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

@ -266,8 +266,8 @@ func (pR *Room) ChooseStage() error {
panic(err)
}
// Obtain the content of `gidBoundariesMapInB2World`.
gidBoundariesMapInB2World := make(map[int]StrToPolygon2DListMap, 0)
// Obtain the content of `gidBoundariesMap`.
gidBoundariesMap := make(map[int]StrToPolygon2DListMap, 0)
for _, tileset := range pTmxMapIns.Tilesets {
relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path".
absTsxFilePath, err := filepath.Abs(relativeTsxFilePath)
@ -283,10 +283,10 @@ func (pR *Room) ChooseStage() error {
panic(err)
}
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World)
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMap)
}
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World)
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMap)
if nil != err {
panic(err)
}

View File

@ -260,9 +260,13 @@ type PlayerDownsync struct {
Removed bool `protobuf:"varint,9,opt,name=removed,proto3" json:"removed,omitempty"`
Score int32 `protobuf:"varint,10,opt,name=score,proto3" json:"score,omitempty"`
LastMoveGmtMillis int32 `protobuf:"varint,11,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
Name string `protobuf:"bytes,12,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,13,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,14,opt,name=avatar,proto3" json:"avatar,omitempty"`
FramesToRecover int32 `protobuf:"varint,12,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
Hp int32 `protobuf:"varint,13,opt,name=hp,proto3" json:"hp,omitempty"`
MaxHp int32 `protobuf:"varint,14,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
CharacterState int32 `protobuf:"varint,15,opt,name=characterState,proto3" json:"characterState,omitempty"`
Name string `protobuf:"bytes,16,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,17,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,18,opt,name=avatar,proto3" json:"avatar,omitempty"`
}
func (x *PlayerDownsync) Reset() {
@ -374,6 +378,34 @@ func (x *PlayerDownsync) GetLastMoveGmtMillis() int32 {
return 0
}
func (x *PlayerDownsync) GetFramesToRecover() int32 {
if x != nil {
return x.FramesToRecover
}
return 0
}
func (x *PlayerDownsync) GetHp() int32 {
if x != nil {
return x.Hp
}
return 0
}
func (x *PlayerDownsync) GetMaxHp() int32 {
if x != nil {
return x.MaxHp
}
return 0
}
func (x *PlayerDownsync) GetCharacterState() int32 {
if x != nil {
return x.CharacterState
}
return 0
}
func (x *PlayerDownsync) GetName() string {
if x != nil {
return x.Name
@ -623,69 +655,6 @@ func (x *HeartbeatUpsync) GetClientTimestamp() int64 {
return 0
}
type RoomDownsyncFrame struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
Players map[int32]*PlayerDownsync `protobuf:"bytes,2,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
}
func (x *RoomDownsyncFrame) Reset() {
*x = RoomDownsyncFrame{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[6]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *RoomDownsyncFrame) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*RoomDownsyncFrame) ProtoMessage() {}
func (x *RoomDownsyncFrame) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[6]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use RoomDownsyncFrame.ProtoReflect.Descriptor instead.
func (*RoomDownsyncFrame) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{6}
}
func (x *RoomDownsyncFrame) GetId() int32 {
if x != nil {
return x.Id
}
return 0
}
func (x *RoomDownsyncFrame) GetPlayers() map[int32]*PlayerDownsync {
if x != nil {
return x.Players
}
return nil
}
func (x *RoomDownsyncFrame) GetCountdownNanos() int64 {
if x != nil {
return x.CountdownNanos
}
return 0
}
type WsReq struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
@ -704,7 +673,7 @@ type WsReq struct {
func (x *WsReq) Reset() {
*x = WsReq{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[7]
mi := &file_room_downsync_frame_proto_msgTypes[6]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@ -717,7 +686,7 @@ func (x *WsReq) String() string {
func (*WsReq) ProtoMessage() {}
func (x *WsReq) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[7]
mi := &file_room_downsync_frame_proto_msgTypes[6]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@ -730,7 +699,7 @@ func (x *WsReq) ProtoReflect() protoreflect.Message {
// Deprecated: Use WsReq.ProtoReflect.Descriptor instead.
func (*WsReq) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{7}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{6}
}
func (x *WsReq) GetMsgId() int32 {
@ -805,7 +774,7 @@ type WsResp struct {
func (x *WsResp) Reset() {
*x = WsResp{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[8]
mi := &file_room_downsync_frame_proto_msgTypes[7]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@ -818,7 +787,7 @@ func (x *WsResp) String() string {
func (*WsResp) ProtoMessage() {}
func (x *WsResp) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[8]
mi := &file_room_downsync_frame_proto_msgTypes[7]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@ -831,7 +800,7 @@ func (x *WsResp) ProtoReflect() protoreflect.Message {
// Deprecated: Use WsResp.ProtoReflect.Descriptor instead.
func (*WsResp) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{8}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{7}
}
func (x *WsResp) GetRet() int32 {
@ -876,6 +845,246 @@ func (x *WsResp) GetBciFrame() *BattleColliderInfo {
return nil
}
type MeleeBullet struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
// for offender
BattleLocalId int32 `protobuf:"varint,1,opt,name=battleLocalId,proto3" json:"battleLocalId,omitempty"`
StartupFrames int32 `protobuf:"varint,2,opt,name=startupFrames,proto3" json:"startupFrames,omitempty"`
ActiveFrames int32 `protobuf:"varint,3,opt,name=activeFrames,proto3" json:"activeFrames,omitempty"`
RecoveryFrames int32 `protobuf:"varint,4,opt,name=recoveryFrames,proto3" json:"recoveryFrames,omitempty"`
RecoveryFramesOnBlock int32 `protobuf:"varint,5,opt,name=recoveryFramesOnBlock,proto3" json:"recoveryFramesOnBlock,omitempty"`
RecoveryFramesOnHit int32 `protobuf:"varint,6,opt,name=recoveryFramesOnHit,proto3" json:"recoveryFramesOnHit,omitempty"`
Moveforward *sharedprotos.Vec2D `protobuf:"bytes,7,opt,name=moveforward,proto3" json:"moveforward,omitempty"`
HitboxOffset *sharedprotos.Vec2D `protobuf:"bytes,8,opt,name=hitboxOffset,proto3" json:"hitboxOffset,omitempty"`
HitboxSize *sharedprotos.Vec2D `protobuf:"bytes,9,opt,name=hitboxSize,proto3" json:"hitboxSize,omitempty"`
OffenderJoinIndex int32 `protobuf:"varint,10,opt,name=offenderJoinIndex,proto3" json:"offenderJoinIndex,omitempty"`
OriginatedRenderFrameId int32 `protobuf:"varint,11,opt,name=originatedRenderFrameId,proto3" json:"originatedRenderFrameId,omitempty"`
// for defender
HitStunFrames int32 `protobuf:"varint,12,opt,name=hitStunFrames,proto3" json:"hitStunFrames,omitempty"`
BlockStunFrames int32 `protobuf:"varint,13,opt,name=blockStunFrames,proto3" json:"blockStunFrames,omitempty"`
Pushback float64 `protobuf:"fixed64,14,opt,name=pushback,proto3" json:"pushback,omitempty"`
ReleaseTriggerType int32 `protobuf:"varint,15,opt,name=releaseTriggerType,proto3" json:"releaseTriggerType,omitempty"` // 1: rising-edge, 2: falling-edge
Damage int32 `protobuf:"varint,16,opt,name=damage,proto3" json:"damage,omitempty"`
}
func (x *MeleeBullet) Reset() {
*x = MeleeBullet{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[8]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *MeleeBullet) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*MeleeBullet) ProtoMessage() {}
func (x *MeleeBullet) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[8]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use MeleeBullet.ProtoReflect.Descriptor instead.
func (*MeleeBullet) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{8}
}
func (x *MeleeBullet) GetBattleLocalId() int32 {
if x != nil {
return x.BattleLocalId
}
return 0
}
func (x *MeleeBullet) GetStartupFrames() int32 {
if x != nil {
return x.StartupFrames
}
return 0
}
func (x *MeleeBullet) GetActiveFrames() int32 {
if x != nil {
return x.ActiveFrames
}
return 0
}
func (x *MeleeBullet) GetRecoveryFrames() int32 {
if x != nil {
return x.RecoveryFrames
}
return 0
}
func (x *MeleeBullet) GetRecoveryFramesOnBlock() int32 {
if x != nil {
return x.RecoveryFramesOnBlock
}
return 0
}
func (x *MeleeBullet) GetRecoveryFramesOnHit() int32 {
if x != nil {
return x.RecoveryFramesOnHit
}
return 0
}
func (x *MeleeBullet) GetMoveforward() *sharedprotos.Vec2D {
if x != nil {
return x.Moveforward
}
return nil
}
func (x *MeleeBullet) GetHitboxOffset() *sharedprotos.Vec2D {
if x != nil {
return x.HitboxOffset
}
return nil
}
func (x *MeleeBullet) GetHitboxSize() *sharedprotos.Vec2D {
if x != nil {
return x.HitboxSize
}
return nil
}
func (x *MeleeBullet) GetOffenderJoinIndex() int32 {
if x != nil {
return x.OffenderJoinIndex
}
return 0
}
func (x *MeleeBullet) GetOriginatedRenderFrameId() int32 {
if x != nil {
return x.OriginatedRenderFrameId
}
return 0
}
func (x *MeleeBullet) GetHitStunFrames() int32 {
if x != nil {
return x.HitStunFrames
}
return 0
}
func (x *MeleeBullet) GetBlockStunFrames() int32 {
if x != nil {
return x.BlockStunFrames
}
return 0
}
func (x *MeleeBullet) GetPushback() float64 {
if x != nil {
return x.Pushback
}
return 0
}
func (x *MeleeBullet) GetReleaseTriggerType() int32 {
if x != nil {
return x.ReleaseTriggerType
}
return 0
}
func (x *MeleeBullet) GetDamage() int32 {
if x != nil {
return x.Damage
}
return 0
}
type RoomDownsyncFrame struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
Players map[int32]*PlayerDownsync `protobuf:"bytes,2,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // 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
}
func (x *RoomDownsyncFrame) Reset() {
*x = RoomDownsyncFrame{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[9]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *RoomDownsyncFrame) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*RoomDownsyncFrame) ProtoMessage() {}
func (x *RoomDownsyncFrame) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[9]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use RoomDownsyncFrame.ProtoReflect.Descriptor instead.
func (*RoomDownsyncFrame) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{9}
}
func (x *RoomDownsyncFrame) GetId() int32 {
if x != nil {
return x.Id
}
return 0
}
func (x *RoomDownsyncFrame) GetPlayers() map[int32]*PlayerDownsync {
if x != nil {
return x.Players
}
return nil
}
func (x *RoomDownsyncFrame) GetCountdownNanos() int64 {
if x != nil {
return x.CountdownNanos
}
return 0
}
func (x *RoomDownsyncFrame) GetMeleeBullets() []*MeleeBullet {
if x != nil {
return x.MeleeBullets
}
return nil
}
var File_room_downsync_frame_proto protoreflect.FileDescriptor
var file_room_downsync_frame_proto_rawDesc = []byte{
@ -970,7 +1179,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -993,34 +1202,123 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -1029,50 +1327,18 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (
@ -1087,7 +1353,7 @@ func file_room_downsync_frame_proto_rawDescGZIP() []byte {
return file_room_downsync_frame_proto_rawDescData
}
var file_room_downsync_frame_proto_msgTypes = make([]protoimpl.MessageInfo, 12)
var file_room_downsync_frame_proto_msgTypes = make([]protoimpl.MessageInfo, 13)
var file_room_downsync_frame_proto_goTypes = []interface{}{
(*BattleColliderInfo)(nil), // 0: protos.BattleColliderInfo
(*PlayerDownsync)(nil), // 1: protos.PlayerDownsync
@ -1095,34 +1361,40 @@ var file_room_downsync_frame_proto_goTypes = []interface{}{
(*InputFrameUpsync)(nil), // 3: protos.InputFrameUpsync
(*InputFrameDownsync)(nil), // 4: protos.InputFrameDownsync
(*HeartbeatUpsync)(nil), // 5: protos.HeartbeatUpsync
(*RoomDownsyncFrame)(nil), // 6: protos.RoomDownsyncFrame
(*WsReq)(nil), // 7: protos.WsReq
(*WsResp)(nil), // 8: protos.WsResp
nil, // 9: protos.BattleColliderInfo.StrToVec2DListMapEntry
nil, // 10: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
nil, // 11: protos.RoomDownsyncFrame.PlayersEntry
(*sharedprotos.Direction)(nil), // 12: sharedprotos.Direction
(*sharedprotos.Vec2DList)(nil), // 13: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 14: sharedprotos.Polygon2DList
(*WsReq)(nil), // 6: protos.WsReq
(*WsResp)(nil), // 7: protos.WsResp
(*MeleeBullet)(nil), // 8: protos.MeleeBullet
(*RoomDownsyncFrame)(nil), // 9: protos.RoomDownsyncFrame
nil, // 10: protos.BattleColliderInfo.StrToVec2DListMapEntry
nil, // 11: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
nil, // 12: protos.RoomDownsyncFrame.PlayersEntry
(*sharedprotos.Direction)(nil), // 13: sharedprotos.Direction
(*sharedprotos.Vec2D)(nil), // 14: sharedprotos.Vec2D
(*sharedprotos.Vec2DList)(nil), // 15: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 16: sharedprotos.Polygon2DList
}
var file_room_downsync_frame_proto_depIdxs = []int32{
9, // 0: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
10, // 1: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
12, // 2: protos.PlayerDownsync.dir:type_name -> sharedprotos.Direction
11, // 3: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
3, // 4: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
5, // 5: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
6, // 6: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
4, // 7: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
0, // 8: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
13, // 9: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
14, // 10: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
1, // 11: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
12, // [12:12] is the sub-list for method output_type
12, // [12:12] is the sub-list for method input_type
12, // [12:12] is the sub-list for extension type_name
12, // [12:12] is the sub-list for extension extendee
0, // [0:12] is the sub-list for field type_name
10, // 0: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
11, // 1: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
13, // 2: protos.PlayerDownsync.dir:type_name -> sharedprotos.Direction
3, // 3: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
5, // 4: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
9, // 5: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
4, // 6: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
0, // 7: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
14, // 8: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
14, // 9: protos.MeleeBullet.hitboxOffset:type_name -> sharedprotos.Vec2D
14, // 10: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
12, // 11: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
8, // 12: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
15, // 13: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
16, // 14: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
1, // 15: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
16, // [16:16] is the sub-list for method output_type
16, // [16:16] is the sub-list for method input_type
16, // [16:16] is the sub-list for extension type_name
16, // [16:16] is the sub-list for extension extendee
0, // [0:16] is the sub-list for field type_name
}
func init() { file_room_downsync_frame_proto_init() }
@ -1204,18 +1476,6 @@ func file_room_downsync_frame_proto_init() {
}
}
file_room_downsync_frame_proto_msgTypes[6].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*RoomDownsyncFrame); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_room_downsync_frame_proto_msgTypes[7].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*WsReq); i {
case 0:
return &v.state
@ -1227,7 +1487,7 @@ func file_room_downsync_frame_proto_init() {
return nil
}
}
file_room_downsync_frame_proto_msgTypes[8].Exporter = func(v interface{}, i int) interface{} {
file_room_downsync_frame_proto_msgTypes[7].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*WsResp); i {
case 0:
return &v.state
@ -1239,6 +1499,30 @@ func file_room_downsync_frame_proto_init() {
return nil
}
}
file_room_downsync_frame_proto_msgTypes[8].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*MeleeBullet); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_room_downsync_frame_proto_msgTypes[9].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*RoomDownsyncFrame); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
}
type x struct{}
out := protoimpl.TypeBuilder{
@ -1246,7 +1530,7 @@ func file_room_downsync_frame_proto_init() {
GoPackagePath: reflect.TypeOf(x{}).PkgPath(),
RawDescriptor: file_room_downsync_frame_proto_rawDesc,
NumEnums: 0,
NumMessages: 12,
NumMessages: 13,
NumExtensions: 0,
NumServices: 0,
},

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
}

View File

@ -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,

View File

@ -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;
},
});