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CopyInfo.cs 20 kB

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  1. using Protobuf;
  2. using System.Collections.Generic;
  3. using GameClass.GameObj;
  4. using System.Numerics;
  5. using Preparation.Utility;
  6. namespace Server
  7. {
  8. public static class CopyInfo
  9. {
  10. public static Protobuf.PlaceType ToPlaceType(Preparation.Utility.PlaceType place)
  11. {
  12. switch (place)
  13. {
  14. case Preparation.Utility.PlaceType.Window:
  15. return Protobuf.PlaceType.Window;
  16. case Preparation.Utility.PlaceType.EmergencyExit:
  17. return Protobuf.PlaceType.HiddenGate;
  18. case Preparation.Utility.PlaceType.Doorway:
  19. return Protobuf.PlaceType.Gate;
  20. case Preparation.Utility.PlaceType.Chest:
  21. return Protobuf.PlaceType.Chest;
  22. case Preparation.Utility.PlaceType.Door3:
  23. return Protobuf.PlaceType.Door3;
  24. case Preparation.Utility.PlaceType.Door5:
  25. return Protobuf.PlaceType.Door5;
  26. case Preparation.Utility.PlaceType.Door6:
  27. return Protobuf.PlaceType.Door6;
  28. case Preparation.Utility.PlaceType.Generator:
  29. return Protobuf.PlaceType.Classroom;
  30. case Preparation.Utility.PlaceType.Grass:
  31. return Protobuf.PlaceType.Grass;
  32. case Preparation.Utility.PlaceType.Wall:
  33. return Protobuf.PlaceType.Wall;
  34. case Preparation.Utility.PlaceType.Null:
  35. case Preparation.Utility.PlaceType.BirthPoint1:
  36. case Preparation.Utility.PlaceType.BirthPoint2:
  37. case Preparation.Utility.PlaceType.BirthPoint3:
  38. case Preparation.Utility.PlaceType.BirthPoint4:
  39. case Preparation.Utility.PlaceType.BirthPoint5:
  40. return Protobuf.PlaceType.Land;
  41. default:
  42. return Protobuf.PlaceType.NullPlaceType;
  43. }
  44. }
  45. public static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop)
  46. {
  47. switch (prop)
  48. {
  49. case Preparation.Utility.PropType.AddSpeed:
  50. return Protobuf.PropType.AddSpeed;
  51. case Preparation.Utility.PropType.AddLifeOrAp:
  52. return Protobuf.PropType.AddLifeOrAp;
  53. case Preparation.Utility.PropType.AddHpOrAp:
  54. return Protobuf.PropType.AddHpOrAp;
  55. case Preparation.Utility.PropType.ShieldOrSpear:
  56. return Protobuf.PropType.ShieldOrSpear;
  57. case Preparation.Utility.PropType.Key3:
  58. return Protobuf.PropType.Key3;
  59. case Preparation.Utility.PropType.Key5:
  60. return Protobuf.PropType.Key5;
  61. case Preparation.Utility.PropType.Key6:
  62. return Protobuf.PropType.Key6;
  63. default:
  64. return Protobuf.PropType.NullPropType;
  65. }
  66. }
  67. public static Preparation.Utility.PropType ToPropType(Protobuf.PropType prop)
  68. {
  69. switch (prop)
  70. {
  71. case Protobuf.PropType.AddSpeed:
  72. return Preparation.Utility.PropType.AddSpeed;
  73. case Protobuf.PropType.AddLifeOrAp:
  74. return Preparation.Utility.PropType.AddLifeOrAp;
  75. case Protobuf.PropType.AddHpOrAp:
  76. return Preparation.Utility.PropType.AddHpOrAp;
  77. case Protobuf.PropType.ShieldOrSpear:
  78. return Preparation.Utility.PropType.ShieldOrSpear;
  79. case Protobuf.PropType.Key3:
  80. return Preparation.Utility.PropType.Key3;
  81. case Protobuf.PropType.Key5:
  82. return Preparation.Utility.PropType.Key5;
  83. case Protobuf.PropType.Key6:
  84. return Preparation.Utility.PropType.Key6;
  85. default:
  86. return Preparation.Utility.PropType.Null;
  87. }
  88. }
  89. public static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState)
  90. {
  91. switch (playerState)
  92. {
  93. case Preparation.Utility.PlayerStateType.Moving:
  94. case Preparation.Utility.PlayerStateType.Null:
  95. return PlayerState.Idle;
  96. case Preparation.Utility.PlayerStateType.Addicted:
  97. return PlayerState.Addicted;
  98. case Preparation.Utility.PlayerStateType.ClimbingThroughWindows:
  99. return PlayerState.Climbing;
  100. case Preparation.Utility.PlayerStateType.Deceased:
  101. return PlayerState.Quit;
  102. case Preparation.Utility.PlayerStateType.Escaped:
  103. return PlayerState.Graduated;
  104. case Preparation.Utility.PlayerStateType.Fixing:
  105. return PlayerState.Learning;
  106. case Preparation.Utility.PlayerStateType.LockingOrOpeningTheDoor:
  107. return PlayerState.Locking;
  108. case Preparation.Utility.PlayerStateType.OpeningTheChest:
  109. return PlayerState.OpeningAChest;
  110. case Preparation.Utility.PlayerStateType.Rescued:
  111. return PlayerState.Rescued;
  112. case Preparation.Utility.PlayerStateType.Rescuing:
  113. return PlayerState.Rescuing;
  114. case Preparation.Utility.PlayerStateType.Stunned:
  115. return PlayerState.Stunned;
  116. case Preparation.Utility.PlayerStateType.Swinging:
  117. return PlayerState.Swinging;
  118. case Preparation.Utility.PlayerStateType.Treated:
  119. return PlayerState.Treated;
  120. case Preparation.Utility.PlayerStateType.Treating:
  121. return PlayerState.Treating;
  122. case Preparation.Utility.PlayerStateType.TryingToAttack:
  123. return PlayerState.Attacking;
  124. case Preparation.Utility.PlayerStateType.UsingSkill:
  125. return PlayerState.UsingSpecialSkill;
  126. case Preparation.Utility.PlayerStateType.OpeningTheDoorway:
  127. return PlayerState.OpeningAGate;
  128. default:
  129. return PlayerState.NullStatus;
  130. }
  131. }
  132. public static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType)
  133. {
  134. switch (buffType)
  135. {
  136. case Preparation.Utility.BuffType.Null:
  137. default:
  138. return Protobuf.StudentBuffType.NullSbuffType;
  139. }
  140. }
  141. public static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType)
  142. {
  143. switch (buffType)
  144. {
  145. case Preparation.Utility.BuffType.Null:
  146. default:
  147. return Protobuf.TrickerBuffType.NullTbuffType;
  148. }
  149. }
  150. public static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType)
  151. {
  152. switch (bulletType)
  153. {
  154. case Preparation.Utility.BulletType.FlyingKnife:
  155. return Protobuf.BulletType.FlyingKnife;
  156. case Preparation.Utility.BulletType.CommonAttackOfGhost:
  157. return Protobuf.BulletType.CommonAttackOfTricker;
  158. default:
  159. return Protobuf.BulletType.NullBulletType;
  160. }
  161. }
  162. public static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType)
  163. {
  164. switch (characterType)
  165. {
  166. case Preparation.Utility.CharacterType.Athlete:
  167. return Protobuf.StudentType.Athlete;
  168. default:
  169. return Protobuf.StudentType.NullStudentType;
  170. }
  171. }
  172. public static Preparation.Utility.CharacterType ToStudentType(Protobuf.StudentType characterType)
  173. {
  174. switch (characterType)
  175. {
  176. case Protobuf.StudentType.Athlete:
  177. return Preparation.Utility.CharacterType.Athlete;
  178. default:
  179. return Preparation.Utility.CharacterType.Null;
  180. }
  181. }
  182. public static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  183. {
  184. switch (characterType)
  185. {
  186. case Preparation.Utility.CharacterType.Assassin:
  187. return Protobuf.TrickerType.Assassin;
  188. default:
  189. return Protobuf.TrickerType.NullTrickerType;
  190. }
  191. }
  192. public static Preparation.Utility.CharacterType ToTrickerType(Protobuf.TrickerType characterType)
  193. {
  194. switch (characterType)
  195. {
  196. case Protobuf.TrickerType.Assassin:
  197. return Preparation.Utility.CharacterType.Assassin;
  198. default:
  199. return Preparation.Utility.CharacterType.Null;
  200. }
  201. }
  202. public static MessageOfObj? Auto(GameObj gameObj)
  203. {
  204. switch (gameObj.Type)
  205. {
  206. case Preparation.Utility.GameObjType.Character:
  207. Character character = (Character)gameObj;
  208. if (character.IsGhost())
  209. return Tricker((Ghost)character);
  210. else return Student((Student)character);
  211. case Preparation.Utility.GameObjType.Bullet:
  212. return Bullet((Bullet)gameObj);
  213. case Preparation.Utility.GameObjType.Prop:
  214. return Prop((Prop)gameObj);
  215. case Preparation.Utility.GameObjType.BombedBullet:
  216. return BombedBullet((BombedBullet)gameObj);
  217. case Preparation.Utility.GameObjType.PickedProp:
  218. return PickedProp((PickedProp)gameObj);
  219. case Preparation.Utility.GameObjType.Generator:
  220. return Classroom((Generator)gameObj);
  221. case Preparation.Utility.GameObjType.Chest:
  222. return Chest((Chest)gameObj);
  223. case Preparation.Utility.GameObjType.Doorway:
  224. return Gate((Doorway)gameObj);
  225. case Preparation.Utility.GameObjType.EmergencyExit:
  226. if (((EmergencyExit)gameObj).CanOpen)
  227. return HiddenGate((EmergencyExit)gameObj);
  228. else return null;
  229. case Preparation.Utility.GameObjType.Door:
  230. return Door((Door)gameObj);
  231. default: return null;
  232. }
  233. }
  234. public static MessageOfObj? Auto(MessageOfNews news)
  235. {
  236. MessageOfObj objMsg = new();
  237. objMsg.NewsMessage = news;
  238. return objMsg;
  239. }
  240. private static MessageOfObj? Student(Student player)
  241. {
  242. MessageOfObj msg = new MessageOfObj();
  243. if (player.IsGhost()) return null;
  244. msg.StudentMessage = new();
  245. msg.StudentMessage.X = player.Position.x;
  246. msg.StudentMessage.Y = player.Position.y;
  247. msg.StudentMessage.Speed = player.MoveSpeed;
  248. msg.StudentMessage.Determination = player.HP;
  249. msg.StudentMessage.Addiction = player.GamingAddiction;
  250. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  251. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  252. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  253. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  254. foreach (var value in player.PropInventory)
  255. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  256. msg.StudentMessage.Place = ToPlaceType(player.Place);
  257. msg.StudentMessage.Guid = player.ID;
  258. msg.StudentMessage.PlayerState = ToPlayerState(player.PlayerState);
  259. msg.StudentMessage.PlayerId = player.PlayerID;
  260. msg.StudentMessage.ViewRange = player.ViewRange;
  261. msg.StudentMessage.Radius = player.Radius;
  262. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  263. msg.StudentMessage.Score = player.Score;
  264. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  265. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  266. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  267. {
  268. if (kvp.Value)
  269. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  270. }
  271. msg.StudentMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  272. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  273. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  274. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  275. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  276. return msg;
  277. }
  278. private static MessageOfObj? Tricker(Character player)
  279. {
  280. MessageOfObj msg = new MessageOfObj();
  281. if (!player.IsGhost()) return null;
  282. msg.TrickerMessage = new();
  283. msg.TrickerMessage.X = player.Position.x;
  284. msg.TrickerMessage.Y = player.Position.y;
  285. msg.TrickerMessage.Speed = player.MoveSpeed;
  286. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  287. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  288. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  289. msg.TrickerMessage.TimeUntilSkillAvailable.Add(-1);
  290. msg.TrickerMessage.Place = ToPlaceType(player.Place);
  291. foreach (var value in player.PropInventory)
  292. msg.TrickerMessage.Prop.Add(ToPropType(value.GetPropType()));
  293. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  294. msg.TrickerMessage.Guid = player.ID;
  295. msg.TrickerMessage.Score = player.Score;
  296. msg.TrickerMessage.PlayerId = player.PlayerID;
  297. msg.TrickerMessage.ViewRange = player.ViewRange;
  298. msg.TrickerMessage.Radius = player.Radius;
  299. msg.TrickerMessage.PlayerState = ToPlayerState(player.PlayerState);
  300. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  301. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  302. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  303. msg.TrickerMessage.BulletType = ToBulletType(player.BulletOfPlayer);
  304. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  305. {
  306. if (kvp.Value)
  307. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  308. }
  309. return msg;
  310. }
  311. private static MessageOfObj Bullet(Bullet bullet)
  312. {
  313. MessageOfObj msg = new MessageOfObj();
  314. msg.BulletMessage = new();
  315. msg.BulletMessage.X = bullet.Position.x;
  316. msg.BulletMessage.Y = bullet.Position.y;
  317. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  318. msg.BulletMessage.Guid = bullet.ID;
  319. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  320. msg.BulletMessage.Place = ToPlaceType(bullet.Place);
  321. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  322. msg.BulletMessage.Speed = bullet.Speed;
  323. return msg;
  324. }
  325. private static MessageOfObj Prop(Prop prop)
  326. {
  327. MessageOfObj msg = new MessageOfObj();
  328. msg.PropMessage = new();
  329. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  330. msg.PropMessage.X = prop.Position.x;
  331. msg.PropMessage.Y = prop.Position.y;
  332. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  333. msg.PropMessage.Guid = prop.ID;
  334. msg.PropMessage.Place = ToPlaceType(prop.Place);
  335. return msg;
  336. }
  337. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  338. {
  339. MessageOfObj msg = new MessageOfObj();
  340. msg.BombedBulletMessage = new();
  341. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  342. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  343. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  344. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  345. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  346. return msg;
  347. }
  348. private static MessageOfObj PickedProp(PickedProp pickedProp)
  349. {
  350. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  351. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  352. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  353. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  354. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  355. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  356. return msg;
  357. }
  358. private static MessageOfObj Classroom(Generator generator)
  359. {
  360. MessageOfObj msg = new MessageOfObj();
  361. msg.ClassroomMessage = new();
  362. msg.ClassroomMessage.X = generator.Position.x;
  363. msg.ClassroomMessage.Y = generator.Position.y;
  364. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  365. return msg;
  366. }
  367. private static MessageOfObj Gate(Doorway doorway)
  368. {
  369. MessageOfObj msg = new MessageOfObj();
  370. msg.GateMessage = new();
  371. msg.GateMessage.X = doorway.Position.x;
  372. msg.GateMessage.Y = doorway.Position.y;
  373. msg.GateMessage.Progress = doorway.OpenDegree;
  374. return msg;
  375. }
  376. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  377. {
  378. MessageOfObj msg = new MessageOfObj();
  379. msg.HiddenGateMessage = new();
  380. msg.HiddenGateMessage.X = Exit.Position.x;
  381. msg.HiddenGateMessage.Y = Exit.Position.y;
  382. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  383. return msg;
  384. }
  385. private static MessageOfObj Door(Door door)
  386. {
  387. MessageOfObj msg = new MessageOfObj();
  388. msg.DoorMessage = new();
  389. msg.DoorMessage.X = door.Position.x;
  390. msg.DoorMessage.Y = door.Position.y;
  391. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  392. msg.DoorMessage.IsOpen = door.IsOpen;
  393. return msg;
  394. }
  395. private static MessageOfObj Chest(Chest chest)
  396. {
  397. MessageOfObj msg = new MessageOfObj();
  398. msg.ChestMessage = new();
  399. msg.ChestMessage.X = chest.Position.x;
  400. msg.ChestMessage.Y = chest.Position.y;
  401. msg.ChestMessage.Progress = chest.OpenDegree;
  402. return msg;
  403. }
  404. }
  405. }