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@ -40,34 +40,56 @@
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const int kReviveTimeAdd = 12;
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const int kReviveTimeAdd = 12;
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const int kSkinNum = 4;
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const int kSkinNum = 4;
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void PlayerStats::IncWeaponTypeKills(int weapon_id, int val)
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WeaponStats& PlayerStats::MustBeWeapon(int weapon_id)
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{
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{
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auto itr = weapon_stats.find(weapon_id);
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if (itr == weapon_stats.end()){
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WeaponStats weapon;
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weapon_stats[weapon_id] = weapon;
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itr = weapon_stats.find(weapon_id);
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}
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return itr->second;
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}
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}
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void PlayerStats::IncWeaponTypeDamageOut(int weapon_id, int val)
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void PlayerStats::IncWeaponKills(int weapon_id, int val)
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{
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{
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MustBeWeapon(weapon_id).kills += val;
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}
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}
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void PlayerStats::IncWeaponTypeObtainCount(int weapon_id, int val)
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void PlayerStats::IncWeaponDamageOut(int weapon_id, int val)
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{
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{
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MustBeWeapon(weapon_id).damage_out += val;
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}
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}
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void PlayerStats::IncWeaponSlotUseTimes(int weapon_id, int val)
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void PlayerStats::IncWeaponObtainCount(int weapon_id, int val)
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{
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{
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MustBeWeapon(weapon_id).obtain_count += val;
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}
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}
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void PlayerStats::SetHeroSkillLv(int weapon_id, int skill_lv)
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void PlayerStats::IncWeaponUseTimes(int weapon_id, int val)
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{
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{
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MustBeWeapon(weapon_id).use_times += val;
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}
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}
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void PlayerStats::SetHeroWeaponLv(int weapon_id, int weapon_lv)
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HeroStats& PlayerStats::MustBeHero(int hero_id)
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{
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{
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auto itr = hero_stats.find(hero_id);
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if (itr == hero_stats.end()){
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HeroStats hero;
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hero_stats[hero_id] = hero;
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itr = hero_stats.find(hero_id);
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}
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return itr->second;
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}
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void PlayerStats::SetHeroSkillLv(int hero_id, int skill_lv)
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{
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MustBeHero(hero_id).skill_lv = std::max(MustBeHero(hero_id).skill_lv, skill_lv);
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}
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void PlayerStats::SetHeroWeaponLv(int hero_id, int weapon_lv)
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{
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MustBeHero(hero_id).weapon_lv = std::max(MustBeHero(hero_id).weapon_lv, weapon_lv);
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}
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}
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Human::Human():Creature()
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Human::Human():Creature()
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@ -22,17 +22,12 @@ struct HumanBehavior
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int total_destory_box_times = 0;
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int total_destory_box_times = 0;
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};
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};
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struct WeaponTypeStats
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struct WeaponStats
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{
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{
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int weapon_id = 0;
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int weapon_id = 0;
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int kills = 0;
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int kills = 0;
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int damage_out = 0;
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int damage_out = 0;
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int obtain_count = 0;
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int obtain_count = 0;
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};
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struct WeaponSlotStats
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{
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int slot = 0;
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int use_times = 0;
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int use_times = 0;
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};
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};
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@ -68,8 +63,7 @@ struct PlayerStats
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int ride_car_kills = 0;
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int ride_car_kills = 0;
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int max_hero_skill_lv = 0;
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int max_hero_skill_lv = 0;
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std::map<int, WeaponTypeStats> weapon_type_stats;
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std::map<int, WeaponStats> weapon_stats;
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std::map<int, WeaponSlotStats> weapon_slot_stats;
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std::map<int, HeroStats> hero_stats;
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std::map<int, HeroStats> hero_stats;
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int gold = 0;
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int gold = 0;
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@ -89,12 +83,14 @@ struct PlayerStats
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int dead_times = 0;
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int dead_times = 0;
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void IncWeaponTypeKills(int weapon_id, int val);
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WeaponStats& MustBeWeapon(int weapon_id);
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void IncWeaponTypeDamageOut(int weapon_id, int val);
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void IncWeaponKills(int weapon_id, int val);
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void IncWeaponTypeObtainCount(int weapon_id, int val);
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void IncWeaponDamageOut(int weapon_id, int val);
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void IncWeaponSlotUseTimes(int weapon_id, int val);
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void IncWeaponObtainCount(int weapon_id, int val);
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void SetHeroSkillLv(int weapon_id, int skill_lv);
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void IncWeaponUseTimes(int weapon_id, int val);
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void SetHeroWeaponLv(int weapon_id, int weapon_lv);
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HeroStats& MustBeHero(int hero_id);
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void SetHeroSkillLv(int hero_id, int skill_lv);
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void SetHeroWeaponLv(int hero_id, int weapon_lv);
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};
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};
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struct xtimer_list;
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struct xtimer_list;
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