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ActionManager.cs 15 kB

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  1. using System.Threading;
  2. using GameClass.GameObj;
  3. using GameEngine;
  4. using Preparation.Utility;
  5. using Timothy.FrameRateTask;
  6. namespace Gaming
  7. {
  8. public partial class Game
  9. {
  10. private readonly ActionManager actionManager;
  11. private class ActionManager
  12. {
  13. // 人物移动
  14. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  15. {
  16. if (playerToMove.PlayerState != PlayerStateType.Null) return false;
  17. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  18. return true;
  19. }
  20. public bool Stop(Character player)
  21. {
  22. if (player.Commandable())
  23. {
  24. player.PlayerState = PlayerStateType.Null;
  25. return true;
  26. }
  27. return false;
  28. }
  29. public bool Fix(Student player)// 自动检查有无发电机可修
  30. {
  31. if (player.IsGhost() || (player.PlayerState != PlayerStateType.Null && player.PlayerState != PlayerStateType.IsMoving))
  32. return false;
  33. Generator? generatorForFix = null;
  34. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  35. try
  36. {
  37. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  38. {
  39. if (GameData.ApproachToInteract(generator.Position, player.Position))
  40. {
  41. generatorForFix = generator;
  42. break;
  43. }
  44. }
  45. }
  46. finally
  47. {
  48. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  49. }
  50. if (generatorForFix == null || generatorForFix.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
  51. return false;
  52. player.PlayerState = PlayerStateType.IsFixing;
  53. new Thread
  54. (
  55. () =>
  56. {
  57. new FrameRateTaskExecutor<int>(
  58. loopCondition: () => player.PlayerState == PlayerStateType.IsFixing && gameMap.Timer.IsGaming && generatorForFix.DegreeOfFRepair < GameData.degreeOfFixedGenerator && GameData.ApproachToInteract(player.Position, generatorForFix.Position),
  59. loopToDo: () =>
  60. {
  61. generatorForFix.Repair(player.FixSpeed * GameData.frameDuration);
  62. },
  63. timeInterval: GameData.frameDuration,
  64. finallyReturn: () => 0
  65. )
  66. .Start();
  67. if (generatorForFix.DegreeOfFRepair >= GameData.degreeOfFixedGenerator)
  68. {
  69. Doorway exit = (Doorway)gameMap.GameObjDict[GameObjType.Doorway][1];
  70. if (!exit.PowerSupply)
  71. {
  72. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  73. try
  74. {
  75. int numOfFixedGenerator = 0;
  76. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  77. if (generator.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
  78. ++numOfFixedGenerator;
  79. if (numOfFixedGenerator >= GameData.numOfGeneratorRequiredForRepair)
  80. {
  81. gameMap.GameObjLockDict[GameObjType.Doorway].EnterWriteLock();
  82. try
  83. {
  84. foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
  85. doorway.PowerSupply = true;
  86. }
  87. finally
  88. {
  89. gameMap.GameObjLockDict[GameObjType.Doorway].ExitWriteLock();
  90. }
  91. }
  92. }
  93. finally
  94. {
  95. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  96. }
  97. }
  98. }
  99. }
  100. )
  101. { IsBackground = true }.Start();
  102. return true;
  103. }
  104. public bool Escape(Student player)
  105. {
  106. if (!(player.PlayerState == PlayerStateType.Null || player.PlayerState == PlayerStateType.IsMoving) || player.IsGhost())
  107. return false;
  108. Doorway? doorwayForEscape = null;
  109. gameMap.GameObjLockDict[GameObjType.Doorway].EnterReadLock();
  110. try
  111. {
  112. foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
  113. {
  114. if (GameData.IsInTheSameCell(doorway.Position, player.Position))
  115. {
  116. doorwayForEscape = doorway;
  117. break;
  118. }
  119. }
  120. }
  121. finally
  122. {
  123. gameMap.GameObjLockDict[GameObjType.Doorway].ExitReadLock();
  124. }
  125. if (doorwayForEscape != null && doorwayForEscape.IsOpen)
  126. {
  127. player.Die(PlayerStateType.IsEscaped);
  128. return true;
  129. }
  130. else
  131. return false;
  132. }
  133. public bool Treat(Student player, Student playerTreated)
  134. {
  135. if (!((playerTreated.NullOrMoving() || playerTreated.InteractingWithMapWithoutMoving())
  136. && (player.NullOrMoving() || player.InteractingWithMapWithoutMoving()))
  137. || playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  138. return false;
  139. if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
  140. {
  141. playerTreated.HP = playerTreated.MaxHp;
  142. playerTreated.DegreeOfTreatment = 0;
  143. return false;
  144. }
  145. if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
  146. {
  147. playerTreated.HP += GameData.basicTreatmentDegree;
  148. playerTreated.DegreeOfTreatment = 0;
  149. return false;
  150. }
  151. new Thread
  152. (
  153. () =>
  154. {
  155. new FrameRateTaskExecutor<int>(
  156. loopCondition: () => playerTreated.PlayerState == PlayerStateType.IsTreated && player.PlayerState == PlayerStateType.IsTreating && gameMap.Timer.IsGaming && playerTreated.HP + playerTreated.DegreeOfTreatment < playerTreated.MaxHp && playerTreated.DegreeOfTreatment < GameData.basicTreatmentDegree && GameData.ApproachToInteract(playerTreated.Position, player.Position),
  157. loopToDo: () =>
  158. {
  159. playerTreated.DegreeOfTreatment += GameData.frameDuration * player.TreatSpeed;
  160. },
  161. timeInterval: GameData.frameDuration,
  162. finallyReturn: () => 0
  163. )
  164. .Start();
  165. if (playerTreated.PlayerState == PlayerStateType.IsTreated) playerTreated.PlayerState = PlayerStateType.Null;
  166. if (player.PlayerState == PlayerStateType.IsTreating) player.PlayerState = PlayerStateType.Null;
  167. if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
  168. {
  169. playerTreated.HP = playerTreated.MaxHp;
  170. playerTreated.DegreeOfTreatment = 0;
  171. }
  172. else
  173. if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
  174. {
  175. playerTreated.HP += GameData.basicTreatmentDegree;
  176. playerTreated.DegreeOfTreatment = 0;
  177. }
  178. }
  179. )
  180. { IsBackground = true }.Start();
  181. return true;
  182. }
  183. public bool Rescue(Student player, Student playerRescued)
  184. {
  185. if (player.PlayerState != PlayerStateType.Null || playerRescued.PlayerState != PlayerStateType.IsAddicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  186. return false;
  187. player.PlayerState = PlayerStateType.IsRescuing;
  188. playerRescued.PlayerState = PlayerStateType.IsRescued;
  189. player.TimeOfRescue = 0;
  190. new Thread
  191. (
  192. () =>
  193. {
  194. new FrameRateTaskExecutor<int>(
  195. loopCondition: () => playerRescued.PlayerState == PlayerStateType.IsRescued && player.PlayerState == PlayerStateType.IsRescuing && gameMap.Timer.IsGaming && GameData.ApproachToInteract(playerRescued.Position, player.Position),
  196. loopToDo: () =>
  197. {
  198. player.TimeOfRescue += GameData.frameDuration;
  199. },
  200. timeInterval: GameData.frameDuration,
  201. finallyReturn: () => 0,
  202. maxTotalDuration: GameData.basicTimeOfRescue
  203. )
  204. .Start();
  205. if (player.TimeOfRescue >= GameData.basicTimeOfRescue)
  206. {
  207. if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
  208. if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.Null;
  209. }
  210. else
  211. {
  212. if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
  213. if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.IsAddicted;
  214. }
  215. player.TimeOfRescue = 0;
  216. }
  217. )
  218. { IsBackground = true }.Start();
  219. return true;
  220. }
  221. public bool OpenChest(Character player)
  222. {
  223. if (!player.Commandable() || player.PlayerState == PlayerStateType.IsOpeningTheChest)
  224. return false;
  225. Chest? chestToOpen = null;
  226. gameMap.GameObjLockDict[GameObjType.Chest].EnterReadLock();
  227. try
  228. {
  229. foreach (Chest chest in gameMap.GameObjDict[GameObjType.Chest])
  230. {
  231. if (GameData.ApproachToInteract(chest.Position, player.Position))
  232. {
  233. chestToOpen = chest;
  234. break;
  235. }
  236. }
  237. }
  238. finally
  239. {
  240. gameMap.GameObjLockDict[GameObjType.Chest].ExitReadLock();
  241. }
  242. if (chestToOpen == null || chestToOpen.IsOpen)
  243. return false;
  244. player.PlayerState = PlayerStateType.IsOpeningTheChest;
  245. new Thread
  246. (
  247. () =>
  248. {
  249. int OpenDegree = 0;
  250. new FrameRateTaskExecutor<int>(
  251. loopCondition: () => player.PlayerState == PlayerStateType.IsOpeningTheChest && gameMap.Timer.IsGaming && OpenDegree < player.TimeOfOpenChest,
  252. loopToDo: () =>
  253. {
  254. OpenDegree += GameData.frameDuration;
  255. },
  256. timeInterval: GameData.frameDuration,
  257. finallyReturn: () => 0
  258. )
  259. .Start();
  260. if (OpenDegree >= player.TimeOfOpenChest)
  261. {
  262. chestToOpen.IsOpen = true;
  263. if (player.PlayerState == PlayerStateType.IsOpeningTheChest)
  264. player.PlayerState = PlayerStateType.Null;
  265. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  266. {
  267. Prop prop = chestToOpen.PropInChest[i];
  268. chestToOpen.PropInChest[i] = null;
  269. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  270. gameMap.Add(prop);
  271. }
  272. }
  273. }
  274. )
  275. { IsBackground = true }.Start();
  276. return true;
  277. }
  278. /*
  279. private void ActivateMine(Character player, Mine mine)
  280. {
  281. gameMap.ObjListLock.EnterWriteLock();
  282. try { gameMap.ObjList.Remove(mine); }
  283. catch { }
  284. finally { gameMap.ObjListLock.ExitWriteLock(); }
  285. switch (mine.GetPropType())
  286. {
  287. case PropType.Dirt:
  288. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  289. break;
  290. case PropType.Attenuator:
  291. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  292. break;
  293. case PropType.Divider:
  294. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  295. break;
  296. }
  297. }
  298. */
  299. private readonly Map gameMap;
  300. private readonly MoveEngine moveEngine;
  301. public ActionManager(Map gameMap)
  302. {
  303. this.gameMap = gameMap;
  304. this.moveEngine = new MoveEngine(
  305. gameMap: gameMap,
  306. OnCollision: (obj, collisionObj, moveVec) =>
  307. {
  308. //if (collisionObj is Mine)
  309. //{
  310. // ActivateMine((Character)obj, (Mine)collisionObj);
  311. // return MoveEngine.AfterCollision.ContinueCheck;
  312. //}
  313. return MoveEngine.AfterCollision.MoveMax;
  314. },
  315. EndMove: obj =>
  316. {
  317. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  318. }
  319. );
  320. }
  321. }
  322. }
  323. }