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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. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  120. if (doorwayToOpen == null) return false;
  121. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  122. if (stateNum == -1) return false;
  123. new Thread
  124. (
  125. () =>
  126. {
  127. player.ThreadNum.WaitOne();
  128. lock (player.ActionLock)
  129. {
  130. if (stateNum != player.StateNum)
  131. {
  132. player.ThreadNum.Release();
  133. return;
  134. }
  135. }
  136. doorwayToOpen.TryToOpen();
  137. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  138. lock (player.ActionLock)
  139. {
  140. if (stateNum == player.StateNum)
  141. {
  142. player.SetPlayerStateNaturally();
  143. doorwayToOpen.FinishOpenning();
  144. player.ThreadNum.Release();
  145. }
  146. }
  147. }
  148. )
  149. { IsBackground = true }.Start();
  150. return true;
  151. }
  152. public bool Escape(Student player)
  153. {
  154. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  155. return false;
  156. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  157. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  158. {
  159. player.AddScore(GameData.StudentScoreEscape);
  160. gameMap.MapEscapeStudent();
  161. player.TryToRemoveFromGame(PlayerStateType.Escaped);
  162. return true;
  163. }
  164. else
  165. {
  166. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  167. if (emergencyExit != null && emergencyExit.IsOpen)
  168. {
  169. player.AddScore(GameData.StudentScoreEscape);
  170. gameMap.MapEscapeStudent();
  171. player.TryToRemoveFromGame(PlayerStateType.Escaped);
  172. return true;
  173. }
  174. return false;
  175. }
  176. }
  177. public bool Treat(Student player, Student? playerTreated = null)
  178. {
  179. if (player.CharacterType == CharacterType.Robot) return false;
  180. if (playerTreated == null)
  181. {
  182. playerTreated = gameMap.StudentForInteract(player.Position);
  183. if (playerTreated == null) return false;
  184. }
  185. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  186. (!playerTreated.Commandable()) ||
  187. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  188. return false;
  189. new Thread
  190. (
  191. () =>
  192. {
  193. playerTreated.SetPlayerState(PlayerStateType.Treated);
  194. player.SetPlayerState(PlayerStateType.Treating);
  195. long threadNum = player.StateNum;
  196. new FrameRateTaskExecutor<int>(
  197. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  198. loopToDo: () =>
  199. {
  200. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  201. playerTreated.SetPlayerState();//
  202. },
  203. timeInterval: GameData.frameDuration,
  204. finallyReturn: () => 0
  205. )
  206. .Start();
  207. if (threadNum == player.StateNum) player.SetPlayerState();
  208. else if (playerTreated.PlayerState == PlayerStateType.Treated) playerTreated.SetPlayerState();
  209. }
  210. )
  211. { IsBackground = true }.Start();
  212. return true;
  213. }
  214. public bool Rescue(Student player, Student? playerRescued = null)
  215. {
  216. if (player.CharacterType == CharacterType.Robot) return false;
  217. if (playerRescued == null)
  218. {
  219. playerRescued = gameMap.StudentForInteract(player.Position);
  220. if (playerRescued == null) return false;
  221. }
  222. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  223. return false;
  224. player.SetPlayerState(PlayerStateType.Rescuing);
  225. playerRescued.SetPlayerState(PlayerStateType.Rescued);
  226. long threadNum = player.StateNum;
  227. new Thread
  228. (
  229. () =>
  230. {
  231. new FrameRateTaskExecutor<int>(
  232. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  233. loopToDo: () =>
  234. {
  235. playerRescued.TimeOfRescue += GameData.frameDuration;
  236. },
  237. timeInterval: GameData.frameDuration,
  238. finallyReturn: () => 0,
  239. maxTotalDuration: GameData.basicTimeOfRescue
  240. )
  241. .Start();
  242. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  243. {
  244. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  245. {
  246. playerRescued.SetPlayerState();
  247. playerRescued.HP = playerRescued.MaxHp / 2;
  248. player.AddScore(GameData.StudentScoreRescue);
  249. }
  250. else
  251. playerRescued.SetPlayerState(PlayerStateType.Addicted);
  252. }
  253. if (threadNum == player.StateNum) player.SetPlayerState();
  254. playerRescued.TimeOfRescue = 0;
  255. }
  256. )
  257. { IsBackground = true }.Start();
  258. return true;
  259. }
  260. public bool OpenChest(Character player)
  261. {
  262. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  263. return false;
  264. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  265. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  266. return false;
  267. player.SetPlayerState(PlayerStateType.OpeningTheChest, chestToOpen);
  268. int startTime = gameMap.Timer.nowTime();
  269. chestToOpen.Open(startTime, player);
  270. new Thread
  271. (
  272. () =>
  273. {
  274. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  275. if (chestToOpen.OpenStartTime == startTime)
  276. {
  277. player.SetPlayerStateNaturally();
  278. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  279. {
  280. Gadget prop = chestToOpen.PropInChest[i];
  281. chestToOpen.PropInChest[i] = new NullProp();
  282. prop.ReSetPos(player.Position);
  283. gameMap.Add(prop);
  284. }
  285. }
  286. }
  287. )
  288. { IsBackground = true }.Start();
  289. return true;
  290. }
  291. public bool ClimbingThroughWindow(Character player)
  292. {
  293. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  294. if (windowForClimb == null) return false;
  295. long stateNum = player.SetPlayerState(PlayerStateType.ClimbingThroughWindows, windowForClimb);
  296. if (stateNum == -1) return false;
  297. XY windowToPlayer = new(
  298. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  299. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  300. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  301. if (characterInWindow != null)
  302. {
  303. if (player.IsGhost() && !characterInWindow.IsGhost())
  304. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  305. return false;
  306. }
  307. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  308. gameMap.Add(addWall);*/
  309. new Thread
  310. (
  311. () =>
  312. {
  313. player.ThreadNum.WaitOne();
  314. if (stateNum != player.StateNum)
  315. {
  316. player.ThreadNum.Release();
  317. }
  318. else
  319. {
  320. if (!windowForClimb.TryToClimb(player))
  321. {
  322. player.ThreadNum.Release();
  323. player.SetPlayerStateNaturally();
  324. }
  325. else
  326. {
  327. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  328. lock (player.ActionLock)
  329. {
  330. if (player.StateNum != stateNum) return;
  331. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  332. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  333. }
  334. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  335. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  336. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  337. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  338. lock (player.ActionLock)
  339. {
  340. if (stateNum == player.StateNum)
  341. {
  342. player.SetPlayerState();
  343. windowForClimb.FinishClimbing();
  344. }
  345. }
  346. }
  347. }
  348. }
  349. )
  350. { IsBackground = true }.Start();
  351. return true;
  352. }
  353. public bool LockDoor(Character player)
  354. {
  355. if (player.CharacterType == CharacterType.Robot) return false;
  356. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  357. if (doorToLock == null) return false;
  358. PropType propType = doorToLock.DoorNum switch
  359. {
  360. 3 => PropType.Key3,
  361. 5 => PropType.Key5,
  362. _ => PropType.Key6,
  363. };
  364. if (!player.UseTool(propType)) return false;
  365. long stateNum = player.SetPlayerState(PlayerStateType.LockingTheDoor, doorToLock);
  366. if (stateNum == -1)
  367. {
  368. player.ReleaseTool(propType);
  369. return false;
  370. }
  371. new Thread
  372. (
  373. () =>
  374. {
  375. player.ThreadNum.WaitOne();
  376. if (stateNum != player.StateNum)
  377. {
  378. player.ReleaseTool(propType);
  379. player.ThreadNum.Release();
  380. }
  381. else
  382. {
  383. if (!doorToLock.TryLock(player))
  384. {
  385. player.ReleaseTool(propType);
  386. lock (player.ActionLock)
  387. {
  388. if (stateNum == player.StateNum) player.SetPlayerState();
  389. }
  390. player.ThreadNum.Release();
  391. }
  392. else
  393. {
  394. Thread.Sleep(GameData.checkInterval);
  395. new FrameRateTaskExecutor<int>(
  396. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  397. loopToDo: () =>
  398. {
  399. if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
  400. return false;
  401. doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
  402. return true;
  403. },
  404. timeInterval: GameData.checkInterval,
  405. finallyReturn: () => 0
  406. )
  407. .Start();
  408. doorToLock.StopLock();
  409. player.ReleaseTool(propType);
  410. lock (player.ActionLock)
  411. {
  412. if (stateNum == player.StateNum) player.SetPlayerStateNaturally();
  413. }
  414. player.ThreadNum.Release();
  415. }
  416. }
  417. }
  418. )
  419. { IsBackground = true }.Start();
  420. return true;
  421. }
  422. public bool OpenDoor(Character player)
  423. {
  424. if (player.CharacterType == CharacterType.Robot) return false;
  425. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  426. if (doorToLock == null) return false;
  427. PropType propType = doorToLock.DoorNum switch
  428. {
  429. 3 => PropType.Key3,
  430. 5 => PropType.Key5,
  431. _ => PropType.Key6,
  432. };
  433. if (!player.UseTool(propType)) return false;
  434. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoor, doorToLock);
  435. if (stateNum == -1)
  436. {
  437. player.ReleaseTool(propType);
  438. return false;
  439. }
  440. new Thread
  441. (
  442. () =>
  443. {
  444. player.ThreadNum.WaitOne();
  445. if (stateNum != player.StateNum)
  446. {
  447. player.ReleaseTool(propType);
  448. player.ThreadNum.Release();
  449. }
  450. else
  451. {
  452. if (!doorToLock.TryOpen(player))
  453. {
  454. player.ReleaseTool(propType);
  455. lock (player.ActionLock)
  456. {
  457. if (stateNum == player.StateNum)
  458. {
  459. player.SetPlayerStateNaturally();
  460. player.ThreadNum.Release();
  461. }
  462. }
  463. }
  464. else
  465. {
  466. Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
  467. lock (player.ActionLock)
  468. {
  469. if (stateNum == player.StateNum)
  470. {
  471. player.SetPlayerStateNaturally();
  472. doorToLock.StopOpen();
  473. player.ReleaseTool(propType);
  474. player.ThreadNum.Release();
  475. }
  476. }
  477. }
  478. }
  479. }
  480. )
  481. { IsBackground = true }.Start();
  482. return true;
  483. }
  484. /*
  485. private void ActivateMine(Character player, Mine mine)
  486. {
  487. gameMap.ObjListLock.EnterWriteLock();
  488. try { gameMap.ObjList.Remove(mine); }
  489. catch { }
  490. finally { gameMap.ObjListLock.ExitWriteLock(); }
  491. switch (mine.GetPropType())
  492. {
  493. case PropType.Dirt:
  494. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  495. break;
  496. case PropType.Attenuator:
  497. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  498. break;
  499. case PropType.Divider:
  500. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  501. break;
  502. }
  503. }
  504. */
  505. private readonly Map gameMap;
  506. private readonly CharacterManager characterManager;
  507. public readonly MoveEngine moveEngine;
  508. public ActionManager(Map gameMap, CharacterManager characterManager)
  509. {
  510. this.gameMap = gameMap;
  511. this.moveEngine = new MoveEngine(
  512. gameMap: gameMap,
  513. OnCollision: (obj, collisionObj, moveVec) =>
  514. {
  515. Character player = (Character)obj;
  516. switch (collisionObj.Type)
  517. {
  518. case GameObjType.Bullet:
  519. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  520. {
  521. if (CharacterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  522. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  523. gameMap.Remove((GameObj)collisionObj);
  524. }
  525. break;
  526. case GameObjType.Character:
  527. if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed == 1 && ((Character)collisionObj).IsGhost())
  528. {
  529. if (CharacterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  530. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  531. CharacterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  532. }
  533. break;
  534. case GameObjType.Item:
  535. if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
  536. {
  537. ((CraftingBench)collisionObj).TryStopSkill();
  538. gameMap.Remove((Item)collisionObj);
  539. }
  540. break;
  541. default:
  542. break;
  543. }
  544. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  545. //if (collisionObj is Mine)
  546. //{
  547. // ActivateMine((Character)obj, (Mine)collisionObj);
  548. // return MoveEngine.AfterCollision.ContinueCheck;
  549. //}
  550. return MoveEngine.AfterCollision.MoveMax;
  551. },
  552. EndMove: obj =>
  553. {
  554. obj.ThreadNum.Release();
  555. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  556. }
  557. );
  558. this.characterManager = characterManager;
  559. }
  560. }
  561. }
  562. }