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Character.cs 32 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Threading;
  6. namespace GameClass.GameObj
  7. {
  8. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  9. {
  10. private readonly ReaderWriterLockSlim hpReaderWriterLock = new();
  11. public ReaderWriterLockSlim HPReadWriterLock => hpReaderWriterLock;
  12. private readonly object vampireLock = new();
  13. public object VampireLock => vampire;
  14. private readonly object inventoryLock = new();
  15. public object InventoryLock => inventoryLock;
  16. #region 装弹、攻击相关的基本属性及方法
  17. /// <summary>
  18. /// 装弹冷却
  19. /// </summary>
  20. protected int cd;
  21. public int CD
  22. {
  23. get
  24. {
  25. lock (actionLock)
  26. {
  27. return cd;
  28. }
  29. }
  30. }
  31. public int OrgCD { get; protected set; }
  32. public readonly BulletType OriBulletOfPlayer;
  33. private BulletType bulletOfPlayer;
  34. public BulletType BulletOfPlayer
  35. {
  36. get
  37. {
  38. lock (actionLock)
  39. {
  40. return bulletOfPlayer;
  41. }
  42. }
  43. set
  44. {
  45. lock (actionLock)
  46. {
  47. bulletOfPlayer = value;
  48. cd = OrgCD = (BulletFactory.BulletCD(value));
  49. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", cd));
  50. maxBulletNum = bulletNum = (BulletFactory.BulletNum(value));
  51. }
  52. }
  53. }
  54. protected int maxBulletNum;
  55. public int MaxBulletNum
  56. {
  57. get
  58. {
  59. lock (actionLock)
  60. {
  61. return maxBulletNum;
  62. }
  63. }
  64. }
  65. private int bulletNum;
  66. private int updateTimeOfBulletNum = 0;
  67. public int UpdateBulletNum(int time)
  68. {
  69. lock (actionLock)
  70. {
  71. if (bulletNum < maxBulletNum)
  72. {
  73. int add = Math.Min(maxBulletNum - bulletNum, (time - updateTimeOfBulletNum) / cd);
  74. updateTimeOfBulletNum += add * cd;
  75. return (bulletNum += add);
  76. }
  77. return maxBulletNum;
  78. }
  79. }
  80. /// <summary>
  81. /// 进行一次攻击
  82. /// </summary>
  83. /// <returns>攻击操作发出的子弹</returns>
  84. public Bullet? Attack(double angle, int time)
  85. {
  86. lock (actionLock)
  87. {
  88. if (bulletOfPlayer == BulletType.Null)
  89. return null;
  90. if (UpdateBulletNum(time) > 0)
  91. {
  92. if (bulletNum == maxBulletNum) updateTimeOfBulletNum = time;
  93. --bulletNum;
  94. XY res = Position + new XY // 子弹紧贴人物生成。
  95. (
  96. (int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  97. (int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  98. );
  99. Bullet? bullet = BulletFactory.GetBullet(this, res, this.bulletOfPlayer);
  100. if (bullet == null) return null;
  101. if (TryAddAp()) bullet.AddAP(GameData.ApPropAdd);
  102. facingDirection = new(angle, bullet.AttackDistance);
  103. return bullet;
  104. }
  105. else
  106. return null;
  107. }
  108. }
  109. /*
  110. /// <summary>
  111. /// 攻击被反弹,反弹伤害不会再被反弹
  112. /// </summary>
  113. /// <param name="subHP"></param>
  114. /// <param name="hasSpear"></param>
  115. /// <param name="bouncer">反弹伤害者</param>
  116. /// <returns>是否因反弹伤害而死</returns>
  117. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  118. {
  119. lock (beAttackedLock)
  120. {
  121. if (hp <= 0)
  122. return false;
  123. if (!(bouncer?.TeamID == this.TeamID))
  124. {
  125. if (hasSpear || !HasShield)
  126. _ = TrySubHp(subHP);
  127. if (hp <= 0)
  128. TryActivatingLIFE();
  129. }
  130. return hp <= 0;
  131. }
  132. }*/
  133. #endregion
  134. #region 感知相关的基本属性及方法
  135. private Dictionary<BgmType, double> bgmDictionary = new();
  136. public Dictionary<BgmType, double> BgmDictionary
  137. {
  138. get => bgmDictionary;
  139. private set
  140. {
  141. lock (gameObjLock)
  142. {
  143. bgmDictionary = value;
  144. }
  145. }
  146. }
  147. public void AddBgm(BgmType bgm, double value)
  148. {
  149. if (BgmDictionary.ContainsKey(bgm))
  150. BgmDictionary[bgm] = value;
  151. else BgmDictionary.Add(bgm, value);
  152. }
  153. private int alertnessRadius;
  154. public int AlertnessRadius
  155. {
  156. get => alertnessRadius;
  157. set
  158. {
  159. lock (gameObjLock)
  160. {
  161. alertnessRadius = value;
  162. }
  163. }
  164. }
  165. private double concealment;
  166. public double Concealment
  167. {
  168. get => concealment;
  169. set
  170. {
  171. lock (gameObjLock)
  172. {
  173. concealment = value;
  174. }
  175. }
  176. }
  177. private int viewRange;
  178. public int ViewRange
  179. {
  180. get => viewRange;
  181. set
  182. {
  183. lock (gameObjLock)
  184. {
  185. viewRange = (value > 0) ? value : 0;
  186. }
  187. }
  188. }
  189. #endregion
  190. #region 交互相关的基本属性及方法
  191. private int speedOfOpeningOrLocking;
  192. public int SpeedOfOpeningOrLocking
  193. {
  194. get => speedOfOpeningOrLocking;
  195. set
  196. {
  197. lock (gameObjLock)
  198. {
  199. speedOfOpeningOrLocking = value;
  200. }
  201. }
  202. }
  203. private int speedOfClimbingThroughWindows;
  204. public int SpeedOfClimbingThroughWindows
  205. {
  206. get => speedOfClimbingThroughWindows;
  207. set
  208. {
  209. lock (gameObjLock)
  210. {
  211. speedOfClimbingThroughWindows = value;
  212. }
  213. }
  214. }
  215. private int speedOfOpenChest;
  216. public int SpeedOfOpenChest
  217. {
  218. get => speedOfOpenChest;
  219. set
  220. {
  221. lock (gameObjLock)
  222. {
  223. speedOfOpenChest = value;
  224. }
  225. }
  226. }
  227. #endregion
  228. #region 血量相关的基本属性及方法
  229. private long maxHp;
  230. public long MaxHp
  231. {
  232. get
  233. {
  234. HPReadWriterLock.EnterReadLock();
  235. try
  236. {
  237. return maxHp;
  238. }
  239. finally
  240. {
  241. HPReadWriterLock.ExitReadLock();
  242. }
  243. }
  244. protected set
  245. {
  246. HPReadWriterLock.EnterWriteLock();
  247. try
  248. {
  249. maxHp = value;
  250. if (hp > maxHp) hp = maxHp;
  251. }
  252. finally
  253. {
  254. HPReadWriterLock.ExitWriteLock();
  255. }
  256. }
  257. } // 最大血量
  258. protected long hp;
  259. public long HP
  260. {
  261. get
  262. {
  263. HPReadWriterLock.EnterReadLock();
  264. try
  265. {
  266. return hp;
  267. }
  268. finally
  269. {
  270. HPReadWriterLock.ExitReadLock();
  271. }
  272. }
  273. set
  274. {
  275. HPReadWriterLock.EnterWriteLock();
  276. try
  277. {
  278. if (value > 0)
  279. {
  280. hp = value <= maxHp ? value : maxHp;
  281. }
  282. else
  283. hp = 0;
  284. }
  285. finally
  286. {
  287. HPReadWriterLock.ExitWriteLock();
  288. }
  289. }
  290. }
  291. /// <summary>
  292. /// 尝试减血
  293. /// </summary>
  294. /// <param name="sub">减血量</param>
  295. public long TrySubHp(long sub)
  296. {
  297. HPReadWriterLock.EnterWriteLock();
  298. try
  299. {
  300. long previousHp = hp;
  301. if (hp <= sub)
  302. {
  303. hp = 0;
  304. return hp;
  305. }
  306. else
  307. {
  308. hp -= sub;
  309. return sub;
  310. }
  311. }
  312. finally
  313. {
  314. HPReadWriterLock.ExitWriteLock();
  315. }
  316. }
  317. private double vampire = 0; // 回血率:0-1之间
  318. public double Vampire
  319. {
  320. get
  321. {
  322. lock (vampireLock)
  323. return vampire;
  324. }
  325. set
  326. {
  327. lock (vampireLock)
  328. {
  329. if (value > 1)
  330. vampire = 1;
  331. else if (value < 0)
  332. vampire = 0;
  333. else
  334. vampire = value;
  335. }
  336. }
  337. }
  338. public double OriVampire { get; protected set; }
  339. #endregion
  340. #region 状态相关的基本属性与方法
  341. private PlayerStateType playerState = PlayerStateType.Null;
  342. public PlayerStateType PlayerState
  343. {
  344. get
  345. {
  346. lock (actionLock)
  347. {
  348. if (playerState == PlayerStateType.Moving)
  349. return (IsMoving) ? PlayerStateType.Moving : PlayerStateType.Null;
  350. return playerState;
  351. }
  352. }
  353. }
  354. public bool NoHp()
  355. {
  356. lock (actionLock)
  357. return (playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued);
  358. }
  359. public bool Commandable()
  360. {
  361. lock (actionLock)
  362. {
  363. return (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  364. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  365. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  366. && playerState != PlayerStateType.ClimbingThroughWindows
  367. && playerState != PlayerStateType.Stunned && playerState != PlayerStateType.Charmed);
  368. }
  369. }
  370. public bool CanPinDown()
  371. {
  372. lock (actionLock)
  373. {
  374. return (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  375. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  376. && playerState != PlayerStateType.Stunned && playerState != PlayerStateType.Charmed);
  377. }
  378. }
  379. public bool InteractingWithMapWithoutMoving()
  380. {
  381. lock (actionLock)
  382. {
  383. return (playerState == PlayerStateType.LockingTheDoor || playerState == PlayerStateType.OpeningTheDoor
  384. || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  385. }
  386. }
  387. public bool NullOrMoving()
  388. {
  389. lock (actionLock)
  390. {
  391. return (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  392. }
  393. }
  394. public bool CanBeAwed()
  395. {
  396. lock (actionLock)
  397. return !(playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  398. || playerState == PlayerStateType.Addicted
  399. || playerState == PlayerStateType.Rescued || playerState == PlayerStateType.Treated
  400. || playerState == PlayerStateType.Stunned || playerState == PlayerStateType.Charmed
  401. || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  402. }
  403. private GameObj? whatInteractingWith = null;
  404. public GameObj? WhatInteractingWith => whatInteractingWith;
  405. private long ChangePlayerState(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  406. {
  407. //只能被SetPlayerState引用
  408. whatInteractingWith = gameObj;
  409. playerState = value;
  410. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  411. return ++stateNum;
  412. }
  413. private long ChangePlayerStateInOneThread(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  414. {
  415. //只能被SetPlayerState引用
  416. whatInteractingWith = gameObj;
  417. playerState = value;
  418. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  419. return stateNum;
  420. }
  421. public long SetPlayerState(PlayerStateType value = PlayerStateType.Null, IGameObj? obj = null)
  422. {
  423. GameObj? gameObj = (GameObj?)obj;
  424. lock (actionLock)
  425. {
  426. PlayerStateType nowPlayerState = PlayerState;
  427. if (nowPlayerState == value && value != PlayerStateType.UsingSkill) return -1;
  428. switch (nowPlayerState)
  429. {
  430. case PlayerStateType.Escaped:
  431. case PlayerStateType.Deceased:
  432. return -1;
  433. case PlayerStateType.Addicted:
  434. if (value == PlayerStateType.Rescued)
  435. return ChangePlayerStateInOneThread(value, gameObj);
  436. else if (value == PlayerStateType.Null || value == PlayerStateType.Deceased)
  437. return ChangePlayerState(value, gameObj);
  438. else return -1;
  439. case PlayerStateType.Rescued:
  440. if (value == PlayerStateType.Addicted)
  441. return ChangePlayerStateInOneThread(value, gameObj);
  442. else if (value == PlayerStateType.Null || value == PlayerStateType.Deceased)
  443. return ChangePlayerState(value, gameObj);
  444. else return -1;
  445. case PlayerStateType.TryingToAttack:
  446. if (value == PlayerStateType.Addicted || value == PlayerStateType.Swinging
  447. || value == PlayerStateType.Deceased || value == PlayerStateType.Stunned
  448. || value == PlayerStateType.Charmed || value == PlayerStateType.Null)
  449. return ChangePlayerState(value, gameObj);
  450. else return -1;
  451. case PlayerStateType.Stunned:
  452. case PlayerStateType.Charmed:
  453. if (value == PlayerStateType.Addicted || value == PlayerStateType.Deceased
  454. || value == PlayerStateType.Null)
  455. return ChangePlayerState(value, gameObj);
  456. else return -1;
  457. case PlayerStateType.Swinging:
  458. if (value == PlayerStateType.Addicted
  459. || value == PlayerStateType.Deceased || value == PlayerStateType.Stunned
  460. || value == PlayerStateType.Charmed || value == PlayerStateType.Null)
  461. {
  462. try
  463. {
  464. return ChangePlayerState(value, gameObj);
  465. }
  466. finally
  467. {
  468. ThreadNum.Release();
  469. }
  470. }
  471. else return -1;
  472. case PlayerStateType.ClimbingThroughWindows:
  473. if (value == PlayerStateType.Addicted
  474. || value == PlayerStateType.Deceased || value == PlayerStateType.Stunned
  475. || value == PlayerStateType.Charmed || value == PlayerStateType.Null)
  476. {
  477. Window window = (Window)WhatInteractingWith!;
  478. try
  479. {
  480. window.FinishClimbing();
  481. return ChangePlayerState(value, gameObj);
  482. }
  483. finally
  484. {
  485. if (window.Stage.x == 0)
  486. ThreadNum.Release();
  487. else ReSetPos(window.Stage);
  488. }
  489. }
  490. else return -1;
  491. case PlayerStateType.OpeningTheChest:
  492. ((Chest)whatInteractingWith!).StopOpen();
  493. return ChangePlayerState(value, gameObj);
  494. case PlayerStateType.OpeningTheDoorway:
  495. Doorway doorway = (Doorway)whatInteractingWith!;
  496. doorway.StopOpenning();
  497. return ChangePlayerState(value, gameObj);
  498. case PlayerStateType.OpeningTheDoor:
  499. Door door = (Door)whatInteractingWith!;
  500. try
  501. {
  502. door.StopOpen();
  503. ReleaseTool(door.DoorNum switch
  504. {
  505. 3 => PropType.Key3,
  506. 5 => PropType.Key5,
  507. _ => PropType.Key6,
  508. }
  509. );
  510. return ChangePlayerState(value, gameObj);
  511. }
  512. finally
  513. {
  514. ThreadNum.Release();
  515. }
  516. case PlayerStateType.UsingSkill:
  517. {
  518. switch (CharacterType)
  519. {
  520. case CharacterType.TechOtaku:
  521. {
  522. if (typeof(CraftingBench).IsInstanceOfType(whatInteractingWith))
  523. {
  524. try
  525. {
  526. ((CraftingBench)whatInteractingWith!).StopSkill();
  527. return ChangePlayerState(value, gameObj);
  528. }
  529. finally
  530. {
  531. ThreadNum.Release();
  532. }
  533. }
  534. else
  535. {
  536. if (value != PlayerStateType.UsingSkill)
  537. ((UseRobot)FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID = (int)playerID;
  538. return ChangePlayerState(value, gameObj);
  539. }
  540. }
  541. case CharacterType.Assassin:
  542. if (value == PlayerStateType.Moving) return StateNum;
  543. else
  544. {
  545. TryDeleteInvisible();
  546. return ChangePlayerState(value, gameObj);
  547. }
  548. default:
  549. return ChangePlayerState(value, gameObj);
  550. }
  551. }
  552. default:
  553. return ChangePlayerState(value, gameObj);
  554. }
  555. }
  556. }
  557. public long SetPlayerStateNaturally()
  558. {
  559. lock (actionLock)
  560. {
  561. whatInteractingWith = null;
  562. playerState = PlayerStateType.Null;
  563. return ++stateNum;
  564. }
  565. }
  566. public bool TryToRemoveFromGame(PlayerStateType playerStateType)
  567. {
  568. lock (actionLock)
  569. {
  570. if (!TryToRemove()) return false;
  571. ReSetCanMove(false);
  572. SetPlayerState(playerStateType);
  573. position = GameData.PosWhoDie;
  574. }
  575. return true;
  576. }
  577. #endregion
  578. private long score = 0;
  579. public long Score
  580. {
  581. get => Interlocked.Read(ref score);
  582. }
  583. /// <summary>
  584. /// 加分
  585. /// </summary>
  586. /// <param name="add">增加量</param>
  587. public virtual void AddScore(long add)
  588. {
  589. Interlocked.Add(ref score, add);
  590. //Debugger.Output(this, " 's score has been added to: " + score.ToString());
  591. }
  592. /// <summary>
  593. /// 角色所属队伍ID
  594. /// </summary>
  595. private long teamID = long.MaxValue;
  596. public long TeamID
  597. {
  598. get => Interlocked.Read(ref teamID);
  599. set => Interlocked.Exchange(ref teamID, value);
  600. }
  601. private long playerID = long.MaxValue;
  602. public long PlayerID
  603. {
  604. get => Interlocked.Read(ref playerID);
  605. set => Interlocked.Exchange(ref playerID, value);
  606. }
  607. #region 道具和buff相关属性、方法
  608. private Gadget[] propInventory = new Gadget[GameData.maxNumOfPropInPropInventory]
  609. {new NullProp(), new NullProp(),new NullProp() };
  610. public Gadget[] PropInventory
  611. {
  612. get
  613. {
  614. lock (inventoryLock)
  615. return propInventory;
  616. }
  617. set
  618. {
  619. lock (inventoryLock)
  620. propInventory = value;
  621. }
  622. }
  623. /// <summary>
  624. /// 使用物品栏中的道具
  625. /// </summary>
  626. /// <returns>被使用的道具</returns>
  627. public Gadget UseProp(int indexing)
  628. {
  629. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  630. return new NullProp();
  631. lock (inventoryLock)
  632. {
  633. Gadget prop = propInventory[indexing];
  634. if (!prop.IsUsable()) return new NullProp();
  635. PropInventory[indexing] = new NullProp();
  636. return prop;
  637. }
  638. }
  639. public Gadget UseProp(PropType propType)
  640. {
  641. if (propType == PropType.Null)
  642. {
  643. lock (inventoryLock)
  644. {
  645. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  646. {
  647. if (PropInventory[indexing].IsUsable())
  648. {
  649. Gadget prop = PropInventory[indexing];
  650. PropInventory[indexing] = new NullProp();
  651. return prop;
  652. }
  653. }
  654. }
  655. }
  656. else
  657. {
  658. lock (inventoryLock)
  659. {
  660. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  661. {
  662. if (PropInventory[indexing].GetPropType() == propType && PropInventory[indexing].IsUsable())
  663. {
  664. Gadget prop = PropInventory[indexing];
  665. PropInventory[indexing] = new NullProp();
  666. return prop;
  667. }
  668. }
  669. }
  670. }
  671. return new NullProp();
  672. }
  673. public bool UseTool(PropType propType)
  674. {
  675. lock (inventoryLock)
  676. {
  677. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  678. {
  679. if (PropInventory[indexing].GetPropType() == propType && PropInventory[indexing].IsUsable())
  680. {
  681. return ((Tool)PropInventory[indexing]).IsUsed = true;
  682. }
  683. }
  684. }
  685. return false;
  686. }
  687. public void ReleaseTool(PropType propType)
  688. {
  689. lock (inventoryLock)
  690. {
  691. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  692. {
  693. if (PropInventory[indexing].GetPropType() == propType && ((Tool)PropInventory[indexing]).IsUsed)
  694. {
  695. ((Tool)PropInventory[indexing]).IsUsed = false;
  696. break;
  697. }
  698. }
  699. }
  700. }
  701. /// <summary>
  702. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  703. /// </summary>
  704. public int IndexingOfAddProp()
  705. {
  706. int indexing = 0;
  707. lock (inventoryLock)
  708. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  709. if (propInventory[indexing].GetPropType() == PropType.Null)
  710. break;
  711. return indexing;
  712. }
  713. public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  714. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  715. OrgMoveSpeed);
  716. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  717. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  718. public bool HasShield => buffManager.HasShield;
  719. public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
  720. public bool HasLIFE => buffManager.HasLIFE;
  721. public void AddAp(int time) => buffManager.AddAp(time);
  722. public bool HasAp => buffManager.HasAp;
  723. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  724. public bool HasSpear => buffManager.HasSpear;
  725. public void AddClairaudience(int time) => buffManager.AddClairaudience(time);
  726. public bool HasClairaudience => buffManager.HasClairaudience;
  727. public void AddInvisible(int time) => buffManager.AddInvisible(time);
  728. public bool HasInvisible => buffManager.HasInvisible;
  729. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  730. public Dictionary<BuffType, bool> Buff
  731. {
  732. get
  733. {
  734. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  735. foreach (BuffType type in buffTypeArray)
  736. {
  737. if (type != BuffType.Null)
  738. buff.Add(type, GetBuffStatus(type));
  739. }
  740. return buff;
  741. }
  742. }
  743. private bool GetBuffStatus(BuffType type)
  744. {
  745. switch (type)
  746. {
  747. case BuffType.Spear:
  748. return this.HasSpear;
  749. case BuffType.AddSpeed:
  750. return this.HasFasterSpeed;
  751. case BuffType.Shield:
  752. return this.HasShield;
  753. case BuffType.AddLife:
  754. return this.HasLIFE;
  755. case BuffType.AddAp:
  756. return this.HasAp;
  757. case BuffType.Clairaudience:
  758. return this.HasClairaudience;
  759. case BuffType.Invisible:
  760. return this.HasInvisible;
  761. default:
  762. return false;
  763. }
  764. }
  765. public void TryActivatingLIFE()
  766. {
  767. if (buffManager.TryActivatingLIFE())
  768. {
  769. AddScore(GameData.ScorePropRemainHp);
  770. hp = GameData.RemainHpWhenAddLife;
  771. }
  772. }
  773. public bool TryAddAp()
  774. {
  775. if (buffManager.TryAddAp())
  776. {
  777. AddScore(GameData.ScorePropAddAp);
  778. return true;
  779. }
  780. return false;
  781. }
  782. public bool TryUseSpear()
  783. {
  784. return buffManager.TryUseSpear();
  785. }
  786. public bool TryDeleteInvisible()
  787. {
  788. return buffManager.TryDeleteInvisible();
  789. }
  790. public bool TryUseShield()
  791. {
  792. if (buffManager.TryUseShield())
  793. {
  794. AddScore(GameData.ScorePropUseShield);
  795. return true;
  796. }
  797. return false;
  798. }
  799. #endregion
  800. /* public override void Reset() // 要加锁吗?
  801. {
  802. lock (gameObjLock)
  803. {
  804. // _ = AddDeathCount();
  805. base.Reset();
  806. this.MoveSpeed = OrgMoveSpeed;
  807. HP = MaxHp;
  808. PropInventory = null;
  809. BulletOfPlayer = OriBulletOfPlayer;
  810. lock (gameObjLock)
  811. bulletNum = maxBulletNum;
  812. buffManager.ClearAll();
  813. IsInvisible = false;
  814. this.Vampire = this.OriVampire;
  815. }
  816. }*/
  817. public override bool IsRigid => true;
  818. public override ShapeType Shape => ShapeType.Circle;
  819. public override bool IgnoreCollideExecutor(IGameObj targetObj)
  820. {
  821. if (IsRemoved)
  822. return true;
  823. if (targetObj.Type == GameObjType.Gadget)
  824. {
  825. return true;
  826. }
  827. if (targetObj.Type == GameObjType.Character && XY.DistanceCeil3(targetObj.Position, this.Position) < this.Radius + targetObj.Radius - GameData.adjustLength)
  828. return true;
  829. return false;
  830. }
  831. }
  832. }