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ActionManager.cs 23 kB

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  1. using System;
  2. using System.Diagnostics;
  3. using System.Net.NetworkInformation;
  4. using System.Threading;
  5. using GameClass.GameObj;
  6. using GameEngine;
  7. using Preparation.Interface;
  8. using Preparation.Utility;
  9. using Timothy.FrameRateTask;
  10. namespace Gaming
  11. {
  12. public partial class Game
  13. {
  14. private readonly ActionManager actionManager;
  15. private class ActionManager
  16. {
  17. // 人物移动
  18. private void SkillWhenColliding(Character player, IGameObj collisionObj)
  19. {
  20. if (collisionObj.Type == GameObjType.Bullet)
  21. {
  22. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  23. {
  24. if (characterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty))
  25. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  26. gameMap.Remove((GameObj)collisionObj);
  27. }
  28. }
  29. if (player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed && collisionObj.Type == GameObjType.Character && ((Character)collisionObj).IsGhost())
  30. {
  31. if (characterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge))
  32. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  33. characterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  34. }
  35. }
  36. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  37. {
  38. if (!playerToMove.Commandable() || !TryToStop()) return false;
  39. characterManager.SetPlayerState(playerToMove, PlayerStateType.Moving);
  40. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  41. return true;
  42. }
  43. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  44. {
  45. if (!playerToMove.Commandable() && playerToMove.PlayerState != PlayerStateType.Stunned) return false;
  46. characterManager.SetPlayerState(playerToMove, PlayerStateType.Stunned);
  47. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  48. return true;
  49. }
  50. public bool Stop(Character player)
  51. {
  52. if (player.Commandable() || !TryToStop())
  53. {
  54. characterManager.SetPlayerState(player);
  55. return true;
  56. }
  57. return false;
  58. }
  59. public bool Fix(Student player)// 自动检查有无发电机可修
  60. {
  61. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  62. return false;
  63. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  64. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  65. return false;
  66. ++generatorForFix.NumOfFixing;
  67. characterManager.SetPlayerState(player, PlayerStateType.Fixing);
  68. new Thread
  69. (
  70. () =>
  71. {
  72. new FrameRateTaskExecutor<int>(
  73. loopCondition: () => gameMap.Timer.IsGaming && player.PlayerState == PlayerStateType.Fixing,
  74. loopToDo: () =>
  75. {
  76. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  77. {
  78. characterManager.SetPlayerState(player);
  79. gameMap.NumOfRepairedGenerators++;
  80. }
  81. },
  82. timeInterval: GameData.frameDuration,
  83. finallyReturn: () => 0
  84. )
  85. .Start();
  86. }
  87. )
  88. { IsBackground = true }.Start();
  89. --generatorForFix.NumOfFixing;
  90. return true;
  91. }
  92. public bool OpenDoorway(Student player)
  93. {
  94. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
  95. return false;
  96. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  97. if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
  98. return false;
  99. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  100. int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
  101. new Thread
  102. (
  103. () =>
  104. {
  105. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  106. if (doorwayToOpen.OpenStartTime == startTime)
  107. {
  108. doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
  109. player.SetPlayerStateNaturally();
  110. }
  111. }
  112. )
  113. { IsBackground = true }.Start();
  114. return true;
  115. }
  116. public bool Escape(Student player)
  117. {
  118. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  119. return false;
  120. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  121. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  122. {
  123. player.AddScore(GameData.StudentScoreEscape);
  124. ++gameMap.NumOfEscapedStudent;
  125. player.RemoveFromGame(PlayerStateType.Escaped);
  126. return true;
  127. }
  128. else
  129. {
  130. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  131. if (emergencyExit != null && emergencyExit.IsOpen)
  132. {
  133. player.AddScore(GameData.StudentScoreEscape);
  134. ++gameMap.NumOfEscapedStudent;
  135. player.RemoveFromGame(PlayerStateType.Escaped);
  136. return true;
  137. }
  138. return false;
  139. }
  140. }
  141. public bool Treat(Student player, Student? playerTreated = null)
  142. {
  143. if (playerTreated == null)
  144. {
  145. playerTreated = gameMap.StudentForInteract(player.Position);
  146. if (playerTreated == null) return false;
  147. }
  148. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  149. (!playerTreated.Commandable()) ||
  150. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  151. return false;
  152. new Thread
  153. (
  154. () =>
  155. {
  156. characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
  157. characterManager.SetPlayerState(player, PlayerStateType.Treating);
  158. new FrameRateTaskExecutor<int>(
  159. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && player.PlayerState == PlayerStateType.Treating && gameMap.Timer.IsGaming,
  160. loopToDo: () =>
  161. {
  162. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  163. characterManager.SetPlayerState(playerTreated);
  164. },
  165. timeInterval: GameData.frameDuration,
  166. finallyReturn: () => 0
  167. )
  168. .Start();
  169. if (player.PlayerState == PlayerStateType.Treating) characterManager.SetPlayerState(player);
  170. else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
  171. }
  172. )
  173. { IsBackground = true }.Start();
  174. return true;
  175. }
  176. public bool Rescue(Student player, Student? playerRescued = null)
  177. {
  178. if (playerRescued == null)
  179. {
  180. playerRescued = gameMap.StudentForInteract(player.Position);
  181. if (playerRescued == null) return false;
  182. }
  183. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  184. return false;
  185. characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
  186. characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
  187. new Thread
  188. (
  189. () =>
  190. {
  191. new FrameRateTaskExecutor<int>(
  192. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && player.PlayerState == PlayerStateType.Rescuing && gameMap.Timer.IsGaming,
  193. loopToDo: () =>
  194. {
  195. playerRescued.TimeOfRescue += GameData.frameDuration;
  196. },
  197. timeInterval: GameData.frameDuration,
  198. finallyReturn: () => 0,
  199. maxTotalDuration: GameData.basicTimeOfRescue
  200. )
  201. .Start();
  202. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  203. {
  204. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  205. {
  206. characterManager.SetPlayerState(playerRescued);
  207. playerRescued.HP = playerRescued.MaxHp / 2;
  208. player.AddScore(GameData.StudentScoreRescue);
  209. }
  210. else
  211. characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
  212. }
  213. if (player.PlayerState == PlayerStateType.Rescuing) characterManager.SetPlayerState(player);
  214. playerRescued.TimeOfRescue = 0;
  215. }
  216. )
  217. { IsBackground = true }.Start();
  218. return true;
  219. }
  220. public bool OpenChest(Character player)
  221. {
  222. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  223. return false;
  224. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  225. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  226. return false;
  227. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
  228. int startTime = gameMap.Timer.nowTime();
  229. chestToOpen.Open(startTime, player);
  230. new Thread
  231. (
  232. () =>
  233. {
  234. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  235. if (chestToOpen.OpenStartTime == startTime)
  236. {
  237. player.SetPlayerStateNaturally();
  238. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  239. {
  240. Prop prop = chestToOpen.PropInChest[i];
  241. chestToOpen.PropInChest[i] = new NullProp();
  242. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  243. gameMap.Add(prop);
  244. }
  245. }
  246. }
  247. )
  248. { IsBackground = true }.Start();
  249. return true;
  250. }
  251. public bool ClimbingThroughWindow(Character player)
  252. {
  253. if (!player.Commandable())
  254. return false;
  255. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  256. if (windowForClimb == null || windowForClimb.WhoIsClimbing != null)
  257. return false;
  258. XY windowToPlayer = new(
  259. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  260. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  261. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  262. if (characterInWindow != null)
  263. {
  264. if (player.IsGhost() && !characterInWindow.IsGhost())
  265. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position, PlaceType.Null));
  266. return false;
  267. }*/
  268. //Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  269. // gameMap.Add(addWall);
  270. characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows);
  271. windowForClimb.WhoIsClimbing = player;
  272. new Thread
  273. (
  274. () =>
  275. {
  276. new FrameRateTaskExecutor<int>(
  277. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  278. loopToDo: () => { },
  279. timeInterval: GameData.frameDuration,
  280. finallyReturn: () => 0,
  281. maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed)
  282. )
  283. .Start();
  284. if (player.PlayerState != PlayerStateType.ClimbingThroughWindows)
  285. {
  286. windowForClimb.WhoIsClimbing = null;
  287. return;
  288. }
  289. player.ReSetPos(windowToPlayer + windowForClimb.Position, PlaceType.Window);
  290. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  291. moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle());
  292. new FrameRateTaskExecutor<int>(
  293. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  294. loopToDo: () =>
  295. {
  296. },
  297. timeInterval: GameData.frameDuration,
  298. finallyReturn: () => 0,
  299. maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed)
  300. )
  301. .Start();
  302. XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
  303. player.ReSetPos(PosJumpOff, gameMap.GetPlaceType(PosJumpOff));
  304. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  305. windowForClimb.WhoIsClimbing = null;
  306. // gameMap.Remove(addWall);
  307. if (player.PlayerState == PlayerStateType.ClimbingThroughWindows)
  308. {
  309. characterManager.SetPlayerState(player);
  310. }
  311. }
  312. )
  313. { IsBackground = true }.Start();
  314. return true;
  315. }
  316. public bool LockOrOpenDoor(Character player)
  317. {
  318. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  319. return false;
  320. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  321. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  322. return false;
  323. bool flag = false;
  324. foreach (Prop prop in player.PropInventory)
  325. {
  326. switch (prop.GetPropType())
  327. {
  328. case PropType.Key3:
  329. if (doorToLock.Place == PlaceType.Door3)
  330. flag = true;
  331. break;
  332. case PropType.Key5:
  333. if (doorToLock.Place == PlaceType.Door5)
  334. flag = true;
  335. break;
  336. case PropType.Key6:
  337. if (doorToLock.Place == PlaceType.Door6)
  338. flag = true;
  339. break;
  340. default:
  341. break;
  342. }
  343. if (flag) break;
  344. }
  345. if (!flag) return false;
  346. characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
  347. new Thread
  348. (
  349. () =>
  350. {
  351. new FrameRateTaskExecutor<int>(
  352. loopCondition: () => flag && player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  353. loopToDo: () =>
  354. {
  355. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  356. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  357. },
  358. timeInterval: GameData.frameDuration,
  359. finallyReturn: () => 0
  360. )
  361. .Start();
  362. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  363. {
  364. doorToLock.IsOpen = (!doorToLock.IsOpen);
  365. }
  366. if (player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  367. characterManager.SetPlayerState(player);
  368. doorToLock.OpenOrLockDegree = 0;
  369. }
  370. )
  371. { IsBackground = true }.Start();
  372. return true;
  373. }
  374. /*
  375. private void ActivateMine(Character player, Mine mine)
  376. {
  377. gameMap.ObjListLock.EnterWriteLock();
  378. try { gameMap.ObjList.Remove(mine); }
  379. catch { }
  380. finally { gameMap.ObjListLock.ExitWriteLock(); }
  381. switch (mine.GetPropType())
  382. {
  383. case PropType.Dirt:
  384. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  385. break;
  386. case PropType.Attenuator:
  387. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  388. break;
  389. case PropType.Divider:
  390. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  391. break;
  392. }
  393. }
  394. */
  395. private object numLock = new object();
  396. private int lastTime = 0;
  397. private int numStop = 0;
  398. private int NumStop => numStop;
  399. private bool TryToStop()
  400. {
  401. lock (numLock)
  402. {
  403. int time = gameMap.Timer.nowTime();
  404. if (time / GameData.frameDuration > lastTime)
  405. {
  406. lastTime = time / GameData.frameDuration;
  407. numStop = 1;
  408. return true;
  409. }
  410. else
  411. {
  412. if (numStop == GameData.LimitOfStopAndMove)
  413. return false;
  414. else
  415. {
  416. ++numStop;
  417. return true;
  418. }
  419. }
  420. }
  421. }
  422. private readonly Map gameMap;
  423. private readonly CharacterManager characterManager;
  424. public readonly MoveEngine moveEngine;
  425. public ActionManager(Map gameMap, CharacterManager characterManager)
  426. {
  427. this.gameMap = gameMap;
  428. this.moveEngine = new MoveEngine(
  429. gameMap: gameMap,
  430. OnCollision: (obj, collisionObj, moveVec) =>
  431. {
  432. SkillWhenColliding((Character)obj, collisionObj);
  433. Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  434. //if (collisionObj is Mine)
  435. //{
  436. // ActivateMine((Character)obj, (Mine)collisionObj);
  437. // return MoveEngine.AfterCollision.ContinueCheck;
  438. //}
  439. return MoveEngine.AfterCollision.MoveMax;
  440. },
  441. EndMove: obj =>
  442. {
  443. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  444. }
  445. );
  446. this.characterManager = characterManager;
  447. }
  448. }
  449. }
  450. }