 7:
{
//狙击枪
++snipe_kill;
}
break;
case 5:
{
//步枪
++rifle_kill;
}
break;
case 2:
{
//手枪
++pistol_kill;
}
break;
case 3:
{
//冲锋枪
++submachine_kill;
}
break;
}
}
}
params->SetVal("snipe_kill", snipe_kill);
params->SetVal("rifle_kill", rifle_kill);
params->SetVal("pistol_kill", pistol_kill);
params->SetVal("submachine_kill", submachine_kill);
params->SetVal("rescue_member", stats.rescue_member);
{
float rank_param = MetaMgr::Instance()->GetRankRewardParam(rank);
float kill_param = MetaMgr::Instance()->GetKillRewardParam(stats.kills);
int coin_num = (rank_param * MetaMgr::Instance()->rank_param) +
(kill_param * MetaMgr::Instance()->kill_param);
stats.gold = coin_num;
params->SetVal("coin_num", coin_num);
}
{
stats.pass_score = MetaMgr::Instance()->GetKillPointParam1(stats.kills);
stats.pass_score += MetaMgr::Instance()->GetRankPointParam1(rank);
stats.rank_score = MetaMgr::Instance()->GetKillPointParam2(stats.kills);
stats.rank_score += MetaMgr::Instance()->GetRankPointParam2(rank);
}
params->SetVal("score", 0);
params->SetVal("pass_score", has_pass ? stats.pass_score * 2 : stats.pass_score);
params->SetVal("rank_score", stats.rank_score);
}
void Human::DeadDrop()
{
for (auto& weapon : weapons) {
if (weapon.weapon_id != 0 && weapon.weapon_id != default_weapon.weapon_id) {
a8::Vec2 drop_pos = pos;
room->DropItem(drop_pos, weapon.weapon_id, 1, weapon.weapon_lv);
}
}
for (size_t slot = 0; slot < inventory_.size(); ++slot) {
if (inventory_[slot] > 0) {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquipBySlotId(slot);
if (equip_meta) {
if (equip_meta->i->equip_type() == 2 &&
MetaMgr::Instance()->fighting_mode) {
return;
}
a8::Vec2 drop_pos = pos;
room->DropItem(drop_pos, equip_meta->i->id(), inventory_[slot], 1);
}
}
}
}
void Human::SendBattleReport()
{
a8::MutableXObject* params = a8::MutableXObject::NewObject();
GenBattleReportData(params);
auto on_ok = [] (a8::XParams& param, a8::XObject& data)
{
};
auto on_error = [] (a8::XParams& param, const std::string& response)
{
a8::UdpLog::Instance()->Error("battleReport http error params: %s response: %s",
{
param.param2,
response
});
};
std::string url;
if (!f8::IsOnlineEnv()) {
if (App::Instance()->HasFlag(3)) {
url = "http://192.168.100.41/webapp/index.php?c=Role&a=battleReport";
} else {
url = "https://game2001api-test.kingsome.cn/webapp/index.php?c=Role&a=battleReport";
}
} else {
#if 1
url = "http://game2001api.kingsome.cn/webapp/index.php?c=Role&a=battleReport";
#else
url = "https://game2001api.kingsome.cn/webapp/index.php?c=Role&a=battleReport";
#endif
}
std::string data;
params->ToUrlEncodeStr(data);
f8::HttpClientPool::Instance()->HttpGet(
a8::XParams()
.SetSender(room->room_uuid)
.SetParam1(entity_uniid)
.SetParam2(data),
on_ok,
on_error,
url.c_str(),
*params,
MAX_SYS_HTTP_NUM + (entity_uniid % MAX_USER_HTTP_NUM)
);
delete params;
}
void Human::ProcLootSkin(Loot* entity, MetaData::Equip* item_meta)
{
auto oil_sync_func =
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
if (hum->dead || hum->skin_tank.tank_uniid != param.param1.GetInt()) {
hum->room->xtimer.DeleteTimer(hum->room->xtimer.GetRunningTimer());
return;
}
a8::XParams* mutable_param = hum->room->xtimer.MutableParams(hum->room->xtimer.GetRunningTimer());
if (std::abs(mutable_param->param2.GetDouble() - (double)hum->tank_oil_value) > 0.1f) {
hum->room->frame_event.AddTankOilValueChg(hum);
mutable_param->param2 = hum->tank_oil_value;
}
};
if (item_meta->i->is_luck()) {
if (item_meta->i->is_luck() == 2) {
if (skin_tank.skin_id != 0) {
int entity_uniid = room->CreateLoot(skin_tank.skin_id, pos, 1, 1);
Entity* loot_entity = room->GetEntityByUniId(entity_uniid);
if (loot_entity && loot_entity->entity_type == ET_Loot) {
((Loot*)loot_entity)->bullet_num = tank_weapon.ammo;
((Loot*)loot_entity)->param1 = tank_oil_value;
((Loot*)loot_entity)->param2 = tank_oil_max;
room->UpdateCarObject(skin_tank.tank_uniid, loot_entity->entity_uniid, loot_entity->pos);
}
}
skin_tank.tank_uniid = entity->entity_uniid;
skin_tank.skin_id = item_meta->i->id();
skin_tank.skin_lv = std::max(1, GetSkinConfigLv(skin_tank.skin_id));
skin_tank_meta = item_meta;
tank_oil_value = entity->param1;
tank_oil_max = entity->param2;
{
tank_weapon = Weapon();
tank_weapon.weapon_idx = 100;
tank_weapon.weapon_id = item_meta->i->use_bullet();
tank_weapon.weapon_lv = 1;
tank_weapon.ammo = entity->bullet_num;
tank_weapon.meta = MetaMgr::Instance()->GetEquip(item_meta->i->use_bullet());
tank_weapon.Recalc();
}
pos = entity->pos;
RecalcSelfCollider();
RecalcBuff();
SyncAroundPlayers(__FILE__, __LINE__, __func__);
room->TakeOnCarObject(skin_tank.tank_uniid);
room->NotifyUiUpdate();
room->frame_event.AddTankBulletNumChg(this);
room->frame_event.AddTankOilMaxChg(this);
room->frame_event.AddTankOilValueChg(this);
room->xtimer.AddRepeatTimerAndAttach(
SERVER_FRAME_RATE,
a8::XParams()
.SetSender(this)
.SetParam1(skin_tank.tank_uniid)
.SetParam2(tank_oil_value),
oil_sync_func,
&xtimer_attacher.timer_list_
);
} else {
if (skin_jlf.skin_id != 0) {
room->DropItem(pos, skin_jlf.skin_id, 1, skin_jlf.skin_lv);
}
skin_jlf.skin_id = item_meta->i->id();
skin_jlf.skin_lv = std::max(1, GetSkinConfigLv(skin_jlf.skin_id));
skin_jlf_meta = MetaMgr::Instance()->GetDress(skin_jlf.skin_id);
if (skin_jlf_meta) {
skill_meta = MetaMgr::Instance()->GetSkill(skin_jlf_meta->i->skill_id());
} else {
skill_meta = nullptr;
}
RecalcBuff();
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
}
void Human::FindLocationWithTarget(Entity* target)
{
a8::Vec2 old_pos = pos;
a8::Vec2 new_pos = pos;
AabbCollider a_collider;
GetAabbBox(a_collider);
AabbCollider target_collider;
target->GetAabbBox(target_collider);
{
bool ret = a_collider.CalcSafePoint(&target_collider, new_pos);
if (!ret) {
abort();
}
}
a8::Vec2 new_pos_dir = new_pos - old_pos;
new_pos_dir.Normalize();
float distance = (new_pos - old_pos).Norm();
for (int i = distance; i < 10000000; i += 5) {
pos = old_pos + new_pos_dir * i;
room->grid_service.MoveHuman(this);
Entity* building = nullptr;
std::set<GridCell*> new_grid_list;
room->grid_service.GetAllCellsByXy(pos.x, pos.y, new_grid_list);
for (auto& grid : new_grid_list) {
for (Entity* entity : grid->entity_list) {
switch (entity->entity_type) {
case ET_Building:
{
if (TestCollision(entity)) {
building = entity;
}
}
break;
default:
break;
}
if (building) {
break;
}
}
if (building) {
break;
}
}
if (!building) {
bool is_collision = false;
std::set<ColliderComponent*> colliders;
room->map_service.GetColliders(pos.x, pos.y, colliders);
for (ColliderComponent* collider : colliders) {
if (TestCollision(collider)) {
is_collision = true;
break;
}
}
if (!is_collision) {
break;
}
}
}
}
void Human::OnDie()
{
room->OnHumanDie(this);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
if (team_members) {
for (auto& hum : *team_members) {
if (hum != this && hum->action_type == AT_Relive &&
hum->action_target_id == entity_uniid) {
hum->CancelAction();
}
}
}
{
std::set<Human*> over_humans;
if (!leave_) {
if (!HasNoDownedTeammate()) {
if (team_members) {
for (auto& member : *team_members) {
if (member->real_dead) {
over_humans.insert(member);
}
}
} else {
over_humans.insert(this);
}
} else {
over_humans.insert(this);
}
}
if (room->GetAliveTeamNum() == 1) {
std::set<Human*>* alive_team = room->GetAliveTeam();
if (alive_team) {
for (Human* member : *alive_team) {
over_humans.insert(member);
}
}
}
for (Human* hum : over_humans) {
hum->SendGameOver();
}
}
DeadDrop();
}
void Human::FreeDownedTimer()
{
if (downed_timer) {
room->xtimer.DeleteTimer(downed_timer);
downed_timer = nullptr;
}
}
void Human::FreeReviveTimer()
{
if (revive_timer) {
room->xtimer.DeleteTimer(revive_timer);
revive_timer = nullptr;
}
}
void Human::Revive()
{
auto callback =
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->dead = true;
hum->real_dead = true;
hum->downed = false;
hum->OnDie();
};
int wait_revive_time = MetaMgr::Instance()->GetSysParamAsInt("revive_time", 25) + kReviveTimeAdd;
revive_timer = room->xtimer.AddDeadLineTimerAndAttach(SERVER_FRAME_RATE * wait_revive_time,
a8::XParams()
.SetSender(this),
callback,
&xtimer_attacher.timer_list_,
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->revive_timer = nullptr;
});
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
void Human::ResetTankSkin()
{
skin_tank = Skin();
skin_tank_meta = nullptr;
tank_weapon = Weapon();
tank_oil_value = 0.0f;
tank_oil_max = 0.0f;
RecalcSelfCollider();
}
ObjectSyncFlags* Human::GetObjectSyncFlags(int obj_uniid)
{
if ((size_t)obj_uniid < fixed_object_sync_flags_.size()) {
return &fixed_object_sync_flags_[obj_uniid];
} else {
return nullptr;
}
}