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ActionManager.cs 23 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using GameEngine;
  5. using Preparation.Interface;
  6. using Preparation.Utility;
  7. using Timothy.FrameRateTask;
  8. namespace Gaming
  9. {
  10. public partial class Game
  11. {
  12. private readonly ActionManager actionManager;
  13. private class ActionManager
  14. {
  15. // 人物移动
  16. private void SkillWhenColliding(Character player, IGameObj collisionObj)
  17. {
  18. if (collisionObj.Type == GameObjType.Bullet)
  19. {
  20. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  21. {
  22. if (characterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  23. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  24. gameMap.Remove((GameObj)collisionObj);
  25. }
  26. }
  27. if (player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed && collisionObj.Type == GameObjType.Character && ((Character)collisionObj).IsGhost())
  28. {
  29. if (characterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  30. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  31. characterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  32. }
  33. }
  34. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  35. {
  36. if (moveTimeInMilliseconds < 5) return false;
  37. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Moving);
  38. if (stateNum == -1) return false;
  39. new Thread
  40. (
  41. () =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (stateNum != playerToMove.StateNum)
  45. playerToMove.ThreadNum.Release();
  46. else
  47. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  48. }
  49. )
  50. { IsBackground = true }.Start();
  51. return true;
  52. }
  53. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  54. {
  55. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  56. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Charmed);
  57. if (stateNum == -1) return false;
  58. new Thread
  59. (() =>
  60. {
  61. playerToMove.ThreadNum.WaitOne();
  62. if (stateNum != playerToMove.StateNum)
  63. playerToMove.ThreadNum.Release();
  64. else
  65. {
  66. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  67. Thread.Sleep(moveTimeInMilliseconds);
  68. lock (playerToMove.ActionLock)
  69. {
  70. if (stateNum == playerToMove.StateNum)
  71. playerToMove.SetPlayerStateNaturally();
  72. }
  73. }
  74. }
  75. )
  76. { IsBackground = true }.Start();
  77. return true;
  78. }
  79. public bool Stop(Character player)
  80. {
  81. lock (player.ActionLock)
  82. {
  83. if (player.Commandable())
  84. {
  85. player.SetPlayerState();
  86. return true;
  87. }
  88. }
  89. return false;
  90. }
  91. public bool Fix(Student player)// 自动检查有无发电机可修
  92. {
  93. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  94. return false;
  95. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  96. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  97. return false;
  98. ++generatorForFix.NumOfFixing;
  99. player.SetPlayerState(PlayerStateType.Fixing);
  100. long threadNum = player.StateNum;
  101. new Thread
  102. (
  103. () =>
  104. {
  105. Thread.Sleep(GameData.frameDuration);
  106. new FrameRateTaskExecutor<int>(
  107. loopCondition: () => gameMap.Timer.IsGaming && threadNum == player.StateNum,
  108. loopToDo: () =>
  109. {
  110. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  111. gameMap.NumOfRepairedGenerators++;
  112. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  113. player.SetPlayerState();
  114. },
  115. timeInterval: GameData.frameDuration,
  116. finallyReturn: () => 0
  117. )
  118. .Start();
  119. --generatorForFix.NumOfFixing;
  120. }
  121. )
  122. { IsBackground = true }.Start();
  123. return true;
  124. }
  125. public bool OpenDoorway(Student player)
  126. {
  127. if (!(player.Commandable()))
  128. return false;
  129. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  130. if (doorwayToOpen == null) return false;
  131. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  132. if (stateNum == -1) return false;
  133. new Thread
  134. (
  135. () =>
  136. {
  137. //player.ThreadNum.WaitOne();
  138. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  139. lock (player.ActionLock)
  140. {
  141. if (stateNum == player.StateNum)
  142. {
  143. player.SetPlayerStateNaturally();
  144. doorwayToOpen.FinishOpenning();
  145. }
  146. }
  147. }
  148. )
  149. { IsBackground = true }.Start();
  150. return true;
  151. }
  152. public bool Escape(Student player)
  153. {
  154. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  155. return false;
  156. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  157. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  158. {
  159. player.AddScore(GameData.StudentScoreEscape);
  160. ++gameMap.NumOfEscapedStudent;
  161. player.RemoveFromGame(PlayerStateType.Escaped);
  162. return true;
  163. }
  164. else
  165. {
  166. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  167. if (emergencyExit != null && emergencyExit.IsOpen)
  168. {
  169. player.AddScore(GameData.StudentScoreEscape);
  170. ++gameMap.NumOfEscapedStudent;
  171. player.RemoveFromGame(PlayerStateType.Escaped);
  172. return true;
  173. }
  174. return false;
  175. }
  176. }
  177. public bool Treat(Student player, Student? playerTreated = null)
  178. {
  179. if (playerTreated == null)
  180. {
  181. playerTreated = gameMap.StudentForInteract(player.Position);
  182. if (playerTreated == null) return false;
  183. }
  184. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  185. (!playerTreated.Commandable()) ||
  186. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  187. return false;
  188. new Thread
  189. (
  190. () =>
  191. {
  192. playerTreated.SetPlayerState(PlayerStateType.Treated);
  193. player.SetPlayerState(PlayerStateType.Treating);
  194. long threadNum = player.StateNum;
  195. new FrameRateTaskExecutor<int>(
  196. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  197. loopToDo: () =>
  198. {
  199. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  200. playerTreated.SetPlayerState();
  201. },
  202. timeInterval: GameData.frameDuration,
  203. finallyReturn: () => 0
  204. )
  205. .Start();
  206. if (threadNum == player.StateNum) player.SetPlayerState();
  207. else if (playerTreated.PlayerState == PlayerStateType.Treated) playerTreated.SetPlayerState();
  208. }
  209. )
  210. { IsBackground = true }.Start();
  211. return true;
  212. }
  213. public bool Rescue(Student player, Student? playerRescued = null)
  214. {
  215. if (playerRescued == null)
  216. {
  217. playerRescued = gameMap.StudentForInteract(player.Position);
  218. if (playerRescued == null) return false;
  219. }
  220. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  221. return false;
  222. player.SetPlayerState(PlayerStateType.Rescuing);
  223. playerRescued.SetPlayerState(PlayerStateType.Rescued);
  224. long threadNum = player.StateNum;
  225. new Thread
  226. (
  227. () =>
  228. {
  229. new FrameRateTaskExecutor<int>(
  230. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  231. loopToDo: () =>
  232. {
  233. playerRescued.TimeOfRescue += GameData.frameDuration;
  234. },
  235. timeInterval: GameData.frameDuration,
  236. finallyReturn: () => 0,
  237. maxTotalDuration: GameData.basicTimeOfRescue
  238. )
  239. .Start();
  240. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  241. {
  242. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  243. {
  244. playerRescued.SetPlayerState();
  245. playerRescued.HP = playerRescued.MaxHp / 2;
  246. player.AddScore(GameData.StudentScoreRescue);
  247. }
  248. else
  249. playerRescued.SetPlayerState(PlayerStateType.Addicted);
  250. }
  251. if (threadNum == player.StateNum) player.SetPlayerState();
  252. playerRescued.TimeOfRescue = 0;
  253. }
  254. )
  255. { IsBackground = true }.Start();
  256. return true;
  257. }
  258. public bool OpenChest(Character player)
  259. {
  260. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  261. return false;
  262. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  263. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  264. return false;
  265. player.SetPlayerState(PlayerStateType.OpeningTheChest, chestToOpen);
  266. int startTime = gameMap.Timer.nowTime();
  267. chestToOpen.Open(startTime, player);
  268. new Thread
  269. (
  270. () =>
  271. {
  272. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  273. if (chestToOpen.OpenStartTime == startTime)
  274. {
  275. player.SetPlayerStateNaturally();
  276. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  277. {
  278. Prop prop = chestToOpen.PropInChest[i];
  279. chestToOpen.PropInChest[i] = new NullProp();
  280. prop.ReSetPos(player.Position);
  281. gameMap.Add(prop);
  282. }
  283. }
  284. }
  285. )
  286. { IsBackground = true }.Start();
  287. return true;
  288. }
  289. public bool ClimbingThroughWindow(Character player)
  290. {
  291. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  292. if (windowForClimb == null) return false;
  293. long stateNum = player.SetPlayerState(PlayerStateType.ClimbingThroughWindows, windowForClimb);
  294. if (stateNum == -1) return false;
  295. XY windowToPlayer = new(
  296. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  297. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  298. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  299. if (characterInWindow != null)
  300. {
  301. if (player.IsGhost() && !characterInWindow.IsGhost())
  302. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  303. return false;
  304. }
  305. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  306. gameMap.Add(addWall);*/
  307. new Thread
  308. (
  309. () =>
  310. {
  311. player.ThreadNum.WaitOne();
  312. if (stateNum != player.StateNum)
  313. {
  314. player.ThreadNum.Release();
  315. }
  316. else
  317. {
  318. if (!windowForClimb.TryToClimb(player))
  319. {
  320. player.ThreadNum.Release();
  321. player.SetPlayerStateNaturally();
  322. }
  323. else
  324. {
  325. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  326. lock (player.ActionLock)
  327. {
  328. if (player.StateNum != stateNum) return;
  329. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  330. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  331. }
  332. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  333. moveEngine.MoveObj(player, GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2, (-1 * windowToPlayer).Angle(), stateNum);
  334. Thread.Sleep(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2);
  335. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  336. lock (player.ActionLock)
  337. {
  338. if (stateNum == player.StateNum)
  339. {
  340. player.SetPlayerState();
  341. windowForClimb.FinishClimbing();
  342. }
  343. }
  344. }
  345. }
  346. }
  347. )
  348. { IsBackground = true }.Start();
  349. return true;
  350. }
  351. public bool LockOrOpenDoor(Character player)
  352. {
  353. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  354. return false;
  355. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  356. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  357. return false;
  358. bool flag = false;
  359. foreach (Prop prop in player.PropInventory)
  360. {
  361. switch (prop.GetPropType())
  362. {
  363. case PropType.Key3:
  364. if (doorToLock.DoorNum == 3)
  365. flag = true;
  366. break;
  367. case PropType.Key5:
  368. if (doorToLock.DoorNum == 5)
  369. flag = true;
  370. break;
  371. case PropType.Key6:
  372. if (doorToLock.DoorNum == 6)
  373. flag = true;
  374. break;
  375. default:
  376. break;
  377. }
  378. if (flag) break;
  379. }
  380. if (!flag) return false;
  381. player.SetPlayerState(PlayerStateType.LockingOrOpeningTheDoor);
  382. long threadNum = player.StateNum;
  383. new Thread
  384. (
  385. () =>
  386. {
  387. new FrameRateTaskExecutor<int>(
  388. loopCondition: () => flag && threadNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  389. loopToDo: () =>
  390. {
  391. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  392. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  393. },
  394. timeInterval: GameData.frameDuration,
  395. finallyReturn: () => 0
  396. )
  397. .Start();
  398. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  399. {
  400. doorToLock.IsOpen = (!doorToLock.IsOpen);
  401. }
  402. if (threadNum == player.StateNum)
  403. player.SetPlayerState();
  404. doorToLock.OpenOrLockDegree = 0;
  405. }
  406. )
  407. { IsBackground = true }.Start();
  408. return true;
  409. }
  410. /*
  411. private void ActivateMine(Character player, Mine mine)
  412. {
  413. gameMap.ObjListLock.EnterWriteLock();
  414. try { gameMap.ObjList.Remove(mine); }
  415. catch { }
  416. finally { gameMap.ObjListLock.ExitWriteLock(); }
  417. switch (mine.GetPropType())
  418. {
  419. case PropType.Dirt:
  420. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  421. break;
  422. case PropType.Attenuator:
  423. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  424. break;
  425. case PropType.Divider:
  426. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  427. break;
  428. }
  429. }
  430. */
  431. private readonly Map gameMap;
  432. private readonly CharacterManager characterManager;
  433. public readonly MoveEngine moveEngine;
  434. public ActionManager(Map gameMap, CharacterManager characterManager)
  435. {
  436. this.gameMap = gameMap;
  437. this.moveEngine = new MoveEngine(
  438. gameMap: gameMap,
  439. OnCollision: (obj, collisionObj, moveVec) =>
  440. {
  441. SkillWhenColliding((Character)obj, collisionObj);
  442. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  443. //if (collisionObj is Mine)
  444. //{
  445. // ActivateMine((Character)obj, (Mine)collisionObj);
  446. // return MoveEngine.AfterCollision.ContinueCheck;
  447. //}
  448. return MoveEngine.AfterCollision.MoveMax;
  449. },
  450. EndMove: obj =>
  451. {
  452. obj.ThreadNum.Release();
  453. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  454. }
  455. );
  456. this.characterManager = characterManager;
  457. }
  458. }
  459. }
  460. }