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CopyInfo.cs 21 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.AddLifeOrClairaudience:
  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.AddLifeOrClairaudience;
  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. case Preparation.Utility.CharacterType.Teacher:
  169. return StudentType._2;
  170. default:
  171. return Protobuf.StudentType.NullStudentType;
  172. }
  173. }
  174. public static Preparation.Utility.CharacterType ToStudentType(Protobuf.StudentType characterType)
  175. {
  176. switch (characterType)
  177. {
  178. case Protobuf.StudentType.Athlete:
  179. return Preparation.Utility.CharacterType.Athlete;
  180. case StudentType._2:
  181. return Preparation.Utility.CharacterType.Teacher;
  182. default:
  183. return Preparation.Utility.CharacterType.Null;
  184. }
  185. }
  186. public static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  187. {
  188. switch (characterType)
  189. {
  190. case Preparation.Utility.CharacterType.Assassin:
  191. return Protobuf.TrickerType.Assassin;
  192. case Preparation.Utility.CharacterType.Klee:
  193. return Protobuf.TrickerType._2;
  194. default:
  195. return Protobuf.TrickerType.NullTrickerType;
  196. }
  197. }
  198. public static Preparation.Utility.CharacterType ToTrickerType(Protobuf.TrickerType characterType)
  199. {
  200. switch (characterType)
  201. {
  202. case Protobuf.TrickerType.Assassin:
  203. return Preparation.Utility.CharacterType.Assassin;
  204. case Protobuf.TrickerType._2:
  205. return Preparation.Utility.CharacterType.Klee;
  206. default:
  207. return Preparation.Utility.CharacterType.Null;
  208. }
  209. }
  210. public static MessageOfObj? Auto(GameObj gameObj)
  211. {
  212. switch (gameObj.Type)
  213. {
  214. case Preparation.Utility.GameObjType.Character:
  215. Character character = (Character)gameObj;
  216. if (character.IsGhost())
  217. return Tricker((Ghost)character);
  218. else return Student((Student)character);
  219. case Preparation.Utility.GameObjType.Bullet:
  220. return Bullet((Bullet)gameObj);
  221. case Preparation.Utility.GameObjType.Prop:
  222. return Prop((Prop)gameObj);
  223. case Preparation.Utility.GameObjType.BombedBullet:
  224. return BombedBullet((BombedBullet)gameObj);
  225. case Preparation.Utility.GameObjType.PickedProp:
  226. return PickedProp((PickedProp)gameObj);
  227. case Preparation.Utility.GameObjType.Generator:
  228. return Classroom((Generator)gameObj);
  229. case Preparation.Utility.GameObjType.Chest:
  230. return Chest((Chest)gameObj);
  231. case Preparation.Utility.GameObjType.Doorway:
  232. return Gate((Doorway)gameObj);
  233. case Preparation.Utility.GameObjType.EmergencyExit:
  234. if (((EmergencyExit)gameObj).CanOpen)
  235. return HiddenGate((EmergencyExit)gameObj);
  236. else return new MessageOfObj();
  237. case Preparation.Utility.GameObjType.Door:
  238. return Door((Door)gameObj);
  239. default: return new MessageOfObj();
  240. }
  241. }
  242. public static MessageOfObj? Auto(MessageOfNews news)
  243. {
  244. MessageOfObj objMsg = new();
  245. objMsg.NewsMessage = news;
  246. return objMsg;
  247. }
  248. private static MessageOfObj? Student(Student player)
  249. {
  250. MessageOfObj msg = new MessageOfObj();
  251. if (player.IsGhost()) return null;
  252. msg.StudentMessage = new();
  253. msg.StudentMessage.X = player.Position.x;
  254. msg.StudentMessage.Y = player.Position.y;
  255. msg.StudentMessage.Speed = player.MoveSpeed;
  256. msg.StudentMessage.Determination = player.HP;
  257. msg.StudentMessage.Addiction = player.GamingAddiction;
  258. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  259. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  260. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  261. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  262. foreach (var value in player.PropInventory)
  263. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  264. msg.StudentMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  265. msg.StudentMessage.Guid = player.ID;
  266. msg.StudentMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  267. msg.StudentMessage.PlayerId = player.PlayerID;
  268. msg.StudentMessage.ViewRange = player.ViewRange;
  269. msg.StudentMessage.Radius = player.Radius;
  270. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  271. msg.StudentMessage.Score = player.Score;
  272. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  273. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  274. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  275. {
  276. if (kvp.Value)
  277. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  278. }
  279. msg.StudentMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  280. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  281. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  282. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  283. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  284. return msg;
  285. }
  286. private static MessageOfObj? Tricker(Character player)
  287. {
  288. MessageOfObj msg = new MessageOfObj();
  289. if (!player.IsGhost()) return null;
  290. msg.TrickerMessage = new();
  291. msg.TrickerMessage.X = player.Position.x;
  292. msg.TrickerMessage.Y = player.Position.y;
  293. msg.TrickerMessage.Speed = player.MoveSpeed;
  294. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  295. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  296. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  297. msg.TrickerMessage.TimeUntilSkillAvailable.Add(-1);
  298. msg.TrickerMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  299. foreach (var value in player.PropInventory)
  300. msg.TrickerMessage.Prop.Add(ToPropType(value.GetPropType()));
  301. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  302. msg.TrickerMessage.Guid = player.ID;
  303. msg.TrickerMessage.Score = player.Score;
  304. msg.TrickerMessage.PlayerId = player.PlayerID;
  305. msg.TrickerMessage.ViewRange = player.ViewRange;
  306. msg.TrickerMessage.Radius = player.Radius;
  307. msg.TrickerMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  308. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  309. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  310. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  311. msg.TrickerMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  312. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  313. {
  314. if (kvp.Value)
  315. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  316. }
  317. return msg;
  318. }
  319. private static MessageOfObj Bullet(Bullet bullet)
  320. {
  321. MessageOfObj msg = new MessageOfObj();
  322. msg.BulletMessage = new();
  323. msg.BulletMessage.X = bullet.Position.x;
  324. msg.BulletMessage.Y = bullet.Position.y;
  325. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  326. msg.BulletMessage.Guid = bullet.ID;
  327. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  328. msg.BulletMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)bullet.Place);
  329. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  330. msg.BulletMessage.Speed = bullet.Speed;
  331. return msg;
  332. }
  333. private static MessageOfObj Prop(Prop prop)
  334. {
  335. MessageOfObj msg = new MessageOfObj();
  336. msg.PropMessage = new();
  337. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  338. msg.PropMessage.X = prop.Position.x;
  339. msg.PropMessage.Y = prop.Position.y;
  340. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  341. msg.PropMessage.Guid = prop.ID;
  342. msg.PropMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)prop.Place);
  343. return msg;
  344. }
  345. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  346. {
  347. MessageOfObj msg = new MessageOfObj();
  348. msg.BombedBulletMessage = new();
  349. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  350. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  351. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  352. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  353. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  354. return msg;
  355. }
  356. private static MessageOfObj PickedProp(PickedProp pickedProp)
  357. {
  358. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  359. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  360. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  361. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  362. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  363. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  364. return msg;
  365. }
  366. private static MessageOfObj Classroom(Generator generator)
  367. {
  368. MessageOfObj msg = new MessageOfObj();
  369. msg.ClassroomMessage = new();
  370. msg.ClassroomMessage.X = generator.Position.x;
  371. msg.ClassroomMessage.Y = generator.Position.y;
  372. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  373. return msg;
  374. }
  375. private static MessageOfObj Gate(Doorway doorway)
  376. {
  377. MessageOfObj msg = new MessageOfObj();
  378. msg.GateMessage = new();
  379. msg.GateMessage.X = doorway.Position.x;
  380. msg.GateMessage.Y = doorway.Position.y;
  381. msg.GateMessage.Progress = doorway.OpenDegree;
  382. return msg;
  383. }
  384. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  385. {
  386. MessageOfObj msg = new MessageOfObj();
  387. msg.HiddenGateMessage = new();
  388. msg.HiddenGateMessage.X = Exit.Position.x;
  389. msg.HiddenGateMessage.Y = Exit.Position.y;
  390. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  391. return msg;
  392. }
  393. private static MessageOfObj Door(Door door)
  394. {
  395. MessageOfObj msg = new MessageOfObj();
  396. msg.DoorMessage = new();
  397. msg.DoorMessage.X = door.Position.x;
  398. msg.DoorMessage.Y = door.Position.y;
  399. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  400. msg.DoorMessage.IsOpen = door.IsOpen;
  401. return msg;
  402. }
  403. private static MessageOfObj Chest(Chest chest)
  404. {
  405. MessageOfObj msg = new MessageOfObj();
  406. msg.ChestMessage = new();
  407. msg.ChestMessage.X = chest.Position.x;
  408. msg.ChestMessage.Y = chest.Position.y;
  409. msg.ChestMessage.Progress = chest.OpenDegree;
  410. return msg;
  411. }
  412. }
  413. }