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ActionManager.cs 31 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using GameEngine;
  5. using Preparation.Utility;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private readonly ActionManager actionManager;
  12. private class ActionManager
  13. {
  14. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  15. {
  16. if (moveTimeInMilliseconds < 5) return false;
  17. long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Moving);
  18. if (stateNum == -1) return false;
  19. new Thread
  20. (
  21. () =>
  22. {
  23. playerToMove.ThreadNum.WaitOne();
  24. if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
  25. {
  26. playerToMove.ThreadNum.Release();
  27. return;
  28. }
  29. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  30. }
  31. )
  32. { IsBackground = true }.Start();
  33. return true;
  34. }
  35. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  36. {
  37. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  38. long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Charmed);
  39. if (stateNum == -1) return false;
  40. new Thread
  41. (() =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
  45. {
  46. playerToMove.ThreadNum.Release();
  47. return;
  48. }
  49. else
  50. {
  51. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  52. Thread.Sleep(moveTimeInMilliseconds);
  53. lock (playerToMove.ActionLock)
  54. {
  55. lock (playerToMove.ActionLock)
  56. {
  57. if (stateNum == playerToMove.StateNum)
  58. playerToMove.SetPlayerStateNaturally();
  59. }
  60. }
  61. }
  62. }
  63. )
  64. { IsBackground = true }.Start();
  65. return true;
  66. }
  67. public static bool Stop(Character player)
  68. {
  69. lock (player.ActionLock)
  70. {
  71. if (player.Commandable())
  72. {
  73. player.SetPlayerState(RunningStateType.Null);
  74. return true;
  75. }
  76. }
  77. return false;
  78. }
  79. public bool Fix(Student player)// 自动检查有无发电机可修
  80. {
  81. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  82. if (generatorForFix == null) return false;
  83. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  84. return false;
  85. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Fixing);
  86. if (stateNum == -1) return false;
  87. new Thread
  88. (
  89. () =>
  90. {
  91. player.ThreadNum.WaitOne();
  92. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  93. {
  94. player.ThreadNum.Release();
  95. return;
  96. }
  97. generatorForFix.AddNumOfFixing();
  98. Thread.Sleep(GameData.checkInterval);
  99. new FrameRateTaskExecutor<int>(
  100. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  101. loopToDo: () =>
  102. {
  103. if (generatorForFix.Repair(player.FixSpeed * GameData.checkInterval, player))
  104. gameMap.AddNumOfRepairedGenerators();
  105. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  106. {
  107. lock (player.ActionLock)
  108. {
  109. if (stateNum == player.StateNum)
  110. player.SetPlayerState(RunningStateType.Null);
  111. }
  112. return false;
  113. }
  114. return true;
  115. },
  116. timeInterval: GameData.checkInterval,
  117. finallyReturn: () => 0
  118. )
  119. .Start();
  120. player.ThreadNum.Release();
  121. generatorForFix.SubNumOfFixing();
  122. }
  123. )
  124. { IsBackground = true }.Start();
  125. return true;
  126. }
  127. public bool OpenDoorway(Student player)
  128. {
  129. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  130. if (doorwayToOpen == null) return false;
  131. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  132. if (stateNum == -1) return false;
  133. new Thread
  134. (
  135. () =>
  136. {
  137. player.ThreadNum.WaitOne();
  138. if (!doorwayToOpen.TryToOpen())
  139. {
  140. player.ThreadNum.Release();
  141. player.ResetPlayerState(stateNum);
  142. return;
  143. }
  144. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  145. {
  146. player.ThreadNum.Release();
  147. return;
  148. }
  149. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  150. if (player.ResetPlayerState(stateNum))
  151. {
  152. doorwayToOpen.FinishOpenning();
  153. player.ThreadNum.Release();
  154. }
  155. }
  156. )
  157. { IsBackground = true }.Start();
  158. return true;
  159. }
  160. public bool Escape(Student player)
  161. {
  162. if (player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  163. return false;
  164. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  165. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  166. {
  167. if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
  168. player.AddScore(GameData.StudentScoreEscape);
  169. gameMap.MapEscapeStudent();
  170. return true;
  171. }
  172. else
  173. {
  174. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  175. if (emergencyExit != null && emergencyExit.IsOpen)
  176. {
  177. if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
  178. player.AddScore(GameData.StudentScoreEscape);
  179. gameMap.MapEscapeStudent();
  180. return true;
  181. }
  182. return false;
  183. }
  184. }
  185. public bool Treat(Student player, Student? playerTreated = null)
  186. {
  187. if (player.CharacterType == CharacterType.Robot) return false;
  188. if (playerTreated == null)
  189. {
  190. playerTreated = gameMap.StudentForInteract(player.Position);
  191. if (playerTreated == null) return false;
  192. }
  193. else if (!GameData.ApproachToInteract(playerTreated.Position, player.Position)) return false;
  194. if (playerTreated.HP == playerTreated.MaxHp) return false;
  195. long stateNumTreated = playerTreated.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treated);
  196. if (stateNumTreated == -1) return false;
  197. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treating);
  198. if (stateNum == -1)
  199. {
  200. lock (playerTreated.ActionLock)
  201. {
  202. if (playerTreated.StateNum == stateNumTreated)
  203. player.SetPlayerStateNaturally();
  204. }
  205. return false;
  206. }
  207. new Thread
  208. (
  209. () =>
  210. {
  211. player.ThreadNum.WaitOne();
  212. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  213. {
  214. player.ThreadNum.Release();
  215. lock (playerTreated.ActionLock)
  216. {
  217. if (playerTreated.StateNum == stateNumTreated)
  218. playerTreated.SetPlayerStateNaturally();
  219. }
  220. return;
  221. }
  222. playerTreated.ThreadNum.WaitOne();
  223. if (!playerTreated.StartThread(stateNum, RunningStateType.RunningActively))
  224. {
  225. playerTreated.ThreadNum.Release();
  226. lock (player.ActionLock)
  227. {
  228. if (player.StateNum == stateNum)
  229. player.SetPlayerStateNaturally();
  230. }
  231. player.ThreadNum.Release();
  232. return;
  233. }
  234. Thread.Sleep(GameData.checkInterval);
  235. new FrameRateTaskExecutor<int>(
  236. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  237. loopToDo: () =>
  238. {
  239. lock (playerTreated.ActionLock)
  240. {
  241. if (playerTreated.StateNum == stateNumTreated)
  242. {
  243. if (playerTreated.AddDegreeOfTreatment(GameData.checkInterval * player.TreatSpeed, player))
  244. {
  245. playerTreated.SetPlayerStateNaturally();
  246. return false;
  247. }
  248. }
  249. else return false;
  250. }
  251. return true;
  252. },
  253. timeInterval: GameData.checkInterval,
  254. finallyReturn: () => 0
  255. )
  256. .Start();
  257. player.ThreadNum.Release();
  258. playerTreated.ThreadNum.Release();
  259. if (player.ResetPlayerState(stateNum))
  260. return;
  261. playerTreated.ResetPlayerState(stateNumTreated);
  262. }
  263. )
  264. { IsBackground = true }.Start();
  265. return true;
  266. }
  267. public bool Rescue(Student player, Student? playerRescued = null)
  268. {
  269. if (player.CharacterType == CharacterType.Robot) return false;
  270. if (playerRescued == null)
  271. {
  272. playerRescued = gameMap.StudentForInteract(player.Position);
  273. if (playerRescued == null) return false;
  274. }
  275. else if (!GameData.ApproachToInteract(playerRescued.Position, player.Position)) return false;
  276. long stateNumRescued = playerRescued.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescued);
  277. if (stateNumRescued == -1) return false;
  278. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescuing);
  279. if (stateNum == -1)
  280. {
  281. playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  282. return false;
  283. }
  284. new Thread
  285. (
  286. () =>
  287. {
  288. player.ThreadNum.WaitOne();
  289. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  290. {
  291. player.ThreadNum.Release();
  292. playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  293. return;
  294. }
  295. playerRescued.ThreadNum.WaitOne();
  296. if (!playerRescued.StartThread(stateNumRescued, RunningStateType.RunningActively))
  297. {
  298. playerRescued.ThreadNum.Release();
  299. if (!player.ResetPlayerState(stateNum))
  300. player.ThreadNum.Release();
  301. return;
  302. }
  303. new FrameRateTaskExecutor<int>(
  304. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
  305. loopToDo: () =>
  306. {
  307. lock (playerRescued.ActionLock)
  308. {
  309. if (playerRescued.StateNum == stateNumRescued)
  310. {
  311. if (playerRescued.AddTimeOfRescue(GameData.checkInterval))
  312. {
  313. playerRescued.SetPlayerStateNaturally();
  314. playerRescued.HP = playerRescued.MaxHp / 2;
  315. player.AddScore(GameData.StudentScoreRescue);
  316. return false;
  317. }
  318. }
  319. else return false;
  320. }
  321. return true;
  322. },
  323. timeInterval: GameData.checkInterval,
  324. finallyReturn: () => 0
  325. )
  326. .Start();
  327. playerRescued.SetTimeOfRescue(0);
  328. player.ThreadNum.Release();
  329. playerRescued.ThreadNum.Release();
  330. if (player.ResetPlayerState(stateNum)) return;
  331. playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
  332. }
  333. )
  334. { IsBackground = true }.Start();
  335. return true;
  336. }
  337. public bool OpenChest(Character player)
  338. {
  339. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  340. if (chestToOpen == null) return false;
  341. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheChest, chestToOpen);
  342. if (stateNum == -1) return false;
  343. new Thread
  344. (
  345. () =>
  346. {
  347. player.ThreadNum.WaitOne();
  348. lock (player.ActionLock)
  349. {
  350. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  351. {
  352. player.ThreadNum.Release();
  353. return;
  354. }
  355. else
  356. if (!chestToOpen.Open(player))
  357. {
  358. player.ThreadNum.Release();
  359. player.SetPlayerStateNaturally();
  360. return;
  361. }
  362. }
  363. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  364. if (player.ResetPlayerState(stateNum))
  365. {
  366. player.ThreadNum.Release();
  367. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  368. {
  369. Gadget prop = chestToOpen.PropInChest[i];
  370. chestToOpen.PropInChest[i] = new NullProp();
  371. prop.ReSetPos(player.Position);
  372. gameMap.Add(prop);
  373. }
  374. }
  375. }
  376. )
  377. { IsBackground = true }.Start();
  378. return true;
  379. }
  380. public bool ClimbingThroughWindow(Character player)
  381. {
  382. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  383. if (windowForClimb == null) return false;
  384. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.ClimbingThroughWindows, windowForClimb);
  385. if (stateNum == -1) return false;
  386. XY windowToPlayer = new(
  387. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  388. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  389. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  390. if (characterInWindow != null)
  391. {
  392. if (player.IsGhost() && !characterInWindow.IsGhost())
  393. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  394. return false;
  395. }
  396. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  397. gameMap.Add(addWall);*/
  398. new Thread
  399. (
  400. () =>
  401. {
  402. player.ThreadNum.WaitOne();
  403. lock (player.ActionLock)
  404. {
  405. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  406. {
  407. player.ThreadNum.Release();
  408. return;
  409. }
  410. if (!windowForClimb.TryToClimb(player))
  411. {
  412. player.SetPlayerStateNaturally();
  413. player.ThreadNum.Release();
  414. return;
  415. }
  416. }
  417. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  418. lock (player.ActionLock)
  419. {
  420. if (!player.StartThread(stateNum, RunningStateType.RunningActively)) return;
  421. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  422. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  423. }
  424. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  425. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  426. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  427. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  428. lock (player.ActionLock)
  429. {
  430. if (stateNum == player.StateNum)
  431. {
  432. player.ReSetPos(windowForClimb.Stage);
  433. player.SetPlayerStateNaturally();
  434. windowForClimb.FinishClimbing();
  435. }
  436. }
  437. }
  438. )
  439. { IsBackground = true }.Start();
  440. return true;
  441. }
  442. public bool LockDoor(Character player)
  443. {
  444. if (player.CharacterType == CharacterType.Robot) return false;
  445. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  446. if (doorToLock == null) return false;
  447. PropType propType = doorToLock.DoorNum switch
  448. {
  449. 3 => PropType.Key3,
  450. 5 => PropType.Key5,
  451. _ => PropType.Key6,
  452. };
  453. if (!player.UseTool(propType)) return false;
  454. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.LockingTheDoor, doorToLock);
  455. if (stateNum == -1)
  456. {
  457. player.ReleaseTool(propType);
  458. return false;
  459. }
  460. new Thread
  461. (
  462. () =>
  463. {
  464. player.ThreadNum.WaitOne();
  465. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  466. {
  467. player.ReleaseTool(propType);
  468. player.ThreadNum.Release();
  469. return;
  470. }
  471. if (!doorToLock.TryLock(player))
  472. {
  473. player.ReleaseTool(propType);
  474. player.ResetPlayerState(stateNum);
  475. player.ThreadNum.Release();
  476. return;
  477. }
  478. Thread.Sleep(GameData.checkInterval);
  479. new FrameRateTaskExecutor<int>(
  480. loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  481. loopToDo: () =>
  482. {
  483. if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
  484. return false;
  485. doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
  486. return true;
  487. },
  488. timeInterval: GameData.checkInterval,
  489. finallyReturn: () => 0
  490. )
  491. .Start();
  492. doorToLock.StopLock();
  493. player.ReleaseTool(propType);
  494. player.ThreadNum.Release();
  495. player.ResetPlayerState(stateNum);
  496. }
  497. )
  498. { IsBackground = true }.Start();
  499. return true;
  500. }
  501. public bool OpenDoor(Character player)
  502. {
  503. if (player.CharacterType == CharacterType.Robot) return false;
  504. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  505. if (doorToLock == null) return false;
  506. PropType propType = doorToLock.DoorNum switch
  507. {
  508. 3 => PropType.Key3,
  509. 5 => PropType.Key5,
  510. _ => PropType.Key6,
  511. };
  512. if (!player.UseTool(propType)) return false;
  513. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoor, doorToLock);
  514. if (stateNum == -1)
  515. {
  516. player.ReleaseTool(propType);
  517. return false;
  518. }
  519. new Thread
  520. (
  521. () =>
  522. {
  523. player.ThreadNum.WaitOne();
  524. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  525. {
  526. player.ReleaseTool(propType);
  527. player.ThreadNum.Release();
  528. return;
  529. }
  530. if (!doorToLock.TryOpen(player))
  531. {
  532. player.ReleaseTool(propType);
  533. if (player.ResetPlayerState(stateNum))
  534. player.ThreadNum.Release();
  535. return;
  536. }
  537. Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
  538. if (player.ResetPlayerState(stateNum))
  539. {
  540. doorToLock.StopOpen();
  541. player.ReleaseTool(propType);
  542. player.ThreadNum.Release();
  543. }
  544. }
  545. )
  546. { IsBackground = true }.Start();
  547. return true;
  548. }
  549. /*
  550. private void ActivateMine(Character player, Mine mine)
  551. {
  552. gameMap.ObjListLock.EnterWriteLock();
  553. try { gameMap.ObjList.Remove(mine); }
  554. catch { }
  555. finally { gameMap.ObjListLock.ExitWriteLock(); }
  556. switch (mine.GetPropType())
  557. {
  558. case PropType.Dirt:
  559. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  560. break;
  561. case PropType.Attenuator:
  562. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  563. break;
  564. case PropType.Divider:
  565. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  566. break;
  567. }
  568. }
  569. */
  570. private readonly Map gameMap;
  571. private readonly CharacterManager characterManager;
  572. public readonly MoveEngine moveEngine;
  573. public ActionManager(Map gameMap, CharacterManager characterManager)
  574. {
  575. this.gameMap = gameMap;
  576. this.moveEngine = new MoveEngine(
  577. gameMap: gameMap,
  578. OnCollision: (obj, collisionObj, moveVec) =>
  579. {
  580. Character player = (Character)obj;
  581. switch (collisionObj.Type)
  582. {
  583. case GameObjType.Bullet:
  584. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  585. {
  586. if (CharacterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  587. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  588. gameMap.Remove((GameObj)collisionObj);
  589. }
  590. break;
  591. case GameObjType.Character:
  592. if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed == 1 && ((Character)collisionObj).IsGhost())
  593. {
  594. if (CharacterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  595. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  596. CharacterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  597. }
  598. break;
  599. case GameObjType.Item:
  600. if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
  601. {
  602. ((CraftingBench)collisionObj).TryStopSkill();
  603. gameMap.Remove((Item)collisionObj);
  604. }
  605. break;
  606. default:
  607. break;
  608. }
  609. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  610. //if (collisionObj is Mine)
  611. //{
  612. // ActivateMine((Character)obj, (Mine)collisionObj);
  613. // return MoveEngine.AfterCollision.ContinueCheck;
  614. //}
  615. return MoveEngine.AfterCollision.MoveMax;
  616. },
  617. EndMove: obj =>
  618. {
  619. obj.ThreadNum.Release();
  620. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  621. }
  622. );
  623. this.characterManager = characterManager;
  624. }
  625. }
  626. }
  627. }