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ISkill.cs 9.6 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System.Threading;
  4. namespace Preparation.Interface
  5. {
  6. public interface ISkill
  7. {
  8. }
  9. public interface IPassiveSkill : ISkill
  10. {
  11. }
  12. public interface IActiveSkill : ISkill
  13. {
  14. public int SkillCD { get; }
  15. public int DurationTime { get; } //技能持续时间
  16. public object ActiveSkillUseLock { get; }
  17. public int IsBeingUsed { get; set; }
  18. }
  19. public abstract class ActiveSkill : IActiveSkill
  20. {
  21. public abstract int SkillCD { get; }
  22. public abstract int DurationTime { get; }
  23. private readonly object activeSkillUseLock = new();
  24. public object ActiveSkillUseLock => activeSkillUseLock;
  25. private readonly object skillLock = new();
  26. public object SkillLock => skillLock;
  27. private int timeUntilActiveSkillAvailable = 0;
  28. public int TimeUntilActiveSkillAvailable
  29. {
  30. get
  31. {
  32. return Interlocked.CompareExchange(ref timeUntilActiveSkillAvailable, 0, 1);
  33. }
  34. set
  35. {
  36. if (value < 0) value = 0;
  37. else if (value > SkillCD) value = SkillCD;
  38. Interlocked.Exchange(ref timeUntilActiveSkillAvailable, value);
  39. }
  40. }
  41. public int isBeingUsed = 0;//实为bool
  42. public int IsBeingUsed
  43. {
  44. get => Interlocked.CompareExchange(ref isBeingUsed, 0, 1);
  45. set => Interlocked.Exchange(ref isBeingUsed, value);
  46. }
  47. }
  48. public class CanBeginToCharge : ActiveSkill
  49. {
  50. public override int SkillCD => GameData.commonSkillCD * 2;
  51. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  52. }
  53. public class BecomeInvisible : ActiveSkill
  54. {
  55. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  56. public override int DurationTime => GameData.commonSkillTime;
  57. }
  58. public class Punish : ActiveSkill
  59. {
  60. public override int SkillCD => GameData.commonSkillCD * 45 / 30;
  61. public override int DurationTime => 0;
  62. }
  63. public class Rouse : ActiveSkill
  64. {
  65. public override int SkillCD => GameData.commonSkillCD * 4;
  66. public override int DurationTime => 0;
  67. }
  68. public class Encourage : ActiveSkill
  69. {
  70. public override int SkillCD => GameData.commonSkillCD * 4;
  71. public override int DurationTime => 0;
  72. }
  73. public class Inspire : ActiveSkill
  74. {
  75. public override int SkillCD => GameData.commonSkillCD * 4;
  76. public override int DurationTime => 0;
  77. }
  78. public class Howl : ActiveSkill
  79. {
  80. public override int SkillCD => GameData.commonSkillCD * 25 / 30;
  81. public override int DurationTime => 0;
  82. }
  83. public class ShowTime : ActiveSkill
  84. {
  85. public override int SkillCD => GameData.commonSkillCD * 8 / 3;
  86. public override int DurationTime => GameData.commonSkillTime;
  87. }
  88. public class JumpyBomb : ActiveSkill
  89. {
  90. public override int SkillCD => GameData.commonSkillCD / 2;
  91. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  92. }
  93. public class SparksNSplash : ActiveSkill
  94. {
  95. public override int SkillCD => GameData.commonSkillCD * 45 / 30;
  96. public override int DurationTime => GameData.commonSkillTime;
  97. }
  98. public class UseKnife : ActiveSkill
  99. {
  100. public override int SkillCD => GameData.commonSkillCD;
  101. public override int DurationTime => GameData.commonSkillTime / 10;
  102. }
  103. public class UseRobot : ActiveSkill
  104. {
  105. public override int SkillCD => GameData.commonSkillCD / 300;
  106. public override int DurationTime => 0;
  107. private int nowPlayerID;
  108. public int NowPlayerID
  109. {
  110. get
  111. {
  112. lock (SkillLock)
  113. {
  114. return nowPlayerID;
  115. }
  116. }
  117. set
  118. {
  119. lock (SkillLock)
  120. {
  121. nowPlayerID = value;
  122. }
  123. }
  124. }
  125. public bool TryResetNowPlayerID(int tryPlayerID)
  126. {
  127. lock (SkillLock)
  128. {
  129. if (nowPlayerID == tryPlayerID)
  130. {
  131. nowPlayerID %= GameData.numOfPeople;
  132. return true;
  133. }
  134. else return false;
  135. }
  136. }
  137. }
  138. public class WriteAnswers : ActiveSkill
  139. {
  140. public override int SkillCD => GameData.commonSkillCD;
  141. public override int DurationTime => 0;
  142. private int degreeOfMeditation = 0;
  143. public int DegreeOfMeditation
  144. {
  145. get => Interlocked.CompareExchange(ref degreeOfMeditation, 0, 1);
  146. set => Interlocked.Exchange(ref degreeOfMeditation, value);
  147. }
  148. }
  149. public class SummonGolem : ActiveSkill
  150. {
  151. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  152. public override int DurationTime => 6000;
  153. private int[] golemStateArray = new int[GameData.maxSummonedGolemNum] { 0, 0, 0 };
  154. //0未建造,1建造中,2已建造
  155. public int[] GolemStateArray
  156. {
  157. get
  158. {
  159. lock (SkillLock) { return golemStateArray; }
  160. }
  161. }
  162. private int nowPtr = 0;
  163. public int NowPtr
  164. {
  165. get
  166. {
  167. lock (SkillLock) { return nowPtr; }
  168. }
  169. }
  170. public int BuildGolem()
  171. {
  172. lock (SkillLock)
  173. {
  174. if (nowPtr == GameData.maxSummonedGolemNum) return GameData.maxSummonedGolemNum;
  175. int num = nowPtr;
  176. golemStateArray[nowPtr] = 1;
  177. while ((++nowPtr) < GameData.maxSummonedGolemNum && golemStateArray[nowPtr] != 0) ;
  178. return num;
  179. }
  180. }
  181. public void DeleteGolem(int num)
  182. {
  183. lock (SkillLock)
  184. {
  185. golemStateArray[num] = 0;
  186. if (num < nowPtr)
  187. {
  188. nowPtr = num;
  189. }
  190. }
  191. }
  192. public void AddGolem(int num)
  193. {
  194. lock (SkillLock)
  195. {
  196. golemStateArray[num] = 2;
  197. }
  198. }
  199. }
  200. public class NullSkill : ActiveSkill
  201. {
  202. public override int SkillCD => GameData.commonSkillCD;
  203. public override int DurationTime => GameData.commonSkillTime;
  204. }
  205. public static class SkillFactory
  206. {
  207. public static ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType)
  208. {
  209. switch (activeSkillType)
  210. {
  211. case ActiveSkillType.BecomeInvisible:
  212. return new BecomeInvisible();
  213. case ActiveSkillType.UseKnife:
  214. return new UseKnife();
  215. case ActiveSkillType.Howl:
  216. return new Howl();
  217. case ActiveSkillType.Encourage:
  218. return new Encourage();
  219. case ActiveSkillType.CanBeginToCharge:
  220. return new CanBeginToCharge();
  221. case ActiveSkillType.Punish:
  222. return new Punish();
  223. case ActiveSkillType.JumpyBomb:
  224. return new JumpyBomb();
  225. case ActiveSkillType.SparksNSplash:
  226. return new SparksNSplash();
  227. case ActiveSkillType.WriteAnswers:
  228. return new WriteAnswers();
  229. case ActiveSkillType.SummonGolem:
  230. return new SummonGolem();
  231. case ActiveSkillType.UseRobot:
  232. return new UseRobot();
  233. case ActiveSkillType.Rouse:
  234. return new Rouse();
  235. case ActiveSkillType.Inspire:
  236. return new Inspire();
  237. case ActiveSkillType.ShowTime:
  238. return new ShowTime();
  239. default:
  240. return new NullSkill();
  241. }
  242. }
  243. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  244. {
  245. switch (ActiveSkill)
  246. {
  247. case BecomeInvisible:
  248. return ActiveSkillType.BecomeInvisible;
  249. case Howl:
  250. return ActiveSkillType.Howl;
  251. case UseKnife:
  252. return ActiveSkillType.UseKnife;
  253. case Encourage:
  254. return ActiveSkillType.Encourage;
  255. case CanBeginToCharge:
  256. return ActiveSkillType.CanBeginToCharge;
  257. case Inspire:
  258. return ActiveSkillType.Inspire;
  259. case Punish:
  260. return ActiveSkillType.Punish;
  261. case JumpyBomb:
  262. return ActiveSkillType.JumpyBomb;
  263. case SparksNSplash:
  264. return ActiveSkillType.SparksNSplash;
  265. case WriteAnswers:
  266. return ActiveSkillType.WriteAnswers;
  267. case SummonGolem:
  268. return ActiveSkillType.SummonGolem;
  269. case UseRobot:
  270. return ActiveSkillType.UseRobot;
  271. case Rouse:
  272. return ActiveSkillType.Rouse;
  273. case ShowTime:
  274. return ActiveSkillType.ShowTime;
  275. default:
  276. return ActiveSkillType.Null;
  277. }
  278. }
  279. }
  280. }