aozhiwei a1dafd094f 1
2021-06-23 03:02:08 +00:00

266 lines
9.0 KiB
C++

#pragma once
#include "weakptr.h"
#include "moveableentity.h"
#include "buff.h"
#include "weakptr.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;
};
enum CreatureStatus
{
CS_AlreadyLordMode = 1,
CS_Disable = 2,
CS_Collisioning = 3,
CS_DisableAttack = 8,
CS_End
};
struct xtimer_list;
class Skill;
class Obstacle;
class RoomObstacle;
class Hero;
class Team;
class Car;
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;
std::list<int> aiming_buffs;
long long aiming_frameno = 0;
a8::Vec2 shoot_offset;
int shot_hole = 0;
Creature* shot_passenger = nullptr;
HumanAbility ability;
a8::Vec2 target_pos;
std::function<bool ()> on_move_collision;
bool poisoning = false;
long long poisoning_time = 0;
bool playing_skill = false;
int power_idx = -1;
Weapon second_weapon;
a8::Vec2 buff_vec2_param1;
bool need_sync_active_player = false;
std::function<void ()> on_loading_bullet;
Creature();
virtual ~Creature() override;
virtual void Initialize() override;
virtual void SetMoveDir(const a8::Vec2& move_dir) override;
virtual void AddToNewObjects(Entity* entity) {};
virtual void AddToPartObjects(Entity* entity) {};
virtual void RemovePartObjects(Entity* entity) {};
virtual bool InNewObjects(Entity* target) { return false; };
virtual bool InPartObjects(Entity* target) { return false; };
virtual int GetPartObjectsCount() { return 0; };
virtual void RemoveObjects(Entity* entity) {};
virtual void AddOutObjects(Entity* entity) {};
virtual void RemoveOutObjects(Entity* entity) {};
virtual bool Attackable(Room* room) override;
virtual bool ReceiveExplosionDmg(Explosion* explosion) 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 TryAddBuff(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(Human* hum, ::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();
Team* GetTeam() { return team_; }
void SetTeam(Team* team) { team_ = team; }
bool IsProperTarget(Creature* target, bool no_teammate = false);
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;
bool IsCar() const;
Human* AsHuman() { return IsHuman() ? (Human*)this : nullptr; };
Car* AsCar() { return IsCar() ? (Car*)this : nullptr; };
virtual void DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id) {};
void AddHp(float hp);
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 TraverseProperTargets(std::function<void (Creature*, bool&)> func);
void TraverseProperTargetsNoTeammate(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<Inventory, IS_END>& GetInventoryData() { return inventory_; };
virtual void _UpdateMove(int speed) {};
void CheckSpecObject();
bool CollisonDetection();
void SummonObstacle(Buff* buff, int id, const a8::Vec2& pos);
void SummonHero(Buff* buff, const a8::Vec2& pos, const a8::Vec2& dir);
void FillSkillCasterState(SkillCasterState* caster_state);
void RecoverSkillCasterState(SkillCasterState* caster_state);
CreatureWeakPtr AllocWeakPtr();
CreatureWeakPtr& GetWeakPtrRef();
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);
void ResetAllSkillCd();
void UpdateSkill();
bool FreezeOperate();
void SlaveOnRemove(Entity* slave);
bool IsInvincible();
void ClearAimingBuffs();
float GetHP();
float GetMaxHP();
void GetHitEnemys(std::set<Creature*>& enemys);
bool TryMove(const a8::Vec2& target_pos, a8::Vec2& out_pos);
void SetInfiniteBulletMode();
void FindLocation();
void FindLocationWithTarget(Entity* target);
Entity* GetLastCollisionDoor() { return last_collision_door_; }
void SetLastCollisionDoor(Entity* door) { last_collision_door_ = door; }
bool CheckCollision();
protected:
private:
virtual void AddBuffPostProc(Creature* caster, Buff* buff);
virtual void OnBuffRemove(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 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);
void RemoveSurplusHero(int buff_id, int id, int num);
void RemoveSurplusObstacle(int buff_id, int id, int num);
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;
CircleCollider* self_collider_ = nullptr;
Entity* last_collision_door_ = nullptr;
private:
CreatureWeakPtr weak_ptr_;
Team* team_ = nullptr;
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<list_head, kBET_End> buff_effect_ = {};
std::array<list_head, kBET_End> depend_effect_ = {};
std::list<Buff> buff_list_;
std::list<std::tuple<int, Hero*>> slave_heros_;
std::list<std::tuple<int, RoomObstacle*>> slave_things_;
a8::Vec2 skill_dir_;
float skill_param1 = 0;
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<Inventory, 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);