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.

SkillManager.ActiveSkill.cs 11 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234
  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public static bool CanBeginToCharge(Character player)
  14. {
  15. if ((!player.Commandable())) return false;
  16. IActiveSkill skill = player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge);
  17. Debugger.Output(player, "can begin to charge!");
  18. return ActiveSkillEffect(skill, player, () =>
  19. {
  20. player.AddMoveSpeed(skill.DurationTime, 3.0);
  21. //See SkillWhenColliding in ActionManager
  22. },
  23. () =>
  24. { });
  25. }
  26. public static bool BecomeInvisible(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.BecomeInvisible);
  30. return ActiveSkillEffect(activeSkill, player, () =>
  31. {
  32. player.AddInvisible(activeSkill.DurationTime);
  33. Debugger.Output(player, "become invisible!");
  34. },
  35. () =>
  36. { });
  37. }
  38. public static bool UseRobot(Character player)
  39. {
  40. if ((!player.Commandable()) || ((SummonGolem)player.FindIActiveSkill(ActiveSkillType.SummonGolem)).GolemSummoned == null) return false;
  41. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.UseRobot);
  42. activeSkill.IsBeingUsed = (activeSkill.IsBeingUsed) ? false : true;
  43. return true;
  44. }
  45. public static bool JumpyBomb(Character player)
  46. {
  47. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.JumpyBomb), player, () =>
  48. {
  49. player.BulletOfPlayer = BulletType.BombBomb;
  50. Debugger.Output(player, "uses jumpybomb!");
  51. },
  52. () =>
  53. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  54. }
  55. public bool WriteAnswers(Character player)
  56. {
  57. if ((!player.Commandable())) return false;
  58. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.WriteAnswers);
  59. return ActiveSkillEffect(activeSkill, player, () =>
  60. {
  61. Generator? generator = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  62. if (generator != null)
  63. {
  64. generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation);
  65. Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
  66. ((WriteAnswers)activeSkill).DegreeOfMeditation = 0;
  67. }
  68. },
  69. () =>
  70. { });
  71. }
  72. public bool SummonGolem(Character player)
  73. {
  74. if ((!player.Commandable())) return false;
  75. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.SummonGolem);
  76. if (((SummonGolem)activeSkill).GolemSummoned != null) return false;
  77. XY res = player.Position + new XY(player.FacingDirection, player.Radius * 2);
  78. if (actionManager.moveEngine.CheckCollision(player, res) != null)
  79. return false;
  80. return ActiveSkillEffect(activeSkill, player, () =>
  81. {
  82. characterManager.AddPlayer(res, player.TeamID, player.PlayerID + GameData.numOfPeople, CharacterType.Robot, player);
  83. },
  84. () =>
  85. { });
  86. }
  87. public static bool UseKnife(Character player)
  88. {
  89. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  90. {
  91. player.BulletOfPlayer = BulletType.FlyingKnife;
  92. Debugger.Output(player, "uses flyingknife!");
  93. },
  94. () =>
  95. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  96. }
  97. public bool Howl(Character player)
  98. {
  99. if ((!player.Commandable())) return false;
  100. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Howl), player, () =>
  101. {
  102. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  103. try
  104. {
  105. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  106. {
  107. if (!character.IsGhost() && XY.Distance(character.Position, player.Position) <= player.ViewRange)
  108. {
  109. if (CharacterManager.BeStunned(character, GameData.TimeOfStudentFaintingWhenHowl))
  110. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.TimeOfStudentFaintingWhenHowl));
  111. break;
  112. }
  113. }
  114. }
  115. finally
  116. {
  117. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  118. }
  119. CharacterManager.BackSwing(player, GameData.TimeOfGhostSwingingAfterHowl);
  120. Debugger.Output(player, "howled!");
  121. },
  122. () =>
  123. { });
  124. }
  125. public bool Punish(Character player)
  126. {
  127. if ((!player.Commandable())) return false;
  128. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Punish), player, () =>
  129. {
  130. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  131. try
  132. {
  133. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  134. {
  135. if (character.IsGhost() &&
  136. (character.PlayerState == PlayerStateType.TryingToAttack || character.PlayerState == PlayerStateType.Swinging
  137. || character.PlayerState == PlayerStateType.UsingSkill)
  138. && gameMap.CanSee(player, character))
  139. {
  140. if (CharacterManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenPunish))
  141. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.timeFactorOfGhostFainting));
  142. break;
  143. }
  144. }
  145. }
  146. finally
  147. {
  148. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  149. }
  150. Debugger.Output(player, "uses punishing!");
  151. },
  152. () =>
  153. { });
  154. }
  155. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  156. {
  157. lock (activeSkill.ActiveSkillLock)
  158. {
  159. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  160. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  161. {
  162. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  163. new Thread
  164. (() =>
  165. {
  166. startSkill();
  167. activeSkill.IsBeingUsed = true;
  168. new FrameRateTaskExecutor<int>(
  169. () => !player.IsResetting,
  170. () =>
  171. {
  172. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  173. },
  174. timeInterval: GameData.frameDuration,
  175. () => 0,
  176. maxTotalDuration: (long)(activeSkill.DurationTime)
  177. )
  178. {
  179. AllowTimeExceed = true,
  180. MaxTolerantTimeExceedCount = ulong.MaxValue,
  181. }
  182. .Start();
  183. endSkill();
  184. activeSkill.IsBeingUsed = false;
  185. Debugger.Output(player, "return to normal.");
  186. new FrameRateTaskExecutor<int>(
  187. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  188. loopToDo: () =>
  189. {
  190. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  191. },
  192. timeInterval: GameData.frameDuration,
  193. finallyReturn: () => 0
  194. )
  195. {
  196. AllowTimeExceed = true,
  197. MaxTolerantTimeExceedCount = ulong.MaxValue,
  198. }
  199. .Start();
  200. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  201. Debugger.Output(player, "ActiveSkill is ready.");
  202. }
  203. )
  204. { IsBackground = true }.Start();
  205. return true;
  206. }
  207. else
  208. {
  209. Debugger.Output(player, "CommonSkill is cooling down!");
  210. return false;
  211. }
  212. }
  213. }
  214. }
  215. }
  216. }