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