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ISkill.cs 10 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System.Threading;
  4. namespace Preparation.Interface
  5. {
  6. public interface ISkill
  7. {
  8. }
  9. public interface IPassiveSkill : ISkill
  10. {
  11. }
  12. public interface IActiveSkill : ISkill
  13. {
  14. public int SkillCD { get; }
  15. public int DurationTime { get; } //技能持续时间
  16. public object ActiveSkillUseLock { get; }
  17. public int IsBeingUsed { get; set; }
  18. }
  19. public abstract class ActiveSkill : IActiveSkill
  20. {
  21. public abstract int SkillCD { get; }
  22. public abstract int DurationTime { get; }
  23. private readonly object activeSkillUseLock = new();
  24. public object ActiveSkillUseLock => activeSkillUseLock;
  25. private readonly object skillLock = new();
  26. public object SkillLock => skillLock;
  27. private int timeUntilActiveSkillAvailable = 0;
  28. public int TimeUntilActiveSkillAvailable
  29. {
  30. get
  31. {
  32. return Interlocked.CompareExchange(ref timeUntilActiveSkillAvailable, 0, 0);
  33. }
  34. set
  35. {
  36. if (value < 0) value = 0;
  37. else if (value > SkillCD) value = SkillCD;
  38. Interlocked.Exchange(ref timeUntilActiveSkillAvailable, value);
  39. }
  40. }
  41. public int isBeingUsed = 0;//实为bool
  42. public int IsBeingUsed
  43. {
  44. get => Interlocked.CompareExchange(ref isBeingUsed, 0, 0);
  45. set => Interlocked.Exchange(ref isBeingUsed, value);
  46. }
  47. }
  48. public class CanBeginToCharge : ActiveSkill
  49. {
  50. public override int SkillCD => GameData.commonSkillCD * 2;
  51. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  52. }
  53. public class BecomeInvisible : ActiveSkill
  54. {
  55. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  56. public override int DurationTime => GameData.commonSkillTime;
  57. }
  58. public class Punish : ActiveSkill
  59. {
  60. public override int SkillCD => GameData.commonSkillCD * 45 / 30;
  61. public override int DurationTime => 0;
  62. }
  63. public class HaveTea : ActiveSkill
  64. {
  65. public override int SkillCD => GameData.commonSkillCD * 3;
  66. public override int DurationTime => 0;
  67. }
  68. public class Rouse : ActiveSkill
  69. {
  70. public override int SkillCD => GameData.commonSkillCD * 4;
  71. public override int DurationTime => 0;
  72. }
  73. public class Encourage : ActiveSkill
  74. {
  75. public override int SkillCD => GameData.commonSkillCD * 4;
  76. public override int DurationTime => 0;
  77. }
  78. public class Inspire : ActiveSkill
  79. {
  80. public override int SkillCD => GameData.commonSkillCD * 4;
  81. public override int DurationTime => 0;
  82. }
  83. public class Howl : ActiveSkill
  84. {
  85. public override int SkillCD => GameData.commonSkillCD * 25 / 30;
  86. public override int DurationTime => 0;
  87. }
  88. public class ShowTime : ActiveSkill
  89. {
  90. public override int SkillCD => GameData.commonSkillCD * 8 / 3;
  91. public override int DurationTime => GameData.commonSkillTime;
  92. }
  93. public class JumpyBomb : ActiveSkill
  94. {
  95. public override int SkillCD => GameData.commonSkillCD / 2;
  96. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  97. }
  98. public class SparksNSplash : ActiveSkill
  99. {
  100. public override int SkillCD => GameData.commonSkillCD * 45 / 30;
  101. public override int DurationTime => GameData.commonSkillTime;
  102. }
  103. public class UseKnife : ActiveSkill
  104. {
  105. public override int SkillCD => GameData.commonSkillCD;
  106. public override int DurationTime => GameData.commonSkillTime / 10;
  107. }
  108. public class UseRobot : ActiveSkill
  109. {
  110. public override int SkillCD => GameData.commonSkillCD / 300;
  111. public override int DurationTime => 0;
  112. private int nowPlayerID;
  113. public int NowPlayerID
  114. {
  115. get
  116. {
  117. lock (SkillLock)
  118. {
  119. return nowPlayerID;
  120. }
  121. }
  122. set
  123. {
  124. lock (SkillLock)
  125. {
  126. nowPlayerID = value;
  127. }
  128. }
  129. }
  130. public bool TryResetNowPlayerID(int tryPlayerID)
  131. {
  132. lock (SkillLock)
  133. {
  134. if (nowPlayerID == tryPlayerID)
  135. {
  136. nowPlayerID %= GameData.numOfPeople;
  137. return true;
  138. }
  139. else return false;
  140. }
  141. }
  142. }
  143. public class WriteAnswers : ActiveSkill
  144. {
  145. public override int SkillCD => GameData.commonSkillCD;
  146. public override int DurationTime => 0;
  147. private int degreeOfMeditation = 0;
  148. public int DegreeOfMeditation
  149. {
  150. get => Interlocked.CompareExchange(ref degreeOfMeditation, 0, 0);
  151. set => Interlocked.Exchange(ref degreeOfMeditation, value);
  152. }
  153. }
  154. public class SummonGolem : ActiveSkill
  155. {
  156. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  157. public override int DurationTime => 6000;
  158. private int[] golemStateArray = new int[GameData.maxSummonedGolemNum] { 0, 0, 0 };
  159. //0未建造,1建造中,2已建造
  160. public int[] GolemStateArray
  161. {
  162. get
  163. {
  164. lock (SkillLock) { return golemStateArray; }
  165. }
  166. }
  167. private int nowPtr = 0;
  168. public int NowPtr
  169. {
  170. get
  171. {
  172. lock (SkillLock) { return nowPtr; }
  173. }
  174. }
  175. public int BuildGolem()
  176. {
  177. lock (SkillLock)
  178. {
  179. if (nowPtr == GameData.maxSummonedGolemNum) return GameData.maxSummonedGolemNum;
  180. int num = nowPtr;
  181. golemStateArray[nowPtr] = 1;
  182. while ((++nowPtr) < GameData.maxSummonedGolemNum && golemStateArray[nowPtr] != 0) ;
  183. return num;
  184. }
  185. }
  186. public void DeleteGolem(int num)
  187. {
  188. lock (SkillLock)
  189. {
  190. golemStateArray[num] = 0;
  191. if (num < nowPtr)
  192. {
  193. nowPtr = num;
  194. }
  195. }
  196. }
  197. public void AddGolem(int num)
  198. {
  199. lock (SkillLock)
  200. {
  201. golemStateArray[num] = 2;
  202. }
  203. }
  204. }
  205. public class NullSkill : ActiveSkill
  206. {
  207. public override int SkillCD => GameData.commonSkillCD;
  208. public override int DurationTime => GameData.commonSkillTime;
  209. }
  210. public static class SkillFactory
  211. {
  212. public static ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType)
  213. {
  214. switch (activeSkillType)
  215. {
  216. case ActiveSkillType.BecomeInvisible:
  217. return new BecomeInvisible();
  218. case ActiveSkillType.UseKnife:
  219. return new UseKnife();
  220. case ActiveSkillType.Howl:
  221. return new Howl();
  222. case ActiveSkillType.Encourage:
  223. return new Encourage();
  224. case ActiveSkillType.CanBeginToCharge:
  225. return new CanBeginToCharge();
  226. case ActiveSkillType.Punish:
  227. return new Punish();
  228. case ActiveSkillType.HaveTea:
  229. return new HaveTea();
  230. case ActiveSkillType.JumpyBomb:
  231. return new JumpyBomb();
  232. case ActiveSkillType.SparksNSplash:
  233. return new SparksNSplash();
  234. case ActiveSkillType.WriteAnswers:
  235. return new WriteAnswers();
  236. case ActiveSkillType.SummonGolem:
  237. return new SummonGolem();
  238. case ActiveSkillType.UseRobot:
  239. return new UseRobot();
  240. case ActiveSkillType.Rouse:
  241. return new Rouse();
  242. case ActiveSkillType.Inspire:
  243. return new Inspire();
  244. case ActiveSkillType.ShowTime:
  245. return new ShowTime();
  246. default:
  247. return new NullSkill();
  248. }
  249. }
  250. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  251. {
  252. switch (ActiveSkill)
  253. {
  254. case BecomeInvisible:
  255. return ActiveSkillType.BecomeInvisible;
  256. case Howl:
  257. return ActiveSkillType.Howl;
  258. case UseKnife:
  259. return ActiveSkillType.UseKnife;
  260. case Encourage:
  261. return ActiveSkillType.Encourage;
  262. case CanBeginToCharge:
  263. return ActiveSkillType.CanBeginToCharge;
  264. case Inspire:
  265. return ActiveSkillType.Inspire;
  266. case Punish:
  267. return ActiveSkillType.Punish;
  268. case HaveTea:
  269. return ActiveSkillType.HaveTea;
  270. case JumpyBomb:
  271. return ActiveSkillType.JumpyBomb;
  272. case SparksNSplash:
  273. return ActiveSkillType.SparksNSplash;
  274. case WriteAnswers:
  275. return ActiveSkillType.WriteAnswers;
  276. case SummonGolem:
  277. return ActiveSkillType.SummonGolem;
  278. case UseRobot:
  279. return ActiveSkillType.UseRobot;
  280. case Rouse:
  281. return ActiveSkillType.Rouse;
  282. case ShowTime:
  283. return ActiveSkillType.ShowTime;
  284. default:
  285. return ActiveSkillType.Null;
  286. }
  287. }
  288. }
  289. }