mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Putting back MeleeBullets into game mechanics.
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@@ -32,7 +32,7 @@ var skillIdToBullet = map[int]interface{}{
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1: &MeleeBullet{
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Bullet: Bullet{
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// for offender
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StartupFrames: int32(10),
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StartupFrames: int32(5),
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ActiveFrames: int32(10),
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RecoveryFrames: int32(34),
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RecoveryFramesOnBlock: int32(34),
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@@ -468,7 +468,27 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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}
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// 3. Calc pushbacks for each player (after its movement) w/o bullets
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// 3. Add bullet colliders into collision system
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bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
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offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
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xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = float64(-1.0)
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}
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offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, virtualGridToWorldRatio)
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
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collisionSys.Add(newBulletCollider)
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bulletColliders = append(bulletColliders, newBulletCollider)
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} else {
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nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
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}
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}
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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 {
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joinIndex := currPlayerDownsync.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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@@ -522,7 +542,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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if landedOnGravityPushback {
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thatPlayerInNextFrame.InAir = false
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if currPlayerDownsync.InAir {
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if currPlayerDownsync.InAir && 0 > currPlayerDownsync.VelY {
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// fallStopping
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thatPlayerInNextFrame.VelX = 0
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thatPlayerInNextFrame.VelY = 0
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@@ -543,7 +563,61 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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}
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// 4. Get players out of stuck barriers if there's any
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// 5. Check bullet-anything collisions
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for _, bulletCollider := range bulletColliders {
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meleeBullet := bulletCollider.Data.(*MeleeBullet)
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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collision := bulletCollider.Check(0, 0)
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bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
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if nil == collision {
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nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
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continue
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}
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offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
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for _, obj := range collision.Objects {
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defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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switch t := obj.Data.(type) {
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case *PlayerDownsync:
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if meleeBullet.OffenderPlayerId == t.Id {
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continue
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}
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overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape)
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if !overlapped {
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continue
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}
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joinIndex := t.JoinIndex
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xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = float64(-1.0)
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}
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pushbackX, pushbackY := -xfac*meleeBullet.Pushback, float64(0)
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for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
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projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
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if 0 > projectedMagnitude {
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//fmt.Printf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id)
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pushbackX -= projectedMagnitude * hardPushbackNorm.X
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pushbackY -= projectedMagnitude * hardPushbackNorm.Y
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}
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}
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effPushbacks[joinIndex-1].X += pushbackX
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effPushbacks[joinIndex-1].Y += pushbackY
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atkedPlayerInCurFrame, atkedPlayerInNextFrame := currRenderFrame.PlayersArr[t.JoinIndex-1], nextRenderFramePlayers[t.JoinIndex-1]
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
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if atkedPlayerInCurFrame.InAir {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
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}
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oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
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if meleeBullet.HitStunFrames > oldFramesToRecover {
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atkedPlayerInNextFrame.FramesToRecover = meleeBullet.HitStunFrames
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}
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default:
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}
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}
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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 {
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joinIndex := currPlayerDownsync.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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@@ -554,8 +628,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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return &RoomDownsyncFrame{
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Id: currRenderFrame.Id + 1,
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PlayersArr: nextRenderFramePlayers,
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Id: currRenderFrame.Id + 1,
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PlayersArr: nextRenderFramePlayers,
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MeleeBullets: nextRenderFrameMeleeBullets,
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}
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}
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