using Protobuf; using System.Collections.Generic; using GameClass.GameObj; namespace Server { public static class CopyInfo { // 下面赋值为0的大概率是还没写完 2023-03-03 public static MessageOfObj? Auto(GameObj gameObj) { if (gameObj.Type == Preparation.Utility.GameObjType.Character) { Character character = (Character)gameObj; if (character.IsGhost()) return Tricker((Character)character); else return Student((Character)character); } else if (gameObj.Type == Preparation.Utility.GameObjType.Bullet) return Bullet((Bullet)gameObj); else if (gameObj.Type == Preparation.Utility.GameObjType.Prop) return Prop((Prop)gameObj); else if (gameObj.Type == Preparation.Utility.GameObjType.BombedBullet) return BombedBullet((BombedBullet)gameObj); else if (gameObj.Type == Preparation.Utility.GameObjType.PickedProp) return PickedProp((PickedProp)gameObj); else return null; //先写着防报错 } private static MessageOfObj? Student(Character player) { MessageOfObj msg = new MessageOfObj(); if (player.IsGhost()) return null; msg.StudentMessage.X = player.Position.x; msg.StudentMessage.Y = player.Position.y; msg.StudentMessage.Speed = player.MoveSpeed; msg.StudentMessage.Determination = player.HP; //msg.StudentMessage.FailNum = 0; foreach (var keyValue in player.TimeUntilActiveSkillAvailable) msg.StudentMessage.TimeUntilSkillAvailable.Add(keyValue.Value); //msg.StudentMessage.StudentType; // 下面写 msg.StudentMessage.Guid = player.ID; msg.StudentMessage.State = StudentState.NullStatus; msg.StudentMessage.FailTime = 0; msg.StudentMessage.EmoTime = 0; msg.StudentMessage.PlayerId = 0; msg.StudentMessage.ViewRange = 0; msg.StudentMessage.Radius = 0; msg.StudentMessage.Damage = 0; msg.StudentMessage.DangerAlert = 0; msg.StudentMessage.Score = 0; msg.StudentMessage.TreatProgress = 0; msg.StudentMessage.RescueProgress = 0; foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff) { if (kvp.Value) { switch (kvp.Key) // StudentBuffType具体内容待定 { case Preparation.Utility.BuffType.Spear: msg.StudentMessage.Buff.Add(StudentBuffType.NullSbuffType); break; case Preparation.Utility.BuffType.AddLIFE: msg.StudentMessage.Buff.Add(StudentBuffType.NullSbuffType); break; case Preparation.Utility.BuffType.Shield: msg.StudentMessage.Buff.Add(StudentBuffType.NullSbuffType); break; case Preparation.Utility.BuffType.AddSpeed: msg.StudentMessage.Buff.Add(StudentBuffType.NullSbuffType); break; default: break; } } } //Character的储存方式可能得改,用enum type存道具和子弹,不应该用对象 //现在懒得改了,有时间再重整一波 if (player.PropInventory == null) msg.StudentMessage.Prop.Add(PropType.NullPropType); else { switch (player.PropInventory.GetPropType()) { case Preparation.Utility.PropType.Gem: msg.StudentMessage.Prop.Add(PropType.NullPropType); break; /*case Preparation.Utility.PropType.addLIFE: msg.StudentMessage.MessageOfHuman.Prop = Communication.Proto.PropType.AddLife; break; case Preparation.Utility.PropType.addSpeed: msg.StudentMessage.MessageOfHuman.Prop = Communication.Proto.PropType.AddSpeed; break; case Preparation.Utility.PropType.Shield: msg.StudentMessage.MessageOfHuman.Prop = Communication.Proto.PropType.Shield; break; case Preparation.Utility.PropType.Spear: msg.StudentMessage.MessageOfHuman.Prop = Communication.Proto.PropType.Spear; break; default: msg.StudentMessage.Prop = PropType.NullPropType; break;*/ } } return msg; } private static MessageOfObj? Tricker(Character player) { MessageOfObj msg = new MessageOfObj(); if (!player.IsGhost()) return null; msg.TrickerMessage.X = player.Position.x; msg.TrickerMessage.Y = player.Position.y; msg.TrickerMessage.Speed = player.MoveSpeed; msg.TrickerMessage.Damage = 0; msg.TrickerMessage.TimeUntilSkillAvailable = 0; //msg.TrickerMessage.Place = 0; 下面写了 //msg.TrickerMessage.Prop = PropType.NullPropType; // 下面写 msg.TrickerMessage.TrickerType = TrickerType.NullTrickerType; // 下面写 msg.TrickerMessage.Guid = 0; msg.TrickerMessage.Movable = false; msg.TrickerMessage.PlayerId = 0; msg.TrickerMessage.ViewRange = 0; msg.TrickerMessage.Radius = 0; //msg.TrickerMessage.Buff[0] = ButcherBuffType.NullSbuffType; 下面写了 foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff) { if (kvp.Value) { switch (kvp.Key) // ButcherBuffType具体内容待定 { case Preparation.Utility.BuffType.Spear: msg.TrickerMessage.Buff.Add(TrickerBuffType.NullTbuffType); break; case Preparation.Utility.BuffType.AddLIFE: msg.TrickerMessage.Buff.Add(TrickerBuffType.NullTbuffType); break; case Preparation.Utility.BuffType.Shield: msg.TrickerMessage.Buff.Add(TrickerBuffType.NullTbuffType); break; case Preparation.Utility.BuffType.AddSpeed: msg.TrickerMessage.Buff.Add(TrickerBuffType.NullTbuffType); break; default: break; } } } /*switch (player.Place) { case Preparation.Utility.PlaceType.Land: msg.TrickerMessage.Place = PlaceType.Land; break; case Preparation.Utility.PlaceType.Grass1: msg.TrickerMessage.Place = PlaceType.Grass; break; case Preparation.Utility.PlaceType.Grass2: msg.TrickerMessage.Place = PlaceType.Grass; break; case Preparation.Utility.PlaceType.Grass3: msg.TrickerMessage.Place = PlaceType.Grass; break; // case Preparation.Utility.PlaceType.Invisible: // msg.TrickerMessage.MessageOfHuman.Place = Communication.Proto.PlaceType.Invisible; // break; default: msg.TrickerMessage.Place = PlaceType.NullPlaceType; break; }*/ //Character的储存方式可能得改,用enum type存道具和子弹,不应该用对象 //现在懒得改了,有时间再重整一波 /*if (player.PropInventory == null) msg.TrickerMessage.Prop = PropType.NullPropType; else { switch (player.PropInventory.GetPropType()) { case Preparation.Utility.PropType.Gem: msg.TrickerMessage.Prop = PropType.NullPropType; break; case Preparation.Utility.PropType.addLIFE: msg.TrickerMessage.MessageOfHuman.Prop = Communication.Proto.PropType.AddLife; break; case Preparation.Utility.PropType.addSpeed: msg.TrickerMessage.MessageOfHuman.Prop = Communication.Proto.PropType.AddSpeed; break; case Preparation.Utility.PropType.Shield: msg.TrickerMessage.MessageOfHuman.Prop = Communication.Proto.PropType.Shield; break; case Preparation.Utility.PropType.Spear: msg.TrickerMessage.MessageOfHuman.Prop = Communication.Proto.PropType.Spear; break; default: msg.TrickerMessage.Prop = PropType.NullPropType; break; } }*/ return msg; } private static MessageOfObj Bullet(Bullet bullet) { MessageOfObj msg = new MessageOfObj(); msg.BulletMessage.X = bullet.Position.x; msg.BulletMessage.Y = bullet.Position.y; //msg.BulletMessage.FacingDirection = bullet.FacingDirection; // XY转double? msg.BulletMessage.Guid = bullet.ID; msg.BulletMessage.Team = PlayerType.NullPlayerType; msg.BulletMessage.Place = PlaceType.NullPlaceType; msg.BulletMessage.BombRange = 0; switch (bullet.TypeOfBullet) { case Preparation.Utility.BulletType.AtomBomb: msg.BulletMessage.Type = BulletType.AtomBomb; break; case Preparation.Utility.BulletType.OrdinaryBullet: msg.BulletMessage.Type = BulletType.OrdinaryBullet; break; case Preparation.Utility.BulletType.FastBullet: msg.BulletMessage.Type = BulletType.FastBullet; break; case Preparation.Utility.BulletType.LineBullet: msg.BulletMessage.Type = BulletType.LineBullet; break; default: msg.BulletMessage.Type = BulletType.NullBulletType; break; } //if (bullet.Parent != null) //msg.BulletMessage.MessageOfBullet.ParentTeamID = bullet.Parent.TeamID; /*switch (bullet.Place) { case Preparation.Utility.PlaceType.Null: msg.BulletMessage.MessageOfBullet.Place = Communication.Proto.PlaceType.Null; break; case Preparation.Utility.PlaceType.Grass: msg.BulletMessage.MessageOfBullet.Place = Communication.Proto.PlaceType.Grass; break; case Preparation.Utility.PlaceType.Grass: msg.BulletMessage.MessageOfBullet.Place = Communication.Proto.PlaceType.Grass; break; case Preparation.Utility.PlaceType.Grass: msg.BulletMessage.MessageOfBullet.Place = Communication.Proto.PlaceType.Grass; break; default: msg.BulletMessage.MessageOfBullet.Place = Communication.Proto.PlacccceType.NullPlaceType; break; }*/ return msg; } private static MessageOfObj Prop(Prop prop) { MessageOfObj msg = new MessageOfObj(); //msg.PropMessage.Type = PropType.NullPropType; 下面写 msg.PropMessage.X = prop.Position.x; msg.PropMessage.Y = prop.Position.y; msg.PropMessage.FacingDirection = 0; msg.PropMessage.Guid = 0; msg.PropMessage.Place = PlaceType.NullPlaceType; msg.PropMessage.Size = 0; msg.PropMessage.IsMoving = false; switch (prop.GetPropType()) { /*case Preparation.Utility.PropType.Gem: msg.PropMessage.Type = PropType.Gem; break; case Preparation.Utility.PropType.addLIFE: msg.PropMessage.Type = PropType.AddLife; break; case Preparation.Utility.PropType.addSpeed: msg.PropMessage.Type = PropType.AddSpeed; break; case Preparation.Utility.PropType.Shield: msg.PropMessage.Type = PropType.Shield; break; case Preparation.Utility.PropType.Spear: msg.PropMessage.Type = PropType.Spear; break;*/ default: msg.PropMessage.Type = PropType.NullPropType; break; } /*if(prop is Gem) { msg.PropMessage.MessageOfProp.Size = ((Gem)prop).Size; } else { msg.PropMessage.MessageOfProp.Size = 1; } switch (prop.Place) { case Preparation.Utility.PlaceType.Null: msg.PropMessage.MessageOfProp.Place = Communication.Proto.PlaceType.Null; break; case Preparation.Utility.PlaceType.Grass: msg.PropMessage.MessageOfProp.Place = Communication.Proto.PlaceType.Grass; break; case Preparation.Utility.PlaceType.Grass: msg.PropMessage.MessageOfProp.Place = Communication.Proto.PlaceType.Grass; break; case Preparation.Utility.PlaceType.Grass: msg.PropMessage.MessageOfProp.Place = Communication.Proto.PlaceType.Grass; break; default: msg.PropMessage.MessageOfProp.Place = Communication.Proto.PlacccceType.NullPlaceType; break; }*/ return msg; } private static MessageOfObj BombedBullet(BombedBullet bombedBullet) { MessageOfObj msg = new MessageOfObj(); msg.BombedBulletMessage.X = bombedBullet.bulletHasBombed.Position.x; msg.BombedBulletMessage.Y = bombedBullet.bulletHasBombed.Position.y; //msg.BombedBulletMessage.FacingDirection = bombedBullet.FacingDirection; XY类型转double? msg.BombedBulletMessage.MappingId = bombedBullet.MappingID; msg.BombedBulletMessage.BombRange = BulletFactory.BulletRadius(bombedBullet.bulletHasBombed.TypeOfBullet); // 待确认 switch (bombedBullet.bulletHasBombed.TypeOfBullet) { case Preparation.Utility.BulletType.OrdinaryBullet: msg.BombedBulletMessage.Type = BulletType.OrdinaryBullet; break; case Preparation.Utility.BulletType.AtomBomb: msg.BombedBulletMessage.Type = BulletType.AtomBomb; break; case Preparation.Utility.BulletType.FastBullet: msg.BombedBulletMessage.Type = BulletType.FastBullet; break; case Preparation.Utility.BulletType.LineBullet: msg.BombedBulletMessage.Type = BulletType.LineBullet; break; default: msg.BombedBulletMessage.Type = BulletType.NullBulletType; break; } return msg; } private static MessageOfObj PickedProp(PickedProp pickedProp) { MessageOfObj msg = new MessageOfObj(); // MessageOfObj中没有PickedProp /*msg.MessageOfPickedProp = new MessageOfPickedProp(); msg.MessageOfPickedProp.MappingID = pickedProp.MappingID; msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x; msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y; msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection; switch (pickedProp.PropHasPicked.GetPropType()) { case Preparation.Utility.PropType.Gem: msg.MessageOfPickedProp.Type = Communication.Proto.PropType.Gem; break; case Preparation.Utility.PropType.addLIFE: msg.MessageOfPickedProp.Type = Communication.Proto.PropType.AddLife; break; case Preparation.Utility.PropType.addSpeed: msg.MessageOfPickedProp.Type = Communication.Proto.PropType.AddSpeed; break; case Preparation.Utility.PropType.Shield: msg.MessageOfPickedProp.Type = Communication.Proto.PropType.Shield; break; case Preparation.Utility.PropType.Spear: msg.MessageOfPickedProp.Type = Communication.Proto.PropType.Spear; break; default: msg.MessageOfPickedProp.Type = Communication.Proto.PropType.NullPropType; break; }*/ return msg; } } }