DelayNoMore/jsexport/battle/room_downsync_frame.go

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package battle
// TODO: Replace all "int32", "int64", "uint32" and "uint64" with just "int" for better performance in JavaScript! Reference https://github.com/gopherjs/gopherjs#performance-tips
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type AnyBullet interface{}
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type Vec2D struct {
X float64
Y float64
}
type Polygon2D struct {
Anchor *Vec2D
Points []*Vec2D
}
type PlayerDownsync struct {
Id int32
VirtualGridX int32
VirtualGridY int32
DirX int32
DirY int32
VelX int32
VelY int32
Speed int32
BattleState int32
JoinIndex int32
ColliderRadius int32
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Removed bool
Score int32
LastMoveGmtMillis int32
FramesToRecover int32
FramesInChState int32
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Hp int32
MaxHp int32
CharacterState int32
InAir bool
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OnWall bool
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OnWallNormX int32
OnWallNormY int32
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CapturedByInertia bool
ActiveSkillId int32
ActiveSkillHit int32
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FramesInvinsible int32
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BulletTeamId int32
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
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RevivalVirtualGridX int32
RevivalVirtualGridY int32
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}
type InputFrameDecoded struct {
Dx int32
Dy int32
BtnALevel int32
BtnBLevel int32
}
type InputFrameUpsync struct {
InputFrameId int32
Encoded uint64
}
type Barrier struct {
Boundary *Polygon2D
}
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type BulletConfig struct {
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StartupFrames int32 // from "OriginatedRenderFrameId"
CancellableStFrame int32 // from "OriginatedRenderFrameId"
CancellableEdFrame int32 // from "OriginatedRenderFrameId"
ActiveFrames int32
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// for defender
HitStunFrames int32
BlockStunFrames int32
PushbackVelX int32
PushbackVelY int32
Damage int32
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SelfLockVelX int32
SelfLockVelY int32
HitboxOffsetX int32
HitboxOffsetY int32
HitboxSizeX int32
HitboxSizeY int32
BlowUp bool
ExplosionFrames int32
SpeciesId int32 // For fireball, this SpeciesId specifies both the active animation and the explosion animation, for melee it specifies the explosion animation
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CancelTransit map[int]int
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}
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type BulletBattleAttr struct {
BulletLocalId int32 // for referencing cached nodes in frontend rendering
// for offender
OriginatedRenderFrameId int32 // Copied from the first bullet for all subsequent bullets
OffenderJoinIndex int32 // Copied to favor collision handling of the dispatched bullet
TeamId int32
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}
type MeleeBullet struct {
BlState int32 // bullet state, e.g. STARTUP, ACTIVE, EXPLODING
FramesInBlState int32
BattleAttr *BulletBattleAttr
Bullet *BulletConfig
}
type FireballBullet struct {
VirtualGridX int32
VirtualGridY int32
DirX int32
DirY int32
VelX int32
VelY int32
Speed int32
BlState int32 // bullet state, e.g. STARTUP, ACTIVE, EXPLODING
FramesInBlState int32
BattleAttr *BulletBattleAttr
Bullet *BulletConfig
}
type Skill struct {
BattleLocalId int32
RecoveryFrames int32
RecoveryFramesOnBlock int32
RecoveryFramesOnHit int32
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ReleaseTriggerType int32 // 1: rising-edge, 2: falling-edge
BoundChState int32
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Hits []AnyBullet // Hits within a "Skill" are automatically triggered
// [WARN] Multihit of a fireball is more difficult to handle than that of melee, because we have to count from the fireball's first hit; the situation becomes even more complicated when a multihit fireball is in a crowd -- remains to be designed
}
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type RoomDownsyncFrame struct {
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Id int32
PlayersArr []*PlayerDownsync
CountdownNanos int64
MeleeBullets []*MeleeBullet
FireballBullets []*FireballBullet
BackendUnconfirmedMask uint64
ShouldForceResync bool
BulletLocalIdCounter int32
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}
type InputFrameDownsync struct {
InputFrameId int32
InputList []uint64
ConfirmedList uint64
}
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type NpcPatrolCue struct {
FlAct uint64 // Encoded input when collided with this cue & facing left
FrAct uint64 // Encoded input when collided with this cue & facing right
X float64
Y float64
}