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CharacterManager .cs 20 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using Preparation.Utility;
  5. using Preparation.Interface;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private readonly CharacterManager characterManager;
  12. private class CharacterManager
  13. {
  14. readonly Map gameMap;
  15. public CharacterManager(Map gameMap)
  16. {
  17. this.gameMap = gameMap;
  18. }
  19. public void SetPlayerState(Character player, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  20. {
  21. lock (player.MoveLock)
  22. {
  23. switch (player.PlayerState)
  24. {
  25. case PlayerStateType.OpeningTheChest:
  26. ((Chest)player.WhatInteractingWith!).StopOpen();
  27. player.ChangePlayerState(value, gameObj);
  28. break;
  29. case PlayerStateType.OpeningTheDoorway:
  30. Doorway doorway = (Doorway)player.WhatInteractingWith!;
  31. doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
  32. doorway.OpenStartTime = 0;
  33. player.ChangePlayerState(value, gameObj);
  34. break;
  35. case PlayerStateType.Addicted:
  36. if (value == PlayerStateType.Rescued)
  37. player.ChangePlayerStateInOneThread(value, gameObj);
  38. else
  39. player.ChangePlayerState(value, gameObj);
  40. break;
  41. case PlayerStateType.Rescued:
  42. if (value == PlayerStateType.Addicted)
  43. player.ChangePlayerStateInOneThread(value, gameObj);
  44. else
  45. player.ChangePlayerState(value, gameObj);
  46. break;
  47. default:
  48. player.ChangePlayerState(value, gameObj);
  49. break;
  50. }
  51. }
  52. }
  53. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  54. {
  55. Character newPlayer;
  56. if (characterType == CharacterType.Robot)
  57. {
  58. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  59. }
  60. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  61. gameMap.Add(newPlayer);
  62. newPlayer.TeamID = teamID;
  63. newPlayer.PlayerID = playerID;
  64. #region 人物装弹
  65. new Thread
  66. (
  67. () =>
  68. {
  69. while (!gameMap.Timer.IsGaming)
  70. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  71. long lastTime = Environment.TickCount64;
  72. new FrameRateTaskExecutor<int>(
  73. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  74. loopToDo: () =>
  75. {
  76. long nowTime = Environment.TickCount64;
  77. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  78. lastTime = nowTime;
  79. else if (nowTime - lastTime >= newPlayer.CD)
  80. {
  81. _ = newPlayer.TryAddBulletNum();
  82. lastTime = nowTime;
  83. }
  84. },
  85. timeInterval: GameData.checkInterval,
  86. finallyReturn: () => 0
  87. )
  88. {
  89. AllowTimeExceed = true/*,
  90. MaxTolerantTimeExceedCount = 5,
  91. TimeExceedAction = exceedTooMuch =>
  92. {
  93. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  94. }*/
  95. }
  96. .Start();
  97. }
  98. )
  99. { IsBackground = true }.Start();
  100. #endregion
  101. #region BGM,牵制得分更新
  102. new Thread
  103. (
  104. () =>
  105. {
  106. while (!gameMap.Timer.IsGaming)
  107. Thread.Sleep(GameData.checkInterval);
  108. int TimePinningDown = 0, ScoreAdded = 0;
  109. bool noise = false;
  110. if (!newPlayer.IsGhost())
  111. {
  112. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  113. try
  114. {
  115. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  116. {
  117. if (person.IsGhost())
  118. {
  119. if (person.CharacterType == CharacterType.ANoisyPerson)
  120. {
  121. noise = true;
  122. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  123. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  124. }
  125. }
  126. }
  127. }
  128. finally
  129. {
  130. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  131. }
  132. }
  133. new FrameRateTaskExecutor<int>(
  134. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  135. loopToDo: () =>
  136. {
  137. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  138. try
  139. {
  140. if (newPlayer.IsGhost())
  141. {
  142. double bgmVolume = 0;
  143. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  144. {
  145. if (!person.IsGhost() && XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  146. {
  147. if ((double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position) > bgmVolume)
  148. bgmVolume = newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position);
  149. }
  150. }
  151. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  152. }
  153. else
  154. {
  155. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  156. {
  157. if (person.IsGhost())
  158. {
  159. if (!noise)
  160. {
  161. if (XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  162. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position));
  163. else newPlayer.AddBgm(BgmType.GhostIsComing, 0);
  164. }
  165. if (newPlayer.CharacterType != CharacterType.Teacher && newPlayer.CharacterType != CharacterType.Robot && !newPlayer.NoHp() && newPlayer.PlayerState != PlayerStateType.Stunned && XY.DistanceFloor3(newPlayer.Position, person.Position) <= GameData.PinningDownRange)
  166. {
  167. TimePinningDown += GameData.checkInterval;
  168. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  169. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  170. }
  171. else TimePinningDown = ScoreAdded = 0;
  172. break;
  173. }
  174. }
  175. }
  176. }
  177. finally
  178. {
  179. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  180. }
  181. if (!noise)
  182. {
  183. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  184. try
  185. {
  186. double bgmVolume = 0;
  187. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  188. {
  189. if (XY.DistanceFloor3(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  190. {
  191. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position) > bgmVolume)
  192. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position);
  193. }
  194. }
  195. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  196. }
  197. finally
  198. {
  199. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  200. }
  201. }
  202. },
  203. timeInterval: GameData.checkInterval,
  204. finallyReturn: () => 0
  205. )
  206. {
  207. AllowTimeExceed = true/*,
  208. MaxTolerantTimeExceedCount = 5,
  209. TimeExceedAction = exceedTooMuch =>
  210. {
  211. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  212. }*/
  213. }
  214. .Start();
  215. }
  216. )
  217. { IsBackground = true }.Start();
  218. #endregion
  219. return newPlayer;
  220. }
  221. public void BeAddictedToGame(Student player, Ghost ghost)
  222. {
  223. if (player.CharacterType == CharacterType.Robot)
  224. {
  225. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  226. Die(player);
  227. return;
  228. }
  229. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  230. if (player.GamingAddiction > 0)
  231. {
  232. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  233. player.GamingAddiction = GameData.BeginGamingAddiction;
  234. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  235. player.GamingAddiction = GameData.MidGamingAddiction;
  236. else
  237. {
  238. ghost.AddScore(GameData.TrickerScoreStudentDie);
  239. Die(player);
  240. return;
  241. }
  242. }
  243. SetPlayerState(player, PlayerStateType.Addicted);
  244. long threadNum = player.ThreadNum;
  245. new Thread
  246. (() =>
  247. {
  248. #if DEBUG
  249. Debugger.Output(player, " is addicted ");
  250. #endif
  251. new FrameRateTaskExecutor<int>(
  252. () => threadNum == player.ThreadNum && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  253. () =>
  254. {
  255. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  256. },
  257. timeInterval: GameData.frameDuration,
  258. () =>
  259. {
  260. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  261. {
  262. ghost.AddScore(GameData.TrickerScoreStudentDie);
  263. Die(player);
  264. }
  265. return 0;
  266. }
  267. )
  268. .Start();
  269. }
  270. )
  271. { IsBackground = true }.Start();
  272. }
  273. public bool BeStunned(Character player, int time)
  274. {
  275. if (player.PlayerState == PlayerStateType.Stunned || player.NoHp() || player.CharacterType == CharacterType.Robot) return false;
  276. new Thread
  277. (() =>
  278. {
  279. SetPlayerState(player, PlayerStateType.Stunned);
  280. long threadNum = player.ThreadNum;
  281. Thread.Sleep(time);
  282. if (threadNum == player.ThreadNum)
  283. SetPlayerState(player);
  284. }
  285. )
  286. { IsBackground = true }.Start();
  287. return true;
  288. }
  289. public bool TryBeAwed(Student character, Bullet bullet)
  290. {
  291. if (character.CanBeAwed())
  292. {
  293. if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
  294. bullet.Parent!.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  295. return true;
  296. }
  297. return false;
  298. }
  299. /// <summary>
  300. /// 遭受攻击
  301. /// </summary>
  302. /// <param name="subHP"></param>
  303. /// <param name="hasSpear"></param>
  304. /// <param name="attacker">伤害来源</param>
  305. /// <returns>人物在受到攻击后死了吗</returns>
  306. public void BeAttacked(Student student, Bullet bullet)
  307. {
  308. #if DEBUG
  309. Debugger.Output(student, "is being shot!");
  310. #endif
  311. if (student.NoHp()) return; // 原来已经死了
  312. if (!bullet.Parent!.IsGhost()) return;
  313. if (student.CharacterType == CharacterType.StraightAStudent)
  314. {
  315. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  316. }
  317. student.SetDegreeOfTreatment0();
  318. #if DEBUG
  319. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  320. #endif
  321. if (student.TryUseShield())
  322. {
  323. if (bullet.HasSpear)
  324. {
  325. int subHp = student.TrySubHp(bullet.AP);
  326. #if DEBUG
  327. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  328. #endif
  329. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  330. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  331. }
  332. else return;
  333. }
  334. else
  335. {
  336. int subHp;
  337. if (bullet.HasSpear)
  338. {
  339. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  340. #if DEBUG
  341. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  342. #endif
  343. }
  344. else
  345. {
  346. subHp = student.TrySubHp(bullet.AP);
  347. #if DEBUG
  348. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  349. #endif
  350. }
  351. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  352. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  353. }
  354. if (student.HP <= 0)
  355. student.TryActivatingLIFE(); // 如果有复活甲
  356. if (student.HP <= 0)
  357. BeAddictedToGame(student, (Ghost)bullet.Parent);
  358. else TryBeAwed(student, bullet);
  359. }
  360. public bool BackSwing(Character player, int time)
  361. {
  362. if (time <= 0) return false;
  363. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  364. SetPlayerState(player, PlayerStateType.Swinging);
  365. long threadNum = player.ThreadNum;
  366. new Thread
  367. (() =>
  368. {
  369. Thread.Sleep(time);
  370. if (threadNum == player.ThreadNum)
  371. {
  372. SetPlayerState(player);
  373. }
  374. }
  375. )
  376. { IsBackground = true }.Start();
  377. return true;
  378. }
  379. public void Die(Student player)
  380. {
  381. #if DEBUG
  382. Debugger.Output(player, "die.");
  383. #endif
  384. if (player.PlayerState == PlayerStateType.Deceased) return;
  385. player.RemoveFromGame(PlayerStateType.Deceased);
  386. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  387. {
  388. Prop? prop = player.UseProp(i);
  389. if (prop != null)
  390. {
  391. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  392. gameMap.Add(prop);
  393. }
  394. }
  395. if (player.CharacterType == CharacterType.Robot)
  396. {
  397. var parent = ((Golem)player).Parent;
  398. if (parent != null && parent.CharacterType == CharacterType.TechOtaku)
  399. {
  400. ((SummonGolem)(parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
  401. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  402. }
  403. return;
  404. }
  405. ++gameMap.NumOfDeceasedStudent;
  406. }
  407. }
  408. }
  409. }