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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))
  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))
  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 (!playerToMove.Commandable() || !TryToStop()) return false;
  37. characterManager.SetPlayerState(playerToMove, PlayerStateType.Moving);
  38. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  39. return true;
  40. }
  41. public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
  42. {
  43. if (!playerToMove.Commandable() && playerToMove.PlayerState != PlayerStateType.Stunned) return false;
  44. characterManager.BeStunned(playerToMove, moveTimeInMilliseconds);
  45. moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
  46. return true;
  47. }
  48. public bool Stop(Character player)
  49. {
  50. if (player.Commandable() || !TryToStop())
  51. {
  52. characterManager.SetPlayerState(player);
  53. return true;
  54. }
  55. return false;
  56. }
  57. public bool Fix(Student player)// 自动检查有无发电机可修
  58. {
  59. if (player.CharacterType == CharacterType.Teacher || (!player.Commandable()) || player.PlayerState == PlayerStateType.Fixing)
  60. return false;
  61. Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  62. if (generatorForFix == null || generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  63. return false;
  64. ++generatorForFix.NumOfFixing;
  65. characterManager.SetPlayerState(player, PlayerStateType.Fixing);
  66. new Thread
  67. (
  68. () =>
  69. {
  70. new FrameRateTaskExecutor<int>(
  71. loopCondition: () => gameMap.Timer.IsGaming && player.PlayerState == PlayerStateType.Fixing,
  72. loopToDo: () =>
  73. {
  74. if (generatorForFix.Repair(player.FixSpeed * GameData.frameDuration, player))
  75. gameMap.NumOfRepairedGenerators++;
  76. if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
  77. characterManager.SetPlayerState(player);
  78. },
  79. timeInterval: GameData.frameDuration,
  80. finallyReturn: () => 0
  81. )
  82. .Start();
  83. --generatorForFix.NumOfFixing;
  84. }
  85. )
  86. { IsBackground = true }.Start();
  87. return true;
  88. }
  89. public bool OpenDoorway(Student player)
  90. {
  91. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
  92. return false;
  93. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  94. if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
  95. return false;
  96. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  97. int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
  98. new Thread
  99. (
  100. () =>
  101. {
  102. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  103. if (doorwayToOpen.OpenStartTime == startTime)
  104. {
  105. doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
  106. player.SetPlayerStateNaturally();
  107. }
  108. }
  109. )
  110. { IsBackground = true }.Start();
  111. return true;
  112. }
  113. public bool Escape(Student player)
  114. {
  115. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  116. return false;
  117. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  118. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  119. {
  120. player.AddScore(GameData.StudentScoreEscape);
  121. ++gameMap.NumOfEscapedStudent;
  122. player.RemoveFromGame(PlayerStateType.Escaped);
  123. return true;
  124. }
  125. else
  126. {
  127. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  128. if (emergencyExit != null && emergencyExit.IsOpen)
  129. {
  130. player.AddScore(GameData.StudentScoreEscape);
  131. ++gameMap.NumOfEscapedStudent;
  132. player.RemoveFromGame(PlayerStateType.Escaped);
  133. return true;
  134. }
  135. return false;
  136. }
  137. }
  138. public bool Treat(Student player, Student? playerTreated = null)
  139. {
  140. if (playerTreated == null)
  141. {
  142. playerTreated = gameMap.StudentForInteract(player.Position);
  143. if (playerTreated == null) return false;
  144. }
  145. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  146. (!playerTreated.Commandable()) ||
  147. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  148. return false;
  149. new Thread
  150. (
  151. () =>
  152. {
  153. characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
  154. characterManager.SetPlayerState(player, PlayerStateType.Treating);
  155. new FrameRateTaskExecutor<int>(
  156. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && player.PlayerState == PlayerStateType.Treating && gameMap.Timer.IsGaming,
  157. loopToDo: () =>
  158. {
  159. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  160. characterManager.SetPlayerState(playerTreated);
  161. },
  162. timeInterval: GameData.frameDuration,
  163. finallyReturn: () => 0
  164. )
  165. .Start();
  166. if (player.PlayerState == PlayerStateType.Treating) characterManager.SetPlayerState(player);
  167. else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
  168. }
  169. )
  170. { IsBackground = true }.Start();
  171. return true;
  172. }
  173. public bool Rescue(Student player, Student? playerRescued = null)
  174. {
  175. if (playerRescued == null)
  176. {
  177. playerRescued = gameMap.StudentForInteract(player.Position);
  178. if (playerRescued == null) return false;
  179. }
  180. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  181. return false;
  182. characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
  183. characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
  184. new Thread
  185. (
  186. () =>
  187. {
  188. new FrameRateTaskExecutor<int>(
  189. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && player.PlayerState == PlayerStateType.Rescuing && gameMap.Timer.IsGaming,
  190. loopToDo: () =>
  191. {
  192. playerRescued.TimeOfRescue += GameData.frameDuration;
  193. },
  194. timeInterval: GameData.frameDuration,
  195. finallyReturn: () => 0,
  196. maxTotalDuration: GameData.basicTimeOfRescue
  197. )
  198. .Start();
  199. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  200. {
  201. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  202. {
  203. characterManager.SetPlayerState(playerRescued);
  204. playerRescued.HP = playerRescued.MaxHp / 2;
  205. player.AddScore(GameData.StudentScoreRescue);
  206. }
  207. else
  208. characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
  209. }
  210. if (player.PlayerState == PlayerStateType.Rescuing) characterManager.SetPlayerState(player);
  211. playerRescued.TimeOfRescue = 0;
  212. }
  213. )
  214. { IsBackground = true }.Start();
  215. return true;
  216. }
  217. public bool OpenChest(Character player)
  218. {
  219. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  220. return false;
  221. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  222. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  223. return false;
  224. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
  225. int startTime = gameMap.Timer.nowTime();
  226. chestToOpen.Open(startTime, player);
  227. new Thread
  228. (
  229. () =>
  230. {
  231. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  232. if (chestToOpen.OpenStartTime == startTime)
  233. {
  234. player.SetPlayerStateNaturally();
  235. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  236. {
  237. Prop prop = chestToOpen.PropInChest[i];
  238. chestToOpen.PropInChest[i] = new NullProp();
  239. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  240. gameMap.Add(prop);
  241. }
  242. }
  243. }
  244. )
  245. { IsBackground = true }.Start();
  246. return true;
  247. }
  248. public bool ClimbingThroughWindow(Character player)
  249. {
  250. if (!player.Commandable())
  251. return false;
  252. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  253. if (windowForClimb == null || windowForClimb.WhoIsClimbing != null)
  254. return false;
  255. XY windowToPlayer = new(
  256. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  257. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  258. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  259. if (characterInWindow != null)
  260. {
  261. if (player.IsGhost() && !characterInWindow.IsGhost())
  262. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position, PlaceType.Null));
  263. return false;
  264. }*/
  265. //Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  266. // gameMap.Add(addWall);
  267. characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows);
  268. windowForClimb.WhoIsClimbing = player;
  269. new Thread
  270. (
  271. () =>
  272. {
  273. new FrameRateTaskExecutor<int>(
  274. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  275. loopToDo: () => { },
  276. timeInterval: GameData.frameDuration,
  277. finallyReturn: () => 0,
  278. maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed)
  279. )
  280. .Start();
  281. if (player.PlayerState != PlayerStateType.ClimbingThroughWindows)
  282. {
  283. windowForClimb.WhoIsClimbing = null;
  284. return;
  285. }
  286. player.ReSetPos(windowToPlayer + windowForClimb.Position, PlaceType.Window);
  287. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  288. moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle());
  289. new FrameRateTaskExecutor<int>(
  290. loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming,
  291. loopToDo: () =>
  292. {
  293. },
  294. timeInterval: GameData.frameDuration,
  295. finallyReturn: () => 0,
  296. maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed)
  297. )
  298. .Start();
  299. XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
  300. player.ReSetPos(PosJumpOff, gameMap.GetPlaceType(PosJumpOff));
  301. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  302. windowForClimb.WhoIsClimbing = null;
  303. // gameMap.Remove(addWall);
  304. if (player.PlayerState == PlayerStateType.ClimbingThroughWindows)
  305. {
  306. characterManager.SetPlayerState(player);
  307. }
  308. }
  309. )
  310. { IsBackground = true }.Start();
  311. return true;
  312. }
  313. public bool LockOrOpenDoor(Character player)
  314. {
  315. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  316. return false;
  317. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  318. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  319. return false;
  320. bool flag = false;
  321. foreach (Prop prop in player.PropInventory)
  322. {
  323. switch (prop.GetPropType())
  324. {
  325. case PropType.Key3:
  326. if (doorToLock.Place == PlaceType.Door3)
  327. flag = true;
  328. break;
  329. case PropType.Key5:
  330. if (doorToLock.Place == PlaceType.Door5)
  331. flag = true;
  332. break;
  333. case PropType.Key6:
  334. if (doorToLock.Place == PlaceType.Door6)
  335. flag = true;
  336. break;
  337. default:
  338. break;
  339. }
  340. if (flag) break;
  341. }
  342. if (!flag) return false;
  343. characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
  344. new Thread
  345. (
  346. () =>
  347. {
  348. new FrameRateTaskExecutor<int>(
  349. loopCondition: () => flag && player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  350. loopToDo: () =>
  351. {
  352. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  353. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  354. },
  355. timeInterval: GameData.frameDuration,
  356. finallyReturn: () => 0
  357. )
  358. .Start();
  359. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  360. {
  361. doorToLock.IsOpen = (!doorToLock.IsOpen);
  362. }
  363. if (player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  364. characterManager.SetPlayerState(player);
  365. doorToLock.OpenOrLockDegree = 0;
  366. }
  367. )
  368. { IsBackground = true }.Start();
  369. return true;
  370. }
  371. /*
  372. private void ActivateMine(Character player, Mine mine)
  373. {
  374. gameMap.ObjListLock.EnterWriteLock();
  375. try { gameMap.ObjList.Remove(mine); }
  376. catch { }
  377. finally { gameMap.ObjListLock.ExitWriteLock(); }
  378. switch (mine.GetPropType())
  379. {
  380. case PropType.Dirt:
  381. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  382. break;
  383. case PropType.Attenuator:
  384. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  385. break;
  386. case PropType.Divider:
  387. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  388. break;
  389. }
  390. }
  391. */
  392. private object numLock = new object();
  393. private int lastTime = 0;
  394. private int numStop = 0;
  395. private int NumStop => numStop;
  396. private bool TryToStop()
  397. {
  398. lock (numLock)
  399. {
  400. int time = gameMap.Timer.nowTime();
  401. if (time / GameData.frameDuration > lastTime)
  402. {
  403. lastTime = time / GameData.frameDuration;
  404. numStop = 1;
  405. return true;
  406. }
  407. else
  408. {
  409. if (numStop == GameData.LimitOfStopAndMove)
  410. return false;
  411. else
  412. {
  413. ++numStop;
  414. return true;
  415. }
  416. }
  417. }
  418. }
  419. private readonly Map gameMap;
  420. private readonly CharacterManager characterManager;
  421. public readonly MoveEngine moveEngine;
  422. public ActionManager(Map gameMap, CharacterManager characterManager)
  423. {
  424. this.gameMap = gameMap;
  425. this.moveEngine = new MoveEngine(
  426. gameMap: gameMap,
  427. OnCollision: (obj, collisionObj, moveVec) =>
  428. {
  429. SkillWhenColliding((Character)obj, collisionObj);
  430. Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  431. //if (collisionObj is Mine)
  432. //{
  433. // ActivateMine((Character)obj, (Mine)collisionObj);
  434. // return MoveEngine.AfterCollision.ContinueCheck;
  435. //}
  436. return MoveEngine.AfterCollision.MoveMax;
  437. },
  438. EndMove: obj =>
  439. {
  440. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  441. }
  442. );
  443. this.characterManager = characterManager;
  444. }
  445. }
  446. }
  447. }