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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. 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.ReSetCanMove(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. new Thread
  48. (
  49. () =>
  50. {
  51. bullet.ThreadNum.WaitOne();
  52. 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
  53. }
  54. )
  55. { IsBackground = true }.Start();
  56. }
  57. private void BombObj(Bullet bullet, GameObj objBeingShot)
  58. {
  59. #if DEBUG
  60. Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
  61. #endif
  62. switch (objBeingShot.Type)
  63. {
  64. case GameObjType.Character:
  65. if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
  66. {
  67. characterManager.BeAttacked((Student)objBeingShot, bullet);
  68. }
  69. // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
  70. // BeStunned((Character)objBeingShot, bullet.AP);
  71. break;
  72. case GameObjType.Generator:
  73. if (bullet.CanBeBombed(GameObjType.Generator))
  74. ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
  75. break;
  76. default:
  77. break;
  78. }
  79. }
  80. public bool TryRemoveBullet(Bullet bullet)
  81. {
  82. if (gameMap.Remove(bullet))
  83. {
  84. bullet.ReSetCanMove(false);
  85. if (bullet.BulletBombRange > 0)
  86. {
  87. BombedBullet bombedBullet = new(bullet);
  88. gameMap.Add(bombedBullet);
  89. new Thread
  90. (() =>
  91. {
  92. Thread.Sleep(GameData.frameDuration * 5);
  93. gameMap.RemoveJustFromMap(bombedBullet);
  94. }
  95. )
  96. { IsBackground = true }.Start();
  97. }
  98. return true;
  99. }
  100. else return false;
  101. }
  102. private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
  103. {
  104. #if DEBUG
  105. if (objBeingShot != null)
  106. Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
  107. else
  108. Debugger.Output(bullet, "bombed without objBeingShot");
  109. #endif
  110. if (!TryRemoveBullet(bullet)) return;
  111. if (bullet.BulletBombRange == 0)
  112. {
  113. if (objBeingShot == null)
  114. {
  115. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  116. return;
  117. }
  118. BombObj(bullet, objBeingShot);
  119. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  120. return;
  121. }
  122. /*if (objBeingShot != null)
  123. {
  124. 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。
  125. {
  126. new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
  127. }
  128. }*/
  129. // 子弹爆炸会发生的事↓↓↓
  130. if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
  131. {
  132. double angle = bullet.FacingDirection.Angle() + Math.PI / 2.0;
  133. XY pos = bullet.Position + new XY // 子弹紧贴人物生成。
  134. (
  135. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  136. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  137. );
  138. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
  139. angle = bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0;
  140. pos = bullet.Position + new XY // 子弹紧贴人物生成。
  141. (
  142. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  143. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  144. );
  145. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
  146. }
  147. var beAttackedList = new List<IGameObj>();
  148. foreach (var kvp in gameMap.GameObjDict)
  149. {
  150. if (bullet.CanBeBombed(kvp.Key))
  151. {
  152. gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
  153. try
  154. {
  155. foreach (var item in gameMap.GameObjDict[kvp.Key])
  156. if (bullet.CanAttack((GameObj)item))
  157. {
  158. beAttackedList.Add(item);
  159. }
  160. }
  161. finally
  162. {
  163. gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
  164. }
  165. }
  166. }
  167. foreach (GameObj beAttackedObj in beAttackedList)
  168. {
  169. BombObj(bullet, beAttackedObj);
  170. }
  171. beAttackedList.Clear();
  172. if (objBeingShot == null)
  173. {
  174. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  175. }
  176. else
  177. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  178. }
  179. public bool Attack(Character player, double angle)
  180. { // 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
  181. Bullet? bullet = player.Attack(angle, gameMap.Timer.nowTime());
  182. if (bullet != null)
  183. {
  184. Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
  185. gameMap.Add(bullet);
  186. new Thread
  187. (
  188. () =>
  189. {
  190. bullet.ThreadNum.WaitOne();
  191. 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
  192. }
  193. )
  194. { IsBackground = true }.Start();
  195. if (bullet.CastTime > 0)
  196. {
  197. characterManager.SetPlayerState(player, PlayerStateType.TryingToAttack);
  198. long threadNum = player.StateNum;
  199. new Thread
  200. (() =>
  201. {
  202. new FrameRateTaskExecutor<int>(
  203. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  204. loopToDo: () =>
  205. {
  206. },
  207. timeInterval: GameData.checkInterval,
  208. finallyReturn: () => 0,
  209. maxTotalDuration: bullet.CastTime
  210. )
  211. .Start();
  212. if (gameMap.Timer.IsGaming)
  213. {
  214. if (threadNum == player.StateNum)
  215. {
  216. characterManager.SetPlayerState(player);
  217. }
  218. else TryRemoveBullet(bullet);
  219. }
  220. }
  221. )
  222. { IsBackground = true }.Start();
  223. }
  224. }
  225. if (bullet != null)
  226. {
  227. #if DEBUG
  228. Console.WriteLine($"playerID:{player.ID} successfully attacked!");
  229. #endif
  230. return true;
  231. }
  232. else
  233. {
  234. #if DEBUG
  235. Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!");
  236. #endif
  237. return false;
  238. }
  239. }
  240. }
  241. }
  242. }