151 lines
4.4 KiB
C++
151 lines
4.4 KiB
C++
#pragma once
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#include <a8/xtimer.h>
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#include <a8/timer_attacher.h>
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#include "frameevent.h"
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#include "framemaker.h"
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#include "gridservice.h"
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#include "mapservice.h"
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#include "metadata.h"
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namespace cs
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{
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class SMUiUpdate;
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}
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namespace MetaData
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{
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struct Map;
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struct SafeArea;
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struct Building;
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struct AirDrop;
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}
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struct timer_list;
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struct xtimer_list;
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class Entity;
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class Obstacle;
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class Bullet;
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class Human;
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class Player;
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class Building;
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class Hero;
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class Room
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{
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public:
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long long room_uuid = 0;
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MetaData::Map* map_meta = nullptr;
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std::string map_tpl_name;
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int map_width = 0;
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int map_height = 0;
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FrameEvent frame_event;
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FrameMaker frame_maker;
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long long frameno = 0;
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GasData gas_data;
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bool game_over = false;
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long long game_over_frameno = 0;
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long long game_over_tick = 0;
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timer_list* game_over_timer = nullptr;
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a8::XTimer xtimer;
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GridService grid_service;
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MapService map_service;
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long long battle_start_frameno_ = 0;
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long long pending_request = 0;
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int last_kill_timeseq = 0;
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~Room();
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void Init();
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void UnInit();
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void Update(int delta_time);
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int GetPlayerNum();
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int AliveCount();
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Player* GetPlayerByAccountId(const std::string& accountid);
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Player* GetPlayerByUniId(int uniid);
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Human* GetHumanByUniId(int uniid);
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Entity* GetEntityByUniId(int uniid);
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void AddPlayer(Player* hum);
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Human* FindEnemy(Human* hum);
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void RemoveObjectLater(Entity* entity);
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void FetchBuilding(Human* hum);
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void FillSMJoinedNotify(Player* self_hum, cs::SMJoinedNotify& msg);
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void TouchPlayerList(a8::XParams param,
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std::function<void (Player*, a8::XParams&)> func);
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void TouchHumanList(a8::XParams param,
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std::function<bool (Human*, a8::XParams&)> func);
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void TouchEntityList(a8::XParams param,
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std::function<bool (Entity*, a8::XParams&)> func);
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void ScatterDrop(a8::Vec2 center, int drop_id);
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void DropItem(a8::Vec2 pos, int item_id, int item_count, int item_lv);
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Hero* CreateHero(Human* hum);
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int CreateLoot(int equip_id, a8::Vec2 pos, int count, int equip_lv);
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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, int skill_id);
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void OnHumanDie(Human* hum);
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void OnHumanRevive(Human* hum);
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bool OverBorder(const a8::Vec2 pos, float radius);
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Human* GetWatchWarTarget(Human* hum);
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bool BattleStarted();
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int GetAliveTeamNum();
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std::set<Human*>* GetAliveTeam();
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bool CanJoin(const std::string& accountid, const std::string& team_uuid);
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void OnPlayerOffline(Player* hum);
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Obstacle* CreateObstacle(int id, float x, float y);
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bool IsGameOver();
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void FillSMUiUpdate(cs::SMUiUpdate& msg);
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private:
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int AllocUniid();
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void ShuaAndroid();
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void CreateAndroid(int android_num);
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void UpdateGas();
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bool GenSmallCircle(a8::Vec2 big_circle_pos, float big_circle_rad, float small_circle_rad,
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a8::Vec2& out_pos);
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void AutoMatchTeam();
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void MatchTeam(Human* hum);
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int NewTeam();
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void CreateThings();
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void CreateBuilding(int thing_id, float building_x, float building_y);
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Obstacle* InternalCreateObstacle(int id, float x, float y,
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std::function<void (Obstacle*)> on_precreate);
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void AddObjectLater(Entity* entity);
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void RandRemoveAndroid();
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void NotifyUiUpdate();
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void NotifyWxVoip();
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void BattleReport();
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int AllocBornPoint();
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void InitAirDrop();
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void AirDrop(MetaData::AirDrop* air_drop);
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void GenDrop(MetaData::AirDrop* air_drop, int drop_id, int airdrop_point_id);
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private:
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int elapsed_time_ = 0;
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int alive_count_ = 0;
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a8::XTimerAttacher xtimer_attacher;
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int current_teamid = 0;
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int current_uniid = 0;
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std::map<int, Human*> born_point_human_hash_;
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std::vector<MetaData::MapTplThing>* born_points_ = nullptr;
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xtimer_list* battle_report_timer_ = nullptr;
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std::set<int> refreshed_robot_set_;
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std::map<int, std::set<Human*>> team_hash_;
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std::map<std::string, Player*> accountid_hash_;
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std::map<int, Entity*> moveable_hash_;
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std::map<int, Entity*> uniid_hash_;
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std::map<int, Entity*> later_add_hash_;
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std::map<int, Human*> human_hash_;
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std::map<int, std::set<int>> airdrop_hash_;
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std::map<int, Human*> removed_robot_hash_;
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};
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