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ActionManager.cs 22 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()) return false;
  38. if (playerToMove.IsMoving) return false;
  39. characterManager.SetPlayerState(playerToMove, PlayerStateType.Moving);
  40. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  41. return true;
  42. }
  43. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  44. {
  45. if (!playerToMove.Commandable() && playerToMove.PlayerState != PlayerStateType.Stunned) return false;
  46. characterManager.BeStunned(playerToMove, moveTimeInMilliseconds);
  47. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  48. return true;
  49. }
  50. public bool Stop(Character player)
  51. {
  52. if (player.Commandable())
  53. {
  54. characterManager.SetPlayerState(player);
  55. return true;
  56. }
  57. return false;
  58. }
  59. public bool Fix(Student player)// 自动检查有无发电机可修
  60. {
  61. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  62. return false;
  63. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  64. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  65. return false;
  66. ++generatorForFix.NumOfFixing;
  67. characterManager.SetPlayerState(player, PlayerStateType.Fixing);
  68. long threadNum = player.StateNum;
  69. new Thread
  70. (
  71. () =>
  72. {
  73. Thread.Sleep(GameData.frameDuration);
  74. new FrameRateTaskExecutor<int>(
  75. loopCondition: () => gameMap.Timer.IsGaming && threadNum == player.StateNum,
  76. loopToDo: () =>
  77. {
  78. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  79. gameMap.NumOfRepairedGenerators++;
  80. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  81. characterManager.SetPlayerState(player);
  82. },
  83. timeInterval: GameData.frameDuration,
  84. finallyReturn: () => 0
  85. )
  86. .Start();
  87. --generatorForFix.NumOfFixing;
  88. }
  89. )
  90. { IsBackground = true }.Start();
  91. return true;
  92. }
  93. public bool OpenDoorway(Student player)
  94. {
  95. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
  96. return false;
  97. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  98. if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
  99. return false;
  100. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  101. int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
  102. new Thread
  103. (
  104. () =>
  105. {
  106. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  107. if (doorwayToOpen.OpenStartTime == startTime)
  108. {
  109. doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
  110. player.SetPlayerStateNaturally();
  111. }
  112. }
  113. )
  114. { IsBackground = true }.Start();
  115. return true;
  116. }
  117. public bool Escape(Student player)
  118. {
  119. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  120. return false;
  121. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  122. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  123. {
  124. player.AddScore(GameData.StudentScoreEscape);
  125. ++gameMap.NumOfEscapedStudent;
  126. player.RemoveFromGame(PlayerStateType.Escaped);
  127. return true;
  128. }
  129. else
  130. {
  131. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  132. if (emergencyExit != null && emergencyExit.IsOpen)
  133. {
  134. player.AddScore(GameData.StudentScoreEscape);
  135. ++gameMap.NumOfEscapedStudent;
  136. player.RemoveFromGame(PlayerStateType.Escaped);
  137. return true;
  138. }
  139. return false;
  140. }
  141. }
  142. public bool Treat(Student player, Student? playerTreated = null)
  143. {
  144. if (playerTreated == null)
  145. {
  146. playerTreated = gameMap.StudentForInteract(player.Position);
  147. if (playerTreated == null) return false;
  148. }
  149. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  150. (!playerTreated.Commandable()) ||
  151. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  152. return false;
  153. new Thread
  154. (
  155. () =>
  156. {
  157. characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
  158. characterManager.SetPlayerState(player, PlayerStateType.Treating);
  159. long threadNum = player.StateNum;
  160. new FrameRateTaskExecutor<int>(
  161. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  162. loopToDo: () =>
  163. {
  164. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  165. characterManager.SetPlayerState(playerTreated);
  166. },
  167. timeInterval: GameData.frameDuration,
  168. finallyReturn: () => 0
  169. )
  170. .Start();
  171. if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
  172. else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
  173. }
  174. )
  175. { IsBackground = true }.Start();
  176. return true;
  177. }
  178. public bool Rescue(Student player, Student? playerRescued = null)
  179. {
  180. if (playerRescued == null)
  181. {
  182. playerRescued = gameMap.StudentForInteract(player.Position);
  183. if (playerRescued == null) return false;
  184. }
  185. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  186. return false;
  187. characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
  188. characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
  189. long threadNum = player.StateNum;
  190. new Thread
  191. (
  192. () =>
  193. {
  194. new FrameRateTaskExecutor<int>(
  195. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  196. loopToDo: () =>
  197. {
  198. playerRescued.TimeOfRescue += GameData.frameDuration;
  199. },
  200. timeInterval: GameData.frameDuration,
  201. finallyReturn: () => 0,
  202. maxTotalDuration: GameData.basicTimeOfRescue
  203. )
  204. .Start();
  205. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  206. {
  207. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  208. {
  209. characterManager.SetPlayerState(playerRescued);
  210. playerRescued.HP = playerRescued.MaxHp / 2;
  211. player.AddScore(GameData.StudentScoreRescue);
  212. }
  213. else
  214. characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
  215. }
  216. if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
  217. playerRescued.TimeOfRescue = 0;
  218. }
  219. )
  220. { IsBackground = true }.Start();
  221. return true;
  222. }
  223. public bool OpenChest(Character player)
  224. {
  225. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  226. return false;
  227. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  228. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  229. return false;
  230. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
  231. int startTime = gameMap.Timer.nowTime();
  232. chestToOpen.Open(startTime, player);
  233. new Thread
  234. (
  235. () =>
  236. {
  237. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  238. if (chestToOpen.OpenStartTime == startTime)
  239. {
  240. player.SetPlayerStateNaturally();
  241. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  242. {
  243. Prop prop = chestToOpen.PropInChest[i];
  244. chestToOpen.PropInChest[i] = new NullProp();
  245. prop.ReSetPos(player.Position);
  246. gameMap.Add(prop);
  247. }
  248. }
  249. }
  250. )
  251. { IsBackground = true }.Start();
  252. return true;
  253. }
  254. public bool ClimbingThroughWindow(Character player)
  255. {
  256. if (!player.Commandable())
  257. return false;
  258. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  259. if (windowForClimb == null || windowForClimb.WhoIsClimbing != null)
  260. return false;
  261. XY windowToPlayer = new(
  262. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  263. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  264. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  265. if (characterInWindow != null)
  266. {
  267. if (player.IsGhost() && !characterInWindow.IsGhost())
  268. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  269. return false;
  270. }*/
  271. //Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  272. // gameMap.Add(addWall);
  273. characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows);
  274. long threadNum = player.StateNum;
  275. windowForClimb.WhoIsClimbing = player;
  276. new Thread
  277. (
  278. () =>
  279. {
  280. new FrameRateTaskExecutor<int>(
  281. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  282. loopToDo: () => { },
  283. timeInterval: GameData.frameDuration,
  284. finallyReturn: () => 0,
  285. maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed)
  286. )
  287. .Start();
  288. if (player.PlayerState != PlayerStateType.ClimbingThroughWindows)
  289. {
  290. windowForClimb.WhoIsClimbing = null;
  291. return;
  292. }
  293. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  294. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  295. moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle());
  296. new FrameRateTaskExecutor<int>(
  297. loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
  298. loopToDo: () =>
  299. {
  300. },
  301. timeInterval: GameData.frameDuration,
  302. finallyReturn: () => 0,
  303. maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed)
  304. )
  305. .Start();
  306. XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
  307. player.ReSetPos(PosJumpOff);
  308. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  309. windowForClimb.WhoIsClimbing = null;
  310. // gameMap.Remove(addWall);
  311. if (threadNum == player.StateNum)
  312. {
  313. characterManager.SetPlayerState(player);
  314. }
  315. }
  316. )
  317. { IsBackground = true }.Start();
  318. return true;
  319. }
  320. public bool LockOrOpenDoor(Character player)
  321. {
  322. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  323. return false;
  324. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  325. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  326. return false;
  327. bool flag = false;
  328. foreach (Prop prop in player.PropInventory)
  329. {
  330. switch (prop.GetPropType())
  331. {
  332. case PropType.Key3:
  333. if (doorToLock.DoorNum == 3)
  334. flag = true;
  335. break;
  336. case PropType.Key5:
  337. if (doorToLock.DoorNum == 5)
  338. flag = true;
  339. break;
  340. case PropType.Key6:
  341. if (doorToLock.DoorNum == 6)
  342. flag = true;
  343. break;
  344. default:
  345. break;
  346. }
  347. if (flag) break;
  348. }
  349. if (!flag) return false;
  350. characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
  351. long threadNum = player.StateNum;
  352. new Thread
  353. (
  354. () =>
  355. {
  356. new FrameRateTaskExecutor<int>(
  357. loopCondition: () => flag && threadNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  358. loopToDo: () =>
  359. {
  360. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  361. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  362. },
  363. timeInterval: GameData.frameDuration,
  364. finallyReturn: () => 0
  365. )
  366. .Start();
  367. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  368. {
  369. doorToLock.IsOpen = (!doorToLock.IsOpen);
  370. }
  371. if (threadNum == player.StateNum)
  372. characterManager.SetPlayerState(player);
  373. doorToLock.OpenOrLockDegree = 0;
  374. }
  375. )
  376. { IsBackground = true }.Start();
  377. return true;
  378. }
  379. /*
  380. private void ActivateMine(Character player, Mine mine)
  381. {
  382. gameMap.ObjListLock.EnterWriteLock();
  383. try { gameMap.ObjList.Remove(mine); }
  384. catch { }
  385. finally { gameMap.ObjListLock.ExitWriteLock(); }
  386. switch (mine.GetPropType())
  387. {
  388. case PropType.Dirt:
  389. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  390. break;
  391. case PropType.Attenuator:
  392. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  393. break;
  394. case PropType.Divider:
  395. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  396. break;
  397. }
  398. }
  399. */
  400. private readonly Map gameMap;
  401. private readonly CharacterManager characterManager;
  402. public readonly MoveEngine moveEngine;
  403. public ActionManager(Map gameMap, CharacterManager characterManager)
  404. {
  405. this.gameMap = gameMap;
  406. this.moveEngine = new MoveEngine(
  407. gameMap: gameMap,
  408. OnCollision: (obj, collisionObj, moveVec) =>
  409. {
  410. SkillWhenColliding((Character)obj, collisionObj);
  411. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  412. //if (collisionObj is Mine)
  413. //{
  414. // ActivateMine((Character)obj, (Mine)collisionObj);
  415. // return MoveEngine.AfterCollision.ContinueCheck;
  416. //}
  417. return MoveEngine.AfterCollision.MoveMax;
  418. },
  419. EndMove: obj =>
  420. {
  421. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  422. }
  423. );
  424. this.characterManager = characterManager;
  425. }
  426. }
  427. }
  428. }