using Preparation.Interface; using Preparation.Utility; using System; using System.Threading; namespace GameClass.GameObj { /// /// 门 /// public class Door : Immovable { public Door(XY initPos, PlaceType placeType) : base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Door) { keyType = placeType switch { PlaceType.Door3 => PropType.Key3, PlaceType.Door5 => PropType.Key5, _ => PropType.Key6, }; } private readonly PropType keyType; public PropType KeyType => keyType; public override bool IsRigid => !isOpen; public override ShapeType Shape => ShapeType.Square; private Character? whoLockOrOpen = null; public Character? WhoLockOrOpen { get { lock (gameObjLock) return whoLockOrOpen; } } private bool isOpen = true; public bool IsOpen { get { lock (gameObjLock) return isOpen; } } public AtomicInt LockDegree { get; } = new AtomicInt(0); private long openStartTime = 0; public long OpenStartTime { get { lock (gameObjLock) return openStartTime; } } public bool TryOpen(Character character) { lock (gameObjLock) { if (isOpen) return false; if (whoLockOrOpen != null) return false; openStartTime = Environment.TickCount64; whoLockOrOpen = character; return true; } } public void StopOpen() { lock (gameObjLock) { if (whoLockOrOpen != null) { if ((Environment.TickCount64 - openStartTime) >= GameData.degreeOfLockingOrOpeningTheDoor / whoLockOrOpen.SpeedOfOpeningOrLocking) //现在框架没有问题,但是调用可变的SpeedOfOpeningOrLocking可能死锁 isOpen = true; whoLockOrOpen = null; } } } public void FinishOpen() { lock (gameObjLock) { isOpen = true; whoLockOrOpen = null; } } public bool TryLock(Character character) { lock (gameObjLock) { if (!isOpen) return false; if (whoLockOrOpen != null) return false; LockDegree.Set(0); whoLockOrOpen = character; return true; } } public void StopLock() { lock (gameObjLock) { if (LockDegree >= GameData.degreeOfLockingOrOpeningTheDoor) isOpen = false; whoLockOrOpen = null; } } public void FinishLock() { lock (gameObjLock) { isOpen = false; whoLockOrOpen = null; } } public void ForceToOpen() { Character? character; lock (gameObjLock) { character = whoLockOrOpen; whoLockOrOpen = null; isOpen = true; } if (character != null) { lock (character.ActionLock) { if (character.PlayerState == PlayerStateType.OpeningTheDoor) { character.ReleaseTool(KeyType); character.SetPlayerStateNaturally(); } else if (character.PlayerState == PlayerStateType.LockingTheDoor) { character.SetPlayerStateNaturally(); } } } } } }