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ActionManager.cs 23 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using GameEngine;
  5. using Preparation.Interface;
  6. using Preparation.Utility;
  7. using Timothy.FrameRateTask;
  8. namespace Gaming
  9. {
  10. public partial class Game
  11. {
  12. private readonly ActionManager actionManager;
  13. private class ActionManager
  14. {
  15. // 人物移动
  16. private void SkillWhenColliding(Character player, IGameObj collisionObj)
  17. {
  18. if (collisionObj.Type == GameObjType.Bullet)
  19. {
  20. if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
  21. {
  22. if (characterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
  23. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
  24. gameMap.Remove((GameObj)collisionObj);
  25. }
  26. }
  27. if (player.FindIActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed && collisionObj.Type == GameObjType.Character && ((Character)collisionObj).IsGhost())
  28. {
  29. if (characterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
  30. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
  31. characterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
  32. }
  33. }
  34. public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  35. {
  36. if (moveTimeInMilliseconds < 5) return false;
  37. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Moving);
  38. if (stateNum == -1) return false;
  39. new Thread
  40. (
  41. () =>
  42. {
  43. playerToMove.ThreadNum.WaitOne();
  44. if (stateNum != playerToMove.StateNum)
  45. playerToMove.ThreadNum.Release();
  46. else
  47. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
  48. }
  49. )
  50. { IsBackground = true }.Start();
  51. return true;
  52. }
  53. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  54. {
  55. if (playerToMove.CharacterType == CharacterType.Robot) return false;
  56. long stateNum = playerToMove.SetPlayerState(PlayerStateType.Charmed);
  57. if (stateNum == -1) return false;
  58. new Thread
  59. (() =>
  60. {
  61. playerToMove.ThreadNum.WaitOne();
  62. if (stateNum != playerToMove.StateNum)
  63. playerToMove.ThreadNum.Release();
  64. else
  65. {
  66. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
  67. Thread.Sleep(moveTimeInMilliseconds);
  68. lock (playerToMove.ActionLock)
  69. {
  70. if (stateNum == playerToMove.StateNum)
  71. playerToMove.SetPlayerStateNaturally();
  72. }
  73. }
  74. }
  75. )
  76. { IsBackground = true }.Start();
  77. return true;
  78. }
  79. public bool Stop(Character player)
  80. {
  81. lock (player.ActionLock)
  82. {
  83. if (player.Commandable())
  84. {
  85. player.SetPlayerState();
  86. return true;
  87. }
  88. }
  89. return false;
  90. }
  91. public bool Fix(Student player)// 自动检查有无发电机可修
  92. {
  93. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  94. return false;
  95. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  96. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  97. return false;
  98. ++generatorForFix.NumOfFixing;
  99. player.SetPlayerState(PlayerStateType.Fixing);
  100. long threadNum = player.StateNum;
  101. new Thread
  102. (
  103. () =>
  104. {
  105. Thread.Sleep(GameData.frameDuration);
  106. new FrameRateTaskExecutor<int>(
  107. loopCondition: () => gameMap.Timer.IsGaming && threadNum == player.StateNum,
  108. loopToDo: () =>
  109. {
  110. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  111. gameMap.NumOfRepairedGenerators++;
  112. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  113. player.SetPlayerState();
  114. },
  115. timeInterval: GameData.frameDuration,
  116. finallyReturn: () => 0
  117. )
  118. .Start();
  119. --generatorForFix.NumOfFixing;
  120. }
  121. )
  122. { IsBackground = true }.Start();
  123. return true;
  124. }
  125. public bool OpenDoorway(Student player)
  126. {
  127. if (!(player.Commandable()))
  128. return false;
  129. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  130. if (doorwayToOpen == null) return false;
  131. long stateNum = player.SetPlayerState(PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  132. if (stateNum == -1) return false;
  133. new Thread
  134. (
  135. () =>
  136. {
  137. //player.ThreadNum.WaitOne();
  138. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  139. lock (player.ActionLock)
  140. {
  141. if (stateNum == player.StateNum)
  142. {
  143. player.SetPlayerStateNaturally();
  144. doorwayToOpen.FinishOpenning();
  145. }
  146. }
  147. }
  148. )
  149. { IsBackground = true }.Start();
  150. return true;
  151. }
  152. public bool Escape(Student player)
  153. {
  154. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  155. return false;
  156. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  157. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  158. {
  159. player.AddScore(GameData.StudentScoreEscape);
  160. ++gameMap.NumOfEscapedStudent;
  161. player.RemoveFromGame(PlayerStateType.Escaped);
  162. return true;
  163. }
  164. else
  165. {
  166. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  167. if (emergencyExit != null && emergencyExit.IsOpen)
  168. {
  169. player.AddScore(GameData.StudentScoreEscape);
  170. ++gameMap.NumOfEscapedStudent;
  171. player.RemoveFromGame(PlayerStateType.Escaped);
  172. return true;
  173. }
  174. return false;
  175. }
  176. }
  177. public bool Treat(Student player, Student? playerTreated = null)
  178. {
  179. if (player.CharacterType == CharacterType.Robot) return false;
  180. if (playerTreated == null)
  181. {
  182. playerTreated = gameMap.StudentForInteract(player.Position);
  183. if (playerTreated == null) return false;
  184. }
  185. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  186. (!playerTreated.Commandable()) ||
  187. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  188. return false;
  189. new Thread
  190. (
  191. () =>
  192. {
  193. playerTreated.SetPlayerState(PlayerStateType.Treated);
  194. player.SetPlayerState(PlayerStateType.Treating);
  195. long threadNum = player.StateNum;
  196. new FrameRateTaskExecutor<int>(
  197. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  198. loopToDo: () =>
  199. {
  200. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  201. playerTreated.SetPlayerState();
  202. },
  203. timeInterval: GameData.frameDuration,
  204. finallyReturn: () => 0
  205. )
  206. .Start();
  207. if (threadNum == player.StateNum) player.SetPlayerState();
  208. else if (playerTreated.PlayerState == PlayerStateType.Treated) playerTreated.SetPlayerState();
  209. }
  210. )
  211. { IsBackground = true }.Start();
  212. return true;
  213. }
  214. public bool Rescue(Student player, Student? playerRescued = null)
  215. {
  216. if (player.CharacterType == CharacterType.Robot) return false;
  217. if (playerRescued == null)
  218. {
  219. playerRescued = gameMap.StudentForInteract(player.Position);
  220. if (playerRescued == null) return false;
  221. }
  222. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  223. return false;
  224. player.SetPlayerState(PlayerStateType.Rescuing);
  225. playerRescued.SetPlayerState(PlayerStateType.Rescued);
  226. long threadNum = player.StateNum;
  227. new Thread
  228. (
  229. () =>
  230. {
  231. new FrameRateTaskExecutor<int>(
  232. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  233. loopToDo: () =>
  234. {
  235. playerRescued.TimeOfRescue += GameData.frameDuration;
  236. },
  237. timeInterval: GameData.frameDuration,
  238. finallyReturn: () => 0,
  239. maxTotalDuration: GameData.basicTimeOfRescue
  240. )
  241. .Start();
  242. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  243. {
  244. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  245. {
  246. playerRescued.SetPlayerState();
  247. playerRescued.HP = playerRescued.MaxHp / 2;
  248. player.AddScore(GameData.StudentScoreRescue);
  249. }
  250. else
  251. playerRescued.SetPlayerState(PlayerStateType.Addicted);
  252. }
  253. if (threadNum == player.StateNum) player.SetPlayerState();
  254. playerRescued.TimeOfRescue = 0;
  255. }
  256. )
  257. { IsBackground = true }.Start();
  258. return true;
  259. }
  260. public bool OpenChest(Character player)
  261. {
  262. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  263. return false;
  264. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  265. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  266. return false;
  267. player.SetPlayerState(PlayerStateType.OpeningTheChest, chestToOpen);
  268. int startTime = gameMap.Timer.nowTime();
  269. chestToOpen.Open(startTime, player);
  270. new Thread
  271. (
  272. () =>
  273. {
  274. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  275. if (chestToOpen.OpenStartTime == startTime)
  276. {
  277. player.SetPlayerStateNaturally();
  278. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  279. {
  280. Prop prop = chestToOpen.PropInChest[i];
  281. chestToOpen.PropInChest[i] = new NullProp();
  282. prop.ReSetPos(player.Position);
  283. gameMap.Add(prop);
  284. }
  285. }
  286. }
  287. )
  288. { IsBackground = true }.Start();
  289. return true;
  290. }
  291. public bool ClimbingThroughWindow(Character player)
  292. {
  293. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  294. if (windowForClimb == null) return false;
  295. long stateNum = player.SetPlayerState(PlayerStateType.ClimbingThroughWindows, windowForClimb);
  296. if (stateNum == -1) return false;
  297. XY windowToPlayer = new(
  298. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  299. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  300. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  301. if (characterInWindow != null)
  302. {
  303. if (player.IsGhost() && !characterInWindow.IsGhost())
  304. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  305. return false;
  306. }
  307. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  308. gameMap.Add(addWall);*/
  309. new Thread
  310. (
  311. () =>
  312. {
  313. player.ThreadNum.WaitOne();
  314. if (stateNum != player.StateNum)
  315. {
  316. player.ThreadNum.Release();
  317. }
  318. else
  319. {
  320. if (!windowForClimb.TryToClimb(player))
  321. {
  322. player.ThreadNum.Release();
  323. player.SetPlayerStateNaturally();
  324. }
  325. else
  326. {
  327. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  328. lock (player.ActionLock)
  329. {
  330. if (player.StateNum != stateNum) return;
  331. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  332. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  333. }
  334. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  335. moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
  336. Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
  337. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  338. lock (player.ActionLock)
  339. {
  340. if (stateNum == player.StateNum)
  341. {
  342. player.SetPlayerState();
  343. windowForClimb.FinishClimbing();
  344. }
  345. }
  346. }
  347. }
  348. }
  349. )
  350. { IsBackground = true }.Start();
  351. return true;
  352. }
  353. public bool LockOrOpenDoor(Character player)
  354. {
  355. if (player.CharacterType == CharacterType.Robot) return false;
  356. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  357. return false;
  358. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  359. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  360. return false;
  361. bool flag = false;
  362. foreach (Prop prop in player.PropInventory)
  363. {
  364. switch (prop.GetPropType())
  365. {
  366. case PropType.Key3:
  367. if (doorToLock.DoorNum == 3)
  368. flag = true;
  369. break;
  370. case PropType.Key5:
  371. if (doorToLock.DoorNum == 5)
  372. flag = true;
  373. break;
  374. case PropType.Key6:
  375. if (doorToLock.DoorNum == 6)
  376. flag = true;
  377. break;
  378. default:
  379. break;
  380. }
  381. if (flag) break;
  382. }
  383. if (!flag) return false;
  384. player.SetPlayerState(PlayerStateType.LockingOrOpeningTheDoor);
  385. long threadNum = player.StateNum;
  386. new Thread
  387. (
  388. () =>
  389. {
  390. new FrameRateTaskExecutor<int>(
  391. loopCondition: () => flag && threadNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  392. loopToDo: () =>
  393. {
  394. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  395. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  396. },
  397. timeInterval: GameData.frameDuration,
  398. finallyReturn: () => 0
  399. )
  400. .Start();
  401. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  402. {
  403. doorToLock.IsOpen = (!doorToLock.IsOpen);
  404. }
  405. if (threadNum == player.StateNum)
  406. player.SetPlayerState();
  407. doorToLock.OpenOrLockDegree = 0;
  408. }
  409. )
  410. { IsBackground = true }.Start();
  411. return true;
  412. }
  413. /*
  414. private void ActivateMine(Character player, Mine mine)
  415. {
  416. gameMap.ObjListLock.EnterWriteLock();
  417. try { gameMap.ObjList.Remove(mine); }
  418. catch { }
  419. finally { gameMap.ObjListLock.ExitWriteLock(); }
  420. switch (mine.GetPropType())
  421. {
  422. case PropType.Dirt:
  423. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  424. break;
  425. case PropType.Attenuator:
  426. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  427. break;
  428. case PropType.Divider:
  429. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  430. break;
  431. }
  432. }
  433. */
  434. private readonly Map gameMap;
  435. private readonly CharacterManager characterManager;
  436. public readonly MoveEngine moveEngine;
  437. public ActionManager(Map gameMap, CharacterManager characterManager)
  438. {
  439. this.gameMap = gameMap;
  440. this.moveEngine = new MoveEngine(
  441. gameMap: gameMap,
  442. OnCollision: (obj, collisionObj, moveVec) =>
  443. {
  444. SkillWhenColliding((Character)obj, collisionObj);
  445. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  446. //if (collisionObj is Mine)
  447. //{
  448. // ActivateMine((Character)obj, (Mine)collisionObj);
  449. // return MoveEngine.AfterCollision.ContinueCheck;
  450. //}
  451. return MoveEngine.AfterCollision.MoveMax;
  452. },
  453. EndMove: obj =>
  454. {
  455. obj.ThreadNum.Release();
  456. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  457. }
  458. );
  459. this.characterManager = characterManager;
  460. }
  461. }
  462. }
  463. }