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CopyInfo.cs 23 kB

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  1. using Protobuf;
  2. using System.Collections.Generic;
  3. using GameClass.GameObj;
  4. using System.Numerics;
  5. using Preparation.Utility;
  6. namespace Server
  7. {
  8. public static class CopyInfo
  9. {
  10. public static Protobuf.PlaceType ToPlaceType(Preparation.Utility.PlaceType place)
  11. {
  12. switch (place)
  13. {
  14. case Preparation.Utility.PlaceType.Window:
  15. return Protobuf.PlaceType.Window;
  16. case Preparation.Utility.PlaceType.EmergencyExit:
  17. return Protobuf.PlaceType.HiddenGate;
  18. case Preparation.Utility.PlaceType.Doorway:
  19. return Protobuf.PlaceType.Gate;
  20. case Preparation.Utility.PlaceType.Chest:
  21. return Protobuf.PlaceType.Chest;
  22. case Preparation.Utility.PlaceType.Door3:
  23. return Protobuf.PlaceType.Door3;
  24. case Preparation.Utility.PlaceType.Door5:
  25. return Protobuf.PlaceType.Door5;
  26. case Preparation.Utility.PlaceType.Door6:
  27. return Protobuf.PlaceType.Door6;
  28. case Preparation.Utility.PlaceType.Generator:
  29. return Protobuf.PlaceType.Classroom;
  30. case Preparation.Utility.PlaceType.Grass:
  31. return Protobuf.PlaceType.Grass;
  32. case Preparation.Utility.PlaceType.Wall:
  33. return Protobuf.PlaceType.Wall;
  34. case Preparation.Utility.PlaceType.Null:
  35. case Preparation.Utility.PlaceType.BirthPoint1:
  36. case Preparation.Utility.PlaceType.BirthPoint2:
  37. case Preparation.Utility.PlaceType.BirthPoint3:
  38. case Preparation.Utility.PlaceType.BirthPoint4:
  39. case Preparation.Utility.PlaceType.BirthPoint5:
  40. return Protobuf.PlaceType.Land;
  41. default:
  42. return Protobuf.PlaceType.NullPlaceType;
  43. }
  44. }
  45. public static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop)
  46. {
  47. switch (prop)
  48. {
  49. case Preparation.Utility.PropType.AddSpeed:
  50. return Protobuf.PropType.AddSpeed;
  51. case Preparation.Utility.PropType.AddLifeOrClairaudience:
  52. return Protobuf.PropType.AddLifeOrClairaudience;
  53. case Preparation.Utility.PropType.AddHpOrAp:
  54. return Protobuf.PropType.AddHpOrAp;
  55. case Preparation.Utility.PropType.ShieldOrSpear:
  56. return Protobuf.PropType.ShieldOrSpear;
  57. case Preparation.Utility.PropType.RecoveryFromDizziness:
  58. return Protobuf.PropType.RecoveryFromDizziness;
  59. case Preparation.Utility.PropType.Key3:
  60. return Protobuf.PropType.Key3;
  61. case Preparation.Utility.PropType.Key5:
  62. return Protobuf.PropType.Key5;
  63. case Preparation.Utility.PropType.Key6:
  64. return Protobuf.PropType.Key6;
  65. default:
  66. return Protobuf.PropType.NullPropType;
  67. }
  68. }
  69. public static Preparation.Utility.PropType ToPropType(Protobuf.PropType prop)
  70. {
  71. switch (prop)
  72. {
  73. case Protobuf.PropType.AddSpeed:
  74. return Preparation.Utility.PropType.AddSpeed;
  75. case Protobuf.PropType.AddLifeOrClairaudience:
  76. return Preparation.Utility.PropType.AddLifeOrClairaudience;
  77. case Protobuf.PropType.AddHpOrAp:
  78. return Preparation.Utility.PropType.AddHpOrAp;
  79. case Protobuf.PropType.ShieldOrSpear:
  80. return Preparation.Utility.PropType.ShieldOrSpear;
  81. case Protobuf.PropType.RecoveryFromDizziness:
  82. return Preparation.Utility.PropType.RecoveryFromDizziness;
  83. case Protobuf.PropType.Key3:
  84. return Preparation.Utility.PropType.Key3;
  85. case Protobuf.PropType.Key5:
  86. return Preparation.Utility.PropType.Key5;
  87. case Protobuf.PropType.Key6:
  88. return Preparation.Utility.PropType.Key6;
  89. default:
  90. return Preparation.Utility.PropType.Null;
  91. }
  92. }
  93. public static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState)
  94. {
  95. switch (playerState)
  96. {
  97. case Preparation.Utility.PlayerStateType.Moving:
  98. case Preparation.Utility.PlayerStateType.Null:
  99. return PlayerState.Idle;
  100. case Preparation.Utility.PlayerStateType.Addicted:
  101. return PlayerState.Addicted;
  102. case Preparation.Utility.PlayerStateType.ClimbingThroughWindows:
  103. return PlayerState.Climbing;
  104. case Preparation.Utility.PlayerStateType.Deceased:
  105. return PlayerState.Quit;
  106. case Preparation.Utility.PlayerStateType.Escaped:
  107. return PlayerState.Graduated;
  108. case Preparation.Utility.PlayerStateType.Fixing:
  109. return PlayerState.Learning;
  110. case Preparation.Utility.PlayerStateType.LockingOrOpeningTheDoor:
  111. return PlayerState.Locking;
  112. case Preparation.Utility.PlayerStateType.OpeningTheChest:
  113. return PlayerState.OpeningAChest;
  114. case Preparation.Utility.PlayerStateType.Rescued:
  115. return PlayerState.Rescued;
  116. case Preparation.Utility.PlayerStateType.Rescuing:
  117. return PlayerState.Rescuing;
  118. case Preparation.Utility.PlayerStateType.Stunned:
  119. return PlayerState.Stunned;
  120. case Preparation.Utility.PlayerStateType.Swinging:
  121. return PlayerState.Swinging;
  122. case Preparation.Utility.PlayerStateType.Treated:
  123. return PlayerState.Treated;
  124. case Preparation.Utility.PlayerStateType.Treating:
  125. return PlayerState.Treating;
  126. case Preparation.Utility.PlayerStateType.TryingToAttack:
  127. return PlayerState.Attacking;
  128. case Preparation.Utility.PlayerStateType.UsingSkill:
  129. return PlayerState.UsingSpecialSkill;
  130. case Preparation.Utility.PlayerStateType.OpeningTheDoorway:
  131. return PlayerState.OpeningAGate;
  132. default:
  133. return PlayerState.NullStatus;
  134. }
  135. }
  136. public static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType)
  137. {
  138. switch (buffType)
  139. {
  140. case Preparation.Utility.BuffType.AddSpeed:
  141. return Protobuf.StudentBuffType.AddSpeed;
  142. case Preparation.Utility.BuffType.AddLife:
  143. return Protobuf.StudentBuffType.AddLife;
  144. case Preparation.Utility.BuffType.Shield:
  145. return Protobuf.StudentBuffType.Shield;
  146. case Preparation.Utility.BuffType.Invisible:
  147. return Protobuf.StudentBuffType.Invisible;
  148. default:
  149. return Protobuf.StudentBuffType.NullSbuffType;
  150. }
  151. }
  152. public static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType)
  153. {
  154. switch (buffType)
  155. {
  156. case Preparation.Utility.BuffType.AddSpeed:
  157. return Protobuf.TrickerBuffType.AddSpeed;
  158. case Preparation.Utility.BuffType.Spear:
  159. return Protobuf.TrickerBuffType.Spear;
  160. case Preparation.Utility.BuffType.AddAp:
  161. return Protobuf.TrickerBuffType.AddAp;
  162. case Preparation.Utility.BuffType.Clairaudience:
  163. return Protobuf.TrickerBuffType.Clairaudience;
  164. case Preparation.Utility.BuffType.Invisible:
  165. return Protobuf.TrickerBuffType.Invisible;
  166. default:
  167. return Protobuf.TrickerBuffType.NullTbuffType;
  168. }
  169. }
  170. public static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType)
  171. {
  172. switch (bulletType)
  173. {
  174. case Preparation.Utility.BulletType.FlyingKnife:
  175. return Protobuf.BulletType.FlyingKnife;
  176. case Preparation.Utility.BulletType.CommonAttackOfGhost:
  177. return Protobuf.BulletType.CommonAttackOfTricker;
  178. case Preparation.Utility.BulletType.BombBomb:
  179. return Protobuf.BulletType.BombBomb;
  180. case Preparation.Utility.BulletType.JumpyDumpty:
  181. return Protobuf.BulletType.JumpyDumpty;
  182. default:
  183. return Protobuf.BulletType.NullBulletType;
  184. }
  185. }
  186. public static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType)
  187. {
  188. switch (characterType)
  189. {
  190. case Preparation.Utility.CharacterType.Athlete:
  191. return Protobuf.StudentType.Athlete;
  192. case Preparation.Utility.CharacterType.Teacher:
  193. return Protobuf.StudentType.Teacher;
  194. case Preparation.Utility.CharacterType.StraightAStudent:
  195. return Protobuf.StudentType.StraightAStudent;
  196. case Preparation.Utility.CharacterType.Robot:
  197. return Protobuf.StudentType.Robot;
  198. case Preparation.Utility.CharacterType.TechOtaku:
  199. return Protobuf.StudentType.TechOtaku;
  200. default:
  201. return Protobuf.StudentType.NullStudentType;
  202. }
  203. }
  204. public static Preparation.Utility.CharacterType ToStudentType(Protobuf.StudentType characterType)
  205. {
  206. switch (characterType)
  207. {
  208. case Protobuf.StudentType.Athlete:
  209. return Preparation.Utility.CharacterType.Athlete;
  210. case Protobuf.StudentType.Teacher:
  211. return Preparation.Utility.CharacterType.Teacher;
  212. case Protobuf.StudentType.StraightAStudent:
  213. return Preparation.Utility.CharacterType.StraightAStudent;
  214. case Protobuf.StudentType.Robot:
  215. return Preparation.Utility.CharacterType.Robot;
  216. case Protobuf.StudentType.TechOtaku:
  217. return Preparation.Utility.CharacterType.TechOtaku;
  218. default:
  219. return Preparation.Utility.CharacterType.Null;
  220. }
  221. }
  222. public static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType)
  223. {
  224. switch (characterType)
  225. {
  226. case Preparation.Utility.CharacterType.Assassin:
  227. return Protobuf.TrickerType.Assassin;
  228. case Preparation.Utility.CharacterType.Klee:
  229. return Protobuf.TrickerType.Klee;
  230. case Preparation.Utility.CharacterType.ANoisyPerson:
  231. return Protobuf.TrickerType.ANoisyPerson;
  232. default:
  233. return Protobuf.TrickerType.NullTrickerType;
  234. }
  235. }
  236. public static Preparation.Utility.CharacterType ToTrickerType(Protobuf.TrickerType characterType)
  237. {
  238. switch (characterType)
  239. {
  240. case Protobuf.TrickerType.Assassin:
  241. return Preparation.Utility.CharacterType.Assassin;
  242. case Protobuf.TrickerType.Klee:
  243. return Preparation.Utility.CharacterType.Klee;
  244. case Protobuf.TrickerType.ANoisyPerson:
  245. return Preparation.Utility.CharacterType.ANoisyPerson;
  246. default:
  247. return Preparation.Utility.CharacterType.Null;
  248. }
  249. }
  250. public static MessageOfObj? Auto(GameObj gameObj)
  251. {
  252. switch (gameObj.Type)
  253. {
  254. case Preparation.Utility.GameObjType.Character:
  255. Character character = (Character)gameObj;
  256. if (character.IsGhost())
  257. return Tricker((Ghost)character);
  258. else return Student((Student)character);
  259. case Preparation.Utility.GameObjType.Bullet:
  260. return Bullet((Bullet)gameObj);
  261. case Preparation.Utility.GameObjType.Prop:
  262. return Prop((Prop)gameObj);
  263. case Preparation.Utility.GameObjType.BombedBullet:
  264. return BombedBullet((BombedBullet)gameObj);
  265. case Preparation.Utility.GameObjType.PickedProp:
  266. return PickedProp((PickedProp)gameObj);
  267. case Preparation.Utility.GameObjType.Generator:
  268. return Classroom((Generator)gameObj);
  269. case Preparation.Utility.GameObjType.Chest:
  270. return Chest((Chest)gameObj);
  271. case Preparation.Utility.GameObjType.Doorway:
  272. return Gate((Doorway)gameObj);
  273. case Preparation.Utility.GameObjType.EmergencyExit:
  274. if (((EmergencyExit)gameObj).CanOpen)
  275. return HiddenGate((EmergencyExit)gameObj);
  276. else return null;
  277. case Preparation.Utility.GameObjType.Door:
  278. return Door((Door)gameObj);
  279. default: return null;
  280. }
  281. }
  282. public static MessageOfObj? Auto(MessageOfNews news)
  283. {
  284. MessageOfObj objMsg = new();
  285. objMsg.NewsMessage = news;
  286. return objMsg;
  287. }
  288. private static MessageOfObj? Student(Student player)
  289. {
  290. MessageOfObj msg = new MessageOfObj();
  291. if (player.IsGhost()) return null;
  292. msg.StudentMessage = new();
  293. msg.StudentMessage.X = player.Position.x;
  294. msg.StudentMessage.Y = player.Position.y;
  295. msg.StudentMessage.Speed = player.MoveSpeed;
  296. msg.StudentMessage.Determination = player.HP;
  297. msg.StudentMessage.Addiction = player.GamingAddiction;
  298. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  299. msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  300. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  301. msg.StudentMessage.TimeUntilSkillAvailable.Add(-1);
  302. foreach (var value in player.PropInventory)
  303. msg.StudentMessage.Prop.Add(ToPropType(value.GetPropType()));
  304. msg.StudentMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  305. msg.StudentMessage.Guid = player.ID;
  306. msg.StudentMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  307. msg.StudentMessage.PlayerId = player.PlayerID;
  308. msg.StudentMessage.ViewRange = player.ViewRange;
  309. msg.StudentMessage.Radius = player.Radius;
  310. msg.StudentMessage.DangerAlert = (player.BgmDictionary.ContainsKey(BgmType.GhostIsComing)) ? player.BgmDictionary[BgmType.GhostIsComing] : 0;
  311. msg.StudentMessage.Score = player.Score;
  312. msg.StudentMessage.TreatProgress = player.DegreeOfTreatment;
  313. msg.StudentMessage.RescueProgress = player.TimeOfRescue;
  314. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  315. {
  316. if (kvp.Value)
  317. msg.StudentMessage.Buff.Add(ToStudentBuffType(kvp.Key));
  318. }
  319. msg.StudentMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  320. msg.StudentMessage.LearningSpeed = player.FixSpeed;
  321. msg.StudentMessage.TreatSpeed = player.TreatSpeed;
  322. msg.StudentMessage.FacingDirection = player.FacingDirection.Angle();
  323. msg.StudentMessage.StudentType = ToStudentType(player.CharacterType);
  324. return msg;
  325. }
  326. private static MessageOfObj? Tricker(Character player)
  327. {
  328. MessageOfObj msg = new MessageOfObj();
  329. if (!player.IsGhost()) return null;
  330. msg.TrickerMessage = new();
  331. msg.TrickerMessage.X = player.Position.x;
  332. msg.TrickerMessage.Y = player.Position.y;
  333. msg.TrickerMessage.Speed = player.MoveSpeed;
  334. foreach (var keyValue in player.TimeUntilActiveSkillAvailable)
  335. msg.TrickerMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
  336. for (int i = 0; i < GameData.maxNumOfSkill - player.TimeUntilActiveSkillAvailable.Count(); ++i)
  337. msg.TrickerMessage.TimeUntilSkillAvailable.Add(-1);
  338. msg.TrickerMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)player.Place);
  339. foreach (var value in player.PropInventory)
  340. msg.TrickerMessage.Prop.Add(ToPropType(value.GetPropType()));
  341. msg.TrickerMessage.TrickerType = ToTrickerType(player.CharacterType);
  342. msg.TrickerMessage.Guid = player.ID;
  343. msg.TrickerMessage.Score = player.Score;
  344. msg.TrickerMessage.PlayerId = player.PlayerID;
  345. msg.TrickerMessage.ViewRange = player.ViewRange;
  346. msg.TrickerMessage.Radius = player.Radius;
  347. msg.TrickerMessage.PlayerState = ToPlayerState((PlayerStateType)player.PlayerState);
  348. msg.TrickerMessage.TrickDesire = (player.BgmDictionary.ContainsKey(BgmType.StudentIsApproaching)) ? player.BgmDictionary[BgmType.StudentIsApproaching] : 0;
  349. msg.TrickerMessage.ClassVolume = (player.BgmDictionary.ContainsKey(BgmType.GeneratorIsBeingFixed)) ? player.BgmDictionary[BgmType.GeneratorIsBeingFixed] : 0;
  350. msg.TrickerMessage.FacingDirection = player.FacingDirection.Angle();
  351. msg.TrickerMessage.BulletType = ToBulletType((Preparation.Utility.BulletType)player.BulletOfPlayer);
  352. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  353. {
  354. if (kvp.Value)
  355. msg.TrickerMessage.Buff.Add(ToTrickerBuffType(kvp.Key));
  356. }
  357. return msg;
  358. }
  359. private static MessageOfObj Bullet(Bullet bullet)
  360. {
  361. MessageOfObj msg = new MessageOfObj();
  362. msg.BulletMessage = new();
  363. msg.BulletMessage.X = bullet.Position.x;
  364. msg.BulletMessage.Y = bullet.Position.y;
  365. msg.BulletMessage.FacingDirection = bullet.FacingDirection.Angle();
  366. msg.BulletMessage.Guid = bullet.ID;
  367. msg.BulletMessage.Team = (bullet.Parent.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer;
  368. msg.BulletMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)bullet.Place);
  369. msg.BulletMessage.BombRange = bullet.BulletBombRange;
  370. msg.BulletMessage.Speed = bullet.Speed;
  371. return msg;
  372. }
  373. private static MessageOfObj Prop(Prop prop)
  374. {
  375. MessageOfObj msg = new MessageOfObj();
  376. msg.PropMessage = new();
  377. msg.PropMessage.Type = ToPropType(prop.GetPropType());
  378. msg.PropMessage.X = prop.Position.x;
  379. msg.PropMessage.Y = prop.Position.y;
  380. msg.PropMessage.FacingDirection = prop.FacingDirection.Angle();
  381. msg.PropMessage.Guid = prop.ID;
  382. msg.PropMessage.Place = ToPlaceType((Preparation.Utility.PlaceType)prop.Place);
  383. return msg;
  384. }
  385. private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
  386. {
  387. MessageOfObj msg = new MessageOfObj();
  388. msg.BombedBulletMessage = new();
  389. msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
  390. msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
  391. msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection.Angle();
  392. msg.BombedBulletMessage.MappingId = bombedBullet.MappingID;
  393. msg.BombedBulletMessage.BombRange = bombedBullet.bulletHasBombed.BulletBombRange;
  394. return msg;
  395. }
  396. private static MessageOfObj PickedProp(PickedProp pickedProp)
  397. {
  398. MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp
  399. /*msg.MessageOfPickedProp = new MessageOfPickedProp();
  400. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  401. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  402. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  403. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;*/
  404. return msg;
  405. }
  406. private static MessageOfObj Classroom(Generator generator)
  407. {
  408. MessageOfObj msg = new MessageOfObj();
  409. msg.ClassroomMessage = new();
  410. msg.ClassroomMessage.X = generator.Position.x;
  411. msg.ClassroomMessage.Y = generator.Position.y;
  412. msg.ClassroomMessage.Progress = generator.DegreeOfRepair;
  413. return msg;
  414. }
  415. private static MessageOfObj Gate(Doorway doorway)
  416. {
  417. MessageOfObj msg = new MessageOfObj();
  418. msg.GateMessage = new();
  419. msg.GateMessage.X = doorway.Position.x;
  420. msg.GateMessage.Y = doorway.Position.y;
  421. msg.GateMessage.Progress = doorway.OpenDegree;
  422. return msg;
  423. }
  424. private static MessageOfObj HiddenGate(EmergencyExit Exit)
  425. {
  426. MessageOfObj msg = new MessageOfObj();
  427. msg.HiddenGateMessage = new();
  428. msg.HiddenGateMessage.X = Exit.Position.x;
  429. msg.HiddenGateMessage.Y = Exit.Position.y;
  430. msg.HiddenGateMessage.Opened = Exit.IsOpen;
  431. return msg;
  432. }
  433. private static MessageOfObj Door(Door door)
  434. {
  435. MessageOfObj msg = new MessageOfObj();
  436. msg.DoorMessage = new();
  437. msg.DoorMessage.X = door.Position.x;
  438. msg.DoorMessage.Y = door.Position.y;
  439. msg.DoorMessage.Progress = door.OpenOrLockDegree;
  440. msg.DoorMessage.IsOpen = door.IsOpen;
  441. return msg;
  442. }
  443. private static MessageOfObj Chest(Chest chest)
  444. {
  445. MessageOfObj msg = new MessageOfObj();
  446. msg.ChestMessage = new();
  447. msg.ChestMessage.X = chest.Position.x;
  448. msg.ChestMessage.Y = chest.Position.y;
  449. msg.ChestMessage.Progress = chest.OpenDegree;
  450. return msg;
  451. }
  452. }
  453. }