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Merge pull request #110 from shangfengh/new

feat:  add the Ghost and Student Class
tags/0.1.0
Shawqeem GitHub 3 years ago
parent
commit
ee8b2c2cb0
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
27 changed files with 505 additions and 448 deletions
  1. +6
    -0
      logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
  2. +2
    -1
      logic/GameClass/GameObj/Bullet/Bullet.cs
  3. +28
    -0
      logic/GameClass/GameObj/Character/Character.Ghost.cs
  4. +13
    -25
      logic/GameClass/GameObj/Character/Character.SkillManager.cs
  5. +119
    -0
      logic/GameClass/GameObj/Character/Character.Student.cs
  6. +4
    -107
      logic/GameClass/GameObj/Character/Character.cs
  7. +0
    -28
      logic/GameClass/GameObj/Map/BirthPoint.cs
  8. +1
    -1
      logic/GameClass/GameObj/Map/Doorway.cs
  9. +1
    -1
      logic/GameClass/GameObj/Map/EmergencyExit.cs
  10. +1
    -1
      logic/GameClass/GameObj/Map/Generator.cs
  11. +17
    -45
      logic/GameClass/GameObj/Map/Map.cs
  12. +50
    -50
      logic/GameClass/GameObj/Map/MapInfo.cs
  13. +1
    -1
      logic/GameClass/GameObj/Map/Wall.cs
  14. +1
    -1
      logic/GameClass/GameObj/OutOfBoundBlock.cs
  15. +2
    -2
      logic/GameClass/GameObj/Prop.cs
  16. +23
    -0
      logic/GameClass/Skill/ActiveSkill.cs
  17. +29
    -1
      logic/GameClass/Skill/Occupation.cs
  18. +1
    -1
      logic/GameClass/Skill/PassiveSkill.cs
  19. +3
    -3
      logic/GameEngine/MoveEngine.cs
  20. +76
    -75
      logic/Gaming/ActionManager.cs
  21. +41
    -27
      logic/Gaming/AttackManager.cs
  22. +23
    -21
      logic/Gaming/Game.cs
  23. +1
    -1
      logic/Gaming/PropManager.cs
  24. +2
    -0
      logic/Preparation/Interface/ICharacter.cs
  25. +12
    -22
      logic/Preparation/Utility/EnumType.cs
  26. +19
    -5
      logic/Preparation/Utility/GameData.cs
  27. +29
    -29
      logic/Server/CopyInfo.cs

+ 6
- 0
logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs View File

@@ -15,6 +15,7 @@ namespace GameClass.GameObj
public override int AP => GameData.basicApOfGhost;
public override int Speed => GameData.basicBulletMoveSpeed;
public override bool IsToBomb => false;
public override int CastTime => GameData.basicCastTime;
public override int Backswing => GameData.basicBackswing;
public override int RecoveryFromHit => GameData.basicRecoveryFromHit;
public override bool CanAttack(GameObj target)
@@ -36,6 +37,7 @@ namespace GameClass.GameObj
public override int AP => GameData.basicApOfGhost / 5 * 4;
public override int Speed => GameData.basicBulletMoveSpeed * 2;
public override bool IsToBomb => false;
public override int CastTime => GameData.basicCastTime;
public override int Backswing => GameData.basicBackswing / 5 * 3;
public override int RecoveryFromHit => GameData.basicRecoveryFromHit / 4 * 3;
public override bool CanAttack(GameObj target)
@@ -57,6 +59,7 @@ namespace GameClass.GameObj
public override double BulletAttackRange => GameData.basicAttackShortRange / 9 * 7;
public override int AP => GameData.basicApOfGhost / 3 * 7;
public override int Speed => GameData.basicBulletMoveSpeed / 3 * 2;
public override int CastTime => GameData.basicCastTime;
public override int Backswing => GameData.basicBackswing;
public override int RecoveryFromHit => GameData.basicRecoveryFromHit;
public override bool IsToBomb => true;
@@ -80,6 +83,7 @@ namespace GameClass.GameObj
public override double BulletAttackRange => GameData.basicAttackShortRange / 2;
public override int AP => GameData.basicApOfGhost / 6 * 5;
public override int Speed => GameData.basicBulletMoveSpeed / 6 * 5;
public override int CastTime => GameData.basicCastTime;
public override int Backswing => GameData.basicBackswing;
public override int RecoveryFromHit => GameData.basicRecoveryFromHit;
public override bool IsToBomb => true;
@@ -102,6 +106,7 @@ namespace GameClass.GameObj
public override double BulletAttackRange => GameData.basicAttackShortRange;
public override int AP => (int)(0.5 * GameData.basicApOfGhost);
public override int Speed => 5 * GameData.basicBulletMoveSpeed / 3;
public override int CastTime => GameData.basicCastTime;
public override int Backswing => GameData.basicBackswing;
public override int RecoveryFromHit => GameData.basicRecoveryFromHit;
public override bool IsToBomb => true;
@@ -125,6 +130,7 @@ namespace GameClass.GameObj
public override double BulletAttackRange => 0.1 * GameData.basicAttackShortRange;
public override int AP => GameData.basicApOfGhost / 3 * 2;
public override int Speed => GameData.basicBulletMoveSpeed / 3;
public override int CastTime => GameData.basicCastTime;
public override int Backswing => GameData.basicBackswing;
public override int RecoveryFromHit => GameData.basicRecoveryFromHit;
public override bool IsToBomb => true;


+ 2
- 1
logic/GameClass/GameObj/Bullet/Bullet.cs View File

@@ -14,6 +14,7 @@ namespace GameClass.GameObj
public abstract int AP { get; }
public abstract int Speed { get; }
public abstract bool IsToBomb { get; }
public abstract int CastTime { get; }
public abstract int Backswing { get; }
public abstract int RecoveryFromHit { get; }

@@ -32,7 +33,7 @@ namespace GameClass.GameObj

protected override bool IgnoreCollideExecutor(IGameObj targetObj)
{
if (targetObj.Type == GameObjType.BirthPoint || targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet)
if (targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet)
return true;
return false;
}


+ 28
- 0
logic/GameClass/GameObj/Character/Character.Ghost.cs View File

@@ -0,0 +1,28 @@
using GameClass.Skill;
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 class Ghost : Character
{
public Ghost(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType) : base(initPos, initRadius, initPlace)
{
switch (characterType)
{
case CharacterType.Assassin:
this.Occupation = new Assassin();
break;
default:
this.Occupation = null;
break;
}
this.CharacterType = characterType;
}
}
}

+ 13
- 25
logic/GameClass/GameObj/Character/Character.SkillManager.cs View File

@@ -7,11 +7,8 @@ namespace GameClass.GameObj
{
public partial class Character
{

private readonly CharacterType characterType;
public CharacterType CharacterType => characterType;
private readonly IOccupation occupation;
public IOccupation Occupation => occupation;
public CharacterType CharacterType { protected set; get; }
public IOccupation Occupation { protected set; get; }

private Dictionary<ActiveSkillType, int> timeUntilActiveSkillAvailable;
public Dictionary<ActiveSkillType, int> TimeUntilActiveSkillAvailable => timeUntilActiveSkillAvailable;
@@ -53,39 +50,30 @@ namespace GameClass.GameObj

public bool IsGhost()
{
return this.characterType switch
return this.CharacterType switch
{
CharacterType.Assassin => true,
_ => false,
};
}

public Character(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType, ActiveSkillType commonSkillType) :
protected Character(XY initPos, int initRadius, PlaceType initPlace) :
base(initPos, initRadius, initPlace, GameObjType.Character)
{
this.CanMove = true;
this.score = 0;
this.propInventory = null;
this.buffManager = new BuffManager();
switch (characterType)
{
case CharacterType.Assassin:
this.occupation = new Assassin();
break;
default:
this.occupation = null;
break;
}
this.MaxHp = occupation.MaxHp;
this.hp = occupation.MaxHp;
this.OrgMoveSpeed = occupation.MoveSpeed;
this.moveSpeed = occupation.MoveSpeed;
this.cd = occupation.CD;
this.maxBulletNum = occupation.MaxBulletNum;

this.MaxHp = Occupation.MaxHp;
this.hp = Occupation.MaxHp;
this.OrgMoveSpeed = Occupation.MoveSpeed;
this.moveSpeed = Occupation.MoveSpeed;
this.cd = Occupation.CD;
this.maxBulletNum = Occupation.MaxBulletNum;
this.bulletNum = maxBulletNum;
this.bulletOfPlayer = occupation.InitBullet;
this.OriBulletOfPlayer = occupation.InitBullet;
this.characterType = characterType;
this.bulletOfPlayer = Occupation.InitBullet;
this.OriBulletOfPlayer = Occupation.InitBullet;

foreach (var activeSkill in this.Occupation.ListOfIActiveSkill)
{


+ 119
- 0
logic/GameClass/GameObj/Character/Character.Student.cs View File

@@ -0,0 +1,119 @@
using GameClass.Skill;
using Preparation.Utility;

namespace GameClass.GameObj
{
public class Student : Character
{
protected int fixSpeed;
/// <summary>
/// 修理电机速度
/// </summary>
public int FixSpeed
{
get => fixSpeed;
set
{
lock (gameObjLock)
{
fixSpeed = value;
}
}
}
/// <summary>
/// 原初修理电机速度
/// </summary>
public int OrgFixSpeed { get; protected set; } = GameData.basicFixSpeed;

protected int treatSpeed = GameData.basicTreatSpeed;
public int TreatSpeed
{
get => treatSpeed;
set
{
lock (gameObjLock)
{
treatSpeed = value;
}
}
}
public int OrgTreatSpeed { get; protected set; } = GameData.basicTreatSpeed;

protected int rescueSpeed = GameData.basicRescueSpeed;
public int RescueSpeed
{
get => rescueSpeed;
set
{
lock (gameObjLock)
{
rescueSpeed = value;
}
}
}
public int OrgRescueSpeed { get; protected set; } = GameData.basicRescueSpeed;

public int MaxGamingAddiction { get; protected set; }
private int gamingAddiction;
public int GamingAddiction
{
get => gamingAddiction;
set
{
if (gamingAddiction > 0)
lock (gameObjLock)
gamingAddiction = value <= MaxGamingAddiction ? value : MaxGamingAddiction;
else
lock (gameObjLock)
gamingAddiction = 0;
}
}

private int selfHealingTimes = 1;//剩余的自愈次数
public int SelfHealingTimes
{
get => selfHealingTimes;
set
{
lock (gameObjLock)
selfHealingTimes = (value > 0) ? value : 0;
}
}

private int degreeOfTreatment = 0;
public int DegreeOfTreatment
{
get => degreeOfTreatment;
set
{
if (value > 0)
lock (gameObjLock)
degreeOfTreatment = (value < MaxHp - HP) ? value : MaxHp - HP;
else
lock (gameObjLock)
degreeOfTreatment = 0;
}
}

public void Escape()
{
lock (gameObjLock)
IsResetting = true;
PlayerState = PlayerStateType.IsEscaped;
}
public Student(XY initPos, int initRadius, PlaceType initPlace, CharacterType characterType) : base(initPos, initRadius, initPlace)
{
switch (characterType)
{
case CharacterType.Athlete:
this.Occupation = new Athlete();
break;
default:
this.Occupation = null;
break;
}
this.fixSpeed = ((IStudent)Occupation).FixSpeed;
this.CharacterType = characterType;
}
}
}

+ 4
- 107
logic/GameClass/GameObj/Character/Character.cs View File

@@ -31,54 +31,6 @@ namespace GameClass.GameObj
}
public int OrgCD { get; protected set; }

protected int fixSpeed = GameData.basicFixSpeed;
/// <summary>
/// 修理电机速度
/// </summary>
public int FixSpeed
{
get => fixSpeed;
set
{
lock (gameObjLock)
{
fixSpeed = value;
}
}
}
/// <summary>
/// 原初修理电机速度
/// </summary>
public int OrgFixSpeed { get; protected set; } = GameData.basicFixSpeed;

protected int treatSpeed = GameData.basicTreatSpeed;
public int TreatSpeed
{
get => treatSpeed;
set
{
lock (gameObjLock)
{
treatSpeed = value;
}
}
}
public int OrgTreatSpeed { get; protected set; } = GameData.basicTreatSpeed;

protected int rescueSpeed = GameData.basicRescueSpeed;
public int RescueSpeed
{
get => rescueSpeed;
set
{
lock (gameObjLock)
{
rescueSpeed = value;
}
}
}
public int OrgRescueSpeed { get; protected set; } = GameData.basicRescueSpeed;

protected int maxBulletNum;
public int MaxBulletNum => maxBulletNum; // 人物最大子弹数
protected int bulletNum;
@@ -102,22 +54,6 @@ namespace GameClass.GameObj
}
}

public int MaxGamingAddiction { get; protected set; }
private int gamingAddiction;
public int GamingAddiction
{
get => gamingAddiction;
set
{
if (gamingAddiction > 0)
lock (gameObjLock)
gamingAddiction = value <= MaxGamingAddiction ? value : MaxGamingAddiction;
else
lock (gameObjLock)
gamingAddiction = 0;
}
}

private PlayerStateType playerState = PlayerStateType.Null;
public PlayerStateType PlayerState
{
@@ -129,11 +65,11 @@ namespace GameClass.GameObj
}
set
{
if (value != PlayerStateType.IsMoving && value != PlayerStateType.Null)
if (!(value == PlayerStateType.IsMoving || value == PlayerStateType.Null))
lock (gameObjLock)
CanMove = false;
IsMoving = false;

lock (gameObjLock) playerState = value;
lock (gameObjLock) playerState = (value == PlayerStateType.IsMoving) ? PlayerStateType.Null : value;
}
}

@@ -183,32 +119,6 @@ namespace GameClass.GameObj
}
}

private int selfHealingTimes = 1;//剩余的自愈次数
public int SelfHealingTimes
{
get => selfHealingTimes;
set
{
lock (gameObjLock)
selfHealingTimes = (value > 0) ? value : 0;
}
}

private int degreeOfTreatment = 0;
public int DegreeOfTreatment
{
get => degreeOfTreatment;
set
{
if (value > 0)
lock (gameObjLock)
degreeOfTreatment = (value < MaxHp - HP) ? value : MaxHp - HP;
else
lock (gameObjLock)
degreeOfTreatment = 0;
}
}

public readonly BulletType OriBulletOfPlayer;
private BulletType bulletOfPlayer;
public BulletType BulletOfPlayer
@@ -561,24 +471,11 @@ namespace GameClass.GameObj
}
}

public void Escape()
{
lock (gameObjLock)
IsResetting = true;
PlayerState = PlayerStateType.IsEscaped;
}
public override bool IsRigid => true;
public override ShapeType Shape => ShapeType.Circle;
protected override bool IgnoreCollideExecutor(IGameObj targetObj)
{
if (targetObj.Type == GameObjType.BirthPoint)
{
if (object.ReferenceEquals(((BirthPoint)targetObj).Parent, this)) // 自己的出生点可以忽略碰撞
{
return true;
}
}
else if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞
if (targetObj.Type == GameObjType.Prop) // 自己队的地雷忽略碰撞
{
return true;
}


+ 0
- 28
logic/GameClass/GameObj/Map/BirthPoint.cs View File

@@ -1,28 +0,0 @@
using Preparation.Interface;
using Preparation.Utility;

namespace GameClass.GameObj
{
/// <summary>
/// 出生点
/// </summary>
public class BirthPoint : ObjOfCharacter
{
public BirthPoint(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.BirthPoint)
{
this.CanMove = false;
}
// 修改建议:需要避免非自己的玩家进入出生点,否则会重叠
public override bool IsRigid => true;
protected override bool IgnoreCollideExecutor(IGameObj targetObj)
{
if (targetObj.Type != GameObjType.Character)
return true; // 非玩家不碰撞
else if (targetObj.Type == GameObjType.Character && targetObj.ID == this.Parent.ID)
return true; // 出生点所属的玩家不碰撞
return false;
}
public override ShapeType Shape => ShapeType.Square;
}
}

+ 1
- 1
logic/GameClass/GameObj/Map/Doorway.cs View File

@@ -9,7 +9,7 @@ namespace GameClass.GameObj
public class Doorway : GameObj
{
public Doorway(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.Doorway)
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Null, GameObjType.Doorway)
{
this.CanMove = false;
}


+ 1
- 1
logic/GameClass/GameObj/Map/EmergencyExit.cs View File

@@ -9,7 +9,7 @@ namespace GameClass.GameObj
public class EmergencyExit : GameObj
{
public EmergencyExit(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.EmergencyExit)
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Null, GameObjType.EmergencyExit)
{
this.CanMove = false;
}


+ 1
- 1
logic/GameClass/GameObj/Map/Generator.cs View File

@@ -8,7 +8,7 @@ namespace GameClass.GameObj
public class Generator : GameObj
{
public Generator(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.Generator)
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Null, GameObjType.Generator)
{
this.CanMove = false;
}


+ 17
- 45
logic/GameClass/GameObj/Map/Map.cs View File

@@ -9,8 +9,8 @@ namespace GameClass.GameObj
public partial class Map : IMap
{

private readonly Dictionary<uint, BirthPoint> birthPointList; // 出生点列表
public Dictionary<uint, BirthPoint> BirthPointList => birthPointList;
private readonly Dictionary<uint, XY> birthPointList; // 出生点列表
public Dictionary<uint, XY> BirthPointList => birthPointList;

private Dictionary<GameObjType, IList<IGameObj>> gameObjDict;
public Dictionary<GameObjType, IList<IGameObj>> GameObjDict => gameObjDict;
@@ -22,19 +22,11 @@ namespace GameClass.GameObj
{
try
{
uint type = ProtoGameMap[obj.Position.x / GameData.numOfPosGridPerCell, obj.Position.y / GameData.numOfPosGridPerCell];
if (type == 2)
return PlaceType.Grass1;
else if (type == 3)
return PlaceType.Grass2;
else if (type == 4)
return PlaceType.Grass3;
else
return PlaceType.Land; // 其他情况均返回land
return (PlaceType)ProtoGameMap[obj.Position.x / GameData.numOfPosGridPerCell, obj.Position.y / GameData.numOfPosGridPerCell];
}
catch
{
return PlaceType.Land;
return PlaceType.Null;
}
}

@@ -42,21 +34,11 @@ namespace GameClass.GameObj
{
try
{
switch (ProtoGameMap[pos.x / GameData.numOfPosGridPerCell, pos.y / GameData.numOfPosGridPerCell])
{
case 2:
return PlaceType.Grass1;
case 3:
return PlaceType.Grass2;
case 4:
return PlaceType.Grass3;
default:
return PlaceType.Land;
}
return (PlaceType)ProtoGameMap[pos.x / GameData.numOfPosGridPerCell, pos.y / GameData.numOfPosGridPerCell];
}
catch
{
return PlaceType.Land;
return PlaceType.Null;
}
}

@@ -106,7 +88,7 @@ namespace GameClass.GameObj
ProtoGameMap = new uint[mapResource.GetLength(0), mapResource.GetLength(1)];
Array.Copy(mapResource, ProtoGameMap, mapResource.Length);

birthPointList = new Dictionary<uint, BirthPoint>(GameData.numOfBirthPoint);
birthPointList = new Dictionary<uint, XY>(GameData.numOfBirthPoint);

for (int i = 0; i < GameData.rows; ++i)
{
@@ -114,7 +96,7 @@ namespace GameClass.GameObj
{
switch (mapResource[i, j])
{
case (uint)MapInfoObjType.Wall:
case (uint)PlaceType.Wall:
{
GameObjLockDict[GameObjType.Wall].EnterWriteLock();
try
@@ -127,7 +109,7 @@ namespace GameClass.GameObj
}
break;
}
case (uint)MapInfoObjType.Doorway:
case (uint)PlaceType.Doorway:
{
GameObjLockDict[GameObjType.Doorway].EnterWriteLock();
try
@@ -141,7 +123,7 @@ namespace GameClass.GameObj
break;
}

case (uint)MapInfoObjType.EmergencyExit:
case (uint)PlaceType.EmergencyExit:
{
GameObjLockDict[GameObjType.EmergencyExit].EnterWriteLock();
try
@@ -154,7 +136,7 @@ namespace GameClass.GameObj
}
break;
}
case (uint)MapInfoObjType.Generator:
case (uint)PlaceType.Generator:
{
GameObjLockDict[GameObjType.Generator].EnterWriteLock();
try
@@ -167,23 +149,13 @@ namespace GameClass.GameObj
}
break;
}
case (uint)MapInfoObjType.BirthPoint1:
case (uint)MapInfoObjType.BirthPoint2:
case (uint)MapInfoObjType.BirthPoint3:
case (uint)MapInfoObjType.BirthPoint4:
case (uint)MapInfoObjType.BirthPoint5:
case (uint)PlaceType.BirthPoint1:
case (uint)PlaceType.BirthPoint2:
case (uint)PlaceType.BirthPoint3:
case (uint)PlaceType.BirthPoint4:
case (uint)PlaceType.BirthPoint5:
{
BirthPoint newBirthPoint = new BirthPoint(GameData.GetCellCenterPos(i, j));
birthPointList.Add(mapResource[i, j], newBirthPoint);
GameObjLockDict[GameObjType.BirthPoint].EnterWriteLock();
try
{
GameObjDict[GameObjType.BirthPoint].Add(newBirthPoint);
}
finally
{
GameObjLockDict[GameObjType.BirthPoint].ExitWriteLock();
}
birthPointList.Add(mapResource[i, j], GameData.GetCellCenterPos(i, j));
break;
}
}


+ 50
- 50
logic/GameClass/GameObj/Map/MapInfo.cs View File

@@ -12,56 +12,56 @@ namespace GameClass.GameObj
/// 50*50
/// </summary>
public static uint[,] defaultMap = new uint[,] {
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 13, 13, 13, 13, 13, 13, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 13, 13, 13, 13, 13, 13, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 13, 13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 1, 1, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 1, 1, 13, 13, 13, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 13, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 13, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 13, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 13, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
{ 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 9, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 7, 5, 7, 7, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 6 },
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 },
{ 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6 }
};
}
}

+ 1
- 1
logic/GameClass/GameObj/Map/Wall.cs View File

@@ -8,7 +8,7 @@ namespace GameClass.GameObj
public class Wall : GameObj
{
public Wall(XY initPos) :
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Land, GameObjType.Wall)
base(initPos, GameData.numOfPosGridPerCell / 2, PlaceType.Null, GameObjType.Wall)
{
this.CanMove = false;
}


+ 1
- 1
logic/GameClass/GameObj/OutOfBoundBlock.cs View File

@@ -9,7 +9,7 @@ namespace GameClass.GameObj
public class OutOfBoundBlock : GameObj, IOutOfBound
{
public OutOfBoundBlock(XY initPos) :
base(initPos, int.MaxValue, PlaceType.Land, GameObjType.OutOfBoundBlock)
base(initPos, int.MaxValue, PlaceType.Null, GameObjType.OutOfBoundBlock)
{
this.CanMove = false;
}


+ 2
- 2
logic/GameClass/GameObj/Prop.cs View File

@@ -12,7 +12,7 @@ namespace GameClass.GameObj

protected override bool IgnoreCollideExecutor(IGameObj targetObj)
{
if (targetObj.Type == GameObjType.BirthPoint || targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet || targetObj.Type == GameObjType.Character)
if (targetObj.Type == GameObjType.Prop || targetObj.Type == GameObjType.Bullet || targetObj.Type == GameObjType.Character)
return true;
return false;
}
@@ -22,7 +22,7 @@ namespace GameClass.GameObj
public abstract PropType GetPropType();

public Prop(XY initPos, int radius = GameData.PropRadius) :
base(initPos, radius, PlaceType.Land, GameObjType.Prop)
base(initPos, radius, PlaceType.Null, GameObjType.Prop)
{
this.CanMove = false;
this.moveSpeed = GameData.PropMoveSpeed;


+ 23
- 0
logic/GameClass/Skill/ActiveSkill.cs View File

@@ -29,6 +29,29 @@ namespace GameClass.Skill
});
}
}

public class BeginToCharge : IActiveSkill
{
public int SkillCD => GameData.commonSkillCD / 3 * 4;
public int DurationTime => GameData.commonSkillTime;

private readonly object commonSkillLock = new object();
public object ActiveSkillLock => commonSkillLock;

public bool SkillEffect(Character player)
{
return ActiveSkillFactory.SkillEffect(this, 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 class BecomeInvisible : IActiveSkill
{
public int SkillCD => GameData.commonSkillCD;


+ 29
- 1
logic/GameClass/Skill/Occupation.cs View File

@@ -14,7 +14,17 @@ namespace GameClass.Skill
public List<IActiveSkill> ListOfIActiveSkill { get; }
public List<IPassiveSkill> ListOfIPassiveSkill { get; }
}
public class Assassin : IOccupation

public interface IGhost : IOccupation
{
}

public interface IStudent : IOccupation
{
public int FixSpeed { get; }
}

public class Assassin : IGhost
{
private const int moveSpeed = GameData.basicMoveSpeed / 380 * 473;
public int MoveSpeed => moveSpeed;
@@ -33,5 +43,23 @@ namespace GameClass.Skill
public List<IActiveSkill> ListOfIActiveSkill => new(new IActiveSkill[] { new BecomeInvisible(), new UseKnife() });
public List<IPassiveSkill> ListOfIPassiveSkill => new(new IPassiveSkill[] { });
}
public class Athlete : IOccupation
{
private const int moveSpeed = GameData.basicMoveSpeed;
public int MoveSpeed => moveSpeed;

private const int maxHp = GameData.basicHp;
public int MaxHp => maxHp;

public const int cd = 0;
public int CD => cd;

public const int maxBulletNum = 1;
public int MaxBulletNum => maxBulletNum;

public BulletType InitBullet => BulletType.CommonAttackOfGhost;

public List<IActiveSkill> ListOfIActiveSkill => new(new IActiveSkill[] { new BecomeInvisible(), new UseKnife() });
public List<IPassiveSkill> ListOfIPassiveSkill => new(new IPassiveSkill[] { });
}
}

+ 1
- 1
logic/GameClass/Skill/PassiveSkill.cs View File

@@ -89,7 +89,7 @@ namespace GameClass.Skill // 被动技能开局时就释放,持续到游戏
{
lastPlace = nowPlace;
nowPlace = player.Place;
if ((lastPlace == PlaceType.Grass1 || lastPlace == PlaceType.Grass2 || lastPlace == PlaceType.Grass3) && nowPlace == PlaceType.Land)
if ((lastPlace == PlaceType.Grass) && nowPlace == PlaceType.Null)
{
if (!speedup)
{


+ 3
- 3
logic/GameEngine/MoveEngine.cs View File

@@ -63,7 +63,7 @@ namespace GameEngine
(
() =>
{
if (!obj.IsAvailable && gameTimer.IsGaming) //不能动就直接return,后面都是能动的情况
if (!obj.IsAvailable && gameTimer.IsGaming)
return;
lock (obj.MoveLock)
obj.IsMoving = true;
@@ -73,7 +73,7 @@ namespace GameEngine
IGameObj? collisionObj = null;
bool isDestroyed = false;
new FrameRateTaskExecutor<int>(
() => gameTimer.IsGaming && obj.CanMove && !obj.IsResetting,
() => gameTimer.IsGaming && obj.CanMove && !obj.IsResetting && obj.IsMoving,
() =>
{
moveVecLength = obj.MoveSpeed / GameData.numOfStepPerSecond;
@@ -141,7 +141,7 @@ namespace GameEngine
}
}
} while (flag);
if (leftTime > 0)
if (leftTime > 0 && obj.IsMoving)
{
Thread.Sleep(leftTime); // 多移动的在这里补回来
}


+ 76
- 75
logic/Gaming/ActionManager.cs View File

@@ -15,12 +15,14 @@ namespace Gaming
{

// 人物移动
public void MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
public bool MovePlayer(Character playerToMove, int moveTimeInMilliseconds, double moveDirection)
{
if (playerToMove.PlayerState != PlayerStateType.Null) return false;
moveEngine.MoveObj(playerToMove, moveTimeInMilliseconds, moveDirection);
return true;
}

public bool Fix(Character player)// 自动检查有无发电机可修
public bool Fix(Student player)// 自动检查有无发电机可修
{
if (player.PlayerState != PlayerStateType.Null || player.IsGhost())
return false;
@@ -53,7 +55,7 @@ namespace Gaming
() =>
{
new FrameRateTaskExecutor<int>(
loopCondition: () => player.PlayerState == PlayerStateType.IsFixing && generatorForFix.DegreeOfFRepair < GameData.degreeOfFixedGenerator && GameData.ApproachToInteract(player.Position, generatorForFix.Position),
loopCondition: () => player.PlayerState == PlayerStateType.IsFixing && gameMap.Timer.IsGaming && generatorForFix.DegreeOfFRepair < GameData.degreeOfFixedGenerator && GameData.ApproachToInteract(player.Position, generatorForFix.Position),
loopToDo: () =>
{
return !generatorForFix.Repair(player.FixSpeed * GameData.frameDuration);
@@ -63,48 +65,48 @@ namespace Gaming
)

.Start();
if (generatorForFix.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
{
gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
try
{
Doorway exit = (Doorway)gameMap.GameObjDict[GameObjType.Doorway][1];
if (!exit.PowerSupply)
{
int numOfFixedGenerator = 0;
foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
if (generator.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
++numOfFixedGenerator;
if (numOfFixedGenerator >= GameData.numOfGeneratorRequiredForRepair)
{
gameMap.GameObjLockDict[GameObjType.Doorway].EnterWriteLock();
try
{
foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
doorway.PowerSupply = true;
}
finally
{
gameMap.GameObjLockDict[GameObjType.Doorway].ExitWriteLock();
}
}
}
}

finally
{
gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
}
}
}

)
{ IsBackground = true }.Start();

if (generatorForFix.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
{
gameMap.GameObjLockDict[GameObjType.Generator].EnterReadLock();
try
{
Doorway exit = (Doorway)gameMap.GameObjDict[GameObjType.Doorway][1];
if (!exit.PowerSupply)
{
int numOfFixedGenerator = 0;
foreach (Generator generator in gameMap.GameObjDict[GameObjType.Generator])
if (generator.DegreeOfFRepair == GameData.degreeOfFixedGenerator)
++numOfFixedGenerator;
if (numOfFixedGenerator >= GameData.numOfGeneratorRequiredForRepair)
{
gameMap.GameObjLockDict[GameObjType.Doorway].EnterWriteLock();
try
{
foreach (Doorway doorway in gameMap.GameObjDict[GameObjType.Doorway])
doorway.PowerSupply = true;
}
finally
{
gameMap.GameObjLockDict[GameObjType.Doorway].ExitWriteLock();
}
}
}
}

finally
{
gameMap.GameObjLockDict[GameObjType.Generator].ExitReadLock();
}
return true;
}
return false;
return true;
}

public bool Escape(Character player)
public bool Escape(Student player)
{
if (!(player.PlayerState == PlayerStateType.Null || player.PlayerState == PlayerStateType.IsMoving) || player.IsGhost())
return false;
@@ -137,7 +139,7 @@ namespace Gaming
return false;
}

public bool Treat(Character player, Character playerTreated)
public bool Treat(Student player, Student playerTreated)
{
if (playerTreated.PlayerState == PlayerStateType.Null || player.PlayerState == PlayerStateType.Null || playerTreated.HP == playerTreated.MaxHp || !GameData.ApproachToInteract(playerTreated.Position, player.Position))
return false;
@@ -146,21 +148,21 @@ namespace Gaming
{
playerTreated.HP = playerTreated.MaxHp;
playerTreated.DegreeOfTreatment = 0;
return true;
return false;
}

if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
{
playerTreated.HP += GameData.basicTreatmentDegree;
playerTreated.DegreeOfTreatment = 0;
return true;
return false;
}
new Thread
(
() =>
{
new FrameRateTaskExecutor<int>(
loopCondition: () => playerTreated.PlayerState == PlayerStateType.IsTreated && player.PlayerState == PlayerStateType.IsTreating && playerTreated.HP + playerTreated.DegreeOfTreatment < playerTreated.MaxHp && playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree && GameData.ApproachToInteract(playerTreated.Position, player.Position),
loopCondition: () => playerTreated.PlayerState == PlayerStateType.IsTreated && player.PlayerState == PlayerStateType.IsTreating && gameMap.Timer.IsGaming && playerTreated.HP + playerTreated.DegreeOfTreatment < playerTreated.MaxHp && playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree && GameData.ApproachToInteract(playerTreated.Position, player.Position),
loopToDo: () =>
{
playerTreated.DegreeOfTreatment += GameData.frameDuration * player.TreatSpeed;
@@ -170,30 +172,28 @@ namespace Gaming
)

.Start();

if (playerTreated.PlayerState == PlayerStateType.IsTreated) playerTreated.PlayerState = PlayerStateType.Null;
if (player.PlayerState == PlayerStateType.IsTreating) player.PlayerState = PlayerStateType.Null;

if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
{
playerTreated.HP = playerTreated.MaxHp;
playerTreated.DegreeOfTreatment = 0;
}
else
if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
{
playerTreated.HP += GameData.basicTreatmentDegree;
playerTreated.DegreeOfTreatment = 0;
}
}
)
{ IsBackground = true }.Start();

if (playerTreated.PlayerState == PlayerStateType.IsTreated) playerTreated.PlayerState = PlayerStateType.Null;
if (player.PlayerState == PlayerStateType.IsTreating) player.PlayerState = PlayerStateType.Null;

if (playerTreated.HP + playerTreated.DegreeOfTreatment >= playerTreated.MaxHp)
{
playerTreated.HP = playerTreated.MaxHp;
playerTreated.DegreeOfTreatment = 0;
return true;
}

if (playerTreated.DegreeOfTreatment >= GameData.basicTreatmentDegree)
{
playerTreated.HP += GameData.basicTreatmentDegree;
playerTreated.DegreeOfTreatment = 0;
return true;
}
return false;
return true;
}

public bool Rescue(Character player, Character playerRescued)
public bool Rescue(Student player, Student playerRescued)
{
if (player.PlayerState != PlayerStateType.Null || playerRescued.PlayerState != PlayerStateType.IsAddicted || !GameData.ApproachToInteract(playerRescued.Position, player.Position))
return false;
@@ -205,7 +205,7 @@ namespace Gaming
() =>
{
new FrameRateTaskExecutor<int>(
loopCondition: () => playerRescued.PlayerState == PlayerStateType.IsRescued && player.PlayerState == PlayerStateType.IsRescuing && GameData.ApproachToInteract(playerRescued.Position, player.Position),
loopCondition: () => playerRescued.PlayerState == PlayerStateType.IsRescued && player.PlayerState == PlayerStateType.IsRescuing && gameMap.Timer.IsGaming && GameData.ApproachToInteract(playerRescued.Position, player.Position),
loopToDo: () =>
{
rescuedDegree += GameData.frameDuration;
@@ -216,21 +216,22 @@ namespace Gaming
)

.Start();

if (rescuedDegree == 1000)
{
if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.Null;
}
else
{
if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.IsAddicted;
}
}
)
{ IsBackground = true }.Start();
if (rescuedDegree == 1000)
{
if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.Null;
return true;
}
else
{
if (playerRescued.PlayerState == PlayerStateType.IsRescued) playerRescued.PlayerState = PlayerStateType.Null;
if (player.PlayerState == PlayerStateType.IsRescuing) player.PlayerState = PlayerStateType.IsAddicted;
return false;
}

return true;
}

/*


+ 41
- 27
logic/Gaming/AttackManager.cs View File

@@ -6,6 +6,7 @@ using Preparation.Utility;
using GameEngine;
using Preparation.Interface;
using Timothy.FrameRateTask;
using System.Numerics;

namespace Gaming
{
@@ -37,7 +38,7 @@ namespace Gaming
);
}

public void BeAddictedToGame(Character player)
public void BeAddictedToGame(Student player)
{
new Thread
(() =>
@@ -46,7 +47,7 @@ namespace Gaming
player.GamingAddiction = GameData.MidGamingAddiction;
player.PlayerState = PlayerStateType.IsAddicted;
new FrameRateTaskExecutor<int>(
() => player.PlayerState == PlayerStateType.IsAddicted && player.GamingAddiction < player.MaxGamingAddiction,
() => player.PlayerState == PlayerStateType.IsAddicted && player.GamingAddiction < player.MaxGamingAddiction && gameMap.Timer.IsGaming,
() =>
{
player.GamingAddiction += GameData.frameDuration;
@@ -54,12 +55,10 @@ namespace Gaming
timeInterval: GameData.frameDuration,
() =>
{
if (player.GamingAddiction == player.MaxGamingAddiction)
if (player.GamingAddiction == player.MaxGamingAddiction && gameMap.Timer.IsGaming)
{
player.PlayerState = PlayerStateType.Null;
Die(player);
}
else player.CanMove = true;
return 0;
}
)
@@ -140,11 +139,11 @@ namespace Gaming
switch (objBeingShot.Type)
{
case GameObjType.Character:
Character playerBeingShot = (Character)objBeingShot;
if (playerBeingShot.BeAttacked(bullet))
{
BeAddictedToGame(playerBeingShot);
}
if (!((Character)objBeingShot).IsGhost())
if (((Character)objBeingShot).BeAttacked(bullet))
{
BeAddictedToGame((Student)objBeingShot);
}
break;
}
}
@@ -187,17 +186,16 @@ namespace Gaming
{
if (bullet.Backswing > 0)
{
bullet.Parent.CanMove = false;
bullet.Parent.IsMoving = false;
bullet.Parent.PlayerState = PlayerStateType.IsSwinging;

new Thread
(() =>
{
Thread.Sleep(bullet.Backswing);

if (gameMap.Timer.IsGaming)
if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging)
{
bullet.Parent.CanMove = true;
bullet.Parent.PlayerState = PlayerStateType.Null;
}
}
)
@@ -210,8 +208,7 @@ namespace Gaming
BombObj(bullet, objBeingShot);
if (bullet.RecoveryFromHit > 0)
{
bullet.Parent.CanMove = false;
bullet.Parent.IsMoving = false;
bullet.Parent.PlayerState = PlayerStateType.IsSwinging;

new Thread
(() =>
@@ -219,9 +216,9 @@ namespace Gaming

Thread.Sleep(bullet.RecoveryFromHit);

if (gameMap.Timer.IsGaming)
if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging)
{
bullet.Parent.CanMove = true;
bullet.Parent.PlayerState = PlayerStateType.Null;
}
}
)
@@ -270,17 +267,16 @@ namespace Gaming
{
if (bullet.Backswing > 0)
{
bullet.Parent.CanMove = false;
bullet.Parent.IsMoving = false;
bullet.Parent.PlayerState = PlayerStateType.IsSwinging;

new Thread
(() =>
{
Thread.Sleep(bullet.Backswing);

if (gameMap.Timer.IsGaming)
if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging)
{
bullet.Parent.CanMove = true;
bullet.Parent.PlayerState = PlayerStateType.Null;
}
}
)
@@ -291,8 +287,7 @@ namespace Gaming
{
if (bullet.RecoveryFromHit > 0)
{
bullet.Parent.CanMove = false;
bullet.Parent.IsMoving = false;
bullet.Parent.PlayerState = PlayerStateType.IsSwinging;

new Thread
(() =>
@@ -300,9 +295,9 @@ namespace Gaming

Thread.Sleep(bullet.RecoveryFromHit);

if (gameMap.Timer.IsGaming)
if (gameMap.Timer.IsGaming && bullet.Parent.PlayerState == PlayerStateType.IsSwinging)
{
bullet.Parent.CanMove = true;
bullet.Parent.PlayerState = PlayerStateType.Null;
}
}
)
@@ -322,8 +317,9 @@ namespace Gaming
return false;
}

if (player.IsResetting)
if (player.PlayerState != PlayerStateType.Null || player.PlayerState != PlayerStateType.IsMoving)
return false;

Bullet? bullet = player.RemoteAttack(
new XY // 子弹紧贴人物生成。
(
@@ -331,6 +327,24 @@ namespace Gaming
(int)((player.Radius + BulletFactory.BulletRadius(player.BulletOfPlayer)) * Math.Sin(angle))
)
);
if (bullet.CastTime > 0)
{
player.PlayerState = PlayerStateType.IsTryingToAttack;

new Thread
(() =>
{

Thread.Sleep(bullet.CastTime);

if (gameMap.Timer.IsGaming && player.PlayerState == PlayerStateType.IsTryingToAttack)
{
player.PlayerState = PlayerStateType.Null;
}
}
)
{ IsBackground = true }.Start();
}
if (bullet != null)
{
bullet.CanMove = true;


+ 23
- 21
logic/Gaming/Game.cs View File

@@ -16,13 +16,11 @@ namespace Gaming
public long teamID;
public long playerID;
public CharacterType characterType;
public ActiveSkillType commonSkill;
public PlayerInitInfo(uint birthPointIndex, long teamID, long playerID, CharacterType characterType, ActiveSkillType commonSkill)
public PlayerInitInfo(uint birthPointIndex, long teamID, long playerID, CharacterType characterType)
{
this.birthPointIndex = birthPointIndex;
this.teamID = teamID;
this.characterType = characterType;
this.commonSkill = commonSkill;
this.playerID = playerID;
}
}
@@ -39,10 +37,9 @@ namespace Gaming
|| gameMap.BirthPointList[playerInitInfo.birthPointIdx].Parent != null)*/
return GameObj.invalidID;

XY pos = gameMap.BirthPointList[playerInitInfo.birthPointIndex].Position;
XY pos = gameMap.BirthPointList[playerInitInfo.birthPointIndex];
// Console.WriteLine($"x,y: {pos.x},{pos.y}");
Character newPlayer = new(pos, GameData.characterRadius, gameMap.GetPlaceType(pos), playerInitInfo.characterType, playerInitInfo.commonSkill);
gameMap.BirthPointList[playerInitInfo.birthPointIndex].Parent = newPlayer;
Character newPlayer = (GameData.IsGhost(playerInitInfo.characterType)) ? new Ghost(pos, GameData.characterRadius, gameMap.GetPlaceType(pos), playerInitInfo.characterType) : new Student(pos, GameData.characterRadius, gameMap.GetPlaceType(pos), playerInitInfo.characterType);
gameMap.GameObjLockDict[GameObjType.Character].EnterWriteLock();
try
{
@@ -175,20 +172,21 @@ namespace Gaming
}*/
gameMap.GameObjLockDict[GameObjType.Character].ExitWriteLock();
}
public void MovePlayer(long playerID, int moveTimeInMilliseconds, double angle)
public bool MovePlayer(long playerID, int moveTimeInMilliseconds, double angle)
{
if (!gameMap.Timer.IsGaming)
return;
return false;
Character? player = gameMap.FindPlayer(playerID);
if (player != null)
{
actionManager.MovePlayer(player, moveTimeInMilliseconds, angle);
return actionManager.MovePlayer(player, moveTimeInMilliseconds, angle);
#if DEBUG
Console.WriteLine($"PlayerID:{playerID} move to ({player.Position.x},{player.Position.y})!");
#endif
}
else
{
return false;
#if DEBUG
Console.WriteLine($"PlayerID:{playerID} player does not exists!");
#endif
@@ -198,11 +196,12 @@ namespace Gaming
{
if (!gameMap.Timer.IsGaming)
return false;
Character? player = gameMap.FindPlayer(playerID);
Character? playerTreated = gameMap.FindPlayer(playerTreatedID);
ICharacter? player = gameMap.FindPlayer(playerID);
ICharacter? playerTreated = gameMap.FindPlayer(playerTreatedID);
if (player != null && playerTreated != null)
{
return actionManager.Treat(player, playerTreated);
if (!playerTreated.IsGhost() && !player.IsGhost())
return actionManager.Treat((Student)player, (Student)playerTreated);
}
return false;
}
@@ -210,11 +209,12 @@ namespace Gaming
{
if (!gameMap.Timer.IsGaming)
return false;
Character? player = gameMap.FindPlayer(playerID);
Character? playerRescued = gameMap.FindPlayer(playerRescuedID);
ICharacter? player = gameMap.FindPlayer(playerID);
ICharacter? playerRescued = gameMap.FindPlayer(playerRescuedID);
if (player != null && playerRescued != null)
{
return actionManager.Treat(player, playerRescued);
if (!playerRescued.IsGhost() && !player.IsGhost())
return actionManager.Treat((Student)player, (Student)playerRescued);
}
return false;
}
@@ -222,10 +222,11 @@ namespace Gaming
{
if (!gameMap.Timer.IsGaming)
return false;
Character? player = gameMap.FindPlayer(playerID);
ICharacter? player = gameMap.FindPlayer(playerID);
if (player != null)
{
return actionManager.Fix(player);
if (!player.IsGhost())
return actionManager.Fix((Student)player);
}
return false;
}
@@ -233,10 +234,11 @@ namespace Gaming
{
if (!gameMap.Timer.IsGaming)
return false;
Character? player = gameMap.FindPlayer(playerID);
ICharacter? player = gameMap.FindPlayer(playerID);
if (player != null)
{
return actionManager.Escape(player);
if (!player.IsGhost())
return actionManager.Escape((Student)player);
}
return false;
}
@@ -335,7 +337,7 @@ namespace Gaming
{
foreach (var keyValuePair in gameMap.GameObjDict)
{
if (((uint)keyValuePair.Key) <= GameData.numOfObjNotMap)
if (!GameData.IsMap(keyValuePair.Key))
{
gameMap.GameObjLockDict[keyValuePair.Key].EnterWriteLock();
try
@@ -366,7 +368,7 @@ namespace Gaming
var gameObjList = new List<IGameObj>();
foreach (var keyValuePair in gameMap.GameObjDict)
{
if (((uint)keyValuePair.Key) <= GameData.numOfObjNotMap)
if (!GameData.IsMap(keyValuePair.Key))
{
gameMap.GameObjLockDict[keyValuePair.Key].EnterReadLock();
try


+ 1
- 1
logic/Gaming/PropManager.cs View File

@@ -234,7 +234,7 @@ namespace Gaming
{
for (int j = 0; j < gameMap.ProtoGameMap.GetLength(1); j++)
{
if (gameMap.ProtoGameMap[i, j] == (int)MapInfoObjType.Null)
if (gameMap.ProtoGameMap[i, j] == (int)PlaceType.Null)
{
availableCellForGenerateProp.Add(GameData.GetCellCenterPos(i, j));
}


+ 2
- 0
logic/Preparation/Interface/ICharacter.cs View File

@@ -8,5 +8,7 @@ namespace Preparation.Interface
public long TeamID { get; }
public int HP { get; set; }
public double Vampire { get; }
public PlayerStateType PlayerState { get; set; }
public bool IsGhost();
}
}

+ 12
- 22
logic/Preparation/Utility/EnumType.cs View File

@@ -4,13 +4,12 @@ namespace Preparation.Utility
/// <summary>
/// 存放所有用到的枚举类型
/// </summary>
// public const int numOfObjNotMap = 5;在GameData中
public enum PlayerStateType
{
Null = 0,
IsAddicted = 1,
IsEscaped = 2,
IsSwinging = 3,
IsSwinging = 3,//指后摇
IsResetting = 4,
IsMoving = 5,
IsTreating = 6,
@@ -18,6 +17,8 @@ namespace Preparation.Utility
IsFixing = 8,
IsTreated = 9,
IsRescued = 10,
IsStunned = 11,
IsTryingToAttack = 12,//指前摇
}
public enum GameObjType
{
@@ -31,10 +32,9 @@ namespace Preparation.Utility
Wall = 6,
Grass = 7,
Generator = 8, // 发电机
BirthPoint = 9,
Doorway = 10,
EmergencyExit = 11,
OutOfBoundBlock = 12, // 范围外
Doorway = 9,
EmergencyExit = 10,
OutOfBoundBlock = 11, // 范围外
}
public enum ShapeType
{
@@ -42,14 +42,6 @@ namespace Preparation.Utility
Circle = 1, // 子弹和人物为圆形,格子为方形
Square = 2
}
public enum PlaceType // 位置标志,包括陆地,草丛。游戏中每一帧都要刷新各个物体的该属性
{
Null = 0,
Land = 1,
Grass1 = 2,
Grass2 = 3,
Grass3 = 4,
}
public enum BulletType // 子弹类型
{
Null = 0,
@@ -73,7 +65,7 @@ namespace Preparation.Utility
{
Null = 0,
Assassin = 1,
Vampire = 2,
Athlete = 2,
RecoverAfterBattle = 3,
SpeedUpWhenLeavingGrass = 4,
PSkill4 = 5,
@@ -108,7 +100,7 @@ namespace Preparation.Utility
Spear = 4
}

public enum MapInfoObjType
public enum PlaceType
{
Null = 0,
BirthPoint1 = 1,//必须从1开始
@@ -117,11 +109,9 @@ namespace Preparation.Utility
BirthPoint4 = 4,
BirthPoint5 = 5,
Wall = 6,
Grass1 = 7,
Grass2 = 8,
Grass3 = 9,
Generator = 10, // 发电机
Doorway = 11,
EmergencyExit = 12
Grass = 7,
Generator = 8, // 发电机
Doorway = 9,
EmergencyExit = 10
}
}

+ 19
- 5
logic/Preparation/Utility/GameData.cs View File

@@ -1,11 +1,13 @@
using System;
using System.Reflection.Metadata.Ecma335;

namespace Preparation.Utility
{
public static class GameData
{
#region 基本常数与常方法
public const int numOfPosGridPerCell = 1000; // 每格的【坐标单位】数
public const int numOfStepPerSecond = 20; // 每秒行走的步数
public const int numOfStepPerSecond = 100; // 每秒行走的步数
public const int frameDuration = 50; // 每帧时长

public const int lengthOfMap = 50000; // 地图长度
@@ -20,8 +22,11 @@ namespace Preparation.Utility
// public const int numOfGenerator = 7;
public const int numOfGeneratorRequiredForRepair = 5;

public const int numOfObjNotMap = 5;

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);
@@ -43,6 +48,7 @@ namespace Preparation.Utility
{
return Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) <= 1 && Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2)) <= 1;
}

#endregion
#region 角色相关
public const int characterRadius = numOfPosGridPerCell / 2; // 人物半径
@@ -57,6 +63,7 @@ namespace Preparation.Utility
public const int basicRescueDegree = 100000;
public const int basicHp = 3000000; // 初始血量
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 = 500;//基本后摇时间
public const int basicRecoveryFromHit = 4300;//基本命中攻击恢复时长
public const int basicBulletNum = 3; // 基本初始子弹量
@@ -74,7 +81,15 @@ namespace Preparation.Utility
public const int bulletRadius = 200; // 默认子弹半径
public const int reviveTime = 30000; // 复活时间
public const int shieldTimeAtBirth = 3000; // 复活时的护盾时间
public const int gemToScore = 4; // 一个宝石的标准加分

public static bool IsGhost(CharacterType characterType)
{
return characterType switch
{
CharacterType.Assassin => true,
_ => false,
};
}
#endregion
#region 道具相关
public const int MinPropTypeNum = 1;
@@ -82,7 +97,6 @@ namespace Preparation.Utility
public const int PropRadius = numOfPosGridPerCell / 2;
public const int PropMoveSpeed = 3000;
public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell;
public const int MaxGemSize = 5; // 随机生成的宝石最大size
public const long GemProduceTime = 10000;
public const long PropProduceTime = 10000;
public const int PropDuration = 10000;


+ 29
- 29
logic/Server/CopyInfo.cs View File

@@ -77,23 +77,23 @@ namespace Server
}
switch (player.Place)
{
case Preparation.Utility.PlaceType.Land:
msg.MessageOfCharacter.Place = Communication.Proto.PlaceType.Land;
case Preparation.Utility.PlacccceType.Land:
msg.MessageOfCharacter.Place = Communication.Proto.PlacccceType.Land;
break;
case Preparation.Utility.PlaceType.Grass1:
msg.MessageOfCharacter.Place = Communication.Proto.PlaceType.Grass1;
case Preparation.Utility.PlacccceType.Grass1:
msg.MessageOfCharacter.Place = Communication.Proto.PlacccceType.Grass1;
break;
case Preparation.Utility.PlaceType.Grass2:
msg.MessageOfCharacter.Place = Communication.Proto.PlaceType.Grass2;
case Preparation.Utility.PlacccceType.Grass2:
msg.MessageOfCharacter.Place = Communication.Proto.PlacccceType.Grass2;
break;
case Preparation.Utility.PlaceType.Grass3:
msg.MessageOfCharacter.Place = Communication.Proto.PlaceType.Grass3;
case Preparation.Utility.PlacccceType.Grass3:
msg.MessageOfCharacter.Place = Communication.Proto.PlacccceType.Grass3;
break;
// case Preparation.Utility.PlaceType.Invisible:
// msg.MessageOfCharacter.Place = Communication.Proto.PlaceType.Invisible;
// case Preparation.Utility.PlacccceType.Invisible:
// msg.MessageOfCharacter.Place = Communication.Proto.PlacccceType.Invisible;
// break;
default:
msg.MessageOfCharacter.Place = Communication.Proto.PlaceType.NullPlaceType;
msg.MessageOfCharacter.Place = Communication.Proto.PlacccceType.NullPlaceType;
break;
}

@@ -212,20 +212,20 @@ namespace Server
msg.MessageOfBullet.ParentTeamID = bullet.Parent.TeamID;
switch (bullet.Place)
{
case Preparation.Utility.PlaceType.Land:
msg.MessageOfBullet.Place = Communication.Proto.PlaceType.Land;
case Preparation.Utility.PlacccceType.Land:
msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Land;
break;
case Preparation.Utility.PlaceType.Grass1:
msg.MessageOfBullet.Place = Communication.Proto.PlaceType.Grass1;
case Preparation.Utility.PlacccceType.Grass1:
msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Grass1;
break;
case Preparation.Utility.PlaceType.Grass2:
msg.MessageOfBullet.Place = Communication.Proto.PlaceType.Grass2;
case Preparation.Utility.PlacccceType.Grass2:
msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Grass2;
break;
case Preparation.Utility.PlaceType.Grass3:
msg.MessageOfBullet.Place = Communication.Proto.PlaceType.Grass3;
case Preparation.Utility.PlacccceType.Grass3:
msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Grass3;
break;
default:
msg.MessageOfBullet.Place = Communication.Proto.PlaceType.NullPlaceType;
msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.NullPlaceType;
break;
}
return msg;
@@ -271,20 +271,20 @@ namespace Server
}
switch (prop.Place)
{
case Preparation.Utility.PlaceType.Land:
msg.MessageOfProp.Place = Communication.Proto.PlaceType.Land;
case Preparation.Utility.PlacccceType.Land:
msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Land;
break;
case Preparation.Utility.PlaceType.Grass1:
msg.MessageOfProp.Place = Communication.Proto.PlaceType.Grass1;
case Preparation.Utility.PlacccceType.Grass1:
msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Grass1;
break;
case Preparation.Utility.PlaceType.Grass2:
msg.MessageOfProp.Place = Communication.Proto.PlaceType.Grass2;
case Preparation.Utility.PlacccceType.Grass2:
msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Grass2;
break;
case Preparation.Utility.PlaceType.Grass3:
msg.MessageOfProp.Place = Communication.Proto.PlaceType.Grass3;
case Preparation.Utility.PlacccceType.Grass3:
msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Grass3;
break;
default:
msg.MessageOfProp.Place = Communication.Proto.PlaceType.NullPlaceType;
msg.MessageOfProp.Place = Communication.Proto.PlacccceType.NullPlaceType;
break;
}
return msg;


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