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CharacterManager .cs 20 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. using System.Numerics;
  10. using System.Timers;
  11. namespace Gaming
  12. {
  13. public partial class Game
  14. {
  15. private readonly CharacterManager characterManager;
  16. private class CharacterManager
  17. {
  18. readonly Map gameMap;
  19. public CharacterManager(Map gameMap)
  20. {
  21. this.gameMap = gameMap;
  22. }
  23. public void SetPlayerState(Character player, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  24. {
  25. switch (player.PlayerState)
  26. {
  27. case PlayerStateType.OpeningTheChest:
  28. ((Chest)player.WhatInteractingWith).StopOpen();
  29. break;
  30. case PlayerStateType.OpeningTheDoorway:
  31. Doorway doorway = (Doorway)player.WhatInteractingWith;
  32. doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
  33. doorway.OpenStartTime = 0;
  34. break;
  35. default:
  36. break;
  37. }
  38. player.ChangePlayerState(value, gameObj);
  39. }
  40. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  41. {
  42. Character newPlayer;
  43. if (characterType == CharacterType.Robot)
  44. {
  45. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  46. }
  47. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  48. gameMap.Add(newPlayer);
  49. newPlayer.TeamID = teamID;
  50. newPlayer.PlayerID = playerID;
  51. #region 人物装弹
  52. new Thread
  53. (
  54. () =>
  55. {
  56. while (!gameMap.Timer.IsGaming)
  57. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  58. long lastTime = Environment.TickCount64;
  59. new FrameRateTaskExecutor<int>(
  60. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  61. loopToDo: () =>
  62. {
  63. long nowTime = Environment.TickCount64;
  64. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  65. lastTime = nowTime;
  66. else if (nowTime - lastTime >= newPlayer.CD)
  67. {
  68. _ = newPlayer.TryAddBulletNum();
  69. lastTime = nowTime;
  70. }
  71. },
  72. timeInterval: GameData.checkInterval,
  73. finallyReturn: () => 0
  74. )
  75. {
  76. AllowTimeExceed = true/*,
  77. MaxTolerantTimeExceedCount = 5,
  78. TimeExceedAction = exceedTooMuch =>
  79. {
  80. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  81. }*/
  82. }
  83. .Start();
  84. }
  85. )
  86. { IsBackground = true }.Start();
  87. #endregion
  88. #region BGM,牵制得分更新
  89. new Thread
  90. (
  91. () =>
  92. {
  93. while (!gameMap.Timer.IsGaming)
  94. Thread.Sleep(GameData.checkInterval);
  95. int TimePinningDown = 0, ScoreAdded = 0;
  96. bool noise = false;
  97. if (!newPlayer.IsGhost())
  98. {
  99. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  100. try
  101. {
  102. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  103. {
  104. if (person.IsGhost())
  105. {
  106. if (person.CharacterType == CharacterType.ANoisyPerson)
  107. {
  108. noise = true;
  109. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  110. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  111. }
  112. }
  113. }
  114. }
  115. finally
  116. {
  117. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  118. }
  119. }
  120. new FrameRateTaskExecutor<int>(
  121. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  122. loopToDo: () =>
  123. {
  124. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  125. try
  126. {
  127. if (newPlayer.IsGhost())
  128. {
  129. double bgmVolume = 0;
  130. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  131. {
  132. if (!person.IsGhost() && XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  133. {
  134. if ((double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position) > bgmVolume)
  135. bgmVolume = newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position);
  136. }
  137. }
  138. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  139. }
  140. else
  141. {
  142. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  143. {
  144. if (person.IsGhost())
  145. {
  146. if (!noise)
  147. {
  148. if (XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  149. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position));
  150. else newPlayer.AddBgm(BgmType.GhostIsComing, 0);
  151. }
  152. if (newPlayer.CharacterType != CharacterType.Teacher && newPlayer.CharacterType != CharacterType.Robot && !newPlayer.NoHp() && newPlayer.PlayerState != PlayerStateType.Stunned && XY.DistanceFloor3(newPlayer.Position, person.Position) <= GameData.PinningDownRange)
  153. {
  154. TimePinningDown += GameData.checkInterval;
  155. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  156. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  157. }
  158. else TimePinningDown = ScoreAdded = 0;
  159. break;
  160. }
  161. }
  162. }
  163. }
  164. finally
  165. {
  166. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  167. }
  168. if (!noise)
  169. {
  170. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  171. try
  172. {
  173. double bgmVolume = 0;
  174. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  175. {
  176. if (XY.DistanceFloor3(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  177. {
  178. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position) > bgmVolume)
  179. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position);
  180. }
  181. }
  182. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  183. }
  184. finally
  185. {
  186. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  187. }
  188. }
  189. },
  190. timeInterval: GameData.checkInterval,
  191. finallyReturn: () => 0
  192. )
  193. {
  194. AllowTimeExceed = true/*,
  195. MaxTolerantTimeExceedCount = 5,
  196. TimeExceedAction = exceedTooMuch =>
  197. {
  198. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  199. }*/
  200. }
  201. .Start();
  202. }
  203. )
  204. { IsBackground = true }.Start();
  205. #endregion
  206. return newPlayer;
  207. }
  208. public void BeAddictedToGame(Student player, Ghost ghost)
  209. {
  210. if (player.CharacterType == CharacterType.Robot)
  211. {
  212. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  213. Die(player);
  214. return;
  215. }
  216. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  217. if (player.GamingAddiction > 0)
  218. {
  219. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  220. player.GamingAddiction = GameData.BeginGamingAddiction;
  221. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  222. player.GamingAddiction = GameData.MidGamingAddiction;
  223. else
  224. {
  225. ghost.AddScore(GameData.TrickerScoreStudentDie);
  226. Die(player);
  227. return;
  228. }
  229. }
  230. SetPlayerState(player, PlayerStateType.Addicted);
  231. new Thread
  232. (() =>
  233. {
  234. #if DEBUG
  235. Debugger.Output(player, " is addicted ");
  236. #endif
  237. new FrameRateTaskExecutor<int>(
  238. () => (player.PlayerState == PlayerStateType.Addicted || player.PlayerState == PlayerStateType.Rescued) && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  239. () =>
  240. {
  241. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  242. },
  243. timeInterval: GameData.frameDuration,
  244. () =>
  245. {
  246. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  247. {
  248. ghost.AddScore(GameData.TrickerScoreStudentDie);
  249. Die(player);
  250. }
  251. return 0;
  252. }
  253. )
  254. .Start();
  255. }
  256. )
  257. { IsBackground = true }.Start();
  258. }
  259. public bool BeStunned(Character player, int time)
  260. {
  261. if (player.PlayerState == PlayerStateType.Stunned || player.NoHp() || player.CharacterType == CharacterType.Robot) return false;
  262. new Thread
  263. (() =>
  264. {
  265. SetPlayerState(player, PlayerStateType.Stunned);
  266. Thread.Sleep(time);
  267. if (player.PlayerState == PlayerStateType.Stunned)
  268. SetPlayerState(player);
  269. }
  270. )
  271. { IsBackground = true }.Start();
  272. return true;
  273. }
  274. public bool TryBeAwed(Student character, Bullet bullet)
  275. {
  276. if (character.CanBeAwed())
  277. {
  278. if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
  279. bullet.Parent.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  280. return true;
  281. }
  282. return false;
  283. }
  284. /// <summary>
  285. /// 遭受攻击
  286. /// </summary>
  287. /// <param name="subHP"></param>
  288. /// <param name="hasSpear"></param>
  289. /// <param name="attacker">伤害来源</param>
  290. /// <returns>人物在受到攻击后死了吗</returns>
  291. public void BeAttacked(Student student, Bullet bullet)
  292. {
  293. #if DEBUG
  294. Debugger.Output(student, "is being shot!");
  295. #endif
  296. if (student.NoHp()) return; // 原来已经死了
  297. if (!bullet.Parent.IsGhost()) return;
  298. if (student.CharacterType == CharacterType.StraightAStudent)
  299. {
  300. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  301. }
  302. student.SetDegreeOfTreatment0();
  303. #if DEBUG
  304. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  305. #endif
  306. if (student.TryUseShield())
  307. {
  308. if (bullet.HasSpear)
  309. {
  310. int subHp = student.TrySubHp(bullet.AP);
  311. #if DEBUG
  312. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  313. #endif
  314. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  315. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  316. }
  317. else return;
  318. }
  319. else
  320. {
  321. int subHp;
  322. if (bullet.HasSpear)
  323. {
  324. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  325. #if DEBUG
  326. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  327. #endif
  328. }
  329. else
  330. {
  331. subHp = student.TrySubHp(bullet.AP);
  332. #if DEBUG
  333. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  334. #endif
  335. }
  336. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  337. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  338. }
  339. if (student.HP <= 0)
  340. student.TryActivatingLIFE(); // 如果有复活甲
  341. if (student.HP <= 0)
  342. BeAddictedToGame(student, (Ghost)bullet.Parent);
  343. else TryBeAwed(student, bullet);
  344. }
  345. public bool BackSwing(Character player, int time)
  346. {
  347. if (time <= 0) return false;
  348. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  349. SetPlayerState(player, PlayerStateType.Swinging);
  350. new Thread
  351. (() =>
  352. {
  353. Thread.Sleep(time);
  354. if (player.PlayerState == PlayerStateType.Swinging)
  355. {
  356. SetPlayerState(player);
  357. }
  358. }
  359. )
  360. { IsBackground = true }.Start();
  361. return true;
  362. }
  363. public void Die(Student player)
  364. {
  365. #if DEBUG
  366. Debugger.Output(player, "die.");
  367. #endif
  368. player.RemoveFromGame(PlayerStateType.Deceased);
  369. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  370. {
  371. Prop? prop = player.UseProp(i);
  372. if (prop != null)
  373. {
  374. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  375. gameMap.Add(prop);
  376. }
  377. }
  378. if (player.CharacterType == CharacterType.Robot)
  379. {
  380. if (((Golem)player).Parent != null && ((Golem)player).Parent.CharacterType == CharacterType.TechOtaku)
  381. {
  382. ((SummonGolem)(((Golem)player).Parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
  383. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  384. }
  385. return;
  386. }
  387. ++gameMap.NumOfDeceasedStudent;
  388. }
  389. }
  390. }
  391. }