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Character.cs 31 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Threading;
  6. namespace GameClass.GameObj
  7. {
  8. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  9. {
  10. private readonly ReaderWriterLockSlim hpReaderWriterLock = new();
  11. public ReaderWriterLockSlim HPReadWriterLock => hpReaderWriterLock;
  12. private readonly object vampireLock = new();
  13. public object VampireLock => vampire;
  14. private readonly object inventoryLock = new();
  15. public object InventoryLock => inventoryLock;
  16. #region 装弹、攻击相关的基本属性及方法
  17. /// <summary>
  18. /// 装弹冷却
  19. /// </summary>
  20. protected int cd;
  21. public int CD
  22. {
  23. get
  24. {
  25. lock (actionLock)
  26. {
  27. return cd;
  28. }
  29. }
  30. }
  31. public int OrgCD { get; protected set; }
  32. public readonly BulletType OriBulletOfPlayer;
  33. private BulletType bulletOfPlayer;
  34. public BulletType BulletOfPlayer
  35. {
  36. get
  37. {
  38. lock (actionLock)
  39. {
  40. return bulletOfPlayer;
  41. }
  42. }
  43. set
  44. {
  45. lock (actionLock)
  46. {
  47. bulletOfPlayer = value;
  48. cd = OrgCD = (BulletFactory.BulletCD(value));
  49. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", cd));
  50. maxBulletNum = bulletNum = (BulletFactory.BulletNum(value));
  51. }
  52. }
  53. }
  54. protected int maxBulletNum;
  55. public int MaxBulletNum
  56. {
  57. get
  58. {
  59. lock (actionLock)
  60. {
  61. return maxBulletNum;
  62. }
  63. }
  64. }
  65. private int bulletNum;
  66. private int updateTimeOfBulletNum = 0;
  67. public int UpdateBulletNum(int time)
  68. {
  69. lock (actionLock)
  70. {
  71. if (bulletNum < maxBulletNum)
  72. {
  73. int add = Math.Min(maxBulletNum - bulletNum, (time - updateTimeOfBulletNum) / cd);
  74. updateTimeOfBulletNum += add * cd;
  75. return (bulletNum += add);
  76. }
  77. return maxBulletNum;
  78. }
  79. }
  80. /// <summary>
  81. /// 进行一次攻击
  82. /// </summary>
  83. /// <returns>攻击操作发出的子弹</returns>
  84. public Bullet? Attack(double angle, int time)
  85. {
  86. lock (actionLock)
  87. {
  88. if (bulletOfPlayer == BulletType.Null)
  89. return null;
  90. if (UpdateBulletNum(time) > 0)
  91. {
  92. if (bulletNum == maxBulletNum) updateTimeOfBulletNum = time;
  93. --bulletNum;
  94. XY res = Position + new XY // 子弹紧贴人物生成。
  95. (
  96. (int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  97. (int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  98. );
  99. Bullet? bullet = BulletFactory.GetBullet(this, res, this.bulletOfPlayer);
  100. if (bullet == null) return null;
  101. bullet.AP += TryAddAp() ? GameData.ApPropAdd : 0;
  102. facingDirection = new(angle, bullet.AttackDistance);
  103. return bullet;
  104. }
  105. else
  106. return null;
  107. }
  108. }
  109. /*
  110. /// <summary>
  111. /// 攻击被反弹,反弹伤害不会再被反弹
  112. /// </summary>
  113. /// <param name="subHP"></param>
  114. /// <param name="hasSpear"></param>
  115. /// <param name="bouncer">反弹伤害者</param>
  116. /// <returns>是否因反弹伤害而死</returns>
  117. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  118. {
  119. lock (beAttackedLock)
  120. {
  121. if (hp <= 0)
  122. return false;
  123. if (!(bouncer?.TeamID == this.TeamID))
  124. {
  125. if (hasSpear || !HasShield)
  126. _ = TrySubHp(subHP);
  127. if (hp <= 0)
  128. TryActivatingLIFE();
  129. }
  130. return hp <= 0;
  131. }
  132. }*/
  133. #endregion
  134. #region 感知相关的基本属性及方法
  135. private Dictionary<BgmType, double> bgmDictionary = new();
  136. public Dictionary<BgmType, double> BgmDictionary
  137. {
  138. get => bgmDictionary;
  139. private set
  140. {
  141. lock (gameObjLock)
  142. {
  143. bgmDictionary = value;
  144. }
  145. }
  146. }
  147. public void AddBgm(BgmType bgm, double value)
  148. {
  149. if (BgmDictionary.ContainsKey(bgm))
  150. BgmDictionary[bgm] = value;
  151. else BgmDictionary.Add(bgm, value);
  152. }
  153. private int alertnessRadius;
  154. public int AlertnessRadius
  155. {
  156. get => alertnessRadius;
  157. set
  158. {
  159. lock (gameObjLock)
  160. {
  161. alertnessRadius = value;
  162. }
  163. }
  164. }
  165. private double concealment;
  166. public double Concealment
  167. {
  168. get => concealment;
  169. set
  170. {
  171. lock (gameObjLock)
  172. {
  173. concealment = value;
  174. }
  175. }
  176. }
  177. private int viewRange;
  178. public int ViewRange
  179. {
  180. get => viewRange;
  181. set
  182. {
  183. lock (gameObjLock)
  184. {
  185. viewRange = (value > 0) ? value : 0;
  186. }
  187. }
  188. }
  189. #endregion
  190. #region 交互相关的基本属性及方法
  191. private int speedOfOpeningOrLocking;
  192. public int SpeedOfOpeningOrLocking
  193. {
  194. get => speedOfOpeningOrLocking;
  195. set
  196. {
  197. lock (gameObjLock)
  198. {
  199. speedOfOpeningOrLocking = value;
  200. }
  201. }
  202. }
  203. private int speedOfClimbingThroughWindows;
  204. public int SpeedOfClimbingThroughWindows
  205. {
  206. get => speedOfClimbingThroughWindows;
  207. set
  208. {
  209. lock (gameObjLock)
  210. {
  211. speedOfClimbingThroughWindows = value;
  212. }
  213. }
  214. }
  215. private int speedOfOpenChest;
  216. public int SpeedOfOpenChest
  217. {
  218. get => speedOfOpenChest;
  219. set
  220. {
  221. lock (gameObjLock)
  222. {
  223. speedOfOpenChest = value;
  224. }
  225. }
  226. }
  227. #endregion
  228. #region 血量相关的基本属性及方法
  229. private int maxHp;
  230. public int MaxHp
  231. {
  232. get
  233. {
  234. HPReadWriterLock.EnterReadLock();
  235. try
  236. {
  237. return maxHp;
  238. }
  239. finally
  240. {
  241. HPReadWriterLock.ExitReadLock();
  242. }
  243. }
  244. protected set
  245. {
  246. HPReadWriterLock.EnterWriteLock();
  247. try
  248. {
  249. maxHp = value;
  250. if (hp > maxHp) hp = maxHp;
  251. }
  252. finally
  253. {
  254. HPReadWriterLock.ExitWriteLock();
  255. }
  256. }
  257. } // 最大血量
  258. protected int hp;
  259. public int HP
  260. {
  261. get
  262. {
  263. HPReadWriterLock.EnterReadLock();
  264. try
  265. {
  266. return hp;
  267. }
  268. finally
  269. {
  270. HPReadWriterLock.ExitReadLock();
  271. }
  272. }
  273. set
  274. {
  275. HPReadWriterLock.EnterWriteLock();
  276. try
  277. {
  278. if (value > 0)
  279. {
  280. hp = value <= maxHp ? value : maxHp;
  281. }
  282. else
  283. hp = 0;
  284. }
  285. finally
  286. {
  287. HPReadWriterLock.ExitWriteLock();
  288. }
  289. }
  290. }
  291. /// <summary>
  292. /// 尝试减血
  293. /// </summary>
  294. /// <param name="sub">减血量</param>
  295. public int TrySubHp(int sub)
  296. {
  297. HPReadWriterLock.EnterWriteLock();
  298. try
  299. {
  300. int previousHp = hp;
  301. if (hp <= sub)
  302. {
  303. hp = 0;
  304. return hp;
  305. }
  306. else
  307. {
  308. hp -= sub;
  309. return sub;
  310. }
  311. }
  312. finally
  313. {
  314. HPReadWriterLock.ExitWriteLock();
  315. }
  316. }
  317. private double vampire = 0; // 回血率:0-1之间
  318. public double Vampire
  319. {
  320. get
  321. {
  322. lock (vampireLock)
  323. return vampire;
  324. }
  325. set
  326. {
  327. lock (vampireLock)
  328. {
  329. if (value > 1)
  330. vampire = 1;
  331. else if (value < 0)
  332. vampire = 0;
  333. else
  334. vampire = value;
  335. }
  336. }
  337. }
  338. public double OriVampire { get; protected set; }
  339. #endregion
  340. #region 状态相关的基本属性与方法
  341. private PlayerStateType playerState = PlayerStateType.Null;
  342. public PlayerStateType PlayerState
  343. {
  344. get
  345. {
  346. lock (actionLock)
  347. {
  348. if (playerState == PlayerStateType.Moving && IsMoving == 1) return PlayerStateType.Moving;
  349. return playerState;
  350. }
  351. }
  352. }
  353. public bool NoHp()
  354. {
  355. lock (actionLock)
  356. return (playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued);
  357. }
  358. public bool Commandable()
  359. {
  360. lock (actionLock)
  361. {
  362. return (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  363. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  364. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  365. && playerState != PlayerStateType.ClimbingThroughWindows
  366. && playerState != PlayerStateType.Stunned && playerState != PlayerStateType.Charmed);
  367. }
  368. }
  369. public bool CanPinDown()
  370. {
  371. lock (actionLock)
  372. {
  373. return (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  374. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  375. && playerState != PlayerStateType.Stunned && playerState != PlayerStateType.Charmed);
  376. }
  377. }
  378. public bool InteractingWithMapWithoutMoving()
  379. {
  380. lock (actionLock)
  381. {
  382. return (playerState == PlayerStateType.LockingTheDoor || playerState == PlayerStateType.OpeningTheDoor
  383. || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  384. }
  385. }
  386. public bool NullOrMoving()
  387. {
  388. lock (actionLock)
  389. {
  390. return (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  391. }
  392. }
  393. public bool CanBeAwed()
  394. {
  395. lock (actionLock)
  396. return !(playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  397. || playerState == PlayerStateType.Addicted
  398. || playerState == PlayerStateType.Rescued || playerState == PlayerStateType.Treated
  399. || playerState == PlayerStateType.Stunned || playerState == PlayerStateType.Charmed
  400. || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  401. }
  402. private GameObj? whatInteractingWith = null;
  403. public GameObj? WhatInteractingWith => whatInteractingWith;
  404. private long ChangePlayerState(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  405. {
  406. //只能被SetPlayerState引用
  407. whatInteractingWith = gameObj;
  408. playerState = value;
  409. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  410. return ++stateNum;
  411. }
  412. private long ChangePlayerStateInOneThread(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  413. {
  414. //只能被SetPlayerState引用
  415. whatInteractingWith = gameObj;
  416. playerState = value;
  417. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  418. return stateNum;
  419. }
  420. public long SetPlayerState(PlayerStateType value = PlayerStateType.Null, IGameObj? obj = null)
  421. {
  422. GameObj? gameObj = (GameObj?)obj;
  423. lock (actionLock)
  424. {
  425. PlayerStateType nowPlayerState = PlayerState;
  426. if (nowPlayerState == value && value != PlayerStateType.UsingSkill) return -1;
  427. switch (nowPlayerState)
  428. {
  429. case PlayerStateType.Escaped:
  430. case PlayerStateType.Deceased:
  431. return -1;
  432. case PlayerStateType.Addicted:
  433. if (value == PlayerStateType.Rescued)
  434. return ChangePlayerStateInOneThread(value, gameObj);
  435. else if (value == PlayerStateType.Null)
  436. return ChangePlayerState(value, gameObj);
  437. else return -1;
  438. case PlayerStateType.Rescued:
  439. if (value == PlayerStateType.Addicted)
  440. return ChangePlayerStateInOneThread(value, gameObj);
  441. else if (value == PlayerStateType.Null)
  442. return ChangePlayerState(value, gameObj);
  443. else return -1;
  444. case PlayerStateType.TryingToAttack:
  445. if (value == PlayerStateType.Addicted || value == PlayerStateType.Swinging
  446. || value == PlayerStateType.Deceased || value == PlayerStateType.Stunned
  447. || value == PlayerStateType.Charmed || value == PlayerStateType.Null)
  448. return ChangePlayerState(value, gameObj);
  449. else return -1;
  450. case PlayerStateType.Stunned:
  451. case PlayerStateType.Charmed:
  452. if (value == PlayerStateType.Addicted || value == PlayerStateType.Deceased
  453. || value == PlayerStateType.Null)
  454. return ChangePlayerState(value, gameObj);
  455. else return -1;
  456. case PlayerStateType.Swinging:
  457. if (value == PlayerStateType.Addicted
  458. || value == PlayerStateType.Deceased || value == PlayerStateType.Stunned
  459. || value == PlayerStateType.Charmed || value == PlayerStateType.Null)
  460. {
  461. try
  462. {
  463. return ChangePlayerState(value, gameObj);
  464. }
  465. finally
  466. {
  467. ThreadNum.Release();
  468. }
  469. }
  470. else return -1;
  471. case PlayerStateType.ClimbingThroughWindows:
  472. if (value == PlayerStateType.Addicted
  473. || value == PlayerStateType.Deceased || value == PlayerStateType.Stunned
  474. || value == PlayerStateType.Charmed || value == PlayerStateType.Null)
  475. {
  476. Window window = (Window)WhatInteractingWith!;
  477. try
  478. {
  479. window.FinishClimbing();
  480. return ChangePlayerState(value, gameObj);
  481. }
  482. finally
  483. {
  484. if (window.Stage.x == 0)
  485. ThreadNum.Release();
  486. else ReSetPos(window.Stage);
  487. }
  488. }
  489. else return -1;
  490. case PlayerStateType.OpeningTheChest:
  491. ((Chest)whatInteractingWith!).StopOpen();
  492. return ChangePlayerState(value, gameObj);
  493. case PlayerStateType.OpeningTheDoorway:
  494. Doorway doorway = (Doorway)whatInteractingWith!;
  495. doorway.StopOpenning();
  496. return ChangePlayerState(value, gameObj);
  497. case PlayerStateType.OpeningTheDoor:
  498. Door door = (Door)whatInteractingWith!;
  499. try
  500. {
  501. door.StopOpen();
  502. ReleaseTool(door.DoorNum switch
  503. {
  504. 3 => PropType.Key3,
  505. 5 => PropType.Key5,
  506. _ => PropType.Key6,
  507. }
  508. );
  509. return ChangePlayerState(value, gameObj);
  510. }
  511. finally
  512. {
  513. ThreadNum.Release();
  514. }
  515. case PlayerStateType.UsingSkill:
  516. if (CharacterType == CharacterType.TechOtaku)
  517. {
  518. if (typeof(CraftingBench).IsInstanceOfType(whatInteractingWith))
  519. {
  520. try
  521. {
  522. ((CraftingBench)whatInteractingWith!).StopSkill();
  523. return ChangePlayerState(value, gameObj);
  524. }
  525. finally
  526. {
  527. ThreadNum.Release();
  528. }
  529. }
  530. else
  531. {
  532. if (value != PlayerStateType.UsingSkill)
  533. ((UseRobot)FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID = (int)playerID;
  534. }
  535. }
  536. return ChangePlayerState(value, gameObj);
  537. default:
  538. return ChangePlayerState(value, gameObj);
  539. }
  540. }
  541. }
  542. public long SetPlayerStateNaturally()
  543. {
  544. lock (actionLock)
  545. {
  546. whatInteractingWith = null;
  547. playerState = PlayerStateType.Null;
  548. return ++stateNum;
  549. }
  550. }
  551. public void RemoveFromGame(PlayerStateType playerStateType)
  552. {
  553. lock (actionLock)
  554. {
  555. MoveReaderWriterLock.EnterWriteLock();
  556. try
  557. {
  558. canMove = false;
  559. isRemoved = true;
  560. }
  561. finally
  562. {
  563. MoveReaderWriterLock.ExitWriteLock();
  564. }
  565. playerState = playerStateType;
  566. position = GameData.PosWhoDie;
  567. }
  568. }
  569. #endregion
  570. private long score = 0;
  571. public long Score
  572. {
  573. get => Interlocked.Read(ref score);
  574. }
  575. /// <summary>
  576. /// 加分
  577. /// </summary>
  578. /// <param name="add">增加量</param>
  579. public virtual void AddScore(long add)
  580. {
  581. Interlocked.Add(ref score, add);
  582. //Debugger.Output(this, " 's score has been added to: " + score.ToString());
  583. }
  584. /// <summary>
  585. /// 角色所属队伍ID
  586. /// </summary>
  587. private long teamID = long.MaxValue;
  588. public long TeamID
  589. {
  590. get => Interlocked.Read(ref teamID);
  591. set => Interlocked.Exchange(ref teamID, value);
  592. }
  593. private long playerID = long.MaxValue;
  594. public long PlayerID
  595. {
  596. get => Interlocked.Read(ref playerID);
  597. set => Interlocked.Exchange(ref playerID, value);
  598. }
  599. #region 道具和buff相关属性、方法
  600. private Gadget[] propInventory = new Gadget[GameData.maxNumOfPropInPropInventory]
  601. {new NullProp(), new NullProp(),new NullProp() };
  602. public Gadget[] PropInventory
  603. {
  604. get
  605. {
  606. lock (inventoryLock)
  607. return propInventory;
  608. }
  609. set
  610. {
  611. lock (inventoryLock)
  612. propInventory = value;
  613. }
  614. }
  615. /// <summary>
  616. /// 使用物品栏中的道具
  617. /// </summary>
  618. /// <returns>被使用的道具</returns>
  619. public Gadget UseProp(int indexing)
  620. {
  621. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  622. return new NullProp();
  623. lock (inventoryLock)
  624. {
  625. Gadget prop = propInventory[indexing];
  626. if (!prop.IsUsable()) return new NullProp();
  627. PropInventory[indexing] = new NullProp();
  628. return prop;
  629. }
  630. }
  631. public Gadget UseProp(PropType propType)
  632. {
  633. if (propType == PropType.Null)
  634. {
  635. lock (inventoryLock)
  636. {
  637. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  638. {
  639. if (PropInventory[indexing].IsUsable())
  640. {
  641. Gadget prop = PropInventory[indexing];
  642. PropInventory[indexing] = new NullProp();
  643. return prop;
  644. }
  645. }
  646. }
  647. }
  648. else
  649. {
  650. lock (inventoryLock)
  651. {
  652. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  653. {
  654. if (PropInventory[indexing].GetPropType() == propType && PropInventory[indexing].IsUsable())
  655. {
  656. Gadget prop = PropInventory[indexing];
  657. PropInventory[indexing] = new NullProp();
  658. return prop;
  659. }
  660. }
  661. }
  662. }
  663. return new NullProp();
  664. }
  665. public bool UseTool(PropType propType)
  666. {
  667. lock (inventoryLock)
  668. {
  669. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  670. {
  671. if (PropInventory[indexing].GetPropType() == propType && PropInventory[indexing].IsUsable())
  672. {
  673. return ((Tool)PropInventory[indexing]).IsUsed = true;
  674. }
  675. }
  676. }
  677. return false;
  678. }
  679. public void ReleaseTool(PropType propType)
  680. {
  681. lock (inventoryLock)
  682. {
  683. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  684. {
  685. if (PropInventory[indexing].GetPropType() == propType && ((Tool)PropInventory[indexing]).IsUsed)
  686. {
  687. ((Tool)PropInventory[indexing]).IsUsed = false;
  688. break;
  689. }
  690. }
  691. }
  692. }
  693. /// <summary>
  694. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  695. /// </summary>
  696. public int IndexingOfAddProp()
  697. {
  698. int indexing = 0;
  699. lock (inventoryLock)
  700. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  701. if (propInventory[indexing].GetPropType() == PropType.Null)
  702. break;
  703. return indexing;
  704. }
  705. public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  706. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  707. OrgMoveSpeed);
  708. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  709. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  710. public bool HasShield => buffManager.HasShield;
  711. public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
  712. public bool HasLIFE => buffManager.HasLIFE;
  713. public void AddAp(int time) => buffManager.AddAp(time);
  714. public bool HasAp => buffManager.HasAp;
  715. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  716. public bool HasSpear => buffManager.HasSpear;
  717. public void AddClairaudience(int time) => buffManager.AddClairaudience(time);
  718. public bool HasClairaudience => buffManager.HasClairaudience;
  719. public void AddInvisible(int time) => buffManager.AddInvisible(time);
  720. public bool HasInvisible => buffManager.HasInvisible;
  721. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  722. public Dictionary<BuffType, bool> Buff
  723. {
  724. get
  725. {
  726. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  727. foreach (BuffType type in buffTypeArray)
  728. {
  729. if (type != BuffType.Null)
  730. buff.Add(type, GetBuffStatus(type));
  731. }
  732. return buff;
  733. }
  734. }
  735. private bool GetBuffStatus(BuffType type)
  736. {
  737. switch (type)
  738. {
  739. case BuffType.Spear:
  740. return this.HasSpear;
  741. case BuffType.AddSpeed:
  742. return this.HasFasterSpeed;
  743. case BuffType.Shield:
  744. return this.HasShield;
  745. case BuffType.AddLife:
  746. return this.HasLIFE;
  747. case BuffType.AddAp:
  748. return this.HasAp;
  749. case BuffType.Clairaudience:
  750. return this.HasClairaudience;
  751. case BuffType.Invisible:
  752. return this.HasInvisible;
  753. default:
  754. return false;
  755. }
  756. }
  757. public void TryActivatingLIFE()
  758. {
  759. if (buffManager.TryActivatingLIFE())
  760. {
  761. AddScore(GameData.ScorePropRemainHp);
  762. hp = GameData.RemainHpWhenAddLife;
  763. }
  764. }
  765. public bool TryAddAp()
  766. {
  767. if (buffManager.TryAddAp())
  768. {
  769. AddScore(GameData.ScorePropAddAp);
  770. return true;
  771. }
  772. return false;
  773. }
  774. public bool TryUseSpear()
  775. {
  776. return buffManager.TryUseSpear();
  777. }
  778. public bool TryDeleteInvisible()
  779. {
  780. return buffManager.TryDeleteInvisible();
  781. }
  782. public bool TryUseShield()
  783. {
  784. if (buffManager.TryUseShield())
  785. {
  786. AddScore(GameData.ScorePropUseShield);
  787. return true;
  788. }
  789. return false;
  790. }
  791. #endregion
  792. /* public override void Reset() // 要加锁吗?
  793. {
  794. lock (gameObjLock)
  795. {
  796. // _ = AddDeathCount();
  797. base.Reset();
  798. this.MoveSpeed = OrgMoveSpeed;
  799. HP = MaxHp;
  800. PropInventory = null;
  801. BulletOfPlayer = OriBulletOfPlayer;
  802. lock (gameObjLock)
  803. bulletNum = maxBulletNum;
  804. buffManager.ClearAll();
  805. IsInvisible = false;
  806. this.Vampire = this.OriVampire;
  807. }
  808. }*/
  809. public override bool IsRigid => true;
  810. public override ShapeType Shape => ShapeType.Circle;
  811. public override bool IgnoreCollideExecutor(IGameObj targetObj)
  812. {
  813. if (IsRemoved)
  814. return true;
  815. if (targetObj.Type == GameObjType.Gadget)
  816. {
  817. return true;
  818. }
  819. if (targetObj.Type == GameObjType.Character && XY.DistanceCeil3(targetObj.Position, this.Position) < this.Radius + targetObj.Radius - GameData.adjustLength)
  820. return true;
  821. return false;
  822. }
  823. }
  824. }