Added turn-around and dashing actual triggers.

This commit is contained in:
genxium
2023-01-20 23:22:02 +08:00
parent ff48b47ecc
commit 2f097dfec5
14 changed files with 7004 additions and 38 deletions

View File

@@ -16,13 +16,13 @@ const (
PATTERN_ID_UNABLE_TO_OP = -2
PATTERN_ID_NO_OP = -1
WORLD_TO_VIRTUAL_GRID_RATIO = float64(100)
WORLD_TO_VIRTUAL_GRID_RATIO = float64(100.0)
VIRTUAL_GRID_TO_WORLD_RATIO = float64(1.0) / WORLD_TO_VIRTUAL_GRID_RATIO
GRAVITY_X = int32(0)
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
INPUT_DELAY_FRAMES = int32(8) // in the count of render frames
INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
@@ -448,7 +448,7 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
return &ret
}
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, inputsBuffer *RingBuffer) (int, bool, int32, int32) {
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *RingBuffer) (int, bool, int32, int32) {
// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
@@ -478,11 +478,14 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
prevBtnBLevel = prevDecodedInput.BtnBLevel
}
if 0 == currPlayerDownsync.FramesToRecover {
// Jumping and moving are only allowed here
patternId := PATTERN_ID_NO_OP
if 0 == currPlayerDownsync.FramesToRecover || currPlayerDownsync.CapturedByInertia {
// Jumping is allowed within "CapturedByInertia", but moving is only allowed when "0 == FramesToRecover" (constrained later in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame")
effDx, effDy = decodedInput.Dx, decodedInput.Dy
if decodedInput.BtnBLevel > prevBtnBLevel {
if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
if chConfig.DashingEnabled && 0 > effDy {
patternId = 5
} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
jumpedOrNot = true
} else if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
jumpedOrNot = true
@@ -490,18 +493,19 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
}
}
patternId := PATTERN_ID_NO_OP
if 0 < decodedInput.BtnALevel {
if decodedInput.BtnALevel > prevBtnALevel {
if 0 > effDy {
patternId = 3
} else if 0 < effDy {
patternId = 2
if PATTERN_ID_NO_OP == patternId {
if 0 < decodedInput.BtnALevel {
if decodedInput.BtnALevel > prevBtnALevel {
if 0 > effDy {
patternId = 3
} else if 0 < effDy {
patternId = 2
} else {
patternId = 1
}
} else {
patternId = 1
patternId = 4 // Holding
}
} else {
patternId = 4 // Holding
}
}
@@ -562,7 +566,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
chConfig := chConfigsOrderedByJoinIndex[i]
thatPlayerInNextFrame := nextRenderFramePlayers[i]
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer)
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer)
jumpedOrNotList[i] = jumpedOrNot
joinIndex := currPlayerDownsync.JoinIndex
@@ -642,15 +646,17 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
*/
alignedWithInertia := true
exactTurningAround := false
if 0 == effDx && 0 != thatPlayerInNextFrame.VelX {
alignedWithInertia = false
} else if 0 != effDx && 0 == thatPlayerInNextFrame.VelX {
alignedWithInertia = false
} else if 0 > effDx*thatPlayerInNextFrame.VelX {
alignedWithInertia = false
exactTurningAround = true
}
if !isWallJumping && !prevCapturedByInertia && !alignedWithInertia {
if !jumpedOrNot && !isWallJumping && !prevCapturedByInertia && !alignedWithInertia {
/*
[WARNING] A "turn-around", or in more generic direction schema a "change in direction" is a hurdle for our current "prediction+rollback" approach, yet applying a "FramesToRecover" for "turn-around" can alleviate the graphical inconsistence to a huge extent! For better operational experience, this is intentionally NOT APPLIED TO WALL JUMPING!
@@ -659,6 +665,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
//fmt.Printf("joinIndex=%d is not wall jumping and not aligned w/ inertia\n{renderFrame.id: %d, effDx: %d, thatPlayerInNextFrame.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, effDx, thatPlayerInNextFrame.VelX)
thatPlayerInNextFrame.CapturedByInertia = true
thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
if exactTurningAround {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_TURNAROUND
}
} else {
thatPlayerInNextFrame.CapturedByInertia = false
if 0 != effDx {
@@ -1053,7 +1062,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if thatPlayerInNextFrame.InAir {
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState {
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_TURNAROUND:
if thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
} else if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {

View File

@@ -45,11 +45,11 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(10),
GetUpFramesToRecover: int32(27),
Speed: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
Speed: int32(float64(2.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingFramesToRecover: int32(2),
InertiaFramesToRecover: int32(5),
InertiaFramesToRecover: int32(8),
DashingEnabled: false,
OnWallEnabled: false,
@@ -94,11 +94,11 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(10),
GetUpFramesToRecover: int32(27),
Speed: int32(float64(2.6) * WORLD_TO_VIRTUAL_GRID_RATIO),
Speed: int32(float64(2.19) * WORLD_TO_VIRTUAL_GRID_RATIO), // I don't know why "2.2" is so special that it throws a compile error
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingFramesToRecover: int32(2),
InertiaFramesToRecover: int32(5),
InertiaFramesToRecover: int32(8),
DashingEnabled: true,
OnWallEnabled: true,
@@ -128,6 +128,8 @@ var Characters = map[int]*CharacterConfig{
}
}
}
} else if 5 == patternId {
return 12
}
// By default no skill can be fired
@@ -147,11 +149,11 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(8),
GetUpFramesToRecover: int32(30),
Speed: int32(float64(2.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
Speed: int32(float64(1.8) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(7.8) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingFramesToRecover: int32(2),
InertiaFramesToRecover: int32(5),
InertiaFramesToRecover: int32(8),
DashingEnabled: false,
OnWallEnabled: false,
@@ -547,6 +549,33 @@ var skills = map[int]*Skill{
},
},
},
12: &Skill{
RecoveryFrames: int32(15),
RecoveryFramesOnBlock: int32(15),
RecoveryFramesOnHit: int32(15),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_DASHING,
Hits: []interface{}{
&MeleeBullet{
Bullet: &BulletConfig{
StartupFrames: int32(0),
ActiveFrames: int32(0),
HitStunFrames: MAX_INT32,
BlockStunFrames: int32(0),
Damage: int32(0),
SelfLockVelX: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(0),
PushbackVelX: NO_LOCK_VEL,
PushbackVelY: NO_LOCK_VEL,
HitboxOffsetX: int32(0),
HitboxOffsetY: int32(0),
HitboxSizeX: int32(0),
HitboxSizeY: int32(0),
BlowUp: false,
},
},
},
},
255: &Skill{
RecoveryFrames: int32(30),
RecoveryFramesOnBlock: int32(30),