From 3c14fd18b0032e8ccd94ae8a19721bd62df40170 Mon Sep 17 00:00:00 2001
From: TCL <1620508360@qq.com>
Date: Thu, 5 Jan 2023 19:54:31 +0800
Subject: [PATCH 01/13] chore: ready to pull
---
logic/Server/Server.csproj | 1 +
1 file changed, 1 insertion(+)
diff --git a/logic/Server/Server.csproj b/logic/Server/Server.csproj
index 93ee7eb..0df73ad 100644
--- a/logic/Server/Server.csproj
+++ b/logic/Server/Server.csproj
@@ -20,6 +20,7 @@
+
From 88a691e48ed3aacff0f3c66aa5d95a1b4f478dd8 Mon Sep 17 00:00:00 2001
From: shangfengh <3495281661@qq.com>
Date: Sat, 11 Mar 2023 00:58:06 +0800
Subject: [PATCH 02/13] feat: :sparkles: add alertness radius, concealment and
BgmDictionary
---
...ter.SkillManager.cs => Character.Skill.cs} | 8 +-
.../GameClass/GameObj/Character/Character.cs | 39 ++++++
logic/Gaming/ActionManager.cs | 5 +-
logic/Gaming/AttackManager.cs | 7 +-
logic/Gaming/Game.cs | 132 +++++++++++++-----
logic/Preparation/Interface/IOccupation.cs | 17 ++-
logic/Preparation/Utility/GameData.cs | 7 +
logic/规则Logic.md | 24 ++--
8 files changed, 179 insertions(+), 60 deletions(-)
rename logic/GameClass/GameObj/Character/{Character.SkillManager.cs => Character.Skill.cs} (95%)
diff --git a/logic/GameClass/GameObj/Character/Character.SkillManager.cs b/logic/GameClass/GameObj/Character/Character.Skill.cs
similarity index 95%
rename from logic/GameClass/GameObj/Character/Character.SkillManager.cs
rename to logic/GameClass/GameObj/Character/Character.Skill.cs
index f657030..825bf75 100644
--- a/logic/GameClass/GameObj/Character/Character.SkillManager.cs
+++ b/logic/GameClass/GameObj/Character/Character.Skill.cs
@@ -53,11 +53,7 @@ namespace GameClass.GameObj
public bool IsGhost()
{
- return this.CharacterType switch
- {
- CharacterType.Assassin => true,
- _ => false,
- };
+ return GameData.IsGhost(CharacterType);
}
protected Character(XY initPos, int initRadius, CharacterType characterType) :
@@ -88,6 +84,8 @@ namespace GameClass.GameObj
this.bulletNum = maxBulletNum;
this.bulletOfPlayer = Occupation.InitBullet;
this.OriBulletOfPlayer = Occupation.InitBullet;
+ this.concealment = Occupation.Concealment;
+ this.alertnessRadius = Occupation.AlertnessRadius;
this.characterType = characterType;
foreach (var activeSkill in this.Occupation.ListOfIActiveSkill)
diff --git a/logic/GameClass/GameObj/Character/Character.cs b/logic/GameClass/GameObj/Character/Character.cs
index ea17b85..8de5763 100644
--- a/logic/GameClass/GameObj/Character/Character.cs
+++ b/logic/GameClass/GameObj/Character/Character.cs
@@ -175,6 +175,45 @@ namespace GameClass.GameObj
}
}
+ private Dictionary bgmDictionary = new();
+ public Dictionary BgmDictionary
+ {
+ get => bgmDictionary;
+ set
+ {
+ lock (gameObjLock)
+ {
+ bgmDictionary = value;
+ }
+ }
+ }
+
+ private int alertnessRadius;
+ public int AlertnessRadius
+ {
+ get => alertnessRadius;
+ set
+ {
+ lock (gameObjLock)
+ {
+ alertnessRadius = value;
+ }
+ }
+ }
+
+ private double concealment;
+ public double Concealment
+ {
+ get => concealment;
+ set
+ {
+ lock (gameObjLock)
+ {
+ concealment = value;
+ }
+ }
+ }
+
///
/// 进行一次远程攻击
///
diff --git a/logic/Gaming/ActionManager.cs b/logic/Gaming/ActionManager.cs
index e10c668..6290dac 100644
--- a/logic/Gaming/ActionManager.cs
+++ b/logic/Gaming/ActionManager.cs
@@ -1,4 +1,5 @@
using System;
+using System.Numerics;
using System.Runtime.InteropServices;
using System.Threading;
using GameClass.GameObj;
@@ -38,7 +39,7 @@ namespace Gaming
public bool Fix(Student player)// 自动检查有无发电机可修
{
- if (player.PlayerState != PlayerStateType.Null || player.IsGhost())
+ if (player.IsGhost() || (player.PlayerState != PlayerStateType.Null && player.PlayerState != PlayerStateType.IsMoving))
return false;
Generator? generatorForFix = null;
@@ -72,7 +73,7 @@ namespace Gaming
loopCondition: () => player.PlayerState == PlayerStateType.IsFixing && gameMap.Timer.IsGaming && generatorForFix.DegreeOfFRepair < GameData.degreeOfFixedGenerator && GameData.ApproachToInteract(player.Position, generatorForFix.Position),
loopToDo: () =>
{
- return !generatorForFix.Repair(player.FixSpeed * GameData.frameDuration);
+ generatorForFix.Repair(player.FixSpeed * GameData.frameDuration);
},
timeInterval: GameData.frameDuration,
finallyReturn: () => 0
diff --git a/logic/Gaming/AttackManager.cs b/logic/Gaming/AttackManager.cs
index c6f964e..6345176 100644
--- a/logic/Gaming/AttackManager.cs
+++ b/logic/Gaming/AttackManager.cs
@@ -38,7 +38,7 @@ namespace Gaming
);
}
- public void BeAddictedToGame(Student player)
+ private void BeAddictedToGame(Student player)
{
new Thread
(() =>
@@ -68,11 +68,10 @@ namespace Gaming
{ IsBackground = true }.Start();
}
- public void Die(Character player)
+ private void Die(Character player)
{
- player.CanMove = false;
- player.IsResetting = true;
+ player.Die(PlayerStateType.IsDeceased);
// gameMap.GameObjLockDict[GameObjType.Character].EnterWriteLock();
// try
//{
diff --git a/logic/Gaming/Game.cs b/logic/Gaming/Game.cs
index 6bb3949..aaebe29 100644
--- a/logic/Gaming/Game.cs
+++ b/logic/Gaming/Game.cs
@@ -5,6 +5,7 @@ using Preparation.Utility;
using Timothy.FrameRateTask;
using Preparation.Interface;
using GameClass.GameObj;
+using System.Numerics;
namespace Gaming
{
@@ -41,21 +42,14 @@ namespace Gaming
// Console.WriteLine($"x,y: {pos.x},{pos.y}");
Character newPlayer = (GameData.IsGhost(playerInitInfo.characterType)) ? new Ghost(pos, GameData.characterRadius, playerInitInfo.characterType) : new Student(pos, GameData.characterRadius, playerInitInfo.characterType);
- gameMap.GameObjLockDict[GameObjType.Character].EnterWriteLock();
- try
- {
- gameMap.GameObjDict[GameObjType.Character].Add(newPlayer);
- }
- finally
- {
- gameMap.GameObjLockDict[GameObjType.Character].ExitWriteLock();
- }
+ gameMap.Add(newPlayer);
+
// Console.WriteLine($"GameObjDict[GameObjType.Character] length:{gameMap.GameObjDict[GameObjType.Character].Count}");
teamList[(int)playerInitInfo.teamID].AddPlayer(newPlayer);
newPlayer.TeamID = playerInitInfo.teamID;
newPlayer.PlayerID = playerInitInfo.playerID;
-
- new Thread //人物装弹
+ #region 人物装弹
+ new Thread
(
() =>
{
@@ -63,19 +57,16 @@ namespace Gaming
Thread.Sleep(newPlayer.CD);
long lastTime = Environment.TickCount64;
new FrameRateTaskExecutor(
- loopCondition: () => gameMap.Timer.IsGaming,
+ loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
loopToDo: () =>
{
- if (!newPlayer.IsResetting)
+ long nowTime = Environment.TickCount64;
+ if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
+ lastTime = nowTime;
+ if (nowTime - lastTime >= newPlayer.CD)
{
- long nowTime = Environment.TickCount64;
- if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
- lastTime = nowTime;
- if (nowTime - lastTime >= newPlayer.CD)
- {
- _ = newPlayer.TryAddBulletNum();
- lastTime = nowTime;
- }
+ _ = newPlayer.TryAddBulletNum();
+ lastTime = nowTime;
}
},
timeInterval: GameData.checkInterval,
@@ -93,6 +84,91 @@ namespace Gaming
}
)
{ IsBackground = true }.Start();
+ #endregion
+ #region BGM更新
+ new Thread
+ (
+ () =>
+ {
+ while (!gameMap.Timer.IsGaming)
+ Thread.Sleep((int)GameData.checkInterval);
+ new FrameRateTaskExecutor(
+ loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting,
+ loopToDo: () =>
+ {
+ gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
+ try
+ {
+ if (newPlayer.IsGhost())
+ {
+ double bgmVolume = 0;
+ foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
+ {
+ if (!person.IsGhost() && XY.Distance(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
+ {
+ if ((double)newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position) > bgmVolume)
+ bgmVolume = newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position);
+ }
+ }
+ if (bgmVolume > 0)
+ newPlayer.BgmDictionary.Add(BgmType.StudentIsApproaching, bgmVolume);
+ }
+ else
+ {
+ foreach (Character person in gameMap.GameObjDict[GameObjType.Character])
+ {
+ if (person.IsGhost())
+ {
+ if (XY.Distance(newPlayer.Position, person.Position) <= (newPlayer.AlertnessRadius / person.Concealment))
+ newPlayer.BgmDictionary.Add(BgmType.GhostIsComing, (double)newPlayer.AlertnessRadius / XY.Distance(newPlayer.Position, person.Position));
+ break;
+ }
+ }
+ }
+ }
+ finally
+ {
+ gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
+ }
+
+ gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
+ try
+ {
+ double bgmVolume = 0;
+ foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
+ {
+ if (XY.Distance(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius)
+ {
+ if ((double)newPlayer.AlertnessRadius * generator.DegreeOfFRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position) > bgmVolume)
+ bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfFRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position);
+ }
+ }
+ if (bgmVolume > 0)
+ newPlayer.BgmDictionary.Add(BgmType.StudentIsApproaching, bgmVolume);
+ }
+
+
+ finally
+ {
+ gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
+ }
+ },
+ timeInterval: GameData.checkInterval,
+ finallyReturn: () => 0
+ )
+ {
+ AllowTimeExceed = true/*,
+ MaxTolerantTimeExceedCount = 5,
+ TimeExceedAction = exceedTooMuch =>
+ {
+ if (exceedTooMuch) Console.WriteLine("The computer runs too slow that it cannot check the color below the player in time!");
+ }*/
+ }
+ .Start();
+ }
+ )
+ { IsBackground = true }.Start();
+ #endregion
return newPlayer.ID;
}
@@ -100,20 +176,6 @@ namespace Gaming
{
if (gameMap.Timer.IsGaming)
return false;
- gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
- try
- {
- foreach (Character player in gameMap.GameObjDict[GameObjType.Character])
- {
- player.CanMove = true;
-
- player.AddShield(GameData.shieldTimeAtBirth);
- }
- }
- finally
- {
- gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
- }
propManager.StartProducing();
diff --git a/logic/Preparation/Interface/IOccupation.cs b/logic/Preparation/Interface/IOccupation.cs
index 648ebf7..3175d4b 100644
--- a/logic/Preparation/Interface/IOccupation.cs
+++ b/logic/Preparation/Interface/IOccupation.cs
@@ -12,6 +12,8 @@ namespace Preparation.Interface
public int MaxBulletNum { get; }
public List ListOfIActiveSkill { get; }
public List ListOfIPassiveSkill { get; }
+ public double Concealment { get; }
+ public int AlertnessRadius { get; }
}
public interface IGhost : IOccupation
@@ -41,6 +43,12 @@ namespace Preparation.Interface
public List ListOfIActiveSkill => new(new ActiveSkillType[] { ActiveSkillType.BecomeInvisible, ActiveSkillType.UseKnife });
public List ListOfIPassiveSkill => new(new PassiveSkillType[] { });
+
+ public double concealment = GameData.basicConcealment * 1.5;
+ public double Concealment => concealment;
+
+ public int alertnessRadius = (int)(GameData.basicAlertnessRadius * 1.3);
+ public int AlertnessRadius => alertnessRadius;
}
public class Athlete : IStudent
{
@@ -61,6 +69,13 @@ namespace Preparation.Interface
public List ListOfIActiveSkill => new(new ActiveSkillType[] { ActiveSkillType.BeginToCharge });
public List ListOfIPassiveSkill => new(new PassiveSkillType[] { });
- public int FixSpeed => GameData.basicFixSpeed / 10 * 6;
+ public const int fixSpeed = GameData.basicFixSpeed / 10 * 6;
+ public int FixSpeed => fixSpeed;
+
+ public const double concealment = GameData.basicConcealment * 0.9;
+ public double Concealment => concealment;
+
+ public const int alertnessRadius = (int)(GameData.basicAlertnessRadius * 0.9);
+ public int AlertnessRadius => alertnessRadius;
}
}
diff --git a/logic/Preparation/Utility/GameData.cs b/logic/Preparation/Utility/GameData.cs
index 9dbcf60..a581f1b 100644
--- a/logic/Preparation/Utility/GameData.cs
+++ b/logic/Preparation/Utility/GameData.cs
@@ -1,5 +1,6 @@
using System;
using System.Reflection.Metadata.Ecma335;
+using System.Threading;
namespace Preparation.Utility
{
@@ -75,12 +76,15 @@ namespace Preparation.Utility
public const int basicMoveSpeed = 3800; // 基本移动速度,单位:s-1
public const int basicBulletMoveSpeed = 5400; // 基本子弹移动速度,单位:s-1
public const int characterMaxSpeed = 12000; // 最大速度
+ public const double basicConcealment = 1.0;
+ public const int basicAlertnessRadius = 30700;
public const int addScoreWhenKillOneLevelPlayer = 30; // 击杀一级角色获得的加分
public const int commonSkillCD = 30000; // 普通技能标准冷却时间
public const int commonSkillTime = 10000; // 普通技能标准持续时间
public const int bulletRadius = 200; // 默认子弹半径
public const int reviveTime = 30000; // 复活时间
public const int shieldTimeAtBirth = 3000; // 复活时的护盾时间
+
public static XY PosWhoDie = new XY(1, 1);
public static bool IsGhost(CharacterType characterType)
@@ -101,9 +105,12 @@ namespace Preparation.Utility
public const long GemProduceTime = 10000;
public const long PropProduceTime = 10000;
public const int PropDuration = 10000;
+ #endregion
+ #region 物体相关
public const int degreeOfFixedGenerator = 10300000;
#endregion
+
#region 游戏帧相关
public const long checkInterval = 50; // 检查位置标志、补充子弹的帧时长
#endregion
diff --git a/logic/规则Logic.md b/logic/规则Logic.md
index 2beb5b1..661fbc4 100644
--- a/logic/规则Logic.md
+++ b/logic/规则Logic.md
@@ -1,7 +1,7 @@
# 规则Logic
## 说明
-- 版本V1.003
+- 版本V2.0
- 该规则直接服务于Sever,并非选手版本
- *斜体表示Logic底层尚未(完全)实现*
- []表示待决定
@@ -23,13 +23,11 @@
- 底层实现中的属性,不代表界面全部都需要展示,也可能需要额外展示信息
- 只展示外部需要的属性,部分属性被省略
-### Bgm
-- *double bgmVolume*
-- *BgmType bgmType*
- 对于枚举类BgmType
- 1. *不详的感觉:监管者进入(求生者的警戒半径/监管者的隐蔽度)时,求生者收到;监管者距离求生者越近,Bgm音量越大。bgmVolume=(警戒半径/二者距离)*
- 2. *期待搞事的感觉:求生者进入(监管者的警戒半径/求生者的隐蔽度)时,监管者收到;监管者距离求生者越近,Bgm音量2.越大。bgmVolume=(警戒半径/二者距离)*
- 3. *修理电机的声音: 警戒半径内有电机正在被修理时,全员收到;bgmVolume=(警戒半径/二者距离)*电机修理程度/10300000*
+### BgmType
+- 枚举类BgmType
+ 1. 不详的感觉:监管者进入(求生者的警戒半径/监管者的隐蔽度)时,求生者收到;监管者距离求生者越近,Bgm音量越大。bgmVolume=(警戒半径/二者距离)
+ 2. 期待搞事的感觉:求生者进入(监管者的警戒半径/求生者的隐蔽度)时,监管者收到;监管者距离求生者越近,Bgm音量越大。bgmVolume=(警戒半径/可被发觉的最近的求生者距离)
+ 3. 修理电机的声音: 警戒半径内有电机正在被修理时收到;bgmVolume=(警戒半径*电机修理程度/二者距离)/10300000
~~~csharp
public enum BgmType
{
@@ -95,20 +93,20 @@
IsClimbingThroughWindows = 15,
}
~~~
-- *Bgm(数组)*
+- *Bgm(字典)*
- 得分
- ~~回血率/原始回血率~~
- 当前子弹类型
- 原始子弹类型
-- 持有道具*(最多三个)(数组)*
+- 持有道具 *(最多三个)(列表)*
- 是否隐身
- 队伍ID
- 玩家ID
- 当前Buff
- 职业类型
-- 拥有的被动技能(数组)
-- 拥有的主动技能(数组)
-- 各个主动技能CD(数组)
+- 拥有的被动技能(列表)
+- 拥有的主动技能(列表)
+- 各个主动技能CD(字典)
- *警戒半径*
- *double 隐蔽度*
- *翻墙速度*
From 970968d9746dfb618a59017ee169f944a3747278 Mon Sep 17 00:00:00 2001
From: DragonAura
Date: Sat, 11 Mar 2023 23:18:51 +0800
Subject: [PATCH 03/13] feat(CAPI): :sparkles: update new services
---
CAPI/cpp/API/include/API.h | 48 ++++++++++++++++++++-
CAPI/cpp/API/include/logic.h | 7 ++++
CAPI/cpp/API/src/API.cpp | 78 +++++++++++++++++++++++++++++++++++
CAPI/cpp/API/src/DebugAPI.cpp | 72 ++++++++++++++++++++++++++++++++
CAPI/cpp/API/src/logic.cpp | 36 ++++++++++++++++
5 files changed, 240 insertions(+), 1 deletion(-)
diff --git a/CAPI/cpp/API/include/API.h b/CAPI/cpp/API/include/API.h
index 0e99b41..10b03cc 100644
--- a/CAPI/cpp/API/include/API.h
+++ b/CAPI/cpp/API/include/API.h
@@ -61,6 +61,13 @@ public:
virtual bool StartTreatMate() = 0;
virtual bool StartRescueMate() = 0;
+ virtual bool OpenDoor() = 0;
+ virtual bool CloseDoor() = 0;
+ virtual bool SkipWindow() = 0;
+ virtual bool StartOpenGate() = 0;
+ virtual bool StartOpenChest() = 0;
+ virtual bool EndAllAction() = 0;
+
// ITrickerAPI使用的部分
virtual bool Attack(double angle) = 0;
@@ -84,6 +91,14 @@ public:
virtual std::future PickProp(THUAI6::PropType prop) = 0;
virtual std::future UseProp(THUAI6::PropType prop) = 0;
virtual std::future UseSkill(int32_t skillID) = 0;
+ virtual std::future Attack(double angleInRadian) = 0;
+
+ virtual std::future OpenDoor() = 0;
+ virtual std::future CloseDoor() = 0;
+ virtual std::future SkipWindow() = 0;
+ virtual std::future StartOpenGate() = 0;
+ virtual std::future StartOpenChest() = 0;
+ virtual std::future EndAllAction() = 0;
// 发送信息、接受信息,注意收消息时无消息则返回nullopt
virtual std::future SendMessage(int64_t, std::string) = 0;
@@ -149,7 +164,6 @@ class ITrickerAPI : public IAPI
public:
/*****捣蛋鬼阵营的特定函数*****/
- virtual std::future Attack(double angleInRadian) = 0;
[[nodiscard]] virtual std::shared_ptr GetSelfInfo() const = 0;
};
@@ -190,6 +204,15 @@ public:
std::future UseProp(THUAI6::PropType prop) override;
std::future UseSkill(int32_t skillID) override;
+ std::future Attack(double angleInRadian) override;
+
+ std::future OpenDoor() override;
+ std::future CloseDoor() override;
+ std::future SkipWindow() override;
+ std::future StartOpenGate() override;
+ std::future StartOpenChest() override;
+ std::future EndAllAction() override;
+
std::future SendMessage(int64_t, std::string) override;
[[nodiscard]] std::future HaveMessage() override;
[[nodiscard]] std::future>> GetMessage() override;
@@ -256,6 +279,13 @@ public:
std::future UseProp(THUAI6::PropType prop) override;
std::future UseSkill(int32_t skillID) override;
+ std::future OpenDoor() override;
+ std::future CloseDoor() override;
+ std::future SkipWindow() override;
+ std::future StartOpenGate() override;
+ std::future StartOpenChest() override;
+ std::future EndAllAction() override;
+
std::future SendMessage(int64_t, std::string) override;
[[nodiscard]] std::future HaveMessage() override;
[[nodiscard]] std::future>> GetMessage() override;
@@ -312,6 +342,15 @@ public:
std::future UseProp(THUAI6::PropType prop) override;
std::future UseSkill(int32_t skillID) override;
+ std::future Attack() override;
+
+ std::future OpenDoor() override;
+ std::future CloseDoor() override;
+ std::future SkipWindow() override;
+ std::future StartOpenGate() override;
+ std::future StartOpenChest() override;
+ std::future EndAllAction() override;
+
std::future SendMessage(int64_t, std::string) override;
[[nodiscard]] std::future HaveMessage() override;
[[nodiscard]] std::future>> GetMessage() override;
@@ -365,6 +404,13 @@ public:
std::future UseProp(THUAI6::PropType prop) override;
std::future UseSkill(int32_t skillID) override;
+ std::future OpenDoor() override;
+ std::future CloseDoor() override;
+ std::future SkipWindow() override;
+ std::future StartOpenGate() override;
+ std::future StartOpenChest() override;
+ std::future EndAllAction() override;
+
std::future SendMessage(int64_t, std::string) override;
[[nodiscard]] std::future HaveMessage() override;
[[nodiscard]] std::future>> GetMessage() override;
diff --git a/CAPI/cpp/API/include/logic.h b/CAPI/cpp/API/include/logic.h
index eefa8d4..c4c21b9 100644
--- a/CAPI/cpp/API/include/logic.h
+++ b/CAPI/cpp/API/include/logic.h
@@ -118,6 +118,13 @@ private:
bool Attack(double angle) override;
+ bool OpenDoor() override;
+ bool CloseDoor() override;
+ bool SkipWindow() override;
+ bool StartOpenGate() override;
+ bool StartOpenChest() override;
+ bool EndAllAction() override;
+
bool WaitThread() override;
int GetCounter() const override;
diff --git a/CAPI/cpp/API/src/API.cpp b/CAPI/cpp/API/src/API.cpp
index 3be14f2..02845c0 100644
--- a/CAPI/cpp/API/src/API.cpp
+++ b/CAPI/cpp/API/src/API.cpp
@@ -101,6 +101,78 @@ std::future TrickerAPI::UseSkill(int32_t skillID)
{ return logic.UseSkill(skillID); });
}
+std::future StudentAPI::OpenDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.OpenDoor(); });
+}
+
+std::future TrickerAPI::OpenDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.OpenDoor(); });
+}
+
+std::future StudentAPI::CloseDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.CloseDoor(); });
+}
+
+std::future TrickerAPI::CloseDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.CloseDoor(); });
+}
+
+std::future StudentAPI::SkipWindow()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.SkipWindow(); });
+}
+
+std::future TrickerAPI::SkipWindow()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.SkipWindow(); });
+}
+
+std::future StudentAPI::StartOpenGate()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenGate(); });
+}
+
+std::future TrickerAPI::StartOpenGate()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenGate(); });
+}
+
+std::future StudentAPI::StartOpenChest()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenChest(); });
+}
+
+std::future TrickerAPI::StartOpenChest()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenChest(); });
+}
+
+std::future StudentAPI::EndAllAction()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.EndAllAction(); });
+}
+
+std::future TrickerAPI::EndAllAction()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.EndAllAction(); });
+}
+
std::future StudentAPI::SendMessage(int64_t toID, std::string message)
{
return std::async(std::launch::async, [&]()
@@ -246,6 +318,12 @@ std::shared_ptr StudentAPI::GetSelfInfo() const
return logic.StudentGetSelfInfo();
}
+std::future TrickerAPI::Attack()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.Attack(); });
+}
+
std::future TrickerAPI::Attack(double angleInRadian)
{
return std::async(std::launch::async, [&]()
diff --git a/CAPI/cpp/API/src/DebugAPI.cpp b/CAPI/cpp/API/src/DebugAPI.cpp
index 6995a17..75e6c1f 100644
--- a/CAPI/cpp/API/src/DebugAPI.cpp
+++ b/CAPI/cpp/API/src/DebugAPI.cpp
@@ -206,6 +206,78 @@ std::future TrickerDebugAPI::UseSkill(int32_t skillID)
return result; });
}
+std::future StudentDebugAPI::OpenDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.OpenDoor(); });
+}
+
+std::future TrickerDebugAPI::OpenDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.OpenDoor(); });
+}
+
+std::future StudentDebugAPI::CloseDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.CloseDoor(); });
+}
+
+std::future TrickerDebugAPI::CloseDoor()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.CloseDoor(); });
+}
+
+std::future StudentDebugAPI::SkipWindow()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.SkipWindow(); });
+}
+
+std::future TrickerDebugAPI::SkipWindow()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.SkipWindow(); });
+}
+
+std::future StudentDebugAPI::StartOpenGate()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenGate(); });
+}
+
+std::future TrickerDebugAPI::StartOpenGate()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenGate(); });
+}
+
+std::future StudentDebugAPI::StartOpenChest()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenChest(); });
+}
+
+std::future TrickerDebugAPI::StartOpenChest()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.StartOpenChest(); });
+}
+
+std::future StudentDebugAPI::EndAllAction()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.EndAllAction(); });
+}
+
+std::future TrickerDebugAPI::EndAllAction()
+{
+ return std::async(std::launch::async, [&]()
+ { return logic.EndAllAction(); });
+}
+
std::future StudentDebugAPI::SendMessage(int64_t toID, std::string message)
{
logger->info("SendMessage: toID = {}, message = {}, called at {}ms", toID, message, Time::TimeSinceStart(startPoint));
diff --git a/CAPI/cpp/API/src/logic.cpp b/CAPI/cpp/API/src/logic.cpp
index 8715d1e..f5f278d 100644
--- a/CAPI/cpp/API/src/logic.cpp
+++ b/CAPI/cpp/API/src/logic.cpp
@@ -147,6 +147,42 @@ bool Logic::Attack(double angle)
return pComm->Attack(angle, playerID);
}
+bool Logic::OpenDoor()
+{
+ logger->debug("Called OpenDoor");
+ return pComm->OpenDoor(playerID);
+}
+
+bool Logic::CloseDoor()
+{
+ logger->debug("Called CloseDoor");
+ return pComm->CloseDoor(playerID);
+}
+
+bool Logic::SkipWindow()
+{
+ logger->debug("Called SkipWindow");
+ return pComm->SkipWindow(playerID);
+}
+
+bool Logic::StartOpenGate()
+{
+ logger->debug("Called StartOpenGate");
+ return pComm->StartOpenGate(playerID);
+}
+
+bool Logic::StartOpenChest()
+{
+ logger->debug("Called StartOpenChest");
+ return pComm->StartOpenChest(playerID);
+}
+
+bool Logic::EndAllAction()
+{
+ logger->debug("Called EndAllAction");
+ return pComm->EndAllAction(playerID);
+}
+
bool Logic::WaitThread()
{
Update();
From dbe456a13fa438985de00b67280b7543b1d71d5c Mon Sep 17 00:00:00 2001
From: shangfengh <3495281661@qq.com>
Date: Sat, 11 Mar 2023 23:24:22 +0800
Subject: [PATCH 04/13] refactor: :art: add place of GameObj
---
.../GameClass/GameObj/Bullet/BombedBullet.cs | 2 +
.../GameClass/GameObj/Bullet/Bullet.Ghost.cs | 24 ++--
logic/GameClass/GameObj/Bullet/Bullet.cs | 15 +--
.../GameObj/Character/Character.Skill.cs | 1 +
.../GameClass/GameObj/Character/Character.cs | 50 ++++-----
logic/GameClass/GameObj/GameObj.cs | 94 ++--------------
logic/GameClass/GameObj/Map/Doorway.cs | 1 +
logic/GameClass/GameObj/Map/EmergencyExit.cs | 1 +
logic/GameClass/GameObj/Map/Generator.cs | 1 +
logic/GameClass/GameObj/Map/Map.cs | 13 ++-
logic/GameClass/GameObj/Map/Wall.cs | 1 +
logic/GameClass/GameObj/Moveable.cs | 103 ++++++++++++++++++
logic/GameClass/GameObj/ObjOfCharacter.cs | 2 +-
logic/GameClass/GameObj/OutOfBoundBlock.cs | 1 +
logic/GameClass/GameObj/PickedProp.cs | 1 +
logic/GameClass/GameObj/Prop.cs | 21 ++--
logic/GameEngine/MoveEngine.cs | 44 ++++++--
logic/Gaming/AttackManager.cs | 11 +-
logic/Gaming/PropManager.cs | 19 ++--
logic/Preparation/Interface/IGameObj.cs | 4 +-
logic/Preparation/Interface/IMap.cs | 2 +
logic/Preparation/Interface/IMoveable.cs | 6 +-
logic/Server/GameServer.cs | 2 +-
logic/规则Logic.md | 1 +
24 files changed, 239 insertions(+), 181 deletions(-)
create mode 100644 logic/GameClass/GameObj/Moveable.cs
diff --git a/logic/GameClass/GameObj/Bullet/BombedBullet.cs b/logic/GameClass/GameObj/Bullet/BombedBullet.cs
index 3f7d67d..c9b245f 100644
--- a/logic/GameClass/GameObj/Bullet/BombedBullet.cs
+++ b/logic/GameClass/GameObj/Bullet/BombedBullet.cs
@@ -9,9 +9,11 @@ namespace GameClass.GameObj
public override bool IsRigid => false;
public long MappingID { get; }
public Bullet bulletHasBombed;
+
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;
diff --git a/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs b/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
index ed9fc2b..d4a1895 100644
--- a/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
+++ b/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
@@ -6,8 +6,8 @@ namespace GameClass.GameObj
{
internal sealed class CommonAttackOfGhost : Bullet
{
- public CommonAttackOfGhost(Character player, int radius = GameData.bulletRadius) :
- base(player, radius)
+ public CommonAttackOfGhost(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
+ base(player, radius, placeType, pos)
{
}
public override double BulletBombRange => 0;
@@ -28,8 +28,8 @@ namespace GameClass.GameObj
}
internal sealed class FlyingKnife : Bullet
{
- public FlyingKnife(Character player, int radius = GameData.bulletRadius) :
- base(player, radius)
+ public FlyingKnife(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
+ base(player, radius, placeType, pos)
{
}
public override double BulletBombRange => 0;
@@ -51,8 +51,8 @@ namespace GameClass.GameObj
internal sealed class AtomBomb : Bullet
{
- public AtomBomb(Character player, int radius = GameData.bulletRadius) :
- base(player, radius)
+ public AtomBomb(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
+ base(player, radius, placeType, pos)
{
}
public override double BulletBombRange => GameData.basicBulletBombRange / 3 * 7;
@@ -75,8 +75,8 @@ namespace GameClass.GameObj
internal sealed class OrdinaryBullet : Bullet // 1倍攻击范围,1倍攻击力,一倍速
{
- public OrdinaryBullet(Character player, int radius = GameData.bulletRadius) :
- base(player, radius)
+ public OrdinaryBullet(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
+ base(player, radius, placeType, pos)
{
}
public override double BulletBombRange => GameData.basicBulletBombRange / 6 * 5;
@@ -98,8 +98,8 @@ namespace GameClass.GameObj
internal sealed class FastBullet : Bullet // 1倍攻击范围,0.2倍攻击力,2倍速
{
- public FastBullet(Character player, int radius = GameData.bulletRadius) :
- base(player, radius)
+ public FastBullet(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
+ base(player, radius, placeType, pos)
{
}
public override double BulletBombRange => GameData.basicBulletBombRange / 4 * 2;
@@ -122,8 +122,8 @@ namespace GameClass.GameObj
internal sealed class LineBullet : Bullet // 直线爆炸,宽度1格,长度为2倍爆炸范围
{
- public LineBullet(Character player, int radius = GameData.bulletRadius) :
- base(player, radius)
+ public LineBullet(Character player, PlaceType placeType, XY pos, int radius = GameData.bulletRadius) :
+ base(player, radius, placeType, pos)
{
}
public override double BulletBombRange => GameData.basicBulletBombRange / 3 * 4;
diff --git a/logic/GameClass/GameObj/Bullet/Bullet.cs b/logic/GameClass/GameObj/Bullet/Bullet.cs
index bf204cd..2e4611c 100644
--- a/logic/GameClass/GameObj/Bullet/Bullet.cs
+++ b/logic/GameClass/GameObj/Bullet/Bullet.cs
@@ -37,9 +37,10 @@ namespace GameClass.GameObj
return true;
return false;
}
- public Bullet(Character player, int radius) :
- base(player.Position, radius, GameObjType.Bullet)
+ public Bullet(Character player, int radius, PlaceType placeType, XY Position) :
+ base(Position, radius, GameObjType.Bullet)
{
+ this.place = placeType;
this.CanMove = true;
this.moveSpeed = this.Speed;
this.hasSpear = player.HasSpear;
@@ -52,22 +53,22 @@ namespace GameClass.GameObj
public static class BulletFactory
{
- public static Bullet? GetBullet(Character character)
+ public static Bullet? GetBullet(Character character, PlaceType place, XY pos)
{
Bullet? newBullet = null;
switch (character.BulletOfPlayer)
{
case BulletType.AtomBomb:
- newBullet = new AtomBomb(character);
+ newBullet = new AtomBomb(character, place, pos);
break;
case BulletType.LineBullet:
- newBullet = new LineBullet(character);
+ newBullet = new LineBullet(character, place, pos);
break;
case BulletType.FastBullet:
- newBullet = new FastBullet(character);
+ newBullet = new FastBullet(character, place, pos);
break;
case BulletType.OrdinaryBullet:
- newBullet = new OrdinaryBullet(character);
+ newBullet = new OrdinaryBullet(character, place, pos);
break;
default:
break;
diff --git a/logic/GameClass/GameObj/Character/Character.Skill.cs b/logic/GameClass/GameObj/Character/Character.Skill.cs
index 825bf75..1be4129 100644
--- a/logic/GameClass/GameObj/Character/Character.Skill.cs
+++ b/logic/GameClass/GameObj/Character/Character.Skill.cs
@@ -59,6 +59,7 @@ 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.propInventory = null;
diff --git a/logic/GameClass/GameObj/Character/Character.cs b/logic/GameClass/GameObj/Character/Character.cs
index 8de5763..88632c7 100644
--- a/logic/GameClass/GameObj/Character/Character.cs
+++ b/logic/GameClass/GameObj/Character/Character.cs
@@ -8,7 +8,7 @@ using System.Threading;
namespace GameClass.GameObj
{
- public partial class Character : GameObj, ICharacter // 负责人LHR摆烂终了
+ public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
{
private readonly object beAttackedLock = new();
@@ -215,23 +215,16 @@ namespace GameClass.GameObj
}
///
- /// 进行一次远程攻击
+ /// 进行一次攻击
///
- /// 子弹初始位置偏差值
/// 攻击操作发出的子弹
- public Bullet? RemoteAttack(XY posOffset)
+ public Bullet? Attack(XY pos, PlaceType place)
{
if (TrySubBulletNum())
- return ProduceOneBullet(this.Position + posOffset);
+ return BulletFactory.GetBullet(this, place, pos);
else
return null;
}
- protected Bullet? ProduceOneBullet(XY initPos)
- {
- var newBullet = BulletFactory.GetBullet(this);
- newBullet?.SetPosition(initPos);
- return newBullet;
- }
///
/// 尝试将子弹数量减1
@@ -491,24 +484,24 @@ namespace GameClass.GameObj
}
}
#endregion
- public override void Reset() // 要加锁吗?
- {
- lock (gameObjLock)
- {
- // _ = AddDeathCount();
- base.Reset();
- this.MoveSpeed = OrgMoveSpeed;
- HP = MaxHp;
- PropInventory = null;
- BulletOfPlayer = OriBulletOfPlayer;
- lock (gameObjLock)
- bulletNum = maxBulletNum;
+ /* public override void Reset() // 要加锁吗?
+ {
+ lock (gameObjLock)
+ {
+ // _ = AddDeathCount();
+ base.Reset();
+ this.MoveSpeed = OrgMoveSpeed;
+ HP = MaxHp;
+ PropInventory = null;
+ BulletOfPlayer = OriBulletOfPlayer;
+ lock (gameObjLock)
+ bulletNum = maxBulletNum;
- buffManager.ClearAll();
- IsInvisible = false;
- this.Vampire = this.OriVampire;
- }
- }
+ buffManager.ClearAll();
+ IsInvisible = false;
+ this.Vampire = this.OriVampire;
+ }
+ }*/
public void Die(PlayerStateType playerStateType)
{
lock (gameObjLock)
@@ -517,6 +510,7 @@ namespace GameClass.GameObj
CanMove = false;
IsResetting = true;
Position = GameData.PosWhoDie;
+ place = PlaceType.Grass;
}
}
diff --git a/logic/GameClass/GameObj/GameObj.cs b/logic/GameClass/GameObj/GameObj.cs
index a1a4783..483de98 100644
--- a/logic/GameClass/GameObj/GameObj.cs
+++ b/logic/GameClass/GameObj/GameObj.cs
@@ -7,13 +7,10 @@ namespace GameClass.GameObj
///
/// 一切游戏元素的总基类,与THUAI4不同,继承IMoveable接口(出于一切物体其实都是可运动的指导思想)——LHR
///
- public abstract class GameObj : IMoveable
+ public abstract class GameObj : IGameObj
{
protected readonly object gameObjLock = new();
- ///
- /// 可移动物体专用锁
- ///
- public object MoveLock => gameObjLock;
+ public object GameLock => gameObjLock;
protected readonly XY birthPos;
@@ -38,7 +35,9 @@ namespace GameClass.GameObj
}
}
}
- public abstract bool IsRigid { get; }
+
+ protected PlaceType place;
+ public PlaceType Place { get => place; }
private XY facingDirection = new(1, 0);
public XY FacingDirection
@@ -50,6 +49,9 @@ namespace GameClass.GameObj
facingDirection = value;
}
}
+
+ public abstract bool IsRigid { get; }
+
public abstract ShapeType Shape { get; }
private bool canMove;
@@ -65,19 +67,6 @@ namespace GameClass.GameObj
}
}
- private bool isMoving;
- public bool IsMoving
- {
- get => isMoving;
- set
- {
- lock (gameObjLock)
- {
- isMoving = value;
- }
- }
- }
-
private bool isResetting;
public bool IsResetting
{
@@ -90,77 +79,14 @@ namespace GameClass.GameObj
}
}
}
- public bool IsAvailable => !IsMoving && CanMove && !IsResetting; // 是否能接收指令
- public int Radius { get; }
- protected int moveSpeed;
- ///
- /// 移动速度
- ///
- public int MoveSpeed
- {
- get => moveSpeed;
- set
- {
- lock (gameObjLock)
- {
- moveSpeed = value;
- }
- }
- }
- ///
- /// 原初移动速度
- ///
- public int OrgMoveSpeed { get; protected set; }
+ public int Radius { get; }
- // 移动,改变坐标
- public long Move(XY moveVec)
- {
- lock (gameObjLock)
- {
- FacingDirection = moveVec;
- this.Position += moveVec;
- }
- return (long)(moveVec * moveVec);
- }
- ///
- /// 设置位置
- ///
- /// 新位置
- public void SetPosition(XY newpos)
- {
- Position = newpos;
- }
- ///
- /// 设置移动速度
- ///
- /// 新速度
- public void SetMoveSpeed(int newMoveSpeed)
- {
- MoveSpeed = newMoveSpeed;
- }
- ///
- /// 复活时数据重置
- ///
- public virtual void Reset()
- {
- lock (gameObjLock)
- {
- facingDirection = new XY(1, 0);
- isMoving = false;
- canMove = false;
- isResetting = true;
- this.position = birthPos;
- }
- }
- ///
- /// 为了使IgnoreCollide多态化并使GameObj能不报错地继承IMoveable
- /// 在xfgg点播下设计了这个抽象辅助方法,在具体类中实现
///
/// 依具体类及该方法参数而定,默认为false
protected virtual bool IgnoreCollideExecutor(IGameObj targetObj) => false;
- bool IMoveable.IgnoreCollide(IGameObj targetObj) => IgnoreCollideExecutor(targetObj);
+ bool IGameObj.IgnoreCollide(IGameObj targetObj) => IgnoreCollideExecutor(targetObj);
public GameObj(XY initPos, int initRadius, GameObjType initType)
{
this.Position = this.birthPos = initPos;
diff --git a/logic/GameClass/GameObj/Map/Doorway.cs b/logic/GameClass/GameObj/Map/Doorway.cs
index eb7cf4d..251afb3 100644
--- a/logic/GameClass/GameObj/Map/Doorway.cs
+++ b/logic/GameClass/GameObj/Map/Doorway.cs
@@ -11,6 +11,7 @@ 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;
diff --git a/logic/GameClass/GameObj/Map/EmergencyExit.cs b/logic/GameClass/GameObj/Map/EmergencyExit.cs
index ba06228..95de4d5 100644
--- a/logic/GameClass/GameObj/Map/EmergencyExit.cs
+++ b/logic/GameClass/GameObj/Map/EmergencyExit.cs
@@ -11,6 +11,7 @@ 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;
diff --git a/logic/GameClass/GameObj/Map/Generator.cs b/logic/GameClass/GameObj/Map/Generator.cs
index a7067a9..1b4d59b 100644
--- a/logic/GameClass/GameObj/Map/Generator.cs
+++ b/logic/GameClass/GameObj/Map/Generator.cs
@@ -10,6 +10,7 @@ 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;
diff --git a/logic/GameClass/GameObj/Map/Map.cs b/logic/GameClass/GameObj/Map/Map.cs
index 20920cd..0a373f6 100644
--- a/logic/GameClass/GameObj/Map/Map.cs
+++ b/logic/GameClass/GameObj/Map/Map.cs
@@ -18,12 +18,13 @@ namespace GameClass.GameObj
private Dictionary gameObjLockDict;
public Dictionary GameObjLockDict => gameObjLockDict;
- public readonly uint[,] ProtoGameMap;
- public PlaceType GetPlaceType(GameObj obj)
+ public readonly uint[,] protoGameMap;
+ public uint[,] ProtoGameMap => protoGameMap;
+ public PlaceType GetPlaceType(IGameObj obj)
{
try
{
- return (PlaceType)ProtoGameMap[obj.Position.x / GameData.numOfPosGridPerCell, obj.Position.y / GameData.numOfPosGridPerCell];
+ return (PlaceType)protoGameMap[obj.Position.x / GameData.numOfPosGridPerCell, obj.Position.y / GameData.numOfPosGridPerCell];
}
catch
{
@@ -35,7 +36,7 @@ namespace GameClass.GameObj
{
try
{
- return (PlaceType)ProtoGameMap[pos.x / GameData.numOfPosGridPerCell, pos.y / GameData.numOfPosGridPerCell];
+ return (PlaceType)protoGameMap[pos.x / GameData.numOfPosGridPerCell, pos.y / GameData.numOfPosGridPerCell];
}
catch
{
@@ -120,8 +121,8 @@ namespace GameClass.GameObj
}
}
- ProtoGameMap = new uint[mapResource.GetLength(0), mapResource.GetLength(1)];
- Array.Copy(mapResource, ProtoGameMap, mapResource.Length);
+ protoGameMap = new uint[mapResource.GetLength(0), mapResource.GetLength(1)];
+ Array.Copy(mapResource, protoGameMap, mapResource.Length);
birthPointList = new Dictionary(GameData.numOfBirthPoint);
diff --git a/logic/GameClass/GameObj/Map/Wall.cs b/logic/GameClass/GameObj/Map/Wall.cs
index 1cef8e9..3a81ee4 100644
--- a/logic/GameClass/GameObj/Map/Wall.cs
+++ b/logic/GameClass/GameObj/Map/Wall.cs
@@ -10,6 +10,7 @@ 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;
diff --git a/logic/GameClass/GameObj/Moveable.cs b/logic/GameClass/GameObj/Moveable.cs
new file mode 100644
index 0000000..70c0c3c
--- /dev/null
+++ b/logic/GameClass/GameObj/Moveable.cs
@@ -0,0 +1,103 @@
+using Preparation.Interface;
+using Preparation.Utility;
+using System.Threading;
+
+namespace GameClass.GameObj
+{
+ ///
+ /// 一切游戏元素的总基类,与THUAI4不同,继承IMoveable接口(出于一切物体其实都是可运动的指导思想)——LHR
+ ///
+ public abstract class Moveable : GameObj, IMoveable
+ {
+ protected readonly object moveObjLock = new();
+ public object MoveLock => moveObjLock;
+
+ private bool isMoving;
+ public bool IsMoving
+ {
+ get => isMoving;
+ set
+ {
+ lock (gameObjLock)
+ {
+ isMoving = value;
+ }
+ }
+ }
+
+ public bool IsAvailable => !IsMoving && CanMove && !IsResetting; // 是否能接收指令
+
+ protected int moveSpeed;
+ ///
+ /// 移动速度
+ ///
+ public int MoveSpeed
+ {
+ get => moveSpeed;
+ set
+ {
+ lock (gameObjLock)
+ {
+ moveSpeed = value;
+ }
+ }
+ }
+ ///
+ /// 原初移动速度
+ ///
+ public int OrgMoveSpeed { get; protected set; }
+
+ // 移动,改变坐标
+ public long MovingSetPos(XY moveVec, PlaceType place)
+ {
+ 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;
+ }
+ }
+
+ ///
+ /// 设置移动速度
+ ///
+ /// 新速度
+ public void SetMoveSpeed(int newMoveSpeed)
+ {
+ MoveSpeed = newMoveSpeed;
+ }
+ /* ///
+ /// 复活时数据重置
+ ///
+ public virtual void Reset(PlaceType place)
+ {
+ lock (gameObjLock)
+ {
+ this.FacingDirection = new XY(1, 0);
+ isMoving = false;
+ CanMove = false;
+ IsResetting = true;
+ this.Position = birthPos;
+ this.Place= place;
+ }
+ }*/
+ ///
+ /// 为了使IgnoreCollide多态化并使GameObj能不报错地继承IMoveable
+ /// 在xfgg点播下设计了这个抽象辅助方法,在具体类中实现
+ ///
+ /// 依具体类及该方法参数而定,默认为false
+ public Moveable(XY initPos, int initRadius, GameObjType initType) : base(initPos, initRadius, initType)
+ {
+ }
+ }
+}
diff --git a/logic/GameClass/GameObj/ObjOfCharacter.cs b/logic/GameClass/GameObj/ObjOfCharacter.cs
index 0da79a6..1004891 100644
--- a/logic/GameClass/GameObj/ObjOfCharacter.cs
+++ b/logic/GameClass/GameObj/ObjOfCharacter.cs
@@ -6,7 +6,7 @@ namespace GameClass.GameObj
///
/// 所有物,具有主人(Parent)(特定玩家)属性的对象
///
- public abstract class ObjOfCharacter : GameObj, IObjOfCharacter
+ public abstract class ObjOfCharacter : Moveable, IObjOfCharacter
{
private ICharacter? parent = null; // 主人
public ICharacter? Parent
diff --git a/logic/GameClass/GameObj/OutOfBoundBlock.cs b/logic/GameClass/GameObj/OutOfBoundBlock.cs
index 3cd88eb..1c62417 100644
--- a/logic/GameClass/GameObj/OutOfBoundBlock.cs
+++ b/logic/GameClass/GameObj/OutOfBoundBlock.cs
@@ -11,6 +11,7 @@ namespace GameClass.GameObj
public OutOfBoundBlock(XY initPos) :
base(initPos, int.MaxValue, GameObjType.OutOfBoundBlock)
{
+ this.place = PlaceType.Wall;
this.CanMove = false;
}
diff --git a/logic/GameClass/GameObj/PickedProp.cs b/logic/GameClass/GameObj/PickedProp.cs
index 221e6e8..33418c2 100644
--- a/logic/GameClass/GameObj/PickedProp.cs
+++ b/logic/GameClass/GameObj/PickedProp.cs
@@ -17,6 +17,7 @@ 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;
}
diff --git a/logic/GameClass/GameObj/Prop.cs b/logic/GameClass/GameObj/Prop.cs
index 2fcb837..5ebcdbd 100644
--- a/logic/GameClass/GameObj/Prop.cs
+++ b/logic/GameClass/GameObj/Prop.cs
@@ -21,16 +21,13 @@ namespace GameClass.GameObj
public abstract PropType GetPropType();
- public Prop(XY initPos, int radius = GameData.PropRadius) :
+ public Prop(XY initPos, PlaceType place, int radius = GameData.PropRadius) :
base(initPos, radius, GameObjType.Prop)
{
+ this.place = place;
this.CanMove = false;
this.moveSpeed = GameData.PropMoveSpeed;
}
- public void SetNewPos(XY pos)
- {
- this.Position = pos;
- }
}
@@ -48,8 +45,8 @@ namespace GameClass.GameObj
///
public sealed class AddSpeed : Prop
{
- public AddSpeed(XY initPos) :
- base(initPos)
+ public AddSpeed(XY initPos, PlaceType placeType) :
+ base(initPos, placeType)
{
}
public override PropType GetPropType() => PropType.addSpeed;
@@ -59,8 +56,8 @@ namespace GameClass.GameObj
///
public sealed class AddLIFE : Prop
{
- public AddLIFE(XY initPos) :
- base(initPos)
+ public AddLIFE(XY initPos, PlaceType placeType) :
+ base(initPos, placeType)
{
}
public override PropType GetPropType() => PropType.addLIFE;
@@ -70,8 +67,7 @@ namespace GameClass.GameObj
///
public sealed class Shield : Prop
{
- public Shield(XY initPos) :
- base(initPos)
+ public Shield(XY initPos, PlaceType placeType) : base(initPos, placeType)
{
}
public override PropType GetPropType() => PropType.Shield;
@@ -81,8 +77,7 @@ namespace GameClass.GameObj
///
public sealed class Spear : Prop
{
- public Spear(XY initPos) :
- base(initPos)
+ public Spear(XY initPos, PlaceType placeType) : base(initPos, placeType)
{
}
public override PropType GetPropType() => PropType.Spear;
diff --git a/logic/GameEngine/MoveEngine.cs b/logic/GameEngine/MoveEngine.cs
index 6df1548..4169731 100644
--- a/logic/GameEngine/MoveEngine.cs
+++ b/logic/GameEngine/MoveEngine.cs
@@ -20,6 +20,18 @@ namespace GameEngine
private readonly ITimer gameTimer;
private readonly Action EndMove;
+ public readonly uint[,] ProtoGameMap;
+ public PlaceType GetPlaceType(XY Position)
+ {
+ try
+ {
+ return (PlaceType)ProtoGameMap[Position.x / GameData.numOfPosGridPerCell, Position.y / GameData.numOfPosGridPerCell];
+ }
+ catch
+ {
+ return PlaceType.Null;
+ }
+ }
private readonly CollisionChecker collisionChecker;
private readonly Func OnCollision;
///
@@ -34,6 +46,7 @@ namespace GameEngine
Action EndMove
)
{
+ this.ProtoGameMap = gameMap.ProtoGameMap;
this.gameTimer = gameMap.Timer;
this.EndMove = EndMove;
this.OnCollision = OnCollision;
@@ -50,9 +63,11 @@ namespace GameEngine
/*由于四周是墙,所以人物永远不可能与越界方块碰撞*/
XY nextPos = obj.Position + moveVec;
- double maxLen = collisionChecker.FindMax(obj, nextPos, moveVec);
- maxLen = Math.Min(maxLen, obj.MoveSpeed / GameData.numOfStepPerSecond);
- _ = obj.Move(new XY(moveVec.Angle(), maxLen));
+ //double maxLen
+ _ = collisionChecker.FindMax(obj, nextPos, moveVec);
+ //maxLen = Math.Min(maxLen, obj.MoveSpeed / GameData.numOfStepPerSecond);
+
+ obj.MovingSetPos(moveVec, GetPlaceType(nextPos));
}
public void MoveObj(IMoveable obj, int moveTime, double direction)
@@ -69,7 +84,8 @@ namespace GameEngine
obj.IsMoving = true;
double moveVecLength = 0.0;
- double deltaLen = moveVecLength - Math.Sqrt(obj.Move(new XY(direction, moveVecLength))); // 转向,并用deltaLen存储行走的误差
+ XY res = new XY(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
IGameObj? collisionObj = null;
bool isDestroyed = false;
new FrameRateTaskExecutor(
@@ -77,17 +93,18 @@ namespace GameEngine
() =>
{
moveVecLength = obj.MoveSpeed / GameData.numOfStepPerSecond;
+ XY res = new XY(direction, moveVecLength);
// 越界情况处理:如果越界,则与越界方块碰撞
bool flag; // 循环标志
do
{
flag = false;
- collisionObj = collisionChecker.CheckCollision(obj, new XY(direction, moveVecLength));
+ collisionObj = collisionChecker.CheckCollision(obj, res);
if (collisionObj == null)
break;
- switch (OnCollision(obj, collisionObj, new XY(direction, moveVecLength)))
+ switch (OnCollision(obj, collisionObj, res))
{
case AfterCollision.ContinueCheck:
flag = true;
@@ -97,13 +114,14 @@ namespace GameEngine
isDestroyed = true;
return false;
case AfterCollision.MoveMax:
- MoveMax(obj, new XY(direction, moveVecLength));
+ MoveMax(obj, res);
moveVecLength = 0;
+ res = new XY(direction, moveVecLength);
break;
}
} while (flag);
- deltaLen += moveVecLength - Math.Sqrt(obj.Move(new XY(direction, moveVecLength)));
+ deltaLen += moveVecLength - Math.Sqrt(obj.MovingSetPos(res, GetPlaceType(obj.Position + res)));
return true;
},
@@ -118,13 +136,14 @@ namespace GameEngine
if (!isDestroyed)
{
moveVecLength = deltaLen + leftTime * obj.MoveSpeed / GameData.numOfPosGridPerCell;
- if ((collisionObj = collisionChecker.CheckCollision(obj, new XY(direction, moveVecLength))) == null)
+ XY res = new XY(direction, moveVecLength);
+ if ((collisionObj = collisionChecker.CheckCollision(obj, res)) == null)
{
- obj.Move(new XY(direction, moveVecLength));
+ obj.MovingSetPos(res, GetPlaceType(obj.Position + res));
}
else
{
- switch (OnCollision(obj, collisionObj, new XY(direction, moveVecLength)))
+ switch (OnCollision(obj, collisionObj, res))
{
case AfterCollision.ContinueCheck:
flag = true;
@@ -134,8 +153,9 @@ namespace GameEngine
isDestroyed = true;
break;
case AfterCollision.MoveMax:
- MoveMax(obj, new XY(direction, moveVecLength));
+ MoveMax(obj, res);
moveVecLength = 0;
+ res = new XY(direction, moveVecLength);
break;
}
}
diff --git a/logic/Gaming/AttackManager.cs b/logic/Gaming/AttackManager.cs
index 6345176..bd30d58 100644
--- a/logic/Gaming/AttackManager.cs
+++ b/logic/Gaming/AttackManager.cs
@@ -86,7 +86,8 @@ namespace Gaming
if (player.PropInventory != null) // 若角色原来有道具,则原始道具掉落在原地
{
dropProp = player.PropInventory;
- dropProp.SetNewPos(GameData.GetCellCenterPos(player.Position.x / GameData.numOfPosGridPerCell, player.Position.y / GameData.numOfPosGridPerCell));
+ XY res = GameData.GetCellCenterPos(player.Position.x / GameData.numOfPosGridPerCell, player.Position.y / GameData.numOfPosGridPerCell);
+ dropProp.ReSetPos(res, gameMap.GetPlaceType(res));
}
gameMap.GameObjLockDict[GameObjType.Prop].EnterWriteLock();
try
@@ -297,12 +298,14 @@ namespace Gaming
if (player.PlayerState != PlayerStateType.Null || player.PlayerState != PlayerStateType.IsMoving)
return false;
- Bullet? bullet = player.RemoteAttack(
- new XY // 子弹紧贴人物生成。
+ XY res = new XY // 子弹紧贴人物生成。
(
(int)((player.Radius + BulletFactory.BulletRadius(player.BulletOfPlayer)) * Math.Cos(angle)),
(int)((player.Radius + BulletFactory.BulletRadius(player.BulletOfPlayer)) * Math.Sin(angle))
- )
+ );
+
+ Bullet? bullet = player.Attack(
+ res, gameMap.GetPlaceType(res)
);
if (bullet.CastTime > 0)
{
diff --git a/logic/Gaming/PropManager.cs b/logic/Gaming/PropManager.cs
index f70fe2c..716631a 100644
--- a/logic/Gaming/PropManager.cs
+++ b/logic/Gaming/PropManager.cs
@@ -110,7 +110,8 @@ namespace Gaming
if (player.PropInventory != null) // 若角色原来有道具,则原始道具掉落在原地
{
dropProp = player.PropInventory;
- dropProp.SetNewPos(GameData.GetCellCenterPos(player.Position.x / GameData.numOfPosGridPerCell, player.Position.y / GameData.numOfPosGridPerCell));
+ XY res = GameData.GetCellCenterPos(player.Position.x / GameData.numOfPosGridPerCell, player.Position.y / GameData.numOfPosGridPerCell);
+ dropProp.ReSetPos(res, gameMap.GetPlaceType(res));
}
player.PropInventory = pickProp;
gameMap.GameObjLockDict[GameObjType.Prop].EnterWriteLock();
@@ -151,7 +152,7 @@ namespace Gaming
return;
prop.CanMove = true;
- prop.SetNewPos(player.Position);
+ prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position));
gameMap.GameObjLockDict[GameObjType.Prop].EnterWriteLock();
try
{
@@ -187,16 +188,16 @@ namespace Gaming
switch (r.Next(0, 4))
{
case 0:
- gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new AddLIFE(randPos));
+ gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new AddLIFE(randPos, gameMap.GetPlaceType(randPos)));
break;
case 1:
- gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new AddSpeed(randPos));
+ gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new AddSpeed(randPos, gameMap.GetPlaceType(randPos)));
break;
case 2:
- gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new Shield(randPos));
+ gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new Shield(randPos, gameMap.GetPlaceType(randPos)));
break;
case 3:
- gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new Spear(randPos));
+ gameMap.GameObjDict[GameObjType.Prop].Add((Preparation.Interface.IGameObj)new Spear(randPos, gameMap.GetPlaceType(randPos)));
break;
default:
break;
@@ -230,11 +231,11 @@ namespace Gaming
}
);
availableCellForGenerateProp = new List();
- for (int i = 0; i < gameMap.ProtoGameMap.GetLength(0); i++)
+ for (int i = 0; i < gameMap.protoGameMap.GetLength(0); i++)
{
- for (int j = 0; j < gameMap.ProtoGameMap.GetLength(1); j++)
+ for (int j = 0; j < gameMap.protoGameMap.GetLength(1); j++)
{
- if (gameMap.ProtoGameMap[i, j] == (int)PlaceType.Null)
+ if (gameMap.protoGameMap[i, j] == (int)PlaceType.Null)
{
availableCellForGenerateProp.Add(GameData.GetCellCenterPos(i, j));
}
diff --git a/logic/Preparation/Interface/IGameObj.cs b/logic/Preparation/Interface/IGameObj.cs
index f5adb16..d7124a7 100644
--- a/logic/Preparation/Interface/IGameObj.cs
+++ b/logic/Preparation/Interface/IGameObj.cs
@@ -7,13 +7,13 @@ 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; }
public bool CanMove { get; set; }
- public bool IsMoving { get; set; }
public bool IsResetting { get; set; } // reviving
- public bool IsAvailable { get; }
public int Radius { get; } // if Square, Radius equals half length of one side
+ protected bool IgnoreCollide(IGameObj targetObj); // 忽略碰撞,在具体类中实现
}
}
diff --git a/logic/Preparation/Interface/IMap.cs b/logic/Preparation/Interface/IMap.cs
index 479eb82..e504121 100644
--- a/logic/Preparation/Interface/IMap.cs
+++ b/logic/Preparation/Interface/IMap.cs
@@ -12,6 +12,8 @@ namespace Preparation.Interface
Dictionary> GameObjDict { get; }
Dictionary GameObjLockDict { get; }
+ public uint[,] ProtoGameMap { get; }
+ public PlaceType GetPlaceType(IGameObj obj);
public bool IsOutOfBound(IGameObj obj);
public IOutOfBound GetOutOfBound(XY pos); // 返回新建的一个OutOfBound对象
}
diff --git a/logic/Preparation/Interface/IMoveable.cs b/logic/Preparation/Interface/IMoveable.cs
index ff23718..b5b3751 100644
--- a/logic/Preparation/Interface/IMoveable.cs
+++ b/logic/Preparation/Interface/IMoveable.cs
@@ -7,8 +7,10 @@ namespace Preparation.Interface
{
object MoveLock { get; }
public int MoveSpeed { get; }
- public long Move(XY moveVec);
- protected bool IgnoreCollide(IGameObj targetObj); // 忽略碰撞,在具体类中实现
+ public bool IsMoving { get; set; }
+ public bool IsAvailable { get; }
+ public long MovingSetPos(XY moveVec, PlaceType place);
+ public void ReSetPos(XY pos, PlaceType place);
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)
diff --git a/logic/Server/GameServer.cs b/logic/Server/GameServer.cs
index 1066a45..e70ebcc 100644
--- a/logic/Server/GameServer.cs
+++ b/logic/Server/GameServer.cs
@@ -239,7 +239,7 @@ namespace Server
public override Task Move(MoveMsg request, ServerCallContext context)
{
- Console.WriteLine($"Move ID: {request.PlayerId}, TimeInMilliseconds: {request.TimeInMilliseconds}");
+ Console.WriteLine($"SetPos ID: {request.PlayerId}, TimeInMilliseconds: {request.TimeInMilliseconds}");
var gameID = communicationToGameID[PlayerTypeToTeamID(request.PlayerType), request.PlayerId];
game.MovePlayer(gameID, (int)request.TimeInMilliseconds, request.Angle);
// 之后game.MovePlayer可能改为bool类型
diff --git a/logic/规则Logic.md b/logic/规则Logic.md
index 661fbc4..7aa4128 100644
--- a/logic/规则Logic.md
+++ b/logic/规则Logic.md
@@ -56,6 +56,7 @@
### 物体
- 位置
+- 位置地形
- ID
- 类型
- 面向角度
From 574c951fa5bfc1d94698b97ada268616e644bc21 Mon Sep 17 00:00:00 2001
From: DragonAura
Date: Sat, 11 Mar 2023 23:25:43 +0800
Subject: [PATCH 05/13] feat(CAPI): :bug: fix wrong funcs
---
CAPI/cpp/API/include/API.h | 2 +-
CAPI/cpp/API/src/API.cpp | 6 +++---
CAPI/cpp/API/src/DebugAPI.cpp | 10 ++++++++++
3 files changed, 14 insertions(+), 4 deletions(-)
diff --git a/CAPI/cpp/API/include/API.h b/CAPI/cpp/API/include/API.h
index 10b03cc..88c15d0 100644
--- a/CAPI/cpp/API/include/API.h
+++ b/CAPI/cpp/API/include/API.h
@@ -342,7 +342,7 @@ public:
std::future UseProp(THUAI6::PropType prop) override;
std::future UseSkill(int32_t skillID) override;
- std::future Attack() override;
+ std::future Attack(double angleInRadian) override;
std::future OpenDoor() override;
std::future CloseDoor() override;
diff --git a/CAPI/cpp/API/src/API.cpp b/CAPI/cpp/API/src/API.cpp
index 02845c0..2afe849 100644
--- a/CAPI/cpp/API/src/API.cpp
+++ b/CAPI/cpp/API/src/API.cpp
@@ -318,13 +318,13 @@ std::shared_ptr StudentAPI::GetSelfInfo() const
return logic.StudentGetSelfInfo();
}
-std::future TrickerAPI::Attack()
+std::future TrickerAPI::Attack(double angleInRadian)
{
return std::async(std::launch::async, [&]()
- { return logic.Attack(); });
+ { return logic.Attack(angleInRadian); });
}
-std::future TrickerAPI::Attack(double angleInRadian)
+std::future StudentAPI::Attack(double angleInRadian)
{
return std::async(std::launch::async, [&]()
{ return logic.Attack(angleInRadian); });
diff --git a/CAPI/cpp/API/src/DebugAPI.cpp b/CAPI/cpp/API/src/DebugAPI.cpp
index 75e6c1f..e5aeed7 100644
--- a/CAPI/cpp/API/src/DebugAPI.cpp
+++ b/CAPI/cpp/API/src/DebugAPI.cpp
@@ -475,6 +475,16 @@ std::future TrickerDebugAPI::Attack(double angleInRadian)
return result; });
}
+std::future StudentDebugAPI::Attack(double angleInRadian)
+{
+ logger->info("Attack: angleInRadian = {}, called at {}ms", angleInRadian, Time::TimeSinceStart(startPoint));
+ return std::async(std::launch::async, [=]()
+ { auto result = logic.Attack(angleInRadian);
+ if (!result)
+ logger->warn("Attack: failed at {}ms", Time::TimeSinceStart(startPoint));
+ return result; });
+}
+
std::shared_ptr TrickerDebugAPI::GetSelfInfo() const
{
return logic.TrickerGetSelfInfo();
From 12fe93e37dc3a005cca00da14a4136c59bb6465b Mon Sep 17 00:00:00 2001
From: TCL <84725343+TCL606@users.noreply.github.com>
Date: Sat, 11 Mar 2023 23:38:06 +0800
Subject: [PATCH 06/13] ci: add dotnet build
---
.github/workflows/build.yml | 24 ++++++++++++++++++++++++
1 file changed, 24 insertions(+)
create mode 100644 .github/workflows/build.yml
diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml
new file mode 100644
index 0000000..9890988
--- /dev/null
+++ b/.github/workflows/build.yml
@@ -0,0 +1,24 @@
+name: build
+on: [push, pull_request]
+jobs:
+ dotnet-build:
+ runs-on: ubuntu-latest
+ steps:
+ - uses: actions/checkout@v3
+ - name: Setup .NET Core
+ uses: actions/setup-dotnet@v3
+ with:
+ dotnet-version: 6.0.x
+
+ - name: Build Logic
+ run: dotnet build "./logic/logic.sln" -c Release
+
+ - name: Build Installer
+ run: dotnet build "./installer/installer.sln" -c Release
+
+ - name: Build Launcher
+ run: dotnet build "./launcher/launcher.sln" -c Release
+
+ - name: Build Playback
+ run: dotnet build "./playback/playback.sln" -c Release
+
From 4bfb4f24cac158544587892f4f6b5d664dec7f8b Mon Sep 17 00:00:00 2001
From: gsy1519 <614054460@qq.com>
Date: Sat, 11 Mar 2023 23:39:49 +0800
Subject: [PATCH 07/13] fix: :bug: fix some problem
---
logic/Server/CopyInfo.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/logic/Server/CopyInfo.cs b/logic/Server/CopyInfo.cs
index 44da0c0..db50d5f 100644
--- a/logic/Server/CopyInfo.cs
+++ b/logic/Server/CopyInfo.cs
@@ -42,7 +42,7 @@ namespace Server
msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
//msg.StudentMessage.StudentType; // 下面写
msg.StudentMessage.Guid = player.ID;
- msg.StudentMessage.State = StudentState.NullStatus;
+ //msg.StudentMessage.State = player.PlayerState;
msg.StudentMessage.FailTime = 0;
msg.StudentMessage.EmoTime = 0;
msg.StudentMessage.PlayerId = 0;
From bb96627f7a554a1191d2fe32443cd6f45d46b909 Mon Sep 17 00:00:00 2001
From: TCL <84725343+TCL606@users.noreply.github.com>
Date: Sat, 11 Mar 2023 23:46:18 +0800
Subject: [PATCH 08/13] Update build.yml
---
.github/workflows/build.yml | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml
index 9890988..763efa6 100644
--- a/.github/workflows/build.yml
+++ b/.github/workflows/build.yml
@@ -2,7 +2,7 @@ name: build
on: [push, pull_request]
jobs:
dotnet-build:
- runs-on: ubuntu-latest
+ runs-on: windows-latest
steps:
- uses: actions/checkout@v3
- name: Setup .NET Core
From a5dfdb8300c82444fc96f4a8d2daf8a5eac712b4 Mon Sep 17 00:00:00 2001
From: Timothy Liu
Date: Sun, 12 Mar 2023 01:19:32 +0800
Subject: [PATCH 09/13] docs: :memo: update intro urls
---
README.md | 5 +++++
1 file changed, 5 insertions(+)
diff --git a/README.md b/README.md
index f16f76b..9819ced 100644
--- a/README.md
+++ b/README.md
@@ -1,10 +1,15 @@
# THUAI6
+
清华大学第六届人工智能挑战赛电子系赛道(原电子系第 24 届队式程序设计大赛 teamstyle24)
Gitee 镜像地址:[THUAI6: Gitee Mirror](https://gitee.com/eesast/THUAI6)
GitLink 镜像地址:[THUAI6: GitLink Mirror](https://www.gitlink.org.cn/EESAST/THUAI6)
+项目主页:[THUAI6 Project Home Page](https://eesast.github.io/THUAI6)
+
+关于本届及历届清华大学人工智能挑战赛与队式程序设计大赛的更多内容参见:[THUAI6 Github Wiki](https://github.com/eesast/THUAI6/wiki)
+
## 赛题背景
待定
From c65c07575bc41474ce9778b499d8d966e94ced51 Mon Sep 17 00:00:00 2001
From: TCL <1620508360@qq.com>
Date: Sun, 12 Mar 2023 11:37:08 +0800
Subject: [PATCH 10/13] fix: fix compile bug
---
logic/Server/CopyInfo.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/logic/Server/CopyInfo.cs b/logic/Server/CopyInfo.cs
index 44da0c0..2cd6b21 100644
--- a/logic/Server/CopyInfo.cs
+++ b/logic/Server/CopyInfo.cs
@@ -42,7 +42,7 @@ namespace Server
msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value);
//msg.StudentMessage.StudentType; // 下面写
msg.StudentMessage.Guid = player.ID;
- msg.StudentMessage.State = StudentState.NullStatus;
+ // msg.StudentMessage.State = player.PlayerState;
msg.StudentMessage.FailTime = 0;
msg.StudentMessage.EmoTime = 0;
msg.StudentMessage.PlayerId = 0;
From bc0009e06c1b732e64488bebf8867fba426e79f3 Mon Sep 17 00:00:00 2001
From: gsy1519 <614054460@qq.com>
Date: Sun, 12 Mar 2023 23:03:52 +0800
Subject: [PATCH 11/13] fix: fix some bugs
---
logic/ClientTest/Program.cs | 10 ++++----
logic/Gaming/Game.cs | 13 +++++++---
logic/Server/CopyInfo.cs | 6 ++++-
logic/Server/GameServer.cs | 47 ++++++++++++++++++++++++++-----------
logic/Server/Program.cs | 2 +-
5 files changed, 54 insertions(+), 24 deletions(-)
diff --git a/logic/ClientTest/Program.cs b/logic/ClientTest/Program.cs
index c1a98aa..b981672 100644
--- a/logic/ClientTest/Program.cs
+++ b/logic/ClientTest/Program.cs
@@ -29,15 +29,15 @@ namespace ClientTest
while (await call.ResponseStream.MoveNext())
{
+ Console.WriteLine("hi");
var currentGameInfo = call.ResponseStream.Current;
- if (playerInfo.PlayerType == PlayerType.StudentPlayer)
+ for (int i = 0; i < currentGameInfo.ObjMessage.Count; i++)
{
- for (int i = 0; i < currentGameInfo.ObjMessage.Count; i++)
- {
- //Console.WriteLine($"Human is at ({currentGameInfo.StudentMessage[i].X}, {currentGameInfo.StudentMessage[i].Y})");
- }
+ if (currentGameInfo.ObjMessage[i].MessageOfObjCase == MessageOfObj.MessageOfObjOneofCase.StudentMessage )
+ Console.WriteLine($"Human is at ({currentGameInfo.ObjMessage[i].StudentMessage.X}, {currentGameInfo.ObjMessage[i].StudentMessage.Y})");
}
}
+
}
}
}
\ No newline at end of file
diff --git a/logic/Gaming/Game.cs b/logic/Gaming/Game.cs
index 6bb3949..57c8e7c 100644
--- a/logic/Gaming/Game.cs
+++ b/logic/Gaming/Game.cs
@@ -118,10 +118,17 @@ namespace Gaming
propManager.StartProducing();
// 开始游戏
- if (!gameMap.Timer.StartGame(milliSeconds))
- return false;
+ new Thread
+ (
+ () =>
+ {
+ if (!gameMap.Timer.StartGame(milliSeconds))
+ return;
- EndGame(); // 游戏结束时要做的事
+ EndGame(); // 游戏结束时要做的事
+ }
+ )
+ { IsBackground = true }.Start();
return true;
}
diff --git a/logic/Server/CopyInfo.cs b/logic/Server/CopyInfo.cs
index db50d5f..e5310c8 100644
--- a/logic/Server/CopyInfo.cs
+++ b/logic/Server/CopyInfo.cs
@@ -32,6 +32,7 @@ namespace Server
{
MessageOfObj msg = new MessageOfObj();
if (player.IsGhost()) return null;
+ msg.StudentMessage = new();
msg.StudentMessage.X = player.Position.x;
msg.StudentMessage.Y = player.Position.y;
@@ -114,6 +115,7 @@ namespace Server
{
MessageOfObj msg = new MessageOfObj();
if (!player.IsGhost()) return null;
+ msg.TrickerMessage = new();
msg.TrickerMessage.X = player.Position.x;
msg.TrickerMessage.Y = player.Position.y;
@@ -212,6 +214,7 @@ namespace Server
private static MessageOfObj Bullet(Bullet bullet)
{
MessageOfObj msg = new MessageOfObj();
+ msg.BulletMessage = new();
msg.BulletMessage.X = bullet.Position.x;
msg.BulletMessage.Y = bullet.Position.y;
//msg.BulletMessage.FacingDirection = bullet.FacingDirection; // XY转double?
@@ -263,6 +266,7 @@ namespace Server
private static MessageOfObj Prop(Prop prop)
{
MessageOfObj msg = new MessageOfObj();
+ msg.PropMessage = new();
//msg.PropMessage.Type = PropType.NullPropType; 下面写
msg.PropMessage.X = prop.Position.x;
msg.PropMessage.Y = prop.Position.y;
@@ -326,7 +330,7 @@ namespace Server
private static MessageOfObj BombedBullet(BombedBullet bombedBullet)
{
MessageOfObj msg = new MessageOfObj();
-
+ msg.BombedBulletMessage = new();
msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x;
msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y;
//msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection; XY类型转double?
diff --git a/logic/Server/GameServer.cs b/logic/Server/GameServer.cs
index a73f5eb..7ada4fc 100644
--- a/logic/Server/GameServer.cs
+++ b/logic/Server/GameServer.cs
@@ -82,8 +82,8 @@ namespace Server
}
public void StartGame()
{
- bool gameState = game.StartGame((int)options.GameTimeInSecond * 1000);
- var waitHandle = new SemaphoreSlim(gameState == true ? 1 : 0); // 注意修改
+ game.StartGame((int)options.GameTimeInSecond * 1000);
+ Thread.Sleep(1);
new Thread(() =>
{
bool flag = true;
@@ -109,13 +109,6 @@ namespace Server
).Start();
})
{ IsBackground = true }.Start();
- new Thread(() =>
- {
- waitHandle.Wait();
- this.endGameSem.Release();
- })
- { IsBackground = true }.Start();
-
}
public void WaitForEnd()
{
@@ -136,9 +129,11 @@ namespace Server
public void ReportGame(GameState gameState, bool requiredGaming = true)
{
var gameObjList = game.GetGameObj();
+ currentGameInfo = new();
lock (messageToAllClientsLock)
{
//currentGameInfo.MapMessage = (Messa(game.GameMap));
+ if (gameState == GameState.GameStart) currentGameInfo.MapMessage = MapMsg(game.GameMap.ProtoGameMap);
switch (gameState)
{
case GameState.GameRunning:
@@ -149,6 +144,7 @@ namespace Server
currentGameInfo.ObjMessage.Add(CopyInfo.Auto(gameObj));
}
currentGameInfo.GameState = gameState;
+ currentGameInfo.AllMessage = new(); // 还没写
mwr?.WriteOne(currentGameInfo);
break;
default:
@@ -185,7 +181,24 @@ namespace Server
return true;
return false;
}
- private MessageOfMap MapMsg(Map map)
+
+ private Protobuf.PlaceType IntToPlaceType(uint n)
+ {
+ switch (n)
+ {
+ case 0: return Protobuf.PlaceType.Land;
+ case 6: return Protobuf.PlaceType.Wall;
+ case 7: return Protobuf.PlaceType.Grass;
+ case 8: return Protobuf.PlaceType.Classroom;
+ case 9: return Protobuf.PlaceType.Gate;
+ case 10: return Protobuf.PlaceType.HiddenGate;
+ case 11: return Protobuf.PlaceType.Window;
+ case 12: return Protobuf.PlaceType.Door;
+ case 13: return Protobuf.PlaceType.Chest;
+ default: return Protobuf.PlaceType.NullPlaceType;
+ }
+ }
+ private MessageOfMap MapMsg(uint[, ] map)
{
MessageOfMap msgOfMap = new MessageOfMap();
for (int i = 0; i < GameData.rows; i++)
@@ -193,7 +206,7 @@ namespace Server
msgOfMap.Row.Add(new MessageOfMap.Types.Row());
for (int j = 0; j < GameData.cols; j++)
{
- //msgOfMap.Row[i].Col.Add((int)map.ProtoGameMap[i, j]); int转placetype
+ msgOfMap.Row[i].Col.Add(IntToPlaceType(map[i, j]));
}
}
return msgOfMap;
@@ -270,14 +283,13 @@ namespace Server
if (currentGameInfo != null)
{
await responseStream.WriteAsync(currentGameInfo);
- Console.WriteLine("Send!");
+ //Console.WriteLine("Send!");
}
semaDict[request.PlayerId].Item2.Release();
} while (game.GameMap.Timer.IsGaming);
}
public override Task Attack(AttackMsg request, ServerCallContext context)
-
{
game.Attack(request.PlayerId, request.Angle);
BoolRes boolRes = new();
@@ -292,7 +304,9 @@ namespace Server
public override Task Move(MoveMsg request, ServerCallContext context)
{
+#if DEBUG
Console.WriteLine($"Move ID: {request.PlayerId}, TimeInMilliseconds: {request.TimeInMilliseconds}");
+#endif
var gameID = communicationToGameID[PlayerTypeToTeamID(request.PlayerType), request.PlayerId];
game.MovePlayer(gameID, (int)request.TimeInMilliseconds, request.Angle);
// 之后game.MovePlayer可能改为bool类型
@@ -336,7 +350,12 @@ namespace Server
}
public override Task StartLearning(IDMsg request, ServerCallContext context)
{
- return base.StartLearning(request, context);
+#if DEBUG
+ Console.WriteLine($"StartLearning ID: {request.PlayerId}");
+#endif
+ BoolRes boolRes = new();
+ boolRes.ActSuccess = game.Fix(request.PlayerId);
+ return Task.FromResult(boolRes);
}
public GameServer(ArgumentOptions options)
diff --git a/logic/Server/Program.cs b/logic/Server/Program.cs
index 7063a9b..792147c 100644
--- a/logic/Server/Program.cs
+++ b/logic/Server/Program.cs
@@ -34,7 +34,7 @@ namespace Server
Grpc.Core.Server server = new Grpc.Core.Server(new[] { new ChannelOption(ChannelOptions.SoReuseport, 0) })
{
Services = { AvailableService.BindService(gameServer) },
- Ports = { new ServerPort("127.0.0.1", 8888, ServerCredentials.Insecure) }
+ Ports = { new ServerPort("0.0.0.0", 8888, ServerCredentials.Insecure) }
};
server.Start();
From 9615b1fa46f6b6ae3e933f6f94f869629bd9f89e Mon Sep 17 00:00:00 2001
From: gsy1519 <614054460@qq.com>
Date: Mon, 13 Mar 2023 12:13:25 +0800
Subject: [PATCH 12/13] feat: :wheelchair: try to send MapMsg and some other
messages
---
dependency/proto/Message2Server.proto | 26 ++++++++--------------
logic/ClientTest/Program.cs | 2 --
logic/Gaming/Game.cs | 2 +-
logic/Server/GameServer.cs | 32 +++++++++++++--------------
4 files changed, 25 insertions(+), 37 deletions(-)
diff --git a/dependency/proto/Message2Server.proto b/dependency/proto/Message2Server.proto
index 99440d0..8dbed28 100755
--- a/dependency/proto/Message2Server.proto
+++ b/dependency/proto/Message2Server.proto
@@ -7,56 +7,48 @@ import "MessageType.proto";
message PlayerMsg
{
int64 player_id = 1;
- PlayerType player_type = 2;
oneof job_type
{
- StudentType student_type = 3;
- TrickerType tricker_type = 4;
+ StudentType student_type = 2;
+ TrickerType tricker_type = 3;
}
}
message MoveMsg
{
int64 player_id = 1;
- PlayerType player_type = 2;
- double angle = 3;
- int64 time_in_milliseconds = 4;
+ double angle = 2;
+ int64 time_in_milliseconds = 3;
}
message PropMsg
{
int64 player_id = 1;
- PlayerType player_type = 2;
- PropType prop_type = 3;
+ PropType prop_type = 2;
}
message SendMsg
{
int64 player_id = 1;
- PlayerType player_type = 2;
- int64 to_player_id = 3;
- PlayerType to_player_type = 4;
- string message = 5;
+ int64 to_player_id = 2;
+ string message = 3;
}
message AttackMsg // 相当于攻击
{
int64 player_id = 1;
- PlayerType player_type = 2;
- double angle = 3;
+ double angle = 2;
}
message IDMsg
{
int64 player_id = 1;
- PlayerType player_type = 2;
}
message SkillMsg
{
int64 player_id = 1;
- PlayerType player_type = 2;
- int32 skill_id = 3;
+ int32 skill_id = 2;
}
// 基本继承于THUAI5,为了使发送的信息尽可能不被浪费,暂定不发这类大包。
diff --git a/logic/ClientTest/Program.cs b/logic/ClientTest/Program.cs
index b981672..32a173f 100644
--- a/logic/ClientTest/Program.cs
+++ b/logic/ClientTest/Program.cs
@@ -12,12 +12,10 @@ namespace ClientTest
var client = new AvailableService.AvailableServiceClient(channel);
PlayerMsg playerInfo = new();
playerInfo.PlayerId = 0;
- playerInfo.PlayerType = PlayerType.StudentPlayer;
playerInfo.StudentType = StudentType.NullStudentType;
var call = client.AddPlayer(playerInfo);
MoveMsg moveMsg = new();
moveMsg.PlayerId = 0;
- moveMsg.PlayerType = PlayerType.StudentPlayer;
moveMsg.TimeInMilliseconds = 100;
moveMsg.Angle = 0;
while (true)
diff --git a/logic/Gaming/Game.cs b/logic/Gaming/Game.cs
index 557e99c..ffb8fa1 100644
--- a/logic/Gaming/Game.cs
+++ b/logic/Gaming/Game.cs
@@ -150,7 +150,7 @@ namespace Gaming
finally
{
- gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
+ gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
}
},
timeInterval: GameData.checkInterval,
diff --git a/logic/Server/GameServer.cs b/logic/Server/GameServer.cs
index 7ada4fc..f858596 100644
--- a/logic/Server/GameServer.cs
+++ b/logic/Server/GameServer.cs
@@ -32,7 +32,7 @@ namespace Server
protected readonly ArgumentOptions options;
protected readonly Game game;
private uint spectatorMinPlayerID = 2022;
- private List> spectatorList = new List>();
+ private List spectatorList = new List();
public int TeamCount => options.TeamCount;
protected long[,] communicationToGameID; // 通信用的ID映射到游戏内的ID,[i,j]表示team:i,player:j的id。
private readonly object messageToAllClientsLock = new();
@@ -163,21 +163,19 @@ namespace Server
}
}
- private int PlayerTypeToTeamID(PlayerType playerType)
+ private int PlayerIDToTeamID(long playerID)
{
- if (playerType == PlayerType.StudentPlayer) return 0;
- if (playerType == PlayerType.TrickerPlayer) return 1;
+ if (0 <= playerID && playerID < options.PlayerCountPerTeam) return 0;
+ if (playerID == options.PlayerCountPerTeam) return 1;
return -1;
}
- private uint GetBirthPointIdx(PlayerType playerType, long playerID) // 获取出生点位置
+ private uint GetBirthPointIdx(long playerID) // 获取出生点位置
{
- return (uint)((PlayerTypeToTeamID(playerType) * options.PlayerCountPerTeam) + playerID + 1);
+ return (uint)(playerID + 1);
}
- private bool ValidPlayerTypeAndPlayerID(PlayerType playerType, long playerID)
+ private bool ValidPlayerID(long playerID)
{
- if (playerType == PlayerType.StudentPlayer && 0 <= playerID && playerID < options.PlayerCountPerTeam)
- return true; // 人数待修改
- if (playerType == PlayerType.TrickerPlayer && 0 <= playerID && playerID < options.PlayerCountPerTeam)
+ if (0 <= playerID && playerID < options.PlayerCountPerTeam + 1)
return true;
return false;
}
@@ -232,10 +230,10 @@ namespace Server
public override async Task AddPlayer(PlayerMsg request, IServerStreamWriter responseStream, ServerCallContext context)
{
Console.WriteLine($"AddPlayer: {request.PlayerId}");
- if (request.PlayerId >= spectatorMinPlayerID && request.PlayerType == PlayerType.NullPlayerType)
+ if (request.PlayerId >= spectatorMinPlayerID)
{
// 观战模式
- Tuple tp = new Tuple(request.PlayerType, (uint)request.PlayerId);
+ uint tp = (uint) request.PlayerId;
if (!spectatorList.Contains(tp))
{
spectatorList.Add(tp);
@@ -246,7 +244,7 @@ namespace Server
if (game.GameMap.Timer.IsGaming)
return;
- if (!ValidPlayerTypeAndPlayerID(request.PlayerType, request.PlayerId)) //玩家id是否正确
+ if (!ValidPlayerID(request.PlayerId)) //玩家id是否正确
return;
//if (communicationToGameID[PlayerTypeToTeamID(request.PlayerType), request.PlayerId] != GameObj.invalidID) //是否已经添加了该玩家
//return;
@@ -255,15 +253,15 @@ namespace Server
lock (addPlayerLock)
{
- Game.PlayerInitInfo playerInitInfo = new(GetBirthPointIdx(request.PlayerType, request.PlayerId), PlayerTypeToTeamID(request.PlayerType), request.PlayerId, characterType);
+ Game.PlayerInitInfo playerInitInfo = new(GetBirthPointIdx(request.PlayerId), PlayerIDToTeamID(request.PlayerId), request.PlayerId, characterType);
long newPlayerID = game.AddPlayer(playerInitInfo);
if (newPlayerID == GameObj.invalidID)
return;
- communicationToGameID[PlayerTypeToTeamID(request.PlayerType), request.PlayerId] = newPlayerID;
+ communicationToGameID[PlayerIDToTeamID(request.PlayerId), request.PlayerId] = newPlayerID;
// 内容待修改
var temp = (new SemaphoreSlim(0, 1), new SemaphoreSlim(0, 1));
bool start = false;
- Console.WriteLine($"PlayerType: {request.PlayerType} Id: {request.PlayerId} joins.");
+ Console.WriteLine($"Id: {request.PlayerId} joins.");
lock (semaDict)
{
semaDict.Add(request.PlayerId, temp);
@@ -307,7 +305,7 @@ namespace Server
#if DEBUG
Console.WriteLine($"Move ID: {request.PlayerId}, TimeInMilliseconds: {request.TimeInMilliseconds}");
#endif
- var gameID = communicationToGameID[PlayerTypeToTeamID(request.PlayerType), request.PlayerId];
+ var gameID = communicationToGameID[PlayerIDToTeamID(request.PlayerId), request.PlayerId];
game.MovePlayer(gameID, (int)request.TimeInMilliseconds, request.Angle);
// 之后game.MovePlayer可能改为bool类型
MoveRes moveRes = new();
From e5fbc752d449b7b46ba88b13b2feaf7ed29511da Mon Sep 17 00:00:00 2001
From: gsy1519 <614054460@qq.com>
Date: Mon, 13 Mar 2023 12:17:17 +0800
Subject: [PATCH 13/13] feat: :zap: try to send MapMsg and remove PlayerType
from Message2Server.proto
---
logic/ClientTest/Program.cs | 4 ++--
logic/Server/GameServer.cs | 4 ++--
2 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/logic/ClientTest/Program.cs b/logic/ClientTest/Program.cs
index 32a173f..33cb939 100644
--- a/logic/ClientTest/Program.cs
+++ b/logic/ClientTest/Program.cs
@@ -31,11 +31,11 @@ namespace ClientTest
var currentGameInfo = call.ResponseStream.Current;
for (int i = 0; i < currentGameInfo.ObjMessage.Count; i++)
{
- if (currentGameInfo.ObjMessage[i].MessageOfObjCase == MessageOfObj.MessageOfObjOneofCase.StudentMessage )
+ if (currentGameInfo.ObjMessage[i].MessageOfObjCase == MessageOfObj.MessageOfObjOneofCase.StudentMessage)
Console.WriteLine($"Human is at ({currentGameInfo.ObjMessage[i].StudentMessage.X}, {currentGameInfo.ObjMessage[i].StudentMessage.Y})");
}
}
-
+
}
}
}
\ No newline at end of file
diff --git a/logic/Server/GameServer.cs b/logic/Server/GameServer.cs
index f858596..ab19a2c 100644
--- a/logic/Server/GameServer.cs
+++ b/logic/Server/GameServer.cs
@@ -196,7 +196,7 @@ namespace Server
default: return Protobuf.PlaceType.NullPlaceType;
}
}
- private MessageOfMap MapMsg(uint[, ] map)
+ private MessageOfMap MapMsg(uint[,] map)
{
MessageOfMap msgOfMap = new MessageOfMap();
for (int i = 0; i < GameData.rows; i++)
@@ -233,7 +233,7 @@ namespace Server
if (request.PlayerId >= spectatorMinPlayerID)
{
// 观战模式
- uint tp = (uint) request.PlayerId;
+ uint tp = (uint)request.PlayerId;
if (!spectatorList.Contains(tp))
{
spectatorList.Add(tp);