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CharacterManager.cs 22 kB

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  1. using System.Threading;
  2. using GameClass.GameObj;
  3. using Preparation.Utility;
  4. using Preparation.Interface;
  5. using Timothy.FrameRateTask;
  6. namespace Gaming
  7. {
  8. public partial class Game
  9. {
  10. private readonly CharacterManager characterManager;
  11. private class CharacterManager
  12. {
  13. readonly Map gameMap;
  14. public CharacterManager(Map gameMap)
  15. {
  16. this.gameMap = gameMap;
  17. }
  18. public long SetPlayerState(Character player, PlayerStateType value = PlayerStateType.Null, GameObj? gameObj = null)
  19. {
  20. lock (player.ActionLock)
  21. {
  22. PlayerStateType nowPlayerState = player.PlayerState;
  23. if (nowPlayerState == value) return -1;
  24. switch (nowPlayerState)
  25. {
  26. case PlayerStateType.Escaped:
  27. case PlayerStateType.Deceased:
  28. return -1;
  29. case PlayerStateType.Addicted:
  30. if (value == PlayerStateType.Rescued)
  31. return player.ChangePlayerStateInOneThread(value, gameObj);
  32. else if (value == PlayerStateType.Null)
  33. return player.ChangePlayerState(value, gameObj);
  34. else return -1;
  35. case PlayerStateType.Rescued:
  36. if (value == PlayerStateType.Addicted)
  37. return player.ChangePlayerStateInOneThread(value, gameObj);
  38. else if (value == PlayerStateType.Null)
  39. return player.ChangePlayerState(value, gameObj);
  40. else return -1;
  41. case PlayerStateType.TryingToAttack:
  42. case PlayerStateType.Stunned:
  43. case PlayerStateType.Charmed:
  44. case PlayerStateType.Swinging:
  45. if (value != PlayerStateType.Moving && value != PlayerStateType.ClimbingThroughWindows)
  46. return player.ChangePlayerState(value, gameObj);
  47. else return -1;
  48. case PlayerStateType.ClimbingThroughWindows:
  49. if (value != PlayerStateType.Moving)
  50. {
  51. Window window = (Window)player.WhatInteractingWith!;
  52. window.FinishClimbing();
  53. if (window.Stage.x == 0)
  54. player.ThreadNum.Release();
  55. else player.ReSetPos(window.Stage);
  56. return player.ChangePlayerState(value, gameObj);
  57. }
  58. else return -1;
  59. case PlayerStateType.OpeningTheChest:
  60. ((Chest)player.WhatInteractingWith!).StopOpen();
  61. return player.ChangePlayerState(value, gameObj);
  62. case PlayerStateType.OpeningTheDoorway:
  63. Doorway doorway = (Doorway)player.WhatInteractingWith!;
  64. doorway.OpenDegree += gameMap.Timer.nowTime() - doorway.OpenStartTime;
  65. doorway.OpenStartTime = 0;
  66. return player.ChangePlayerState(value, gameObj);
  67. default:
  68. return player.ChangePlayerState(value, gameObj);
  69. }
  70. }
  71. }
  72. public Character? AddPlayer(XY pos, int teamID, int playerID, CharacterType characterType, Character? parent = null)
  73. {
  74. Character newPlayer;
  75. if (characterType == CharacterType.Robot)
  76. {
  77. newPlayer = new Golem(pos, GameData.characterRadius, parent);
  78. }
  79. else newPlayer = (GameData.IsGhost(characterType)) ? new Ghost(pos, GameData.characterRadius, characterType) : new Student(pos, GameData.characterRadius, characterType);
  80. gameMap.Add(newPlayer);
  81. newPlayer.TeamID = teamID;
  82. newPlayer.PlayerID = playerID;
  83. /* #region 人物装弹
  84. new Thread
  85. (
  86. () =>
  87. {
  88. while (!gameMap.Timer.IsGaming)
  89. Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
  90. long lastTime = Environment.TickCount64;
  91. new FrameRateTaskExecutor<int>(
  92. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved,
  93. loopToDo: () =>
  94. {
  95. long nowTime = Environment.TickCount64;
  96. if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
  97. lastTime = nowTime;
  98. else if (nowTime - lastTime >= newPlayer.CD)
  99. {
  100. _ = newPlayer.TryAddBulletNum();
  101. lastTime = nowTime;
  102. }
  103. },
  104. timeInterval: GameData.checkInterval,
  105. finallyReturn: () => 0
  106. )
  107. {
  108. AllowTimeExceed = true,
  109. }
  110. .Start();
  111. }
  112. )
  113. { IsBackground = true }.Start();
  114. #endregion
  115. */
  116. #region BGM,牵制得分更新
  117. new Thread
  118. (
  119. () =>
  120. {
  121. while (!gameMap.Timer.IsGaming)
  122. Thread.Sleep(GameData.checkInterval);
  123. int TimePinningDown = 0, ScoreAdded = 0;
  124. bool noise = false;
  125. if (!newPlayer.IsGhost())
  126. {
  127. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  128. try
  129. {
  130. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  131. {
  132. if (person.IsGhost())
  133. {
  134. if (person.CharacterType == CharacterType.ANoisyPerson)
  135. {
  136. noise = true;
  137. newPlayer.AddBgm(BgmType.GhostIsComing, 1411180);
  138. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, 154991);
  139. }
  140. }
  141. }
  142. }
  143. finally
  144. {
  145. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  146. }
  147. }
  148. new FrameRateTaskExecutor<int>(
  149. loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved,
  150. loopToDo: () =>
  151. {
  152. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  153. try
  154. {
  155. if (newPlayer.IsGhost())
  156. {
  157. double bgmVolume = 0;
  158. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  159. {
  160. if (!person.IsGhost() && XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  161. {
  162. if ((double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position) > bgmVolume)
  163. bgmVolume = newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position);
  164. }
  165. }
  166. newPlayer.AddBgm(BgmType.StudentIsApproaching, bgmVolume);
  167. }
  168. else
  169. {
  170. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  171. {
  172. if (person.IsGhost())
  173. {
  174. if (!noise)
  175. {
  176. if (XY.DistanceFloor3(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
  177. newPlayer.AddBgm(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.DistanceFloor3(newPlayer.Position, person.Position));
  178. else newPlayer.AddBgm(BgmType.GhostIsComing, 0);
  179. }
  180. if (newPlayer.CharacterType != CharacterType.Teacher && newPlayer.CharacterType != CharacterType.Robot && newPlayer.CanPinDown() && XY.DistanceFloor3(newPlayer.Position, person.Position) <= GameData.PinningDownRange)
  181. {
  182. TimePinningDown += GameData.checkInterval;
  183. newPlayer.AddScore(GameData.StudentScorePinDown(TimePinningDown) - ScoreAdded);
  184. ScoreAdded = GameData.StudentScorePinDown(TimePinningDown);
  185. }
  186. else TimePinningDown = ScoreAdded = 0;
  187. break;
  188. }
  189. }
  190. }
  191. }
  192. finally
  193. {
  194. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  195. }
  196. if (!noise)
  197. {
  198. gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
  199. try
  200. {
  201. double bgmVolume = 0;
  202. foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
  203. {
  204. if (XY.DistanceFloor3(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
  205. {
  206. if (generator.NumOfFixing > 0 && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position) > bgmVolume)
  207. bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.DistanceFloor3(newPlayer.Position, generator.Position);
  208. }
  209. }
  210. newPlayer.AddBgm(BgmType.GeneratorIsBeingFixed, bgmVolume);
  211. }
  212. finally
  213. {
  214. gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
  215. }
  216. }
  217. },
  218. timeInterval: GameData.checkInterval,
  219. finallyReturn: () => 0
  220. )
  221. {
  222. AllowTimeExceed = true/*,
  223. MaxTolerantTimeExceedCount = 5,
  224. TimeExceedAction = exceedTooMuch =>
  225. {
  226. if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
  227. }*/
  228. }
  229. .Start();
  230. }
  231. )
  232. { IsBackground = true }.Start();
  233. #endregion
  234. return newPlayer;
  235. }
  236. public void BeAddictedToGame(Student player, Ghost ghost)
  237. {
  238. if (player.CharacterType == CharacterType.Robot)
  239. {
  240. ghost.AddScore(GameData.TrickerScoreDestroyRobot);
  241. Die(player);
  242. return;
  243. }
  244. ghost.AddScore(GameData.TrickerScoreStudentBeAddicted);
  245. if (player.GamingAddiction > 0)
  246. {
  247. if (player.GamingAddiction < GameData.BeginGamingAddiction)
  248. player.GamingAddiction = GameData.BeginGamingAddiction;
  249. else if (player.GamingAddiction < GameData.MidGamingAddiction)
  250. player.GamingAddiction = GameData.MidGamingAddiction;
  251. else
  252. {
  253. ghost.AddScore(GameData.TrickerScoreStudentDie);
  254. Die(player);
  255. return;
  256. }
  257. }
  258. SetPlayerState(player, PlayerStateType.Addicted);
  259. long threadNum = player.StateNum;
  260. new Thread
  261. (() =>
  262. {
  263. #if DEBUG
  264. Debugger.Output(player, " is addicted ");
  265. #endif
  266. new FrameRateTaskExecutor<int>(
  267. () => threadNum == player.StateNum && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
  268. () =>
  269. {
  270. player.GamingAddiction += (player.PlayerState == PlayerStateType.Addicted) ? GameData.frameDuration : 0;
  271. },
  272. timeInterval: GameData.frameDuration,
  273. () =>
  274. {
  275. if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
  276. {
  277. ghost.AddScore(GameData.TrickerScoreStudentDie);
  278. Die(player);
  279. }
  280. return 0;
  281. }
  282. )
  283. .Start();
  284. }
  285. )
  286. { IsBackground = true }.Start();
  287. }
  288. public long BeStunned(Character player, int time)
  289. {
  290. if (player.CharacterType == CharacterType.Robot) return -1;
  291. long threadNum = SetPlayerState(player, PlayerStateType.Stunned);
  292. if (threadNum == -1) return -1;
  293. new Thread
  294. (() =>
  295. {
  296. Thread.Sleep(time);
  297. if (threadNum == player.StateNum)
  298. SetPlayerState(player);
  299. }
  300. )
  301. { IsBackground = true }.Start();
  302. return threadNum;
  303. }
  304. public bool TryBeAwed(Student character, Bullet bullet)
  305. {
  306. if (character.CanBeAwed())
  307. {
  308. if (BeStunned(character, GameData.basicStunnedTimeOfStudent) > 0)
  309. bullet.Parent!.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.basicStunnedTimeOfStudent));
  310. return true;
  311. }
  312. return false;
  313. }
  314. /// <summary>
  315. /// 遭受攻击
  316. /// </summary>
  317. /// <param name="subHP"></param>
  318. /// <param name="hasSpear"></param>
  319. /// <param name="attacker">伤害来源</param>
  320. /// <returns>人物在受到攻击后死了吗</returns>
  321. public void BeAttacked(Student student, Bullet bullet)
  322. {
  323. #if DEBUG
  324. Debugger.Output(student, "is being shot!");
  325. #endif
  326. if (student.NoHp()) return; // 原来已经死了
  327. if (!bullet.Parent!.IsGhost()) return;
  328. if (student.CharacterType == CharacterType.StraightAStudent)
  329. {
  330. ((WriteAnswers)student.FindIActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
  331. }
  332. student.SetDegreeOfTreatment0();
  333. #if DEBUG
  334. Debugger.Output(bullet, " 's AP is " + bullet.AP.ToString());
  335. #endif
  336. if (student.TryUseShield())
  337. {
  338. if (bullet.HasSpear)
  339. {
  340. int subHp = student.TrySubHp(bullet.AP);
  341. #if DEBUG
  342. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  343. #endif
  344. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
  345. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  346. }
  347. else return;
  348. }
  349. else
  350. {
  351. int subHp;
  352. if (bullet.HasSpear)
  353. {
  354. subHp = student.TrySubHp(bullet.AP + GameData.ApSpearAdd);
  355. #if DEBUG
  356. Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
  357. #endif
  358. }
  359. else
  360. {
  361. subHp = student.TrySubHp(bullet.AP);
  362. #if DEBUG
  363. Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
  364. #endif
  365. }
  366. bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
  367. bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp));
  368. }
  369. if (student.HP <= 0)
  370. student.TryActivatingLIFE(); // 如果有复活甲
  371. if (student.HP <= 0)
  372. BeAddictedToGame(student, (Ghost)bullet.Parent);
  373. else TryBeAwed(student, bullet);
  374. }
  375. public bool BackSwing(Character player, int time)
  376. {
  377. if (time <= 0) return false;
  378. if (player.PlayerState == PlayerStateType.Swinging || (!player.Commandable() && player.PlayerState != PlayerStateType.TryingToAttack)) return false;
  379. SetPlayerState(player, PlayerStateType.Swinging);
  380. long threadNum = player.StateNum;
  381. new Thread
  382. (() =>
  383. {
  384. Thread.Sleep(time);
  385. if (threadNum == player.StateNum)
  386. {
  387. SetPlayerState(player);
  388. }
  389. }
  390. )
  391. { IsBackground = true }.Start();
  392. return true;
  393. }
  394. public void Die(Student player)
  395. {
  396. #if DEBUG
  397. Debugger.Output(player, "die.");
  398. #endif
  399. if (player.PlayerState == PlayerStateType.Deceased) return;
  400. player.RemoveFromGame(PlayerStateType.Deceased);
  401. for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++)
  402. {
  403. Prop? prop = player.UseProp(i);
  404. if (prop != null)
  405. {
  406. prop.ReSetPos(player.Position);
  407. gameMap.Add(prop);
  408. }
  409. }
  410. if (player.CharacterType == CharacterType.Robot)
  411. {
  412. var parent = ((Golem)player).Parent;
  413. if (parent != null && parent.CharacterType == CharacterType.TechOtaku)
  414. {
  415. ((SummonGolem)(parent.FindIActiveSkill(ActiveSkillType.SummonGolem))).GolemSummoned = null;
  416. player.FindIActiveSkill(ActiveSkillType.UseRobot).IsBeingUsed = false;
  417. }
  418. return;
  419. }
  420. ++gameMap.NumOfDeceasedStudent;
  421. }
  422. }
  423. }
  424. }