You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

CharacterManager .cs 18 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391
  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. using System.Numerics;
  10. namespace Gaming
  11. {
  12. public partial class Game
  13. {
  14. private readonly CharacterManager characterManager;
  15. private class CharacterManager
  16. {
  17. readonly Map gameMap;
  18. public CharacterManager(Map gameMap)
  19. {
  20. this.gameMap = gameMap;
  21. }
  22. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  23. {
  24. Character newPlayer;
  25. if (characterType == CharacterType.Robot)
  26. {
  27. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  28. }
  29. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  30. gameMap.Add(newPlayer);
  31. newPlayer.TeamID = teamID;
  32. newPlayer.PlayerID = playerID;
  33. #region 人物装弹
  34. new Thread
  35. (
  36. () =>
  37. {
  38. while (!gameMap.Timer.IsGaming)
  39. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  40. long lastTime = Environment.TickCount64;
  41. new FrameRateTaskExecutor<int>(
  42. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  43. loopToDo: () =>
  44. {
  45. long nowTime = Environment.TickCount64;
  46. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  47. lastTime = nowTime;
  48. else if (nowTime - lastTime >= newPlayer.CD)
  49. {
  50. _ = newPlayer.TryAddBulletNum();
  51. lastTime = nowTime;
  52. }
  53. },
  54. timeInterval: GameData.checkInterval,
  55. finallyReturn: () => 0
  56. )
  57. {
  58. AllowTimeExceed = true/*,
  59. MaxTolerantTimeExceedCount = 5,
  60. TimeExceedAction = exceedTooMuch =>
  61. {
  62. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  63. }*/
  64. }
  65. .Start();
  66. }
  67. )
  68. { IsBackground = true }.Start();
  69. #endregion
  70. #region BGM,牵制得分更新
  71. new Thread
  72. (
  73. () =>
  74. {
  75. while (!gameMap.Timer.IsGaming)
  76. Thread.Sleep(GameData.checkInterval);
  77. int TimePinningDown = 0, ScoreAdded = 0;
  78. bool noise = false;
  79. if (!newPlayer.IsGhost())
  80. {
  81. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  82. try
  83. {
  84. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  85. {
  86. if (person.IsGhost())
  87. {
  88. if (person.CharacterType == CharacterType.ANoisyPerson)
  89. {
  90. noise = true;
  91. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  92. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  93. }
  94. }
  95. }
  96. }
  97. finally
  98. {
  99. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  100. }
  101. }
  102. new FrameRateTaskExecutor<int>(
  103. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  104. loopToDo: () =>
  105. {
  106. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  107. try
  108. {
  109. if (newPlayer.IsGhost())
  110. {
  111. double bgmVolume = 0;
  112. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  113. {
  114. if (!person.IsGhost() && XY.Distance(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  115. {
  116. if ((double)newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position) > bgmVolume)
  117. bgmVolume = newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position);
  118. }
  119. }
  120. if (bgmVolume > 0)
  121. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  122. }
  123. else
  124. {
  125. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  126. {
  127. if (person.IsGhost())
  128. {
  129. if (!noise && XY.Distance(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  130. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position));
  131. if (newPlayer.CharacterType != CharacterType.Teacher && XY.Distance(newPlayer.Position, person.Position) <= newPlayer.ViewRange)
  132. {
  133. TimePinningDown += GameData.checkInterval;
  134. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  135. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  136. }
  137. else TimePinningDown = ScoreAdded = 0;
  138. break;
  139. }
  140. }
  141. }
  142. }
  143. finally
  144. {
  145. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  146. }
  147. if (!noise)
  148. {
  149. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  150. try
  151. {
  152. double bgmVolume = 0;
  153. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  154. {
  155. if (XY.Distance(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  156. {
  157. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position) > bgmVolume)
  158. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position);
  159. }
  160. }
  161. if (bgmVolume > 0)
  162. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  163. }
  164. finally
  165. {
  166. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  167. }
  168. }
  169. },
  170. timeInterval: GameData.checkInterval,
  171. finallyReturn: () => 0
  172. )
  173. {
  174. AllowTimeExceed = true/*,
  175. MaxTolerantTimeExceedCount = 5,
  176. TimeExceedAction = exceedTooMuch =>
  177. {
  178. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  179. }*/
  180. }
  181. .Start();
  182. }
  183. )
  184. { IsBackground = true }.Start();
  185. #endregion
  186. return newPlayer;
  187. }
  188. public void BeAddictedToGame(Student player, Ghost ghost)
  189. {
  190. if (player.CharacterType == CharacterType.Robot)
  191. {
  192. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  193. Die(player);
  194. return;
  195. }
  196. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  197. if (player.GamingAddiction > 0)
  198. {
  199. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  200. player.GamingAddiction = GameData.BeginGamingAddiction;
  201. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  202. player.GamingAddiction = GameData.MidGamingAddiction;
  203. else
  204. {
  205. ghost.AddScore(GameData.TrickerScoreStudentDie);
  206. Die(player);
  207. return;
  208. }
  209. }
  210. player.PlayerState = PlayerStateType.Addicted;
  211. new Thread
  212. (() =>
  213. {
  214. #if DEBUG
  215. Debugger.Output(player, " is addicted ");
  216. #endif
  217. new FrameRateTaskExecutor<int>(
  218. () => (player.PlayerState == PlayerStateType.Addicted || player.PlayerState == PlayerStateType.Rescued) && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  219. () =>
  220. {
  221. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  222. },
  223. timeInterval: GameData.frameDuration,
  224. () =>
  225. {
  226. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  227. {
  228. ghost.AddScore(GameData.TrickerScoreStudentDie);
  229. Die(player);
  230. }
  231. return 0;
  232. }
  233. )
  234. .Start();
  235. }
  236. )
  237. { IsBackground = true }.Start();
  238. }
  239. public static bool BeStunned(Character player, int time)
  240. {
  241. if (player.PlayerState == PlayerStateType.Stunned || player.NoHp() || player.CharacterType == CharacterType.Robot) return false;
  242. new Thread
  243. (() =>
  244. {
  245. player.PlayerState = PlayerStateType.Stunned;
  246. Thread.Sleep(time);
  247. if (player.PlayerState == PlayerStateType.Stunned)
  248. player.PlayerState = PlayerStateType.Null;
  249. }
  250. )
  251. { IsBackground = true }.Start();
  252. return true;
  253. }
  254. public static bool TryBeAwed(Student character, Bullet bullet)
  255. {
  256. if (character.CanBeAwed())
  257. {
  258. if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
  259. bullet.Parent.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  260. return true;
  261. }
  262. return false;
  263. }
  264. /// <summary>
  265. /// 遭受攻击
  266. /// </summary>
  267. /// <param name="subHP"></param>
  268. /// <param name="hasSpear"></param>
  269. /// <param name="attacker">伤害来源</param>
  270. /// <returns>人物在受到攻击后死了吗</returns>
  271. public void BeAttacked(Student student, Bullet bullet)
  272. {
  273. #if DEBUG
  274. Debugger.Output(student, "is being shot!");
  275. #endif
  276. if (student.NoHp()) return; // 原来已经死了
  277. if (!bullet.Parent.IsGhost()) return;
  278. if (student.CharacterType == CharacterType.StraightAStudent)
  279. {
  280. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  281. }
  282. #if DEBUG
  283. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  284. #endif
  285. if (student.TryUseShield())
  286. {
  287. if (bullet.HasSpear)
  288. {
  289. int subHp = student.TrySubHp(bullet.AP);
  290. #if DEBUG
  291. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  292. #endif
  293. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  294. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  295. }
  296. else return;
  297. }
  298. else
  299. {
  300. int subHp;
  301. if (bullet.HasSpear)
  302. {
  303. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  304. #if DEBUG
  305. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  306. #endif
  307. }
  308. else
  309. {
  310. subHp = student.TrySubHp(bullet.AP);
  311. #if DEBUG
  312. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  313. #endif
  314. }
  315. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  316. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  317. }
  318. student.SetDegreeOfTreatment0();
  319. if (student.HP <= 0)
  320. student.TryActivatingLIFE(); // 如果有复活甲
  321. if (student.HP <= 0)
  322. BeAddictedToGame(student, (Ghost)bullet.Parent);
  323. else TryBeAwed(student, bullet);
  324. }
  325. public static bool BackSwing(Character? player, int time)
  326. {
  327. if (player == null || time <= 0) return false;
  328. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  329. player.PlayerState = PlayerStateType.Swinging;
  330. new Thread
  331. (() =>
  332. {
  333. Thread.Sleep(time);
  334. if (player.PlayerState == PlayerStateType.Swinging)
  335. {
  336. player.PlayerState = PlayerStateType.Null;
  337. }
  338. }
  339. )
  340. { IsBackground = true }.Start();
  341. return true;
  342. }
  343. private void Die(Character player)
  344. {
  345. #if DEBUG
  346. Debugger.Output(player, "die.");
  347. #endif
  348. player.Die(PlayerStateType.Deceased);
  349. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  350. {
  351. Prop? prop = player.UseProp(i);
  352. if (prop != null)
  353. {
  354. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  355. gameMap.Add(prop);
  356. }
  357. }
  358. if (player.CharacterType == CharacterType.Robot)
  359. {
  360. if (((Golem)player).Parent != null && ((Golem)player).Parent.CharacterType == CharacterType.TechOtaku)
  361. {
  362. ((SummonGolem)player.FindIActiveSkill(ActiveSkillType.SummonGolem)).GolemSummoned = null;
  363. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  364. }
  365. return;
  366. }
  367. ++gameMap.NumOfDeceasedStudent;
  368. }
  369. }
  370. }
  371. }