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docs: 📝 add 游戏机制与平衡性调整更新草案.md and delete the Property "Place"

tags/v0.1.0
shangfengh 2 years ago
parent
commit
6a0ec64db2
30 changed files with 194 additions and 109 deletions
  1. +7
    -7
      docs/GameRules.md
  2. +89
    -0
      docs/游戏机制与平衡性调整更新草案.md
  3. +9
    -0
      docs/版本更新说明.md
  4. +0
    -1
      logic/GameClass/GameObj/Bullet/BombedBullet.cs
  5. +6
    -8
      logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
  6. +6
    -7
      logic/GameClass/GameObj/Bullet/Bullet.cs
  7. +0
    -1
      logic/GameClass/GameObj/Character/Character.Skill.cs
  8. +2
    -3
      logic/GameClass/GameObj/Character/Character.cs
  9. +12
    -9
      logic/GameClass/GameObj/GameObj.cs
  10. +0
    -1
      logic/GameClass/GameObj/Map/Chest.cs
  11. +17
    -1
      logic/GameClass/GameObj/Map/Door.cs
  12. +0
    -1
      logic/GameClass/GameObj/Map/Doorway.cs
  13. +0
    -1
      logic/GameClass/GameObj/Map/EmergencyExit.cs
  14. +0
    -1
      logic/GameClass/GameObj/Map/Generator.cs
  15. +0
    -1
      logic/GameClass/GameObj/Map/Wall.cs
  16. +0
    -1
      logic/GameClass/GameObj/Map/Window.cs
  17. +1
    -11
      logic/GameClass/GameObj/Moveable.cs
  18. +0
    -1
      logic/GameClass/GameObj/OutOfBoundBlock.cs
  19. +0
    -1
      logic/GameClass/GameObj/PickedProp.cs
  20. +23
    -24
      logic/GameClass/GameObj/Prop.cs
  21. +4
    -4
      logic/GameEngine/MoveEngine.cs
  22. +7
    -7
      logic/Gaming/ActionManager.cs
  23. +1
    -1
      logic/Gaming/AttackManager.cs
  24. +1
    -1
      logic/Gaming/CharacterManager .cs
  25. +6
    -6
      logic/Gaming/PropManager.cs
  26. +0
    -1
      logic/Preparation/Interface/IGameObj.cs
  27. +1
    -2
      logic/Preparation/Interface/IMoveable.cs
  28. +0
    -1
      logic/Preparation/Utility/GameData.cs
  29. +1
    -5
      logic/Server/CopyInfo.cs
  30. +1
    -1
      logic/cmd/gameServerAndClient.cmd

+ 7
- 7
docs/GameRules.md View File

@@ -1,5 +1,5 @@
# 规则
V5.5
V5.6
- [规则](#规则)
- [简则](#简则)
- [地图](#地图)
@@ -192,7 +192,7 @@ $$
| :------------ | :--------------------- | :--------------------- | :--------------------- | :--------------------- |
| 移动速度/s | 3960 | 3600 | 3852 | 3600 |
| 隐蔽度 | 1.5 | 1 | 0.8 | 0.75|
| 警戒范围 | 22,100 | 17000 | 15300 | 17000
| 警戒范围 | 22100 | 17000 | 15300 | 17000|
| 视野范围 | 15600 | 13000 | 13000 | 14300|
| 开锁门速度/ms | 4000 | 4000 | 4000 |4000 |
| 翻窗速度/s | 2540 | 2540 | 2794 | 2540|
@@ -246,14 +246,14 @@ $$
| :------------ | :--------------------- | :--------------------- | :--------------------- | :--------------------- |
| 移动速度/s | 2700 | 3150 | 2880 | 3000 |
| 最大毅力值 | 30000000 | 3000000 | 3300000 | 3200000 |
| 最大沉迷度 | 600000 | 54,000 | 78,000 | 66,000 |
| 学习一科速度 | 0 | 73 | 135 | 123 |
| 最大沉迷度 | 600000 | 54000 | 78000 | 66000 |
| 学习速度/ms | 0 | 73 | 135 | 123 |
| 勉励速度/ms | 80 | 90 | 100 | 120 |
| 隐蔽度 | 0.5 | 0.9 | 0.9 | 0.8 |
| 警戒范围 | 7500 | 15000 | 13,500 | 15000 |
| 视野范围 | 9,000 | 11000 | 9,000 | 10000 |
| 警戒范围 | 7500 | 15000 | 13500 | 15000 |
| 视野范围 | 9000 | 11000 | 9000 | 10000 |
| 开锁门速度/ms | 4000 | 4000 | 4000 | 2800 |
| 翻窗速度/ms | 1270 | 3048 | 2116 | 2540 |
| 翻窗速度/ms | 611 | 1466 | 1018 | 1222 |
| 翻箱速度/ms | 1000 | 1000 | 1000 | 900 |

#### 运动员


+ 89
- 0
docs/游戏机制与平衡性调整更新草案.md View File

@@ -0,0 +1,89 @@
# 游戏机制与平衡性调整更新草案
v1.0

## 说明
- 该草案尚未完全确定,请大家不要过分依靠该文档进行修改自己的代码
- 有任何问题都可以在选手群中提出建议和讨论

## 游戏接口
删除structures.h中Player的属性place

## 游戏规则

## 游戏机制

## 攻击
- 飞刀FlyingKnife
- 前摇变为600ms
- 搞蛋鬼的一般攻击CommonAttackOfTricker
- 改为“不能攻击未写完的作业”
- 蹦蹦炸弹BombBomb
- 增强为“可以攻击未写完的作业”
- 增强为“可以攻击使门被打开(可以重新被锁上)”
- strike(新增)
- 可以攻击未写完的作业

修改后:
| 攻击(子弹)类型 |搞蛋鬼的一般攻击CommonAttackOfTricker|飞刀FlyingKnife | 蹦蹦炸弹BombBomb | 小炸弹JumpyDumpty | strike |
| :--------------------- | :---------------------| :--------------------- | :--------------------- | :--------------------- | :--------------------- |
| 子弹爆炸范围 | 0 | 0 | 2000 | 1000 | 0 |
| 子弹攻击距离 | 2200 | 78000 | 2200 | 4400 | 2000 |
| 攻击力 | 1500000 | 1200000 | 1800000 | 900000 | 1600000 |
| 移动速度/s | 7400 | 18500 | 6000 | 8600 | 6250 |
| 前摇(ms) | 297 | 600 | 366 | - | 320 |
|未攻击至目标时的后摇(ms)| 800 | 0 | 3700 | - | 800 |
|攻击至目标时的后摇(ms) | 3700 | 0 | 3700 | - | 3700 |
| CD(ms) | 800 | 400 | 3000 | - | 800 |
| 最大子弹容量 | 1 | 1 | 1 | - | 1 |


## 职业
- 所有角色开锁门速度加速至1.25倍
- 所有角色翻箱速度加速至1.25倍

### 学生
- 先前学生翻窗数据有误

- Teacher
- Teacher的学习速度由0改为43
- 警戒范围由7500改为13000
- 技能惩罚(Punish)强化为“使用瞬间,在**视野距离范围内(不是可视范围)的**、翻窗、开锁门、攻击前后摇、**使用技能期间**的捣蛋鬼会被眩晕(3070+**500***已受伤害/基本伤害(1500000))ms”
- Robot(新增)
- 无技能
- 特性
- 不可被眩晕
- 不可毕业
- 无牵制得分
- 不可使用道具(可以捡起和扔道具)
- TechOtaku(新增)
- 一名TechOtaku最多可以在场上同时最多拥有3个Robot
0. SummonGolem
- CD:40s,持续时间:6s
- 在持续时间中,学生进入人物状态进入UsingSpecialSkill,进入其他状态会导致制作机器人失败
- 在持续时间中,学生面前生成道具CraftingBench,该道具被碰撞后消失且制作机器人失败
- 持续时间结束后,道具CraftingBench所在位置生成一个Robot
1. UseRobot
- CD:0s,持续时间:0s
- TechOtaku的Robot的PlayerId = TechOtaku的PlayerId + n*5(一局游戏理论人数),其中1<=n<=3
修改后:
| 学生职业 | 教师Teacher | 健身狂Athlete |学霸StraightAStudent | 开心果Sunshine | 机器人Robot | TechOtaku |
| :------------ | :------------------ | :------------------ | :------------------ | :------------------ | :------------------ | :------------------ |
| 移动速度/s | 2700 | 3150 | 2880 | 3000 | 2600 | 2250 |
| 最大毅力值 | 30000000 | 3000000 | 3300000 | 3200000 | 900000 | 2700000 |
| 最大沉迷度 | 600000 | 54000 | 78000 | 60000 | 0 | 60000 |
| 学习速度/ms | 43 | 73 | 135 | 123 | 100 | 130 |
| 勉励速度/ms | 80 | 90 | 100 | 120 | 0 | 90 |
| 隐蔽度 | 0.5 | 0.9 | 0.9 | 0.8 | 0.8 | 1.1 |
| 警戒范围 | 7500 | 15000 | 13500 | 15000 | 0 | 15000 |
| 视野范围 | 9000 | 11000 | 9000 | 10000 | 0 | 9000 |
| 开锁门速度/ms | 5000 | 5000 | 5000 | 3500 | 0 | 5000 |
| 翻窗速度/ms | 611 | 1466 | 1018 | 1222 | 1 | 916 |
| 翻箱速度/ms | 1250 | 1250 | 1250 | 1125 | 1000 | 750 |

### 捣蛋鬼
- Assassin
- 技能隐身(BecomeInvisible)添加约束条件“使用隐身技能后,人物状态进入UsingSpecialSkill,进入其他状态会使得隐身状态解除"
- 喧哗者ANoisyPerson
- 普通攻击改为strike
- Klee
- 被动技能Lucky!(新增):开局获得随机的一个道具(不会是钥匙)

+ 9
- 0
docs/版本更新说明.md View File

@@ -0,0 +1,9 @@
# 版本更新说明

# 说明
- 只说明对于选手较为重要的修改

# 等待更新的更改
- docs:添加了 游戏机制与平衡性调整更新草案.pdf
- docs:添加了 版本更新说明.pdf
- docs&hotfix: 修正了GameRules.pdf中学生翻窗速度的错误

+ 0
- 1
logic/GameClass/GameObj/Bullet/BombedBullet.cs View File

@@ -13,7 +13,6 @@ namespace GameClass.GameObj
public BombedBullet(Bullet bullet) :
base(bullet.Position, bullet.Radius, GameObjType.BombedBullet)
{
this.place = bullet.Place;
this.bulletHasBombed = bullet;
this.MappingID = bullet.ID;
this.FacingDirection = bullet.FacingDirection;


+ 6
- 8
logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs View File

@@ -5,8 +5,8 @@ namespace GameClass.GameObj
{
internal sealed class CommonAttackOfGhost : Bullet
{
public CommonAttackOfGhost(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, placeType, pos)
public CommonAttackOfGhost(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
}
public override double BulletBombRange => 0;
@@ -52,8 +52,8 @@ namespace GameClass.GameObj

internal sealed class FlyingKnife : Bullet
{
public FlyingKnife(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, placeType, pos)
public FlyingKnife(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
}
public override double BulletBombRange => 0;
@@ -100,8 +100,7 @@ namespace GameClass.GameObj

internal sealed class BombBomb : Bullet
{
public BombBomb(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, placeType, pos)
public BombBomb(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos)
{
}
public override double BulletBombRange => GameData.basicBulletBombRange;
@@ -146,8 +145,7 @@ namespace GameClass.GameObj
}
internal sealed class JumpyDumpty : Bullet
{
public JumpyDumpty(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, placeType, pos)
public JumpyDumpty(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos)
{
}
public override double BulletBombRange => GameData.basicBulletBombRange / 2;


+ 6
- 7
logic/GameClass/GameObj/Bullet/Bullet.cs View File

@@ -41,10 +41,9 @@ namespace GameClass.GameObj
return true;
return false;
}
public Bullet(Character player, int radius, PlaceType placeType, XY Position) :
public Bullet(Character player, int radius, XY Position) :
base(Position, radius, GameObjType.Bullet)
{
this.place = placeType;
this.CanMove = true;
this.moveSpeed = this.Speed;
this.hasSpear = player.TryUseSpear();
@@ -57,18 +56,18 @@ namespace GameClass.GameObj

public static class BulletFactory
{
public static Bullet? GetBullet(Character character, PlaceType place, XY pos)
public static Bullet? GetBullet(Character character, XY pos)
{
switch (character.BulletOfPlayer)
{
case BulletType.FlyingKnife:
return new FlyingKnife(character, place, pos);
return new FlyingKnife(character, pos);
case BulletType.CommonAttackOfGhost:
return new CommonAttackOfGhost(character, place, pos);
return new CommonAttackOfGhost(character, pos);
case BulletType.JumpyDumpty:
return new JumpyDumpty(character, place, pos);
return new JumpyDumpty(character, pos);
case BulletType.BombBomb:
return new BombBomb(character, place, pos);
return new BombBomb(character, pos);
default:
return null;
}


+ 0
- 1
logic/GameClass/GameObj/Character/Character.Skill.cs View File

@@ -57,7 +57,6 @@ namespace GameClass.GameObj
protected Character(XY initPos, int initRadius, CharacterType characterType) :
base(initPos, initRadius, GameObjType.Character)
{
this.place = PlaceType.Null;
this.CanMove = true;
this.score = 0;
this.buffManager = new BuffManager();


+ 2
- 3
logic/GameClass/GameObj/Character/Character.cs View File

@@ -58,10 +58,10 @@ namespace GameClass.GameObj
/// 进行一次攻击
/// </summary>
/// <returns>攻击操作发出的子弹</returns>
public Bullet? Attack(XY pos, PlaceType place)
public Bullet? Attack(XY pos)
{
if (TrySubBulletNum())
return BulletFactory.GetBullet(this, place, pos);
return BulletFactory.GetBullet(this, pos);
else
return null;
}
@@ -365,7 +365,6 @@ namespace GameClass.GameObj
CanMove = false;
IsResetting = true;
Position = GameData.PosWhoDie;
place = PlaceType.Grass;
}
}
#endregion


+ 12
- 9
logic/GameClass/GameObj/GameObj.cs View File

@@ -14,20 +14,22 @@ namespace GameClass.GameObj

protected readonly XY birthPos;

private GameObjType type;
private readonly GameObjType type;
public GameObjType Type => type;

private static long currentMaxID = 0; // 目前游戏对象的最大ID
public const long invalidID = long.MaxValue; // 无效的ID
public const long noneID = long.MinValue;
public long ID { get; }

private XY position;
public XY Position
{
get => position;
protected
set
get
{
lock (gameObjLock)
return position;
}
set
{
lock (gameObjLock)
{
@@ -36,13 +38,14 @@ namespace GameClass.GameObj
}
}

protected PlaceType place;
public PlaceType Place { get => place; }

private XY facingDirection = new(1, 0);
public XY FacingDirection
{
get => facingDirection;
get
{
lock (gameObjLock)
return facingDirection;
}
set
{
lock (gameObjLock)


+ 0
- 1
logic/GameClass/GameObj/Map/Chest.cs View File

@@ -11,7 +11,6 @@ namespace GameClass.GameObj
public Chest(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Chest)
{
this.place = PlaceType.Chest;
this.CanMove = false;
}
public override bool IsRigid => true;


+ 17
- 1
logic/GameClass/GameObj/Map/Door.cs View File

@@ -11,9 +11,25 @@ namespace GameClass.GameObj
public Door(XY initPos, PlaceType placeType) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Door)
{
this.place = placeType;
switch (placeType)
{
case PlaceType.Door3:
doorNum = 3;
break;
case PlaceType.Door5:
doorNum = 5;
break;
case PlaceType.Door6:
default:
doorNum = 6;
break;
}
this.CanMove = false;
}

private readonly int doorNum;
public int DoorNum => doorNum;

public override bool IsRigid => !isOpen;
public override ShapeType Shape => ShapeType.Square;



+ 0
- 1
logic/GameClass/GameObj/Map/Doorway.cs View File

@@ -11,7 +11,6 @@ namespace GameClass.GameObj
public Doorway(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Doorway)
{
this.place = PlaceType.Doorway;
this.CanMove = false;
}
public override bool IsRigid => true;


+ 0
- 1
logic/GameClass/GameObj/Map/EmergencyExit.cs View File

@@ -11,7 +11,6 @@ namespace GameClass.GameObj
public EmergencyExit(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.EmergencyExit)
{
this.place = PlaceType.EmergencyExit;
this.CanMove = false;
}
public override bool IsRigid => true;


+ 0
- 1
logic/GameClass/GameObj/Map/Generator.cs View File

@@ -10,7 +10,6 @@ namespace GameClass.GameObj
public Generator(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Generator)
{
this.place = PlaceType.Generator;
this.CanMove = false;
}
public override bool IsRigid => true;


+ 0
- 1
logic/GameClass/GameObj/Map/Wall.cs View File

@@ -10,7 +10,6 @@ namespace GameClass.GameObj
public Wall(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Wall)
{
this.place = PlaceType.Wall;
this.CanMove = false;
}
public override bool IsRigid => true;


+ 0
- 1
logic/GameClass/GameObj/Map/Window.cs View File

@@ -11,7 +11,6 @@ namespace GameClass.GameObj
public Window(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Window)
{
this.place = PlaceType.Window;
this.CanMove = false;
}
public override bool IsRigid => true;


+ 1
- 11
logic/GameClass/GameObj/Moveable.cs View File

@@ -48,27 +48,17 @@ namespace GameClass.GameObj
public int OrgMoveSpeed { get; protected set; }

// 移动,改变坐标
public long MovingSetPos(XY moveVec, PlaceType place)
public long MovingSetPos(XY moveVec)
{
if (moveVec.x != 0 || moveVec.y != 0)
lock (gameObjLock)
{
FacingDirection = moveVec;
this.Position += moveVec;
this.place = place;
}
return moveVec * moveVec;
}

public void ReSetPos(XY pos, PlaceType place)
{
lock (gameObjLock)
{
this.Position = pos;
this.place = place;
}
}

/// <summary>
/// 设置移动速度
/// </summary>


+ 0
- 1
logic/GameClass/GameObj/OutOfBoundBlock.cs View File

@@ -11,7 +11,6 @@ namespace GameClass.GameObj
public OutOfBoundBlock(XY initPos) :
base(initPos, int.MaxValue, GameObjType.OutOfBoundBlock)
{
this.place = PlaceType.Wall;
this.CanMove = false;
}



+ 0
- 1
logic/GameClass/GameObj/PickedProp.cs View File

@@ -17,7 +17,6 @@ namespace GameClass.GameObj
public PickedProp(Prop prop) :
base(prop.Position, prop.Radius, GameObjType.PickedProp)
{
this.place = prop.Place;
this.PropHasPicked = prop;
this.MappingID = prop.ID;
}


+ 23
- 24
logic/GameClass/GameObj/Prop.cs View File

@@ -19,10 +19,9 @@ namespace GameClass.GameObj

public abstract PropType GetPropType();

public Prop(XY initPos, PlaceType place, int radius = GameData.PropRadius) :
public Prop(XY initPos, int radius = GameData.PropRadius) :
base(initPos, radius, GameObjType.Prop)
{
this.place = place;
this.CanMove = false;
this.moveSpeed = GameData.PropMoveSpeed;
}
@@ -43,8 +42,8 @@ namespace GameClass.GameObj
/// </summary>
public sealed class AddSpeed : Prop
{
public AddSpeed(XY initPos, PlaceType placeType) :
base(initPos, placeType)
public AddSpeed(XY initPos) :
base(initPos)
{
}
public override PropType GetPropType() => PropType.AddSpeed;
@@ -54,24 +53,24 @@ namespace GameClass.GameObj
/// </summary>
public sealed class AddLifeOrClairaudience : Prop
{
public AddLifeOrClairaudience(XY initPos, PlaceType placeType) :
base(initPos, placeType)
public AddLifeOrClairaudience(XY initPos) :
base(initPos)
{
}
public override PropType GetPropType() => PropType.AddLifeOrClairaudience;
}
public sealed class AddHpOrAp : Prop
{
public AddHpOrAp(XY initPos, PlaceType placeType) :
base(initPos, placeType)
public AddHpOrAp(XY initPos) :
base(initPos)
{
}
public override PropType GetPropType() => PropType.AddHpOrAp;
}
public sealed class RecoveryFromDizziness : Prop
{
public RecoveryFromDizziness(XY initPos, PlaceType placeType) :
base(initPos, placeType)
public RecoveryFromDizziness(XY initPos) :
base(initPos)
{
}
public override PropType GetPropType() => PropType.RecoveryFromDizziness;
@@ -81,35 +80,35 @@ namespace GameClass.GameObj
/// </summary>
public sealed class ShieldOrSpear : Prop
{
public ShieldOrSpear(XY initPos, PlaceType placeType) : base(initPos, placeType)
public ShieldOrSpear(XY initPos) : base(initPos)
{
}
public override PropType GetPropType() => PropType.ShieldOrSpear;
}
public sealed class Key3 : Prop
{
public Key3(XY initPos, PlaceType placeType) : base(initPos, placeType)
public Key3(XY initPos) : base(initPos)
{
}
public override PropType GetPropType() => PropType.Key3;
}
public sealed class Key5 : Prop
{
public Key5(XY initPos, PlaceType placeType) : base(initPos, placeType)
public Key5(XY initPos) : base(initPos)
{
}
public override PropType GetPropType() => PropType.Key5;
}
public sealed class Key6 : Prop
{
public Key6(XY initPos, PlaceType placeType) : base(initPos, placeType)
public Key6(XY initPos) : base(initPos)
{
}
public override PropType GetPropType() => PropType.Key6;
}
public sealed class NullProp : Prop
{
public NullProp(PlaceType placeType = PlaceType.Wall) : base(new XY(1, 1), placeType)
public NullProp() : base(new XY(1, 1))
{
}
public override PropType GetPropType() => PropType.Null;
@@ -143,26 +142,26 @@ namespace GameClass.GameObj
// #endregion
public static class PropFactory
{
public static Prop GetProp(PropType propType, XY pos, PlaceType place)
public static Prop GetProp(PropType propType, XY pos)
{
switch (propType)
{
case PropType.AddSpeed:
return new AddSpeed(pos, place);
return new AddSpeed(pos);
case PropType.AddLifeOrClairaudience:
return new AddLifeOrClairaudience(pos, place);
return new AddLifeOrClairaudience(pos);
case PropType.ShieldOrSpear:
return new ShieldOrSpear(pos, place);
return new ShieldOrSpear(pos);
case PropType.AddHpOrAp:
return new AddHpOrAp(pos, place);
return new AddHpOrAp(pos);
case PropType.RecoveryFromDizziness:
return new RecoveryFromDizziness(pos, place);
return new RecoveryFromDizziness(pos);
case PropType.Key3:
return new Key3(pos, place);
return new Key3(pos);
case PropType.Key5:
return new Key5(pos, place);
return new Key5(pos);
case PropType.Key6:
return new Key6(pos, place);
return new Key6(pos);
default:
return new NullProp();
}


+ 4
- 4
logic/GameEngine/MoveEngine.cs View File

@@ -70,7 +70,7 @@ namespace GameEngine
XY nextPos = obj.Position + moveVec;
double maxLen = collisionChecker.FindMax(obj, nextPos, moveVec);
maxLen = Math.Min(maxLen, obj.MoveSpeed / GameData.numOfStepPerSecond);
obj.MovingSetPos(new XY(moveVec, maxLen), GetPlaceType(nextPos));
obj.MovingSetPos(new XY(moveVec, maxLen));
}

public void MoveObj(IMoveable obj, int moveTime, double direction)
@@ -90,7 +90,7 @@ namespace GameEngine

double moveVecLength = 0.0;
XY res = new(direction, moveVecLength);
double deltaLen = moveVecLength - Math.Sqrt(obj.MovingSetPos(res, GetPlaceType(obj.Position + res))); // 转向,并用deltaLen存储行走的误差
double deltaLen = moveVecLength - Math.Sqrt(obj.MovingSetPos(res)); // 转向,并用deltaLen存储行走的误差
IGameObj? collisionObj = null;
bool isDestroyed = false;

@@ -156,7 +156,7 @@ namespace GameEngine
} while (flag);

if (threadNum == 0 || ((ICharacter)obj).ThreadNum == threadNum)
deltaLen += moveVecLength - Math.Sqrt(obj.MovingSetPos(res, GetPlaceType(obj.Position + res)));
deltaLen += moveVecLength - Math.Sqrt(obj.MovingSetPos(res));

return true;
},
@@ -175,7 +175,7 @@ namespace GameEngine
if ((collisionObj = collisionChecker.CheckCollisionWhenMoving(obj, res)) == null)
{
if (threadNum == 0 || ((ICharacter)obj).ThreadNum == threadNum)
obj.MovingSetPos(res, GetPlaceType(obj.Position + res));
obj.MovingSetPos(res);
}
else
{


+ 7
- 7
logic/Gaming/ActionManager.cs View File

@@ -267,7 +267,7 @@ namespace Gaming
{
Prop prop = chestToOpen.PropInChest[i];
chestToOpen.PropInChest[i] = new NullProp();
prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
prop.Position = player.Position;
gameMap.Add(prop);
}
}
@@ -295,7 +295,7 @@ namespace Gaming
if (characterInWindow != null)
{
if (player.IsGhost() && !characterInWindow.IsGhost())
characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position, PlaceType.Null));
characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
return false;
}*/

@@ -323,7 +323,7 @@ namespace Gaming
return;
}

player.ReSetPos(windowToPlayer + windowForClimb.Position, PlaceType.Window);
player.Position = windowToPlayer + windowForClimb.Position;
player.MoveSpeed = player.SpeedOfClimbingThroughWindows;

moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle());
@@ -339,7 +339,7 @@ namespace Gaming
)
.Start();
XY PosJumpOff = windowForClimb.Position - 2 * windowToPlayer;
player.ReSetPos(PosJumpOff, gameMap.GetPlaceType(PosJumpOff));
player.Position = PosJumpOff;
player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
windowForClimb.WhoIsClimbing = null;
// gameMap.Remove(addWall);
@@ -367,15 +367,15 @@ namespace Gaming
switch (prop.GetPropType())
{
case PropType.Key3:
if (doorToLock.Place == PlaceType.Door3)
if (doorToLock.DoorNum == 3)
flag = true;
break;
case PropType.Key5:
if (doorToLock.Place == PlaceType.Door5)
if (doorToLock.DoorNum == 5)
flag = true;
break;
case PropType.Key6:
if (doorToLock.Place == PlaceType.Door6)
if (doorToLock.DoorNum == 6)
flag = true;
break;
default:


+ 1
- 1
logic/Gaming/AttackManager.cs View File

@@ -178,7 +178,7 @@ namespace Gaming
(int)(Math.Abs((player.Radius + BulletFactory.BulletRadius(player.BulletOfPlayer)) * Math.Sin(angle))) * ((Math.Sin(angle) > 0) ? 1 : -1)
);

Bullet? bullet = player.Attack(res, gameMap.GetPlaceType(res));
Bullet? bullet = player.Attack(res);

if (bullet != null)
{


+ 1
- 1
logic/Gaming/CharacterManager .cs View File

@@ -407,7 +407,7 @@ namespace Gaming
Prop? prop = player.UseProp(i);
if (prop != null)
{
prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
prop.Position = player.Position;
gameMap.Add(prop);
}
}


+ 6
- 6
logic/Gaming/PropManager.cs View File

@@ -124,13 +124,13 @@ namespace Gaming
if (prop.GetPropType() == PropType.Null)
return;

prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
prop.Position = player.Position;
gameMap.Add(prop);
}

private Prop ProduceOnePropNotKey(Random r, XY Pos)
private static Prop ProduceOnePropNotKey(Random r, XY Pos)
{
return PropFactory.GetProp((PropType)r.Next(GameData.numOfTeachingBuilding + 1, GameData.numOfPropSpecies + 1), Pos, gameMap.GetPlaceType(Pos));
return PropFactory.GetProp((PropType)r.Next(GameData.numOfTeachingBuilding + 1, GameData.numOfPropSpecies + 1), Pos);
}

private Chest GetChest(Random r)
@@ -153,7 +153,7 @@ namespace Gaming
{
++cou;
Chest chest = GetChest(r);
chest.PropInChest[1] = new Key3(chest.Position, PlaceType.Chest);
chest.PropInChest[1] = new Key3(chest.Position);
chest.PropInChest[0] = ProduceOnePropNotKey(r, chest.Position);
}
cou = 0;
@@ -161,7 +161,7 @@ namespace Gaming
{
++cou;
Chest chest = GetChest(r);
chest.PropInChest[1] = new Key5(chest.Position, PlaceType.Chest);
chest.PropInChest[1] = new Key5(chest.Position);
chest.PropInChest[0] = ProduceOnePropNotKey(r, chest.Position);
}
cou = 0;
@@ -169,7 +169,7 @@ namespace Gaming
{
++cou;
Chest chest = GetChest(r);
chest.PropInChest[1] = new Key6(chest.Position, PlaceType.Chest);
chest.PropInChest[1] = new Key6(chest.Position);
chest.PropInChest[0] = ProduceOnePropNotKey(r, chest.Position);
}



+ 0
- 1
logic/Preparation/Interface/IGameObj.cs View File

@@ -7,7 +7,6 @@ namespace Preparation.Interface
public GameObjType Type { get; }
public long ID { get; }
public XY Position { get; } // if Square, Pos equals the center
public PlaceType Place { get; }
public XY FacingDirection { get; }
public bool IsRigid { get; }
public ShapeType Shape { get; }


+ 1
- 2
logic/Preparation/Interface/IMoveable.cs View File

@@ -9,8 +9,7 @@ namespace Preparation.Interface
public int MoveSpeed { get; }
public bool IsMoving { get; set; }
public bool IsAvailable { get; }
public long MovingSetPos(XY moveVec, PlaceType place);
public void ReSetPos(XY pos, PlaceType place);
public long MovingSetPos(XY moveVec);
public bool WillCollideWith(IGameObj? targetObj, XY nextPos) // 检查下一位置是否会和目标物碰撞
{
if (targetObj == null)


+ 0
- 1
logic/Preparation/Utility/GameData.cs View File

@@ -1,6 +1,5 @@
using Preparation.Interface;
using System;
using System.Net.NetworkInformation;

namespace Preparation.Utility
{


+ 1
- 5
logic/Server/CopyInfo.cs View File

@@ -61,7 +61,6 @@ namespace Server
Speed = player.MoveSpeed,
Determination = player.HP,
Addiction = player.GamingAddiction,
Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)player.Place),
Guid = player.ID,

PlayerState = Transformation.ToPlayerState((PlayerStateType)player.PlayerState),
@@ -108,7 +107,6 @@ namespace Server
X = player.Position.x,
Y = player.Position.y,
Speed = player.MoveSpeed,
Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)player.Place),

TrickerType = Transformation.ToTrickerType(player.CharacterType),
Guid = player.ID,
@@ -152,7 +150,6 @@ namespace Server
FacingDirection = bullet.FacingDirection.Angle(),
Guid = bullet.ID,
Team = (bullet.Parent!.IsGhost()) ? PlayerType.TrickerPlayer : PlayerType.StudentPlayer,
Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)bullet.Place),
BombRange = bullet.BulletBombRange,
Speed = bullet.Speed
}
@@ -170,8 +167,7 @@ namespace Server
X = prop.Position.x,
Y = prop.Position.y,
FacingDirection = prop.FacingDirection.Angle(),
Guid = prop.ID,
Place = Transformation.ToPlaceType((Preparation.Utility.PlaceType)prop.Place)
Guid = prop.ID
}
};
return msg;


+ 1
- 1
logic/cmd/gameServerAndClient.cmd View File

@@ -1,6 +1,6 @@
@echo off

start cmd /k ..\Server\bin\Debug\net6.0\Server.exe --ip 0.0.0.0 --port 8888 --studentCount 0 --trickerCount 1 --gameTimeInSecond 600 --fileName test
start cmd /k ..\Server\bin\Debug\net6.0\Server.exe --ip 0.0.0.0 --port 8888 --studentCount 4 --trickerCount 1 --gameTimeInSecond 600 --fileName test

ping -n 2 127.0.0.1 > NUL


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