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Character.cs 18 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. set
  169. {
  170. lock (gameObjLock)
  171. {
  172. bgmDictionary = value;
  173. }
  174. }
  175. }
  176. private int alertnessRadius;
  177. public int AlertnessRadius
  178. {
  179. get => alertnessRadius;
  180. set
  181. {
  182. lock (gameObjLock)
  183. {
  184. alertnessRadius = value;
  185. }
  186. }
  187. }
  188. private double concealment;
  189. public double Concealment
  190. {
  191. get => concealment;
  192. set
  193. {
  194. lock (gameObjLock)
  195. {
  196. concealment = value;
  197. }
  198. }
  199. }
  200. private int viewRange;
  201. public int ViewRange
  202. {
  203. get => viewRange;
  204. set
  205. {
  206. lock (gameObjLock)
  207. {
  208. viewRange = (value > 0) ? value : 0;
  209. }
  210. }
  211. }
  212. #endregion
  213. #region 交互相关的基本属性及方法
  214. private int timeOfOpeningOrLocking;
  215. public int TimeOfOpeningOrLocking
  216. {
  217. get => timeOfOpeningOrLocking;
  218. set
  219. {
  220. lock (gameObjLock)
  221. {
  222. timeOfOpeningOrLocking = value;
  223. }
  224. }
  225. }
  226. private int timeOfClimbingThroughWindows;
  227. public int TimeOfClimbingThroughWindows
  228. {
  229. get => timeOfClimbingThroughWindows;
  230. set
  231. {
  232. lock (gameObjLock)
  233. {
  234. timeOfClimbingThroughWindows = value;
  235. }
  236. }
  237. }
  238. private int timeOfOpenChest;
  239. public int TimeOfOpenChest
  240. {
  241. get => timeOfOpenChest;
  242. set
  243. {
  244. lock (gameObjLock)
  245. {
  246. timeOfOpenChest = value;
  247. }
  248. }
  249. }
  250. #endregion
  251. #region 血量相关的基本属性及方法
  252. public int MaxHp { get; protected set; } // 最大血量
  253. protected int hp;
  254. public int HP
  255. {
  256. get => hp;
  257. set
  258. {
  259. if (value > 0)
  260. {
  261. lock (gameObjLock)
  262. hp = value <= MaxHp ? value : MaxHp;
  263. }
  264. else
  265. lock (gameObjLock)
  266. hp = 0;
  267. }
  268. }
  269. /// <summary>
  270. /// 尝试加血
  271. /// </summary>
  272. /// <param name="add">欲加量</param>
  273. /// <returns>加操作是否成功</returns>
  274. public bool TryAddHp(int add)
  275. {
  276. if (hp < MaxHp)
  277. {
  278. lock (gameObjLock)
  279. hp = MaxHp > hp + add ? hp + add : MaxHp;
  280. Debugger.Output(this, " hp has added to: " + hp.ToString());
  281. return true;
  282. }
  283. return false;
  284. }
  285. /// <summary>
  286. /// 尝试减血
  287. /// </summary>
  288. /// <param name="sub">减血量</param>
  289. /// <returns>减操作是否成功</returns>
  290. public int TrySubHp(int sub)
  291. {
  292. int previousHp = hp;
  293. lock (gameObjLock)
  294. hp = hp >= sub ? 0 : hp - sub;
  295. Debugger.Output(this, " hp has subed to: " + hp.ToString());
  296. return previousHp - hp;
  297. }
  298. private double vampire = 0; // 回血率:0-1之间
  299. public double Vampire
  300. {
  301. get => vampire;
  302. set
  303. {
  304. if (value > 1)
  305. lock (gameObjLock)
  306. vampire = 1;
  307. else if (value < 0)
  308. lock (gameObjLock)
  309. vampire = 0;
  310. else
  311. lock (gameObjLock)
  312. vampire = value;
  313. }
  314. }
  315. private double oriVampire = 0;
  316. public double OriVampire
  317. {
  318. get => oriVampire;
  319. set
  320. {
  321. if (value > 1)
  322. lock (gameObjLock)
  323. vampire = 1;
  324. else if (value < 0)
  325. lock (gameObjLock)
  326. vampire = 0;
  327. else
  328. lock (gameObjLock)
  329. vampire = value;
  330. }
  331. }
  332. #endregion
  333. private PlayerStateType playerState = PlayerStateType.Null;
  334. public PlayerStateType PlayerState
  335. {
  336. get
  337. {
  338. if (IsMoving) return PlayerStateType.IsMoving;
  339. return playerState;
  340. }
  341. set
  342. {
  343. if (!(value == PlayerStateType.IsMoving))
  344. lock (gameObjLock)
  345. IsMoving = false;
  346. lock (gameObjLock) playerState = (value == PlayerStateType.IsMoving) ? PlayerStateType.Null : value;
  347. }
  348. }
  349. public bool Commandable() => (playerState != PlayerStateType.IsDeceased && playerState != PlayerStateType.IsEscaped
  350. && playerState != PlayerStateType.IsAddicted && playerState != PlayerStateType.IsRescuing
  351. && playerState != PlayerStateType.IsSwinging && playerState != PlayerStateType.IsTryingToAttack
  352. && playerState != PlayerStateType.IsClimbingThroughWindows && playerState != PlayerStateType.IsStunned);
  353. public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.IsLockingOrOpeningTheDoor || playerState == PlayerStateType.IsFixing || playerState == PlayerStateType.IsOpeningTheChest);
  354. public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.IsMoving);
  355. private int score = 0;
  356. public int Score
  357. {
  358. get => score;
  359. }
  360. private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory]
  361. {new NullProp(), new NullProp(),new NullProp() };
  362. public Prop[] PropInventory
  363. {
  364. get => propInventory;
  365. set
  366. {
  367. lock (gameObjLock)
  368. {
  369. propInventory = value;
  370. Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
  371. }
  372. }
  373. }
  374. /// <summary>
  375. /// 使用物品栏中的道具
  376. /// </summary>
  377. /// <returns>被使用的道具</returns>
  378. public Prop UseProp(int indexing)
  379. {
  380. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  381. return new NullProp();
  382. lock (gameObjLock)
  383. {
  384. Prop prop = propInventory[indexing];
  385. PropInventory[indexing] = new NullProp();
  386. return prop;
  387. }
  388. }
  389. /// <summary>
  390. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  391. /// </summary>
  392. public int IndexingOfAddProp()
  393. {
  394. int indexing = 0;
  395. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  396. if (PropInventory[indexing].GetPropType() == PropType.Null)
  397. break;
  398. return indexing;
  399. }
  400. /// <summary>
  401. /// 加分
  402. /// </summary>
  403. /// <param name="add">增加量</param>
  404. public void AddScore(int add)
  405. {
  406. lock (gameObjLock)
  407. {
  408. score += add;
  409. Debugger.Output(this, " 's score has been added to: " + score.ToString());
  410. }
  411. }
  412. /// <summary>
  413. /// 减分
  414. /// </summary>
  415. /// <param name="sub">减少量</param>
  416. public void SubScore(int sub)
  417. {
  418. lock (gameObjLock)
  419. {
  420. score -= sub;
  421. Debugger.Output(this, " 's score has been subed to: " + score.ToString());
  422. }
  423. }
  424. /// <summary>
  425. /// 角色所属队伍ID
  426. /// </summary>
  427. private long teamID = long.MaxValue;
  428. public long TeamID
  429. {
  430. get => teamID;
  431. set
  432. {
  433. lock (gameObjLock)
  434. {
  435. teamID = value;
  436. Debugger.Output(this, " joins in the team: " + value.ToString());
  437. }
  438. }
  439. }
  440. private long playerID = long.MaxValue;
  441. public long PlayerID
  442. {
  443. get => playerID;
  444. set
  445. {
  446. lock (gameObjLock)
  447. {
  448. playerID = value;
  449. }
  450. }
  451. }
  452. /// <summary>
  453. /// 角色携带的信息
  454. /// </summary>
  455. private string message = "THUAI6";
  456. public string Message
  457. {
  458. get => message;
  459. set
  460. {
  461. lock (gameObjLock)
  462. {
  463. message = value;
  464. }
  465. }
  466. }
  467. #region 角色拥有的buff相关属性、方法
  468. public void AddMoveSpeed(int buffTime, double add = 2.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  469. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  470. OrgMoveSpeed);
  471. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  472. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  473. public bool HasShield => buffManager.HasShield;
  474. public void AddLIFE(int LIFETime) => buffManager.AddLIFE(LIFETime);
  475. public bool HasLIFE => buffManager.HasLIFE;
  476. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  477. public bool HasSpear => buffManager.HasSpear;
  478. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  479. public Dictionary<BuffType, bool> Buff
  480. {
  481. get
  482. {
  483. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  484. foreach (BuffType type in buffTypeArray)
  485. {
  486. if (type != BuffType.Null)
  487. buff.Add(type, GetBuffStatus(type));
  488. }
  489. return buff;
  490. }
  491. }
  492. private bool GetBuffStatus(BuffType type)
  493. {
  494. switch (type)
  495. {
  496. case BuffType.Spear:
  497. return this.HasSpear;
  498. case BuffType.AddSpeed:
  499. return this.HasFasterSpeed;
  500. case BuffType.Shield:
  501. return this.HasShield;
  502. case BuffType.AddLIFE:
  503. return this.HasLIFE;
  504. default:
  505. return false;
  506. }
  507. }
  508. private void TryActivatingLIFE()
  509. {
  510. if (buffManager.TryActivatingLIFE())
  511. {
  512. hp = MaxHp;
  513. }
  514. }
  515. #endregion
  516. /* public override void Reset() // 要加锁吗?
  517. {
  518. lock (gameObjLock)
  519. {
  520. // _ = AddDeathCount();
  521. base.Reset();
  522. this.MoveSpeed = OrgMoveSpeed;
  523. HP = MaxHp;
  524. PropInventory = null;
  525. BulletOfPlayer = OriBulletOfPlayer;
  526. lock (gameObjLock)
  527. bulletNum = maxBulletNum;
  528. buffManager.ClearAll();
  529. IsInvisible = false;
  530. this.Vampire = this.OriVampire;
  531. }
  532. }*/
  533. public void Die(PlayerStateType playerStateType)
  534. {
  535. lock (gameObjLock)
  536. {
  537. playerState = playerStateType;
  538. CanMove = false;
  539. IsResetting = true;
  540. Position = GameData.PosWhoDie;
  541. place = PlaceType.Grass;
  542. }
  543. }
  544. public override bool IsRigid => true;
  545. public override ShapeType Shape => ShapeType.Circle;
  546. protected override bool IgnoreCollideExecutor(IGameObj targetObj)
  547. {
  548. if (IsResetting)
  549. return true;
  550. if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞
  551. {
  552. return true;
  553. }
  554. return false;
  555. }
  556. }
  557. }