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ISkill.cs 10 kB

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  1. using Preparation.Interface;
  2. using Preparation.Utility;
  3. using System;
  4. using System.Threading;
  5. namespace Preparation.Interface
  6. {
  7. public interface ISkill
  8. {
  9. }
  10. public interface IPassiveSkill : ISkill
  11. {
  12. }
  13. public interface IActiveSkill : ISkill
  14. {
  15. public int SkillCD { get; }
  16. public int DurationTime { get; } //技能持续时间
  17. public object ActiveSkillUseLock { get; }
  18. public bool IsBeingUsed { get; set; }
  19. }
  20. public abstract class ActiveSkill : IActiveSkill
  21. {
  22. public abstract int SkillCD { get; }
  23. public abstract int DurationTime { get; }
  24. private readonly object activeSkillUseLock = new();
  25. public object ActiveSkillUseLock => activeSkillUseLock;
  26. private readonly object skillLock = new();
  27. public object SkillLock => skillLock;
  28. private long startTime = Environment.TickCount64 - 600000;
  29. public long StartTime
  30. {
  31. get
  32. {
  33. lock (skillLock)
  34. return startTime;
  35. }
  36. }
  37. public bool StartSkill()
  38. {
  39. lock (skillLock)
  40. {
  41. if (Environment.TickCount64 - startTime >= SkillCD)
  42. {
  43. startTime = Environment.TickCount64;
  44. return true;
  45. }
  46. }
  47. return false;
  48. }
  49. public int isBeingUsed = 0;//实为bool
  50. public bool IsBeingUsed
  51. {
  52. get => (Interlocked.CompareExchange(ref isBeingUsed, -1, -1) == 1);
  53. set => Interlocked.Exchange(ref isBeingUsed, value ? 1 : 0);
  54. }
  55. }
  56. public class CanBeginToCharge : ActiveSkill
  57. {
  58. public override int SkillCD => GameData.commonSkillCD * 2;
  59. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  60. }
  61. public class BecomeInvisible : ActiveSkill
  62. {
  63. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  64. public override int DurationTime => GameData.commonSkillTime;
  65. }
  66. public class Punish : ActiveSkill
  67. {
  68. public override int SkillCD => GameData.commonSkillCD * 45 / 30;
  69. public override int DurationTime => 0;
  70. }
  71. public class HaveTea : ActiveSkill
  72. {
  73. public override int SkillCD => GameData.commonSkillCD * 3;
  74. public override int DurationTime => 0;
  75. }
  76. public class Rouse : ActiveSkill
  77. {
  78. public override int SkillCD => GameData.commonSkillCD * 4;
  79. public override int DurationTime => 0;
  80. }
  81. public class Encourage : ActiveSkill
  82. {
  83. public override int SkillCD => GameData.commonSkillCD * 4;
  84. public override int DurationTime => 0;
  85. }
  86. public class Inspire : ActiveSkill
  87. {
  88. public override int SkillCD => GameData.commonSkillCD * 4;
  89. public override int DurationTime => 0;
  90. }
  91. public class Howl : ActiveSkill
  92. {
  93. public override int SkillCD => GameData.commonSkillCD * 25 / 30;
  94. public override int DurationTime => 0;
  95. }
  96. public class ShowTime : ActiveSkill
  97. {
  98. public override int SkillCD => GameData.commonSkillCD * 8 / 3;
  99. public override int DurationTime => GameData.commonSkillTime;
  100. }
  101. public class JumpyBomb : ActiveSkill
  102. {
  103. public override int SkillCD => GameData.commonSkillCD / 2;
  104. public override int DurationTime => GameData.commonSkillTime * 3 / 10;
  105. }
  106. public class SparksNSplash : ActiveSkill
  107. {
  108. public override int SkillCD => GameData.commonSkillCD * 45 / 30;
  109. public override int DurationTime => GameData.commonSkillTime;
  110. }
  111. public class UseKnife : ActiveSkill
  112. {
  113. public override int SkillCD => GameData.commonSkillCD;
  114. public override int DurationTime => GameData.commonSkillTime / 10;
  115. }
  116. public class UseRobot : ActiveSkill
  117. {
  118. public override int SkillCD => GameData.commonSkillCD / 300;
  119. public override int DurationTime => 0;
  120. private int nowPlayerID;
  121. public int NowPlayerID
  122. {
  123. get
  124. {
  125. lock (SkillLock)
  126. {
  127. return nowPlayerID;
  128. }
  129. }
  130. set
  131. {
  132. lock (SkillLock)
  133. {
  134. nowPlayerID = value;
  135. }
  136. }
  137. }
  138. public bool TryResetNowPlayerID(int tryPlayerID)
  139. {
  140. lock (SkillLock)
  141. {
  142. if (nowPlayerID == tryPlayerID)
  143. {
  144. nowPlayerID %= GameData.numOfPeople;
  145. return true;
  146. }
  147. else return false;
  148. }
  149. }
  150. }
  151. public class WriteAnswers : ActiveSkill
  152. {
  153. public override int SkillCD => GameData.commonSkillCD;
  154. public override int DurationTime => 0;
  155. private int degreeOfMeditation = 0;
  156. public int DegreeOfMeditation
  157. {
  158. get => Interlocked.CompareExchange(ref degreeOfMeditation, 0, 0);
  159. set => Interlocked.Exchange(ref degreeOfMeditation, value);
  160. }
  161. }
  162. public class SummonGolem : ActiveSkill
  163. {
  164. public override int SkillCD => GameData.commonSkillCD * 4 / 3;
  165. public override int DurationTime => 6000;
  166. private int[] golemStateArray = new int[GameData.maxSummonedGolemNum] { 0, 0, 0 };
  167. //0未建造,1建造中,2已建造
  168. public int[] GolemStateArray
  169. {
  170. get
  171. {
  172. lock (SkillLock) { return golemStateArray; }
  173. }
  174. }
  175. private int nowPtr = 0;
  176. public int NowPtr
  177. {
  178. get
  179. {
  180. lock (SkillLock) { return nowPtr; }
  181. }
  182. }
  183. public int BuildGolem()
  184. {
  185. lock (SkillLock)
  186. {
  187. if (nowPtr == GameData.maxSummonedGolemNum) return GameData.maxSummonedGolemNum;
  188. int num = nowPtr;
  189. golemStateArray[nowPtr] = 1;
  190. while ((++nowPtr) < GameData.maxSummonedGolemNum && golemStateArray[nowPtr] != 0) ;
  191. return num;
  192. }
  193. }
  194. public void DeleteGolem(int num)
  195. {
  196. lock (SkillLock)
  197. {
  198. golemStateArray[num] = 0;
  199. if (num < nowPtr)
  200. {
  201. nowPtr = num;
  202. }
  203. }
  204. }
  205. public void AddGolem(int num)
  206. {
  207. lock (SkillLock)
  208. {
  209. golemStateArray[num] = 2;
  210. }
  211. }
  212. }
  213. public class NullSkill : ActiveSkill
  214. {
  215. public override int SkillCD => GameData.commonSkillCD;
  216. public override int DurationTime => GameData.commonSkillTime;
  217. }
  218. public static class SkillFactory
  219. {
  220. public static ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType)
  221. {
  222. switch (activeSkillType)
  223. {
  224. case ActiveSkillType.BecomeInvisible:
  225. return new BecomeInvisible();
  226. case ActiveSkillType.UseKnife:
  227. return new UseKnife();
  228. case ActiveSkillType.Howl:
  229. return new Howl();
  230. case ActiveSkillType.Encourage:
  231. return new Encourage();
  232. case ActiveSkillType.CanBeginToCharge:
  233. return new CanBeginToCharge();
  234. case ActiveSkillType.Punish:
  235. return new Punish();
  236. case ActiveSkillType.HaveTea:
  237. return new HaveTea();
  238. case ActiveSkillType.JumpyBomb:
  239. return new JumpyBomb();
  240. case ActiveSkillType.SparksNSplash:
  241. return new SparksNSplash();
  242. case ActiveSkillType.WriteAnswers:
  243. return new WriteAnswers();
  244. case ActiveSkillType.SummonGolem:
  245. return new SummonGolem();
  246. case ActiveSkillType.UseRobot:
  247. return new UseRobot();
  248. case ActiveSkillType.Rouse:
  249. return new Rouse();
  250. case ActiveSkillType.Inspire:
  251. return new Inspire();
  252. case ActiveSkillType.ShowTime:
  253. return new ShowTime();
  254. default:
  255. return new NullSkill();
  256. }
  257. }
  258. public static ActiveSkillType FindActiveSkillType(IActiveSkill ActiveSkill)
  259. {
  260. switch (ActiveSkill)
  261. {
  262. case BecomeInvisible:
  263. return ActiveSkillType.BecomeInvisible;
  264. case Howl:
  265. return ActiveSkillType.Howl;
  266. case UseKnife:
  267. return ActiveSkillType.UseKnife;
  268. case Encourage:
  269. return ActiveSkillType.Encourage;
  270. case CanBeginToCharge:
  271. return ActiveSkillType.CanBeginToCharge;
  272. case Inspire:
  273. return ActiveSkillType.Inspire;
  274. case Punish:
  275. return ActiveSkillType.Punish;
  276. case HaveTea:
  277. return ActiveSkillType.HaveTea;
  278. case JumpyBomb:
  279. return ActiveSkillType.JumpyBomb;
  280. case SparksNSplash:
  281. return ActiveSkillType.SparksNSplash;
  282. case WriteAnswers:
  283. return ActiveSkillType.WriteAnswers;
  284. case SummonGolem:
  285. return ActiveSkillType.SummonGolem;
  286. case UseRobot:
  287. return ActiveSkillType.UseRobot;
  288. case Rouse:
  289. return ActiveSkillType.Rouse;
  290. case ShowTime:
  291. return ActiveSkillType.ShowTime;
  292. default:
  293. return ActiveSkillType.Null;
  294. }
  295. }
  296. }
  297. }