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CharacterManager .cs 20 kB

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  1. using System.Threading;
  2. using GameClass.GameObj;
  3. using Preparation.Utility;
  4. using Preparation.Interface;
  5. using Timothy.FrameRateTask;
  6. namespace Gaming
  7. {
  8. public partial class Game
  9. {
  10. private readonly CharacterManager characterManager;
  11. private class CharacterManager
  12. {
  13. readonly Map gameMap;
  14. public CharacterManager(Map gameMap)
  15. {
  16. this.gameMap = gameMap;
  17. }
  18. public long SetPlayerState(Character player, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  19. {
  20. lock (player.ActionLock)
  21. {
  22. switch (player.PlayerState)
  23. {
  24. case PlayerStateType.OpeningTheChest:
  25. ((Chest)player.WhatInteractingWith!).StopOpen();
  26. return player.ChangePlayerState(value, gameObj);
  27. case PlayerStateType.OpeningTheDoorway:
  28. Doorway doorway = (Doorway)player.WhatInteractingWith!;
  29. doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
  30. doorway.OpenStartTime = 0;
  31. return player.ChangePlayerState(value, gameObj);
  32. case PlayerStateType.Addicted:
  33. if (value == PlayerStateType.Rescued)
  34. return player.ChangePlayerStateInOneThread(value, gameObj);
  35. else
  36. return player.ChangePlayerState(value, gameObj);
  37. case PlayerStateType.Rescued:
  38. if (value == PlayerStateType.Addicted)
  39. return player.ChangePlayerStateInOneThread(value, gameObj);
  40. else
  41. return player.ChangePlayerState(value, gameObj);
  42. default:
  43. return player.ChangePlayerState(value, gameObj);
  44. }
  45. }
  46. }
  47. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  48. {
  49. Character newPlayer;
  50. if (characterType == CharacterType.Robot)
  51. {
  52. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  53. }
  54. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  55. gameMap.Add(newPlayer);
  56. newPlayer.TeamID = teamID;
  57. newPlayer.PlayerID = playerID;
  58. /* #region 人物装弹
  59. new Thread
  60. (
  61. () =>
  62. {
  63. while (!gameMap.Timer.IsGaming)
  64. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  65. long lastTime = Environment.TickCount64;
  66. new FrameRateTaskExecutor<int>(
  67. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved,
  68. loopToDo: () =>
  69. {
  70. long nowTime = Environment.TickCount64;
  71. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  72. lastTime = nowTime;
  73. else if (nowTime - lastTime >= newPlayer.CD)
  74. {
  75. _ = newPlayer.TryAddBulletNum();
  76. lastTime = nowTime;
  77. }
  78. },
  79. timeInterval: GameData.checkInterval,
  80. finallyReturn: () => 0
  81. )
  82. {
  83. AllowTimeExceed = true,
  84. }
  85. .Start();
  86. }
  87. )
  88. { IsBackground = true }.Start();
  89. #endregion
  90. */
  91. #region BGM,牵制得分更新
  92. new Thread
  93. (
  94. () =>
  95. {
  96. while (!gameMap.Timer.IsGaming)
  97. Thread.Sleep(GameData.checkInterval);
  98. int TimePinningDown = 0, ScoreAdded = 0;
  99. bool noise = false;
  100. if (!newPlayer.IsGhost())
  101. {
  102. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  103. try
  104. {
  105. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  106. {
  107. if (person.IsGhost())
  108. {
  109. if (person.CharacterType == CharacterType.ANoisyPerson)
  110. {
  111. noise = true;
  112. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  113. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  114. }
  115. }
  116. }
  117. }
  118. finally
  119. {
  120. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  121. }
  122. }
  123. new FrameRateTaskExecutor<int>(
  124. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved,
  125. loopToDo: () =>
  126. {
  127. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  128. try
  129. {
  130. if (newPlayer.IsGhost())
  131. {
  132. double bgmVolume = 0;
  133. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  134. {
  135. if (!person.IsGhost() && XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  136. {
  137. if ((double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position) > bgmVolume)
  138. bgmVolume = newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position);
  139. }
  140. }
  141. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  142. }
  143. else
  144. {
  145. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  146. {
  147. if (person.IsGhost())
  148. {
  149. if (!noise)
  150. {
  151. if (XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  152. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position));
  153. else newPlayer.AddBgm(BgmType.GhostIsComing, 0);
  154. }
  155. if (newPlayer.CharacterType != CharacterType.Teacher && newPlayer.CharacterType != CharacterType.Robot && !newPlayer.NoHp() && newPlayer.PlayerState != PlayerStateType.Stunned && XY.DistanceFloor3(newPlayer.Position, person.Position) <= GameData.PinningDownRange)
  156. {
  157. TimePinningDown += GameData.checkInterval;
  158. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  159. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  160. }
  161. else TimePinningDown = ScoreAdded = 0;
  162. break;
  163. }
  164. }
  165. }
  166. }
  167. finally
  168. {
  169. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  170. }
  171. if (!noise)
  172. {
  173. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  174. try
  175. {
  176. double bgmVolume = 0;
  177. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  178. {
  179. if (XY.DistanceFloor3(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  180. {
  181. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position) > bgmVolume)
  182. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position);
  183. }
  184. }
  185. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  186. }
  187. finally
  188. {
  189. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  190. }
  191. }
  192. },
  193. timeInterval: GameData.checkInterval,
  194. finallyReturn: () => 0
  195. )
  196. {
  197. AllowTimeExceed = true/*,
  198. MaxTolerantTimeExceedCount = 5,
  199. TimeExceedAction = exceedTooMuch =>
  200. {
  201. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  202. }*/
  203. }
  204. .Start();
  205. }
  206. )
  207. { IsBackground = true }.Start();
  208. #endregion
  209. return newPlayer;
  210. }
  211. public void BeAddictedToGame(Student player, Ghost ghost)
  212. {
  213. if (player.CharacterType == CharacterType.Robot)
  214. {
  215. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  216. Die(player);
  217. return;
  218. }
  219. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  220. if (player.GamingAddiction > 0)
  221. {
  222. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  223. player.GamingAddiction = GameData.BeginGamingAddiction;
  224. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  225. player.GamingAddiction = GameData.MidGamingAddiction;
  226. else
  227. {
  228. ghost.AddScore(GameData.TrickerScoreStudentDie);
  229. Die(player);
  230. return;
  231. }
  232. }
  233. SetPlayerState(player, PlayerStateType.Addicted);
  234. long threadNum = player.StateNum;
  235. new Thread
  236. (() =>
  237. {
  238. #if DEBUG
  239. Debugger.Output(player, " is addicted ");
  240. #endif
  241. new FrameRateTaskExecutor<int>(
  242. () => threadNum == player.StateNum && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  243. () =>
  244. {
  245. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  246. },
  247. timeInterval: GameData.frameDuration,
  248. () =>
  249. {
  250. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  251. {
  252. ghost.AddScore(GameData.TrickerScoreStudentDie);
  253. Die(player);
  254. }
  255. return 0;
  256. }
  257. )
  258. .Start();
  259. }
  260. )
  261. { IsBackground = true }.Start();
  262. }
  263. public bool BeStunned(Character player, int time)
  264. {
  265. if (player.PlayerState == PlayerStateType.Stunned || player.NoHp() || player.CharacterType == CharacterType.Robot) return false;
  266. new Thread
  267. (() =>
  268. {
  269. SetPlayerState(player, PlayerStateType.Stunned);
  270. long threadNum = player.StateNum;
  271. Thread.Sleep(time);
  272. if (threadNum == player.StateNum)
  273. SetPlayerState(player);
  274. }
  275. )
  276. { IsBackground = true }.Start();
  277. return true;
  278. }
  279. public bool TryBeAwed(Student character, Bullet bullet)
  280. {
  281. if (character.CanBeAwed())
  282. {
  283. if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
  284. bullet.Parent!.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  285. return true;
  286. }
  287. return false;
  288. }
  289. /// <summary>
  290. /// 遭受攻击
  291. /// </summary>
  292. /// <param name="subHP"></param>
  293. /// <param name="hasSpear"></param>
  294. /// <param name="attacker">伤害来源</param>
  295. /// <returns>人物在受到攻击后死了吗</returns>
  296. public void BeAttacked(Student student, Bullet bullet)
  297. {
  298. #if DEBUG
  299. Debugger.Output(student, "is being shot!");
  300. #endif
  301. if (student.NoHp()) return; // 原来已经死了
  302. if (!bullet.Parent!.IsGhost()) return;
  303. if (student.CharacterType == CharacterType.StraightAStudent)
  304. {
  305. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  306. }
  307. student.SetDegreeOfTreatment0();
  308. #if DEBUG
  309. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  310. #endif
  311. if (student.TryUseShield())
  312. {
  313. if (bullet.HasSpear)
  314. {
  315. int subHp = student.TrySubHp(bullet.AP);
  316. #if DEBUG
  317. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  318. #endif
  319. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  320. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  321. }
  322. else return;
  323. }
  324. else
  325. {
  326. int subHp;
  327. if (bullet.HasSpear)
  328. {
  329. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  330. #if DEBUG
  331. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  332. #endif
  333. }
  334. else
  335. {
  336. subHp = student.TrySubHp(bullet.AP);
  337. #if DEBUG
  338. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  339. #endif
  340. }
  341. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  342. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  343. }
  344. if (student.HP <= 0)
  345. student.TryActivatingLIFE(); // 如果有复活甲
  346. if (student.HP <= 0)
  347. BeAddictedToGame(student, (Ghost)bullet.Parent);
  348. else TryBeAwed(student, bullet);
  349. }
  350. public bool BackSwing(Character player, int time)
  351. {
  352. if (time <= 0) return false;
  353. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  354. SetPlayerState(player, PlayerStateType.Swinging);
  355. long threadNum = player.StateNum;
  356. new Thread
  357. (() =>
  358. {
  359. Thread.Sleep(time);
  360. if (threadNum == player.StateNum)
  361. {
  362. SetPlayerState(player);
  363. }
  364. }
  365. )
  366. { IsBackground = true }.Start();
  367. return true;
  368. }
  369. public void Die(Student player)
  370. {
  371. #if DEBUG
  372. Debugger.Output(player, "die.");
  373. #endif
  374. if (player.PlayerState == PlayerStateType.Deceased) return;
  375. player.RemoveFromGame(PlayerStateType.Deceased);
  376. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  377. {
  378. Prop? prop = player.UseProp(i);
  379. if (prop != null)
  380. {
  381. prop.ReSetPos(player.Position);
  382. gameMap.Add(prop);
  383. }
  384. }
  385. if (player.CharacterType == CharacterType.Robot)
  386. {
  387. var parent = ((Golem)player).Parent;
  388. if (parent != null && parent.CharacterType == CharacterType.TechOtaku)
  389. {
  390. ((SummonGolem)(parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
  391. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  392. }
  393. return;
  394. }
  395. ++gameMap.NumOfDeceasedStudent;
  396. }
  397. }
  398. }
  399. }