aozhiwei d25eeeee61 1
2024-01-19 19:11:10 +08:00

110 lines
3.5 KiB
C++

#pragma once
#include "moveableentity.h"
#include "weakptr.h"
struct BulletCheckResult;
class Human;
class Obstacle;
class Creature;
class MovementComponent;
class Car;
class Ability;
class Bullet : public MoveableEntity, public IBullet
{
public:
int shot_uniid = 0;
long long weapon_uniid = 0;
int gun_lv = 0;
int spec_gun_buff_id = 0;
const mt::Equip* gun_meta = nullptr;
const mt::Equip* meta = nullptr;
const mt::Skill* skill_meta = nullptr;
CreatureWeakPtr sender;
CreatureWeakPtr passenger;
glm::vec3 dir = GlmHelper::ZERO;
Position born_pos;
glm::vec3 born_dir = GlmHelper::ZERO;
float fly_distance = 0.0f;
MovementComponent* movement = nullptr;
int trace_target_id = 0;
float strengthen_wall = 0;
int hand = 0;
a8::XTimerWp keep_shot_animi_timer_ptr;
float shot_animi_time = 0.0f;
std::shared_ptr<std::set<int>> reporter_list;
bool ignore_original_dmg = false;
std::function<void(Bullet*)> on_bullet_exit = nullptr;
virtual ~Bullet() override;
virtual void Initialize() override;
virtual void Update(int delta_time) override;
float GetAtk();
float GetExplosionRange();
bool IsCurrWeapon();
void ForceRemove();
void OnHit(std::set<Entity*>& objects);
void TriggerHitBuff(Entity* e);
bool IsFlyHook();
virtual const glm::vec3& GetDir() override { return dir; };
virtual float GetStrengthenWall() override { return strengthen_wall; };
virtual long long GetWeaponUniId() override { return weapon_uniid; };
virtual const mt::Skill* GetSkillMeta() override;
virtual const mt::Equip* GetGunMeta() override { return gun_meta; };
virtual const mt::Equip* GetBulletMeta() override { return meta; };
virtual CreatureWeakPtr GetSender() override { return sender; };
virtual bool NoAdjustPos() override;
virtual CreatureWeakPtr GetPassenger() { return passenger; };
virtual bool IsBomb();
virtual bool IsPreBattleBullet();
virtual Room* GetRoom() { return room; };
virtual float GetHitRadius() override;
virtual const Position& GetPos() override;
virtual void ProcRequestBulletDmg(int shield_hit, int strength_wall_uniid, int target_uniid, const glm::vec3& pos) override;
void ReportHookHitPos(int hit_obj_uniid, const glm::vec3& hit_pos);
protected:
Bullet();
private:
void ProcBomb();
void ProcNormalBullet(BulletCheckResult& result);
void ProcSmokeBomb();
void ProcFragBomb(int delay_time);
void ProcPosionGasBomb(int delay_time);
void ProcMolotorCocktailBomb(int delay_time);
void ProcC4Bomb(Car* target, int delay_time);
void ProcSignalGunBomb(int delay_time);
void ProcShieldWallBomb(int delay_time);
void ProcOilBucketBomb(int delay_time);
void ProcFlyHook(Entity* target);
inline void MapServiceUpdate();
void Check(float distance);
void AddGunBuff();
void OnKillTarget(Entity* target);
void OnStrengthen(Obstacle* ob);
void ClearBuffList();
void GetHitThings(BulletCheckResult& result);
void GetHitCreatures(BulletCheckResult& result);
void Raycast();
bool IsClientHook();
private:
bool later_removed_ = false;
std::shared_ptr<Ability> ability_;
bool is_curr_weapon = false;
std::set<int> hit_objects_;
long long create_frameno_ = 0;
bool strengthened_ = false;
std::list<int> buff_list_;
bool raycasted_ = false;
bool raycast_hited = false;
float raycast_len_ = 0.0f;
glm::vec3 raycast_hit_point_ = glm::vec3(0.0f, 0.0f, 0.0f);
friend class EntityFactory;
};