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Character.cs 20 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Numerics;
  6. using System.Runtime.InteropServices;
  7. using System.Threading;
  8. namespace GameClass.GameObj
  9. {
  10. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  11. {
  12. #region 装弹、攻击相关的基本属性及方法
  13. protected readonly object beAttackedLock = new();
  14. /// <summary>
  15. /// 装弹冷却
  16. /// </summary>
  17. protected int cd;
  18. public int CD
  19. {
  20. get => cd;
  21. private set
  22. {
  23. lock (gameObjLock)
  24. {
  25. cd = value;
  26. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", value));
  27. }
  28. }
  29. }
  30. public int OrgCD { get; protected set; }
  31. protected int maxBulletNum;
  32. public int MaxBulletNum => maxBulletNum; // 人物最大子弹数
  33. protected int bulletNum;
  34. public int BulletNum => bulletNum; // 目前持有的子弹数
  35. public readonly BulletType OriBulletOfPlayer;
  36. private BulletType bulletOfPlayer;
  37. public BulletType BulletOfPlayer
  38. {
  39. get => bulletOfPlayer;
  40. set
  41. {
  42. lock (gameObjLock)
  43. {
  44. bulletOfPlayer = value;
  45. OrgCD = (BulletFactory.BulletCD(value));
  46. CD = 0;
  47. maxBulletNum = bulletNum = (BulletFactory.BulletNum(value));
  48. }
  49. }
  50. }
  51. /// <summary>
  52. /// 进行一次攻击
  53. /// </summary>
  54. /// <returns>攻击操作发出的子弹</returns>
  55. public Bullet? Attack(XY pos, PlaceType place)
  56. {
  57. if (TrySubBulletNum())
  58. return BulletFactory.GetBullet(this, place, pos);
  59. else
  60. return null;
  61. }
  62. /// <summary>
  63. /// 尝试将子弹数量减1
  64. /// </summary>
  65. /// <returns>减操作是否成功</returns>
  66. private bool TrySubBulletNum()
  67. {
  68. lock (gameObjLock)
  69. {
  70. if (bulletNum > 0)
  71. {
  72. --bulletNum;
  73. return true;
  74. }
  75. return false;
  76. }
  77. }
  78. /// <summary>
  79. /// 尝试将子弹数量加1
  80. /// </summary>
  81. /// <returns>加操作是否成功</returns>
  82. public bool TryAddBulletNum()
  83. {
  84. lock (gameObjLock)
  85. {
  86. if (bulletNum < maxBulletNum)
  87. {
  88. ++bulletNum;
  89. return true;
  90. }
  91. return false;
  92. }
  93. }
  94. /*
  95. /// <summary>
  96. /// 攻击被反弹,反弹伤害不会再被反弹
  97. /// </summary>
  98. /// <param name="subHP"></param>
  99. /// <param name="hasSpear"></param>
  100. /// <param name="bouncer">反弹伤害者</param>
  101. /// <returns>是否因反弹伤害而死</returns>
  102. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  103. {
  104. lock (beAttackedLock)
  105. {
  106. if (hp <= 0)
  107. return false;
  108. if (!(bouncer?.TeamID == this.TeamID))
  109. {
  110. if (hasSpear || !HasShield)
  111. _ = TrySubHp(subHP);
  112. if (hp <= 0)
  113. TryActivatingLIFE();
  114. }
  115. return hp <= 0;
  116. }
  117. }*/
  118. #endregion
  119. #region 感知相关的基本属性及方法
  120. private Dictionary<BgmType, double> bgmDictionary = new();
  121. public Dictionary<BgmType, double> BgmDictionary
  122. {
  123. get => bgmDictionary;
  124. private set
  125. {
  126. lock (gameObjLock)
  127. {
  128. bgmDictionary = value;
  129. }
  130. }
  131. }
  132. public void AddBgm(BgmType bgm, double value)
  133. {
  134. if (BgmDictionary.ContainsKey(bgm))
  135. BgmDictionary[bgm] = value;
  136. else BgmDictionary.Add(bgm, value);
  137. }
  138. private int alertnessRadius;
  139. public int AlertnessRadius
  140. {
  141. get => alertnessRadius;
  142. set
  143. {
  144. lock (gameObjLock)
  145. {
  146. alertnessRadius = value;
  147. }
  148. }
  149. }
  150. private double concealment;
  151. public double Concealment
  152. {
  153. get => concealment;
  154. set
  155. {
  156. lock (gameObjLock)
  157. {
  158. concealment = value;
  159. }
  160. }
  161. }
  162. private int viewRange;
  163. public int ViewRange
  164. {
  165. get => viewRange;
  166. set
  167. {
  168. lock (gameObjLock)
  169. {
  170. viewRange = (value > 0) ? value : 0;
  171. }
  172. }
  173. }
  174. #endregion
  175. #region 交互相关的基本属性及方法
  176. private int speedOfOpeningOrLocking;
  177. public int SpeedOfOpeningOrLocking
  178. {
  179. get => speedOfOpeningOrLocking;
  180. set
  181. {
  182. lock (gameObjLock)
  183. {
  184. speedOfOpeningOrLocking = value;
  185. }
  186. }
  187. }
  188. private int speedOfClimbingThroughWindows;
  189. public int SpeedOfClimbingThroughWindows
  190. {
  191. get => speedOfClimbingThroughWindows;
  192. set
  193. {
  194. lock (gameObjLock)
  195. {
  196. speedOfClimbingThroughWindows = value;
  197. }
  198. }
  199. }
  200. private int speedOfOpenChest;
  201. public int SpeedOfOpenChest
  202. {
  203. get => speedOfOpenChest;
  204. set
  205. {
  206. lock (gameObjLock)
  207. {
  208. speedOfOpenChest = value;
  209. }
  210. }
  211. }
  212. #endregion
  213. #region 血量相关的基本属性及方法
  214. public int MaxHp { get; protected set; } // 最大血量
  215. protected int hp;
  216. public int HP
  217. {
  218. get => hp;
  219. set
  220. {
  221. if (value > 0)
  222. {
  223. lock (gameObjLock)
  224. hp = value <= MaxHp ? value : MaxHp;
  225. }
  226. else
  227. lock (gameObjLock)
  228. hp = 0;
  229. }
  230. }
  231. /// <summary>
  232. /// 尝试减血
  233. /// </summary>
  234. /// <param name="sub">减血量</param>
  235. /// <returns>减操作是否成功</returns>
  236. public int TrySubHp(int sub)
  237. {
  238. int previousHp = hp;
  239. lock (gameObjLock)
  240. hp = hp <= sub ? 0 : hp - sub;
  241. Debugger.Output(this, " hp has subed to: " + hp.ToString());
  242. return previousHp - hp;
  243. }
  244. private double vampire = 0; // 回血率:0-1之间
  245. public double Vampire
  246. {
  247. get => vampire;
  248. set
  249. {
  250. if (value > 1)
  251. lock (gameObjLock)
  252. vampire = 1;
  253. else if (value < 0)
  254. lock (gameObjLock)
  255. vampire = 0;
  256. else
  257. lock (gameObjLock)
  258. vampire = value;
  259. }
  260. }
  261. private double oriVampire = 0;
  262. public double OriVampire
  263. {
  264. get => oriVampire;
  265. set
  266. {
  267. if (value > 1)
  268. lock (gameObjLock)
  269. vampire = 1;
  270. else if (value < 0)
  271. lock (gameObjLock)
  272. vampire = 0;
  273. else
  274. lock (gameObjLock)
  275. vampire = value;
  276. }
  277. }
  278. #endregion
  279. private PlayerStateType playerState = PlayerStateType.Null;
  280. public PlayerStateType PlayerState
  281. {
  282. get
  283. {
  284. if (playerState == PlayerStateType.Null && IsMoving) return PlayerStateType.Moving;
  285. return playerState;
  286. }
  287. }
  288. public bool NoHp() => (playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  289. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued);
  290. public bool Commandable() => (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  291. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  292. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  293. && playerState != PlayerStateType.ClimbingThroughWindows && playerState != PlayerStateType.Stunned);
  294. public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.LockingOrOpeningTheDoor || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  295. public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  296. public bool CanBeAwed() => !(playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  297. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued
  298. || playerState == PlayerStateType.Treated || playerState == PlayerStateType.Stunned
  299. || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  300. private GameObj? whatInteractingWith = null;
  301. public GameObj? WhatInteractingWith => whatInteractingWith;
  302. public void ChangePlayerState(PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  303. {
  304. lock (gameObjLock)
  305. {
  306. whatInteractingWith = gameObj;
  307. if (value != PlayerStateType.Moving)
  308. IsMoving = false;
  309. playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  310. //Debugger.Output(this,playerState.ToString()+" "+IsMoving.ToString());
  311. }
  312. }
  313. public void SetPlayerStateNaturally()
  314. {
  315. lock (gameObjLock)
  316. {
  317. whatInteractingWith = null;
  318. playerState = PlayerStateType.Null;
  319. }
  320. }
  321. private int score = 0;
  322. public int Score
  323. {
  324. get => score;
  325. }
  326. /// <summary>
  327. /// 加分
  328. /// </summary>
  329. /// <param name="add">增加量</param>
  330. public virtual void AddScore(int add)
  331. {
  332. lock (gameObjLock)
  333. {
  334. score += add;
  335. //Debugger.Output(this, " 's score has been added to: " + score.ToString());
  336. }
  337. }
  338. /// <summary>
  339. /// 角色所属队伍ID
  340. /// </summary>
  341. private int teamID = int.MaxValue;
  342. public int TeamID
  343. {
  344. get => teamID;
  345. set
  346. {
  347. lock (gameObjLock)
  348. {
  349. teamID = value;
  350. Debugger.Output(this, " joins in the team: " + value.ToString());
  351. }
  352. }
  353. }
  354. private int playerID = int.MaxValue;
  355. public int PlayerID
  356. {
  357. get => playerID;
  358. set
  359. {
  360. lock (gameObjLock)
  361. {
  362. playerID = value;
  363. }
  364. }
  365. }
  366. #region 道具和buff相关属性、方法
  367. private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory]
  368. {new NullProp(), new NullProp(),new NullProp() };
  369. public Prop[] PropInventory
  370. {
  371. get => propInventory;
  372. set
  373. {
  374. lock (gameObjLock)
  375. {
  376. propInventory = value;
  377. Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
  378. }
  379. }
  380. }
  381. /// <summary>
  382. /// 使用物品栏中的道具
  383. /// </summary>
  384. /// <returns>被使用的道具</returns>
  385. public Prop UseProp(int indexing)
  386. {
  387. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  388. return new NullProp();
  389. lock (gameObjLock)
  390. {
  391. Prop prop = propInventory[indexing];
  392. PropInventory[indexing] = new NullProp();
  393. return prop;
  394. }
  395. }
  396. public Prop UseProp(PropType propType)
  397. {
  398. lock (gameObjLock)
  399. {
  400. if (propType == PropType.Null)
  401. {
  402. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  403. {
  404. if (PropInventory[indexing].GetPropType() != PropType.Null)
  405. {
  406. Prop prop = PropInventory[indexing];
  407. PropInventory[indexing] = new NullProp();
  408. return prop;
  409. }
  410. }
  411. }
  412. else
  413. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  414. {
  415. if (PropInventory[indexing].GetPropType() == propType)
  416. {
  417. Prop prop = PropInventory[indexing];
  418. PropInventory[indexing] = new NullProp();
  419. return prop;
  420. }
  421. }
  422. return new NullProp();
  423. }
  424. }
  425. /// <summary>
  426. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  427. /// </summary>
  428. public int IndexingOfAddProp()
  429. {
  430. int indexing = 0;
  431. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  432. if (PropInventory[indexing].GetPropType() == PropType.Null)
  433. break;
  434. return indexing;
  435. }
  436. public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  437. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  438. OrgMoveSpeed);
  439. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  440. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  441. public bool HasShield => buffManager.HasShield;
  442. public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
  443. public bool HasLIFE => buffManager.HasLIFE;
  444. public void AddAp(int time) => buffManager.AddAp(time);
  445. public bool HasAp => buffManager.HasAp;
  446. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  447. public bool HasSpear => buffManager.HasSpear;
  448. public void AddClairaudience(int time) => buffManager.AddClairaudience(time);
  449. public bool HasClairaudience => buffManager.HasClairaudience;
  450. public void AddInvisible(int time) => buffManager.AddInvisible(time);
  451. public bool HasInvisible => buffManager.HasInvisible;
  452. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  453. public Dictionary<BuffType, bool> Buff
  454. {
  455. get
  456. {
  457. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  458. foreach (BuffType type in buffTypeArray)
  459. {
  460. if (type != BuffType.Null)
  461. buff.Add(type, GetBuffStatus(type));
  462. }
  463. return buff;
  464. }
  465. }
  466. private bool GetBuffStatus(BuffType type)
  467. {
  468. switch (type)
  469. {
  470. case BuffType.Spear:
  471. return this.HasSpear;
  472. case BuffType.AddSpeed:
  473. return this.HasFasterSpeed;
  474. case BuffType.Shield:
  475. return this.HasShield;
  476. case BuffType.AddLife:
  477. return this.HasLIFE;
  478. case BuffType.AddAp:
  479. return this.HasAp;
  480. case BuffType.Clairaudience:
  481. return this.HasClairaudience;
  482. case BuffType.Invisible:
  483. return this.HasInvisible;
  484. default:
  485. return false;
  486. }
  487. }
  488. public void TryActivatingLIFE()
  489. {
  490. if (buffManager.TryActivatingLIFE())
  491. {
  492. AddScore(GameData.ScorePropRemainHp);
  493. hp = GameData.RemainHpWhenAddLife;
  494. }
  495. }
  496. public bool TryAddAp()
  497. {
  498. if (buffManager.TryAddAp())
  499. {
  500. AddScore(GameData.ScorePropAddAp);
  501. return true;
  502. }
  503. return false;
  504. }
  505. public bool TryUseSpear()
  506. {
  507. return buffManager.TryUseSpear();
  508. }
  509. public bool TryUseShield()
  510. {
  511. if (buffManager.TryUseShield())
  512. {
  513. AddScore(GameData.ScorePropUseShield);
  514. return true;
  515. }
  516. return false;
  517. }
  518. #endregion
  519. /* public override void Reset() // 要加锁吗?
  520. {
  521. lock (gameObjLock)
  522. {
  523. // _ = AddDeathCount();
  524. base.Reset();
  525. this.MoveSpeed = OrgMoveSpeed;
  526. HP = MaxHp;
  527. PropInventory = null;
  528. BulletOfPlayer = OriBulletOfPlayer;
  529. lock (gameObjLock)
  530. bulletNum = maxBulletNum;
  531. buffManager.ClearAll();
  532. IsInvisible = false;
  533. this.Vampire = this.OriVampire;
  534. }
  535. }*/
  536. public void RemoveFromGame(PlayerStateType playerStateType)
  537. {
  538. lock (gameObjLock)
  539. {
  540. playerState = playerStateType;
  541. CanMove = false;
  542. IsResetting = true;
  543. Position = GameData.PosWhoDie;
  544. place = PlaceType.Grass;
  545. }
  546. }
  547. public override bool IsRigid => true;
  548. public override ShapeType Shape => ShapeType.Circle;
  549. public override bool IgnoreCollideExecutor(IGameObj targetObj)
  550. {
  551. if (IsResetting)
  552. return true;
  553. if (targetObj.Type == GameObjType.Prop)
  554. {
  555. return true;
  556. }
  557. if (targetObj.Type == GameObjType.Character && XY.Distance(targetObj.Position, this.Position) < this.Radius + targetObj.Radius)
  558. return true;
  559. return false;
  560. }
  561. }
  562. }