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SkillManager.ActiveSkill.cs 8.7 kB

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  1. using GameClass.GameObj;
  2. using System.Threading;
  3. using Preparation.Interface;
  4. using Preparation.Utility;
  5. using System;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private partial class SkillManager
  12. {
  13. public bool BecomeVampire(Character player)
  14. {
  15. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeVampire), player, () =>
  16. {
  17. player.Vampire += 0.5;
  18. Debugger.Output(player, "becomes vampire!");
  19. },
  20. () =>
  21. {
  22. double tempVam = player.Vampire - 0.5;
  23. player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
  24. });
  25. }
  26. public bool CanBeginToCharge(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. IActiveSkill skill = player.UseIActiveSkill(ActiveSkillType.CanBeginToCharge);
  30. Debugger.Output(player, "can begin to charge!");
  31. return ActiveSkillEffect(skill, player, () =>
  32. {
  33. player.AddMoveSpeed(skill.DurationTime, 3.0);
  34. //See SkillWhenMove in ActionManager
  35. },
  36. () =>
  37. { });
  38. }
  39. public static bool BecomeInvisible(Character player)
  40. {
  41. IActiveSkill activeSkill = player.UseIActiveSkill(ActiveSkillType.BecomeInvisible);
  42. return ActiveSkillEffect(activeSkill, player, () =>
  43. {
  44. player.AddInvisible(activeSkill.DurationTime);
  45. Debugger.Output(player, "become invisible!");
  46. },
  47. () =>
  48. { });
  49. }
  50. public bool NuclearWeapon(Character player)
  51. {
  52. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.NuclearWeapon), player, () =>
  53. {
  54. player.BulletOfPlayer = BulletType.AtomBomb;
  55. Debugger.Output(player, "uses atombomb!");
  56. },
  57. () =>
  58. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  59. }
  60. public static bool UseKnife(Character player)
  61. {
  62. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.UseKnife), player, () =>
  63. {
  64. player.BulletOfPlayer = BulletType.FlyingKnife;
  65. Debugger.Output(player, "uses flyingknife!");
  66. },
  67. () =>
  68. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  69. }
  70. public bool Punish(Character player)
  71. {
  72. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.Punish), player, () =>
  73. {
  74. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  75. try
  76. {
  77. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  78. {
  79. if (player.IsGhost() &&
  80. (player.PlayerState == PlayerStateType.TryingToAttack || player.PlayerState == PlayerStateType.Swinging
  81. || player.PlayerState == PlayerStateType.UsingSkill || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor || player.PlayerState == PlayerStateType.OpeningTheChest)
  82. && gameMap.CanSee(player, character))
  83. {
  84. if (AttackManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting))
  85. player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting));
  86. break;
  87. }
  88. }
  89. }
  90. finally
  91. {
  92. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  93. }
  94. Debugger.Output(player, "uses punishing!");
  95. },
  96. () =>
  97. { });
  98. }
  99. public bool SuperFast(Character player)
  100. {
  101. return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.SuperFast), player, () =>
  102. {
  103. player.AddMoveSpeed(player.UseIActiveSkill(ActiveSkillType.SuperFast).DurationTime, 3.0);
  104. Debugger.Output(player, "moves very fast!");
  105. },
  106. () =>
  107. { });
  108. }
  109. public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  110. {
  111. lock (activeSkill.ActiveSkillLock)
  112. {
  113. ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
  114. if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
  115. {
  116. player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
  117. new Thread
  118. (() =>
  119. {
  120. startSkill();
  121. activeSkill.IsBeingUsed = true;
  122. new FrameRateTaskExecutor<int>(
  123. () => !player.IsResetting,
  124. () =>
  125. {
  126. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  127. },
  128. timeInterval: GameData.frameDuration,
  129. () => 0,
  130. maxTotalDuration: (long)(activeSkill.DurationTime)
  131. )
  132. {
  133. AllowTimeExceed = true,
  134. MaxTolerantTimeExceedCount = ulong.MaxValue,
  135. }
  136. .Start();
  137. endSkill();
  138. activeSkill.IsBeingUsed = false;
  139. Debugger.Output(player, "return to normal.");
  140. new FrameRateTaskExecutor<int>(
  141. loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
  142. loopToDo: () =>
  143. {
  144. player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
  145. },
  146. timeInterval: GameData.frameDuration,
  147. finallyReturn: () => 0
  148. )
  149. {
  150. AllowTimeExceed = true,
  151. MaxTolerantTimeExceedCount = ulong.MaxValue,
  152. }
  153. .Start();
  154. player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
  155. Debugger.Output(player, "ActiveSkill is ready.");
  156. }
  157. )
  158. { IsBackground = true }.Start();
  159. return true;
  160. }
  161. else
  162. {
  163. Debugger.Output(player, "CommonSkill is cooling down!");
  164. return false;
  165. }
  166. }
  167. }
  168. }
  169. }
  170. }