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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 = characterManager.SetPlayerState(playerToMove, 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 = characterManager.SetPlayerState(playerToMove, 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. characterManager.SetPlayerState(player);
  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. characterManager.SetPlayerState(player, 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. characterManager.SetPlayerState(player);
  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()) || player.PlayerState == PlayerStateType.OpeningTheDoorway)
  128. return false;
  129. Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  130. if (doorwayToOpen == null || doorwayToOpen.OpenStartTime > 0 || !doorwayToOpen.PowerSupply)
  131. return false;
  132. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
  133. int startTime = doorwayToOpen.OpenStartTime = gameMap.Timer.nowTime();
  134. new Thread
  135. (
  136. () =>
  137. {
  138. Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
  139. if (doorwayToOpen.OpenStartTime == startTime)
  140. {
  141. doorwayToOpen.OpenDegree = GameData.degreeOfOpenedDoorway;
  142. player.SetPlayerStateNaturally();
  143. }
  144. }
  145. )
  146. { IsBackground = true }.Start();
  147. return true;
  148. }
  149. public bool Escape(Student player)
  150. {
  151. if (!(player.Commandable()) || player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
  152. return false;
  153. Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
  154. if (doorwayForEscape != null && doorwayForEscape.IsOpen())
  155. {
  156. player.AddScore(GameData.StudentScoreEscape);
  157. ++gameMap.NumOfEscapedStudent;
  158. player.RemoveFromGame(PlayerStateType.Escaped);
  159. return true;
  160. }
  161. else
  162. {
  163. EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
  164. if (emergencyExit != null && emergencyExit.IsOpen)
  165. {
  166. player.AddScore(GameData.StudentScoreEscape);
  167. ++gameMap.NumOfEscapedStudent;
  168. player.RemoveFromGame(PlayerStateType.Escaped);
  169. return true;
  170. }
  171. return false;
  172. }
  173. }
  174. public bool Treat(Student player, Student? playerTreated = null)
  175. {
  176. if (playerTreated == null)
  177. {
  178. playerTreated = gameMap.StudentForInteract(player.Position);
  179. if (playerTreated == null) return false;
  180. }
  181. if (player == playerTreated || (!player.Commandable()) || playerTreated.PlayerState == PlayerStateType.Treated ||
  182. (!playerTreated.Commandable()) ||
  183. playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
  184. return false;
  185. new Thread
  186. (
  187. () =>
  188. {
  189. characterManager.SetPlayerState(playerTreated, PlayerStateType.Treated);
  190. characterManager.SetPlayerState(player, PlayerStateType.Treating);
  191. long threadNum = player.StateNum;
  192. new FrameRateTaskExecutor<int>(
  193. loopCondition: () => playerTreated.PlayerState == PlayerStateType.Treated && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  194. loopToDo: () =>
  195. {
  196. if (playerTreated.AddDegreeOfTreatment(GameData.frameDuration * player.TreatSpeed, player))
  197. characterManager.SetPlayerState(playerTreated);
  198. },
  199. timeInterval: GameData.frameDuration,
  200. finallyReturn: () => 0
  201. )
  202. .Start();
  203. if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
  204. else if (playerTreated.PlayerState == PlayerStateType.Treated) characterManager.SetPlayerState(playerTreated);
  205. }
  206. )
  207. { IsBackground = true }.Start();
  208. return true;
  209. }
  210. public bool Rescue(Student player, Student? playerRescued = null)
  211. {
  212. if (playerRescued == null)
  213. {
  214. playerRescued = gameMap.StudentForInteract(player.Position);
  215. if (playerRescued == null) return false;
  216. }
  217. if ((!player.Commandable()) || playerRescued.PlayerState != PlayerStateType.Addicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
  218. return false;
  219. characterManager.SetPlayerState(player, PlayerStateType.Rescuing);
  220. characterManager.SetPlayerState(playerRescued, PlayerStateType.Rescued);
  221. long threadNum = player.StateNum;
  222. new Thread
  223. (
  224. () =>
  225. {
  226. new FrameRateTaskExecutor<int>(
  227. loopCondition: () => playerRescued.PlayerState == PlayerStateType.Rescued && threadNum == player.StateNum && gameMap.Timer.IsGaming,
  228. loopToDo: () =>
  229. {
  230. playerRescued.TimeOfRescue += GameData.frameDuration;
  231. },
  232. timeInterval: GameData.frameDuration,
  233. finallyReturn: () => 0,
  234. maxTotalDuration: GameData.basicTimeOfRescue
  235. )
  236. .Start();
  237. if (playerRescued.PlayerState == PlayerStateType.Rescued)
  238. {
  239. if (playerRescued.TimeOfRescue >= GameData.basicTimeOfRescue)
  240. {
  241. characterManager.SetPlayerState(playerRescued);
  242. playerRescued.HP = playerRescued.MaxHp / 2;
  243. player.AddScore(GameData.StudentScoreRescue);
  244. }
  245. else
  246. characterManager.SetPlayerState(playerRescued, PlayerStateType.Addicted);
  247. }
  248. if (threadNum == player.StateNum) characterManager.SetPlayerState(player);
  249. playerRescued.TimeOfRescue = 0;
  250. }
  251. )
  252. { IsBackground = true }.Start();
  253. return true;
  254. }
  255. public bool OpenChest(Character player)
  256. {
  257. if ((!player.Commandable()) || player.PlayerState == PlayerStateType.OpeningTheChest)
  258. return false;
  259. Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
  260. if (chestToOpen == null || chestToOpen.OpenStartTime > 0)
  261. return false;
  262. characterManager.SetPlayerState(player, PlayerStateType.OpeningTheChest, chestToOpen);
  263. int startTime = gameMap.Timer.nowTime();
  264. chestToOpen.Open(startTime, player);
  265. new Thread
  266. (
  267. () =>
  268. {
  269. Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
  270. if (chestToOpen.OpenStartTime == startTime)
  271. {
  272. player.SetPlayerStateNaturally();
  273. for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
  274. {
  275. Prop prop = chestToOpen.PropInChest[i];
  276. chestToOpen.PropInChest[i] = new NullProp();
  277. prop.ReSetPos(player.Position);
  278. gameMap.Add(prop);
  279. }
  280. }
  281. }
  282. )
  283. { IsBackground = true }.Start();
  284. return true;
  285. }
  286. public bool ClimbingThroughWindow(Character player)
  287. {
  288. Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
  289. if (windowForClimb == null) return false;
  290. long stateNum = characterManager.SetPlayerState(player, PlayerStateType.ClimbingThroughWindows, windowForClimb);
  291. if (stateNum == -1) return false;
  292. XY windowToPlayer = new(
  293. (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
  294. (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
  295. /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
  296. if (characterInWindow != null)
  297. {
  298. if (player.IsGhost() && !characterInWindow.IsGhost())
  299. characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
  300. return false;
  301. }
  302. Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
  303. gameMap.Add(addWall);*/
  304. new Thread
  305. (
  306. () =>
  307. {
  308. player.ThreadNum.WaitOne();
  309. if (stateNum != player.StateNum)
  310. {
  311. player.ThreadNum.Release();
  312. }
  313. else
  314. {
  315. if (!windowForClimb.TryToClimb(player))
  316. {
  317. player.ThreadNum.Release();
  318. player.SetPlayerStateNaturally();
  319. }
  320. else
  321. {
  322. Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
  323. lock (player.ActionLock)
  324. {
  325. if (player.StateNum != stateNum) return;
  326. player.ReSetPos(windowToPlayer + windowForClimb.Position);
  327. windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
  328. }
  329. player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
  330. moveEngine.MoveObj(player, GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2, (-1 * windowToPlayer).Angle(), stateNum);
  331. Thread.Sleep(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2);
  332. player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
  333. lock (player.ActionLock)
  334. {
  335. if (stateNum == player.StateNum)
  336. {
  337. characterManager.SetPlayerState(player);
  338. windowForClimb.FinishClimbing();
  339. }
  340. }
  341. }
  342. }
  343. }
  344. )
  345. { IsBackground = true }.Start();
  346. return true;
  347. }
  348. public bool LockOrOpenDoor(Character player)
  349. {
  350. if (!(player.Commandable()) || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor)
  351. return false;
  352. Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
  353. if (doorToLock == null || doorToLock.OpenOrLockDegree > 0 || gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character) != null)
  354. return false;
  355. bool flag = false;
  356. foreach (Prop prop in player.PropInventory)
  357. {
  358. switch (prop.GetPropType())
  359. {
  360. case PropType.Key3:
  361. if (doorToLock.DoorNum == 3)
  362. flag = true;
  363. break;
  364. case PropType.Key5:
  365. if (doorToLock.DoorNum == 5)
  366. flag = true;
  367. break;
  368. case PropType.Key6:
  369. if (doorToLock.DoorNum == 6)
  370. flag = true;
  371. break;
  372. default:
  373. break;
  374. }
  375. if (flag) break;
  376. }
  377. if (!flag) return false;
  378. characterManager.SetPlayerState(player, PlayerStateType.LockingOrOpeningTheDoor);
  379. long threadNum = player.StateNum;
  380. new Thread
  381. (
  382. () =>
  383. {
  384. new FrameRateTaskExecutor<int>(
  385. loopCondition: () => flag && threadNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.OpenOrLockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
  386. loopToDo: () =>
  387. {
  388. flag = ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) == null);
  389. doorToLock.OpenOrLockDegree += GameData.frameDuration * player.SpeedOfOpeningOrLocking;
  390. },
  391. timeInterval: GameData.frameDuration,
  392. finallyReturn: () => 0
  393. )
  394. .Start();
  395. if (doorToLock.OpenOrLockDegree >= GameData.degreeOfLockingOrOpeningTheDoor)
  396. {
  397. doorToLock.IsOpen = (!doorToLock.IsOpen);
  398. }
  399. if (threadNum == player.StateNum)
  400. characterManager.SetPlayerState(player);
  401. doorToLock.OpenOrLockDegree = 0;
  402. }
  403. )
  404. { IsBackground = true }.Start();
  405. return true;
  406. }
  407. /*
  408. private void ActivateMine(Character player, Mine mine)
  409. {
  410. gameMap.ObjListLock.EnterWriteLock();
  411. try { gameMap.ObjList.Remove(mine); }
  412. catch { }
  413. finally { gameMap.ObjListLock.ExitWriteLock(); }
  414. switch (mine.GetPropType())
  415. {
  416. case PropType.Dirt:
  417. player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
  418. break;
  419. case PropType.Attenuator:
  420. player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
  421. break;
  422. case PropType.Divider:
  423. player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
  424. break;
  425. }
  426. }
  427. */
  428. private readonly Map gameMap;
  429. private readonly CharacterManager characterManager;
  430. public readonly MoveEngine moveEngine;
  431. public ActionManager(Map gameMap, CharacterManager characterManager)
  432. {
  433. this.gameMap = gameMap;
  434. this.moveEngine = new MoveEngine(
  435. gameMap: gameMap,
  436. OnCollision: (obj, collisionObj, moveVec) =>
  437. {
  438. SkillWhenColliding((Character)obj, collisionObj);
  439. //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
  440. //if (collisionObj is Mine)
  441. //{
  442. // ActivateMine((Character)obj, (Mine)collisionObj);
  443. // return MoveEngine.AfterCollision.ContinueCheck;
  444. //}
  445. return MoveEngine.AfterCollision.MoveMax;
  446. },
  447. EndMove: obj =>
  448. {
  449. obj.ThreadNum.Release();
  450. // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
  451. }
  452. );
  453. this.characterManager = characterManager;
  454. }
  455. }
  456. }
  457. }