移除EqupUpgrade
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2737a2fc17
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@ -38,7 +38,7 @@ void Bullet::RecalcSelfCollider()
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AddCollider(self_collider_);
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}
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self_collider_->pos = a8::Vec2();
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self_collider_->rad = gun_meta->i->bullet_rad();
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self_collider_->rad = meta->i->bullet_rad();
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}
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void Bullet::OnHit(std::set<Entity*>& objects)
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@ -60,11 +60,11 @@ void Bullet::OnHit(std::set<Entity*>& objects)
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if (hum != player && !hum->dead &&
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(hum->team_id == 0 || player->team_id != hum->team_id)) {
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#endif
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float dmg = gun_meta->i->atk() * (1 + player->ability.damage_add);
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float dmg = meta->i->atk() * (1 + player->ability.damage_add);
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float def = hum->def + hum->ability.def_add;
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float finaly_dmg = dmg * (1 - def/MetaMgr::Instance()->K);
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player->stats.damage_amount_out += finaly_dmg;
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hum->DecHP(finaly_dmg, player->entity_uniid, player->name, gun_meta->i->id());
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hum->DecHP(finaly_dmg, player->entity_uniid, player->name, meta->i->id());
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#if 0
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if (a8::HasBitFlag(hum->status, HS_ReflectDamage) && hum->skill_meta) {
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float reflect_dmg = finaly_dmg * hum->skill_meta->value1;
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@ -80,7 +80,7 @@ void Bullet::OnHit(std::set<Entity*>& objects)
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{
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Obstacle* obstacle = (Obstacle*)target;
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if (!obstacle->dead && obstacle->meta->i->attack_type() == 1) {
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float dmg = gun_meta->i->atk() * (1 + player->ability.damage_add);
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float dmg = meta->i->atk() * (1 + player->ability.damage_add);
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float def = 0;
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float finaly_dmg = dmg * (1 - def/MetaMgr::Instance()->K);
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#if 0
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@ -109,7 +109,7 @@ void Bullet::OnHit(std::set<Entity*>& objects)
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void Bullet::ProcBomb()
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{
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self_collider_->rad = gun_meta->i->explosion_range();
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self_collider_->rad = meta->i->explosion_range();
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std::set<Entity*> objects;
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for (auto& grid : grid_list) {
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for (Human* hum: grid->human_list) {
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@ -186,9 +186,9 @@ bool Bullet::IsBomb()
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void Bullet::MapServiceUpdate()
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{
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pos = pos + dir * gun_meta->i->bullet_speed() / (float)SERVER_FRAME_RATE;
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pos = pos + dir * meta->i->bullet_speed() / (float)SERVER_FRAME_RATE;
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float distance = (pos - born_pos).Norm();
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if (room->OverBorder(pos, gun_meta->i->bullet_rad())) {
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if (room->OverBorder(pos, meta->i->bullet_rad())) {
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if (IsBomb()) {
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ProcBomb();
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} else {
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@ -218,10 +218,7 @@ void Bullet::MapServiceUpdate()
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}
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}
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#endif
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float bullet_range = gun_meta->i->range();
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if (gun_upgrade_meta && gun_upgrade_meta->GetAttrValue(gun_lv, EA_ShotRange) > 0) {
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bullet_range += gun_upgrade_meta->GetAttrValue(gun_lv, EA_ShotRange);
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}
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float bullet_range = meta->i->range();
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#if 1
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if (!objects.empty() || distance > bullet_range ||
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(IsBomb() && distance >= fly_distance)
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@ -6,7 +6,6 @@ namespace MetaData
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{
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struct Player;
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struct Equip;
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struct EquipUpgrade;
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}
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class Human;
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@ -16,9 +15,6 @@ class MovementComponent;
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class Bullet : public Entity
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{
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public:
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int gun_lv = 0;
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MetaData::Equip* gun_meta = nullptr;
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MetaData::EquipUpgrade* gun_upgrade_meta = nullptr;
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MetaData::Equip* meta = nullptr;
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Human* player = nullptr;
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a8::Vec2 dir;
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@ -203,7 +203,18 @@ void Human::Shot()
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CancelAction();
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}
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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DirectShot(curr_weapon->meta);
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--curr_weapon->ammo;
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if (curr_weapon->ammo <= 0) {
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AutoLoadingBullet();
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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::DirectShot(MetaData::Equip* bullet_meta)
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{
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for (auto& tuple : bullet_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = pos + bullet_born_offset;
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@ -212,17 +223,14 @@ void Human::Shot()
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}
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}
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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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for (auto& tuple : bullet_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = pos + bullet_born_offset;
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a8::Vec2 bullet_dir = attack_dir;
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float bullet_angle = std::get<2>(tuple);
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if (curr_weapon->meta->i->bullet_angle() >= 0.10f) {
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int angle = (int)curr_weapon->meta->i->bullet_angle() * 1000;
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if (curr_weapon->upgrade_meta) {
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angle -= curr_weapon->upgrade_meta->GetAttrValue(curr_weapon->weapon_lv, EA_BulletAngle) * 1000;
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}
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if (bullet_meta->i->bullet_angle() >= 0.10f) {
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int angle = (int)bullet_meta->i->bullet_angle() * 1000;
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if (angle > 0) {
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bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
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}
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@ -230,15 +238,9 @@ void Human::Shot()
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bullet_dir.Rotate(bullet_angle / 180.0f);
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room->frame_event.AddBullet(this, bullet_born_pos, attack_dir, fly_distance);
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if (room->BattleStarted()) {
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room->CreateBullet(this, curr_weapon, bullet_born_pos, bullet_dir, fly_distance);
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room->CreateBullet(this, bullet_meta, bullet_born_pos, bullet_dir, fly_distance);
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}
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}
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--curr_weapon->ammo;
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if (curr_weapon->ammo <= 0) {
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AutoLoadingBullet();
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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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@ -1726,9 +1728,12 @@ void Human::ProcSkillPhase(MetaData::SkillPhase* phase)
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[obstacle] (Human* hum, a8::XParams&) -> bool
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{
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if (obstacle->master->team_id != hum->team_id) {
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obstacle->dead = true;
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obstacle->Explosion();
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return false;
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if (hum->pos.Distance(obstacle->pos) <
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hum->meta->i->radius()) {
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obstacle->dead = true;
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obstacle->Explosion();
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return false;
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}
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}
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return true;
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});
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@ -137,6 +137,7 @@ class Human : public Entity
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virtual void GetAabbBox(AabbCollider& aabb_box);
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void FillMFTeamData(cs::MFTeamData* team_data);
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void Shot();
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void DirectShot(MetaData::Equip* bullet_meta);
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void RecalcSelfCollider();
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bool IsCollision();
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bool IsCollisionInMapService();
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@ -82,53 +82,6 @@ namespace MetaData
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#endif
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}
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void EquipUpgrade::Init()
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{
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for (size_t j = 0; j < i->max_lv(); ++j) {
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std::array<float, EA_End>& attrs = a8::FastAppend(level_attrs);
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for (size_t k = 0; k < EA_End; ++k) {
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attrs[k] = 0;
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}
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}
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{
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std::vector<std::string> strings;
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a8::Split(i->attr_type(), strings, '|');
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for (auto& str : strings) {
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std::vector<std::string> strings2;
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a8::Split(str, strings2, ':');
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if (strings2.size() != 3) {
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abort();
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}
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int attr_type = a8::XValue(strings2[0]);
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int attr_level = a8::XValue(strings2[1]);
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float attr_value = a8::XValue(strings2[2]).GetDouble();
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if (attr_type < EA_End) {
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if (attr_level >= 0 && attr_level < i->max_lv()) {
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for (size_t j = 1; j < i->max_lv(); ++j) {
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if (j % attr_level == 0) {
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level_attrs[j][attr_type] = attr_value * (j / attr_level);
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}
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}
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}
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}
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}
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}
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}
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float EquipUpgrade::GetAttrValue(int level, int attr_type)
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{
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if (level < 1) {
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return 0;
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}
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if (level > level_attrs.size()) {
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return 0;
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}
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if (attr_type < EA_End) {
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return level_attrs[level][attr_type];
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}
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return 0;
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}
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void Player::Init()
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{
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{
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@ -57,17 +57,6 @@ namespace MetaData
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void Init();
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};
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struct EquipUpgrade
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{
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const metatable::EquipUpgrade* i = nullptr;
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void Init();
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float GetAttrValue(int level, int attr_type);
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private:
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std::vector<std::array<float, EA_End>> level_attrs;
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};
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struct Player
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{
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const metatable::Player* i = nullptr;
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@ -41,8 +41,6 @@ public:
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std::list<MetaData::Attr> attr_list;
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std::list<metatable::RankReward> rankreward_meta_list;
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std::list<MetaData::RankReward> rankreward_list;
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std::list<metatable::EquipUpgrade> equipupgrade_meta_list;
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std::list<MetaData::EquipUpgrade> equipupgrade_list;
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std::list<metatable::KillReward> killreward_meta_list;
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std::list<MetaData::KillReward> killreward_list;
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std::list<metatable::Robot> robot_meta_list;
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@ -69,7 +67,6 @@ public:
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std::map<std::string, MetaData::Attr*> attr_name_hash;
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std::map<int, MetaData::RankReward*> rankreward_hash;
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std::map<int, MetaData::KillReward*> killreward_hash;
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std::map<int, MetaData::EquipUpgrade*> equipupgrade_hash;
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std::map<int, MetaData::Robot*> robot_hash;
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void Load()
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@ -105,7 +102,6 @@ public:
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f8::ReadCsvMetaFile(res_path + "attr@attr.csv", attr_meta_list);
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f8::ReadCsvMetaFile(res_path + "rankReward@rankReward.csv", rankreward_meta_list);
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f8::ReadCsvMetaFile(res_path + "killReward@killReward.csv", killreward_meta_list);
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f8::ReadCsvMetaFile(res_path + "equipUpgrade@equipUpgrade.csv", equipupgrade_meta_list);
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f8::ReadCsvMetaFile(res_path + "robot@robot.csv", robot_meta_list);
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BindToMetaData();
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#if 1
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@ -283,12 +279,6 @@ private:
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killreward_hash[item.i->kill_num()] = &item;
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}
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for (auto& meta : equipupgrade_meta_list) {
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MetaData::EquipUpgrade& item = a8::FastAppend(equipupgrade_list);
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item.i = &meta;
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equipupgrade_hash[meta.id()] = &item;
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}
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for (auto& meta : robot_meta_list) {
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MetaData::Robot& item = a8::FastAppend(robot_list);
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item.i = &meta;
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@ -371,12 +361,6 @@ MetaData::Equip* MetaMgr::GetEquipBySlotId(int slot_id)
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return itr != loader_->equip_slot_hash.end() ? itr->second : nullptr;
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}
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MetaData::EquipUpgrade* MetaMgr::GetEquipUpgrade(int equip_id)
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{
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auto itr = loader_->equipupgrade_hash.find(equip_id);
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return itr != loader_->equipupgrade_hash.end() ? itr->second : nullptr;
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}
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MetaData::Building* MetaMgr::GetBuilding(int building_id)
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{
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auto itr = loader_->building_hash.find(building_id);
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@ -24,7 +24,6 @@ class MetaMgr : public a8::Singleton<MetaMgr>
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MetaData::Player* GetPlayer(int id);
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MetaData::Equip* GetEquip(int id);
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MetaData::Equip* GetEquipBySlotId(int slot_id);
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MetaData::EquipUpgrade* GetEquipUpgrade(int equip_id);
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MetaData::Building* GetBuilding(int building_id);
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MetaData::Drop* GetDrop(int drop_id);
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MetaData::SafeArea* GetSafeArea(int area_id);
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@ -94,7 +94,6 @@ void Room::Update(int delta_time)
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return;
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}
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long long begin_tick = a8::XGetTickCount();
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elapsed_time_ += delta_time;
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while (elapsed_time_ >= 50) {
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if (frame_no % 2 == 0) {
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@ -121,7 +120,6 @@ void Room::Update(int delta_time)
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++frame_no;
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elapsed_time_ -= 50;
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}
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long long end_tick = a8::XGetTickCount();
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}
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int Room::GetPlayerNum()
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@ -548,17 +546,13 @@ void Room::CreateLoot(int equip_id, a8::Vec2 pos, int count, int equip_lv)
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}
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}
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void Room::CreateBullet(Human* hum, Weapon* weapon,
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void Room::CreateBullet(Human* hum, MetaData::Equip* bullet_meta,
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a8::Vec2 pos, a8::Vec2 dir, float fly_distance)
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{
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Bullet* bullet = new Bullet();
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bullet->player = hum;
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bullet->room = this;
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bullet->gun_meta = weapon->meta;
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bullet->gun_upgrade_meta = weapon->upgrade_meta;
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#if 1
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bullet->meta = weapon->meta;
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#endif
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bullet->meta = bullet_meta;
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bullet->pos = pos;
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bullet->dir = dir;
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bullet->born_pos = pos;
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@ -75,7 +75,7 @@ public:
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Hero* CreateHero(Human* hum);
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void CreateLoot(int equip_id, a8::Vec2 pos, int count, int equip_lv);
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void CreateBullet(Human* hum, Weapon* weapon,
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void CreateBullet(Human* hum, MetaData::Equip* bullet_meta,
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a8::Vec2 pos, a8::Vec2 dir, float fly_distance);
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void OnHumanDie(Human* hum);
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@ -13,16 +13,11 @@ void Weapon::ToPB(cs::MFWeapon* pb_obj)
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void Weapon::Recalc()
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{
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upgrade_meta = MetaMgr::Instance()->GetEquipUpgrade(weapon_id);
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}
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int Weapon::GetClipVolume()
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{
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if (upgrade_meta) {
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return meta->i->clip_volume() + upgrade_meta->GetAttrValue(weapon_lv, EA_Volume);
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} else {
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return meta->i->clip_volume();
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}
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return meta->i->clip_volume();
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}
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void Skin::ToPB(cs::MFSkin* pb_obj)
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@ -18,7 +18,6 @@ namespace MetaData
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{
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struct SafeArea;
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struct Equip;
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struct EquipUpgrade;
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}
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namespace cs
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@ -50,7 +49,6 @@ struct Weapon
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int weapon_lv = 0;
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int ammo = 0;
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MetaData::Equip* meta = nullptr;
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MetaData::EquipUpgrade* upgrade_meta = nullptr;
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void ToPB(cs::MFWeapon* pb_obj);
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void Recalc();
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