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- using System;
- using System.Threading;
- using GameClass.GameObj;
- using GameEngine;
- using Preparation.Utility;
- using Timothy.FrameRateTask;
-
- namespace Gaming
- {
- public partial class Game
- {
- private readonly ActionManager actionManager;
- private class ActionManager
- {
- public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
- {
- if (moveTimeInMilliseconds < 5) return false;
- long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Moving);
- if (stateNum == -1) return false;
- new Thread
- (
- () =>
- {
- playerToMove.ThreadNum.WaitOne();
- if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
- {
- playerToMove.ThreadNum.Release();
- return;
- }
- moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, stateNum);
- }
- )
- { IsBackground = true }.Start();
- return true;
- }
-
- public bool MovePlayerWhenStunned(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
- {
- if (playerToMove.CharacterType == CharacterType.Robot) return false;
- long stateNum = playerToMove.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Charmed);
- if (stateNum == -1) return false;
- new Thread
- (() =>
- {
- playerToMove.ThreadNum.WaitOne();
- if (!playerToMove.StartThread(stateNum, RunningStateType.RunningActively))
- {
- playerToMove.ThreadNum.Release();
- return;
- }
- else
- {
- moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection, playerToMove.StateNum);
- Thread.Sleep(moveTimeInMilliseconds);
- lock (playerToMove.ActionLock)
- {
- lock (playerToMove.ActionLock)
- {
- if (stateNum == playerToMove.StateNum)
- playerToMove.SetPlayerStateNaturally();
- }
- }
- }
- }
- )
- { IsBackground = true }.Start();
- return true;
- }
-
- public static bool Stop(Character player)
- {
- lock (player.ActionLock)
- {
- if (player.Commandable())
- {
- player.SetPlayerState(RunningStateType.Null);
- return true;
- }
- }
- return false;
- }
-
- public bool Fix(Student player)// 自动检查有无发电机可修
- {
- Generator? generatorForFix = (Generator?)gameMap.OneForInteract(player.Position, GameObjType.Generator);
- if (generatorForFix == null) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Fixing);
- if (stateNum == -1) return false;
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
- {
- player.ThreadNum.Release();
- return;
- }
- if (!player.StartThread(stateNum, RunningStateType.RunningActively))
- {
- player.ThreadNum.Release();
- return;
- }
-
- generatorForFix.AddNumOfFixing();
-
- Thread.Sleep(GameData.checkInterval);
- new FrameRateTaskExecutor<int>(
- loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
- loopToDo: () =>
- {
- if (generatorForFix.Repair(player.FixSpeed * GameData.checkInterval, player))
- gameMap.AddNumOfRepairedGenerators();
- if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator)
- {
- lock (player.ActionLock)
- {
- if (stateNum == player.StateNum)
- player.SetPlayerState(RunningStateType.Null);
- }
- return false;
- }
- return true;
- },
- timeInterval: GameData.checkInterval,
- finallyReturn: () => 0
- )
- .Start();
- player.ThreadNum.Release();
- generatorForFix.SubNumOfFixing();
- }
-
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool OpenDoorway(Student player)
- {
- Doorway? doorwayToOpen = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
- if (doorwayToOpen == null) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoorway, doorwayToOpen);
- if (stateNum == -1) return false;
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
- {
- player.ThreadNum.Release();
- return;
- }
- doorwayToOpen.TryToOpen();
- Thread.Sleep(GameData.degreeOfOpenedDoorway - doorwayToOpen.OpenDegree);
-
- if (player.ResetPlayerState(stateNum))
- {
- doorwayToOpen.FinishOpenning();
- player.ThreadNum.Release();
- }
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool Escape(Student player)
- {
- if (player.CharacterType == CharacterType.Robot || player.CharacterType == CharacterType.Teacher)
- return false;
-
- Doorway? doorwayForEscape = (Doorway?)gameMap.OneForInteract(player.Position, GameObjType.Doorway);
- if (doorwayForEscape != null && doorwayForEscape.IsOpen())
- {
- if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
- player.AddScore(GameData.StudentScoreEscape);
- gameMap.MapEscapeStudent();
- return true;
- }
- else
- {
- EmergencyExit? emergencyExit = (EmergencyExit?)gameMap.OneForInteract(player.Position, GameObjType.EmergencyExit);
- if (emergencyExit != null && emergencyExit.IsOpen)
- {
- if (!player.TryToRemoveFromGame(PlayerStateType.Escaped)) return false;
- player.AddScore(GameData.StudentScoreEscape);
- gameMap.MapEscapeStudent();
- return true;
- }
- return false;
- }
- }
-
- public bool Treat(Student player, Student? playerTreated = null)
- {
- if (player.CharacterType == CharacterType.Robot) return false;
- if (playerTreated == null)
- {
- playerTreated = gameMap.StudentForInteract(player.Position);
- if (playerTreated == null) return false;
- }
- else if (!GameData.ApproachToInteract(playerTreated.Position, player.Position)) return false;
-
- if (playerTreated.HP == playerTreated.MaxHp) return false;
-
- long stateNumTreated = playerTreated.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treated);
- if (stateNumTreated == -1) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treating);
- if (stateNum == -1)
- {
- lock (playerTreated.ActionLock)
- {
- if (playerTreated.StateNum == stateNumTreated)
- player.SetPlayerStateNaturally();
- }
- return false;
- }
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- if (!player.StartThread(stateNum, RunningStateType.RunningActively))
- {
- player.ThreadNum.Release();
- lock (playerTreated.ActionLock)
- {
- if (playerTreated.StateNum == stateNumTreated)
- playerTreated.SetPlayerStateNaturally();
- }
- return;
- }
-
- playerTreated.ThreadNum.WaitOne();
- if (!playerTreated.StartThread(stateNum, RunningStateType.RunningActively))
- {
- playerTreated.ThreadNum.Release();
- lock (player.ActionLock)
- {
- if (player.StateNum == stateNum)
- player.SetPlayerStateNaturally();
- }
- player.ThreadNum.Release();
- return;
- }
-
- Thread.Sleep(GameData.checkInterval);
- new FrameRateTaskExecutor<int>(
- loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
- loopToDo: () =>
- {
- lock (playerTreated.ActionLock)
- {
- if (playerTreated.StateNum == stateNumTreated)
- {
- if (playerTreated.AddDegreeOfTreatment(GameData.checkInterval * player.TreatSpeed, player))
- {
- playerTreated.SetPlayerStateNaturally();
- return false;
- }
- }
- else return false;
- }
- return true;
- },
- timeInterval: GameData.checkInterval,
- finallyReturn: () => 0
- )
- .Start();
- player.ThreadNum.Release();
- playerTreated.ThreadNum.Release();
- if (player.ResetPlayerState(stateNum))
- return;
-
- playerTreated.ResetPlayerState(stateNumTreated);
- }
- )
- { IsBackground = true }.Start();
- return true;
- }
-
- public bool Rescue(Student player, Student? playerRescued = null)
- {
- if (player.CharacterType == CharacterType.Robot) return false;
-
- if (playerRescued == null)
- {
- playerRescued = gameMap.StudentForInteract(player.Position);
- if (playerRescued == null) return false;
- }
- // else//no need
- // if (!GameData.ApproachToInteract(playerRescued.Position, player.Position)) return false;
-
- long stateNumRescued = playerRescued.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescued);
- if (stateNumRescued == -1) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Rescuing);
- if (stateNum == -1)
- {
- playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
- return false;
- }
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
- {
- player.ThreadNum.Release();
- playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
- return;
- }
-
- playerRescued.ThreadNum.WaitOne();
- if (!GameData.ApproachToInteract(playerRescued.Position, player.Position)) return;
-
- if (!playerRescued.StartThread(stateNumRescued, RunningStateType.RunningSleepily))
- {
- playerRescued.ThreadNum.Release();
- if (!player.ResetPlayerState(stateNum))
- player.ThreadNum.Release();
- return;
- }
-
- new FrameRateTaskExecutor<int>(
- loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming,
- loopToDo: () =>
- {
- lock (playerRescued.ActionLock)
- {
- if (playerRescued.StateNum == stateNumRescued)
- {
- if (playerRescued.AddTimeOfRescue(GameData.checkInterval))
- {
- playerRescued.SetPlayerStateNaturally();
- playerRescued.HP = playerRescued.MaxHp / 2;
- player.AddScore(GameData.StudentScoreRescue);
- return false;
- }
- }
- else return false;
- }
- return true;
- },
- timeInterval: GameData.checkInterval,
- finallyReturn: () => 0
- )
- .Start();
- playerRescued.SetTimeOfRescue(0);
-
- player.ThreadNum.Release();
- playerRescued.ThreadNum.Release();
- if (player.ResetPlayerState(stateNum)) return;
-
- playerRescued.ResetPlayerState(stateNumRescued, RunningStateType.RunningForcibly, PlayerStateType.Addicted);
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool OpenChest(Character player)
- {
- Chest? chestToOpen = (Chest?)gameMap.OneForInteract(player.Position, GameObjType.Chest);
- if (chestToOpen == null) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheChest, chestToOpen);
- if (stateNum == -1) return false;
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- lock (player.ActionLock)
- {
- if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
- {
- player.ThreadNum.Release();
- return;
- }
- else
- if (!chestToOpen.Open(player))
- {
- player.ThreadNum.Release();
- player.SetPlayerStateNaturally();
- return;
- }
- }
-
- Thread.Sleep(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest);
-
- if (player.ResetPlayerState(stateNum))
- {
- player.ThreadNum.Release();
- for (int i = 0; i < GameData.maxNumOfPropInChest; ++i)
- {
- Gadget prop = chestToOpen.PropInChest[i];
- chestToOpen.PropInChest[i] = new NullProp();
- prop.ReSetPos(player.Position);
- gameMap.Add(prop);
- }
- }
- }
-
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool ClimbingThroughWindow(Character player)
- {
- Window? windowForClimb = (Window?)gameMap.OneForInteractInACross(player.Position, GameObjType.Window);
- if (windowForClimb == null) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.ClimbingThroughWindows, windowForClimb);
- if (stateNum == -1) return false;
-
- XY windowToPlayer = new(
- (Math.Abs(player.Position.x - windowForClimb.Position.x) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.x > windowForClimb.Position.x ? 1 : -1)) : 0,
- (Math.Abs(player.Position.y - windowForClimb.Position.y) > GameData.numOfPosGridPerCell / 2) ? (GameData.numOfPosGridPerCell / 2 * (player.Position.y > windowForClimb.Position.y ? 1 : -1)) : 0);
-
- /* Character? characterInWindow = (Character?)gameMap.OneInTheSameCell(windowForClimb.Position - 2 * windowToPlayer, GameObjType.Character);
- if (characterInWindow != null)
- {
- if (player.IsGhost() && !characterInWindow.IsGhost())
- characterManager.BeAttacked((Student)(characterInWindow), player.Attack(characterInWindow.Position));
- return false;
- }
-
- Wall addWall = new Wall(windowForClimb.Position - 2 * windowToPlayer);
- gameMap.Add(addWall);*/
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- lock (player.ActionLock)
- {
- if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
- {
- player.ThreadNum.Release();
- return;
- }
- if (!windowForClimb.TryToClimb(player))
- {
- player.SetPlayerStateNaturally();
- player.ThreadNum.Release();
- return;
- }
- }
-
- Thread.Sleep((int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed));
-
- lock (player.ActionLock)
- {
- if (!player.StartThread(stateNum, RunningStateType.RunningActively)) return;
- player.ReSetPos(windowToPlayer + windowForClimb.Position);
- windowForClimb.Enter2Stage(windowForClimb.Position - 2 * windowToPlayer);
- }
-
- player.MoveSpeed = player.SpeedOfClimbingThroughWindows;
- moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
-
- Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
-
- player.MoveSpeed = player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed);
-
- lock (player.ActionLock)
- {
- if (stateNum == player.StateNum)
- {
- player.SetPlayerStateNaturally();
- windowForClimb.FinishClimbing();
- }
- }
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool LockDoor(Character player)
- {
- if (player.CharacterType == CharacterType.Robot) return false;
- Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
- if (doorToLock == null) return false;
-
- PropType propType = doorToLock.DoorNum switch
- {
- 3 => PropType.Key3,
- 5 => PropType.Key5,
- _ => PropType.Key6,
- };
-
- if (!player.UseTool(propType)) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.LockingTheDoor, doorToLock);
- if (stateNum == -1)
- {
- player.ReleaseTool(propType);
- return false;
- }
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- if (!player.StartThread(stateNum, RunningStateType.RunningActively))
- {
- player.ReleaseTool(propType);
- player.ThreadNum.Release();
- return;
- }
- if (!doorToLock.TryLock(player))
- {
- player.ReleaseTool(propType);
- player.ResetPlayerState(stateNum);
- player.ThreadNum.Release();
- return;
- }
- Thread.Sleep(GameData.checkInterval);
- new FrameRateTaskExecutor<int>(
- loopCondition: () => stateNum == player.StateNum && gameMap.Timer.IsGaming && doorToLock.LockDegree < GameData.degreeOfLockingOrOpeningTheDoor,
- loopToDo: () =>
- {
- if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
- return false;
- doorToLock.LockDegree += GameData.checkInterval * player.SpeedOfOpeningOrLocking;
- return true;
- },
- timeInterval: GameData.checkInterval,
- finallyReturn: () => 0
- )
- .Start();
- doorToLock.StopLock();
- player.ReleaseTool(propType);
- player.ThreadNum.Release();
- player.ResetPlayerState(stateNum);
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- public bool OpenDoor(Character player)
- {
- if (player.CharacterType == CharacterType.Robot) return false;
- Door? doorToLock = (Door?)gameMap.OneForInteract(player.Position, GameObjType.Door);
- if (doorToLock == null) return false;
-
- PropType propType = doorToLock.DoorNum switch
- {
- 3 => PropType.Key3,
- 5 => PropType.Key5,
- _ => PropType.Key6,
- };
-
- if (!player.UseTool(propType)) return false;
-
- long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.OpeningTheDoor, doorToLock);
- if (stateNum == -1)
- {
- player.ReleaseTool(propType);
- return false;
- }
-
- new Thread
- (
- () =>
- {
- player.ThreadNum.WaitOne();
- if (!player.StartThread(stateNum, RunningStateType.RunningSleepily))
- {
- player.ReleaseTool(propType);
- player.ThreadNum.Release();
- return;
- }
- if (!doorToLock.TryOpen(player))
- {
- player.ReleaseTool(propType);
- if (player.ResetPlayerState(stateNum))
- player.ThreadNum.Release();
- return;
- }
- Thread.Sleep(GameData.degreeOfLockingOrOpeningTheDoor / player.SpeedOfOpeningOrLocking);
-
- if (player.ResetPlayerState(stateNum))
- {
- doorToLock.StopOpen();
- player.ReleaseTool(propType);
- player.ThreadNum.Release();
- }
- }
-
- )
- { IsBackground = true }.Start();
-
- return true;
- }
-
- /*
- private void ActivateMine(Character player, Mine mine)
- {
- gameMap.ObjListLock.EnterWriteLock();
- try { gameMap.ObjList.Remove(mine); }
- catch { }
- finally { gameMap.ObjListLock.ExitWriteLock(); }
-
- switch (mine.GetPropType())
- {
- case PropType.Dirt:
- player.AddMoveSpeed(Constant.dirtMoveSpeedDebuff, Constant.buffPropTime);
- break;
- case PropType.Attenuator:
- player.AddAP(Constant.attenuatorAtkDebuff, Constant.buffPropTime);
- break;
- case PropType.Divider:
- player.ChangeCD(Constant.dividerCdDiscount, Constant.buffPropTime);
- break;
- }
- }
- */
-
- private readonly Map gameMap;
- private readonly CharacterManager characterManager;
- public readonly MoveEngine moveEngine;
- public ActionManager(Map gameMap, CharacterManager characterManager)
- {
- this.gameMap = gameMap;
-
- this.moveEngine = new MoveEngine(
- gameMap: gameMap,
- OnCollision: (obj, collisionObj, moveVec) =>
- {
- Character player = (Character)obj;
- switch (collisionObj.Type)
- {
- case GameObjType.Bullet:
-
- if (((Bullet)collisionObj).Parent != player && ((Bullet)collisionObj).TypeOfBullet == BulletType.JumpyDumpty)
- {
- if (CharacterManager.BeStunned((Character)player, GameData.timeOfStunnedWhenJumpyDumpty) > 0)
- player.AddScore(GameData.TrickerScoreStudentBeStunned(GameData.timeOfStunnedWhenJumpyDumpty));
- gameMap.Remove((GameObj)collisionObj);
- }
- break;
- case GameObjType.Character:
- if (player.FindActiveSkill(ActiveSkillType.CanBeginToCharge).IsBeingUsed == 1 && ((Character)collisionObj).IsGhost())
- {
- if (CharacterManager.BeStunned((Character)collisionObj, GameData.timeOfGhostStunnedWhenCharge) > 0)
- player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenCharge));
- CharacterManager.BeStunned(player, GameData.timeOfStudentStunnedWhenCharge);
- }
- break;
- case GameObjType.Item:
- if (((Item)collisionObj).GetPropType() == PropType.CraftingBench)
- {
- ((CraftingBench)collisionObj).TryStopSkill();
- gameMap.Remove((Item)collisionObj);
- }
- break;
- default:
- break;
- }
-
- //Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString());
- //if (collisionObj is Mine)
- //{
- // ActivateMine((Character)obj, (Mine)collisionObj);
- // return MoveEngine.AfterCollision.ContinueCheck;
- //}
- return MoveEngine.AfterCollision.MoveMax;
- },
- EndMove: obj =>
- {
- obj.ThreadNum.Release();
- // Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
- }
- );
- this.characterManager = characterManager;
- }
- }
- }
- }
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