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AttackManager.cs 9.9 kB

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  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. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly AttackManager attackManager;
  14. private class AttackManager
  15. {
  16. readonly Map gameMap;
  17. readonly MoveEngine moveEngine;
  18. readonly CharacterManager characterManager;
  19. public AttackManager(Map gameMap, CharacterManager characterManager)
  20. {
  21. this.gameMap = gameMap;
  22. this.moveEngine = new MoveEngine(
  23. gameMap: gameMap,
  24. OnCollision: (obj, collisionObj, moveVec) =>
  25. {
  26. BulletBomb((Bullet)obj, (GameObj)collisionObj);
  27. return MoveEngine.AfterCollision.Destroyed;
  28. },
  29. EndMove: obj =>
  30. {
  31. Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  32. if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty)
  33. BulletBomb((Bullet)obj, null);
  34. obj.ReSetCanMove(false);
  35. }
  36. );
  37. this.characterManager = characterManager;
  38. }
  39. private void BombObj(Bullet bullet, GameObj objBeingShot)
  40. {
  41. #if DEBUG
  42. Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
  43. #endif
  44. switch (objBeingShot.Type)
  45. {
  46. case GameObjType.Character:
  47. if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
  48. {
  49. characterManager.BeAttacked((Student)objBeingShot, bullet);
  50. }
  51. // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
  52. // BeStunned((Character)objBeingShot, bullet.AP);
  53. break;
  54. case GameObjType.Generator:
  55. if (bullet.CanBeBombed(GameObjType.Generator))
  56. ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
  57. break;
  58. default:
  59. break;
  60. }
  61. }
  62. public bool TryRemoveBullet(Bullet bullet)
  63. {
  64. bullet.ReSetCanMove(false);
  65. if (gameMap.Remove(bullet))
  66. {
  67. if (bullet.BulletBombRange > 0)
  68. {
  69. BombedBullet bombedBullet = new(bullet);
  70. gameMap.Add(bombedBullet);
  71. new Thread
  72. (() =>
  73. {
  74. Thread.Sleep(GameData.frameDuration * 5);
  75. gameMap.RemoveJustFromMap(bombedBullet);
  76. }
  77. )
  78. { IsBackground = true }.Start();
  79. }
  80. return true;
  81. }
  82. else return false;
  83. }
  84. private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
  85. {
  86. #if DEBUG
  87. if (objBeingShot != null)
  88. Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
  89. else
  90. Debugger.Output(bullet, "bombed without objBeingShot");
  91. #endif
  92. if (!TryRemoveBullet(bullet)) return;
  93. if (bullet.BulletBombRange == 0)
  94. {
  95. if (objBeingShot == null)
  96. {
  97. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  98. return;
  99. }
  100. BombObj(bullet, objBeingShot);
  101. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  102. return;
  103. }
  104. /*if (objBeingShot != null)
  105. {
  106. else if (objBeingShot is Bullet) //子弹不能相互引爆,若要更改这一设定,取消注释即可。
  107. {
  108. new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
  109. }
  110. }*/
  111. // 子弹爆炸会发生的事↓↓↓
  112. if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
  113. {
  114. bullet.Parent!.BulletOfPlayer = BulletType.JumpyDumpty;
  115. Debugger.Output(bullet.Parent, bullet.Parent.CharacterType.ToString() + " " + bullet.Parent.BulletNum.ToString());
  116. Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI / 2.0);
  117. Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0);
  118. }
  119. var beAttackedList = new List<IGameObj>();
  120. foreach (var kvp in gameMap.GameObjDict)
  121. {
  122. if (bullet.CanBeBombed(kvp.Key))
  123. {
  124. gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
  125. try
  126. {
  127. foreach (var item in gameMap.GameObjDict[kvp.Key])
  128. if (bullet.CanAttack((GameObj)item))
  129. {
  130. beAttackedList.Add(item);
  131. }
  132. }
  133. finally
  134. {
  135. gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
  136. }
  137. }
  138. }
  139. foreach (GameObj beAttackedObj in beAttackedList)
  140. {
  141. BombObj(bullet, beAttackedObj);
  142. }
  143. beAttackedList.Clear();
  144. if (objBeingShot == null)
  145. {
  146. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  147. }
  148. else
  149. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  150. }
  151. public bool Attack(Character player, double angle)
  152. { // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
  153. if (player.BulletOfPlayer == BulletType.Null)
  154. return false;
  155. Debugger.Output(player, player.CharacterType.ToString() + "Attack in " + player.BulletOfPlayer.ToString());
  156. Debugger.Output(player, player.Position.ToString() + " " + player.Radius.ToString() + " " + BulletFactory.BulletRadius(player.BulletOfPlayer).ToString());
  157. Bullet? bullet = player.Attack(angle);
  158. if (bullet != null)
  159. {
  160. Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
  161. bullet.AP += player.TryAddAp() ? GameData.ApPropAdd : 0;
  162. bullet.ReSetCanMove(true);
  163. gameMap.Add(bullet);
  164. moveEngine.MoveObj(bullet, (int)((bullet.BulletAttackRange - player.Radius - BulletFactory.BulletRadius(player.BulletOfPlayer)) * 1000 / bullet.MoveSpeed), angle); // 这里时间参数除出来的单位要是ms
  165. if (bullet.CastTime > 0)
  166. {
  167. characterManager.SetPlayerState(player, PlayerStateType.TryingToAttack);
  168. long threadNum = player.ThreadNum;
  169. new Thread
  170. (() =>
  171. {
  172. new FrameRateTaskExecutor<int>(
  173. loopCondition: () => threadNum == player.ThreadNum && gameMap.Timer.IsGaming,
  174. loopToDo: () =>
  175. {
  176. },
  177. timeInterval: GameData.checkInterval,
  178. finallyReturn: () => 0,
  179. maxTotalDuration: bullet.CastTime
  180. )
  181. .Start();
  182. if (gameMap.Timer.IsGaming)
  183. {
  184. if (threadNum == player.ThreadNum)
  185. {
  186. characterManager.SetPlayerState(player);
  187. }
  188. else TryRemoveBullet(bullet);
  189. }
  190. }
  191. )
  192. { IsBackground = true }.Start();
  193. }
  194. }
  195. if (bullet != null)
  196. {
  197. #if DEBUG
  198. Console.WriteLine($"playerID:{player.ID} successfully attacked!");
  199. #endif
  200. return true;
  201. }
  202. else
  203. {
  204. #if DEBUG
  205. Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!");
  206. #endif
  207. return false;
  208. }
  209. }
  210. }
  211. }
  212. }