Drafted attack trigger logic in OfflineMap.

This commit is contained in:
genxium
2022-11-22 17:12:51 +08:00
parent 9b29edaaa1
commit 024d527f3d
9 changed files with 1707 additions and 534 deletions

View File

@@ -45,10 +45,14 @@ message PlayerDownsync {
bool removed = 9;
int32 score = 10;
int32 lastMoveGmtMillis = 11;
int32 framesToRecover = 12;
int32 hp = 13;
int32 maxHp = 14;
int32 characterState = 15;
string name = 12;
string displayName = 13;
string avatar = 14;
string name = 16;
string displayName = 17;
string avatar = 18;
}
message InputFrameDecoded {
@@ -72,12 +76,6 @@ message HeartbeatUpsync {
int64 clientTimestamp = 1;
}
message RoomDownsyncFrame {
int32 id = 1;
map<int32, PlayerDownsync> players = 2;
int64 countdownNanos = 3;
}
message WsReq {
int32 msgId = 1;
int32 playerId = 2;
@@ -97,3 +95,36 @@ message WsResp {
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
BattleColliderInfo bciFrame = 6;
}
message MeleeBullet {
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
// ALL lengths are in world coordinate
// for offender
int32 battleLocalId = 1;
int32 startupFrames = 2;
int32 activeFrames = 3;
int32 recoveryFrames = 4;
int32 recoveryFramesOnBlock = 5;
int32 recoveryFramesOnHit = 6;
sharedprotos.Vec2D moveforward = 7;
sharedprotos.Vec2D hitboxOffset = 8;
sharedprotos.Vec2D hitboxSize = 9;
int32 offenderJoinIndex = 10;
int32 originatedRenderFrameId = 11;
// for defender
int32 hitStunFrames = 12;
int32 blockStunFrames = 13;
double pushback = 14;
int32 releaseTriggerType = 15; // 1: rising-edge, 2: falling-edge
int32 damage = 16;
}
message RoomDownsyncFrame {
int32 id = 1;
map<int32, PlayerDownsync> players = 2;
int64 countdownNanos = 3;
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
}

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@@ -440,7 +440,7 @@
"array": [
0,
0,
210.4441731196186,
216.50635094610968,
0,
0,
0,

View File

@@ -453,7 +453,7 @@
"array": [
0,
0,
210.4441731196186,
216.50635094610968,
0,
0,
0,

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@@ -22,6 +22,9 @@ cc.Class({
ctor() {
this.speciesName = null;
this.hp = 100;
this.maxHp = 100;
this.framesToRecover = 0;
},
setSpecies(speciesName) {

View File

@@ -300,6 +300,7 @@ cc.Class({
// Clearing previous info of all players. [ENDS]
self.renderFrameId = 0; // After battle started
self.bulletBattleLocalIdCounter = 0;
self.lastAllConfirmedRenderFrameId = -1;
self.lastAllConfirmedInputFrameId = -1;
self.lastUpsyncInputFrameId = -1;
@@ -313,6 +314,7 @@ cc.Class({
self.collisionSys = new collisions.Collisions();
self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used
self.collisionBulletIndexPrefix = (1 << 15); // For tracking the movements of bullets
self.collisionSysMap = new Map();
self.transitToState(ALL_MAP_STATES.VISUAL);
@@ -408,19 +410,7 @@ cc.Class({
/** Init required prefab ended. */
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames;
self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames;
self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance;
self.battleDurationNanos = parsedBattleColliderInfo.battleDurationNanos;
self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
self.spAtkLookupFrames = parsedBattleColliderInfo.spAtkLookupFrames;
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
Object.assign(self, parsedBattleColliderInfo);
const tiledMapIns = self.node.getComponent(cc.TiledMap);
@@ -758,7 +748,7 @@ cc.Class({
playerScriptIns.joinIndex = joinIndex;
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierElf");
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
if (0 == playerRichInfo.dir.dx && 0 == playerRichInfo.dir.dy) {
@@ -1045,7 +1035,6 @@ cc.Class({
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
// console.log(`Got non-zero inputs for playerId=${playerId}, decodedInput=${JSON.stringify(decodedInput)} @currRenderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.id}`);
/*
Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
*/

View File

@@ -3,6 +3,34 @@ i18n.init(window.language); // languageID should be equal to the one we input in
const OnlineMap = require('./Map');
const PunchAtkConfig = {
// for offender
startupFrames: 2,
activeFrames: 2,
recoveryFrames: 4, // usually but not always "startupFrames+activeFrames"
recoveryFramesOnBlock: 4, // usually but not always the same as "recoveryFrames"
recoveryFramesOnHit: 4, // usually but not always the same as "recoveryFrames"
moveforward: {
x: 0,
y: 0,
},
hitboxOffset: {
x: 24.0, // should be about the radius of the PlayerCollider
y: 0,
},
hitboxSize: {
x: 24.0,
y: 24.0,
},
// for defender
hitStunFrames: 0,
blockStunFrames: 0,
pushback: 10.0,
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
damage: 5
};
cc.Class({
extends: OnlineMap,
@@ -162,8 +190,8 @@ cc.Class({
11: {
id: 11,
joinIndex: 2,
virtualGridX: 80*self.worldToVirtualGridRatio,
virtualGridY: 40*self.worldToVirtualGridRatio,
virtualGridX: 80 * self.worldToVirtualGridRatio,
virtualGridY: 40 * self.worldToVirtualGridRatio,
speed: 2 * self.worldToVirtualGridRatio,
colliderRadius: 12,
dir: {
@@ -213,4 +241,141 @@ cc.Class({
}
}
},
// Overriding this function to test experimental dynamics
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
const self = this;
const nextRenderFramePlayers = {}
for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId];
nextRenderFramePlayers[playerId] = {
id: playerId,
virtualGridX: currPlayerDownsync.virtualGridX,
virtualGridY: currPlayerDownsync.virtualGridY,
dir: {
dx: currPlayerDownsync.dir.dx,
dy: currPlayerDownsync.dir.dy,
},
speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState,
score: currPlayerDownsync.score,
removed: currPlayerDownsync.removed,
joinIndex: currPlayerDownsync.joinIndex,
framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
hp: currPlayerDownsync.hp,
maxHp: currPlayerDownsync.maxHp,
};
}
const toRet = {
id: currRenderFrame.id + 1,
players: nextRenderFramePlayers,
meleeBullets: []
};
if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId];
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
if (0 == player.framesToRecover) {
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
}
/*
Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
*/
const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
}
}
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
if (meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id) {
// Won't cause any collision
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
if (null != bulletCollider) {
console.log(`A rising-edge of meleeBullet=${JSON.stringify(meleeBullet)} is removed from collisionSys at renderFrame.id=${currRenderFrame.id} as active frames ended`);
bulletCollider.remove();
}
continue;
}
if (meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames == currRenderFrame.id) {
// Add meleeBullet to collisionSys (shall we just remove all bullets at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` considering that we might be doing the calculation during rollback?
const collisionBulletIndex = self.collisionBulletIndexPrefix + melee.battleLocalId;
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + melee.offenderJoinIndex;
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
const x0 = offenderCollider.x + meleeBullet.hitboxOffset.x,
y0 = offenderCollider.y + meleeBullet.hitboxOffset.y;
const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
console.log(`A rising-edge of meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended`);
}
toRet.meleeBullets.push(meleeBullet);
}
collisionSys.update();
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
for (const potential of potentials) {
// Test if the player collides with the wall
if (!playerCollider.collides(potential, result)) continue;
// Push the player out of the wall
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
}
}
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
}
}
return toRet;
},
});