You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

ActionManager.cs 16 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382
  1. using System.Threading;
  2. using GameClass.GameObj;
  3. using GameEngine;
  4. using Preparation.Utility;
  5. using Timothy.FrameRateTask;
  6. namespace Gaming
  7. {
  8. public partial class Game
  9. {
  10. private readonly ActionManager actionManager;
  11. private class ActionManager
  12. {
  13. // 人物移动
  14. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  15. {
  16. if (!playerToMove.Commandable()) return false;
  17. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  18. return true;
  19. }
  20. public bool Stop(Character player)
  21. {
  22. if (player.Commandable())
  23. {
  24. player.PlayerState = PlayerStateType.Null;
  25. return true;
  26. }
  27. return false;
  28. }
  29. public bool Fix(Student player)// 自动检查有无发电机可修
  30. {
  31. if (player.IsGhost() || (!player.Commandable()) || player.PlayerState == PlayerStateType.IsFixing)
  32. return false;
  33. Generator? generatorForFix = null;
  34. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  35. try
  36. {
  37. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  38. {
  39. if (GameData.ApproachToInteract(generator.Position, player.Position))
  40. {
  41. generatorForFix = generator;
  42. break;
  43. }
  44. }
  45. }
  46. finally
  47. {
  48. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  49. }
  50. if (generatorForFix == null || generatorForFix.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
  51. return false;
  52. player.PlayerState = PlayerStateType.IsFixing;
  53. new Thread
  54. (
  55. () =>
  56. {
  57. new FrameRateTaskExecutor<int>(
  58. loopCondition: () => player.PlayerState == PlayerStateType.IsFixing && gameMap.Timer.IsGaming && generatorForFix.DegreeOfFRepair < GameData.degreeOfFixedGenerator && GameData.ApproachToInteract(player.Position, generatorForFix.Position),
  59. loopToDo: () =>
  60. {
  61. generatorForFix.Repair(player.FixSpeed * GameData.frameDuration);
  62. },
  63. timeInterval: GameData.frameDuration,
  64. finallyReturn: () => 0
  65. )
  66. .Start();
  67. if (generatorForFix.DegreeOfFRepair >= GameData.degreeOfFixedGenerator)
  68. {
  69. Doorway exit = (Doorway)gameMap.GameObjDict[GameObjType.Doorway][1];
  70. if (!exit.PowerSupply)
  71. {
  72. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  73. try
  74. {
  75. int numOfFixedGenerator = 0;
  76. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  77. if (generator.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
  78. ++numOfFixedGenerator;
  79. if (numOfFixedGenerator >= GameData.numOfGeneratorRequiredForRepair)
  80. {
  81. gameMap.GameObjLockDict[GameObjType.Doorway].EnterWriteLock();
  82. try
  83. {
  84. foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
  85. doorway.PowerSupply = true;
  86. }
  87. finally
  88. {
  89. gameMap.GameObjLockDict[GameObjType.Doorway].ExitWriteLock();
  90. }
  91. }
  92. }
  93. finally
  94. {
  95. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  96. }
  97. }
  98. }
  99. }
  100. )
  101. { IsBackground = true }.Start();
  102. return true;
  103. }
  104. public bool OpenDoorWay(Student player)
  105. {
  106. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.IsOpeningTheDoorWay)
  107. return false;
  108. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  109. if (doorwayToOpen == null || doorwayToOpen.IsOpening || !doorwayToOpen.PowerSupply)
  110. return false;
  111. player.PlayerState = PlayerStateType.IsOpeningTheDoorWay;
  112. doorwayToOpen.IsOpening = true;
  113. new Thread
  114. (
  115. () =>
  116. {
  117. new FrameRateTaskExecutor<int>(
  118. loopCondition: () => doorwayToOpen.IsOpening && player.PlayerState == PlayerStateType.IsOpeningTheDoorWay && gameMap.Timer.IsGaming && doorwayToOpen.OpenDegree < GameData.degreeOfOpenedDoorway && GameData.ApproachToInteract(player.Position, doorwayToOpen.Position),
  119. loopToDo: () =>
  120. {
  121. doorwayToOpen.OpenDegree += GameData.frameDuration;
  122. },
  123. timeInterval: GameData.frameDuration,
  124. finallyReturn: () => 0
  125. )
  126. .Start();
  127. doorwayToOpen.IsOpening = false;
  128. if (doorwayToOpen.OpenDegree >= GameData.degreeOfOpenedDoorway)
  129. {
  130. if (player.PlayerState == PlayerStateType.IsOpeningTheDoorWay)
  131. player.PlayerState = PlayerStateType.Null;
  132. }
  133. }
  134. )
  135. { IsBackground = true }.Start();
  136. return true;
  137. }
  138. public bool Escape(Student player)
  139. {
  140. if (!(player.Commandable()))
  141. return false;
  142. Doorway? doorwayForEscape = null;
  143. gameMap.GameObjLockDict[GameObjType.Doorway].EnterReadLock();
  144. try
  145. {
  146. foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
  147. {
  148. if (GameData.IsInTheSameCell(doorway.Position, player.Position))
  149. {
  150. doorwayForEscape = doorway;
  151. break;
  152. }
  153. }
  154. }
  155. finally
  156. {
  157. gameMap.GameObjLockDict[GameObjType.Doorway].ExitReadLock();
  158. }
  159. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  160. {
  161. player.Die(PlayerStateType.IsEscaped);
  162. return true;
  163. }
  164. else
  165. return false;
  166. }
  167. public bool Treat(Student player, Student playerTreated)
  168. {
  169. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.IsTreating ||
  170. (!playerTreated.Commandable()) ||
  171. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  172. return false;
  173. if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
  174. {
  175. playerTreated.HP = playerTreated.MaxHp;
  176. playerTreated.DegreeOfTreatment = 0;
  177. return false;
  178. }
  179. if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
  180. {
  181. playerTreated.HP += GameData.basicTreatmentDegree;
  182. playerTreated.DegreeOfTreatment = 0;
  183. return false;
  184. }
  185. new Thread
  186. (
  187. () =>
  188. {
  189. new FrameRateTaskExecutor<int>(
  190. loopCondition: () => playerTreated.PlayerState == PlayerStateType.IsTreated && player.PlayerState == PlayerStateType.IsTreating && gameMap.Timer.IsGaming && playerTreated.HP + playerTreated.DegreeOfTreatment < playerTreated.MaxHp && playerTreated.DegreeOfTreatment < GameData.basicTreatmentDegree && GameData.ApproachToInteract(playerTreated.Position, player.Position),
  191. loopToDo: () =>
  192. {
  193. playerTreated.DegreeOfTreatment += GameData.frameDuration * player.TreatSpeed;
  194. },
  195. timeInterval: GameData.frameDuration,
  196. finallyReturn: () => 0
  197. )
  198. .Start();
  199. if (playerTreated.PlayerState == PlayerStateType.IsTreated) playerTreated.PlayerState = PlayerStateType.Null;
  200. if (player.PlayerState == PlayerStateType.IsTreating) player.PlayerState = PlayerStateType.Null;
  201. if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
  202. {
  203. playerTreated.HP = playerTreated.MaxHp;
  204. playerTreated.DegreeOfTreatment = 0;
  205. }
  206. else
  207. if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
  208. {
  209. playerTreated.HP += GameData.basicTreatmentDegree;
  210. playerTreated.DegreeOfTreatment = 0;
  211. }
  212. }
  213. )
  214. { IsBackground = true }.Start();
  215. return true;
  216. }
  217. public bool Rescue(Student player, Student playerRescued)
  218. {
  219. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.IsAddicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  220. return false;
  221. player.PlayerState = PlayerStateType.IsRescuing;
  222. playerRescued.PlayerState = PlayerStateType.IsRescued;
  223. player.TimeOfRescue = 0;
  224. new Thread
  225. (
  226. () =>
  227. {
  228. new FrameRateTaskExecutor<int>(
  229. loopCondition: () => playerRescued.PlayerState == PlayerStateType.IsRescued && player.PlayerState == PlayerStateType.IsRescuing && gameMap.Timer.IsGaming && GameData.ApproachToInteract(playerRescued.Position, player.Position),
  230. loopToDo: () =>
  231. {
  232. player.TimeOfRescue += GameData.frameDuration;
  233. },
  234. timeInterval: GameData.frameDuration,
  235. finallyReturn: () => 0,
  236. maxTotalDuration: GameData.basicTimeOfRescue
  237. )
  238. .Start();
  239. if (player.TimeOfRescue >= GameData.basicTimeOfRescue)
  240. {
  241. if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
  242. if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.Null;
  243. }
  244. else
  245. {
  246. if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
  247. if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.IsAddicted;
  248. }
  249. player.TimeOfRescue = 0;
  250. }
  251. )
  252. { IsBackground = true }.Start();
  253. return true;
  254. }
  255. public bool OpenChest(Character player)
  256. {
  257. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.IsOpeningTheChest)
  258. return false;
  259. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  260. if (chestToOpen == null || chestToOpen.IsOpen)
  261. return false;
  262. player.PlayerState = PlayerStateType.IsOpeningTheChest;
  263. new Thread
  264. (
  265. () =>
  266. {
  267. int OpenDegree = 0;
  268. new FrameRateTaskExecutor<int>(
  269. loopCondition: () => player.PlayerState == PlayerStateType.IsOpeningTheChest && gameMap.Timer.IsGaming && OpenDegree < player.TimeOfOpenChest,
  270. loopToDo: () =>
  271. {
  272. OpenDegree += GameData.frameDuration;
  273. },
  274. timeInterval: GameData.frameDuration,
  275. finallyReturn: () => 0
  276. )
  277. .Start();
  278. if (OpenDegree >= player.TimeOfOpenChest)
  279. {
  280. chestToOpen.IsOpen = true;
  281. if (player.PlayerState == PlayerStateType.IsOpeningTheChest)
  282. player.PlayerState = PlayerStateType.Null;
  283. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  284. {
  285. Prop prop = chestToOpen.PropInChest[i];
  286. chestToOpen.PropInChest[i] = null;
  287. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  288. gameMap.Add(prop);
  289. }
  290. }
  291. }
  292. )
  293. { IsBackground = true }.Start();
  294. return true;
  295. }
  296. /*
  297. private void ActivateMine(Character player, Mine mine)
  298. {
  299. gameMap.ObjListLock.EnterWriteLock();
  300. try { gameMap.ObjList.Remove(mine); }
  301. catch { }
  302. finally { gameMap.ObjListLock.ExitWriteLock(); }
  303. switch (mine.GetPropType())
  304. {
  305. case PropType.Dirt:
  306. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  307. break;
  308. case PropType.Attenuator:
  309. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  310. break;
  311. case PropType.Divider:
  312. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  313. break;
  314. }
  315. }
  316. */
  317. private readonly Map gameMap;
  318. private readonly MoveEngine moveEngine;
  319. public ActionManager(Map gameMap)
  320. {
  321. this.gameMap = gameMap;
  322. this.moveEngine = new MoveEngine(
  323. gameMap: gameMap,
  324. OnCollision: (obj, collisionObj, moveVec) =>
  325. {
  326. //if (collisionObj is Mine)
  327. //{
  328. // ActivateMine((Character)obj, (Mine)collisionObj);
  329. // return MoveEngine.AfterCollision.ContinueCheck;
  330. //}
  331. return MoveEngine.AfterCollision.MoveMax;
  332. },
  333. EndMove: obj =>
  334. {
  335. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  336. }
  337. );
  338. }
  339. }
  340. }
  341. }