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ActionManager.cs 27 kB

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  1. using System;
  2. using System.Numerics;
  3. using System.Threading;
  4. using GameClass.GameObj;
  5. using GameEngine;
  6. using Preparation.Interface;
  7. using Preparation.Utility;
  8. using Timothy.FrameRateTask;
  9. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly ActionManager actionManager;
  14. private class ActionManager
  15. {
  16. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  17. {
  18. if (moveTimeInMilliseconds < 5) return false;
  19. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Moving);
  20. if (stateNum == -1) return false;
  21. new Thread
  22. (
  23. () =>
  24. {
  25. playerToMove.ThreadNum.WaitOne();
  26. if (stateNum != playerToMove.StateNum)
  27. playerToMove.ThreadNum.Release();
  28. else
  29. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  30. }
  31. )
  32. { IsBackground = true }.Start();
  33. return true;
  34. }
  35. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  36. {
  37. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  38. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Charmed);
  39. if (stateNum == -1) return false;
  40. new Thread
  41. (() =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (stateNum != playerToMove.StateNum)
  45. playerToMove.ThreadNum.Release();
  46. else
  47. {
  48. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  49. Thread.Sleep(moveTimeInMilliseconds);
  50. lock (playerToMove.ActionLock)
  51. {
  52. if (stateNum == playerToMove.StateNum)
  53. playerToMove.SetPlayerStateNaturally();
  54. }
  55. }
  56. }
  57. )
  58. { IsBackground = true }.Start();
  59. return true;
  60. }
  61. public static bool Stop(Character player)
  62. {
  63. lock (player.ActionLock)
  64. {
  65. if (player.Commandable())
  66. {
  67. player.SetPlayerState();
  68. return true;
  69. }
  70. }
  71. return false;
  72. }
  73. public bool Fix(Student player)// 自动检查有无发电机可修
  74. {
  75. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  76. return false;
  77. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  78. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  79. return false;
  80. ++generatorForFix.NumOfFixing;
  81. player.SetPlayerState(PlayerStateType.Fixing);
  82. long threadNum = player.StateNum;
  83. new Thread
  84. (
  85. () =>
  86. {
  87. Thread.Sleep(GameData.frameDuration);
  88. new FrameRateTaskExecutor<int>(
  89. loopCondition: () => gameMap.Timer.IsGaming && threadNum == player.StateNum,
  90. loopToDo: () =>
  91. {
  92. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  93. gameMap.NumOfRepairedGenerators++;
  94. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  95. player.SetPlayerState();//Num == player.StateNum
  96. },
  97. timeInterval: GameData.frameDuration,
  98. finallyReturn: () => 0
  99. )
  100. .Start();
  101. --generatorForFix.NumOfFixing;
  102. }
  103. )
  104. { IsBackground = true }.Start();
  105. return true;
  106. }
  107. public bool OpenDoorway(Student player)
  108. {
  109. if (!(player.Commandable()))
  110. return false;
  111. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  112. if (doorwayToOpen == null) return false;
  113. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  114. if (stateNum == -1) return false;
  115. new Thread
  116. (
  117. () =>
  118. {
  119. //player.ThreadNum.WaitOne();
  120. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  121. lock (player.ActionLock)
  122. {
  123. if (stateNum == player.StateNum)
  124. {
  125. player.SetPlayerStateNaturally();
  126. doorwayToOpen.FinishOpenning();
  127. }
  128. }
  129. }
  130. )
  131. { IsBackground = true }.Start();
  132. return true;
  133. }
  134. public bool Escape(Student player)
  135. {
  136. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  137. return false;
  138. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  139. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  140. {
  141. player.AddScore(GameData.StudentScoreEscape);
  142. ++gameMap.NumOfEscapedStudent;
  143. player.RemoveFromGame(PlayerStateType.Escaped);
  144. return true;
  145. }
  146. else
  147. {
  148. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  149. if (emergencyExit != null && emergencyExit.IsOpen)
  150. {
  151. player.AddScore(GameData.StudentScoreEscape);
  152. ++gameMap.NumOfEscapedStudent;
  153. player.RemoveFromGame(PlayerStateType.Escaped);
  154. return true;
  155. }
  156. return false;
  157. }
  158. }
  159. public bool Treat(Student player, Student? playerTreated = null)
  160. {
  161. if (player.CharacterType == CharacterType.Robot) return false;
  162. if (playerTreated == null)
  163. {
  164. playerTreated = gameMap.StudentForInteract(player.Position);
  165. if (playerTreated == null) return false;
  166. }
  167. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  168. (!playerTreated.Commandable()) ||
  169. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  170. return false;
  171. new Thread
  172. (
  173. () =>
  174. {
  175. playerTreated.SetPlayerState(PlayerStateType.Treated);
  176. player.SetPlayerState(PlayerStateType.Treating);
  177. long threadNum = player.StateNum;
  178. new FrameRateTaskExecutor<int>(
  179. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  180. loopToDo: () =>
  181. {
  182. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  183. playerTreated.SetPlayerState();//
  184. },
  185. timeInterval: GameData.frameDuration,
  186. finallyReturn: () => 0
  187. )
  188. .Start();
  189. if (threadNum == player.StateNum) player.SetPlayerState();
  190. else if (playerTreated.PlayerState == PlayerStateType.Treated) playerTreated.SetPlayerState();
  191. }
  192. )
  193. { IsBackground = true }.Start();
  194. return true;
  195. }
  196. public bool Rescue(Student player, Student? playerRescued = null)
  197. {
  198. if (player.CharacterType == CharacterType.Robot) return false;
  199. if (playerRescued == null)
  200. {
  201. playerRescued = gameMap.StudentForInteract(player.Position);
  202. if (playerRescued == null) return false;
  203. }
  204. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  205. return false;
  206. player.SetPlayerState(PlayerStateType.Rescuing);
  207. playerRescued.SetPlayerState(PlayerStateType.Rescued);
  208. long threadNum = player.StateNum;
  209. new Thread
  210. (
  211. () =>
  212. {
  213. new FrameRateTaskExecutor<int>(
  214. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  215. loopToDo: () =>
  216. {
  217. playerRescued.TimeOfRescue += GameData.frameDuration;
  218. },
  219. timeInterval: GameData.frameDuration,
  220. finallyReturn: () => 0,
  221. maxTotalDuration: GameData.basicTimeOfRescue
  222. )
  223. .Start();
  224. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  225. {
  226. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  227. {
  228. playerRescued.SetPlayerState();
  229. playerRescued.HP = playerRescued.MaxHp / 2;
  230. player.AddScore(GameData.StudentScoreRescue);
  231. }
  232. else
  233. playerRescued.SetPlayerState(PlayerStateType.Addicted);
  234. }
  235. if (threadNum == player.StateNum) player.SetPlayerState();
  236. playerRescued.TimeOfRescue = 0;
  237. }
  238. )
  239. { IsBackground = true }.Start();
  240. return true;
  241. }
  242. public bool OpenChest(Character player)
  243. {
  244. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  245. return false;
  246. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  247. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  248. return false;
  249. player.SetPlayerState(PlayerStateType.OpeningTheChest, chestToOpen);
  250. int startTime = gameMap.Timer.nowTime();
  251. chestToOpen.Open(startTime, player);
  252. new Thread
  253. (
  254. () =>
  255. {
  256. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  257. if (chestToOpen.OpenStartTime == startTime)
  258. {
  259. player.SetPlayerStateNaturally();
  260. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  261. {
  262. Gadget prop = chestToOpen.PropInChest[i];
  263. chestToOpen.PropInChest[i] = new NullProp();
  264. prop.ReSetPos(player.Position);
  265. gameMap.Add(prop);
  266. }
  267. }
  268. }
  269. )
  270. { IsBackground = true }.Start();
  271. return true;
  272. }
  273. public bool ClimbingThroughWindow(Character player)
  274. {
  275. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  276. if (windowForClimb == null) return false;
  277. long stateNum = player.SetPlayerState(PlayerStateType.ClimbingThroughWindows, windowForClimb);
  278. if (stateNum == -1) return false;
  279. XY windowToPlayer = new(
  280. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  281. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  282. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  283. if (characterInWindow != null)
  284. {
  285. if (player.IsGhost() && !characterInWindow.IsGhost())
  286. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  287. return false;
  288. }
  289. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  290. gameMap.Add(addWall);*/
  291. new Thread
  292. (
  293. () =>
  294. {
  295. player.ThreadNum.WaitOne();
  296. if (stateNum != player.StateNum)
  297. {
  298. player.ThreadNum.Release();
  299. }
  300. else
  301. {
  302. if (!windowForClimb.TryToClimb(player))
  303. {
  304. player.ThreadNum.Release();
  305. player.SetPlayerStateNaturally();
  306. }
  307. else
  308. {
  309. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  310. lock (player.ActionLock)
  311. {
  312. if (player.StateNum != stateNum) return;
  313. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  314. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  315. }
  316. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  317. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  318. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  319. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  320. lock (player.ActionLock)
  321. {
  322. if (stateNum == player.StateNum)
  323. {
  324. player.SetPlayerState();
  325. windowForClimb.FinishClimbing();
  326. }
  327. }
  328. }
  329. }
  330. }
  331. )
  332. { IsBackground = true }.Start();
  333. return true;
  334. }
  335. public bool LockDoor(Character player)
  336. {
  337. if (player.CharacterType == CharacterType.Robot) return false;
  338. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  339. if (doorToLock == null) return false;
  340. PropType propType = doorToLock.DoorNum switch
  341. {
  342. 3 => PropType.Key3,
  343. 5 => PropType.Key5,
  344. _ => PropType.Key6,
  345. };
  346. if (!player.UseTool(propType)) return false;
  347. long stateNum = player.SetPlayerState(PlayerStateType.LockingTheDoor, doorToLock);
  348. if (stateNum == -1)
  349. {
  350. player.ReleaseTool(propType);
  351. return false;
  352. }
  353. new Thread
  354. (
  355. () =>
  356. {
  357. player.ThreadNum.WaitOne();
  358. if (stateNum != player.StateNum)
  359. {
  360. player.ReleaseTool(propType);
  361. player.ThreadNum.Release();
  362. }
  363. else
  364. {
  365. if (!doorToLock.TryLock(player))
  366. {
  367. player.ReleaseTool(propType);
  368. lock (player.ActionLock)
  369. {
  370. if (stateNum == player.StateNum) player.SetPlayerState();
  371. }
  372. player.ThreadNum.Release();
  373. }
  374. else
  375. {
  376. Thread.Sleep(GameData.checkInterval);
  377. new FrameRateTaskExecutor<int>(
  378. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  379. loopToDo: () =>
  380. {
  381. if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
  382. return false;
  383. doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
  384. return true;
  385. },
  386. timeInterval: GameData.checkInterval,
  387. finallyReturn: () => 0
  388. )
  389. .Start();
  390. doorToLock.StopLock();
  391. if (stateNum == player.StateNum) player.SetPlayerState();
  392. player.ReleaseTool(propType);
  393. player.ThreadNum.Release();
  394. }
  395. }
  396. }
  397. )
  398. { IsBackground = true }.Start();
  399. return true;
  400. }
  401. public bool OpenDoor(Character player)
  402. {
  403. if (player.CharacterType == CharacterType.Robot) return false;
  404. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  405. if (doorToLock == null) return false;
  406. PropType propType = doorToLock.DoorNum switch
  407. {
  408. 3 => PropType.Key3,
  409. 5 => PropType.Key5,
  410. _ => PropType.Key6,
  411. };
  412. if (!player.UseTool(propType)) return false;
  413. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoor, doorToLock);
  414. if (stateNum == -1)
  415. {
  416. player.ReleaseTool(propType);
  417. return false;
  418. }
  419. new Thread
  420. (
  421. () =>
  422. {
  423. player.ThreadNum.WaitOne();
  424. if (stateNum != player.StateNum)
  425. {
  426. player.ReleaseTool(propType);
  427. player.ThreadNum.Release();
  428. }
  429. else
  430. {
  431. if (!doorToLock.TryOpen(player))
  432. {
  433. player.ReleaseTool(propType);
  434. lock (player.ActionLock)
  435. {
  436. if (stateNum == player.StateNum) player.SetPlayerState();
  437. }
  438. player.ThreadNum.Release();
  439. }
  440. else
  441. {
  442. Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
  443. lock (player.ActionLock)
  444. {
  445. if (stateNum == player.StateNum)
  446. {
  447. player.SetPlayerState();
  448. doorToLock.StopOpen();
  449. player.ReleaseTool(propType);
  450. player.ThreadNum.Release();
  451. }
  452. }
  453. }
  454. }
  455. }
  456. )
  457. { IsBackground = true }.Start();
  458. return true;
  459. }
  460. /*
  461. private void ActivateMine(Character player, Mine mine)
  462. {
  463. gameMap.ObjListLock.EnterWriteLock();
  464. try { gameMap.ObjList.Remove(mine); }
  465. catch { }
  466. finally { gameMap.ObjListLock.ExitWriteLock(); }
  467. switch (mine.GetPropType())
  468. {
  469. case PropType.Dirt:
  470. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  471. break;
  472. case PropType.Attenuator:
  473. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  474. break;
  475. case PropType.Divider:
  476. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  477. break;
  478. }
  479. }
  480. */
  481. private readonly Map gameMap;
  482. private readonly CharacterManager characterManager;
  483. public readonly MoveEngine moveEngine;
  484. public ActionManager(Map gameMap, CharacterManager characterManager)
  485. {
  486. this.gameMap = gameMap;
  487. this.moveEngine = new MoveEngine(
  488. gameMap: gameMap,
  489. OnCollision: (obj, collisionObj, moveVec) =>
  490. {
  491. Character player = (Character)obj;
  492. switch (collisionObj.Type)
  493. {
  494. case GameObjType.Bullet:
  495. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  496. {
  497. if (characterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  498. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  499. gameMap.Remove((GameObj)collisionObj);
  500. }
  501. break;
  502. case GameObjType.Character:
  503. if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed == 1 && ((Character)collisionObj).IsGhost())
  504. {
  505. if (characterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  506. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  507. characterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  508. }
  509. break;
  510. case GameObjType.Item:
  511. if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
  512. {
  513. ((CraftingBench)collisionObj).TryStopSkill();
  514. gameMap.Remove((Item)collisionObj);
  515. }
  516. break;
  517. default:
  518. break;
  519. }
  520. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  521. //if (collisionObj is Mine)
  522. //{
  523. // ActivateMine((Character)obj, (Mine)collisionObj);
  524. // return MoveEngine.AfterCollision.ContinueCheck;
  525. //}
  526. return MoveEngine.AfterCollision.MoveMax;
  527. },
  528. EndMove: obj =>
  529. {
  530. obj.ThreadNum.Release();
  531. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  532. }
  533. );
  534. this.characterManager = characterManager;
  535. }
  536. }
  537. }
  538. }