mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Drafted backend handling of melee attack.
This commit is contained in:
parent
fdc296531a
commit
24d5ad9dc8
@ -62,6 +62,13 @@ const (
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MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
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)
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const (
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ATK_CHARACTER_STATE_IDLE1 = 0
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ATK_CHARACTER_STATE_WALKING = 1
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ATK_CHARACTER_STATE_ATK1 = 2
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ATK_CHARACTER_STATE_ATKED1 = 3
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)
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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.
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var DIRECTION_DECODER = [][]int32{
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{0, 0},
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@ -166,6 +173,7 @@ type Room struct {
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LastRenderFrameIdTriggeredAt int64
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PlayerDefaultSpeed int32
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BulletBattleLocalIdCounter int32
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BattleColliderInfo // Compositing to send centralized magic numbers
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}
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@ -353,6 +361,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
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break
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}
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f := tmp.(*InputFrameDownsync)
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//s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, &inputList: %p, confirmedList: %v}", f.InputFrameId, f.InputList, &(f.InputList), f.ConfirmedList))
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s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
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}
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@ -618,7 +627,6 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
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continue
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}
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bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex)
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pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync)
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@ -763,6 +771,7 @@ func (pR *Room) Dismiss() {
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func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.BulletBattleLocalIdCounter = 0
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pR.WorldToVirtualGridRatio = float64(1000)
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pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR.SpAtkLookupFrames = 5
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@ -774,7 +783,7 @@ func (pR *Room) OnDismissed() {
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pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
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pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
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pR.Barriers = make(map[int32]*Barrier)
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pR.RenderCacheSize = 256
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pR.RenderCacheSize = 512
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pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
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pR.DiscreteInputsBuffer = sync.Map{}
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pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
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@ -797,6 +806,34 @@ func (pR *Room) OnDismissed() {
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pR.MaxChasingRenderFramesPerUpdate = 8
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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punchSkillId := int32(1)
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if _, existent := pR.MeleeSkillConfig[punchSkillId]; !existent {
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pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
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pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
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// for offender
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StartupFrames: int32(18),
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ActiveFrames: int32(42),
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RecoveryFrames: int32(61), // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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RecoveryFramesOnBlock: int32(61),
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RecoveryFramesOnHit: int32(61),
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Moveforward: &Vec2D{
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X: 0,
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Y: 0,
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},
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HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
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HitboxSize: &Vec2D{
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X: float64(45.0),
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Y: float64(32.0),
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},
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// for defender
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Pushback: float64(22.0),
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
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Damage: int32(5),
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}
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}
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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@ -1039,7 +1076,10 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
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panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
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}
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prevInputFrameDownsync := tmp.(*InputFrameDownsync)
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currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
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currInputList := make([]uint64, pR.Capacity) // Would be a clone of the values
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for i, _ := range currInputList {
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currInputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input
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}
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currInputFrameDownsync = &InputFrameDownsync{
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InputFrameId: inputFrameId,
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InputList: currInputList,
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@ -1216,38 +1256,52 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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 := PolygonColliderAnchorToWorldPos(offenderCollider.X, offenderCollider.Y, offender.ColliderRadius, offender.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy+yfac*meleeBullet.HitboxOffset
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bulletCx, bulletCy := offenderCollider.X+xfac*meleeBullet.HitboxOffset, offenderCollider.Y+yfac*meleeBullet.HitboxOffset
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
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// newBulletCollider.collisionBulletIndex = collisionBulletIndex
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// newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId
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// newBulletCollider.pushback = meleeBullet.pushback
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// newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames
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newBulletCollider := GenerateRectCollider(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
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newBulletCollider.Data = meleeBullet
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collisionSysMap[collisionBulletIndex] = newBulletCollider
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bulletColliders[collisionBulletIndex] = newBulletCollider
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newBulletCollider.Update()
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}
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}
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// for _, bulletCollider := range bulletColliders {
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// shouldRemove := false
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// if collision := bulletCollider.Check(0, 0); collision != nil {
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// bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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// for _, obj := range collision.Objects {
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// bShape := obj.Shape.(*resolv.ConvexPolygon)
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// if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, bShape); overlapped {
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// bulletPushbacks[joinIndex-1].X += pushbackX
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// bulletPushbacks[joinIndex-1].Y += pushbackY
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// }
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// }
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// shouldRemove = true
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// }
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// if shouldRemove {
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// removedBulletsAtCurrFrame[bulletCollider.CollisionBulletIndex] = 1
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// }
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// }
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for _, bulletCollider := range bulletColliders {
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shouldRemove := false
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meleeBullet := bulletCollider.Data.(*MeleeBullet)
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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if collision := bulletCollider.Check(0, 0); collision != nil {
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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switch t := obj.Data.(type) {
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case Player:
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defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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if meleeBullet.OffenderPlayerId != t.Id {
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if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
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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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bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback
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nextRenderFramePlayers[t.Id].CharacterState = ATK_CHARACTER_STATE_ATKED1
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oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
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if meleeBullet.HitStunFrames > oldFramesToRecover {
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nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
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}
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}
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}
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default:
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Logger.Debug(fmt.Sprintf("Bullet collided with non-player: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v", pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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}
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}
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shouldRemove = true
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}
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if shouldRemove {
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removedBulletsAtCurrFrame[collisionBulletIndex] = 1
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}
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}
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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@ -1262,27 +1316,59 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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}
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if nil != delayedInputFrame {
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var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
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tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
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if nil != tmp {
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delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
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}
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inputList := delayedInputFrame.InputList
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// Process player inputs
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for playerId, player := range pR.Players {
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joinIndex := player.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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if 0 < nextRenderFramePlayers[playerId].FramesToRecover {
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thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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if 0 < thatPlayerInNextFrame.FramesToRecover {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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playerCollider.X += bulletPushbacks[joinIndex-1].X
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playerCollider.Y += bulletPushbacks[joinIndex-1].Y
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// Update in the collision system
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playerCollider.Update()
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continue
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}
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currPlayerDownsync := currRenderFrame.Players[playerId]
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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prevBtnALevel := int32(0)
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if nil != delayedInputFrameForPrevRenderFrame {
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prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
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prevBtnALevel = prevDecodedInput.BtnALevel
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}
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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nextRenderFramePlayers[playerId].DirX = decodedInput.Dx
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nextRenderFramePlayers[playerId].DirY = decodedInput.Dy
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nextRenderFramePlayers[playerId].CharacterState = 1
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if decodedInput.BtnALevel > prevBtnALevel {
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punchSkillId := int32(1)
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punchConfig := pR.MeleeSkillConfig[punchSkillId]
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var newMeleeBullet MeleeBullet = *punchConfig
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newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
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pR.BulletBattleLocalIdCounter += 1
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newMeleeBullet.OffenderJoinIndex = joinIndex
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newMeleeBullet.OffenderPlayerId = playerId
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newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
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toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
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thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
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Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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} else if decodedInput.BtnALevel < prevBtnALevel {
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Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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} else {
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nextRenderFramePlayers[playerId].CharacterState = 0
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// No bullet trigger, process movement inputs
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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thatPlayerInNextFrame.DirX = decodedInput.Dx
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thatPlayerInNextFrame.DirY = decodedInput.Dy
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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} else {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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}
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}
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movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
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@ -1320,8 +1406,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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// Update "virtual grid position"
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newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
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nextRenderFramePlayers[playerId].VirtualGridX = newVx
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nextRenderFramePlayers[playerId].VirtualGridY = newVy
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thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
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}
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Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
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@ -1352,6 +1438,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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for _, player := range pR.Players {
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wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
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playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
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playerCollider.Data = player
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space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
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joinIndex := player.JoinIndex
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File diff suppressed because it is too large
Load Diff
@ -20,6 +20,10 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
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func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
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cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
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return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
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}
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func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
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collider := resolv.NewObject(cx, cy, w, h, tag)
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shape := resolv.NewRectangle(0, 0, w, h)
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collider.SetShape(shape)
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@ -4,36 +4,6 @@ option go_package = "battle_srv/protos"; // here "./" corresponds to the "--go_o
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package protos;
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import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package.
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message BattleColliderInfo {
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string stageName = 1;
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map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
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map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
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int32 stageDiscreteW = 4;
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int32 stageDiscreteH = 5;
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int32 stageTileW = 6;
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int32 stageTileH = 7;
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int32 intervalToPing = 8;
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int32 willKickIfInactiveFor = 9;
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int32 boundRoomId = 10;
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int64 battleDurationNanos = 11;
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int32 serverFps = 12;
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int32 inputDelayFrames = 13;
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uint32 inputScaleFrames = 14;
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int32 nstDelayFrames = 15;
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int32 inputFrameUpsyncDelayTolerance = 16;
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int32 maxChasingRenderFramesPerUpdate = 17;
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int32 playerBattleState = 18;
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double rollbackEstimatedDtMillis = 19;
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int64 rollbackEstimatedDtNanos = 20;
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double worldToVirtualGridRatio = 21;
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double virtualGridToWorldRatio = 22;
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int32 spAtkLookupFrames = 23;
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int32 renderCacheSize = 24;
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}
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message PlayerDownsync {
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int32 id = 1;
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int32 virtualGridX = 2;
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@ -126,6 +96,38 @@ message MeleeBullet {
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int32 offenderPlayerId = 17;
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}
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message BattleColliderInfo {
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string stageName = 1;
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map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
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map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
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int32 stageDiscreteW = 4;
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int32 stageDiscreteH = 5;
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int32 stageTileW = 6;
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int32 stageTileH = 7;
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int32 intervalToPing = 8;
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int32 willKickIfInactiveFor = 9;
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int32 boundRoomId = 10;
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int64 battleDurationNanos = 11;
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int32 serverFps = 12;
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int32 inputDelayFrames = 13;
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uint32 inputScaleFrames = 14;
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int32 nstDelayFrames = 15;
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int32 inputFrameUpsyncDelayTolerance = 16;
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int32 maxChasingRenderFramesPerUpdate = 17;
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int32 playerBattleState = 18;
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double rollbackEstimatedDtMillis = 19;
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int64 rollbackEstimatedDtNanos = 20;
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double worldToVirtualGridRatio = 21;
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double virtualGridToWorldRatio = 22;
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int32 spAtkLookupFrames = 23;
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int32 renderCacheSize = 24;
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map<int32, MeleeBullet> meleeSkillConfig = 25; // skillId -> skill
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}
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message RoomDownsyncFrame {
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int32 id = 1;
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map<int32, PlayerDownsync> players = 2;
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@ -343,6 +343,7 @@
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"forceBigEndianFloatingNumDecoding": false,
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"renderFrameIdLagTolerance": 4,
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"jigglingEps1D": 0.001,
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"bulletTriggerEnabled": true,
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"_id": "d12gkAmppNlIzqcRDELa91"
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},
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{
|
||||
@ -522,7 +523,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
239.32248305180272,
|
||||
210.23252687912068,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1482,7 +1483,6 @@
|
||||
"zoomingListenerNode": {
|
||||
"__id__": 5
|
||||
},
|
||||
"actionBtnListenerNode": null,
|
||||
"stickhead": {
|
||||
"__id__": 25
|
||||
},
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
210.4441731196186,
|
||||
210.23252687912068,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -454,7 +454,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
210.4441731196186,
|
||||
210.23252687912068,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -1085,18 +1085,23 @@ cc.Class({
|
||||
|
||||
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
const potentials = bulletCollider.potentials();
|
||||
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
|
||||
let shouldRemove = false;
|
||||
for (const potential of potentials) {
|
||||
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
|
||||
if (!bulletCollider.collides(potential, result1)) continue;
|
||||
if (null != potential.data && null !== potential.data.joinIndex) {
|
||||
const joinIndex = potential.data.joinIndex;
|
||||
bulletPushbacks[joinIndex - 1][0] += bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
||||
let xfac = 1;
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
||||
bulletPushbacks[joinIndex - 1][1] += 0;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||
thatAckedPlayerInNextFrame.framesToRecover = (oldFrameToRecover > bulletCollider.data.hitStunFrames ? oldFrameToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
@ -1156,14 +1161,14 @@ cc.Class({
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
toRet.meleeBullets.push(punch);
|
||||
console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${JSON.stringify(punch)}`);
|
||||
console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
|
||||
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
}
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No trigger, process movement inputs
|
||||
// No bullet trigger, process movement inputs
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user