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CharacterManager .cs 20 kB

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  1. using System.Threading;
  2. using GameClass.GameObj;
  3. using Preparation.Utility;
  4. using Preparation.Interface;
  5. using Timothy.FrameRateTask;
  6. namespace Gaming
  7. {
  8. public partial class Game
  9. {
  10. private readonly CharacterManager characterManager;
  11. private class CharacterManager
  12. {
  13. readonly Map gameMap;
  14. public CharacterManager(Map gameMap)
  15. {
  16. this.gameMap = gameMap;
  17. }
  18. public void SetPlayerState(Character player, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  19. {
  20. lock (player.ActionLock)
  21. {
  22. switch (player.PlayerState)
  23. {
  24. case PlayerStateType.OpeningTheChest:
  25. ((Chest)player.WhatInteractingWith!).StopOpen();
  26. player.ChangePlayerState(value, gameObj);
  27. break;
  28. case PlayerStateType.OpeningTheDoorway:
  29. Doorway doorway = (Doorway)player.WhatInteractingWith!;
  30. doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
  31. doorway.OpenStartTime = 0;
  32. player.ChangePlayerState(value, gameObj);
  33. break;
  34. case PlayerStateType.Addicted:
  35. if (value == PlayerStateType.Rescued)
  36. player.ChangePlayerStateInOneThread(value, gameObj);
  37. else
  38. player.ChangePlayerState(value, gameObj);
  39. break;
  40. case PlayerStateType.Rescued:
  41. if (value == PlayerStateType.Addicted)
  42. player.ChangePlayerStateInOneThread(value, gameObj);
  43. else
  44. player.ChangePlayerState(value, gameObj);
  45. break;
  46. default:
  47. player.ChangePlayerState(value, gameObj);
  48. break;
  49. }
  50. }
  51. }
  52. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  53. {
  54. Character newPlayer;
  55. if (characterType == CharacterType.Robot)
  56. {
  57. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  58. }
  59. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  60. gameMap.Add(newPlayer);
  61. newPlayer.TeamID = teamID;
  62. newPlayer.PlayerID = playerID;
  63. /* #region 人物装弹
  64. new Thread
  65. (
  66. () =>
  67. {
  68. while (!gameMap.Timer.IsGaming)
  69. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  70. long lastTime = Environment.TickCount64;
  71. new FrameRateTaskExecutor<int>(
  72. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  73. loopToDo: () =>
  74. {
  75. long nowTime = Environment.TickCount64;
  76. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  77. lastTime = nowTime;
  78. else if (nowTime - lastTime >= newPlayer.CD)
  79. {
  80. _ = newPlayer.TryAddBulletNum();
  81. lastTime = nowTime;
  82. }
  83. },
  84. timeInterval: GameData.checkInterval,
  85. finallyReturn: () => 0
  86. )
  87. {
  88. AllowTimeExceed = true,
  89. }
  90. .Start();
  91. }
  92. )
  93. { IsBackground = true }.Start();
  94. #endregion
  95. */
  96. #region BGM,牵制得分更新
  97. new Thread
  98. (
  99. () =>
  100. {
  101. while (!gameMap.Timer.IsGaming)
  102. Thread.Sleep(GameData.checkInterval);
  103. int TimePinningDown = 0, ScoreAdded = 0;
  104. bool noise = false;
  105. if (!newPlayer.IsGhost())
  106. {
  107. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  108. try
  109. {
  110. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  111. {
  112. if (person.IsGhost())
  113. {
  114. if (person.CharacterType == CharacterType.ANoisyPerson)
  115. {
  116. noise = true;
  117. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  118. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  119. }
  120. }
  121. }
  122. }
  123. finally
  124. {
  125. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  126. }
  127. }
  128. new FrameRateTaskExecutor<int>(
  129. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  130. loopToDo: () =>
  131. {
  132. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  133. try
  134. {
  135. if (newPlayer.IsGhost())
  136. {
  137. double bgmVolume = 0;
  138. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  139. {
  140. if (!person.IsGhost() && XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  141. {
  142. if ((double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position) > bgmVolume)
  143. bgmVolume = newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position);
  144. }
  145. }
  146. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  147. }
  148. else
  149. {
  150. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  151. {
  152. if (person.IsGhost())
  153. {
  154. if (!noise)
  155. {
  156. if (XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  157. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position));
  158. else newPlayer.AddBgm(BgmType.GhostIsComing, 0);
  159. }
  160. if (newPlayer.CharacterType != CharacterType.Teacher && newPlayer.CharacterType != CharacterType.Robot && !newPlayer.NoHp() && newPlayer.PlayerState != PlayerStateType.Stunned && XY.DistanceFloor3(newPlayer.Position, person.Position) <= GameData.PinningDownRange)
  161. {
  162. TimePinningDown += GameData.checkInterval;
  163. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  164. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  165. }
  166. else TimePinningDown = ScoreAdded = 0;
  167. break;
  168. }
  169. }
  170. }
  171. }
  172. finally
  173. {
  174. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  175. }
  176. if (!noise)
  177. {
  178. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  179. try
  180. {
  181. double bgmVolume = 0;
  182. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  183. {
  184. if (XY.DistanceFloor3(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  185. {
  186. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position) > bgmVolume)
  187. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position);
  188. }
  189. }
  190. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  191. }
  192. finally
  193. {
  194. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  195. }
  196. }
  197. },
  198. timeInterval: GameData.checkInterval,
  199. finallyReturn: () => 0
  200. )
  201. {
  202. AllowTimeExceed = true/*,
  203. MaxTolerantTimeExceedCount = 5,
  204. TimeExceedAction = exceedTooMuch =>
  205. {
  206. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  207. }*/
  208. }
  209. .Start();
  210. }
  211. )
  212. { IsBackground = true }.Start();
  213. #endregion
  214. return newPlayer;
  215. }
  216. public void BeAddictedToGame(Student player, Ghost ghost)
  217. {
  218. if (player.CharacterType == CharacterType.Robot)
  219. {
  220. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  221. Die(player);
  222. return;
  223. }
  224. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  225. if (player.GamingAddiction > 0)
  226. {
  227. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  228. player.GamingAddiction = GameData.BeginGamingAddiction;
  229. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  230. player.GamingAddiction = GameData.MidGamingAddiction;
  231. else
  232. {
  233. ghost.AddScore(GameData.TrickerScoreStudentDie);
  234. Die(player);
  235. return;
  236. }
  237. }
  238. SetPlayerState(player, PlayerStateType.Addicted);
  239. long threadNum = player.StateNum;
  240. new Thread
  241. (() =>
  242. {
  243. #if DEBUG
  244. Debugger.Output(player, " is addicted ");
  245. #endif
  246. new FrameRateTaskExecutor<int>(
  247. () => threadNum == player.StateNum && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  248. () =>
  249. {
  250. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  251. },
  252. timeInterval: GameData.frameDuration,
  253. () =>
  254. {
  255. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  256. {
  257. ghost.AddScore(GameData.TrickerScoreStudentDie);
  258. Die(player);
  259. }
  260. return 0;
  261. }
  262. )
  263. .Start();
  264. }
  265. )
  266. { IsBackground = true }.Start();
  267. }
  268. public bool BeStunned(Character player, int time)
  269. {
  270. if (player.PlayerState == PlayerStateType.Stunned || player.NoHp() || player.CharacterType == CharacterType.Robot) return false;
  271. new Thread
  272. (() =>
  273. {
  274. SetPlayerState(player, PlayerStateType.Stunned);
  275. long threadNum = player.StateNum;
  276. Thread.Sleep(time);
  277. if (threadNum == player.StateNum)
  278. SetPlayerState(player);
  279. }
  280. )
  281. { IsBackground = true }.Start();
  282. return true;
  283. }
  284. public bool TryBeAwed(Student character, Bullet bullet)
  285. {
  286. if (character.CanBeAwed())
  287. {
  288. if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
  289. bullet.Parent!.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  290. return true;
  291. }
  292. return false;
  293. }
  294. /// <summary>
  295. /// 遭受攻击
  296. /// </summary>
  297. /// <param name="subHP"></param>
  298. /// <param name="hasSpear"></param>
  299. /// <param name="attacker">伤害来源</param>
  300. /// <returns>人物在受到攻击后死了吗</returns>
  301. public void BeAttacked(Student student, Bullet bullet)
  302. {
  303. #if DEBUG
  304. Debugger.Output(student, "is being shot!");
  305. #endif
  306. if (student.NoHp()) return; // 原来已经死了
  307. if (!bullet.Parent!.IsGhost()) return;
  308. if (student.CharacterType == CharacterType.StraightAStudent)
  309. {
  310. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  311. }
  312. student.SetDegreeOfTreatment0();
  313. #if DEBUG
  314. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  315. #endif
  316. if (student.TryUseShield())
  317. {
  318. if (bullet.HasSpear)
  319. {
  320. int subHp = student.TrySubHp(bullet.AP);
  321. #if DEBUG
  322. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  323. #endif
  324. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  325. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  326. }
  327. else return;
  328. }
  329. else
  330. {
  331. int subHp;
  332. if (bullet.HasSpear)
  333. {
  334. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  335. #if DEBUG
  336. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  337. #endif
  338. }
  339. else
  340. {
  341. subHp = student.TrySubHp(bullet.AP);
  342. #if DEBUG
  343. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  344. #endif
  345. }
  346. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  347. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  348. }
  349. if (student.HP <= 0)
  350. student.TryActivatingLIFE(); // 如果有复活甲
  351. if (student.HP <= 0)
  352. BeAddictedToGame(student, (Ghost)bullet.Parent);
  353. else TryBeAwed(student, bullet);
  354. }
  355. public bool BackSwing(Character player, int time)
  356. {
  357. if (time <= 0) return false;
  358. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  359. SetPlayerState(player, PlayerStateType.Swinging);
  360. long threadNum = player.StateNum;
  361. new Thread
  362. (() =>
  363. {
  364. Thread.Sleep(time);
  365. if (threadNum == player.StateNum)
  366. {
  367. SetPlayerState(player);
  368. }
  369. }
  370. )
  371. { IsBackground = true }.Start();
  372. return true;
  373. }
  374. public void Die(Student player)
  375. {
  376. #if DEBUG
  377. Debugger.Output(player, "die.");
  378. #endif
  379. if (player.PlayerState == PlayerStateType.Deceased) return;
  380. player.RemoveFromGame(PlayerStateType.Deceased);
  381. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  382. {
  383. Prop? prop = player.UseProp(i);
  384. if (prop != null)
  385. {
  386. prop.ReSetPos(player.Position);
  387. gameMap.Add(prop);
  388. }
  389. }
  390. if (player.CharacterType == CharacterType.Robot)
  391. {
  392. var parent = ((Golem)player).Parent;
  393. if (parent != null && parent.CharacterType == CharacterType.TechOtaku)
  394. {
  395. ((SummonGolem)(parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
  396. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  397. }
  398. return;
  399. }
  400. ++gameMap.NumOfDeceasedStudent;
  401. }
  402. }
  403. }
  404. }