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- using System;
- using System.Threading;
- using System.Collections.Generic;
- using GameClass.GameObj;
- using Preparation.Utility;
- using GameEngine;
- using Preparation.Interface;
- using Timothy.FrameRateTask;
-
- namespace Gaming
- {
- public partial class Game
- {
- private readonly AttackManager attackManager;
- private class AttackManager
- {
- readonly Map gameMap;
- readonly MoveEngine moveEngine;
- readonly CharacterManager characterManager;
-
- public AttackManager(Map gameMap, CharacterManager characterManager)
- {
- this.gameMap = gameMap;
- this.moveEngine = new MoveEngine(
- gameMap: gameMap,
- OnCollision: (obj, collisionObj, moveVec) =>
- {
- BulletBomb((Bullet)obj, (GameObj)collisionObj);
- return MoveEngine.AfterCollision.Destroyed;
- },
- EndMove: obj =>
- {
- Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
- if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty)
- BulletBomb((Bullet)obj, null);
- obj.ReSetCanMove(false);
- }
- );
- this.characterManager = characterManager;
- }
-
- public void ProduceBulletNaturally(BulletType bulletType, Character player, double angle, XY pos)
- {
- // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
- if (bulletType == BulletType.Null) return;
- Bullet? bullet = BulletFactory.GetBullet(player, pos, bulletType);
- if (bullet == null) return;
- Debugger.Output(bullet, "Attack in " + pos.ToString());
- gameMap.Add(bullet);
- moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
- }
-
- private void BombObj(Bullet bullet, GameObj objBeingShot)
- {
- #if DEBUG
- Debugger.Output(bullet, "bombed " + objBeingShot.ToString());
- #endif
- switch (objBeingShot.Type)
- {
- case GameObjType.Character:
-
- if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost())
- {
- characterManager.BeAttacked((Student)objBeingShot, bullet);
- }
- // if (((Character)objBeingShot).IsGhost() && !bullet.Parent.IsGhost() && bullet.TypeOfBullet == BulletType.Ram)
- // BeStunned((Character)objBeingShot, bullet.AP);
- break;
- case GameObjType.Generator:
- if (bullet.CanBeBombed(GameObjType.Generator))
- ((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!);
- break;
- default:
- break;
- }
- }
-
- public bool TryRemoveBullet(Bullet bullet)
- {
- if (gameMap.Remove(bullet))
- {
- bullet.ReSetCanMove(false);
- if (bullet.BulletBombRange > 0)
- {
- BombedBullet bombedBullet = new(bullet);
- gameMap.Add(bombedBullet);
- new Thread
- (() =>
- {
- Thread.Sleep(GameData.frameDuration * 5);
- gameMap.RemoveJustFromMap(bombedBullet);
- }
- )
- { IsBackground = true }.Start();
- }
- return true;
- }
- else return false;
- }
-
- private void BulletBomb(Bullet bullet, GameObj? objBeingShot)
- {
- #if DEBUG
- if (objBeingShot != null)
- Debugger.Output(bullet, "bombed with" + objBeingShot.ToString());
- else
- Debugger.Output(bullet, "bombed without objBeingShot");
- #endif
- if (!TryRemoveBullet(bullet)) return;
-
- if (bullet.BulletBombRange == 0)
- {
- if (objBeingShot == null)
- {
- characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
- return;
- }
-
- BombObj(bullet, objBeingShot);
- characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
- return;
- }
-
- /*if (objBeingShot != null)
- {
- else if (objBeingShot is Bullet) //子弹不能相互引爆,若要更改这一设定,取消注释即可。
- {
- new Thread(() => { BulletBomb((Bullet)objBeingShot, null); }) { IsBackground = true }.Start();
- }
- }*/
-
- // 子弹爆炸会发生的事↓↓↓
-
- if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null)
- {
- double angle = bullet.FacingDirection.Angle() + Math.PI / 2.0;
- XY pos = bullet.Position + new XY // 子弹紧贴人物生成。
- (
- (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
- (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
- );
- ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
-
- angle = bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0;
- pos = bullet.Position + new XY // 子弹紧贴人物生成。
- (
- (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)),
- (int)(Math.Abs((bullet.Radius + BulletFactory.BulletRadius(BulletType.JumpyDumpty)) * Math.Sin(angle))) * Math.Sign(Math.Sin(angle))
- );
- ProduceBulletNaturally(BulletType.JumpyDumpty, (Character)bullet.Parent!, angle, pos);
- }
-
- var beAttackedList = new List<IGameObj>();
-
- foreach (var kvp in gameMap.GameObjDict)
- {
- if (bullet.CanBeBombed(kvp.Key))
- {
- gameMap.GameObjLockDict[kvp.Key].EnterReadLock();
- try
- {
- foreach (var item in gameMap.GameObjDict[kvp.Key])
- if (bullet.CanAttack((GameObj)item))
- {
- beAttackedList.Add(item);
- }
-
- }
- finally
- {
- gameMap.GameObjLockDict[kvp.Key].ExitReadLock();
- }
- }
- }
-
- foreach (GameObj beAttackedObj in beAttackedList)
- {
- BombObj(bullet, beAttackedObj);
- }
- beAttackedList.Clear();
-
- if (objBeingShot == null)
- {
- characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing);
- }
- else
- characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit);
- }
-
- public bool Attack(Character player, double angle)
- { // 子弹如果没有和其他物体碰撞,将会一直向前直到超出人物的attackRange
- Bullet? bullet = player.Attack(angle, gameMap.Timer.nowTime());
-
- if (bullet != null)
- {
- Debugger.Output(bullet, "Attack in " + bullet.Position.ToString());
- gameMap.Add(bullet);
-
- moveEngine.MoveObj(bullet, (int)(bullet.AttackDistance * 1000 / bullet.MoveSpeed), angle, ++bullet.StateNum); // 这里时间参数除出来的单位要是ms
-
- if (bullet.CastTime > 0)
- {
- characterManager.SetPlayerState(player, PlayerStateType.TryingToAttack);
- long threadNum = player.StateNum;
-
- new Thread
- (() =>
- {
- new FrameRateTaskExecutor<int>(
- loopCondition: () => threadNum == player.StateNum && gameMap.Timer.IsGaming,
- loopToDo: () =>
- {
- },
- timeInterval: GameData.checkInterval,
- finallyReturn: () => 0,
- maxTotalDuration: bullet.CastTime
- )
- .Start();
-
- if (gameMap.Timer.IsGaming)
- {
- if (threadNum == player.StateNum)
- {
- characterManager.SetPlayerState(player);
- }
- else TryRemoveBullet(bullet);
- }
- }
- )
- { IsBackground = true }.Start();
- }
- }
- if (bullet != null)
- {
- #if DEBUG
- Console.WriteLine($"playerID:{player.ID} successfully attacked!");
- #endif
- return true;
- }
- else
- {
- #if DEBUG
- Console.WriteLine($"playerID:{player.ID} has no bullets so that he can't attack!");
- #endif
- return false;
- }
- }
- }
- }
- }
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