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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.TimeOfGhostFaintingWhenCharge))
  32. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenCharge));
  33. CharacterManager.BeStunned(player, GameData.TimeOfStudentFaintingWhenCharge);
  34. }
  35. }
  36. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  37. {
  38. if (!playerToMove.Commandable()) return false;
  39. playerToMove.PlayerState = PlayerStateType.Moving;
  40. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  41. return true;
  42. }
  43. public static bool Stop(Character player)
  44. {
  45. if (player.Commandable())
  46. {
  47. player.PlayerState = PlayerStateType.Null;
  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. player.PlayerState = 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. player.PlayerState = PlayerStateType.Null;
  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.IsOpening || !doorwayToOpen.PowerSupply)
  91. return false;
  92. player.PlayerState = PlayerStateType.OpeningTheDoorway;
  93. doorwayToOpen.IsOpening = true;
  94. new Thread
  95. (
  96. () =>
  97. {
  98. new FrameRateTaskExecutor<int>(
  99. loopCondition: () => player.PlayerState == PlayerStateType.OpeningTheDoorway && gameMap.Timer.IsGaming && doorwayToOpen.OpenDegree < GameData.degreeOfOpenedDoorway,
  100. loopToDo: () =>
  101. {
  102. doorwayToOpen.OpenDegree += GameData.frameDuration;
  103. },
  104. timeInterval: GameData.frameDuration,
  105. finallyReturn: () => 0
  106. )
  107. .Start();
  108. doorwayToOpen.IsOpening = false;
  109. if (doorwayToOpen.OpenDegree >= GameData.degreeOfOpenedDoorway)
  110. {
  111. if (player.PlayerState == PlayerStateType.OpeningTheDoorway)
  112. player.PlayerState = PlayerStateType.Null;
  113. }
  114. }
  115. )
  116. { IsBackground = true }.Start();
  117. return true;
  118. }
  119. public bool Escape(Student player)
  120. {
  121. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot)
  122. return false;
  123. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  124. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  125. {
  126. player.AddScore(GameData.StudentScoreEscape);
  127. ++gameMap.NumOfEscapedStudent;
  128. player.Die(PlayerStateType.Escaped);
  129. return true;
  130. }
  131. else
  132. {
  133. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  134. if (emergencyExit != null && emergencyExit.IsOpen)
  135. {
  136. player.AddScore(GameData.StudentScoreEscape);
  137. ++gameMap.NumOfEscapedStudent;
  138. player.Die(PlayerStateType.Escaped);
  139. return true;
  140. }
  141. return false;
  142. }
  143. }
  144. public bool Treat(Student player, Student? playerTreated = null)
  145. {
  146. if (playerTreated == null)
  147. {
  148. playerTreated = gameMap.StudentForInteract(player.Position);
  149. if (playerTreated == null) return false;
  150. }
  151. if (player == playerTreated || (!player.Commandable()) || player.PlayerState == PlayerStateType.Treating ||
  152. (!playerTreated.Commandable()) ||
  153. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  154. return false;
  155. new Thread
  156. (
  157. () =>
  158. {
  159. playerTreated.PlayerState = PlayerStateType.Treated;
  160. player.PlayerState = PlayerStateType.Treating;
  161. new FrameRateTaskExecutor<int>(
  162. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && player.PlayerState == PlayerStateType.Treating && gameMap.Timer.IsGaming,
  163. loopToDo: () =>
  164. {
  165. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  166. playerTreated.PlayerState = PlayerStateType.Null;
  167. },
  168. timeInterval: GameData.frameDuration,
  169. finallyReturn: () => 0
  170. )
  171. .Start();
  172. if (player.PlayerState == PlayerStateType.Treating) player.PlayerState = PlayerStateType.Null;
  173. else if (playerTreated.PlayerState == PlayerStateType.Treated) playerTreated.PlayerState = PlayerStateType.Null;
  174. }
  175. )
  176. { IsBackground = true }.Start();
  177. return true;
  178. }
  179. public bool Rescue(Student player, Student? playerRescued = null)
  180. {
  181. if (playerRescued == null)
  182. {
  183. playerRescued = gameMap.StudentForInteract(player.Position);
  184. if (playerRescued == null) return false;
  185. }
  186. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || player == playerRescued
  187. || !GameData.ApproachToInteract(playerRescued.Position, player.Position) || playerRescued.TimeOfRescue > 0)
  188. return false;
  189. player.PlayerState = PlayerStateType.Rescuing;
  190. playerRescued.PlayerState = PlayerStateType.Rescued;
  191. new Thread
  192. (
  193. () =>
  194. {
  195. new FrameRateTaskExecutor<int>(
  196. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && player.PlayerState == PlayerStateType.Rescuing && gameMap.Timer.IsGaming,
  197. loopToDo: () =>
  198. {
  199. playerRescued.TimeOfRescue += GameData.frameDuration;
  200. },
  201. timeInterval: GameData.frameDuration,
  202. finallyReturn: () => 0,
  203. maxTotalDuration: GameData.basicTimeOfRescue
  204. )
  205. .Start();
  206. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  207. {
  208. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  209. {
  210. playerRescued.PlayerState = PlayerStateType.Null;
  211. playerRescued.HP = playerRescued.MaxHp / 2;
  212. player.AddScore(GameData.StudentScoreRescue);
  213. }
  214. else
  215. playerRescued.PlayerState = PlayerStateType.Addicted;
  216. }
  217. if (player.PlayerState == PlayerStateType.Rescuing) player.PlayerState = PlayerStateType.Null;
  218. playerRescued.TimeOfRescue = 0;
  219. }
  220. )
  221. { IsBackground = true }.Start();
  222. return true;
  223. }
  224. public bool OpenChest(Character player)
  225. {
  226. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  227. return false;
  228. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  229. if (chestToOpen == null || chestToOpen.OpenDegree > 0)
  230. return false;
  231. player.PlayerState = PlayerStateType.OpeningTheChest;
  232. new Thread
  233. (
  234. () =>
  235. {
  236. new FrameRateTaskExecutor<int>(
  237. loopCondition: () => player.PlayerState == PlayerStateType.OpeningTheChest && gameMap.Timer.IsGaming && (!chestToOpen.IsOpen()),
  238. loopToDo: () =>
  239. {
  240. chestToOpen.OpenDegree += GameData.frameDuration * player.SpeedOfOpenChest;
  241. },
  242. timeInterval: GameData.frameDuration,
  243. finallyReturn: () => 0
  244. )
  245. .Start();
  246. if (chestToOpen.IsOpen())
  247. {
  248. if (player.PlayerState == PlayerStateType.OpeningTheChest)
  249. player.PlayerState = PlayerStateType.Null;
  250. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  251. {
  252. Prop prop = chestToOpen.PropInChest[i];
  253. chestToOpen.PropInChest[i] = new NullProp();
  254. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  255. gameMap.Add(prop);
  256. }
  257. }
  258. else chestToOpen.OpenDegree = 0;
  259. }
  260. )
  261. { IsBackground = true }.Start();
  262. return true;
  263. }
  264. public bool ClimbingThroughWindow(Character player)
  265. {
  266. if (!player.Commandable())
  267. return false;
  268. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  269. if (windowForClimb == null || windowForClimb.WhoIsClimbing != null)
  270. return false;
  271. XY windowToPlayer = new(
  272. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  273. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  274. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  275. if (characterInWindow != null)
  276. {
  277. if (player.IsGhost() && !characterInWindow.IsGhost())
  278. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position, PlaceType.Null));
  279. return false;
  280. }*/
  281. //Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  282. // gameMap.Add(addWall);
  283. player.PlayerState = PlayerStateType.ClimbingThroughWindows;
  284. windowForClimb.WhoIsClimbing = player;
  285. new Thread
  286. (
  287. () =>
  288. {
  289. new FrameRateTaskExecutor<int>(
  290. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  291. loopToDo: () => { },
  292. timeInterval: GameData.frameDuration,
  293. finallyReturn: () => 0,
  294. maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed)
  295. )
  296. .Start();
  297. if (player.PlayerState != PlayerStateType.ClimbingThroughWindows)
  298. {
  299. windowForClimb.WhoIsClimbing = null;
  300. return;
  301. }
  302. player.ReSetPos(windowToPlayer + windowForClimb.Position, PlaceType.Window);
  303. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  304. moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle());
  305. new FrameRateTaskExecutor<int>(
  306. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  307. loopToDo: () =>
  308. {
  309. },
  310. timeInterval: GameData.frameDuration,
  311. finallyReturn: () => 0,
  312. maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed)
  313. )
  314. .Start();
  315. XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
  316. player.ReSetPos(PosJumpOff, gameMap.GetPlaceType(PosJumpOff));
  317. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  318. windowForClimb.WhoIsClimbing = null;
  319. // gameMap.Remove(addWall);
  320. if (player.PlayerState == PlayerStateType.ClimbingThroughWindows)
  321. {
  322. player.PlayerState = PlayerStateType.Null;
  323. }
  324. }
  325. )
  326. { IsBackground = true }.Start();
  327. return true;
  328. }
  329. public bool LockOrOpenDoor(Character player)
  330. {
  331. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  332. return false;
  333. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  334. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  335. return false;
  336. bool flag = false;
  337. foreach (Prop prop in player.PropInventory)
  338. {
  339. switch (prop.GetPropType())
  340. {
  341. case PropType.Key3:
  342. if (doorToLock.Place == PlaceType.Door3)
  343. flag = true;
  344. break;
  345. case PropType.Key5:
  346. if (doorToLock.Place == PlaceType.Door5)
  347. flag = true;
  348. break;
  349. case PropType.Key6:
  350. if (doorToLock.Place == PlaceType.Door6)
  351. flag = true;
  352. break;
  353. default:
  354. break;
  355. }
  356. if (flag) break;
  357. }
  358. if (!flag) return false;
  359. player.PlayerState = PlayerStateType.LockingOrOpeningTheDoor;
  360. new Thread
  361. (
  362. () =>
  363. {
  364. new FrameRateTaskExecutor<int>(
  365. loopCondition: () => flag && player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  366. loopToDo: () =>
  367. {
  368. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  369. Preparation.Utility.Debugger.Output(doorToLock, flag.ToString());
  370. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  371. },
  372. timeInterval: GameData.frameDuration,
  373. finallyReturn: () => 0
  374. )
  375. .Start();
  376. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  377. {
  378. doorToLock.IsOpen = (!doorToLock.IsOpen);
  379. }
  380. if (player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  381. player.PlayerState = PlayerStateType.Null;
  382. doorToLock.OpenOrLockDegree = 0;
  383. }
  384. )
  385. { IsBackground = true }.Start();
  386. return true;
  387. }
  388. /*
  389. private void ActivateMine(Character player, Mine mine)
  390. {
  391. gameMap.ObjListLock.EnterWriteLock();
  392. try { gameMap.ObjList.Remove(mine); }
  393. catch { }
  394. finally { gameMap.ObjListLock.ExitWriteLock(); }
  395. switch (mine.GetPropType())
  396. {
  397. case PropType.Dirt:
  398. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  399. break;
  400. case PropType.Attenuator:
  401. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  402. break;
  403. case PropType.Divider:
  404. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  405. break;
  406. }
  407. }
  408. */
  409. private readonly Map gameMap;
  410. private readonly CharacterManager characterManager;
  411. public readonly MoveEngine moveEngine;
  412. public ActionManager(Map gameMap, CharacterManager characterManager)
  413. {
  414. this.gameMap = gameMap;
  415. this.moveEngine = new MoveEngine(
  416. gameMap: gameMap,
  417. OnCollision: (obj, collisionObj, moveVec) =>
  418. {
  419. SkillWhenColliding((Character)obj, collisionObj);
  420. Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  421. //if (collisionObj is Mine)
  422. //{
  423. // ActivateMine((Character)obj, (Mine)collisionObj);
  424. // return MoveEngine.AfterCollision.ContinueCheck;
  425. //}
  426. return MoveEngine.AfterCollision.MoveMax;
  427. },
  428. EndMove: obj =>
  429. {
  430. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  431. }
  432. );
  433. this.characterManager = characterManager;
  434. }
  435. }
  436. }
  437. }