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AttackManager.cs 11 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. public void ProduceBulletNaturally(BulletType bulletType, Character player, double angle, XY pos)
  40. {
  41. // 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
  42. if (bulletType == BulletType.Null) return;
  43. Bullet? bullet = BulletFactory.GetBullet(player, pos);
  44. if (bullet == null) return;
  45. Debugger.Output(bullet, "Attack in " + pos.ToString());
  46. gameMap.Add(bullet);
  47. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle); // 这里时间参数除出来的单位要是ms
  48. }
  49. private void BombObj(Bullet bullet, GameObj objBeingShot)
  50. {
  51. #if DEBUG
  52. Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
  53. #endif
  54. switch (objBeingShot.Type)
  55. {
  56. case GameObjType.Character:
  57. if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
  58. {
  59. characterManager.BeAttacked((Student)objBeingShot, bullet);
  60. }
  61. // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
  62. // BeStunned((Character)objBeingShot, bullet.AP);
  63. break;
  64. case GameObjType.Generator:
  65. if (bullet.CanBeBombed(GameObjType.Generator))
  66. ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
  67. break;
  68. default:
  69. break;
  70. }
  71. }
  72. public bool TryRemoveBullet(Bullet bullet)
  73. {
  74. if (gameMap.Remove(bullet))
  75. {
  76. bullet.ReSetCanMove(false);
  77. if (bullet.BulletBombRange > 0)
  78. {
  79. BombedBullet bombedBullet = new(bullet);
  80. gameMap.Add(bombedBullet);
  81. new Thread
  82. (() =>
  83. {
  84. Thread.Sleep(GameData.frameDuration * 5);
  85. gameMap.RemoveJustFromMap(bombedBullet);
  86. }
  87. )
  88. { IsBackground = true }.Start();
  89. }
  90. return true;
  91. }
  92. else return false;
  93. }
  94. private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
  95. {
  96. #if DEBUG
  97. if (objBeingShot != null)
  98. Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
  99. else
  100. Debugger.Output(bullet, "bombed without objBeingShot");
  101. #endif
  102. if (!TryRemoveBullet(bullet)) return;
  103. if (bullet.BulletBombRange == 0)
  104. {
  105. if (objBeingShot == null)
  106. {
  107. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  108. return;
  109. }
  110. BombObj(bullet, objBeingShot);
  111. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  112. return;
  113. }
  114. /*if (objBeingShot != null)
  115. {
  116. 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。
  117. {
  118. new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
  119. }
  120. }*/
  121. // 子弹爆炸会发生的事↓↓↓
  122. if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
  123. {
  124. double angle = bullet.FacingDirection.Angle() + Math.PI / 2.0;
  125. XY pos = bullet.Position + new XY // 子弹紧贴人物生成。
  126. (
  127. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  128. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  129. );
  130. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent, angle, pos);
  131. angle = bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0;
  132. pos = bullet.Position + new XY // 子弹紧贴人物生成。
  133. (
  134. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
  135. (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
  136. );
  137. ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent, angle, pos);
  138. }
  139. var beAttackedList = new List<IGameObj>();
  140. foreach (var kvp in gameMap.GameObjDict)
  141. {
  142. if (bullet.CanBeBombed(kvp.Key))
  143. {
  144. gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
  145. try
  146. {
  147. foreach (var item in gameMap.GameObjDict[kvp.Key])
  148. if (bullet.CanAttack((GameObj)item))
  149. {
  150. beAttackedList.Add(item);
  151. }
  152. }
  153. finally
  154. {
  155. gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
  156. }
  157. }
  158. }
  159. foreach (GameObj beAttackedObj in beAttackedList)
  160. {
  161. BombObj(bullet, beAttackedObj);
  162. }
  163. beAttackedList.Clear();
  164. if (objBeingShot == null)
  165. {
  166. characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
  167. }
  168. else
  169. characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
  170. }
  171. public bool Attack(Character player, double angle)
  172. { // 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
  173. Bullet? bullet = player.Attack(angle, gameMap.Timer.nowTime());
  174. if (bullet != null)
  175. {
  176. Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
  177. bullet.AP += player.TryAddAp() ? GameData.ApPropAdd : 0;
  178. gameMap.Add(bullet);
  179. moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle); // 这里时间参数除出来的单位要是ms
  180. if (bullet.CastTime > 0)
  181. {
  182. characterManager.SetPlayerState(player, PlayerStateType.TryingToAttack);
  183. long threadNum = player.StateNum;
  184. new Thread
  185. (() =>
  186. {
  187. new FrameRateTaskExecutor<int>(
  188. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  189. loopToDo: () =>
  190. {
  191. },
  192. timeInterval: GameData.checkInterval,
  193. finallyReturn: () => 0,
  194. maxTotalDuration: bullet.CastTime
  195. )
  196. .Start();
  197. if (gameMap.Timer.IsGaming)
  198. {
  199. if (threadNum == player.StateNum)
  200. {
  201. characterManager.SetPlayerState(player);
  202. }
  203. else TryRemoveBullet(bullet);
  204. }
  205. }
  206. )
  207. { IsBackground = true }.Start();
  208. }
  209. }
  210. if (bullet != null)
  211. {
  212. #if DEBUG
  213. Console.WriteLine($"playerID:{player.ID} successfully attacked!");
  214. #endif
  215. return true;
  216. }
  217. else
  218. {
  219. #if DEBUG
  220. Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!");
  221. #endif
  222. return false;
  223. }
  224. }
  225. }
  226. }
  227. }