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Character.cs 21 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)
  56. {
  57. if (TrySubBulletNum())
  58. return BulletFactory.GetBullet(this, 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. #region 状态相关的基本属性与方法
  280. private PlayerStateType playerState = PlayerStateType.Null;
  281. public PlayerStateType PlayerState
  282. {
  283. get
  284. {
  285. if (playerState == PlayerStateType.Null && IsMoving) return PlayerStateType.Moving;
  286. return playerState;
  287. }
  288. }
  289. public bool NoHp() => (playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  290. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued);
  291. public bool Commandable() => (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  292. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  293. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  294. && playerState != PlayerStateType.ClimbingThroughWindows && playerState != PlayerStateType.Stunned);
  295. public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.LockingOrOpeningTheDoor || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  296. public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  297. public bool CanBeAwed() => !(playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  298. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued
  299. || playerState == PlayerStateType.Treated || playerState == PlayerStateType.Stunned
  300. || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  301. private GameObj? whatInteractingWith = null;
  302. public GameObj? WhatInteractingWith => whatInteractingWith;
  303. private long threadNum = 0;
  304. public long ThreadNum => threadNum;
  305. public void ChangePlayerState(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  306. {
  307. lock (gameObjLock)
  308. {
  309. ++threadNum;
  310. whatInteractingWith = gameObj;
  311. if (value != PlayerStateType.Moving)
  312. IsMoving = false;
  313. playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  314. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  315. }
  316. }
  317. public void ChangePlayerStateInOneThread(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  318. {
  319. lock (gameObjLock)
  320. {
  321. whatInteractingWith = gameObj;
  322. if (value != PlayerStateType.Moving)
  323. IsMoving = false;
  324. playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  325. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  326. }
  327. }
  328. public void SetPlayerStateNaturally()
  329. {
  330. lock (gameObjLock)
  331. {
  332. ++threadNum;
  333. whatInteractingWith = null;
  334. IsMoving = false;
  335. playerState = PlayerStateType.Null;
  336. }
  337. }
  338. public void RemoveFromGame(PlayerStateType playerStateType)
  339. {
  340. lock (gameObjLock)
  341. {
  342. playerState = playerStateType;
  343. CanMove = false;
  344. IsResetting = true;
  345. Position = GameData.PosWhoDie;
  346. }
  347. }
  348. #endregion
  349. private int score = 0;
  350. public int Score
  351. {
  352. get => score;
  353. }
  354. /// <summary>
  355. /// 加分
  356. /// </summary>
  357. /// <param name="add">增加量</param>
  358. public virtual void AddScore(int add)
  359. {
  360. lock (gameObjLock)
  361. {
  362. score += add;
  363. //Debugger.Output(this, " 's score has been added to: " + score.ToString());
  364. }
  365. }
  366. /// <summary>
  367. /// 角色所属队伍ID
  368. /// </summary>
  369. private int teamID = int.MaxValue;
  370. public int TeamID
  371. {
  372. get => teamID;
  373. set
  374. {
  375. lock (gameObjLock)
  376. {
  377. teamID = value;
  378. Debugger.Output(this, " joins in the team: " + value.ToString());
  379. }
  380. }
  381. }
  382. private int playerID = int.MaxValue;
  383. public int PlayerID
  384. {
  385. get => playerID;
  386. set
  387. {
  388. lock (gameObjLock)
  389. {
  390. playerID = value;
  391. }
  392. }
  393. }
  394. #region 道具和buff相关属性、方法
  395. private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory]
  396. {new NullProp(), new NullProp(),new NullProp() };
  397. public Prop[] PropInventory
  398. {
  399. get => propInventory;
  400. set
  401. {
  402. lock (gameObjLock)
  403. {
  404. propInventory = value;
  405. Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
  406. }
  407. }
  408. }
  409. /// <summary>
  410. /// 使用物品栏中的道具
  411. /// </summary>
  412. /// <returns>被使用的道具</returns>
  413. public Prop UseProp(int indexing)
  414. {
  415. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  416. return new NullProp();
  417. lock (gameObjLock)
  418. {
  419. Prop prop = propInventory[indexing];
  420. PropInventory[indexing] = new NullProp();
  421. return prop;
  422. }
  423. }
  424. public Prop UseProp(PropType propType)
  425. {
  426. lock (gameObjLock)
  427. {
  428. if (propType == PropType.Null)
  429. {
  430. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  431. {
  432. if (PropInventory[indexing].GetPropType() != PropType.Null)
  433. {
  434. Prop prop = PropInventory[indexing];
  435. PropInventory[indexing] = new NullProp();
  436. return prop;
  437. }
  438. }
  439. }
  440. else
  441. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  442. {
  443. if (PropInventory[indexing].GetPropType() == propType)
  444. {
  445. Prop prop = PropInventory[indexing];
  446. PropInventory[indexing] = new NullProp();
  447. return prop;
  448. }
  449. }
  450. return new NullProp();
  451. }
  452. }
  453. /// <summary>
  454. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  455. /// </summary>
  456. public int IndexingOfAddProp()
  457. {
  458. int indexing = 0;
  459. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  460. if (PropInventory[indexing].GetPropType() == PropType.Null)
  461. break;
  462. return indexing;
  463. }
  464. public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  465. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  466. OrgMoveSpeed);
  467. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  468. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  469. public bool HasShield => buffManager.HasShield;
  470. public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
  471. public bool HasLIFE => buffManager.HasLIFE;
  472. public void AddAp(int time) => buffManager.AddAp(time);
  473. public bool HasAp => buffManager.HasAp;
  474. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  475. public bool HasSpear => buffManager.HasSpear;
  476. public void AddClairaudience(int time) => buffManager.AddClairaudience(time);
  477. public bool HasClairaudience => buffManager.HasClairaudience;
  478. public void AddInvisible(int time) => buffManager.AddInvisible(time);
  479. public bool HasInvisible => buffManager.HasInvisible;
  480. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  481. public Dictionary<BuffType, bool> Buff
  482. {
  483. get
  484. {
  485. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  486. foreach (BuffType type in buffTypeArray)
  487. {
  488. if (type != BuffType.Null)
  489. buff.Add(type, GetBuffStatus(type));
  490. }
  491. return buff;
  492. }
  493. }
  494. private bool GetBuffStatus(BuffType type)
  495. {
  496. switch (type)
  497. {
  498. case BuffType.Spear:
  499. return this.HasSpear;
  500. case BuffType.AddSpeed:
  501. return this.HasFasterSpeed;
  502. case BuffType.Shield:
  503. return this.HasShield;
  504. case BuffType.AddLife:
  505. return this.HasLIFE;
  506. case BuffType.AddAp:
  507. return this.HasAp;
  508. case BuffType.Clairaudience:
  509. return this.HasClairaudience;
  510. case BuffType.Invisible:
  511. return this.HasInvisible;
  512. default:
  513. return false;
  514. }
  515. }
  516. public void TryActivatingLIFE()
  517. {
  518. if (buffManager.TryActivatingLIFE())
  519. {
  520. AddScore(GameData.ScorePropRemainHp);
  521. hp = GameData.RemainHpWhenAddLife;
  522. }
  523. }
  524. public bool TryAddAp()
  525. {
  526. if (buffManager.TryAddAp())
  527. {
  528. AddScore(GameData.ScorePropAddAp);
  529. return true;
  530. }
  531. return false;
  532. }
  533. public bool TryUseSpear()
  534. {
  535. return buffManager.TryUseSpear();
  536. }
  537. public bool TryUseShield()
  538. {
  539. if (buffManager.TryUseShield())
  540. {
  541. AddScore(GameData.ScorePropUseShield);
  542. return true;
  543. }
  544. return false;
  545. }
  546. #endregion
  547. /* public override void Reset() // 要加锁吗?
  548. {
  549. lock (gameObjLock)
  550. {
  551. // _ = AddDeathCount();
  552. base.Reset();
  553. this.MoveSpeed = OrgMoveSpeed;
  554. HP = MaxHp;
  555. PropInventory = null;
  556. BulletOfPlayer = OriBulletOfPlayer;
  557. lock (gameObjLock)
  558. bulletNum = maxBulletNum;
  559. buffManager.ClearAll();
  560. IsInvisible = false;
  561. this.Vampire = this.OriVampire;
  562. }
  563. }*/
  564. public override bool IsRigid => true;
  565. public override ShapeType Shape => ShapeType.Circle;
  566. public override bool IgnoreCollideExecutor(IGameObj targetObj)
  567. {
  568. if (IsResetting)
  569. return true;
  570. if (targetObj.Type == GameObjType.Prop)
  571. {
  572. return true;
  573. }
  574. if (targetObj.Type == GameObjType.Character && XY.DistanceCeil3(targetObj.Position, this.Position) < this.Radius + targetObj.Radius - GameData.adjustLength)
  575. return true;
  576. return false;
  577. }
  578. }
  579. }