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ActionManager.cs 22 kB

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  1. using System;
  2. using System.Diagnostics;
  3. using System.Net.NetworkInformation;
  4. using System.Threading;
  5. using GameClass.GameObj;
  6. using GameEngine;
  7. using Preparation.Interface;
  8. using Preparation.Utility;
  9. using Timothy.FrameRateTask;
  10. namespace Gaming
  11. {
  12. public partial class Game
  13. {
  14. private readonly ActionManager actionManager;
  15. private class ActionManager
  16. {
  17. // 人物移动
  18. private void SkillWhenColliding(Character player, IGameObj collisionObj)
  19. {
  20. if (collisionObj.Type == GameObjType.Bullet)
  21. {
  22. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  23. {
  24. if (characterManager.BeStunned((Character)player, GameData.TimeOfStunnedWhenJumpyDumpty))
  25. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.TimeOfStunnedWhenJumpyDumpty));
  26. gameMap.Remove((GameObj)collisionObj);
  27. }
  28. }
  29. if (player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed && collisionObj.Type == GameObjType.Character && ((Character)collisionObj).IsGhost())
  30. {
  31. if (characterManager.BeStunned((Character)collisionObj, GameData.TimeOfGhostStunnedWhenCharge))
  32. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostStunnedWhenCharge));
  33. characterManager.BeStunned(player, GameData.TimeOfStudentStunnedWhenCharge);
  34. }
  35. }
  36. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  37. {
  38. if (!playerToMove.Commandable() || !TryToStop()) return false;
  39. characterManager.SetPlayerState(playerToMove, PlayerStateType.Moving);
  40. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  41. return true;
  42. }
  43. public bool Stop(Character player)
  44. {
  45. if (player.Commandable() || !TryToStop())
  46. {
  47. characterManager.SetPlayerState(player);
  48. return true;
  49. }
  50. return false;
  51. }
  52. public bool Fix(Student player)// 自动检查有无发电机可修
  53. {
  54. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  55. return false;
  56. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  57. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  58. return false;
  59. ++generatorForFix.NumOfFixing;
  60. characterManager.SetPlayerState(player, PlayerStateType.Fixing);
  61. new Thread
  62. (
  63. () =>
  64. {
  65. new FrameRateTaskExecutor<int>(
  66. loopCondition: () => gameMap.Timer.IsGaming && player.PlayerState == PlayerStateType.Fixing,
  67. loopToDo: () =>
  68. {
  69. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  70. {
  71. characterManager.SetPlayerState(player);
  72. gameMap.NumOfRepairedGenerators++;
  73. }
  74. },
  75. timeInterval: GameData.frameDuration,
  76. finallyReturn: () => 0
  77. )
  78. .Start();
  79. }
  80. )
  81. { IsBackground = true }.Start();
  82. --generatorForFix.NumOfFixing;
  83. return true;
  84. }
  85. public bool OpenDoorway(Student player)
  86. {
  87. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
  88. return false;
  89. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  90. if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
  91. return false;
  92. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  93. int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
  94. new Thread
  95. (
  96. () =>
  97. {
  98. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  99. if (doorwayToOpen.OpenStartTime == startTime)
  100. {
  101. doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
  102. player.SetPlayerStateNaturally();
  103. }
  104. }
  105. )
  106. { IsBackground = true }.Start();
  107. return true;
  108. }
  109. public bool Escape(Student player)
  110. {
  111. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  112. return false;
  113. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  114. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  115. {
  116. player.AddScore(GameData.StudentScoreEscape);
  117. ++gameMap.NumOfEscapedStudent;
  118. player.Die(PlayerStateType.Escaped);
  119. return true;
  120. }
  121. else
  122. {
  123. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  124. if (emergencyExit != null && emergencyExit.IsOpen)
  125. {
  126. player.AddScore(GameData.StudentScoreEscape);
  127. ++gameMap.NumOfEscapedStudent;
  128. player.Die(PlayerStateType.Escaped);
  129. return true;
  130. }
  131. return false;
  132. }
  133. }
  134. public bool Treat(Student player, Student? playerTreated = null)
  135. {
  136. if (playerTreated == null)
  137. {
  138. playerTreated = gameMap.StudentForInteract(player.Position);
  139. if (playerTreated == null) return false;
  140. }
  141. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  142. (!playerTreated.Commandable()) ||
  143. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  144. return false;
  145. new Thread
  146. (
  147. () =>
  148. {
  149. characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
  150. characterManager.SetPlayerState(player, PlayerStateType.Treating);
  151. new FrameRateTaskExecutor<int>(
  152. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && player.PlayerState == PlayerStateType.Treating && gameMap.Timer.IsGaming,
  153. loopToDo: () =>
  154. {
  155. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  156. characterManager.SetPlayerState(playerTreated);
  157. },
  158. timeInterval: GameData.frameDuration,
  159. finallyReturn: () => 0
  160. )
  161. .Start();
  162. if (player.PlayerState == PlayerStateType.Treating) characterManager.SetPlayerState(player);
  163. else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
  164. }
  165. )
  166. { IsBackground = true }.Start();
  167. return true;
  168. }
  169. public bool Rescue(Student player, Student? playerRescued = null)
  170. {
  171. if (playerRescued == null)
  172. {
  173. playerRescued = gameMap.StudentForInteract(player.Position);
  174. if (playerRescued == null) return false;
  175. }
  176. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  177. return false;
  178. characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
  179. characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
  180. new Thread
  181. (
  182. () =>
  183. {
  184. new FrameRateTaskExecutor<int>(
  185. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && player.PlayerState == PlayerStateType.Rescuing && gameMap.Timer.IsGaming,
  186. loopToDo: () =>
  187. {
  188. playerRescued.TimeOfRescue += GameData.frameDuration;
  189. },
  190. timeInterval: GameData.frameDuration,
  191. finallyReturn: () => 0,
  192. maxTotalDuration: GameData.basicTimeOfRescue
  193. )
  194. .Start();
  195. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  196. {
  197. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  198. {
  199. characterManager.SetPlayerState(playerRescued);
  200. playerRescued.HP = playerRescued.MaxHp / 2;
  201. player.AddScore(GameData.StudentScoreRescue);
  202. }
  203. else
  204. characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
  205. }
  206. if (player.PlayerState == PlayerStateType.Rescuing) characterManager.SetPlayerState(player);
  207. playerRescued.TimeOfRescue = 0;
  208. }
  209. )
  210. { IsBackground = true }.Start();
  211. return true;
  212. }
  213. public bool OpenChest(Character player)
  214. {
  215. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  216. return false;
  217. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  218. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  219. return false;
  220. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
  221. int startTime = gameMap.Timer.nowTime();
  222. chestToOpen.Open(startTime, player);
  223. new Thread
  224. (
  225. () =>
  226. {
  227. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  228. if (chestToOpen.OpenStartTime == startTime)
  229. {
  230. player.SetPlayerStateNaturally();
  231. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  232. {
  233. Prop prop = chestToOpen.PropInChest[i];
  234. chestToOpen.PropInChest[i] = new NullProp();
  235. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  236. gameMap.Add(prop);
  237. }
  238. }
  239. }
  240. )
  241. { IsBackground = true }.Start();
  242. return true;
  243. }
  244. public bool ClimbingThroughWindow(Character player)
  245. {
  246. if (!player.Commandable())
  247. return false;
  248. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  249. if (windowForClimb == null || windowForClimb.WhoIsClimbing != null)
  250. return false;
  251. XY windowToPlayer = new(
  252. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  253. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  254. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  255. if (characterInWindow != null)
  256. {
  257. if (player.IsGhost() && !characterInWindow.IsGhost())
  258. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position, PlaceType.Null));
  259. return false;
  260. }*/
  261. //Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  262. // gameMap.Add(addWall);
  263. characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows);
  264. windowForClimb.WhoIsClimbing = player;
  265. new Thread
  266. (
  267. () =>
  268. {
  269. new FrameRateTaskExecutor<int>(
  270. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  271. loopToDo: () => { },
  272. timeInterval: GameData.frameDuration,
  273. finallyReturn: () => 0,
  274. maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed)
  275. )
  276. .Start();
  277. if (player.PlayerState != PlayerStateType.ClimbingThroughWindows)
  278. {
  279. windowForClimb.WhoIsClimbing = null;
  280. return;
  281. }
  282. player.ReSetPos(windowToPlayer + windowForClimb.Position, PlaceType.Window);
  283. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  284. moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle());
  285. new FrameRateTaskExecutor<int>(
  286. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  287. loopToDo: () =>
  288. {
  289. },
  290. timeInterval: GameData.frameDuration,
  291. finallyReturn: () => 0,
  292. maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed)
  293. )
  294. .Start();
  295. XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
  296. player.ReSetPos(PosJumpOff, gameMap.GetPlaceType(PosJumpOff));
  297. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  298. windowForClimb.WhoIsClimbing = null;
  299. // gameMap.Remove(addWall);
  300. if (player.PlayerState == PlayerStateType.ClimbingThroughWindows)
  301. {
  302. characterManager.SetPlayerState(player);
  303. }
  304. }
  305. )
  306. { IsBackground = true }.Start();
  307. return true;
  308. }
  309. public bool LockOrOpenDoor(Character player)
  310. {
  311. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  312. return false;
  313. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  314. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  315. return false;
  316. bool flag = false;
  317. foreach (Prop prop in player.PropInventory)
  318. {
  319. switch (prop.GetPropType())
  320. {
  321. case PropType.Key3:
  322. if (doorToLock.Place == PlaceType.Door3)
  323. flag = true;
  324. break;
  325. case PropType.Key5:
  326. if (doorToLock.Place == PlaceType.Door5)
  327. flag = true;
  328. break;
  329. case PropType.Key6:
  330. if (doorToLock.Place == PlaceType.Door6)
  331. flag = true;
  332. break;
  333. default:
  334. break;
  335. }
  336. if (flag) break;
  337. }
  338. if (!flag) return false;
  339. characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
  340. new Thread
  341. (
  342. () =>
  343. {
  344. new FrameRateTaskExecutor<int>(
  345. loopCondition: () => flag && player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  346. loopToDo: () =>
  347. {
  348. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  349. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  350. },
  351. timeInterval: GameData.frameDuration,
  352. finallyReturn: () => 0
  353. )
  354. .Start();
  355. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  356. {
  357. doorToLock.IsOpen = (!doorToLock.IsOpen);
  358. }
  359. if (player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  360. characterManager.SetPlayerState(player);
  361. doorToLock.OpenOrLockDegree = 0;
  362. }
  363. )
  364. { IsBackground = true }.Start();
  365. return true;
  366. }
  367. /*
  368. private void ActivateMine(Character player, Mine mine)
  369. {
  370. gameMap.ObjListLock.EnterWriteLock();
  371. try { gameMap.ObjList.Remove(mine); }
  372. catch { }
  373. finally { gameMap.ObjListLock.ExitWriteLock(); }
  374. switch (mine.GetPropType())
  375. {
  376. case PropType.Dirt:
  377. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  378. break;
  379. case PropType.Attenuator:
  380. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  381. break;
  382. case PropType.Divider:
  383. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  384. break;
  385. }
  386. }
  387. */
  388. private object numLock = new object();
  389. private int lastTime = 0;
  390. private int numStop = 0;
  391. private int NumStop => numStop;
  392. private bool TryToStop()
  393. {
  394. lock (numLock)
  395. {
  396. int time = gameMap.Timer.nowTime();
  397. if (time / GameData.frameDuration > lastTime)
  398. {
  399. lastTime = time / GameData.frameDuration;
  400. numStop = 1;
  401. return true;
  402. }
  403. else
  404. {
  405. if (numStop == GameData.LimitOfStopAndMove)
  406. return false;
  407. else
  408. {
  409. ++numStop;
  410. return true;
  411. }
  412. }
  413. }
  414. }
  415. private readonly Map gameMap;
  416. private readonly CharacterManager characterManager;
  417. public readonly MoveEngine moveEngine;
  418. public ActionManager(Map gameMap, CharacterManager characterManager)
  419. {
  420. this.gameMap = gameMap;
  421. this.moveEngine = new MoveEngine(
  422. gameMap: gameMap,
  423. OnCollision: (obj, collisionObj, moveVec) =>
  424. {
  425. SkillWhenColliding((Character)obj, collisionObj);
  426. Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  427. //if (collisionObj is Mine)
  428. //{
  429. // ActivateMine((Character)obj, (Mine)collisionObj);
  430. // return MoveEngine.AfterCollision.ContinueCheck;
  431. //}
  432. return MoveEngine.AfterCollision.MoveMax;
  433. },
  434. EndMove: obj =>
  435. {
  436. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  437. }
  438. );
  439. this.characterManager = characterManager;
  440. }
  441. }
  442. }
  443. }