mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Drafted rollback compatible bullet lifecycle events.
This commit is contained in:
@@ -4,6 +4,7 @@ window.ATK_CHARACTER_STATE = {
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Idle1: [0, "Idle1"],
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Walking: [1, "Walking"],
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Atk1: [2, "Atk1"],
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Atked1: [3, "Atked1"],
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};
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window.ATK_CHARACTER_STATE_ARR = [];
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@@ -306,10 +306,10 @@ cc.Class({
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self.lastUpsyncInputFrameId = -1;
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self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
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self.recentRenderCache = new RingBuffer(1024);
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self.recentRenderCache = new RingBuffer(self.renderCacheSize);
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self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
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self.recentInputCache = new RingBuffer(1024);
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self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2)+1);
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self.collisionSys = new collisions.Collisions();
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@@ -768,6 +768,8 @@ cc.Class({
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const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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newPlayerCollider.collisionPlayerIndex = collisionPlayerIndex;
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newPlayerCollider.playerId = playerRichInfo.id;
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self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
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safelyAddChild(self.node, newPlayerNode);
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@@ -973,6 +975,7 @@ cc.Class({
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playerRichInfo.node.setPosition(wpos[0], wpos[1]);
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playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
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playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
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// TODO: check "rdf.players[playerId].characterState" instead, might have to play Atk/Atked anim!
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if (null != delayedInputFrameForPrevRenderFrame) {
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const decodedInput = self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[playerRichInfo.joinIndex - 1]);
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playerRichInfo.scriptIns.scheduleNewDirection(decodedInput, false);
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@@ -14,10 +14,7 @@ const PunchAtkConfig = {
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x: 0,
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y: 0,
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},
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hitboxOffset: {
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x: 24.0, // should be about the radius of the PlayerCollider
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y: 0,
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},
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hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
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hitboxSize: {
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x: 24.0,
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y: 24.0,
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@@ -101,7 +98,6 @@ cc.Class({
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self.rollbackEstimatedDt = 0.016667;
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self.rollbackEstimatedDtMillis = 16.667;
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self.rollbackEstimatedDtNanos = 16666666;
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self.maxChasingRenderFramesPerUpdate = 5;
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self.worldToVirtualGridRatio = 1000;
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self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
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@@ -256,6 +252,7 @@ cc.Class({
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dx: currPlayerDownsync.dir.dx,
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dy: currPlayerDownsync.dir.dy,
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},
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characterState: currPlayerDownsync.characterState,
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speed: currPlayerDownsync.speed,
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battleState: currPlayerDownsync.battleState,
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score: currPlayerDownsync.score,
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@@ -273,10 +270,92 @@ cc.Class({
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meleeBullets: []
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};
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const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
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effPushbacks[joinIndex - 1] = [0.0, 0.0];
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const playerRichInfo = self.playerRichInfoArr[j];
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const playerId = playerRichInfo.id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = currRenderFrame.players[playerId];
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const newVx = player.virtualGridX;
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const newVy = player.virtualGridY;
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const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
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playerCollider.x = newCpos[0];
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playerCollider.y = newCpos[1];
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}
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// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
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const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
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const removedBulletsAtCurrFrame = new Set();
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for (let k in currRenderFrame.meleeBullets) {
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const meleeBullet = currRenderFrame.meleeBullets[k];
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if (
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames >= currRenderFrame.id
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&&
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames <= currRenderFrame.id
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) {
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const collisionBulletIndex = self.collisionBulletIndexPrefix + melee.battleLocalId;
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const collisionOffenderIndex = self.collisionPlayerIndexPrefix + melee.offenderJoinIndex;
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const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
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const offender = currRenderFrame.players[melee.offenderPlayerId];
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const x0 = offenderCollider.x + offender.dir.dx * meleeBullet.hitboxOffset,
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y0 = offenderCollider.y + offender.dir.dy * meleeBullet.hitboxOffset;
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const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
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newBulletCollider.collisionBulletIndex = collisionBulletIndex;
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newBulletCollider.pushback = meleeBullet.pushback;
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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colliderBullets.set(collisionBulletIndex, newBulletCollider);
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console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
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}
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}
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collisionSys.update();
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const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
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colliderBullets.forEach((collisionBulletIndex, bulletCollider) => {
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const potentials = bulletCollider.potentials();
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let shouldRemove = false;
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for (const potential of potentials) {
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if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
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if (!bulletCollider.collides(potential, result1)) continue;
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if (null != potential.playerId) {
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bulletPushbacks[joinIndex - 1][0] += result1.overlap * result1.overlap_x * bulletCollider.pushback;
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bulletPushbacks[joinIndex - 1][1] += result1.overlap * result1.overlap_y * bulletCollider.pushback;
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const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
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thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
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const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
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thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
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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.add(collisionBulletIndex);
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}
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});
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for (let k in currRenderFrame.meleeBullets) {
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const meleeBullet = currRenderFrame.meleeBullets[k];
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// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
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if (collisionSysMap.has(meleeBullet.collisionBulletIndex)) {
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const bulletCollider = collisionSysMap.get(meleeBullet.collisionBulletIndex);
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bulletCollider.remove();
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collisionSysMap.delete(meleeBullet.collisionBulletIndex);
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}
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if (removedBulletsAtCurrFrame.has(meleeBullet)) continue;
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toRet.meleeBullets.push(meleeBullet);
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}
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if (null != delayedInputFrame) {
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const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
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const inputList = delayedInputFrame.inputList;
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const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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// Process player inputs
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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effPushbacks[joinIndex - 1] = [0.0, 0.0];
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@@ -285,70 +364,49 @@ cc.Class({
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = currRenderFrame.players[playerId];
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if (0 < player.framesToRecover) {
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// No need to process inputs for this player
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continue;
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}
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const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
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const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
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const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
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const playerInNextFrame = nextRenderFramePlayers[playerId];
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if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
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console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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if (0 == player.framesToRecover) {
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nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
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const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
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punch.battleLocalId = self.bulletBattleLocalIdCounter++;
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punch.offenderJoinIndex = joinIndex;
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punch.originatedRenderFrameId = currRenderFrame.id;
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toRet.meleeBullets.push(punch);
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console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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}
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nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
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const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
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punch.battleLocalId = self.bulletBattleLocalIdCounter++;
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punch.offenderJoinIndex = joinIndex;
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punch.offenderPlayerId = playerId;
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punch.originatedRenderFrameId = currRenderFrame.id;
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toRet.meleeBullets.push(punch);
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console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
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} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
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console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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}
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/*
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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.
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*/
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const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
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const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
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const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
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playerCollider.x = newCpos[0];
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playerCollider.y = newCpos[1];
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if (0 != decodedInput.dx || 0 != decodedInput.dy) {
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// Update directions and thus would eventually update moving animation accordingly
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nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
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nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
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}
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}
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for (let k in currRenderFrame.meleeBullets) {
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const meleeBullet = currRenderFrame.meleeBullets[k];
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if (meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id) {
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// Won't cause any collision
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const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
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const bulletCollider = collisionSysMap.get(collisionBulletIndex);
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if (null != bulletCollider) {
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console.log(`A rising-edge of meleeBullet=${JSON.stringify(meleeBullet)} is removed from collisionSys at renderFrame.id=${currRenderFrame.id} as active frames ended`);
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bulletCollider.remove();
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} else {
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// No trigger, process movement inputs
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if (0 != decodedInput.dx || 0 != decodedInput.dy) {
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// Update directions and thus would eventually update moving animation accordingly
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playerInNextFrame.dir.dx = decodedInput.dx;
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playerInNextFrame.dir.dy = decodedInput.dy;
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playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
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} else {
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playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
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}
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continue;
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const movement = self.virtualGridToPlayerColliderPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy, self.playerRichInfoArr[joinIndex - 1]);
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playerCollider.x += movement[0];
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playerCollider.y += movement[1];
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}
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if (meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames == currRenderFrame.id) {
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// 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?
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const collisionBulletIndex = self.collisionBulletIndexPrefix + melee.battleLocalId;
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const collisionOffenderIndex = self.collisionPlayerIndexPrefix + melee.offenderJoinIndex;
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const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
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const x0 = offenderCollider.x + meleeBullet.hitboxOffset.x,
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y0 = offenderCollider.y + meleeBullet.hitboxOffset.y;
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const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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console.log(`A rising-edge of meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended`);
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}
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toRet.meleeBullets.push(meleeBullet);
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}
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collisionSys.update();
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const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
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collisionSys.update(); // by now all "bulletCollider"s are removed
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const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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@@ -358,10 +416,10 @@ cc.Class({
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const potentials = playerCollider.potentials();
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for (const potential of potentials) {
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// Test if the player collides with the wall
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if (!playerCollider.collides(potential, result)) continue;
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if (!playerCollider.collides(potential, result2)) continue;
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// Push the player out of the wall
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effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
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effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
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effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
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effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
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}
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}
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@@ -374,6 +432,7 @@ cc.Class({
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nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
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nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
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}
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}
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return toRet;
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File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user