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Character.cs 20 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Numerics;
  6. using System.Runtime.InteropServices;
  7. using System.Threading;
  8. namespace GameClass.GameObj
  9. {
  10. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  11. {
  12. #region 装弹、攻击相关的基本属性及方法
  13. protected readonly object beAttackedLock = new();
  14. /// <summary>
  15. /// 装弹冷却
  16. /// </summary>
  17. protected int cd;
  18. public int CD
  19. {
  20. get => cd;
  21. private set
  22. {
  23. lock (gameObjLock)
  24. {
  25. cd = value;
  26. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", value));
  27. }
  28. }
  29. }
  30. public int OrgCD { get; protected set; }
  31. protected int maxBulletNum;
  32. public int MaxBulletNum => maxBulletNum; // 人物最大子弹数
  33. protected int bulletNum;
  34. public int BulletNum => bulletNum; // 目前持有的子弹数
  35. public readonly BulletType OriBulletOfPlayer;
  36. private BulletType bulletOfPlayer;
  37. public BulletType BulletOfPlayer
  38. {
  39. get => bulletOfPlayer;
  40. set
  41. {
  42. lock (gameObjLock)
  43. {
  44. bulletOfPlayer = value;
  45. OrgCD = (BulletFactory.BulletCD(value));
  46. CD = 0;
  47. maxBulletNum = bulletNum = (BulletFactory.BulletNum(value));
  48. }
  49. }
  50. }
  51. /// <summary>
  52. /// 进行一次攻击
  53. /// </summary>
  54. /// <returns>攻击操作发出的子弹</returns>
  55. public Bullet? Attack(XY pos, PlaceType place)
  56. {
  57. if (TrySubBulletNum())
  58. return BulletFactory.GetBullet(this, place, pos);
  59. else
  60. return null;
  61. }
  62. /// <summary>
  63. /// 尝试将子弹数量减1
  64. /// </summary>
  65. /// <returns>减操作是否成功</returns>
  66. private bool TrySubBulletNum()
  67. {
  68. lock (gameObjLock)
  69. {
  70. if (bulletNum > 0)
  71. {
  72. --bulletNum;
  73. return true;
  74. }
  75. return false;
  76. }
  77. }
  78. /// <summary>
  79. /// 尝试将子弹数量加1
  80. /// </summary>
  81. /// <returns>加操作是否成功</returns>
  82. public bool TryAddBulletNum()
  83. {
  84. lock (gameObjLock)
  85. {
  86. if (bulletNum < maxBulletNum)
  87. {
  88. ++bulletNum;
  89. return true;
  90. }
  91. return false;
  92. }
  93. }
  94. /*
  95. /// <summary>
  96. /// 攻击被反弹,反弹伤害不会再被反弹
  97. /// </summary>
  98. /// <param name="subHP"></param>
  99. /// <param name="hasSpear"></param>
  100. /// <param name="bouncer">反弹伤害者</param>
  101. /// <returns>是否因反弹伤害而死</returns>
  102. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  103. {
  104. lock (beAttackedLock)
  105. {
  106. if (hp <= 0)
  107. return false;
  108. if (!(bouncer?.TeamID == this.TeamID))
  109. {
  110. if (hasSpear || !HasShield)
  111. _ = TrySubHp(subHP);
  112. if (hp <= 0)
  113. TryActivatingLIFE();
  114. }
  115. return hp <= 0;
  116. }
  117. }*/
  118. #endregion
  119. #region 感知相关的基本属性及方法
  120. private Dictionary<BgmType, double> bgmDictionary = new();
  121. public Dictionary<BgmType, double> BgmDictionary
  122. {
  123. get => bgmDictionary;
  124. private set
  125. {
  126. lock (gameObjLock)
  127. {
  128. bgmDictionary = value;
  129. }
  130. }
  131. }
  132. public void AddBgm(BgmType bgm, double value)
  133. {
  134. if (BgmDictionary.ContainsKey(bgm))
  135. BgmDictionary[bgm] = value;
  136. else BgmDictionary.Add(bgm, value);
  137. }
  138. private int alertnessRadius;
  139. public int AlertnessRadius
  140. {
  141. get => alertnessRadius;
  142. set
  143. {
  144. lock (gameObjLock)
  145. {
  146. alertnessRadius = value;
  147. }
  148. }
  149. }
  150. private double concealment;
  151. public double Concealment
  152. {
  153. get => concealment;
  154. set
  155. {
  156. lock (gameObjLock)
  157. {
  158. concealment = value;
  159. }
  160. }
  161. }
  162. private int viewRange;
  163. public int ViewRange
  164. {
  165. get => viewRange;
  166. set
  167. {
  168. lock (gameObjLock)
  169. {
  170. viewRange = (value > 0) ? value : 0;
  171. }
  172. }
  173. }
  174. #endregion
  175. #region 交互相关的基本属性及方法
  176. private int speedOfOpeningOrLocking;
  177. public int SpeedOfOpeningOrLocking
  178. {
  179. get => speedOfOpeningOrLocking;
  180. set
  181. {
  182. lock (gameObjLock)
  183. {
  184. speedOfOpeningOrLocking = value;
  185. }
  186. }
  187. }
  188. private int speedOfClimbingThroughWindows;
  189. public int SpeedOfClimbingThroughWindows
  190. {
  191. get => speedOfClimbingThroughWindows;
  192. set
  193. {
  194. lock (gameObjLock)
  195. {
  196. speedOfClimbingThroughWindows = value;
  197. }
  198. }
  199. }
  200. private int speedOfOpenChest;
  201. public int SpeedOfOpenChest
  202. {
  203. get => speedOfOpenChest;
  204. set
  205. {
  206. lock (gameObjLock)
  207. {
  208. speedOfOpenChest = value;
  209. }
  210. }
  211. }
  212. #endregion
  213. #region 血量相关的基本属性及方法
  214. public int MaxHp { get; protected set; } // 最大血量
  215. protected int hp;
  216. public int HP
  217. {
  218. get => hp;
  219. set
  220. {
  221. if (value > 0)
  222. {
  223. lock (gameObjLock)
  224. hp = value <= MaxHp ? value : MaxHp;
  225. }
  226. else
  227. lock (gameObjLock)
  228. hp = 0;
  229. }
  230. }
  231. /// <summary>
  232. /// 尝试减血
  233. /// </summary>
  234. /// <param name="sub">减血量</param>
  235. /// <returns>减操作是否成功</returns>
  236. public int TrySubHp(int sub)
  237. {
  238. int previousHp = hp;
  239. lock (gameObjLock)
  240. hp = hp <= sub ? 0 : hp - sub;
  241. Debugger.Output(this, " hp has subed to: " + hp.ToString());
  242. return previousHp - hp;
  243. }
  244. private double vampire = 0; // 回血率:0-1之间
  245. public double Vampire
  246. {
  247. get => vampire;
  248. set
  249. {
  250. if (value > 1)
  251. lock (gameObjLock)
  252. vampire = 1;
  253. else if (value < 0)
  254. lock (gameObjLock)
  255. vampire = 0;
  256. else
  257. lock (gameObjLock)
  258. vampire = value;
  259. }
  260. }
  261. private double oriVampire = 0;
  262. public double OriVampire
  263. {
  264. get => oriVampire;
  265. set
  266. {
  267. if (value > 1)
  268. lock (gameObjLock)
  269. vampire = 1;
  270. else if (value < 0)
  271. lock (gameObjLock)
  272. vampire = 0;
  273. else
  274. lock (gameObjLock)
  275. vampire = value;
  276. }
  277. }
  278. #endregion
  279. private PlayerStateType playerState = PlayerStateType.Null;
  280. public PlayerStateType PlayerState
  281. {
  282. get
  283. {
  284. if (playerState == PlayerStateType.Null && IsMoving) return PlayerStateType.Moving;
  285. return playerState;
  286. }
  287. set
  288. {
  289. if (value != PlayerStateType.Moving)
  290. lock (gameObjLock)
  291. IsMoving = false;
  292. lock (gameObjLock) playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  293. }
  294. }
  295. public bool NoHp() => (playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  296. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued);
  297. public bool Commandable() => (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  298. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  299. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  300. && playerState != PlayerStateType.ClimbingThroughWindows && playerState != PlayerStateType.Stunned);
  301. public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.LockingOrOpeningTheDoor || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  302. public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  303. public bool CanBeAwed() => !(playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  304. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued
  305. || playerState == PlayerStateType.Treated || playerState == PlayerStateType.Stunned
  306. || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  307. private int score = 0;
  308. public int Score
  309. {
  310. get => score;
  311. }
  312. /// <summary>
  313. /// 加分
  314. /// </summary>
  315. /// <param name="add">增加量</param>
  316. public void AddScore(int add)
  317. {
  318. lock (gameObjLock)
  319. {
  320. score += add;
  321. //Debugger.Output(this, " 's score has been added to: " + score.ToString());
  322. }
  323. }
  324. /// <summary>
  325. /// 减分
  326. /// </summary>
  327. /// <param name="sub">减少量</param>
  328. public void SubScore(int sub)
  329. {
  330. lock (gameObjLock)
  331. {
  332. score -= sub;
  333. Debugger.Output(this, " 's score has been subed to: " + score.ToString());
  334. }
  335. }
  336. /// <summary>
  337. /// 角色所属队伍ID
  338. /// </summary>
  339. private int teamID = int.MaxValue;
  340. public int TeamID
  341. {
  342. get => teamID;
  343. set
  344. {
  345. lock (gameObjLock)
  346. {
  347. teamID = value;
  348. Debugger.Output(this, " joins in the team: " + value.ToString());
  349. }
  350. }
  351. }
  352. private int playerID = int.MaxValue;
  353. public int PlayerID
  354. {
  355. get => playerID;
  356. set
  357. {
  358. lock (gameObjLock)
  359. {
  360. playerID = value;
  361. }
  362. }
  363. }
  364. /// <summary>
  365. /// 角色携带的信息
  366. /// </summary>
  367. private string message = "THUAI6";
  368. public string Message
  369. {
  370. get => message;
  371. set
  372. {
  373. lock (gameObjLock)
  374. {
  375. message = value;
  376. }
  377. }
  378. }
  379. #region 道具和buff相关属性、方法
  380. private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory]
  381. {new NullProp(), new NullProp(),new NullProp() };
  382. public Prop[] PropInventory
  383. {
  384. get => propInventory;
  385. set
  386. {
  387. lock (gameObjLock)
  388. {
  389. propInventory = value;
  390. Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
  391. }
  392. }
  393. }
  394. /// <summary>
  395. /// 使用物品栏中的道具
  396. /// </summary>
  397. /// <returns>被使用的道具</returns>
  398. public Prop UseProp(int indexing)
  399. {
  400. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  401. return new NullProp();
  402. lock (gameObjLock)
  403. {
  404. Prop prop = propInventory[indexing];
  405. PropInventory[indexing] = new NullProp();
  406. return prop;
  407. }
  408. }
  409. public Prop UseProp(PropType propType)
  410. {
  411. lock (gameObjLock)
  412. {
  413. if (propType == PropType.Null)
  414. {
  415. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  416. {
  417. if (PropInventory[indexing].GetPropType() != PropType.Null)
  418. {
  419. Prop prop = PropInventory[indexing];
  420. PropInventory[indexing] = new NullProp();
  421. return prop;
  422. }
  423. }
  424. }
  425. else
  426. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  427. {
  428. if (PropInventory[indexing].GetPropType() == propType)
  429. {
  430. Prop prop = PropInventory[indexing];
  431. PropInventory[indexing] = new NullProp();
  432. return prop;
  433. }
  434. }
  435. return new NullProp();
  436. }
  437. }
  438. /// <summary>
  439. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  440. /// </summary>
  441. public int IndexingOfAddProp()
  442. {
  443. int indexing = 0;
  444. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  445. if (PropInventory[indexing].GetPropType() == PropType.Null)
  446. break;
  447. return indexing;
  448. }
  449. public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  450. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  451. OrgMoveSpeed);
  452. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  453. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  454. public bool HasShield => buffManager.HasShield;
  455. public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
  456. public bool HasLIFE => buffManager.HasLIFE;
  457. public void AddAp(int time) => buffManager.AddAp(time);
  458. public bool HasAp => buffManager.HasAp;
  459. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  460. public bool HasSpear => buffManager.HasSpear;
  461. public void AddClairaudience(int time) => buffManager.AddClairaudience(time);
  462. public bool HasClairaudience => buffManager.HasClairaudience;
  463. public void AddInvisible(int time) => buffManager.AddInvisible(time);
  464. public bool HasInvisible => buffManager.HasInvisible;
  465. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  466. public Dictionary<BuffType, bool> Buff
  467. {
  468. get
  469. {
  470. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  471. foreach (BuffType type in buffTypeArray)
  472. {
  473. if (type != BuffType.Null)
  474. buff.Add(type, GetBuffStatus(type));
  475. }
  476. return buff;
  477. }
  478. }
  479. private bool GetBuffStatus(BuffType type)
  480. {
  481. switch (type)
  482. {
  483. case BuffType.Spear:
  484. return this.HasSpear;
  485. case BuffType.AddSpeed:
  486. return this.HasFasterSpeed;
  487. case BuffType.Shield:
  488. return this.HasShield;
  489. case BuffType.AddLife:
  490. return this.HasLIFE;
  491. case BuffType.AddAp:
  492. return this.HasAp;
  493. case BuffType.Clairaudience:
  494. return this.HasClairaudience;
  495. case BuffType.Invisible:
  496. return this.HasInvisible;
  497. default:
  498. return false;
  499. }
  500. }
  501. public void TryActivatingLIFE()
  502. {
  503. if (buffManager.TryActivatingLIFE())
  504. {
  505. AddScore(GameData.ScorePropRemainHp);
  506. hp = GameData.RemainHpWhenAddLife;
  507. }
  508. }
  509. public bool TryAddAp()
  510. {
  511. if (buffManager.TryAddAp())
  512. {
  513. AddScore(GameData.ScorePropAddAp);
  514. return true;
  515. }
  516. return false;
  517. }
  518. public bool TryUseSpear()
  519. {
  520. return buffManager.TryUseSpear();
  521. }
  522. public bool TryUseShield()
  523. {
  524. if (buffManager.TryUseShield())
  525. {
  526. AddScore(GameData.ScorePropUseShield);
  527. return true;
  528. }
  529. return false;
  530. }
  531. #endregion
  532. /* public override void Reset() // 要加锁吗?
  533. {
  534. lock (gameObjLock)
  535. {
  536. // _ = AddDeathCount();
  537. base.Reset();
  538. this.MoveSpeed = OrgMoveSpeed;
  539. HP = MaxHp;
  540. PropInventory = null;
  541. BulletOfPlayer = OriBulletOfPlayer;
  542. lock (gameObjLock)
  543. bulletNum = maxBulletNum;
  544. buffManager.ClearAll();
  545. IsInvisible = false;
  546. this.Vampire = this.OriVampire;
  547. }
  548. }*/
  549. public void Die(PlayerStateType playerStateType)
  550. {
  551. lock (gameObjLock)
  552. {
  553. playerState = playerStateType;
  554. CanMove = false;
  555. IsResetting = true;
  556. Position = GameData.PosWhoDie;
  557. place = PlaceType.Grass;
  558. }
  559. }
  560. public override bool IsRigid => true;
  561. public override ShapeType Shape => ShapeType.Circle;
  562. public override bool IgnoreCollideExecutor(IGameObj targetObj)
  563. {
  564. if (IsResetting)
  565. return true;
  566. if (targetObj.Type == GameObjType.Prop)
  567. {
  568. return true;
  569. }
  570. if (targetObj.Type == GameObjType.Character && XY.Distance(targetObj.Position, this.Position) < this.Radius + targetObj.Radius)
  571. return true;
  572. return false;
  573. }
  574. }
  575. }