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- using Preparation.Interface;
- using Preparation.Utility;
- using System;
- using System.Collections.Generic;
- using System.Numerics;
- using System.Runtime.InteropServices;
- using System.Threading;
-
- namespace GameClass.GameObj
- {
- public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终了
- {
- private readonly object beAttackedLock = new();
-
- #region 角色的基本属性及方法,包括与道具的交互方法
- /// <summary>
- /// 装弹冷却
- /// </summary>
- protected int cd;
- public int CD
- {
- get => cd;
- private set
- {
- lock (gameObjLock)
- {
- cd = value;
- Debugger.Output(this, string.Format("'s CD has been set to: {0}.", value));
- }
- }
- }
- public int OrgCD { get; protected set; }
-
- protected int maxBulletNum;
- public int MaxBulletNum => maxBulletNum; // 人物最大子弹数
- protected int bulletNum;
- public int BulletNum => bulletNum; // 目前持有的子弹数
-
- public int MaxHp { get; protected set; } // 最大血量
- protected int hp;
- public int HP
- {
- get => hp;
- set
- {
- if (value > 0)
- {
- lock (gameObjLock)
- hp = value <= MaxHp ? value : MaxHp;
- }
- else
- lock (gameObjLock)
- hp = 0;
- }
- }
-
- private PlayerStateType playerState = PlayerStateType.Null;
- public PlayerStateType PlayerState
- {
- get
- {
- if (IsMoving) return PlayerStateType.IsMoving;
- return playerState;
- }
- set
- {
- if (!(value == PlayerStateType.IsMoving))
- lock (gameObjLock)
- IsMoving = false;
-
- lock (gameObjLock) playerState = (value == PlayerStateType.IsMoving) ? PlayerStateType.Null : value;
- }
- }
-
- public bool Commandable() => (playerState != PlayerStateType.IsDeceased && playerState != PlayerStateType.IsEscaped
- && playerState != PlayerStateType.IsAddicted && playerState != PlayerStateType.IsStunned
- && playerState != PlayerStateType.IsSwinging && playerState != PlayerStateType.IsTryingToAttack
- && playerState != PlayerStateType.IsClimbingThroughWindows);
- public bool InteractingWithMapWithoutMoving() => (playerState == PlayerStateType.IsLockingTheDoor || playerState == PlayerStateType.IsFixing || playerState == PlayerStateType.IsOpeningTheChest);
- public bool NullOrMoving() => (playerState == PlayerStateType.Null || playerState == PlayerStateType.IsMoving);
-
- // private int deathCount = 0;
- // public int DeathCount => deathCount; // 玩家的死亡次数
-
- private int score = 0;
- public int Score
- {
- get => score;
- }
-
- // public double AttackRange => BulletFactory.BulletAttackRange(this.BulletOfPlayer);
-
- private double vampire = 0; // 回血率:0-1之间
- public double Vampire
- {
- get => vampire;
- set
- {
- if (value > 1)
- lock (gameObjLock)
- vampire = 1;
- else if (value < 0)
- lock (gameObjLock)
- vampire = 0;
- else
- lock (gameObjLock)
- vampire = value;
- }
- }
- private double oriVampire = 0;
- public double OriVampire
- {
- get => oriVampire;
- set
- {
- if (value > 1)
- lock (gameObjLock)
- vampire = 1;
- else if (value < 0)
- lock (gameObjLock)
- vampire = 0;
- else
- lock (gameObjLock)
- vampire = value;
- }
- }
-
- public readonly BulletType OriBulletOfPlayer;
- private BulletType bulletOfPlayer;
- public BulletType BulletOfPlayer
- {
- get => bulletOfPlayer;
- set
- {
- lock (gameObjLock)
- bulletOfPlayer = value;
- }
- }
-
- private Prop[] propInventory = new Prop[GameData.maxNumOfPropInPropInventory];
- public Prop[] PropInventory
- {
- get => propInventory;
- set
- {
- lock (gameObjLock)
- {
- propInventory = value;
- Debugger.Output(this, " prop becomes " + (PropInventory == null ? "null" : PropInventory.ToString()));
- }
- }
- }
-
- /// <summary>
- /// 使用物品栏中的道具
- /// </summary>
- /// <returns>被使用的道具</returns>
- public Prop? UseProp(int indexing)
- {
- if (indexing < 0 || indexing >= GameData.maxNumOfPropInPropInventory)
- return null;
- lock (gameObjLock)
- {
- Prop prop = propInventory[indexing];
- PropInventory[indexing] = null;
- return prop;
- }
- }
-
- /// <summary>
- /// 如果indexing==GameData.maxNumOfPropInPropInventory表明道具栏为满
- /// </summary>
- public int IndexingOfAddProp()
- {
- int indexing = 0;
- for (; indexing < GameData.maxNumOfPropInPropInventory; ++indexing)
- if (PropInventory[indexing] == null)
- break;
- return indexing;
- }
-
- /// <summary>
- /// 是否在隐身
- /// </summary>
- private bool isInvisible = false;
- public bool IsInvisible
- {
- get => isInvisible;
- set
- {
- lock (gameObjLock)
- {
- isInvisible = value;
- }
- }
- }
-
- private Dictionary<BgmType, double> bgmDictionary = new();
- public Dictionary<BgmType, double> BgmDictionary
- {
- get => bgmDictionary;
- set
- {
- lock (gameObjLock)
- {
- bgmDictionary = value;
- }
- }
- }
-
- private int alertnessRadius;
- public int AlertnessRadius
- {
- get => alertnessRadius;
- set
- {
- lock (gameObjLock)
- {
- alertnessRadius = value;
- }
- }
- }
-
- private double concealment;
- public double Concealment
- {
- get => concealment;
- set
- {
- lock (gameObjLock)
- {
- concealment = value;
- }
- }
- }
-
- private int viewRange;
- public int ViewRange
- {
- get => viewRange;
- set
- {
- lock (gameObjLock)
- {
- viewRange = value;
- }
- }
- }
-
- private int timeOfOpeningOrLocking;
- public int TimeOfOpeningOrLocking
- {
- get => timeOfOpeningOrLocking;
- set
- {
- lock (gameObjLock)
- {
- timeOfOpeningOrLocking = value;
- }
- }
- }
-
- private int timeOfClimbingThroughWindows;
- public int TimeOfClimbingThroughWindows
- {
- get => timeOfClimbingThroughWindows;
- set
- {
- lock (gameObjLock)
- {
- timeOfClimbingThroughWindows = value;
- }
- }
- }
-
- private int timeOfOpenChest;
- public int TimeOfOpenChest
- {
- get => timeOfOpenChest;
- set
- {
- lock (gameObjLock)
- {
- timeOfOpenChest = value;
- }
- }
- }
-
- /// <summary>
- /// 进行一次攻击
- /// </summary>
- /// <returns>攻击操作发出的子弹</returns>
- public Bullet? Attack(XY pos, PlaceType place)
- {
- if (TrySubBulletNum())
- return BulletFactory.GetBullet(this, place, pos);
- else
- return null;
- }
-
- /// <summary>
- /// 尝试将子弹数量减1
- /// </summary>
- /// <returns>减操作是否成功</returns>
- private bool TrySubBulletNum()
- {
- lock (gameObjLock)
- {
- if (bulletNum > 0)
- {
- --bulletNum;
- return true;
- }
- return false;
- }
- }
- /// <summary>
- /// 尝试将子弹数量加1
- /// </summary>
- /// <returns>加操作是否成功</returns>
- public bool TryAddBulletNum()
- {
- lock (gameObjLock)
- {
- if (bulletNum < maxBulletNum)
- {
- ++bulletNum;
- return true;
- }
- return false;
- }
- }
-
- /// <summary>
- /// 尝试加血
- /// </summary>
- /// <param name="add">欲加量</param>
- /// <returns>加操作是否成功</returns>
- public bool TryAddHp(int add)
- {
- if (hp < MaxHp)
- {
- lock (gameObjLock)
- hp = MaxHp > hp + add ? hp + add : MaxHp;
- Debugger.Output(this, " hp has added to: " + hp.ToString());
- return true;
- }
- return false;
- }
- /// <summary>
- /// 尝试减血
- /// </summary>
- /// <param name="sub">减血量</param>
- /// <returns>减操作是否成功</returns>
- public int TrySubHp(int sub)
- {
- int previousHp = hp;
- lock (gameObjLock)
- hp = hp >= sub ? 0 : hp - sub;
- Debugger.Output(this, " hp has subed to: " + hp.ToString());
- return previousHp - hp;
- }
- /* /// <summary>
- /// 增加死亡次数
- /// </summary>
- /// <returns>当前死亡次数</returns>
- private int AddDeathCount()
- {
- lock (gameObjLock)
- {
- ++deathCount;
- return deathCount;
- }
- }*/
- /// <summary>
- /// 加分
- /// </summary>
- /// <param name="add">增加量</param>
- public void AddScore(int add)
- {
- lock (gameObjLock)
- {
- score += add;
- Debugger.Output(this, " 's score has been added to: " + score.ToString());
- }
- }
- /// <summary>
- /// 减分
- /// </summary>
- /// <param name="sub">减少量</param>
- public void SubScore(int sub)
- {
- lock (gameObjLock)
- {
- score -= sub;
- Debugger.Output(this, " 's score has been subed to: " + score.ToString());
- }
- }
-
- /// <summary>
- /// 遭受攻击
- /// </summary>
- /// <param name="subHP"></param>
- /// <param name="hasSpear"></param>
- /// <param name="attacker">伤害来源</param>
- /// <returns>人物在受到攻击后死了吗</returns>
- public bool BeAttacked(Bullet bullet)
- {
-
- lock (beAttackedLock)
- {
- if (hp <= 0)
- return false; // 原来已经死了
- if (bullet.Parent.TeamID != this.TeamID)
- {
-
- if (HasShield)
- {
- if (bullet.HasSpear)
- _ = TrySubHp(bullet.AP);
- else
- return false;
- }
- else
- {
- bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * TrySubHp(bullet.AP)));
- }
- #if DEBUG
- Console.WriteLine($"PlayerID:{ID} is being shot! Now his hp is {hp}.");
- #endif
- if (hp <= 0)
- TryActivatingLIFE(); // 如果有复活甲
- }
- return hp <= 0;
- }
- }
- /// <summary>
- /// 攻击被反弹,反弹伤害不会再被反弹
- /// </summary>
- /// <param name="subHP"></param>
- /// <param name="hasSpear"></param>
- /// <param name="bouncer">反弹伤害者</param>
- /// <returns>是否因反弹伤害而死</returns>
- private bool BeBounced(int subHP, bool hasSpear, Character? bouncer)
- {
- lock (beAttackedLock)
- {
- if (hp <= 0)
- return false;
- if (!(bouncer?.TeamID == this.TeamID))
- {
- if (hasSpear || !HasShield)
- _ = TrySubHp(subHP);
- if (hp <= 0)
- TryActivatingLIFE();
- }
- return hp <= 0;
- }
- }
-
- /// <summary>
- /// 角色所属队伍ID
- /// </summary>
- private long teamID = long.MaxValue;
- public long TeamID
- {
- get => teamID;
- set
- {
- lock (gameObjLock)
- {
- teamID = value;
- Debugger.Output(this, " joins in the team: " + value.ToString());
- }
- }
- }
- private long playerID = long.MaxValue;
- public long PlayerID
- {
- get => playerID;
- set
- {
- lock (gameObjLock)
- {
- playerID = value;
- }
- }
- }
- /// <summary>
- /// 角色携带的信息
- /// </summary>
- private string message = "THUAI6";
- public string Message
- {
- get => message;
- set
- {
- lock (gameObjLock)
- {
- message = value;
- }
- }
- }
- #endregion
-
- #region 角色拥有的buff相关属性、方法
- public void AddMoveSpeed(int buffTime, double add = 2.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
- { MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
- OrgMoveSpeed);
- public bool HasFasterSpeed => buffManager.HasFasterSpeed;
-
- public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
- public bool HasShield => buffManager.HasShield;
-
- public void AddLIFE(int LIFETime) => buffManager.AddLIFE(LIFETime);
- public bool HasLIFE => buffManager.HasLIFE;
-
- public void AddSpear(int spearTime) => buffManager.AddSpear(spearTime);
- public bool HasSpear => buffManager.HasSpear;
-
- private Array buffTypeArray = Enum.GetValues(typeof(BuffType));
- public Dictionary<BuffType, bool> Buff
- {
- get
- {
- Dictionary<BuffType, bool> buff = new Dictionary<BuffType, bool>();
- foreach (BuffType type in buffTypeArray)
- {
- if (type != BuffType.Null)
- buff.Add(type, GetBuffStatus(type));
- }
- return buff;
- }
- }
- private bool GetBuffStatus(BuffType type)
- {
- switch (type)
- {
- case BuffType.Spear:
- return this.HasSpear;
- case BuffType.AddSpeed:
- return this.HasFasterSpeed;
- case BuffType.Shield:
- return this.HasShield;
- case BuffType.AddLIFE:
- return this.HasLIFE;
- default:
- return false;
- }
- }
- private void TryActivatingLIFE()
- {
- if (buffManager.TryActivatingLIFE())
- {
- hp = MaxHp;
- }
- }
- #endregion
- /* public override void Reset() // 要加锁吗?
- {
- lock (gameObjLock)
- {
- // _ = AddDeathCount();
- base.Reset();
- this.MoveSpeed = OrgMoveSpeed;
- HP = MaxHp;
- PropInventory = null;
- BulletOfPlayer = OriBulletOfPlayer;
- lock (gameObjLock)
- bulletNum = maxBulletNum;
-
- buffManager.ClearAll();
- IsInvisible = false;
- this.Vampire = this.OriVampire;
- }
- }*/
- public void Die(PlayerStateType playerStateType)
- {
- lock (gameObjLock)
- {
- playerState = playerStateType;
- CanMove = false;
- IsResetting = true;
- Position = GameData.PosWhoDie;
- place = PlaceType.Grass;
- }
- }
-
- public override bool IsRigid => true;
- public override ShapeType Shape => ShapeType.Circle;
- protected override bool IgnoreCollideExecutor(IGameObj targetObj)
- {
- if (IsResetting)
- return true;
- if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞
- {
- return true;
- }
- return false;
- }
- }
- }
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