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Character.cs 20 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Numerics;
  6. using System.Runtime.InteropServices;
  7. using System.Threading;
  8. namespace GameClass.GameObj
  9. {
  10. public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
  11. {
  12. #region 装弹、攻击相关的基本属性及方法
  13. protected readonly object beAttackedLock = new();
  14. /// <summary>
  15. /// 装弹冷却
  16. /// </summary>
  17. protected int cd;
  18. public int CD
  19. {
  20. get => cd;
  21. private set
  22. {
  23. lock (gameObjLock)
  24. {
  25. cd = value;
  26. Debugger.Output(this, string.Format("'s CD has been set to: {0}.", value));
  27. }
  28. }
  29. }
  30. public int OrgCD { get; protected set; }
  31. protected int maxBulletNum;
  32. public int MaxBulletNum => maxBulletNum; // 人物最大子弹数
  33. protected int bulletNum;
  34. public int BulletNum => bulletNum; // 目前持有的子弹数
  35. public readonly BulletType OriBulletOfPlayer;
  36. private BulletType bulletOfPlayer;
  37. public BulletType BulletOfPlayer
  38. {
  39. get => bulletOfPlayer;
  40. set
  41. {
  42. lock (gameObjLock)
  43. {
  44. bulletOfPlayer = value;
  45. OrgCD = (BulletFactory.BulletCD(value));
  46. CD = 0;
  47. maxBulletNum = bulletNum = (BulletFactory.BulletNum(value));
  48. }
  49. }
  50. }
  51. /// <summary>
  52. /// 进行一次攻击
  53. /// </summary>
  54. /// <returns>攻击操作发出的子弹</returns>
  55. public Bullet? Attack(XY pos, PlaceType place)
  56. {
  57. if (TrySubBulletNum())
  58. return BulletFactory.GetBullet(this, place, pos);
  59. else
  60. return null;
  61. }
  62. /// <summary>
  63. /// 尝试将子弹数量减1
  64. /// </summary>
  65. /// <returns>减操作是否成功</returns>
  66. private bool TrySubBulletNum()
  67. {
  68. lock (gameObjLock)
  69. {
  70. if (bulletNum > 0)
  71. {
  72. --bulletNum;
  73. return true;
  74. }
  75. return false;
  76. }
  77. }
  78. /// <summary>
  79. /// 尝试将子弹数量加1
  80. /// </summary>
  81. /// <returns>加操作是否成功</returns>
  82. public bool TryAddBulletNum()
  83. {
  84. lock (gameObjLock)
  85. {
  86. if (bulletNum < maxBulletNum)
  87. {
  88. ++bulletNum;
  89. return true;
  90. }
  91. return false;
  92. }
  93. }
  94. /*
  95. /// <summary>
  96. /// 攻击被反弹,反弹伤害不会再被反弹
  97. /// </summary>
  98. /// <param name="subHP"></param>
  99. /// <param name="hasSpear"></param>
  100. /// <param name="bouncer">反弹伤害者</param>
  101. /// <returns>是否因反弹伤害而死</returns>
  102. private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
  103. {
  104. lock (beAttackedLock)
  105. {
  106. if (hp <= 0)
  107. return false;
  108. if (!(bouncer?.TeamID == this.TeamID))
  109. {
  110. if (hasSpear || !HasShield)
  111. _ = TrySubHp(subHP);
  112. if (hp <= 0)
  113. TryActivatingLIFE();
  114. }
  115. return hp <= 0;
  116. }
  117. }*/
  118. #endregion
  119. #region 感知相关的基本属性及方法
  120. private Dictionary<BgmType, double> bgmDictionary = new();
  121. public Dictionary<BgmType, double> BgmDictionary
  122. {
  123. get => bgmDictionary;
  124. private set
  125. {
  126. lock (gameObjLock)
  127. {
  128. bgmDictionary = value;
  129. }
  130. }
  131. }
  132. public void AddBgm(BgmType bgm, double value)
  133. {
  134. if (BgmDictionary.ContainsKey(bgm))
  135. BgmDictionary[bgm] = value;
  136. else BgmDictionary.Add(bgm, value);
  137. }
  138. private int alertnessRadius;
  139. public int AlertnessRadius
  140. {
  141. get => alertnessRadius;
  142. set
  143. {
  144. lock (gameObjLock)
  145. {
  146. alertnessRadius = value;
  147. }
  148. }
  149. }
  150. private double concealment;
  151. public double Concealment
  152. {
  153. get => concealment;
  154. set
  155. {
  156. lock (gameObjLock)
  157. {
  158. concealment = value;
  159. }
  160. }
  161. }
  162. private int viewRange;
  163. public int ViewRange
  164. {
  165. get => viewRange;
  166. set
  167. {
  168. lock (gameObjLock)
  169. {
  170. viewRange = (value > 0) ? value : 0;
  171. }
  172. }
  173. }
  174. #endregion
  175. #region 交互相关的基本属性及方法
  176. private int speedOfOpeningOrLocking;
  177. public int SpeedOfOpeningOrLocking
  178. {
  179. get => speedOfOpeningOrLocking;
  180. set
  181. {
  182. lock (gameObjLock)
  183. {
  184. speedOfOpeningOrLocking = value;
  185. }
  186. }
  187. }
  188. private int speedOfClimbingThroughWindows;
  189. public int SpeedOfClimbingThroughWindows
  190. {
  191. get => speedOfClimbingThroughWindows;
  192. set
  193. {
  194. lock (gameObjLock)
  195. {
  196. speedOfClimbingThroughWindows = value;
  197. }
  198. }
  199. }
  200. private int speedOfOpenChest;
  201. public int SpeedOfOpenChest
  202. {
  203. get => speedOfOpenChest;
  204. set
  205. {
  206. lock (gameObjLock)
  207. {
  208. speedOfOpenChest = value;
  209. }
  210. }
  211. }
  212. #endregion
  213. #region 血量相关的基本属性及方法
  214. public int MaxHp { get; protected set; } // 最大血量
  215. protected int hp;
  216. public int HP
  217. {
  218. get => hp;
  219. set
  220. {
  221. if (value > 0)
  222. {
  223. lock (gameObjLock)
  224. hp = value <= MaxHp ? value : MaxHp;
  225. }
  226. else
  227. lock (gameObjLock)
  228. hp = 0;
  229. }
  230. }
  231. /// <summary>
  232. /// 尝试加血
  233. /// </summary>
  234. /// <param name="add">欲加量</param>
  235. /// <returns>加操作是否成功</returns>
  236. public bool TryAddHp(int add)
  237. {
  238. if (hp < MaxHp)
  239. {
  240. lock (gameObjLock)
  241. hp = MaxHp > hp + add ? hp + add : MaxHp;
  242. Debugger.Output(this, " hp has added to: " + hp.ToString());
  243. return true;
  244. }
  245. return false;
  246. }
  247. /// <summary>
  248. /// 尝试减血
  249. /// </summary>
  250. /// <param name="sub">减血量</param>
  251. /// <returns>减操作是否成功</returns>
  252. public int TrySubHp(int sub)
  253. {
  254. int previousHp = hp;
  255. lock (gameObjLock)
  256. hp = hp <= sub ? 0 : hp - sub;
  257. Debugger.Output(this, " hp has subed to: " + hp.ToString());
  258. return previousHp - hp;
  259. }
  260. private double vampire = 0; // 回血率:0-1之间
  261. public double Vampire
  262. {
  263. get => vampire;
  264. set
  265. {
  266. if (value > 1)
  267. lock (gameObjLock)
  268. vampire = 1;
  269. else if (value < 0)
  270. lock (gameObjLock)
  271. vampire = 0;
  272. else
  273. lock (gameObjLock)
  274. vampire = value;
  275. }
  276. }
  277. private double oriVampire = 0;
  278. public double OriVampire
  279. {
  280. get => oriVampire;
  281. set
  282. {
  283. if (value > 1)
  284. lock (gameObjLock)
  285. vampire = 1;
  286. else if (value < 0)
  287. lock (gameObjLock)
  288. vampire = 0;
  289. else
  290. lock (gameObjLock)
  291. vampire = value;
  292. }
  293. }
  294. #endregion
  295. private PlayerStateType playerState = PlayerStateType.Null;
  296. public PlayerStateType PlayerState
  297. {
  298. get
  299. {
  300. if (playerState == PlayerStateType.Null && IsMoving) return PlayerStateType.Moving;
  301. return playerState;
  302. }
  303. set
  304. {
  305. if (value != PlayerStateType.Moving)
  306. lock (gameObjLock)
  307. IsMoving = false;
  308. lock (gameObjLock) playerState = (value == PlayerStateType.Moving) ? PlayerStateType.Null : value;
  309. }
  310. }
  311. public bool NoHp() => (playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  312. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued);
  313. public bool Commandable() => (playerState != PlayerStateType.Deceased && playerState != PlayerStateType.Escaped
  314. && playerState != PlayerStateType.Addicted && playerState != PlayerStateType.Rescued
  315. && playerState != PlayerStateType.Swinging && playerState != PlayerStateType.TryingToAttack
  316. && playerState != PlayerStateType.ClimbingThroughWindows && playerState != PlayerStateType.Stunned);
  317. public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.LockingOrOpeningTheDoor || playerState == PlayerStateType.Fixing || playerState == PlayerStateType.OpeningTheChest);
  318. public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  319. public bool CanBeAwed() => !(playerState == PlayerStateType.Deceased || playerState == PlayerStateType.Escaped
  320. || playerState == PlayerStateType.Addicted || playerState == PlayerStateType.Rescued
  321. || playerState == PlayerStateType.Treated || playerState == PlayerStateType.Stunned
  322. || playerState == PlayerStateType.Null || playerState == PlayerStateType.Moving);
  323. private int score = 0;
  324. public int Score
  325. {
  326. get => score;
  327. }
  328. /// <summary>
  329. /// 加分
  330. /// </summary>
  331. /// <param name="add">增加量</param>
  332. public void AddScore(int add)
  333. {
  334. lock (gameObjLock)
  335. {
  336. score += add;
  337. //Debugger.Output(this, " 's score has been added to: " + score.ToString());
  338. }
  339. }
  340. /// <summary>
  341. /// 减分
  342. /// </summary>
  343. /// <param name="sub">减少量</param>
  344. public void SubScore(int sub)
  345. {
  346. lock (gameObjLock)
  347. {
  348. score -= sub;
  349. Debugger.Output(this, " 's score has been subed to: " + score.ToString());
  350. }
  351. }
  352. /// <summary>
  353. /// 角色所属队伍ID
  354. /// </summary>
  355. private long teamID = long.MaxValue;
  356. public long TeamID
  357. {
  358. get => teamID;
  359. set
  360. {
  361. lock (gameObjLock)
  362. {
  363. teamID = value;
  364. Debugger.Output(this, " joins in the team: " + value.ToString());
  365. }
  366. }
  367. }
  368. private long playerID = long.MaxValue;
  369. public long PlayerID
  370. {
  371. get => playerID;
  372. set
  373. {
  374. lock (gameObjLock)
  375. {
  376. playerID = value;
  377. }
  378. }
  379. }
  380. /// <summary>
  381. /// 角色携带的信息
  382. /// </summary>
  383. private string message = "THUAI6";
  384. public string Message
  385. {
  386. get => message;
  387. set
  388. {
  389. lock (gameObjLock)
  390. {
  391. message = value;
  392. }
  393. }
  394. }
  395. #region 道具和buff相关属性、方法
  396. private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory]
  397. {new NullProp(), new NullProp(),new NullProp() };
  398. public Prop[] PropInventory
  399. {
  400. get => propInventory;
  401. set
  402. {
  403. lock (gameObjLock)
  404. {
  405. propInventory = value;
  406. Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
  407. }
  408. }
  409. }
  410. /// <summary>
  411. /// 使用物品栏中的道具
  412. /// </summary>
  413. /// <returns>被使用的道具</returns>
  414. public Prop UseProp(int indexing)
  415. {
  416. if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
  417. return new NullProp();
  418. lock (gameObjLock)
  419. {
  420. Prop prop = propInventory[indexing];
  421. PropInventory[indexing] = new NullProp();
  422. return prop;
  423. }
  424. }
  425. public Prop UseProp(PropType propType)
  426. {
  427. lock (gameObjLock)
  428. {
  429. if (propType == PropType.Null)
  430. {
  431. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  432. {
  433. if (PropInventory[indexing].GetPropType() != PropType.Null)
  434. {
  435. Prop prop = PropInventory[indexing];
  436. PropInventory[indexing] = new NullProp();
  437. return prop;
  438. }
  439. }
  440. }
  441. else
  442. for (int indexing = 0; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  443. {
  444. if (PropInventory[indexing].GetPropType() == propType)
  445. {
  446. Prop prop = PropInventory[indexing];
  447. PropInventory[indexing] = new NullProp();
  448. return prop;
  449. }
  450. }
  451. return new NullProp();
  452. }
  453. }
  454. /// <summary>
  455. /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
  456. /// </summary>
  457. public int IndexingOfAddProp()
  458. {
  459. int indexing = 0;
  460. for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
  461. if (PropInventory[indexing].GetPropType() == PropType.Null)
  462. break;
  463. return indexing;
  464. }
  465. public void AddMoveSpeed(int buffTime, double add = 2.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
  466. { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
  467. OrgMoveSpeed);
  468. public bool HasFasterSpeed => buffManager.HasFasterSpeed;
  469. public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
  470. public bool HasShield => buffManager.HasShield;
  471. public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
  472. public bool HasLIFE => buffManager.HasLIFE;
  473. public void AddAp(int time) => buffManager.AddAp(time);
  474. public bool HasAp => buffManager.HasAp;
  475. public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
  476. public bool HasSpear => buffManager.HasSpear;
  477. public void AddClairaudience(int time) => buffManager.AddClairaudience(time);
  478. public bool HasClairaudience => buffManager.HasClairaudience;
  479. public void AddInvisible(int time) => buffManager.AddInvisible(time);
  480. public bool HasInvisible => buffManager.HasInvisible;
  481. private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
  482. public Dictionary<BuffType, bool> Buff
  483. {
  484. get
  485. {
  486. Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
  487. foreach (BuffType type in buffTypeArray)
  488. {
  489. if (type != BuffType.Null)
  490. buff.Add(type, GetBuffStatus(type));
  491. }
  492. return buff;
  493. }
  494. }
  495. private bool GetBuffStatus(BuffType type)
  496. {
  497. switch (type)
  498. {
  499. case BuffType.Spear:
  500. return this.HasSpear;
  501. case BuffType.AddSpeed:
  502. return this.HasFasterSpeed;
  503. case BuffType.Shield:
  504. return this.HasShield;
  505. case BuffType.AddLife:
  506. return this.HasLIFE;
  507. default:
  508. return false;
  509. }
  510. }
  511. protected void TryActivatingLIFE()
  512. {
  513. if (buffManager.TryActivatingLIFE())
  514. {
  515. AddScore(GameData.ScorePropRemainHp);
  516. hp = GameData.RemainHpWhenAddLife;
  517. }
  518. }
  519. public bool TryAddAp()
  520. {
  521. if (buffManager.TryAddAp())
  522. {
  523. AddScore(GameData.ScorePropAddAp);
  524. return true;
  525. }
  526. return false;
  527. }
  528. public bool TryUseSpear()
  529. {
  530. return buffManager.TryUseSpear();
  531. }
  532. public bool TryUseShield()
  533. {
  534. if (buffManager.TryUseShield())
  535. {
  536. AddScore(GameData.ScorePropUseShield);
  537. return true;
  538. }
  539. return false;
  540. }
  541. #endregion
  542. /* public override void Reset() // 要加锁吗?
  543. {
  544. lock (gameObjLock)
  545. {
  546. // _ = AddDeathCount();
  547. base.Reset();
  548. this.MoveSpeed = OrgMoveSpeed;
  549. HP = MaxHp;
  550. PropInventory = null;
  551. BulletOfPlayer = OriBulletOfPlayer;
  552. lock (gameObjLock)
  553. bulletNum = maxBulletNum;
  554. buffManager.ClearAll();
  555. IsInvisible = false;
  556. this.Vampire = this.OriVampire;
  557. }
  558. }*/
  559. public void Die(PlayerStateType playerStateType)
  560. {
  561. lock (gameObjLock)
  562. {
  563. playerState = playerStateType;
  564. CanMove = false;
  565. IsResetting = true;
  566. Position = GameData.PosWhoDie;
  567. place = PlaceType.Grass;
  568. }
  569. }
  570. public override bool IsRigid => true;
  571. public override ShapeType Shape => ShapeType.Circle;
  572. protected override bool IgnoreCollideExecutor(IGameObj targetObj)
  573. {
  574. if (IsResetting)
  575. return true;
  576. if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞
  577. {
  578. return true;
  579. }
  580. return false;
  581. }
  582. }
  583. }