| @@ -844,7 +844,7 @@ namespace Client | |||||
| } | } | ||||
| foreach (var obj in listOfButcher) | foreach (var obj in listOfButcher) | ||||
| { | { | ||||
| if (!isDataFixed[obj.PlayerId]) | |||||
| if (obj.PlayerId < GameData.numOfStudent && !isDataFixed[obj.PlayerId]) | |||||
| { | { | ||||
| IGhostType occupation1 = (IGhostType)OccupationFactory.FindIOccupation(Transformation.ToTrickerType(obj.TrickerType)); | IGhostType occupation1 = (IGhostType)OccupationFactory.FindIOccupation(Transformation.ToTrickerType(obj.TrickerType)); | ||||
| int j = 0; | int j = 0; | ||||
| @@ -8,7 +8,7 @@ namespace GameClass.GameObj | |||||
| public CommonAttackOfGhost(Character player, XY pos, int radius = GameData.bulletRadius) : | public CommonAttackOfGhost(Character player, XY pos, int radius = GameData.bulletRadius) : | ||||
| base(player, radius, pos) | base(player, radius, pos) | ||||
| { | { | ||||
| AP.Set(GameData.basicApOfGhost); | |||||
| AP.SetReturnOri(GameData.basicApOfGhost); | |||||
| } | } | ||||
| public override double BulletBombRange => 0; | public override double BulletBombRange => 0; | ||||
| public override double AttackDistance => GameData.basicAttackShortRange; | public override double AttackDistance => GameData.basicAttackShortRange; | ||||
| @@ -45,7 +45,7 @@ namespace GameClass.GameObj | |||||
| public Strike(Character player, XY pos, int radius = GameData.bulletRadius) : | public Strike(Character player, XY pos, int radius = GameData.bulletRadius) : | ||||
| base(player, radius, pos) | base(player, radius, pos) | ||||
| { | { | ||||
| AP.Set(GameData.basicApOfGhost * 16 / 15); | |||||
| AP.SetReturnOri(GameData.basicApOfGhost * 16 / 15); | |||||
| } | } | ||||
| public override double BulletBombRange => 0; | public override double BulletBombRange => 0; | ||||
| public override double AttackDistance => GameData.basicAttackShortRange * 20 / 22; | public override double AttackDistance => GameData.basicAttackShortRange * 20 / 22; | ||||
| @@ -83,7 +83,7 @@ namespace GameClass.GameObj | |||||
| public FlyingKnife(Character player, XY pos, int radius = GameData.bulletRadius) : | public FlyingKnife(Character player, XY pos, int radius = GameData.bulletRadius) : | ||||
| base(player, radius, pos) | base(player, radius, pos) | ||||
| { | { | ||||
| AP.Set(GameData.basicApOfGhost * 4 / 5); | |||||
| AP.SetReturnOri(GameData.basicApOfGhost * 4 / 5); | |||||
| } | } | ||||
| public override double BulletBombRange => 0; | public override double BulletBombRange => 0; | ||||
| public override double AttackDistance => GameData.basicRemoteAttackRange * 13; | public override double AttackDistance => GameData.basicRemoteAttackRange * 13; | ||||
| @@ -123,7 +123,7 @@ namespace GameClass.GameObj | |||||
| { | { | ||||
| public BombBomb(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) | public BombBomb(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) | ||||
| { | { | ||||
| AP.Set((int)(GameData.basicApOfGhost * 6.0 / 5)); | |||||
| AP.SetReturnOri((int)(GameData.basicApOfGhost * 6.0 / 5)); | |||||
| } | } | ||||
| public override double BulletBombRange => GameData.basicBulletBombRange; | public override double BulletBombRange => GameData.basicBulletBombRange; | ||||
| public override double AttackDistance => GameData.basicAttackShortRange; | public override double AttackDistance => GameData.basicAttackShortRange; | ||||
| @@ -163,7 +163,7 @@ namespace GameClass.GameObj | |||||
| { | { | ||||
| public JumpyDumpty(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) | public JumpyDumpty(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) | ||||
| { | { | ||||
| AP.Set((int)(GameData.basicApOfGhost * 0.6)); | |||||
| AP.SetReturnOri((int)(GameData.basicApOfGhost * 0.6)); | |||||
| } | } | ||||
| public override double BulletBombRange => GameData.basicBulletBombRange / 2; | public override double BulletBombRange => GameData.basicBulletBombRange / 2; | ||||
| public override double AttackDistance => GameData.basicAttackShortRange * 18 / 22; | public override double AttackDistance => GameData.basicAttackShortRange * 18 / 22; | ||||
| @@ -11,7 +11,8 @@ namespace GameClass.GameObj | |||||
| /// </summary> | /// </summary> | ||||
| public abstract double BulletBombRange { get; } | public abstract double BulletBombRange { get; } | ||||
| public abstract double AttackDistance { get; } | public abstract double AttackDistance { get; } | ||||
| public AtomicInt AP { get; } | |||||
| private AtomicInt ap = new(0); | |||||
| public AtomicInt AP { get => ap; } | |||||
| public abstract int Speed { get; } | public abstract int Speed { get; } | ||||
| public abstract bool IsRemoteAttack { get; } | public abstract bool IsRemoteAttack { get; } | ||||
| public abstract int CastTime { get; } | public abstract int CastTime { get; } | ||||
| @@ -43,8 +44,8 @@ namespace GameClass.GameObj | |||||
| public Bullet(Character player, int radius, XY Position) : | public Bullet(Character player, int radius, XY Position) : | ||||
| base(Position, radius, GameObjType.Bullet) | base(Position, radius, GameObjType.Bullet) | ||||
| { | { | ||||
| this.CanMove.Set(true); | |||||
| this.MoveSpeed.Set(this.Speed); | |||||
| this.CanMove.SetReturnOri(true); | |||||
| this.MoveSpeed.SetReturnOri(this.Speed); | |||||
| this.hasSpear = player.TryUseSpear(); | this.hasSpear = player.TryUseSpear(); | ||||
| this.Parent = player; | this.Parent = player; | ||||
| } | } | ||||
| @@ -31,12 +31,12 @@ namespace GameClass.GameObj | |||||
| protected Character(XY initPos, int initRadius, CharacterType characterType) : | protected Character(XY initPos, int initRadius, CharacterType characterType) : | ||||
| base(initPos, initRadius, GameObjType.Character) | base(initPos, initRadius, GameObjType.Character) | ||||
| { | { | ||||
| this.CanMove.Set(true); | |||||
| this.CanMove.SetReturnOri(true); | |||||
| this.score = 0; | this.score = 0; | ||||
| this.buffManager = new BuffManager(); | this.buffManager = new BuffManager(); | ||||
| this.occupation = OccupationFactory.FindIOccupation(characterType); | this.occupation = OccupationFactory.FindIOccupation(characterType); | ||||
| this.HP = new(Occupation.MaxHp); | this.HP = new(Occupation.MaxHp); | ||||
| this.MoveSpeed.Set(this.orgMoveSpeed = Occupation.MoveSpeed); | |||||
| this.MoveSpeed.SetReturnOri(this.orgMoveSpeed = Occupation.MoveSpeed); | |||||
| this.BulletOfPlayer = this.OriBulletOfPlayer = Occupation.InitBullet; | this.BulletOfPlayer = this.OriBulletOfPlayer = Occupation.InitBullet; | ||||
| this.concealment = Occupation.Concealment; | this.concealment = Occupation.Concealment; | ||||
| this.alertnessRadius = Occupation.AlertnessRadius; | this.alertnessRadius = Occupation.AlertnessRadius; | ||||
| @@ -459,7 +459,7 @@ namespace GameClass.GameObj | |||||
| { | { | ||||
| if (SetPlayerState(RunningStateType.RunningForcibly, playerStateType) == -1) return false; | if (SetPlayerState(RunningStateType.RunningForcibly, playerStateType) == -1) return false; | ||||
| TryToRemove(); | TryToRemove(); | ||||
| CanMove.Set(false); | |||||
| CanMove.SetReturnOri(false); | |||||
| position = GameData.PosWhoDie; | position = GameData.PosWhoDie; | ||||
| } | } | ||||
| return true; | return true; | ||||
| @@ -604,7 +604,7 @@ namespace GameClass.GameObj | |||||
| } | } | ||||
| public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal => | public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal => | ||||
| { MoveSpeed.Set(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); }, | |||||
| { MoveSpeed.SetReturnOri(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); }, | |||||
| OrgMoveSpeed); | OrgMoveSpeed); | ||||
| public bool HasFasterSpeed => buffManager.HasFasterSpeed; | public bool HasFasterSpeed => buffManager.HasFasterSpeed; | ||||
| @@ -30,7 +30,8 @@ namespace GameClass.GameObj | |||||
| public abstract ShapeType Shape { get; } | public abstract ShapeType Shape { get; } | ||||
| public AtomicBool IsRemoved { get; } = new AtomicBool(false); | |||||
| private AtomicBool isRemoved = new(false); | |||||
| public AtomicBool IsRemoved { get => isRemoved; } | |||||
| public virtual bool TryToRemove() | public virtual bool TryToRemove() | ||||
| { | { | ||||
| return IsRemoved.TrySet(true); | return IsRemoved.TrySet(true); | ||||
| @@ -19,6 +19,7 @@ namespace GameClass.GameObj | |||||
| private readonly Gadget[] propInChest = new Gadget[GameData.maxNumOfPropInChest] { new NullProp(), new NullProp() }; | private readonly Gadget[] propInChest = new Gadget[GameData.maxNumOfPropInChest] { new NullProp(), new NullProp() }; | ||||
| public Gadget[] PropInChest => propInChest; | public Gadget[] PropInChest => propInChest; | ||||
| public LongProgressContinuously OpenProgress { get; } = new LongProgressContinuously(); | |||||
| private LongProgressByTime openProgress = new LongProgressByTime(); | |||||
| public LongProgressByTime OpenProgress { get => openProgress; } | |||||
| } | } | ||||
| } | } | ||||
| @@ -46,7 +46,8 @@ namespace GameClass.GameObj | |||||
| } | } | ||||
| } | } | ||||
| public AtomicInt LockDegree { get; } = new AtomicInt(0); | |||||
| private AtomicInt lockDegree = new AtomicInt(0); | |||||
| public AtomicInt LockDegree { get => lockDegree; } | |||||
| private long openStartTime = 0; | private long openStartTime = 0; | ||||
| public long OpenStartTime | public long OpenStartTime | ||||
| @@ -97,7 +98,7 @@ namespace GameClass.GameObj | |||||
| { | { | ||||
| if (!isOpen) return false; | if (!isOpen) return false; | ||||
| if (whoLockOrOpen != null) return false; | if (whoLockOrOpen != null) return false; | ||||
| LockDegree.Set(0); | |||||
| LockDegree.SetReturnOri(0); | |||||
| whoLockOrOpen = character; | whoLockOrOpen = character; | ||||
| return true; | return true; | ||||
| } | } | ||||
| @@ -26,7 +26,7 @@ namespace GameClass.GameObj | |||||
| { | { | ||||
| Random r = new Random(Environment.TickCount); | Random r = new Random(Environment.TickCount); | ||||
| EmergencyExit emergencyExit = (EmergencyExit)(GameObjDict[GameObjType.EmergencyExit][r.Next(0, GameObjDict[GameObjType.EmergencyExit].Count)]); | EmergencyExit emergencyExit = (EmergencyExit)(GameObjDict[GameObjType.EmergencyExit][r.Next(0, GameObjDict[GameObjType.EmergencyExit].Count)]); | ||||
| emergencyExit.CanOpen.Set(true); | |||||
| emergencyExit.CanOpen.SetReturnOri(true); | |||||
| Preparation.Utility.Debugger.Output(emergencyExit, emergencyExit.Position.ToString()); | Preparation.Utility.Debugger.Output(emergencyExit, emergencyExit.Position.ToString()); | ||||
| } | } | ||||
| finally | finally | ||||
| @@ -41,7 +41,7 @@ namespace GameClass.GameObj | |||||
| try | try | ||||
| { | { | ||||
| foreach (Doorway doorway in GameObjDict[GameObjType.Doorway]) | foreach (Doorway doorway in GameObjDict[GameObjType.Doorway]) | ||||
| doorway.PowerSupply.Set(true); | |||||
| doorway.PowerSupply.SetReturnOri(true); | |||||
| } | } | ||||
| finally | finally | ||||
| { | { | ||||
| @@ -228,7 +228,6 @@ namespace GameClass.GameObj | |||||
| { | { | ||||
| if (person.CharacterType == CharacterType.TechOtaku) | if (person.CharacterType == CharacterType.TechOtaku) | ||||
| { | { | ||||
| Debugger.Output(person, person.PlayerID.ToString()); | |||||
| foreach (Character character in gameObjDict[GameObjType.Character]) | foreach (Character character in gameObjDict[GameObjType.Character]) | ||||
| { | { | ||||
| if (((UseRobot)person.FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID == character.PlayerID) | if (((UseRobot)person.FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID == character.PlayerID) | ||||
| @@ -94,14 +94,16 @@ namespace GameClass.GameObj | |||||
| } | } | ||||
| } | } | ||||
| public AtomicBool CanMove { get; } | |||||
| private AtomicBool canMove = new(false); | |||||
| public AtomicBool CanMove { get => canMove; } | |||||
| public bool IsAvailableForMove => !IsMoving && CanMove && !IsRemoved; // 是否能接收移动指令 | public bool IsAvailableForMove => !IsMoving && CanMove && !IsRemoved; // 是否能接收移动指令 | ||||
| /// <summary> | /// <summary> | ||||
| /// 移动速度 | /// 移动速度 | ||||
| /// </summary> | /// </summary> | ||||
| public AtomicInt MoveSpeed { get; } | |||||
| private AtomicInt moveSpeed = new(0); | |||||
| public AtomicInt MoveSpeed { get => moveSpeed; } | |||||
| /// <summary> | /// <summary> | ||||
| /// 原初移动速度 | /// 原初移动速度 | ||||
| /// </summary> | /// </summary> | ||||
| @@ -24,8 +24,8 @@ namespace GameClass.GameObj | |||||
| public Gadget(XY initPos, int radius = GameData.propRadius) : | public Gadget(XY initPos, int radius = GameData.propRadius) : | ||||
| base(initPos, radius, GameObjType.Gadget) | base(initPos, radius, GameObjType.Gadget) | ||||
| { | { | ||||
| this.CanMove.Set(false); | |||||
| this.MoveSpeed.Set(GameData.propMoveSpeed); | |||||
| this.CanMove.SetReturnOri(false); | |||||
| this.MoveSpeed.SetReturnOri(GameData.propMoveSpeed); | |||||
| } | } | ||||
| } | } | ||||
| public abstract class Tool : Gadget | public abstract class Tool : Gadget | ||||
| @@ -17,8 +17,8 @@ namespace GameClass.GameObj | |||||
| public Item(XY initPos, int radius = GameData.propRadius) : | public Item(XY initPos, int radius = GameData.propRadius) : | ||||
| base(initPos, radius, GameObjType.Item) | base(initPos, radius, GameObjType.Item) | ||||
| { | { | ||||
| this.CanMove.Set(false); | |||||
| this.MoveSpeed.Set(0); | |||||
| this.CanMove.SetReturnOri(false); | |||||
| this.MoveSpeed.SetReturnOri(0); | |||||
| } | } | ||||
| } | } | ||||
| @@ -102,7 +102,7 @@ namespace GameEngine | |||||
| lock (obj.ActionLock) | lock (obj.ActionLock) | ||||
| { | { | ||||
| if (!obj.IsAvailableForMove) { EndMove(obj); return; } | if (!obj.IsAvailableForMove) { EndMove(obj); return; } | ||||
| obj.IsMoving.Set(true); | |||||
| obj.IsMoving.SetReturnOri(true); | |||||
| } | } | ||||
| new Thread | new Thread | ||||
| @@ -139,7 +139,7 @@ namespace GameEngine | |||||
| if (isEnded) | if (isEnded) | ||||
| { | { | ||||
| obj.IsMoving.Set(false); | |||||
| obj.IsMoving.SetReturnOri(false); | |||||
| EndMove(obj); | EndMove(obj); | ||||
| return; | return; | ||||
| } | } | ||||
| @@ -184,7 +184,7 @@ namespace GameEngine | |||||
| } | } | ||||
| if (isEnded) | if (isEnded) | ||||
| { | { | ||||
| obj.IsMoving.Set(false); | |||||
| obj.IsMoving.SetReturnOri(false); | |||||
| EndMove(obj); | EndMove(obj); | ||||
| return; | return; | ||||
| } | } | ||||
| @@ -224,7 +224,7 @@ namespace GameEngine | |||||
| } | } | ||||
| } while (flag); | } while (flag); | ||||
| } | } | ||||
| obj.IsMoving.Set(false); // 结束移动 | |||||
| obj.IsMoving.SetReturnOri(false); // 结束移动 | |||||
| EndMove(obj); | EndMove(obj); | ||||
| } | } | ||||
| } | } | ||||
| @@ -450,12 +450,12 @@ namespace Gaming | |||||
| player.ReSetPos(windowToPlayer + windowForClimb.Position); | player.ReSetPos(windowToPlayer + windowForClimb.Position); | ||||
| } | } | ||||
| player.MoveSpeed.Set(player.SpeedOfClimbingThroughWindows); | |||||
| player.MoveSpeed.SetReturnOri(player.SpeedOfClimbingThroughWindows); | |||||
| moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum); | moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum); | ||||
| Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2)); | Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2)); | ||||
| player.MoveSpeed.Set(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed)); | |||||
| player.MoveSpeed.SetReturnOri(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed)); | |||||
| lock (player.ActionLock) | lock (player.ActionLock) | ||||
| { | { | ||||
| @@ -33,7 +33,7 @@ namespace Gaming | |||||
| Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64); | Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64); | ||||
| if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty) | if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty) | ||||
| BulletBomb((Bullet)obj, null); | BulletBomb((Bullet)obj, null); | ||||
| obj.CanMove.Set(false); | |||||
| obj.CanMove.SetReturnOri(false); | |||||
| } | } | ||||
| ); | ); | ||||
| this.characterManager = characterManager; | this.characterManager = characterManager; | ||||
| @@ -89,7 +89,7 @@ namespace Gaming | |||||
| { | { | ||||
| if (gameMap.Remove(bullet)) | if (gameMap.Remove(bullet)) | ||||
| { | { | ||||
| bullet.CanMove.Set(false); | |||||
| bullet.CanMove.SetReturnOri(false); | |||||
| if (bullet.BulletBombRange > 0) | if (bullet.BulletBombRange > 0) | ||||
| { | { | ||||
| BombedBullet bombedBullet = new(bullet); | BombedBullet bombedBullet = new(bullet); | ||||
| @@ -57,41 +57,8 @@ namespace Gaming | |||||
| } | } | ||||
| gameMap.Add(newPlayer); | gameMap.Add(newPlayer); | ||||
| newPlayer.TeamID.Set(teamID); | |||||
| newPlayer.PlayerID.Set(playerID); | |||||
| /* #region 人物装弹 | |||||
| new Thread | |||||
| ( | |||||
| () => | |||||
| { | |||||
| while (!gameMap.Timer.IsGaming) | |||||
| Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval)); | |||||
| long lastTime = Environment.TickCount64; | |||||
| new FrameRateTaskExecutor<int>( | |||||
| loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved, | |||||
| loopToDo: () => | |||||
| { | |||||
| long nowTime = Environment.TickCount64; | |||||
| if (newPlayer.BulletNum == newPlayer.MaxBulletNum) | |||||
| lastTime = nowTime; | |||||
| else if (nowTime - lastTime >= newPlayer.CD) | |||||
| { | |||||
| _ = newPlayer.TryAddBulletNum(); | |||||
| lastTime = nowTime; | |||||
| } | |||||
| }, | |||||
| timeInterval: GameData.checkInterval, | |||||
| finallyReturn: () => 0 | |||||
| ) | |||||
| { | |||||
| AllowTimeExceed = true, | |||||
| } | |||||
| .Start(); | |||||
| } | |||||
| ) | |||||
| { IsBackground = true }.Start(); | |||||
| #endregion | |||||
| */ | |||||
| newPlayer.TeamID.SetReturnOri(teamID); | |||||
| newPlayer.PlayerID.SetReturnOri(playerID); | |||||
| #region BGM,牵制得分更新 | #region BGM,牵制得分更新 | ||||
| new Thread | new Thread | ||||
| ( | ( | ||||
| @@ -311,7 +278,7 @@ namespace Gaming | |||||
| if (student.CharacterType == CharacterType.StraightAStudent) | if (student.CharacterType == CharacterType.StraightAStudent) | ||||
| { | { | ||||
| ((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.Set(0); | |||||
| ((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.SetReturnOri(0); | |||||
| } | } | ||||
| student.SetDegreeOfTreatment0(); | student.SetDegreeOfTreatment0(); | ||||
| @@ -84,7 +84,7 @@ namespace Gaming | |||||
| else | else | ||||
| { | { | ||||
| #if DEBUG | #if DEBUG | ||||
| Console.WriteLine($"PlayerID:{playerID} player does not exists!"); | |||||
| Console.WriteLine($"playerID:{playerID} player does not exists!"); | |||||
| #endif | #endif | ||||
| return false; | return false; | ||||
| @@ -326,7 +326,7 @@ namespace Gaming | |||||
| { | { | ||||
| foreach (Character player in gameMap.GameObjDict[GameObjType.Character]) | foreach (Character player in gameMap.GameObjDict[GameObjType.Character]) | ||||
| { | { | ||||
| player.CanMove.Set(false); | |||||
| player.CanMove.SetReturnOri(false); | |||||
| } | } | ||||
| } | } | ||||
| gameMap.GameObjDict[keyValuePair.Key].Clear(); | gameMap.GameObjDict[keyValuePair.Key].Clear(); | ||||
| @@ -196,7 +196,7 @@ namespace Gaming | |||||
| } | } | ||||
| if (homingMissile != null) | if (homingMissile != null) | ||||
| { | { | ||||
| homingMissile.CanMove.Set(true); | |||||
| homingMissile.CanMove.SetReturnOri(true); | |||||
| attackManager.moveEngine.MoveObj(homingMissile, GameData.checkIntervalWhenSparksNSplash - 1, (whoAttacked.Position - homingMissile.Position).Angle(), ++homingMissile.StateNum); | attackManager.moveEngine.MoveObj(homingMissile, GameData.checkIntervalWhenSparksNSplash - 1, (whoAttacked.Position - homingMissile.Position).Angle(), ++homingMissile.StateNum); | ||||
| } | } | ||||
| }, | }, | ||||
| @@ -227,7 +227,7 @@ namespace Gaming | |||||
| if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player)) | if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player)) | ||||
| gameMap.AddNumOfRepairedGenerators(); | gameMap.AddNumOfRepairedGenerators(); | ||||
| Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString()); | Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString()); | ||||
| ((WriteAnswers)activeSkill).DegreeOfMeditation.Set(0); | |||||
| ((WriteAnswers)activeSkill).DegreeOfMeditation.SetReturnOri(0); | |||||
| } | } | ||||
| }, | }, | ||||
| () => | () => | ||||
| @@ -26,7 +26,7 @@ namespace Gaming // 被动技能开局时就释放,持续到游戏结束 | |||||
| () => | () => | ||||
| { | { | ||||
| if (player.Commandable() && player.PlayerState != PlayerStateType.Fixing) activeSkill.DegreeOfMeditation.Add(learningDegree * GameData.frameDuration); | if (player.Commandable() && player.PlayerState != PlayerStateType.Fixing) activeSkill.DegreeOfMeditation.Add(learningDegree * GameData.frameDuration); | ||||
| else activeSkill.DegreeOfMeditation.Set(0); | |||||
| else activeSkill.DegreeOfMeditation.SetReturnOri(0); | |||||
| //Debugger.Output(player, "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString()); | //Debugger.Output(player, "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString()); | ||||
| }, | }, | ||||
| timeInterval: GameData.frameDuration, | timeInterval: GameData.frameDuration, | ||||
| @@ -174,7 +174,8 @@ namespace Preparation.Interface | |||||
| public override int SkillCD => GameData.commonSkillCD; | public override int SkillCD => GameData.commonSkillCD; | ||||
| public override int DurationTime => 0; | public override int DurationTime => 0; | ||||
| public AtomicInt DegreeOfMeditation { get; } = new(0); | |||||
| private AtomicInt degreeOfMeditation = new(0); | |||||
| public AtomicInt DegreeOfMeditation { get => degreeOfMeditation; } | |||||
| } | } | ||||
| public class SummonGolem : ActiveSkill | public class SummonGolem : ActiveSkill | ||||
| @@ -5,7 +5,7 @@ namespace Preparation.Utility | |||||
| { | { | ||||
| //理论上结构体最好不可变,这里采用了可变结构。 | //理论上结构体最好不可变,这里采用了可变结构。 | ||||
| //其对应属性不应当有set访问器,避免不安全的=赋值 | //其对应属性不应当有set访问器,避免不安全的=赋值 | ||||
| public struct AtomicInt | |||||
| public class AtomicInt | |||||
| { | { | ||||
| private int v; | private int v; | ||||
| public AtomicInt(int x) | public AtomicInt(int x) | ||||
| @@ -15,18 +15,17 @@ namespace Preparation.Utility | |||||
| public override string ToString() => Interlocked.CompareExchange(ref v, -1, -1).ToString(); | public override string ToString() => Interlocked.CompareExchange(ref v, -1, -1).ToString(); | ||||
| public int Get() => Interlocked.CompareExchange(ref v, -1, -1); | public int Get() => Interlocked.CompareExchange(ref v, -1, -1); | ||||
| public static implicit operator int(AtomicInt aint) => Interlocked.CompareExchange(ref aint.v, -1, -1); | public static implicit operator int(AtomicInt aint) => Interlocked.CompareExchange(ref aint.v, -1, -1); | ||||
| public int Set(int value) => Interlocked.Exchange(ref v, value); | |||||
| /// <returns>返回操作前的值</returns> | |||||
| public int SetReturnOri(int value) => Interlocked.Exchange(ref v, value); | |||||
| public int Add(int x) => Interlocked.Add(ref v, x); | public int Add(int x) => Interlocked.Add(ref v, x); | ||||
| public int Sub(int x) => Interlocked.Add(ref v, -x); | public int Sub(int x) => Interlocked.Add(ref v, -x); | ||||
| public int Inc() => Interlocked.Increment(ref v); | public int Inc() => Interlocked.Increment(ref v); | ||||
| public int Dec() => Interlocked.Decrement(ref v); | public int Dec() => Interlocked.Decrement(ref v); | ||||
| public void CompareExchange(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); | |||||
| /// <returns>返回操作前的值</returns> | /// <returns>返回操作前的值</returns> | ||||
| public int CompareExReturnOri(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); | public int CompareExReturnOri(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); | ||||
| } | } | ||||
| public struct AtomicLong | |||||
| public class AtomicLong | |||||
| { | { | ||||
| private long v; | private long v; | ||||
| public AtomicLong(long x) | public AtomicLong(long x) | ||||
| @@ -36,18 +35,17 @@ namespace Preparation.Utility | |||||
| public override string ToString() => Interlocked.Read(ref v).ToString(); | public override string ToString() => Interlocked.Read(ref v).ToString(); | ||||
| public long Get() => Interlocked.Read(ref v); | public long Get() => Interlocked.Read(ref v); | ||||
| public static implicit operator long(AtomicLong aint) => Interlocked.Read(ref aint.v); | public static implicit operator long(AtomicLong aint) => Interlocked.Read(ref aint.v); | ||||
| public long Set(long value) => Interlocked.Exchange(ref v, value); | |||||
| /// <returns>返回操作前的值</returns> | |||||
| public long SetReturnOri(long value) => Interlocked.Exchange(ref v, value); | |||||
| public long Add(long x) => Interlocked.Add(ref v, x); | public long Add(long x) => Interlocked.Add(ref v, x); | ||||
| public long Sub(long x) => Interlocked.Add(ref v, -x); | public long Sub(long x) => Interlocked.Add(ref v, -x); | ||||
| public long Inc() => Interlocked.Increment(ref v); | public long Inc() => Interlocked.Increment(ref v); | ||||
| public long Dec() => Interlocked.Decrement(ref v); | public long Dec() => Interlocked.Decrement(ref v); | ||||
| public void CompareExchange(long newV, long compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); | |||||
| /// <returns>返回操作前的值</returns> | /// <returns>返回操作前的值</returns> | ||||
| public long CompareExReturnOri(long newV, long compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); | public long CompareExReturnOri(long newV, long compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); | ||||
| } | } | ||||
| public struct AtomicBool | |||||
| public class AtomicBool | |||||
| { | { | ||||
| private int v;//v==0为false,v==1为true | private int v;//v==0为false,v==1为true | ||||
| public AtomicBool(bool x) | public AtomicBool(bool x) | ||||
| @@ -57,36 +55,34 @@ namespace Preparation.Utility | |||||
| public override string ToString() => (Interlocked.CompareExchange(ref v, -2, -2) == 0) ? "false" : "true"; | public override string ToString() => (Interlocked.CompareExchange(ref v, -2, -2) == 0) ? "false" : "true"; | ||||
| public bool Get() => (Interlocked.CompareExchange(ref v, -1, -1) != 0); | public bool Get() => (Interlocked.CompareExchange(ref v, -1, -1) != 0); | ||||
| public static implicit operator bool(AtomicBool abool) => (Interlocked.CompareExchange(ref abool.v, -1, -1) != 0); | public static implicit operator bool(AtomicBool abool) => (Interlocked.CompareExchange(ref abool.v, -1, -1) != 0); | ||||
| public bool Set(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0); | |||||
| /// <returns>返回操作前的值</returns> | |||||
| public bool SetReturnOri(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0); | |||||
| /// <returns>赋值前的值是否与将赋予的值不相同</returns> | /// <returns>赋值前的值是否与将赋予的值不相同</returns> | ||||
| public bool TrySet(bool value) | public bool TrySet(bool value) | ||||
| { | { | ||||
| return (Interlocked.CompareExchange(ref v, value ? 1 : 0, value ? 0 : 1) ^ (value ? 1 : 0)) != 0; | return (Interlocked.CompareExchange(ref v, value ? 1 : 0, value ? 0 : 1) ^ (value ? 1 : 0)) != 0; | ||||
| } | } | ||||
| public bool And(bool x) => Interlocked.And(ref v, x ? 1 : 0) != 0; | public bool And(bool x) => Interlocked.And(ref v, x ? 1 : 0) != 0; | ||||
| public bool Or(bool x) => Interlocked.Or(ref v, x ? 1 : 0) != 0; | public bool Or(bool x) => Interlocked.Or(ref v, x ? 1 : 0) != 0; | ||||
| } | } | ||||
| /// <summary> | /// <summary> | ||||
| /// 一个能记录Start后完成多少进度的进度条(long), | |||||
| /// 根据时间推算Start后完成多少进度的进度条(long)。 | |||||
| /// 只允许Start时修改needTime(请确保大于0); | /// 只允许Start时修改needTime(请确保大于0); | ||||
| /// 支持TrySet0使未完成的进度条终止清零;支持Set0使进度条强制终止清零; | /// 支持TrySet0使未完成的进度条终止清零;支持Set0使进度条强制终止清零; | ||||
| /// 不支持暂停 | |||||
| /// 通过原子操作实现。 | |||||
| /// </summary> | /// </summary> | ||||
| public struct LongProgressContinuously | |||||
| public class LongProgressByTime | |||||
| { | { | ||||
| private long endT = long.MaxValue; | private long endT = long.MaxValue; | ||||
| private long needT; | private long needT; | ||||
| public LongProgressContinuously(long needTime) | |||||
| public LongProgressByTime(long needTime) | |||||
| { | { | ||||
| if (needTime <= 0) Debugger.Output("Bug:LongProgressContinuously.needTime (" + needTime.ToString() + ") is less than 0."); | |||||
| if (needTime <= 0) Debugger.Output("Bug:LongProgressByTime.needTime (" + needTime.ToString() + ") is less than 0."); | |||||
| this.needT = needTime; | this.needT = needTime; | ||||
| } | } | ||||
| public LongProgressContinuously() | |||||
| public LongProgressByTime() | |||||
| { | { | ||||
| this.needT = long.MaxValue; | this.needT = long.MaxValue; | ||||
| } | } | ||||
| @@ -118,7 +114,7 @@ namespace Preparation.Utility | |||||
| /// <summary> | /// <summary> | ||||
| /// <0则表明未开始 | /// <0则表明未开始 | ||||
| /// </summary> | /// </summary> | ||||
| public static implicit operator long(LongProgressContinuously pLong) => pLong.GetProgress(); | |||||
| public static implicit operator long(LongProgressByTime pLong) => pLong.GetProgress(); | |||||
| /// <summary> | /// <summary> | ||||
| /// GetProgressDouble<0则表明未开始 | /// GetProgressDouble<0则表明未开始 | ||||
| @@ -134,13 +130,13 @@ namespace Preparation.Utility | |||||
| { | { | ||||
| if (needTime <= 0) | if (needTime <= 0) | ||||
| { | { | ||||
| Debugger.Output("Warning:Start LongProgressContinuously with the needTime (" + needTime.ToString() + ") which is less than 0."); | |||||
| Debugger.Output("Warning:Start LongProgressByTime with the needTime (" + needTime.ToString() + ") which is less than 0."); | |||||
| return false; | return false; | ||||
| } | } | ||||
| //规定只有Start可以修改needT,且需要先访问endTime,从而避免锁(某种程度上endTime可以认为是needTime的锁) | //规定只有Start可以修改needT,且需要先访问endTime,从而避免锁(某种程度上endTime可以认为是needTime的锁) | ||||
| if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false; | if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false; | ||||
| if (needTime <= 2) Debugger.Output("Warning:the field of LongProgressContinuously is " + needTime.ToString() + ",which is too small."); | |||||
| Interlocked.Exchange(ref this.needT, needTime); | |||||
| if (needTime <= 2) Debugger.Output("Warning:the field of LongProgressByTime is " + needTime.ToString() + ",which is too small."); | |||||
| Interlocked.Exchange(ref needT, needTime); | |||||
| return true; | return true; | ||||
| } | } | ||||
| public bool Start() | public bool Start() | ||||
| @@ -149,7 +145,13 @@ namespace Preparation.Utility | |||||
| if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false; | if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false; | ||||
| return true; | return true; | ||||
| } | } | ||||
| /// <summary> | |||||
| /// 使进度条强制终止清零 | |||||
| /// </summary> | |||||
| public void Set0() => Interlocked.Exchange(ref endT, long.MaxValue); | public void Set0() => Interlocked.Exchange(ref endT, long.MaxValue); | ||||
| /// <summary> | |||||
| /// 使未完成的进度条终止清零 | |||||
| /// </summary> | |||||
| public bool TrySet0() | public bool TrySet0() | ||||
| { | { | ||||
| if (Environment.TickCount64 < Interlocked.CompareExchange(ref endT, -2, -2)) | if (Environment.TickCount64 < Interlocked.CompareExchange(ref endT, -2, -2)) | ||||
| @@ -162,10 +164,34 @@ namespace Preparation.Utility | |||||
| //增加其他新的写操作可能导致不安全 | //增加其他新的写操作可能导致不安全 | ||||
| } | } | ||||
| /* | |||||
| /// <summary> | |||||
| /// 记录(不是根据时间)完成多少进度的进度条(long)。 | |||||
| /// </summary> | |||||
| public struct IntProgressByAdding | |||||
| { | |||||
| private int completedProgress = -1; | |||||
| private int requiredProgress; | |||||
| public IntProgressByAdding(int completedProgress, int requiredProgress) | |||||
| { | |||||
| this.completedProgress = completedProgress; | |||||
| this.requiredProgress = requiredProgress; | |||||
| } | |||||
| public IntProgressByAdding(int requiredProgress) | |||||
| { | |||||
| this.requiredProgress = requiredProgress; | |||||
| } | |||||
| public IntProgressByAdding() | |||||
| { | |||||
| this.requiredProgress=int.MaxValue; | |||||
| } | |||||
| } | |||||
| */ | |||||
| /// <summary> | /// <summary> | ||||
| /// 一个保证在[0,maxValue]的可变int,支持可变的maxValue(请确保大于0) | /// 一个保证在[0,maxValue]的可变int,支持可变的maxValue(请确保大于0) | ||||
| /// </summary> | /// </summary> | ||||
| public struct IntWithVariableRange | |||||
| public class IntWithVariableRange | |||||
| { | { | ||||
| private int v; | private int v; | ||||
| private int maxV; | private int maxV; | ||||
| @@ -310,7 +336,7 @@ namespace Preparation.Utility | |||||
| /// <summary> | /// <summary> | ||||
| /// 一个保证在[0,maxValue]的可变long,支持可变的maxValue(请确保大于0) | /// 一个保证在[0,maxValue]的可变long,支持可变的maxValue(请确保大于0) | ||||
| /// </summary> | /// </summary> | ||||
| public struct LongWithVariableRange | |||||
| public class LongWithVariableRange | |||||
| { | { | ||||
| private long v; | private long v; | ||||
| private long maxV; | private long maxV; | ||||
| @@ -319,7 +345,7 @@ namespace Preparation.Utility | |||||
| { | { | ||||
| if (maxValue < 0) | if (maxValue < 0) | ||||
| { | { | ||||
| Debugger.Output("Warning:Try to set LongWithVariableRange.maxValue to " + maxValue.ToString() + "."); | |||||
| Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + "."); | |||||
| maxValue = 0; | maxValue = 0; | ||||
| } | } | ||||
| v = value < maxValue ? value : maxValue; | v = value < maxValue ? value : maxValue; | ||||
| @@ -332,7 +358,7 @@ namespace Preparation.Utility | |||||
| { | { | ||||
| if (maxValue < 0) | if (maxValue < 0) | ||||
| { | { | ||||
| Debugger.Output("Warning:Try to set LongWithVariableRange.maxValue to " + maxValue.ToString() + "."); | |||||
| Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + "."); | |||||
| maxValue = 0; | maxValue = 0; | ||||
| } | } | ||||
| v = this.maxV = maxValue; | v = this.maxV = maxValue; | ||||
| @@ -455,7 +481,7 @@ namespace Preparation.Utility | |||||
| /// <summary> | /// <summary> | ||||
| /// 一个保证在[0,maxNum],每CDms自动更新的可变int,支持可变的CD、maxNum(请确保大于0) | /// 一个保证在[0,maxNum],每CDms自动更新的可变int,支持可变的CD、maxNum(请确保大于0) | ||||
| /// </summary> | /// </summary> | ||||
| public struct IntNumUpdateByCD | |||||
| public class IntNumUpdateByCD | |||||
| { | { | ||||
| private int num; | private int num; | ||||
| private int maxNum; | private int maxNum; | ||||
| @@ -623,9 +649,9 @@ namespace Preparation.Utility | |||||
| { | { | ||||
| lock (numLock) | lock (numLock) | ||||
| { | { | ||||
| if (cd <= 0) Debugger.Output("Bug:Set IntNumUpdateByCD.cd to " + cd.ToString() + "."); | |||||
| if (cd <= 0) Debugger.Output("Bug:SetReturnOri IntNumUpdateByCD.cd to " + cd.ToString() + "."); | |||||
| this.cd = cd; | this.cd = cd; | ||||
| } | } | ||||
| } | } | ||||
| } | } | ||||
| } | |||||
| } | |||||