using System;
using System.Net.NetworkInformation;
namespace Preparation.Utility
{
public static class GameData
{
#region 基本常数
public const int numOfStepPerSecond = 20; // 每秒行走的步数
public const int tolerancesLength = 10;
public const int frameDuration = 50; // 每帧时长
public const int checkInterval = 50; // 检查位置标志、补充子弹的帧时长
public const long gameDuration = 600000; // 游戏时长600000ms = 10min
public const int MinSpeed = 1; // 最小速度
public const int MaxSpeed = int.MaxValue; // 最大速度
public const int numOfStudent = 4;
public const int numOfPeople = 5;
#endregion
#region 地图相关
public const int numOfPosGridPerCell = 1000; // 每格的【坐标单位】数
public const int lengthOfMap = 50000; // 地图长度
public const int rows = 50; // 行数
public const int cols = 50; // 列数
public const int numOfBirthPoint = 5;
public const int numOfGenerator = 10;
public const int numOfChest = 8;
public static bool IsMap(GameObjType gameObjType)
{
return (uint)gameObjType > 5;
}
public static bool NeedCopy(GameObjType gameObjType)
{
return gameObjType != GameObjType.Null && gameObjType != GameObjType.Grass && gameObjType != GameObjType.OutOfBoundBlock && gameObjType != GameObjType.Window && gameObjType != GameObjType.Wall;
}
/* public static bool Collide(GameObjType gameObjType)
{
return gameObjType != GameObjType.Null && gameObjType != GameObjType.Grass
&& gameObjType != GameObjType.OutOfBoundBlock && gameObjType != GameObjType.Window
&& gameObjType != GameObjType.Bullet&&gameObjType != GameObjType.Prop
&&gameObjType != GameObjType.PickedProp&&gameObjType != GameObjType.BombedBullet
&&gameObjType != GameObjType.EmergencyExit&&gameObjType != GameObjType.Doorway;
}*/
public static XY GetCellCenterPos(int x, int y) // 求格子的中心坐标
{
XY ret = new(x * numOfPosGridPerCell + numOfPosGridPerCell / 2, y * numOfPosGridPerCell + numOfPosGridPerCell / 2);
return ret;
}
public static int PosGridToCellX(XY pos) // 求坐标所在的格子的x坐标
{
return pos.x / numOfPosGridPerCell;
}
public static int PosGridToCellY(XY pos) // 求坐标所在的格子的y坐标
{
return pos.y / numOfPosGridPerCell;
}
public static XY PosGridToCellXY(XY pos) // 求坐标所在的格子的xy坐标
{
return new XY(pos.x / numOfPosGridPerCell, pos.y / numOfPosGridPerCell);
}
public static bool IsInTheSameCell(XY pos1, XY pos2)
{
return PosGridToCellX(pos1) == PosGridToCellX(pos2) && PosGridToCellY(pos1) == PosGridToCellY(pos2);
}
public static bool ApproachToInteract(XY pos1, XY pos2)
{
if (pos1 == pos2) return false;
return Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) <= 1 && Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2)) <= 1;
}
public static bool ApproachToInteractInACross(XY pos1, XY pos2)
{
if (pos1 == pos2) return false;
return (Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) + Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2))) <= 1;
}
#endregion
#region 角色相关
public const int characterRadius = numOfPosGridPerCell * 4 / 10; // 人物半径
public const int basicTreatSpeed = 100;
public const int basicFixSpeed = 100;
public const int basicSpeedOfOpeningOrLocking = 30;
public const int basicStudentSpeedOfClimbingThroughWindows = 611;
public const int basicGhostSpeedOfClimbingThroughWindows = 1270;
public const int basicSpeedOfOpenChest = 1000;
public const int basicHp = 3000000; // 初始血量
public const int basicMaxGamingAddiction = 60000;//基本完全沉迷时间
public const int BeginGamingAddiction = 10003;
public const int MidGamingAddiction = 30000;
public const int basicTreatmentDegree = 1500000;
public const int basicTimeOfRescue = 1000;
#if DEBUG
public const int basicMoveSpeed = 9000;// 基本移动速度,单位:s-1
#else
public const int basicMoveSpeed = 1270;
#endif
public const int characterMaxSpeed = 12000; // 最大速度
public const double basicConcealment = 1.0;
public const int basicAlertnessRadius = 10700;
public const int basicViewRange = 5 * numOfPosGridPerCell;
public const int maxNumOfPropInPropInventory = 3;
public static XY PosWhoDie = new XY(1, 1);
public static bool IsGhost(CharacterType characterType)
{
return characterType switch
{
CharacterType.Assassin => true,
CharacterType.Klee => true,
CharacterType.ANoisyPerson => true,
_ => false,
};
}
#endregion
#region 得分相关
public static int TrickerScoreAttackStudent(int damage)
{
return damage * 100 / basicApOfGhost;
}
public const int TrickerScoreStudentBeAddicted = 50;
public const int TrickerScoreDestroyRobot = 20;
public const int TrickerScoreStudentDie = 1000;
public static int TrickerScoreStudentBeStunned(int time)
{
return time;
}
public static int StudentScoreFix(int degreeOfFix)
{
return degreeOfFix;
}
public const int StudentScoreFixed = 25;
public static int StudentScorePinDown(int timeOfPiningDown)
{
return 0;
}
public static int StudentScoreTrickerBeStunned(int time)
{
return time;
}
public const int StudentScoreRescue = 100;
public static int StudentScoreTreat(int degree)
{
return degree;
}
public const int StudentScoreEscape = 1000;
public const int ScorePropRemainHp = 20;
public const int ScorePropUseShield = 20;
public const int ScorePropUseSpear = 20;
public const int ScorePropAddAp = 10;
public const int ScorePropAddSpeed = 10;
public const int ScorePropClairaudience = 10;
public const int ScorePropAddHp = 20;
public const int ScorePropRecoverFromDizziness = 20;
#endregion
#region 攻击与子弹相关
public const int basicApOfGhost = 1500000; // 捣蛋鬼攻击力
public const int MinAP = 0; // 最小攻击力
public const int MaxAP = int.MaxValue; // 最大攻击力
public const int factorDamageGenerator = 2;//子弹对电机的破坏=factorDamageGenerator*AP;
public const int bulletRadius = 200; // 默认子弹半径
public const int basicBulletNum = 3; // 基本初始子弹量
public const int basicCD = 3000; // 初始子弹冷却
public const int basicCastTime = 500;//基本前摇时间
public const int basicBackswing = 818;//基本后摇时间
public const int basicRecoveryFromHit = 3700;//基本命中攻击恢复时长
public const int basicStunnedTimeOfStudent = 4130;
public const int basicBulletMoveSpeed = 1800; // 基本子弹移动速度,单位:s-1
public const double basicRemoteAttackRange = 3000; // 基本远程攻击范围
public const double basicAttackShortRange = 900; // 基本近程攻击范围
public const double basicBulletBombRange = 1000; // 基本子弹爆炸范围
#endregion
#region 技能相关
public const int maxNumOfSkill = 3;
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
///
/// BeginToCharge
///
public const int TimeOfGhostFaintingWhenCharge = 7220;
public const int TimeOfStudentFaintingWhenCharge = 2090;
///
/// Punish
///
public const int TimeOfGhostFaintingWhenPunish = 3070;
public const int timeFactorOfGhostFainting = 250;
///
/// Howl
///
public const int TimeOfGhostSwingingAfterHowl = 3070;
public const int TimeOfStudentFaintingWhenHowl = 6110;
#endregion
#region 道具相关
public const int PropRadius = numOfPosGridPerCell / 2;
public const int PropMoveSpeed = 3000;
public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell;
public const long PropProduceTime = 20000;
public const int PropDuration = 10000;
public const int ApPropAdd = basicApOfGhost * 12 / 10;
public const int ApSpearAdd = basicApOfGhost * 6 / 10;
public const int RemainHpWhenAddLife = 100;
public const int numOfPropSpecies = 8;
public const int numOfKeyEachArea = 2;
public const int numOfPropTypeNotKey = 4;
public const int numOfTeachingBuilding = 3;
#endregion
#region 物体相关
public const int degreeOfFixedGenerator = 10300000;
public const int degreeOfLockingOrOpeningTheDoor = 10000;
public const int degreeOfOpenedChest = 10000;
public const int degreeOfOpenedDoorway = 18000;
public const int maxNumOfPropInChest = 2;
public const int numOfGeneratorRequiredForRepair = 7;
public const int numOfGeneratorRequiredForEmergencyExit = 3;
#endregion
}
}