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SkillManager.ActiveSkill.cs 8.7 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public bool BecomeVampire(Character player)
  14. {
  15. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeVampire), player, () =>
  16. {
  17. player.Vampire += 0.5;
  18. Debugger.Output(player, "becomes vampire!");
  19. },
  20. () =>
  21. {
  22. double tempVam = player.Vampire - 0.5;
  23. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  24. });
  25. }
  26. public bool CanBeginToCharge(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill skill = player.UseIActiveSkill(ActiveSkillType.CanBeginToCharge);
  30. return ActiveSkillEffect(skill, player, () =>
  31. {
  32. player.AddMoveSpeed(skill.DurationTime, 3.0);
  33. //player.BulletOfPlayer = BulletType.Ram;
  34. new Thread
  35. (
  36. () =>
  37. {
  38. new FrameRateTaskExecutor<int>(
  39. loopCondition: () => player.Commandable() && gameMap.Timer.IsGaming,
  40. loopToDo: () =>
  41. {
  42. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  43. try
  44. {
  45. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  46. {
  47. if (character.IsGhost() != player.IsGhost() && XY.Distance(player.Position + new XY(player.FacingDirection, player.Radius), character.Position) <= character.Radius)
  48. {
  49. AttackManager.BeStunned(character, GameData.TimeOfGhostFainting);
  50. player.AddScore(GameData.StudentScoreTrickerBeStunned);
  51. AttackManager.BeStunned(player, GameData.TimeOfStudentFainting);
  52. break;
  53. }
  54. }
  55. }
  56. finally
  57. {
  58. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  59. }
  60. },
  61. timeInterval: GameData.frameDuration,
  62. finallyReturn: () => 0,
  63. maxTotalDuration: skill.DurationTime
  64. )
  65. .Start();
  66. }
  67. )
  68. { IsBackground = true }.Start();
  69. Debugger.Output(player, "can begin to charge!");
  70. },
  71. () =>
  72. {
  73. double tempVam = player.Vampire - 0.5;
  74. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  75. });
  76. }
  77. public bool BecomeInvisible(Character player)
  78. {
  79. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeInvisible), player, () =>
  80. {
  81. player.IsInvisible = true;
  82. Debugger.Output(player, "become invisible!");
  83. },
  84. () =>
  85. { player.IsInvisible = false; });
  86. }
  87. public bool NuclearWeapon(Character player)
  88. {
  89. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.NuclearWeapon), player, () =>
  90. {
  91. player.BulletOfPlayer = BulletType.AtomBomb;
  92. Debugger.Output(player, "uses atombomb!");
  93. },
  94. () =>
  95. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  96. }
  97. public bool UseKnife(Character player)
  98. {
  99. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  100. {
  101. player.BulletOfPlayer = BulletType.FlyingKnife;
  102. Debugger.Output(player, "uses flyingknife!");
  103. },
  104. () =>
  105. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  106. }
  107. public bool SuperFast(Character player)
  108. {
  109. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.SuperFast), player, () =>
  110. {
  111. player.AddMoveSpeed(player.UseIActiveSkill(ActiveSkillType.SuperFast).DurationTime, 3.0);
  112. Debugger.Output(player, "moves very fast!");
  113. },
  114. () =>
  115. { });
  116. }
  117. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  118. {
  119. lock (activeSkill.ActiveSkillLock)
  120. {
  121. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  122. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  123. {
  124. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  125. new Thread
  126. (() =>
  127. {
  128. startSkill();
  129. new FrameRateTaskExecutor<int>(
  130. () => !player.IsResetting,
  131. () =>
  132. {
  133. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  134. },
  135. timeInterval: GameData.frameDuration,
  136. () => 0,
  137. maxTotalDuration: (long)(activeSkill.DurationTime)
  138. )
  139. {
  140. AllowTimeExceed = true,
  141. MaxTolerantTimeExceedCount = ulong.MaxValue,
  142. }
  143. .Start();
  144. endSkill();
  145. Debugger.Output(player, "return to normal.");
  146. new FrameRateTaskExecutor<int>(
  147. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  148. loopToDo: () =>
  149. {
  150. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  151. },
  152. timeInterval: GameData.frameDuration,
  153. finallyReturn: () => 0
  154. )
  155. {
  156. AllowTimeExceed = true,
  157. MaxTolerantTimeExceedCount = ulong.MaxValue,
  158. }
  159. .Start();
  160. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  161. Debugger.Output(player, "ActiveSkill is ready.");
  162. }
  163. )
  164. { IsBackground = true }.Start();
  165. return true;
  166. }
  167. else
  168. {
  169. Debugger.Output(player, "CommonSkill is cooling down!");
  170. return false;
  171. }
  172. }
  173. }
  174. }
  175. }
  176. }