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CharacterManager .cs 19 kB

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