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CopyInfo.cs 21 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. public 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. public static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop)
  46. {
  47. switch (prop)
  48. {
  49. case Preparation.Utility.PropType.AddSpeed:
  50. return Protobuf.PropType.AddSpeed;
  51. case Preparation.Utility.PropType.AddLifeOrClairaudience:
  52. return Protobuf.PropType.AddLifeOrAp;
  53. case Preparation.Utility.PropType.AddHpOrAp:
  54. return Protobuf.PropType.AddHpOrAp;
  55. case Preparation.Utility.PropType.ShieldOrSpear:
  56. return Protobuf.PropType.ShieldOrSpear;
  57. case Preparation.Utility.PropType.RecoveryFromDizziness:
  58. return Protobuf.PropType.RecoveryFromDizziness;
  59. case Preparation.Utility.PropType.Key3:
  60. return Protobuf.PropType.Key3;
  61. case Preparation.Utility.PropType.Key5:
  62. return Protobuf.PropType.Key5;
  63. case Preparation.Utility.PropType.Key6:
  64. return Protobuf.PropType.Key6;
  65. default:
  66. return Protobuf.PropType.NullPropType;
  67. }
  68. }
  69. public static Preparation.Utility.PropType ToPropType(Protobuf.PropType prop)
  70. {
  71. switch (prop)
  72. {
  73. case Protobuf.PropType.AddSpeed:
  74. return Preparation.Utility.PropType.AddSpeed;
  75. case Protobuf.PropType.AddLifeOrAp:
  76. return Preparation.Utility.PropType.AddLifeOrClairaudience;
  77. case Protobuf.PropType.AddHpOrAp:
  78. return Preparation.Utility.PropType.AddHpOrAp;
  79. case Protobuf.PropType.ShieldOrSpear:
  80. return Preparation.Utility.PropType.ShieldOrSpear;
  81. case Protobuf.PropType.RecoveryFromDizziness:
  82. return Preparation.Utility.PropType.RecoveryFromDizziness;
  83. case Protobuf.PropType.Key3:
  84. return Preparation.Utility.PropType.Key3;
  85. case Protobuf.PropType.Key5:
  86. return Preparation.Utility.PropType.Key5;
  87. case Protobuf.PropType.Key6:
  88. return Preparation.Utility.PropType.Key6;
  89. default:
  90. return Preparation.Utility.PropType.Null;
  91. }
  92. }
  93. public static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState)
  94. {
  95. switch (playerState)
  96. {
  97. case Preparation.Utility.PlayerStateType.Moving:
  98. case Preparation.Utility.PlayerStateType.Null:
  99. return PlayerState.Idle;
  100. case Preparation.Utility.PlayerStateType.Addicted:
  101. return PlayerState.Addicted;
  102. case Preparation.Utility.PlayerStateType.ClimbingThroughWindows:
  103. return PlayerState.Climbing;
  104. case Preparation.Utility.PlayerStateType.Deceased:
  105. return PlayerState.Quit;
  106. case Preparation.Utility.PlayerStateType.Escaped:
  107. return PlayerState.Graduated;
  108. case Preparation.Utility.PlayerStateType.Fixing:
  109. return PlayerState.Learning;
  110. case Preparation.Utility.PlayerStateType.LockingOrOpeningTheDoor:
  111. return PlayerState.Locking;
  112. case Preparation.Utility.PlayerStateType.OpeningTheChest:
  113. return PlayerState.OpeningAChest;
  114. case Preparation.Utility.PlayerStateType.Rescued:
  115. return PlayerState.Rescued;
  116. case Preparation.Utility.PlayerStateType.Rescuing:
  117. return PlayerState.Rescuing;
  118. case Preparation.Utility.PlayerStateType.Stunned:
  119. return PlayerState.Stunned;
  120. case Preparation.Utility.PlayerStateType.Swinging:
  121. return PlayerState.Swinging;
  122. case Preparation.Utility.PlayerStateType.Treated:
  123. return PlayerState.Treated;
  124. case Preparation.Utility.PlayerStateType.Treating:
  125. return PlayerState.Treating;
  126. case Preparation.Utility.PlayerStateType.TryingToAttack:
  127. return PlayerState.Attacking;
  128. case Preparation.Utility.PlayerStateType.UsingSkill:
  129. return PlayerState.UsingSpecialSkill;
  130. case Preparation.Utility.PlayerStateType.OpeningTheDoorway:
  131. return PlayerState.OpeningAGate;
  132. default:
  133. return PlayerState.NullStatus;
  134. }
  135. }
  136. public static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType)
  137. {
  138. switch (buffType)
  139. {
  140. case Preparation.Utility.BuffType.Null:
  141. default:
  142. return Protobuf.StudentBuffType.NullSbuffType;
  143. }
  144. }
  145. public static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType)
  146. {
  147. switch (buffType)
  148. {
  149. case Preparation.Utility.BuffType.Null:
  150. default:
  151. return Protobuf.TrickerBuffType.NullTbuffType;
  152. }
  153. }
  154. public static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType)
  155. {
  156. switch (bulletType)
  157. {
  158. case Preparation.Utility.BulletType.FlyingKnife:
  159. return Protobuf.BulletType.FlyingKnife;
  160. case Preparation.Utility.BulletType.CommonAttackOfGhost:
  161. return Protobuf.BulletType.CommonAttackOfTricker;
  162. default:
  163. return Protobuf.BulletType.NullBulletType;
  164. }
  165. }
  166. public static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType)
  167. {
  168. switch (characterType)
  169. {
  170. case Preparation.Utility.CharacterType.Athlete:
  171. return Protobuf.StudentType.Athlete;
  172. case Preparation.Utility.CharacterType.Teacher:
  173. return StudentType._2;
  174. default:
  175. return Protobuf.StudentType.NullStudentType;
  176. }
  177. }
  178. public static Preparation.Utility.CharacterType ToStudentType(Protobuf.StudentType characterType)
  179. {
  180. switch (characterType)
  181. {
  182. case Protobuf.StudentType.Athlete:
  183. return Preparation.Utility.CharacterType.Athlete;
  184. case StudentType._2:
  185. return Preparation.Utility.CharacterType.Teacher;
  186. default:
  187. return Preparation.Utility.CharacterType.Null;
  188. }
  189. }
  190. public static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  191. {
  192. switch (characterType)
  193. {
  194. case Preparation.Utility.CharacterType.Assassin:
  195. return Protobuf.TrickerType.Assassin;
  196. case Preparation.Utility.CharacterType.Klee:
  197. return Protobuf.TrickerType._2;
  198. default:
  199. return Protobuf.TrickerType.NullTrickerType;
  200. }
  201. }
  202. public static Preparation.Utility.CharacterType ToTrickerType(Protobuf.TrickerType characterType)
  203. {
  204. switch (characterType)
  205. {
  206. case Protobuf.TrickerType.Assassin:
  207. return Preparation.Utility.CharacterType.Assassin;
  208. case Protobuf.TrickerType._2:
  209. return Preparation.Utility.CharacterType.Klee;
  210. default:
  211. return Preparation.Utility.CharacterType.Null;
  212. }
  213. }
  214. public static MessageOfObj? Auto(GameObj gameObj)
  215. {
  216. switch (gameObj.Type)
  217. {
  218. case Preparation.Utility.GameObjType.Character:
  219. Character character = (Character)gameObj;
  220. if (character.IsGhost())
  221. return Tricker((Ghost)character);
  222. else return Student((Student)character);
  223. case Preparation.Utility.GameObjType.Bullet:
  224. return Bullet((Bullet)gameObj);
  225. case Preparation.Utility.GameObjType.Prop:
  226. return Prop((Prop)gameObj);
  227. case Preparation.Utility.GameObjType.BombedBullet:
  228. return BombedBullet((BombedBullet)gameObj);
  229. case Preparation.Utility.GameObjType.PickedProp:
  230. return PickedProp((PickedProp)gameObj);
  231. case Preparation.Utility.GameObjType.Generator:
  232. return Classroom((Generator)gameObj);
  233. case Preparation.Utility.GameObjType.Chest:
  234. return Chest((Chest)gameObj);
  235. case Preparation.Utility.GameObjType.Doorway:
  236. return Gate((Doorway)gameObj);
  237. case Preparation.Utility.GameObjType.EmergencyExit:
  238. if (((EmergencyExit)gameObj).CanOpen)
  239. return HiddenGate((EmergencyExit)gameObj);
  240. else return new MessageOfObj();
  241. case Preparation.Utility.GameObjType.Door:
  242. return Door((Door)gameObj);
  243. default: return new MessageOfObj();
  244. }
  245. }
  246. public static MessageOfObj? Auto(MessageOfNews news)
  247. {
  248. MessageOfObj objMsg = new();
  249. objMsg.NewsMessage = news;
  250. return objMsg;
  251. }
  252. private static MessageOfObj? Student(Student player)
  253. {
  254. MessageOfObj msg = new MessageOfObj();
  255. if (player.IsGhost()) return null;
  256. msg.StudentMessage = new();
  257. msg.StudentMessage.X = player.Position.x;
  258. msg.StudentMessage.Y = player.Position.y;
  259. msg.StudentMessage.Speed = player.MoveSpeed;
  260. msg.StudentMessage.Determination = player.HP;
  261. msg.StudentMessage.Addiction = player.GamingAddiction;
  262. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  263. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  264. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  265. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  266. foreach (var value in player.PropInventory)
  267. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  268. msg.StudentMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  269. msg.StudentMessage.Guid = player.ID;
  270. msg.StudentMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  271. msg.StudentMessage.PlayerId = player.PlayerID;
  272. msg.StudentMessage.ViewRange = player.ViewRange;
  273. msg.StudentMessage.Radius = player.Radius;
  274. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  275. msg.StudentMessage.Score = player.Score;
  276. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  277. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  278. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  279. {
  280. if (kvp.Value)
  281. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  282. }
  283. msg.StudentMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  284. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  285. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  286. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  287. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  288. return msg;
  289. }
  290. private static MessageOfObj? Tricker(Character player)
  291. {
  292. MessageOfObj msg = new MessageOfObj();
  293. if (!player.IsGhost()) return null;
  294. msg.TrickerMessage = new();
  295. msg.TrickerMessage.X = player.Position.x;
  296. msg.TrickerMessage.Y = player.Position.y;
  297. msg.TrickerMessage.Speed = player.MoveSpeed;
  298. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  299. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  300. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  301. msg.TrickerMessage.TimeUntilSkillAvailable.Add(-1);
  302. msg.TrickerMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  303. foreach (var value in player.PropInventory)
  304. msg.TrickerMessage.Prop.Add(ToPropType(value.GetPropType()));
  305. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  306. msg.TrickerMessage.Guid = player.ID;
  307. msg.TrickerMessage.Score = player.Score;
  308. msg.TrickerMessage.PlayerId = player.PlayerID;
  309. msg.TrickerMessage.ViewRange = player.ViewRange;
  310. msg.TrickerMessage.Radius = player.Radius;
  311. msg.TrickerMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  312. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  313. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  314. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  315. msg.TrickerMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  316. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  317. {
  318. if (kvp.Value)
  319. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  320. }
  321. return msg;
  322. }
  323. private static MessageOfObj Bullet(Bullet bullet)
  324. {
  325. MessageOfObj msg = new MessageOfObj();
  326. msg.BulletMessage = new();
  327. msg.BulletMessage.X = bullet.Position.x;
  328. msg.BulletMessage.Y = bullet.Position.y;
  329. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  330. msg.BulletMessage.Guid = bullet.ID;
  331. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  332. msg.BulletMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)bullet.Place);
  333. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  334. msg.BulletMessage.Speed = bullet.Speed;
  335. return msg;
  336. }
  337. private static MessageOfObj Prop(Prop prop)
  338. {
  339. MessageOfObj msg = new MessageOfObj();
  340. msg.PropMessage = new();
  341. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  342. msg.PropMessage.X = prop.Position.x;
  343. msg.PropMessage.Y = prop.Position.y;
  344. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  345. msg.PropMessage.Guid = prop.ID;
  346. msg.PropMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)prop.Place);
  347. return msg;
  348. }
  349. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  350. {
  351. MessageOfObj msg = new MessageOfObj();
  352. msg.BombedBulletMessage = new();
  353. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  354. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  355. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  356. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  357. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  358. return msg;
  359. }
  360. private static MessageOfObj PickedProp(PickedProp pickedProp)
  361. {
  362. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  363. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  364. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  365. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  366. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  367. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  368. return msg;
  369. }
  370. private static MessageOfObj Classroom(Generator generator)
  371. {
  372. MessageOfObj msg = new MessageOfObj();
  373. msg.ClassroomMessage = new();
  374. msg.ClassroomMessage.X = generator.Position.x;
  375. msg.ClassroomMessage.Y = generator.Position.y;
  376. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  377. return msg;
  378. }
  379. private static MessageOfObj Gate(Doorway doorway)
  380. {
  381. MessageOfObj msg = new MessageOfObj();
  382. msg.GateMessage = new();
  383. msg.GateMessage.X = doorway.Position.x;
  384. msg.GateMessage.Y = doorway.Position.y;
  385. msg.GateMessage.Progress = doorway.OpenDegree;
  386. return msg;
  387. }
  388. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  389. {
  390. MessageOfObj msg = new MessageOfObj();
  391. msg.HiddenGateMessage = new();
  392. msg.HiddenGateMessage.X = Exit.Position.x;
  393. msg.HiddenGateMessage.Y = Exit.Position.y;
  394. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  395. return msg;
  396. }
  397. private static MessageOfObj Door(Door door)
  398. {
  399. MessageOfObj msg = new MessageOfObj();
  400. msg.DoorMessage = new();
  401. msg.DoorMessage.X = door.Position.x;
  402. msg.DoorMessage.Y = door.Position.y;
  403. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  404. msg.DoorMessage.IsOpen = door.IsOpen;
  405. return msg;
  406. }
  407. private static MessageOfObj Chest(Chest chest)
  408. {
  409. MessageOfObj msg = new MessageOfObj();
  410. msg.ChestMessage = new();
  411. msg.ChestMessage.X = chest.Position.x;
  412. msg.ChestMessage.Y = chest.Position.y;
  413. msg.ChestMessage.Progress = chest.OpenDegree;
  414. return msg;
  415. }
  416. }
  417. }