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ISkill.cs 9.2 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System.Threading;
  4. namespace Preparation.Interface
  5. {
  6. public interface ISkill
  7. {
  8. }
  9. public interface IPassiveSkill : ISkill
  10. {
  11. }
  12. public interface IActiveSkill : ISkill
  13. {
  14. public int SkillCD { get; }
  15. public int DurationTime { get; } //技能持续时间
  16. public object ActiveSkillUseLock { get; }
  17. public int IsBeingUsed { get; set; }
  18. }
  19. public abstract class ActiveSkill : IActiveSkill
  20. {
  21. public abstract int SkillCD { get; }
  22. public abstract int DurationTime { get; }
  23. private readonly object activeSkillUseLock = new();
  24. public object ActiveSkillUseLock => activeSkillUseLock;
  25. private readonly object skillLock = new();
  26. public object SkillLock => skillLock;
  27. private int timeUntilActiveSkillAvailable = 0;
  28. public int TimeUntilActiveSkillAvailable
  29. {
  30. get
  31. {
  32. return Interlocked.CompareExchange(ref timeUntilActiveSkillAvailable, 0, 1);
  33. }
  34. set
  35. {
  36. if (value < 0) value = 0;
  37. else if (value > SkillCD) value = SkillCD;
  38. Interlocked.Exchange(ref timeUntilActiveSkillAvailable, value);
  39. }
  40. }
  41. public int isBeingUsed = 0;//实为bool
  42. public int IsBeingUsed
  43. {
  44. get => Interlocked.CompareExchange(ref isBeingUsed, 0, 1);
  45. set => Interlocked.Exchange(ref isBeingUsed, value);
  46. }
  47. }
  48. public class CanBeginToCharge : ActiveSkill
  49. {
  50. public override int SkillCD => GameData.commonSkillCD * 2;
  51. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  52. }
  53. public class BecomeInvisible : ActiveSkill
  54. {
  55. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  56. public override int DurationTime => GameData.commonSkillTime;
  57. }
  58. public class Punish : ActiveSkill
  59. {
  60. public override int SkillCD => GameData.commonSkillCD;
  61. public override int DurationTime => 0;
  62. }
  63. public class Rouse : ActiveSkill
  64. {
  65. public override int SkillCD => GameData.commonSkillCD * 4;
  66. public override int DurationTime => 0;
  67. }
  68. public class Encourage : ActiveSkill
  69. {
  70. public override int SkillCD => GameData.commonSkillCD * 4;
  71. public override int DurationTime => 0;
  72. }
  73. public class Inspire : ActiveSkill
  74. {
  75. public override int SkillCD => GameData.commonSkillCD * 4;
  76. public override int DurationTime => 0;
  77. }
  78. public class Howl : ActiveSkill
  79. {
  80. public override int SkillCD => GameData.commonSkillCD * 25 / 30;
  81. public override int DurationTime => 0;
  82. }
  83. public class ShowTime : ActiveSkill
  84. {
  85. public override int SkillCD => GameData.commonSkillCD * 8 / 3;
  86. public override int DurationTime => GameData.commonSkillTime;
  87. }
  88. public class JumpyBomb : ActiveSkill
  89. {
  90. public override int SkillCD => GameData.commonSkillCD / 2;
  91. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  92. }
  93. public class UseKnife : ActiveSkill
  94. {
  95. public override int SkillCD => GameData.commonSkillCD;
  96. public override int DurationTime => GameData.commonSkillTime / 10;
  97. }
  98. public class UseRobot : ActiveSkill
  99. {
  100. public override int SkillCD => GameData.commonSkillCD / 300;
  101. public override int DurationTime => 0;
  102. private int nowPlayerID;
  103. public int NowPlayerID
  104. {
  105. get
  106. {
  107. lock (SkillLock)
  108. {
  109. return nowPlayerID;
  110. }
  111. }
  112. set
  113. {
  114. lock (SkillLock)
  115. {
  116. nowPlayerID = value;
  117. }
  118. }
  119. }
  120. public bool TryResetNowPlayerID(int tryPlayerID)
  121. {
  122. lock (SkillLock)
  123. {
  124. if (nowPlayerID == tryPlayerID)
  125. {
  126. nowPlayerID %= GameData.numOfPeople;
  127. return true;
  128. }
  129. else return false;
  130. }
  131. }
  132. }
  133. public class WriteAnswers : ActiveSkill
  134. {
  135. public override int SkillCD => GameData.commonSkillCD;
  136. public override int DurationTime => 0;
  137. private int degreeOfMeditation = 0;
  138. public int DegreeOfMeditation
  139. {
  140. get => Interlocked.CompareExchange(ref degreeOfMeditation, 0, 1);
  141. set => Interlocked.Exchange(ref degreeOfMeditation, value);
  142. }
  143. }
  144. public class SummonGolem : ActiveSkill
  145. {
  146. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  147. public override int DurationTime => 6000;
  148. private int[] golemStateArray = new int[GameData.maxSummonedGolemNum] { 0, 0, 0 };
  149. //0未建造,1建造中,2已建造
  150. public int[] GolemStateArray
  151. {
  152. get
  153. {
  154. lock (SkillLock) { return golemStateArray; }
  155. }
  156. }
  157. private int nowPtr = 0;
  158. public int NowPtr
  159. {
  160. get
  161. {
  162. lock (SkillLock) { return nowPtr; }
  163. }
  164. }
  165. public int BuildGolem()
  166. {
  167. lock (SkillLock)
  168. {
  169. if (nowPtr == GameData.maxSummonedGolemNum) return GameData.maxSummonedGolemNum;
  170. int num = nowPtr;
  171. golemStateArray[nowPtr] = 1;
  172. while ((++nowPtr) < GameData.maxSummonedGolemNum && golemStateArray[nowPtr] != 0) ;
  173. return num;
  174. }
  175. }
  176. public void DeleteGolem(int num)
  177. {
  178. lock (SkillLock)
  179. {
  180. golemStateArray[num] = 0;
  181. if (num < nowPtr)
  182. {
  183. nowPtr = num;
  184. }
  185. }
  186. }
  187. public void AddGolem(int num)
  188. {
  189. lock (SkillLock)
  190. {
  191. golemStateArray[num] = 2;
  192. }
  193. }
  194. }
  195. public class NullSkill : ActiveSkill
  196. {
  197. public override int SkillCD => GameData.commonSkillCD;
  198. public override int DurationTime => GameData.commonSkillTime;
  199. }
  200. public static class SkillFactory
  201. {
  202. public static ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType)
  203. {
  204. switch (activeSkillType)
  205. {
  206. case ActiveSkillType.BecomeInvisible:
  207. return new BecomeInvisible();
  208. case ActiveSkillType.UseKnife:
  209. return new UseKnife();
  210. case ActiveSkillType.Howl:
  211. return new Howl();
  212. case ActiveSkillType.Encourage:
  213. return new Encourage();
  214. case ActiveSkillType.CanBeginToCharge:
  215. return new CanBeginToCharge();
  216. case ActiveSkillType.Punish:
  217. return new Punish();
  218. case ActiveSkillType.JumpyBomb:
  219. return new JumpyBomb();
  220. case ActiveSkillType.WriteAnswers:
  221. return new WriteAnswers();
  222. case ActiveSkillType.SummonGolem:
  223. return new SummonGolem();
  224. case ActiveSkillType.UseRobot:
  225. return new UseRobot();
  226. case ActiveSkillType.Rouse:
  227. return new Rouse();
  228. case ActiveSkillType.Inspire:
  229. return new Inspire();
  230. case ActiveSkillType.ShowTime:
  231. return new ShowTime();
  232. default:
  233. return new NullSkill();
  234. }
  235. }
  236. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  237. {
  238. switch (ActiveSkill)
  239. {
  240. case BecomeInvisible:
  241. return ActiveSkillType.BecomeInvisible;
  242. case Howl:
  243. return ActiveSkillType.Howl;
  244. case UseKnife:
  245. return ActiveSkillType.UseKnife;
  246. case Encourage:
  247. return ActiveSkillType.Encourage;
  248. case CanBeginToCharge:
  249. return ActiveSkillType.CanBeginToCharge;
  250. case Inspire:
  251. return ActiveSkillType.Inspire;
  252. case Punish:
  253. return ActiveSkillType.Punish;
  254. case JumpyBomb:
  255. return ActiveSkillType.JumpyBomb;
  256. case WriteAnswers:
  257. return ActiveSkillType.WriteAnswers;
  258. case SummonGolem:
  259. return ActiveSkillType.SummonGolem;
  260. case UseRobot:
  261. return ActiveSkillType.UseRobot;
  262. case Rouse:
  263. return ActiveSkillType.Rouse;
  264. case ShowTime:
  265. return ActiveSkillType.ShowTime;
  266. default:
  267. return ActiveSkillType.Null;
  268. }
  269. }
  270. }
  271. }