2020-03-25 15:20:39 +08:00

244 lines
7.6 KiB
C++

#include "precompile.h"
#include "bullet.h"
#include "metamgr.h"
#include "room.h"
#include "collider.h"
#include "obstacle.h"
#include "player.h"
#include "app.h"
Bullet::Bullet():Entity()
{
entity_type = ET_Bullet;
++App::Instance()->perf.entity_num[ET_Bullet];
}
Bullet::~Bullet()
{
--App::Instance()->perf.entity_num[ET_Bullet];
}
void Bullet::Initialize()
{
Entity::Initialize();
RecalcSelfCollider();
}
void Bullet::Update(int delta_time)
{
MapServiceUpdate();
}
void Bullet::RecalcSelfCollider()
{
if (!self_collider_) {
self_collider_ = new CircleCollider();
self_collider_->owner = this;
AddCollider(self_collider_);
}
self_collider_->pos = a8::Vec2();
self_collider_->rad = gun_meta->i->bullet_rad();
}
void Bullet::OnHit(std::set<Entity*>& objects)
{
for (auto& target : objects) {
switch (target->entity_type) {
case ET_Player:
{
if (App::Instance()->HasFlag(8)) {
return;
}
Human* hum = (Human*)target;
#if 1
if (!hum->dead && (IsBomb() || player->team_id != hum->team_id)) {
#else
if (hum != player && !hum->dead &&
(hum->team_id == 0 || player->team_id != hum->team_id)) {
#endif
#if 1
float dmg = gun_meta->i->atk() * (1 + player->atk_add);
#else
float dmg = gun_meta->i->atk() * (1 + player->buff.damage_add + player->atk_add);
#endif
#if 1
float def = hum->ability.def;
#else
float def = hum->def + hum->buff.def_add;
#endif
float finaly_dmg = dmg * (1 - def/MetaMgr::Instance()->K);
player->stats.damage_amount_out += finaly_dmg;
hum->DecHP(finaly_dmg, player->entity_uniid, player->name, gun_meta->i->id());
#if 0
if (a8::HasBitFlag(hum->status, HS_ReflectDamage) && hum->skill_meta) {
float reflect_dmg = finaly_dmg * hum->skill_meta->value1;
if (reflect_dmg > 1.0f) {
player->DecHP(reflect_dmg, hum->entity_uniid, hum->name, gun_meta->i->id());
}
}
#endif
}
}
break;
case ET_Obstacle:
{
Obstacle* obstacle = (Obstacle*)target;
if (!obstacle->dead && obstacle->meta->i->attack_type() == 1) {
#if 1
float dmg = gun_meta->i->atk() * (1 + player->atk_add);
#else
float dmg = gun_meta->i->atk() * (1 + player->buff.damage_add + player->atk_add);
#endif
float def = 0;
float finaly_dmg = dmg * (1 - def/MetaMgr::Instance()->K);
#if 0
player->stats.damage_amount_out += finaly_dmg;
#endif
obstacle->health = std::max(0.0f, obstacle->health - finaly_dmg);
obstacle->dead = obstacle->health <= 0.01f;
obstacle->dead_frameno = room->frame_no;
if (obstacle->dead) {
if (obstacle->meta->i->damage_dia() > 0.01f &&
obstacle->meta->i->damage() > 0.01f) {
obstacle->Explosion(this);
}
room->ScatterDrop(obstacle->GetPos(), obstacle->meta->i->drop());
}
obstacle->BroadcastFullState();
}
}
break;
default:
break;
}
}
}
void Bullet::ProcBomb()
{
self_collider_->rad = gun_meta->i->explosion_range();
std::set<Entity*> objects;
for (auto& grid : grid_list) {
for (Human* hum: grid->human_list) {
if (!is_tank_skin || player->team_id != hum->team_id) {
if (TestCollision(hum)) {
objects.insert(hum);
}
}
}
for (Entity* entity : grid->entity_list) {
switch (entity->entity_type) {
case ET_Obstacle:
case ET_Building:
{
if (TestCollision(entity)) {
objects.insert(entity);
}
}
break;
default:
{
}
break;
}
}
}//end for
switch (meta->i->_inventory_slot()) {
case 4:
{
//榴弹炮
a8::Vec2 bomb_pos = GetPos();
room->frame_event.AddExplosionEx(player, 0, bomb_pos, 0);
OnHit(objects);
}
break;
case 5:
{
//手雷
a8::Vec2 bomb_pos = GetPos();
room->frame_event.AddExplosion(this, meta->i->id(), bomb_pos);
OnHit(objects);
}
break;
case 6:
{
//烟雾弹
a8::Vec2 bomb_pos = GetPos();
room->frame_event.AddSmoke(this, meta->i->id(), bomb_pos);
}
break;
}
room->RemoveObjectLater(this);
}
bool Bullet::IsBomb()
{
return
meta->i->_inventory_slot() == 4 ||
meta->i->_inventory_slot() == 5 ||
meta->i->_inventory_slot() == 6;
}
void Bullet::MapServiceUpdate()
{
SetPos(GetPos() + dir * gun_meta->i->bullet_speed() / (float)SERVER_FRAME_RATE);
float distance = (GetPos() - born_pos).Norm();
if (room->OverBorder(GetPos(), gun_meta->i->bullet_rad())) {
if (IsBomb()) {
ProcBomb();
} else {
room->RemoveObjectLater(this);
}
} else {
room->grid_service.MoveBullet(this);
std::set<Entity*> objects;
for (auto& grid : grid_list) {
for (Human* hum: grid->human_list) {
#if 1
if (hum != player && !hum->dead && TestCollision(hum)) {
objects.insert(hum);
}
#else
if (hum != player && !hum->dead &&
(hum->team_id == 0 || player->team_id != hum->team_id)) {
if (TestCollision(hum)) {
objects.insert(hum);
}
}
#endif
}
}//end for
#if 1
{
std::set<ColliderComponent*> colliders;
room->map_service.GetColliders(GetX(), GetY(), colliders);
for (ColliderComponent* collider : colliders) {
if (TestCollision(collider)) {
objects.insert(collider->owner);
}
}
}
#endif
float bullet_range = gun_meta->i->range();
if (gun_upgrade_meta && gun_upgrade_meta->GetAttrValue(gun_lv, EA_ShotRange) > 0) {
bullet_range += gun_upgrade_meta->GetAttrValue(gun_lv, EA_ShotRange);
}
if (!objects.empty() || distance > bullet_range ||
(IsBomb() && meta->i->_inventory_slot() != 4 && distance >= fly_distance)
) {
if (IsBomb()) {
ProcBomb();
} else {
deleted = true;
if (!objects.empty()) {
OnHit(objects);
}
room->RemoveObjectLater(this);
}
}
}
}