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@ -1,5 +1,7 @@
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#include "precompile.h"
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#include <float.h>
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#include "creature.h"
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#include "metamgr.h"
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#include "room.h"
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@ -414,7 +416,7 @@ bool Creature::CanUseSkill(int skill_id)
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return skill->GetLeftTime() <= 0;
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}
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void Creature::DoSkill(int skill_id, int target_id, const a8::Vec2& target_pos)
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void Creature::DoSkill(int skill_id, int target_id, const a8::Vec2& skill_dir, const a8::Vec2& target_pos)
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{
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DoSkillPreProc(skill_id, target_id, target_pos);
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skill_target_id_ = target_id;
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@ -429,19 +431,23 @@ void Creature::DoSkill(int skill_id, int target_id, const a8::Vec2& target_pos)
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) {
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skill_target_id_ = GetEntityUniId();
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}
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Entity* entity = room->GetEntityByUniId(skill_target_id_);
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if (entity && entity->IsEntityType(ET_Player)) {
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Creature* c = (Creature*)entity;
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std::set<Entity*> target_list;
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skill_target_pos_ = c->GetPos();
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SelectSkillTargets(CurrentSkill(), c->GetPos(), target_list);
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TriggerBuff(CurrentSkill(), target_list, kBTT_UseSkill);
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if (!CurrentSkill()->meta->phases.empty() &&
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CurrentSkill()->meta->phases[0].time_offset <= 0) {
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UpdateSkill();
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}
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if (CurrentSkill()->meta->i->skill_target() == kST_SpecDir) {
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UpdateSkill();
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} else {
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playing_skill = false;
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Entity* entity = room->GetEntityByUniId(skill_target_id_);
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if (entity && entity->IsEntityType(ET_Player)) {
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Creature* c = (Creature*)entity;
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std::set<Entity*> target_list;
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skill_target_pos_ = c->GetPos();
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SelectSkillTargets(CurrentSkill(), c->GetPos(), target_list);
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TriggerBuff(CurrentSkill(), target_list, kBTT_UseSkill);
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if (!CurrentSkill()->meta->phases.empty() &&
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CurrentSkill()->meta->phases[0].time_offset <= 0) {
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UpdateSkill();
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}
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} else {
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playing_skill = false;
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}
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}
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if (HasBuffEffect(kBET_Camouflage)) {
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RemoveBuffByEffectId(kBET_Camouflage);
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@ -506,22 +512,25 @@ void Creature::ProcSkillPhase(MetaData::SkillPhase* phase)
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MetaData::Equip* bullet_meta =
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MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
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if (CurrentSkill()->meta->i->skill_target() == kST_SpecDir) {
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float target_distance = 5;
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if (bullet_meta && target_distance > 0.00001f) {
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a8::Vec2 old_attack_dir = attack_dir;
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attack_dir = skill_dir_;
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attack_dir.Normalize();
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InternalShot
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(
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this,
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weapon_meta,
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weapon_upgrade_meta,
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bullet_meta,
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1,
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CurrentSkill() ? CurrentSkill()->meta->i->skill_id() : 0,
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target_distance,
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false);
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attack_dir = old_attack_dir;
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if (std::abs(skill_dir_.x) > FLT_EPSILON ||
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std::abs(skill_dir_.y) > FLT_EPSILON) {
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float target_distance = 5;
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if (bullet_meta && target_distance > 0.00001f) {
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a8::Vec2 old_attack_dir = attack_dir;
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attack_dir = skill_dir_;
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attack_dir.Normalize();
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InternalShot
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(
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this,
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weapon_meta,
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weapon_upgrade_meta,
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bullet_meta,
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1,
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CurrentSkill() ? CurrentSkill()->meta->i->skill_id() : 0,
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target_distance,
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false);
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attack_dir = old_attack_dir;
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}
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}
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} else {
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Entity* entity = room->GetEntityByUniId(skill_target_id_);
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@ -60,7 +60,7 @@ class Creature : public MoveableEntity
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const a8::Vec2& target_pos,
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std::set<Entity*>& target_list);
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virtual bool CanUseSkill(int skill_id);
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void DoSkill(int skill_id, int target_id, const a8::Vec2& target_pos);
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void DoSkill(int skill_id, int target_id, const a8::Vec2& skill_dir, const a8::Vec2& target_pos);
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void ResetSkill();
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Skill* CurrentSkill();
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MetaData::SkillPhase* GetCurrSkillPhase();
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@ -393,7 +393,7 @@ void Player::UpdateUseSkill()
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if (HasBuffEffect(kBET_Vertigo)) {
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return;
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}
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DoSkill(use_skill_id, skill_target_id, a8::Vec2());
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DoSkill(use_skill_id, skill_target_id, skill_dir, a8::Vec2());
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use_skill = false;
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}
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@ -1122,6 +1122,14 @@ void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
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use_skill = msg.use_skill();
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use_skill_id = msg.skill_id();
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skill_target_id = msg.skill_target_id();
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if (std::abs(msg.skill_dir().x()) > FLT_EPSILON ||
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std::abs(msg.skill_dir().y()) > FLT_EPSILON
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) {
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TypeConvert::FromPb(skill_dir, &msg.skill_dir());
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skill_dir.Normalize();
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} else {
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skill_dir = a8::Vec2();
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}
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} else {
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use_skill = false;
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}
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@ -60,6 +60,7 @@ class Player : public Human
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bool use_skill = false;
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int use_skill_id = 0;
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int skill_target_id = 0;
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a8::Vec2 skill_dir;
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bool get_down = false;
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int get_on = 0;
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@ -479,7 +479,7 @@ void ZombieModeAI::DoShot()
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void ZombieModeAI::DoSkill(int skill_id)
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{
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Human* myself = (Human*)owner;
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myself->DoSkill(skill_id, node_->target->GetEntityUniId(), node_->target->GetPos());
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myself->DoSkill(skill_id, node_->target->GetEntityUniId(), a8::Vec2(), node_->target->GetPos());
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}
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int ZombieModeAI::GetAttackTimes()
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