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ActionManager.cs 27 kB

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  1. using System;
  2. using System.Numerics;
  3. using System.Threading;
  4. using GameClass.GameObj;
  5. using GameEngine;
  6. using Preparation.Interface;
  7. using Preparation.Utility;
  8. using Timothy.FrameRateTask;
  9. namespace Gaming
  10. {
  11. public partial class Game
  12. {
  13. private readonly ActionManager actionManager;
  14. private class ActionManager
  15. {
  16. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  17. {
  18. if (moveTimeInMilliseconds < 5) return false;
  19. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Moving);
  20. if (stateNum == -1) return false;
  21. new Thread
  22. (
  23. () =>
  24. {
  25. playerToMove.ThreadNum.WaitOne();
  26. if (stateNum != playerToMove.StateNum)
  27. playerToMove.ThreadNum.Release();
  28. else
  29. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  30. }
  31. )
  32. { IsBackground = true }.Start();
  33. return true;
  34. }
  35. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  36. {
  37. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  38. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Charmed);
  39. if (stateNum == -1) return false;
  40. new Thread
  41. (() =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (stateNum != playerToMove.StateNum)
  45. playerToMove.ThreadNum.Release();
  46. else
  47. {
  48. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  49. Thread.Sleep(moveTimeInMilliseconds);
  50. lock (playerToMove.ActionLock)
  51. {
  52. if (stateNum == playerToMove.StateNum)
  53. playerToMove.SetPlayerStateNaturally();
  54. }
  55. }
  56. }
  57. )
  58. { IsBackground = true }.Start();
  59. return true;
  60. }
  61. public static bool Stop(Character player)
  62. {
  63. lock (player.ActionLock)
  64. {
  65. if (player.Commandable())
  66. {
  67. player.SetPlayerState();
  68. return true;
  69. }
  70. }
  71. return false;
  72. }
  73. public bool Fix(Student player)// 自动检查有无发电机可修
  74. {
  75. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  76. if (generatorForFix == null) return false;
  77. long stateNum = player.SetPlayerState(PlayerStateType.Fixing);
  78. if (stateNum == -1) return false;
  79. player.ThreadNum.WaitOne();
  80. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  81. return false;
  82. generatorForFix.AddNumOfFixing();
  83. new Thread
  84. (
  85. () =>
  86. {
  87. Thread.Sleep(GameData.checkInterval);
  88. new FrameRateTaskExecutor<int>(
  89. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  90. loopToDo: () =>
  91. {
  92. if (generatorForFix.Repair(player.FixSpeed * GameData.checkInterval, player))
  93. gameMap.NumOfRepairedGenerators++;
  94. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  95. {
  96. lock (player.ActionLock)
  97. {
  98. if (stateNum == player.StateNum)
  99. player.SetPlayerState();
  100. }
  101. }
  102. },
  103. timeInterval: GameData.checkInterval,
  104. finallyReturn: () => 0
  105. )
  106. .Start();
  107. player.ThreadNum.Release();
  108. generatorForFix.SubNumOfFixing();
  109. }
  110. )
  111. { IsBackground = true }.Start();
  112. return true;
  113. }
  114. public bool OpenDoorway(Student player)
  115. {
  116. if (!(player.Commandable()))
  117. return false;
  118. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  119. if (doorwayToOpen == null) return false;
  120. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  121. if (stateNum == -1) return false;
  122. new Thread
  123. (
  124. () =>
  125. {
  126. //player.ThreadNum.WaitOne();
  127. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  128. lock (player.ActionLock)
  129. {
  130. if (stateNum == player.StateNum)
  131. {
  132. player.SetPlayerStateNaturally();
  133. doorwayToOpen.FinishOpenning();
  134. }
  135. }
  136. }
  137. )
  138. { IsBackground = true }.Start();
  139. return true;
  140. }
  141. public bool Escape(Student player)
  142. {
  143. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  144. return false;
  145. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  146. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  147. {
  148. player.AddScore(GameData.StudentScoreEscape);
  149. ++gameMap.NumOfEscapedStudent;
  150. player.RemoveFromGame(PlayerStateType.Escaped);
  151. return true;
  152. }
  153. else
  154. {
  155. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  156. if (emergencyExit != null && emergencyExit.IsOpen)
  157. {
  158. player.AddScore(GameData.StudentScoreEscape);
  159. ++gameMap.NumOfEscapedStudent;
  160. player.RemoveFromGame(PlayerStateType.Escaped);
  161. return true;
  162. }
  163. return false;
  164. }
  165. }
  166. public bool Treat(Student player, Student? playerTreated = null)
  167. {
  168. if (player.CharacterType == CharacterType.Robot) return false;
  169. if (playerTreated == null)
  170. {
  171. playerTreated = gameMap.StudentForInteract(player.Position);
  172. if (playerTreated == null) return false;
  173. }
  174. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  175. (!playerTreated.Commandable()) ||
  176. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  177. return false;
  178. new Thread
  179. (
  180. () =>
  181. {
  182. playerTreated.SetPlayerState(PlayerStateType.Treated);
  183. player.SetPlayerState(PlayerStateType.Treating);
  184. long threadNum = player.StateNum;
  185. new FrameRateTaskExecutor<int>(
  186. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  187. loopToDo: () =>
  188. {
  189. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  190. playerTreated.SetPlayerState();//
  191. },
  192. timeInterval: GameData.frameDuration,
  193. finallyReturn: () => 0
  194. )
  195. .Start();
  196. if (threadNum == player.StateNum) player.SetPlayerState();
  197. else if (playerTreated.PlayerState == PlayerStateType.Treated) playerTreated.SetPlayerState();
  198. }
  199. )
  200. { IsBackground = true }.Start();
  201. return true;
  202. }
  203. public bool Rescue(Student player, Student? playerRescued = null)
  204. {
  205. if (player.CharacterType == CharacterType.Robot) return false;
  206. if (playerRescued == null)
  207. {
  208. playerRescued = gameMap.StudentForInteract(player.Position);
  209. if (playerRescued == null) return false;
  210. }
  211. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  212. return false;
  213. player.SetPlayerState(PlayerStateType.Rescuing);
  214. playerRescued.SetPlayerState(PlayerStateType.Rescued);
  215. long threadNum = player.StateNum;
  216. new Thread
  217. (
  218. () =>
  219. {
  220. new FrameRateTaskExecutor<int>(
  221. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  222. loopToDo: () =>
  223. {
  224. playerRescued.TimeOfRescue += GameData.frameDuration;
  225. },
  226. timeInterval: GameData.frameDuration,
  227. finallyReturn: () => 0,
  228. maxTotalDuration: GameData.basicTimeOfRescue
  229. )
  230. .Start();
  231. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  232. {
  233. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  234. {
  235. playerRescued.SetPlayerState();
  236. playerRescued.HP = playerRescued.MaxHp / 2;
  237. player.AddScore(GameData.StudentScoreRescue);
  238. }
  239. else
  240. playerRescued.SetPlayerState(PlayerStateType.Addicted);
  241. }
  242. if (threadNum == player.StateNum) player.SetPlayerState();
  243. playerRescued.TimeOfRescue = 0;
  244. }
  245. )
  246. { IsBackground = true }.Start();
  247. return true;
  248. }
  249. public bool OpenChest(Character player)
  250. {
  251. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  252. return false;
  253. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  254. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  255. return false;
  256. player.SetPlayerState(PlayerStateType.OpeningTheChest, chestToOpen);
  257. int startTime = gameMap.Timer.nowTime();
  258. chestToOpen.Open(startTime, player);
  259. new Thread
  260. (
  261. () =>
  262. {
  263. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  264. if (chestToOpen.OpenStartTime == startTime)
  265. {
  266. player.SetPlayerStateNaturally();
  267. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  268. {
  269. Gadget prop = chestToOpen.PropInChest[i];
  270. chestToOpen.PropInChest[i] = new NullProp();
  271. prop.ReSetPos(player.Position);
  272. gameMap.Add(prop);
  273. }
  274. }
  275. }
  276. )
  277. { IsBackground = true }.Start();
  278. return true;
  279. }
  280. public bool ClimbingThroughWindow(Character player)
  281. {
  282. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  283. if (windowForClimb == null) return false;
  284. long stateNum = player.SetPlayerState(PlayerStateType.ClimbingThroughWindows, windowForClimb);
  285. if (stateNum == -1) return false;
  286. XY windowToPlayer = new(
  287. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  288. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  289. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  290. if (characterInWindow != null)
  291. {
  292. if (player.IsGhost() && !characterInWindow.IsGhost())
  293. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  294. return false;
  295. }
  296. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  297. gameMap.Add(addWall);*/
  298. new Thread
  299. (
  300. () =>
  301. {
  302. player.ThreadNum.WaitOne();
  303. if (stateNum != player.StateNum)
  304. {
  305. player.ThreadNum.Release();
  306. }
  307. else
  308. {
  309. if (!windowForClimb.TryToClimb(player))
  310. {
  311. player.ThreadNum.Release();
  312. player.SetPlayerStateNaturally();
  313. }
  314. else
  315. {
  316. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  317. lock (player.ActionLock)
  318. {
  319. if (player.StateNum != stateNum) return;
  320. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  321. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  322. }
  323. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  324. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  325. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  326. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  327. lock (player.ActionLock)
  328. {
  329. if (stateNum == player.StateNum)
  330. {
  331. player.SetPlayerState();
  332. windowForClimb.FinishClimbing();
  333. }
  334. }
  335. }
  336. }
  337. }
  338. )
  339. { IsBackground = true }.Start();
  340. return true;
  341. }
  342. public bool LockDoor(Character player)
  343. {
  344. if (player.CharacterType == CharacterType.Robot) return false;
  345. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  346. if (doorToLock == null) return false;
  347. PropType propType = doorToLock.DoorNum switch
  348. {
  349. 3 => PropType.Key3,
  350. 5 => PropType.Key5,
  351. _ => PropType.Key6,
  352. };
  353. if (!player.UseTool(propType)) return false;
  354. long stateNum = player.SetPlayerState(PlayerStateType.LockingTheDoor, doorToLock);
  355. if (stateNum == -1)
  356. {
  357. player.ReleaseTool(propType);
  358. return false;
  359. }
  360. new Thread
  361. (
  362. () =>
  363. {
  364. player.ThreadNum.WaitOne();
  365. if (stateNum != player.StateNum)
  366. {
  367. player.ReleaseTool(propType);
  368. player.ThreadNum.Release();
  369. }
  370. else
  371. {
  372. if (!doorToLock.TryLock(player))
  373. {
  374. player.ReleaseTool(propType);
  375. lock (player.ActionLock)
  376. {
  377. if (stateNum == player.StateNum) player.SetPlayerState();
  378. }
  379. player.ThreadNum.Release();
  380. }
  381. else
  382. {
  383. Thread.Sleep(GameData.checkInterval);
  384. new FrameRateTaskExecutor<int>(
  385. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  386. loopToDo: () =>
  387. {
  388. if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
  389. return false;
  390. doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
  391. return true;
  392. },
  393. timeInterval: GameData.checkInterval,
  394. finallyReturn: () => 0
  395. )
  396. .Start();
  397. doorToLock.StopLock();
  398. player.ReleaseTool(propType);
  399. lock (player.ActionLock)
  400. {
  401. if (stateNum == player.StateNum) player.SetPlayerStateNaturally();
  402. }
  403. player.ThreadNum.Release();
  404. }
  405. }
  406. }
  407. )
  408. { IsBackground = true }.Start();
  409. return true;
  410. }
  411. public bool OpenDoor(Character player)
  412. {
  413. if (player.CharacterType == CharacterType.Robot) return false;
  414. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  415. if (doorToLock == null) return false;
  416. PropType propType = doorToLock.DoorNum switch
  417. {
  418. 3 => PropType.Key3,
  419. 5 => PropType.Key5,
  420. _ => PropType.Key6,
  421. };
  422. if (!player.UseTool(propType)) return false;
  423. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoor, doorToLock);
  424. if (stateNum == -1)
  425. {
  426. player.ReleaseTool(propType);
  427. return false;
  428. }
  429. new Thread
  430. (
  431. () =>
  432. {
  433. player.ThreadNum.WaitOne();
  434. if (stateNum != player.StateNum)
  435. {
  436. player.ReleaseTool(propType);
  437. player.ThreadNum.Release();
  438. }
  439. else
  440. {
  441. if (!doorToLock.TryOpen(player))
  442. {
  443. player.ReleaseTool(propType);
  444. lock (player.ActionLock)
  445. {
  446. if (stateNum == player.StateNum)
  447. {
  448. player.SetPlayerStateNaturally();
  449. player.ThreadNum.Release();
  450. }
  451. }
  452. }
  453. else
  454. {
  455. Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
  456. lock (player.ActionLock)
  457. {
  458. if (stateNum == player.StateNum)
  459. {
  460. player.SetPlayerStateNaturally();
  461. doorToLock.StopOpen();
  462. player.ReleaseTool(propType);
  463. player.ThreadNum.Release();
  464. }
  465. }
  466. }
  467. }
  468. }
  469. )
  470. { IsBackground = true }.Start();
  471. return true;
  472. }
  473. /*
  474. private void ActivateMine(Character player, Mine mine)
  475. {
  476. gameMap.ObjListLock.EnterWriteLock();
  477. try { gameMap.ObjList.Remove(mine); }
  478. catch { }
  479. finally { gameMap.ObjListLock.ExitWriteLock(); }
  480. switch (mine.GetPropType())
  481. {
  482. case PropType.Dirt:
  483. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  484. break;
  485. case PropType.Attenuator:
  486. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  487. break;
  488. case PropType.Divider:
  489. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  490. break;
  491. }
  492. }
  493. */
  494. private readonly Map gameMap;
  495. private readonly CharacterManager characterManager;
  496. public readonly MoveEngine moveEngine;
  497. public ActionManager(Map gameMap, CharacterManager characterManager)
  498. {
  499. this.gameMap = gameMap;
  500. this.moveEngine = new MoveEngine(
  501. gameMap: gameMap,
  502. OnCollision: (obj, collisionObj, moveVec) =>
  503. {
  504. Character player = (Character)obj;
  505. switch (collisionObj.Type)
  506. {
  507. case GameObjType.Bullet:
  508. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  509. {
  510. if (CharacterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  511. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  512. gameMap.Remove((GameObj)collisionObj);
  513. }
  514. break;
  515. case GameObjType.Character:
  516. if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed == 1 && ((Character)collisionObj).IsGhost())
  517. {
  518. if (CharacterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  519. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  520. CharacterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  521. }
  522. break;
  523. case GameObjType.Item:
  524. if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
  525. {
  526. ((CraftingBench)collisionObj).TryStopSkill();
  527. gameMap.Remove((Item)collisionObj);
  528. }
  529. break;
  530. default:
  531. break;
  532. }
  533. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  534. //if (collisionObj is Mine)
  535. //{
  536. // ActivateMine((Character)obj, (Mine)collisionObj);
  537. // return MoveEngine.AfterCollision.ContinueCheck;
  538. //}
  539. return MoveEngine.AfterCollision.MoveMax;
  540. },
  541. EndMove: obj =>
  542. {
  543. obj.ThreadNum.Release();
  544. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  545. }
  546. );
  547. this.characterManager = characterManager;
  548. }
  549. }
  550. }
  551. }