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