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ActionManager.cs 23 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))
  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))
  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() || !TryToStop()) return false;
  38. characterManager.SetPlayerState(playerToMove, PlayerStateType.Moving);
  39. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  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);
  47. return true;
  48. }
  49. public bool Stop(Character player)
  50. {
  51. if (player.Commandable() || !TryToStop())
  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.ThreadNum;
  68. new Thread
  69. (
  70. () =>
  71. {
  72. new FrameRateTaskExecutor<int>(
  73. loopCondition: () => gameMap.Timer.IsGaming && threadNum == player.ThreadNum,
  74. loopToDo: () =>
  75. {
  76. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  77. gameMap.NumOfRepairedGenerators++;
  78. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  79. characterManager.SetPlayerState(player);
  80. },
  81. timeInterval: GameData.frameDuration,
  82. finallyReturn: () => 0
  83. )
  84. .Start();
  85. --generatorForFix.NumOfFixing;
  86. }
  87. )
  88. { IsBackground = true }.Start();
  89. return true;
  90. }
  91. public bool OpenDoorway(Student player)
  92. {
  93. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
  94. return false;
  95. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  96. if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
  97. return false;
  98. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  99. int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
  100. new Thread
  101. (
  102. () =>
  103. {
  104. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  105. if (doorwayToOpen.OpenStartTime == startTime)
  106. {
  107. doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
  108. player.SetPlayerStateNaturally();
  109. }
  110. }
  111. )
  112. { IsBackground = true }.Start();
  113. return true;
  114. }
  115. public bool Escape(Student player)
  116. {
  117. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  118. return false;
  119. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  120. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  121. {
  122. player.AddScore(GameData.StudentScoreEscape);
  123. ++gameMap.NumOfEscapedStudent;
  124. player.RemoveFromGame(PlayerStateType.Escaped);
  125. return true;
  126. }
  127. else
  128. {
  129. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  130. if (emergencyExit != null && emergencyExit.IsOpen)
  131. {
  132. player.AddScore(GameData.StudentScoreEscape);
  133. ++gameMap.NumOfEscapedStudent;
  134. player.RemoveFromGame(PlayerStateType.Escaped);
  135. return true;
  136. }
  137. return false;
  138. }
  139. }
  140. public bool Treat(Student player, Student? playerTreated = null)
  141. {
  142. if (playerTreated == null)
  143. {
  144. playerTreated = gameMap.StudentForInteract(player.Position);
  145. if (playerTreated == null) return false;
  146. }
  147. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  148. (!playerTreated.Commandable()) ||
  149. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  150. return false;
  151. new Thread
  152. (
  153. () =>
  154. {
  155. characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
  156. characterManager.SetPlayerState(player, PlayerStateType.Treating);
  157. long threadNum = player.ThreadNum;
  158. new FrameRateTaskExecutor<int>(
  159. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.ThreadNum && gameMap.Timer.IsGaming,
  160. loopToDo: () =>
  161. {
  162. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  163. characterManager.SetPlayerState(playerTreated);
  164. },
  165. timeInterval: GameData.frameDuration,
  166. finallyReturn: () => 0
  167. )
  168. .Start();
  169. if (threadNum == player.ThreadNum) characterManager.SetPlayerState(player);
  170. else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
  171. }
  172. )
  173. { IsBackground = true }.Start();
  174. return true;
  175. }
  176. public bool Rescue(Student player, Student? playerRescued = null)
  177. {
  178. if (playerRescued == null)
  179. {
  180. playerRescued = gameMap.StudentForInteract(player.Position);
  181. if (playerRescued == null) return false;
  182. }
  183. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  184. return false;
  185. characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
  186. characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
  187. long threadNum = player.ThreadNum;
  188. new Thread
  189. (
  190. () =>
  191. {
  192. new FrameRateTaskExecutor<int>(
  193. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.ThreadNum && gameMap.Timer.IsGaming,
  194. loopToDo: () =>
  195. {
  196. playerRescued.TimeOfRescue += GameData.frameDuration;
  197. },
  198. timeInterval: GameData.frameDuration,
  199. finallyReturn: () => 0,
  200. maxTotalDuration: GameData.basicTimeOfRescue
  201. )
  202. .Start();
  203. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  204. {
  205. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  206. {
  207. characterManager.SetPlayerState(playerRescued);
  208. playerRescued.HP = playerRescued.MaxHp / 2;
  209. player.AddScore(GameData.StudentScoreRescue);
  210. }
  211. else
  212. characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
  213. }
  214. if (threadNum == player.ThreadNum) characterManager.SetPlayerState(player);
  215. playerRescued.TimeOfRescue = 0;
  216. }
  217. )
  218. { IsBackground = true }.Start();
  219. return true;
  220. }
  221. public bool OpenChest(Character player)
  222. {
  223. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  224. return false;
  225. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  226. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  227. return false;
  228. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
  229. int startTime = gameMap.Timer.nowTime();
  230. chestToOpen.Open(startTime, player);
  231. new Thread
  232. (
  233. () =>
  234. {
  235. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  236. if (chestToOpen.OpenStartTime == startTime)
  237. {
  238. player.SetPlayerStateNaturally();
  239. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  240. {
  241. Prop prop = chestToOpen.PropInChest[i];
  242. chestToOpen.PropInChest[i] = new NullProp();
  243. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  244. gameMap.Add(prop);
  245. }
  246. }
  247. }
  248. )
  249. { IsBackground = true }.Start();
  250. return true;
  251. }
  252. public bool ClimbingThroughWindow(Character player)
  253. {
  254. if (!player.Commandable())
  255. return false;
  256. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  257. if (windowForClimb == null || windowForClimb.WhoIsClimbing != null)
  258. return false;
  259. XY windowToPlayer = new(
  260. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  261. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  262. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  263. if (characterInWindow != null)
  264. {
  265. if (player.IsGhost() && !characterInWindow.IsGhost())
  266. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position, PlaceType.Null));
  267. return false;
  268. }*/
  269. //Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  270. // gameMap.Add(addWall);
  271. characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows);
  272. long threadNum = player.ThreadNum;
  273. windowForClimb.WhoIsClimbing = player;
  274. new Thread
  275. (
  276. () =>
  277. {
  278. new FrameRateTaskExecutor<int>(
  279. loopCondition: () => threadNum == player.ThreadNum && gameMap.Timer.IsGaming,
  280. loopToDo: () => { },
  281. timeInterval: GameData.frameDuration,
  282. finallyReturn: () => 0,
  283. maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed)
  284. )
  285. .Start();
  286. if (player.PlayerState != PlayerStateType.ClimbingThroughWindows)
  287. {
  288. windowForClimb.WhoIsClimbing = null;
  289. return;
  290. }
  291. player.ReSetPos(windowToPlayer + windowForClimb.Position, PlaceType.Window);
  292. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  293. moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle());
  294. new FrameRateTaskExecutor<int>(
  295. loopCondition: () => threadNum == player.ThreadNum && gameMap.Timer.IsGaming,
  296. loopToDo: () =>
  297. {
  298. },
  299. timeInterval: GameData.frameDuration,
  300. finallyReturn: () => 0,
  301. maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed)
  302. )
  303. .Start();
  304. XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
  305. player.ReSetPos(PosJumpOff, gameMap.GetPlaceType(PosJumpOff));
  306. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  307. windowForClimb.WhoIsClimbing = null;
  308. // gameMap.Remove(addWall);
  309. if (threadNum == player.ThreadNum)
  310. {
  311. characterManager.SetPlayerState(player);
  312. }
  313. }
  314. )
  315. { IsBackground = true }.Start();
  316. return true;
  317. }
  318. public bool LockOrOpenDoor(Character player)
  319. {
  320. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  321. return false;
  322. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  323. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  324. return false;
  325. bool flag = false;
  326. foreach (Prop prop in player.PropInventory)
  327. {
  328. switch (prop.GetPropType())
  329. {
  330. case PropType.Key3:
  331. if (doorToLock.Place == PlaceType.Door3)
  332. flag = true;
  333. break;
  334. case PropType.Key5:
  335. if (doorToLock.Place == PlaceType.Door5)
  336. flag = true;
  337. break;
  338. case PropType.Key6:
  339. if (doorToLock.Place == PlaceType.Door6)
  340. flag = true;
  341. break;
  342. default:
  343. break;
  344. }
  345. if (flag) break;
  346. }
  347. if (!flag) return false;
  348. characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
  349. long threadNum = player.ThreadNum;
  350. new Thread
  351. (
  352. () =>
  353. {
  354. new FrameRateTaskExecutor<int>(
  355. loopCondition: () => flag && threadNum == player.ThreadNum && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  356. loopToDo: () =>
  357. {
  358. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  359. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  360. },
  361. timeInterval: GameData.frameDuration,
  362. finallyReturn: () => 0
  363. )
  364. .Start();
  365. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  366. {
  367. doorToLock.IsOpen = (!doorToLock.IsOpen);
  368. }
  369. if (threadNum == player.ThreadNum)
  370. characterManager.SetPlayerState(player);
  371. doorToLock.OpenOrLockDegree = 0;
  372. }
  373. )
  374. { IsBackground = true }.Start();
  375. return true;
  376. }
  377. /*
  378. private void ActivateMine(Character player, Mine mine)
  379. {
  380. gameMap.ObjListLock.EnterWriteLock();
  381. try { gameMap.ObjList.Remove(mine); }
  382. catch { }
  383. finally { gameMap.ObjListLock.ExitWriteLock(); }
  384. switch (mine.GetPropType())
  385. {
  386. case PropType.Dirt:
  387. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  388. break;
  389. case PropType.Attenuator:
  390. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  391. break;
  392. case PropType.Divider:
  393. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  394. break;
  395. }
  396. }
  397. */
  398. private object numLock = new object();
  399. private int lastTime = 0;
  400. private int numStop = 0;
  401. private int NumStop => numStop;
  402. private bool TryToStop()
  403. {
  404. lock (numLock)
  405. {
  406. int time = gameMap.Timer.nowTime();
  407. if (time / GameData.frameDuration > lastTime)
  408. {
  409. lastTime = time / GameData.frameDuration;
  410. numStop = 1;
  411. return true;
  412. }
  413. else
  414. {
  415. if (numStop == GameData.LimitOfStopAndMove)
  416. return false;
  417. else
  418. {
  419. ++numStop;
  420. return true;
  421. }
  422. }
  423. }
  424. }
  425. private readonly Map gameMap;
  426. private readonly CharacterManager characterManager;
  427. public readonly MoveEngine moveEngine;
  428. public ActionManager(Map gameMap, CharacterManager characterManager)
  429. {
  430. this.gameMap = gameMap;
  431. this.moveEngine = new MoveEngine(
  432. gameMap: gameMap,
  433. OnCollision: (obj, collisionObj, moveVec) =>
  434. {
  435. SkillWhenColliding((Character)obj, collisionObj);
  436. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  437. //if (collisionObj is Mine)
  438. //{
  439. // ActivateMine((Character)obj, (Mine)collisionObj);
  440. // return MoveEngine.AfterCollision.ContinueCheck;
  441. //}
  442. return MoveEngine.AfterCollision.MoveMax;
  443. },
  444. EndMove: obj =>
  445. {
  446. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  447. }
  448. );
  449. this.characterManager = characterManager;
  450. }
  451. }
  452. }
  453. }