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CharacterManager .cs 19 kB

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  1. using System;
  2. using System.Threading;
  3. using System.Collections.Generic;
  4. using GameClass.GameObj;
  5. using Preparation.Utility;
  6. using GameEngine;
  7. using Preparation.Interface;
  8. using Timothy.FrameRateTask;
  9. using System.Numerics;
  10. using System.Timers;
  11. namespace Gaming
  12. {
  13. public partial class Game
  14. {
  15. private readonly CharacterManager characterManager;
  16. private class CharacterManager
  17. {
  18. readonly Map gameMap;
  19. public CharacterManager(Map gameMap)
  20. {
  21. this.gameMap = gameMap;
  22. }
  23. public void SetPlayerState(Character player, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  24. {
  25. switch (player.PlayerState)
  26. {
  27. case PlayerStateType.OpeningTheChest:
  28. ((Chest)player.WhatInteractingWith).StopOpen();
  29. break;
  30. case PlayerStateType.OpeningTheDoorway:
  31. Doorway doorway = (Doorway)player.WhatInteractingWith;
  32. doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
  33. doorway.OpenStartTime = 0;
  34. break;
  35. default:
  36. break;
  37. }
  38. player.ChangePlayerState(value, gameObj);
  39. }
  40. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  41. {
  42. Character newPlayer;
  43. if (characterType == CharacterType.Robot)
  44. {
  45. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  46. }
  47. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  48. gameMap.Add(newPlayer);
  49. newPlayer.TeamID = teamID;
  50. newPlayer.PlayerID = playerID;
  51. #region 人物装弹
  52. new Thread
  53. (
  54. () =>
  55. {
  56. while (!gameMap.Timer.IsGaming)
  57. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  58. long lastTime = Environment.TickCount64;
  59. new FrameRateTaskExecutor<int>(
  60. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  61. loopToDo: () =>
  62. {
  63. long nowTime = Environment.TickCount64;
  64. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  65. lastTime = nowTime;
  66. else if (nowTime - lastTime >= newPlayer.CD)
  67. {
  68. _ = newPlayer.TryAddBulletNum();
  69. lastTime = nowTime;
  70. }
  71. },
  72. timeInterval: GameData.checkInterval,
  73. finallyReturn: () => 0
  74. )
  75. {
  76. AllowTimeExceed = true/*,
  77. MaxTolerantTimeExceedCount = 5,
  78. TimeExceedAction = exceedTooMuch =>
  79. {
  80. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  81. }*/
  82. }
  83. .Start();
  84. }
  85. )
  86. { IsBackground = true }.Start();
  87. #endregion
  88. #region BGM,牵制得分更新
  89. new Thread
  90. (
  91. () =>
  92. {
  93. while (!gameMap.Timer.IsGaming)
  94. Thread.Sleep(GameData.checkInterval);
  95. int TimePinningDown = 0, ScoreAdded = 0;
  96. bool noise = false;
  97. if (!newPlayer.IsGhost())
  98. {
  99. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  100. try
  101. {
  102. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  103. {
  104. if (person.IsGhost())
  105. {
  106. if (person.CharacterType == CharacterType.ANoisyPerson)
  107. {
  108. noise = true;
  109. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  110. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  111. }
  112. }
  113. }
  114. }
  115. finally
  116. {
  117. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  118. }
  119. }
  120. new FrameRateTaskExecutor<int>(
  121. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  122. loopToDo: () =>
  123. {
  124. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  125. try
  126. {
  127. if (newPlayer.IsGhost())
  128. {
  129. double bgmVolume = 0;
  130. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  131. {
  132. if (!person.IsGhost() && XY.Distance(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  133. {
  134. if ((double)newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position) > bgmVolume)
  135. bgmVolume = newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position);
  136. }
  137. }
  138. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  139. }
  140. else
  141. {
  142. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  143. {
  144. if (person.IsGhost())
  145. {
  146. if (!noise && XY.Distance(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  147. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position));
  148. if (newPlayer.CharacterType != CharacterType.Teacher && !newPlayer.NoHp() && newPlayer.PlayerState != PlayerStateType.Stunned && XY.Distance(newPlayer.Position, person.Position) <= GameData.PinningDownRange)
  149. {
  150. TimePinningDown += GameData.checkInterval;
  151. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  152. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  153. }
  154. else TimePinningDown = ScoreAdded = 0;
  155. break;
  156. }
  157. }
  158. }
  159. }
  160. finally
  161. {
  162. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  163. }
  164. if (!noise)
  165. {
  166. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  167. try
  168. {
  169. double bgmVolume = 0;
  170. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  171. {
  172. if (XY.Distance(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  173. {
  174. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position) > bgmVolume)
  175. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position);
  176. }
  177. }
  178. if (bgmVolume > 0)
  179. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  180. }
  181. finally
  182. {
  183. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  184. }
  185. }
  186. },
  187. timeInterval: GameData.checkInterval,
  188. finallyReturn: () => 0
  189. )
  190. {
  191. AllowTimeExceed = true/*,
  192. MaxTolerantTimeExceedCount = 5,
  193. TimeExceedAction = exceedTooMuch =>
  194. {
  195. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  196. }*/
  197. }
  198. .Start();
  199. }
  200. )
  201. { IsBackground = true }.Start();
  202. #endregion
  203. return newPlayer;
  204. }
  205. public void BeAddictedToGame(Student player, Ghost ghost)
  206. {
  207. if (player.CharacterType == CharacterType.Robot)
  208. {
  209. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  210. Die(player);
  211. return;
  212. }
  213. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  214. if (player.GamingAddiction > 0)
  215. {
  216. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  217. player.GamingAddiction = GameData.BeginGamingAddiction;
  218. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  219. player.GamingAddiction = GameData.MidGamingAddiction;
  220. else
  221. {
  222. ghost.AddScore(GameData.TrickerScoreStudentDie);
  223. Die(player);
  224. return;
  225. }
  226. }
  227. SetPlayerState(player, PlayerStateType.Addicted);
  228. new Thread
  229. (() =>
  230. {
  231. #if DEBUG
  232. Debugger.Output(player, " is addicted ");
  233. #endif
  234. new FrameRateTaskExecutor<int>(
  235. () => (player.PlayerState == PlayerStateType.Addicted || player.PlayerState == PlayerStateType.Rescued) && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  236. () =>
  237. {
  238. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  239. },
  240. timeInterval: GameData.frameDuration,
  241. () =>
  242. {
  243. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  244. {
  245. ghost.AddScore(GameData.TrickerScoreStudentDie);
  246. Die(player);
  247. }
  248. return 0;
  249. }
  250. )
  251. .Start();
  252. }
  253. )
  254. { IsBackground = true }.Start();
  255. }
  256. public bool BeStunned(Character player, int time)
  257. {
  258. if (player.PlayerState == PlayerStateType.Stunned || player.NoHp() || player.CharacterType == CharacterType.Robot) return false;
  259. new Thread
  260. (() =>
  261. {
  262. SetPlayerState(player, PlayerStateType.Stunned);
  263. Thread.Sleep(time);
  264. if (player.PlayerState == PlayerStateType.Stunned)
  265. SetPlayerState(player);
  266. }
  267. )
  268. { IsBackground = true }.Start();
  269. return true;
  270. }
  271. public bool TryBeAwed(Student character, Bullet bullet)
  272. {
  273. if (character.CanBeAwed())
  274. {
  275. if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
  276. bullet.Parent.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  277. return true;
  278. }
  279. return false;
  280. }
  281. /// <summary>
  282. /// 遭受攻击
  283. /// </summary>
  284. /// <param name="subHP"></param>
  285. /// <param name="hasSpear"></param>
  286. /// <param name="attacker">伤害来源</param>
  287. /// <returns>人物在受到攻击后死了吗</returns>
  288. public void BeAttacked(Student student, Bullet bullet)
  289. {
  290. #if DEBUG
  291. Debugger.Output(student, "is being shot!");
  292. #endif
  293. if (student.NoHp()) return; // 原来已经死了
  294. if (!bullet.Parent.IsGhost()) return;
  295. if (student.CharacterType == CharacterType.StraightAStudent)
  296. {
  297. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  298. }
  299. student.SetDegreeOfTreatment0();
  300. #if DEBUG
  301. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  302. #endif
  303. if (student.TryUseShield())
  304. {
  305. if (bullet.HasSpear)
  306. {
  307. int subHp = student.TrySubHp(bullet.AP);
  308. #if DEBUG
  309. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  310. #endif
  311. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  312. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  313. }
  314. else return;
  315. }
  316. else
  317. {
  318. int subHp;
  319. if (bullet.HasSpear)
  320. {
  321. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  322. #if DEBUG
  323. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  324. #endif
  325. }
  326. else
  327. {
  328. subHp = student.TrySubHp(bullet.AP);
  329. #if DEBUG
  330. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  331. #endif
  332. }
  333. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  334. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  335. }
  336. if (student.HP <= 0)
  337. student.TryActivatingLIFE(); // 如果有复活甲
  338. if (student.HP <= 0)
  339. BeAddictedToGame(student, (Ghost)bullet.Parent);
  340. else TryBeAwed(student, bullet);
  341. }
  342. public bool BackSwing(Character player, int time)
  343. {
  344. if (time <= 0) return false;
  345. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  346. SetPlayerState(player, PlayerStateType.Swinging);
  347. new Thread
  348. (() =>
  349. {
  350. Thread.Sleep(time);
  351. if (player.PlayerState == PlayerStateType.Swinging)
  352. {
  353. SetPlayerState(player);
  354. }
  355. }
  356. )
  357. { IsBackground = true }.Start();
  358. return true;
  359. }
  360. private void Die(Character player)
  361. {
  362. #if DEBUG
  363. Debugger.Output(player, "die.");
  364. #endif
  365. player.Die(PlayerStateType.Deceased);
  366. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  367. {
  368. Prop? prop = player.UseProp(i);
  369. if (prop != null)
  370. {
  371. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  372. gameMap.Add(prop);
  373. }
  374. }
  375. if (player.CharacterType == CharacterType.Robot)
  376. {
  377. if (((Golem)player).Parent != null && ((Golem)player).Parent.CharacterType == CharacterType.TechOtaku)
  378. {
  379. ((SummonGolem)player.FindIActiveSkill(ActiveSkillType.SummonGolem)).GolemSummoned = null;
  380. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  381. }
  382. return;
  383. }
  384. ++gameMap.NumOfDeceasedStudent;
  385. }
  386. }
  387. }
  388. }