This commit is contained in:
aozhiwei 2021-03-30 18:05:38 +08:00
parent 49c8e679ee
commit 6e58b6b66a
5 changed files with 165 additions and 178 deletions

View File

@ -69,6 +69,15 @@ void InternalShot(Creature* c,
Creature::Creature():MoveableEntity()
{
weak_ptr_chunk_.Set(this);
inventory_[IS_1XSCOPE] = 1;
if (MetaMgr::Instance()->fighting_mode) {
inventory_[IS_9MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_556MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_762MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_12GAUGE] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_RPG] = FIGHTING_MODE_BULLET_NUM;
}
}
Creature::~Creature()
@ -957,3 +966,141 @@ void Creature::UpdatePoisoning()
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
void Creature::Shot(a8::Vec2& target_dir, bool& shot_ok)
{
shot_ok = false;
if (!curr_weapon->meta) {
return;
}
if (downed) {
return;
}
if (curr_weapon->weapon_idx != 0 &&
curr_weapon->ammo <= 0) {
AutoLoadingBullet();
return;
}
if ((room->GetFrameNo() - last_shot_frameno_) * (1000 / SERVER_FRAME_RATE) <
curr_weapon->GetAttrValue(kHAT_FireRate)
) {
return;
}
InternalShot(this,
curr_weapon->meta,
curr_weapon->GetUpgradeMeta(),
curr_weapon->bullet_meta,
curr_weapon->weapon_lv,
0,
5,
false);
--curr_weapon->ammo;
int slot_id = curr_weapon->meta->i->_inventory_slot();
switch (slot_id) {
case 5:
{
//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];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
case 6:
{
//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];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
}
last_shot_frameno_ = room->GetFrameNo();
if (!need_sync_active_player && IsPlayer()) {
room->frame_event.AddBulletNumChg((Human*)this);
}
shot_ok = true;
}
void Creature::AutoLoadingBullet(bool manual)
{
Weapon* p_weapon = curr_weapon;
if (car_weapon.meta) {
p_weapon = &car_weapon;
}
if (p_weapon->weapon_idx != 0 &&
(p_weapon->ammo <= 0 ||
(manual && p_weapon->ammo < p_weapon->GetClipVolume()))
) {
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(p_weapon->meta->i->use_bullet());
if (bullet_meta &&
bullet_meta->i->_inventory_slot() >= 0 &&
bullet_meta->i->_inventory_slot() < (int)inventory_.size()
) {
if (GetInventory(bullet_meta->i->_inventory_slot()) > 0) {
if (on_loading_bullet) {
on_loading_bullet();
}
StartAction(AT_Reload,
p_weapon->GetAttrValue(kHAT_ReloadTime),
p_weapon->weapon_id,
p_weapon->weapon_idx);
}
}
return;
}
}
int Creature::GetInventory(int slot_id)
{
if (!IsValidSlotId(slot_id)) {
abort();
}
return inventory_[slot_id];
}
void Creature::AddInventory(int slot_id, int num)
{
assert(num > 0);
if (!IsValidSlotId(slot_id)) {
abort();
}
inventory_[slot_id] += num;
}
void Creature::DecInventory(int slot_id, int num)
{
assert(num > 0);
if (!IsValidSlotId(slot_id)) {
abort();
}
inventory_[slot_id] -= num;
}

View File

@ -19,7 +19,10 @@ class Creature : public MoveableEntity
{
public:
std::vector<Weapon> weapons;
long long last_shot_frameno_ = 0;
int status = 0;
bool downed = false;
bool dead = false;
bool real_dead = false;
int team_id = 0;
@ -35,6 +38,7 @@ class Creature : public MoveableEntity
Weapon car_weapon;
bool need_sync_active_player = false;
std::function<void ()> on_loading_bullet;
Creature();
virtual ~Creature() override;
@ -100,6 +104,14 @@ 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 AutoLoadingBullet(bool manual = false);
int GetInventory(int slot_id);
void AddInventory(int slot_id, int num);
void DecInventory(int slot_id, int num);
std::array<int, IS_END - 1>& GetInventoryData() { return inventory_; };
private:
virtual void AddBuffPostProc(Creature* caster, Buff* buff);
@ -141,7 +153,7 @@ private:
a8::Vec2 skill_target_pos_;
std::map<int, Skill*> skill_hash_;
std::map<int, Skill*> passive_skill_hash_;
std::array<int, IS_END - 1> inventory_ = {};
friend class Skill;
};

View File

@ -42,9 +42,7 @@ void HeroAI::Update(int delta_time)
hero->poisoning_time += delta_time;
}
if (hero->poisoning) {
#if 0
hero->UpdatePoisoning();
#endif
}
if (hero->dead) {
return;
@ -299,9 +297,7 @@ void HeroAI::ChangeToStateAI(HeroState_e to_state)
hero->move_dir = a8::Vec2(1.0f, 0);
hero->move_dir.Rotate(a8::RandAngle());
hero->move_dir.Normalize();
#if 0
hero->attack_dir = hero->move_dir;
#endif
if (node_.param1 <= 1) {
moving_ = false;
}
@ -313,9 +309,7 @@ void HeroAI::ChangeToStateAI(HeroState_e to_state)
if (node_.target.Get()) {
hero->move_dir = node_.target.Get()->GetPos() - hero->GetPos();
hero->move_dir.Normalize();
#if 0
hero->attack_dir = hero->move_dir;
#endif
}
}
break;
@ -364,11 +358,9 @@ float HeroAI::GetAttackRange()
{
float attack_range = 0;
Hero* myself = (Hero*)owner;
#if 0
if (myself->curr_weapon && myself->curr_weapon->meta) {
attack_range = myself->curr_weapon->meta->i->range();
}
#endif
attack_range = std::min(ai_meta->i->attack_range(), (int)attack_range);
return attack_range;
}
@ -401,9 +393,7 @@ void HeroAI::DoShotAI()
}
a8::Vec2 old_attack_dir = myself->attack_dir;
myself->attack_dir = shot_dir;
#if 0
myself->Shot(shot_dir, shot_ok);
#endif
myself->attack_dir = old_attack_dir;
if (shot_ok) {
if (node_.shot_times <= 0) {
@ -418,13 +408,9 @@ void HeroAI::DoShotAI()
int HeroAI::GetAttackTimes()
{
Hero* myself = (Hero*)owner;
#if 0
if (myself->curr_weapon) {
return std::min(ai_meta->i->attack_times(), myself->curr_weapon->GetClipVolume());
} else {
return ai_meta->i->attack_times();
}
#endif
return 0;
}

View File

@ -58,15 +58,6 @@ Human::Human():Creature()
}
weapons[0] = default_weapon;
curr_weapon = &weapons[0];
inventory_[IS_1XSCOPE] = 1;
if (MetaMgr::Instance()->fighting_mode) {
inventory_[IS_9MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_556MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_762MM] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_12GAUGE] = FIGHTING_MODE_BULLET_NUM;
inventory_[IS_RPG] = FIGHTING_MODE_BULLET_NUM;
}
}
Human::~Human()
@ -417,89 +408,6 @@ void Human::FillMFTeamData(cs::MFTeamData* team_data, bool is_game_over)
}
}
void Human::Shot(a8::Vec2& target_dir, bool& shot_ok)
{
shot_ok = false;
if (!curr_weapon->meta) {
return;
}
if (downed) {
return;
}
if (curr_weapon->weapon_idx != 0 &&
curr_weapon->ammo <= 0) {
AutoLoadingBullet();
return;
}
if ((room->GetFrameNo() - last_shot_frameno_) * (1000 / SERVER_FRAME_RATE) <
curr_weapon->GetAttrValue(kHAT_FireRate)
) {
return;
}
InternalShot(this,
curr_weapon->meta,
curr_weapon->GetUpgradeMeta(),
curr_weapon->bullet_meta,
curr_weapon->weapon_lv,
0,
5,
false);
--curr_weapon->ammo;
int slot_id = curr_weapon->meta->i->_inventory_slot();
switch (slot_id) {
case 5:
{
//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];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
case 6:
{
//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];
} else {
curr_weapon = &weapons[0];
}
AutoLoadingBullet();
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
break;
}
last_shot_frameno_ = room->GetFrameNo();
if (!need_sync_active_player) {
room->frame_event.AddBulletNumChg(this);
}
shot_ok = true;
}
void Human::CarShot(a8::Vec2& target_dir)
{
if (!car_weapon.meta) {
@ -741,35 +649,6 @@ float Human::GetMaxHP()
return ability.max_hp;
}
void Human::AutoLoadingBullet(bool manual)
{
Weapon* p_weapon = curr_weapon;
if (car_weapon.meta) {
p_weapon = &car_weapon;
}
if (p_weapon->weapon_idx != 0 &&
(p_weapon->ammo <= 0 ||
(manual && p_weapon->ammo < p_weapon->GetClipVolume()))
) {
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(p_weapon->meta->i->use_bullet());
if (bullet_meta &&
bullet_meta->i->_inventory_slot() >= 0 &&
bullet_meta->i->_inventory_slot() < (int)inventory_.size()
) {
if (GetInventory(bullet_meta->i->_inventory_slot()) > 0) {
if (on_loading_bullet) {
on_loading_bullet();
}
StartAction(AT_Reload,
p_weapon->GetAttrValue(kHAT_ReloadTime),
p_weapon->weapon_id,
p_weapon->weapon_idx);
}
}
return;
}
}
void Human::FillSMGameOver(cs::SMGameOver& msg)
{
if (stats.rank <= 0) {
@ -1411,7 +1290,7 @@ void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
auto p = player_data->add_weapons();
weapon.ToPB(p);
}
for (auto& num : inventory_) {
for (auto& num : GetInventoryData()) {
player_data->add_inventory(num);
}
player_data->set_energy_shield(energy_shield);
@ -1482,32 +1361,6 @@ void Human::RecalcBaseAttr()
ability.max_hp = std::max(ability.hp, ability.max_hp);
}
int Human::GetInventory(int slot_id)
{
if (!IsValidSlotId(slot_id)) {
abort();
}
return inventory_[slot_id];
}
void Human::AddInventory(int slot_id, int num)
{
assert(num > 0);
if (!IsValidSlotId(slot_id)) {
abort();
}
inventory_[slot_id] += num;
}
void Human::DecInventory(int slot_id, int num)
{
assert(num > 0);
if (!IsValidSlotId(slot_id)) {
abort();
}
inventory_[slot_id] -= num;
}
int Human::GetVolume(int slot_id)
{
if (!IsValidSlotId(slot_id)) {
@ -2483,8 +2336,8 @@ void Human::DeadDrop()
backpack = 0;
}
}
for (size_t slot = 0; slot < inventory_.size(); ++slot) {
if (inventory_[slot] > 0) {
for (size_t slot = 0; slot < GetInventoryData().size(); ++slot) {
if (GetInventoryData()[slot] > 0) {
MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquipBySlotId(slot);
if (equip_meta) {
if (equip_meta->i->equip_type() == EQUIP_TYPE_BULLET) {
@ -2493,7 +2346,7 @@ void Human::DeadDrop()
case IS_SMOKE:
{
a8::Vec2 drop_pos = GetPos();
room->DropItem(drop_pos, equip_meta->i->id(), inventory_[slot], 1);
room->DropItem(drop_pos, equip_meta->i->id(), GetInventoryData()[slot], 1);
}
break;
default:
@ -2501,7 +2354,7 @@ void Human::DeadDrop()
}
} else {
a8::Vec2 drop_pos = GetPos();
room->DropItem(drop_pos, equip_meta->i->id(), inventory_[slot], 1);
room->DropItem(drop_pos, equip_meta->i->id(), GetInventoryData()[slot], 1);
}
}
}

View File

@ -50,9 +50,6 @@ class Human : public Creature
MetaData::Equip* helmet_meta = nullptr;
MetaData::Equip* chest_meta = nullptr;
MetaData::Dress* skin_jlf_meta = nullptr;
long long last_shot_frameno_ = 0;
std::function<void ()> on_loading_bullet;
std::string name;
std::string avatar_url;
@ -65,7 +62,6 @@ class Human : public Creature
int sex = 0;
std::string user_data;
long long last_cmmove_frameno = 0;
bool downed = false;
bool disconnected = false;
int anim_type = 0;
int anim_seq = 0;
@ -91,7 +87,6 @@ class Human : public Creature
long long real_dead_frameno = 0;
Weapon default_weapon;
std::vector<Weapon> weapons;
int curr_scope_idx = 0;
@ -148,7 +143,6 @@ class Human : public Creature
void FillItemList(::google::protobuf::RepeatedPtrField<::cs::MFPair>* pb_item_list);
long long GetRealDeadFrameNo(Room* room);
void FillMFTeamData(cs::MFTeamData* team_data, bool is_game_over);
void Shot(a8::Vec2& target_dir, bool& shot_ok);
void CarShot(a8::Vec2& target_dir);
virtual void RecalcSelfCollider() override;
bool IsCollisionInMapService();
@ -156,7 +150,6 @@ class Human : public Creature
float GetRadius();
float GetHP();
float GetMaxHP();
void AutoLoadingBullet(bool manual = false);
void BeKill(int killer_id, const std::string& killer_name, int weapon_id);
virtual void DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id) override;
void AddToNewObjects(Entity* entity);
@ -185,9 +178,6 @@ class Human : public Creature
void FillMFGasData(cs::MFGasData* gas_data);
void RecalcVolume();
void RecalcBaseAttr();
int GetInventory(int slot_id);
void AddInventory(int slot_id, int num);
void DecInventory(int slot_id, int num);
int GetVolume(int slot_id);
void RecoverHp(int inc_hp);
void FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState>* states);
@ -300,7 +290,6 @@ protected:
bool leave_ = false;
long long leave_frameno_ = 0;
std::array<int, IS_END - 1> inventory_ = {};
std::array<int, IS_END> volume_ = {};
std::set<Entity*> new_objects;
std::set<Entity*> part_objects;