mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Preparing for go2cs transpiling.
This commit is contained in:
@@ -655,7 +655,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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jumpedOrNotList[i] = jumpedOrNot
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joinIndex := currPlayerDownsync.JoinIndex
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skillId := chConfig.SkillMapper(patternId, currPlayerDownsync)
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skillId := chConfig.SkillMapper(patternId, currPlayerDownsync, chConfig.SpeciesId)
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if skillConfig, existent := skills[skillId]; existent {
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thatPlayerInNextFrame.ActiveSkillId = int32(skillId)
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thatPlayerInNextFrame.ActiveSkillHit = 0
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@@ -1,6 +1,6 @@
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package battle
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type SkillMapperType func(patternId int, currPlayerDownsync *PlayerDownsync) int
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type SkillMapperType = func(patternId int, currPlayerDownsync *PlayerDownsync, speciesId int) int
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type CharacterConfig struct {
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SpeciesId int
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@@ -31,6 +31,118 @@ type CharacterConfig struct {
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SkillMapper SkillMapperType
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}
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func defaultSkillMapper(patternId int, currPlayerDownsync *PlayerDownsync, speciesId int) int {
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switch speciesId {
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case 0:
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if 1 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover {
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if currPlayerDownsync.InAir {
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return 255
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} else {
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return 1
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}
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} else {
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// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
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if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
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switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
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case *MeleeBullet:
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if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
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if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
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return nextSkillId
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}
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}
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}
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}
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}
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} else if 3 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 15
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}
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} else if 5 == patternId {
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// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
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if !currPlayerDownsync.InAir {
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return 12
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}
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}
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// By default no skill can be fired
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return NO_SKILL
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case 1:
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if 1 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover {
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if currPlayerDownsync.InAir {
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return 256
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} else {
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return 4
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}
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} else {
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// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
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if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
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switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
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case *MeleeBullet:
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if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
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if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
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return nextSkillId
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}
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}
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}
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}
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}
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} else if 3 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 16
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}
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} else if 5 == patternId {
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// Air dash allowed for this character
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// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
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return 13
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}
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// By default no skill can be fired
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return NO_SKILL
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case 4096:
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if 1 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover {
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if currPlayerDownsync.InAir {
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return 257
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} else {
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return 7
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}
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} else {
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// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
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if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
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switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
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case *MeleeBullet:
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if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
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if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
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return nextSkillId
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}
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}
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}
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}
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}
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} else if 2 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 11
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}
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} else if 3 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 10
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}
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} else if 5 == patternId {
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// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
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if !currPlayerDownsync.InAir {
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return 14
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}
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}
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// By default no skill can be fired
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return NO_SKILL
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}
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return NO_SKILL
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}
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var Characters = map[int]*CharacterConfig{
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0: &CharacterConfig{
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SpeciesId: 0,
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@@ -58,41 +170,7 @@ var Characters = map[int]*CharacterConfig{
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WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
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WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
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if 1 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover {
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if currPlayerDownsync.InAir {
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return 255
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} else {
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return 1
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}
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} else {
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// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
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if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
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switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
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case *MeleeBullet:
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if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
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if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
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return nextSkillId
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}
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}
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}
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}
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}
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} else if 3 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 15
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}
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} else if 5 == patternId {
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// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
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if !currPlayerDownsync.InAir {
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return 12
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}
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}
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// By default no skill can be fired
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return NO_SKILL
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},
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SkillMapper: defaultSkillMapper,
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},
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1: &CharacterConfig{
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SpeciesId: 1,
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@@ -120,40 +198,7 @@ var Characters = map[int]*CharacterConfig{
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WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
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WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
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if 1 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover {
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if currPlayerDownsync.InAir {
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return 256
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} else {
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return 4
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}
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} else {
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// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
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if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
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switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
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case *MeleeBullet:
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if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
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if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
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return nextSkillId
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}
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}
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}
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}
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}
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} else if 3 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 16
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}
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} else if 5 == patternId {
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// Air dash allowed for this character
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// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
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return 13
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}
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// By default no skill can be fired
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return NO_SKILL
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},
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SkillMapper: defaultSkillMapper,
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},
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4096: &CharacterConfig{
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SpeciesId: 4096,
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@@ -177,45 +222,7 @@ var Characters = map[int]*CharacterConfig{
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DashingEnabled: true,
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OnWallEnabled: false,
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SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
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if 1 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover {
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if currPlayerDownsync.InAir {
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return 257
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} else {
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return 7
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}
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} else {
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// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
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if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
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switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
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case *MeleeBullet:
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if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
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if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
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return nextSkillId
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}
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}
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}
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}
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}
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} else if 2 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 11
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}
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} else if 3 == patternId {
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if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
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return 10
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}
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} else if 5 == patternId {
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// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
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if !currPlayerDownsync.InAir {
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return 14
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}
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}
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// By default no skill can be fired
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return NO_SKILL
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},
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SkillMapper: defaultSkillMapper,
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},
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}
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@@ -226,7 +233,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(30),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK1,
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Hits: []interface{}{
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Hits: []AnyBullet{
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&MeleeBullet{
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Bullet: &BulletConfig{
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StartupFrames: int32(7),
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@@ -261,7 +268,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(36),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK2,
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Hits: []interface{}{
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Hits: []AnyBullet{
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&MeleeBullet{
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Bullet: &BulletConfig{
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StartupFrames: int32(18),
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@@ -295,7 +302,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(50),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK3,
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Hits: []interface{}{
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Hits: []AnyBullet{
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&MeleeBullet{
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Bullet: &BulletConfig{
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StartupFrames: int32(8),
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@@ -324,7 +331,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(30),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK1,
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Hits: []interface{}{
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Hits: []AnyBullet{
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&MeleeBullet{
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Bullet: &BulletConfig{
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StartupFrames: int32(7),
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@@ -359,7 +366,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(36),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK2,
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Hits: []interface{}{
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Hits: []AnyBullet{
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&MeleeBullet{
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Bullet: &BulletConfig{
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StartupFrames: int32(18),
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@@ -393,7 +400,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(45),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK3,
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Hits: []interface{}{
|
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Hits: []AnyBullet{
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&MeleeBullet{
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Bullet: &BulletConfig{
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StartupFrames: int32(8),
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@@ -422,7 +429,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(30),
|
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK1,
|
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Hits: []interface{}{
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Hits: []AnyBullet{
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&MeleeBullet{
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Bullet: &BulletConfig{
|
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StartupFrames: int32(7),
|
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@@ -457,7 +464,7 @@ var skills = map[int]*Skill{
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RecoveryFramesOnHit: int32(36),
|
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ReleaseTriggerType: int32(1),
|
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BoundChState: ATK_CHARACTER_STATE_ATK2,
|
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Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
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&MeleeBullet{
|
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Bullet: &BulletConfig{
|
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StartupFrames: int32(18),
|
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@@ -491,7 +498,7 @@ var skills = map[int]*Skill{
|
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RecoveryFramesOnHit: int32(40),
|
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ReleaseTriggerType: int32(1),
|
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BoundChState: ATK_CHARACTER_STATE_ATK3,
|
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Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
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&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(7),
|
||||
@@ -520,7 +527,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(38),
|
||||
ReleaseTriggerType: int32(1),
|
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BoundChState: ATK_CHARACTER_STATE_ATK4,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
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&FireballBullet{
|
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Speed: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Bullet: &BulletConfig{
|
||||
@@ -550,7 +557,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(60),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK5,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(3),
|
||||
@@ -579,7 +586,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(10),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(3),
|
||||
@@ -606,7 +613,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(12),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(3),
|
||||
@@ -633,7 +640,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(8),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(4),
|
||||
@@ -660,7 +667,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(48),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK4,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&FireballBullet{
|
||||
Speed: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Bullet: &BulletConfig{
|
||||
@@ -690,7 +697,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(60),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK4,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&FireballBullet{
|
||||
Speed: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Bullet: &BulletConfig{
|
||||
@@ -720,7 +727,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(30),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(3),
|
||||
@@ -749,7 +756,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(20),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(3),
|
||||
@@ -778,7 +785,7 @@ var skills = map[int]*Skill{
|
||||
RecoveryFramesOnHit: int32(30),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
|
||||
Hits: []interface{}{
|
||||
Hits: []AnyBullet{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(4),
|
||||
|
@@ -2,6 +2,8 @@ package battle
|
||||
|
||||
// TODO: Replace all "int32", "int64", "uint32" and "uint64" with just "int" for better performance in JavaScript! Reference https://github.com/gopherjs/gopherjs#performance-tips
|
||||
|
||||
type AnyBullet interface{}
|
||||
|
||||
type Vec2D struct {
|
||||
X float64
|
||||
Y float64
|
||||
@@ -132,7 +134,7 @@ type Skill struct {
|
||||
RecoveryFramesOnHit int32
|
||||
ReleaseTriggerType int32 // 1: rising-edge, 2: falling-edge
|
||||
BoundChState int32
|
||||
Hits []interface{} // Hits within a "Skill" are automatically triggered
|
||||
Hits []AnyBullet // Hits within a "Skill" are automatically triggered
|
||||
// [WARN] Multihit of a fireball is more difficult to handle than that of melee, because we have to count from the fireball's first hit; the situation becomes even more complicated when a multihit fireball is in a crowd -- remains to be designed
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user