2019-04-02 14:00:02 +08:00

80 lines
1.7 KiB
C++

#pragma once
#include "entity.h"
#include "cs_proto.pb.h"
namespace MetaData
{
struct Player;
struct Equip;
}
struct HumanFrameData
{
};
class CircleCollider;
class Obstacle;
class Human : public Entity
{
public:
int team_id = 0;
std::string team_uniid;
MetaData::Player* meta = nullptr;
MetaData::Equip* helmet_meta = nullptr;
MetaData::Equip* chest_meta = nullptr;
MetaData::Equip* weapon_meta = nullptr;
Vector2D move_dir;
Vector2D attack_dir;
std::string name;
float health = 0.0;
bool dead = false;
bool downed = false;
bool disconnected = false;
int anim_type = 0;
int anim_seq = 0;
int action_type = 0;
int skin = 0;
int helmet = 0;
int chest = 0;
int weapon = 0;
int energy_shield = 0;
int vip = 0;
int sdmg = 0;
bool poisoning = false;
long long poisoning_time = 0;
long long dead_frameno = 0;
bool game_over = false;
Weapon default_weapon;
std::vector<Weapon> weapons;
Weapon* curr_weapon = nullptr;
HumanFrameData frame_data;
std::set<Human*> my_seen_players;
std::set<Human*> seen_me_players;
std::set<Entity*> new_objects;
std::set<Entity*> part_objects;
Human();
virtual ~Human() override;
virtual void Initialize() override;
virtual float GetSpeed() override;
virtual void FillMFObjectPart(cs::MFObjectPart* part_data) override;
virtual void FillMFObjectFull(cs::MFObjectFull* full_data) override;
void Shot(Vector2D& target_dir);
void RecalcSelfCollider();
bool IsCollision();
ColliderComponent* GetFirstCollision();
void FindPath();
float GetRadius();
void UpdatePoisoning();
private:
CircleCollider* self_collider_ = nullptr;
};