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SkillManager.ActiveSkill.cs 15 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public static bool CanBeginToCharge(Character player)
  14. {
  15. if ((!player.Commandable())) return false;
  16. IActiveSkill skill = player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge);
  17. Debugger.Output(player, "can begin to charge!");
  18. return ActiveSkillEffect(skill, player, () =>
  19. {
  20. player.AddMoveSpeed(skill.DurationTime, 3.0);
  21. //See SkillWhenColliding in ActionManager
  22. },
  23. () =>
  24. { });
  25. }
  26. public static bool BecomeInvisible(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.BecomeInvisible);
  30. return ActiveSkillEffect(activeSkill, player, () =>
  31. {
  32. player.AddInvisible(activeSkill.DurationTime);
  33. Debugger.Output(player, "become invisible!");
  34. },
  35. () =>
  36. { });
  37. }
  38. public static bool UseRobot(Character player)
  39. {
  40. if ((!player.Commandable()) || ((SummonGolem)player.FindIActiveSkill(ActiveSkillType.SummonGolem)).GolemSummoned == null) return false;
  41. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.UseRobot);
  42. activeSkill.IsBeingUsed = (activeSkill.IsBeingUsed) ? false : true;
  43. return true;
  44. }
  45. public static bool JumpyBomb(Character player)
  46. {
  47. if ((!player.Commandable())) return false;
  48. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.JumpyBomb), player, () =>
  49. {
  50. player.BulletOfPlayer = BulletType.BombBomb;
  51. Debugger.Output(player, "uses jumpybomb!");
  52. },
  53. () =>
  54. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  55. }
  56. public bool WriteAnswers(Character player)
  57. {
  58. if ((!player.Commandable())) return false;
  59. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.WriteAnswers);
  60. return ActiveSkillEffect(activeSkill, player, () =>
  61. {
  62. Generator? generator = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  63. if (generator != null)
  64. {
  65. if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player))
  66. gameMap.NumOfRepairedGenerators++;
  67. Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
  68. ((WriteAnswers)activeSkill).DegreeOfMeditation = 0;
  69. }
  70. },
  71. () =>
  72. { });
  73. }
  74. public bool SummonGolem(Character player)
  75. {
  76. if ((!player.Commandable())) return false;
  77. IActiveSkill activeSkill = player.FindIActiveSkill(ActiveSkillType.SummonGolem);
  78. if (((SummonGolem)activeSkill).GolemSummoned != null) return false;
  79. XY res = player.Position + new XY(player.FacingDirection, player.Radius * 2);
  80. if (actionManager.moveEngine.CheckCollision(player, res) != null)
  81. return false;
  82. return ActiveSkillEffect(activeSkill, player, () =>
  83. {
  84. characterManager.AddPlayer(res, player.TeamID, player.PlayerID + GameData.numOfPeople, CharacterType.Robot, player);
  85. },
  86. () =>
  87. { });
  88. }
  89. public static bool UseKnife(Character player)
  90. {
  91. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  92. {
  93. player.BulletOfPlayer = BulletType.FlyingKnife;
  94. Debugger.Output(player, "uses flyingknife!");
  95. },
  96. () =>
  97. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  98. }
  99. public bool Howl(Character player)
  100. {
  101. if ((!player.Commandable())) return false;
  102. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Howl), player, () =>
  103. {
  104. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  105. try
  106. {
  107. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  108. {
  109. if (!character.IsGhost() && XY.Distance(character.Position, player.Position) <= player.ViewRange)
  110. {
  111. if (CharacterManager.BeStunned(character, GameData.TimeOfStudentFaintingWhenHowl))
  112. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.TimeOfStudentFaintingWhenHowl));
  113. break;
  114. }
  115. }
  116. }
  117. finally
  118. {
  119. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  120. }
  121. CharacterManager.BackSwing(player, GameData.TimeOfGhostSwingingAfterHowl);
  122. Debugger.Output(player, "howled!");
  123. },
  124. () =>
  125. { });
  126. }
  127. public bool Punish(Character player)
  128. {
  129. if ((!player.Commandable())) return false;
  130. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Punish), player, () =>
  131. {
  132. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  133. try
  134. {
  135. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  136. {
  137. if (character.IsGhost() &&
  138. (character.PlayerState == PlayerStateType.TryingToAttack || character.PlayerState == PlayerStateType.Swinging
  139. || character.PlayerState == PlayerStateType.UsingSkill)
  140. && gameMap.CanSee(player, character))
  141. {
  142. if (CharacterManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenPunish))
  143. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenPunish));
  144. break;
  145. }
  146. }
  147. }
  148. finally
  149. {
  150. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  151. }
  152. Debugger.Output(player, "uses punishing!");
  153. },
  154. () =>
  155. { });
  156. }
  157. public bool Rouse(Character player)
  158. {
  159. if ((!player.Commandable())) return false;
  160. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Rouse), player, () =>
  161. {
  162. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  163. try
  164. {
  165. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  166. {
  167. if ((character.PlayerState == PlayerStateType.Addicted) && gameMap.CanSee(player, character))
  168. {
  169. character.PlayerState = PlayerStateType.Null;
  170. character.HP = GameData.RemainHpWhenAddLife;
  171. ((Student)character).TimeOfRescue = 0;
  172. player.AddScore(GameData.StudentScoreRescue);
  173. break;
  174. }
  175. }
  176. }
  177. finally
  178. {
  179. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  180. }
  181. Debugger.Output(player, "rouse someone!");
  182. },
  183. () =>
  184. { });
  185. }
  186. public bool Encourage(Character player)
  187. {
  188. if ((!player.Commandable())) return false;
  189. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Encourage), player, () =>
  190. {
  191. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  192. try
  193. {
  194. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  195. {
  196. if ((character.HP < character.MaxHp) && gameMap.CanSee(player, character))
  197. {
  198. player.AddScore(GameData.StudentScoreTreat(character.MaxHp - character.HP));
  199. character.HP = character.MaxHp;
  200. ((Student)character).SetDegreeOfTreatment0();
  201. break;
  202. }
  203. }
  204. }
  205. finally
  206. {
  207. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  208. }
  209. Debugger.Output(player, "encourage someone!");
  210. },
  211. () =>
  212. { });
  213. }
  214. public bool Inspire(Character player)
  215. {
  216. if ((!player.Commandable())) return false;
  217. return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.Inspire), player, () =>
  218. {
  219. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  220. try
  221. {
  222. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  223. {
  224. if (gameMap.CanSee(player, character))
  225. {
  226. player.AddScore(GameData.StudentScoreTreat(character.MaxHp - character.HP));
  227. character.AddMoveSpeed(GameData.PropDuration);
  228. }
  229. }
  230. }
  231. finally
  232. {
  233. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  234. }
  235. Debugger.Output(player, "inspires!");
  236. },
  237. () =>
  238. { });
  239. }
  240. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  241. {
  242. lock (activeSkill.ActiveSkillLock)
  243. {
  244. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  245. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  246. {
  247. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  248. new Thread
  249. (() =>
  250. {
  251. startSkill();
  252. activeSkill.IsBeingUsed = true;
  253. new FrameRateTaskExecutor<int>(
  254. () => !player.IsResetting,
  255. () =>
  256. {
  257. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  258. },
  259. timeInterval: GameData.frameDuration,
  260. () => 0,
  261. maxTotalDuration: (long)(activeSkill.DurationTime)
  262. )
  263. {
  264. AllowTimeExceed = true,
  265. MaxTolerantTimeExceedCount = ulong.MaxValue,
  266. }
  267. .Start();
  268. endSkill();
  269. activeSkill.IsBeingUsed = false;
  270. Debugger.Output(player, "return to normal.");
  271. new FrameRateTaskExecutor<int>(
  272. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  273. loopToDo: () =>
  274. {
  275. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  276. },
  277. timeInterval: GameData.frameDuration,
  278. finallyReturn: () => 0
  279. )
  280. {
  281. AllowTimeExceed = true,
  282. MaxTolerantTimeExceedCount = ulong.MaxValue,
  283. }
  284. .Start();
  285. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  286. Debugger.Output(player, "ActiveSkill is ready.");
  287. }
  288. )
  289. { IsBackground = true }.Start();
  290. return true;
  291. }
  292. else
  293. {
  294. Debugger.Output(player, "CommonSkill is cooling down!");
  295. return false;
  296. }
  297. }
  298. }
  299. }
  300. }
  301. }