You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

CopyInfo.cs 14 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308
  1. using Protobuf;
  2. using System.Collections.Generic;
  3. using GameClass.GameObj;
  4. using System.Numerics;
  5. using Preparation.Utility;
  6. namespace Server
  7. {
  8. public static class CopyInfo
  9. {
  10. private static Protobuf.PlaceType ToPlaceType(Preparation.Utility.PlaceType place)
  11. {
  12. switch (place)
  13. {
  14. case Preparation.Utility.PlaceType.Window:
  15. return Protobuf.PlaceType.Window;
  16. case Preparation.Utility.PlaceType.EmergencyExit:
  17. return Protobuf.PlaceType.HiddenGate;
  18. case Preparation.Utility.PlaceType.Doorway:
  19. return Protobuf.PlaceType.Gate;
  20. case Preparation.Utility.PlaceType.Chest:
  21. return Protobuf.PlaceType.Chest;
  22. case Preparation.Utility.PlaceType.Door:
  23. return Protobuf.PlaceType.Door;
  24. case Preparation.Utility.PlaceType.Generator:
  25. return Protobuf.PlaceType.Classroom;
  26. case Preparation.Utility.PlaceType.Grass:
  27. return Protobuf.PlaceType.Grass;
  28. case Preparation.Utility.PlaceType.Wall:
  29. return Protobuf.PlaceType.Wall;
  30. case Preparation.Utility.PlaceType.Null:
  31. case Preparation.Utility.PlaceType.BirthPoint1:
  32. case Preparation.Utility.PlaceType.BirthPoint2:
  33. case Preparation.Utility.PlaceType.BirthPoint3:
  34. case Preparation.Utility.PlaceType.BirthPoint4:
  35. case Preparation.Utility.PlaceType.BirthPoint5:
  36. return Protobuf.PlaceType.Land;
  37. default:
  38. return Protobuf.PlaceType.NullPlaceType;
  39. }
  40. }
  41. private static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop)
  42. {
  43. switch (prop)
  44. {
  45. case Preparation.Utility.PropType.Key3:
  46. return Protobuf.PropType.Key3;
  47. case Preparation.Utility.PropType.Key5:
  48. return Protobuf.PropType.Key5;
  49. case Preparation.Utility.PropType.Key6:
  50. return Protobuf.PropType.Key6;
  51. default:
  52. return Protobuf.PropType.NullPropType;
  53. }
  54. }
  55. private static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState)
  56. {
  57. switch (playerState)
  58. {
  59. case Preparation.Utility.PlayerStateType.IsMoving:
  60. case Preparation.Utility.PlayerStateType.Null:
  61. return PlayerState.Idle;
  62. case Preparation.Utility.PlayerStateType.IsAddicted:
  63. return PlayerState.Addicted;
  64. case Preparation.Utility.PlayerStateType.IsClimbingThroughWindows:
  65. return PlayerState.Climbing;
  66. case Preparation.Utility.PlayerStateType.IsDeceased:
  67. return PlayerState.Quit;
  68. case Preparation.Utility.PlayerStateType.IsEscaped:
  69. return PlayerState.Graduated;
  70. case Preparation.Utility.PlayerStateType.IsFixing:
  71. return PlayerState.Learning;
  72. case Preparation.Utility.PlayerStateType.IsLockingTheDoor:
  73. return PlayerState.Locking;
  74. case Preparation.Utility.PlayerStateType.IsOpeningTheChest:
  75. return PlayerState.OpeningAChest;
  76. case Preparation.Utility.PlayerStateType.IsRescued:
  77. return PlayerState.Rescued;
  78. case Preparation.Utility.PlayerStateType.IsRescuing:
  79. return PlayerState.Rescuing;
  80. case Preparation.Utility.PlayerStateType.IsStunned:
  81. return PlayerState.Stunned;
  82. case Preparation.Utility.PlayerStateType.IsSwinging:
  83. return PlayerState.Swinging;
  84. case Preparation.Utility.PlayerStateType.IsTreated:
  85. return PlayerState.Treated;
  86. case Preparation.Utility.PlayerStateType.IsTreating:
  87. return PlayerState.Treating;
  88. case Preparation.Utility.PlayerStateType.IsTryingToAttack:
  89. return PlayerState.Attacking;
  90. case Preparation.Utility.PlayerStateType.IsUsingSpecialSkill:
  91. return PlayerState.UsingSpecialSkill;
  92. default:
  93. return PlayerState.NullStatus;
  94. }
  95. }
  96. private static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType)
  97. {
  98. switch (buffType)
  99. {
  100. case Preparation.Utility.BuffType.Null:
  101. default:
  102. return Protobuf.StudentBuffType.NullSbuffType;
  103. }
  104. }
  105. private static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType)
  106. {
  107. switch (buffType)
  108. {
  109. case Preparation.Utility.BuffType.Null:
  110. default:
  111. return Protobuf.TrickerBuffType.NullTbuffType;
  112. }
  113. }
  114. private static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType)
  115. {
  116. switch (bulletType)
  117. {
  118. case Preparation.Utility.BulletType.FlyingKnife:
  119. return Protobuf.BulletType.FlyingKnife;
  120. case Preparation.Utility.BulletType.CommonAttackOfGhost:
  121. return Protobuf.BulletType.CommonAttackOfTricker;
  122. default:
  123. return Protobuf.BulletType.NullBulletType;
  124. }
  125. }
  126. private static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType)
  127. {
  128. switch (characterType)
  129. {
  130. case Preparation.Utility.CharacterType.Athlete:
  131. return Protobuf.StudentType.Athlete;
  132. default:
  133. return Protobuf.StudentType.NullStudentType;
  134. }
  135. }
  136. private static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  137. {
  138. switch (characterType)
  139. {
  140. case Preparation.Utility.CharacterType.Assassin:
  141. return Protobuf.TrickerType.Assassin;
  142. default:
  143. return Protobuf.TrickerType.NullTrickerType;
  144. }
  145. }
  146. public static MessageOfObj? Auto(GameObj gameObj)
  147. {
  148. if (gameObj.Type == Preparation.Utility.GameObjType.Character)
  149. {
  150. Character character = (Character)gameObj;
  151. if (character.IsGhost())
  152. return Tricker((Ghost)character);
  153. else return Student((Student)character);
  154. }
  155. else if (gameObj.Type == Preparation.Utility.GameObjType.Bullet)
  156. return Bullet((Bullet)gameObj);
  157. else if (gameObj.Type == Preparation.Utility.GameObjType.Prop)
  158. return Prop((Prop)gameObj);
  159. else if (gameObj.Type == Preparation.Utility.GameObjType.BombedBullet)
  160. return BombedBullet((BombedBullet)gameObj);
  161. else if (gameObj.Type == Preparation.Utility.GameObjType.PickedProp)
  162. return PickedProp((PickedProp)gameObj);
  163. else return null; //先写着防报错
  164. }
  165. public static MessageOfObj? Auto(MessageOfNews news)
  166. {
  167. MessageOfObj objMsg = new();
  168. objMsg.NewsMessage = news;
  169. return objMsg;
  170. }
  171. private static MessageOfObj? Student(Student player)
  172. {
  173. MessageOfObj msg = new MessageOfObj();
  174. if (player.IsGhost()) return null;
  175. msg.StudentMessage = new();
  176. msg.StudentMessage.X = player.Position.x;
  177. msg.StudentMessage.Y = player.Position.y;
  178. msg.StudentMessage.Speed = player.MoveSpeed;
  179. msg.StudentMessage.Determination = player.HP;
  180. msg.StudentMessage.Addiction = player.GamingAddiction;
  181. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  182. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  183. foreach (var Value in player.PropInventory)
  184. msg.StudentMessage.Prop.Add(ToPropType(Value.GetPropType()));
  185. msg.StudentMessage.Place = ToPlaceType(player.Place);
  186. msg.StudentMessage.Guid = player.ID;
  187. msg.StudentMessage.PlayerState = ToPlayerState(player.PlayerState);
  188. msg.StudentMessage.PlayerId = player.PlayerID;
  189. msg.StudentMessage.ViewRange = player.ViewRange;
  190. msg.StudentMessage.Radius = player.Radius;
  191. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  192. msg.StudentMessage.Score = player.Score;
  193. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  194. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  195. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  196. {
  197. if (kvp.Value)
  198. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  199. }
  200. msg.StudentMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  201. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  202. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  203. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  204. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  205. return msg;
  206. }
  207. private static MessageOfObj? Tricker(Character player)
  208. {
  209. MessageOfObj msg = new MessageOfObj();
  210. if (!player.IsGhost()) return null;
  211. msg.TrickerMessage = new();
  212. msg.TrickerMessage.X = player.Position.x;
  213. msg.TrickerMessage.Y = player.Position.y;
  214. msg.TrickerMessage.Speed = player.MoveSpeed;
  215. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  216. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  217. msg.TrickerMessage.Place = ToPlaceType(player.Place);
  218. foreach (var Value in player.PropInventory)
  219. msg.StudentMessage.Prop.Add(ToPropType(Value.GetPropType()));
  220. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  221. msg.TrickerMessage.Guid = player.ID;
  222. msg.TrickerMessage.Score = player.Score;
  223. msg.TrickerMessage.PlayerId = player.PlayerID;
  224. msg.TrickerMessage.ViewRange = player.ViewRange;
  225. msg.TrickerMessage.Radius = player.Radius;
  226. msg.TrickerMessage.PlayerState = ToPlayerState(player.PlayerState);
  227. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  228. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  229. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  230. msg.TrickerMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  231. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  232. {
  233. if (kvp.Value)
  234. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  235. }
  236. return msg;
  237. }
  238. private static MessageOfObj Bullet(Bullet bullet)
  239. {
  240. MessageOfObj msg = new MessageOfObj();
  241. msg.BulletMessage = new();
  242. msg.BulletMessage.X = bullet.Position.x;
  243. msg.BulletMessage.Y = bullet.Position.y;
  244. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  245. msg.BulletMessage.Guid = bullet.ID;
  246. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  247. msg.BulletMessage.Place = ToPlaceType(bullet.Place);
  248. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  249. msg.BulletMessage.Speed = bullet.Speed;
  250. return msg;
  251. }
  252. private static MessageOfObj Prop(Prop prop)
  253. {
  254. MessageOfObj msg = new MessageOfObj();
  255. msg.PropMessage = new();
  256. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  257. msg.PropMessage.X = prop.Position.x;
  258. msg.PropMessage.Y = prop.Position.y;
  259. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  260. msg.PropMessage.Guid = prop.ID;
  261. msg.PropMessage.Place = ToPlaceType(prop.Place);
  262. return msg;
  263. }
  264. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  265. {
  266. MessageOfObj msg = new MessageOfObj();
  267. msg.BombedBulletMessage = new();
  268. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  269. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  270. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  271. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  272. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  273. return msg;
  274. }
  275. private static MessageOfObj PickedProp(PickedProp pickedProp)
  276. {
  277. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  278. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  279. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  280. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  281. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  282. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  283. return msg;
  284. }
  285. }
  286. }