Compare commits

...

6 Commits

Author SHA1 Message Date
genxium
d06cb18a08 Fixed inertia on jumping. 2023-01-21 11:11:48 +08:00
genxium
00816fb636 Minor update. 2023-01-21 10:41:38 +08:00
genxium
ff24bea055 Fixed fireball trigger. 2023-01-21 10:40:13 +08:00
genxium
56d66a128a Minor updates. 2023-01-20 23:44:26 +08:00
genxium
2f097dfec5 Added turn-around and dashing actual triggers. 2023-01-20 23:22:02 +08:00
genxium
ff48b47ecc Updated documentation for the plan of UDP secondary session. 2023-01-20 20:49:26 +08:00
21 changed files with 259 additions and 84 deletions

View File

@@ -69,4 +69,10 @@ To summarize, if UDP is used we need
When using UDP, it's also necessary to verify authorization of each incoming packet, e.g. by simple time limited symmetric key, due to being connectionless.
## Why not hybrid?
Instead of replacing all use of TCP by UDP, it's more reasonable to keep using TCP for login and the "all-confirmed downsync inputFrames" from server to players (and possibly "upsync inputFrames" from player to server, but tradeoff on that remains to be discussed), while using UDP for broadcasting inputFrames of each individual player asap (either using p2p or not) just for **better prediction performance**!
Instead of replacing all use of TCP by UDP, it's more reasonable to keep using TCP for login and the "all-confirmed downsync inputFrames" from server to players (and possibly "upsync inputFrames" from player to server, but tradeoff on that remains to be discussed), while using a `UDP secondary session` for broadcasting inputFrames of each individual player asap (either using p2p or not) just for **better prediction performance**!
## How do you actually implement the `UDP secondary session`?
It's not a global consensus, but in practice many UDP communications are platform specific due to their paired asynchronous I/O choices, e.g. epoll in Linux and kqueue in BSD-ish. Of course there're many 3rd party higher level encapsulated tools for cross-platform use but that introduces extra debugging when things go wrong.
Therefore, the following plan doesn't assume use of any specific 3rd party encapsulation of UDP communication.
![UDP_secondary_session](./charts/UDPEssentials.jpg)

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charts/UDPEssentials.jpg Normal file

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View File

@@ -1,6 +1,6 @@
{
"ver": "1.0.5",
"uuid": "d41313ca-b2c3-4436-a05f-7e0eb290b1e6",
"uuid": "40edd08e-316c-44b8-a50f-bd173554c554",
"isPlugin": true,
"loadPluginInWeb": true,
"loadPluginInNative": true,

View File

@@ -0,0 +1,43 @@
{
"__type__": "cc.AnimationClip",
"_name": "TurnAround1",
"_objFlags": 0,
"_native": "",
"_duration": 0.15,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "28ee1f29-e538-4d36-bb5c-275f9e3b392b"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "211a73bb-31d7-4e6c-901e-f6939d9214e0"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "048c41dc-fc00-4bc4-8041-6003e7c2b6e4"
}
},
{
"frame": 0.13333333333333333,
"value": {
"__uuid__": "9435195e-4560-495e-b1ae-083c0c87e8a0"
}
}
]
}
}
},
"events": []
}

View File

@@ -0,0 +1,5 @@
{
"ver": "2.1.0",
"uuid": "e906322d-a08b-4477-a2e9-98acd42fa034",
"subMetas": {}
}

View File

@@ -0,0 +1,43 @@
{
"__type__": "cc.AnimationClip",
"_name": "TurnAround1",
"_objFlags": 0,
"_native": "",
"_duration": 0.15,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "ee5e05fa-b515-470f-bc3c-43544f02cb92"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "ffa521b6-118e-46e8-be1c-51cc54381ec8"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "0b27d2c9-c5a3-4020-adbe-0297c1ba3aeb"
}
},
{
"frame": 0.13333333333333333,
"value": {
"__uuid__": "a47f518e-62fb-4549-8897-4f2d387bd145"
}
}
]
}
}
},
"events": []
}

View File

@@ -0,0 +1,5 @@
{
"ver": "2.1.0",
"uuid": "edd23b2f-1caa-4836-88a7-e4af1f26743e",
"subMetas": {}
}

View File

@@ -0,0 +1,43 @@
{
"__type__": "cc.AnimationClip",
"_name": "TurnAround1",
"_objFlags": 0,
"_native": "",
"_duration": 0.15,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "c1a00209-f74d-41b5-a5da-df5720ac34b4"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "2b52c0f1-2360-4a2b-9233-bf5662de09a5"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "e3f9dfe7-ed91-4dc3-b68b-a3a3c2637074"
}
},
{
"frame": 0.13333333333333333,
"value": {
"__uuid__": "7515ef50-3a14-4e58-8811-a0c890fc40f3"
}
}
]
}
}
},
"events": []
}

View File

@@ -0,0 +1,5 @@
{
"ver": "2.1.0",
"uuid": "6e1139d4-03dd-4bd4-9510-606e94f629fe",
"subMetas": {}
}

View File

@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="64" tilewidth="16" tileheight="16" infinite="0" nextlayerid="7" nextobjectid="135">
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="64" tilewidth="16" tileheight="16" infinite="0" nextlayerid="7" nextobjectid="137">
<tileset firstgid="1" source="tiles0.tsx"/>
<tileset firstgid="65" source="tiles1.tsx"/>
<tileset firstgid="129" source="tiles2.tsx"/>
<layer id="6" name="Ground" width="128" height="64">
<data encoding="base64" compression="zlib">
eJzt2ztuAjEURmELlIYuiKRHyk4iGjo2wP6XkRDGUmThxwx3fC3+U3wNw8v3eEyabEMIWwAAAAAAAAAAAADo4IQ/3h08+3t/B2/KM1BeOzPQXjsz0F47M6iv/c3oc6zeh/7+/Q+NHr1P6z7YGz2H/svWXur1TP/SvqL/OP1LnSz6t7Qt9a1dp//4/VvOgJJeM3hlLf2tzNljI83glY2+9vcMpRko9E/PgFz3NfbBKDNQ7r+kvdU+GHEGHv2/Gl9zNHrOKOh/t5vQX8dt7d+JeC19PDo2yr1+NHEG3i28+m8m8f6//jpnbAzkfsNr15eqfR/1+z/tfxP/Fvj/mFX/0dD/7pz0fsR69p8rmHv20D9vl5mZ1flb67VkP81pT/8QPialmT1z/5f2QK/7v7Q/6Z/vb6F0DvToXzuf1PvDv4Nn/4s4+mujvzb6a6O/Nvpro782+mujvzb6a6O/Nvpro782+mujvzb6a6O/Nvpro782+mujvzb6a6O/tvg/UN4t6E9/+tO/d3+s1/8HUhSy6A==
eJzt201uwjAQhuEIxCY7KugeqTepumHXC/T+xyCqYimy4sQ4E2bE9y6eDf+e1w4bOHZddwQAAAAAAAAAAACAF/jBP+8Onv29P4M35Rkor50ZaK+dGWivnRlor50ZtK39UmnL5/owegz94/X/on8Ykfsv9V27n/72a0/drPqfBucZeeMSjxm8m5b+W1m9Dv3fv//c9eG88f3p397fytr1vNR9j31A/1hq21vtg4gziNz/ZvQY+vubrr0fefdv3QOt+0O9/3cm3ZffntwqlZ4fTZqBdwuv/odROv9/g3vBwUDpjFq8dst7q5//vP/0O2B6m1V/T/Qv979nvedY9/jcwTPXHPov9+lXZldjrb/1fqL/c/2vo6W5bTn/S3tg7/Nfsz/pX+5v+Z1L/3i8f3cdhXcHz/6/4uivjf7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/trSf6C8W9Cf/vSn/6v7Y7/+Dyz1uAA=
</data>
</layer>
<objectgroup id="1" name="PlayerStartingPos">
@@ -64,7 +64,7 @@
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="60" x="1232" y="432" width="208" height="16">
<object id="60" x="1232" y="448" width="208" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
@@ -99,7 +99,7 @@
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="90" x="1232" y="496" width="320" height="16">
<object id="90" x="1248" y="464" width="320" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
@@ -114,37 +114,37 @@
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="100" x="1552" y="576" width="128" height="16">
<object id="100" x="1538" y="560" width="144" height="32">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="101" x="1568" y="560" width="112" height="16">
<object id="101" x="1568" y="528" width="112" height="32">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="102" x="1584" y="544" width="96" height="16">
<object id="102" x="1136" y="368" width="96" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="103" x="1600" y="528" width="80" height="16">
<object id="103" x="1600" y="496" width="80" height="32">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="104" x="768" y="382" width="304" height="16">
<object id="104" x="816" y="414" width="304" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="105" x="768" y="302" width="16" height="96">
<object id="105" x="816" y="366" width="16" height="64">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="106" x="1056" y="302" width="16" height="96">
<object id="106" x="1104" y="334" width="16" height="96">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
@@ -164,42 +164,7 @@
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="120" x="736" y="512" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="121" x="736" y="336" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="125" x="688" y="448" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="127" x="1088" y="320" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="128" x="1120" y="336" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="129" x="1136" y="368" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="130" x="1168" y="384" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="132" x="1184" y="416" width="16" height="16">
<object id="136" x="1232" y="432" width="208" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>

View File

@@ -482,6 +482,13 @@
},
{
"__uuid__": "e8247e2a-1b5b-4618-86f8-224b25246b55"
},
null,
null,
null,
null,
{
"__uuid__": "6e1139d4-03dd-4bd4-9510-606e94f629fe"
}
],
"playOnLoad": false,
@@ -653,6 +660,9 @@
},
{
"__uuid__": "411f964a-4dd8-424c-b2e2-d92b10474ce2"
},
{
"__uuid__": "e906322d-a08b-4477-a2e9-98acd42fa034"
}
],
"playOnLoad": false,
@@ -822,6 +832,11 @@
},
{
"__uuid__": "0abbd156-980e-475e-9994-3c958bd913fc"
},
null,
null,
{
"__uuid__": "edd23b2f-1caa-4836-88a7-e4af1f26743e"
}
],
"playOnLoad": false,

View File

@@ -362,7 +362,7 @@
"array": [
0,
0,
215.64032554232523,
210.43934936178934,
0,
0,
0,

View File

@@ -537,7 +537,7 @@
"array": [
0,
0,
215.64032554232523,
210.43934936178934,
0,
0,
0,

View File

@@ -18,6 +18,7 @@ window.ATK_CHARACTER_STATE = {
Atk5: [14, "Atk5"],
Dashing: [15, "Dashing"],
OnWall: [16, "OnWall"],
TurnAround1: [17, "TurnAround1"],
};
window.ATK_CHARACTER_STATE_ARR = [];
@@ -93,7 +94,7 @@ cc.Class({
} else if (0 < rdfPlayer.DirX) {
this.animNode.scaleX = (+1.0);
}
if (ATK_CHARACTER_STATE.OnWall[0] == newCharacterState) {
if (ATK_CHARACTER_STATE.OnWall[0] == newCharacterState || ATK_CHARACTER_STATE.TurnAround1[0] == newCharacterState) {
if (0 < rdfPlayer.OnWallNormX) {
this.animNode.scaleX = (-1.0);
} else {

View File

@@ -956,7 +956,7 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(self.renderFrameId);
if (null == self.recentInputCache.GetByFrameId(delayedInputFrameId)) {
// Possible edge case after resync
// Possible edge case after resync, kindly note that it's OK to prefab a "future inputFrame" here, because "sendInputFrameUpsyncBatch" would be capped by "noDelayInputFrameId from self.renderFrameId".
self.getOrPrefabInputFrameUpsync(delayedInputFrameId);
}

View File

@@ -96,7 +96,7 @@ cc.Class({
const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
const speciesIdList = [1, 4096];
const speciesIdList = [4096, 1];
const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
const startRdf = window.pb.protos.RoomDownsyncFrame.create({

View File

@@ -38,7 +38,7 @@
"orientation": "portrait"
},
"startScene": "2ff474d9-0c9e-4fe3-87ec-fbff7cae85b4",
"title": "TreasureHunterX",
"title": "DelayNoMore",
"webOrientation": "portrait",
"wechatgame": {
"REMOTE_SERVER_ROOT": "https://bgmoba.lokcol.com/static/",

View File

@@ -16,7 +16,7 @@ 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)
@@ -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 +478,19 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
prevBtnBLevel = prevDecodedInput.BtnBLevel
}
// Jumping is partially allowed within "CapturedByInertia", but moving is only allowed when "0 == FramesToRecover" (constrained later in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame")
if 0 == currPlayerDownsync.FramesToRecover {
// Jumping and moving are only allowed here
effDx, effDy = decodedInput.Dx, decodedInput.Dy
}
patternId := PATTERN_ID_NO_OP
canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover)
if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia {
if decodedInput.BtnBLevel > prevBtnBLevel {
if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
if chConfig.DashingEnabled && 0 > decodedInput.Dy {
// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
patternId = 5
} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
jumpedOrNot = true
} else if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
jumpedOrNot = true
@@ -490,18 +498,19 @@ 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 > decodedInput.Dy {
patternId = 3
} else if 0 < decodedInput.Dy {
patternId = 2
} else {
patternId = 1
}
} else {
patternId = 1
patternId = 4 // Holding
}
} else {
patternId = 4 // Holding
}
}
@@ -562,7 +571,7 @@ 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 +651,17 @@ 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 +670,9 @@ 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 +1067,7 @@ 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 +128,9 @@ var Characters = map[int]*CharacterConfig{
}
}
}
} else if 5 == patternId {
// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
return 12
}
// By default no skill can be fired
@@ -147,11 +150,11 @@ 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,
@@ -178,11 +181,11 @@ var Characters = map[int]*CharacterConfig{
}
}
} else if 2 == patternId {
if !currPlayerDownsync.InAir {
if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
return 11
}
} else if 3 == patternId {
if !currPlayerDownsync.InAir {
if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
return 10
}
}
@@ -508,7 +511,7 @@ var skills = map[int]*Skill{
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(0),
HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: false,
@@ -547,6 +550,33 @@ 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),