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.

ActionManager.cs 13 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298
  1. using System;
  2. using System.Runtime.InteropServices;
  3. using System.Threading;
  4. using GameClass.GameObj;
  5. using GameEngine;
  6. using Preparation.Utility;
  7. using Timothy.FrameRateTask;
  8. namespace Gaming
  9. {
  10. public partial class Game
  11. {
  12. private readonly ActionManager actionManager;
  13. private class ActionManager
  14. {
  15. // 人物移动
  16. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  17. {
  18. if (playerToMove.PlayerState != PlayerStateType.Null) return false;
  19. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  20. return true;
  21. }
  22. public bool Stop(Character player)
  23. {
  24. if (player.PlayerState == PlayerStateType.IsRescuing || player.PlayerState == PlayerStateType.IsRescued
  25. || player.PlayerState == PlayerStateType.IsFixing || player.PlayerState == PlayerStateType.IsMoving
  26. || player.PlayerState == PlayerStateType.IsTreated || player.PlayerState == PlayerStateType.IsTreating
  27. || player.PlayerState == PlayerStateType.IsClosingDoor || player.PlayerState == PlayerStateType.IsOpeningDoor
  28. || player.PlayerState == PlayerStateType.IsClimbingThtoughWindows)
  29. {
  30. player.PlayerState = PlayerStateType.Null;
  31. return true;
  32. }
  33. return false;
  34. }
  35. public bool Fix(Student player)// 自动检查有无发电机可修
  36. {
  37. if (player.PlayerState != PlayerStateType.Null || player.IsGhost())
  38. return false;
  39. Generator? generatorForFix = null;
  40. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  41. try
  42. {
  43. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  44. {
  45. if (GameData.ApproachToInteract(generator.Position, player.Position))
  46. {
  47. generatorForFix = generator;
  48. break;
  49. }
  50. }
  51. }
  52. finally
  53. {
  54. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  55. }
  56. if (generatorForFix == null || generatorForFix.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
  57. return false;
  58. player.PlayerState = PlayerStateType.IsFixing;
  59. new Thread
  60. (
  61. () =>
  62. {
  63. new FrameRateTaskExecutor<int>(
  64. loopCondition: () => player.PlayerState == PlayerStateType.IsFixing && gameMap.Timer.IsGaming && generatorForFix.DegreeOfFRepair < GameData.degreeOfFixedGenerator && GameData.ApproachToInteract(player.Position, generatorForFix.Position),
  65. loopToDo: () =>
  66. {
  67. return !generatorForFix.Repair(player.FixSpeed * GameData.frameDuration);
  68. },
  69. timeInterval: GameData.frameDuration,
  70. finallyReturn: () => 0
  71. )
  72. .Start();
  73. if (generatorForFix.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
  74. {
  75. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  76. try
  77. {
  78. Doorway exit = (Doorway)gameMap.GameObjDict[GameObjType.Doorway][1];
  79. if (!exit.PowerSupply)
  80. {
  81. int numOfFixedGenerator = 0;
  82. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  83. if (generator.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
  84. ++numOfFixedGenerator;
  85. if (numOfFixedGenerator >= GameData.numOfGeneratorRequiredForRepair)
  86. {
  87. gameMap.GameObjLockDict[GameObjType.Doorway].EnterWriteLock();
  88. try
  89. {
  90. foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
  91. doorway.PowerSupply = true;
  92. }
  93. finally
  94. {
  95. gameMap.GameObjLockDict[GameObjType.Doorway].ExitWriteLock();
  96. }
  97. }
  98. }
  99. }
  100. finally
  101. {
  102. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  103. }
  104. }
  105. }
  106. )
  107. { IsBackground = true }.Start();
  108. return true;
  109. }
  110. public bool Escape(Student player)
  111. {
  112. if (!(player.PlayerState == PlayerStateType.Null || player.PlayerState == PlayerStateType.IsMoving) || player.IsGhost())
  113. return false;
  114. Doorway? doorwayForEscape = null;
  115. gameMap.GameObjLockDict[GameObjType.Doorway].EnterReadLock();
  116. try
  117. {
  118. foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
  119. {
  120. if (GameData.IsInTheSameCell(doorway.Position, player.Position))
  121. {
  122. doorwayForEscape = doorway;
  123. break;
  124. }
  125. }
  126. }
  127. finally
  128. {
  129. gameMap.GameObjLockDict[GameObjType.Doorway].ExitReadLock();
  130. }
  131. if (doorwayForEscape != null && doorwayForEscape.IsOpen)
  132. {
  133. player.Die(PlayerStateType.IsEscaped);
  134. return true;
  135. }
  136. else
  137. return false;
  138. }
  139. public bool Treat(Student player, Student playerTreated)
  140. {
  141. if (playerTreated.PlayerState == PlayerStateType.Null || player.PlayerState == PlayerStateType.Null || playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  142. return false;
  143. if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
  144. {
  145. playerTreated.HP = playerTreated.MaxHp;
  146. playerTreated.DegreeOfTreatment = 0;
  147. return false;
  148. }
  149. if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
  150. {
  151. playerTreated.HP += GameData.basicTreatmentDegree;
  152. playerTreated.DegreeOfTreatment = 0;
  153. return false;
  154. }
  155. new Thread
  156. (
  157. () =>
  158. {
  159. new FrameRateTaskExecutor<int>(
  160. loopCondition: () => playerTreated.PlayerState == PlayerStateType.IsTreated && player.PlayerState == PlayerStateType.IsTreating && gameMap.Timer.IsGaming && playerTreated.HP + playerTreated.DegreeOfTreatment < playerTreated.MaxHp && playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree && GameData.ApproachToInteract(playerTreated.Position, player.Position),
  161. loopToDo: () =>
  162. {
  163. playerTreated.DegreeOfTreatment += GameData.frameDuration * player.TreatSpeed;
  164. },
  165. timeInterval: GameData.frameDuration,
  166. finallyReturn: () => 0
  167. )
  168. .Start();
  169. if (playerTreated.PlayerState == PlayerStateType.IsTreated) playerTreated.PlayerState = PlayerStateType.Null;
  170. if (player.PlayerState == PlayerStateType.IsTreating) player.PlayerState = PlayerStateType.Null;
  171. if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
  172. {
  173. playerTreated.HP = playerTreated.MaxHp;
  174. playerTreated.DegreeOfTreatment = 0;
  175. }
  176. else
  177. if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
  178. {
  179. playerTreated.HP += GameData.basicTreatmentDegree;
  180. playerTreated.DegreeOfTreatment = 0;
  181. }
  182. }
  183. )
  184. { IsBackground = true }.Start();
  185. return true;
  186. }
  187. public bool Rescue(Student player, Student playerRescued)
  188. {
  189. if (player.PlayerState != PlayerStateType.Null || playerRescued.PlayerState != PlayerStateType.IsAddicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  190. return false;
  191. player.PlayerState = PlayerStateType.IsRescuing;
  192. playerRescued.PlayerState = PlayerStateType.IsRescued;
  193. int rescuedDegree = 0;
  194. new Thread
  195. (
  196. () =>
  197. {
  198. new FrameRateTaskExecutor<int>(
  199. loopCondition: () => playerRescued.PlayerState == PlayerStateType.IsRescued && player.PlayerState == PlayerStateType.IsRescuing && gameMap.Timer.IsGaming && GameData.ApproachToInteract(playerRescued.Position, player.Position),
  200. loopToDo: () =>
  201. {
  202. rescuedDegree += GameData.frameDuration;
  203. },
  204. timeInterval: GameData.frameDuration,
  205. finallyReturn: () => 0,
  206. maxTotalDuration: 1000
  207. )
  208. .Start();
  209. if (rescuedDegree == 1000)
  210. {
  211. if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
  212. if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.Null;
  213. }
  214. else
  215. {
  216. if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
  217. if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.IsAddicted;
  218. }
  219. }
  220. )
  221. { IsBackground = true }.Start();
  222. return true;
  223. }
  224. /*
  225. private void ActivateMine(Character player, Mine mine)
  226. {
  227. gameMap.ObjListLock.EnterWriteLock();
  228. try { gameMap.ObjList.Remove(mine); }
  229. catch { }
  230. finally { gameMap.ObjListLock.ExitWriteLock(); }
  231. switch (mine.GetPropType())
  232. {
  233. case PropType.Dirt:
  234. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  235. break;
  236. case PropType.Attenuator:
  237. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  238. break;
  239. case PropType.Divider:
  240. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  241. break;
  242. }
  243. }
  244. */
  245. private readonly Map gameMap;
  246. private readonly MoveEngine moveEngine;
  247. public ActionManager(Map gameMap)
  248. {
  249. this.gameMap = gameMap;
  250. this.moveEngine = new MoveEngine(
  251. gameMap: gameMap,
  252. OnCollision: (obj, collisionObj, moveVec) =>
  253. {
  254. //if (collisionObj is Mine)
  255. //{
  256. // ActivateMine((Character)obj, (Mine)collisionObj);
  257. // return MoveEngine.AfterCollision.ContinueCheck;
  258. //}
  259. return MoveEngine.AfterCollision.MoveMax;
  260. },
  261. EndMove: obj =>
  262. {
  263. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  264. }
  265. );
  266. }
  267. }
  268. }
  269. }