mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Drafted new character as NPC.
This commit is contained in:
@@ -64,6 +64,7 @@ const (
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ATK_CHARACTER_STATE_ATK2 = int32(11)
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ATK_CHARACTER_STATE_ATK3 = int32(12)
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ATK_CHARACTER_STATE_ATK4 = int32(13)
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)
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var inAirSet = map[int32]bool{
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@@ -104,6 +104,49 @@ var Characters = map[int]*CharacterConfig{
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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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},
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4196: &CharacterConfig{
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SpeciesId: 4196,
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SpeciesName: "Monk",
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InAirIdleFrameIdxTurningPoint: 42,
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InAirIdleFrameIdxTurnedCycle: 2,
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LayDownFrames: int32(14),
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LayDownFramesToRecover: int32(14),
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GetUpInvinsibleFrames: int32(8),
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GetUpFramesToRecover: int32(30),
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Speed: int32(float64(1.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingInitVelY: int32(float64(9) * 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 257
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} else {
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return 10
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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.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame {
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if nextSkillId, existent2 := v.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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}
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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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@@ -293,6 +336,123 @@ var skills = map[int]*Skill{
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},
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},
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},
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7: &Skill{
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RecoveryFrames: int32(30),
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RecoveryFramesOnBlock: int32(30),
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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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&MeleeBullet{
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Bullet: Bullet{
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StartupFrames: int32(7),
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ActiveFrames: int32(22),
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HitStunFrames: int32(13),
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BlockStunFrames: int32(9),
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Damage: int32(5),
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SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: NO_LOCK_VEL,
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PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelY: int32(0),
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HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetY: int32(0),
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HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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CancellableStFrame: int32(13),
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CancellableEdFrame: int32(30),
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CancelTransit: map[int]int{
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1: 2,
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},
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// TODO: Use non-zero "selfLockVel"
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},
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},
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},
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},
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8: &Skill{
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RecoveryFrames: int32(36),
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RecoveryFramesOnBlock: int32(36),
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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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&MeleeBullet{
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Bullet: Bullet{
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StartupFrames: int32(18),
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ActiveFrames: int32(18),
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Damage: int32(5),
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SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: NO_LOCK_VEL,
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PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelY: int32(0),
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HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetY: int32(0),
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HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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CancellableStFrame: int32(22),
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CancellableEdFrame: int32(36),
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CancelTransit: map[int]int{
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1: 3,
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},
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},
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},
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},
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},
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9: &Skill{
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RecoveryFrames: int32(50),
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RecoveryFramesOnBlock: int32(50),
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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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&MeleeBullet{
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Bullet: Bullet{
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StartupFrames: int32(15),
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ActiveFrames: int32(30),
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HitStunFrames: MAX_INT32,
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BlockStunFrames: int32(9),
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Damage: int32(10),
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SelfLockVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetY: int32(0),
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HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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},
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},
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},
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},
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10: &Skill{
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RecoveryFrames: int32(40),
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RecoveryFramesOnBlock: int32(40),
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RecoveryFramesOnHit: int32(40),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_ATK4,
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Hits: []interface{}{
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&FireballBullet{
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Speed: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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Bullet: Bullet{
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StartupFrames: int32(15),
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ActiveFrames: int32(30),
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HitStunFrames: int32(15),
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BlockStunFrames: int32(9),
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Damage: int32(20),
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SelfLockVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetY: int32(0),
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HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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},
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},
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},
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},
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255: &Skill{
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RecoveryFrames: int32(30),
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RecoveryFramesOnBlock: int32(30),
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@@ -345,4 +505,30 @@ var skills = map[int]*Skill{
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},
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},
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},
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257: &Skill{
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RecoveryFrames: int32(30),
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RecoveryFramesOnBlock: int32(30),
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RecoveryFramesOnHit: int32(30),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
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Hits: []interface{}{
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&MeleeBullet{
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Bullet: Bullet{
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StartupFrames: int32(3),
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ActiveFrames: int32(20),
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Damage: int32(5),
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SelfLockVelX: NO_LOCK_VEL,
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SelfLockVelY: NO_LOCK_VEL,
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PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelY: int32(0),
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HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetY: int32(0),
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HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
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},
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},
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},
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},
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}
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@@ -38,6 +38,9 @@ type PlayerDownsync struct {
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ActiveSkillHit int32
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FramesInvinsible int32
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BulletTeamId int32
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ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
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}
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type InputFrameDecoded struct {
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@@ -83,6 +86,8 @@ type Bullet struct {
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BlowUp bool
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CancelTransit map[int]int
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TeamId int32
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}
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type MeleeBullet struct {
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@@ -126,3 +131,10 @@ type InputFrameDownsync struct {
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InputList []uint64
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ConfirmedList uint64
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}
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type NpcPatrolCue struct {
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FlAct uint64 // Encoded input when collided with this cue & facing left
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FrAct uint64 // Encoded input when collided with this cue & facing right
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X float64
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Y float64
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}
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@@ -42,32 +42,34 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
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})
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}
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func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir bool) *js.Object {
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func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir bool, bulletTeamId, chCollisionTeamId int32) *js.Object {
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return js.MakeWrapper(&PlayerDownsync{
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Id: id,
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VirtualGridX: virtualGridX,
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VirtualGridY: virtualGridY,
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DirX: dirX,
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DirY: dirY,
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VelX: velX,
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VelY: velY,
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FramesToRecover: framesToRecover,
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FramesInChState: framesInChState,
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ActiveSkillId: activeSkillId,
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ActiveSkillHit: activeSkillHit,
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FramesInvinsible: framesInvinsible,
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Speed: speed,
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BattleState: battleState,
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CharacterState: characterState,
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JoinIndex: joinIndex,
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Hp: hp,
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MaxHp: maxHp,
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ColliderRadius: colliderRadius,
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InAir: inAir,
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Id: id,
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VirtualGridX: virtualGridX,
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VirtualGridY: virtualGridY,
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DirX: dirX,
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DirY: dirY,
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VelX: velX,
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VelY: velY,
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FramesToRecover: framesToRecover,
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FramesInChState: framesInChState,
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ActiveSkillId: activeSkillId,
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ActiveSkillHit: activeSkillHit,
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FramesInvinsible: framesInvinsible,
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Speed: speed,
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BattleState: battleState,
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CharacterState: characterState,
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JoinIndex: joinIndex,
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Hp: hp,
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MaxHp: maxHp,
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ColliderRadius: colliderRadius,
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InAir: inAir,
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BulletTeamId: bulletTeamId,
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ChCollisionTeamId: chCollisionTeamId,
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})
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}
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func NewMeleeBulletJs(originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool) *js.Object {
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func NewMeleeBulletJs(originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32) *js.Object {
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return js.MakeWrapper(&MeleeBullet{
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Bullet: Bullet{
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OriginatedRenderFrameId: originatedRenderFrameId,
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@@ -93,10 +95,21 @@ func NewMeleeBulletJs(originatedRenderFrameId, offenderJoinIndex, startupFrames,
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HitboxSizeY: hitboxSizeY,
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BlowUp: blowUp,
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TeamId: teamId,
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},
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})
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}
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func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object {
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return js.MakeFullWrapper(&NpcPatrolCue{
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FlAct: flAct,
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FrAct: frAct,
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X: x,
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Y: y,
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})
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}
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func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object {
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// [WARNING] Avoid using "pb.RoomDownsyncFrame" here, in practive "MakeFullWrapper" doesn't expose the public fields for a "protobuf struct" as expected and requires helper functions like "GetCollisionSpaceObjsJs".
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return js.MakeFullWrapper(&RoomDownsyncFrame{
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@@ -157,6 +170,7 @@ func main() {
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"NewBarrierJs": NewBarrierJs,
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"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
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"NewMeleeBulletJs": NewMeleeBulletJs,
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"NewNpcPatrolCue": NewNpcPatrolCue,
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"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
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"NewCollisionSpaceJs": NewCollisionSpaceJs,
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"NewInputFrameDownsync": NewInputFrameDownsync,
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Block a user