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- 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 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
- #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 = 9;
- public const int numOfChest = 8;
-
- private const int numOfObjNotMap = 5;
- public static bool IsMap(GameObjType gameObjType)
- {
- return (uint)gameObjType > numOfObjNotMap;
- }
-
- 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y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)
- {
- return Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) <= 1 && Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2)) <= 1;
- }
- public static bool ApproachToInteractInACross(XY pos1, XY pos2)
- {
- return (Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) + Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2))) <= 1;
- }
- #endregion
- #region 角色相关
- public const int numOfStudent = 4;
- public const int characterRadius = numOfPosGridPerCell / 2 / 5 * 4; // 人物半径
-
- public const int basicTreatSpeed = 100;
- public const int basicFixSpeed = 100;
- public const int basicSpeedOfOpeningOrLocking = 3280;
- public const int basicStudentSpeedOfClimbingThroughWindows = 611;
- public const int basicGhostSpeedOfClimbingThroughWindows = 1270;
- public const int basicSpeedOfOpenChest = 1000;
-
- 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 = 10003;
- public const int MidGamingAddiction = 30000;
- public const int basicTreatmentDegree = 1500000;
- public const int basicTimeOfRescue = 1000;
-
- public const int basicMoveSpeed = 1270; // 基本移动速度,单位:s-1
- public const int characterMaxSpeed = 12000; // 最大速度
- public const int basicBulletMoveSpeed = 2700; // 基本子弹移动速度,单位:s-1
-
- public const double basicConcealment = 1.0;
- public const int basicAlertnessRadius = 30700;
- public const int basicViewRange = 5 * 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,
- _ => 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 TrickerScoreStudentBeStunned = 25;
- public const int TrickerScoreStudentDie = 1000;
-
- public static int StudentScoreFix(int degreeOfFix)
- {
- return degreeOfFix;
- }
- public const int StudentScoreFixed = 25;
- public static int StudentScorePinDown(int timeOfPiningDown)
- {
- 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 ScorePropAddHp = 50;
-
- public static int ScoreUseSkill(ActiveSkillType activeSkillType)
- {
- return 0;
- }
- #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 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 = 4300;//基本命中攻击恢复时长
- public const int basicStunnedTimeOfStudent = 4130;
-
- 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 double basicRemoteAttackRange = 9000; // 基本远程攻击范围
- public const double basicAttackShortRange = 2700; // 基本近程攻击范围
- public const double basicBulletBombRange = 3000; // 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
- /// <summary>
- /// BeginToCharge
- /// </summary>
- public const int TimeOfGhostFaintingWhenCharge = 7220;
- public const int TimeOfStudentFaintingWhenCharge = 2090;
-
- /// <summary>
- /// Punish
- /// </summary>
- public const int TimeOfGhostFaintingWhenPunish = 3070;
- public const int TimeFactorOfGhostFainting = 1000;
- #endregion
- #region 道具相关
- public const int MinPropTypeNum = 1;
- public const int MaxPropTypeNum = 10;
- public const int PropRadius = numOfPosGridPerCell / 2;
- public const int PropMoveSpeed = 3000;
- public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell;
- public const long PropProduceTime = 10000;
- 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 numOfKeyEachArea = 2;
- public const int numOfPropTypeNotKey = 4;
- public const int numOfTeachingBuilding = 3;
- #endregion
- #region 物体相关
- public const int degreeOfFixedGenerator = 10300000;
- public const int degreeOfLockingOrOpeningTheDoor = 10000;
- public const int degreeOfOpeningChest = 10000;
- public const int degreeOfOpenedDoorway = 18000;
- public const int maxNumOfPropInChest = 2;
- public const int numOfGeneratorRequiredForRepair = 7;
- public const int numOfGeneratorRequiredForEmergencyExit = 3;
- #endregion
- }
- }
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