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SkillManager.ActiveSkill.cs 10 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public bool BecomeVampire(Character player)
  14. {
  15. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeVampire), player, () =>
  16. {
  17. player.Vampire += 0.5;
  18. Debugger.Output(player, "becomes vampire!");
  19. },
  20. () =>
  21. {
  22. double tempVam = player.Vampire - 0.5;
  23. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  24. });
  25. }
  26. public bool CanBeginToCharge(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill skill = player.UseIActiveSkill(ActiveSkillType.CanBeginToCharge);
  30. return ActiveSkillEffect(skill, player, () =>
  31. {
  32. player.AddMoveSpeed(skill.DurationTime, 3.0);
  33. //player.BulletOfPlayer = BulletType.Ram;
  34. new Thread
  35. (
  36. () =>
  37. {
  38. new FrameRateTaskExecutor<int>(
  39. loopCondition: () => player.Commandable() && gameMap.Timer.IsGaming,
  40. loopToDo: () =>
  41. {
  42. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  43. try
  44. {
  45. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  46. {
  47. if (character.IsGhost() != player.IsGhost() && XY.Distance(player.Position + new XY(player.FacingDirection, player.Radius), character.Position) <= character.Radius)
  48. {
  49. AttackManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenCharge);
  50. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenCharge));
  51. AttackManager.BeStunned(player, GameData.TimeOfStudentFaintingWhenCharge);
  52. break;
  53. }
  54. }
  55. }
  56. finally
  57. {
  58. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  59. }
  60. },
  61. timeInterval: GameData.frameDuration,
  62. finallyReturn: () => 0,
  63. maxTotalDuration: skill.DurationTime
  64. )
  65. .Start();
  66. }
  67. )
  68. { IsBackground = true }.Start();
  69. Debugger.Output(player, "can begin to charge!");
  70. },
  71. () =>
  72. {
  73. double tempVam = player.Vampire - 0.5;
  74. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  75. });
  76. }
  77. public static bool BecomeInvisible(Character player)
  78. {
  79. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeInvisible), player, () =>
  80. {
  81. player.IsInvisible = true;
  82. Debugger.Output(player, "become invisible!");
  83. },
  84. () =>
  85. { player.IsInvisible = false; });
  86. }
  87. public bool NuclearWeapon(Character player)
  88. {
  89. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.NuclearWeapon), player, () =>
  90. {
  91. player.BulletOfPlayer = BulletType.AtomBomb;
  92. Debugger.Output(player, "uses atombomb!");
  93. },
  94. () =>
  95. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  96. }
  97. public static bool UseKnife(Character player)
  98. {
  99. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  100. {
  101. player.BulletOfPlayer = BulletType.FlyingKnife;
  102. Debugger.Output(player, "uses flyingknife!");
  103. },
  104. () =>
  105. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  106. }
  107. public bool Punish(Character player)
  108. {
  109. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.Punish), player, () =>
  110. {
  111. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  112. try
  113. {
  114. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  115. {
  116. if (player.IsGhost() && XY.Distance(player.Position, character.Position) <= player.ViewRange)
  117. {
  118. AttackManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting);
  119. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting));
  120. break;
  121. }
  122. }
  123. }
  124. finally
  125. {
  126. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  127. }
  128. Debugger.Output(player, "uses punishing!");
  129. },
  130. () =>
  131. { });
  132. }
  133. public bool SuperFast(Character player)
  134. {
  135. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.SuperFast), player, () =>
  136. {
  137. player.AddMoveSpeed(player.UseIActiveSkill(ActiveSkillType.SuperFast).DurationTime, 3.0);
  138. Debugger.Output(player, "moves very fast!");
  139. },
  140. () =>
  141. { });
  142. }
  143. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  144. {
  145. lock (activeSkill.ActiveSkillLock)
  146. {
  147. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  148. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  149. {
  150. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  151. new Thread
  152. (() =>
  153. {
  154. startSkill();
  155. new FrameRateTaskExecutor<int>(
  156. () => !player.IsResetting,
  157. () =>
  158. {
  159. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  160. },
  161. timeInterval: GameData.frameDuration,
  162. () => 0,
  163. maxTotalDuration: (long)(activeSkill.DurationTime)
  164. )
  165. {
  166. AllowTimeExceed = true,
  167. MaxTolerantTimeExceedCount = ulong.MaxValue,
  168. }
  169. .Start();
  170. endSkill();
  171. Debugger.Output(player, "return to normal.");
  172. new FrameRateTaskExecutor<int>(
  173. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  174. loopToDo: () =>
  175. {
  176. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  177. },
  178. timeInterval: GameData.frameDuration,
  179. finallyReturn: () => 0
  180. )
  181. {
  182. AllowTimeExceed = true,
  183. MaxTolerantTimeExceedCount = ulong.MaxValue,
  184. }
  185. .Start();
  186. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  187. Debugger.Output(player, "ActiveSkill is ready.");
  188. }
  189. )
  190. { IsBackground = true }.Start();
  191. return true;
  192. }
  193. else
  194. {
  195. Debugger.Output(player, "CommonSkill is cooling down!");
  196. return false;
  197. }
  198. }
  199. }
  200. }
  201. }
  202. }