重构shot

This commit is contained in:
aozhiwei 2021-04-08 16:40:19 +08:00
parent 0f6cb77f7f
commit 693d189c08
9 changed files with 116 additions and 51 deletions

View File

@ -207,7 +207,7 @@ void AndroidNewAI::DoAttackOldAI()
shot_dir.Rotate((rand() % 10) / 180.0f);
sender->attack_dir = shot_dir;
bool shot_ok = false;
sender->Shot(shot_dir, shot_ok);
sender->Shot(shot_dir, shot_ok, DEFAULT_FLY_DISTANCE);
}
}
old_ai_data_.last_target.Attach(enemy);
@ -243,7 +243,7 @@ void AndroidNewAI::UpdateNewBieNpc()
shot_dir.Rotate((rand() % 10) / 180.0f);
sender->attack_dir = shot_dir;
bool shot_ok = false;
sender->Shot(shot_dir, shot_ok);
sender->Shot(shot_dir, shot_ok, DEFAULT_FLY_DISTANCE);
}
} else {
a8::UnSetBitFlag(hum->status, HS_NewBieGuideAndroid);
@ -285,7 +285,7 @@ void AndroidNewAI::UpdateLastNpc()
shot_dir.Rotate((rand() % 10) / 180.0f);
sender->attack_dir = shot_dir;
bool shot_ok = false;
sender->Shot(shot_dir, shot_ok);
sender->Shot(shot_dir, shot_ok, DEFAULT_FLY_DISTANCE);
}
} else {
a8::UnSetBitFlag(hum->status, HS_LastAndroid);
@ -400,7 +400,7 @@ void AndroidNewAI::UpdateNewBieRoomLogic()
shot_dir.Rotate((rand() % 10) / 180.0f);
sender->attack_dir = shot_dir;
bool shot_ok = false;
sender->Shot(shot_dir, shot_ok);
sender->Shot(shot_dir, shot_ok, DEFAULT_FLY_DISTANCE);
}
}
if (old_last_target && old_ai_data_.last_target.Get() && old_last_target == old_ai_data_.last_target.Get()) {
@ -763,7 +763,7 @@ void AndroidNewAI::DoShotNewAI()
}
a8::Vec2 old_attack_dir = myself->attack_dir;
myself->attack_dir = shot_dir;
myself->Shot(shot_dir, shot_ok);
myself->Shot(shot_dir, shot_ok, DEFAULT_FLY_DISTANCE);
myself->attack_dir = old_attack_dir;
if (shot_ok) {
if (node_.shot_times <= 0) {

View File

@ -404,6 +404,14 @@ const int GUN_SLOT2 = 2;
const int FRAG_SLOT = 3;
const int SMOKE_SLOT = 4;
const int SPEC1_IS_BEGIN = IS_FRAG;
const int SPEC1_IS_END = IS_SMOKE;
const int SPEC2_IS_BEGIN = IS_POSION_GAS_BOMB;
const int SPEC2_IS_END = IS_MINE;
const int SPEC1_SLOT_BEGIN = 3; //手雷 烟雾弹
const int SPEC2_SLOT_BEGIN = 5; //毒气弹 燃烧瓶 陷井 地雷
const int DOOR_THING_ID = 61701;
const int FIGHTING_MODE_BULLET_NUM = 10000 * 10000;
@ -453,3 +461,4 @@ const int kInGrassBuffId = 7006;
const int kInWaterBuffId = 7007;
const int kInIceBuffId = 7008;
const float DEFAULT_FLY_DISTANCE = 5.0f;

View File

@ -1137,7 +1137,7 @@ void Creature::UpdatePoisoning()
}
}
void Creature::Shot(a8::Vec2& target_dir, bool& shot_ok)
void Creature::Shot(a8::Vec2& target_dir, bool& shot_ok, float fly_distance)
{
shot_ok = false;
if (!curr_weapon->meta) {
@ -1146,12 +1146,26 @@ void Creature::Shot(a8::Vec2& target_dir, bool& shot_ok)
if (downed) {
return;
}
if (!curr_weapon->meta) {
return;
}
if (curr_weapon->weapon_idx != 0 &&
curr_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();
}
if ((room->GetFrameNo() - last_shot_frameno_) * (1000 / SERVER_FRAME_RATE) <
curr_weapon->GetAttrValue(kHAT_FireRate)
) {
@ -1164,54 +1178,62 @@ void Creature::Shot(a8::Vec2& target_dir, bool& shot_ok)
curr_weapon->bullet_meta,
curr_weapon->weapon_lv,
0,
5,
fly_distance,
false);
--curr_weapon->ammo;
if (curr_weapon->weapon_idx != 0) {
--curr_weapon->ammo;
}
int slot_id = curr_weapon->meta->i->_inventory_slot();
switch (slot_id) {
case 5:
case IS_FRAG: //手雷
case IS_SMOKE: //烟雾弹
{
//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];
if (curr_weapon->ammo <= 0) {
if (GetInventory(slot_id) > 0) {
DecInventory(slot_id, 1);
++curr_weapon->ammo;
} else {
curr_weapon = &weapons[0];
int weapon_idx = curr_weapon->weapon_idx;
*curr_weapon = Weapon();
curr_weapon->weapon_idx = weapon_idx;
curr_weapon = ChooseNextWeapon(slot_id, SPEC1_IS_BEGIN, SPEC1_IS_END);
AutoLoadingBullet();
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
case 6:
case IS_POSION_GAS_BOMB: //毒气弹
case IS_MOLOTOR_COCKTAIL: //燃烧瓶
case IS_TRAP: //陷井
case IS_MINE: //地雷
{
//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];
if (curr_weapon->ammo <= 0) {
if (GetInventory(slot_id) > 0) {
DecInventory(slot_id, 1);
++curr_weapon->ammo;
} else {
curr_weapon = &weapons[0];
int weapon_idx = curr_weapon->weapon_idx;
*curr_weapon = Weapon();
curr_weapon->weapon_idx = weapon_idx;
curr_weapon = ChooseNextWeapon(slot_id, SPEC2_IS_BEGIN, SPEC2_IS_END);
AutoLoadingBullet();
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
default:
{
}
break;
}
if (curr_weapon->weapon_idx != 0 &&
curr_weapon->ammo <= 0) {
AutoLoadingBullet();
}
last_shot_frameno_ = room->GetFrameNo();
if (!need_sync_active_player && IsPlayer()) {
@ -1461,3 +1483,42 @@ CreatureWeakPtr Creature::AllocWeakPtr()
ptr.Attach(this);
return ptr;
}
Weapon* Creature::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];
}
return curr_weapon;
}
Weapon* Creature::ChooseNextWeapon(int curr_weapon_slot_id, int begin_slot_id, int end_slot_id)
{
if (curr_weapon_slot_id < begin_slot_id) {
abort();
}
if (curr_weapon_slot_id > end_slot_id) {
abort();
}
if (begin_slot_id > end_slot_id) {
abort();
}
if (begin_slot_id < 0 ||
end_slot_id < 0) {
abort();
}
Weapon* next_weapon = nullptr;
for (int i = 1; i <= (end_slot_id - begin_slot_id); ++i) {
int slot_id = begin_slot_id +
(i + curr_weapon_slot_id - begin_slot_id) % (end_slot_id - begin_slot_id + 1);
if (weapons[slot_id].weapon_id != 0) {
next_weapon = &weapons[slot_id];
break;
}
}
return next_weapon ? next_weapon : AutoChgWeapon();
}

View File

@ -120,7 +120,7 @@ class Creature : public MoveableEntity
void TouchProperTargets(std::function<void (Creature*, bool&)> func);
CreatureWeakPtrChunk* GetWeakPtrChunk() { return &weak_ptr_chunk_; };
void Shot(a8::Vec2& target_dir, bool& shot_ok);
void Shot(a8::Vec2& target_dir, bool& shot_ok, float fly_distance);
void AutoLoadingBullet(bool manual = false);
int GetInventory(int slot_id);
@ -135,6 +135,8 @@ class Creature : public MoveableEntity
void FillSkillCasterState(SkillCasterState* caster_state);
void RecoverSkillCasterState(SkillCasterState* caster_state);
CreatureWeakPtr AllocWeakPtr();
Weapon* AutoChgWeapon();
Weapon* ChooseNextWeapon(int curr_weapon_slot_id, int begin_slot_id, int end_slot_id);
private:

View File

@ -395,7 +395,7 @@ void HeroAI::DoShotAI()
}
a8::Vec2 old_attack_dir = myself->attack_dir;
myself->attack_dir = shot_dir;
myself->Shot(shot_dir, shot_ok);
myself->Shot(shot_dir, shot_ok, DEFAULT_FLY_DISTANCE);
myself->attack_dir = old_attack_dir;
if (shot_ok) {
if (node_.shot_times <= 0) {

View File

@ -2764,17 +2764,6 @@ void Human::Revive()
}
}
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) {

View File

@ -248,7 +248,6 @@ protected:
void ProcLootCar(Loot* entity, MetaData::Equip* item_meta);
void ProcCamoutflage(Loot* entity, MetaData::Equip* item_meta);
void ProcSpoils(Loot* entity, MetaData::Equip* item_meta);
void AutoChgWeapon();
void CancelRevive();
private:

View File

@ -404,6 +404,7 @@ void Player::Shot()
return;
}
Shot();
if (!curr_weapon->meta) {
return;
}
@ -691,7 +692,9 @@ void Player::LootInteraction(Loot* entity)
case IS_FRAG:
case IS_SMOKE:
{
Weapon* weapon = &weapons[3 + (item_meta->i->_inventory_slot() - IS_FRAG)];
Weapon* weapon = &weapons[SPEC1_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC1_IS_BEGIN)
];
weapon->weapon_id = entity->item_id;
weapon->weapon_lv = 1;
weapon->ammo += entity->count;
@ -716,7 +719,9 @@ void Player::LootInteraction(Loot* entity)
case IS_TRAP:
case IS_MINE:
{
Weapon* weapon = &weapons[5 + (item_meta->i->_inventory_slot() - IS_POSION_GAS_BOMB)];
Weapon* weapon = &weapons[SPEC2_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC2_IS_BEGIN)
];
weapon->weapon_id = entity->item_id;
weapon->weapon_lv = 1;
weapon->ammo += entity->count;

View File

@ -454,7 +454,7 @@ void ZombieModeAI::DoShot()
}
a8::Vec2 old_attack_dir = myself->attack_dir;
myself->attack_dir = shot_dir;
myself->Shot(shot_dir, shot_ok);
myself->Shot(shot_dir, shot_ok, DEFAULT_FLY_DISTANCE);
myself->attack_dir = old_attack_dir;
if (shot_ok) {
if (node_->shot_times <= 0) {