完成武器属性
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@ -62,10 +62,10 @@ void Bullet::OnHit(std::set<Entity*>& objects)
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(hum->team_id == 0 || player->team_id != hum->team_id)) {
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#endif
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#if 1
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float dmg = gun_meta->i->atk() * (1 + player->GetBuffAttrRate(kHAT_Atk)) +
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float dmg = GetAtk() * (1 + player->GetBuffAttrRate(kHAT_Atk)) +
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player->GetBuffAttrAbs(kHAT_Atk);
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#else
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float dmg = gun_meta->i->atk() * (1 + player->buff.damage_add + player->atk_add);
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float dmg = GetAtk() * (1 + player->buff.damage_add + player->atk_add);
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#endif
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#if 1
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float def = hum->ability.def * (1 + hum->GetBuffAttrRate(kHAT_Def)) +
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@ -92,10 +92,10 @@ void Bullet::OnHit(std::set<Entity*>& objects)
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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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#if 1
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float dmg = gun_meta->i->atk() * (1 + player->GetBuffAttrRate(kHAT_Atk)) +
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float dmg = GetAtk() * (1 + player->GetBuffAttrRate(kHAT_Atk)) +
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player->GetBuffAttrAbs(kHAT_Atk);
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#else
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float dmg = gun_meta->i->atk() * (1 + player->buff.damage_add + player->atk_add);
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float dmg = GetAtk() * (1 + player->buff.damage_add + player->atk_add);
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#endif
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float def = 0;
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float finaly_dmg = dmg * (1 - def/MetaMgr::Instance()->K);
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@ -254,3 +254,10 @@ void Bullet::MapServiceUpdate()
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}
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}
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}
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float Bullet::GetAtk()
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{
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return gun_meta->i->atk() +
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(gun_upgrade_meta ? gun_upgrade_meta->GetAttrValue(gun_lv, kHAT_Atk) : 0);
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}
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@ -40,6 +40,7 @@ class Bullet : public Entity
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void ProcBomb();
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bool IsBomb();
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void MapServiceUpdate();
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float GetAtk();
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private:
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CircleCollider* self_collider_ = nullptr;
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@ -73,7 +73,7 @@ void Human::Initialize()
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RecalcSelfCollider();
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volume_ = meta->volume;
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observers_.insert(this);
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ability.hp = meta->i->health();
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ability.hp = meta->i->health() + (spec_weapon.meta ? spec_weapon.GetAttrValue(kHAT_MaxHp) : 0);
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}
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float Human::GetSpeed()
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@ -307,8 +307,8 @@ void Human::Shot(a8::Vec2& target_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, kHAT_BulletAngle) * 1000;
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if (curr_weapon->GetUpgradeMeta()) {
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angle -= curr_weapon->GetAttrValue(kHAT_BulletAngle) * 1000;
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}
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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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@ -395,8 +395,8 @@ void Human::TankShot(a8::Vec2& target_dir)
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float bullet_angle = std::get<2>(tuple);
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if (tank_weapon.meta->i->bullet_angle() >= 0.01f) {
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int angle = (int)tank_weapon.meta->i->bullet_angle() * 1000;
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if (tank_weapon.upgrade_meta) {
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angle -= tank_weapon.upgrade_meta->GetAttrValue(tank_weapon.weapon_lv, kHAT_BulletAngle) * 1000;
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if (tank_weapon.GetUpgradeMeta()) {
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angle -= tank_weapon.GetAttrValue(kHAT_BulletAngle) * 1000;
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}
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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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@ -82,7 +82,8 @@ namespace MetaData
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void EquipUpgrade::Init()
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{
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for (int j = 0; j < i->max_lv(); ++j) {
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const int MAX_LV = 20;
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for (int j = 0; j < MAX_LV; ++j) {
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std::array<float, kHAT_End>& attrs = a8::FastAppend(level_attrs);
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for (size_t k = 0; k < kHAT_End; ++k) {
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attrs[k] = 0;
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@ -91,24 +92,29 @@ namespace MetaData
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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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int level = 1;
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for (auto& str : strings) {
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if (str.empty()) {
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continue;
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}
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++level;
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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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a8::Split(str, strings2, ';');
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for (auto& str2 : strings2) {
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std::vector<std::string> strings3;
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a8::Split(str2, strings3, ':');
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if (strings3.size() != 2) {
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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 < kHAT_End) {
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if (attr_level >= 0 && attr_level < i->max_lv()) {
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for (int 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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int attr_type = a8::XValue(strings3[0]);
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int attr_value = a8::XValue(strings3[1]);
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if (attr_type <= kHAT_End) {
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level_attrs[level][attr_type] = attr_value;
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}
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}
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}//end for strings
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for (int i = level; i < MAX_LV; ++i) {
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level_attrs[i] = level_attrs[level];
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}
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}
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}
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@ -121,7 +127,7 @@ namespace MetaData
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if (level > (int)level_attrs.size()) {
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return 0;
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}
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if (attr_type < kHAT_End) {
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if (attr_type <= kHAT_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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@ -165,7 +165,7 @@ void Player::UpdateShot()
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if (last_shot_frameno_ == 0 ||
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(
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(room->frame_no - last_shot_frameno_) * (1000 / SERVER_FRAME_RATE)) >=
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p_weapon->meta->i->fire_rate()
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p_weapon->GetAttrValue(kHAT_FireRate)
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) {
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Shot();
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}
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@ -359,8 +359,8 @@ void Player::Shot()
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float bullet_angle = std::get<2>(tuple);
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if (curr_weapon->meta->i->bullet_angle() >= 0.01f) {
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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, kHAT_BulletAngle) * 1000;
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if (curr_weapon->GetUpgradeMeta()) {
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angle -= curr_weapon->GetAttrValue(kHAT_BulletAngle) * 1000;
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}
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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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@ -523,7 +523,11 @@ void Player::LootInteraction(Loot* entity)
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} else {
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weapons[0].weapon_idx = 0;
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weapons[0].weapon_id = entity->item_id;
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#if 1
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weapons[0].weapon_lv = std::max(1, entity->item_level);
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#else
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weapons[0].weapon_lv = std::max(1, GetWeaponConfigLv(weapons[0].weapon_id));
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#endif
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weapons[0].ammo = 0;
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weapons[0].meta = item_meta;
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weapons[0].Recalc();
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@ -554,7 +558,11 @@ void Player::LootInteraction(Loot* entity)
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return;
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}
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weapon->weapon_id = entity->item_id;
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#if 1
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weapon->weapon_lv = std::max(1, entity->item_level);
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#else
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weapon->weapon_lv = std::max(1, GetWeaponConfigLv(weapon->weapon_id));
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#endif
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weapon->ammo = 0;
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weapon->meta = item_meta;
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weapon->Recalc();
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@ -5,6 +5,7 @@
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#include "cs_proto.pb.h"
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#include "ss_proto.pb.h"
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#include "room.h"
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#include "metamgr.h"
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#include "framework/cpp/utils.h"
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@ -73,10 +74,15 @@ Player* PlayerMgr::CreatePlayerByCMJoin(long ip_saddr, int socket, const cs::CMJ
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#endif
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for (auto& weapon : msg.weapons()) {
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if (weapon.weapon_id() != 0 && weapon.weapon_lv() > 0) {
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MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(weapon.weapon_id());
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if (equip_meta) {
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hum->weapon_configs[weapon.weapon_id()] = weapon.weapon_lv();
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hum->spec_weapon.weapon_id = weapon.weapon_id();
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hum->spec_weapon.weapon_lv = weapon.weapon_lv();
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hum->spec_weapon.ammo = weapon.ammo();
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hum->spec_weapon.meta = equip_meta;
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hum->spec_weapon.Recalc();
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}
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}
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}
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for (auto& weapon : msg.grow_weapons()) {
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@ -549,7 +549,7 @@ void Room::CreateBullet(Human* hum, Weapon* weapon,
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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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bullet->gun_upgrade_meta = weapon->GetUpgradeMeta();
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bullet->meta = MetaMgr::Instance()->GetEquip(weapon->meta->i->use_bullet());
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bullet->SetPos(pos);
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bullet->dir = dir;
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@ -26,6 +26,41 @@ int Weapon::GetClipVolume()
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}
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}
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float Weapon::GetAttrValue(HumanAttrType_e attr_type)
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{
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if (!meta) {
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return 0;
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}
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switch (attr_type) {
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case kHAT_Atk:
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{
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return meta->i->atk() +
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(upgrade_meta ? upgrade_meta->GetAttrValue(weapon_lv, attr_type) : 0);
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}
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break;
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case kHAT_FireRate:
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{
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return meta->i->fire_rate() -
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(upgrade_meta ? upgrade_meta->GetAttrValue(weapon_lv, attr_type) : 0);
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}
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break;
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case kHAT_Volume:
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{
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return meta->i->clip_volume() +
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(upgrade_meta ? upgrade_meta->GetAttrValue(weapon_lv, attr_type) : 0);
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}
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break;
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case kHAT_MaxHp:
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{
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return 0 +
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(upgrade_meta ? upgrade_meta->GetAttrValue(weapon_lv, attr_type) : 0);
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}
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break;
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default:
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return 0;
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}
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}
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void Skin::ToPB(cs::MFSkin* pb_obj)
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{
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pb_obj->set_skin_id(skin_id);
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@ -52,11 +52,15 @@ 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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int GetClipVolume();
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float GetAttrValue(HumanAttrType_e attr_type);
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MetaData::EquipUpgrade* GetUpgradeMeta() { return upgrade_meta;}
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private:
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MetaData::EquipUpgrade* upgrade_meta = nullptr;
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};
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struct Skin
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@ -99,7 +99,6 @@ message EquipUpgrade
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{
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optional int32 id = 1;
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optional string attr_type = 4;
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optional int32 max_lv = 5;
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}
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message Player
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