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AttackManager.cs 11 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. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly AttackManager attackManager;
  14. private class AttackManager
  15. {
  16. readonly Map gameMap;
  17. public readonly MoveEngine moveEngine;
  18. readonly CharacterManager characterManager;
  19. public AttackManager(Map gameMap, CharacterManager characterManager)
  20. {
  21. this.gameMap = gameMap;
  22. this.moveEngine = new MoveEngine(
  23. gameMap: gameMap,
  24. OnCollision: (obj, collisionObj, moveVec) =>
  25. {
  26. BulletBomb((Bullet)obj, (GameObj)collisionObj);
  27. return MoveEngine.AfterCollision.Destroyed;
  28. },
  29. EndMove: obj =>
  30. {
  31. Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  32. if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty)
  33. BulletBomb((Bullet)obj, null);
  34. obj.ReSetCanMove(false);
  35. }
  36. );
  37. this.characterManager = characterManager;
  38. }
  39. public void ProduceBulletNaturally(BulletType bulletType, Character player, double angle, XY pos)
  40. {
  41. // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
  42. if (bulletType == BulletType.Null) return;
  43. Bullet? bullet = BulletFactory.GetBullet(player, pos, bulletType);
  44. if (bullet == null) return;
  45. Debugger.Output(bullet, "Attack in " + pos.ToString());
  46. gameMap.Add(bullet);
  47. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
  48. }
  49. private void BombObj(Bullet bullet, GameObj objBeingShot)
  50. {
  51. #if DEBUG
  52. Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
  53. #endif
  54. switch (objBeingShot.Type)
  55. {
  56. case GameObjType.Character:
  57. if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
  58. {
  59. characterManager.BeAttacked((Student)objBeingShot, bullet);
  60. }
  61. // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
  62. // BeStunned((Character)objBeingShot, bullet.AP);
  63. break;
  64. case GameObjType.Generator:
  65. if (bullet.CanBeBombed(GameObjType.Generator))
  66. ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
  67. break;
  68. case GameObjType.Door:
  69. if (bullet.CanBeBombed(GameObjType.Door))
  70. ((Door)objBeingShot).ForceToOpen();
  71. break;
  72. case GameObjType.Item:
  73. if (((Item)objBeingShot).GetPropType() == PropType.CraftingBench)
  74. {
  75. ((CraftingBench)objBeingShot).TryStopSkill();
  76. gameMap.Remove(objBeingShot);
  77. }
  78. break;
  79. default:
  80. break;
  81. }
  82. }
  83. public bool TryRemoveBullet(Bullet bullet)
  84. {
  85. if (gameMap.Remove(bullet))
  86. {
  87. bullet.ReSetCanMove(false);
  88. if (bullet.BulletBombRange > 0)
  89. {
  90. BombedBullet bombedBullet = new(bullet);
  91. gameMap.Add(bombedBullet);
  92. new Thread
  93. (() =>
  94. {
  95. Thread.Sleep(GameData.frameDuration * 5);
  96. gameMap.RemoveJustFromMap(bombedBullet);
  97. }
  98. )
  99. { IsBackground = true }.Start();
  100. }
  101. return true;
  102. }
  103. else return false;
  104. }
  105. private void ProduceBombBomb(Bullet bullet, double angle)
  106. {
  107. angle += bullet.FacingDirection.Angle();
  108. XY pos = bullet.Position + new XY
  109. (
  110. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  111. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  112. );
  113. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
  114. }
  115. private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
  116. {
  117. #if DEBUG
  118. if (objBeingShot != null)
  119. Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
  120. else
  121. Debugger.Output(bullet, "bombed without objBeingShot");
  122. #endif
  123. if (!TryRemoveBullet(bullet)) return;
  124. if (bullet.BulletBombRange == 0)
  125. {
  126. if (objBeingShot == null)
  127. {
  128. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  129. return;
  130. }
  131. BombObj(bullet, objBeingShot);
  132. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  133. return;
  134. }
  135. /*if (objBeingShot != null)
  136. {
  137. else if (objBeingShot is Bullet) //子弹不能相互引爆,若要更改这一设定,取消注释即可。
  138. {
  139. new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
  140. }
  141. }*/
  142. // 子弹爆炸会发生的事↓↓↓
  143. if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
  144. {
  145. ProduceBombBomb(bullet, 0);
  146. ProduceBombBomb(bullet, Math.PI / 4);
  147. ProduceBombBomb(bullet, Math.PI / 2);
  148. ProduceBombBomb(bullet, Math.PI * 3 / 4);
  149. ProduceBombBomb(bullet, Math.PI);
  150. ProduceBombBomb(bullet, Math.PI * 5 / 4);
  151. ProduceBombBomb(bullet, Math.PI * 3 / 2);
  152. ProduceBombBomb(bullet, Math.PI * 7 / 4);
  153. }
  154. var beAttackedList = new List<IGameObj>();
  155. foreach (var kvp in gameMap.GameObjDict)
  156. {
  157. if (bullet.CanBeBombed(kvp.Key))
  158. {
  159. gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
  160. try
  161. {
  162. foreach (var item in gameMap.GameObjDict[kvp.Key])
  163. if (bullet.CanAttack((GameObj)item))
  164. {
  165. beAttackedList.Add(item);
  166. }
  167. }
  168. finally
  169. {
  170. gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
  171. }
  172. }
  173. }
  174. foreach (GameObj beAttackedObj in beAttackedList)
  175. {
  176. BombObj(bullet, beAttackedObj);
  177. }
  178. beAttackedList.Clear();
  179. if (objBeingShot == null)
  180. {
  181. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  182. }
  183. else
  184. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  185. }
  186. public bool Attack(Character player, double angle)
  187. { // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
  188. Bullet? bullet = player.Attack(angle, gameMap.Timer.nowTime());
  189. if (bullet != null)
  190. {
  191. Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
  192. gameMap.Add(bullet);
  193. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
  194. if (bullet.CastTime > 0)
  195. {
  196. player.SetPlayerState(PlayerStateType.TryingToAttack);
  197. long threadNum = player.StateNum;
  198. new Thread
  199. (() =>
  200. {
  201. new FrameRateTaskExecutor<int>(
  202. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  203. loopToDo: () =>
  204. {
  205. },
  206. timeInterval: GameData.checkInterval,
  207. finallyReturn: () => 0,
  208. maxTotalDuration: bullet.CastTime
  209. )
  210. .Start();
  211. if (gameMap.Timer.IsGaming)
  212. {
  213. if (threadNum == player.StateNum)
  214. {
  215. player.SetPlayerState();
  216. }
  217. else TryRemoveBullet(bullet);
  218. }
  219. }
  220. )
  221. { IsBackground = true }.Start();
  222. }
  223. }
  224. if (bullet != null)
  225. {
  226. #if DEBUG
  227. Console.WriteLine($"playerID:{player.ID} successfully attacked!");
  228. #endif
  229. return true;
  230. }
  231. else
  232. {
  233. #if DEBUG
  234. Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!");
  235. #endif
  236. return false;
  237. }
  238. }
  239. }
  240. }
  241. }