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SkillManager.ActiveSkill.cs 8.7 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 bool BecomeVampire(Character player)
  14. {
  15. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeVampire), player, () =>
  16. {
  17. player.Vampire += 0.5;
  18. Debugger.Output(player, "becomes vampire!");
  19. },
  20. () =>
  21. {
  22. double tempVam = player.Vampire - 0.5;
  23. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  24. });
  25. }
  26. public bool CanBeginToCharge(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill skill = player.UseIActiveSkill(ActiveSkillType.CanBeginToCharge);
  30. Debugger.Output(player, "can begin to charge!");
  31. return ActiveSkillEffect(skill, player, () =>
  32. {
  33. player.AddMoveSpeed(skill.DurationTime, 3.0);
  34. //See SkillWhenMove in ActionManager
  35. },
  36. () =>
  37. { });
  38. }
  39. public static bool BecomeInvisible(Character player)
  40. {
  41. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeInvisible), player, () =>
  42. {
  43. player.IsInvisible = true;
  44. Debugger.Output(player, "become invisible!");
  45. },
  46. () =>
  47. { player.IsInvisible = false; });
  48. }
  49. public bool NuclearWeapon(Character player)
  50. {
  51. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.NuclearWeapon), player, () =>
  52. {
  53. player.BulletOfPlayer = BulletType.AtomBomb;
  54. Debugger.Output(player, "uses atombomb!");
  55. },
  56. () =>
  57. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  58. }
  59. public static bool UseKnife(Character player)
  60. {
  61. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  62. {
  63. player.BulletOfPlayer = BulletType.FlyingKnife;
  64. Debugger.Output(player, "uses flyingknife!");
  65. },
  66. () =>
  67. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  68. }
  69. public bool Punish(Character player)
  70. {
  71. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.Punish), player, () =>
  72. {
  73. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  74. try
  75. {
  76. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  77. {
  78. if (player.IsGhost() &&
  79. (player.PlayerState == PlayerStateType.TryingToAttack || player.PlayerState == PlayerStateType.Swinging
  80. || player.PlayerState == PlayerStateType.UsingSkill || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor || player.PlayerState == PlayerStateType.OpeningTheChest)
  81. && gameMap.CanSee(player, character))
  82. {
  83. if (AttackManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting))
  84. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting));
  85. break;
  86. }
  87. }
  88. }
  89. finally
  90. {
  91. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  92. }
  93. Debugger.Output(player, "uses punishing!");
  94. },
  95. () =>
  96. { });
  97. }
  98. public bool SuperFast(Character player)
  99. {
  100. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.SuperFast), player, () =>
  101. {
  102. player.AddMoveSpeed(player.UseIActiveSkill(ActiveSkillType.SuperFast).DurationTime, 3.0);
  103. Debugger.Output(player, "moves very fast!");
  104. },
  105. () =>
  106. { });
  107. }
  108. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  109. {
  110. lock (activeSkill.ActiveSkillLock)
  111. {
  112. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  113. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  114. {
  115. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  116. new Thread
  117. (() =>
  118. {
  119. startSkill();
  120. activeSkill.IsBeingUsed = true;
  121. new FrameRateTaskExecutor<int>(
  122. () => !player.IsResetting,
  123. () =>
  124. {
  125. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  126. },
  127. timeInterval: GameData.frameDuration,
  128. () => 0,
  129. maxTotalDuration: (long)(activeSkill.DurationTime)
  130. )
  131. {
  132. AllowTimeExceed = true,
  133. MaxTolerantTimeExceedCount = ulong.MaxValue,
  134. }
  135. .Start();
  136. endSkill();
  137. activeSkill.IsBeingUsed = false;
  138. Debugger.Output(player, "return to normal.");
  139. new FrameRateTaskExecutor<int>(
  140. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  141. loopToDo: () =>
  142. {
  143. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  144. },
  145. timeInterval: GameData.frameDuration,
  146. finallyReturn: () => 0
  147. )
  148. {
  149. AllowTimeExceed = true,
  150. MaxTolerantTimeExceedCount = ulong.MaxValue,
  151. }
  152. .Start();
  153. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  154. Debugger.Output(player, "ActiveSkill is ready.");
  155. }
  156. )
  157. { IsBackground = true }.Start();
  158. return true;
  159. }
  160. else
  161. {
  162. Debugger.Output(player, "CommonSkill is cooling down!");
  163. return false;
  164. }
  165. }
  166. }
  167. }
  168. }
  169. }