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ActionManager.cs 30 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using GameEngine;
  5. using Preparation.Utility;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private readonly ActionManager actionManager;
  12. private class ActionManager
  13. {
  14. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  15. {
  16. if (moveTimeInMilliseconds < 5) return false;
  17. long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Moving);
  18. if (stateNum == -1) return false;
  19. new Thread
  20. (
  21. () =>
  22. {
  23. playerToMove.ThreadNum.WaitOne();
  24. if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
  25. {
  26. playerToMove.ThreadNum.Release();
  27. return;
  28. }
  29. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  30. }
  31. )
  32. { IsBackground = true }.Start();
  33. return true;
  34. }
  35. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  36. {
  37. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  38. long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Charmed);
  39. if (stateNum == -1) return false;
  40. new Thread
  41. (() =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
  45. {
  46. playerToMove.ThreadNum.Release();
  47. return;
  48. }
  49. else
  50. {
  51. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  52. Thread.Sleep(moveTimeInMilliseconds);
  53. playerToMove.ResetPlayerState(stateNum);
  54. }
  55. }
  56. )
  57. { IsBackground = true }.Start();
  58. return true;
  59. }
  60. public static bool Stop(Character player)
  61. {
  62. lock (player.ActionLock)
  63. {
  64. if (player.Commandable())
  65. {
  66. player.SetPlayerState(RunningStateType.Null);
  67. return true;
  68. }
  69. }
  70. return false;
  71. }
  72. public bool Fix(Student player)// 自动检查有无发电机可修
  73. {
  74. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  75. if (generatorForFix == null) return false;
  76. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  77. return false;
  78. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Fixing);
  79. if (stateNum == -1) return false;
  80. new Thread
  81. (
  82. () =>
  83. {
  84. player.ThreadNum.WaitOne();
  85. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  86. {
  87. player.ThreadNum.Release();
  88. return;
  89. }
  90. generatorForFix.AddNumOfFixing();
  91. Thread.Sleep(GameData.checkInterval);
  92. new FrameRateTaskExecutor<int>(
  93. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  94. loopToDo: () =>
  95. {
  96. if (generatorForFix.Repair(player.FixSpeed * GameData.checkInterval, player))
  97. gameMap.AddNumOfRepairedGenerators();
  98. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  99. {
  100. lock (player.ActionLock)
  101. {
  102. if (stateNum == player.StateNum)
  103. player.SetPlayerState(RunningStateType.Null);
  104. }
  105. return false;
  106. }
  107. return true;
  108. },
  109. timeInterval: GameData.checkInterval,
  110. finallyReturn: () => 0
  111. )
  112. .Start();
  113. player.ThreadNum.Release();
  114. generatorForFix.SubNumOfFixing();
  115. }
  116. )
  117. { IsBackground = true }.Start();
  118. return true;
  119. }
  120. public bool OpenDoorway(Student player)
  121. {
  122. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  123. if (doorwayToOpen == null) return false;
  124. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  125. if (stateNum == -1) return false;
  126. new Thread
  127. (
  128. () =>
  129. {
  130. player.ThreadNum.WaitOne();
  131. if (!doorwayToOpen.TryToOpen())
  132. {
  133. player.ThreadNum.Release();
  134. player.ResetPlayerState(stateNum);
  135. return;
  136. }
  137. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  138. {
  139. player.ThreadNum.Release();
  140. return;
  141. }
  142. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  143. if (player.ResetPlayerState(stateNum))
  144. {
  145. doorwayToOpen.FinishOpenning();
  146. player.ThreadNum.Release();
  147. }
  148. }
  149. )
  150. { IsBackground = true }.Start();
  151. return true;
  152. }
  153. public bool Escape(Student player)
  154. {
  155. if (player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  156. return false;
  157. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  158. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  159. {
  160. if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
  161. player.AddScore(GameData.StudentScoreEscape);
  162. gameMap.MapEscapeStudent();
  163. return true;
  164. }
  165. else
  166. {
  167. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  168. if (emergencyExit != null && emergencyExit.IsOpen)
  169. {
  170. if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
  171. player.AddScore(GameData.StudentScoreEscape);
  172. gameMap.MapEscapeStudent();
  173. return true;
  174. }
  175. return false;
  176. }
  177. }
  178. public bool Treat(Student player, Student? playerTreated = null)
  179. {
  180. if (player.CharacterType == CharacterType.Robot) return false;
  181. if (playerTreated == null)
  182. {
  183. playerTreated = gameMap.StudentForInteract(player);
  184. if (playerTreated == null) return false;
  185. }
  186. else if (!GameData.ApproachToInteract(playerTreated.Position, player.Position)) return false;
  187. if (playerTreated.HP == playerTreated.MaxHp) return false;
  188. long stateNumTreated = playerTreated.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treated);
  189. if (stateNumTreated == -1) return false;
  190. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treating);
  191. if (stateNum == -1)
  192. {
  193. lock (playerTreated.ActionLock)
  194. {
  195. if (playerTreated.StateNum == stateNumTreated)
  196. player.SetPlayerStateNaturally();
  197. }
  198. return false;
  199. }
  200. new Thread
  201. (
  202. () =>
  203. {
  204. player.ThreadNum.WaitOne();
  205. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  206. {
  207. player.ThreadNum.Release();
  208. lock (playerTreated.ActionLock)
  209. {
  210. if (playerTreated.StateNum == stateNumTreated)
  211. playerTreated.SetPlayerStateNaturally();
  212. }
  213. return;
  214. }
  215. playerTreated.ThreadNum.WaitOne();
  216. if (!playerTreated.StartThread(stateNum, RunningStateType.RunningActively))
  217. {
  218. playerTreated.ThreadNum.Release();
  219. lock (player.ActionLock)
  220. {
  221. if (player.StateNum == stateNum)
  222. player.SetPlayerStateNaturally();
  223. }
  224. player.ThreadNum.Release();
  225. return;
  226. }
  227. Thread.Sleep(GameData.checkInterval);
  228. new FrameRateTaskExecutor<int>(
  229. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  230. loopToDo: () =>
  231. {
  232. lock (playerTreated.ActionLock)
  233. {
  234. if (playerTreated.StateNum == stateNumTreated)
  235. {
  236. if (playerTreated.AddDegreeOfTreatment(GameData.checkInterval * player.TreatSpeed, player))
  237. {
  238. playerTreated.SetPlayerStateNaturally();
  239. return false;
  240. }
  241. }
  242. else return false;
  243. }
  244. return true;
  245. },
  246. timeInterval: GameData.checkInterval,
  247. finallyReturn: () => 0
  248. )
  249. .Start();
  250. player.ThreadNum.Release();
  251. playerTreated.ThreadNum.Release();
  252. if (player.ResetPlayerState(stateNum))
  253. return;
  254. playerTreated.ResetPlayerState(stateNumTreated);
  255. }
  256. )
  257. { IsBackground = true }.Start();
  258. return true;
  259. }
  260. public bool Rescue(Student player, Student? playerRescued = null)
  261. {
  262. if (player.CharacterType == CharacterType.Robot) return false;
  263. if (playerRescued == null)
  264. {
  265. playerRescued = gameMap.StudentForInteract(player);
  266. if (playerRescued == null) return false;
  267. }
  268. else if (!GameData.ApproachToInteract(playerRescued.Position, player.Position)) return false;
  269. long stateNumRescued = playerRescued.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescued);
  270. if (stateNumRescued == -1) return false;
  271. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescuing);
  272. if (stateNum == -1)
  273. {
  274. playerRescued.ResetPlayerStateInOneThread(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  275. return false;
  276. }
  277. new Thread
  278. (
  279. () =>
  280. {
  281. player.ThreadNum.WaitOne();
  282. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  283. {
  284. player.ThreadNum.Release();
  285. playerRescued.ResetPlayerStateInOneThread(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  286. return;
  287. }
  288. playerRescued.ThreadNum.WaitOne();
  289. if (!playerRescued.StartThread(stateNumRescued, RunningStateType.RunningActively))
  290. {
  291. playerRescued.ThreadNum.Release();
  292. if (!player.ResetPlayerState(stateNum))
  293. player.ThreadNum.Release();
  294. return;
  295. }
  296. new FrameRateTaskExecutor<int>(
  297. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  298. loopToDo: () =>
  299. {
  300. lock (playerRescued.ActionLock)
  301. {
  302. if (playerRescued.StateNum == stateNumRescued)
  303. {
  304. if (playerRescued.AddTimeOfRescue(GameData.checkInterval))
  305. {
  306. playerRescued.SetPlayerStateNaturally();
  307. playerRescued.HP = playerRescued.MaxHp / 2;
  308. player.AddScore(GameData.StudentScoreRescue);
  309. return false;
  310. }
  311. }
  312. else return false;
  313. }
  314. return true;
  315. },
  316. timeInterval: GameData.checkInterval,
  317. finallyReturn: () => 0
  318. )
  319. .Start();
  320. playerRescued.SetTimeOfRescue(0);
  321. player.ThreadNum.Release();
  322. playerRescued.ThreadNum.Release();
  323. if (player.ResetPlayerState(stateNum)) return;
  324. playerRescued.ResetPlayerStateInOneThread(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  325. }
  326. )
  327. { IsBackground = true }.Start();
  328. return true;
  329. }
  330. public bool OpenChest(Character player)
  331. {
  332. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  333. if (chestToOpen == null) return false;
  334. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheChest, chestToOpen);
  335. if (stateNum == -1) return false;
  336. new Thread
  337. (
  338. () =>
  339. {
  340. player.ThreadNum.WaitOne();
  341. lock (player.ActionLock)
  342. {
  343. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  344. {
  345. player.ThreadNum.Release();
  346. return;
  347. }
  348. else
  349. if (!chestToOpen.Open(player))
  350. {
  351. player.ThreadNum.Release();
  352. player.SetPlayerStateNaturally();
  353. return;
  354. }
  355. }
  356. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  357. if (player.ResetPlayerState(stateNum))
  358. {
  359. player.ThreadNum.Release();
  360. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  361. {
  362. Gadget prop = chestToOpen.PropInChest[i];
  363. chestToOpen.PropInChest[i] = new NullProp();
  364. prop.ReSetPos(player.Position);
  365. gameMap.Add(prop);
  366. }
  367. }
  368. }
  369. )
  370. { IsBackground = true }.Start();
  371. return true;
  372. }
  373. public bool ClimbingThroughWindow(Character player)
  374. {
  375. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  376. if (windowForClimb == null) return false;
  377. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.ClimbingThroughWindows, windowForClimb);
  378. if (stateNum == -1) return false;
  379. XY windowToPlayer = new(
  380. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  381. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  382. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  383. if (characterInWindow != null)
  384. {
  385. if (player.IsGhost() && !characterInWindow.IsGhost())
  386. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  387. return false;
  388. }
  389. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  390. gameMap.Add(addWall);*/
  391. new Thread
  392. (
  393. () =>
  394. {
  395. player.ThreadNum.WaitOne();
  396. lock (player.ActionLock)
  397. {
  398. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  399. {
  400. player.ThreadNum.Release();
  401. return;
  402. }
  403. if (!windowForClimb.TryToClimb(player))
  404. {
  405. player.SetPlayerStateNaturally();
  406. player.ThreadNum.Release();
  407. return;
  408. }
  409. }
  410. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  411. lock (player.ActionLock)
  412. {
  413. if (!player.StartThread(stateNum, RunningStateType.RunningActively)) return;
  414. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  415. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  416. }
  417. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  418. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  419. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  420. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  421. lock (player.ActionLock)
  422. {
  423. if (stateNum == player.StateNum)
  424. {
  425. player.ReSetPos(windowForClimb.Stage);
  426. player.SetPlayerStateNaturally();
  427. windowForClimb.FinishClimbing();
  428. }
  429. }
  430. }
  431. )
  432. { IsBackground = true }.Start();
  433. return true;
  434. }
  435. public bool LockDoor(Character player)
  436. {
  437. if (player.CharacterType == CharacterType.Robot) return false;
  438. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  439. if (doorToLock == null) return false;
  440. PropType propType = doorToLock.DoorNum switch
  441. {
  442. 3 => PropType.Key3,
  443. 5 => PropType.Key5,
  444. _ => PropType.Key6,
  445. };
  446. if (!player.UseTool(propType)) return false;
  447. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.LockingTheDoor, doorToLock);
  448. if (stateNum == -1)
  449. {
  450. player.ReleaseTool(propType);
  451. return false;
  452. }
  453. new Thread
  454. (
  455. () =>
  456. {
  457. player.ThreadNum.WaitOne();
  458. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  459. {
  460. player.ReleaseTool(propType);
  461. player.ThreadNum.Release();
  462. return;
  463. }
  464. if (!doorToLock.TryLock(player))
  465. {
  466. player.ReleaseTool(propType);
  467. player.ResetPlayerState(stateNum);
  468. player.ThreadNum.Release();
  469. return;
  470. }
  471. Thread.Sleep(GameData.checkInterval);
  472. new FrameRateTaskExecutor<int>(
  473. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  474. loopToDo: () =>
  475. {
  476. if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
  477. return false;
  478. doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
  479. return true;
  480. },
  481. timeInterval: GameData.checkInterval,
  482. finallyReturn: () => 0
  483. )
  484. .Start();
  485. doorToLock.StopLock();
  486. player.ReleaseTool(propType);
  487. player.ThreadNum.Release();
  488. player.ResetPlayerState(stateNum);
  489. }
  490. )
  491. { IsBackground = true }.Start();
  492. return true;
  493. }
  494. public bool OpenDoor(Character player)
  495. {
  496. if (player.CharacterType == CharacterType.Robot) return false;
  497. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  498. if (doorToLock == null) return false;
  499. PropType propType = doorToLock.DoorNum switch
  500. {
  501. 3 => PropType.Key3,
  502. 5 => PropType.Key5,
  503. _ => PropType.Key6,
  504. };
  505. if (!player.UseTool(propType)) return false;
  506. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoor, doorToLock);
  507. if (stateNum == -1)
  508. {
  509. player.ReleaseTool(propType);
  510. return false;
  511. }
  512. new Thread
  513. (
  514. () =>
  515. {
  516. player.ThreadNum.WaitOne();
  517. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  518. {
  519. player.ReleaseTool(propType);
  520. player.ThreadNum.Release();
  521. return;
  522. }
  523. if (!doorToLock.TryOpen(player))
  524. {
  525. player.ReleaseTool(propType);
  526. if (player.ResetPlayerState(stateNum))
  527. player.ThreadNum.Release();
  528. return;
  529. }
  530. Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
  531. if (player.ResetPlayerState(stateNum))
  532. {
  533. doorToLock.StopOpen();
  534. player.ReleaseTool(propType);
  535. player.ThreadNum.Release();
  536. }
  537. }
  538. )
  539. { IsBackground = true }.Start();
  540. return true;
  541. }
  542. /*
  543. private void ActivateMine(Character player, Mine mine)
  544. {
  545. gameMap.ObjListLock.EnterWriteLock();
  546. try { gameMap.ObjList.Remove(mine); }
  547. catch { }
  548. finally { gameMap.ObjListLock.ExitWriteLock(); }
  549. switch (mine.GetPropType())
  550. {
  551. case PropType.Dirt:
  552. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  553. break;
  554. case PropType.Attenuator:
  555. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  556. break;
  557. case PropType.Divider:
  558. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  559. break;
  560. }
  561. }
  562. */
  563. private readonly Map gameMap;
  564. private readonly CharacterManager characterManager;
  565. public readonly MoveEngine moveEngine;
  566. public ActionManager(Map gameMap, CharacterManager characterManager)
  567. {
  568. this.gameMap = gameMap;
  569. this.moveEngine = new MoveEngine(
  570. gameMap: gameMap,
  571. OnCollision: (obj, collisionObj, moveVec) =>
  572. {
  573. Character player = (Character)obj;
  574. switch (collisionObj.Type)
  575. {
  576. case GameObjType.Bullet:
  577. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  578. {
  579. if (CharacterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  580. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  581. gameMap.Remove((GameObj)collisionObj);
  582. }
  583. break;
  584. case GameObjType.Character:
  585. if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed && ((Character)collisionObj).IsGhost())
  586. {
  587. if (CharacterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  588. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  589. CharacterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  590. }
  591. break;
  592. case GameObjType.Item:
  593. if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
  594. {
  595. ((CraftingBench)collisionObj).TryStopSkill();
  596. gameMap.Remove((Item)collisionObj);
  597. }
  598. break;
  599. default:
  600. break;
  601. }
  602. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  603. //if (collisionObj is Mine)
  604. //{
  605. // ActivateMine((Character)obj, (Mine)collisionObj);
  606. // return MoveEngine.AfterCollision.ContinueCheck;
  607. //}
  608. return MoveEngine.AfterCollision.MoveMax;
  609. },
  610. EndMove: obj =>
  611. {
  612. obj.ThreadNum.Release();
  613. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  614. }
  615. );
  616. this.characterManager = characterManager;
  617. }
  618. }
  619. }
  620. }