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 = 40; public const int basicStudentSpeedOfClimbingThroughWindows = 611; public const int basicGhostSpeedOfClimbingThroughWindows = 1270; public const int basicSpeedOfOpenChest = 100; 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 = 20900; public const int MidGamingAddiction = 40300; public const int basicTreatmentDegree = 1500000; public const int basicTimeOfRescue = 1000; #if DEBUG public const int basicStudentMoveSpeed = 9000;// 基本移动速度,单位:s-1 #else public const int basicStudentMoveSpeed = 1270; #endif public const int basicGhostMoveSpeed = (int)(basicStudentMoveSpeed * 45.0 / 38); public const int characterMaxSpeed = 12000; // 最大速度 public const double basicConcealment = 1.0; public const int basicStudentAlertnessRadius = 15 * numOfPosGridPerCell; public const int basicGhostAlertnessRadius = 17 * numOfPosGridPerCell; public const int basicStudentViewRange = 10 * numOfPosGridPerCell; public const int basicGhostViewRange = 15 * 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 TrickerScoreDamageGenerator(int degree) { return degree * 200 / degreeOfFixedGenerator; } public static int StudentScoreFix(int degreeOfFix) { return degreeOfFix * 200 / degreeOfFixedGenerator; } public const int StudentScoreFixed = 25; public static int StudentScorePinDown(int timeOfPinningDown) { 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 = 1100; // 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 public const int TimeOfGhostFaintingWhenCharge = 7220; public const int TimeOfStudentFaintingWhenCharge = 2090; public const int TimeOfGhostFaintingWhenPunish = 3070; public const int TimeOfGhostSwingingAfterHowl = 3070; public const int TimeOfStudentFaintingWhenHowl = 6110; public const int TimeOfStunnedWhenJumpyDumpty = 3070; #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 = 8180000; public const int degreeOfLockingOrOpeningTheDoor = 100000; public const int degreeOfOpenedChest = 100000; public const int degreeOfOpenedDoorway = 18000; public const int maxNumOfPropInChest = 2; public const int numOfGeneratorRequiredForRepair = 7; public const int numOfGeneratorRequiredForEmergencyExit = 3; #endregion } }