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SkillManager.ActiveSkill.cs 9.7 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public bool BecomeVampire(Character player)
  14. {
  15. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.BecomeVampire), player, () =>
  16. {
  17. player.Vampire += 0.5;
  18. Debugger.Output(player, "becomes vampire!");
  19. },
  20. () =>
  21. {
  22. double tempVam = player.Vampire - 0.5;
  23. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  24. });
  25. }
  26. public bool CanBeginToCharge(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill skill = player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge);
  30. Debugger.Output(player, "can begin to charge!");
  31. return ActiveSkillEffect(skill, player, () =>
  32. {
  33. player.AddMoveSpeed(skill.DurationTime, 3.0);
  34. //See SkillWhenColliding in ActionManager
  35. },
  36. () =>
  37. { });
  38. }
  39. public static bool BecomeInvisible(Character player)
  40. {
  41. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.BecomeInvisible);
  42. return ActiveSkillEffect(activeSkill, player, () =>
  43. {
  44. player.AddInvisible(activeSkill.DurationTime);
  45. Debugger.Output(player, "become invisible!");
  46. },
  47. () =>
  48. { });
  49. }
  50. public bool JumpyBomb(Character player)
  51. {
  52. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.JumpyBomb), player, () =>
  53. {
  54. player.BulletOfPlayer = BulletType.BombBomb;
  55. Debugger.Output(player, "uses jumpybomb!");
  56. },
  57. () =>
  58. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  59. }
  60. public bool WriteAnswers(Character player)
  61. {
  62. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.WriteAnswers);
  63. return ActiveSkillEffect(activeSkill, player, () =>
  64. {
  65. Generator? generator = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  66. if (generator != null)
  67. {
  68. generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation);
  69. Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
  70. ((WriteAnswers)activeSkill).DegreeOfMeditation = 0;
  71. }
  72. },
  73. () =>
  74. { });
  75. }
  76. public static bool UseKnife(Character player)
  77. {
  78. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  79. {
  80. player.BulletOfPlayer = BulletType.FlyingKnife;
  81. Debugger.Output(player, "uses flyingknife!");
  82. },
  83. () =>
  84. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  85. }
  86. public bool Punish(Character player)
  87. {
  88. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Punish), player, () =>
  89. {
  90. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  91. try
  92. {
  93. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  94. {
  95. if (player.IsGhost() &&
  96. (player.PlayerState == PlayerStateType.TryingToAttack || player.PlayerState == PlayerStateType.Swinging
  97. || player.PlayerState == PlayerStateType.UsingSkill || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor || player.PlayerState == PlayerStateType.OpeningTheChest)
  98. && gameMap.CanSee(player, character))
  99. {
  100. if (AttackManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.timeFactorOfGhostFainting))
  101. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.timeFactorOfGhostFainting));
  102. break;
  103. }
  104. }
  105. }
  106. finally
  107. {
  108. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  109. }
  110. Debugger.Output(player, "uses punishing!");
  111. },
  112. () =>
  113. { });
  114. }
  115. public bool SuperFast(Character player)
  116. {
  117. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.SuperFast), player, () =>
  118. {
  119. player.AddMoveSpeed(player.FindIActiveSkill(ActiveSkillType.SuperFast).DurationTime, 3.0);
  120. Debugger.Output(player, "moves very fast!");
  121. },
  122. () =>
  123. { });
  124. }
  125. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  126. {
  127. lock (activeSkill.ActiveSkillLock)
  128. {
  129. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  130. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  131. {
  132. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  133. new Thread
  134. (() =>
  135. {
  136. startSkill();
  137. activeSkill.IsBeingUsed = true;
  138. new FrameRateTaskExecutor<int>(
  139. () => !player.IsResetting,
  140. () =>
  141. {
  142. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  143. },
  144. timeInterval: GameData.frameDuration,
  145. () => 0,
  146. maxTotalDuration: (long)(activeSkill.DurationTime)
  147. )
  148. {
  149. AllowTimeExceed = true,
  150. MaxTolerantTimeExceedCount = ulong.MaxValue,
  151. }
  152. .Start();
  153. endSkill();
  154. activeSkill.IsBeingUsed = false;
  155. Debugger.Output(player, "return to normal.");
  156. new FrameRateTaskExecutor<int>(
  157. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  158. loopToDo: () =>
  159. {
  160. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  161. },
  162. timeInterval: GameData.frameDuration,
  163. finallyReturn: () => 0
  164. )
  165. {
  166. AllowTimeExceed = true,
  167. MaxTolerantTimeExceedCount = ulong.MaxValue,
  168. }
  169. .Start();
  170. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  171. Debugger.Output(player, "ActiveSkill is ready.");
  172. }
  173. )
  174. { IsBackground = true }.Start();
  175. return true;
  176. }
  177. else
  178. {
  179. Debugger.Output(player, "CommonSkill is cooling down!");
  180. return false;
  181. }
  182. }
  183. }
  184. }
  185. }
  186. }