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SkillManager.ActiveSkill.cs 23 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public static bool CanBeginToCharge(Character player)
  14. {
  15. if ((!player.Commandable())) return false;
  16. ActiveSkill skill = player.FindActiveSkill(ActiveSkillType.CanBeginToCharge);
  17. Debugger.Output(player, "can begin to charge!");
  18. return ActiveSkillEffect(skill, player, () =>
  19. {
  20. player.AddMoveSpeed(skill.DurationTime, 3.0);
  21. //See SkillWhenColliding in ActionManager
  22. },
  23. () =>
  24. { });
  25. }
  26. public bool ShowTime(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. ActiveSkill skill = player.FindActiveSkill(ActiveSkillType.ShowTime);
  30. return ActiveSkillEffect(skill, player, () =>
  31. {
  32. player.AddMoveSpeed(skill.DurationTime, 0.8);
  33. new Thread
  34. (
  35. () =>
  36. {
  37. new FrameRateTaskExecutor<int>(
  38. loopCondition: () => player.Commandable() && gameMap.Timer.IsGaming,
  39. loopToDo: () =>
  40. {
  41. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  42. {
  43. if (!person.IsGhost() && person.CharacterType != CharacterType.Robot && !person.NoHp())
  44. {
  45. double dis = XY.DistanceFloor3(person.Position, player.Position);
  46. if (dis >= player.AlertnessRadius)
  47. {
  48. person.AddMoveSpeed(GameData.checkIntervalWhenShowTime, dis / player.AlertnessRadius);
  49. actionManager.MovePlayerWhenStunned(person, GameData.checkIntervalWhenShowTime, (player.Position - person.Position).Angle());
  50. }
  51. else if (dis >= player.ViewRange)
  52. {
  53. Student student = (Student)person;
  54. student.GamingAddiction.AddPositiveV(GameData.checkIntervalWhenShowTime);
  55. if (student.GamingAddiction.IsMaxV())
  56. {
  57. characterManager.Die(student);
  58. }
  59. }
  60. }
  61. }
  62. },
  63. timeInterval: GameData.checkIntervalWhenShowTime,
  64. maxTotalDuration: skill.DurationTime,
  65. finallyReturn: () => 0
  66. )
  67. .Start();
  68. }
  69. )
  70. { IsBackground = true }.Start();
  71. },
  72. () =>
  73. {
  74. }
  75. );
  76. }
  77. public static bool BecomeInvisible(Character player)
  78. {
  79. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.BecomeInvisible);
  80. long stateNum = player.SetPlayerState(RunningStateType.RunningForcibly, PlayerStateType.UsingSkill);
  81. if (stateNum == -1)
  82. {
  83. return false;
  84. }
  85. return ActiveSkillEffect(activeSkill, player, () =>
  86. {
  87. player.AddScore(GameData.ScoreBecomeInvisible);
  88. player.AddInvisible(activeSkill.DurationTime);
  89. Debugger.Output(player, "become invisible!");
  90. },
  91. () =>
  92. {
  93. player.ResetPlayerState(stateNum);
  94. }
  95. );
  96. }
  97. public static bool UseRobot(Character player, int robotID)
  98. {
  99. if ((robotID - player.PlayerID) % GameData.numOfPeople != 0) return false;
  100. if ((robotID - (int)player.PlayerID) / GameData.numOfPeople < 0 || (robotID - (int)player.PlayerID) / GameData.numOfPeople > GameData.maxSummonedGolemNum) return false;
  101. UseRobot activeSkill = (UseRobot)player.FindActiveSkill(ActiveSkillType.UseRobot);
  102. lock (activeSkill.ActiveSkillUseLock)
  103. {
  104. if (robotID == player.PlayerID)
  105. {
  106. lock (player.ActionLock)
  107. {
  108. if (player.PlayerState == PlayerStateType.UsingSkill && player.WhatInteractingWith == null)
  109. player.SetPlayerStateNaturally();
  110. activeSkill.NowPlayerID = robotID;
  111. }
  112. }
  113. else
  114. {
  115. SummonGolem summonGolemSkill = (SummonGolem)player.FindActiveSkill(ActiveSkillType.SummonGolem);
  116. if (summonGolemSkill.GolemStateArray[(robotID - (int)player.PlayerID) / GameData.numOfPeople - 1] == 2)
  117. {
  118. activeSkill.NowPlayerID = robotID;
  119. }
  120. else return false;
  121. long stateNum = player.SetPlayerState(RunningStateType.RunningForcibly, PlayerStateType.UsingSkill);
  122. if (stateNum == -1)
  123. {
  124. activeSkill.NowPlayerID = (int)player.PlayerID;
  125. return false;
  126. }
  127. }
  128. return ActiveSkillEffect(activeSkill, player, () => { }, () => { }
  129. );
  130. }
  131. }
  132. public static bool JumpyBomb(Character player)
  133. {
  134. if ((!player.Commandable())) return false;
  135. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.JumpyBomb), player, () =>
  136. {
  137. player.BulletOfPlayer = BulletType.BombBomb;
  138. Debugger.Output(player, "uses jumpybomb!");
  139. },
  140. () =>
  141. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  142. }
  143. public bool SparksNSplash(Character player, int AttackID)
  144. {
  145. Character? whoAttacked = gameMap.FindPlayerInPlayerID(AttackID);
  146. if (whoAttacked == null || whoAttacked.NoHp())
  147. return false;
  148. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.SparksNSplash);
  149. return ActiveSkillEffect(activeSkill, player, () =>
  150. {
  151. new Thread
  152. (
  153. () =>
  154. {
  155. Bullet? homingMissile = null;
  156. double dis;
  157. new FrameRateTaskExecutor<int>(
  158. loopCondition: () => gameMap.Timer.IsGaming && !whoAttacked.NoHp(),
  159. loopToDo: () =>
  160. {
  161. dis = ((homingMissile == null || homingMissile.IsRemoved) ? double.MaxValue : XY.DistanceFloor3(homingMissile.Position, whoAttacked.Position));
  162. foreach (Bullet bullet in gameMap.GameObjDict[GameObjType.Bullet])
  163. {
  164. if (!bullet.CanMove && XY.DistanceFloor3(bullet.Position, whoAttacked.Position) < dis && bullet.TypeOfBullet == BulletType.JumpyDumpty)
  165. {
  166. homingMissile = bullet;
  167. dis = XY.DistanceFloor3(bullet.Position, whoAttacked.Position);
  168. }
  169. }
  170. if (homingMissile != null)
  171. {
  172. homingMissile.CanMove.SetReturnOri(true);
  173. attackManager.moveEngine.MoveObj(homingMissile, GameData.checkIntervalWhenSparksNSplash - 1, (whoAttacked.Position - homingMissile.Position).Angle(), ++homingMissile.StateNum);
  174. }
  175. },
  176. timeInterval: GameData.checkIntervalWhenSparksNSplash,
  177. maxTotalDuration: activeSkill.DurationTime,
  178. finallyReturn: () => 0
  179. )
  180. .Start();
  181. }
  182. )
  183. { IsBackground = true }.Start();
  184. Debugger.Output(player, "uses sparks n splash!");
  185. },
  186. () =>
  187. { });
  188. }
  189. public bool WriteAnswers(Character player)
  190. {
  191. if ((!player.Commandable())) return false;
  192. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.WriteAnswers);
  193. return ActiveSkillEffect(activeSkill, player, () =>
  194. {
  195. Generator? generator = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  196. if (generator != null)
  197. {
  198. if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player))
  199. gameMap.AddNumOfRepairedGenerators();
  200. Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
  201. ((WriteAnswers)activeSkill).DegreeOfMeditation.SetReturnOri(0);
  202. }
  203. },
  204. () =>
  205. { });
  206. }
  207. public bool SummonGolem(Character player)
  208. {
  209. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.SummonGolem);
  210. int num = ((SummonGolem)activeSkill).BuildGolem();
  211. if (num >= GameData.maxSummonedGolemNum) return false;
  212. XY res = player.Position + new XY(player.FacingDirection, player.Radius * 2);
  213. lock (activeSkill.ActiveSkillUseLock)
  214. {
  215. CraftingBench craftingBench = new(res, player, num);
  216. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.UsingSkill, craftingBench);
  217. if (stateNum == -1)
  218. {
  219. ((SummonGolem)activeSkill).DeleteGolem(num);
  220. return false;
  221. }
  222. return ActiveSkillEffect(activeSkill, player, () =>
  223. {
  224. player.ThreadNum.WaitOne();
  225. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  226. {
  227. ((SummonGolem)activeSkill).DeleteGolem(num);
  228. player.ThreadNum.Release();
  229. }
  230. else
  231. {
  232. if (actionManager.moveEngine.CheckCollision(craftingBench, res) != null)
  233. {
  234. ((SummonGolem)activeSkill).DeleteGolem(num);
  235. if (player.ResetPlayerState(stateNum))
  236. player.ThreadNum.Release();
  237. }
  238. else
  239. {
  240. craftingBench.ParentStateNum = stateNum;
  241. gameMap.Add(craftingBench);
  242. }
  243. }
  244. },
  245. () =>
  246. {
  247. if (player.ResetPlayerState(stateNum))
  248. {
  249. gameMap.RemoveJustFromMap(craftingBench);
  250. Golem? golem = (Golem?)characterManager.AddPlayer(res, player.TeamID, (num + 1) * GameData.numOfPeople + player.PlayerID, CharacterType.Robot, player);
  251. if (golem == null)
  252. {
  253. ((SummonGolem)activeSkill).AddGolem(num);
  254. }
  255. player.ThreadNum.Release();
  256. }
  257. }
  258. );
  259. }
  260. }
  261. public static bool UseKnife(Character player)
  262. {
  263. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.UseKnife), player, () =>
  264. {
  265. player.BulletOfPlayer = BulletType.FlyingKnife;
  266. Debugger.Output(player, "uses flyingknife!");
  267. },
  268. () =>
  269. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  270. }
  271. public bool Howl(Character player)
  272. {
  273. if ((!player.Commandable())) return false;
  274. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Howl), player, () =>
  275. {
  276. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  277. {
  278. if (!character.IsGhost() && !character.NoHp() && XY.DistanceFloor3(character.Position, player.Position) <= player.ViewRange)
  279. {
  280. if (CharacterManager.BeStunned(character, GameData.timeOfStudentStunnedWhenHowl) > 0)
  281. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStudentStunnedWhenHowl));
  282. }
  283. }
  284. characterManager.BackSwing(player, GameData.timeOfGhostSwingingAfterHowl);
  285. Debugger.Output(player, "howled!");
  286. },
  287. () =>
  288. { });
  289. }
  290. public bool Punish(Character player)
  291. {
  292. if ((!player.Commandable())) return false;
  293. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Punish), player, () =>
  294. {
  295. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  296. {
  297. if (character.IsGhost() &&
  298. (character.PlayerState == PlayerStateType.TryingToAttack || character.PlayerState == PlayerStateType.Swinging
  299. || character.PlayerState == PlayerStateType.UsingSkill
  300. || character.PlayerState == PlayerStateType.LockingTheDoor || character.PlayerState == PlayerStateType.OpeningTheDoor
  301. || character.PlayerState == PlayerStateType.ClimbingThroughWindows)
  302. && XY.DistanceFloor3(character.Position, player.Position) <= player.ViewRange / 3)
  303. {
  304. int stunTime = (GameData.timeOfGhostStunnedWhenPunish + (int)((GameData.factorOfTimeStunnedWhenPunish * (player.HP.GetMaxV() - player.HP) / GameData.basicApOfGhost))) / characterManager.FactorTeacher;
  305. if (CharacterManager.BeStunned(character, stunTime) > 0)
  306. player.AddScore(GameData.StudentScoreTrickerBeStunned(stunTime) / characterManager.FactorTeacher);
  307. break;
  308. }
  309. }
  310. Debugger.Output(player, "uses punishing!");
  311. },
  312. () =>
  313. { });
  314. }
  315. public bool HaveTea(Character player, int angle1000)
  316. {
  317. XY res = player.Position + new XY(angle1000 / 1000.0, GameData.distanceOfHaveTea);
  318. if (res.x <= GameData.numOfPosGridPerCell || res.y <= GameData.numOfPosGridPerCell || res.x >= GameData.numOfPosGridPerCell * (GameData.rows - 1) || res.y >= GameData.numOfPosGridPerCell * (GameData.cols - 1))
  319. return false;
  320. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.UsingSkill);
  321. if (stateNum == -1)
  322. {
  323. return false;
  324. }
  325. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.HaveTea), player, () =>
  326. {
  327. player.ThreadNum.WaitOne();
  328. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  329. {
  330. player.ThreadNum.Release();
  331. }
  332. else
  333. {
  334. if (actionManager.moveEngine.CheckCollision(player, res) != null)
  335. {
  336. player.ThreadNum.Release();
  337. }
  338. else
  339. {
  340. Debugger.Output("NO Collision!");
  341. player.ReSetPos(res);
  342. player.ThreadNum.Release();
  343. player.ResetPlayerState(stateNum);
  344. Debugger.Output(player, "have tea!");
  345. }
  346. }
  347. },
  348. () =>
  349. { });
  350. }
  351. public bool Rouse(Character player)
  352. {
  353. if ((!player.Commandable())) return false;
  354. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Rouse), player, () =>
  355. {
  356. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  357. {
  358. lock (character.ActionLock)
  359. {
  360. if ((character.PlayerState == PlayerStateType.Addicted) && gameMap.CanSee(player, character))
  361. {
  362. character.SetPlayerStateNaturally();
  363. character.HP.SetPositiveV(GameData.RemainHpWhenAddLife);
  364. ((Student)character).TimeOfRescue.SetReturnOri(0);
  365. player.AddScore(GameData.StudentScoreRescue);
  366. break;
  367. }
  368. }
  369. }
  370. Debugger.Output(player, "rouse someone!");
  371. },
  372. () =>
  373. { });
  374. }
  375. public bool Encourage(Character player)
  376. {
  377. if ((!player.Commandable())) return false;
  378. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Encourage), player, () =>
  379. {
  380. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  381. {
  382. if ((character.HP < character.HP.GetMaxV()) && gameMap.CanSee(player, character))
  383. {
  384. player.AddScore(GameData.StudentScoreTreat(GameData.addHpWhenEncourage));
  385. character.HP.AddPositiveV(GameData.addHpWhenEncourage);
  386. ((Student)character).SetDegreeOfTreatment0();
  387. break;
  388. }
  389. }
  390. Debugger.Output(player, "encourage someone!");
  391. },
  392. () =>
  393. { });
  394. }
  395. public bool Inspire(Character player)
  396. {
  397. if ((!player.Commandable())) return false;
  398. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Inspire), player, () =>
  399. {
  400. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  401. {
  402. if (gameMap.CanSee(player, character) && !character.IsGhost())
  403. {
  404. player.AddScore(GameData.ScoreInspire);
  405. character.AddMoveSpeed(GameData.timeOfAddingSpeedWhenInspire, GameData.addedTimeOfSpeedWhenInspire);
  406. }
  407. }
  408. Debugger.Output(player, "inspires!");
  409. },
  410. () =>
  411. { });
  412. }
  413. public static bool ActiveSkillEffect(ActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  414. {
  415. lock (activeSkill.ActiveSkillUseLock)
  416. {
  417. if (activeSkill.SkillCD.TryUse())
  418. {
  419. new Thread
  420. (() =>
  421. {
  422. startSkill();
  423. activeSkill.IsBeingUsed = true;
  424. Thread.Sleep(activeSkill.DurationTime);
  425. endSkill();
  426. activeSkill.IsBeingUsed = false;
  427. Debugger.Output(player, "return to normal.");
  428. }
  429. )
  430. { IsBackground = true }.Start();
  431. return true;
  432. }
  433. else
  434. {
  435. Debugger.Output(player, "CommonSkill is cooling down!");
  436. return false;
  437. }
  438. }
  439. }
  440. }
  441. }
  442. }