package emu.grasscutter.game.entity; import emu.grasscutter.game.World; import emu.grasscutter.game.props.FightProperty; import emu.grasscutter.game.props.LifeState; import emu.grasscutter.net.proto.MotionInfoOuterClass.MotionInfo; import emu.grasscutter.net.proto.MotionStateOuterClass.MotionState; import emu.grasscutter.net.proto.SceneEntityInfoOuterClass.SceneEntityInfo; import emu.grasscutter.net.proto.VectorOuterClass.Vector; import emu.grasscutter.utils.Position; import it.unimi.dsi.fastutil.ints.Int2FloatOpenHashMap; public abstract class GenshinEntity { protected int id; private final World world; private MotionState moveState; private int lastMoveSceneTimeMs; private int lastMoveReliableSeq; public GenshinEntity(World world) { this.world = world; this.moveState = MotionState.MotionNone; } public int getId() { return this.id; } public World getWorld() { return world; } public boolean isAlive() { return true; } public LifeState getLifeState() { return isAlive() ? LifeState.LIFE_ALIVE : LifeState.LIFE_DEAD; } public abstract Int2FloatOpenHashMap getFightProperties(); public abstract Position getPosition(); public abstract Position getRotation(); public MotionState getMotionState() { return moveState; } public void setMotionState(MotionState moveState) { this.moveState = moveState; } public int getLastMoveSceneTimeMs() { return lastMoveSceneTimeMs; } public void setLastMoveSceneTimeMs(int lastMoveSceneTimeMs) { this.lastMoveSceneTimeMs = lastMoveSceneTimeMs; } public int getLastMoveReliableSeq() { return lastMoveReliableSeq; } public void setLastMoveReliableSeq(int lastMoveReliableSeq) { this.lastMoveReliableSeq = lastMoveReliableSeq; } public abstract SceneEntityInfo toProto(); public abstract void onDeath(int killerId); public void setFightProperty(FightProperty prop, float value) { this.getFightProperties().put(prop.getId(), value); } private void setFightProperty(int id, float value) { this.getFightProperties().put(id, value); } public void addFightProperty(FightProperty prop, float value) { this.getFightProperties().put(prop.getId(), getFightProperty(prop) + value); } public float getFightProperty(FightProperty prop) { return getFightProperties().getOrDefault(prop.getId(), 0f); } protected MotionInfo getMotionInfo() { MotionInfo proto = MotionInfo.newBuilder() .setPos(getPosition().toProto()) .setRot(getRotation().toProto()) .setSpeed(Vector.newBuilder()) .setState(this.getMotionState()) .build(); return proto; } }