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CopyInfo.cs 18 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. private 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. private static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop)
  46. {
  47. switch (prop)
  48. {
  49. case Preparation.Utility.PropType.Key3:
  50. return Protobuf.PropType.Key3;
  51. case Preparation.Utility.PropType.Key5:
  52. return Protobuf.PropType.Key5;
  53. case Preparation.Utility.PropType.Key6:
  54. return Protobuf.PropType.Key6;
  55. default:
  56. return Protobuf.PropType.NullPropType;
  57. }
  58. }
  59. private static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState)
  60. {
  61. switch (playerState)
  62. {
  63. case Preparation.Utility.PlayerStateType.Moving:
  64. case Preparation.Utility.PlayerStateType.Null:
  65. return PlayerState.Idle;
  66. case Preparation.Utility.PlayerStateType.Addicted:
  67. return PlayerState.Addicted;
  68. case Preparation.Utility.PlayerStateType.ClimbingThroughWindows:
  69. return PlayerState.Climbing;
  70. case Preparation.Utility.PlayerStateType.Deceased:
  71. return PlayerState.Quit;
  72. case Preparation.Utility.PlayerStateType.Escaped:
  73. return PlayerState.Graduated;
  74. case Preparation.Utility.PlayerStateType.Fixing:
  75. return PlayerState.Learning;
  76. case Preparation.Utility.PlayerStateType.LockingOrOpeningTheDoor:
  77. return PlayerState.Locking;
  78. case Preparation.Utility.PlayerStateType.OpeningTheChest:
  79. return PlayerState.OpeningAChest;
  80. case Preparation.Utility.PlayerStateType.Rescued:
  81. return PlayerState.Rescued;
  82. case Preparation.Utility.PlayerStateType.Rescuing:
  83. return PlayerState.Rescuing;
  84. case Preparation.Utility.PlayerStateType.Stunned:
  85. return PlayerState.Stunned;
  86. case Preparation.Utility.PlayerStateType.Swinging:
  87. return PlayerState.Swinging;
  88. case Preparation.Utility.PlayerStateType.Treated:
  89. return PlayerState.Treated;
  90. case Preparation.Utility.PlayerStateType.Treating:
  91. return PlayerState.Treating;
  92. case Preparation.Utility.PlayerStateType.TryingToAttack:
  93. return PlayerState.Attacking;
  94. case Preparation.Utility.PlayerStateType.UsingSkill:
  95. return PlayerState.UsingSpecialSkill;
  96. case Preparation.Utility.PlayerStateType.OpeningTheDoorway:
  97. return PlayerState.OpeningAGate;
  98. default:
  99. return PlayerState.NullStatus;
  100. }
  101. }
  102. private static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType)
  103. {
  104. switch (buffType)
  105. {
  106. case Preparation.Utility.BuffType.Null:
  107. default:
  108. return Protobuf.StudentBuffType.NullSbuffType;
  109. }
  110. }
  111. private static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType)
  112. {
  113. switch (buffType)
  114. {
  115. case Preparation.Utility.BuffType.Null:
  116. default:
  117. return Protobuf.TrickerBuffType.NullTbuffType;
  118. }
  119. }
  120. private static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType)
  121. {
  122. switch (bulletType)
  123. {
  124. case Preparation.Utility.BulletType.FlyingKnife:
  125. return Protobuf.BulletType.FlyingKnife;
  126. case Preparation.Utility.BulletType.CommonAttackOfGhost:
  127. return Protobuf.BulletType.CommonAttackOfTricker;
  128. default:
  129. return Protobuf.BulletType.NullBulletType;
  130. }
  131. }
  132. private static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType)
  133. {
  134. switch (characterType)
  135. {
  136. case Preparation.Utility.CharacterType.Athlete:
  137. return Protobuf.StudentType.Athlete;
  138. default:
  139. return Protobuf.StudentType.NullStudentType;
  140. }
  141. }
  142. private static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  143. {
  144. switch (characterType)
  145. {
  146. case Preparation.Utility.CharacterType.Assassin:
  147. return Protobuf.TrickerType.Assassin;
  148. default:
  149. return Protobuf.TrickerType.NullTrickerType;
  150. }
  151. }
  152. public static MessageOfObj? Auto(GameObj gameObj)
  153. {
  154. switch (gameObj.Type)
  155. {
  156. case Preparation.Utility.GameObjType.Character:
  157. Character character = (Character)gameObj;
  158. if (character.IsGhost())
  159. return Tricker((Ghost)character);
  160. else return Student((Student)character);
  161. case Preparation.Utility.GameObjType.Bullet:
  162. return Bullet((Bullet)gameObj);
  163. case Preparation.Utility.GameObjType.Prop:
  164. return Prop((Prop)gameObj);
  165. case Preparation.Utility.GameObjType.BombedBullet:
  166. return BombedBullet((BombedBullet)gameObj);
  167. case Preparation.Utility.GameObjType.PickedProp:
  168. return PickedProp((PickedProp)gameObj);
  169. case Preparation.Utility.GameObjType.Generator:
  170. return Classroom((Generator)gameObj);
  171. case Preparation.Utility.GameObjType.Chest:
  172. return Chest((Chest)gameObj);
  173. case Preparation.Utility.GameObjType.Doorway:
  174. return Gate((Doorway)gameObj);
  175. case Preparation.Utility.GameObjType.EmergencyExit:
  176. if (((EmergencyExit)gameObj).CanOpen)
  177. return HiddenGate((EmergencyExit)gameObj);
  178. else return null;
  179. case Preparation.Utility.GameObjType.Door:
  180. return Door((Door)gameObj);
  181. default: return null;
  182. }
  183. }
  184. public static MessageOfObj? Auto(MessageOfNews news)
  185. {
  186. MessageOfObj objMsg = new();
  187. objMsg.NewsMessage = news;
  188. return objMsg;
  189. }
  190. private static MessageOfObj? Student(Student player)
  191. {
  192. MessageOfObj msg = new MessageOfObj();
  193. if (player.IsGhost()) return null;
  194. msg.StudentMessage = new();
  195. msg.StudentMessage.X = player.Position.x;
  196. msg.StudentMessage.Y = player.Position.y;
  197. msg.StudentMessage.Speed = player.MoveSpeed;
  198. msg.StudentMessage.Determination = player.HP;
  199. msg.StudentMessage.Addiction = player.GamingAddiction;
  200. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  201. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  202. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  203. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  204. foreach (var value in player.PropInventory)
  205. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  206. msg.StudentMessage.Place = ToPlaceType(player.Place);
  207. msg.StudentMessage.Guid = player.ID;
  208. msg.StudentMessage.PlayerState = ToPlayerState(player.PlayerState);
  209. msg.StudentMessage.PlayerId = player.PlayerID;
  210. msg.StudentMessage.ViewRange = player.ViewRange;
  211. msg.StudentMessage.Radius = player.Radius;
  212. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  213. msg.StudentMessage.Score = player.Score;
  214. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  215. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  216. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  217. {
  218. if (kvp.Value)
  219. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  220. }
  221. msg.StudentMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  222. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  223. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  224. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  225. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  226. return msg;
  227. }
  228. private static MessageOfObj? Tricker(Character player)
  229. {
  230. MessageOfObj msg = new MessageOfObj();
  231. if (!player.IsGhost()) return null;
  232. msg.TrickerMessage = new();
  233. msg.TrickerMessage.X = player.Position.x;
  234. msg.TrickerMessage.Y = player.Position.y;
  235. msg.TrickerMessage.Speed = player.MoveSpeed;
  236. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  237. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  238. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  239. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  240. msg.TrickerMessage.Place = ToPlaceType(player.Place);
  241. foreach (var value in player.PropInventory)
  242. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  243. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  244. msg.TrickerMessage.Guid = player.ID;
  245. msg.TrickerMessage.Score = player.Score;
  246. msg.TrickerMessage.PlayerId = player.PlayerID;
  247. msg.TrickerMessage.ViewRange = player.ViewRange;
  248. msg.TrickerMessage.Radius = player.Radius;
  249. msg.TrickerMessage.PlayerState = ToPlayerState(player.PlayerState);
  250. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  251. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  252. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  253. msg.TrickerMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  254. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  255. {
  256. if (kvp.Value)
  257. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  258. }
  259. return msg;
  260. }
  261. private static MessageOfObj Bullet(Bullet bullet)
  262. {
  263. MessageOfObj msg = new MessageOfObj();
  264. msg.BulletMessage = new();
  265. msg.BulletMessage.X = bullet.Position.x;
  266. msg.BulletMessage.Y = bullet.Position.y;
  267. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  268. msg.BulletMessage.Guid = bullet.ID;
  269. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  270. msg.BulletMessage.Place = ToPlaceType(bullet.Place);
  271. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  272. msg.BulletMessage.Speed = bullet.Speed;
  273. return msg;
  274. }
  275. private static MessageOfObj Prop(Prop prop)
  276. {
  277. MessageOfObj msg = new MessageOfObj();
  278. msg.PropMessage = new();
  279. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  280. msg.PropMessage.X = prop.Position.x;
  281. msg.PropMessage.Y = prop.Position.y;
  282. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  283. msg.PropMessage.Guid = prop.ID;
  284. msg.PropMessage.Place = ToPlaceType(prop.Place);
  285. return msg;
  286. }
  287. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  288. {
  289. MessageOfObj msg = new MessageOfObj();
  290. msg.BombedBulletMessage = new();
  291. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  292. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  293. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  294. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  295. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  296. return msg;
  297. }
  298. private static MessageOfObj PickedProp(PickedProp pickedProp)
  299. {
  300. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  301. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  302. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  303. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  304. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  305. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  306. return msg;
  307. }
  308. private static MessageOfObj Classroom(Generator generator)
  309. {
  310. MessageOfObj msg = new MessageOfObj();
  311. msg.ClassroomMessage = new();
  312. msg.ClassroomMessage.X = generator.Position.x;
  313. msg.ClassroomMessage.Y = generator.Position.y;
  314. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  315. return msg;
  316. }
  317. private static MessageOfObj Gate(Doorway doorway)
  318. {
  319. MessageOfObj msg = new MessageOfObj();
  320. msg.GateMessage = new();
  321. msg.GateMessage.X = doorway.Position.x;
  322. msg.GateMessage.Y = doorway.Position.y;
  323. msg.GateMessage.Progress = doorway.OpenDegree;
  324. return msg;
  325. }
  326. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  327. {
  328. MessageOfObj msg = new MessageOfObj();
  329. msg.HiddenGateMessage = new();
  330. msg.HiddenGateMessage.X = Exit.Position.x;
  331. msg.HiddenGateMessage.Y = Exit.Position.y;
  332. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  333. return msg;
  334. }
  335. private static MessageOfObj Door(Door door)
  336. {
  337. MessageOfObj msg = new MessageOfObj();
  338. msg.DoorMessage = new();
  339. msg.DoorMessage.X = door.Position.x;
  340. msg.DoorMessage.Y = door.Position.y;
  341. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  342. msg.DoorMessage.IsOpen = door.IsOpen;
  343. return msg;
  344. }
  345. private static MessageOfObj Chest(Chest chest)
  346. {
  347. MessageOfObj msg = new MessageOfObj();
  348. msg.ChestMessage = new();
  349. msg.ChestMessage.X = chest.Position.x;
  350. msg.ChestMessage.Y = chest.Position.y;
  351. msg.ChestMessage.Progress = chest.OpenDegree;
  352. return msg;
  353. }
  354. }
  355. }