You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

CopyInfo.cs 12 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239
  1. using Protobuf;
  2. using System.Collections.Generic;
  3. using GameClass.GameObj;
  4. using System.Numerics;
  5. using Preparation.Utility;
  6. using Gaming;
  7. namespace Server
  8. {
  9. public static class CopyInfo
  10. {
  11. public static MessageOfObj? Auto(GameObj gameObj, int time)
  12. {
  13. switch (gameObj.Type)
  14. {
  15. case Preparation.Utility.GameObjType.Character:
  16. Character character = (Character)gameObj;
  17. if (character.IsGhost())
  18. return Tricker((Ghost)character);
  19. else return Student((Student)character);
  20. case Preparation.Utility.GameObjType.Bullet:
  21. return Bullet((Bullet)gameObj);
  22. case Preparation.Utility.GameObjType.Prop:
  23. return Prop((Prop)gameObj);
  24. case Preparation.Utility.GameObjType.BombedBullet:
  25. return BombedBullet((BombedBullet)gameObj);
  26. case Preparation.Utility.GameObjType.PickedProp:
  27. return PickedProp((PickedProp)gameObj);
  28. case Preparation.Utility.GameObjType.Generator:
  29. return Classroom((Generator)gameObj);
  30. case Preparation.Utility.GameObjType.Chest:
  31. return Chest((Chest)gameObj, time);
  32. case Preparation.Utility.GameObjType.Doorway:
  33. return Gate((Doorway)gameObj, time);
  34. case Preparation.Utility.GameObjType.EmergencyExit:
  35. if (((EmergencyExit)gameObj).CanOpen)
  36. return HiddenGate((EmergencyExit)gameObj);
  37. else return null;
  38. case Preparation.Utility.GameObjType.Door:
  39. return Door((Door)gameObj);
  40. default: return null;
  41. }
  42. }
  43. public static MessageOfObj? Auto(MessageOfNews news)
  44. {
  45. MessageOfObj objMsg = new();
  46. objMsg.NewsMessage = news;
  47. return objMsg;
  48. }
  49. private static MessageOfObj? Student(Student player)
  50. {
  51. MessageOfObj msg = new MessageOfObj();
  52. if (player.IsGhost()) return null;
  53. msg.StudentMessage = new();
  54. msg.StudentMessage.X = player.Position.x;
  55. msg.StudentMessage.Y = player.Position.y;
  56. msg.StudentMessage.Speed = player.MoveSpeed;
  57. msg.StudentMessage.Determination = player.HP;
  58. msg.StudentMessage.Addiction = player.GamingAddiction;
  59. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  60. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  61. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  62. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  63. foreach (var value in player.PropInventory)
  64. msg.StudentMessage.Prop.Add(Transformation.ToPropType(value.GetPropType()));
  65. msg.StudentMessage.Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  66. msg.StudentMessage.Guid = player.ID;
  67. msg.StudentMessage.PlayerState = Transformation.ToPlayerState((PlayerStateType)player.PlayerState);
  68. msg.StudentMessage.PlayerId = player.PlayerID;
  69. msg.StudentMessage.ViewRange = player.ViewRange;
  70. msg.StudentMessage.Radius = player.Radius;
  71. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  72. msg.StudentMessage.Score = player.Score;
  73. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  74. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  75. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  76. {
  77. if (kvp.Value)
  78. msg.StudentMessage.Buff.Add(Transformation.ToStudentBuffType(kvp.Key));
  79. }
  80. msg.StudentMessage.BulletType = Transformation.ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  81. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  82. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  83. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  84. msg.StudentMessage.StudentType = Transformation.ToStudentType(player.CharacterType);
  85. return msg;
  86. }
  87. private static MessageOfObj? Tricker(Character player)
  88. {
  89. MessageOfObj msg = new MessageOfObj();
  90. if (!player.IsGhost()) return null;
  91. msg.TrickerMessage = new();
  92. msg.TrickerMessage.X = player.Position.x;
  93. msg.TrickerMessage.Y = player.Position.y;
  94. msg.TrickerMessage.Speed = player.MoveSpeed;
  95. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  96. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  97. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  98. msg.TrickerMessage.TimeUntilSkillAvailable.Add(-1);
  99. msg.TrickerMessage.Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  100. foreach (var value in player.PropInventory)
  101. msg.TrickerMessage.Prop.Add(Transformation.ToPropType(value.GetPropType()));
  102. msg.TrickerMessage.TrickerType = Transformation.ToTrickerType(player.CharacterType);
  103. msg.TrickerMessage.Guid = player.ID;
  104. msg.TrickerMessage.Score = player.Score;
  105. msg.TrickerMessage.PlayerId = player.PlayerID;
  106. msg.TrickerMessage.ViewRange = player.ViewRange;
  107. msg.TrickerMessage.Radius = player.Radius;
  108. msg.TrickerMessage.PlayerState = Transformation.ToPlayerState((PlayerStateType)player.PlayerState);
  109. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  110. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  111. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  112. msg.TrickerMessage.BulletType = Transformation.ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  113. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  114. {
  115. if (kvp.Value)
  116. msg.TrickerMessage.Buff.Add(Transformation.ToTrickerBuffType(kvp.Key));
  117. }
  118. return msg;
  119. }
  120. private static MessageOfObj Bullet(Bullet bullet)
  121. {
  122. MessageOfObj msg = new MessageOfObj();
  123. msg.BulletMessage = new();
  124. msg.BulletMessage.X = bullet.Position.x;
  125. msg.BulletMessage.Y = bullet.Position.y;
  126. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  127. msg.BulletMessage.Guid = bullet.ID;
  128. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  129. msg.BulletMessage.Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)bullet.Place);
  130. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  131. msg.BulletMessage.Speed = bullet.Speed;
  132. return msg;
  133. }
  134. private static MessageOfObj Prop(Prop prop)
  135. {
  136. MessageOfObj msg = new MessageOfObj();
  137. msg.PropMessage = new();
  138. msg.PropMessage.Type = Transformation.ToPropType(prop.GetPropType());
  139. msg.PropMessage.X = prop.Position.x;
  140. msg.PropMessage.Y = prop.Position.y;
  141. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  142. msg.PropMessage.Guid = prop.ID;
  143. msg.PropMessage.Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)prop.Place);
  144. return msg;
  145. }
  146. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  147. {
  148. MessageOfObj msg = new MessageOfObj();
  149. msg.BombedBulletMessage = new();
  150. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  151. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  152. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  153. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  154. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  155. return msg;
  156. }
  157. private static MessageOfObj PickedProp(PickedProp pickedProp)
  158. {
  159. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  160. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  161. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  162. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  163. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  164. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  165. return msg;
  166. }
  167. private static MessageOfObj Classroom(Generator generator)
  168. {
  169. MessageOfObj msg = new MessageOfObj();
  170. msg.ClassroomMessage = new();
  171. msg.ClassroomMessage.X = generator.Position.x;
  172. msg.ClassroomMessage.Y = generator.Position.y;
  173. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  174. return msg;
  175. }
  176. private static MessageOfObj Gate(Doorway doorway, int time)
  177. {
  178. MessageOfObj msg = new MessageOfObj();
  179. msg.GateMessage = new();
  180. msg.GateMessage.X = doorway.Position.x;
  181. msg.GateMessage.Y = doorway.Position.y;
  182. int progress = ((doorway.OpenStartTime > 0) ? (time - doorway.OpenStartTime) : 0) + doorway.OpenDegree;
  183. msg.GateMessage.Progress = (progress > GameData.degreeOfOpenedDoorway) ? GameData.degreeOfOpenedDoorway : progress;
  184. return msg;
  185. }
  186. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  187. {
  188. MessageOfObj msg = new MessageOfObj();
  189. msg.HiddenGateMessage = new();
  190. msg.HiddenGateMessage.X = Exit.Position.x;
  191. msg.HiddenGateMessage.Y = Exit.Position.y;
  192. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  193. return msg;
  194. }
  195. private static MessageOfObj Door(Door door)
  196. {
  197. MessageOfObj msg = new MessageOfObj();
  198. msg.DoorMessage = new();
  199. msg.DoorMessage.X = door.Position.x;
  200. msg.DoorMessage.Y = door.Position.y;
  201. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  202. msg.DoorMessage.IsOpen = door.IsOpen;
  203. return msg;
  204. }
  205. private static MessageOfObj Chest(Chest chest, int time)
  206. {
  207. MessageOfObj msg = new MessageOfObj();
  208. msg.ChestMessage = new();
  209. msg.ChestMessage.X = chest.Position.x;
  210. msg.ChestMessage.Y = chest.Position.y;
  211. int progress = (chest.OpenStartTime > 0) ? ((time - chest.OpenStartTime) * chest.WhoOpen.SpeedOfOpenChest) : 0;
  212. msg.ChestMessage.Progress = (progress > GameData.degreeOfOpenedChest) ? GameData.degreeOfOpenedChest : progress;
  213. return msg;
  214. }
  215. }
  216. }