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.

AttackManager.cs 10 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240
  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. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly AttackManager attackManager;
  14. private class AttackManager
  15. {
  16. readonly Map gameMap;
  17. readonly MoveEngine moveEngine;
  18. readonly CharacterManager characterManager;
  19. public AttackManager(Map gameMap, CharacterManager characterManager)
  20. {
  21. this.gameMap = gameMap;
  22. this.moveEngine = new MoveEngine(
  23. gameMap: gameMap,
  24. OnCollision: (obj, collisionObj, moveVec) =>
  25. {
  26. BulletBomb((Bullet)obj, (GameObj)collisionObj);
  27. return MoveEngine.AfterCollision.Destroyed;
  28. },
  29. EndMove: obj =>
  30. {
  31. Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  32. if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty)
  33. BulletBomb((Bullet)obj, null);
  34. obj.CanMove = false;
  35. }
  36. );
  37. this.characterManager = characterManager;
  38. }
  39. private void BombObj(Bullet bullet, GameObj objBeingShot)
  40. {
  41. #if DEBUG
  42. Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
  43. #endif
  44. switch (objBeingShot.Type)
  45. {
  46. case GameObjType.Character:
  47. if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent.IsGhost())
  48. {
  49. characterManager.BeAttacked((Student)objBeingShot, bullet);
  50. }
  51. // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
  52. // BeStunned((Character)objBeingShot, bullet.AP);
  53. break;
  54. case GameObjType.Generator:
  55. if (bullet.CanBeBombed(GameObjType.Generator))
  56. ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent);
  57. break;
  58. default:
  59. break;
  60. }
  61. }
  62. public bool TryRemoveBullet(Bullet bullet)
  63. {
  64. bullet.CanMove = false;
  65. if (gameMap.Remove(bullet))
  66. {
  67. if (bullet.BulletBombRange > 0)
  68. {
  69. BombedBullet bombedBullet = new(bullet);
  70. gameMap.Add(bombedBullet);
  71. new Thread
  72. (() =>
  73. {
  74. Thread.Sleep(GameData.frameDuration * 5);
  75. gameMap.RemoveJustFromMap(bombedBullet);
  76. }
  77. )
  78. { IsBackground = true }.Start();
  79. }
  80. return true;
  81. }
  82. else return false;
  83. }
  84. private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
  85. {
  86. #if DEBUG
  87. if (objBeingShot != null)
  88. Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
  89. else
  90. Debugger.Output(bullet, "bombed without objBeingShot");
  91. #endif
  92. if (!TryRemoveBullet(bullet)) return;
  93. if (bullet.BulletBombRange == 0)
  94. {
  95. if (objBeingShot == null)
  96. {
  97. characterManager.BackSwing((Character)bullet.Parent, bullet.Backswing);
  98. return;
  99. }
  100. BombObj(bullet, objBeingShot);
  101. characterManager.BackSwing((Character)bullet.Parent, bullet.RecoveryFromHit);
  102. return;
  103. }
  104. /*if (objBeingShot != null)
  105. {
  106. else if (objBeingShot is Bullet) //子弹不能相互引爆,若要更改这一设定,取消注释即可。
  107. {
  108. new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
  109. }
  110. }*/
  111. // 子弹爆炸会发生的事↓↓↓
  112. if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
  113. {
  114. bullet.Parent.BulletOfPlayer = BulletType.JumpyDumpty;
  115. Debugger.Output(bullet.Parent, bullet.Parent.CharacterType.ToString() + " " + bullet.Parent.BulletNum.ToString());
  116. Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI / 2.0);
  117. Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0);
  118. }
  119. var beAttackedList = new List<IGameObj>();
  120. foreach (var kvp in gameMap.GameObjDict)
  121. {
  122. if (bullet.CanBeBombed(kvp.Key))
  123. {
  124. gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
  125. try
  126. {
  127. foreach (var item in gameMap.GameObjDict[kvp.Key])
  128. if (bullet.CanAttack((GameObj)item))
  129. {
  130. beAttackedList.Add(item);
  131. }
  132. }
  133. finally
  134. {
  135. gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
  136. }
  137. }
  138. }
  139. foreach (GameObj beAttackedObj in beAttackedList)
  140. {
  141. BombObj(bullet, beAttackedObj);
  142. }
  143. beAttackedList.Clear();
  144. if (objBeingShot == null)
  145. {
  146. characterManager.BackSwing((Character)bullet.Parent, bullet.Backswing);
  147. }
  148. else
  149. characterManager.BackSwing((Character)bullet.Parent, bullet.RecoveryFromHit);
  150. }
  151. public bool Attack(Character player, double angle)
  152. { // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
  153. if (player.BulletOfPlayer == BulletType.Null)
  154. return false;
  155. Debugger.Output(player, player.CharacterType.ToString() + "Attack in " + player.BulletOfPlayer.ToString());
  156. Debugger.Output(player, player.Position.ToString() + " " + player.Radius.ToString() + " " + BulletFactory.BulletRadius(player.BulletOfPlayer).ToString());
  157. XY res = player.Position + new XY // 子弹紧贴人物生成。
  158. (
  159. (int)(Math.Abs((player.Radius + BulletFactory.BulletRadius(player.BulletOfPlayer)) * Math.Cos(angle))) * ((Math.Cos(angle) > 0) ? 1 : -1),
  160. (int)(Math.Abs((player.Radius + BulletFactory.BulletRadius(player.BulletOfPlayer)) * Math.Sin(angle))) * ((Math.Sin(angle) > 0) ? 1 : -1)
  161. );
  162. Bullet? bullet = player.Attack(res, gameMap.GetPlaceType(res));
  163. if (bullet != null)
  164. {
  165. player.FacingDirection = new(angle, bullet.BulletAttackRange);
  166. Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
  167. bullet.AP += player.TryAddAp() ? GameData.ApPropAdd : 0;
  168. bullet.CanMove = true;
  169. gameMap.Add(bullet);
  170. moveEngine.MoveObj(bullet, (int)((bullet.BulletAttackRange - player.Radius - BulletFactory.BulletRadius(player.BulletOfPlayer)) * 1000 / bullet.MoveSpeed), angle); // 这里时间参数除出来的单位要是ms
  171. if (bullet.CastTime > 0)
  172. {
  173. characterManager.SetPlayerState(player, PlayerStateType.TryingToAttack);
  174. long threadNum = player.ThreadNum;
  175. new Thread
  176. (() =>
  177. {
  178. new FrameRateTaskExecutor<int>(
  179. loopCondition: () => threadNum == player.ThreadNum && gameMap.Timer.IsGaming,
  180. loopToDo: () =>
  181. {
  182. },
  183. timeInterval: GameData.checkInterval,
  184. finallyReturn: () => 0,
  185. maxTotalDuration: bullet.CastTime
  186. )
  187. .Start();
  188. if (gameMap.Timer.IsGaming)
  189. {
  190. if (threadNum == player.ThreadNum)
  191. {
  192. characterManager.SetPlayerState(player);
  193. }
  194. else TryRemoveBullet(bullet);
  195. }
  196. }
  197. )
  198. { IsBackground = true }.Start();
  199. }
  200. }
  201. if (bullet != null)
  202. {
  203. #if DEBUG
  204. Console.WriteLine($"playerID:{player.ID} successfully attacked!");
  205. #endif
  206. return true;
  207. }
  208. else
  209. {
  210. #if DEBUG
  211. Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!");
  212. #endif
  213. return false;
  214. }
  215. }
  216. }
  217. }
  218. }