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SkillManager.ActiveSkill.cs 18 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public static bool CanBeginToCharge(Character player)
  14. {
  15. if ((!player.Commandable())) return false;
  16. IActiveSkill skill = player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge);
  17. Debugger.Output(player, "can begin to charge!");
  18. return ActiveSkillEffect(skill, player, () =>
  19. {
  20. player.AddMoveSpeed(skill.DurationTime, 3.0);
  21. //See SkillWhenColliding in ActionManager
  22. },
  23. () =>
  24. { });
  25. }
  26. public bool ShowTime(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill skill = player.FindIActiveSkill(ActiveSkillType.ShowTime);
  30. return ActiveSkillEffect(skill, player, () =>
  31. {
  32. new Thread
  33. (
  34. () =>
  35. {
  36. new FrameRateTaskExecutor<int>(
  37. loopCondition: () => player.Commandable() && gameMap.Timer.IsGaming,
  38. loopToDo: () =>
  39. {
  40. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  41. try
  42. {
  43. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  44. {
  45. if (!person.IsGhost())
  46. actionManager.MovePlayer(person, GameData.frameDuration, (player.Position - person.Position).Angle());
  47. }
  48. }
  49. finally
  50. {
  51. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  52. }
  53. },
  54. timeInterval: GameData.frameDuration,
  55. finallyReturn: () => 0
  56. )
  57. .Start();
  58. }
  59. )
  60. { IsBackground = true }.Start();
  61. },
  62. () =>
  63. {
  64. }
  65. );
  66. }
  67. public static bool BecomeInvisible(Character player)
  68. {
  69. if ((!player.Commandable())) return false;
  70. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.BecomeInvisible);
  71. return ActiveSkillEffect(activeSkill, player, () =>
  72. {
  73. player.AddInvisible(activeSkill.DurationTime);
  74. Debugger.Output(player, "become invisible!");
  75. },
  76. () =>
  77. { });
  78. }
  79. public static bool UseRobot(Character player)
  80. {
  81. if ((!player.Commandable()) || ((SummonGolem)player.FindIActiveSkill(ActiveSkillType.SummonGolem)).GolemSummoned == null) return false;
  82. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.UseRobot);
  83. activeSkill.IsBeingUsed = (activeSkill.IsBeingUsed) ? false : true;
  84. return true;
  85. }
  86. public static bool JumpyBomb(Character player)
  87. {
  88. if ((!player.Commandable())) return false;
  89. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.JumpyBomb), player, () =>
  90. {
  91. player.BulletOfPlayer = BulletType.BombBomb;
  92. Debugger.Output(player, "uses jumpybomb!");
  93. },
  94. () =>
  95. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  96. }
  97. public bool WriteAnswers(Character player)
  98. {
  99. if ((!player.Commandable())) return false;
  100. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.WriteAnswers);
  101. return ActiveSkillEffect(activeSkill, player, () =>
  102. {
  103. Generator? generator = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  104. if (generator != null)
  105. {
  106. if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player))
  107. gameMap.NumOfRepairedGenerators++;
  108. Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
  109. ((WriteAnswers)activeSkill).DegreeOfMeditation = 0;
  110. }
  111. },
  112. () =>
  113. { });
  114. }
  115. public bool SummonGolem(Character player)
  116. {
  117. if ((!player.Commandable())) return false;
  118. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.SummonGolem);
  119. if (((SummonGolem)activeSkill).GolemSummoned != null) return false;
  120. XY res = player.Position + new XY(player.FacingDirection, player.Radius * 2);
  121. if (actionManager.moveEngine.CheckCollision(player, res) != null)
  122. return false;
  123. return ActiveSkillEffect(activeSkill, player, () =>
  124. {
  125. characterManager.AddPlayer(res, player.TeamID, player.PlayerID + GameData.numOfPeople, CharacterType.Robot, player);
  126. },
  127. () =>
  128. { });
  129. }
  130. public static bool UseKnife(Character player)
  131. {
  132. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  133. {
  134. player.BulletOfPlayer = BulletType.FlyingKnife;
  135. Debugger.Output(player, "uses flyingknife!");
  136. },
  137. () =>
  138. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  139. }
  140. public bool Howl(Character player)
  141. {
  142. if ((!player.Commandable())) return false;
  143. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Howl), player, () =>
  144. {
  145. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  146. try
  147. {
  148. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  149. {
  150. if (!character.IsGhost() && XY.Distance(character.Position, player.Position) <= player.ViewRange)
  151. {
  152. if (characterManager.BeStunned(character, GameData.TimeOfStudentStunnedWhenHowl))
  153. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.TimeOfStudentStunnedWhenHowl));
  154. break;
  155. }
  156. }
  157. }
  158. finally
  159. {
  160. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  161. }
  162. characterManager.BackSwing(player, GameData.TimeOfGhostSwingingAfterHowl);
  163. Debugger.Output(player, "howled!");
  164. },
  165. () =>
  166. { });
  167. }
  168. public bool Punish(Character player)
  169. {
  170. if ((!player.Commandable())) return false;
  171. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Punish), player, () =>
  172. {
  173. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  174. try
  175. {
  176. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  177. {
  178. if (character.IsGhost() &&
  179. (character.PlayerState == PlayerStateType.TryingToAttack || character.PlayerState == PlayerStateType.Swinging
  180. || character.PlayerState == PlayerStateType.UsingSkill || character.PlayerState == PlayerStateType.LockingOrOpeningTheDoor || character.PlayerState == PlayerStateType.ClimbingThroughWindows)
  181. && gameMap.CanSee(player, character))
  182. {
  183. if (characterManager.BeStunned(character, GameData.TimeOfGhostStunnedWhenPunish + GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP)))
  184. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostStunnedWhenPunish + GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP)));
  185. break;
  186. }
  187. }
  188. }
  189. finally
  190. {
  191. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  192. }
  193. Debugger.Output(player, "uses punishing!");
  194. },
  195. () =>
  196. { });
  197. }
  198. public bool Rouse(Character player)
  199. {
  200. if ((!player.Commandable())) return false;
  201. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Rouse), player, () =>
  202. {
  203. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  204. try
  205. {
  206. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  207. {
  208. if ((character.PlayerState == PlayerStateType.Addicted) && gameMap.CanSee(player, character))
  209. {
  210. characterManager.SetPlayerState(character);
  211. character.HP = GameData.RemainHpWhenAddLife;
  212. ((Student)character).TimeOfRescue = 0;
  213. player.AddScore(GameData.StudentScoreRescue);
  214. break;
  215. }
  216. }
  217. }
  218. finally
  219. {
  220. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  221. }
  222. Debugger.Output(player, "rouse someone!");
  223. },
  224. () =>
  225. { });
  226. }
  227. public bool Encourage(Character player)
  228. {
  229. if ((!player.Commandable())) return false;
  230. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Encourage), player, () =>
  231. {
  232. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  233. try
  234. {
  235. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  236. {
  237. if ((character.HP < character.MaxHp) && gameMap.CanSee(player, character))
  238. {
  239. player.AddScore(GameData.StudentScoreTreat(GameData.AddHpWhenEncourage));
  240. character.HP += GameData.AddHpWhenEncourage;
  241. ((Student)character).SetDegreeOfTreatment0();
  242. break;
  243. }
  244. }
  245. }
  246. finally
  247. {
  248. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  249. }
  250. Debugger.Output(player, "encourage someone!");
  251. },
  252. () =>
  253. { });
  254. }
  255. public bool Inspire(Character player)
  256. {
  257. if ((!player.Commandable())) return false;
  258. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Inspire), player, () =>
  259. {
  260. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  261. try
  262. {
  263. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  264. {
  265. if (gameMap.CanSee(player, character))
  266. {
  267. player.AddScore(GameData.ScoreInspire);
  268. character.AddMoveSpeed(GameData.TimeOfAddingSpeedWhenInspire, GameData.AddedTimeOfSpeedWhenInspire);
  269. }
  270. }
  271. }
  272. finally
  273. {
  274. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  275. }
  276. Debugger.Output(player, "inspires!");
  277. },
  278. () =>
  279. { });
  280. }
  281. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  282. {
  283. lock (activeSkill.ActiveSkillLock)
  284. {
  285. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  286. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  287. {
  288. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  289. new Thread
  290. (() =>
  291. {
  292. startSkill();
  293. activeSkill.IsBeingUsed = true;
  294. new FrameRateTaskExecutor<int>(
  295. () => !player.IsResetting,
  296. () =>
  297. {
  298. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  299. },
  300. timeInterval: GameData.frameDuration,
  301. () => 0,
  302. maxTotalDuration: (long)(activeSkill.DurationTime)
  303. )
  304. {
  305. AllowTimeExceed = true,
  306. MaxTolerantTimeExceedCount = ulong.MaxValue,
  307. }
  308. .Start();
  309. endSkill();
  310. activeSkill.IsBeingUsed = false;
  311. Debugger.Output(player, "return to normal.");
  312. new FrameRateTaskExecutor<int>(
  313. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  314. loopToDo: () =>
  315. {
  316. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  317. },
  318. timeInterval: GameData.frameDuration,
  319. finallyReturn: () => 0
  320. )
  321. {
  322. AllowTimeExceed = true,
  323. MaxTolerantTimeExceedCount = ulong.MaxValue,
  324. }
  325. .Start();
  326. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  327. Debugger.Output(player, "ActiveSkill is ready.");
  328. }
  329. )
  330. { IsBackground = true }.Start();
  331. return true;
  332. }
  333. else
  334. {
  335. Debugger.Output(player, "CommonSkill is cooling down!");
  336. return false;
  337. }
  338. }
  339. }
  340. }
  341. }
  342. }