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Character.cs 19 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Numerics;
  6. using System.Runtime.InteropServices;
  7. using System.Threading;
  8. namespace GameClass.GameObj
  9. {
  10. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  11. {
  12. private readonly object beAttackedLock = new();
  13. #region 装弹相关的基本属性及方法
  14. /// <summary>
  15. /// 装弹冷却
  16. /// </summary>
  17. protected int cd;
  18. public int CD
  19. {
  20. get => cd;
  21. private set
  22. {
  23. lock (gameObjLock)
  24. {
  25. cd = value;
  26. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", value));
  27. }
  28. }
  29. }
  30. public int OrgCD { get; protected set; }
  31. protected int maxBulletNum;
  32. public int MaxBulletNum => maxBulletNum; // 人物最大子弹数
  33. protected int bulletNum;
  34. public int BulletNum => bulletNum; // 目前持有的子弹数
  35. public readonly BulletType OriBulletOfPlayer;
  36. private BulletType bulletOfPlayer;
  37. public BulletType BulletOfPlayer
  38. {
  39. get => bulletOfPlayer;
  40. set
  41. {
  42. lock (gameObjLock)
  43. bulletOfPlayer = value;
  44. }
  45. }
  46. /// <summary>
  47. /// 进行一次攻击
  48. /// </summary>
  49. /// <returns>攻击操作发出的子弹</returns>
  50. public Bullet? Attack(XY pos, PlaceType place)
  51. {
  52. if (TrySubBulletNum())
  53. return BulletFactory.GetBullet(this, place, pos);
  54. else
  55. return null;
  56. }
  57. /// <summary>
  58. /// 尝试将子弹数量减1
  59. /// </summary>
  60. /// <returns>减操作是否成功</returns>
  61. private bool TrySubBulletNum()
  62. {
  63. lock (gameObjLock)
  64. {
  65. if (bulletNum > 0)
  66. {
  67. --bulletNum;
  68. return true;
  69. }
  70. return false;
  71. }
  72. }
  73. /// <summary>
  74. /// 尝试将子弹数量加1
  75. /// </summary>
  76. /// <returns>加操作是否成功</returns>
  77. public bool TryAddBulletNum()
  78. {
  79. lock (gameObjLock)
  80. {
  81. if (bulletNum < maxBulletNum)
  82. {
  83. ++bulletNum;
  84. return true;
  85. }
  86. return false;
  87. }
  88. }
  89. /// <summary>
  90. /// 遭受攻击
  91. /// </summary>
  92. /// <param name="subHP"></param>
  93. /// <param name="hasSpear"></param>
  94. /// <param name="attacker">伤害来源</param>
  95. /// <returns>人物在受到攻击后死了吗</returns>
  96. public bool BeAttacked(Bullet bullet)
  97. {
  98. lock (beAttackedLock)
  99. {
  100. if (hp <= 0)
  101. return false; // 原来已经死了
  102. if (bullet.Parent.TeamID != this.TeamID)
  103. {
  104. if (HasShield)
  105. {
  106. if (bullet.HasSpear)
  107. _ = TrySubHp(bullet.AP);
  108. else
  109. return false;
  110. }
  111. else
  112. {
  113. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * TrySubHp(bullet.AP)));
  114. }
  115. #if DEBUG
  116. Console.WriteLine($"PlayerID:{ID} is being shot! Now his hp is {hp}.");
  117. #endif
  118. if (hp <= 0)
  119. TryActivatingLIFE(); // 如果有复活甲
  120. }
  121. return hp <= 0;
  122. }
  123. }
  124. /// <summary>
  125. /// 攻击被反弹,反弹伤害不会再被反弹
  126. /// </summary>
  127. /// <param name="subHP"></param>
  128. /// <param name="hasSpear"></param>
  129. /// <param name="bouncer">反弹伤害者</param>
  130. /// <returns>是否因反弹伤害而死</returns>
  131. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  132. {
  133. lock (beAttackedLock)
  134. {
  135. if (hp <= 0)
  136. return false;
  137. if (!(bouncer?.TeamID == this.TeamID))
  138. {
  139. if (hasSpear || !HasShield)
  140. _ = TrySubHp(subHP);
  141. if (hp <= 0)
  142. TryActivatingLIFE();
  143. }
  144. return hp <= 0;
  145. }
  146. }
  147. #endregion
  148. #region 感知相关的基本属性及方法
  149. /// <summary>
  150. /// 是否在隐身
  151. /// </summary>
  152. private bool isInvisible = false;
  153. public bool IsInvisible
  154. {
  155. get => isInvisible;
  156. set
  157. {
  158. lock (gameObjLock)
  159. {
  160. isInvisible = value;
  161. }
  162. }
  163. }
  164. private Dictionary<BgmType, double> bgmDictionary = new();
  165. public Dictionary<BgmType, double> BgmDictionary
  166. {
  167. get => bgmDictionary;
  168. private set
  169. {
  170. lock (gameObjLock)
  171. {
  172. bgmDictionary = value;
  173. }
  174. }
  175. }
  176. public void AddBgm(BgmType bgm, double value)
  177. {
  178. if (BgmDictionary.ContainsKey(bgm))
  179. BgmDictionary[bgm] = value;
  180. else BgmDictionary.Add(bgm, value);
  181. }
  182. private int alertnessRadius;
  183. public int AlertnessRadius
  184. {
  185. get => alertnessRadius;
  186. set
  187. {
  188. lock (gameObjLock)
  189. {
  190. alertnessRadius = value;
  191. }
  192. }
  193. }
  194. private double concealment;
  195. public double Concealment
  196. {
  197. get => concealment;
  198. set
  199. {
  200. lock (gameObjLock)
  201. {
  202. concealment = value;
  203. }
  204. }
  205. }
  206. private int viewRange;
  207. public int ViewRange
  208. {
  209. get => viewRange;
  210. set
  211. {
  212. lock (gameObjLock)
  213. {
  214. viewRange = (value > 0) ? value : 0;
  215. }
  216. }
  217. }
  218. #endregion
  219. #region 交互相关的基本属性及方法
  220. private int timeOfOpeningOrLocking;
  221. public int TimeOfOpeningOrLocking
  222. {
  223. get => timeOfOpeningOrLocking;
  224. set
  225. {
  226. lock (gameObjLock)
  227. {
  228. timeOfOpeningOrLocking = value;
  229. }
  230. }
  231. }
  232. private int speedOfClimbingThroughWindows;
  233. public int SpeedOfClimbingThroughWindows
  234. {
  235. get => speedOfClimbingThroughWindows;
  236. set
  237. {
  238. lock (gameObjLock)
  239. {
  240. speedOfClimbingThroughWindows = value;
  241. }
  242. }
  243. }
  244. private int timeOfOpenChest;
  245. public int TimeOfOpenChest
  246. {
  247. get => timeOfOpenChest;
  248. set
  249. {
  250. lock (gameObjLock)
  251. {
  252. timeOfOpenChest = value;
  253. }
  254. }
  255. }
  256. #endregion
  257. #region 血量相关的基本属性及方法
  258. public int MaxHp { get; protected set; } // 最大血量
  259. protected int hp;
  260. public int HP
  261. {
  262. get => hp;
  263. set
  264. {
  265. if (value > 0)
  266. {
  267. lock (gameObjLock)
  268. hp = value <= MaxHp ? value : MaxHp;
  269. }
  270. else
  271. lock (gameObjLock)
  272. hp = 0;
  273. }
  274. }
  275. /// <summary>
  276. /// 尝试加血
  277. /// </summary>
  278. /// <param name="add">欲加量</param>
  279. /// <returns>加操作是否成功</returns>
  280. public bool TryAddHp(int add)
  281. {
  282. if (hp < MaxHp)
  283. {
  284. lock (gameObjLock)
  285. hp = MaxHp > hp + add ? hp + add : MaxHp;
  286. Debugger.Output(this, " hp has added to: " + hp.ToString());
  287. return true;
  288. }
  289. return false;
  290. }
  291. /// <summary>
  292. /// 尝试减血
  293. /// </summary>
  294. /// <param name="sub">减血量</param>
  295. /// <returns>减操作是否成功</returns>
  296. public int TrySubHp(int sub)
  297. {
  298. int previousHp = hp;
  299. lock (gameObjLock)
  300. hp = hp >= sub ? 0 : hp - sub;
  301. Debugger.Output(this, " hp has subed to: " + hp.ToString());
  302. return previousHp - hp;
  303. }
  304. private double vampire = 0; // 回血率:0-1之间
  305. public double Vampire
  306. {
  307. get => vampire;
  308. set
  309. {
  310. if (value > 1)
  311. lock (gameObjLock)
  312. vampire = 1;
  313. else if (value < 0)
  314. lock (gameObjLock)
  315. vampire = 0;
  316. else
  317. lock (gameObjLock)
  318. vampire = value;
  319. }
  320. }
  321. private double oriVampire = 0;
  322. public double OriVampire
  323. {
  324. get => oriVampire;
  325. set
  326. {
  327. if (value > 1)
  328. lock (gameObjLock)
  329. vampire = 1;
  330. else if (value < 0)
  331. lock (gameObjLock)
  332. vampire = 0;
  333. else
  334. lock (gameObjLock)
  335. vampire = value;
  336. }
  337. }
  338. #endregion
  339. private PlayerStateType playerState = PlayerStateType.Null;
  340. public PlayerStateType PlayerState
  341. {
  342. get
  343. {
  344. if (playerState == PlayerStateType.Null && IsMoving) return PlayerStateType.Moving;
  345. return playerState;
  346. }
  347. set
  348. {
  349. if (value != PlayerStateType.Moving)
  350. lock (gameObjLock)
  351. IsMoving = false;
  352. lock (gameObjLock) playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  353. }
  354. }
  355. public bool Commandable() => (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  356. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescuing
  357. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  358. && playerState != PlayerStateType.ClimbingThroughWindows && playerState != PlayerStateType.Stunned);
  359. public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.LockingOrOpeningTheDoor || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  360. public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  361. private int score = 0;
  362. public int Score
  363. {
  364. get => score;
  365. }
  366. /// <summary>
  367. /// 加分
  368. /// </summary>
  369. /// <param name="add">增加量</param>
  370. public void AddScore(int add)
  371. {
  372. lock (gameObjLock)
  373. {
  374. score += add;
  375. Debugger.Output(this, " 's score has been added to: " + score.ToString());
  376. }
  377. }
  378. /// <summary>
  379. /// 减分
  380. /// </summary>
  381. /// <param name="sub">减少量</param>
  382. public void SubScore(int sub)
  383. {
  384. lock (gameObjLock)
  385. {
  386. score -= sub;
  387. Debugger.Output(this, " 's score has been subed to: " + score.ToString());
  388. }
  389. }
  390. /// <summary>
  391. /// 角色所属队伍ID
  392. /// </summary>
  393. private long teamID = long.MaxValue;
  394. public long TeamID
  395. {
  396. get => teamID;
  397. set
  398. {
  399. lock (gameObjLock)
  400. {
  401. teamID = value;
  402. Debugger.Output(this, " joins in the team: " + value.ToString());
  403. }
  404. }
  405. }
  406. private long playerID = long.MaxValue;
  407. public long PlayerID
  408. {
  409. get => playerID;
  410. set
  411. {
  412. lock (gameObjLock)
  413. {
  414. playerID = value;
  415. }
  416. }
  417. }
  418. /// <summary>
  419. /// 角色携带的信息
  420. /// </summary>
  421. private string message = "THUAI6";
  422. public string Message
  423. {
  424. get => message;
  425. set
  426. {
  427. lock (gameObjLock)
  428. {
  429. message = value;
  430. }
  431. }
  432. }
  433. #region 道具和buff相关属性、方法
  434. private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory]
  435. {new NullProp(), new NullProp(),new NullProp() };
  436. public Prop[] PropInventory
  437. {
  438. get => propInventory;
  439. set
  440. {
  441. lock (gameObjLock)
  442. {
  443. propInventory = value;
  444. Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
  445. }
  446. }
  447. }
  448. /// <summary>
  449. /// 使用物品栏中的道具
  450. /// </summary>
  451. /// <returns>被使用的道具</returns>
  452. public Prop UseProp(int indexing)
  453. {
  454. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  455. return new NullProp();
  456. lock (gameObjLock)
  457. {
  458. Prop prop = propInventory[indexing];
  459. PropInventory[indexing] = new NullProp();
  460. return prop;
  461. }
  462. }
  463. /// <summary>
  464. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  465. /// </summary>
  466. public int IndexingOfAddProp()
  467. {
  468. int indexing = 0;
  469. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  470. if (PropInventory[indexing].GetPropType() == PropType.Null)
  471. break;
  472. return indexing;
  473. }
  474. public void AddMoveSpeed(int buffTime, double add = 2.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  475. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  476. OrgMoveSpeed);
  477. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  478. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  479. public bool HasShield => buffManager.HasShield;
  480. public void AddLIFE(int LIFETime) => buffManager.AddLIFE(LIFETime);
  481. public bool HasLIFE => buffManager.HasLIFE;
  482. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  483. public bool HasSpear => buffManager.HasSpear;
  484. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  485. public Dictionary<BuffType, bool> Buff
  486. {
  487. get
  488. {
  489. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  490. foreach (BuffType type in buffTypeArray)
  491. {
  492. if (type != BuffType.Null)
  493. buff.Add(type, GetBuffStatus(type));
  494. }
  495. return buff;
  496. }
  497. }
  498. private bool GetBuffStatus(BuffType type)
  499. {
  500. switch (type)
  501. {
  502. case BuffType.Spear:
  503. return this.HasSpear;
  504. case BuffType.AddSpeed:
  505. return this.HasFasterSpeed;
  506. case BuffType.Shield:
  507. return this.HasShield;
  508. case BuffType.AddLIFE:
  509. return this.HasLIFE;
  510. default:
  511. return false;
  512. }
  513. }
  514. private void TryActivatingLIFE()
  515. {
  516. if (buffManager.TryActivatingLIFE())
  517. {
  518. hp = MaxHp;
  519. }
  520. }
  521. #endregion
  522. /* public override void Reset() // 要加锁吗?
  523. {
  524. lock (gameObjLock)
  525. {
  526. // _ = AddDeathCount();
  527. base.Reset();
  528. this.MoveSpeed = OrgMoveSpeed;
  529. HP = MaxHp;
  530. PropInventory = null;
  531. BulletOfPlayer = OriBulletOfPlayer;
  532. lock (gameObjLock)
  533. bulletNum = maxBulletNum;
  534. buffManager.ClearAll();
  535. IsInvisible = false;
  536. this.Vampire = this.OriVampire;
  537. }
  538. }*/
  539. public void Die(PlayerStateType playerStateType)
  540. {
  541. lock (gameObjLock)
  542. {
  543. playerState = playerStateType;
  544. CanMove = false;
  545. IsResetting = true;
  546. Position = GameData.PosWhoDie;
  547. place = PlaceType.Grass;
  548. }
  549. }
  550. public override bool IsRigid => true;
  551. public override ShapeType Shape => ShapeType.Circle;
  552. protected override bool IgnoreCollideExecutor(IGameObj targetObj)
  553. {
  554. if (IsResetting)
  555. return true;
  556. if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞
  557. {
  558. return true;
  559. }
  560. return false;
  561. }
  562. }
  563. }