DelayNoMore/jsexport/battle/battle.go
2023-01-22 11:39:27 +08:00

1269 lines
53 KiB
Go

package battle
import (
//"fmt"
"math"
"resolv"
)
const (
MAX_FLOAT64 = 1.7e+308
MAX_INT32 = int32(999999999)
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
PATTERN_ID_UNABLE_TO_OP = -2
PATTERN_ID_NO_OP = -1
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(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"
SP_ATK_LOOKUP_FRAMES = int32(5)
SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
NO_SKILL = -1
NO_SKILL_HIT = -1
NO_LOCK_VEL = int32(-1)
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
var DIRECTION_DECODER = [][]int32{
{0, 0},
{0, +2},
{0, -2},
{+2, 0},
{-2, 0},
{+1, +1},
{-1, -1},
{+1, -1},
{-1, +1},
}
const (
BULLET_STARTUP = int32(0)
BULLET_ACTIVE = int32(1)
BULLET_EXPLODING = int32(2)
)
const (
ATK_CHARACTER_STATE_IDLE1 = int32(0)
ATK_CHARACTER_STATE_WALKING = int32(1)
ATK_CHARACTER_STATE_ATK1 = int32(2)
ATK_CHARACTER_STATE_ATKED1 = int32(3)
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP = int32(4)
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP = int32(5)
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(6)
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(7)
ATK_CHARACTER_STATE_BLOWN_UP1 = int32(8)
ATK_CHARACTER_STATE_LAY_DOWN1 = int32(9)
ATK_CHARACTER_STATE_GET_UP1 = int32(10)
ATK_CHARACTER_STATE_ATK2 = int32(11)
ATK_CHARACTER_STATE_ATK3 = int32(12)
ATK_CHARACTER_STATE_ATK4 = int32(13)
ATK_CHARACTER_STATE_ATK5 = int32(14)
ATK_CHARACTER_STATE_DASHING = int32(15)
ATK_CHARACTER_STATE_ONWALL = int32(16)
ATK_CHARACTER_STATE_TURNAROUND = int32(17)
)
var inAirSet = map[int32]bool{
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
ATK_CHARACTER_STATE_INAIR_ATK1: true,
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_ONWALL: true,
}
var noOpSet = map[int32]bool{
ATK_CHARACTER_STATE_ATKED1: true,
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
// During the invinsible frames of GET_UP1, the player is allowed to take any action
}
var invinsibleSet = map[int32]bool{
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
ATK_CHARACTER_STATE_GET_UP1: true,
}
var nonAttackingSet = map[int32]bool{
ATK_CHARACTER_STATE_IDLE1: true,
ATK_CHARACTER_STATE_WALKING: true,
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
ATK_CHARACTER_STATE_ATKED1: true,
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
ATK_CHARACTER_STATE_GET_UP1: true,
}
func intAbs(x int32) int32 {
if x < 0 {
return -x
}
return x
}
func ShouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
if (0 <= i) && (0 == (i & ((1 << INPUT_SCALE_FRAMES) - 1))) {
return true, i
}
}
return false, -1
}
func ShouldGenerateInputFrameUpsync(renderFrameId int32) bool {
return ((renderFrameId & ((1 << INPUT_SCALE_FRAMES) - 1)) == 0)
}
func ConvertToDelayedInputFrameId(renderFrameId int32) int32 {
if renderFrameId < INPUT_DELAY_FRAMES {
return 0
}
return ((renderFrameId - INPUT_DELAY_FRAMES) >> INPUT_SCALE_FRAMES)
}
func ConvertToNoDelayInputFrameId(renderFrameId int32) int32 {
return (renderFrameId >> INPUT_SCALE_FRAMES)
}
func ConvertToFirstUsedRenderFrameId(inputFrameId int32) int32 {
return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES)
}
func ConvertToLastUsedRenderFrameId(inputFrameId int32) int32 {
return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES + (1 << INPUT_SCALE_FRAMES) - 1)
}
func decodeInput(encodedInput uint64) *InputFrameDecoded {
encodedDirection := (encodedInput & uint64(15))
btnALevel := int32((encodedInput >> 4) & 1)
btnBLevel := int32((encodedInput >> 5) & 1)
return &InputFrameDecoded{
Dx: DIRECTION_DECODER[encodedDirection][0],
Dy: DIRECTION_DECODER[encodedDirection][1],
BtnALevel: btnALevel,
BtnBLevel: btnBLevel,
}
}
type SatResult struct {
Overlap float64
OverlapX float64
OverlapY float64
AContainedInB bool
BContainedInA bool
Axis resolv.Vector
}
func calcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
origX, origY := playerShape.Position()
defer func() {
playerShape.SetPosition(origX, origY)
}()
playerShape.SetPosition(origX+oldDx, origY+oldDy)
overlapResult := &SatResult{
Overlap: 0,
OverlapX: 0,
OverlapY: 0,
AContainedInB: true,
BContainedInA: true,
Axis: resolv.Vector{0, 0},
}
if overlapped := isPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
return true, pushbackX, pushbackY, overlapResult
} else {
return false, 0, 0, overlapResult
}
}
func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
aCnt, bCnt := len(a.Points), len(b.Points)
// Single point case
if 1 == aCnt && 1 == bCnt {
if nil != result {
result.Overlap = 0
}
return a.Points[0][0] == b.Points[0][0] && a.Points[0][1] == b.Points[0][1]
}
if 1 < aCnt {
for _, axis := range a.SATAxes() {
if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
return false
}
}
}
if 1 < bCnt {
for _, axis := range b.SATAxes() {
if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
return false
}
}
}
return true
}
func IsMeleeBulletActive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == meleeBullet.BlState {
return false
}
return (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func IsMeleeBulletAlive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == meleeBullet.BlState {
return meleeBullet.FramesInBlState < meleeBullet.Bullet.ExplosionFrames
}
return (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func IsFireballBulletActive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == fireballBullet.BlState {
return false
}
return (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func IsFireballBulletAlive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == fireballBullet.BlState {
return fireballBullet.FramesInBlState < fireballBullet.Bullet.ExplosionFrames
}
return (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, result *SatResult) bool {
/*
[WARNING] This function is deliberately made private, it shouldn't be used alone (i.e. not along the norms of a polygon), otherwise the pushbacks calculated would be meaningless.
Consider the following example
a: {
anchor: [1337.19 1696.74]
points: [[0 0] [24 0] [24 24] [0 24]]
},
b: {
anchor: [1277.72 1570.56]
points: [[642.57 319.16] [0 319.16] [5.73 0] [643.75 0.90]]
}
e = (-2.98, 1.49).Unit()
*/
var aStart, aEnd, bStart, bEnd float64 = MAX_FLOAT64, -MAX_FLOAT64, MAX_FLOAT64, -MAX_FLOAT64
for _, p := range a.Points {
dot := (p[0]+a.X)*e[0] + (p[1]+a.Y)*e[1]
if aStart > dot {
aStart = dot
}
if aEnd < dot {
aEnd = dot
}
}
for _, p := range b.Points {
dot := (p[0]+b.X)*e[0] + (p[1]+b.Y)*e[1]
if bStart > dot {
bStart = dot
}
if bEnd < dot {
bEnd = dot
}
}
if aStart > bEnd || aEnd < bStart {
// Separated by unit vector "e"
return true
}
if nil != result {
overlap := float64(0)
if aStart < bStart {
result.AContainedInB = false
if aEnd < bEnd {
overlap = aEnd - bStart
result.BContainedInA = false
} else {
option1 := aEnd - bStart
option2 := bEnd - aStart
if option1 < option2 {
overlap = option1
} else {
overlap = -option2
}
}
} else {
result.BContainedInA = false
if aEnd > bEnd {
overlap = aStart - bEnd
result.AContainedInB = false
} else {
option1 := aEnd - bStart
option2 := bEnd - aStart
if option1 < option2 {
overlap = option1
} else {
overlap = -option2
}
}
}
currentOverlap := result.Overlap
absoluteOverlap := overlap
if overlap < 0 {
absoluteOverlap = -overlap
}
if (0 == result.Axis[0] && 0 == result.Axis[1]) || currentOverlap > absoluteOverlap {
var sign float64 = 1
if overlap < 0 {
sign = -1
}
result.Overlap = absoluteOverlap
result.OverlapX = e[0] * sign
result.OverlapY = e[1] * sign
}
result.Axis = e
}
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
return false
}
func WorldToVirtualGridPos(wx, wy float64) (int32, int32) {
// [WARNING] Introduces loss of precision!
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
var virtualGridX int32 = int32(math.Round(wx * WORLD_TO_VIRTUAL_GRID_RATIO))
var virtualGridY int32 = int32(math.Round(wy * WORLD_TO_VIRTUAL_GRID_RATIO))
return virtualGridX, virtualGridY
}
func VirtualGridToWorldPos(vx, vy int32) (float64, float64) {
// No loss of precision
var wx float64 = float64(vx) * VIRTUAL_GRID_TO_WORLD_RATIO
var wy float64 = float64(vy) * VIRTUAL_GRID_TO_WORLD_RATIO
return wx, wy
}
func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
}
func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
}
func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (int32, int32) {
wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToVirtualGridPos(wx, wy)
}
func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
wx, wy := VirtualGridToWorldPos(vx, vy)
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
}
func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
virtualGripToWall := float64(0)
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX {
/*
I'm not sure whether this is a bug of "resolv_tailored" (maybe due to my changes), on the x-axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0", while the same extent of intersection is OK in y-axis.
The workaround here is to grant a "virtualGripToWall" in x-axis to guarantee that if
- "currPlayerDownsync" is on wall, and
- "thatPlayerInNextFrame.VelX" is 0 (i.e. no proactive move against the wall), and
- there's no change in player facing direction
*/
xfac := float64(1)
if 0 > thatPlayerInNextFrame.DirX {
xfac = -xfac
}
virtualGripToWall = xfac * float64(currPlayerDownsync.Speed) * VIRTUAL_GRID_TO_WORLD_RATIO
}
collision := playerCollider.Check(virtualGripToWall, 0)
if nil == collision {
return &ret
}
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
//fmt.Printf("joinIndex=%d calcHardPushbacksNorms has non-empty collision;playerColliderPos=(%.2f,%.2f)\n", joinIndex, playerColliderCenterX, playerColliderCenterY)
for _, obj := range collision.Objects {
isBarrier := false
switch obj.Data.(type) {
case *PlayerDownsync, *MeleeBullet, *FireballBullet:
default:
// By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet && !*FireballBullet".
isBarrier = true
}
if !isBarrier {
continue
}
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, barrierShape)
if !overlapped {
continue
}
// ALWAY snap into hardPushbacks!
// [OverlapX, OverlapY] is the unit vector that points into the platform
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
pEffPushback.X += pushbackX
pEffPushback.Y += pushbackY
//fmt.Printf("joinIndex=%d calcHardPushbacksNorms found one hardpushback; immediatePushback=(%.2f,%.2f)\n", joinIndex, pushbackX, pushbackY)
}
return &ret
}
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)
if 0 >= delayedInputFrameId {
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
}
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; existent {
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
}
delayedInputList := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync).InputList
var delayedInputListForPrevRdf []uint64 = nil
if 0 < delayedInputFrameIdForPrevRdf {
delayedInputListForPrevRdf = inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync).InputList
}
jumpedOrNot := false
joinIndex := currPlayerDownsync.JoinIndex
decodedInput := decodeInput(delayedInputList[joinIndex-1])
effDx, effDy := int32(0), int32(0)
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
if nil != delayedInputListForPrevRdf {
prevDecodedInput := decodeInput(delayedInputListForPrevRdf[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
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 {
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 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
}
}
}
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 = 4 // Holding
}
}
}
return patternId, jumpedOrNot, effDx, effDy
}
// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
roomCapacity := len(currRenderFrame.PlayersArr)
nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
// Make a copy first
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
nextRenderFramePlayers[i] = &PlayerDownsync{
Id: currPlayerDownsync.Id,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY,
VelX: currPlayerDownsync.VelX,
VelY: currPlayerDownsync.VelY,
CharacterState: currPlayerDownsync.CharacterState,
InAir: true,
OnWall: false,
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
FramesInChState: currPlayerDownsync.FramesInChState + 1,
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
ColliderRadius: currPlayerDownsync.ColliderRadius,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
CapturedByInertia: currPlayerDownsync.CapturedByInertia,
}
if nextRenderFramePlayers[i].FramesToRecover < 0 {
nextRenderFramePlayers[i].FramesToRecover = 0
}
if nextRenderFramePlayers[i].FramesInvinsible < 0 {
nextRenderFramePlayers[i].FramesInvinsible = 0
}
}
nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
nextRenderFrameFireballBullets := make([]*FireballBullet, 0, len(currRenderFrame.FireballBullets))
effPushbacks := make([]Vec2D, roomCapacity)
hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
jumpedOrNotList := make([]bool, roomCapacity)
bulletLocalId := currRenderFrame.BulletLocalIdCounter
// 1. Process player inputs
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
chConfig := chConfigsOrderedByJoinIndex[i]
thatPlayerInNextFrame := nextRenderFramePlayers[i]
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer)
jumpedOrNotList[i] = jumpedOrNot
joinIndex := currPlayerDownsync.JoinIndex
skillId := chConfig.SkillMapper(patternId, currPlayerDownsync)
if skillConfig, existent := skills[skillId]; existent {
thatPlayerInNextFrame.ActiveSkillId = int32(skillId)
thatPlayerInNextFrame.ActiveSkillHit = 0
thatPlayerInNextFrame.FramesToRecover = skillConfig.RecoveryFrames
xfac := int32(1)
if 0 > thatPlayerInNextFrame.DirX {
xfac = -xfac
}
hasLockVel := false
// Hardcoded to use only the first hit for now
switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) {
case *MeleeBullet:
var newBullet MeleeBullet = *v // Copied primitive fields into an onstack variable
newBullet.BattleAttr = &BulletBattleAttr{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: currRenderFrame.Id,
OffenderJoinIndex: joinIndex,
TeamId: currPlayerDownsync.BulletTeamId,
}
bulletLocalId++
newBullet.BlState = BULLET_STARTUP
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet)
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
hasLockVel = true
thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
}
if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
hasLockVel = true
thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
}
case *FireballBullet:
var newBullet FireballBullet = *v // Copied primitive fields into an onstack variable
newBullet.BattleAttr = &BulletBattleAttr{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: currRenderFrame.Id,
OffenderJoinIndex: joinIndex,
TeamId: currPlayerDownsync.BulletTeamId,
}
bulletLocalId++
newBullet.VirtualGridX, newBullet.VirtualGridY = currPlayerDownsync.VirtualGridX+xfac*newBullet.Bullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY+newBullet.Bullet.HitboxOffsetY
newBullet.DirX = xfac
newBullet.DirY = 0
newBullet.VelX = newBullet.Speed * xfac
newBullet.VelY = 0
newBullet.BlState = BULLET_STARTUP
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, &newBullet)
//fmt.Printf("Created new fireball @currRenderFrame.Id=%d, %p, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, offenderVpos=(%d,%d)\n", currRenderFrame.Id, &newBullet, bulletLocalId, newBullet.VirtualGridX, newBullet.VirtualGridY, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY)
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
hasLockVel = true
thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
}
if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
hasLockVel = true
thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
}
}
if false == hasLockVel && false == currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX = 0
}
thatPlayerInNextFrame.CharacterState = skillConfig.BoundChState
continue // Don't allow movement if skill is used
}
if 0 == currPlayerDownsync.FramesToRecover {
prevCapturedByInertia := currPlayerDownsync.CapturedByInertia
isWallJumping := (chConfig.OnWallEnabled && chConfig.WallJumpingInitVelX == intAbs(currPlayerDownsync.VelX))
/*
if isWallJumping {
fmt.Printf("joinIndex=%d is wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX)
}
*/
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 !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!
When "false == alignedWithInertia", we're GUARANTEED TO BE WRONG AT INPUT PREDICTION ON THE FRONTEND, but we COULD STILL BE RIGHT AT POSITION PREDICTION WITHIN "InertiaFramesToRecover" -- which together with "INPUT_DELAY_FRAMES" grants the frontend a big chance to be graphically consistent even upon wrong prediction!
*/
//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 {
xfac := int32(1)
if 0 > effDx {
xfac = -xfac
}
thatPlayerInNextFrame.DirX = effDx
thatPlayerInNextFrame.DirY = effDy
if isWallJumping {
//fmt.Printf("joinIndex=%d is controlling while wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d, effDx: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX, effDx)
thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX)
} else {
thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed
}
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.VelX = 0
}
}
}
}
// 2. Process player movement
playerColliders := make([]*resolv.Object, len(currRenderFrame.PlayersArr), len(currRenderFrame.PlayersArr)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
thatPlayerInNextFrame := nextRenderFramePlayers[i]
chConfig := chConfigsOrderedByJoinIndex[i]
// Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if jumpedOrNotList[i] {
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
if 0 < currPlayerDownsync.VelX*currPlayerDownsync.OnWallNormX {
newVx -= currPlayerDownsync.VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first
}
xfac := int32(-1)
if 0 > currPlayerDownsync.OnWallNormX {
// Always jump to the opposite direction of wall inward norm
xfac = -xfac
}
newVx += xfac * chConfig.WallJumpingInitVelX
newVy += chConfig.WallJumpingInitVelY
thatPlayerInNextFrame.VelX = int32(xfac * chConfig.WallJumpingInitVelX)
thatPlayerInNextFrame.VelY = int32(chConfig.WallJumpingInitVelY)
thatPlayerInNextFrame.FramesToRecover = chConfig.WallJumpingFramesToRecover
} else {
thatPlayerInNextFrame.VelY = int32(chConfig.JumpingInitVelY)
newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping
}
}
wx, wy := VirtualGridToWorldPos(newVx, newVy)
colliderWidth, colliderHeight := currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*4
switch currPlayerDownsync.CharacterState {
case ATK_CHARACTER_STATE_LAY_DOWN1:
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL:
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2
}
colliderWorldWidth, colliderWorldHeight := VirtualGridToWorldPos(colliderWidth, colliderHeight)
playerCollider := GenerateRectCollider(wx, wy, colliderWorldWidth, colliderWorldHeight, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, currPlayerDownsync, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
playerColliders[i] = playerCollider
// Add to collision system
collisionSys.Add(playerCollider)
if currPlayerDownsync.InAir {
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && !jumpedOrNotList[i] {
thatPlayerInNextFrame.VelX += GRAVITY_X
thatPlayerInNextFrame.VelY = chConfig.WallSlidingVelY
} else if ATK_CHARACTER_STATE_DASHING == currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.VelX += GRAVITY_X
} else {
thatPlayerInNextFrame.VelX += GRAVITY_X
thatPlayerInNextFrame.VelY += GRAVITY_Y
}
}
}
// 3. Add bullet colliders into collision system
// [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, prevMelee := range currRenderFrame.MeleeBullets {
meleeBullet := &MeleeBullet{
Bullet: prevMelee.Bullet,
BattleAttr: prevMelee.BattleAttr,
FramesInBlState: prevMelee.FramesInBlState + 1,
BlState: prevMelee.BlState,
}
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
meleeBullet.BlState = BULLET_ACTIVE
if meleeBullet.BlState != prevMelee.BlState {
meleeBullet.FramesInBlState = 0
}
}
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
}
}
for _, prevFireball := range currRenderFrame.FireballBullets {
fireballBullet := &FireballBullet{
VirtualGridX: prevFireball.VirtualGridX,
VirtualGridY: prevFireball.VirtualGridY,
DirX: prevFireball.DirX,
DirY: prevFireball.DirY,
VelX: prevFireball.VelX,
VelY: prevFireball.VelY,
Speed: prevFireball.Speed,
Bullet: prevFireball.Bullet,
BattleAttr: prevFireball.BattleAttr,
FramesInBlState: prevFireball.FramesInBlState + 1,
BlState: prevFireball.BlState,
}
if IsFireballBulletAlive(fireballBullet, currRenderFrame) {
if IsFireballBulletActive(fireballBullet, currRenderFrame) {
bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.Bullet.HitboxSizeX, fireballBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, fireballBullet, "FireballBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
fireballBullet.BlState = BULLET_ACTIVE
if fireballBullet.BlState != prevFireball.BlState {
fireballBullet.FramesInBlState = 0
}
fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
} else {
//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
}
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
}
}
// 4. Calc pushbacks for each player (after its movement) w/o bullets
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
playerCollider := playerColliders[i]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
thatPlayerInNextFrame := nextRenderFramePlayers[i]
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, currPlayerDownsync, thatPlayerInNextFrame, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
chConfig := chConfigsOrderedByJoinIndex[i]
landedOnGravityPushback := false
if collision := playerCollider.Check(0, 0); nil != collision {
for _, obj := range collision.Objects {
isBarrier, isAnotherPlayer, isBullet := false, false, false
switch obj.Data.(type) {
case *PlayerDownsync:
isAnotherPlayer = true
case *MeleeBullet, *FireballBullet:
isBullet = true
default:
// By default it's a regular barrier, even if data is nil
isBarrier = true
}
if isBullet {
// ignore bullets for this step
continue
}
bShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, bShape)
if !overlapped {
continue
}
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
if isAnotherPlayer {
// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
pushbackX, pushbackY = (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapX, (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapY
}
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
pushbackX -= projectedMagnitude * hardPushbackNorm.X
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
}
}
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity {
landedOnGravityPushback = true
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
}
}
}
if landedOnGravityPushback {
thatPlayerInNextFrame.InAir = false
fallStopping := (currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY)
if fallStopping {
thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.VelX = 0
if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
} else {
switch currPlayerDownsync.CharacterState {
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL:
// [WARNING] To prevent bouncing due to abrupt change of collider shape, it's important that we check "currPlayerDownsync" instead of "thatPlayerInNextFrame" here!
halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius
_, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff)
effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff
}
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesToRecover = 0
}
} else {
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
if 0 == thatPlayerInNextFrame.FramesToRecover {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover
}
} else if ATK_CHARACTER_STATE_GET_UP1 == thatPlayerInNextFrame.CharacterState {
if 0 == thatPlayerInNextFrame.FramesToRecover {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesInvinsible = chConfig.GetUpInvinsibleFrames
}
}
}
}
}
if chConfig.OnWallEnabled {
if thatPlayerInNextFrame.InAir {
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
// [WARNING] Sticking to wall could only be triggered by proactive player input
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
}
if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
// To avoid mysterious climbing up the wall after sticking on it
thatPlayerInNextFrame.VelY = 0
}
}
}
if !thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = 0, 0
}
}
}
// 5. Check bullet-anything collisions
for _, bulletCollider := range bulletColliders {
collision := bulletCollider.Check(0, 0)
bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
exploded := false
if nil != collision {
switch v := bulletCollider.Data.(type) {
case *MeleeBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
exploded = true
if _, existent := invinsibleSet[t.CharacterState]; existent {
continue
}
if 0 < t.FramesInvinsible {
continue
}
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
}
}
}
case *FireballBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
exploded = true
if _, existent := invinsibleSet[t.CharacterState]; existent {
continue
}
if 0 < t.FramesInvinsible {
continue
}
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
}
default:
exploded = true
}
}
}
}
if exploded {
switch v := bulletCollider.Data.(type) {
case *MeleeBullet:
v.BlState = BULLET_EXPLODING
v.FramesInBlState = 0
//fmt.Printf("melee exploded @currRenderFrame.Id=%d, bulletLocalId=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.BlState)
case *FireballBullet:
v.BlState = BULLET_EXPLODING
v.FramesInBlState = 0
//fmt.Printf("fireball exploded @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.VirtualGridX, v.VirtualGridY, v.BlState)
}
}
}
// 6. Get players out of stuck barriers if there's any
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
playerCollider := playerColliders[i]
// Update "virtual grid position"
thatPlayerInNextFrame := nextRenderFramePlayers[i]
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY)
// Update "CharacterState"
if thatPlayerInNextFrame.InAir {
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState {
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 {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
}
case ATK_CHARACTER_STATE_ATK1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
// No inAir transition for ATK2/ATK3 for now
case ATK_CHARACTER_STATE_ATKED1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
}
}
// Reset "FramesInChState" if "CharacterState" is changed
if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.FramesInChState = 0
}
// Remove any active skill if not attacking
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
thatPlayerInNextFrame.ActiveSkillId = int32(NO_SKILL)
thatPlayerInNextFrame.ActiveSkillHit = int32(NO_SKILL_HIT)
}
}
for _, playerCollider := range playerColliders {
playerCollider.Space.Remove(playerCollider)
}
return &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
PlayersArr: nextRenderFramePlayers,
BulletLocalIdCounter: bulletLocalId,
MeleeBullets: nextRenderFrameMeleeBullets,
FireballBullets: nextRenderFrameFireballBullets,
}
}
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY)
return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, data, tag)
}
func generateRectColliderInCollisionSpace(blX, blY, w, h float64, data interface{}, tag string) *resolv.Object {
collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape)
collider.Data = data
return collider
}
func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
aligned := AlignPolygon2DToBoundingBox(unalignedSrc)
var w, h float64 = 0, 0
shape := resolv.NewConvexPolygon()
for i, pi := range aligned.Points {
for j, pj := range aligned.Points {
if i == j {
continue
}
if math.Abs(pj.X-pi.X) > w {
w = math.Abs(pj.X - pi.X)
}
if math.Abs(pj.Y-pi.Y) > h {
h = math.Abs(pj.Y - pi.Y)
}
}
}
for i := 0; i < len(aligned.Points); i++ {
p := aligned.Points[i]
shape.AddPoints(p.X, p.Y)
}
collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag)
collider.SetShape(shape)
collider.Data = data
return collider
}
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
// Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
boundingBoxBL := &Vec2D{
X: MAX_FLOAT64,
Y: MAX_FLOAT64,
}
for _, p := range input.Points {
if p.X < boundingBoxBL.X {
boundingBoxBL.X = p.X
}
if p.Y < boundingBoxBL.Y {
boundingBoxBL.Y = p.Y
}
}
// Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
output := &Polygon2D{
Anchor: &Vec2D{
X: input.Anchor.X + boundingBoxBL.X,
Y: input.Anchor.Y + boundingBoxBL.Y,
},
Points: make([]*Vec2D, len(input.Points)),
}
for i, p := range input.Points {
output.Points[i] = &Vec2D{
X: p.X - boundingBoxBL.X,
Y: p.Y - boundingBoxBL.Y,
}
}
return output
}
func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId, blState, framesInBlState, explosionFrames, speciesId int32) *MeleeBullet {
return &MeleeBullet{
BlState: blState,
FramesInBlState: framesInBlState,
BattleAttr: &BulletBattleAttr{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
TeamId: teamId,
},
Bullet: &BulletConfig{
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
ExplosionFrames: explosionFrames,
SpeciesId: speciesId,
},
}
}
func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, blState, framesInBlState, explosionFrames, speciesId int32) *FireballBullet {
return &FireballBullet{
VirtualGridX: virtualGridX,
VirtualGridY: virtualGridY,
DirX: dirX,
DirY: dirY,
VelX: velX,
VelY: velY,
Speed: speed,
BattleAttr: &BulletBattleAttr{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
TeamId: teamId,
},
Bullet: &BulletConfig{
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
ExplosionFrames: explosionFrames,
SpeciesId: speciesId,
},
}
}