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CharacterManager .cs 20 kB

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  1. using System;
  2. using System.Threading;
  3. using GameClass.GameObj;
  4. using Preparation.Utility;
  5. using Preparation.Interface;
  6. using Timothy.FrameRateTask;
  7. namespace Gaming
  8. {
  9. public partial class Game
  10. {
  11. private readonly CharacterManager characterManager;
  12. private class CharacterManager
  13. {
  14. readonly Map gameMap;
  15. public CharacterManager(Map gameMap)
  16. {
  17. this.gameMap = gameMap;
  18. }
  19. public void SetPlayerState(Character player, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  20. {
  21. switch (player.PlayerState)
  22. {
  23. case PlayerStateType.OpeningTheChest:
  24. ((Chest)player.WhatInteractingWith).StopOpen();
  25. break;
  26. case PlayerStateType.OpeningTheDoorway:
  27. Doorway doorway = (Doorway)player.WhatInteractingWith;
  28. doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
  29. doorway.OpenStartTime = 0;
  30. break;
  31. default:
  32. break;
  33. }
  34. player.ChangePlayerState(value, gameObj);
  35. }
  36. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  37. {
  38. Character newPlayer;
  39. if (characterType == CharacterType.Robot)
  40. {
  41. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  42. }
  43. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  44. gameMap.Add(newPlayer);
  45. newPlayer.TeamID = teamID;
  46. newPlayer.PlayerID = playerID;
  47. #region 人物装弹
  48. new Thread
  49. (
  50. () =>
  51. {
  52. while (!gameMap.Timer.IsGaming)
  53. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  54. long lastTime = Environment.TickCount64;
  55. new FrameRateTaskExecutor<int>(
  56. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  57. loopToDo: () =>
  58. {
  59. long nowTime = Environment.TickCount64;
  60. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  61. lastTime = nowTime;
  62. else if (nowTime - lastTime >= newPlayer.CD)
  63. {
  64. _ = newPlayer.TryAddBulletNum();
  65. lastTime = nowTime;
  66. }
  67. },
  68. timeInterval: GameData.checkInterval,
  69. finallyReturn: () => 0
  70. )
  71. {
  72. AllowTimeExceed = true/*,
  73. MaxTolerantTimeExceedCount = 5,
  74. TimeExceedAction = exceedTooMuch =>
  75. {
  76. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  77. }*/
  78. }
  79. .Start();
  80. }
  81. )
  82. { IsBackground = true }.Start();
  83. #endregion
  84. #region BGM,牵制得分更新
  85. new Thread
  86. (
  87. () =>
  88. {
  89. while (!gameMap.Timer.IsGaming)
  90. Thread.Sleep(GameData.checkInterval);
  91. int TimePinningDown = 0, ScoreAdded = 0;
  92. bool noise = false;
  93. if (!newPlayer.IsGhost())
  94. {
  95. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  96. try
  97. {
  98. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  99. {
  100. if (person.IsGhost())
  101. {
  102. if (person.CharacterType == CharacterType.ANoisyPerson)
  103. {
  104. noise = true;
  105. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  106. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  107. }
  108. }
  109. }
  110. }
  111. finally
  112. {
  113. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  114. }
  115. }
  116. new FrameRateTaskExecutor<int>(
  117. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
  118. loopToDo: () =>
  119. {
  120. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  121. try
  122. {
  123. if (newPlayer.IsGhost())
  124. {
  125. double bgmVolume = 0;
  126. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  127. {
  128. if (!person.IsGhost() && XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  129. {
  130. if ((double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position) > bgmVolume)
  131. bgmVolume = newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position);
  132. }
  133. }
  134. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  135. }
  136. else
  137. {
  138. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  139. {
  140. if (person.IsGhost())
  141. {
  142. if (!noise)
  143. {
  144. if (XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  145. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position));
  146. else newPlayer.AddBgm(BgmType.GhostIsComing, 0);
  147. }
  148. if (newPlayer.CharacterType != CharacterType.Teacher && newPlayer.CharacterType != CharacterType.Robot && !newPlayer.NoHp() && newPlayer.PlayerState != PlayerStateType.Stunned && XY.DistanceFloor3(newPlayer.Position, person.Position) <= GameData.PinningDownRange)
  149. {
  150. TimePinningDown += GameData.checkInterval;
  151. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  152. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  153. }
  154. else TimePinningDown = ScoreAdded = 0;
  155. break;
  156. }
  157. }
  158. }
  159. }
  160. finally
  161. {
  162. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  163. }
  164. if (!noise)
  165. {
  166. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  167. try
  168. {
  169. double bgmVolume = 0;
  170. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  171. {
  172. if (XY.DistanceFloor3(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  173. {
  174. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position) > bgmVolume)
  175. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position);
  176. }
  177. }
  178. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  179. }
  180. finally
  181. {
  182. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  183. }
  184. }
  185. },
  186. timeInterval: GameData.checkInterval,
  187. finallyReturn: () => 0
  188. )
  189. {
  190. AllowTimeExceed = true/*,
  191. MaxTolerantTimeExceedCount = 5,
  192. TimeExceedAction = exceedTooMuch =>
  193. {
  194. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  195. }*/
  196. }
  197. .Start();
  198. }
  199. )
  200. { IsBackground = true }.Start();
  201. #endregion
  202. return newPlayer;
  203. }
  204. public void BeAddictedToGame(Student player, Ghost ghost)
  205. {
  206. if (player.CharacterType == CharacterType.Robot)
  207. {
  208. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  209. Die(player);
  210. return;
  211. }
  212. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  213. if (player.GamingAddiction > 0)
  214. {
  215. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  216. player.GamingAddiction = GameData.BeginGamingAddiction;
  217. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  218. player.GamingAddiction = GameData.MidGamingAddiction;
  219. else
  220. {
  221. ghost.AddScore(GameData.TrickerScoreStudentDie);
  222. Die(player);
  223. return;
  224. }
  225. }
  226. SetPlayerState(player, PlayerStateType.Addicted);
  227. new Thread
  228. (() =>
  229. {
  230. #if DEBUG
  231. Debugger.Output(player, " is addicted ");
  232. #endif
  233. new FrameRateTaskExecutor<int>(
  234. () => (player.PlayerState == PlayerStateType.Addicted || player.PlayerState == PlayerStateType.Rescued) && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  235. () =>
  236. {
  237. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  238. },
  239. timeInterval: GameData.frameDuration,
  240. () =>
  241. {
  242. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  243. {
  244. ghost.AddScore(GameData.TrickerScoreStudentDie);
  245. Die(player);
  246. }
  247. return 0;
  248. }
  249. )
  250. .Start();
  251. }
  252. )
  253. { IsBackground = true }.Start();
  254. }
  255. public bool BeStunned(Character player, int time)
  256. {
  257. if (player.PlayerState == PlayerStateType.Stunned || player.NoHp() || player.CharacterType == CharacterType.Robot) return false;
  258. new Thread
  259. (() =>
  260. {
  261. SetPlayerState(player, PlayerStateType.Stunned);
  262. Thread.Sleep(time);
  263. if (player.PlayerState == PlayerStateType.Stunned)
  264. SetPlayerState(player);
  265. }
  266. )
  267. { IsBackground = true }.Start();
  268. return true;
  269. }
  270. public bool TryBeAwed(Student character, Bullet bullet)
  271. {
  272. if (character.CanBeAwed())
  273. {
  274. if (BeStunned(character, GameData.basicStunnedTimeOfStudent))
  275. bullet.Parent.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  276. return true;
  277. }
  278. return false;
  279. }
  280. /// <summary>
  281. /// 遭受攻击
  282. /// </summary>
  283. /// <param name="subHP"></param>
  284. /// <param name="hasSpear"></param>
  285. /// <param name="attacker">伤害来源</param>
  286. /// <returns>人物在受到攻击后死了吗</returns>
  287. public void BeAttacked(Student student, Bullet bullet)
  288. {
  289. #if DEBUG
  290. Debugger.Output(student, "is being shot!");
  291. #endif
  292. if (student.NoHp()) return; // 原来已经死了
  293. if (!bullet.Parent.IsGhost()) return;
  294. if (student.CharacterType == CharacterType.StraightAStudent)
  295. {
  296. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  297. }
  298. student.SetDegreeOfTreatment0();
  299. #if DEBUG
  300. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  301. #endif
  302. if (student.TryUseShield())
  303. {
  304. if (bullet.HasSpear)
  305. {
  306. int subHp = student.TrySubHp(bullet.AP);
  307. #if DEBUG
  308. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  309. #endif
  310. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  311. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  312. }
  313. else return;
  314. }
  315. else
  316. {
  317. int subHp;
  318. if (bullet.HasSpear)
  319. {
  320. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  321. #if DEBUG
  322. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  323. #endif
  324. }
  325. else
  326. {
  327. subHp = student.TrySubHp(bullet.AP);
  328. #if DEBUG
  329. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  330. #endif
  331. }
  332. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  333. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  334. }
  335. if (student.HP <= 0)
  336. student.TryActivatingLIFE(); // 如果有复活甲
  337. if (student.HP <= 0)
  338. BeAddictedToGame(student, (Ghost)bullet.Parent);
  339. else TryBeAwed(student, bullet);
  340. }
  341. public bool BackSwing(Character player, int time)
  342. {
  343. if (time <= 0) return false;
  344. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  345. SetPlayerState(player, PlayerStateType.Swinging);
  346. new Thread
  347. (() =>
  348. {
  349. Thread.Sleep(time);
  350. if (player.PlayerState == PlayerStateType.Swinging)
  351. {
  352. SetPlayerState(player);
  353. }
  354. }
  355. )
  356. { IsBackground = true }.Start();
  357. return true;
  358. }
  359. public void Die(Student player)
  360. {
  361. #if DEBUG
  362. Debugger.Output(player, "die.");
  363. #endif
  364. if (player.PlayerState == PlayerStateType.Deceased) return;
  365. player.RemoveFromGame(PlayerStateType.Deceased);
  366. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  367. {
  368. Prop? prop = player.UseProp(i);
  369. if (prop != null)
  370. {
  371. prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
  372. gameMap.Add(prop);
  373. }
  374. }
  375. if (player.CharacterType == CharacterType.Robot)
  376. {
  377. if (((Golem)player).Parent != null && ((Golem)player).Parent.CharacterType == CharacterType.TechOtaku)
  378. {
  379. ((SummonGolem)(((Golem)player).Parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
  380. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  381. }
  382. gameMap.Remove(player);
  383. return;
  384. }
  385. gameMap.Remove(player);
  386. ++gameMap.NumOfDeceasedStudent;
  387. }
  388. }
  389. }
  390. }