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; public AttackManager(Map gameMap) { this.gameMap = gameMap; this.moveEngine = new MoveEngine( gameMap: gameMap, OnCollision: (obj, collisionObj, moveVec) => { //BulletBomb((Bullet)obj, (GameObj)collisionObj); return MoveEngine.AfterCollision.Destroyed; }, EndMove: obj => { #if DEBUG Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64); #endif BulletBomb((Bullet)obj, null); } ); } private void BeAddictedToGame(Student player) { new Thread (() => { if (player.GamingAddiction > GameData.BeginGamingAddiction && player.GamingAddiction < GameData.MidGamingAddiction) player.GamingAddiction = GameData.MidGamingAddiction; player.PlayerState = PlayerStateType.IsAddicted; new FrameRateTaskExecutor( () => player.PlayerState == PlayerStateType.IsAddicted && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming, () => { player.GamingAddiction += GameData.frameDuration; }, timeInterval: GameData.frameDuration, () => { if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming) { Die(player); } return 0; } ) .Start(); } ) { IsBackground = true }.Start(); } public void BeStunned(Character player, int time) { new Thread (() => { player.PlayerState = PlayerStateType.IsStunned; new FrameRateTaskExecutor( () => player.PlayerState == PlayerStateType.IsStunned && gameMap.Timer.IsGaming, () => { }, timeInterval: GameData.frameDuration, () => { if (player.PlayerState == PlayerStateType.IsStunned) player.PlayerState = PlayerStateType.Null; return 0; }, maxTotalDuration: time ) .Start(); } ) { IsBackground = true }.Start(); } private void Die(Character player) { player.Die(PlayerStateType.IsDeceased); // gameMap.GameObjLockDict[GameObjType.Character].EnterWriteLock(); // try //{ // gameMap.GameObjDict[GameObjType.Character].Remove(playerBeingShot); // } // finally //{ // gameMap.GameObjLockDict[GameObjType.Character].ExitWriteLock(); // } for (int i = 0; i < GameData.maxNumOfPropInPropInventory; i++) { Prop? prop = player.UseProp(i); if (prop != null) { prop.ReSetPos(player.Position, gameMap.GetPlaceType(player.Position)); gameMap.Add(prop); } } // player.Reset(); // ((Character?)bullet.Parent)?.AddScore(GameData.addScoreWhenKillOneLevelPlayer); // 给击杀者加分 /* new Thread (() => { Thread.Sleep(GameData.reviveTime); playerBeingShot.AddShield(GameData.shieldTimeAtBirth); // 复活加个盾 // gameMap.GameObjLockDict[GameObjType.Character].EnterWriteLock(); // try //{ // gameMap.GameObjDict[GameObjType.Character].Add(playerBeingShot); // } // finally { gameMap.GameObjLockDict[GameObjType.Character].ExitWriteLock(); } if (gameMap.Timer.IsGaming) { playerBeingShot.CanMove = true; } playerBeingShot.IsDeceased = false; } ) { IsBackground = true }.Start(); */ } private void BombObj(Bullet bullet, GameObj objBeingShot) { switch (objBeingShot.Type) { case GameObjType.Character: if ((!((Character)objBeingShot).IsGhost()) && bullet.Parent.IsGhost()) if (((Character)objBeingShot).BeAttacked(bullet)) { BeAddictedToGame((Student)objBeingShot); } // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram) // BeStunned((Character)objBeingShot, bullet.AP); break; default: break; } } private void BulletBomb(Bullet bullet, GameObj? objBeingShot) { #if DEBUG Debugger.Output(bullet, "bombed!"); #endif bullet.CanMove = false; if (gameMap.Remove(bullet) && bullet.IsToBomb) gameMap.Add(new BombedBullet(bullet)); if (!bullet.IsToBomb) { if (objBeingShot == null) { if (bullet.Backswing > 0) { bullet.Parent.PlayerState = PlayerStateType.IsSwinging; new Thread (() => { Thread.Sleep(bullet.Backswing); if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) { bullet.Parent.PlayerState = PlayerStateType.Null; } } ) { IsBackground = true }.Start(); } return; } BombObj(bullet, objBeingShot); if (bullet.RecoveryFromHit > 0) { bullet.Parent.PlayerState = PlayerStateType.IsSwinging; new Thread (() => { Thread.Sleep(bullet.RecoveryFromHit); if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) { bullet.Parent.PlayerState = PlayerStateType.Null; } } ) { IsBackground = true }.Start(); } 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↓↓↓ 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); } if (objBeingShot == null) { if (bullet.Backswing > 0) { bullet.Parent.PlayerState = PlayerStateType.IsSwinging; new Thread (() => { Thread.Sleep(bullet.Backswing); if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) { bullet.Parent.PlayerState = PlayerStateType.Null; } } ) { IsBackground = true }.Start(); } } else { if (bullet.RecoveryFromHit > 0) { bullet.Parent.PlayerState = PlayerStateType.IsSwinging; new Thread (() => { Thread.Sleep(bullet.RecoveryFromHit); if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging) { bullet.Parent.PlayerState = PlayerStateType.Null; } } ) { IsBackground = true }.Start(); } } beAttackedList.Clear(); } public bool Attack(Character? player, double angle) // 射出去的子弹泼出去的水(狗头) { // 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) { #if DEBUG Console.WriteLine("the player who will attack is NULL!"); #endif return false; } if (!player.Commandable()) return false; 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 != null) { 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.IsTryingToAttack; new Thread (() => { new FrameRateTaskExecutor( loopCondition: () => player.PlayerState == PlayerStateType.IsTryingToAttack && gameMap.Timer.IsGaming, loopToDo: () => { }, timeInterval: GameData.frameDuration, finallyReturn: () => 0, maxTotalDuration: bullet.CastTime ) .Start(); if (gameMap.Timer.IsGaming) { if (player.PlayerState == PlayerStateType.IsTryingToAttack) { 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; } } } } }