250 lines
7.6 KiB
C++
250 lines
7.6 KiB
C++
#include "precompile.h"
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#include "bullet.h"
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#include "metamgr.h"
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#include "room.h"
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#include "collider.h"
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#include "obstacle.h"
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#include "player.h"
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#include "app.h"
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Bullet::Bullet():MoveableEntity()
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{
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entity_type = ET_Bullet;
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++App::Instance()->perf.entity_num[ET_Bullet];
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}
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Bullet::~Bullet()
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{
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--App::Instance()->perf.entity_num[ET_Bullet];
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}
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void Bullet::Initialize()
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{
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MoveableEntity::Initialize();
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RecalcSelfCollider();
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}
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void Bullet::Update(int delta_time)
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{
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#ifdef DEBUG
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player->room->CheckPartObjects();
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#endif
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MapServiceUpdate();
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#ifdef DEBUG
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player->room->CheckPartObjects();
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#endif
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++updated_times_;
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}
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void Bullet::RecalcSelfCollider()
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{
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if (!self_collider_) {
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self_collider_ = new CircleCollider();
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self_collider_->owner = this;
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AddEntityCollider(self_collider_);
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}
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self_collider_->pos = a8::Vec2();
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self_collider_->rad = gun_meta->i->bullet_rad();
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}
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void Bullet::OnHit(std::set<Entity*>& objects)
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{
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for (auto& target : objects) {
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switch (target->entity_type) {
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case ET_Player:
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{
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Human* hum = (Human*)target;
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if (hum->HasBuffEffect(kBET_Invincible) ||
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hum->HasBuffEffect(kBET_AdPlaying)) {
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continue;
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}
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if (!hum->dead && (IsBomb() || player->team_id != hum->team_id)) {
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float dmg = GetAtk() * (1 + player->GetBuffAttrRate(kHAT_Atk)) +
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player->GetBuffAttrAbs(kHAT_Atk);
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float def = hum->ability.def * (1 + hum->GetBuffAttrRate(kHAT_Def)) +
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hum->GetBuffAttrAbs(kHAT_Def);
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float finaly_dmg = dmg * (1 - def/MetaMgr::Instance()->K);
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player->stats.damage_amount_out += finaly_dmg;
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hum->DecHP(finaly_dmg, player->entity_uniid, player->name, gun_meta->i->id());
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#ifdef DEBUG
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player->SendDebugMsg(a8::Format("bullet atk:%f", {GetAtk()}));
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#endif
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}
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}
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break;
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case ET_Obstacle:
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{
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Obstacle* obstacle = (Obstacle*)target;
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if (!obstacle->IsDead(room) && obstacle->meta->i->attack_type() == 1) {
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float dmg = GetAtk() * (1 + player->GetBuffAttrRate(kHAT_Atk)) +
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player->GetBuffAttrAbs(kHAT_Atk);
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float def = 0;
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float finaly_dmg = dmg * (1 - def/MetaMgr::Instance()->K);
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obstacle->SetHealth(room, std::max(0.0f, obstacle->GetHealth(room) - finaly_dmg));
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if (obstacle->GetHealth(room) <= 0.01f) {
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obstacle->Die(room);
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}
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if (obstacle->IsDead(room)) {
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if (obstacle->meta->i->damage_dia() > 0.01f &&
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obstacle->meta->i->damage() > 0.01f) {
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obstacle->Explosion(this);
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}
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player->DropItems(obstacle);
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}
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obstacle->BroadcastFullState(room);
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#ifdef DEBUG
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player->SendDebugMsg(a8::Format("bullet atk:%f", {GetAtk()}));
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#endif
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}
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}
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break;
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default:
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break;
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}
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}
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}
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void Bullet::ProcBomb()
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{
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self_collider_->rad = gun_meta->i->explosion_range();
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std::set<Entity*> objects;
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for (auto& grid : grid_list) {
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for (Human* hum: grid->human_list[room->GetRoomIdx()]) {
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if (!is_tank_skin || player->team_id != hum->team_id) {
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//友军火箭筒伤害取消
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if ((meta->i->_inventory_slot() == 4 ||
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meta->i->_inventory_slot() == 5) &&
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player->team_id == hum->team_id) {
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continue;
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}
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if (TestCollision(room, hum)) {
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objects.insert(hum);
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}
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}
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}
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for (Entity* entity : grid->entity_list[0]) {
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switch (entity->entity_type) {
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case ET_Obstacle:
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case ET_Building:
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{
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if (TestCollision(room, entity)) {
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objects.insert(entity);
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}
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}
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break;
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default:
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{
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}
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break;
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}
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}
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for (Entity* entity : grid->entity_list[room->GetRoomIdx()]) {
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switch (entity->entity_type) {
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case ET_Obstacle:
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case ET_Building:
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{
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if (TestCollision(room, entity)) {
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objects.insert(entity);
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}
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}
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break;
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default:
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{
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}
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break;
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}
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}
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}//end for
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switch (meta->i->_inventory_slot()) {
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case 4:
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{
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//榴弹炮
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a8::Vec2 bomb_pos = GetPos();
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room->frame_event.AddExplosionEx(player, 0, bomb_pos, 0);
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OnHit(objects);
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}
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break;
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case 5:
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{
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//手雷
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a8::Vec2 bomb_pos = GetPos();
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room->frame_event.AddExplosion(this, meta->i->id(), bomb_pos);
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OnHit(objects);
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}
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break;
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case 6:
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{
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//烟雾弹
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a8::Vec2 bomb_pos = GetPos();
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room->frame_event.AddSmoke(this, meta->i->id(), bomb_pos);
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}
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break;
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}
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room->RemoveObjectLater(this);
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}
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bool Bullet::IsBomb()
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{
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return
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meta->i->_inventory_slot() == 4 ||
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meta->i->_inventory_slot() == 5 ||
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meta->i->_inventory_slot() == 6;
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}
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void Bullet::MapServiceUpdate()
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{
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SetPos(GetPos() + dir * gun_meta->i->bullet_speed() / (float)SERVER_FRAME_RATE);
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float distance = (GetPos() - born_pos).Norm();
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if (room->OverBorder(GetPos(), gun_meta->i->bullet_rad())) {
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if (IsBomb()) {
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ProcBomb();
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} else {
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room->RemoveObjectLater(this);
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}
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} else {
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room->grid_service->MoveBullet(this);
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std::set<Entity*> objects;
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for (auto& grid : grid_list) {
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for (Human* hum: grid->human_list[room->GetRoomIdx()]) {
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if (hum != player && !hum->dead && TestCollision(room, hum)) {
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objects.insert(hum);
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}
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}
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}//end for
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{
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std::set<ColliderComponent*> colliders;
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room->map_service->GetColliders(room, GetX(), GetY(), colliders);
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for (ColliderComponent* collider : colliders) {
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if (TestCollision(room, collider)) {
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objects.insert(collider->owner);
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}
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}
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}
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float bullet_range = gun_meta->i->range();
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if (gun_upgrade_meta && gun_upgrade_meta->GetAttrValue(gun_lv, kHAT_ShotRange) > 0) {
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bullet_range += gun_upgrade_meta->GetAttrValue(gun_lv, kHAT_ShotRange);
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}
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if (!objects.empty() || distance > bullet_range ||
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(IsBomb() && meta->i->_inventory_slot() != 4 && distance >= fly_distance)
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) {
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if (IsBomb()) {
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ProcBomb();
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} else {
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if (!objects.empty()) {
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OnHit(objects);
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}
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room->RemoveObjectLater(this);
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}
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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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