263 lines
7.3 KiB
C++
263 lines
7.3 KiB
C++
#pragma once
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#include "entity.h"
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#include "cs_proto.pb.h"
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#include "GGListener.h"
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#include "buff.h"
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namespace MetaData
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{
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struct Player;
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struct Equip;
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struct Dress;
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struct Skill;
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struct Tank;
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}
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enum HumanStatus
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{
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HS_Hide = 4,
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HS_Accelerate = 5,
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HS_DamageAdd = 6,
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HS_DefAdd = 7,
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HS_RecoverHP = 8,
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HS_ReflectDamage = 9,
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HS_SummonHero = 10,
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HS_Invincible = 11,
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HS_End
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};
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struct xtimer_list;
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class CircleCollider;
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class AabbCollider;
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class Obstacle;
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class Human : public Entity
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{
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public:
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int socket_handle = 0;
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long ip_saddr = 0;
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int team_id = 0;
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std::string account_id;
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std::string session_id;
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std::string from_appid;
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std::string team_uuid;
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int account_registertime = 0;
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MetaData::Player* meta = nullptr;
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MetaData::Equip* helmet_meta = nullptr;
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MetaData::Equip* chest_meta = nullptr;
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MetaData::Tank* skin_meta = nullptr;
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MetaData::Skill* skill_meta = nullptr;
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MetaData::Tank* skin_jlf_meta = nullptr;
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HumanAbility ability;
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int born_point = 0;
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a8::Vec2 move_dir;
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a8::Vec2 attack_dir;
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std::string name;
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std::string avatar_url;
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float health = 0.0;
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bool dead = false;
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bool downed = false;
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bool disconnected = false;
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int anim_type = 0;
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int anim_seq = 0;
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ActionType_e action_type = AT_None;
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long long action_frameno = 0;
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int action_duration = 0;
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int action_item_id = 0;
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int action_target_id = 0;
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Skin skin_jlf;
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int backpack = 0;
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int helmet = 0;
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int chest = 0;
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int energy_shield = 0;
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int max_energy_shield = 0;
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int vip = 0;
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int sdmg = 0;
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bool poisoning = false;
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long long poisoning_time = 0;
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int lethal_weapon = 0;
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long long dead_frameno = 0;
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long long join_frameno = 0;
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int status = 0;
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Weapon default_weapon;
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std::vector<Weapon> weapons;
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Weapon* curr_weapon = nullptr;
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int curr_scope_idx = 0;
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bool need_sync_team_data = false;
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bool need_sync_teammate_data = false;
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bool need_sync_active_player = false;
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PlayerStats stats;
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int pain_killer_frameno = 0;
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int pain_killer_lastingtime = 0;
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xtimer_list* pain_killer_timer = nullptr;
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xtimer_list* downed_timer = nullptr;
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std::set<Human*>* team_members = nullptr;
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std::set<Human*> kill_humans;
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bool shot_start = false;
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bool shot_hold = false;
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int series_shot_frames = 0;
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float fly_distance = 0.0f;
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long long send_msg_times = 0;
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float def = 0.0f;
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std::map<int, int> weapon_configs;
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std::map<int, int> skin_configs;
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bool use_skill = false;
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int curr_skill_phase = 0;
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int skill_target_id = 0;
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a8::Vec2 skill_dir;
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float skill_param1 = 0;
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Human();
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virtual ~Human() override;
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virtual void Initialize() override;
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virtual float GetSpeed() override;
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virtual float GetSpeed4();
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virtual void FillMFObjectPart(cs::MFObjectPart* part_data) override;
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virtual void FillMFObjectFull(cs::MFObjectFull* full_data) override;
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virtual void FillMFPlayerStats(cs::MFPlayerStats* stats);
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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(a8::Vec2& target_dir);
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void RecalcSelfCollider();
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bool IsCollision();
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bool IsCollisionInMapService();
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void FindPath();
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void FindPathInMapService();
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float GetRadius();
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float GetMaxHP();
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void UpdatePoisoning();
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void SyncAroundPlayers();
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void AutoLoadingBullet(bool manual = false);
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void StartAction(ActionType_e action_type,
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int action_duration,
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int item_id,
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int target_id);
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void CancelAction();
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void ResetAction();
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void BeKill(int killer_id, const std::string& killer_name, int weapon_id);
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void DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id);
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void AddToNewObjects(Entity* entity);
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void AddToPartObjects(Entity* entity);
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void RemovePartObjects(Entity* entity);
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void RemoveObjects(Entity* entity);
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void AddOutObjects(Entity* entity);
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void RemoveOutObjects(Entity* entity);
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bool HasLiveTeammate();
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bool HasNoDownedTeammate();
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void DoSkill();
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void FindLocation();
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void RefreshView();
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void OnGridListChange(std::set<GridCell*>& old_grid_list,
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std::set<GridCell*>& inc_grid_list,
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std::set<GridCell*>& dec_grid_list
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);
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void FillMFActivePlayerData(cs::MFActivePlayerData* player_data);
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void FillMFGasData(cs::MFGasData* gas_data);
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bool CanSee(const Human* hum) const;
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void RecalcAttr();
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void RecalcVolume();
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void RecalcBuff();
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int GetInventory(int slot_id);
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void AddInventory(int slot_id, int num);
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void DecInventory(int slot_id, int num);
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int GetVolume(int slot_id);
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void RecoverHp(int inc_hp);
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void SummonHero();
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void AddObserver(Human* observer);
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void RemoveObserver(Human* observer);
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void SendUpdateMsg();
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template <typename T>
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void SendNotifyMsg(T& msg)
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{
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GGListener::Instance()->SendToClient(socket_handle, 0, msg);
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}
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void FollowTarget(Human* target);
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void SendDebugMsg(const std::string& debug_msg);
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void SendRollMsg(const std::string& roll_msg);
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void UpdateAction();
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void SendUIUpdate();
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void SendWxVoip();
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int GetWeaponConfigLv(int weapon_id);
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int GetSkinConfigLv(int skin_id);
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void SetSkinInfo(int skin_id);
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const Skin& GetSkin();
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int SkinId();
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int SkinLv();
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int GetSkillLeftTime();
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int GetSkillCd();
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void TriggerBuff(std::set<Entity*>& target_list, BuffTriggerType_e trigger_type);
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void AddBuff(MetaData::Buff* buff_meta);
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void RemoveBuff(int buff_id);
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protected:
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void _UpdateMove(int speed);
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private:
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void ClearFrameData();
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void DeadDrop();
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void Revive();
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void SelectSkillTargets(const a8::Vec2& target_pos, std::set<Entity*>& target_list);
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Buff* GetBuffById(int buff_id);
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Buff* GetBuffByEffectId(int effect_id);
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protected:
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long long last_shot_frameno_ = 0;
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long long last_use_skill_frameno_ = 0;
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long long hide_frameno_ = 0;
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long long accelerate_frameno_ = 0;
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long long damageadd_frameno_ = 0;
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long long defadd_frameno_ = 0;
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long long recover_hp_frameno_ = 0;
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long long reflect_damage_frameno_ = 0;
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long long summon_hero_frameno_ = 0;
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a8::XTimerAttacher skill_xtimer_attacher_;
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bool leave_ = false;
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long long leave_frameno_ = 0;
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std::array<int, IS_END - 1> inventory_ = {};
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std::array<int, IS_END> volume_ = {};
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std::set<Entity*> new_objects;
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std::set<Entity*> part_objects;
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std::set<int> del_objects;
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std::set<int> out_objects;
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std::vector<int> shots_;
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std::vector<int> emotes_;
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std::vector<int> bullets_;
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std::vector<int> smokes_;
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std::vector<int> explosions_;
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std::vector<int> add_buffs_;
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std::vector<int> remove_buffs_;
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std::vector<int> revive_objs_;
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std::vector<int> dead_objs_;
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std::set<Human*> observers_;
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Human* follow_target_ = nullptr;
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bool follow_synced_active_player = false;
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private:
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CircleCollider* self_collider_ = nullptr;
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long long last_sync_gas_frameno = 0;
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std::list<Buff> buff_list_;
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std::map<int, Buff*> buff_effect_hash_;
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bool already_report_battle_ = false;
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bool sent_game_end_ = false;
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Skin skin;
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friend class FrameMaker;
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friend class FrameEvent;
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};
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