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ActionManager.cs 27 kB

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  1. using System;
  2. using System.Numerics;
  3. using System.Threading;
  4. using GameClass.GameObj;
  5. using GameEngine;
  6. using Preparation.Interface;
  7. using Preparation.Utility;
  8. using Timothy.FrameRateTask;
  9. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly ActionManager actionManager;
  14. private class ActionManager
  15. {
  16. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  17. {
  18. if (moveTimeInMilliseconds < 5) return false;
  19. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Moving);
  20. if (stateNum == -1) return false;
  21. new Thread
  22. (
  23. () =>
  24. {
  25. playerToMove.ThreadNum.WaitOne();
  26. if (stateNum != playerToMove.StateNum)
  27. playerToMove.ThreadNum.Release();
  28. else
  29. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  30. }
  31. )
  32. { IsBackground = true }.Start();
  33. return true;
  34. }
  35. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  36. {
  37. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  38. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Charmed);
  39. if (stateNum == -1) return false;
  40. new Thread
  41. (() =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (stateNum != playerToMove.StateNum)
  45. playerToMove.ThreadNum.Release();
  46. else
  47. {
  48. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  49. Thread.Sleep(moveTimeInMilliseconds);
  50. lock (playerToMove.ActionLock)
  51. {
  52. if (stateNum == playerToMove.StateNum)
  53. playerToMove.SetPlayerStateNaturally();
  54. }
  55. }
  56. }
  57. )
  58. { IsBackground = true }.Start();
  59. return true;
  60. }
  61. public static bool Stop(Character player)
  62. {
  63. lock (player.ActionLock)
  64. {
  65. if (player.Commandable())
  66. {
  67. player.SetPlayerState();
  68. return true;
  69. }
  70. }
  71. return false;
  72. }
  73. public bool Fix(Student player)// 自动检查有无发电机可修
  74. {
  75. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  76. if (generatorForFix == null) return false;
  77. long stateNum = player.SetPlayerState(PlayerStateType.Fixing);
  78. if (stateNum == -1) return false;
  79. player.ThreadNum.WaitOne();
  80. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  81. {
  82. player.ThreadNum.Release();
  83. return false;
  84. }
  85. generatorForFix.AddNumOfFixing();
  86. new Thread
  87. (
  88. () =>
  89. {
  90. Thread.Sleep(GameData.checkInterval);
  91. new FrameRateTaskExecutor<int>(
  92. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  93. loopToDo: () =>
  94. {
  95. if (generatorForFix.Repair(player.FixSpeed * GameData.checkInterval, player))
  96. gameMap.AddNumOfRepairedGenerators();
  97. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  98. {
  99. lock (player.ActionLock)
  100. {
  101. if (stateNum == player.StateNum)
  102. player.SetPlayerState();
  103. }
  104. }
  105. },
  106. timeInterval: GameData.checkInterval,
  107. finallyReturn: () => 0
  108. )
  109. .Start();
  110. player.ThreadNum.Release();
  111. generatorForFix.SubNumOfFixing();
  112. }
  113. )
  114. { IsBackground = true }.Start();
  115. return true;
  116. }
  117. public bool OpenDoorway(Student player)
  118. {
  119. if (!(player.Commandable()))
  120. return false;
  121. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  122. if (doorwayToOpen == null) return false;
  123. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  124. if (stateNum == -1) return false;
  125. new Thread
  126. (
  127. () =>
  128. {
  129. //player.ThreadNum.WaitOne();
  130. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  131. lock (player.ActionLock)
  132. {
  133. if (stateNum == player.StateNum)
  134. {
  135. player.SetPlayerStateNaturally();
  136. doorwayToOpen.FinishOpenning();
  137. }
  138. }
  139. }
  140. )
  141. { IsBackground = true }.Start();
  142. return true;
  143. }
  144. public bool Escape(Student player)
  145. {
  146. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  147. return false;
  148. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  149. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  150. {
  151. player.AddScore(GameData.StudentScoreEscape);
  152. ++gameMap.NumOfEscapedStudent;
  153. player.RemoveFromGame(PlayerStateType.Escaped);
  154. return true;
  155. }
  156. else
  157. {
  158. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  159. if (emergencyExit != null && emergencyExit.IsOpen)
  160. {
  161. player.AddScore(GameData.StudentScoreEscape);
  162. ++gameMap.NumOfEscapedStudent;
  163. player.RemoveFromGame(PlayerStateType.Escaped);
  164. return true;
  165. }
  166. return false;
  167. }
  168. }
  169. public bool Treat(Student player, Student? playerTreated = null)
  170. {
  171. if (player.CharacterType == CharacterType.Robot) return false;
  172. if (playerTreated == null)
  173. {
  174. playerTreated = gameMap.StudentForInteract(player.Position);
  175. if (playerTreated == null) return false;
  176. }
  177. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  178. (!playerTreated.Commandable()) ||
  179. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  180. return false;
  181. new Thread
  182. (
  183. () =>
  184. {
  185. playerTreated.SetPlayerState(PlayerStateType.Treated);
  186. player.SetPlayerState(PlayerStateType.Treating);
  187. long threadNum = player.StateNum;
  188. new FrameRateTaskExecutor<int>(
  189. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  190. loopToDo: () =>
  191. {
  192. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  193. playerTreated.SetPlayerState();//
  194. },
  195. timeInterval: GameData.frameDuration,
  196. finallyReturn: () => 0
  197. )
  198. .Start();
  199. if (threadNum == player.StateNum) player.SetPlayerState();
  200. else if (playerTreated.PlayerState == PlayerStateType.Treated) playerTreated.SetPlayerState();
  201. }
  202. )
  203. { IsBackground = true }.Start();
  204. return true;
  205. }
  206. public bool Rescue(Student player, Student? playerRescued = null)
  207. {
  208. if (player.CharacterType == CharacterType.Robot) return false;
  209. if (playerRescued == null)
  210. {
  211. playerRescued = gameMap.StudentForInteract(player.Position);
  212. if (playerRescued == null) return false;
  213. }
  214. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  215. return false;
  216. player.SetPlayerState(PlayerStateType.Rescuing);
  217. playerRescued.SetPlayerState(PlayerStateType.Rescued);
  218. long threadNum = player.StateNum;
  219. new Thread
  220. (
  221. () =>
  222. {
  223. new FrameRateTaskExecutor<int>(
  224. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  225. loopToDo: () =>
  226. {
  227. playerRescued.TimeOfRescue += GameData.frameDuration;
  228. },
  229. timeInterval: GameData.frameDuration,
  230. finallyReturn: () => 0,
  231. maxTotalDuration: GameData.basicTimeOfRescue
  232. )
  233. .Start();
  234. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  235. {
  236. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  237. {
  238. playerRescued.SetPlayerState();
  239. playerRescued.HP = playerRescued.MaxHp / 2;
  240. player.AddScore(GameData.StudentScoreRescue);
  241. }
  242. else
  243. playerRescued.SetPlayerState(PlayerStateType.Addicted);
  244. }
  245. if (threadNum == player.StateNum) player.SetPlayerState();
  246. playerRescued.TimeOfRescue = 0;
  247. }
  248. )
  249. { IsBackground = true }.Start();
  250. return true;
  251. }
  252. public bool OpenChest(Character player)
  253. {
  254. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  255. return false;
  256. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  257. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  258. return false;
  259. player.SetPlayerState(PlayerStateType.OpeningTheChest, chestToOpen);
  260. int startTime = gameMap.Timer.nowTime();
  261. chestToOpen.Open(startTime, player);
  262. new Thread
  263. (
  264. () =>
  265. {
  266. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  267. if (chestToOpen.OpenStartTime == startTime)
  268. {
  269. player.SetPlayerStateNaturally();
  270. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  271. {
  272. Gadget prop = chestToOpen.PropInChest[i];
  273. chestToOpen.PropInChest[i] = new NullProp();
  274. prop.ReSetPos(player.Position);
  275. gameMap.Add(prop);
  276. }
  277. }
  278. }
  279. )
  280. { IsBackground = true }.Start();
  281. return true;
  282. }
  283. public bool ClimbingThroughWindow(Character player)
  284. {
  285. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  286. if (windowForClimb == null) return false;
  287. long stateNum = player.SetPlayerState(PlayerStateType.ClimbingThroughWindows, windowForClimb);
  288. if (stateNum == -1) return false;
  289. XY windowToPlayer = new(
  290. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  291. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  292. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  293. if (characterInWindow != null)
  294. {
  295. if (player.IsGhost() && !characterInWindow.IsGhost())
  296. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  297. return false;
  298. }
  299. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  300. gameMap.Add(addWall);*/
  301. new Thread
  302. (
  303. () =>
  304. {
  305. player.ThreadNum.WaitOne();
  306. if (stateNum != player.StateNum)
  307. {
  308. player.ThreadNum.Release();
  309. }
  310. else
  311. {
  312. if (!windowForClimb.TryToClimb(player))
  313. {
  314. player.ThreadNum.Release();
  315. player.SetPlayerStateNaturally();
  316. }
  317. else
  318. {
  319. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  320. lock (player.ActionLock)
  321. {
  322. if (player.StateNum != stateNum) return;
  323. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  324. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  325. }
  326. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  327. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  328. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  329. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  330. lock (player.ActionLock)
  331. {
  332. if (stateNum == player.StateNum)
  333. {
  334. player.SetPlayerState();
  335. windowForClimb.FinishClimbing();
  336. }
  337. }
  338. }
  339. }
  340. }
  341. )
  342. { IsBackground = true }.Start();
  343. return true;
  344. }
  345. public bool LockDoor(Character player)
  346. {
  347. if (player.CharacterType == CharacterType.Robot) return false;
  348. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  349. if (doorToLock == null) return false;
  350. PropType propType = doorToLock.DoorNum switch
  351. {
  352. 3 => PropType.Key3,
  353. 5 => PropType.Key5,
  354. _ => PropType.Key6,
  355. };
  356. if (!player.UseTool(propType)) return false;
  357. long stateNum = player.SetPlayerState(PlayerStateType.LockingTheDoor, doorToLock);
  358. if (stateNum == -1)
  359. {
  360. player.ReleaseTool(propType);
  361. return false;
  362. }
  363. new Thread
  364. (
  365. () =>
  366. {
  367. player.ThreadNum.WaitOne();
  368. if (stateNum != player.StateNum)
  369. {
  370. player.ReleaseTool(propType);
  371. player.ThreadNum.Release();
  372. }
  373. else
  374. {
  375. if (!doorToLock.TryLock(player))
  376. {
  377. player.ReleaseTool(propType);
  378. lock (player.ActionLock)
  379. {
  380. if (stateNum == player.StateNum) player.SetPlayerState();
  381. }
  382. player.ThreadNum.Release();
  383. }
  384. else
  385. {
  386. Thread.Sleep(GameData.checkInterval);
  387. new FrameRateTaskExecutor<int>(
  388. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  389. loopToDo: () =>
  390. {
  391. if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
  392. return false;
  393. doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
  394. return true;
  395. },
  396. timeInterval: GameData.checkInterval,
  397. finallyReturn: () => 0
  398. )
  399. .Start();
  400. doorToLock.StopLock();
  401. player.ReleaseTool(propType);
  402. lock (player.ActionLock)
  403. {
  404. if (stateNum == player.StateNum) player.SetPlayerStateNaturally();
  405. }
  406. player.ThreadNum.Release();
  407. }
  408. }
  409. }
  410. )
  411. { IsBackground = true }.Start();
  412. return true;
  413. }
  414. public bool OpenDoor(Character player)
  415. {
  416. if (player.CharacterType == CharacterType.Robot) return false;
  417. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  418. if (doorToLock == null) return false;
  419. PropType propType = doorToLock.DoorNum switch
  420. {
  421. 3 => PropType.Key3,
  422. 5 => PropType.Key5,
  423. _ => PropType.Key6,
  424. };
  425. if (!player.UseTool(propType)) return false;
  426. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoor, doorToLock);
  427. if (stateNum == -1)
  428. {
  429. player.ReleaseTool(propType);
  430. return false;
  431. }
  432. new Thread
  433. (
  434. () =>
  435. {
  436. player.ThreadNum.WaitOne();
  437. if (stateNum != player.StateNum)
  438. {
  439. player.ReleaseTool(propType);
  440. player.ThreadNum.Release();
  441. }
  442. else
  443. {
  444. if (!doorToLock.TryOpen(player))
  445. {
  446. player.ReleaseTool(propType);
  447. lock (player.ActionLock)
  448. {
  449. if (stateNum == player.StateNum)
  450. {
  451. player.SetPlayerStateNaturally();
  452. player.ThreadNum.Release();
  453. }
  454. }
  455. }
  456. else
  457. {
  458. Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
  459. lock (player.ActionLock)
  460. {
  461. if (stateNum == player.StateNum)
  462. {
  463. player.SetPlayerStateNaturally();
  464. doorToLock.StopOpen();
  465. player.ReleaseTool(propType);
  466. player.ThreadNum.Release();
  467. }
  468. }
  469. }
  470. }
  471. }
  472. )
  473. { IsBackground = true }.Start();
  474. return true;
  475. }
  476. /*
  477. private void ActivateMine(Character player, Mine mine)
  478. {
  479. gameMap.ObjListLock.EnterWriteLock();
  480. try { gameMap.ObjList.Remove(mine); }
  481. catch { }
  482. finally { gameMap.ObjListLock.ExitWriteLock(); }
  483. switch (mine.GetPropType())
  484. {
  485. case PropType.Dirt:
  486. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  487. break;
  488. case PropType.Attenuator:
  489. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  490. break;
  491. case PropType.Divider:
  492. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  493. break;
  494. }
  495. }
  496. */
  497. private readonly Map gameMap;
  498. private readonly CharacterManager characterManager;
  499. public readonly MoveEngine moveEngine;
  500. public ActionManager(Map gameMap, CharacterManager characterManager)
  501. {
  502. this.gameMap = gameMap;
  503. this.moveEngine = new MoveEngine(
  504. gameMap: gameMap,
  505. OnCollision: (obj, collisionObj, moveVec) =>
  506. {
  507. Character player = (Character)obj;
  508. switch (collisionObj.Type)
  509. {
  510. case GameObjType.Bullet:
  511. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  512. {
  513. if (CharacterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  514. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  515. gameMap.Remove((GameObj)collisionObj);
  516. }
  517. break;
  518. case GameObjType.Character:
  519. if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed == 1 && ((Character)collisionObj).IsGhost())
  520. {
  521. if (CharacterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  522. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  523. CharacterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  524. }
  525. break;
  526. case GameObjType.Item:
  527. if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
  528. {
  529. ((CraftingBench)collisionObj).TryStopSkill();
  530. gameMap.Remove((Item)collisionObj);
  531. }
  532. break;
  533. default:
  534. break;
  535. }
  536. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  537. //if (collisionObj is Mine)
  538. //{
  539. // ActivateMine((Character)obj, (Mine)collisionObj);
  540. // return MoveEngine.AfterCollision.ContinueCheck;
  541. //}
  542. return MoveEngine.AfterCollision.MoveMax;
  543. },
  544. EndMove: obj =>
  545. {
  546. obj.ThreadNum.Release();
  547. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  548. }
  549. );
  550. this.characterManager = characterManager;
  551. }
  552. }
  553. }
  554. }