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Merge pull request #660 from shangfengh/new

fix: 🐛 fix the SafeValues
dev
shangfengh GitHub 2 years ago
parent
commit
837d7369b1
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
25 changed files with 705 additions and 394 deletions
  1. +1
    -1
      logic/Client/MainWindow.xaml.cs
  2. +5
    -5
      logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
  3. +4
    -3
      logic/GameClass/GameObj/Bullet/Bullet.cs
  4. +3
    -3
      logic/GameClass/GameObj/Character/Character.Skill.cs
  5. +31
    -229
      logic/GameClass/GameObj/Character/Character.cs
  6. +2
    -1
      logic/GameClass/GameObj/GameObj.cs
  7. +3
    -35
      logic/GameClass/GameObj/Map/Chest.cs
  8. +3
    -3
      logic/GameClass/GameObj/Map/Door.cs
  9. +2
    -3
      logic/GameClass/GameObj/Map/Map.cs
  10. +4
    -2
      logic/GameClass/GameObj/Moveable.cs
  11. +2
    -2
      logic/GameClass/GameObj/Prop/Gadget.cs
  12. +2
    -2
      logic/GameClass/GameObj/Prop/Item.cs
  13. +4
    -4
      logic/GameEngine/MoveEngine.cs
  14. +5
    -5
      logic/Gaming/ActionManager.cs
  15. +3
    -3
      logic/Gaming/AttackManager.cs
  16. +8
    -41
      logic/Gaming/CharacterManager.cs
  17. +2
    -2
      logic/Gaming/Game.cs
  18. +2
    -2
      logic/Gaming/PropManager.cs
  19. +6
    -6
      logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
  20. +1
    -1
      logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
  21. +4
    -6
      logic/Preparation/Interface/ICharacter.cs
  22. +0
    -9
      logic/Preparation/Interface/IChest.cs
  23. +2
    -1
      logic/Preparation/Interface/ISkill.cs
  24. +603
    -20
      logic/Preparation/Utility/SafeValue.cs
  25. +3
    -5
      logic/Server/CopyInfo.cs

+ 1
- 1
logic/Client/MainWindow.xaml.cs View File

@@ -844,7 +844,7 @@ namespace Client
}
foreach (var obj in listOfButcher)
{
if (!isDataFixed[obj.PlayerId])
if (obj.PlayerId < GameData.numOfStudent && !isDataFixed[obj.PlayerId])
{
IGhostType occupation1 = (IGhostType)OccupationFactory.FindIOccupation(Transformation.ToTrickerType(obj.TrickerType));
int j = 0;


+ 5
- 5
logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs View File

@@ -8,7 +8,7 @@ namespace GameClass.GameObj
public CommonAttackOfGhost(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
AP.Set(GameData.basicApOfGhost);
AP.SetReturnOri(GameData.basicApOfGhost);
}
public override double BulletBombRange => 0;
public override double AttackDistance => GameData.basicAttackShortRange;
@@ -45,7 +45,7 @@ namespace GameClass.GameObj
public Strike(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
AP.Set(GameData.basicApOfGhost * 16 / 15);
AP.SetReturnOri(GameData.basicApOfGhost * 16 / 15);
}
public override double BulletBombRange => 0;
public override double AttackDistance => GameData.basicAttackShortRange * 20 / 22;
@@ -83,7 +83,7 @@ namespace GameClass.GameObj
public FlyingKnife(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
AP.Set(GameData.basicApOfGhost * 4 / 5);
AP.SetReturnOri(GameData.basicApOfGhost * 4 / 5);
}
public override double BulletBombRange => 0;
public override double AttackDistance => GameData.basicRemoteAttackRange * 13;
@@ -123,7 +123,7 @@ namespace GameClass.GameObj
{
public BombBomb(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos)
{
AP.Set((int)(GameData.basicApOfGhost * 6.0 / 5));
AP.SetReturnOri((int)(GameData.basicApOfGhost * 6.0 / 5));
}
public override double BulletBombRange => GameData.basicBulletBombRange;
public override double AttackDistance => GameData.basicAttackShortRange;
@@ -163,7 +163,7 @@ namespace GameClass.GameObj
{
public JumpyDumpty(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos)
{
AP.Set((int)(GameData.basicApOfGhost * 0.6));
AP.SetReturnOri((int)(GameData.basicApOfGhost * 0.6));
}
public override double BulletBombRange => GameData.basicBulletBombRange / 2;
public override double AttackDistance => GameData.basicAttackShortRange * 18 / 22;


+ 4
- 3
logic/GameClass/GameObj/Bullet/Bullet.cs View File

@@ -11,7 +11,8 @@ namespace GameClass.GameObj
/// </summary>
public abstract double BulletBombRange { get; }
public abstract double AttackDistance { get; }
public AtomicInt AP { get; }
private AtomicInt ap = new(0);
public AtomicInt AP { get => ap; }
public abstract int Speed { get; }
public abstract bool IsRemoteAttack { get; }
public abstract int CastTime { get; }
@@ -43,8 +44,8 @@ namespace GameClass.GameObj
public Bullet(Character player, int radius, XY Position) :
base(Position, radius, GameObjType.Bullet)
{
this.CanMove.Set(true);
this.MoveSpeed.Set(this.Speed);
this.CanMove.SetReturnOri(true);
this.MoveSpeed.SetReturnOri(this.Speed);
this.hasSpear = player.TryUseSpear();
this.Parent = player;
}


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

@@ -31,12 +31,12 @@ namespace GameClass.GameObj
protected Character(XY initPos, int initRadius, CharacterType characterType) :
base(initPos, initRadius, GameObjType.Character)
{
this.CanMove.Set(true);
this.CanMove.SetReturnOri(true);
this.score = 0;
this.buffManager = new BuffManager();
this.occupation = OccupationFactory.FindIOccupation(characterType);
this.MaxHp = this.hp = Occupation.MaxHp;
this.MoveSpeed.Set(this.orgMoveSpeed = Occupation.MoveSpeed);
this.HP = new(Occupation.MaxHp);
this.MoveSpeed.SetReturnOri(this.orgMoveSpeed = Occupation.MoveSpeed);
this.BulletOfPlayer = this.OriBulletOfPlayer = Occupation.InitBullet;
this.concealment = Occupation.Concealment;
this.alertnessRadius = Occupation.AlertnessRadius;


+ 31
- 229
logic/GameClass/GameObj/Character/Character.cs View File

@@ -10,20 +10,7 @@ namespace GameClass.GameObj
{
#region 装弹、攻击相关的基本属性及方法
private readonly object attackLock = new();
/// <summary>
/// 装弹冷却
/// </summary>
protected int cd;
public int CD
{
get
{
lock (attackLock)
{
return cd;
}
}
}
public IntNumUpdateByCD BulletNum { get; } = new IntNumUpdateByCD();
private int orgCD;
public int OrgCD
{
@@ -50,56 +37,26 @@ namespace GameClass.GameObj
lock (attackLock)
{
bulletOfPlayer = value;
cd = orgCD = (BulletFactory.BulletCD(value));
Debugger.Output(this, string.Format("'s CD has been set to: {0}.", cd));
maxBulletNum = bulletNum = (BulletFactory.BulletNum(value));
orgCD = (BulletFactory.BulletCD(value));
BulletNum.SetCD(orgCD);
Debugger.Output(this, string.Format("'s CD has been set to: {0}.", orgCD));
BulletNum.SetPositiveMaxNumAndNum(BulletFactory.BulletNum(value));
}
}
}

protected int maxBulletNum;
public int MaxBulletNum
{
get
{
lock (attackLock)
{
return maxBulletNum;
}
}
}
private int bulletNum;
private int updateTimeOfBulletNum = 0;

public int UpdateBulletNum(int time)//通过该函数获取真正的bulletNum
{
lock (attackLock)
{
if (bulletNum < maxBulletNum && time - updateTimeOfBulletNum >= cd)
{
int add = Math.Min(maxBulletNum - bulletNum, (time - updateTimeOfBulletNum) / cd);
updateTimeOfBulletNum += add * cd;
return (bulletNum += add);
}
return bulletNum;
}
}

/// <summary>
/// 进行一次攻击
/// </summary>
/// <returns>攻击操作发出的子弹</returns>
public Bullet? Attack(double angle, int time)
public Bullet? Attack(double angle)
{
lock (attackLock)
{
if (bulletOfPlayer == BulletType.Null)
return null;
if (UpdateBulletNum(time) > 0)
if (BulletNum.TrySub(1) == 1)
{
if (bulletNum == maxBulletNum) updateTimeOfBulletNum = time;
--bulletNum;

XY res = Position + new XY // 子弹紧贴人物生成。
(
(int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
@@ -115,31 +72,6 @@ namespace GameClass.GameObj
return null;
}
}

/*
/// <summary>
/// 攻击被反弹,反弹伤害不会再被反弹
/// </summary>
/// <param name="subHP"></param>
/// <param name="hasSpear"></param>
/// <param name="bouncer">反弹伤害者</param>
/// <returns>是否因反弹伤害而死</returns>
private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
{
lock (beAttackedLock)
{
if (hp <= 0)
return false;
if (!(bouncer?.TeamID == this.TeamID))
{
if (hasSpear || !HasShield)
_ = SubHp(subHP);
if (hp <= 0)
TryActivatingLIFE();
}
return hp <= 0;
}
}*/
#endregion
#region 感知相关的基本属性及方法
private readonly object bgmLock = new();
@@ -187,114 +119,7 @@ namespace GameClass.GameObj
}
#endregion
#region 血量相关的基本属性及方法
private readonly ReaderWriterLockSlim hpReaderWriterLock = new();
public ReaderWriterLockSlim HPReadWriterLock => hpReaderWriterLock;

private long maxHp;
public long MaxHp
{
get
{
HPReadWriterLock.EnterReadLock();
try
{
return maxHp;
}
finally
{
HPReadWriterLock.ExitReadLock();
}
}
protected set
{
HPReadWriterLock.EnterWriteLock();
try
{
maxHp = value;
if (hp > maxHp) hp = maxHp;
}
finally
{
HPReadWriterLock.ExitWriteLock();
}
}
}
// 最大血量
protected long hp;
public long HP
{
get
{
HPReadWriterLock.EnterReadLock();
try
{
return hp;
}
finally
{
HPReadWriterLock.ExitReadLock();
}
}
}

public long SetHP(long value)
{
HPReadWriterLock.EnterWriteLock();
try
{
if (value > 0)
{
return hp = value <= maxHp ? value : maxHp;
}
else
return hp = 0;
}
finally
{
HPReadWriterLock.ExitWriteLock();
}
}

/// <summary>
/// 尝试减血
/// </summary>
/// <param name="sub">减血量</param>
public long SubHp(long sub)
{
HPReadWriterLock.EnterWriteLock();
try
{
long previousHp = hp;
if (hp <= sub)
{
hp = 0;
return hp;
}
else
{
hp -= sub;
return sub;
}
}
finally
{
HPReadWriterLock.ExitWriteLock();
}
}

public long AddHP(long add)
{
HPReadWriterLock.EnterWriteLock();
try
{
long previousHp = hp;
return (hp = (hp + add > maxHp) ? maxHp : hp + add) - previousHp;
}
finally
{
HPReadWriterLock.ExitWriteLock();
}
}
public LongWithVariableRange HP { get; }

private readonly object vampireLock = new();
public object VampireLock => vampire;
@@ -328,55 +153,42 @@ namespace GameClass.GameObj
{
get
{
HPReadWriterLock.EnterReadLock();
try
{
lock (treatLock)
return degreeOfTreatment;
}
finally
{
HPReadWriterLock.ExitReadLock();
}
}
}
public void SetDegreeOfTreatment0()
{
HPReadWriterLock.EnterWriteLock();
try
{
lock (treatLock)
degreeOfTreatment = 0;
}
finally
{
HPReadWriterLock.ExitWriteLock();
}
}

public bool AddDegreeOfTreatment(int value, Student whoTreatYou)
{
HPReadWriterLock.EnterWriteLock();
try
lock (treatLock)
{
if (value >= maxHp - hp)
degreeOfTreatment += value;
long addV = HP.TryAddAll(degreeOfTreatment);
if (addV == 0)
{
degreeOfTreatment = 0;
return false;
}
if (addV > 0)
{
whoTreatYou.AddScore(GameData.StudentScoreTreat(maxHp - hp));
hp = maxHp;
whoTreatYou.AddScore(GameData.StudentScoreTreat(addV));
degreeOfTreatment = 0;
return true;
}
if (value >= GameData.basicTreatmentDegree)
if (degreeOfTreatment >= GameData.basicTreatmentDegree)
{
whoTreatYou.AddScore(GameData.StudentScoreTreat(GameData.basicTreatmentDegree));
hp += GameData.basicTreatmentDegree;
HP.AddPositiveV(GameData.basicTreatmentDegree);
degreeOfTreatment = 0;
return true;
}
degreeOfTreatment = value;
return false;
}
finally
{
HPReadWriterLock.ExitWriteLock();
}
return false;
}
#endregion
#region 查询状态相关的基本属性与方法
@@ -542,7 +354,7 @@ namespace GameClass.GameObj

case PlayerStateType.OpeningTheChest:
if (value == PlayerStateType.Rescued) return -1;
((Chest)lastObj!).StopOpen();
((Chest)lastObj!).OpenProgress.Set0();
return ChangePlayerState(runningState, value, gameObj);
case PlayerStateType.OpeningTheDoorway:
if (value == PlayerStateType.Rescued) return -1;
@@ -570,7 +382,7 @@ namespace GameClass.GameObj
else
{
if (value != PlayerStateType.UsingSkill)
((UseRobot)FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID = (int)playerID;
((UseRobot)FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID = (int)PlayerID;
return ChangePlayerState(runningState, value, gameObj);
}
}
@@ -647,7 +459,7 @@ namespace GameClass.GameObj
{
if (SetPlayerState(RunningStateType.RunningForcibly, playerStateType) == -1) return false;
TryToRemove();
CanMove.Set(false);
CanMove.SetReturnOri(false);
position = GameData.PosWhoDie;
}
return true;
@@ -673,18 +485,8 @@ namespace GameClass.GameObj
/// <summary>
/// 角色所属队伍ID
/// </summary>
private long teamID = long.MaxValue;
public long TeamID
{
get => Interlocked.Read(ref teamID);
set => Interlocked.Exchange(ref teamID, value);
}
private long playerID = long.MaxValue;
public long PlayerID
{
get => Interlocked.Read(ref playerID);
set => Interlocked.Exchange(ref playerID, value);
}
public AtomicLong TeamID { get; } = new AtomicLong(long.MaxValue);
public AtomicLong PlayerID { get; } = new AtomicLong(long.MaxValue);

#region 道具和buff相关属性、方法
private readonly object inventoryLock = new();
@@ -802,7 +604,7 @@ namespace GameClass.GameObj
}

public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
{ MoveSpeed.Set(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); },
{ MoveSpeed.SetReturnOri(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); },
OrgMoveSpeed);
public bool HasFasterSpeed => buffManager.HasFasterSpeed;

@@ -866,7 +668,7 @@ namespace GameClass.GameObj
if (buffManager.TryActivatingLIFE())
{
AddScore(GameData.ScorePropRemainHp);
hp = GameData.RemainHpWhenAddLife;
HP.SetPositiveV(GameData.RemainHpWhenAddLife);
}
}



+ 2
- 1
logic/GameClass/GameObj/GameObj.cs View File

@@ -30,7 +30,8 @@ namespace GameClass.GameObj

public abstract ShapeType Shape { get; }

public AtomicBool IsRemoved { get; } = new AtomicBool(false);
private AtomicBool isRemoved = new(false);
public AtomicBool IsRemoved { get => isRemoved; }
public virtual bool TryToRemove()
{
return IsRemoved.TrySet(true);


+ 3
- 35
logic/GameClass/GameObj/Map/Chest.cs View File

@@ -1,13 +1,12 @@
using Preparation.Interface;
using Preparation.Utility;
using System;

namespace GameClass.GameObj
{
/// <summary>
/// 箱子
/// </summary>
public class Chest : Immovable, IChest
public class Chest : Immovable
{
public Chest(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Chest)
@@ -19,38 +18,7 @@ namespace GameClass.GameObj
private readonly Gadget[] propInChest = new Gadget[GameData.maxNumOfPropInChest] { new NullProp(), new NullProp() };
public Gadget[] PropInChest => propInChest;

private long openStartTime = 0;
public long OpenStartTime
{
get
{
lock (gameObjLock) return openStartTime;
}
}
private Character? whoOpen = null;
public Character? WhoOpen
{
get
{
lock (gameObjLock) return whoOpen;
}
}
public bool Open(Character character)
{
lock (gameObjLock)
{
if (whoOpen != null) return false;
openStartTime = Environment.TickCount64;
whoOpen = character;
}
return true;
}
public void StopOpen()
{
lock (gameObjLock)
{
whoOpen = null;
}
}
private LongProgressByTime openProgress = new LongProgressByTime();
public LongProgressByTime OpenProgress { get => openProgress; }
}
}

+ 3
- 3
logic/GameClass/GameObj/Map/Door.cs View File

@@ -1,7 +1,6 @@
using Preparation.Interface;
using Preparation.Utility;
using System;
using System.Threading;

namespace GameClass.GameObj
{
@@ -47,7 +46,8 @@ namespace GameClass.GameObj
}
}

public AtomicInt LockDegree { get; } = new AtomicInt(0);
private AtomicInt lockDegree = new AtomicInt(0);
public AtomicInt LockDegree { get => lockDegree; }

private long openStartTime = 0;
public long OpenStartTime
@@ -98,7 +98,7 @@ namespace GameClass.GameObj
{
if (!isOpen) return false;
if (whoLockOrOpen != null) return false;
LockDegree.Set(0);
LockDegree.SetReturnOri(0);
whoLockOrOpen = character;
return true;
}


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

@@ -26,7 +26,7 @@ namespace GameClass.GameObj
{
Random r = new Random(Environment.TickCount);
EmergencyExit emergencyExit = (EmergencyExit)(GameObjDict[GameObjType.EmergencyExit][r.Next(0, GameObjDict[GameObjType.EmergencyExit].Count)]);
emergencyExit.CanOpen.Set(true);
emergencyExit.CanOpen.SetReturnOri(true);
Preparation.Utility.Debugger.Output(emergencyExit, emergencyExit.Position.ToString());
}
finally
@@ -41,7 +41,7 @@ namespace GameClass.GameObj
try
{
foreach (Doorway doorway in GameObjDict[GameObjType.Doorway])
doorway.PowerSupply.Set(true);
doorway.PowerSupply.SetReturnOri(true);
}
finally
{
@@ -228,7 +228,6 @@ namespace GameClass.GameObj
{
if (person.CharacterType == CharacterType.TechOtaku)
{
Debugger.Output(person, person.PlayerID.ToString());
foreach (Character character in gameObjDict[GameObjType.Character])
{
if (((UseRobot)person.FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID == character.PlayerID)


+ 4
- 2
logic/GameClass/GameObj/Moveable.cs View File

@@ -94,14 +94,16 @@ namespace GameClass.GameObj
}
}

public AtomicBool CanMove { get; }
private AtomicBool canMove = new(false);
public AtomicBool CanMove { get => canMove; }

public bool IsAvailableForMove => !IsMoving && CanMove && !IsRemoved; // 是否能接收移动指令

/// <summary>
/// 移动速度
/// </summary>
public AtomicInt MoveSpeed { get; }
private AtomicInt moveSpeed = new(0);
public AtomicInt MoveSpeed { get => moveSpeed; }
/// <summary>
/// 原初移动速度
/// </summary>


+ 2
- 2
logic/GameClass/GameObj/Prop/Gadget.cs View File

@@ -24,8 +24,8 @@ namespace GameClass.GameObj
public Gadget(XY initPos, int radius = GameData.propRadius) :
base(initPos, radius, GameObjType.Gadget)
{
this.CanMove.Set(false);
this.MoveSpeed.Set(GameData.propMoveSpeed);
this.CanMove.SetReturnOri(false);
this.MoveSpeed.SetReturnOri(GameData.propMoveSpeed);
}
}
public abstract class Tool : Gadget


+ 2
- 2
logic/GameClass/GameObj/Prop/Item.cs View File

@@ -17,8 +17,8 @@ namespace GameClass.GameObj
public Item(XY initPos, int radius = GameData.propRadius) :
base(initPos, radius, GameObjType.Item)
{
this.CanMove.Set(false);
this.MoveSpeed.Set(0);
this.CanMove.SetReturnOri(false);
this.MoveSpeed.SetReturnOri(0);
}
}



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

@@ -102,7 +102,7 @@ namespace GameEngine
lock (obj.ActionLock)
{
if (!obj.IsAvailableForMove) { EndMove(obj); return; }
obj.IsMoving.Set(true);
obj.IsMoving.SetReturnOri(true);
}

new Thread
@@ -139,7 +139,7 @@ namespace GameEngine

if (isEnded)
{
obj.IsMoving.Set(false);
obj.IsMoving.SetReturnOri(false);
EndMove(obj);
return;
}
@@ -184,7 +184,7 @@ namespace GameEngine
}
if (isEnded)
{
obj.IsMoving.Set(false);
obj.IsMoving.SetReturnOri(false);
EndMove(obj);
return;
}
@@ -224,7 +224,7 @@ namespace GameEngine
}
} while (flag);
}
obj.IsMoving.Set(false); // 结束移动
obj.IsMoving.SetReturnOri(false); // 结束移动
EndMove(obj);
}
}


+ 5
- 5
logic/Gaming/ActionManager.cs View File

@@ -199,7 +199,7 @@ namespace Gaming
}
else if (!GameData.ApproachToInteract(playerTreated.Position, player.Position)) return false;

if (playerTreated.HP == playerTreated.MaxHp) return false;
if (playerTreated.HP == playerTreated.HP.GetMaxV()) return false;

long stateNumTreated = playerTreated.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treated);
if (stateNumTreated == -1) return false;
@@ -321,7 +321,7 @@ namespace Gaming
if (playerRescued.AddTimeOfRescue(GameData.checkInterval))
{
playerRescued.SetPlayerStateNaturally();
playerRescued.SetHP(playerRescued.MaxHp / 2);
playerRescued.HP.SetPositiveV(playerRescued.HP.GetMaxV() / 2);
player.AddScore(GameData.StudentScoreRescue);
return false;
}
@@ -369,7 +369,7 @@ namespace Gaming
return;
}
else
if (!chestToOpen.Open(player))
if (!chestToOpen.OpenProgress.Start((long)(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest)))
{
player.ThreadNum.Release();
player.SetPlayerStateNaturally();
@@ -450,12 +450,12 @@ namespace Gaming
player.ReSetPos(windowToPlayer + windowForClimb.Position);
}

player.MoveSpeed.Set(player.SpeedOfClimbingThroughWindows);
player.MoveSpeed.SetReturnOri(player.SpeedOfClimbingThroughWindows);
moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);

Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));

player.MoveSpeed.Set(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed));
player.MoveSpeed.SetReturnOri(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed));

lock (player.ActionLock)
{


+ 3
- 3
logic/Gaming/AttackManager.cs View File

@@ -33,7 +33,7 @@ namespace Gaming
Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty)
BulletBomb((Bullet)obj, null);
obj.CanMove.Set(false);
obj.CanMove.SetReturnOri(false);
}
);
this.characterManager = characterManager;
@@ -89,7 +89,7 @@ namespace Gaming
{
if (gameMap.Remove(bullet))
{
bullet.CanMove.Set(false);
bullet.CanMove.SetReturnOri(false);
if (bullet.BulletBombRange > 0)
{
BombedBullet bombedBullet = new(bullet);
@@ -203,7 +203,7 @@ namespace Gaming
{ // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
if (!player.Commandable()) return false;

Bullet? bullet = player.Attack(angle, gameMap.Timer.nowTime());
Bullet? bullet = player.Attack(angle);

if (bullet != null)
{


+ 8
- 41
logic/Gaming/CharacterManager.cs View File

@@ -57,41 +57,8 @@ namespace Gaming
}
gameMap.Add(newPlayer);

newPlayer.TeamID = teamID;
newPlayer.PlayerID = playerID;
/* #region 人物装弹
new Thread
(
() =>
{
while (!gameMap.Timer.IsGaming)
Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
long lastTime = Environment.TickCount64;
new FrameRateTaskExecutor<int>(
loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved,
loopToDo: () =>
{
long nowTime = Environment.TickCount64;
if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
lastTime = nowTime;
else if (nowTime - lastTime >= newPlayer.CD)
{
_ = newPlayer.TryAddBulletNum();
lastTime = nowTime;
}
},
timeInterval: GameData.checkInterval,
finallyReturn: () => 0
)
{
AllowTimeExceed = true,
}
.Start();
}
)
{ IsBackground = true }.Start();
#endregion
*/
newPlayer.TeamID.SetReturnOri(teamID);
newPlayer.PlayerID.SetReturnOri(playerID);
#region BGM,牵制得分更新
new Thread
(
@@ -311,7 +278,7 @@ namespace Gaming

if (student.CharacterType == CharacterType.StraightAStudent)
{
((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.Set(0);
((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.SetReturnOri(0);
}
student.SetDegreeOfTreatment0();

@@ -322,10 +289,10 @@ namespace Gaming
{
if (bullet.HasSpear)
{
long subHp = student.SubHp(bullet.AP);
long subHp = student.HP.SubPositiveV(bullet.AP);
Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear);
bullet.Parent.AddHP((long)bullet.Parent.Vampire * subHp);
bullet.Parent.HP.AddPositiveV((long)bullet.Parent.Vampire * subHp);
}
else return;
}
@@ -334,12 +301,12 @@ namespace Gaming
long subHp;
if (bullet.HasSpear)
{
subHp = student.SubHp(bullet.AP + GameData.ApSpearAdd);
subHp = student.HP.SubPositiveV(bullet.AP + GameData.ApSpearAdd);
Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString());
}
else
{
subHp = student.SubHp(bullet.AP);
subHp = student.HP.SubPositiveV(bullet.AP);
Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString());
}
bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp));
@@ -348,7 +315,7 @@ namespace Gaming
student.AddScore(subHp * GameData.factorOfScoreWhenTeacherAttacked / GameData.basicApOfGhost / FactorTeacher);
}

bullet.Parent.AddHP((long)(bullet.Parent.Vampire * subHp));
bullet.Parent.HP.AddPositiveV((long)(bullet.Parent.Vampire * subHp));
}
if (student.HP <= 0)
student.TryActivatingLIFE(); // 如果有复活甲


+ 2
- 2
logic/Gaming/Game.cs View File

@@ -84,7 +84,7 @@ namespace Gaming
else
{
#if DEBUG
Console.WriteLine($"PlayerID:{playerID} player does not exists!");
Console.WriteLine($"playerID:{playerID} player does not exists!");
#endif
return false;

@@ -326,7 +326,7 @@ namespace Gaming
{
foreach (Character player in gameMap.GameObjDict[GameObjType.Character])
{
player.CanMove.Set(false);
player.CanMove.SetReturnOri(false);
}
}
gameMap.GameObjDict[keyValuePair.Key].Clear();


+ 2
- 2
logic/Gaming/PropManager.cs View File

@@ -44,9 +44,9 @@ namespace Gaming
break;
case PropType.AddHpOrAp:
if (!player.IsGhost())
if (player.HP < player.MaxHp)
if (player.HP < player.HP.GetMaxV())
{
player.AddHP(GameData.basicTreatmentDegree / 2);
player.HP.AddPositiveV(GameData.basicTreatmentDegree / 2);
player.AddScore(GameData.ScorePropAddHp);
}
else player.AddAp(GameData.PropDuration);


+ 6
- 6
logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs View File

@@ -196,7 +196,7 @@ namespace Gaming
}
if (homingMissile != null)
{
homingMissile.CanMove.Set(true);
homingMissile.CanMove.SetReturnOri(true);
attackManager.moveEngine.MoveObj(homingMissile, GameData.checkIntervalWhenSparksNSplash - 1, (whoAttacked.Position - homingMissile.Position).Angle(), ++homingMissile.StateNum);
}
},
@@ -227,7 +227,7 @@ namespace Gaming
if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player))
gameMap.AddNumOfRepairedGenerators();
Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
((WriteAnswers)activeSkill).DegreeOfMeditation.Set(0);
((WriteAnswers)activeSkill).DegreeOfMeditation.SetReturnOri(0);
}
},
() =>
@@ -349,7 +349,7 @@ namespace Gaming
|| character.PlayerState == PlayerStateType.ClimbingThroughWindows)
&& XY.DistanceFloor3(character.Position, player.Position) <= player.ViewRange / 3)
{
int stunTime = (GameData.timeOfGhostStunnedWhenPunish + (int)((GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP) / GameData.basicApOfGhost))) / characterManager.FactorTeacher;
int stunTime = (GameData.timeOfGhostStunnedWhenPunish + (int)((GameData.factorOfTimeStunnedWhenPunish * (player.HP.GetMaxV() - player.HP) / GameData.basicApOfGhost))) / characterManager.FactorTeacher;
if (CharacterManager.BeStunned(character, stunTime) > 0)
player.AddScore(GameData.StudentScoreTrickerBeStunned(stunTime) / characterManager.FactorTeacher);
break;
@@ -421,7 +421,7 @@ namespace Gaming
if ((character.PlayerState == PlayerStateType.Addicted) && gameMap.CanSee(player, character))
{
character.SetPlayerStateNaturally();
character.SetHP(GameData.RemainHpWhenAddLife);
character.HP.SetPositiveV(GameData.RemainHpWhenAddLife);
((Student)character).SetTimeOfRescue(0);
player.AddScore(GameData.StudentScoreRescue);
break;
@@ -449,10 +449,10 @@ namespace Gaming
{
foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
{
if ((character.HP < character.MaxHp) && gameMap.CanSee(player, character))
if ((character.HP < character.HP.GetMaxV()) && gameMap.CanSee(player, character))
{
player.AddScore(GameData.StudentScoreTreat(GameData.addHpWhenEncourage));
character.AddHP(GameData.addHpWhenEncourage);
character.HP.AddPositiveV(GameData.addHpWhenEncourage);
((Student)character).SetDegreeOfTreatment0();
break;
}


+ 1
- 1
logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs View File

@@ -26,7 +26,7 @@ namespace Gaming // 被动技能开局时就释放,持续到游戏结束
() =>
{
if (player.Commandable() && player.PlayerState != PlayerStateType.Fixing) activeSkill.DegreeOfMeditation.Add(learningDegree * GameData.frameDuration);
else activeSkill.DegreeOfMeditation.Set(0);
else activeSkill.DegreeOfMeditation.SetReturnOri(0);
//Debugger.Output(player, "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
},
timeInterval: GameData.frameDuration,


+ 4
- 6
logic/Preparation/Interface/ICharacter.cs View File

@@ -1,13 +1,11 @@
using System;
using Preparation.Utility;
using Preparation.Utility;

namespace Preparation.Interface
{
public interface ICharacter : IMoveable
{
public long TeamID { get; }
public long HP { get; }
public long AddHP(long add);
public AtomicLong TeamID { get; }
public LongWithVariableRange HP { get; }
public long Score { get; }
public void AddScore(long add);
public double Vampire { get; }
@@ -15,7 +13,7 @@ namespace Preparation.Interface
public BulletType BulletOfPlayer { get; set; }
public CharacterType CharacterType { get; }
public ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType);
public int UpdateBulletNum(int time);
public IntNumUpdateByCD BulletNum { get; }
public long SetPlayerState(RunningStateType running, PlayerStateType value = PlayerStateType.Null, IGameObj? obj = null);
public bool ResetPlayerState(long state, RunningStateType running = RunningStateType.Null, PlayerStateType value = PlayerStateType.Null, IGameObj? obj = null);



+ 0
- 9
logic/Preparation/Interface/IChest.cs View File

@@ -1,9 +0,0 @@
using Preparation.Utility;

namespace Preparation.Interface
{
public interface IChest : IGameObj
{
public void StopOpen();
}
}

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

@@ -174,7 +174,8 @@ namespace Preparation.Interface
public override int SkillCD => GameData.commonSkillCD;
public override int DurationTime => 0;

public AtomicInt DegreeOfMeditation { get; } = new(0);
private AtomicInt degreeOfMeditation = new(0);
public AtomicInt DegreeOfMeditation { get => degreeOfMeditation; }
}

public class SummonGolem : ActiveSkill


+ 603
- 20
logic/Preparation/Utility/SafeValue.cs View File

@@ -5,7 +5,7 @@ namespace Preparation.Utility
{
//理论上结构体最好不可变,这里采用了可变结构。
//其对应属性不应当有set访问器,避免不安全的=赋值
public struct AtomicInt
public class AtomicInt
{
private int v;
public AtomicInt(int x)
@@ -15,20 +15,39 @@ namespace Preparation.Utility
public override string ToString() => Interlocked.CompareExchange(ref v, -1, -1).ToString();
public int Get() => Interlocked.CompareExchange(ref v, -1, -1);
public static implicit operator int(AtomicInt aint) => Interlocked.CompareExchange(ref aint.v, -1, -1);
public int Set(int value) => Interlocked.Exchange(ref v, value);
/// <returns>返回操作前的值</returns>
public int SetReturnOri(int value) => Interlocked.Exchange(ref v, value);
public int Add(int x) => Interlocked.Add(ref v, x);
public int Sub(int x) => Interlocked.Add(ref v, -x);
public int Inc() => Interlocked.Increment(ref v);
public int Dec() => Interlocked.Decrement(ref v);

public void CompareExchange(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
/// <returns>返回操作前的值</returns>
public int CompareExReturnOri(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
}
public struct AtomicBool

public class AtomicLong
{
private long v;
public AtomicLong(long x)
{
v = x;
}
public override string ToString() => Interlocked.Read(ref v).ToString();
public long Get() => Interlocked.Read(ref v);
public static implicit operator long(AtomicLong aint) => Interlocked.Read(ref aint.v);
/// <returns>返回操作前的值</returns>
public long SetReturnOri(long value) => Interlocked.Exchange(ref v, value);
public long Add(long x) => Interlocked.Add(ref v, x);
public long Sub(long x) => Interlocked.Add(ref v, -x);
public long Inc() => Interlocked.Increment(ref v);
public long Dec() => Interlocked.Decrement(ref v);
/// <returns>返回操作前的值</returns>
public long CompareExReturnOri(long newV, long compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
}

public class AtomicBool
{
private int v;//v==0为false,v!=0(v==1或v==-1)为true
private int v;//v==0为false,v==1为true
public AtomicBool(bool x)
{
v = x ? 1 : 0;
@@ -36,50 +55,113 @@ namespace Preparation.Utility
public override string ToString() => (Interlocked.CompareExchange(ref v, -2, -2) == 0) ? "false" : "true";
public bool Get() => (Interlocked.CompareExchange(ref v, -1, -1) != 0);
public static implicit operator bool(AtomicBool abool) => (Interlocked.CompareExchange(ref abool.v, -1, -1) != 0);

public bool Set(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0);

/// <returns>返回操作前的值</returns>
public bool SetReturnOri(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0);
/// <returns>赋值前的值是否与将赋予的值不相同</returns>
public bool TrySet(bool value)
{
return (Interlocked.CompareExchange(ref v, value ? 1 : 0, value ? 0 : 1) ^ (value ? 1 : 0)) != 0;
}

public bool Invert() => Interlocked.Add(ref v, -1) != 0;
public bool And(bool x) => Interlocked.And(ref v, x ? 1 : 0) != 0;
public bool Or(bool x) => Interlocked.Or(ref v, x ? 1 : 0) != 0;
}
public struct IntProgressContinuously

/// <summary>
/// 根据时间推算Start后完成多少进度的进度条(long)。
/// 只允许Start时修改needTime(请确保大于0);
/// 支持TrySet0使未完成的进度条终止清零;支持Set0使进度条强制终止清零;
/// 通过原子操作实现。
/// </summary>
public class LongProgressByTime
{
private long endT = long.MaxValue;
private long needT;

public IntProgressContinuously(long needTime)
public LongProgressByTime(long needTime)
{
if (needTime <= 0) Debugger.Output("Bug:LongProgressByTime.needTime (" + needTime.ToString() + ") is less than 0.");
this.needT = needTime;
}
public LongProgressByTime()
{
this.needT = 0;
}
public long GetEndTime() => Interlocked.CompareExchange(ref endT, -2, -2);
public long GetNeedTime() => Interlocked.CompareExchange(ref needT, -2, -2);
public override string ToString() => "EndTime:" + Interlocked.CompareExchange(ref endT, -2, -2).ToString() + " ms, NeedTime:" + Interlocked.CompareExchange(ref needT, -2, -2).ToString() + " ms";
public bool IsFinished()
{
return Interlocked.CompareExchange(ref endT, -2, -2) <= Environment.TickCount64;
}
public bool IsOpened() => Interlocked.Read(ref endT) != long.MaxValue;
/// <summary>
/// GetProgress<0则表明未开始
/// </summary>
public long GetProgress()
{
long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64;
if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2);
return Interlocked.CompareExchange(ref needT, -2, -2) - cutime;
}
public long GetNonNegativeProgress()
{
long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64;
if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2);
long progress = Interlocked.CompareExchange(ref needT, -2, -2) - cutime;
return progress < 0 ? 0 : progress;
}
/// <summary>
/// GetProgress<0则表明未开始
/// </summary>
public long GetProgress(long time)
{
long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - time;
if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2);
return Interlocked.CompareExchange(ref needT, -2, -2) - cutime;
}
public long GetNonNegativeProgress(long time)
{
long cutime = Interlocked.Read(ref endT) - time;
if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2);
long progress = Interlocked.CompareExchange(ref needT, -2, -2) - cutime;
return progress < 0 ? 0 : progress;
}
/// <summary>
/// <0则表明未开始
/// </summary>
public static implicit operator long(LongProgressByTime pLong) => pLong.GetProgress();

/// <summary>
/// GetProgressDouble<0则表明未开始
/// </summary>
public double GetProgressDouble()
{
long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64;
if (cutime <= 0) return 1;
return 1.0 - ((double)cutime / Interlocked.CompareExchange(ref needT, -2, -2));
long needTime = Interlocked.CompareExchange(ref needT, -2, -2);
if (needTime == 0) return 0;
return 1.0 - ((double)cutime / needTime);
}
public double GetNonNegativeProgressDouble(long time)
{
long cutime = Interlocked.Read(ref endT) - time;
if (cutime <= 0) return 1;
long needTime = Interlocked.CompareExchange(ref needT, -2, -2);
if (needTime <= cutime) return 0;
return 1.0 - ((double)cutime / needTime);
}

public bool Start(long needTime)
{
if (needTime <= 0)
{
Debugger.Output("Warning:Start LongProgressByTime with the needTime (" + needTime.ToString() + ") which is less than 0.");
return false;
}
//规定只有Start可以修改needT,且需要先访问endTime,从而避免锁(某种程度上endTime可以认为是needTime的锁)
if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false;
if (needTime <= 2) Debugger.Output("Warning:the field of IntProgressContinuously is " + needTime.ToString() + ",which is too small.");
Interlocked.Exchange(ref this.needT, needTime);
if (needTime <= 2) Debugger.Output("Warning:the field of LongProgressByTime is " + needTime.ToString() + ",which is too small.");
Interlocked.Exchange(ref needT, needTime);
return true;
}
public bool Start()
@@ -88,12 +170,513 @@ namespace Preparation.Utility
if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false;
return true;
}
/// <summary>
/// 使进度条强制终止清零
/// </summary>
public void Set0() => Interlocked.Exchange(ref endT, long.MaxValue);
public void TryStop()
/// <summary>
/// 使未完成的进度条终止清零
/// </summary>
public bool TrySet0()
{
if (Environment.TickCount64 < Interlocked.CompareExchange(ref endT, -2, -2))
{
Interlocked.Exchange(ref endT, long.MaxValue);
return true;
}
return false;
}
//增加其他新的写操作可能导致不安全
}

/*
/// <summary>
/// 记录(不是根据时间)完成多少进度的进度条(long)。
/// </summary>
public struct IntProgressByAdding
{
private int completedProgress = -1;
private int requiredProgress;
public IntProgressByAdding(int completedProgress, int requiredProgress)
{
this.completedProgress = completedProgress;
this.requiredProgress = requiredProgress;
}
public IntProgressByAdding(int requiredProgress)
{
this.requiredProgress = requiredProgress;
}
public IntProgressByAdding()
{
this.requiredProgress=int.MaxValue;
}
}
*/

/// <summary>
/// 一个保证在[0,maxValue]的可变int,支持可变的maxValue(请确保大于0)
/// </summary>
public class IntWithVariableRange
{
private int v;
private int maxV;
private readonly object vLock = new();
public IntWithVariableRange(int value, int maxValue)
{
if (maxValue < 0)
{
Debugger.Output("Warning:Try to set IntWithVariableRange.maxValue to " + maxValue.ToString() + ".");
maxValue = 0;
}
v = value < maxValue ? value : maxValue;
this.maxV = maxValue;
}
/// <summary>
/// 默认使Value=maxValue
/// </summary>
public IntWithVariableRange(int maxValue)
{
if (maxValue < 0)
{
Debugger.Output("Warning:Try to set IntWithVariableRange.maxValue to " + maxValue.ToString() + ".");
maxValue = 0;
}
v = this.maxV = maxValue;
}
public IntWithVariableRange()
{
v = this.maxV = int.MaxValue;
}

public override string ToString()
{
lock (vLock)
{
return "value:" + v.ToString() + " ,maxValue:" + maxV.ToString();
}
}
public int GetValue() { lock (vLock) return v; }
public static implicit operator int(IntWithVariableRange aint) => aint.GetValue();
public int GetMaxV() { lock (vLock) return maxV; }

/// <summary>
/// 若maxValue<=0则maxValue设为0并返回False
/// </summary>
public bool SetMaxV(int maxValue)
{
if (maxValue < 0) maxValue = 0;
lock (vLock)
{
maxV = maxValue;
if (v > maxValue) v = maxValue;
}
return maxValue > 0;
}
/// <summary>
/// 应当保证该maxValue>=0
/// </summary>
public void SetPositiveMaxV(int maxValue)
{
lock (vLock)
{
maxV = maxValue;
if (v > maxValue) v = maxValue;
}
}
/// <summary>
/// 应当保证该value>=0
/// </summary>
public int SetPositiveV(int value)
{
lock (vLock)
{
return v = (value > maxV) ? maxV : value;
}
}
public int SetV(int value)
{
if (value < 0) value = 0;
lock (vLock)
{
return v = (value > maxV) ? maxV : value;
}
}
/// <summary>
/// 返回实际改变量
/// </summary>
public int AddV(int addV)
{
lock (vLock)
{
int previousV = v;
v += addV;
if (v < 0) v = 0;
if (v > maxV) v = maxV;
return v - previousV;
}
}
/// <summary>
/// 应当保证该增加值大于0,返回实际改变量
/// </summary>
public int AddPositiveV(int addPositiveV)
{
lock (vLock)
{
addPositiveV = Math.Min(addPositiveV, maxV - v);
v += addPositiveV;
}
return addPositiveV;
}
/// <summary>
/// 应当保证该减少值大于0,返回实际改变量
/// </summary>
public int SubPositiveV(int subPositiveV)
{
lock (vLock)
{
subPositiveV = Math.Min(subPositiveV, v);
v -= subPositiveV;
}
return subPositiveV;
}

/// <summary>
/// 试图加到满,如果无法加到maxValue则不加并返回-1
/// </summary>
public int TryAddAll(int addV)
{
lock (vLock)
{
if (maxV - v <= addV)
{
addV = maxV - v;
v = maxV;
return addV;
}
return 0;
}
}
}

/// <summary>
/// 一个保证在[0,maxValue]的可变long,支持可变的maxValue(请确保大于0)
/// </summary>
public class LongWithVariableRange
{
private long v;
private long maxV;
private readonly object vLock = new();
public LongWithVariableRange(long value, long maxValue)
{
if (maxValue < 0)
{
Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + ".");
maxValue = 0;
}
v = value < maxValue ? value : maxValue;
this.maxV = maxValue;
}
/// <summary>
/// 默认使Value=maxValue
/// </summary>
public LongWithVariableRange(long maxValue)
{
if (maxValue < 0)
{
Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + ".");
maxValue = 0;
}
v = this.maxV = maxValue;
}
public LongWithVariableRange()
{
v = this.maxV = long.MaxValue;
}

public override string ToString()
{
lock (vLock)
{
return "value:" + v.ToString() + " ,maxValue:" + maxV.ToString();
}
}
public long GetValue() { lock (vLock) return v; }
public static implicit operator long(LongWithVariableRange aint) => aint.GetValue();
public long GetMaxV() { lock (vLock) return maxV; }

/// <summary>
/// 若maxValue<=0则maxValue设为0并返回False
/// </summary>
public bool SetMaxV(long maxValue)
{
if (maxValue < 0) maxValue = 0;
lock (vLock)
{
maxV = maxValue;
if (v > maxValue) v = maxValue;
}
return maxValue > 0;
}
/// <summary>
/// 应当保证该maxValue>=0
/// </summary>
public void SetPositiveMaxV(long maxValue)
{
lock (vLock)
{
maxV = maxValue;
if (v > maxValue) v = maxValue;
}
}
/// <summary>
/// 应当保证该value>=0
/// </summary>
public long SetPositiveV(long value)
{
lock (vLock)
{
return v = (value > maxV) ? maxV : value;
}
}
public long SetV(long value)
{
if (value < 0) value = 0;
lock (vLock)
{
return v = (value > maxV) ? maxV : value;
}
}
/// <summary>
/// 返回实际改变量
/// </summary>
public long AddV(long addV)
{
lock (vLock)
{
long previousV = v;
v += addV;
if (v < 0) v = 0;
if (v > maxV) v = maxV;
return v - previousV;
}
}
/// <summary>
/// 应当保证该增加值大于0,返回实际改变量
/// </summary>
public long AddPositiveV(long addPositiveV)
{
lock (vLock)
{
addPositiveV = Math.Min(addPositiveV, maxV - v);
v += addPositiveV;
}
return addPositiveV;
}
/// <summary>
/// 应当保证该减少值大于0,返回实际改变量
/// </summary>
public long SubPositiveV(long subPositiveV)
{
lock (vLock)
{
subPositiveV = Math.Min(subPositiveV, v);
v -= subPositiveV;
}
return subPositiveV;
}

/// <summary>
/// 试图加到满,如果无法加到maxValue则不加并返回-1
/// </summary>
public long TryAddAll(long addV)
{
lock (vLock)
{
if (maxV - v <= addV)
{
addV = maxV - v;
v = maxV;
return addV;
}
return -1;
}
}
}

/// <summary>
/// 一个保证在[0,maxNum],每CDms自动更新的可变int,支持可变的CD、maxNum(请确保大于0)
/// </summary>
public class IntNumUpdateByCD
{
private int num;
private int maxNum;
private int cd;
private long updateTime = 0;
private readonly object numLock = new();
public IntNumUpdateByCD(int num, int maxNum, int cd)
{
if (num < 0) Debugger.Output("Bug:IntNumUpdateByCD.num (" + num.ToString() + ") is less than 0.");
if (maxNum < 0) Debugger.Output("Bug:IntNumUpdateByCD.maxNum (" + maxNum.ToString() + ") is less than 0.");
if (cd <= 0) Debugger.Output("Bug:IntNumUpdateByCD.cd (" + cd.ToString() + ") is less than 0.");
this.num = (num < maxNum) ? num : maxNum;
this.maxNum = maxNum;
this.cd = cd;
this.updateTime = Environment.TickCount64;
}
/// <summary>
/// 默认使num=maxNum
/// </summary>
public IntNumUpdateByCD(int maxNum, int cd)
{
if (maxNum < 0) Debugger.Output("Bug:IntNumUpdateByCD.maxNum (" + maxNum.ToString() + ") is less than 0.");
if (cd <= 0) Debugger.Output("Bug:IntNumUpdateByCD.cd (" + cd.ToString() + ") is less than 0.");
this.num = this.maxNum = maxNum;
this.cd = cd;
}
public IntNumUpdateByCD()
{
this.num = this.maxNum = 0;
this.cd = int.MaxValue;
}

public int GetMaxNum() { lock (numLock) return maxNum; }
public int GetCD() { lock (numLock) return cd; }
public int GetNum(long time)
{
lock (numLock)
{
if (num < maxNum && time - updateTime >= cd)
{
int add = (int)Math.Min(maxNum - num, (time - updateTime) / cd);
updateTime += add * cd;
return (num += add);
}
return num;
}
}
public static implicit operator int(IntNumUpdateByCD aint) => aint.GetNum(Environment.TickCount64);

/// <summary>
/// 应当保证该subV>=0
/// </summary>
public int TrySub(int subV)
{
if (subV < 0) Debugger.Output("Bug:IntNumUpdateByCD Try to sub " + subV.ToString() + ", which is less than 0.");
long time = Environment.TickCount64;
lock (numLock)
{
if (num < maxNum && time - updateTime >= cd)
{
int add = (int)Math.Min(maxNum - num, (time - updateTime) / cd);
updateTime += add * cd;
num += add;
}
if (num == maxNum) updateTime = time;
num -= subV = Math.Min(subV, num);
}
return subV;
}
/// <summary>
/// 应当保证该addV>=0
/// </summary>
public void TryAdd(int addV)
{
if (addV < 0) Debugger.Output("Bug:IntNumUpdateByCD Try to add " + addV.ToString() + ", which is less than 0.");
lock (numLock)
{
num += Math.Min(addV, maxNum - num);
}
}
/// <summary>
/// 若maxNum<=0则maxNum及Num设为0并返回False
/// </summary>
public bool SetMaxNumAndNum(int maxNum)
{
if (maxNum < 0) maxNum = 0;
lock (numLock)
{
this.num = this.maxNum = maxNum;
}
return maxNum > 0;
}
/// <summary>
/// 应当保证该maxnum>=0
/// </summary>
public void SetPositiveMaxNumAndNum(int maxNum)
{
lock (numLock)
{
this.num = this.maxNum = maxNum;
}
}
/// <summary>
/// 应当保证该maxnum>=0
/// </summary>
public void SetPositiveMaxNum(int maxNum)
{
lock (numLock)
{
if ((this.maxNum = maxNum) < num)
num = maxNum;
}
}
/// <summary>
/// 若maxNum<=0则maxNum及Num设为0并返回False
/// </summary>
public bool SetMaxNum(int maxNum)
{
if (maxNum < 0) maxNum = 0;
lock (numLock)
{
if ((this.maxNum = maxNum) < num)
num = maxNum;
}
return maxNum > 0;
}
/// <summary>
/// 若num<0则num设为0并返回False
/// </summary>
public bool SetNum(int num)
{
lock (numLock)
{
if (num < 0)
{
this.num = 0;
updateTime = Environment.TickCount64;
return false;
}
if (num < maxNum)
{
if (this.num == maxNum) updateTime = Environment.TickCount64;
this.num = num;
}
else this.num = maxNum;
return true;
}
}
/// <summary>
/// 应当保证该num>=0
/// </summary>
public void SetPositiveNum(int num)
{
lock (numLock)
{
if (num < maxNum)
{
if (this.num == maxNum) updateTime = Environment.TickCount64;
this.num = num;
}
else this.num = maxNum;
}
}
public void SetCD(int cd)
{
lock (numLock)
{
if (cd <= 0) Debugger.Output("Bug:SetReturnOri IntNumUpdateByCD.cd to " + cd.ToString() + ".");
this.cd = cd;
}
}
//增加新的写操作可能导致不安全
}
}
}

+ 3
- 5
logic/Server/CopyInfo.cs View File

@@ -269,17 +269,15 @@ namespace Server
}
private static MessageOfObj Chest(Chest chest, long time)
{
MessageOfObj msg = new()
return new()
{
ChestMessage = new()
{
X = chest.Position.x,
Y = chest.Position.y
Y = chest.Position.y,
Progress = (int)(chest.OpenProgress.GetNonNegativeProgressDouble(time) * GameData.degreeOfOpenedChest)
}
};
int progress = (chest.WhoOpen != null) ? (((int)(time - chest.OpenStartTime)) * chest.WhoOpen.SpeedOfOpenChest) : 0;
msg.ChestMessage.Progress = (progress > GameData.degreeOfOpenedChest) ? GameData.degreeOfOpenedChest : progress;
return msg;
}
}
}

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