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package battle
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import (
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//"fmt"
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"math"
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"resolv"
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)
const (
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MAX_FLOAT64 = 1.7e+308
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MAX_INT32 = int32 ( 999999999 )
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COLLISION_PLAYER_INDEX_PREFIX = ( 1 << 17 )
COLLISION_BARRIER_INDEX_PREFIX = ( 1 << 16 )
COLLISION_BULLET_INDEX_PREFIX = ( 1 << 15 )
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PATTERN_ID_UNABLE_TO_OP = - 2
PATTERN_ID_NO_OP = - 1
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WORLD_TO_VIRTUAL_GRID_RATIO = float64 ( 10.0 )
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VIRTUAL_GRID_TO_WORLD_RATIO = float64 ( 1.0 ) / WORLD_TO_VIRTUAL_GRID_RATIO
GRAVITY_X = int32 ( 0 )
GRAVITY_Y = - int32 ( float64 ( 0.5 ) * WORLD_TO_VIRTUAL_GRID_RATIO ) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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INPUT_DELAY_FRAMES = int32 ( 6 ) // in the count of render frames
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/ *
[ WARNING ]
Experimentally having an input rate > 15 ( e . g . , 60 >> 2 ) doesn ' t improve multiplayer smoothness , in fact higher input rate often results in higher packet loss ( both TCP and UDP ) thus higher wrong prediction rate !
* /
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INPUT_SCALE_FRAMES = uint32 ( 2 ) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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SP_ATK_LOOKUP_FRAMES = int32 ( 5 )
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SNAP_INTO_PLATFORM_OVERLAP = float64 ( 0.1 )
SNAP_INTO_PLATFORM_THRESHOLD = float64 ( 0.5 )
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VERTICAL_PLATFORM_THRESHOLD = float64 ( 0.9 )
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MAGIC_FRAMES_TO_BE_ONWALL = int32 ( 12 )
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DYING_FRAMES_TO_RECOVER = int32 ( 60 ) // MUST BE SAME FOR EVERY CHARACTER FOR FAIRNESS!
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NO_SKILL = - 1
NO_SKILL_HIT = - 1
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NO_LOCK_VEL = int32 ( - 1 )
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// Used in preallocated RoomDownsyncFrame to check termination
TERMINATING_BULLET_LOCAL_ID = int32 ( - 1 )
TERMINATING_PLAYER_ID = int32 ( - 1 )
TERMINATING_RENDER_FRAME_ID = int32 ( - 1 )
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)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
var DIRECTION_DECODER = [ ] [ ] int32 {
{ 0 , 0 } ,
{ 0 , + 2 } ,
{ 0 , - 2 } ,
{ + 2 , 0 } ,
{ - 2 , 0 } ,
{ + 1 , + 1 } ,
{ - 1 , - 1 } ,
{ + 1 , - 1 } ,
{ - 1 , + 1 } ,
}
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const (
BULLET_STARTUP = int32 ( 0 )
BULLET_ACTIVE = int32 ( 1 )
BULLET_EXPLODING = int32 ( 2 )
)
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const (
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ATK_CHARACTER_STATE_IDLE1 = int32 ( 0 )
ATK_CHARACTER_STATE_WALKING = int32 ( 1 )
ATK_CHARACTER_STATE_ATK1 = int32 ( 2 )
ATK_CHARACTER_STATE_ATKED1 = int32 ( 3 )
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP = int32 ( 4 )
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP = int32 ( 5 )
ATK_CHARACTER_STATE_INAIR_ATK1 = int32 ( 6 )
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32 ( 7 )
ATK_CHARACTER_STATE_BLOWN_UP1 = int32 ( 8 )
ATK_CHARACTER_STATE_LAY_DOWN1 = int32 ( 9 )
ATK_CHARACTER_STATE_GET_UP1 = int32 ( 10 )
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ATK_CHARACTER_STATE_ATK2 = int32 ( 11 )
ATK_CHARACTER_STATE_ATK3 = int32 ( 12 )
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ATK_CHARACTER_STATE_ATK4 = int32 ( 13 )
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ATK_CHARACTER_STATE_ATK5 = int32 ( 14 )
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ATK_CHARACTER_STATE_DASHING = int32 ( 15 )
ATK_CHARACTER_STATE_ONWALL = int32 ( 16 )
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ATK_CHARACTER_STATE_TURNAROUND = int32 ( 17 )
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ATK_CHARACTER_STATE_DYING = int32 ( 18 )
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)
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var inAirSet = map [ int32 ] bool {
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP : true ,
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP : true ,
ATK_CHARACTER_STATE_INAIR_ATK1 : true ,
ATK_CHARACTER_STATE_INAIR_ATKED1 : true ,
ATK_CHARACTER_STATE_BLOWN_UP1 : true ,
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ATK_CHARACTER_STATE_ONWALL : true ,
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}
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var noOpSet = map [ int32 ] bool {
ATK_CHARACTER_STATE_ATKED1 : true ,
ATK_CHARACTER_STATE_INAIR_ATKED1 : true ,
ATK_CHARACTER_STATE_BLOWN_UP1 : true ,
ATK_CHARACTER_STATE_LAY_DOWN1 : true ,
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// [WARNING] During the invinsible frames of GET_UP1, the player is allowed to take any action
ATK_CHARACTER_STATE_DYING : true ,
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}
var invinsibleSet = map [ int32 ] bool {
ATK_CHARACTER_STATE_BLOWN_UP1 : true ,
ATK_CHARACTER_STATE_LAY_DOWN1 : true ,
ATK_CHARACTER_STATE_GET_UP1 : true ,
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ATK_CHARACTER_STATE_DYING : true ,
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}
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var nonAttackingSet = map [ int32 ] bool {
ATK_CHARACTER_STATE_IDLE1 : true ,
ATK_CHARACTER_STATE_WALKING : true ,
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP : true ,
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP : true ,
ATK_CHARACTER_STATE_ATKED1 : true ,
ATK_CHARACTER_STATE_INAIR_ATKED1 : true ,
ATK_CHARACTER_STATE_BLOWN_UP1 : true ,
ATK_CHARACTER_STATE_LAY_DOWN1 : true ,
ATK_CHARACTER_STATE_GET_UP1 : true ,
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ATK_CHARACTER_STATE_DYING : true ,
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}
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func intAbs ( x int32 ) int32 {
if x < 0 {
return - x
}
return x
}
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func ShouldPrefabInputFrameDownsync ( prevRenderFrameId int32 , renderFrameId int32 ) ( bool , int32 ) {
for i := prevRenderFrameId + 1 ; i <= renderFrameId ; i ++ {
if ( 0 <= i ) && ( 0 == ( i & ( ( 1 << INPUT_SCALE_FRAMES ) - 1 ) ) ) {
return true , i
}
}
return false , - 1
}
func ShouldGenerateInputFrameUpsync ( renderFrameId int32 ) bool {
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return ( ( renderFrameId & ( ( 1 << INPUT_SCALE_FRAMES ) - 1 ) ) == 0 )
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}
func ConvertToDelayedInputFrameId ( renderFrameId int32 ) int32 {
if renderFrameId < INPUT_DELAY_FRAMES {
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return 0
}
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return ( ( renderFrameId - INPUT_DELAY_FRAMES ) >> INPUT_SCALE_FRAMES )
}
func ConvertToNoDelayInputFrameId ( renderFrameId int32 ) int32 {
return ( renderFrameId >> INPUT_SCALE_FRAMES )
}
func ConvertToFirstUsedRenderFrameId ( inputFrameId int32 ) int32 {
return ( ( inputFrameId << INPUT_SCALE_FRAMES ) + INPUT_DELAY_FRAMES )
}
func ConvertToLastUsedRenderFrameId ( inputFrameId int32 ) int32 {
return ( ( inputFrameId << INPUT_SCALE_FRAMES ) + INPUT_DELAY_FRAMES + ( 1 << INPUT_SCALE_FRAMES ) - 1 )
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}
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func decodeInput ( encodedInput uint64 ) * InputFrameDecoded {
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encodedDirection := ( encodedInput & uint64 ( 15 ) )
btnALevel := int32 ( ( encodedInput >> 4 ) & 1 )
btnBLevel := int32 ( ( encodedInput >> 5 ) & 1 )
return & InputFrameDecoded {
Dx : DIRECTION_DECODER [ encodedDirection ] [ 0 ] ,
Dy : DIRECTION_DECODER [ encodedDirection ] [ 1 ] ,
BtnALevel : btnALevel ,
BtnBLevel : btnBLevel ,
}
}
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type SatResult struct {
Overlap float64
OverlapX float64
OverlapY float64
AContainedInB bool
BContainedInA bool
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Axis resolv . Vector
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}
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func calcPushbacks ( oldDx , oldDy float64 , playerShape , barrierShape * resolv . ConvexPolygon ) ( bool , float64 , float64 , * SatResult ) {
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origX , origY := playerShape . Position ( )
defer func ( ) {
playerShape . SetPosition ( origX , origY )
} ( )
playerShape . SetPosition ( origX + oldDx , origY + oldDy )
overlapResult := & SatResult {
Overlap : 0 ,
OverlapX : 0 ,
OverlapY : 0 ,
AContainedInB : true ,
BContainedInA : true ,
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Axis : resolv . Vector { 0 , 0 } ,
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}
if overlapped := isPolygonPairOverlapped ( playerShape , barrierShape , overlapResult ) ; overlapped {
pushbackX , pushbackY := overlapResult . Overlap * overlapResult . OverlapX , overlapResult . Overlap * overlapResult . OverlapY
return true , pushbackX , pushbackY , overlapResult
} else {
return false , 0 , 0 , overlapResult
}
}
func isPolygonPairOverlapped ( a , b * resolv . ConvexPolygon , result * SatResult ) bool {
aCnt , bCnt := len ( a . Points ) , len ( b . Points )
// Single point case
if 1 == aCnt && 1 == bCnt {
if nil != result {
result . Overlap = 0
}
return a . Points [ 0 ] [ 0 ] == b . Points [ 0 ] [ 0 ] && a . Points [ 0 ] [ 1 ] == b . Points [ 0 ] [ 1 ]
}
if 1 < aCnt {
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// Deliberately using "Points" instead of "SATAxes" to avoid unnecessary heap memory alloc
for i , _ := range a . Points {
u , v := a . Points [ i ] , a . Points [ 0 ]
if i != len ( a . Points ) - 1 {
v = a . Points [ i + 1 ]
}
dy := v [ 1 ] - u [ 1 ]
dx := v [ 0 ] - u [ 0 ]
axis := resolv . Vector { dy , - dx } . Unit ( )
if isPolygonPairSeparatedByDir ( a , b , axis , result ) {
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return false
}
}
}
if 1 < bCnt {
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for i , _ := range b . Points {
u , v := b . Points [ i ] , b . Points [ 0 ]
if i != len ( b . Points ) - 1 {
v = b . Points [ i + 1 ]
}
dy := v [ 1 ] - u [ 1 ]
dx := v [ 0 ] - u [ 0 ]
axis := resolv . Vector { dy , - dx } . Unit ( )
if isPolygonPairSeparatedByDir ( a , b , axis , result ) {
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return false
}
}
}
return true
}
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func IsMeleeBulletActive ( meleeBullet * MeleeBullet , currRenderFrame * RoomDownsyncFrame ) bool {
if BULLET_EXPLODING == meleeBullet . BlState {
return false
}
return ( meleeBullet . BattleAttr . OriginatedRenderFrameId + meleeBullet . Bullet . StartupFrames <= currRenderFrame . Id ) && ( meleeBullet . BattleAttr . OriginatedRenderFrameId + meleeBullet . Bullet . StartupFrames + meleeBullet . Bullet . ActiveFrames > currRenderFrame . Id )
}
func IsMeleeBulletAlive ( meleeBullet * MeleeBullet , currRenderFrame * RoomDownsyncFrame ) bool {
if BULLET_EXPLODING == meleeBullet . BlState {
return meleeBullet . FramesInBlState < meleeBullet . Bullet . ExplosionFrames
}
return ( meleeBullet . BattleAttr . OriginatedRenderFrameId + meleeBullet . Bullet . StartupFrames + meleeBullet . Bullet . ActiveFrames > currRenderFrame . Id )
}
func IsFireballBulletActive ( fireballBullet * FireballBullet , currRenderFrame * RoomDownsyncFrame ) bool {
if BULLET_EXPLODING == fireballBullet . BlState {
return false
}
return ( fireballBullet . BattleAttr . OriginatedRenderFrameId + fireballBullet . Bullet . StartupFrames < currRenderFrame . Id ) && ( fireballBullet . BattleAttr . OriginatedRenderFrameId + fireballBullet . Bullet . StartupFrames + fireballBullet . Bullet . ActiveFrames > currRenderFrame . Id )
}
func IsFireballBulletAlive ( fireballBullet * FireballBullet , currRenderFrame * RoomDownsyncFrame ) bool {
if BULLET_EXPLODING == fireballBullet . BlState {
return fireballBullet . FramesInBlState < fireballBullet . Bullet . ExplosionFrames
}
return ( fireballBullet . BattleAttr . OriginatedRenderFrameId + fireballBullet . Bullet . StartupFrames + fireballBullet . Bullet . ActiveFrames > currRenderFrame . Id )
}
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func isPolygonPairSeparatedByDir ( a , b * resolv . ConvexPolygon , e resolv . Vector , result * SatResult ) bool {
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/ *
[ WARNING ] This function is deliberately made private , it shouldn ' t be used alone ( i . e . not along the norms of a polygon ) , otherwise the pushbacks calculated would be meaningless .
Consider the following example
a : {
anchor : [ 1337.19 1696.74 ]
points : [ [ 0 0 ] [ 24 0 ] [ 24 24 ] [ 0 24 ] ]
} ,
b : {
anchor : [ 1277.72 1570.56 ]
points : [ [ 642.57 319.16 ] [ 0 319.16 ] [ 5.73 0 ] [ 643.75 0.90 ] ]
}
e = ( - 2.98 , 1.49 ) . Unit ( )
* /
var aStart , aEnd , bStart , bEnd float64 = MAX_FLOAT64 , - MAX_FLOAT64 , MAX_FLOAT64 , - MAX_FLOAT64
for _ , p := range a . Points {
dot := ( p [ 0 ] + a . X ) * e [ 0 ] + ( p [ 1 ] + a . Y ) * e [ 1 ]
if aStart > dot {
aStart = dot
}
if aEnd < dot {
aEnd = dot
}
}
for _ , p := range b . Points {
dot := ( p [ 0 ] + b . X ) * e [ 0 ] + ( p [ 1 ] + b . Y ) * e [ 1 ]
if bStart > dot {
bStart = dot
}
if bEnd < dot {
bEnd = dot
}
}
if aStart > bEnd || aEnd < bStart {
// Separated by unit vector "e"
return true
}
if nil != result {
overlap := float64 ( 0 )
if aStart < bStart {
result . AContainedInB = false
if aEnd < bEnd {
overlap = aEnd - bStart
result . BContainedInA = false
} else {
option1 := aEnd - bStart
option2 := bEnd - aStart
if option1 < option2 {
overlap = option1
} else {
overlap = - option2
}
}
} else {
result . BContainedInA = false
if aEnd > bEnd {
overlap = aStart - bEnd
result . AContainedInB = false
} else {
option1 := aEnd - bStart
option2 := bEnd - aStart
if option1 < option2 {
overlap = option1
} else {
overlap = - option2
}
}
}
currentOverlap := result . Overlap
absoluteOverlap := overlap
if overlap < 0 {
absoluteOverlap = - overlap
}
if ( 0 == result . Axis [ 0 ] && 0 == result . Axis [ 1 ] ) || currentOverlap > absoluteOverlap {
var sign float64 = 1
if overlap < 0 {
sign = - 1
}
result . Overlap = absoluteOverlap
result . OverlapX = e [ 0 ] * sign
result . OverlapY = e [ 1 ] * sign
}
result . Axis = e
}
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
return false
}
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func WorldToVirtualGridPos ( wx , wy float64 ) ( int32 , int32 ) {
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// [WARNING] Introduces loss of precision!
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
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var virtualGridX int32 = int32 ( math . Round ( wx * WORLD_TO_VIRTUAL_GRID_RATIO ) )
var virtualGridY int32 = int32 ( math . Round ( wy * WORLD_TO_VIRTUAL_GRID_RATIO ) )
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return virtualGridX , virtualGridY
}
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func VirtualGridToWorldPos ( vx , vy int32 ) ( float64 , float64 ) {
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// No loss of precision
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var wx float64 = float64 ( vx ) * VIRTUAL_GRID_TO_WORLD_RATIO
var wy float64 = float64 ( vy ) * VIRTUAL_GRID_TO_WORLD_RATIO
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return wx , wy
}
func WorldToPolygonColliderBLPos ( wx , wy , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding , collisionSpaceOffsetX , collisionSpaceOffsetY float64 ) ( float64 , float64 ) {
return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX , wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
}
func PolygonColliderBLToWorldPos ( cx , cy , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding , collisionSpaceOffsetX , collisionSpaceOffsetY float64 ) ( float64 , float64 ) {
return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX , cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
}
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func PolygonColliderBLToVirtualGridPos ( cx , cy , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding , collisionSpaceOffsetX , collisionSpaceOffsetY float64 ) ( int32 , int32 ) {
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wx , wy := PolygonColliderBLToWorldPos ( cx , cy , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding , collisionSpaceOffsetX , collisionSpaceOffsetY )
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return WorldToVirtualGridPos ( wx , wy )
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}
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func VirtualGridToPolygonColliderBLPos ( vx , vy int32 , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding , collisionSpaceOffsetX , collisionSpaceOffsetY float64 ) ( float64 , float64 ) {
wx , wy := VirtualGridToWorldPos ( vx , vy )
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return WorldToPolygonColliderBLPos ( wx , wy , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding , collisionSpaceOffsetX , collisionSpaceOffsetY )
}
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func calcHardPushbacksNorms ( joinIndex int32 , currPlayerDownsync , thatPlayerInNextFrame * PlayerDownsync , playerCollider * resolv . Object , playerShape * resolv . ConvexPolygon , snapIntoPlatformOverlap float64 , pEffPushback * Vec2D , pHardPushback * [ ] Vec2D , collision * resolv . Collision ) int {
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virtualGripToWall := float64 ( 0 )
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync . CharacterState && 0 == thatPlayerInNextFrame . VelX && currPlayerDownsync . DirX == thatPlayerInNextFrame . DirX {
/ *
I ' m not sure whether this is a bug of "resolv_tailored" ( maybe due to my changes ) , on the x - axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0" , while the same extent of intersection is OK in y - axis .
The workaround here is to grant a "virtualGripToWall" in x - axis to guarantee that if
- "currPlayerDownsync" is on wall , and
- "thatPlayerInNextFrame.VelX" is 0 ( i . e . no proactive move against the wall ) , and
- there ' s no change in player facing direction
* /
xfac := float64 ( 1 )
if 0 > thatPlayerInNextFrame . DirX {
xfac = - xfac
}
virtualGripToWall = xfac * float64 ( currPlayerDownsync . Speed ) * VIRTUAL_GRID_TO_WORLD_RATIO
}
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retCnt := 0
collided := playerCollider . CheckAllWithHolder ( virtualGripToWall , 0 , collision )
if ! collided {
return retCnt
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}
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//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
//fmt.Printf("joinIndex=%d calcHardPushbacksNorms has non-empty collision;playerColliderPos=(%.2f,%.2f)\n", joinIndex, playerColliderCenterX, playerColliderCenterY)
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for true {
obj := collision . FirstCollidedObject ( )
if nil == obj {
break
}
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isBarrier := false
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switch obj . Data . ( type ) {
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case * PlayerDownsync , * MeleeBullet , * FireballBullet :
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default :
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// By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet && !*FireballBullet".
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isBarrier = true
}
if ! isBarrier {
continue
}
barrierShape := obj . Shape . ( * resolv . ConvexPolygon )
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overlapped , pushbackX , pushbackY , overlapResult := calcPushbacks ( 0 , 0 , playerShape , barrierShape )
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if ! overlapped {
continue
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}
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// ALWAY snap into hardPushbacks!
// [OverlapX, OverlapY] is the unit vector that points into the platform
pushbackX , pushbackY = ( overlapResult . Overlap - snapIntoPlatformOverlap ) * overlapResult . OverlapX , ( overlapResult . Overlap - snapIntoPlatformOverlap ) * overlapResult . OverlapY
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( * pHardPushback ) [ retCnt ] = Vec2D { X : overlapResult . OverlapX , Y : overlapResult . OverlapY }
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pEffPushback . X += pushbackX
pEffPushback . Y += pushbackY
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retCnt ++
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//fmt.Printf("joinIndex=%d calcHardPushbacksNorms found one hardpushback; immediatePushback=(%.2f,%.2f)\n", joinIndex, pushbackX, pushbackY)
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}
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return retCnt
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}
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func deriveOpPattern ( currPlayerDownsync , thatPlayerInNextFrame * PlayerDownsync , currRenderFrame * RoomDownsyncFrame , chConfig * CharacterConfig , inputsBuffer * resolv . RingBuffer ) ( int , bool , int32 , int32 ) {
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// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
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delayedInputFrameId := ConvertToDelayedInputFrameId ( currRenderFrame . Id )
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delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId ( currRenderFrame . Id - 1 )
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if 0 >= delayedInputFrameId {
return PATTERN_ID_UNABLE_TO_OP , false , 0 , 0
}
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if _ , existent := noOpSet [ currPlayerDownsync . CharacterState ] ; existent {
return PATTERN_ID_UNABLE_TO_OP , false , 0 , 0
}
2022-12-28 10:06:05 +00:00
delayedInputList := inputsBuffer . GetByFrameId ( delayedInputFrameId ) . ( * InputFrameDownsync ) . InputList
var delayedInputListForPrevRdf [ ] uint64 = nil
if 0 < delayedInputFrameIdForPrevRdf {
delayedInputListForPrevRdf = inputsBuffer . GetByFrameId ( delayedInputFrameIdForPrevRdf ) . ( * InputFrameDownsync ) . InputList
}
jumpedOrNot := false
joinIndex := currPlayerDownsync . JoinIndex
decodedInput := decodeInput ( delayedInputList [ joinIndex - 1 ] )
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effDx , effDy := int32 ( 0 ) , int32 ( 0 )
2022-12-28 10:06:05 +00:00
prevBtnALevel , prevBtnBLevel := int32 ( 0 ) , int32 ( 0 )
if nil != delayedInputListForPrevRdf {
prevDecodedInput := decodeInput ( delayedInputListForPrevRdf [ joinIndex - 1 ] )
prevBtnALevel = prevDecodedInput . BtnALevel
prevBtnBLevel = prevDecodedInput . BtnBLevel
}
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// Jumping is partially allowed within "CapturedByInertia", but moving is only allowed when "0 == FramesToRecover" (constrained later in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame")
if 0 == currPlayerDownsync . FramesToRecover {
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effDx , effDy = decodedInput . Dx , decodedInput . Dy
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}
patternId := PATTERN_ID_NO_OP
canJumpWithinInertia := currPlayerDownsync . CapturedByInertia && ( ( chConfig . InertiaFramesToRecover >> 1 ) > currPlayerDownsync . FramesToRecover )
if 0 == currPlayerDownsync . FramesToRecover || canJumpWithinInertia {
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if decodedInput . BtnBLevel > prevBtnBLevel {
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if chConfig . DashingEnabled && 0 > decodedInput . Dy && ATK_CHARACTER_STATE_DASHING != currPlayerDownsync . CharacterState {
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// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
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patternId = 5
} else if _ , existent := inAirSet [ currPlayerDownsync . CharacterState ] ; ! existent {
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jumpedOrNot = true
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} else if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync . CharacterState {
jumpedOrNot = true
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}
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}
}
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if PATTERN_ID_NO_OP == patternId {
if 0 < decodedInput . BtnALevel {
if decodedInput . BtnALevel > prevBtnALevel {
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if 0 > decodedInput . Dy {
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patternId = 3
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} else if 0 < decodedInput . Dy {
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patternId = 2
} else {
patternId = 1
}
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} else {
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patternId = 4 // Holding
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}
}
}
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return patternId , jumpedOrNot , effDx , effDy
}
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/ *
[ LONG TERM PERFORMANCE ENHANCEMENT PLAN ]
The function "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame" is creating new heap - memory blocks at 60 fps , e . g . nextRenderFramePlayers & nextRenderFrameMeleeBullets & nextRenderFrameFireballBullets & effPushbacks & hardPushbackNorms & jumpedOrNotList & playerColliders & bulletColliders , which would induce "possibly performance impacting garbage collections" when many rooms are running simultaneously .
It ' s not easy to remove all of the dynamic heap - memory blocks allocation / deallocation , but we can reduce them to some extent . For example , the creation of new "RoomDownsyncFrame" in heap - memory can be avoided by adding
` ` `
func overwriteRoomDownsyncFrame ( src * RoomDownsyncFrame , dst * RoomDownsyncFrame ) {
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// Copy "src" into "dst" down to every primitive field; as for a same room, the "RenderFrameBuffer" is always accessed (R & W) by a same kernel thread (both frontend & backend), no thread-safety concern here
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}
type Room struct {
newRoomDownsyncFrameHolder * RoomDownsyncFrame
}
func ( pR * Room ) provisionNewRoomDownsyncFrameHolder ( src * RoomDownsyncFrame ) {
overwriteRoomDownsyncFrame ( src , pR . newRoomDownsyncFrameHolder )
}
` ` `
then pass in the whole "renderFrameBuffer *SpecificRingBuffer" to this function and overwrite the target slot IN - PLACE , i . e . need write new "SpecificRingBuffer.Put/SetByFrameId" to use the new function "overwriteRoomDownsyncFrame(src, dst)" to keep "%p of every SpecificRingBuffer.Eles[i]" constant .
However , the enhancement for "playerColliders & bulletColliders" of each room is even more difficult , because the feasibility of doing in - place overwrites depends on the collision library in use .
* /
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame ( inputsBuffer * resolv . RingBuffer , currRenderFrame * RoomDownsyncFrame , collisionSys * resolv . Space , collisionSysMap map [ int32 ] * resolv . Object , collisionSpaceOffsetX , collisionSpaceOffsetY float64 , chConfigsOrderedByJoinIndex [ ] * CharacterConfig ) * RoomDownsyncFrame {
collision := resolv . NewCollision ( ) // TODO: Pass this holder in from params
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// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
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roomCapacity := len ( currRenderFrame . PlayersArr )
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nextRenderFramePlayers := make ( [ ] * PlayerDownsync , roomCapacity )
// Make a copy first
for i , currPlayerDownsync := range currRenderFrame . PlayersArr {
nextRenderFramePlayers [ i ] = & PlayerDownsync {
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Id : currPlayerDownsync . Id ,
VirtualGridX : currPlayerDownsync . VirtualGridX ,
VirtualGridY : currPlayerDownsync . VirtualGridY ,
DirX : currPlayerDownsync . DirX ,
DirY : currPlayerDownsync . DirY ,
VelX : currPlayerDownsync . VelX ,
VelY : currPlayerDownsync . VelY ,
CharacterState : currPlayerDownsync . CharacterState ,
InAir : true ,
OnWall : false ,
Speed : currPlayerDownsync . Speed ,
BattleState : currPlayerDownsync . BattleState ,
Score : currPlayerDownsync . Score ,
Removed : currPlayerDownsync . Removed ,
JoinIndex : currPlayerDownsync . JoinIndex ,
Hp : currPlayerDownsync . Hp ,
MaxHp : currPlayerDownsync . MaxHp ,
FramesToRecover : currPlayerDownsync . FramesToRecover - 1 ,
FramesInChState : currPlayerDownsync . FramesInChState + 1 ,
ActiveSkillId : currPlayerDownsync . ActiveSkillId ,
ActiveSkillHit : currPlayerDownsync . ActiveSkillHit ,
FramesInvinsible : currPlayerDownsync . FramesInvinsible - 1 ,
BulletTeamId : currPlayerDownsync . BulletTeamId ,
ChCollisionTeamId : currPlayerDownsync . ChCollisionTeamId ,
RevivalVirtualGridX : currPlayerDownsync . RevivalVirtualGridX ,
RevivalVirtualGridY : currPlayerDownsync . RevivalVirtualGridY ,
ColliderRadius : currPlayerDownsync . ColliderRadius ,
OnWallNormX : currPlayerDownsync . OnWallNormX ,
OnWallNormY : currPlayerDownsync . OnWallNormY ,
CapturedByInertia : currPlayerDownsync . CapturedByInertia ,
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}
if nextRenderFramePlayers [ i ] . FramesToRecover < 0 {
nextRenderFramePlayers [ i ] . FramesToRecover = 0
}
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if nextRenderFramePlayers [ i ] . FramesInvinsible < 0 {
nextRenderFramePlayers [ i ] . FramesInvinsible = 0
}
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}
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nextRenderFrameMeleeBullets := make ( [ ] * MeleeBullet , 0 , len ( currRenderFrame . MeleeBullets ) ) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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nextRenderFrameFireballBullets := make ( [ ] * FireballBullet , 0 , len ( currRenderFrame . FireballBullets ) )
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effPushbacks := make ( [ ] Vec2D , roomCapacity )
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hardPushbackNorms := make ( [ ] [ ] Vec2D , roomCapacity )
for i , _ := range currRenderFrame . PlayersArr {
hardPushbackNorms [ i ] = make ( [ ] Vec2D , 5 ) // In reality no more than 4 simultaneous hard pushbacks
}
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jumpedOrNotList := make ( [ ] bool , roomCapacity )
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bulletLocalId := currRenderFrame . BulletLocalIdCounter
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// 1. Process player inputs
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for i , currPlayerDownsync := range currRenderFrame . PlayersArr {
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chConfig := chConfigsOrderedByJoinIndex [ i ]
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thatPlayerInNextFrame := nextRenderFramePlayers [ i ]
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patternId , jumpedOrNot , effDx , effDy := deriveOpPattern ( currPlayerDownsync , thatPlayerInNextFrame , currRenderFrame , chConfig , inputsBuffer )
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jumpedOrNotList [ i ] = jumpedOrNot
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joinIndex := currPlayerDownsync . JoinIndex
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skillId := chConfig . SkillMapper ( patternId , currPlayerDownsync )
if skillConfig , existent := skills [ skillId ] ; existent {
thatPlayerInNextFrame . ActiveSkillId = int32 ( skillId )
thatPlayerInNextFrame . ActiveSkillHit = 0
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thatPlayerInNextFrame . FramesToRecover = skillConfig . RecoveryFrames
xfac := int32 ( 1 )
if 0 > thatPlayerInNextFrame . DirX {
xfac = - xfac
}
hasLockVel := false
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// Hardcoded to use only the first hit for now
switch v := skillConfig . Hits [ thatPlayerInNextFrame . ActiveSkillHit ] . ( type ) {
case * MeleeBullet :
var newBullet MeleeBullet = * v // Copied primitive fields into an onstack variable
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newBullet . BattleAttr = & BulletBattleAttr {
BulletLocalId : bulletLocalId ,
OriginatedRenderFrameId : currRenderFrame . Id ,
OffenderJoinIndex : joinIndex ,
TeamId : currPlayerDownsync . BulletTeamId ,
}
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bulletLocalId ++
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newBullet . BlState = BULLET_STARTUP
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nextRenderFrameMeleeBullets = append ( nextRenderFrameMeleeBullets , & newBullet )
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if NO_LOCK_VEL != v . Bullet . SelfLockVelX {
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hasLockVel = true
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thatPlayerInNextFrame . VelX = xfac * v . Bullet . SelfLockVelX
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}
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if NO_LOCK_VEL != v . Bullet . SelfLockVelY {
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hasLockVel = true
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thatPlayerInNextFrame . VelY = v . Bullet . SelfLockVelY
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}
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case * FireballBullet :
var newBullet FireballBullet = * v // Copied primitive fields into an onstack variable
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newBullet . BattleAttr = & BulletBattleAttr {
BulletLocalId : bulletLocalId ,
OriginatedRenderFrameId : currRenderFrame . Id ,
OffenderJoinIndex : joinIndex ,
TeamId : currPlayerDownsync . BulletTeamId ,
}
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bulletLocalId ++
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newBullet . VirtualGridX , newBullet . VirtualGridY = currPlayerDownsync . VirtualGridX + xfac * newBullet . Bullet . HitboxOffsetX , currPlayerDownsync . VirtualGridY + newBullet . Bullet . HitboxOffsetY
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newBullet . DirX = xfac
newBullet . DirY = 0
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newBullet . VelX = newBullet . Speed * xfac
newBullet . VelY = 0
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newBullet . BlState = BULLET_STARTUP
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nextRenderFrameFireballBullets = append ( nextRenderFrameFireballBullets , & newBullet )
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//fmt.Printf("Created new fireball @currRenderFrame.Id=%d, %p, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, offenderVpos=(%d,%d)\n", currRenderFrame.Id, &newBullet, bulletLocalId, newBullet.VirtualGridX, newBullet.VirtualGridY, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY)
if NO_LOCK_VEL != v . Bullet . SelfLockVelX {
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hasLockVel = true
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thatPlayerInNextFrame . VelX = xfac * v . Bullet . SelfLockVelX
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}
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if NO_LOCK_VEL != v . Bullet . SelfLockVelY {
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hasLockVel = true
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thatPlayerInNextFrame . VelY = v . Bullet . SelfLockVelY
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}
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}
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if false == hasLockVel && false == currPlayerDownsync . InAir {
thatPlayerInNextFrame . VelX = 0
}
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thatPlayerInNextFrame . CharacterState = skillConfig . BoundChState
continue // Don't allow movement if skill is used
2022-12-28 10:06:05 +00:00
}
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if 0 == currPlayerDownsync . FramesToRecover {
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prevCapturedByInertia := currPlayerDownsync . CapturedByInertia
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isWallJumping := ( chConfig . OnWallEnabled && chConfig . WallJumpingInitVelX == intAbs ( currPlayerDownsync . VelX ) )
2023-01-19 01:20:52 +00:00
/ *
if isWallJumping {
fmt . Printf ( "joinIndex=%d is wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d}\n" , currPlayerDownsync . JoinIndex , currRenderFrame . Id , currPlayerDownsync . Speed , currPlayerDownsync . VelX )
}
* /
2023-01-20 03:29:27 +00:00
alignedWithInertia := true
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exactTurningAround := false
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stoppingFromWalking := false
if 0 != effDx && 0 == thatPlayerInNextFrame . VelX {
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alignedWithInertia = false
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} else if 0 == effDx && 0 != thatPlayerInNextFrame . VelX {
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alignedWithInertia = false
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stoppingFromWalking = true
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} else if 0 > effDx * thatPlayerInNextFrame . VelX {
alignedWithInertia = false
2023-01-20 15:22:02 +00:00
exactTurningAround = true
2023-01-20 03:29:27 +00:00
}
2023-01-20 15:22:02 +00:00
if ! jumpedOrNot && ! isWallJumping && ! prevCapturedByInertia && ! alignedWithInertia {
2023-01-20 03:29:27 +00:00
/ *
[ WARNING ] A "turn-around" , or in more generic direction schema a "change in direction" is a hurdle for our current "prediction+rollback" approach , yet applying a "FramesToRecover" for "turn-around" can alleviate the graphical inconsistence to a huge extent ! For better operational experience , this is intentionally NOT APPLIED TO WALL JUMPING !
When "false == alignedWithInertia" , we ' re GUARANTEED TO BE WRONG AT INPUT PREDICTION ON THE FRONTEND , but we COULD STILL BE RIGHT AT POSITION PREDICTION WITHIN "InertiaFramesToRecover" -- which together with "INPUT_DELAY_FRAMES" grants the frontend a big chance to be graphically consistent even upon wrong prediction !
* /
//fmt.Printf("joinIndex=%d is not wall jumping and not aligned w/ inertia\n{renderFrame.id: %d, effDx: %d, thatPlayerInNextFrame.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, effDx, thatPlayerInNextFrame.VelX)
thatPlayerInNextFrame . CapturedByInertia = true
2023-01-20 15:22:02 +00:00
if exactTurningAround {
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_TURNAROUND
2023-01-23 06:17:52 +00:00
thatPlayerInNextFrame . FramesToRecover = chConfig . InertiaFramesToRecover
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} else if stoppingFromWalking {
thatPlayerInNextFrame . FramesToRecover = chConfig . InertiaFramesToRecover
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} else {
2023-02-11 04:08:01 +00:00
thatPlayerInNextFrame . FramesToRecover = ( ( chConfig . InertiaFramesToRecover >> 1 ) + ( chConfig . InertiaFramesToRecover >> 2 ) )
2023-01-20 15:22:02 +00:00
}
2023-01-20 03:29:27 +00:00
} else {
thatPlayerInNextFrame . CapturedByInertia = false
if 0 != effDx {
2023-01-19 01:20:52 +00:00
xfac := int32 ( 1 )
if 0 > effDx {
xfac = - xfac
}
thatPlayerInNextFrame . DirX = effDx
thatPlayerInNextFrame . DirY = effDy
if isWallJumping {
//fmt.Printf("joinIndex=%d is controlling while wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d, effDx: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX, effDx)
thatPlayerInNextFrame . VelX = xfac * intAbs ( currPlayerDownsync . VelX )
} else {
thatPlayerInNextFrame . VelX = xfac * currPlayerDownsync . Speed
}
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_WALKING
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} else {
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame . VelX = 0
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}
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}
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}
}
// 2. Process player movement
2023-01-02 08:36:17 +00:00
playerColliders := make ( [ ] * resolv . Object , len ( currRenderFrame . PlayersArr ) , len ( currRenderFrame . PlayersArr ) ) // Will all be removed at the end of this function due to the need for being rollback-compatible
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for i , currPlayerDownsync := range currRenderFrame . PlayersArr {
joinIndex := currPlayerDownsync . JoinIndex
effPushbacks [ joinIndex - 1 ] . X , effPushbacks [ joinIndex - 1 ] . Y = float64 ( 0 ) , float64 ( 0 )
2023-01-11 23:22:14 +00:00
thatPlayerInNextFrame := nextRenderFramePlayers [ i ]
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chConfig := chConfigsOrderedByJoinIndex [ i ]
2022-12-23 14:31:55 +00:00
// Reset playerCollider position from the "virtual grid position"
newVx , newVy := currPlayerDownsync . VirtualGridX + currPlayerDownsync . VelX , currPlayerDownsync . VirtualGridY + currPlayerDownsync . VelY
2023-02-08 08:15:05 +00:00
if 0 >= thatPlayerInNextFrame . Hp && 0 == thatPlayerInNextFrame . FramesToRecover {
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// Revive from Dying
2023-02-08 08:15:05 +00:00
newVx , newVy = currPlayerDownsync . RevivalVirtualGridX , currPlayerDownsync . RevivalVirtualGridY
2023-02-11 04:08:01 +00:00
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_GET_UP1
thatPlayerInNextFrame . FramesInChState = ATK_CHARACTER_STATE_GET_UP1
thatPlayerInNextFrame . FramesToRecover = chConfig . GetUpFramesToRecover
thatPlayerInNextFrame . FramesInvinsible = chConfig . GetUpInvinsibleFrames
2023-02-08 08:15:05 +00:00
thatPlayerInNextFrame . Hp = currPlayerDownsync . MaxHp
2023-02-11 04:08:01 +00:00
// Hardcoded initial character orientation/facing
if 0 == ( thatPlayerInNextFrame . JoinIndex % 2 ) {
thatPlayerInNextFrame . DirX = - 2
thatPlayerInNextFrame . DirY = 0
} else {
thatPlayerInNextFrame . DirX = + 2
thatPlayerInNextFrame . DirY = 0
}
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}
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if jumpedOrNotList [ i ] {
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// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync . CharacterState {
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if 0 < currPlayerDownsync . VelX * currPlayerDownsync . OnWallNormX {
newVx -= currPlayerDownsync . VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first
}
2023-01-11 23:22:14 +00:00
xfac := int32 ( - 1 )
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if 0 > currPlayerDownsync . OnWallNormX {
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// Always jump to the opposite direction of wall inward norm
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xfac = - xfac
}
newVx += xfac * chConfig . WallJumpingInitVelX
newVy += chConfig . WallJumpingInitVelY
thatPlayerInNextFrame . VelX = int32 ( xfac * chConfig . WallJumpingInitVelX )
thatPlayerInNextFrame . VelY = int32 ( chConfig . WallJumpingInitVelY )
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thatPlayerInNextFrame . FramesToRecover = chConfig . WallJumpingFramesToRecover
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} else {
thatPlayerInNextFrame . VelY = int32 ( chConfig . JumpingInitVelY )
newVy += chConfig . JumpingInitVelY // Immediately gets out of any snapping
}
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}
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wx , wy := VirtualGridToWorldPos ( newVx , newVy )
colliderWidth , colliderHeight := currPlayerDownsync . ColliderRadius * 2 , currPlayerDownsync . ColliderRadius * 4
switch currPlayerDownsync . CharacterState {
case ATK_CHARACTER_STATE_LAY_DOWN1 :
colliderWidth , colliderHeight = currPlayerDownsync . ColliderRadius * 4 , currPlayerDownsync . ColliderRadius * 2
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case ATK_CHARACTER_STATE_BLOWN_UP1 , ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP , ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP , ATK_CHARACTER_STATE_ONWALL :
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colliderWidth , colliderHeight = currPlayerDownsync . ColliderRadius * 2 , currPlayerDownsync . ColliderRadius * 2
}
colliderWorldWidth , colliderWorldHeight := VirtualGridToWorldPos ( colliderWidth , colliderHeight )
playerCollider := GenerateRectCollider ( wx , wy , colliderWorldWidth , colliderWorldHeight , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , collisionSpaceOffsetX , collisionSpaceOffsetY , currPlayerDownsync , "Player" ) // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
playerColliders [ i ] = playerCollider
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// Add to collision system
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collisionSys . AddSingle ( playerCollider )
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if currPlayerDownsync . InAir {
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if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync . CharacterState && ! jumpedOrNotList [ i ] {
thatPlayerInNextFrame . VelX += GRAVITY_X
thatPlayerInNextFrame . VelY = chConfig . WallSlidingVelY
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} else if ATK_CHARACTER_STATE_DASHING == currPlayerDownsync . CharacterState {
thatPlayerInNextFrame . VelX += GRAVITY_X
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} else {
thatPlayerInNextFrame . VelX += GRAVITY_X
thatPlayerInNextFrame . VelY += GRAVITY_Y
}
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}
}
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// 3. Add bullet colliders into collision system
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// [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
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bulletColliders := make ( [ ] * resolv . Object , 0 , ( ( len ( currRenderFrame . MeleeBullets ) + len ( currRenderFrame . FireballBullets ) ) << 1 ) ) // Will all be removed at the end of this function due to the need for being rollback-compatible
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for _ , prevFireball := range currRenderFrame . FireballBullets {
fireballBullet := & FireballBullet {
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VirtualGridX : prevFireball . VirtualGridX ,
VirtualGridY : prevFireball . VirtualGridY ,
DirX : prevFireball . DirX ,
DirY : prevFireball . DirY ,
VelX : prevFireball . VelX ,
VelY : prevFireball . VelY ,
Speed : prevFireball . Speed ,
Bullet : prevFireball . Bullet ,
BattleAttr : prevFireball . BattleAttr ,
FramesInBlState : prevFireball . FramesInBlState + 1 ,
BlState : prevFireball . BlState ,
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}
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if IsFireballBulletAlive ( fireballBullet , currRenderFrame ) {
if IsFireballBulletActive ( fireballBullet , currRenderFrame ) {
bulletWx , bulletWy := VirtualGridToWorldPos ( fireballBullet . VirtualGridX , fireballBullet . VirtualGridY )
hitboxSizeWx , hitboxSizeWy := VirtualGridToWorldPos ( fireballBullet . Bullet . HitboxSizeX , fireballBullet . Bullet . HitboxSizeY )
newBulletCollider := GenerateRectCollider ( bulletWx , bulletWy , hitboxSizeWx , hitboxSizeWy , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , collisionSpaceOffsetX , collisionSpaceOffsetY , fireballBullet , "FireballBullet" )
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collisionSys . AddSingle ( newBulletCollider )
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bulletColliders = append ( bulletColliders , newBulletCollider )
fireballBullet . BlState = BULLET_ACTIVE
if fireballBullet . BlState != prevFireball . BlState {
fireballBullet . FramesInBlState = 0
}
fireballBullet . VirtualGridX , fireballBullet . VirtualGridY = fireballBullet . VirtualGridX + fireballBullet . VelX , fireballBullet . VirtualGridY + fireballBullet . VelY
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
} else {
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offender := currRenderFrame . PlayersArr [ fireballBullet . BattleAttr . OffenderJoinIndex - 1 ]
if _ , existent := noOpSet [ offender . CharacterState ] ; existent {
// If a fireball is not yet active but the offender got attacked, remove it
continue
}
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//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
}
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nextRenderFrameFireballBullets = append ( nextRenderFrameFireballBullets , fireballBullet )
}
}
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for _ , prevMelee := range currRenderFrame . MeleeBullets {
meleeBullet := & MeleeBullet {
Bullet : prevMelee . Bullet ,
BattleAttr : prevMelee . BattleAttr ,
FramesInBlState : prevMelee . FramesInBlState + 1 ,
BlState : prevMelee . BlState ,
}
if IsMeleeBulletAlive ( meleeBullet , currRenderFrame ) {
offender := currRenderFrame . PlayersArr [ meleeBullet . BattleAttr . OffenderJoinIndex - 1 ]
if _ , existent := noOpSet [ offender . CharacterState ] ; existent {
// If a melee is alive but the offender got attacked, remove it even if it's active
continue
}
if IsMeleeBulletActive ( meleeBullet , currRenderFrame ) {
xfac := int32 ( 1 ) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender . DirX {
xfac = - xfac
}
bulletWx , bulletWy := VirtualGridToWorldPos ( offender . VirtualGridX + xfac * meleeBullet . Bullet . HitboxOffsetX , offender . VirtualGridY )
hitboxSizeWx , hitboxSizeWy := VirtualGridToWorldPos ( meleeBullet . Bullet . HitboxSizeX , meleeBullet . Bullet . HitboxSizeY )
newBulletCollider := GenerateRectCollider ( bulletWx , bulletWy , hitboxSizeWx , hitboxSizeWy , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , SNAP_INTO_PLATFORM_OVERLAP , collisionSpaceOffsetX , collisionSpaceOffsetY , meleeBullet , "MeleeBullet" )
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collisionSys . AddSingle ( newBulletCollider )
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bulletColliders = append ( bulletColliders , newBulletCollider )
meleeBullet . BlState = BULLET_ACTIVE
if meleeBullet . BlState != prevMelee . BlState {
meleeBullet . FramesInBlState = 0
}
}
nextRenderFrameMeleeBullets = append ( nextRenderFrameMeleeBullets , meleeBullet )
}
}
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// 4. Calc pushbacks for each player (after its movement) w/o bullets
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for i , currPlayerDownsync := range currRenderFrame . PlayersArr {
joinIndex := currPlayerDownsync . JoinIndex
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playerCollider := playerColliders [ i ]
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playerShape := playerCollider . Shape . ( * resolv . ConvexPolygon )
thatPlayerInNextFrame := nextRenderFramePlayers [ i ]
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hardPushbackCnt := calcHardPushbacksNorms ( joinIndex , currPlayerDownsync , thatPlayerInNextFrame , playerCollider , playerShape , SNAP_INTO_PLATFORM_OVERLAP , & ( effPushbacks [ joinIndex - 1 ] ) , & ( hardPushbackNorms [ joinIndex - 1 ] ) , collision )
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chConfig := chConfigsOrderedByJoinIndex [ i ]
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landedOnGravityPushback := false
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if collided := playerCollider . CheckAllWithHolder ( 0 , 0 , collision ) ; collided {
for true {
obj := collision . FirstCollidedObject ( )
if nil == obj {
break
}
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isBarrier , isAnotherPlayer , isBullet := false , false , false
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switch v := obj . Data . ( type ) {
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case * PlayerDownsync :
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if ATK_CHARACTER_STATE_DYING == v . CharacterState {
// ignore collision with dying player
continue
}
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isAnotherPlayer = true
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case * MeleeBullet , * FireballBullet :
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isBullet = true
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default :
// By default it's a regular barrier, even if data is nil
isBarrier = true
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}
if isBullet {
// ignore bullets for this step
continue
}
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bShape := obj . Shape . ( * resolv . ConvexPolygon )
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overlapped , pushbackX , pushbackY , overlapResult := calcPushbacks ( 0 , 0 , playerShape , bShape )
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if ! overlapped {
continue
}
normAlignmentWithGravity := ( overlapResult . OverlapX * float64 ( 0 ) + overlapResult . OverlapY * float64 ( - 1.0 ) )
if isAnotherPlayer {
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// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
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pushbackX , pushbackY = ( overlapResult . Overlap - SNAP_INTO_PLATFORM_OVERLAP * 2 ) * overlapResult . OverlapX , ( overlapResult . Overlap - SNAP_INTO_PLATFORM_OVERLAP * 2 ) * overlapResult . OverlapY
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}
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if 0 < hardPushbackCnt {
for i := 0 ; i < hardPushbackCnt ; i ++ {
hardPushbackNorm := hardPushbackNorms [ joinIndex - 1 ] [ i ]
projectedMagnitude := pushbackX * hardPushbackNorm . X + pushbackY * hardPushbackNorm . Y
if isBarrier || ( isAnotherPlayer && 0 > projectedMagnitude ) {
pushbackX -= projectedMagnitude * hardPushbackNorm . X
pushbackY -= projectedMagnitude * hardPushbackNorm . Y
}
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}
}
effPushbacks [ joinIndex - 1 ] . X += pushbackX
effPushbacks [ joinIndex - 1 ] . Y += pushbackY
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if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity {
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landedOnGravityPushback = true
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
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//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
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}
}
}
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if landedOnGravityPushback {
thatPlayerInNextFrame . InAir = false
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fallStopping := ( currPlayerDownsync . InAir && 0 >= currPlayerDownsync . VelY )
if fallStopping {
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thatPlayerInNextFrame . VelY = 0
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thatPlayerInNextFrame . VelX = 0
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if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame . CharacterState {
} else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame . CharacterState {
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thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
thatPlayerInNextFrame . FramesToRecover = chConfig . LayDownFramesToRecover
} else {
switch currPlayerDownsync . CharacterState {
case ATK_CHARACTER_STATE_BLOWN_UP1 , ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP , ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP , ATK_CHARACTER_STATE_ONWALL :
// [WARNING] To prevent bouncing due to abrupt change of collider shape, it's important that we check "currPlayerDownsync" instead of "thatPlayerInNextFrame" here!
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halfColliderWidthDiff , halfColliderHeightDiff := int32 ( 0 ) , currPlayerDownsync . ColliderRadius
_ , halfColliderWorldHeightDiff := VirtualGridToWorldPos ( halfColliderWidthDiff , halfColliderHeightDiff )
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effPushbacks [ joinIndex - 1 ] . Y -= halfColliderWorldHeightDiff
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}
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thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame . FramesToRecover = 0
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}
} else {
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// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying
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if _ , existent := nonAttackingSet [ thatPlayerInNextFrame . CharacterState ] ; existent {
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if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame . CharacterState {
// No update needed for Dying
} else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame . CharacterState {
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if 0 == thatPlayerInNextFrame . FramesToRecover {
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_GET_UP1
thatPlayerInNextFrame . FramesToRecover = chConfig . GetUpFramesToRecover
}
} else if ATK_CHARACTER_STATE_GET_UP1 == thatPlayerInNextFrame . CharacterState {
if 0 == thatPlayerInNextFrame . FramesToRecover {
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame . FramesInvinsible = chConfig . GetUpInvinsibleFrames
}
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}
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}
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}
}
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if chConfig . OnWallEnabled {
if thatPlayerInNextFrame . InAir {
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
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if _ , existent := noOpSet [ currPlayerDownsync . CharacterState ] ; ! existent && 0 < hardPushbackCnt {
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// [WARNING] Sticking to wall could only be triggered by proactive player input
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for i := 0 ; i < hardPushbackCnt ; i ++ {
hardPushbackNorm := hardPushbackNorms [ joinIndex - 1 ] [ i ]
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normAlignmentWithHorizon1 := ( hardPushbackNorm . X * float64 ( 1.0 ) + hardPushbackNorm . Y * float64 ( 0.0 ) )
normAlignmentWithHorizon2 := ( hardPushbackNorm . X * float64 ( - 1.0 ) + hardPushbackNorm . Y * float64 ( 0.0 ) )
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
thatPlayerInNextFrame . OnWall = true
thatPlayerInNextFrame . OnWallNormX , thatPlayerInNextFrame . OnWallNormY = int32 ( hardPushbackNorm . X ) , int32 ( hardPushbackNorm . Y )
break
}
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
thatPlayerInNextFrame . OnWall = true
thatPlayerInNextFrame . OnWallNormX , thatPlayerInNextFrame . OnWallNormY = int32 ( hardPushbackNorm . X ) , int32 ( hardPushbackNorm . Y )
break
}
}
}
}
if ! thatPlayerInNextFrame . OnWall {
thatPlayerInNextFrame . OnWallNormX , thatPlayerInNextFrame . OnWallNormY = 0 , 0
}
}
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2022-12-23 14:31:55 +00:00
}
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// 5. Check bullet-anything collisions
for _ , bulletCollider := range bulletColliders {
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collided := bulletCollider . CheckAllWithHolder ( 0 , 0 , collision )
bulletCollider . Space . RemoveSingle ( bulletCollider ) // Make sure that the bulletCollider is always removed for each renderFrame
if ! collided {
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continue
}
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exploded := false
explodedOnAnotherPlayer := false
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var bulletStaticAttr * BulletConfig = nil
var bulletBattleAttr * BulletBattleAttr = nil
switch v := bulletCollider . Data . ( type ) {
case * MeleeBullet :
bulletStaticAttr = v . Bullet
bulletBattleAttr = v . BattleAttr
case * FireballBullet :
bulletStaticAttr = v . Bullet
bulletBattleAttr = v . BattleAttr
}
bulletShape := bulletCollider . Shape . ( * resolv . ConvexPolygon )
offender := currRenderFrame . PlayersArr [ bulletBattleAttr . OffenderJoinIndex - 1 ]
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for true {
obj := collision . FirstCollidedObject ( )
if nil == obj {
break
}
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defenderShape := obj . Shape . ( * resolv . ConvexPolygon )
switch t := obj . Data . ( type ) {
case * PlayerDownsync :
if bulletBattleAttr . OffenderJoinIndex == t . JoinIndex {
continue
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}
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overlapped , _ , _ , _ := calcPushbacks ( 0 , 0 , bulletShape , defenderShape )
if ! overlapped {
continue
}
if _ , existent := invinsibleSet [ t . CharacterState ] ; existent {
continue
}
if 0 < t . FramesInvinsible {
continue
}
exploded = true
explodedOnAnotherPlayer = true
xfac := int32 ( 1 ) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender . DirX {
xfac = - xfac
}
atkedPlayerInNextFrame := nextRenderFramePlayers [ t . JoinIndex - 1 ]
atkedPlayerInNextFrame . Hp -= bulletStaticAttr . Damage
if 0 >= atkedPlayerInNextFrame . Hp {
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
atkedPlayerInNextFrame . Hp = 0
atkedPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_DYING
atkedPlayerInNextFrame . FramesToRecover = DYING_FRAMES_TO_RECOVER
} else {
pushbackVelX , pushbackVelY := xfac * bulletStaticAttr . PushbackVelX , bulletStaticAttr . PushbackVelY
atkedPlayerInNextFrame . VelX = pushbackVelX
atkedPlayerInNextFrame . VelY = pushbackVelY
if bulletStaticAttr . BlowUp {
atkedPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers [ t . JoinIndex - 1 ] . FramesToRecover
if bulletStaticAttr . HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame . FramesToRecover = bulletStaticAttr . HitStunFrames
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}
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}
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default :
exploded = true
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}
}
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if exploded {
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switch v := bulletCollider . Data . ( type ) {
case * MeleeBullet :
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v . BlState = BULLET_EXPLODING
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if explodedOnAnotherPlayer {
v . FramesInBlState = 0
} else {
// When hitting a barrier, don't play explosion anim
v . FramesInBlState = v . Bullet . ExplosionFrames + 1
}
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//fmt.Printf("melee exploded @currRenderFrame.Id=%d, bulletLocalId=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.BlState)
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case * FireballBullet :
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v . BlState = BULLET_EXPLODING
v . FramesInBlState = 0
//fmt.Printf("fireball exploded @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.VirtualGridX, v.VirtualGridY, v.BlState)
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}
}
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}
// 6. Get players out of stuck barriers if there's any
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for i , currPlayerDownsync := range currRenderFrame . PlayersArr {
joinIndex := currPlayerDownsync . JoinIndex
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playerCollider := playerColliders [ i ]
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// Update "virtual grid position"
thatPlayerInNextFrame := nextRenderFramePlayers [ i ]
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thatPlayerInNextFrame . VirtualGridX , thatPlayerInNextFrame . VirtualGridY = PolygonColliderBLToVirtualGridPos ( playerCollider . X - effPushbacks [ joinIndex - 1 ] . X , playerCollider . Y - effPushbacks [ joinIndex - 1 ] . Y , playerCollider . W * 0.5 , playerCollider . H * 0.5 , 0 , 0 , 0 , 0 , collisionSpaceOffsetX , collisionSpaceOffsetY )
// Update "CharacterState"
if thatPlayerInNextFrame . InAir {
oldNextCharacterState := thatPlayerInNextFrame . CharacterState
switch oldNextCharacterState {
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case ATK_CHARACTER_STATE_IDLE1 , ATK_CHARACTER_STATE_WALKING , ATK_CHARACTER_STATE_TURNAROUND :
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if jumpedOrNotList [ i ] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync . CharacterState {
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thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
} else {
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
}
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case ATK_CHARACTER_STATE_ATK1 :
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
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// No inAir transition for ATK2/ATK3 for now
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case ATK_CHARACTER_STATE_ATKED1 :
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
}
}
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if thatPlayerInNextFrame . OnWall {
switch thatPlayerInNextFrame . CharacterState {
case ATK_CHARACTER_STATE_WALKING , ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP , ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP :
hasBeenOnWallChState := ( ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync . CharacterState )
hasBeenOnWallCollisionResultForSameChState := ( currPlayerDownsync . OnWall && MAGIC_FRAMES_TO_BE_ONWALL <= thatPlayerInNextFrame . FramesInChState )
if hasBeenOnWallChState || hasBeenOnWallCollisionResultForSameChState {
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_ONWALL
}
}
}
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// Reset "FramesInChState" if "CharacterState" is changed
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if thatPlayerInNextFrame . CharacterState != currPlayerDownsync . CharacterState {
thatPlayerInNextFrame . FramesInChState = 0
}
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// Remove any active skill if not attacking
if _ , existent := nonAttackingSet [ thatPlayerInNextFrame . CharacterState ] ; existent {
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thatPlayerInNextFrame . ActiveSkillId = int32 ( NO_SKILL )
thatPlayerInNextFrame . ActiveSkillHit = int32 ( NO_SKILL_HIT )
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}
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}
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for _ , playerCollider := range playerColliders {
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playerCollider . Space . RemoveSingle ( playerCollider )
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}
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return & RoomDownsyncFrame {
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Id : currRenderFrame . Id + 1 ,
PlayersArr : nextRenderFramePlayers ,
BulletLocalIdCounter : bulletLocalId ,
MeleeBullets : nextRenderFrameMeleeBullets ,
FireballBullets : nextRenderFrameFireballBullets ,
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}
}
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func GenerateRectCollider ( wx , wy , w , h , topPadding , bottomPadding , leftPadding , rightPadding , spaceOffsetX , spaceOffsetY float64 , data interface { } , tag string ) * resolv . Object {
blX , blY := WorldToPolygonColliderBLPos ( wx , wy , w * 0.5 , h * 0.5 , topPadding , bottomPadding , leftPadding , rightPadding , spaceOffsetX , spaceOffsetY )
return generateRectColliderInCollisionSpace ( blX , blY , leftPadding + w + rightPadding , bottomPadding + h + topPadding , data , tag )
}
func generateRectColliderInCollisionSpace ( blX , blY , w , h float64 , data interface { } , tag string ) * resolv . Object {
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collider := resolv . NewObjectSingleTag ( blX , blY , w , h , tag ) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
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shape := resolv . NewRectangle ( 0 , 0 , w , h )
collider . SetShape ( shape )
collider . Data = data
return collider
}
func GenerateConvexPolygonCollider ( unalignedSrc * Polygon2D , spaceOffsetX , spaceOffsetY float64 , data interface { } , tag string ) * resolv . Object {
aligned := AlignPolygon2DToBoundingBox ( unalignedSrc )
var w , h float64 = 0 , 0
shape := resolv . NewConvexPolygon ( )
for i , pi := range aligned . Points {
for j , pj := range aligned . Points {
if i == j {
continue
}
if math . Abs ( pj . X - pi . X ) > w {
w = math . Abs ( pj . X - pi . X )
}
if math . Abs ( pj . Y - pi . Y ) > h {
h = math . Abs ( pj . Y - pi . Y )
}
}
}
for i := 0 ; i < len ( aligned . Points ) ; i ++ {
p := aligned . Points [ i ]
shape . AddPoints ( p . X , p . Y )
}
collider := resolv . NewObject ( aligned . Anchor . X + spaceOffsetX , aligned . Anchor . Y + spaceOffsetY , w , h , tag )
collider . SetShape ( shape )
collider . Data = data
return collider
}
func AlignPolygon2DToBoundingBox ( input * Polygon2D ) * Polygon2D {
// Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
boundingBoxBL := & Vec2D {
X : MAX_FLOAT64 ,
Y : MAX_FLOAT64 ,
}
for _ , p := range input . Points {
if p . X < boundingBoxBL . X {
boundingBoxBL . X = p . X
}
if p . Y < boundingBoxBL . Y {
boundingBoxBL . Y = p . Y
}
}
// Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
output := & Polygon2D {
Anchor : & Vec2D {
X : input . Anchor . X + boundingBoxBL . X ,
Y : input . Anchor . Y + boundingBoxBL . Y ,
} ,
Points : make ( [ ] * Vec2D , len ( input . Points ) ) ,
}
for i , p := range input . Points {
output . Points [ i ] = & Vec2D {
X : p . X - boundingBoxBL . X ,
Y : p . Y - boundingBoxBL . Y ,
}
}
return output
}
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func NewMeleeBullet ( bulletLocalId , originatedRenderFrameId , offenderJoinIndex , startupFrames , cancellableStFrame , cancellableEdFrame , activeFrames , hitStunFrames , blockStunFrames , pushbackVelX , pushbackVelY , damage , selfLockVelX , selfLockVelY , hitboxOffsetX , hitboxOffsetY , hitboxSizeX , hitboxSizeY int32 , blowUp bool , teamId , blState , framesInBlState , explosionFrames , speciesId int32 ) * MeleeBullet {
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return & MeleeBullet {
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BlState : blState ,
FramesInBlState : framesInBlState ,
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BattleAttr : & BulletBattleAttr {
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BulletLocalId : bulletLocalId ,
OriginatedRenderFrameId : originatedRenderFrameId ,
OffenderJoinIndex : offenderJoinIndex ,
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TeamId : teamId ,
} ,
Bullet : & BulletConfig {
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StartupFrames : startupFrames ,
CancellableStFrame : cancellableStFrame ,
CancellableEdFrame : cancellableEdFrame ,
ActiveFrames : activeFrames ,
HitStunFrames : hitStunFrames ,
BlockStunFrames : blockStunFrames ,
PushbackVelX : pushbackVelX ,
PushbackVelY : pushbackVelY ,
Damage : damage ,
SelfLockVelX : selfLockVelX ,
SelfLockVelY : selfLockVelY ,
HitboxOffsetX : hitboxOffsetX ,
HitboxOffsetY : hitboxOffsetY ,
HitboxSizeX : hitboxSizeX ,
HitboxSizeY : hitboxSizeY ,
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BlowUp : blowUp ,
ExplosionFrames : explosionFrames ,
SpeciesId : speciesId ,
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} ,
}
}
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func NewFireballBullet ( bulletLocalId , originatedRenderFrameId , offenderJoinIndex , startupFrames , cancellableStFrame , cancellableEdFrame , activeFrames , hitStunFrames , blockStunFrames , pushbackVelX , pushbackVelY , damage , selfLockVelX , selfLockVelY , hitboxOffsetX , hitboxOffsetY , hitboxSizeX , hitboxSizeY int32 , blowUp bool , teamId int32 , virtualGridX , virtualGridY , dirX , dirY , velX , velY , speed , blState , framesInBlState , explosionFrames , speciesId int32 ) * FireballBullet {
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return & FireballBullet {
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BlState : blState ,
FramesInBlState : framesInBlState ,
VirtualGridX : virtualGridX ,
VirtualGridY : virtualGridY ,
DirX : dirX ,
DirY : dirY ,
VelX : velX ,
VelY : velY ,
Speed : speed ,
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BattleAttr : & BulletBattleAttr {
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BulletLocalId : bulletLocalId ,
OriginatedRenderFrameId : originatedRenderFrameId ,
OffenderJoinIndex : offenderJoinIndex ,
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TeamId : teamId ,
} ,
Bullet : & BulletConfig {
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StartupFrames : startupFrames ,
CancellableStFrame : cancellableStFrame ,
CancellableEdFrame : cancellableEdFrame ,
ActiveFrames : activeFrames ,
HitStunFrames : hitStunFrames ,
BlockStunFrames : blockStunFrames ,
PushbackVelX : pushbackVelX ,
PushbackVelY : pushbackVelY ,
Damage : damage ,
SelfLockVelX : selfLockVelX ,
SelfLockVelY : selfLockVelY ,
HitboxOffsetX : hitboxOffsetX ,
HitboxOffsetY : hitboxOffsetY ,
HitboxSizeX : hitboxSizeX ,
HitboxSizeY : hitboxSizeY ,
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BlowUp : blowUp ,
ExplosionFrames : explosionFrames ,
SpeciesId : speciesId ,
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} ,
}
}
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func NewPlayerDownsync ( id , virtualGridX , virtualGridY , dirX , dirY , velX , velY , framesToRecover , framesInChState , activeSkillId , activeSkillHit , framesInvinsible , speed , battleState , characterState , joinIndex , hp , maxHp , colliderRadius int32 , inAir , onWall bool , onWallNormX , onWallNormY int32 , capturedByInertia bool , bulletTeamId , chCollisionTeamId int32 , revivalVirtualGridX , revivalVirtualGridY int32 ) * PlayerDownsync {
return & PlayerDownsync {
Id : id ,
VirtualGridX : virtualGridX ,
VirtualGridY : virtualGridY ,
DirX : dirX ,
DirY : dirY ,
VelX : velX ,
VelY : velY ,
FramesToRecover : framesToRecover ,
FramesInChState : framesInChState ,
ActiveSkillId : activeSkillId ,
ActiveSkillHit : activeSkillHit ,
FramesInvinsible : framesInvinsible ,
Speed : speed ,
BattleState : battleState ,
CharacterState : characterState ,
JoinIndex : joinIndex ,
Hp : hp ,
MaxHp : maxHp ,
ColliderRadius : colliderRadius ,
InAir : inAir ,
OnWall : onWall ,
OnWallNormX : onWallNormX ,
OnWallNormY : onWallNormY ,
CapturedByInertia : capturedByInertia ,
BulletTeamId : bulletTeamId ,
ChCollisionTeamId : chCollisionTeamId ,
RevivalVirtualGridX : revivalVirtualGridX ,
RevivalVirtualGridY : revivalVirtualGridY ,
}
}
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func CloneMeleeBullet ( blState , framesInBlState int32 , dynamicBattleAttr * BulletBattleAttr , staticBulletConfig * BulletConfig , dst * MeleeBullet /* preallocated */ ) {
dst . BlState = blState
dst . FramesInBlState = framesInBlState
dst . BattleAttr . BulletLocalId = dynamicBattleAttr . BulletLocalId
dst . BattleAttr . OriginatedRenderFrameId = dynamicBattleAttr . OriginatedRenderFrameId
dst . BattleAttr . OffenderJoinIndex = dynamicBattleAttr . OffenderJoinIndex
dst . BattleAttr . TeamId = dynamicBattleAttr . TeamId
dst . Bullet = staticBulletConfig // It's OK to just assign the pointer here, static bullet config is meant to be passed this way
}
func CloneFireballBullet ( blState , framesInBlState , virtualGridX , virtualGridY , dirX , dirY , velX , velY , speed int32 , dynamicBattleAttr * BulletBattleAttr , staticBulletConfig * BulletConfig , dst * FireballBullet /* preallocated */ ) {
dst . BlState = blState
dst . FramesInBlState = framesInBlState
dst . VirtualGridX = virtualGridX
dst . VirtualGridY = virtualGridY
dst . DirX = dirX
dst . DirY = dirY
dst . VelX = velX
dst . VelY = velY
dst . Speed = speed
dst . BattleAttr . BulletLocalId = dynamicBattleAttr . BulletLocalId
dst . BattleAttr . OriginatedRenderFrameId = dynamicBattleAttr . OriginatedRenderFrameId
dst . BattleAttr . OffenderJoinIndex = dynamicBattleAttr . OffenderJoinIndex
dst . BattleAttr . TeamId = dynamicBattleAttr . TeamId
dst . Bullet = staticBulletConfig // It's OK to just assign the pointer here, static bullet config is meant to be passed this way
}
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func ClonePlayerDownsync ( id , virtualGridX , virtualGridY , dirX , dirY , velX , velY , framesToRecover , framesInChState , activeSkillId , activeSkillHit , framesInvinsible , speed , battleState , characterState , joinIndex , hp , maxHp , colliderRadius int32 , inAir , onWall bool , onWallNormX , onWallNormY int32 , capturedByInertia bool , bulletTeamId , chCollisionTeamId , revivalVirtualGridX , revivalVirtualGridY int32 , dst * PlayerDownsync ) {
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dst . Id = id
dst . VirtualGridX = virtualGridX
dst . VirtualGridY = virtualGridY
dst . DirX = dirX
dst . DirY = dirY
dst . VelX = velX
dst . VelY = velY
dst . FramesToRecover = framesToRecover
dst . FramesInChState = framesInChState
dst . ActiveSkillId = activeSkillId
dst . ActiveSkillHit = activeSkillHit
dst . FramesInvinsible = framesInvinsible
dst . Speed = speed
dst . BattleState = battleState
dst . CharacterState = characterState
dst . JoinIndex = joinIndex
dst . Hp = hp
dst . MaxHp = maxHp
dst . ColliderRadius = colliderRadius
dst . InAir = inAir
dst . OnWall = onWall
dst . OnWallNormX = onWallNormX
dst . OnWallNormY = onWallNormY
dst . CapturedByInertia = capturedByInertia
dst . BulletTeamId = bulletTeamId
dst . ChCollisionTeamId = chCollisionTeamId
dst . RevivalVirtualGridX = revivalVirtualGridX
dst . RevivalVirtualGridY = revivalVirtualGridY
}
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func CloneRoomDownsyncFrame ( id int32 , playersArr [ ] * PlayerDownsync , bulletLocalIdCounter int32 , meleeBullets [ ] * MeleeBullet , fireballBullets [ ] * FireballBullet , dst * RoomDownsyncFrame ) {
dst . Id = id
dst . BulletLocalIdCounter = bulletLocalIdCounter
for i := 0 ; i < len ( playersArr ) ; i ++ {
src := playersArr [ i ]
if nil == src || TERMINATING_PLAYER_ID == src . Id {
break
}
ClonePlayerDownsync ( src . Id , src . VirtualGridX , src . VirtualGridY , src . DirX , src . DirY , src . VelX , src . VelY , src . FramesToRecover , src . FramesInChState , src . ActiveSkillId , src . ActiveSkillHit , src . FramesInvinsible , src . Speed , src . BattleState , src . CharacterState , src . JoinIndex , src . Hp , src . MaxHp , src . ColliderRadius , src . InAir , src . OnWall , src . OnWallNormX , src . OnWallNormY , src . CapturedByInertia , src . BulletTeamId , src . ChCollisionTeamId , src . RevivalVirtualGridX , src . RevivalVirtualGridY , dst . PlayersArr [ i ] )
}
for i := 0 ; i < len ( meleeBullets ) ; i ++ {
src := meleeBullets [ i ]
if nil == src || TERMINATING_BULLET_LOCAL_ID == src . BattleAttr . BulletLocalId {
break
}
CloneMeleeBullet ( src . BlState , src . FramesInBlState , src . BattleAttr , src . Bullet , dst . MeleeBullets [ i ] )
}
for i := 0 ; i < len ( fireballBullets ) ; i ++ {
src := fireballBullets [ i ]
if nil == src || TERMINATING_BULLET_LOCAL_ID == src . BattleAttr . BulletLocalId {
break
}
CloneFireballBullet ( src . BlState , src . FramesInBlState , src . VirtualGridX , src . VirtualGridY , src . DirX , src . DirY , src . VelX , src . VelY , src . Speed , src . BattleAttr , src . Bullet , dst . FireballBullets [ i ] )
}
}
func NewPreallocatedRoomDownsyncFrame ( roomCapacity , preallocMeleeBulletCount int , preallocFireballBulletCount int ) * RoomDownsyncFrame {
preallocatedPlayers := make ( [ ] * PlayerDownsync , roomCapacity )
for i := 0 ; i < roomCapacity ; i ++ {
preallocatedPlayer := NewPlayerDownsync ( TERMINATING_PLAYER_ID , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , false , false , 0 , 0 , false , 0 , 0 , 0 , 0 )
preallocatedPlayers [ i ] = preallocatedPlayer
}
preallocatedMeleeBullets := make ( [ ] * MeleeBullet , preallocMeleeBulletCount )
for i := 0 ; i < preallocMeleeBulletCount ; i ++ {
preallocatedMelee := NewMeleeBullet ( TERMINATING_BULLET_LOCAL_ID , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , false , 0 , 0 , 0 , 0 , 0 )
preallocatedMeleeBullets [ i ] = preallocatedMelee
}
preallocatedFireballBullets := make ( [ ] * FireballBullet , preallocFireballBulletCount )
for i := 0 ; i < preallocFireballBulletCount ; i ++ {
preallocatedFireball := NewFireballBullet ( TERMINATING_BULLET_LOCAL_ID , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , false , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )
preallocatedFireballBullets [ i ] = preallocatedFireball
}
return & RoomDownsyncFrame {
Id : TERMINATING_RENDER_FRAME_ID ,
BulletLocalIdCounter : TERMINATING_BULLET_LOCAL_ID ,
PlayersArr : preallocatedPlayers ,
MeleeBullets : preallocatedMeleeBullets ,
FireballBullets : preallocatedFireballBullets ,
}
}