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CopyInfo.cs 21 kB

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  1. using Protobuf;
  2. using System.Collections.Generic;
  3. using GameClass.GameObj;
  4. using System.Numerics;
  5. using Preparation.Utility;
  6. namespace Server
  7. {
  8. public static class CopyInfo
  9. {
  10. public static Protobuf.PlaceType ToPlaceType(Preparation.Utility.PlaceType place)
  11. {
  12. switch (place)
  13. {
  14. case Preparation.Utility.PlaceType.Window:
  15. return Protobuf.PlaceType.Window;
  16. case Preparation.Utility.PlaceType.EmergencyExit:
  17. return Protobuf.PlaceType.HiddenGate;
  18. case Preparation.Utility.PlaceType.Doorway:
  19. return Protobuf.PlaceType.Gate;
  20. case Preparation.Utility.PlaceType.Chest:
  21. return Protobuf.PlaceType.Chest;
  22. case Preparation.Utility.PlaceType.Door3:
  23. return Protobuf.PlaceType.Door3;
  24. case Preparation.Utility.PlaceType.Door5:
  25. return Protobuf.PlaceType.Door5;
  26. case Preparation.Utility.PlaceType.Door6:
  27. return Protobuf.PlaceType.Door6;
  28. case Preparation.Utility.PlaceType.Generator:
  29. return Protobuf.PlaceType.Classroom;
  30. case Preparation.Utility.PlaceType.Grass:
  31. return Protobuf.PlaceType.Grass;
  32. case Preparation.Utility.PlaceType.Wall:
  33. return Protobuf.PlaceType.Wall;
  34. case Preparation.Utility.PlaceType.Null:
  35. case Preparation.Utility.PlaceType.BirthPoint1:
  36. case Preparation.Utility.PlaceType.BirthPoint2:
  37. case Preparation.Utility.PlaceType.BirthPoint3:
  38. case Preparation.Utility.PlaceType.BirthPoint4:
  39. case Preparation.Utility.PlaceType.BirthPoint5:
  40. return Protobuf.PlaceType.Land;
  41. default:
  42. return Protobuf.PlaceType.NullPlaceType;
  43. }
  44. }
  45. public static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop)
  46. {
  47. switch (prop)
  48. {
  49. case Preparation.Utility.PropType.AddSpeed:
  50. return Protobuf.PropType.AddSpeed;
  51. case Preparation.Utility.PropType.AddLifeOrClairaudience:
  52. return Protobuf.PropType.AddLifeOrAp;
  53. case Preparation.Utility.PropType.AddHpOrAp:
  54. return Protobuf.PropType.AddHpOrAp;
  55. case Preparation.Utility.PropType.ShieldOrSpear:
  56. return Protobuf.PropType.ShieldOrSpear;
  57. case Preparation.Utility.PropType.RecoveryFromDizziness:
  58. return Protobuf.PropType.RecoveryFromDizziness;
  59. case Preparation.Utility.PropType.Key3:
  60. return Protobuf.PropType.Key3;
  61. case Preparation.Utility.PropType.Key5:
  62. return Protobuf.PropType.Key5;
  63. case Preparation.Utility.PropType.Key6:
  64. return Protobuf.PropType.Key6;
  65. default:
  66. return Protobuf.PropType.NullPropType;
  67. }
  68. }
  69. public static Preparation.Utility.PropType ToPropType(Protobuf.PropType prop)
  70. {
  71. switch (prop)
  72. {
  73. case Protobuf.PropType.AddSpeed:
  74. return Preparation.Utility.PropType.AddSpeed;
  75. case Protobuf.PropType.AddLifeOrAp:
  76. return Preparation.Utility.PropType.AddLifeOrClairaudience;
  77. case Protobuf.PropType.AddHpOrAp:
  78. return Preparation.Utility.PropType.AddHpOrAp;
  79. case Protobuf.PropType.ShieldOrSpear:
  80. return Preparation.Utility.PropType.ShieldOrSpear;
  81. case Protobuf.PropType.RecoveryFromDizziness:
  82. return Preparation.Utility.PropType.RecoveryFromDizziness;
  83. case Protobuf.PropType.Key3:
  84. return Preparation.Utility.PropType.Key3;
  85. case Protobuf.PropType.Key5:
  86. return Preparation.Utility.PropType.Key5;
  87. case Protobuf.PropType.Key6:
  88. return Preparation.Utility.PropType.Key6;
  89. default:
  90. return Preparation.Utility.PropType.Null;
  91. }
  92. }
  93. public static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState)
  94. {
  95. switch (playerState)
  96. {
  97. case Preparation.Utility.PlayerStateType.Moving:
  98. case Preparation.Utility.PlayerStateType.Null:
  99. return PlayerState.Idle;
  100. case Preparation.Utility.PlayerStateType.Addicted:
  101. return PlayerState.Addicted;
  102. case Preparation.Utility.PlayerStateType.ClimbingThroughWindows:
  103. return PlayerState.Climbing;
  104. case Preparation.Utility.PlayerStateType.Deceased:
  105. return PlayerState.Quit;
  106. case Preparation.Utility.PlayerStateType.Escaped:
  107. return PlayerState.Graduated;
  108. case Preparation.Utility.PlayerStateType.Fixing:
  109. return PlayerState.Learning;
  110. case Preparation.Utility.PlayerStateType.LockingOrOpeningTheDoor:
  111. return PlayerState.Locking;
  112. case Preparation.Utility.PlayerStateType.OpeningTheChest:
  113. return PlayerState.OpeningAChest;
  114. case Preparation.Utility.PlayerStateType.Rescued:
  115. return PlayerState.Rescued;
  116. case Preparation.Utility.PlayerStateType.Rescuing:
  117. return PlayerState.Rescuing;
  118. case Preparation.Utility.PlayerStateType.Stunned:
  119. return PlayerState.Stunned;
  120. case Preparation.Utility.PlayerStateType.Swinging:
  121. return PlayerState.Swinging;
  122. case Preparation.Utility.PlayerStateType.Treated:
  123. return PlayerState.Treated;
  124. case Preparation.Utility.PlayerStateType.Treating:
  125. return PlayerState.Treating;
  126. case Preparation.Utility.PlayerStateType.TryingToAttack:
  127. return PlayerState.Attacking;
  128. case Preparation.Utility.PlayerStateType.UsingSkill:
  129. return PlayerState.UsingSpecialSkill;
  130. case Preparation.Utility.PlayerStateType.OpeningTheDoorway:
  131. return PlayerState.OpeningAGate;
  132. default:
  133. return PlayerState.NullStatus;
  134. }
  135. }
  136. public static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType)
  137. {
  138. switch (buffType)
  139. {
  140. case Preparation.Utility.BuffType.Null:
  141. default:
  142. return Protobuf.StudentBuffType.NullSbuffType;
  143. }
  144. }
  145. public static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType)
  146. {
  147. switch (buffType)
  148. {
  149. case Preparation.Utility.BuffType.Null:
  150. default:
  151. return Protobuf.TrickerBuffType.NullTbuffType;
  152. }
  153. }
  154. public static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType)
  155. {
  156. switch (bulletType)
  157. {
  158. case Preparation.Utility.BulletType.FlyingKnife:
  159. return Protobuf.BulletType.FlyingKnife;
  160. case Preparation.Utility.BulletType.CommonAttackOfGhost:
  161. return Protobuf.BulletType.CommonAttackOfTricker;
  162. default:
  163. return Protobuf.BulletType.NullBulletType;
  164. }
  165. }
  166. public static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType)
  167. {
  168. switch (characterType)
  169. {
  170. case Preparation.Utility.CharacterType.Athlete:
  171. return Protobuf.StudentType.Athlete;
  172. case Preparation.Utility.CharacterType.Teacher:
  173. return StudentType._2;
  174. case CharacterType.StraightAStudent:
  175. return StudentType._3;
  176. default:
  177. return Protobuf.StudentType.NullStudentType;
  178. }
  179. }
  180. public static Preparation.Utility.CharacterType ToStudentType(Protobuf.StudentType characterType)
  181. {
  182. switch (characterType)
  183. {
  184. case Protobuf.StudentType.Athlete:
  185. return Preparation.Utility.CharacterType.Athlete;
  186. case StudentType._2:
  187. return Preparation.Utility.CharacterType.Teacher;
  188. case StudentType._3:
  189. return CharacterType.StraightAStudent;
  190. default:
  191. return Preparation.Utility.CharacterType.Null;
  192. }
  193. }
  194. public static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  195. {
  196. switch (characterType)
  197. {
  198. case Preparation.Utility.CharacterType.Assassin:
  199. return Protobuf.TrickerType.Assassin;
  200. case Preparation.Utility.CharacterType.Klee:
  201. return Protobuf.TrickerType._2;
  202. default:
  203. return Protobuf.TrickerType.NullTrickerType;
  204. }
  205. }
  206. public static Preparation.Utility.CharacterType ToTrickerType(Protobuf.TrickerType characterType)
  207. {
  208. switch (characterType)
  209. {
  210. case Protobuf.TrickerType.Assassin:
  211. return Preparation.Utility.CharacterType.Assassin;
  212. case Protobuf.TrickerType._2:
  213. return Preparation.Utility.CharacterType.Klee;
  214. default:
  215. return Preparation.Utility.CharacterType.Null;
  216. }
  217. }
  218. public static MessageOfObj? Auto(GameObj gameObj)
  219. {
  220. switch (gameObj.Type)
  221. {
  222. case Preparation.Utility.GameObjType.Character:
  223. Character character = (Character)gameObj;
  224. if (character.IsGhost())
  225. return Tricker((Ghost)character);
  226. else return Student((Student)character);
  227. case Preparation.Utility.GameObjType.Bullet:
  228. return Bullet((Bullet)gameObj);
  229. case Preparation.Utility.GameObjType.Prop:
  230. return Prop((Prop)gameObj);
  231. case Preparation.Utility.GameObjType.BombedBullet:
  232. return BombedBullet((BombedBullet)gameObj);
  233. case Preparation.Utility.GameObjType.PickedProp:
  234. return PickedProp((PickedProp)gameObj);
  235. case Preparation.Utility.GameObjType.Generator:
  236. return Classroom((Generator)gameObj);
  237. case Preparation.Utility.GameObjType.Chest:
  238. return Chest((Chest)gameObj);
  239. case Preparation.Utility.GameObjType.Doorway:
  240. return Gate((Doorway)gameObj);
  241. case Preparation.Utility.GameObjType.EmergencyExit:
  242. if (((EmergencyExit)gameObj).CanOpen)
  243. return HiddenGate((EmergencyExit)gameObj);
  244. else return new MessageOfObj();
  245. case Preparation.Utility.GameObjType.Door:
  246. return Door((Door)gameObj);
  247. default: return new MessageOfObj();
  248. }
  249. }
  250. public static MessageOfObj? Auto(MessageOfNews news)
  251. {
  252. MessageOfObj objMsg = new();
  253. objMsg.NewsMessage = news;
  254. return objMsg;
  255. }
  256. private static MessageOfObj? Student(Student player)
  257. {
  258. MessageOfObj msg = new MessageOfObj();
  259. if (player.IsGhost()) return null;
  260. msg.StudentMessage = new();
  261. msg.StudentMessage.X = player.Position.x;
  262. msg.StudentMessage.Y = player.Position.y;
  263. msg.StudentMessage.Speed = player.MoveSpeed;
  264. msg.StudentMessage.Determination = player.HP;
  265. msg.StudentMessage.Addiction = player.GamingAddiction;
  266. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  267. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  268. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  269. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  270. foreach (var value in player.PropInventory)
  271. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  272. msg.StudentMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  273. msg.StudentMessage.Guid = player.ID;
  274. msg.StudentMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  275. msg.StudentMessage.PlayerId = player.PlayerID;
  276. msg.StudentMessage.ViewRange = player.ViewRange;
  277. msg.StudentMessage.Radius = player.Radius;
  278. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  279. msg.StudentMessage.Score = player.Score;
  280. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  281. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  282. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  283. {
  284. if (kvp.Value)
  285. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  286. }
  287. msg.StudentMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  288. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  289. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  290. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  291. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  292. return msg;
  293. }
  294. private static MessageOfObj? Tricker(Character player)
  295. {
  296. MessageOfObj msg = new MessageOfObj();
  297. if (!player.IsGhost()) return null;
  298. msg.TrickerMessage = new();
  299. msg.TrickerMessage.X = player.Position.x;
  300. msg.TrickerMessage.Y = player.Position.y;
  301. msg.TrickerMessage.Speed = player.MoveSpeed;
  302. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  303. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  304. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  305. msg.TrickerMessage.TimeUntilSkillAvailable.Add(-1);
  306. msg.TrickerMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  307. foreach (var value in player.PropInventory)
  308. msg.TrickerMessage.Prop.Add(ToPropType(value.GetPropType()));
  309. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  310. msg.TrickerMessage.Guid = player.ID;
  311. msg.TrickerMessage.Score = player.Score;
  312. msg.TrickerMessage.PlayerId = player.PlayerID;
  313. msg.TrickerMessage.ViewRange = player.ViewRange;
  314. msg.TrickerMessage.Radius = player.Radius;
  315. msg.TrickerMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  316. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  317. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  318. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  319. msg.TrickerMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  320. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  321. {
  322. if (kvp.Value)
  323. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  324. }
  325. return msg;
  326. }
  327. private static MessageOfObj Bullet(Bullet bullet)
  328. {
  329. MessageOfObj msg = new MessageOfObj();
  330. msg.BulletMessage = new();
  331. msg.BulletMessage.X = bullet.Position.x;
  332. msg.BulletMessage.Y = bullet.Position.y;
  333. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  334. msg.BulletMessage.Guid = bullet.ID;
  335. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  336. msg.BulletMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)bullet.Place);
  337. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  338. msg.BulletMessage.Speed = bullet.Speed;
  339. return msg;
  340. }
  341. private static MessageOfObj Prop(Prop prop)
  342. {
  343. MessageOfObj msg = new MessageOfObj();
  344. msg.PropMessage = new();
  345. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  346. msg.PropMessage.X = prop.Position.x;
  347. msg.PropMessage.Y = prop.Position.y;
  348. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  349. msg.PropMessage.Guid = prop.ID;
  350. msg.PropMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)prop.Place);
  351. return msg;
  352. }
  353. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  354. {
  355. MessageOfObj msg = new MessageOfObj();
  356. msg.BombedBulletMessage = new();
  357. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  358. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  359. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  360. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  361. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  362. return msg;
  363. }
  364. private static MessageOfObj PickedProp(PickedProp pickedProp)
  365. {
  366. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  367. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  368. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  369. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  370. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  371. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  372. return msg;
  373. }
  374. private static MessageOfObj Classroom(Generator generator)
  375. {
  376. MessageOfObj msg = new MessageOfObj();
  377. msg.ClassroomMessage = new();
  378. msg.ClassroomMessage.X = generator.Position.x;
  379. msg.ClassroomMessage.Y = generator.Position.y;
  380. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  381. return msg;
  382. }
  383. private static MessageOfObj Gate(Doorway doorway)
  384. {
  385. MessageOfObj msg = new MessageOfObj();
  386. msg.GateMessage = new();
  387. msg.GateMessage.X = doorway.Position.x;
  388. msg.GateMessage.Y = doorway.Position.y;
  389. msg.GateMessage.Progress = doorway.OpenDegree;
  390. return msg;
  391. }
  392. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  393. {
  394. MessageOfObj msg = new MessageOfObj();
  395. msg.HiddenGateMessage = new();
  396. msg.HiddenGateMessage.X = Exit.Position.x;
  397. msg.HiddenGateMessage.Y = Exit.Position.y;
  398. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  399. return msg;
  400. }
  401. private static MessageOfObj Door(Door door)
  402. {
  403. MessageOfObj msg = new MessageOfObj();
  404. msg.DoorMessage = new();
  405. msg.DoorMessage.X = door.Position.x;
  406. msg.DoorMessage.Y = door.Position.y;
  407. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  408. msg.DoorMessage.IsOpen = door.IsOpen;
  409. return msg;
  410. }
  411. private static MessageOfObj Chest(Chest chest)
  412. {
  413. MessageOfObj msg = new MessageOfObj();
  414. msg.ChestMessage = new();
  415. msg.ChestMessage.X = chest.Position.x;
  416. msg.ChestMessage.Y = chest.Position.y;
  417. msg.ChestMessage.Progress = chest.OpenDegree;
  418. return msg;
  419. }
  420. }
  421. }