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AttackManager.cs 11 kB

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  1. using System;
  2. using System.Threading;
  3. using System.Collections.Generic;
  4. using GameClass.GameObj;
  5. using Preparation.Utility;
  6. using GameEngine;
  7. using Preparation.Interface;
  8. using Timothy.FrameRateTask;
  9. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly AttackManager attackManager;
  14. private class AttackManager
  15. {
  16. readonly Map gameMap;
  17. readonly MoveEngine moveEngine;
  18. readonly CharacterManager characterManager;
  19. public AttackManager(Map gameMap, CharacterManager characterManager)
  20. {
  21. this.gameMap = gameMap;
  22. this.moveEngine = new MoveEngine(
  23. gameMap: gameMap,
  24. OnCollision: (obj, collisionObj, moveVec) =>
  25. {
  26. BulletBomb((Bullet)obj, (GameObj)collisionObj);
  27. return MoveEngine.AfterCollision.Destroyed;
  28. },
  29. EndMove: obj =>
  30. {
  31. Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  32. if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty)
  33. BulletBomb((Bullet)obj, null);
  34. obj.ReSetCanMove(false);
  35. }
  36. );
  37. this.characterManager = characterManager;
  38. }
  39. public void ProduceBulletNaturally(BulletType bulletType, Character player, double angle, XY pos)
  40. {
  41. // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
  42. if (bulletType == BulletType.Null) return;
  43. Bullet? bullet = BulletFactory.GetBullet(player, pos, bulletType);
  44. if (bullet == null) return;
  45. Debugger.Output(bullet, "Attack in " + pos.ToString());
  46. gameMap.Add(bullet);
  47. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
  48. }
  49. private void BombObj(Bullet bullet, GameObj objBeingShot)
  50. {
  51. #if DEBUG
  52. Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
  53. #endif
  54. switch (objBeingShot.Type)
  55. {
  56. case GameObjType.Character:
  57. if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
  58. {
  59. characterManager.BeAttacked((Student)objBeingShot, bullet);
  60. }
  61. // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
  62. // BeStunned((Character)objBeingShot, bullet.AP);
  63. break;
  64. case GameObjType.Generator:
  65. if (bullet.CanBeBombed(GameObjType.Generator))
  66. ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
  67. break;
  68. case GameObjType.Door:
  69. if (bullet.CanBeBombed(GameObjType.Door))
  70. ;
  71. break;
  72. default:
  73. break;
  74. }
  75. }
  76. public bool TryRemoveBullet(Bullet bullet)
  77. {
  78. if (gameMap.Remove(bullet))
  79. {
  80. bullet.ReSetCanMove(false);
  81. if (bullet.BulletBombRange > 0)
  82. {
  83. BombedBullet bombedBullet = new(bullet);
  84. gameMap.Add(bombedBullet);
  85. new Thread
  86. (() =>
  87. {
  88. Thread.Sleep(GameData.frameDuration * 5);
  89. gameMap.RemoveJustFromMap(bombedBullet);
  90. }
  91. )
  92. { IsBackground = true }.Start();
  93. }
  94. return true;
  95. }
  96. else return false;
  97. }
  98. private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
  99. {
  100. #if DEBUG
  101. if (objBeingShot != null)
  102. Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
  103. else
  104. Debugger.Output(bullet, "bombed without objBeingShot");
  105. #endif
  106. if (!TryRemoveBullet(bullet)) return;
  107. if (bullet.BulletBombRange == 0)
  108. {
  109. if (objBeingShot == null)
  110. {
  111. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  112. return;
  113. }
  114. BombObj(bullet, objBeingShot);
  115. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  116. return;
  117. }
  118. /*if (objBeingShot != null)
  119. {
  120. else if (objBeingShot is Bullet) //子弹不能相互引爆,若要更改这一设定,取消注释即可。
  121. {
  122. new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
  123. }
  124. }*/
  125. // 子弹爆炸会发生的事↓↓↓
  126. if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
  127. {
  128. double angle = bullet.FacingDirection.Angle() + Math.PI / 2.0;
  129. XY pos = bullet.Position + new XY // 子弹紧贴人物生成。
  130. (
  131. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  132. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  133. );
  134. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
  135. angle = bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0;
  136. pos = bullet.Position + new XY // 子弹紧贴人物生成。
  137. (
  138. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  139. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  140. );
  141. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
  142. }
  143. var beAttackedList = new List<IGameObj>();
  144. foreach (var kvp in gameMap.GameObjDict)
  145. {
  146. if (bullet.CanBeBombed(kvp.Key))
  147. {
  148. gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
  149. try
  150. {
  151. foreach (var item in gameMap.GameObjDict[kvp.Key])
  152. if (bullet.CanAttack((GameObj)item))
  153. {
  154. beAttackedList.Add(item);
  155. }
  156. }
  157. finally
  158. {
  159. gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
  160. }
  161. }
  162. }
  163. foreach (GameObj beAttackedObj in beAttackedList)
  164. {
  165. BombObj(bullet, beAttackedObj);
  166. }
  167. beAttackedList.Clear();
  168. if (objBeingShot == null)
  169. {
  170. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  171. }
  172. else
  173. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  174. }
  175. public bool Attack(Character player, double angle)
  176. { // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
  177. Bullet? bullet = player.Attack(angle, gameMap.Timer.nowTime());
  178. if (bullet != null)
  179. {
  180. Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
  181. gameMap.Add(bullet);
  182. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
  183. if (bullet.CastTime > 0)
  184. {
  185. player.SetPlayerState(PlayerStateType.TryingToAttack);
  186. long threadNum = player.StateNum;
  187. new Thread
  188. (() =>
  189. {
  190. new FrameRateTaskExecutor<int>(
  191. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  192. loopToDo: () =>
  193. {
  194. },
  195. timeInterval: GameData.checkInterval,
  196. finallyReturn: () => 0,
  197. maxTotalDuration: bullet.CastTime
  198. )
  199. .Start();
  200. if (gameMap.Timer.IsGaming)
  201. {
  202. if (threadNum == player.StateNum)
  203. {
  204. player.SetPlayerState();
  205. }
  206. else TryRemoveBullet(bullet);
  207. }
  208. }
  209. )
  210. { IsBackground = true }.Start();
  211. }
  212. }
  213. if (bullet != null)
  214. {
  215. #if DEBUG
  216. Console.WriteLine($"playerID:{player.ID} successfully attacked!");
  217. #endif
  218. return true;
  219. }
  220. else
  221. {
  222. #if DEBUG
  223. Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!");
  224. #endif
  225. return false;
  226. }
  227. }
  228. }
  229. }
  230. }