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AttackManager.cs 12 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. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly AttackManager attackManager;
  14. private class AttackManager
  15. {
  16. readonly Map gameMap;
  17. public 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.Set(false);
  35. }
  36. );
  37. this.characterManager = characterManager;
  38. }
  39. public void ProduceBulletNaturally(BulletType bulletType, Character player, double angle, XY pos)
  40. {
  41. // 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
  42. if (bulletType == BulletType.Null) return;
  43. Bullet? bullet = BulletFactory.GetBullet(player, pos, bulletType);
  44. if (bullet == null) return;
  45. Debugger.Output(bullet, "Attack in " + pos.ToString());
  46. gameMap.Add(bullet);
  47. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
  48. }
  49. private void BombObj(Bullet bullet, GameObj objBeingShot)
  50. {
  51. Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
  52. switch (objBeingShot.Type)
  53. {
  54. case GameObjType.Character:
  55. if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
  56. {
  57. characterManager.BeAttacked((Student)objBeingShot, bullet);
  58. }
  59. // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
  60. // BeStunned((Character)objBeingShot, bullet.AP);
  61. break;
  62. case GameObjType.Generator:
  63. if (bullet.CanBeBombed(GameObjType.Generator))
  64. ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
  65. break;
  66. case GameObjType.Door:
  67. if (bullet.CanBeBombed(GameObjType.Door))
  68. ((Door)objBeingShot).ForceToOpen();
  69. break;
  70. case GameObjType.Item:
  71. if (((Item)objBeingShot).GetPropType() == PropType.CraftingBench)
  72. {
  73. ((CraftingBench)objBeingShot).TryStopSkill();
  74. gameMap.Remove(objBeingShot);
  75. }
  76. break;
  77. default:
  78. break;
  79. }
  80. }
  81. public bool TryRemoveBullet(Bullet bullet)
  82. {
  83. if (gameMap.Remove(bullet))
  84. {
  85. bullet.CanMove.Set(false);
  86. if (bullet.BulletBombRange > 0)
  87. {
  88. BombedBullet bombedBullet = new(bullet);
  89. gameMap.Add(bombedBullet);
  90. new Thread
  91. (() =>
  92. {
  93. Thread.Sleep(GameData.frameDuration * 5);
  94. gameMap.RemoveJustFromMap(bombedBullet);
  95. }
  96. )
  97. { IsBackground = true }.Start();
  98. }
  99. return true;
  100. }
  101. else return false;
  102. }
  103. private void ProduceBombBomb(Bullet bullet, double angle)
  104. {
  105. angle += bullet.FacingDirection.Angle();
  106. XY pos = bullet.Position + new XY
  107. (
  108. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  109. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  110. );
  111. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
  112. }
  113. private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
  114. {
  115. if (objBeingShot != null)
  116. Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
  117. else
  118. Debugger.Output(bullet, "bombed without objBeingShot");
  119. if (!TryRemoveBullet(bullet)) return;
  120. if (bullet.BulletBombRange == 0)
  121. {
  122. if (objBeingShot == null)
  123. {
  124. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  125. return;
  126. }
  127. BombObj(bullet, objBeingShot);
  128. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  129. return;
  130. }
  131. /*if (objBeingShot != null)
  132. {
  133. 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。
  134. {
  135. new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
  136. }
  137. }*/
  138. // 子弹爆炸会发生的事↓↓↓
  139. if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
  140. {
  141. ProduceBombBomb(bullet, Math.PI / 2);
  142. ProduceBombBomb(bullet, Math.PI * 2 / 3);
  143. ProduceBombBomb(bullet, Math.PI * 5 / 6);
  144. ProduceBombBomb(bullet, Math.PI);
  145. ProduceBombBomb(bullet, Math.PI * 7 / 6);
  146. ProduceBombBomb(bullet, Math.PI * 4 / 3);
  147. ProduceBombBomb(bullet, Math.PI * 3 / 2);
  148. }
  149. var beAttackedList = new List<IGameObj>();
  150. foreach (var kvp in gameMap.GameObjDict)
  151. {
  152. if (bullet.CanBeBombed(kvp.Key))
  153. {
  154. gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
  155. try
  156. {
  157. foreach (var item in gameMap.GameObjDict[kvp.Key])
  158. if (bullet.CanAttack((GameObj)item))
  159. {
  160. beAttackedList.Add(item);
  161. }
  162. }
  163. finally
  164. {
  165. gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
  166. }
  167. }
  168. }
  169. foreach (GameObj beAttackedObj in beAttackedList)
  170. {
  171. BombObj(bullet, beAttackedObj);
  172. }
  173. beAttackedList.Clear();
  174. if (objBeingShot == null)
  175. {
  176. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  177. }
  178. else
  179. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  180. }
  181. public bool Attack(Character player, double angle)
  182. { // 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
  183. if (!player.Commandable()) return false;
  184. Bullet? bullet = player.Attack(angle);
  185. if (bullet != null)
  186. {
  187. Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
  188. gameMap.Add(bullet);
  189. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
  190. if (bullet.CastTime > 0)
  191. {
  192. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.TryingToAttack);
  193. if (stateNum == -1)
  194. {
  195. TryRemoveBullet(bullet);
  196. return false;
  197. }
  198. new Thread
  199. (() =>
  200. {
  201. player.ThreadNum.WaitOne();
  202. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  203. {
  204. TryRemoveBullet(bullet);
  205. player.ThreadNum.Release();
  206. return;
  207. }
  208. new FrameRateTaskExecutor<int>(
  209. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  210. loopToDo: () =>
  211. {
  212. },
  213. timeInterval: GameData.checkInterval,
  214. finallyReturn: () => 0,
  215. maxTotalDuration: bullet.CastTime
  216. )
  217. .Start();
  218. player.ThreadNum.Release();
  219. if (gameMap.Timer.IsGaming)
  220. {
  221. if (!player.ResetPlayerState(stateNum))
  222. TryRemoveBullet(bullet);
  223. }
  224. }
  225. )
  226. { IsBackground = true }.Start();
  227. }
  228. }
  229. if (bullet != null)
  230. {
  231. Debugger.Output($"playerID:{player.ID} successfully attacked!");
  232. return true;
  233. }
  234. else
  235. {
  236. Debugger.Output($"playerID:{player.ID} has no bullets so that he can't attack!");
  237. return false;
  238. }
  239. }
  240. }
  241. }
  242. }