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ActionManager.cs 22 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using GameEngine;
  5. using Preparation.Interface;
  6. using Preparation.Utility;
  7. using Timothy.FrameRateTask;
  8. namespace Gaming
  9. {
  10. public partial class Game
  11. {
  12. private readonly ActionManager actionManager;
  13. private class ActionManager
  14. {
  15. // 人物移动
  16. private void SkillWhenColliding(Character player, IGameObj collisionObj)
  17. {
  18. if (collisionObj.Type == GameObjType.Bullet)
  19. {
  20. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  21. {
  22. if (characterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  23. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  24. gameMap.Remove((GameObj)collisionObj);
  25. }
  26. }
  27. if (player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed && collisionObj.Type == GameObjType.Character && ((Character)collisionObj).IsGhost())
  28. {
  29. if (characterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  30. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  31. characterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  32. }
  33. }
  34. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  35. {
  36. if (moveTimeInMilliseconds < 5) return false;
  37. if (!playerToMove.Commandable()) return false;
  38. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection,
  39. characterManager.SetPlayerState(playerToMove, PlayerStateType.Moving));
  40. return true;
  41. }
  42. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  43. {
  44. if (!playerToMove.Commandable() && playerToMove.PlayerState != PlayerStateType.Stunned) return false;
  45. characterManager.BeStunned(playerToMove, moveTimeInMilliseconds);
  46. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  47. return true;
  48. }
  49. public bool Stop(Character player)
  50. {
  51. if (player.Commandable())
  52. {
  53. characterManager.SetPlayerState(player);
  54. return true;
  55. }
  56. return false;
  57. }
  58. public bool Fix(Student player)// 自动检查有无发电机可修
  59. {
  60. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  61. return false;
  62. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  63. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  64. return false;
  65. ++generatorForFix.NumOfFixing;
  66. characterManager.SetPlayerState(player, PlayerStateType.Fixing);
  67. long threadNum = player.StateNum;
  68. new Thread
  69. (
  70. () =>
  71. {
  72. Thread.Sleep(GameData.frameDuration);
  73. new FrameRateTaskExecutor<int>(
  74. loopCondition: () => gameMap.Timer.IsGaming && threadNum == player.StateNum,
  75. loopToDo: () =>
  76. {
  77. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  78. gameMap.NumOfRepairedGenerators++;
  79. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  80. characterManager.SetPlayerState(player);
  81. },
  82. timeInterval: GameData.frameDuration,
  83. finallyReturn: () => 0
  84. )
  85. .Start();
  86. --generatorForFix.NumOfFixing;
  87. }
  88. )
  89. { IsBackground = true }.Start();
  90. return true;
  91. }
  92. public bool OpenDoorway(Student player)
  93. {
  94. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
  95. return false;
  96. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  97. if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
  98. return false;
  99. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  100. int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
  101. new Thread
  102. (
  103. () =>
  104. {
  105. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  106. if (doorwayToOpen.OpenStartTime == startTime)
  107. {
  108. doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
  109. player.SetPlayerStateNaturally();
  110. }
  111. }
  112. )
  113. { IsBackground = true }.Start();
  114. return true;
  115. }
  116. public bool Escape(Student player)
  117. {
  118. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  119. return false;
  120. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  121. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  122. {
  123. player.AddScore(GameData.StudentScoreEscape);
  124. ++gameMap.NumOfEscapedStudent;
  125. player.RemoveFromGame(PlayerStateType.Escaped);
  126. return true;
  127. }
  128. else
  129. {
  130. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  131. if (emergencyExit != null && emergencyExit.IsOpen)
  132. {
  133. player.AddScore(GameData.StudentScoreEscape);
  134. ++gameMap.NumOfEscapedStudent;
  135. player.RemoveFromGame(PlayerStateType.Escaped);
  136. return true;
  137. }
  138. return false;
  139. }
  140. }
  141. public bool Treat(Student player, Student? playerTreated = null)
  142. {
  143. if (playerTreated == null)
  144. {
  145. playerTreated = gameMap.StudentForInteract(player.Position);
  146. if (playerTreated == null) return false;
  147. }
  148. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  149. (!playerTreated.Commandable()) ||
  150. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  151. return false;
  152. new Thread
  153. (
  154. () =>
  155. {
  156. characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
  157. characterManager.SetPlayerState(player, PlayerStateType.Treating);
  158. long threadNum = player.StateNum;
  159. new FrameRateTaskExecutor<int>(
  160. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  161. loopToDo: () =>
  162. {
  163. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  164. characterManager.SetPlayerState(playerTreated);
  165. },
  166. timeInterval: GameData.frameDuration,
  167. finallyReturn: () => 0
  168. )
  169. .Start();
  170. if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
  171. else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
  172. }
  173. )
  174. { IsBackground = true }.Start();
  175. return true;
  176. }
  177. public bool Rescue(Student player, Student? playerRescued = null)
  178. {
  179. if (playerRescued == null)
  180. {
  181. playerRescued = gameMap.StudentForInteract(player.Position);
  182. if (playerRescued == null) return false;
  183. }
  184. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  185. return false;
  186. characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
  187. characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
  188. long threadNum = player.StateNum;
  189. new Thread
  190. (
  191. () =>
  192. {
  193. new FrameRateTaskExecutor<int>(
  194. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  195. loopToDo: () =>
  196. {
  197. playerRescued.TimeOfRescue += GameData.frameDuration;
  198. },
  199. timeInterval: GameData.frameDuration,
  200. finallyReturn: () => 0,
  201. maxTotalDuration: GameData.basicTimeOfRescue
  202. )
  203. .Start();
  204. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  205. {
  206. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  207. {
  208. characterManager.SetPlayerState(playerRescued);
  209. playerRescued.HP = playerRescued.MaxHp / 2;
  210. player.AddScore(GameData.StudentScoreRescue);
  211. }
  212. else
  213. characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
  214. }
  215. if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
  216. playerRescued.TimeOfRescue = 0;
  217. }
  218. )
  219. { IsBackground = true }.Start();
  220. return true;
  221. }
  222. public bool OpenChest(Character player)
  223. {
  224. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  225. return false;
  226. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  227. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  228. return false;
  229. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
  230. int startTime = gameMap.Timer.nowTime();
  231. chestToOpen.Open(startTime, player);
  232. new Thread
  233. (
  234. () =>
  235. {
  236. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  237. if (chestToOpen.OpenStartTime == startTime)
  238. {
  239. player.SetPlayerStateNaturally();
  240. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  241. {
  242. Prop prop = chestToOpen.PropInChest[i];
  243. chestToOpen.PropInChest[i] = new NullProp();
  244. prop.ReSetPos(player.Position);
  245. gameMap.Add(prop);
  246. }
  247. }
  248. }
  249. )
  250. { IsBackground = true }.Start();
  251. return true;
  252. }
  253. public bool ClimbingThroughWindow(Character player)
  254. {
  255. if (!player.Commandable())
  256. return false;
  257. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  258. if (windowForClimb == null || windowForClimb.WhoIsClimbing != null)
  259. return false;
  260. XY windowToPlayer = new(
  261. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  262. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  263. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  264. if (characterInWindow != null)
  265. {
  266. if (player.IsGhost() && !characterInWindow.IsGhost())
  267. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  268. return false;
  269. }*/
  270. //Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  271. // gameMap.Add(addWall);
  272. characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows);
  273. long threadNum = player.StateNum;
  274. windowForClimb.WhoIsClimbing = player;
  275. new Thread
  276. (
  277. () =>
  278. {
  279. new FrameRateTaskExecutor<int>(
  280. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  281. loopToDo: () => { },
  282. timeInterval: GameData.frameDuration,
  283. finallyReturn: () => 0,
  284. maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed)
  285. )
  286. .Start();
  287. if (player.PlayerState != PlayerStateType.ClimbingThroughWindows)
  288. {
  289. windowForClimb.WhoIsClimbing = null;
  290. return;
  291. }
  292. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  293. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  294. moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle(), threadNum);
  295. new FrameRateTaskExecutor<int>(
  296. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  297. loopToDo: () =>
  298. {
  299. },
  300. timeInterval: GameData.frameDuration,
  301. finallyReturn: () => 0,
  302. maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed)
  303. )
  304. .Start();
  305. XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
  306. player.ReSetPos(PosJumpOff);
  307. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  308. windowForClimb.WhoIsClimbing = null;
  309. // gameMap.Remove(addWall);
  310. if (threadNum == player.StateNum)
  311. {
  312. characterManager.SetPlayerState(player);
  313. }
  314. }
  315. )
  316. { IsBackground = true }.Start();
  317. return true;
  318. }
  319. public bool LockOrOpenDoor(Character player)
  320. {
  321. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  322. return false;
  323. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  324. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  325. return false;
  326. bool flag = false;
  327. foreach (Prop prop in player.PropInventory)
  328. {
  329. switch (prop.GetPropType())
  330. {
  331. case PropType.Key3:
  332. if (doorToLock.DoorNum == 3)
  333. flag = true;
  334. break;
  335. case PropType.Key5:
  336. if (doorToLock.DoorNum == 5)
  337. flag = true;
  338. break;
  339. case PropType.Key6:
  340. if (doorToLock.DoorNum == 6)
  341. flag = true;
  342. break;
  343. default:
  344. break;
  345. }
  346. if (flag) break;
  347. }
  348. if (!flag) return false;
  349. characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
  350. long threadNum = player.StateNum;
  351. new Thread
  352. (
  353. () =>
  354. {
  355. new FrameRateTaskExecutor<int>(
  356. loopCondition: () => flag && threadNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  357. loopToDo: () =>
  358. {
  359. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  360. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  361. },
  362. timeInterval: GameData.frameDuration,
  363. finallyReturn: () => 0
  364. )
  365. .Start();
  366. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  367. {
  368. doorToLock.IsOpen = (!doorToLock.IsOpen);
  369. }
  370. if (threadNum == player.StateNum)
  371. characterManager.SetPlayerState(player);
  372. doorToLock.OpenOrLockDegree = 0;
  373. }
  374. )
  375. { IsBackground = true }.Start();
  376. return true;
  377. }
  378. /*
  379. private void ActivateMine(Character player, Mine mine)
  380. {
  381. gameMap.ObjListLock.EnterWriteLock();
  382. try { gameMap.ObjList.Remove(mine); }
  383. catch { }
  384. finally { gameMap.ObjListLock.ExitWriteLock(); }
  385. switch (mine.GetPropType())
  386. {
  387. case PropType.Dirt:
  388. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  389. break;
  390. case PropType.Attenuator:
  391. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  392. break;
  393. case PropType.Divider:
  394. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  395. break;
  396. }
  397. }
  398. */
  399. private readonly Map gameMap;
  400. private readonly CharacterManager characterManager;
  401. public readonly MoveEngine moveEngine;
  402. public ActionManager(Map gameMap, CharacterManager characterManager)
  403. {
  404. this.gameMap = gameMap;
  405. this.moveEngine = new MoveEngine(
  406. gameMap: gameMap,
  407. OnCollision: (obj, collisionObj, moveVec) =>
  408. {
  409. SkillWhenColliding((Character)obj, collisionObj);
  410. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  411. //if (collisionObj is Mine)
  412. //{
  413. // ActivateMine((Character)obj, (Mine)collisionObj);
  414. // return MoveEngine.AfterCollision.ContinueCheck;
  415. //}
  416. return MoveEngine.AfterCollision.MoveMax;
  417. },
  418. EndMove: obj =>
  419. {
  420. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  421. }
  422. );
  423. this.characterManager = characterManager;
  424. }
  425. }
  426. }
  427. }