2021-04-09 16:25:20 +08:00

198 lines
6.4 KiB
C++

#pragma once
#include "weakptr.h"
#include "moveableentity.h"
#include "buff.h"
#include "cs_proto.pb.h"
namespace MetaData
{
class Skill;
class SkillPhase;
}
struct SkillCasterState
{
CreatureWeakPtr caster;
a8::Vec2 caster_pos;
int caster_skill_id = 0;
int caster_skill_target_id = 0;
a8::Vec2 caster_skill_dir;
float caster_skill_distance = 0.0f;
float caster_skill_param1 = 0.0f;
};
struct xtimer_list;
class Skill;
class Obstacle;
class RoomObstacle;
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;
bool aiming = false;
a8::Vec2 attack_dir;
HumanAbility ability;
a8::Vec2 target_pos;
std::function<bool ()> on_move_collision;
bool poisoning = false;
long long poisoning_time = 0;
Weapon car_weapon;
bool need_sync_active_player = false;
std::function<void ()> on_loading_bullet;
Creature();
virtual ~Creature() override;
virtual void Initialize() override;
bool HasBuffEffect(int buff_effect_id);
Buff* GetBuffByEffectId(int effect_id);
Buff* GetBuffById(int buff_id);
void AddBuff(Creature* caster,
MetaData::Buff* buff_meta,
int skill_lv,
MetaData::Skill* buff_skill_meta = nullptr);
bool IsImmuneBuffEffect(int buff_effect);
void MustBeAddBuff(Creature* caster, int buff_id);
void RemoveBuffById(int buff_id);
void RecalcBuffAttr();
void RemoveBuffByEffectId(int buff_effect_id);
void ClearBuffList();
float GetBuffAttrAbs(int attr_id);
float GetBuffAttrRate(int attr_id);
void FillBuffList(::google::protobuf::RepeatedPtrField<::cs::MFBuff>* pb_buff_list);
void FillSkillList(::google::protobuf::RepeatedPtrField< cs::MFSkill >* pb_skill_list);
void TriggerBuff(Skill* skill, std::set<Creature*>& target_list, BuffTriggerType_e trigger_type);
Skill* GetSkill(int skill_id);
void AddSkill(int skill_id);
void ClearSkill();
void AddPassiveSkill(int skill_id);
void ClearPassiveSkill();
void UpdatePoisoning();
bool IsProperTarget(Creature* target);
bool IsEnemy(Creature* target);
virtual void SelectSkillTargets(Skill* skill,
const a8::Vec2& target_pos,
std::set<Creature*>& target_list);
virtual bool CanUseSkill(int skill_id);
void DoSkill(int skill_id,
int target_id,
const a8::Vec2& skill_dir,
float skill_distance,
const a8::Vec2& target_pos
);
void ResetSkill();
Skill* CurrentSkill();
MetaData::SkillPhase* GetCurrSkillPhase();
bool CanSee(const Creature* c) const;
virtual std::string GetName() { return "";};
virtual void SendDebugMsg(const std::string& debug_msg);
virtual void DropItems(Obstacle* obstacle) {};
bool IsPlayer() const;
bool IsAndroid() const;
bool IsHuman() const;
virtual void DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id) {};
RaceType_e GetRace() { return race_; }
float GetAttrAbs(int attr_id);
float GetAttrRate(int attr_id);
void StartAction(ActionType_e action_type,
int action_duration,
int item_id,
int target_id);
void CancelAction();
void ResetAction();
int GetActionType() { return action_type; }
int GetActionTargetId() { return action_target_id; }
void TouchProperTargets(std::function<void (Creature*, bool&)> func);
CreatureWeakPtrChunk* GetWeakPtrChunk() { return &weak_ptr_chunk_; };
void Shot(a8::Vec2& target_dir, bool& shot_ok, float fly_distance);
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>& GetInventoryData() { return inventory_; };
virtual void _UpdateMove(int speed) {};
void CheckSpecObject();
RoomObstacle* SummonObstacle(int id, const a8::Vec2& pos);
bool CollisonDetection();
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);
Weapon* GetCurrWeapon() { return curr_weapon_; };
void SetCurrWeapon(Weapon* weapon);
private:
virtual void AddBuffPostProc(Creature* caster, Buff* buff);
virtual void OnBuffRemove(const Buff& buff);
virtual void DoSkillPreProc(int skill_id, int target_id, const a8::Vec2& target_pos);
virtual void DoSkillPostProc(bool used, int skill_id, int target_id, const a8::Vec2& target_pos);
void UpdateSkill();
void ProcSkillPhase(MetaData::SkillPhase* phase);
void ProcBuffEffect(Creature* caster, Buff* buff);
void TriggerOneObjectBuff(Skill* skill, Creature* target, BuffTriggerType_e trigger_type);
Skill* GetPassiveSkill(int skill_id);
void RemovePassiveSkill(int skill_id);
protected:
RaceType_e race_ = kHumanRace;
ActionType_e action_type = AT_None;
int action_duration = 0;
long long action_frameno = 0;
int action_item_id = 0;
int action_target_id = 0;
long long cell_flags_ = 0;
private:
Weapon* curr_weapon_ = nullptr;
CreatureWeakPtrChunk weak_ptr_chunk_;
std::array<float, kHAT_End> buff_attr_abs_ = {};
std::array<float, kHAT_End> buff_attr_rate_ = {};
std::array<Buff*, kBET_End> buff_effect_ = {};
std::list<Buff> buff_list_;
a8::Vec2 skill_dir_;
float skill_param1 = 0;
bool playing_skill = false;
size_t curr_skill_phase = 0;
Skill* curr_skill_ = nullptr;
int skill_target_id_ = 0;
a8::Vec2 skill_target_pos_;
float skill_distance_ = 0.0f;
std::map<int, Skill*> skill_hash_;
std::map<int, Skill*> passive_skill_hash_;
std::array<int, IS_END> inventory_ = {};
friend class Skill;
};
void InternalShot(Creature* sender,
MetaData::Equip* weapon_meta,
MetaData::EquipUpgrade* weapon_upgrade_meta,
MetaData::Equip* bullet_meta,
int weapon_lv,
int skill_id,
float fly_distance,
bool is_tank_skin);