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Character.cs 19 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Numerics;
  6. using System.Runtime.InteropServices;
  7. using System.Threading;
  8. namespace GameClass.GameObj
  9. {
  10. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  11. {
  12. private readonly object beAttackedLock = new();
  13. #region 角色的基本属性及方法,包括与道具的交互方法
  14. /// <summary>
  15. /// 装弹冷却
  16. /// </summary>
  17. protected int cd;
  18. public int CD
  19. {
  20. get => cd;
  21. private set
  22. {
  23. lock (gameObjLock)
  24. {
  25. cd = value;
  26. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", value));
  27. }
  28. }
  29. }
  30. public int OrgCD { get; protected set; }
  31. protected int maxBulletNum;
  32. public int MaxBulletNum => maxBulletNum; // 人物最大子弹数
  33. protected int bulletNum;
  34. public int BulletNum => bulletNum; // 目前持有的子弹数
  35. public int MaxHp { get; protected set; } // 最大血量
  36. protected int hp;
  37. public int HP
  38. {
  39. get => hp;
  40. set
  41. {
  42. if (value > 0)
  43. {
  44. lock (gameObjLock)
  45. hp = value <= MaxHp ? value : MaxHp;
  46. }
  47. else
  48. lock (gameObjLock)
  49. hp = 0;
  50. }
  51. }
  52. private PlayerStateType playerState = PlayerStateType.Null;
  53. public PlayerStateType PlayerState
  54. {
  55. get
  56. {
  57. if (IsMoving) return PlayerStateType.IsMoving;
  58. return playerState;
  59. }
  60. set
  61. {
  62. if (!(value == PlayerStateType.IsMoving))
  63. lock (gameObjLock)
  64. IsMoving = false;
  65. lock (gameObjLock) playerState = (value == PlayerStateType.IsMoving) ? PlayerStateType.Null : value;
  66. }
  67. }
  68. public bool Commandable() => (playerState != PlayerStateType.IsDeceased && playerState != PlayerStateType.IsEscaped
  69. && playerState != PlayerStateType.IsAddicted && playerState != PlayerStateType.IsStunned
  70. && playerState != PlayerStateType.IsSwinging && playerState != PlayerStateType.IsTryingToAttack
  71. && playerState != PlayerStateType.IsClimbingThroughWindows);
  72. public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.IsLockingOrOpeningTheDoor || playerState == PlayerStateType.IsFixing || playerState == PlayerStateType.IsOpeningTheChest);
  73. public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.IsMoving);
  74. // private int deathCount = 0;
  75. // public int DeathCount => deathCount; // 玩家的死亡次数
  76. private int score = 0;
  77. public int Score
  78. {
  79. get => score;
  80. }
  81. // public double AttackRange => BulletFactory.BulletAttackRange(this.BulletOfPlayer);
  82. private double vampire = 0; // 回血率:0-1之间
  83. public double Vampire
  84. {
  85. get => vampire;
  86. set
  87. {
  88. if (value > 1)
  89. lock (gameObjLock)
  90. vampire = 1;
  91. else if (value < 0)
  92. lock (gameObjLock)
  93. vampire = 0;
  94. else
  95. lock (gameObjLock)
  96. vampire = value;
  97. }
  98. }
  99. private double oriVampire = 0;
  100. public double OriVampire
  101. {
  102. get => oriVampire;
  103. set
  104. {
  105. if (value > 1)
  106. lock (gameObjLock)
  107. vampire = 1;
  108. else if (value < 0)
  109. lock (gameObjLock)
  110. vampire = 0;
  111. else
  112. lock (gameObjLock)
  113. vampire = value;
  114. }
  115. }
  116. public readonly BulletType OriBulletOfPlayer;
  117. private BulletType bulletOfPlayer;
  118. public BulletType BulletOfPlayer
  119. {
  120. get => bulletOfPlayer;
  121. set
  122. {
  123. lock (gameObjLock)
  124. bulletOfPlayer = value;
  125. }
  126. }
  127. private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory];
  128. public Prop[] PropInventory
  129. {
  130. get => propInventory;
  131. set
  132. {
  133. lock (gameObjLock)
  134. {
  135. propInventory = value;
  136. Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
  137. }
  138. }
  139. }
  140. /// <summary>
  141. /// 使用物品栏中的道具
  142. /// </summary>
  143. /// <returns>被使用的道具</returns>
  144. public Prop? UseProp(int indexing)
  145. {
  146. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  147. return null;
  148. lock (gameObjLock)
  149. {
  150. Prop prop = propInventory[indexing];
  151. PropInventory[indexing] = null;
  152. return prop;
  153. }
  154. }
  155. /// <summary>
  156. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  157. /// </summary>
  158. public int IndexingOfAddProp()
  159. {
  160. int indexing = 0;
  161. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  162. if (PropInventory[indexing] == null)
  163. break;
  164. return indexing;
  165. }
  166. /// <summary>
  167. /// 是否在隐身
  168. /// </summary>
  169. private bool isInvisible = false;
  170. public bool IsInvisible
  171. {
  172. get => isInvisible;
  173. set
  174. {
  175. lock (gameObjLock)
  176. {
  177. isInvisible = value;
  178. }
  179. }
  180. }
  181. private Dictionary<BgmType, double> bgmDictionary = new();
  182. public Dictionary<BgmType, double> BgmDictionary
  183. {
  184. get => bgmDictionary;
  185. set
  186. {
  187. lock (gameObjLock)
  188. {
  189. bgmDictionary = value;
  190. }
  191. }
  192. }
  193. private int alertnessRadius;
  194. public int AlertnessRadius
  195. {
  196. get => alertnessRadius;
  197. set
  198. {
  199. lock (gameObjLock)
  200. {
  201. alertnessRadius = value;
  202. }
  203. }
  204. }
  205. private double concealment;
  206. public double Concealment
  207. {
  208. get => concealment;
  209. set
  210. {
  211. lock (gameObjLock)
  212. {
  213. concealment = value;
  214. }
  215. }
  216. }
  217. private int viewRange;
  218. public int ViewRange
  219. {
  220. get => viewRange;
  221. set
  222. {
  223. lock (gameObjLock)
  224. {
  225. viewRange = (value > 0) ? value : 0;
  226. }
  227. }
  228. }
  229. private int timeOfOpeningOrLocking;
  230. public int TimeOfOpeningOrLocking
  231. {
  232. get => timeOfOpeningOrLocking;
  233. set
  234. {
  235. lock (gameObjLock)
  236. {
  237. timeOfOpeningOrLocking = value;
  238. }
  239. }
  240. }
  241. private int timeOfClimbingThroughWindows;
  242. public int TimeOfClimbingThroughWindows
  243. {
  244. get => timeOfClimbingThroughWindows;
  245. set
  246. {
  247. lock (gameObjLock)
  248. {
  249. timeOfClimbingThroughWindows = value;
  250. }
  251. }
  252. }
  253. private int timeOfOpenChest;
  254. public int TimeOfOpenChest
  255. {
  256. get => timeOfOpenChest;
  257. set
  258. {
  259. lock (gameObjLock)
  260. {
  261. timeOfOpenChest = value;
  262. }
  263. }
  264. }
  265. /// <summary>
  266. /// 进行一次攻击
  267. /// </summary>
  268. /// <returns>攻击操作发出的子弹</returns>
  269. public Bullet? Attack(XY pos, PlaceType place)
  270. {
  271. if (TrySubBulletNum())
  272. return BulletFactory.GetBullet(this, place, pos);
  273. else
  274. return null;
  275. }
  276. /// <summary>
  277. /// 尝试将子弹数量减1
  278. /// </summary>
  279. /// <returns>减操作是否成功</returns>
  280. private bool TrySubBulletNum()
  281. {
  282. lock (gameObjLock)
  283. {
  284. if (bulletNum > 0)
  285. {
  286. --bulletNum;
  287. return true;
  288. }
  289. return false;
  290. }
  291. }
  292. /// <summary>
  293. /// 尝试将子弹数量加1
  294. /// </summary>
  295. /// <returns>加操作是否成功</returns>
  296. public bool TryAddBulletNum()
  297. {
  298. lock (gameObjLock)
  299. {
  300. if (bulletNum < maxBulletNum)
  301. {
  302. ++bulletNum;
  303. return true;
  304. }
  305. return false;
  306. }
  307. }
  308. /// <summary>
  309. /// 尝试加血
  310. /// </summary>
  311. /// <param name="add">欲加量</param>
  312. /// <returns>加操作是否成功</returns>
  313. public bool TryAddHp(int add)
  314. {
  315. if (hp < MaxHp)
  316. {
  317. lock (gameObjLock)
  318. hp = MaxHp > hp + add ? hp + add : MaxHp;
  319. Debugger.Output(this, " hp has added to: " + hp.ToString());
  320. return true;
  321. }
  322. return false;
  323. }
  324. /// <summary>
  325. /// 尝试减血
  326. /// </summary>
  327. /// <param name="sub">减血量</param>
  328. /// <returns>减操作是否成功</returns>
  329. public int TrySubHp(int sub)
  330. {
  331. int previousHp = hp;
  332. lock (gameObjLock)
  333. hp = hp >= sub ? 0 : hp - sub;
  334. Debugger.Output(this, " hp has subed to: " + hp.ToString());
  335. return previousHp - hp;
  336. }
  337. /* /// <summary>
  338. /// 增加死亡次数
  339. /// </summary>
  340. /// <returns>当前死亡次数</returns>
  341. private int AddDeathCount()
  342. {
  343. lock (gameObjLock)
  344. {
  345. ++deathCount;
  346. return deathCount;
  347. }
  348. }*/
  349. /// <summary>
  350. /// 加分
  351. /// </summary>
  352. /// <param name="add">增加量</param>
  353. public void AddScore(int add)
  354. {
  355. lock (gameObjLock)
  356. {
  357. score += add;
  358. Debugger.Output(this, " 's score has been added to: " + score.ToString());
  359. }
  360. }
  361. /// <summary>
  362. /// 减分
  363. /// </summary>
  364. /// <param name="sub">减少量</param>
  365. public void SubScore(int sub)
  366. {
  367. lock (gameObjLock)
  368. {
  369. score -= sub;
  370. Debugger.Output(this, " 's score has been subed to: " + score.ToString());
  371. }
  372. }
  373. /// <summary>
  374. /// 遭受攻击
  375. /// </summary>
  376. /// <param name="subHP"></param>
  377. /// <param name="hasSpear"></param>
  378. /// <param name="attacker">伤害来源</param>
  379. /// <returns>人物在受到攻击后死了吗</returns>
  380. public bool BeAttacked(Bullet bullet)
  381. {
  382. lock (beAttackedLock)
  383. {
  384. if (hp <= 0)
  385. return false; // 原来已经死了
  386. if (bullet.Parent.TeamID != this.TeamID)
  387. {
  388. if (HasShield)
  389. {
  390. if (bullet.HasSpear)
  391. _ = TrySubHp(bullet.AP);
  392. else
  393. return false;
  394. }
  395. else
  396. {
  397. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * TrySubHp(bullet.AP)));
  398. }
  399. #if DEBUG
  400. Console.WriteLine($"PlayerID:{ID} is being shot! Now his hp is {hp}.");
  401. #endif
  402. if (hp <= 0)
  403. TryActivatingLIFE(); // 如果有复活甲
  404. }
  405. return hp <= 0;
  406. }
  407. }
  408. /// <summary>
  409. /// 攻击被反弹,反弹伤害不会再被反弹
  410. /// </summary>
  411. /// <param name="subHP"></param>
  412. /// <param name="hasSpear"></param>
  413. /// <param name="bouncer">反弹伤害者</param>
  414. /// <returns>是否因反弹伤害而死</returns>
  415. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  416. {
  417. lock (beAttackedLock)
  418. {
  419. if (hp <= 0)
  420. return false;
  421. if (!(bouncer?.TeamID == this.TeamID))
  422. {
  423. if (hasSpear || !HasShield)
  424. _ = TrySubHp(subHP);
  425. if (hp <= 0)
  426. TryActivatingLIFE();
  427. }
  428. return hp <= 0;
  429. }
  430. }
  431. /// <summary>
  432. /// 角色所属队伍ID
  433. /// </summary>
  434. private long teamID = long.MaxValue;
  435. public long TeamID
  436. {
  437. get => teamID;
  438. set
  439. {
  440. lock (gameObjLock)
  441. {
  442. teamID = value;
  443. Debugger.Output(this, " joins in the team: " + value.ToString());
  444. }
  445. }
  446. }
  447. private long playerID = long.MaxValue;
  448. public long PlayerID
  449. {
  450. get => playerID;
  451. set
  452. {
  453. lock (gameObjLock)
  454. {
  455. playerID = value;
  456. }
  457. }
  458. }
  459. /// <summary>
  460. /// 角色携带的信息
  461. /// </summary>
  462. private string message = "THUAI6";
  463. public string Message
  464. {
  465. get => message;
  466. set
  467. {
  468. lock (gameObjLock)
  469. {
  470. message = value;
  471. }
  472. }
  473. }
  474. #endregion
  475. #region 角色拥有的buff相关属性、方法
  476. public void AddMoveSpeed(int buffTime, double add = 2.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  477. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  478. OrgMoveSpeed);
  479. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  480. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  481. public bool HasShield => buffManager.HasShield;
  482. public void AddLIFE(int LIFETime) => buffManager.AddLIFE(LIFETime);
  483. public bool HasLIFE => buffManager.HasLIFE;
  484. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  485. public bool HasSpear => buffManager.HasSpear;
  486. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  487. public Dictionary<BuffType, bool> Buff
  488. {
  489. get
  490. {
  491. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  492. foreach (BuffType type in buffTypeArray)
  493. {
  494. if (type != BuffType.Null)
  495. buff.Add(type, GetBuffStatus(type));
  496. }
  497. return buff;
  498. }
  499. }
  500. private bool GetBuffStatus(BuffType type)
  501. {
  502. switch (type)
  503. {
  504. case BuffType.Spear:
  505. return this.HasSpear;
  506. case BuffType.AddSpeed:
  507. return this.HasFasterSpeed;
  508. case BuffType.Shield:
  509. return this.HasShield;
  510. case BuffType.AddLIFE:
  511. return this.HasLIFE;
  512. default:
  513. return false;
  514. }
  515. }
  516. private void TryActivatingLIFE()
  517. {
  518. if (buffManager.TryActivatingLIFE())
  519. {
  520. hp = MaxHp;
  521. }
  522. }
  523. #endregion
  524. /* public override void Reset() // 要加锁吗?
  525. {
  526. lock (gameObjLock)
  527. {
  528. // _ = AddDeathCount();
  529. base.Reset();
  530. this.MoveSpeed = OrgMoveSpeed;
  531. HP = MaxHp;
  532. PropInventory = null;
  533. BulletOfPlayer = OriBulletOfPlayer;
  534. lock (gameObjLock)
  535. bulletNum = maxBulletNum;
  536. buffManager.ClearAll();
  537. IsInvisible = false;
  538. this.Vampire = this.OriVampire;
  539. }
  540. }*/
  541. public void Die(PlayerStateType playerStateType)
  542. {
  543. lock (gameObjLock)
  544. {
  545. playerState = playerStateType;
  546. CanMove = false;
  547. IsResetting = true;
  548. Position = GameData.PosWhoDie;
  549. place = PlaceType.Grass;
  550. }
  551. }
  552. public override bool IsRigid => true;
  553. public override ShapeType Shape => ShapeType.Circle;
  554. protected override bool IgnoreCollideExecutor(IGameObj targetObj)
  555. {
  556. if (IsResetting)
  557. return true;
  558. if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞
  559. {
  560. return true;
  561. }
  562. return false;
  563. }
  564. }
  565. }