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SkillManager.ActiveSkill.cs 26 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 static bool CanBeginToCharge(Character player)
  14. {
  15. if ((!player.Commandable())) return false;
  16. ActiveSkill skill = player.FindActiveSkill(ActiveSkillType.CanBeginToCharge);
  17. Debugger.Output(player, "can begin to charge!");
  18. return ActiveSkillEffect(skill, player, () =>
  19. {
  20. player.AddMoveSpeed(skill.DurationTime, 3.0);
  21. //See SkillWhenColliding in ActionManager
  22. },
  23. () =>
  24. { });
  25. }
  26. public bool ShowTime(Character player)
  27. {
  28. if ((!player.Commandable())) return false;
  29. ActiveSkill skill = player.FindActiveSkill(ActiveSkillType.ShowTime);
  30. return ActiveSkillEffect(skill, player, () =>
  31. {
  32. player.AddMoveSpeed(skill.DurationTime, 0.8);
  33. new Thread
  34. (
  35. () =>
  36. {
  37. new FrameRateTaskExecutor<int>(
  38. loopCondition: () => player.Commandable() && gameMap.Timer.IsGaming,
  39. loopToDo: () =>
  40. {
  41. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  42. try
  43. {
  44. foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
  45. {
  46. if (!person.IsGhost() && person.CharacterType != CharacterType.Robot && !person.NoHp())
  47. {
  48. double dis = XY.DistanceFloor3(person.Position, player.Position);
  49. if (dis >= player.AlertnessRadius)
  50. {
  51. person.AddMoveSpeed(GameData.checkIntervalWhenShowTime, dis / player.AlertnessRadius);
  52. actionManager.MovePlayerWhenStunned(person, GameData.checkIntervalWhenShowTime, (player.Position - person.Position).Angle());
  53. }
  54. else if (dis >= player.ViewRange)
  55. {
  56. Student student = (Student)person;
  57. student.GamingAddiction += GameData.checkIntervalWhenShowTime;
  58. if (student.GamingAddiction == student.MaxGamingAddiction)
  59. {
  60. characterManager.Die(student);
  61. }
  62. }
  63. }
  64. }
  65. }
  66. finally
  67. {
  68. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  69. }
  70. },
  71. timeInterval: GameData.checkIntervalWhenShowTime,
  72. maxTotalDuration: skill.DurationTime,
  73. finallyReturn: () => 0
  74. )
  75. .Start();
  76. }
  77. )
  78. { IsBackground = true }.Start();
  79. },
  80. () =>
  81. {
  82. }
  83. );
  84. }
  85. public static bool BecomeInvisible(Character player)
  86. {
  87. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.BecomeInvisible);
  88. long stateNum = player.SetPlayerState(RunningStateType.RunningForcibly, PlayerStateType.UsingSkill);
  89. if (stateNum == -1)
  90. {
  91. return false;
  92. }
  93. return ActiveSkillEffect(activeSkill, player, () =>
  94. {
  95. player.AddScore(GameData.ScoreBecomeInvisible);
  96. player.AddInvisible(activeSkill.DurationTime);
  97. Debugger.Output(player, "become invisible!");
  98. },
  99. () =>
  100. {
  101. player.ResetPlayerState(stateNum);
  102. }
  103. );
  104. }
  105. public static bool UseRobot(Character player, int robotID)
  106. {
  107. if ((robotID - player.PlayerID) % GameData.numOfPeople != 0) return false;
  108. if ((robotID - (int)player.PlayerID) / GameData.numOfPeople < 0 || (robotID - (int)player.PlayerID) / GameData.numOfPeople > GameData.maxSummonedGolemNum) return false;
  109. UseRobot activeSkill = (UseRobot)player.FindActiveSkill(ActiveSkillType.UseRobot);
  110. lock (activeSkill.ActiveSkillUseLock)
  111. {
  112. if (robotID == player.PlayerID)
  113. {
  114. lock (player.ActionLock)
  115. {
  116. if (player.PlayerState == PlayerStateType.UsingSkill && player.WhatInteractingWith == null)
  117. player.SetPlayerStateNaturally();
  118. activeSkill.NowPlayerID = robotID;
  119. }
  120. }
  121. else
  122. {
  123. SummonGolem summonGolemSkill = (SummonGolem)player.FindActiveSkill(ActiveSkillType.SummonGolem);
  124. if (summonGolemSkill.GolemStateArray[(robotID - (int)player.PlayerID) / GameData.numOfPeople - 1] == 2)
  125. {
  126. activeSkill.NowPlayerID = robotID;
  127. }
  128. else return false;
  129. long stateNum = player.SetPlayerState(RunningStateType.RunningForcibly, PlayerStateType.UsingSkill);
  130. if (stateNum == -1)
  131. {
  132. activeSkill.NowPlayerID = (int)player.PlayerID;
  133. return false;
  134. }
  135. }
  136. return ActiveSkillEffect(activeSkill, player, () => { }, () => { }
  137. );
  138. }
  139. }
  140. public static bool JumpyBomb(Character player)
  141. {
  142. if ((!player.Commandable())) return false;
  143. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.JumpyBomb), player, () =>
  144. {
  145. player.BulletOfPlayer = BulletType.BombBomb;
  146. Debugger.Output(player, "uses jumpybomb!");
  147. },
  148. () =>
  149. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  150. }
  151. public bool SparksNSplash(Character player, int AttackID)
  152. {
  153. Character? whoAttacked = gameMap.FindPlayerInPlayerID(AttackID);
  154. if (whoAttacked == null || whoAttacked.NoHp())
  155. return false;
  156. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.SparksNSplash);
  157. return ActiveSkillEffect(activeSkill, player, () =>
  158. {
  159. new Thread
  160. (
  161. () =>
  162. {
  163. Bullet? homingMissile = null;
  164. double dis;
  165. new FrameRateTaskExecutor<int>(
  166. loopCondition: () => gameMap.Timer.IsGaming && !whoAttacked.NoHp(),
  167. loopToDo: () =>
  168. {
  169. dis = ((homingMissile == null || homingMissile.IsRemoved) ? double.MaxValue : XY.DistanceFloor3(homingMissile.Position, whoAttacked.Position));
  170. gameMap.GameObjLockDict[GameObjType.Bullet].EnterReadLock();
  171. try
  172. {
  173. foreach (Bullet bullet in gameMap.GameObjDict[GameObjType.Bullet])
  174. {
  175. if (!bullet.CanMove && XY.DistanceFloor3(bullet.Position, whoAttacked.Position) < dis && bullet.TypeOfBullet == BulletType.JumpyDumpty)
  176. {
  177. homingMissile = bullet;
  178. dis = XY.DistanceFloor3(bullet.Position, whoAttacked.Position);
  179. }
  180. }
  181. }
  182. finally
  183. {
  184. gameMap.GameObjLockDict[GameObjType.Bullet].ExitReadLock();
  185. }
  186. if (homingMissile != null)
  187. {
  188. homingMissile.ReSetCanMove(true);
  189. attackManager.moveEngine.MoveObj(homingMissile, GameData.checkIntervalWhenSparksNSplash - 1, (whoAttacked.Position - homingMissile.Position).Angle(), ++homingMissile.StateNum);
  190. }
  191. },
  192. timeInterval: GameData.checkIntervalWhenSparksNSplash,
  193. maxTotalDuration: activeSkill.DurationTime,
  194. finallyReturn: () => 0
  195. )
  196. .Start();
  197. }
  198. )
  199. { IsBackground = true }.Start();
  200. Debugger.Output(player, "uses sparks n splash!");
  201. },
  202. () =>
  203. { });
  204. }
  205. public bool WriteAnswers(Character player)
  206. {
  207. if ((!player.Commandable())) return false;
  208. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.WriteAnswers);
  209. return ActiveSkillEffect(activeSkill, player, () =>
  210. {
  211. Generator? generator = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
  212. if (generator != null)
  213. {
  214. if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player))
  215. gameMap.AddNumOfRepairedGenerators();
  216. Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
  217. ((WriteAnswers)activeSkill).DegreeOfMeditation = 0;
  218. }
  219. },
  220. () =>
  221. { });
  222. }
  223. public bool SummonGolem(Character player)
  224. {
  225. ActiveSkill activeSkill = player.FindActiveSkill(ActiveSkillType.SummonGolem);
  226. int num = ((SummonGolem)activeSkill).BuildGolem();
  227. if (num >= GameData.maxSummonedGolemNum) return false;
  228. XY res = player.Position + new XY(player.FacingDirection, player.Radius * 2);
  229. lock (activeSkill.ActiveSkillUseLock)
  230. {
  231. CraftingBench craftingBench = new(res, player, num);
  232. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.UsingSkill, craftingBench);
  233. if (stateNum == -1)
  234. {
  235. ((SummonGolem)activeSkill).DeleteGolem(num);
  236. return false;
  237. }
  238. return ActiveSkillEffect(activeSkill, player, () =>
  239. {
  240. player.ThreadNum.WaitOne();
  241. if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
  242. {
  243. ((SummonGolem)activeSkill).DeleteGolem(num);
  244. player.ThreadNum.Release();
  245. }
  246. else
  247. {
  248. if (actionManager.moveEngine.CheckCollision(craftingBench, res) != null)
  249. {
  250. ((SummonGolem)activeSkill).DeleteGolem(num);
  251. if (player.ResetPlayerState(stateNum))
  252. player.ThreadNum.Release();
  253. }
  254. else
  255. {
  256. craftingBench.ParentStateNum = stateNum;
  257. gameMap.Add(craftingBench);
  258. }
  259. }
  260. },
  261. () =>
  262. {
  263. if (player.ResetPlayerState(stateNum))
  264. {
  265. gameMap.RemoveJustFromMap(craftingBench);
  266. Golem? golem = (Golem?)characterManager.AddPlayer(res, player.TeamID, (num + 1) * GameData.numOfPeople + player.PlayerID, CharacterType.Robot, player);
  267. if (golem == null)
  268. {
  269. ((SummonGolem)activeSkill).AddGolem(num);
  270. }
  271. player.ThreadNum.Release();
  272. }
  273. }
  274. );
  275. }
  276. }
  277. public static bool UseKnife(Character player)
  278. {
  279. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.UseKnife), player, () =>
  280. {
  281. player.BulletOfPlayer = BulletType.FlyingKnife;
  282. Debugger.Output(player, "uses flyingknife!");
  283. },
  284. () =>
  285. { player.BulletOfPlayer = player.OriBulletOfPlayer; });
  286. }
  287. public bool Howl(Character player)
  288. {
  289. if ((!player.Commandable())) return false;
  290. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Howl), player, () =>
  291. {
  292. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  293. try
  294. {
  295. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  296. {
  297. if (!character.IsGhost() && !character.NoHp() && XY.DistanceFloor3(character.Position, player.Position) <= player.ViewRange)
  298. {
  299. if (CharacterManager.BeStunned(character, GameData.timeOfStudentStunnedWhenHowl) > 0)
  300. player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStudentStunnedWhenHowl));
  301. }
  302. }
  303. }
  304. finally
  305. {
  306. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  307. }
  308. characterManager.BackSwing(player, GameData.timeOfGhostSwingingAfterHowl);
  309. Debugger.Output(player, "howled!");
  310. },
  311. () =>
  312. { });
  313. }
  314. public bool Punish(Character player)
  315. {
  316. if ((!player.Commandable())) return false;
  317. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Punish), player, () =>
  318. {
  319. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  320. try
  321. {
  322. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  323. {
  324. if (character.IsGhost() &&
  325. (character.PlayerState == PlayerStateType.TryingToAttack || character.PlayerState == PlayerStateType.Swinging
  326. || character.PlayerState == PlayerStateType.UsingSkill
  327. || character.PlayerState == PlayerStateType.LockingTheDoor || character.PlayerState == PlayerStateType.OpeningTheDoor
  328. || character.PlayerState == PlayerStateType.ClimbingThroughWindows)
  329. && XY.DistanceFloor3(character.Position, player.Position) <= player.ViewRange / 3)
  330. {
  331. int stunTime = (GameData.timeOfGhostStunnedWhenPunish + (int)((GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP) / GameData.basicApOfGhost))) / characterManager.FactorTeacher;
  332. if (CharacterManager.BeStunned(character, stunTime) > 0)
  333. player.AddScore(GameData.StudentScoreTrickerBeStunned(stunTime) / characterManager.FactorTeacher);
  334. break;
  335. }
  336. }
  337. }
  338. finally
  339. {
  340. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  341. }
  342. Debugger.Output(player, "uses punishing!");
  343. },
  344. () =>
  345. { });
  346. }
  347. public bool HaveTea(Character player, int angle1000)
  348. {
  349. XY res = player.Position + new XY(angle1000 / 1000.0, GameData.distanceOfHaveTea);
  350. if (res.x <= GameData.numOfPosGridPerCell || res.y <= GameData.numOfPosGridPerCell || res.x >= GameData.numOfPosGridPerCell * (GameData.rows - 1) || res.y >= GameData.numOfPosGridPerCell * (GameData.cols - 1))
  351. return false;
  352. long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.UsingSkill);
  353. if (stateNum == -1)
  354. {
  355. return false;
  356. }
  357. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.HaveTea), player, () =>
  358. {
  359. player.ThreadNum.WaitOne();
  360. if (!player.StartThread(stateNum, RunningStateType.RunningActively))
  361. {
  362. player.ThreadNum.Release();
  363. }
  364. else
  365. {
  366. if (actionManager.moveEngine.CheckCollision(player, res) != null)
  367. {
  368. player.ThreadNum.Release();
  369. }
  370. else
  371. {
  372. Debugger.Output("NO Collision!");
  373. player.ReSetPos(res);
  374. player.ThreadNum.Release();
  375. player.ResetPlayerState(stateNum);
  376. Debugger.Output(player, "have tea!");
  377. }
  378. }
  379. },
  380. () =>
  381. { });
  382. }
  383. public bool Rouse(Character player)
  384. {
  385. if ((!player.Commandable())) return false;
  386. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Rouse), player, () =>
  387. {
  388. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  389. try
  390. {
  391. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  392. {
  393. lock (character.ActionLock)
  394. {
  395. if ((character.PlayerState == PlayerStateType.Addicted) && gameMap.CanSee(player, character))
  396. {
  397. character.SetPlayerStateNaturally();
  398. character.SetHP(GameData.RemainHpWhenAddLife);
  399. ((Student)character).SetTimeOfRescue(0);
  400. player.AddScore(GameData.StudentScoreRescue);
  401. break;
  402. }
  403. }
  404. }
  405. }
  406. finally
  407. {
  408. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  409. }
  410. Debugger.Output(player, "rouse someone!");
  411. },
  412. () =>
  413. { });
  414. }
  415. public bool Encourage(Character player)
  416. {
  417. if ((!player.Commandable())) return false;
  418. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Encourage), player, () =>
  419. {
  420. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  421. try
  422. {
  423. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  424. {
  425. if ((character.HP < character.MaxHp) && gameMap.CanSee(player, character))
  426. {
  427. player.AddScore(GameData.StudentScoreTreat(GameData.addHpWhenEncourage));
  428. character.AddHP(GameData.addHpWhenEncourage);
  429. ((Student)character).SetDegreeOfTreatment0();
  430. break;
  431. }
  432. }
  433. }
  434. finally
  435. {
  436. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  437. }
  438. Debugger.Output(player, "encourage someone!");
  439. },
  440. () =>
  441. { });
  442. }
  443. public bool Inspire(Character player)
  444. {
  445. if ((!player.Commandable())) return false;
  446. return ActiveSkillEffect(player.FindActiveSkill(ActiveSkillType.Inspire), player, () =>
  447. {
  448. gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
  449. try
  450. {
  451. foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
  452. {
  453. if (gameMap.CanSee(player, character) && !character.IsGhost())
  454. {
  455. player.AddScore(GameData.ScoreInspire);
  456. character.AddMoveSpeed(GameData.timeOfAddingSpeedWhenInspire, GameData.addedTimeOfSpeedWhenInspire);
  457. }
  458. }
  459. }
  460. finally
  461. {
  462. gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
  463. }
  464. Debugger.Output(player, "inspires!");
  465. },
  466. () =>
  467. { });
  468. }
  469. public static bool ActiveSkillEffect(ActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
  470. {
  471. lock (activeSkill.ActiveSkillUseLock)
  472. {
  473. if (activeSkill.StartSkill())
  474. {
  475. new Thread
  476. (() =>
  477. {
  478. startSkill();
  479. activeSkill.IsBeingUsed = true;
  480. Thread.Sleep(activeSkill.DurationTime);
  481. endSkill();
  482. activeSkill.IsBeingUsed = false;
  483. Debugger.Output(player, "return to normal.");
  484. }
  485. )
  486. { IsBackground = true }.Start();
  487. return true;
  488. }
  489. else
  490. {
  491. Debugger.Output(player, "CommonSkill is cooling down!");
  492. return false;
  493. }
  494. }
  495. }
  496. }
  497. }
  498. }