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ISkill.cs 10 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Threading;
  5. namespace Preparation.Interface
  6. {
  7. public interface ISkill
  8. {
  9. }
  10. public interface IPassiveSkill : ISkill
  11. {
  12. }
  13. public interface IActiveSkill : ISkill
  14. {
  15. public LongProgressUpdateEachCD SkillCD { get; }
  16. public int DurationTime { get; } //技能持续时间
  17. public object ActiveSkillUseLock { get; }
  18. public bool IsBeingUsed { get; set; }
  19. }
  20. public abstract class ActiveSkill : IActiveSkill
  21. {
  22. public abstract LongProgressUpdateEachCD SkillCD { get; }
  23. public abstract int DurationTime { get; }
  24. private readonly object activeSkillUseLock = new();
  25. public object ActiveSkillUseLock => activeSkillUseLock;
  26. private readonly object skillLock = new();
  27. public object SkillLock => skillLock;
  28. public int isBeingUsed = 0;//实为bool
  29. public bool IsBeingUsed
  30. {
  31. get => (Interlocked.CompareExchange(ref isBeingUsed, -1, -1) == 1);
  32. set => Interlocked.Exchange(ref isBeingUsed, value ? 1 : 0);
  33. }
  34. }
  35. public class CanBeginToCharge : ActiveSkill
  36. {
  37. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 2);
  38. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  39. }
  40. public class BecomeInvisible : ActiveSkill
  41. {
  42. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 4 / 3);
  43. public override int DurationTime => GameData.commonSkillTime;
  44. }
  45. public class Punish : ActiveSkill
  46. {
  47. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 45 / 30);
  48. public override int DurationTime => 0;
  49. }
  50. public class HaveTea : ActiveSkill
  51. {
  52. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 3);
  53. public override int DurationTime => 0;
  54. }
  55. public class Rouse : ActiveSkill
  56. {
  57. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 4);
  58. public override int DurationTime => 0;
  59. }
  60. public class Encourage : ActiveSkill
  61. {
  62. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 4);
  63. public override int DurationTime => 0;
  64. }
  65. public class Inspire : ActiveSkill
  66. {
  67. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 4);
  68. public override int DurationTime => 0;
  69. }
  70. public class Howl : ActiveSkill
  71. {
  72. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 25 / 30);
  73. public override int DurationTime => 0;
  74. }
  75. public class ShowTime : ActiveSkill
  76. {
  77. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 8 / 3);
  78. public override int DurationTime => GameData.commonSkillTime;
  79. }
  80. public class JumpyBomb : ActiveSkill
  81. {
  82. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD / 2);
  83. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  84. }
  85. public class SparksNSplash : ActiveSkill
  86. {
  87. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 45 / 30);
  88. public override int DurationTime => GameData.commonSkillTime;
  89. }
  90. public class UseKnife : ActiveSkill
  91. {
  92. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD);
  93. public override int DurationTime => GameData.commonSkillTime / 10;
  94. }
  95. public class UseRobot : ActiveSkill
  96. {
  97. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD / 300);
  98. public override int DurationTime => 0;
  99. private int nowPlayerID;
  100. public int NowPlayerID
  101. {
  102. get
  103. {
  104. lock (SkillLock)
  105. {
  106. return nowPlayerID;
  107. }
  108. }
  109. set
  110. {
  111. lock (SkillLock)
  112. {
  113. nowPlayerID = value;
  114. }
  115. }
  116. }
  117. public bool TryResetNowPlayerID(int tryPlayerID)
  118. {
  119. lock (SkillLock)
  120. {
  121. if (nowPlayerID == tryPlayerID)
  122. {
  123. nowPlayerID %= GameData.numOfPeople;
  124. return true;
  125. }
  126. else return false;
  127. }
  128. }
  129. }
  130. public class WriteAnswers : ActiveSkill
  131. {
  132. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD);
  133. public override int DurationTime => 0;
  134. private AtomicInt degreeOfMeditation = new(0);
  135. public AtomicInt DegreeOfMeditation { get => degreeOfMeditation; }
  136. }
  137. public class SummonGolem : ActiveSkill
  138. {
  139. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD * 4 / 3);
  140. public override int DurationTime => 6000;
  141. private int[] golemStateArray = new int[GameData.maxSummonedGolemNum] { 0, 0, 0 };
  142. //0未建造,1建造中,2已建造
  143. public int[] GolemStateArray
  144. {
  145. get
  146. {
  147. lock (SkillLock) { return golemStateArray; }
  148. }
  149. }
  150. private int nowPtr = 0;
  151. public int NowPtr
  152. {
  153. get
  154. {
  155. lock (SkillLock) { return nowPtr; }
  156. }
  157. }
  158. public int BuildGolem()
  159. {
  160. lock (SkillLock)
  161. {
  162. if (nowPtr == GameData.maxSummonedGolemNum) return GameData.maxSummonedGolemNum;
  163. int num = nowPtr;
  164. golemStateArray[nowPtr] = 1;
  165. while ((++nowPtr) < GameData.maxSummonedGolemNum && golemStateArray[nowPtr] != 0) ;
  166. return num;
  167. }
  168. }
  169. public void DeleteGolem(int num)
  170. {
  171. lock (SkillLock)
  172. {
  173. golemStateArray[num] = 0;
  174. if (num < nowPtr)
  175. {
  176. nowPtr = num;
  177. }
  178. }
  179. }
  180. public void AddGolem(int num)
  181. {
  182. lock (SkillLock)
  183. {
  184. golemStateArray[num] = 2;
  185. }
  186. }
  187. }
  188. public class NullSkill : ActiveSkill
  189. {
  190. public override LongProgressUpdateEachCD SkillCD { get; } = new(GameData.commonSkillCD);
  191. public override int DurationTime => GameData.commonSkillTime;
  192. }
  193. public static class SkillFactory
  194. {
  195. public static ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType)
  196. {
  197. switch (activeSkillType)
  198. {
  199. case ActiveSkillType.BecomeInvisible:
  200. return new BecomeInvisible();
  201. case ActiveSkillType.UseKnife:
  202. return new UseKnife();
  203. case ActiveSkillType.Howl:
  204. return new Howl();
  205. case ActiveSkillType.Encourage:
  206. return new Encourage();
  207. case ActiveSkillType.CanBeginToCharge:
  208. return new CanBeginToCharge();
  209. case ActiveSkillType.Punish:
  210. return new Punish();
  211. case ActiveSkillType.HaveTea:
  212. return new HaveTea();
  213. case ActiveSkillType.JumpyBomb:
  214. return new JumpyBomb();
  215. case ActiveSkillType.SparksNSplash:
  216. return new SparksNSplash();
  217. case ActiveSkillType.WriteAnswers:
  218. return new WriteAnswers();
  219. case ActiveSkillType.SummonGolem:
  220. return new SummonGolem();
  221. case ActiveSkillType.UseRobot:
  222. return new UseRobot();
  223. case ActiveSkillType.Rouse:
  224. return new Rouse();
  225. case ActiveSkillType.Inspire:
  226. return new Inspire();
  227. case ActiveSkillType.ShowTime:
  228. return new ShowTime();
  229. default:
  230. return new NullSkill();
  231. }
  232. }
  233. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  234. {
  235. switch (ActiveSkill)
  236. {
  237. case BecomeInvisible:
  238. return ActiveSkillType.BecomeInvisible;
  239. case Howl:
  240. return ActiveSkillType.Howl;
  241. case UseKnife:
  242. return ActiveSkillType.UseKnife;
  243. case Encourage:
  244. return ActiveSkillType.Encourage;
  245. case CanBeginToCharge:
  246. return ActiveSkillType.CanBeginToCharge;
  247. case Inspire:
  248. return ActiveSkillType.Inspire;
  249. case Punish:
  250. return ActiveSkillType.Punish;
  251. case HaveTea:
  252. return ActiveSkillType.HaveTea;
  253. case JumpyBomb:
  254. return ActiveSkillType.JumpyBomb;
  255. case SparksNSplash:
  256. return ActiveSkillType.SparksNSplash;
  257. case WriteAnswers:
  258. return ActiveSkillType.WriteAnswers;
  259. case SummonGolem:
  260. return ActiveSkillType.SummonGolem;
  261. case UseRobot:
  262. return ActiveSkillType.UseRobot;
  263. case Rouse:
  264. return ActiveSkillType.Rouse;
  265. case ShowTime:
  266. return ActiveSkillType.ShowTime;
  267. default:
  268. return ActiveSkillType.Null;
  269. }
  270. }
  271. }
  272. }