| @@ -53,11 +53,7 @@ namespace GameClass.GameObj | |||||
| public bool IsGhost() | public bool IsGhost() | ||||
| { | { | ||||
| return this.CharacterType switch | |||||
| { | |||||
| CharacterType.Assassin => true, | |||||
| _ => false, | |||||
| }; | |||||
| return GameData.IsGhost(CharacterType); | |||||
| } | } | ||||
| protected Character(XY initPos, int initRadius, CharacterType characterType) : | protected Character(XY initPos, int initRadius, CharacterType characterType) : | ||||
| @@ -88,6 +84,8 @@ namespace GameClass.GameObj | |||||
| this.bulletNum = maxBulletNum; | this.bulletNum = maxBulletNum; | ||||
| this.bulletOfPlayer = Occupation.InitBullet; | this.bulletOfPlayer = Occupation.InitBullet; | ||||
| this.OriBulletOfPlayer = Occupation.InitBullet; | this.OriBulletOfPlayer = Occupation.InitBullet; | ||||
| this.concealment = Occupation.Concealment; | |||||
| this.alertnessRadius = Occupation.AlertnessRadius; | |||||
| this.characterType = characterType; | this.characterType = characterType; | ||||
| foreach (var activeSkill in this.Occupation.ListOfIActiveSkill) | foreach (var activeSkill in this.Occupation.ListOfIActiveSkill) | ||||
| @@ -175,6 +175,45 @@ namespace GameClass.GameObj | |||||
| } | } | ||||
| } | } | ||||
| private Dictionary<BgmType, double> bgmDictionary = new(); | |||||
| public Dictionary<BgmType, double> 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; | |||||
| } | |||||
| } | |||||
| } | |||||
| /// <summary> | /// <summary> | ||||
| /// 进行一次远程攻击 | /// 进行一次远程攻击 | ||||
| /// </summary> | /// </summary> | ||||
| @@ -1,4 +1,5 @@ | |||||
| using System; | using System; | ||||
| using System.Numerics; | |||||
| using System.Runtime.InteropServices; | using System.Runtime.InteropServices; | ||||
| using System.Threading; | using System.Threading; | ||||
| using GameClass.GameObj; | 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 | 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; | return false; | ||||
| Generator? generatorForFix = null; | 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), | loopCondition: () => player.PlayerState == PlayerStateType.IsFixing && gameMap.Timer.IsGaming && generatorForFix.DegreeOfFRepair < GameData.degreeOfFixedGenerator && GameData.ApproachToInteract(player.Position, generatorForFix.Position), | ||||
| loopToDo: () => | loopToDo: () => | ||||
| { | { | ||||
| return !generatorForFix.Repair(player.FixSpeed * GameData.frameDuration); | |||||
| generatorForFix.Repair(player.FixSpeed * GameData.frameDuration); | |||||
| }, | }, | ||||
| timeInterval: GameData.frameDuration, | timeInterval: GameData.frameDuration, | ||||
| finallyReturn: () => 0 | finallyReturn: () => 0 | ||||
| @@ -38,7 +38,7 @@ namespace Gaming | |||||
| ); | ); | ||||
| } | } | ||||
| public void BeAddictedToGame(Student player) | |||||
| private void BeAddictedToGame(Student player) | |||||
| { | { | ||||
| new Thread | new Thread | ||||
| (() => | (() => | ||||
| @@ -68,11 +68,10 @@ namespace Gaming | |||||
| { IsBackground = true }.Start(); | { 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(); | // gameMap.GameObjLockDict[GameObjType.Character].EnterWriteLock(); | ||||
| // try | // try | ||||
| //{ | //{ | ||||
| @@ -5,6 +5,7 @@ using Preparation.Utility; | |||||
| using Timothy.FrameRateTask; | using Timothy.FrameRateTask; | ||||
| using Preparation.Interface; | using Preparation.Interface; | ||||
| using GameClass.GameObj; | using GameClass.GameObj; | ||||
| using System.Numerics; | |||||
| namespace Gaming | namespace Gaming | ||||
| { | { | ||||
| @@ -41,21 +42,14 @@ namespace Gaming | |||||
| // Console.WriteLine($"x,y: {pos.x},{pos.y}"); | // Console.WriteLine($"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); | 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($"GameObjDict[GameObjType.Character] length:{gameMap.GameObjDict[GameObjType.Character].Count}"); | // Console.WriteLine($"GameObjDict[GameObjType.Character] length:{gameMap.GameObjDict[GameObjType.Character].Count}"); | ||||
| teamList[(int)playerInitInfo.teamID].AddPlayer(newPlayer); | teamList[(int)playerInitInfo.teamID].AddPlayer(newPlayer); | ||||
| newPlayer.TeamID = playerInitInfo.teamID; | newPlayer.TeamID = playerInitInfo.teamID; | ||||
| newPlayer.PlayerID = playerInitInfo.playerID; | 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); | Thread.Sleep(newPlayer.CD); | ||||
| long lastTime = Environment.TickCount64; | long lastTime = Environment.TickCount64; | ||||
| new FrameRateTaskExecutor<int>( | new FrameRateTaskExecutor<int>( | ||||
| loopCondition: () => gameMap.Timer.IsGaming, | |||||
| loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsResetting, | |||||
| loopToDo: () => | 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, | timeInterval: GameData.checkInterval, | ||||
| @@ -93,6 +84,91 @@ namespace Gaming | |||||
| } | } | ||||
| ) | ) | ||||
| { IsBackground = true }.Start(); | { IsBackground = true }.Start(); | ||||
| #endregion | |||||
| #region BGM更新 | |||||
| new Thread | |||||
| ( | |||||
| () => | |||||
| { | |||||
| while (!gameMap.Timer.IsGaming) | |||||
| Thread.Sleep((int)GameData.checkInterval); | |||||
| new FrameRateTaskExecutor<int>( | |||||
| 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; | return newPlayer.ID; | ||||
| } | } | ||||
| @@ -100,20 +176,6 @@ namespace Gaming | |||||
| { | { | ||||
| if (gameMap.Timer.IsGaming) | if (gameMap.Timer.IsGaming) | ||||
| return false; | 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(); | propManager.StartProducing(); | ||||
| @@ -12,6 +12,8 @@ namespace Preparation.Interface | |||||
| public int MaxBulletNum { get; } | public int MaxBulletNum { get; } | ||||
| public List<ActiveSkillType> ListOfIActiveSkill { get; } | public List<ActiveSkillType> ListOfIActiveSkill { get; } | ||||
| public List<PassiveSkillType> ListOfIPassiveSkill { get; } | public List<PassiveSkillType> ListOfIPassiveSkill { get; } | ||||
| public double Concealment { get; } | |||||
| public int AlertnessRadius { get; } | |||||
| } | } | ||||
| public interface IGhost : IOccupation | public interface IGhost : IOccupation | ||||
| @@ -41,6 +43,12 @@ namespace Preparation.Interface | |||||
| public List<ActiveSkillType> ListOfIActiveSkill => new(new ActiveSkillType[] { ActiveSkillType.BecomeInvisible, ActiveSkillType.UseKnife }); | public List<ActiveSkillType> ListOfIActiveSkill => new(new ActiveSkillType[] { ActiveSkillType.BecomeInvisible, ActiveSkillType.UseKnife }); | ||||
| public List<PassiveSkillType> ListOfIPassiveSkill => new(new PassiveSkillType[] { }); | public List<PassiveSkillType> 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 | public class Athlete : IStudent | ||||
| { | { | ||||
| @@ -61,6 +69,13 @@ namespace Preparation.Interface | |||||
| public List<ActiveSkillType> ListOfIActiveSkill => new(new ActiveSkillType[] { ActiveSkillType.BeginToCharge }); | public List<ActiveSkillType> ListOfIActiveSkill => new(new ActiveSkillType[] { ActiveSkillType.BeginToCharge }); | ||||
| public List<PassiveSkillType> ListOfIPassiveSkill => new(new PassiveSkillType[] { }); | public List<PassiveSkillType> 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; | |||||
| } | } | ||||
| } | } | ||||
| @@ -1,5 +1,6 @@ | |||||
| using System; | using System; | ||||
| using System.Reflection.Metadata.Ecma335; | using System.Reflection.Metadata.Ecma335; | ||||
| using System.Threading; | |||||
| namespace Preparation.Utility | 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 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 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 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 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 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 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 bulletRadius = 200; // 默认子弹半径 | ||||
| public const int reviveTime = 30000; // 复活时间 | public const int reviveTime = 30000; // 复活时间 | ||||
| public const int shieldTimeAtBirth = 3000; // 复活时的护盾时间 | public const int shieldTimeAtBirth = 3000; // 复活时的护盾时间 | ||||
| public static XY PosWhoDie = new XY(1, 1); | public static XY PosWhoDie = new XY(1, 1); | ||||
| public static bool IsGhost(CharacterType characterType) | public static bool IsGhost(CharacterType characterType) | ||||
| @@ -101,9 +105,12 @@ namespace Preparation.Utility | |||||
| public const long GemProduceTime = 10000; | public const long GemProduceTime = 10000; | ||||
| public const long PropProduceTime = 10000; | public const long PropProduceTime = 10000; | ||||
| public const int PropDuration = 10000; | public const int PropDuration = 10000; | ||||
| #endregion | |||||
| #region 物体相关 | |||||
| public const int degreeOfFixedGenerator = 10300000; | public const int degreeOfFixedGenerator = 10300000; | ||||
| #endregion | #endregion | ||||
| #region 游戏帧相关 | #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 | public const long checkInterval = 50; // 检查位置标志、补充子弹的帧时长 | ||||
| #endregion | #endregion | ||||
| @@ -1,7 +1,7 @@ | |||||
| # 规则Logic | # 规则Logic | ||||
| ## 说明 | ## 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 | - 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* | - *斜体表示Logic底层尚未(完全)实现* | ||||
| - []表示待决定 | - []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 | - 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 | - 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 | ~~~csharp | ||||
| public enum BgmType | public enum BgmType | ||||
| { | { | ||||
| @@ -95,20 +93,20 @@ | |||||
| IsClimbingThroughWindows = 15, | IsClimbingThroughWindows = 15, | ||||
| } | } | ||||
| ~~~ | ~~~ | ||||
| - *Bgm(数组)* | |||||
| - *Bgm(字典)* | |||||
| - 得分 | - 得分 | ||||
| - ~~回血率/原始回血率~~ | - ~~回血率/原始回血率~~ | ||||
| - 当前子弹类型 | - 当前子弹类型 | ||||
| - 原始子弹类型 | - 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 | - 是否隐身 | ||||
| - 队伍ID | - 队伍ID | ||||
| - 玩家ID | - 玩家ID | ||||
| - 当前Buff | - 当前Buff | ||||
| - 职业类型 | - 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* | - *警戒半径* | ||||
| - *double 隐蔽度* | - *double 隐蔽度* | ||||
| - *翻墙速度* | - *翻墙速度* | ||||