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- using GameClass.GameObj;
- using System.Threading;
- using Preparation.Interface;
- using Preparation.Utility;
- using System;
- using Timothy.FrameRateTask;
-
- namespace Gaming
- {
- public partial class Game
- {
- private partial class SkillManager
- {
- public bool BecomeVampire(Character player)
- {
- return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.BecomeVampire), player, () =>
- {
- player.Vampire += 0.5;
- Debugger.Output(player, "becomes vampire!");
- },
- () =>
- {
- double tempVam = player.Vampire - 0.5;
- player.Vampire = tempVam < player.OriVampire ? player.OriVampire : tempVam;
- });
- }
-
- public bool CanBeginToCharge(Character player)
- {
-
- if ((!player.Commandable())) return false;
- IActiveSkill skill = player.UseIActiveSkill(ActiveSkillType.CanBeginToCharge);
- Debugger.Output(player, "can begin to charge!");
-
-
- return ActiveSkillEffect(skill, player, () =>
- {
- player.AddMoveSpeed(skill.DurationTime, 3.0);
- //See SkillWhenMove in ActionManager
- },
- () =>
- { });
- }
-
-
- public static bool BecomeInvisible(Character player)
- {
- IActiveSkill activeSkill = player.UseIActiveSkill(ActiveSkillType.BecomeInvisible);
- return ActiveSkillEffect(activeSkill, player, () =>
- {
- player.AddInvisible(activeSkill.DurationTime);
- Debugger.Output(player, "become invisible!");
- },
- () =>
- { });
- }
-
- public bool NuclearWeapon(Character player)
- {
- return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.NuclearWeapon), player, () =>
- {
- player.BulletOfPlayer = BulletType.AtomBomb;
- Debugger.Output(player, "uses atombomb!");
- },
- () =>
- { player.BulletOfPlayer = player.OriBulletOfPlayer; });
- }
-
-
- public static bool UseKnife(Character player)
- {
- return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.UseKnife), player, () =>
- {
- player.BulletOfPlayer = BulletType.FlyingKnife;
- Debugger.Output(player, "uses flyingknife!");
- },
- () =>
- { player.BulletOfPlayer = player.OriBulletOfPlayer; });
- }
-
- public bool Punish(Character player)
- {
- return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.Punish), player, () =>
- {
- gameMap.GameObjLockDict[GameObjType.Character].EnterReadLock();
- try
- {
- foreach (Character character in gameMap.GameObjDict[GameObjType.Character])
- {
- if (player.IsGhost() &&
- (player.PlayerState == PlayerStateType.TryingToAttack || player.PlayerState == PlayerStateType.Swinging
- || player.PlayerState == PlayerStateType.UsingSkill || player.PlayerState == PlayerStateType.LockingOrOpeningTheDoor || player.PlayerState == PlayerStateType.OpeningTheChest)
- && gameMap.CanSee(player, character))
- {
- if (AttackManager.BeStunned(character, GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting))
- player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.TimeOfGhostFaintingWhenPunish + (player.MaxHp - player.HP) / GameData.TimeFactorOfGhostFainting));
- break;
- }
- }
- }
- finally
- {
- gameMap.GameObjLockDict[GameObjType.Character].ExitReadLock();
- }
- Debugger.Output(player, "uses punishing!");
- },
- () =>
- { });
- }
-
- public bool SuperFast(Character player)
- {
- return ActiveSkillEffect(player.UseIActiveSkill(ActiveSkillType.SuperFast), player, () =>
- {
- player.AddMoveSpeed(player.UseIActiveSkill(ActiveSkillType.SuperFast).DurationTime, 3.0);
- Debugger.Output(player, "moves very fast!");
- },
- () =>
- { });
- }
-
-
- public static bool ActiveSkillEffect(IActiveSkill activeSkill, Character player, Action startSkill, Action endSkill)
- {
- lock (activeSkill.ActiveSkillLock)
- {
- ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill);
- if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0)
- {
- player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD);
- new Thread
- (() =>
- {
- startSkill();
- activeSkill.IsBeingUsed = true;
- new FrameRateTaskExecutor<int>(
- () => !player.IsResetting,
- () =>
- {
- player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
- },
- timeInterval: GameData.frameDuration,
- () => 0,
- maxTotalDuration: (long)(activeSkill.DurationTime)
- )
- {
- AllowTimeExceed = true,
- MaxTolerantTimeExceedCount = ulong.MaxValue,
- }
- .Start();
-
- endSkill();
- activeSkill.IsBeingUsed = false;
- Debugger.Output(player, "return to normal.");
-
- new FrameRateTaskExecutor<int>(
- loopCondition: () => player.TimeUntilActiveSkillAvailable[activeSkillType] > 0 && !player.IsResetting,
- loopToDo: () =>
- {
- player.AddTimeUntilActiveSkillAvailable(activeSkillType, -(int)GameData.frameDuration);
- },
- timeInterval: GameData.frameDuration,
- finallyReturn: () => 0
- )
- {
- AllowTimeExceed = true,
- MaxTolerantTimeExceedCount = ulong.MaxValue,
- }
- .Start();
-
- player.SetTimeUntilActiveSkillAvailable(activeSkillType, 0);
- Debugger.Output(player, "ActiveSkill is ready.");
- }
- )
- { IsBackground = true }.Start();
-
- return true;
- }
- else
- {
- Debugger.Output(player, "CommonSkill is cooling down!");
- return false;
- }
- }
- }
- }
- }
- }
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