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- using System;
- using System.Threading;
- using GameClass.GameObj;
- using GameEngine;
- using Preparation.Interface;
- using Preparation.Utility;
- using Timothy.FrameRateTask;
-
- namespace Gaming
- {
- public partial class Game
- {
- private readonly ActionManager actionManager;
- private class ActionManager
- {
-
- // 人物移动
- private void SkillWhenColliding(Character player, IGameObj collisionObj)
- {
- if (collisionObj.Type == GameObjType.Bullet)
- {
- if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
- {
- if (characterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
- player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
- gameMap.Remove((GameObj)collisionObj);
- }
- }
- if (player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed && collisionObj.Type == GameObjType.Character && ((Character)collisionObj).IsGhost())
- {
- if (characterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
- player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
- characterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
- }
- }
- public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
- {
- if (moveTimeInMilliseconds < 5) return false;
- long stateNum = characterManager.SetPlayerState(playerToMove, PlayerStateType.Moving);
- if (stateNum == -1) return false;
- new Thread
- (
- () =>
- {
- playerToMove.ThreadNum.WaitOne();
- if (stateNum != playerToMove.StateNum)
- playerToMove.ThreadNum.Release();
- else
- moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
- }
- )
- { IsBackground = true }.Start();
- return true;
- }
-
- public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
- {
- if (playerToMove.CharacterType == CharacterType.Robot) return false;
- long stateNum = characterManager.SetPlayerState(playerToMove, PlayerStateType.Charmed);
- if (stateNum == -1) return false;
- new Thread
- (() =>
- {
- playerToMove.ThreadNum.WaitOne();
- if (stateNum != playerToMove.StateNum)
- playerToMove.ThreadNum.Release();
- else
- {
- moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
- Thread.Sleep(moveTimeInMilliseconds);
- lock (playerToMove.ActionLock)
- {
- if (stateNum == playerToMove.StateNum)
- playerToMove.SetPlayerStateNaturally();
- }
- }
- }
- )
- { IsBackground = true }.Start();
- return true;
- }
-
- public bool Stop(Character player)
- {
- lock (player.ActionLock)
- {
- if (player.Commandable())
- {
- characterManager.SetPlayerState(player);
- return true;
- }
- }
- return false;
- }
-
- public bool Fix(Student player)// 自动检查有无发电机可修
- {
- if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
- return false;
- Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
-
- if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
- return false;
-
- ++generatorForFix.NumOfFixing;
- characterManager.SetPlayerState(player, PlayerStateType.Fixing);
- long threadNum = player.StateNum;
- new Thread
- (
- () =>
- {
- Thread.Sleep(GameData.frameDuration);
- new FrameRateTaskExecutor<int>(
- loopCondition: () => gameMap.Timer.IsGaming && threadNum == player.StateNum,
- loopToDo: () =>
- {
- if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
- gameMap.NumOfRepairedGenerators++;
- if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
- characterManager.SetPlayerState(player);
- },
- timeInterval: GameData.frameDuration,
- finallyReturn: () => 0
- )
- .Start();
- --generatorForFix.NumOfFixing;
- }
-
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool OpenDoorway(Student player)
- {
- if (!(player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
- return false;
- Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
- if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
- return false;
-
- characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
- int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
- new Thread
- (
- () =>
- {
- Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
-
- if (doorwayToOpen.OpenStartTime == startTime)
- {
- doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
- player.SetPlayerStateNaturally();
- }
- }
-
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool Escape(Student player)
- {
- if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
- return false;
- Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
- if (doorwayForEscape != null && doorwayForEscape.IsOpen())
- {
- player.AddScore(GameData.StudentScoreEscape);
- ++gameMap.NumOfEscapedStudent;
- player.RemoveFromGame(PlayerStateType.Escaped);
- return true;
- }
- else
- {
- EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
- if (emergencyExit != null && emergencyExit.IsOpen)
- {
- player.AddScore(GameData.StudentScoreEscape);
- ++gameMap.NumOfEscapedStudent;
- player.RemoveFromGame(PlayerStateType.Escaped);
- return true;
- }
- return false;
- }
- }
-
- public bool Treat(Student player, Student? playerTreated = null)
- {
- if (playerTreated == null)
- {
- playerTreated = gameMap.StudentForInteract(player.Position);
- if (playerTreated == null) return false;
- }
- if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
- (!playerTreated.Commandable()) ||
- playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
- return false;
-
- new Thread
- (
- () =>
- {
- characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
- characterManager.SetPlayerState(player, PlayerStateType.Treating);
- long threadNum = player.StateNum;
-
- new FrameRateTaskExecutor<int>(
- loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
- loopToDo: () =>
- {
- if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
- characterManager.SetPlayerState(playerTreated);
- },
- timeInterval: GameData.frameDuration,
- finallyReturn: () => 0
- )
- .Start();
-
- if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
- else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
- }
- )
- { IsBackground = true }.Start();
- return true;
- }
- public bool Rescue(Student player, Student? playerRescued = null)
- {
- if (playerRescued == null)
- {
- playerRescued = gameMap.StudentForInteract(player.Position);
- if (playerRescued == null) return false;
- }
- if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
- return false;
- characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
- characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
- long threadNum = player.StateNum;
-
- new Thread
- (
- () =>
- {
- new FrameRateTaskExecutor<int>(
- loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
- loopToDo: () =>
- {
- playerRescued.TimeOfRescue += GameData.frameDuration;
- },
- timeInterval: GameData.frameDuration,
- finallyReturn: () => 0,
- maxTotalDuration: GameData.basicTimeOfRescue
- )
- .Start();
-
- if (playerRescued.PlayerState == PlayerStateType.Rescued)
- {
- if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
- {
- characterManager.SetPlayerState(playerRescued);
- playerRescued.HP = playerRescued.MaxHp / 2;
- player.AddScore(GameData.StudentScoreRescue);
- }
- else
- characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
- }
- if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
- playerRescued.TimeOfRescue = 0;
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
- public bool OpenChest(Character player)
- {
- if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
- return false;
- Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
-
- if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
- return false;
-
- characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
- int startTime = gameMap.Timer.nowTime();
- chestToOpen.Open(startTime, player);
- new Thread
- (
- () =>
- {
- Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
-
- if (chestToOpen.OpenStartTime == startTime)
- {
- player.SetPlayerStateNaturally();
- for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
- {
- Prop prop = chestToOpen.PropInChest[i];
- chestToOpen.PropInChest[i] = new NullProp();
- prop.ReSetPos(player.Position);
- gameMap.Add(prop);
- }
- }
- }
-
- )
- { IsBackground = true }.Start();
-
- return true;
- }
- public bool ClimbingThroughWindow(Character player)
- {
- Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
- if (windowForClimb == null) return false;
-
- long stateNum = characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows, windowForClimb);
- if (stateNum == -1) return false;
-
- XY windowToPlayer = new(
- (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
- (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
-
- /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
- if (characterInWindow != null)
- {
- if (player.IsGhost() && !characterInWindow.IsGhost())
- characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
- return false;
- }
-
- Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
- gameMap.Add(addWall);*/
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- if (stateNum != player.StateNum)
- {
- player.ThreadNum.Release();
- }
- else
- {
- if (!windowForClimb.TryToClimb(player))
- {
- player.ThreadNum.Release();
- player.SetPlayerStateNaturally();
- }
- else
- {
- Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
-
- lock (player.ActionLock)
- {
- if (player.StateNum != stateNum) return;
- player.ReSetPos(windowToPlayer + windowForClimb.Position);
- windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
- }
-
- player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
- moveEngine.MoveObj(player, GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2, (-1 * windowToPlayer).Angle(), stateNum);
-
- Thread.Sleep(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2);
-
- player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
-
- lock (player.ActionLock)
- {
- if (stateNum == player.StateNum)
- {
- characterManager.SetPlayerState(player);
- windowForClimb.FinishClimbing();
- }
- }
- }
- }
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
- public bool LockOrOpenDoor(Character player)
- {
- if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
- return false;
- Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
- if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
- return false;
- bool flag = false;
- foreach (Prop prop in player.PropInventory)
- {
- switch (prop.GetPropType())
- {
- case PropType.Key3:
- if (doorToLock.DoorNum == 3)
- flag = true;
- break;
- case PropType.Key5:
- if (doorToLock.DoorNum == 5)
- flag = true;
- break;
- case PropType.Key6:
- if (doorToLock.DoorNum == 6)
- flag = true;
- break;
- default:
- break;
- }
- if (flag) break;
- }
- if (!flag) return false;
-
- characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
- long threadNum = player.StateNum;
- new Thread
- (
- () =>
- {
- new FrameRateTaskExecutor<int>(
- loopCondition: () => flag && threadNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
- loopToDo: () =>
- {
- flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
- doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
- },
- timeInterval: GameData.frameDuration,
- finallyReturn: () => 0
- )
- .Start();
- if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
- {
- doorToLock.IsOpen = (!doorToLock.IsOpen);
- }
- if (threadNum == player.StateNum)
- characterManager.SetPlayerState(player);
- doorToLock.OpenOrLockDegree = 0;
- }
-
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- /*
- private void ActivateMine(Character player, Mine mine)
- {
- gameMap.ObjListLock.EnterWriteLock();
- try { gameMap.ObjList.Remove(mine); }
- catch { }
- finally { gameMap.ObjListLock.ExitWriteLock(); }
-
- switch (mine.GetPropType())
- {
- case PropType.Dirt:
- player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
- break;
- case PropType.Attenuator:
- player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
- break;
- case PropType.Divider:
- player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
- break;
- }
- }
- */
-
- private readonly Map gameMap;
- private readonly CharacterManager characterManager;
- public readonly MoveEngine moveEngine;
- public ActionManager(Map gameMap, CharacterManager characterManager)
- {
- this.gameMap = gameMap;
-
- this.moveEngine = new MoveEngine(
- gameMap: gameMap,
- OnCollision: (obj, collisionObj, moveVec) =>
- {
- SkillWhenColliding((Character)obj, collisionObj);
- //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
- //if (collisionObj is Mine)
- //{
- // ActivateMine((Character)obj, (Mine)collisionObj);
- // return MoveEngine.AfterCollision.ContinueCheck;
- //}
- return MoveEngine.AfterCollision.MoveMax;
- },
- EndMove: obj =>
- {
- // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
- }
- );
- this.characterManager = characterManager;
- }
- }
- }
- }
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