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CopyInfo.cs 18 kB

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  1. using Protobuf;
  2. using System.Collections.Generic;
  3. using GameClass.GameObj;
  4. using System.Numerics;
  5. using Preparation.Utility;
  6. namespace Server
  7. {
  8. public static class CopyInfo
  9. {
  10. private static Protobuf.PlaceType ToPlaceType(Preparation.Utility.PlaceType place)
  11. {
  12. switch (place)
  13. {
  14. case Preparation.Utility.PlaceType.Window:
  15. return Protobuf.PlaceType.Window;
  16. case Preparation.Utility.PlaceType.EmergencyExit:
  17. return Protobuf.PlaceType.HiddenGate;
  18. case Preparation.Utility.PlaceType.Doorway:
  19. return Protobuf.PlaceType.Gate;
  20. case Preparation.Utility.PlaceType.Chest:
  21. return Protobuf.PlaceType.Chest;
  22. case Preparation.Utility.PlaceType.Door3:
  23. return Protobuf.PlaceType.Door3;
  24. case Preparation.Utility.PlaceType.Door5:
  25. return Protobuf.PlaceType.Door5;
  26. case Preparation.Utility.PlaceType.Door6:
  27. return Protobuf.PlaceType.Door6;
  28. case Preparation.Utility.PlaceType.Generator:
  29. return Protobuf.PlaceType.Classroom;
  30. case Preparation.Utility.PlaceType.Grass:
  31. return Protobuf.PlaceType.Grass;
  32. case Preparation.Utility.PlaceType.Wall:
  33. return Protobuf.PlaceType.Wall;
  34. case Preparation.Utility.PlaceType.Null:
  35. case Preparation.Utility.PlaceType.BirthPoint1:
  36. case Preparation.Utility.PlaceType.BirthPoint2:
  37. case Preparation.Utility.PlaceType.BirthPoint3:
  38. case Preparation.Utility.PlaceType.BirthPoint4:
  39. case Preparation.Utility.PlaceType.BirthPoint5:
  40. return Protobuf.PlaceType.Land;
  41. default:
  42. return Protobuf.PlaceType.NullPlaceType;
  43. }
  44. }
  45. private static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop)
  46. {
  47. switch (prop)
  48. {
  49. case Preparation.Utility.PropType.AddSpeed:
  50. return Protobuf.PropType.AddSpeed;
  51. case Preparation.Utility.PropType.AddLifeOrAp:
  52. return Protobuf.PropType.AddLifeOrAp;
  53. case Preparation.Utility.PropType.AddHpOrAp:
  54. return Protobuf.PropType.AddHpOrAp;
  55. case Preparation.Utility.PropType.ShieldOrSpear:
  56. return Protobuf.PropType.ShieldOrSpear;
  57. case Preparation.Utility.PropType.Key3:
  58. return Protobuf.PropType.Key3;
  59. case Preparation.Utility.PropType.Key5:
  60. return Protobuf.PropType.Key5;
  61. case Preparation.Utility.PropType.Key6:
  62. return Protobuf.PropType.Key6;
  63. default:
  64. return Protobuf.PropType.NullPropType;
  65. }
  66. }
  67. private static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState)
  68. {
  69. switch (playerState)
  70. {
  71. case Preparation.Utility.PlayerStateType.Moving:
  72. case Preparation.Utility.PlayerStateType.Null:
  73. return PlayerState.Idle;
  74. case Preparation.Utility.PlayerStateType.Addicted:
  75. return PlayerState.Addicted;
  76. case Preparation.Utility.PlayerStateType.ClimbingThroughWindows:
  77. return PlayerState.Climbing;
  78. case Preparation.Utility.PlayerStateType.Deceased:
  79. return PlayerState.Quit;
  80. case Preparation.Utility.PlayerStateType.Escaped:
  81. return PlayerState.Graduated;
  82. case Preparation.Utility.PlayerStateType.Fixing:
  83. return PlayerState.Learning;
  84. case Preparation.Utility.PlayerStateType.LockingOrOpeningTheDoor:
  85. return PlayerState.Locking;
  86. case Preparation.Utility.PlayerStateType.OpeningTheChest:
  87. return PlayerState.OpeningAChest;
  88. case Preparation.Utility.PlayerStateType.Rescued:
  89. return PlayerState.Rescued;
  90. case Preparation.Utility.PlayerStateType.Rescuing:
  91. return PlayerState.Rescuing;
  92. case Preparation.Utility.PlayerStateType.Stunned:
  93. return PlayerState.Stunned;
  94. case Preparation.Utility.PlayerStateType.Swinging:
  95. return PlayerState.Swinging;
  96. case Preparation.Utility.PlayerStateType.Treated:
  97. return PlayerState.Treated;
  98. case Preparation.Utility.PlayerStateType.Treating:
  99. return PlayerState.Treating;
  100. case Preparation.Utility.PlayerStateType.TryingToAttack:
  101. return PlayerState.Attacking;
  102. case Preparation.Utility.PlayerStateType.UsingSkill:
  103. return PlayerState.UsingSpecialSkill;
  104. case Preparation.Utility.PlayerStateType.OpeningTheDoorway:
  105. return PlayerState.OpeningAGate;
  106. default:
  107. return PlayerState.NullStatus;
  108. }
  109. }
  110. private static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType)
  111. {
  112. switch (buffType)
  113. {
  114. case Preparation.Utility.BuffType.Null:
  115. default:
  116. return Protobuf.StudentBuffType.NullSbuffType;
  117. }
  118. }
  119. private static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType)
  120. {
  121. switch (buffType)
  122. {
  123. case Preparation.Utility.BuffType.Null:
  124. default:
  125. return Protobuf.TrickerBuffType.NullTbuffType;
  126. }
  127. }
  128. private static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType)
  129. {
  130. switch (bulletType)
  131. {
  132. case Preparation.Utility.BulletType.FlyingKnife:
  133. return Protobuf.BulletType.FlyingKnife;
  134. case Preparation.Utility.BulletType.CommonAttackOfGhost:
  135. return Protobuf.BulletType.CommonAttackOfTricker;
  136. default:
  137. return Protobuf.BulletType.NullBulletType;
  138. }
  139. }
  140. private static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType)
  141. {
  142. switch (characterType)
  143. {
  144. case Preparation.Utility.CharacterType.Athlete:
  145. return Protobuf.StudentType.Athlete;
  146. default:
  147. return Protobuf.StudentType.NullStudentType;
  148. }
  149. }
  150. private static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  151. {
  152. switch (characterType)
  153. {
  154. case Preparation.Utility.CharacterType.Assassin:
  155. return Protobuf.TrickerType.Assassin;
  156. default:
  157. return Protobuf.TrickerType.NullTrickerType;
  158. }
  159. }
  160. public static MessageOfObj? Auto(GameObj gameObj)
  161. {
  162. switch (gameObj.Type)
  163. {
  164. case Preparation.Utility.GameObjType.Character:
  165. Character character = (Character)gameObj;
  166. if (character.IsGhost())
  167. return Tricker((Ghost)character);
  168. else return Student((Student)character);
  169. case Preparation.Utility.GameObjType.Bullet:
  170. return Bullet((Bullet)gameObj);
  171. case Preparation.Utility.GameObjType.Prop:
  172. return Prop((Prop)gameObj);
  173. case Preparation.Utility.GameObjType.BombedBullet:
  174. return BombedBullet((BombedBullet)gameObj);
  175. case Preparation.Utility.GameObjType.PickedProp:
  176. return PickedProp((PickedProp)gameObj);
  177. case Preparation.Utility.GameObjType.Generator:
  178. return Classroom((Generator)gameObj);
  179. case Preparation.Utility.GameObjType.Chest:
  180. return Chest((Chest)gameObj);
  181. case Preparation.Utility.GameObjType.Doorway:
  182. return Gate((Doorway)gameObj);
  183. case Preparation.Utility.GameObjType.EmergencyExit:
  184. if (((EmergencyExit)gameObj).CanOpen)
  185. return HiddenGate((EmergencyExit)gameObj);
  186. else return null;
  187. case Preparation.Utility.GameObjType.Door:
  188. return Door((Door)gameObj);
  189. default: return null;
  190. }
  191. }
  192. public static MessageOfObj? Auto(MessageOfNews news)
  193. {
  194. MessageOfObj objMsg = new();
  195. objMsg.NewsMessage = news;
  196. return objMsg;
  197. }
  198. private static MessageOfObj? Student(Student player)
  199. {
  200. MessageOfObj msg = new MessageOfObj();
  201. if (player.IsGhost()) return null;
  202. msg.StudentMessage = new();
  203. msg.StudentMessage.X = player.Position.x;
  204. msg.StudentMessage.Y = player.Position.y;
  205. msg.StudentMessage.Speed = player.MoveSpeed;
  206. msg.StudentMessage.Determination = player.HP;
  207. msg.StudentMessage.Addiction = player.GamingAddiction;
  208. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  209. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  210. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  211. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  212. foreach (var value in player.PropInventory)
  213. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  214. msg.StudentMessage.Place = ToPlaceType(player.Place);
  215. msg.StudentMessage.Guid = player.ID;
  216. msg.StudentMessage.PlayerState = ToPlayerState(player.PlayerState);
  217. msg.StudentMessage.PlayerId = player.PlayerID;
  218. msg.StudentMessage.ViewRange = player.ViewRange;
  219. msg.StudentMessage.Radius = player.Radius;
  220. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  221. msg.StudentMessage.Score = player.Score;
  222. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  223. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  224. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  225. {
  226. if (kvp.Value)
  227. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  228. }
  229. msg.StudentMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  230. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  231. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  232. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  233. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  234. return msg;
  235. }
  236. private static MessageOfObj? Tricker(Character player)
  237. {
  238. MessageOfObj msg = new MessageOfObj();
  239. if (!player.IsGhost()) return null;
  240. msg.TrickerMessage = new();
  241. msg.TrickerMessage.X = player.Position.x;
  242. msg.TrickerMessage.Y = player.Position.y;
  243. msg.TrickerMessage.Speed = player.MoveSpeed;
  244. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  245. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  246. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  247. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  248. msg.TrickerMessage.Place = ToPlaceType(player.Place);
  249. foreach (var value in player.PropInventory)
  250. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  251. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  252. msg.TrickerMessage.Guid = player.ID;
  253. msg.TrickerMessage.Score = player.Score;
  254. msg.TrickerMessage.PlayerId = player.PlayerID;
  255. msg.TrickerMessage.ViewRange = player.ViewRange;
  256. msg.TrickerMessage.Radius = player.Radius;
  257. msg.TrickerMessage.PlayerState = ToPlayerState(player.PlayerState);
  258. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  259. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  260. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  261. msg.TrickerMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  262. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  263. {
  264. if (kvp.Value)
  265. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  266. }
  267. return msg;
  268. }
  269. private static MessageOfObj Bullet(Bullet bullet)
  270. {
  271. MessageOfObj msg = new MessageOfObj();
  272. msg.BulletMessage = new();
  273. msg.BulletMessage.X = bullet.Position.x;
  274. msg.BulletMessage.Y = bullet.Position.y;
  275. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  276. msg.BulletMessage.Guid = bullet.ID;
  277. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  278. msg.BulletMessage.Place = ToPlaceType(bullet.Place);
  279. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  280. msg.BulletMessage.Speed = bullet.Speed;
  281. return msg;
  282. }
  283. private static MessageOfObj Prop(Prop prop)
  284. {
  285. MessageOfObj msg = new MessageOfObj();
  286. msg.PropMessage = new();
  287. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  288. msg.PropMessage.X = prop.Position.x;
  289. msg.PropMessage.Y = prop.Position.y;
  290. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  291. msg.PropMessage.Guid = prop.ID;
  292. msg.PropMessage.Place = ToPlaceType(prop.Place);
  293. return msg;
  294. }
  295. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  296. {
  297. MessageOfObj msg = new MessageOfObj();
  298. msg.BombedBulletMessage = new();
  299. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  300. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  301. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  302. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  303. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  304. return msg;
  305. }
  306. private static MessageOfObj PickedProp(PickedProp pickedProp)
  307. {
  308. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  309. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  310. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  311. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  312. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  313. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  314. return msg;
  315. }
  316. private static MessageOfObj Classroom(Generator generator)
  317. {
  318. MessageOfObj msg = new MessageOfObj();
  319. msg.ClassroomMessage = new();
  320. msg.ClassroomMessage.X = generator.Position.x;
  321. msg.ClassroomMessage.Y = generator.Position.y;
  322. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  323. return msg;
  324. }
  325. private static MessageOfObj Gate(Doorway doorway)
  326. {
  327. MessageOfObj msg = new MessageOfObj();
  328. msg.GateMessage = new();
  329. msg.GateMessage.X = doorway.Position.x;
  330. msg.GateMessage.Y = doorway.Position.y;
  331. msg.GateMessage.Progress = doorway.OpenDegree;
  332. return msg;
  333. }
  334. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  335. {
  336. MessageOfObj msg = new MessageOfObj();
  337. msg.HiddenGateMessage = new();
  338. msg.HiddenGateMessage.X = Exit.Position.x;
  339. msg.HiddenGateMessage.Y = Exit.Position.y;
  340. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  341. return msg;
  342. }
  343. private static MessageOfObj Door(Door door)
  344. {
  345. MessageOfObj msg = new MessageOfObj();
  346. msg.DoorMessage = new();
  347. msg.DoorMessage.X = door.Position.x;
  348. msg.DoorMessage.Y = door.Position.y;
  349. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  350. msg.DoorMessage.IsOpen = door.IsOpen;
  351. return msg;
  352. }
  353. private static MessageOfObj Chest(Chest chest)
  354. {
  355. MessageOfObj msg = new MessageOfObj();
  356. msg.ChestMessage = new();
  357. msg.ChestMessage.X = chest.Position.x;
  358. msg.ChestMessage.Y = chest.Position.y;
  359. msg.ChestMessage.Progress = chest.OpenDegree;
  360. return msg;
  361. }
  362. }
  363. }