using System; using System.Threading; using System.Collections.Generic; using GameClass.GameObj; using Preparation.Utility; using GameEngine; using Preparation.Interface; using Timothy.FrameRateTask; using System.Numerics; namespace Gaming { public partial class Game { private readonly AttackManager attackManager; private class AttackManager { readonly Map gameMap; readonly MoveEngine moveEngine; readonly CharacterManager characterManager; public AttackManager(Map gameMap, CharacterManager characterManager) { this.gameMap = gameMap; this.moveEngine = new MoveEngine( gameMap: gameMap, OnCollision: (obj, collisionObj, moveVec) => { BulletBomb((Bullet)obj, (GameObj)collisionObj); return MoveEngine.AfterCollision.Destroyed; }, EndMove: obj => { Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64); if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty) BulletBomb((Bullet)obj, null); } ); this.characterManager = characterManager; } private void BombObj(Bullet bullet, GameObj objBeingShot) { #if DEBUG Debugger.Output(bullet, "bombed " + objBeingShot.ToString()); #endif switch (objBeingShot.Type) { case GameObjType.Character: if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent.IsGhost()) { characterManager.BeAttacked((Student)objBeingShot, bullet); } // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram) // BeStunned((Character)objBeingShot, bullet.AP); break; case GameObjType.Generator: if (bullet.CanBeBombed(GameObjType.Generator)) ((Generator)objBeingShot).DegreeOfRepair -= bullet.AP * GameData.factorDamageGenerator; break; default: break; } } private void BulletBomb(Bullet bullet, GameObj? objBeingShot) { #if DEBUG if (objBeingShot != null) Debugger.Output(bullet, "bombed with" + objBeingShot.ToString()); else Debugger.Output(bullet, "bombed without objBeingShot"); #endif bullet.CanMove = false; if (gameMap.Remove(bullet) && bullet.BulletBombRange > 0) gameMap.Add(new BombedBullet(bullet)); if (bullet.BulletBombRange == 0) { if (objBeingShot == null) { CharacterManager.BackSwing((Character?)bullet.Parent, bullet.Backswing); return; } Debugger.Output(bullet, bullet.TypeOfBullet.ToString()); BombObj(bullet, objBeingShot); CharacterManager.BackSwing((Character?)bullet.Parent, bullet.RecoveryFromHit); return; } /*if (objBeingShot != null) { else if (objBeingShot is Bullet) //子弹不能相互引爆,若要更改这一设定,取消注释即可。 { new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start(); } }*/ // 子弹爆炸会发生的事↓↓↓ if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null) { bullet.Parent.BulletOfPlayer = BulletType.JumpyDumpty; Debugger.Output(bullet, "JumpyDumpty!"); Attack((Character)bullet.Parent, bullet.FacingDirection.Angle()); Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI); Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI / 2.0); Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0); } var beAttackedList = new List(); foreach (var kvp in gameMap.GameObjDict) { if (bullet.CanBeBombed(kvp.Key)) { gameMap.GameObjLockDict[kvp.Key].EnterReadLock(); try { foreach (var item in gameMap.GameObjDict[kvp.Key]) if (bullet.CanAttack((GameObj)item)) { beAttackedList.Add(item); } } finally { gameMap.GameObjLockDict[kvp.Key].ExitReadLock(); } } } foreach (GameObj beAttackedObj in beAttackedList) { BombObj(bullet, beAttackedObj); } beAttackedList.Clear(); if (objBeingShot == null) { CharacterManager.BackSwing((Character?)bullet.Parent, bullet.Backswing); } else CharacterManager.BackSwing((Character?)bullet.Parent, bullet.RecoveryFromHit); } public bool Attack(Character? player, double angle) { // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange if (player == null) { return false; } if (player.BulletOfPlayer == BulletType.Null || !player.Commandable()) return false; XY res = player.Position + 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 != null) { Debugger.Output(player, "Attack in" + bullet.ToString()); bullet.AP += player.TryAddAp() ? GameData.ApPropAdd : 0; bullet.CanMove = true; gameMap.Add(bullet); moveEngine.MoveObj(bullet, (int)((bullet.BulletAttackRange - player.Radius - BulletFactory.BulletRadius(player.BulletOfPlayer)) * 1000 / bullet.MoveSpeed), angle); // 这里时间参数除出来的单位要是ms if (bullet.CastTime > 0) { player.PlayerState = PlayerStateType.TryingToAttack; new Thread (() => { new FrameRateTaskExecutor( loopCondition: () => player.PlayerState == PlayerStateType.TryingToAttack && gameMap.Timer.IsGaming, loopToDo: () => { }, timeInterval: GameData.frameDuration, finallyReturn: () => 0, maxTotalDuration: bullet.CastTime ) .Start(); if (gameMap.Timer.IsGaming) { if (player.PlayerState == PlayerStateType.TryingToAttack) { player.PlayerState = PlayerStateType.Null; } else bullet.IsMoving = false; gameMap.Remove(bullet); } } ) { IsBackground = true }.Start(); } } if (bullet != null) { #if DEBUG Console.WriteLine($"playerID:{player.ID} successfully attacked!"); #endif return true; } else { #if DEBUG Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!"); #endif return false; } } } } }