2025-04-18 18:40:25 +08:00

4166 lines
134 KiB
C++

#include "precompile.h"
#include <float.h>
#include <a8/mutable_xobject.h>
#include <a8/collision.h>
#include "human.h"
#include "cs_proto.pb.h"
#include "metamgr.h"
#include "room.h"
#include "bullet.h"
#include "collider.h"
#include "loot.h"
#include "building.h"
#include "app.h"
#include "roommgr.h"
#include "android.h"
#include "gamelog.h"
#include "typeconvert.h"
#include "obstacle.h"
#include "player.h"
#include "buff.h"
#include "roomobstacle.h"
#include "aicomponent.h"
#include "jsondatamgr.h"
#include "framework/cpp/utils.h"
#include "framework/cpp/httpclientpool.h"
const int kReviveTimeAdd = 12;
const int kSkinNum = 4;
const int kREVIVE_BUFF_ID = 0;
void InternalShot(Human* hum,
MetaData::Equip* weapon_meta,
MetaData::EquipUpgrade* weapon_upgrade_meta,
MetaData::Equip* bullet_meta,
int weapon_lv,
int skill_id,
float fly_distance,
bool is_tank_skin)
{
for (auto& tuple : weapon_meta->bullet_born_offset) {
a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
bullet_born_offset.Rotate(hum->attack_dir.CalcAngle(a8::Vec2::UP));
a8::Vec2 bullet_born_pos = hum->GetPos() + bullet_born_offset;
if (hum->room->OverBorder(bullet_born_pos, 0)) {
return;
}
}
hum->room->frame_event.AddShot(hum);
for (auto& tuple : weapon_meta->bullet_born_offset) {
a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
bullet_born_offset.Rotate(hum->attack_dir.CalcAngle(a8::Vec2::UP));
a8::Vec2 bullet_born_pos = hum->GetPos() + bullet_born_offset;
a8::Vec2 bullet_dir = hum->attack_dir;
float bullet_angle = std::get<2>(tuple);
if (weapon_meta->i->bullet_angle() >= 0.10f) {
int angle = (int)weapon_meta->i->bullet_angle() * 1000;
#if 0
if (curr_weapon->GetUpgradeMeta()) {
angle -= curr_weapon->GetAttrValue(kHAT_BulletAngle) * 1000;
}
#endif
if (angle > 0) {
bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
}
}
bullet_dir.Rotate(bullet_angle / 180.0f);
if (hum->GetCar().car_id != 0) {
bullet_born_pos.x += MetaMgr::Instance()->horse_shoot_x;
bullet_born_pos.y += MetaMgr::Instance()->horse_shoot_y;
}
hum->room->frame_event.AddBullet(hum,
weapon_meta,
weapon_lv,
bullet_born_pos,
bullet_dir,
fly_distance);
if (hum->room->BattleStarted()) {
hum->room->CreateBullet(hum,
weapon_meta,
weapon_upgrade_meta,
bullet_meta,
bullet_born_pos,
bullet_dir,
fly_distance,
is_tank_skin);
}
}
}
Human::Human():MoveableEntity()
{
default_weapon.weapon_idx = 0;
default_weapon.weapon_id = 12101;
default_weapon.weapon_lv = 1;
default_weapon.ammo = 1;
default_weapon.meta = MetaMgr::Instance()->GetEquip(default_weapon.weapon_id);
default_weapon.Recalc();
weapons.reserve(MAX_WEAPON_NUM);
for (size_t i = 0; i < MAX_WEAPON_NUM; ++i) {
auto& weapon = a8::FastAppend(weapons);
weapon.weapon_idx = i;
weapon.weapon_id = 0;
weapon.weapon_lv = 0;
weapon.ammo = 0;
}
for (int i = 0; i < kSkinNum; ++i) {
Skin& skin = a8::FastAppend(skins);
skin.skin_id = 0;
skin.skin_lv = 1;
}
weapons[0] = default_weapon;
curr_weapon = &weapons[0];
inventory_[IS_1XSCOPE] = 1;
if (MetaMgr::Instance()->fighting_mode) {
inventory_[IS_9MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_556MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_762MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_12GAUGE] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_RPG] = FIGHTING_MODE_BULLET_NUM;
}
}
Human::~Human()
{
}
void Human::Initialize()
{
MoveableEntity::Initialize();
skill_xtimer_attacher_.xtimer = &room->xtimer;
RecalcSelfCollider();
volume_ = meta->volume;
observers_.insert(this);
ability.hp = meta->i->health();
for (auto& weapon : spec_weapons) {
if (weapon.meta) {
ability.hp += weapon.meta ? weapon.GetAttrValue(kHAT_MaxHp) : 0;
}
}
}
float Human::GetSpeed()
{
{
Buff* buff = GetBuffByEffectId(kBET_JumpTo);
if (buff) {
return buff->meta->param2;
}
}
{
Buff* buff = GetBuffByEffectId(kBET_BePull);
if (buff) {
return buff->meta->param2;
}
}
if (downed) {
return meta->i->move_speed3();
} else {
if (shot_hold) {
if (curr_weapon->weapon_idx == GUN_SLOT1 ||
curr_weapon->weapon_idx == GUN_SLOT2) {
if (action_type != AT_Reload) {
return meta->i->shot_speed();
}
}
} else if (aiming) {
return std::max(1, meta->i->aiming_speed());
} else if (action_type != AT_None) {
return std::max(1, meta->i->reload_speed());
}
float speed = meta->i->move_speed();
speed = (speed + buff_attr_abs_[kHAT_Speed]) * (1 + buff_attr_rate_[kHAT_Speed]);
return std::max(speed, 1.0f);
}
}
float Human::GetSpeed4()
{
return meta->i->move_speed4();
}
void Human::FillMFObjectPart(Room* room, Human* hum, cs::MFObjectPart* part_data)
{
part_data->set_object_type(ET_Player);
cs::MFPlayerPart* p = part_data->mutable_union_obj_1();
p->set_obj_uniid(GetEntityUniId());
TypeConvert::ToPb(GetPos(), p->mutable_pos());
TypeConvert::ToPb(attack_dir, p->mutable_dir());
}
void Human::FillMFObjectFull(Room* room, Human* hum, cs::MFObjectFull* full_data)
{
full_data->set_object_type(ET_Player);
cs::MFPlayerFull* p = full_data->mutable_union_obj_1();
p->set_obj_uniid(GetEntityUniId());
TypeConvert::ToPb(GetPos(), p->mutable_pos());
TypeConvert::ToPb(attack_dir, p->mutable_dir());
p->set_health(GetHP());
p->set_max_health(GetMaxHP());
p->set_dead(dead);
p->set_downed(downed);
p->set_disconnected(disconnected);
p->set_anim_type(anim_type);
p->set_anim_seq(anim_seq);
for (auto itr : skins) {
auto skin = p->add_skin();
itr.ToPB(skin);
}
p->set_backpack(backpack);
p->set_helmet(helmet);
p->set_chest(chest);
curr_weapon->ToPB(p->mutable_weapon());
p->set_energy_shield(energy_shield);
#if 1
{
p->set_max_energy_shield(max_energy_shield);
}
#endif
if (guild_id != 0) {
p->set_guild_id(guild_id);
}
p->set_vip(vip);
p->set_sdmg(sdmg);
p->set_kill_count(stats.kills);
if (emoji1 != 0) {
p->set_emoji1(emoji1);
}
if (emoji2 != 0) {
p->set_emoji2(emoji2);
}
if (parachute != 0) {
p->set_parachute(parachute);
}
FillBodyState(p->mutable_states());
FillBuffList(p->mutable_buff_list());
if (dead) {
p->set_killer_name(stats.killer_name);
p->set_killer_id(stats.killer_id);
if (real_dead){
p->set_can_revive(false);
} else {
p->set_can_revive(true);
int countdown = 0;
if (revive_timer) {
countdown = std::ceil(room->xtimer.GetRemainTime(revive_timer) / SERVER_FRAME_RATE);
} else {
a8::UdpLog::Instance()->Warning("Human::FillMFObjectfull revive_timer == nullptr "
"dead_frameno:%d dead_times:%d alive_count:%d "
"room.frameno:%d",
{
dead_frameno,
dead_times,
room->AliveCount(),
room->GetFrameNo()
});
}
countdown = std::max(0, countdown - kReviveTimeAdd);
p->set_revive_countdown(countdown);
}
}
if (room->GetRoomMode() == kZombieMode) {
p->set_charid(meta->i->id());
}
}
void Human::FillMFPlayerStats(cs::MFPlayerStats* stats_pb)
{
stats_pb->set_player_id(GetEntityUniId());
stats_pb->set_player_avatar_url(avatar_url);
if (!dead) {
stats_pb->set_time_alive(room->GetFrameNo() * 1000.0f / SERVER_FRAME_RATE);
} else {
stats_pb->set_time_alive(dead_frameno * 1000.0f / SERVER_FRAME_RATE);
}
stats_pb->set_kills(stats.kills);
stats_pb->set_damage_amount(stats.damage_amount_out);
stats_pb->set_heal_amount(stats.heal_amount);
stats_pb->set_history_time_alive(stats.history_time_alive);
stats_pb->set_history_kills(stats.history_kills);
stats_pb->set_history_damage_amount(stats.history_damage_amount);
stats_pb->set_history_heal_amount(stats.history_heal_amount);
stats_pb->set_gold(stats.gold);
stats_pb->set_score(stats.score);
stats_pb->set_pass_score(stats.pass_score);
stats_pb->set_rank_score(stats.rank_score);
stats_pb->set_has_pass(has_pass);
stats_pb->set_dead(dead);
stats_pb->set_killer_id(stats.killer_id);
stats_pb->set_killer_name(stats.killer_name);
{
Player* killer = room->GetPlayerByUniId(stats.killer_id);
if (killer) {
stats_pb->set_killer_avatar_url(killer->avatar_url);
stats_pb->set_killer_account_id(killer->account_id);
} else {
stats_pb->set_killer_avatar_url("");
stats_pb->set_killer_account_id("");
}
}
stats_pb->set_account_id(account_id);
if (guild_id != 0) {
stats_pb->set_guild_id(guild_id);
}
for (auto& pair : stats.items) {
auto p = stats_pb->add_items();
p->set_key(pair.first);
p->set_value(pair.second);
}
for (auto& pair : stats.extra_drop) {
auto p = stats_pb->add_extra_drop();
p->set_key(pair.first);
p->set_value(pair.second);
}
}
void Human::GetAabbBox(AabbCollider& aabb_box)
{
if (!meta) {
abort();
}
aabb_box.active = true;
aabb_box.owner = this;
aabb_box._min.x = -meta->i->radius();
aabb_box._min.y = -meta->i->radius();
aabb_box._max.x = meta->i->radius();
aabb_box._max.y = meta->i->radius();
}
bool Human::IsDead(Room * room)
{
return dead;
}
long long Human::GetDeadFrameNo(Room* room)
{
return dead_frameno;
}
long long Human::GetRealDeadFrameNo(Room* room)
{
return real_dead_frameno;
}
void Human::FillMFTeamData(cs::MFTeamData* team_data, bool is_game_over)
{
{
last_sync_teamdata_frameno_ = room->GetFrameNo();
team_data->set_player_id(GetEntityUniId());
if (is_game_over || !real_dead || room->GetFrameNo() - GetRealDeadFrameNo(room) < 4) {
TypeConvert::ToPb(GetPos(), team_data->mutable_pos());
TypeConvert::ToPb(attack_dir, team_data->mutable_dir());
team_data->set_health(GetHP());
team_data->set_max_health(GetMaxHP());
team_data->set_dead(dead);
team_data->set_downed(downed);
}
if (is_game_over || room->GetGasData().gas_mode == GasInactive) {
team_data->set_name(name);
}
if (room->GetGasData().gas_mode != GasInactive &&
room->GetFrameNo() - room->GetBattleStartFrameNo() < 4) {
team_data->set_name(name);
team_data->set_disconnected(socket_handle == 0);
}
if (is_game_over) {
team_data->set_account_id(account_id);
team_data->set_avatar_url(avatar_url);
team_data->set_user_value1(user_value1);
team_data->set_user_value2(user_value2);
team_data->set_user_value3(user_value3);
if (guild_id != 0) {
team_data->set_guild_id(guild_id);
}
}
}
}
void Human::Shot(a8::Vec2& target_dir, bool& shot_ok)
{
shot_ok = false;
if (!curr_weapon->meta) {
return;
}
if (downed) {
return;
}
if (curr_weapon->weapon_idx != 0 &&
curr_weapon->ammo <= 0) {
AutoLoadingBullet();
return;
}
if ((room->GetFrameNo() - last_shot_frameno_) * (1000 / SERVER_FRAME_RATE) <
curr_weapon->GetAttrValue(kHAT_FireRate)
) {
return;
}
InternalShot(this,
curr_weapon->meta,
curr_weapon->GetUpgradeMeta(),
curr_weapon->bullet_meta,
curr_weapon->weapon_lv,
0,
5,
false);
--curr_weapon->ammo;
int slot_id = curr_weapon->meta->i->_inventory_slot();
switch (slot_id) {
case 5:
{
//手雷
if (GetInventory(slot_id) > 0) {
DecInventory(slot_id, 1);
++curr_weapon->ammo;
} else {
int weapon_idx = curr_weapon->weapon_idx;
*curr_weapon = Weapon();
curr_weapon->weapon_idx = weapon_idx;
if (weapons[SMOKE_SLOT].weapon_id != 0) {
curr_weapon = &weapons[SMOKE_SLOT];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
case 6:
{
//烟雾弹
if (GetInventory(slot_id) > 0) {
DecInventory(slot_id, 1);
++curr_weapon->ammo;
} else {
int weapon_idx = curr_weapon->weapon_idx;
*curr_weapon = Weapon();
curr_weapon->weapon_idx = weapon_idx;
if (weapons[FRAG_SLOT].weapon_id != 0) {
curr_weapon = &weapons[FRAG_SLOT];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
}
last_shot_frameno_ = room->GetFrameNo();
if (!need_sync_active_player) {
room->frame_event.AddBulletNumChg(this);
}
shot_ok = true;
}
void Human::CarShot(a8::Vec2& target_dir)
{
if (!car_weapon.meta) {
return;
}
if (car_weapon.weapon_idx != 0 &&
car_weapon.ammo <= 0) {
AutoLoadingBullet();
return;
}
if (action_type == AT_Reload) {
CancelAction();
}
if (action_type == AT_Reload ||
action_type == AT_Rescue ||
action_type == AT_UseItem ||
action_type == AT_Relive) {
CancelAction();
}
InternalShot(this,
car_weapon.meta,
car_weapon.GetUpgradeMeta(),
car_weapon.bullet_meta,
car_weapon.weapon_lv,
0,
5,
false);
--car_weapon.ammo;
last_shot_frameno_ = room->GetFrameNo();
}
void Human::RecalcSelfCollider()
{
if (!self_collider_) {
self_collider_ = new CircleCollider();
self_collider_->owner = this;
AddEntityCollider(self_collider_);
}
self_collider_->pos = a8::Vec2();
self_collider_->rad = meta->i->radius();
Buff* buff = GetBuffByEffectId(kBET_Car);
if (buff) {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(buff->meta->param4);
if (equip_meta &&
equip_meta->i->rad() > 1 &&
equip_meta->i->equip_type() == EQUIP_TYPE_CAR
) {
self_collider_->rad = equip_meta->i->rad();
}
}
}
bool Human::IsCollisionInMapService()
{
Global::last_collider = nullptr;
if (room->OverBorder(GetPos(), meta->i->radius())){
return true;
}
std::set<ColliderComponent*> colliders;
room->map_service->GetColliders(room, GetX(), GetY(), colliders);
AabbCollider aabb_box;
GetAabbBox(aabb_box);
for (ColliderComponent* collider : colliders) {
switch (collider->owner->GetEntityType()) {
case ET_Obstacle:
{
Obstacle* obstacle = (Obstacle*)collider->owner;
#if 1
if (!obstacle->IsDead(room) &&
(
(collider->type == CT_Aabb && aabb_box.Intersect((ColliderComponent*)collider)) ||
(collider->type == CT_Circle && self_collider_->Intersect((ColliderComponent*)collider))
)
) {
#else
if (!collider->owner->dead && TestCollision((ColliderComponent*)collider)) {
#endif
if (last_collision_door_ != collider->owner) {
if (!obstacle->IsDead(room) &&
obstacle->Attackable() &&
obstacle->meta->i->drop() != 0 &&
room->GetGasData().gas_mode != GasInactive &&
(!obstacle->IsTerminatorAirDropBox(room) || GetRace() == kHumanRace)
) {
obstacle->Die(room);
if (obstacle->IsDead(room)) {
#if 0
if (obstacle->meta->i->damage_dia() > 0.01f &&
obstacle->meta->i->damage() > 0.01f) {
obstacle->Explosion(this);
}
#endif
DropItems(obstacle);
}
obstacle->BroadcastFullState(room);
if (obstacle->IsTerminatorAirDropBox(room) &&
GetRace() == kHumanRace &&
!HasBuffEffect(kBET_Terminator)) {
MetaData::Buff* buff_meta = MetaMgr::Instance()->GetBuff(TERMINATOR_BUFF_ID);
if (buff_meta) {
AddBuff(this, buff_meta, 1);
}
}
} else {
Global::last_collider = collider;
return true;
}
}
}
}
break;
case ET_Building:
{
#if 1
if (
(
(collider->type == CT_Aabb && aabb_box.Intersect((ColliderComponent*)collider)) ||
(collider->type == CT_Circle && self_collider_->Intersect((ColliderComponent*)collider))
)
) {
#else
if (!collider->owner->dead && TestCollision((ColliderComponent*)collider)) {
#endif
if (last_collision_door_ != collider->owner) {
Global::last_collider = collider;
return true;
}
}
}
break;
default:
break;
}
}
return false;
}
void Human::FindPathInMapService()
{
a8::Vec2 old_pos = GetPos();
ColliderComponent* last_collider = Global::last_collider;
if (last_collider) {
switch (last_collider->type) {
case CT_Aabb:
{
}
break;
case CT_Circle:
{
a8::Vec2 extend_dir = GetPos() - last_collider->owner->GetPos();
if (std::abs(extend_dir.x) > FLT_EPSILON ||
std::abs(extend_dir.y) > FLT_EPSILON) {
extend_dir.Normalize();
{
#if 0
a8::Vec2 extend_dir_inverse(extend_dir.y, extend_dir.x);
float angle = extend_dir_inverse.CalcAngle(move_dir);
if (angle > 0.001f) {
extend_dir.Rotate(-1/180.0f);
} else {
extend_dir.Rotate(1/180.0f);
}
#endif
extend_dir.Rotate(1/180.0f);
}
float distance = ((CircleCollider*)last_collider)->rad + meta->i->radius();
SetPos(last_collider->owner->GetPos() + extend_dir * (distance + 1));
if (IsCollisionInMapService()) {
SetPos(old_pos);
}
}
return;
}
break;
default:
break;
}
}
{
float up_dot = a8::Vec2::UP.Dot(move_dir);
bool at_left_side = a8::Vec2::LEFT.Dot(move_dir) > 0.0001f;
if (std::abs(up_dot) <= 0.001f) { //相互垂直
//向上
SetPos(old_pos + a8::Vec2::UP);
if (!IsCollisionInMapService()) {
return;
} else {
//向下
SetPos(old_pos + a8::Vec2::DOWN);
if (!IsCollisionInMapService()) {
return;
}
}
} else if (up_dot > 0.001f) { //基本相同
SetPos(old_pos + (at_left_side ? a8::Vec2::LEFT : a8::Vec2::RIGHT));
if (!IsCollisionInMapService()) {
return;
} else {
//向上
SetPos(old_pos + a8::Vec2::UP);
if (!IsCollisionInMapService()) {
return;
}
}
} else if (up_dot < 0.001f) { //基本相反
SetPos(old_pos + (at_left_side ? a8::Vec2::LEFT : a8::Vec2::RIGHT));
if (!IsCollisionInMapService()) {
return;
} else {
//向下
SetPos(old_pos + a8::Vec2::DOWN);
if (!IsCollisionInMapService()) {
return;
}
}
}
}
SetPos(old_pos);
}
float Human::GetRadius()
{
return meta->i->radius();
}
float Human::GetHP()
{
return ability.hp;
}
float Human::GetMaxHP()
{
return ability.max_hp;
}
void Human::UpdateSkill()
{
if (skill_meta_) {
if (curr_skill_phase < skill_meta_->phases.size()) {
MetaData::SkillPhase* phase = &skill_meta_->phases[curr_skill_phase];
if (phase->time_offset >= (int)((room->GetFrameNo() - last_use_skill_frameno_) * FRAME_RATE_MS)) {
ProcSkillPhase(phase);
++curr_skill_phase;
}
} else {
playing_skill = false;
}
}
}
void Human::UpdatePoisoning()
{
if (dead) {
return;
}
bool need_notify = poisoning_time > 1000;
while (poisoning_time > 1000) {
if (room->GetGasData().is_last_gas) {
DecHP(room->GetGasData().new_area_meta->i->hurt(), VP_SafeArea, "毒圈", VW_SafeArea);
} else {
DecHP(room->GetGasData().old_area_meta->i->hurt(), VP_SafeArea, "毒圈", VW_SafeArea);
}
if (dead) {
poisoning_time = 0;
break;
}
poisoning_time -= 1000;
}
if (need_notify && IsEntitySubType(EST_Player)) {
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
void Human::SyncAroundPlayers(const char* file, int line, const char* func)
{
if (a8::HasBitFlag(status, HS_Disable)) {
return;
}
#ifdef DEBUG
#if 0
room->CheckPartObjects();
a8::UdpLog::Instance()->Debug("room_idx:%d syncaround begin %s %d %s",
{
room->GetRoomIdx(),
file,
line,
func
});
#endif
#endif
TouchAllLayerHumanList
(
[this, file, line, func] (Human* hum, bool& stop)
{
hum->AddToNewObjects(this);
#ifdef DEBUG
#if 0
{
std::string objs_str;
for (auto& obj : hum->part_objects) {
objs_str += a8::Format("%d ", {(long long)obj});
}
a8::UdpLog::Instance()->Debug("hum1 %d %s", {(long long)hum, objs_str});
}
{
std::string objs_str;
for (auto& obj : part_objects) {
objs_str += a8::Format("%d ", {(long long)obj});
}
a8::UdpLog::Instance()->Debug("hum2 %d %s", {(long long)this, objs_str});
}
room->CheckPartObjects(hum, this);
hum->InPartObjects(this);
#endif
#endif
assert(hum->part_objects.find(this) != hum->part_objects.end());
if (hum->part_objects.find(this) == hum->part_objects.end()) {
static long long last_debugout_tick = 0;
if (a8::XGetTickCount() - last_debugout_tick > 1000 * 10) {
last_debugout_tick = a8::XGetTickCount();
a8::UdpLog::Instance()->Warning
("SyncAroundPlayers error room_idx:%d, file:%s line:%d func:%s",
{
room->GetRoomIdx(),
file,
line,
func
});
}
}
});
#ifdef DEBUG
#if 0
room->CheckPartObjects();
a8::UdpLog::Instance()->Debug("syncaround end %s %d %s",
{
file,
line,
func
});
#endif
#endif
}
void Human::AutoLoadingBullet(bool manual)
{
Weapon* p_weapon = curr_weapon;
if (car_weapon.meta) {
p_weapon = &car_weapon;
}
if (p_weapon->weapon_idx != 0 &&
(p_weapon->ammo <= 0 ||
(manual && p_weapon->ammo < p_weapon->GetClipVolume()))
) {
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(p_weapon->meta->i->use_bullet());
if (bullet_meta &&
bullet_meta->i->_inventory_slot() >= 0 &&
bullet_meta->i->_inventory_slot() < (int)inventory_.size()
) {
if (GetInventory(bullet_meta->i->_inventory_slot()) > 0) {
if (on_loading_bullet) {
on_loading_bullet();
}
StartAction(AT_Reload,
p_weapon->GetAttrValue(kHAT_ReloadTime),
p_weapon->weapon_id,
p_weapon->weapon_idx);
}
}
return;
}
}
void Human::StartAction(ActionType_e action_type,
int action_duration,
int item_id,
int target_id)
{
if (this->action_type == action_type &&
this->action_item_id == item_id &&
this->action_target_id == target_id) {
return;
}
action_duration = std::max(0, action_duration);
this->action_type = action_type;
this->action_frameno = room->GetFrameNo();
this->action_duration = action_duration;
this->action_item_id = item_id;
this->action_target_id = target_id;
need_sync_active_player = true;
if (HasBuffEffect(kBET_Camouflage)) {
RemoveBuffByEffectId(kBET_Camouflage);
}
}
void Human::CancelAction()
{
if (action_type == AT_Relive) {
Entity* entity = room->GetEntityByUniId(action_target_id);
if (!entity->IsEntityType(ET_Player)) {
Human* hum = (Human*)entity;
if (hum->action_type == AT_Rescue) {
hum->CancelAction();
}
}
}
ResetAction();
}
void Human::ResetAction()
{
action_type = AT_None;
action_duration = 0;
action_frameno = 0;
action_item_id = 0;
action_target_id = 0;
need_sync_active_player = true;
}
void Human::FillSMGameOver(cs::SMGameOver& msg)
{
if (stats.rank <= 0) {
std::vector<Human*> human_list;
room->TouchHumanList(a8::XParams(),
[&human_list] (Human* hum, a8::XParams& param) -> bool
{
if (hum->leave_frameno_ == 0 ||
hum->leave_frameno_ > hum->room->GetBattleStartFrameNo()) {
human_list.push_back(hum);
}
return true;
});
std::sort(human_list.begin(), human_list.end(),
[] (Human* a, Human* b )
{
if (a->real_dead && b->real_dead) {
if (a->dead_frameno == b->dead_frameno) {
return a->GetEntityUniId() < b->GetEntityUniId();
} else {
return a->dead_frameno == 0 ||
(b->dead_frameno != 0 && a->dead_frameno > b->dead_frameno);
}
} else {
if (a->real_dead) {
return false;
}
if (b->real_dead) {
return true;
}
return a->GetEntityUniId() < b->GetEntityUniId();
}
});
int rank = human_list.size();
for (size_t i = 0; i < human_list.size(); ++i) {
if (human_list[i] == this) {
rank = i + 1;
break;
}
}
if (room->GetAliveTeamNum() == 1) {
std::set<Human*>* alive_team = room->GetAliveTeam();
if (alive_team == team_members) {
rank = 1;
}
}
stats.rank = rank;
}
msg.set_team_id(team_id);
msg.set_team_rank(stats.rank);
msg.set_team_allcnt(1);
msg.set_game_over(room->IsGameOver());
msg.set_victory(!dead);
msg.set_room_uuid(a8::XValue(room->GetRoomUuid()));
{
for (auto& itr : *team_members) {
if (itr != this) {
itr->FillMFTeamData(msg.add_team_data(), true);
}
}
}
{
cs::MFPlayerStats* p = msg.add_player_stats();
FillMFPlayerStats(p);
}
{
for (auto& pair : spoils_items) {
auto p = msg.add_spoils_items();
p->add_values(pair.first);
p->add_values(pair.second);
}
}
}
void Human::BeKill(int killer_id, const std::string& killer_name, int weapon_id)
{
#ifdef DEBUG
room->CheckPartObjects();
#endif
if (!dead && !room->IsGameOver() && !real_dead) {
lethal_weapon = weapon_id;
Entity* hum = room->GetEntityByUniId(killer_id);
if (hum && hum->IsEntityType(ET_Player)) {
if (killer_id == GetEntityUniId()) {
std::string msg = a8::Format("%s 自杀",
{
killer_name,
});
SendRollMsg(msg);
} else {
((Human*)hum)->stats.kills++;
((Human*)hum)->stats.last_kill_frameno = room->GetFrameNo();
((Human*)hum)->kill_humans.insert(this);
((Human*)hum)->SyncAroundPlayers(__FILE__, __LINE__, __func__);
if (weapon_id == VW_Tank) {
std::string msg = a8::Format("%s 使用 %s 干掉了 %s",
{
killer_name,
"载具",
name
});
SendRollMsg(msg);
} else {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(weapon_id);
if (equip_meta) {
std::string msg = a8::Format("%s 使用 %s 干掉了 %s",
{
killer_name,
equip_meta->i->name(),
name
});
SendRollMsg(msg);
}
}
}
} else {
switch (weapon_id) {
case VW_SafeArea:
{
std::string msg = a8::Format("%s 被毒圈干掉",
{
name
});
SendRollMsg(msg);
}
break;
case VW_Spectate:
{
std::string msg = a8::Format("%s 自杀",
{
name
});
SendRollMsg(msg);
}
break;
case VW_SelfDetonate:
{
std::string msg = a8::Format("%s 被炸死",
{
name
});
SendRollMsg(msg);
}
break;
case VW_Mine:
{
std::string msg = a8::Format("%s 被地雷炸死",
{
name
});
SendRollMsg(msg);
}
break;
}
}
++stats.dead_times;
stats.killer_id = killer_id;
stats.killer_name = killer_name;
stats.weapon_id = weapon_id;
if (room->GetRoomMode() == kZombieMode) {
dead = true;
downed = false;
real_dead = true;
dead_frameno = room->GetFrameNo();
DoGetDown();
if (HasBuffEffect(kBET_Camouflage)) {
RemoveBuffByEffectId(kBET_Camouflage);
}
ClearLordMode();
ClearBuffList();
room->frame_event.AddDead(this,
meta->i->revive_time() * 1000);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
room->xtimer.AddDeadLineTimerAndAttach
(meta->i->revive_time() * SERVER_FRAME_RATE,
a8::XParams()
.SetSender(this),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->Revive();
},
&xtimer_attacher.timer_list_
);
room->OnHumanDie(this);
} else {
dead = true;
downed = false;
ability.hp = 0.0f;
dead_frameno = room->GetFrameNo();
++dead_times;
if (HasBuffEffect(kBET_Camouflage)) {
RemoveBuffByEffectId(kBET_Camouflage);
}
ClearLordMode();
#ifdef DEBUG
room->CheckPartObjects();
#endif
int max_revive_times = MetaMgr::Instance()->GetSysParamAsInt("max_revive_times", 1);
if (weapon_id != VW_Spectate &&
dead_times <= max_revive_times &&
room->AliveCount() >= 5 &&
IsEntitySubType(EST_Player)) {
Revive();
} else {
real_dead = true;
OnDie();
}
DoGetDown();
}
}
}
void Human::DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id)
{
#ifdef DEBUG
#if 0
if (IsPlayer()) {
return;
}
#endif
#endif
auto downed_func =
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
if (!hum->downed) {
hum->FreeDownedTimer();
return;
}
if (hum->dead) {
hum->FreeDownedTimer();
return;
}
if (!hum->HasLiveTeammate()) {
hum->FreeDownedTimer();
hum->BeKill(param.param1, param.param2, param.param3);
return;
}
int dec_hp = MetaMgr::Instance()->GetSysParamAsInt("downed_dec_hp");
hum->DecHP(dec_hp, param.param1, param.param2, param.param3);
};
if (energy_shield > 0.001f) {
energy_shield = std::max(0.0f, energy_shield - dec_hp);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
} else {
float old_health = GetHP();
float new_health = std::max(0.0f, GetHP() - dec_hp);
AdjustDecHp(old_health, new_health);
ability.hp = std::max(0.0f, new_health);
if (GetHP() - old_health > 0.001f) {
stats.damage_amount_in += GetHP() - old_health;
}
if (GetHP() <= 0.0001f && !dead) {
if (downed) {
if (downed_timer) {
room->xtimer.DeleteTimer(downed_timer);
}
downed = false;
downed_timer = nullptr;
BeKill(killer_id, killer_name, weapon_id);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
} else {
if (HasNoDownedTeammate()) {
ability.hp = MetaMgr::Instance()->GetSysParamAsInt("downed_recover_hp");
downed = true;
if (HasBuffEffect(kBET_Camouflage)) {
RemoveBuffByEffectId(kBET_Camouflage);
}
CancelAction();
DoGetDown();
downed_timer = room->xtimer.AddRepeatTimerAndAttach
(
SERVER_FRAME_RATE,
a8::XParams()
.SetSender(this)
.SetParam1(killer_id)
.SetParam2(killer_name)
.SetParam3(weapon_id),
downed_func,
&xtimer_attacher.timer_list_
);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
} else {
BeKill(killer_id, killer_name, weapon_id);
}
}
}
room->frame_event.AddHpChg(this);
}
}
void Human::AddToNewObjects(Entity* entity)
{
new_objects.insert(entity);
}
void Human::AddToPartObjects(Entity* entity)
{
part_objects.insert(entity);
}
void Human::RemovePartObjects(Entity* entity)
{
part_objects.erase(entity);
}
void Human::ClearPartObjects()
{
part_objects.clear();
}
int Human::GetPartObjectsCount()
{
return part_objects.size();
}
bool Human::InPartObjects(Human* target)
{
return part_objects.find(target) != part_objects.end();
}
void Human::RemoveObjects(Entity* entity)
{
del_objects.insert(entity->GetEntityUniId());
}
void Human::AddOutObjects(Entity* entity)
{
out_objects.insert(entity->GetEntityUniId());
}
void Human::RemoveOutObjects(Entity* entity)
{
out_objects.erase(entity->GetEntityUniId());
}
bool Human::HasLiveTeammate()
{
if (room->GetRoomMode() == kZombieMode) {
return true;
}
if (team_members) {
for (auto& hum : *team_members) {
if (hum != this && !hum->dead) {
return true;
}
}
}
return false;
}
bool Human::HasNoDownedTeammate()
{
if (room->GetRoomMode() == kZombieMode) {
if (GetRace() == kHumanRace) {
bool has_now_downed_teammate = false;
Human* myself = this;
room->TouchHumanList
(
a8::XParams(),
[myself, &has_now_downed_teammate] (Human* hum, const a8::XParams& param)
{
if (myself != hum &&
!hum->dead &&
!hum->downed &&
hum->GetRace() == kHumanRace) {
has_now_downed_teammate = true;
return false;
}
return true;
}
);
return has_now_downed_teammate;
} else {
return false;
}
}
if (team_members) {
for (auto& hum : *team_members) {
if (hum != this && !hum->dead && !hum->downed) {
return true;
}
}
}
return false;
}
bool Human::CanUseSkill()
{
if (downed) {
return false;
}
if (!skill_meta_) {
return false;
}
if (GetSkillLeftTime() > 0) {
return false;
}
return true;
}
void Human::DoSkill()
{
if (action_type == AT_Reload ||
action_type == AT_UseItem
) {
CancelAction();
}
if (CanUseSkill()) {
ResetSkill();
playing_skill = true;
last_use_skill_frameno_ = room->GetFrameNo();
if (skill_meta_->i->skill_target() == kST_Self
) {
skill_target_id = GetEntityUniId();
}
Entity* entity = room->GetEntityByUniId(skill_target_id);
if (entity && entity->IsEntityType(ET_Player)) {
Human* hum = (Human*)entity;
std::set<Entity*> target_list;
skill_target_pos = hum->GetPos();
SelectSkillTargets(hum->GetPos(), target_list);
TriggerBuff(target_list, kBTT_UseSkill);
if (!skill_meta_->phases.empty() && skill_meta_->phases[0].time_offset <= 0) {
UpdateSkill();
}
} else {
playing_skill = false;
}
++stats.use_skill_times;
OnAttack();
#if 1
room->frame_event.AddSkillCdChg(this);
#else
need_sync_active_player = true;
#endif
if (HasBuffEffect(kBET_Camouflage)) {
RemoveBuffByEffectId(kBET_Camouflage);
}
}
use_skill = false;
}
void Human::DoGetDown()
{
if (car_.car_id != 0) {
int loot_uniid = room->CreateLoot(car_.car_id, GetPos(), 1, 1);
Entity* loot_entity = room->GetEntityByUniId(loot_uniid);
if (loot_entity && loot_entity->IsEntityType(ET_Loot)) {
((Loot*)loot_entity)->bullet_num = 0;
((Loot*)loot_entity)->param1 = 0;
((Loot*)loot_entity)->param2 = 0;
room->UpdateCarObject(car_.car_uniid,
loot_entity->GetEntityUniId(),
loot_entity->GetPos());
}
room->TakeOffCarObject(loot_uniid, GetPos());
if (car_.meta->i->buffid()) {
RemoveBuffById(car_.meta->i->buffid());
RecalcSelfCollider();
}
SyncAroundPlayers(__FILE__, __LINE__, __func__);
room->NotifyUiUpdate();
car_ = HumanCar();
car_weapon = Weapon();
CancelAction();
}
}
void Human::FindLocation()
{
Entity* target = nullptr;
TouchAllLayerEntityList
(
[this, &target] (Entity* entity, bool& stop)
{
switch (entity->GetEntityType()) {
case ET_Obstacle:
{
if (!target) {
if (TestCollision(room, entity)) {
target = entity;
}
}
}
break;
case ET_Building:
{
if (!target || !target->IsEntityType(ET_Building)) {
AabbCollider aabb_box;
entity->GetAabbBox(aabb_box);
if (TestCollision(room, &aabb_box)) {
target = entity;
}
}
}
break;
default:
{
}
break;
}
});
if (target) {
FindLocationWithTarget(target);
}
}
void Human::RefreshView()
{
TouchAllLayerHumanList
(
[this] (Human* hum, bool& stop)
{
hum->AddToNewObjects(this);
hum->AddToPartObjects(this);
AddToNewObjects(hum);
AddToPartObjects(hum);
});
TouchAllLayerEntityList
(
[this] (Entity* entity, bool& stop)
{
switch (entity->GetEntityType()) {
case ET_Building:
case ET_Obstacle:
case ET_Loot:
{
AddToNewObjects(entity);
}
break;
default:
{
}
break;
}
});
}
void Human::OnGridListChange(std::set<GridCell*>& old_grids,
std::set<GridCell*>& inc_grids,
std::set<GridCell*>& dec_grids
)
{
ProcIncGridList(old_grids, inc_grids, dec_grids);
ProcDecGridList(old_grids, inc_grids, dec_grids);
if (IsPlayer() && on_grid_chg) {
on_grid_chg(this);
}
}
void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
{
{
player_data->set_action_type(action_type);
if (action_type != AT_None) {
int duration = std::max(0,
action_duration -
(int)((room->GetFrameNo() - action_frameno) * 1.0f / SERVER_FRAME_RATE) * 1000
);
player_data->set_action_item_id(action_item_id);
player_data->set_action_duration(duration);
player_data->set_action_target_id(action_target_id);
}
}
#if 1
for (auto itr : skins) {
auto skin = player_data->add_skin();
itr.ToPB(skin);
}
#else
skin.ToPB(player_data->mutable_skin());
#endif
player_data->set_backpack(backpack);
player_data->set_helmet(helmet);
player_data->set_chest(chest);
player_data->set_health(GetHP());
player_data->set_max_health(GetMaxHP());
player_data->set_cur_weapon_idx(curr_weapon->weapon_idx);
player_data->set_cur_scope(curr_scope_idx);
for (auto& weapon : weapons) {
auto p = player_data->add_weapons();
weapon.ToPB(p);
}
for (auto& num : inventory_) {
player_data->add_inventory(num);
}
player_data->set_energy_shield(energy_shield);
#if 1
{
player_data->set_max_energy_shield(max_energy_shield);
}
#endif
#if 0
if (skill_meta) {
if (last_use_skill_frameno_ == 0) {
player_data->set_skill_left_time(0);
player_data->set_skill_cd_time(skill_meta->i->cd_time() * 1000);
} else {
int passed_time = (room->GetFrameNo() - last_use_skill_frameno_) * FRAME_RATE_MS;
int skill_left_time = std::max(0, skill_meta->i->cd_time() * 1000 - passed_time);
player_data->set_skill_left_time(skill_left_time);
player_data->set_skill_cd_time(skill_meta->i->cd_time() * 1000);
}
}
#endif
FillBodyState(player_data->mutable_states());
FillItemList(player_data->mutable_items());
}
void Human::FillMFGasData(cs::MFGasData* gas_data)
{
gas_data->set_mode(room->GetGasData().gas_mode);
if (room->GetGasData().gas_mode == GasInactive) {
long long duration = room->GetGasInactiveTime() * SERVER_FRAME_RATE -
(room->GetFrameNo() - room->GetGasData().gas_start_frameno);
gas_data->set_duration(std::max(duration * 50, (long long)1000) / 1000);
} else if (room->GetGasData().gas_mode == GasMoving) {
if (room->GetGasData().new_area_meta->i->shrink_speed() > 0.01f) {
long long duration = (room->GetGasData().old_area_meta->i->rad() - room->GetGasData().new_area_meta->i->rad()) /
room->GetGasData().new_area_meta->i->shrink_speed();
++duration;
gas_data->set_duration(++duration);
} else {
gas_data->set_duration(0);
}
} else {
if (room->GetGasData().old_area_meta->i->wait_time() <= 0) {
gas_data->set_duration(0);
} else {
long long duration = room->GetGasData().old_area_meta->i->wait_time() * 20 -
(room->GetFrameNo() - room->GetGasData().gas_start_frameno);
gas_data->set_duration(std::max(duration * 50, (long long)1000) / 1000);
}
}
TypeConvert::ToPb(room->GetGasData().pos_old, gas_data->mutable_pos_old());
TypeConvert::ToPb(room->GetGasData().pos_new, gas_data->mutable_pos_new());
gas_data->set_rad_old(room->GetGasData().rad_old);
gas_data->set_rad_new(room->GetGasData().rad_new);
}
bool Human::CanSee(const Human* hum) const
{
return room->grid_service->InView(GetGridId(), hum->GetGridId());
}
void Human::RecalcVolume()
{
MetaData::Equip* backpack_meta = MetaMgr::Instance()->GetEquip(backpack);
if (backpack_meta) {
for (size_t i = 0; i < backpack_meta->volume.size(); ++i) {
volume_[i] = meta->volume[i] + backpack_meta->volume[i];
}
}
}
void Human::RecalcBaseAttr()
{
ability.def = meta->i->def();
MetaData::Equip* chest_meta = MetaMgr::Instance()->GetEquip(chest);
if (chest_meta) {
ability.def += chest_meta->i->def();
}
MetaData::Equip* helmet_meta = MetaMgr::Instance()->GetEquip(helmet);
if (helmet_meta) {
ability.def += helmet_meta->i->def();
}
ability.max_hp = std::max(ability.hp, ability.max_hp);
}
int Human::GetInventory(int slot_id)
{
if (!IsValidSlotId(slot_id)) {
abort();
}
return inventory_[slot_id];
}
void Human::AddInventory(int slot_id, int num)
{
assert(num > 0);
if (!IsValidSlotId(slot_id)) {
abort();
}
inventory_[slot_id] += num;
}
void Human::DecInventory(int slot_id, int num)
{
assert(num > 0);
if (!IsValidSlotId(slot_id)) {
abort();
}
inventory_[slot_id] -= num;
}
int Human::GetVolume(int slot_id)
{
if (!IsValidSlotId(slot_id)) {
abort();
}
return volume_[slot_id];
}
void Human::RecoverHp(int inc_hp)
{
if (!dead) {
ability.hp += inc_hp;
ability.hp = std::max(GetHP(), GetMaxHP());
}
}
void Human::FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState>* states)
{
if (pain_killer_timer) {
int passed_time = (room->GetFrameNo() - pain_killer_frameno) * FRAME_RATE_MS;
int left_time = std::max(0, pain_killer_lastingtime * 1000 - passed_time);
int anodyne_max_time = MetaMgr::Instance()->GetSysParamAsInt("anodyne_max_time");
left_time = std::min(left_time, anodyne_max_time * 1000);
cs::MFBodyState* state = states->Add();
state->set_state_type(1);
state->set_left_time(left_time);
state->set_lasting_time(anodyne_max_time * 1000);
}
}
void Human::FillBuffList(::google::protobuf::RepeatedPtrField<::cs::MFBuff>* pb_buff_list)
{
for (auto& itr : buff_list_) {
auto buff = pb_buff_list->Add();
itr.FillMFBuff(buff);
}
}
void Human::FillItemList(::google::protobuf::RepeatedPtrField<::cs::MFPair>* pb_item_list)
{
for (auto& pair : items_) {
auto p = pb_item_list->Add();
p->set_key(pair.first);
p->set_value(pair.second);
}
}
void Human::AddObserver(Human* observer)
{
observers_.insert(observer);
}
void Human::RemoveObserver(Human* observer)
{
observers_.erase(observer);
}
void Human::SendUpdateMsg()
{
if (!follow_target_ && !a8::HasBitFlag(status, HS_Disable) && IsPlayer()) {
cs::MFActivePlayerData* active_player_data_pb = nullptr;
if (send_msg_times == 0 || need_sync_active_player) {
active_player_data_pb = new cs::MFActivePlayerData();
FillMFActivePlayerData(active_player_data_pb);
need_sync_active_player = false;
}
cs::SMUpdate* msg = room->frame_maker.MakeUpdateMsg(this);
if (send_msg_times == 0 || last_sync_gas_frameno < room->GetGasData().gas_start_frameno) {
last_sync_gas_frameno = room->GetGasData().gas_start_frameno;
FillMFGasData(msg->mutable_gas_data());
}
NotifyObservers(msg, active_player_data_pb);
delete msg;
if (active_player_data_pb) {
delete active_player_data_pb;
}
++send_msg_times;
} else {
need_sync_active_player = false;
}
ClearFrameData();
}
void Human::SendGameOver()
{
if (IsEntitySubType(EST_Player)) {
//!!!必须要在SendNotifyMsg之前注意哦
if (!sent_battlereport_) {
SendBattleReport();
sent_battlereport_ = true;
GameLog::Instance()->GameEnd((Player*)this);
}
{
cs::SMGameOver msg;
FillSMGameOver(msg);
SendNotifyMsg(msg);
}
}
}
void Human::FollowTarget(Human* target)
{
if (target == this) {
return;
}
if (follow_target_) {
follow_target_->RemoveObserver(this);
}
target->AddObserver(this);
follow_target_ = target;
follow_synced_active_player = false;
}
void Human::SendDebugMsg(const std::string& debug_msg)
{
cs::SMDebugMsg notify_msg;
notify_msg.set_debug_msg(debug_msg);
SendNotifyMsg(notify_msg);
}
void Human::SendRollMsg(const std::string& roll_msg)
{
room->xtimer.AddDeadLineTimerAndAttach(
0,
a8::XParams()
.SetSender(this)
.SetParam1(roll_msg),
[] (const a8::XParams& param)
{
Human* target = (Human*)param.sender.GetUserData();
std::string roll_msg = param.param1;
target->room->TouchHumanList(a8::XParams(),
[target, roll_msg] (Human* hum, a8::XParams& param) -> bool
{
if (target != hum) {
cs::SMRollMsg msg;
msg.set_msg(roll_msg);
hum->SendNotifyMsg(msg);
}
return true;
});
},
&xtimer_attacher.timer_list_
);
}
void Human::UpdateAction()
{
int duration = std::max(0,
action_duration -
(int)((room->GetFrameNo() - action_frameno) * 1.0f / SERVER_FRAME_RATE) * 1000
);
if (duration <= 0) {
switch (action_type) {
case AT_Reload:
{
ProcReloadAction();
}
break;
case AT_UseItem:
{
switch (action_item_id) {
case IS_HEALTHKIT:
{
MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquipBySlotId(action_item_id);
if (item_meta){
if (GetInventory(item_meta->i->_inventory_slot()) > 0) {
float old_health = GetHP();
ability.hp += item_meta->i->heal();
ability.hp = std::min(GetHP(), GetMaxHP());
stats.heal_amount += GetHP() - old_health;
DecInventory(item_meta->i->_inventory_slot(), 1);
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
}
break;
case IS_PAIN_KILLER:
{
MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquipBySlotId(action_item_id);
if (item_meta){
if (GetInventory(item_meta->i->_inventory_slot()) > 0) {
if (pain_killer_timer) {
int passed_time = (room->GetFrameNo() - pain_killer_frameno) * FRAME_RATE_MS;
int left_time = std::max(0, pain_killer_lastingtime * 1000 - passed_time);
int anodyne_max_time = MetaMgr::Instance()->GetSysParamAsInt("anodyne_max_time");
left_time = std::min(left_time, anodyne_max_time * 1000);
pain_killer_lastingtime += std::min(item_meta->i->time() * 1000, anodyne_max_time * 1000 - left_time) / 1000;
need_sync_active_player = true;
} else {
pain_killer_frameno = room->GetFrameNo();
pain_killer_lastingtime = item_meta->i->time();
pain_killer_timer = room->xtimer.AddRepeatTimerAndAttach(
SERVER_FRAME_RATE,
a8::XParams()
.SetSender(this)
.SetParam1(item_meta->i->heal()),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
float old_health = hum->GetHP();
hum->ability.hp += param.param1.GetDouble();
hum->ability.hp = std::min(hum->GetHP(), hum->GetMaxHP());
hum->stats.heal_amount += hum->GetHP() - old_health;
hum->SyncAroundPlayers(__FILE__, __LINE__, __func__);
if (hum->room->GetFrameNo() - hum->pain_killer_frameno > hum->pain_killer_lastingtime * SERVER_FRAME_RATE) {
hum->room->xtimer.DeleteTimer(hum->pain_killer_timer);
hum->pain_killer_timer = nullptr;
}
},
&xtimer_attacher.timer_list_
);
}
DecInventory(item_meta->i->_inventory_slot(), 1);
need_sync_active_player = true;
}
}
}
break;
default:
{
}
break;
}
}
break;
case AT_Relive:
{
Entity* entity = room->GetEntityByUniId(action_target_id);
if (!entity->IsEntityType(ET_Player)) {
return;
}
Human* hum = (Human*)entity;
if (hum->action_type == AT_Rescue) {
hum->CancelAction();
return;
}
if (!hum->dead && hum->downed) {
hum->ability.hp = MetaMgr::Instance()->GetSysParamAsInt("downed_relive_recover_hp");
hum->downed = false;
if (hum->downed_timer) {
room->xtimer.DeleteTimer(hum->downed_timer);
hum->downed_timer = nullptr;
}
++hum->stats.rescue_member;
}
hum->SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
default:
break;
}
ResetAction();
}
}
void Human::SendUIUpdate()
{
cs::SMUiUpdate notifymsg;
notifymsg.set_alive_count(room->AliveCount());
notifymsg.set_kill_count(stats.kills);
room->FillSMUiUpdate(notifymsg);
SendNotifyMsg(notifymsg);
}
void Human::SendWxVoip()
{
cs::SMWxVoip notifymsg;
if (!team_uuid.empty()) {
notifymsg.set_group_id(a8::XValue(room->GetRoomUuid()).GetString() + "_" + a8::XValue(team_id).GetString());
}
SendNotifyMsg(notifymsg);
}
void Human::SendSysPiaoMsg(const std::string& msg, int color, int duration)
{
cs::SMSysPiaoMsg notifymsg;
notifymsg.set_msg(msg);
notifymsg.set_color(color);
notifymsg.set_duration(duration);
SendNotifyMsg(notifymsg);
}
void Human::SendShowCountdown(const std::string& msg, int countdown)
{
cs::SMShowCountdown notifymsg;
notifymsg.set_msg(msg);
notifymsg.set_countdown(countdown);
SendNotifyMsg(notifymsg);
}
int Human::GetWeaponConfigLv(int weapon_id)
{
auto itr = weapon_configs.find(weapon_id);
return itr != weapon_configs.end() ? itr->second : 0;
}
int Human::GetSkinConfigLv(int skin_id)
{
auto itr = skin_configs.find(skin_id);
return itr != skin_configs.end() ? itr->second : 0;
}
bool Human::HasSpecMove()
{
return GetBuffByEffectId(kBET_JumpTo) ||
GetBuffByEffectId(kBET_BePull);
}
void Human::_UpdateSpecMove()
{
if (!HasSpecMove()) {
return;
}
bool move_end = false;
float target_distance = target_pos.Distance(GetPos());
if (target_distance <= 0.000001f) {
move_end = true;
} else {
a8::Vec2 old_move_dir = move_dir;
move_dir = target_pos - GetPos();
move_dir.Normalize();
bool is_collision = false;
std::function<bool ()> old_on_move_collision = on_move_collision;
on_move_collision =
[&is_collision] () {
is_collision = true;
return false;
};
_UpdateMove(std::min((int)target_distance, (int)GetSpeed()));
on_move_collision = old_on_move_collision;
move_dir = old_move_dir;
target_distance = target_pos.Distance(GetPos());
if (is_collision || target_distance <= 1.0001f) {
move_end = true;
}
}
if (move_end) {
Buff* buff = GetBuffByEffectId(kBET_JumpTo);
if (buff) {
if (buff->skill_meta == skill_meta_ &&
!skill_meta_->phases.empty()) {
std::set<Entity*> target_list;
metatable::Skill* mutable_skill_meta = (metatable::Skill*)skill_meta_->i;
float old_skill_distance = skill_meta_->i->skill_distance();
mutable_skill_meta->set_skill_distance(skill_meta_->phases[0].param1.GetDouble());
SelectSkillTargets(GetPos(), target_list);
mutable_skill_meta->set_skill_distance(old_skill_distance);
TriggerBuff(target_list, kBTT_SkillHit);
}
RemoveBuffByEffectId(kBET_JumpTo);
}
buff = GetBuffByEffectId(kBET_BePull);
if (buff) {
MetaData::Buff* new_buff = MetaMgr::Instance()->GetBuff(1039);
if (new_buff) {
AddBuff(this, new_buff, 1);
}
RemoveBuffByEffectId(kBET_BePull);
}
}
}
void Human::_UpdateMove(int speed)
{
do {
int distance = std::min(5, speed);
_InternalUpdateMove(distance);
speed -= distance;
} while (speed > 0);
}
void Human::ChangeToRace(RaceType_e race, int level)
{
if (race != kHumanRace &&
race != kZombieRace) {
abort();
}
if (race_ != race && IsAndroid()) {
Android* android = (Android*)this;
android->ai->Reset();
if (race == kHumanRace) {
android->ai->SetAiMode(kHumanAiMode);
} else if (race == kZombieRace) {
android->ai->SetAiMode(kZombieAiMode);
}
}
race_ = race;
level_ = level;
if (race_ == kHumanRace) {
meta = MetaMgr::Instance()->GetPlayer(HUMAN_RACE_META_START_ID + level_ - 1);
if (!meta) {
abort();
}
exp_ = meta->i->exp();
OnMetaChange();
} else if (race_ == kZombieRace) {
DoGetDown();
meta = MetaMgr::Instance()->GetPlayer(ZOMBIE_RACE_META_START_ID + level_ - 1);
if (!meta) {
abort();
}
exp_ = meta->i->exp();
OnMetaChange();
} else {
abort();
}
}
void Human::ChangeToRaceAndNotify(RaceType_e race, int level)
{
ChangeToRace(race, level);
room->frame_event.AddZombieIdChg(this);
}
void Human::WinExp(Human* sender, int exp)
{
if (race_ != kHumanRace &&
race_ != kZombieRace) {
abort();
}
if (room->debug_trace) {
a8::UdpLog::Instance()->Debug
(
"WinExp before sender_id:%d uniid:%d race:%d level:%d exp:%d add_exp:%d ",
{
sender->GetEntityUniId(),
GetEntityUniId(),
GetRace(),
GetLevel(),
GetExp(),
exp
}
);
}
exp_ += exp;
MetaData::Player* old_meta = meta;
int start_meta_id = race_ == kHumanRace ? HUMAN_RACE_META_START_ID : ZOMBIE_RACE_META_START_ID;
do {
MetaData::Player* tmp_meta = MetaMgr::Instance()->GetPlayer(start_meta_id + level_);
if (!tmp_meta) {
break;
}
if (exp_ >= tmp_meta->i->exp()) {
meta = tmp_meta;
skill_meta_ = MetaMgr::Instance()->GetSkill(meta->i->active_skill());
ResetSkill();
++level_;
} else {
break;
}
} while (true);
if (old_meta != meta) {
room->frame_event.AddZombieIdChg(this);
OnMetaChange();
if (GetRace() == kZombieRace && meta->i->level() == 3) {
room->OnZombieAppear(this);
}
}
if (room->debug_trace) {
a8::UdpLog::Instance()->Debug
(
"WinExp after sender_id:%d uniid:%d race:%d level:%d exp:%d add_exp:%d ",
{
sender->GetEntityUniId(),
GetEntityUniId(),
GetRace(),
GetLevel(),
GetExp(),
exp
}
);
}
}
bool Human::IsEnemy(Human* hum)
{
if (room->GetRoomMode() == kZombieMode) {
return hum->GetRace() != GetRace();
} else {
return team_id != hum->team_id;
}
}
void Human::RecalTalentAttr()
{
}
void Human::RecalSkinAttr()
{
}
void Human::_InternalUpdateMove(float speed)
{
float nx = move_dir.x * speed;
float ny = move_dir.y * speed;
a8::Vec2 old_pos = GetPos();
#if 1
SetPos(old_pos + a8::Vec2(nx, ny));
if (!IsCollisionInMapService()) {
room->grid_service->MoveHuman(this);
return;
} else {
if (Global::last_collider && Global::last_collider->type == CT_Circle) {
SetPos(old_pos + a8::Vec2(nx, ny));
if (self_collider_->Intersect(Global::last_collider)) {
CircleCollider* circle_collider = (CircleCollider*)Global::last_collider;
a8::Vec2 tmp_dir = GetPos() - (circle_collider->owner->GetPos() + circle_collider->pos);
float len = circle_collider->rad + self_collider_->rad + 1;
float rate = len - tmp_dir.Norm();
tmp_dir.Normalize();
a8::Vec2 new_dir = tmp_dir * rate;
SetPos(GetPos() + new_dir);
}
if (!IsCollisionInMapService()) {
room->grid_service->MoveHuman(this);
return;
}
}
}
#endif
SetPos(old_pos + a8::Vec2(nx, 0));
if (IsCollisionInMapService()) {
if (on_move_collision && !on_move_collision()) {
SetPos(old_pos);
return;
}
nx = 0;
}
SetPos(old_pos + a8::Vec2(nx, ny));
if (IsCollisionInMapService()) {
if (on_move_collision && !on_move_collision()) {
SetPos(old_pos);
return;
}
ny = 0;
}
SetPos(old_pos + a8::Vec2(nx, ny));
room->grid_service->MoveHuman(this);
}
void Human::ClearFrameData()
{
if (!new_objects.empty()) {
new_objects.clear();
}
if (!del_objects.empty()) {
if (!a8::HasBitFlag(status, HS_Disable)) {
for (auto& itr : del_objects) {
Entity* entity = room->GetEntityByUniId(itr);
if (entity) {
RemovePartObjects(entity);
if (entity->IsEntityType(ET_Player)) {
Human* hum = (Human*)entity;
hum->RemovePartObjects(this);
}
#ifdef DEBUG
room->CheckPartObjects();
#endif
}
}
}
del_objects.clear();
}
if (!out_objects.empty()) {
if (!a8::HasBitFlag(status, HS_Disable)) {
for (auto& itr : out_objects) {
Entity* entity = room->GetEntityByUniId(itr);
if (entity) {
RemovePartObjects(entity);
if (entity->IsEntityType(ET_Player)) {
Human* hum = (Human*)entity;
hum->RemovePartObjects(this);
}
}
#ifdef DEBUG
room->CheckPartObjects();
#endif
}
}
out_objects.clear();
}
if (!shots_.empty()) {
shots_.clear();
}
if (!bullets_.empty()) {
bullets_.clear();
}
if (!explosions_.empty()) {
explosions_.clear();
}
if (!smokes_.empty()) {
smokes_.clear();
}
if (!emotes_.empty()) {
emotes_.clear();
}
if (!chged_bullet_nums_.empty()) {
chged_bullet_nums_.clear();
}
if (!chged_hps_.empty()) {
chged_hps_.clear();
}
if (!chged_buffs_.empty()) {
chged_buffs_.clear();
}
if (!chged_skillcds_.empty()) {
chged_skillcds_.clear();
}
if (!chged_items_.empty()) {
chged_items_.clear();
}
if (!chged_weapon_ammo_.empty()) {
chged_weapon_ammo_.clear();
}
if (!chged_level_.empty()) {
chged_level_.clear();
}
if (!chged_exp_.empty()) {
chged_exp_.clear();
}
if (!chged_race_.empty()) {
chged_race_.clear();
}
if (!chged_zombieid_.empty()) {
chged_zombieid_.clear();
}
if (!dead_alive_objs_.empty()) {
dead_alive_objs_.clear();
}
}
void Human::GenBattleReportData(a8::MutableXObject* params)
{
params->SetVal("room_mode", room->GetRoomMode());
int rank = 0;
{
std::vector<Human*> human_list;
room->TouchHumanList(a8::XParams(),
[&human_list] (Human* hum, a8::XParams& param) -> bool
{
human_list.push_back(hum);
return true;
});
std::sort(human_list.begin(), human_list.end(),
[] (Human* a, Human* b )
{
if (a->real_dead && b->real_dead) {
if (a->dead_frameno == b->dead_frameno) {
return a->GetEntityUniId() < b->GetEntityUniId();
} else {
return a->dead_frameno == 0 ||
(b->dead_frameno != 0 && a->dead_frameno > b->dead_frameno);
}
} else {
if (a->real_dead) {
return false;
}
if (b->real_dead) {
return true;
}
return a->GetEntityUniId() < b->GetEntityUniId();
}
});
rank = human_list.size();
for (size_t i = 0; i < human_list.size(); ++i) {
if (human_list[i] == this) {
rank = i + 1;
break;
}
}
if (room->GetAliveTeamNum() == 1) {
std::set<Human*>* alive_team = room->GetAliveTeam();
if (alive_team == team_members) {
rank = 1;
}
}
}
stats.rank = rank;
params->SetVal("account_id", account_id);
params->SetVal("map_id", room->GetMapMeta()->i->map_id());
params->SetVal("map_name", room->GetMapMeta()->i->map_name());
params->SetVal("map_tpl_name", room->GetMapTplName());
params->SetVal("game_time", time(nullptr));
params->SetVal("hurt", stats.damage_amount_in);
params->SetVal("rank", rank);
params->SetVal("kills", stats.kills);
params->SetVal("harm", stats.damage_amount_out);
params->SetVal("add_HP", stats.heal_amount);
if (!dead) {
params->SetVal("alive_time", room->GetFrameNo() * 1000.0f / SERVER_FRAME_RATE);
} else {
params->SetVal("alive_time", dead_frameno * 1000.0f / SERVER_FRAME_RATE);
}
params->SetVal("team_status", team_members && team_members->size() > 1 ? 1 : 0);
params->SetVal("room_uuid", room->GetRoomUuid());
int snipe_kill = 0;
int rifle_kill = 0;
int pistol_kill = 0;
int submachine_kill = 0;
for (Human* hum : kill_humans) {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(hum->lethal_weapon);
if (equip_meta) {
switch (equip_meta->i->equip_subtype()) {
case 7:
{
//狙击枪
++snipe_kill;
}
break;
case 5:
{
//步枪
++rifle_kill;
}
break;
case 2:
{
//手枪
++pistol_kill;
}
break;
case 3:
{
//冲锋枪
++submachine_kill;
}
break;
}
}
}
params->SetVal("snipe_kill", snipe_kill);
params->SetVal("rifle_kill", rifle_kill);
params->SetVal("pistol_kill", pistol_kill);
params->SetVal("submachine_kill", submachine_kill);
params->SetVal("rescue_member", stats.rescue_member);
{
float rank_param = MetaMgr::Instance()->GetRankRewardParam(rank);
float kill_param = MetaMgr::Instance()->GetKillRewardParam(stats.kills);
int coin_num = (rank_param * MetaMgr::Instance()->rank_param) +
(kill_param * MetaMgr::Instance()->kill_param);
stats.gold = coin_num;
params->SetVal("coin_num", coin_num);
}
{
std::string items_str;
MetaData::RankReward* rank_reward_meta = MetaMgr::Instance()->GetRankReward(rank);
#ifdef DEBUG1
{
#else
if (rank_reward_meta && rank_reward_meta->i->drop() > 0) {
#endif
#ifdef DEBUG1
{
#else
if (rand() % 100 < rank_reward_meta->i->drop()) {
#endif
MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquip(grow_weapon.weapon_id);
if (item_meta) {
MetaData::Drop* drop_meta = MetaMgr::Instance()->GetDrop(item_meta->i->drop_id());
if (drop_meta) {
std::vector<std::tuple<int, int, int>> drop_items;
drop_meta->RandItems(drop_items);
for (auto& item : drop_items) {
int item_id = std::get<0>(item);
int item_num = std::get<1>(item);
stats.items.push_back(std::make_pair(
item_id,
item_num
));
items_str += a8::Format("%d:%d|", {item_id, item_num});
#ifdef DEBUG
SendDebugMsg
(a8::Format("drop weapon_id:%d drop_id:%d item_id:%d item_num:%d",
{
grow_weapon.weapon_id,
item_meta->i->drop_id(),
item_id,
item_num
}));
#endif
}
}
}
}
}//end if rank_reward_meta
if (!items_str.empty() && items_str[items_str.size() - 1] == '|') {
items_str.erase(items_str.begin() + items_str.size() - 1);
}
params->SetVal("items", items_str);
}
{
stats.pass_score = MetaMgr::Instance()->GetKillPointParam1(stats.kills);
stats.pass_score += MetaMgr::Instance()->GetRankPointParam1(rank);
stats.rank_score = MetaMgr::Instance()->GetKillPointParam2(stats.kills);
if (room->IsMiniRoom()) {
stats.rank_score += MetaMgr::Instance()->GetRankPointParam3(rank);
} else {
stats.rank_score += MetaMgr::Instance()->GetRankPointParam2(rank);
}
}
params->SetVal("score", 0);
params->SetVal("pass_score", has_pass ? stats.pass_score * 2 : stats.pass_score);
params->SetVal("rank_score", stats.rank_score);
}
void Human::GenZbModeBattleReportData(a8::MutableXObject* params)
{
params->SetVal("room_mode", room->GetRoomMode());
int rank = 0;
{
std::vector<Human*> human_list;
room->TouchHumanList(a8::XParams(),
[&human_list] (Human* hum, a8::XParams& param) -> bool
{
human_list.push_back(hum);
return true;
});
std::sort(human_list.begin(), human_list.end(),
[] (Human* a, Human* b )
{
if (a->stats.kills > b->stats.kills) {
return true;
}
if (a->stats.kills < b->stats.kills) {
return false;
}
if (a->stats.last_kill_frameno < b->stats.last_kill_frameno) {
return true;
}
return a->GetEntityUniId() < b->GetEntityUniId();
});
rank = human_list.size();
for (size_t i = 0; i < human_list.size(); ++i) {
if (human_list[i] == this) {
rank = i + 1;
break;
}
}
}
stats.rank = rank;
params->SetVal("account_id", account_id);
params->SetVal("map_id", room->GetMapMeta()->i->map_id());
params->SetVal("game_time", time(nullptr));
params->SetVal("rank", rank);
params->SetVal("kills", stats.kills);
params->SetVal("room_uuid", room->GetRoomUuid());
}
void Human::DeadDrop()
{
auto SkinCanDrop =
[this] (Skin* skin) -> bool
{
#ifdef DEBUG
return false;
#else
if (JsonDataMgr::Instance()->channel == kTouTiaoChannelId) {
return false;
} else {
return skin->skin_id != 0;
}
#endif
};
if (GetRace() == kHumanRace && !HasBuffEffect(kBET_Terminator)) {
for (auto& weapon : weapons) {
if (weapon.weapon_id != 0 && weapon.weapon_id != default_weapon.weapon_id) {
a8::Vec2 drop_pos = GetPos();
room->DropItem(drop_pos, weapon.weapon_id, 1, weapon.weapon_lv);
}
}
{
curr_weapon = &weapons[0];
}
}
{
Skin* old_skin = GetSkinByIdx(kSkinSlot_HAT);
if (old_skin && old_skin->skin_id != 0 && SkinCanDrop(old_skin)) {
a8::Vec2 dir = a8::Vec2::UP;
dir.Rotate(a8::RandAngle());
room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
*old_skin = Skin();
}
}
{
Skin* old_skin = GetSkinByIdx(kSkinSlot_CLOTH);
if (old_skin && old_skin->skin_id != 0 && SkinCanDrop(old_skin)) {
a8::Vec2 dir = a8::Vec2::UP;
dir.Rotate(a8::RandAngle());
room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
*old_skin = Skin();
}
}
for (size_t slot = 0; slot < inventory_.size(); ++slot) {
if (inventory_[slot] > 0) {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquipBySlotId(slot);
if (equip_meta) {
if (equip_meta->i->equip_type() == EQUIP_TYPE_BULLET) {
switch (equip_meta->i->_inventory_slot()) {
case IS_FRAG:
case IS_SMOKE:
{
a8::Vec2 drop_pos = GetPos();
room->DropItem(drop_pos, equip_meta->i->id(), inventory_[slot], 1);
}
break;
default:
break;
}
} else {
a8::Vec2 drop_pos = GetPos();
room->DropItem(drop_pos, equip_meta->i->id(), inventory_[slot], 1);
}
}
}
}
}
void Human::SendBattleReport()
{
a8::MutableXObject* params = a8::MutableXObject::NewObject();
if (room->GetRoomMode() == kZombieMode) {
GenZbModeBattleReportData(params);
} else {
GenBattleReportData(params);
}
auto on_ok = [] (a8::XParams& param, a8::XObject& data)
{
};
auto on_error = [] (a8::XParams& param, const std::string& response)
{
a8::UdpLog::Instance()->Error("battleReport http error params: %s response: %s",
{
param.param2,
response
});
};
std::string url;
if (!f8::IsOnlineEnv()) {
if (App::Instance()->HasFlag(3)) {
url = "http://192.168.100.41/webapp/index.php?c=Role&a=battleReport";
} else {
if (JsonDataMgr::Instance()->channel != 0) {
url = a8::Format("https://game2004api-test.kingsome.cn/%d/webapp/index.php?c=Role&a=battleReport",
{
JsonDataMgr::Instance()->channel
});
} else {
url = "https://game2004api-test.kingsome.cn/webapp/index.php?c=Role&a=battleReport";
}
}
} else {
if (JsonDataMgr::Instance()->channel != 0) {
if (kTouTiaoChannelId == JsonDataMgr::Instance()->channel) {
url = a8::Format("https://game2004api-al.kingsome.cn/%d/webapp/index.php?c=Role&a=battleReport",
{
JsonDataMgr::Instance()->channel
});
} else {
url = a8::Format("https://game2004api.kingsome.cn/%d/webapp/index.php?c=Role&a=battleReport",
{
JsonDataMgr::Instance()->channel
});
}
} else {
url = "https://game2004api.kingsome.cn/webapp/index.php?c=Role&a=battleReport";
}
}
JsonDataMgr::Instance()->GetBattleReportUrl(url);
std::string data;
params->ToUrlEncodeStr(data);
f8::HttpClientPool::Instance()->HttpGet(
a8::XParams()
.SetSender(room->GetRoomUuid())
.SetParam1(GetEntityUniId())
.SetParam2(data),
on_ok,
on_error,
url.c_str(),
*params,
MAX_SYS_HTTP_NUM + (GetEntityUniId() % MAX_USER_HTTP_NUM)
);
delete params;
}
void Human::ProcLootSkin(Loot* entity, MetaData::Equip* item_meta)
{
switch (item_meta->i->equip_subtype()) {
case 11:
{
//装饰
Skin* old_skin = GetSkinByIdx(kSkinSlot_HAT);
if (old_skin) {
if (old_skin->skin_id != 0) {
a8::Vec2 dir = a8::Vec2::UP;
dir.Rotate(a8::RandAngle());
room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
}
*old_skin = Skin();
old_skin->skin_id = item_meta->i->id();
old_skin->skin_lv = 1;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
break;
case 12:
{
//衣服
Skin* old_skin = GetSkinByIdx(kSkinSlot_CLOTH);
if (old_skin) {
if (old_skin->skin_id != 0) {
a8::Vec2 dir = a8::Vec2::UP;
dir.Rotate(a8::RandAngle());
room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
}
*old_skin = Skin();
old_skin->skin_id = item_meta->i->id();
old_skin->skin_lv = 1;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
break;
}
}
void Human::ProcLootCar(Loot* entity, MetaData::Equip* item_meta)
{
if (room->GetGasData().gas_mode == GasInactive) {
return;
}
if (GetPos().Distance(entity->GetPos()) > MetaMgr::Instance()->max_mount_horse_distance) {
return;
}
if (downed) {
return;
}
if (car_.car_id != 0) {
int loot_uniid = room->CreateLoot(car_.car_id, GetPos(), 1, 1);
Entity* loot_entity = room->GetEntityByUniId(loot_uniid);
if (loot_entity && loot_entity->IsEntityType(ET_Loot)) {
((Loot*)loot_entity)->bullet_num = 0;
((Loot*)loot_entity)->param1 = 0;
((Loot*)loot_entity)->param2 = 0;
room->UpdateCarObject(car_.car_uniid,
loot_entity->GetEntityUniId(),
loot_entity->GetPos());
}
room->TakeOffCarObject(loot_uniid, GetPos());
if (car_.meta->i->buffid()) {
RemoveBuffById(car_.meta->i->buffid());
}
car_weapon = Weapon();
}
car_.car_uniid = entity->GetEntityUniId();
car_.car_id = item_meta->i->id();
car_.meta = item_meta;
SetPos(entity->GetPos());
MetaData::Buff* buff_meta = MetaMgr::Instance()->GetBuff(car_.meta->i->buffid());
if (buff_meta) {
AddBuff(this, buff_meta, 1);
}
CancelAction();
SyncAroundPlayers(__FILE__, __LINE__, __func__);
room->TakeOnCarObject(car_.car_uniid);
room->NotifyUiUpdate();
}
void Human::ProcCamoutflage(Loot* entity, MetaData::Equip* item_meta)
{
AddItem(item_meta->i->id(), 1);
}
void Human::ProcSpoils(Loot* entity, MetaData::Equip* item_meta)
{
if (spoils_items.find(item_meta->i->id()) !=
spoils_items.end()) {
spoils_items[item_meta->i->id()] += entity->count;
} else {
spoils_items[item_meta->i->id()] = entity->count;
}
}
void Human::FindLocationWithTarget(Entity* target)
{
a8::Vec2 old_pos = GetPos();
a8::Vec2 new_pos = GetPos();
AabbCollider a_collider;
GetAabbBox(a_collider);
AabbCollider target_collider;
target->GetAabbBox(target_collider);
{
bool ret = a_collider.CalcSafePoint(&target_collider, new_pos);
if (!ret) {
abort();
}
}
a8::Vec2 new_pos_dir = new_pos - old_pos;
new_pos_dir.Normalize();
float distance = (new_pos - old_pos).Norm();
for (int i = distance; i < 10000000; i += 5) {
SetPos(old_pos + new_pos_dir * i);
room->grid_service->MoveHuman(this);
Entity* building = nullptr;
std::set<GridCell*> tmp_grids;
room->grid_service->GetAllCellsByXy(room, GetX(), GetY(), tmp_grids);
room->grid_service->TouchAllLayerEntityList
(
room->GetRoomIdx(),
tmp_grids,
[this, &building] (Entity* entity, bool& stop)
{
switch (entity->GetEntityType()) {
case ET_Building:
{
if (TestCollision(room, entity)) {
building = entity;
stop = true;
}
}
break;
default:
break;
}
});
if (!building) {
bool is_collision = false;
std::set<ColliderComponent*> colliders;
room->map_service->GetColliders(room, GetX(), GetY(), colliders);
for (ColliderComponent* collider : colliders) {
if (TestCollision(room, collider)) {
is_collision = true;
break;
}
}
if (!is_collision) {
break;
}
}
}
}
void Human::OnDie()
{
real_dead_frameno = room->GetFrameNo();
room->OnHumanDie(this);
SyncAroundPlayers(__FILE__, __LINE__, __func__);
if (team_members) {
for (auto& hum : *team_members) {
if (hum != this && hum->action_type == AT_Relive &&
hum->action_target_id == GetEntityUniId()) {
hum->CancelAction();
}
}
}
{
std::set<Human*> over_humans;
if (!leave_) {
if (!HasNoDownedTeammate()) {
if (team_members) {
for (auto& member : *team_members) {
if (member->real_dead) {
over_humans.insert(member);
}
}
} else {
over_humans.insert(this);
}
} else {
over_humans.insert(this);
}
}
if (room->GetAliveTeamNum() == 1) {
std::set<Human*>* alive_team = room->GetAliveTeam();
if (alive_team) {
for (Human* member : *alive_team) {
over_humans.insert(member);
}
}
}
for (Human* hum : over_humans) {
hum->SendGameOver();
}
}
DeadDrop();
}
void Human::FreeDownedTimer()
{
if (downed_timer) {
room->xtimer.DeleteTimer(downed_timer);
downed_timer = nullptr;
}
}
void Human::FreeReviveTimer()
{
if (revive_timer) {
room->xtimer.DeleteTimer(revive_timer);
revive_timer = nullptr;
}
}
void Human::RandSkin()
{
std::vector<int> ids = {1, 2, 3, 4, 5, 6};
for (int i = 0; i < kSkinNum; ++i) {
int rand_idx = rand() % ids.size();
int skin_id = ids[rand_idx];
if (i == 1) {
skin_id = 13001 + (rand() % 6);
} else if (i == 2) {
skin_id = 15001 + (rand() % 6);
}
Skin& skin = skins[i];
skin.skin_id = skin_id;
skin.skin_lv = 1;
ids.erase(ids.begin() + rand_idx);
}
}
void Human::SetSkin(int idx, int skin_id)
{
if (idx < kSkinNum) {
Skin& skin = skins[idx];
skin.skin_id = skin_id;
skin.skin_lv = 1;
}
}
Skin* Human::GetSkinByIdx(int idx)
{
int i = 0;
for (auto& skin : skins) {
if (i == idx) {
return &skin;
}
++i;
}
return nullptr;
}
MetaData::Skill* Human::CurrentSkillMeta()
{
return skill_meta_;
}
int Human::GetSkillLeftTime()
{
if (skill_meta_) {
if (last_use_skill_frameno_ == 0) {
return 0;
} else {
int passed_time = (room->GetFrameNo() - last_use_skill_frameno_) * FRAME_RATE_MS;
int skill_left_time = std::max(0, GetSkillCd() - passed_time);
return skill_left_time;
}
}
return 0;
}
int Human::GetSkillCd()
{
if (!skill_meta_) {
return 0;
}
if (GetLevel() <= 1) {
return skill_meta_->i->skill_cd() * 1000;
} else {
return skill_meta_->i->skill_cd() * 1000 - (GetLevel() - 1) * skill_meta_->i->cold_time_up();
}
}
int Human::GetSkillLv()
{
return GetLevel();
}
float Human::GetSkillAtkAdd(int skill_id)
{
if (!skill_meta_) {
return 0.0f;
}
if (skill_meta_->i->skill_id() != skill_id) {
return 0.0f;
}
if (GetSkillLv() > 0) {
return skill_meta_->value_up * GetSkillLv();
} else {
return 0.0f;
}
}
void Human::TriggerOneObjectBuff(Entity* target, BuffTriggerType_e trigger_type)
{
if (!target->IsEntityType(ET_Player)) {
return;
}
Human* hum = (Human*)target;
if (hum->dead) {
return;
}
auto itr = skill_meta_->trigger_type_buffs.find(trigger_type);
if (itr != skill_meta_->trigger_type_buffs.end()) {
for (MetaData::Buff* buff_meta : itr->second) {
switch (buff_meta->i->buff_target()) {
case kBuffTargetSelf: //自己
{
if (hum == this) {
hum->AddBuff(this, buff_meta, GetSkillLv(), skill_meta_);
}
}
break;
case kBuffTargetFriendly: //友军
{
if (hum->team_id == team_id) {
hum->AddBuff(this, buff_meta, GetSkillLv(), skill_meta_);
}
}
break;
case kBuffTargetEnemy: //敌军
{
if (hum->team_id != team_id) {
hum->AddBuff(this, buff_meta, GetSkillLv(), skill_meta_);
}
}
break;
default:
break;
}
}
}
}
void Human::TriggerBuff(std::set<Entity*>& target_list, BuffTriggerType_e trigger_type)
{
for (Entity* entity : target_list) {
TriggerOneObjectBuff(entity, trigger_type);
}
}
void Human::AddBuff(Human* caster,
MetaData::Buff* buff_meta,
int skill_lv,
MetaData::Skill* buff_skill_meta)
{
if (GetBuffById(buff_meta->i->buff_id())) {
return;
}
if (IsImmuneBuffEffect(buff_meta->i->buff_effect())) {
return;
}
if (!buff_meta->EffectCanStack()) {
Buff* buff = GetBuffByEffectId(buff_meta->i->buff_effect());
if (buff) {
RemoveBuffById(buff->meta->i->buff_id());
}
}
if (buff_meta->i->buff_effect() == kBET_OnceChgAttr) {
if ((int)buff_meta->param1== kHAT_Hp) {
if ((int)buff_meta->param2 == 1) {
//绝对值
ability.hp += buff_meta->param3;
ability.hp = std::min(ability.max_hp, ability.hp);
} else if ((int)buff_meta->param2 == 2) {
//百分比
ability.hp *= 1 + buff_meta->param3;
ability.hp = std::min(ability.max_hp, ability.hp);
}
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
Buff* buff = &a8::FastAppend(buff_list_);
buff->skill_lv = skill_lv;
buff->owner = this;
buff->meta = buff_meta;
buff->skill_meta = buff_skill_meta;
buff->add_frameno = room->GetFrameNo();
buff->xtimer_attacher.xtimer = &room->xtimer;
buff_effect_[buff->meta->i->buff_effect()] = buff;
room->frame_event.AddBuff(this, buff);
{
room->xtimer.AddDeadLineTimerAndAttach(
buff_meta->i->duration_time() * SERVER_FRAME_RATE,
a8::XParams()
.SetSender(this)
.SetParam1(buff_meta->i->buff_id()),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->RemoveBuffById(param.param1);
},
&buff->xtimer_attacher.timer_list_
);
}
ProcBuffEffect(caster, buff);
}
bool Human::IsImmuneBuffEffect(int buff_effect)
{
for (auto itr = buff_list_.begin(); itr != buff_list_.end(); ++itr) {
if (itr->meta->IsImmuneBuffEffect(buff_effect)) {
return true;
}
}
return false;
}
void Human::RemoveBuffById(int buff_id)
{
for (auto itr = buff_list_.begin(); itr != buff_list_.end(); ++itr) {
if (itr->meta->i->buff_id() == buff_id) {
if (buff_effect_[itr->meta->i->buff_effect()] == &(*itr)) {
buff_effect_[itr->meta->i->buff_effect()] = nullptr;
}
buff_list_.erase(itr);
room->frame_event.RemoveBuff(this, buff_id);
break;
}
}
RecalcBuffAttr();
}
void Human::RemoveBuffByEffectId(int buff_effect_id)
{
Buff* buff = GetBuffByEffectId(buff_effect_id);
if (buff) {
RemoveBuffById(buff->meta->i->buff_id());
}
}
void Human::ClearBuffList()
{
for (auto itr = buff_list_.begin(); itr != buff_list_.end(); ++itr) {
if (buff_effect_[itr->meta->i->buff_effect()] == &(*itr)) {
buff_effect_[itr->meta->i->buff_effect()] = nullptr;
}
#if 0
switch (itr->meta->i->buff_effect()) {
default:
break;
}
#endif
room->frame_event.RemoveBuff(this, itr->meta->i->buff_id());
}
buff_list_.clear();
buff_effect_ = {};
buff_attr_abs_ = {};
buff_attr_rate_ = {};
RecalcBuffAttr();
}
bool Human::HasBuffEffect(int buff_effect_id)
{
return GetBuffByEffectId(buff_effect_id) != nullptr;
}
void Human::ProcBuffEffect(Human* caster, Buff* buff)
{
switch (buff->meta->i->buff_effect()) {
case kBET_ChgAttr:
case kBET_Car:
{
RecalcBuffAttr();
if (buff->meta->i->buff_effect() == kBET_Car) {
RecalcSelfCollider();
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(buff->meta->param4);
if (equip_meta &&
equip_meta->i->equip_type() == EQUIP_TYPE_CAR &&
equip_meta->i->equip_subtype() == 1
) {
MetaData::Equip* car_weapon_meta = MetaMgr::Instance()->GetEquip(equip_meta->int_param1);
if (car_weapon_meta) {
car_weapon.weapon_idx = 100;
car_weapon.weapon_id = car_weapon_meta->i->id();
car_weapon.weapon_lv = 1;
car_weapon.meta = car_weapon_meta;
car_weapon.Recalc();
car_weapon.ammo = car_weapon.GetClipVolume();
}
}
}
}
break;
case kBET_TurnOver:
{
if (curr_skill_phase < skill_meta_->phases.size()) {
MetaData::SkillPhase* phase = &skill_meta_->phases[curr_skill_phase];
if (phase->time_offset >= (int)((room->GetFrameNo() - last_use_skill_frameno_) * FRAME_RATE_MS)) {
if (HasBuffEffect(kBET_Car)) {
_UpdateMove(phase->param1.GetDouble() * 1.5);
} else {
_UpdateMove(phase->param1);
}
}
}
}
break;
case kBET_Camouflage:
{
if (aiming) {
aiming = false;
}
if (action_type != AT_None) {
CancelAction();
}
}
break;
case kBET_BePull:
{
if (caster == this) {
abort();
}
float target_distance = caster->GetPos().Distance(GetPos());
if (target_distance <= 0.000001f) {
SetPos(caster->GetPos());
target_pos = caster->GetPos();
} else {
if (target_distance <= buff->meta->param3) {
SetPos(caster->GetPos());
target_pos = caster->GetPos();
} else {
move_dir = caster->GetPos() - GetPos();
move_dir.Normalize();
target_pos = GetPos() + move_dir * (target_distance - buff->meta->param3);
}
}
}
break;
case kBET_JumpTo:
{
Entity* entity = room->GetEntityByUniId(skill_target_id);
if (entity) {
float target_distance = entity->GetPos().Distance(GetPos());
if (target_distance <= 0.000001f) {
SetPos(entity->GetPos());
skill_target_pos = entity->GetPos();
} else {
if (target_distance <= buff->meta->param3) {
SetPos(entity->GetPos());
skill_target_pos = entity->GetPos();
} else {
move_dir = entity->GetPos() - GetPos();
move_dir.Normalize();
skill_dir = move_dir;
skill_target_pos = GetPos() + move_dir * (target_distance - buff->meta->param3);
}
}
}
target_pos = skill_target_pos;
}
break;
case kBET_Pull:
{
int i = 0;
}
break;
case kBET_Terminator:
{
if (GetRace() == kHumanRace &&
MetaMgr::Instance()->terminator_meta &&
meta != MetaMgr::Instance()->terminator_meta) {
WinExp(this, MetaMgr::Instance()->terminator_meta->i->exp() + 1);
room->NotifySysPiao("终结者出现", a8::MkRgb(255, 0, 0), 3);
OnChgToTerminator();
}
}
break;
case kBET_PlayShotAni:
{
}
break;
case kBET_Vertigo:
{
int i = 0;
}
break;
case kBET_DecHp:
{
#if 0
float def = hum->ability.def * (1 + hum->GetBuffAttrRate(kHAT_Def)) +
hum->GetBuffAttrAbs(kHAT_Def);
#endif
DecHP(buff->meta->param1,
caster->GetEntityUniId(),
caster->name,
0);
}
break;
case kBET_DelayAddBuff:
{
room->xtimer.AddDeadLineTimerAndAttach
(
SERVER_FRAME_RATE * buff->meta->param1,
a8::XParams()
.SetSender(this)
.SetParam1(caster)
.SetParam2(buff->meta->param2)
.SetParam3(caster->skill_meta_),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
Human* caster = (Human*)param.param1.GetUserData();
int buff_id = param.param2;
MetaData::Skill* skill = (MetaData::Skill*)param.param3.GetUserData();
MetaData::Buff* buff_meta = MetaMgr::Instance()->GetBuff(buff_id);
if (buff_meta && skill == caster->skill_meta_ && caster) {
hum->AddBuff(caster, buff_meta, caster->GetSkillLv(), skill);
}
},
&buff->xtimer_attacher.timer_list_);
}
break;
default:
{
}
break;
}
}
int Human::GetItemNum(int item_id)
{
auto itr = items_.find(item_id);
return itr != items_.end() ? itr->second : 0;
}
void Human::AddItem(int item_id, int item_num)
{
auto itr = items_.find(item_id);
if (itr != items_.end()) {
itr->second += item_num;
} else {
items_[item_id] = item_num;
}
if (room && room->GetFrameNo() > join_frameno) {
room->frame_event.AddItemChg(this, item_id, items_[item_id]);
} else {
if (item_num <= 0) {
battling_items_.insert(item_id);
}
}
}
void Human::DecItem(int item_id, int item_num)
{
auto itr = items_.find(item_id);
if (itr != items_.end()) {
itr->second -= item_num;
room->frame_event.AddItemChg(this, item_id, std::max(0, itr->second));
if (itr->second <= 0) {
if (battling_items_.find(item_id) == battling_items_.end()) {
items_.erase(itr);
}
}
}
}
float Human::GetBuffAttrAbs(int attr_type)
{
if (IsValidHumanAttr(attr_type)) {
return buff_attr_abs_[attr_type];
}
return 0;
}
float Human::GetBuffAttrRate(int attr_type)
{
if (IsValidHumanAttr(attr_type)) {
return buff_attr_rate_[attr_type];
}
return 0;
}
float Human::GetAttrAbs(int attr_id)
{
float attr_abs_val = GetBuffAttrAbs(attr_id);
if (attr_id == kHAT_Atk || attr_id == kHAT_Def) {
Buff* buff = GetBuffByEffectId(kBET_Car);
if (buff) {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(buff->meta->param4);
if (equip_meta) {
switch (attr_id) {
case kHAT_Atk:
{
attr_abs_val += equip_meta->i->atk();
}
break;
case kHAT_Def:
{
attr_abs_val += equip_meta->i->def();
}
break;
default:
{
}
break;
}
}
}
}
return attr_abs_val;
}
float Human::GetAttrRate(int attr_id)
{
float attr_rate_val = GetBuffAttrRate(attr_id);
return attr_rate_val;
}
bool Human::IsPlayer() const
{
return IsEntitySubType(EST_Player);
}
bool Human::IsAndroid() const
{
return IsEntitySubType(EST_Android);
}
void Human::DropItems(Obstacle* obstacle)
{
bool is_treasure_box = false;
if (obstacle->IsEntitySubType(EST_RoomObstacle)) {
is_treasure_box = ((RoomObstacle*)obstacle)->is_treasure_box;
}
int drop_id = obstacle->meta->i->drop();
if (drop_id == 0) {
return;
}
if (room->GetRoomType() == RT_NewBrid && IsPlayer()) {
if (is_treasure_box) {
if (box_drop_times_ < MetaMgr::Instance()->newbie_airdrop.size()) {
drop_id = MetaMgr::Instance()->newbie_airdrop[box_drop_times_];
}
} else {
if (normal_drop_times_ < MetaMgr::Instance()->newbie_drop.size()) {
if (normal_drop_times_ == 0) {
}
drop_id = MetaMgr::Instance()->newbie_drop[normal_drop_times_];
}
}
}
if (drop_id == 0) {
drop_id = obstacle->meta->i->drop();
}
room->ScatterDrop(obstacle->GetPos(), drop_id);
if (is_treasure_box) {
++box_drop_times_;
} else {
++normal_drop_times_;
}
#ifdef DEBUG
#if 0
a8::UdpLog::Instance()->Debug("DropItems normal:%d box:%d drop_id:%d is_treasure_box:%d",
{
normal_drop_times_,
box_drop_times_,
drop_id,
is_treasure_box ? 1 : 0
});
#endif
#endif
}
void Human::RecalcBuffAttr()
{
buff_attr_abs_ = {};
buff_attr_rate_ = {};
for (auto& buff : buff_list_) {
if (buff.meta->i->buff_effect() == kBET_ChgAttr ||
buff.meta->i->buff_effect() == kBET_Car) {
int attr_type = (int)buff.meta->param1;
int calc_type = (int)buff.meta->param2;
if (IsValidHumanAttr(attr_type)) {
if (calc_type == 1) {
buff_attr_abs_[attr_type] += buff.meta->param3;
} else if (calc_type == 2) {
buff_attr_rate_[attr_type] += buff.meta->param3;
}
}
}
}
}
void Human::Revive()
{
if (room->GetRoomMode() == kZombieMode) {
if (GetRace() == kHumanRace) {
ChangeToRaceAndNotify(kZombieRace, 1);
}
dead = false;
downed = false;
real_dead = false;
ability.hp = GetMaxHP();
ClearBuffList();
{
MetaData::Buff* buff_meta = MetaMgr::Instance()->GetBuff(kREVIVE_BUFF_ID);
if (buff_meta) {
AddBuff(this, buff_meta, 1);
}
}
room->frame_event.AddRevive(this);
room->OnHumanRevive(this);
ResetSkill();
SyncAroundPlayers(__FILE__, __LINE__, __func__);
} else {
auto callback =
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->dead = true;
hum->real_dead = true;
hum->downed = false;
hum->OnDie();
};
int wait_revive_time = MetaMgr::Instance()->GetSysParamAsInt("revive_time", 25) + kReviveTimeAdd;
revive_timer = room->xtimer.AddDeadLineTimerAndAttach(SERVER_FRAME_RATE * wait_revive_time,
a8::XParams()
.SetSender(this),
callback,
&xtimer_attacher.timer_list_,
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->revive_timer = nullptr;
});
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
Buff* Human::GetBuffById(int buff_id)
{
for (Buff& buff : buff_list_) {
if (buff.meta->i->buff_id() == buff_id) {
return &buff;
}
}
return nullptr;
}
Buff* Human::GetBuffByEffectId(int effect_id)
{
return IsValidBuffEffect(effect_id) ? buff_effect_[effect_id] : nullptr;
}
void Human::SelectSkillTargets(const a8::Vec2& target_pos, std::set<Entity*>& target_list)
{
switch (skill_meta_->i->skill_target()) {
case kST_All:
{
TouchAllLayerHumanList
(
[this, &target_pos, &target_list] (Human* hum, bool& stop)
{
if (hum->GetPos().Distance(target_pos) < skill_meta_->i->skill_distance()) {
target_list.insert(hum);
}
});
}
break;
case kST_Self:
{
target_list.insert(this);
}
break;
case kST_FriendlyIncludeSelf:
{
target_list.insert(this);
TouchAllLayerHumanList
(
[this, &target_pos, &target_list] (Human* hum, bool& stop)
{
if ((hum == this || hum->team_id == team_id) &&
hum->GetPos().Distance(target_pos) < skill_meta_->i->skill_distance()) {
target_list.insert(hum);
}
});
}
break;
case kST_FriendlyExcludeSelf:
{
TouchAllLayerHumanList
(
[this, &target_pos, &target_list] (Human* hum, bool& stop)
{
if ((hum != this && hum->team_id == team_id) &&
hum->GetPos().Distance(target_pos) < skill_meta_->i->skill_distance()) {
target_list.insert(hum);
}
});
}
break;
case kST_EnemySingle:
{
Entity* entity = room->GetEntityByUniId(skill_target_id);
if (entity && entity->IsEntityType(ET_Player)) {
Human* hum = (Human*)entity;
if (IsEnemy(hum)) {
target_list.insert(hum);
}
}
}
break;
case kST_EnemyGroup:
{
TouchAllLayerHumanList
(
[this, &target_pos, &target_list] (Human* hum, bool& stop)
{
if ((hum->team_id != team_id) &&
hum->GetPos().Distance(target_pos) < skill_meta_->i->skill_distance()) {
target_list.insert(hum);
}
});
}
break;
case kST_EnemyAndObject:
{
TouchAllLayerHumanList
(
[this, &target_pos, &target_list] (Human* hum, bool& stop)
{
if ((hum->team_id != team_id) &&
hum->GetPos().Distance(target_pos) < skill_meta_->i->skill_distance()) {
target_list.insert(hum);
}
});
}
break;
case kST_EnemyAndSelf:
{
TouchAllLayerHumanList
(
[this, &target_pos, &target_list] (Human* hum, bool& stop)
{
if ((hum == this || this->IsEnemy(hum)) &&
hum->GetPos().Distance(target_pos) < skill_meta_->i->skill_distance()) {
target_list.insert(hum);
}
});
}
break;
case kST_SingleEnemyAndSelf:
{
Entity* entity = room->GetEntityByUniId(skill_target_id);
if (entity && entity->IsEntityType(ET_Player)) {
Human* hum = (Human*)entity;
if (IsEnemy(hum)) {
target_list.insert(hum);
}
}
target_list.insert(this);
}
break;
default:
break;
}
}
void Human::ProcSkillPhase(MetaData::SkillPhase* phase)
{
switch (phase->func_id) {
case kSkill_TurnOver:
{
}
break;
case kSkill_JumpTo:
{
}
break;
case kSkill_Shot:
{
Entity* entity = room->GetEntityByUniId(skill_target_id);
MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(phase->param1.GetInt());
if (weapon_meta && entity) {
float target_distance = entity->GetPos().Distance(GetPos());
MetaData::EquipUpgrade* weapon_upgrade_meta =
MetaMgr::Instance()->GetEquipUpgrade(weapon_meta->i->id());
MetaData::Equip* bullet_meta =
MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
if (bullet_meta && target_distance > 0.00001f) {
a8::Vec2 old_attack_dir = attack_dir;
attack_dir = entity->GetPos() - GetPos();
attack_dir.Normalize();
InternalShot
(
this,
weapon_meta,
weapon_upgrade_meta,
bullet_meta,
1,
skill_meta_->i->skill_id(),
target_distance,
false);
attack_dir = old_attack_dir;
}
}
}
break;
case kSkill_Pull:
{
}
break;
default:
{
}
break;
}
}
void Human::AutoChgWeapon()
{
if (weapons[GUN_SLOT1].weapon_id != 0) {
curr_weapon = &weapons[GUN_SLOT1];
} else if (weapons[GUN_SLOT2].weapon_id != 0) {
curr_weapon = &weapons[GUN_SLOT2];
} else {
curr_weapon = &weapons[0];
}
}
void Human::CancelRevive()
{
if (dead && revive_timer && !real_dead) {
dead = true;
real_dead = true;
downed = false;
FreeDownedTimer();
OnDie();
FreeReviveTimer();
}
}
void Human::ProcNewBieLogic()
{
if (a8::HasBitFlag(status, HS_AlreadyProcNewBieLogic)) {
return;
}
a8::SetBitFlag(status, HS_AlreadyProcNewBieLogic);
//刷一个机器人
room->xtimer.AddDeadLineTimerAndAttach
(SERVER_FRAME_RATE * MetaMgr::Instance()->newbie_first_robot_appeartime,
a8::XParams()
.SetSender(this),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->room->ShuaGuideAndroid(hum);
},
&xtimer_attacher.timer_list_
);
//6秒后出现空投
room->xtimer.AddDeadLineTimerAndAttach
(SERVER_FRAME_RATE * MetaMgr::Instance()->newbie_airdrop_appeartime,
a8::XParams()
.SetSender(this),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->room->InitAirDrop();
},
&xtimer_attacher.timer_list_
);
}
void Human::ClearLordMode()
{
Buff* buff = GetBuffByEffectId(kBET_LordMode);
if (buff) {
std::vector<std::string> strings;
a8::Split(buff->meta->i->buff_param1(), strings, ':');
for (auto& str : strings) {
int buff_id = a8::XValue(str);
RemoveBuffById(buff_id);
}
RemoveBuffByEffectId(kBET_LordMode);
}
}
void Human::AdjustDecHp(float old_health, float& new_health)
{
Buff* buff = GetBuffByEffectId(kBET_NewProtect);
if (buff) {
if (new_health < GetMaxHP() * buff->meta->param1) {
new_health = std::max(GetMaxHP() * buff->meta->param1, (float)0);
}
}
}
void Human::OnEnable()
{
a8::UnSetBitFlag(status, HS_Disable);
enable_frameno = room->GetFrameNo();
room->grid_service->AddHuman(this);
FindLocation();
RefreshView();
}
void Human::OnDisable()
{
a8::SetBitFlag(status, HS_Disable);
RemoveFromScene();
ClearFrameData();
ClearPartObjects();
}
void Human::GetViewObjects(std::set<Entity*>& view_objects)
{
TouchAllLayerHumanList
(
[&view_objects] (Human* hum, bool& stop)
{
view_objects.insert(hum);
});
TouchAllLayerEntityList
(
[&view_objects] (Entity* entity, bool& stop)
{
switch (entity->GetEntityType()) {
case ET_Building:
case ET_Obstacle:
case ET_Loot:
{
view_objects.insert(entity);
}
break;
default:
{
}
break;
}
});
}
void Human::NotifyObservers(cs::SMUpdate* msg, cs::MFActivePlayerData* active_player_data_pb)
{
bool refreshed_view = false;
for (Human* observer : observers_) {
msg->clear_team_data();
if (observer->team_members) {
for (auto& itr : *observer->team_members) {
if (itr != observer) {
itr->FillMFTeamData(msg->add_team_data(), false);
}
}
}
if (observer != this && !observer->follow_synced_active_player) {
msg->set_active_player_id(GetEntityUniId());
FillMFActivePlayerData(msg->mutable_active_player_data());
if (!refreshed_view) {
std::set<Entity*> view_objects;
GetViewObjects(view_objects);
for (Entity* entity : view_objects) {
if (new_objects.find(entity) == new_objects.end()) {
entity->FillMFObjectFull(room, this, msg->add_full_objects());
}
}
refreshed_view = true;
}
observer->follow_synced_active_player = true;
} else {
if (active_player_data_pb) {
msg->set_active_player_id(GetEntityUniId());
*msg->mutable_active_player_data() = *active_player_data_pb;
} else {
msg->clear_active_player_id();
msg->clear_active_player_data();
}
}
observer->SendNotifyMsg(*msg);
}
}
void Human::ProcIncGridList(std::set<GridCell*>& old_grids,
std::set<GridCell*>& inc_grids,
std::set<GridCell*>& dec_grids)
{
room->grid_service->TouchAllLayerHumanList
(
room->GetRoomIdx(),
inc_grids,
[this, &old_grids] (Human* hum, bool& stop)
{
if (!room->grid_service->HumanInGridList(hum, old_grids)) {
hum->AddToNewObjects(this);
hum->AddToPartObjects(this);
hum->RemoveOutObjects(this);
AddToNewObjects(hum);
AddToPartObjects(hum);
RemoveOutObjects(hum);
}
});
room->grid_service->TouchAllLayerEntityList
(
room->GetRoomIdx(),
inc_grids,
[this] (Entity* entity, bool& stop)
{
switch (entity->GetEntityType()) {
case ET_Building:
case ET_Obstacle:
case ET_Loot:
{
AddToNewObjects(entity);
RemoveOutObjects(entity);
}
break;
default:
{
}
break;
}
});
}
void Human::ProcDecGridList(std::set<GridCell*>& old_grids,
std::set<GridCell*>& inc_grids,
std::set<GridCell*>& dec_grids)
{
room->grid_service->TouchAllLayerHumanList
(
room->GetRoomIdx(),
dec_grids,
[this] (Human* hum, bool& stop)
{
if (!room->grid_service->HumanInGridList(hum, GetGridList())) {
AddOutObjects(hum);
hum->AddOutObjects(this);
#ifdef DEBUG
#if 0
a8::UdpLog::Instance()->Debug("addoutobjects %d %d",
{
(long long)hum,
hum->GetEntityUniId()
});
#endif
#endif
}
});
room->grid_service->TouchAllLayerEntityList
(
room->GetRoomIdx(),
dec_grids,
[this] (Entity* entity, bool& stop)
{
if (!room->grid_service->EntityInGridList(room, entity, GetGridList())) {
switch (entity->GetEntityType()) {
case ET_Building:
case ET_Obstacle:
case ET_Loot:
{
AddOutObjects(entity);
}
break;
default:
{
}
break;
}
}
});
}
void Human::RemoveFromScene()
{
room->grid_service->DeatchHuman(this);
room->TouchHumanList
(
a8::XParams()
.SetSender(this),
[] (Human* hum, a8::XParams& param)
{
Human* target = (Human*)param.sender.GetUserData();
hum->RemovePartObjects(target);
return true;
});
last_collision_door_ = nullptr;
}
ObjectSyncFlags* Human::GetObjectSyncFlags(int obj_uniid)
{
if ((size_t)obj_uniid < fixed_object_sync_flags_.size()) {
return &fixed_object_sync_flags_[obj_uniid];
} else {
return nullptr;
}
}
void Human::ResetSkill()
{
use_skill = false;
curr_skill_phase = 0;
skill_dir = a8::Vec2();
skill_target_pos = a8::Vec2();
skill_param1 = 0.0f;
playing_skill = false;
}
void Human::AddPassiveSkill(MetaData::Skill* skill_meta)
{
if (!HasPassiveSkill(skill_meta)) {
xtimer_list* tmp_timer = room->xtimer.AddRepeatTimerAndAttach
(
SERVER_FRAME_RATE * skill_meta->i->skill_cd(),
a8::XParams()
.SetSender(this)
.SetParam1(skill_meta),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
MetaData::Skill* skill_meta = (MetaData::Skill*)param.param1.GetUserData();
hum->ClearPassiveSkillBuff(skill_meta);
hum->AddPassiveSkillBuff(skill_meta);
},
&xtimer_attacher.timer_list_);
passive_skill_metas_[skill_meta] = tmp_timer;
AddPassiveSkillBuff(skill_meta);
if (skill_meta->i->skill_cd() > 10000) {
//永久被动被动技能
AddPassiveSkillBuff(skill_meta);
}
}
}
void Human::RemovePassiveSkill(MetaData::Skill* skill_meta)
{
auto itr = passive_skill_metas_.find(skill_meta);
if (itr != passive_skill_metas_.end()) {
ClearPassiveSkillBuff(skill_meta);
room->xtimer.DeleteTimer(itr->second);
passive_skill_metas_.erase(itr);
}
}
void Human::ClearPassiveSkill()
{
std::vector<MetaData::Skill*> del_skills;
del_skills.reserve(passive_skill_metas_.size());
for (auto& pair : passive_skill_metas_) {
del_skills.push_back(pair.first);
}
for (MetaData::Skill* skill_meta : del_skills) {
RemovePassiveSkill(skill_meta);
}
}
bool Human::HasPassiveSkill(MetaData::Skill* skill_meta)
{
return passive_skill_metas_.find(skill_meta) != passive_skill_metas_.end();
}
void Human::ClearPassiveSkillBuff(MetaData::Skill* skill_meta)
{
for (int buff_id : skill_meta->buff_list) {
Buff* buff = GetBuffById(buff_id);
if (buff &&
(buff->meta->i->buff_target() == kBuffTargetSelf ||
buff->meta->i->buff_target() == kBuffTargetFriendly)) {
RemoveBuffById(buff_id);
}
}
}
void Human::AddPassiveSkillBuff(MetaData::Skill* skill_meta)
{
if (!skill_meta) {
return;
}
MetaData::Skill* old_curr_skill = skill_meta_;
int old_skill_target_id = skill_target_id;
a8::Vec2 old_skill_target_pos = skill_target_pos;
skill_meta_ = skill_meta;
skill_target_id = GetEntityUniId();
skill_target_pos = GetPos();
std::set<Entity*> target_list;
SelectSkillTargets(GetPos(), target_list);
TriggerBuff(target_list, kBTT_UseSkill);
skill_meta_= old_curr_skill;
skill_target_id = old_skill_target_id;
skill_target_pos = old_skill_target_pos;
}
void Human::OnMetaChange()
{
if (GetRace() == kZombieRace) {
MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(meta->i->normal_skill());
if (weapon_meta) {
default_weapon.weapon_idx = 0;
default_weapon.weapon_id = weapon_meta->i->id();
default_weapon.weapon_lv = 1;
default_weapon.ammo = 1;
default_weapon.meta = weapon_meta;
default_weapon.Recalc();
weapons[0] = default_weapon;
curr_weapon = &weapons[0];
}
}
ability.hp = meta->i->health();
for (auto& weapon : spec_weapons) {
if (weapon.meta) {
ability.hp += weapon.meta ? weapon.GetAttrValue(kHAT_MaxHp) : 0;
}
}
room->frame_event.AddHpChg(this);
RecalcBaseAttr();
skill_meta_ = MetaMgr::Instance()->GetSkill(meta->i->active_skill());
ResetSkill();
MetaData::Skill* passive_skill_meta = MetaMgr::Instance()->GetSkill(meta->i->passive_skill());
ClearPassiveSkill();
if (passive_skill_meta) {
AddPassiveSkill(passive_skill_meta);
}
}
void Human::OnChgToTerminator()
{
Buff* buff = GetBuffByEffectId(kBET_Terminator);
if (buff) {
std::vector<std::string> strings;
a8::Split(buff->meta->i->buff_param4(), strings, ':');
if (strings.size() >= 3) {
for (size_t i = 0; i < strings.size(); ++i) {
int weapon_id = a8::XValue(strings[i]);
MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(weapon_id);
if (weapon_meta) {
Weapon* weapon = nullptr;
switch (i) {
case 0:
{
weapon = &weapons[0];
}
break;
case 1:
{
weapon = &weapons[GUN_SLOT1];
}
break;
case 2:
{
weapon = &weapons[GUN_SLOT2];
}
break;
default:
{
}
break;
}
weapon->weapon_idx = i;
weapon->weapon_id = weapon_meta->i->id();
weapon->weapon_lv = 1;
weapon->meta = weapon_meta;
weapon->Recalc();
weapon->ammo = weapon->GetClipVolume();
if (i == 0) {
default_weapon = *weapon;
}
}
}
}//end if
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
void Human::ProcReloadAction()
{
Weapon* p_weapon = curr_weapon;
if (car_weapon.meta) {
p_weapon = &car_weapon;
}
if (p_weapon->weapon_idx == action_target_id &&
p_weapon->weapon_id == action_item_id &&
p_weapon->weapon_idx != 0) {
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(p_weapon->meta->i->use_bullet());
if (bullet_meta) {
int ammo = p_weapon->ammo;
if (ammo < p_weapon->GetClipVolume()) {
if (bullet_meta->i->_inventory_slot() >= 0 &&
bullet_meta->i->_inventory_slot() < IS_END) {
if (GetInventory(bullet_meta->i->_inventory_slot()) > 0) {
int add_num = 0;
if (GetInventory(bullet_meta->i->_inventory_slot()) <=
p_weapon->GetClipVolume() - ammo) {
add_num = GetInventory(bullet_meta->i->_inventory_slot());
if (p_weapon->meta->i->reloadtype() == 1) {
add_num = 1;
}
DecInventory(bullet_meta->i->_inventory_slot(), add_num);
} else {
add_num = p_weapon->GetClipVolume() - ammo;
if (p_weapon->meta->i->reloadtype() == 1) {
add_num = 1;
}
DecInventory(bullet_meta->i->_inventory_slot(), add_num);
}
p_weapon->ammo += add_num;
need_sync_active_player = true;
if (p_weapon->meta->i->reloadtype() == 1) {
room->xtimer.AddDeadLineTimerAndAttach
(1,
a8::XParams()
.SetSender(this)
.SetParam1(p_weapon->weapon_idx)
.SetParam2(p_weapon->weapon_id),
[] (const a8::XParams& param)
{
Human* hum = (Human*)param.sender.GetUserData();
hum->NextReload(param.param2, param.param1);
},
&xtimer_attacher.timer_list_
);
}
}
}
}
}
}
}
void Human::NextReload(int prev_weapon_id, int prev_weapon_idx)
{
if (action_type != AT_None) {
return;
}
Weapon* p_weapon = curr_weapon;
if (car_weapon.meta) {
p_weapon = &car_weapon;
}
if (p_weapon &&
p_weapon->weapon_id == prev_weapon_id &&
p_weapon->weapon_idx == prev_weapon_idx) {
AutoLoadingBullet(true);
}
}