diff --git a/logic/Client/MainWindow.xaml.cs b/logic/Client/MainWindow.xaml.cs index 1ac24a75..3874f308 100644 --- a/logic/Client/MainWindow.xaml.cs +++ b/logic/Client/MainWindow.xaml.cs @@ -844,7 +844,7 @@ private void Refresh(object? sender, EventArgs e) //log未更新 } foreach (var obj in listOfButcher) { - if (!isDataFixed[obj.PlayerId]) + if (obj.PlayerId < GameData.numOfStudent && !isDataFixed[obj.PlayerId]) { IGhostType occupation1 = (IGhostType)OccupationFactory.FindIOccupation(Transformation.ToTrickerType(obj.TrickerType)); int j = 0; diff --git a/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs b/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs index 072a993b..4ddd23ed 100644 --- a/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs +++ b/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs @@ -8,7 +8,7 @@ internal sealed class CommonAttackOfGhost : Bullet public CommonAttackOfGhost(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) { - AP.Set(GameData.basicApOfGhost); + AP.SetReturnOri(GameData.basicApOfGhost); } public override double BulletBombRange => 0; public override double AttackDistance => GameData.basicAttackShortRange; @@ -45,7 +45,7 @@ internal sealed class Strike : Bullet public Strike(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) { - AP.Set(GameData.basicApOfGhost * 16 / 15); + AP.SetReturnOri(GameData.basicApOfGhost * 16 / 15); } public override double BulletBombRange => 0; public override double AttackDistance => GameData.basicAttackShortRange * 20 / 22; @@ -83,7 +83,7 @@ internal sealed class FlyingKnife : Bullet public FlyingKnife(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) { - AP.Set(GameData.basicApOfGhost * 4 / 5); + AP.SetReturnOri(GameData.basicApOfGhost * 4 / 5); } public override double BulletBombRange => 0; public override double AttackDistance => GameData.basicRemoteAttackRange * 13; @@ -123,7 +123,7 @@ internal sealed class BombBomb : Bullet { public BombBomb(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) { - AP.Set((int)(GameData.basicApOfGhost * 6.0 / 5)); + AP.SetReturnOri((int)(GameData.basicApOfGhost * 6.0 / 5)); } public override double BulletBombRange => GameData.basicBulletBombRange; public override double AttackDistance => GameData.basicAttackShortRange; @@ -163,7 +163,7 @@ internal sealed class JumpyDumpty : Bullet { public JumpyDumpty(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos) { - AP.Set((int)(GameData.basicApOfGhost * 0.6)); + AP.SetReturnOri((int)(GameData.basicApOfGhost * 0.6)); } public override double BulletBombRange => GameData.basicBulletBombRange / 2; public override double AttackDistance => GameData.basicAttackShortRange * 18 / 22; diff --git a/logic/GameClass/GameObj/Bullet/Bullet.cs b/logic/GameClass/GameObj/Bullet/Bullet.cs index c47f746c..28954297 100644 --- a/logic/GameClass/GameObj/Bullet/Bullet.cs +++ b/logic/GameClass/GameObj/Bullet/Bullet.cs @@ -11,7 +11,8 @@ public abstract class Bullet : ObjOfCharacter /// public abstract double BulletBombRange { get; } public abstract double AttackDistance { get; } - public AtomicInt AP { get; } + private AtomicInt ap = new(0); + public AtomicInt AP { get => ap; } public abstract int Speed { get; } public abstract bool IsRemoteAttack { get; } public abstract int CastTime { get; } @@ -43,8 +44,8 @@ public override bool IgnoreCollideExecutor(IGameObj targetObj) public Bullet(Character player, int radius, XY Position) : base(Position, radius, GameObjType.Bullet) { - this.CanMove.Set(true); - this.MoveSpeed.Set(this.Speed); + this.CanMove.SetReturnOri(true); + this.MoveSpeed.SetReturnOri(this.Speed); this.hasSpear = player.TryUseSpear(); this.Parent = player; } diff --git a/logic/GameClass/GameObj/Character/Character.Skill.cs b/logic/GameClass/GameObj/Character/Character.Skill.cs index 81eea6c2..21f4a48d 100644 --- a/logic/GameClass/GameObj/Character/Character.Skill.cs +++ b/logic/GameClass/GameObj/Character/Character.Skill.cs @@ -31,12 +31,12 @@ public bool IsGhost() protected Character(XY initPos, int initRadius, CharacterType characterType) : base(initPos, initRadius, GameObjType.Character) { - this.CanMove.Set(true); + this.CanMove.SetReturnOri(true); this.score = 0; this.buffManager = new BuffManager(); this.occupation = OccupationFactory.FindIOccupation(characterType); - this.MaxHp = this.hp = Occupation.MaxHp; - this.MoveSpeed.Set(this.orgMoveSpeed = Occupation.MoveSpeed); + this.HP = new(Occupation.MaxHp); + this.MoveSpeed.SetReturnOri(this.orgMoveSpeed = Occupation.MoveSpeed); this.BulletOfPlayer = this.OriBulletOfPlayer = Occupation.InitBullet; this.concealment = Occupation.Concealment; this.alertnessRadius = Occupation.AlertnessRadius; diff --git a/logic/GameClass/GameObj/Character/Character.cs b/logic/GameClass/GameObj/Character/Character.cs index 9ce07bcc..1461b7a8 100644 --- a/logic/GameClass/GameObj/Character/Character.cs +++ b/logic/GameClass/GameObj/Character/Character.cs @@ -10,20 +10,7 @@ public partial class Character : Moveable, ICharacter // 负责人LHR摆烂终 { #region 装弹、攻击相关的基本属性及方法 private readonly object attackLock = new(); - /// - /// 装弹冷却 - /// - protected int cd; - public int CD - { - get - { - lock (attackLock) - { - return cd; - } - } - } + public IntNumUpdateByCD BulletNum { get; } = new IntNumUpdateByCD(); private int orgCD; public int OrgCD { @@ -50,56 +37,26 @@ public BulletType BulletOfPlayer lock (attackLock) { bulletOfPlayer = value; - cd = orgCD = (BulletFactory.BulletCD(value)); - Debugger.Output(this, string.Format("'s CD has been set to: {0}.", cd)); - maxBulletNum = bulletNum = (BulletFactory.BulletNum(value)); + orgCD = (BulletFactory.BulletCD(value)); + BulletNum.SetCD(orgCD); + Debugger.Output(this, string.Format("'s CD has been set to: {0}.", orgCD)); + BulletNum.SetPositiveMaxNumAndNum(BulletFactory.BulletNum(value)); } } } - protected int maxBulletNum; - public int MaxBulletNum - { - get - { - lock (attackLock) - { - return maxBulletNum; - } - } - } - private int bulletNum; - private int updateTimeOfBulletNum = 0; - - public int UpdateBulletNum(int time)//通过该函数获取真正的bulletNum - { - lock (attackLock) - { - if (bulletNum < maxBulletNum && time - updateTimeOfBulletNum >= cd) - { - int add = Math.Min(maxBulletNum - bulletNum, (time - updateTimeOfBulletNum) / cd); - updateTimeOfBulletNum += add * cd; - return (bulletNum += add); - } - return bulletNum; - } - } - /// /// 进行一次攻击 /// /// 攻击操作发出的子弹 - public Bullet? Attack(double angle, int time) + public Bullet? Attack(double angle) { lock (attackLock) { if (bulletOfPlayer == BulletType.Null) return null; - if (UpdateBulletNum(time) > 0) + if (BulletNum.TrySub(1) == 1) { - if (bulletNum == maxBulletNum) updateTimeOfBulletNum = time; - --bulletNum; - XY res = Position + new XY // 子弹紧贴人物生成。 ( (int)(Math.Abs((Radius + BulletFactory.BulletRadius(bulletOfPlayer)) * Math.Cos(angle))) * Math.Sign(Math.Cos(angle)), @@ -115,31 +72,6 @@ public int UpdateBulletNum(int time)//通过该函数获取真正的bulletNum return null; } } - - /* - /// - /// 攻击被反弹,反弹伤害不会再被反弹 - /// - /// - /// - /// 反弹伤害者 - /// 是否因反弹伤害而死 - private bool BeBounced(int subHP, bool hasSpear, Character? bouncer) - { - lock (beAttackedLock) - { - if (hp <= 0) - return false; - if (!(bouncer?.TeamID == this.TeamID)) - { - if (hasSpear || !HasShield) - _ = SubHp(subHP); - if (hp <= 0) - TryActivatingLIFE(); - } - return hp <= 0; - } - }*/ #endregion #region 感知相关的基本属性及方法 private readonly object bgmLock = new(); @@ -187,114 +119,7 @@ public int SpeedOfOpenChest } #endregion #region 血量相关的基本属性及方法 - private readonly ReaderWriterLockSlim hpReaderWriterLock = new(); - public ReaderWriterLockSlim HPReadWriterLock => hpReaderWriterLock; - - private long maxHp; - public long MaxHp - { - get - { - HPReadWriterLock.EnterReadLock(); - try - { - return maxHp; - } - finally - { - HPReadWriterLock.ExitReadLock(); - } - } - protected set - { - HPReadWriterLock.EnterWriteLock(); - try - { - maxHp = value; - if (hp > maxHp) hp = maxHp; - } - finally - { - HPReadWriterLock.ExitWriteLock(); - } - } - } - // 最大血量 - protected long hp; - public long HP - { - get - { - HPReadWriterLock.EnterReadLock(); - try - { - return hp; - } - finally - { - HPReadWriterLock.ExitReadLock(); - } - } - } - - public long SetHP(long value) - { - HPReadWriterLock.EnterWriteLock(); - try - { - if (value > 0) - { - return hp = value <= maxHp ? value : maxHp; - } - else - return hp = 0; - } - finally - { - HPReadWriterLock.ExitWriteLock(); - } - } - - /// - /// 尝试减血 - /// - /// 减血量 - public long SubHp(long sub) - { - HPReadWriterLock.EnterWriteLock(); - try - { - long previousHp = hp; - if (hp <= sub) - { - hp = 0; - return hp; - } - else - { - hp -= sub; - return sub; - } - } - finally - { - HPReadWriterLock.ExitWriteLock(); - } - } - - public long AddHP(long add) - { - HPReadWriterLock.EnterWriteLock(); - try - { - long previousHp = hp; - return (hp = (hp + add > maxHp) ? maxHp : hp + add) - previousHp; - } - finally - { - HPReadWriterLock.ExitWriteLock(); - } - } + public LongWithVariableRange HP { get; } private readonly object vampireLock = new(); public object VampireLock => vampire; @@ -328,55 +153,42 @@ public int DegreeOfTreatment { get { - HPReadWriterLock.EnterReadLock(); - try - { + lock (treatLock) return degreeOfTreatment; - } - finally - { - HPReadWriterLock.ExitReadLock(); - } } } public void SetDegreeOfTreatment0() { - HPReadWriterLock.EnterWriteLock(); - try - { + lock (treatLock) degreeOfTreatment = 0; - } - finally - { - HPReadWriterLock.ExitWriteLock(); - } } + public bool AddDegreeOfTreatment(int value, Student whoTreatYou) { - HPReadWriterLock.EnterWriteLock(); - try + lock (treatLock) { - if (value >= maxHp - hp) + degreeOfTreatment += value; + long addV = HP.TryAddAll(degreeOfTreatment); + if (addV == 0) + { + degreeOfTreatment = 0; + return false; + } + if (addV > 0) { - whoTreatYou.AddScore(GameData.StudentScoreTreat(maxHp - hp)); - hp = maxHp; + whoTreatYou.AddScore(GameData.StudentScoreTreat(addV)); degreeOfTreatment = 0; return true; } - if (value >= GameData.basicTreatmentDegree) + if (degreeOfTreatment >= GameData.basicTreatmentDegree) { whoTreatYou.AddScore(GameData.StudentScoreTreat(GameData.basicTreatmentDegree)); - hp += GameData.basicTreatmentDegree; + HP.AddPositiveV(GameData.basicTreatmentDegree); degreeOfTreatment = 0; return true; } - degreeOfTreatment = value; + return false; } - finally - { - HPReadWriterLock.ExitWriteLock(); - } - return false; } #endregion #region 查询状态相关的基本属性与方法 @@ -542,7 +354,7 @@ public long SetPlayerState(RunningStateType runningState, PlayerStateType value case PlayerStateType.OpeningTheChest: if (value == PlayerStateType.Rescued) return -1; - ((Chest)lastObj!).StopOpen(); + ((Chest)lastObj!).OpenProgress.Set0(); return ChangePlayerState(runningState, value, gameObj); case PlayerStateType.OpeningTheDoorway: if (value == PlayerStateType.Rescued) return -1; @@ -570,7 +382,7 @@ public long SetPlayerState(RunningStateType runningState, PlayerStateType value else { if (value != PlayerStateType.UsingSkill) - ((UseRobot)FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID = (int)playerID; + ((UseRobot)FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID = (int)PlayerID; return ChangePlayerState(runningState, value, gameObj); } } @@ -647,7 +459,7 @@ public bool TryToRemoveFromGame(PlayerStateType playerStateType) { if (SetPlayerState(RunningStateType.RunningForcibly, playerStateType) == -1) return false; TryToRemove(); - CanMove.Set(false); + CanMove.SetReturnOri(false); position = GameData.PosWhoDie; } return true; @@ -673,18 +485,8 @@ public virtual void AddScore(long add) /// /// 角色所属队伍ID /// - private long teamID = long.MaxValue; - public long TeamID - { - get => Interlocked.Read(ref teamID); - set => Interlocked.Exchange(ref teamID, value); - } - private long playerID = long.MaxValue; - public long PlayerID - { - get => Interlocked.Read(ref playerID); - set => Interlocked.Exchange(ref playerID, value); - } + public AtomicLong TeamID { get; } = new AtomicLong(long.MaxValue); + public AtomicLong PlayerID { get; } = new AtomicLong(long.MaxValue); #region 道具和buff相关属性、方法 private readonly object inventoryLock = new(); @@ -802,7 +604,7 @@ public int IndexingOfAddProp() } public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal => - { MoveSpeed.Set(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); }, + { MoveSpeed.SetReturnOri(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); }, OrgMoveSpeed); public bool HasFasterSpeed => buffManager.HasFasterSpeed; @@ -866,7 +668,7 @@ public void TryActivatingLIFE() if (buffManager.TryActivatingLIFE()) { AddScore(GameData.ScorePropRemainHp); - hp = GameData.RemainHpWhenAddLife; + HP.SetPositiveV(GameData.RemainHpWhenAddLife); } } diff --git a/logic/GameClass/GameObj/GameObj.cs b/logic/GameClass/GameObj/GameObj.cs index 1934d642..3933b7a3 100644 --- a/logic/GameClass/GameObj/GameObj.cs +++ b/logic/GameClass/GameObj/GameObj.cs @@ -30,7 +30,8 @@ public abstract class GameObj : IGameObj public abstract ShapeType Shape { get; } - public AtomicBool IsRemoved { get; } = new AtomicBool(false); + private AtomicBool isRemoved = new(false); + public AtomicBool IsRemoved { get => isRemoved; } public virtual bool TryToRemove() { return IsRemoved.TrySet(true); diff --git a/logic/GameClass/GameObj/Map/Chest.cs b/logic/GameClass/GameObj/Map/Chest.cs index de67e895..0fc69794 100644 --- a/logic/GameClass/GameObj/Map/Chest.cs +++ b/logic/GameClass/GameObj/Map/Chest.cs @@ -1,13 +1,12 @@ using Preparation.Interface; using Preparation.Utility; -using System; namespace GameClass.GameObj { /// /// 箱子 /// - public class Chest : Immovable, IChest + public class Chest : Immovable { public Chest(XY initPos) : base(initPos, GameData.numOfPosGridPerCell / 2, GameObjType.Chest) @@ -19,38 +18,7 @@ public Chest(XY initPos) : private readonly Gadget[] propInChest = new Gadget[GameData.maxNumOfPropInChest] { new NullProp(), new NullProp() }; public Gadget[] PropInChest => propInChest; - private long openStartTime = 0; - public long OpenStartTime - { - get - { - lock (gameObjLock) return openStartTime; - } - } - private Character? whoOpen = null; - public Character? WhoOpen - { - get - { - lock (gameObjLock) return whoOpen; - } - } - public bool Open(Character character) - { - lock (gameObjLock) - { - if (whoOpen != null) return false; - openStartTime = Environment.TickCount64; - whoOpen = character; - } - return true; - } - public void StopOpen() - { - lock (gameObjLock) - { - whoOpen = null; - } - } + private LongProgressByTime openProgress = new LongProgressByTime(); + public LongProgressByTime OpenProgress { get => openProgress; } } } diff --git a/logic/GameClass/GameObj/Map/Door.cs b/logic/GameClass/GameObj/Map/Door.cs index 8970e6c5..ca6ba5f3 100644 --- a/logic/GameClass/GameObj/Map/Door.cs +++ b/logic/GameClass/GameObj/Map/Door.cs @@ -1,7 +1,6 @@ using Preparation.Interface; using Preparation.Utility; using System; -using System.Threading; namespace GameClass.GameObj { @@ -47,7 +46,8 @@ public bool IsOpen } } - public AtomicInt LockDegree { get; } = new AtomicInt(0); + private AtomicInt lockDegree = new AtomicInt(0); + public AtomicInt LockDegree { get => lockDegree; } private long openStartTime = 0; public long OpenStartTime @@ -98,7 +98,7 @@ public bool TryLock(Character character) { if (!isOpen) return false; if (whoLockOrOpen != null) return false; - LockDegree.Set(0); + LockDegree.SetReturnOri(0); whoLockOrOpen = character; return true; } diff --git a/logic/GameClass/GameObj/Map/Map.cs b/logic/GameClass/GameObj/Map/Map.cs index af3d9b1b..75dea6b8 100644 --- a/logic/GameClass/GameObj/Map/Map.cs +++ b/logic/GameClass/GameObj/Map/Map.cs @@ -26,7 +26,7 @@ public void AddNumOfRepairedGenerators() { Random r = new Random(Environment.TickCount); EmergencyExit emergencyExit = (EmergencyExit)(GameObjDict[GameObjType.EmergencyExit][r.Next(0, GameObjDict[GameObjType.EmergencyExit].Count)]); - emergencyExit.CanOpen.Set(true); + emergencyExit.CanOpen.SetReturnOri(true); Preparation.Utility.Debugger.Output(emergencyExit, emergencyExit.Position.ToString()); } finally @@ -41,7 +41,7 @@ public void AddNumOfRepairedGenerators() try { foreach (Doorway doorway in GameObjDict[GameObjType.Doorway]) - doorway.PowerSupply.Set(true); + doorway.PowerSupply.SetReturnOri(true); } finally { @@ -228,7 +228,6 @@ public IOutOfBound GetOutOfBound(XY pos) { if (person.CharacterType == CharacterType.TechOtaku) { - Debugger.Output(person, person.PlayerID.ToString()); foreach (Character character in gameObjDict[GameObjType.Character]) { if (((UseRobot)person.FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID == character.PlayerID) diff --git a/logic/GameClass/GameObj/Moveable.cs b/logic/GameClass/GameObj/Moveable.cs index 1ff26f7c..093f17a6 100644 --- a/logic/GameClass/GameObj/Moveable.cs +++ b/logic/GameClass/GameObj/Moveable.cs @@ -94,14 +94,16 @@ public void ReSetPos(XY position) } } - public AtomicBool CanMove { get; } + private AtomicBool canMove = new(false); + public AtomicBool CanMove { get => canMove; } public bool IsAvailableForMove => !IsMoving && CanMove && !IsRemoved; // 是否能接收移动指令 /// /// 移动速度 /// - public AtomicInt MoveSpeed { get; } + private AtomicInt moveSpeed = new(0); + public AtomicInt MoveSpeed { get => moveSpeed; } /// /// 原初移动速度 /// diff --git a/logic/GameClass/GameObj/Prop/Gadget.cs b/logic/GameClass/GameObj/Prop/Gadget.cs index 85565cce..74f545cc 100644 --- a/logic/GameClass/GameObj/Prop/Gadget.cs +++ b/logic/GameClass/GameObj/Prop/Gadget.cs @@ -24,8 +24,8 @@ public override bool IgnoreCollideExecutor(IGameObj targetObj) public Gadget(XY initPos, int radius = GameData.propRadius) : base(initPos, radius, GameObjType.Gadget) { - this.CanMove.Set(false); - this.MoveSpeed.Set(GameData.propMoveSpeed); + this.CanMove.SetReturnOri(false); + this.MoveSpeed.SetReturnOri(GameData.propMoveSpeed); } } public abstract class Tool : Gadget diff --git a/logic/GameClass/GameObj/Prop/Item.cs b/logic/GameClass/GameObj/Prop/Item.cs index 2b83ceaf..881e38fa 100644 --- a/logic/GameClass/GameObj/Prop/Item.cs +++ b/logic/GameClass/GameObj/Prop/Item.cs @@ -17,8 +17,8 @@ public abstract class Item : ObjOfCharacter public Item(XY initPos, int radius = GameData.propRadius) : base(initPos, radius, GameObjType.Item) { - this.CanMove.Set(false); - this.MoveSpeed.Set(0); + this.CanMove.SetReturnOri(false); + this.MoveSpeed.SetReturnOri(0); } } diff --git a/logic/GameEngine/MoveEngine.cs b/logic/GameEngine/MoveEngine.cs index a2236b79..d4c76f78 100644 --- a/logic/GameEngine/MoveEngine.cs +++ b/logic/GameEngine/MoveEngine.cs @@ -102,7 +102,7 @@ public void MoveObj(IMoveable obj, int moveTime, double direction, long stateNum lock (obj.ActionLock) { if (!obj.IsAvailableForMove) { EndMove(obj); return; } - obj.IsMoving.Set(true); + obj.IsMoving.SetReturnOri(true); } new Thread @@ -139,7 +139,7 @@ public void MoveObj(IMoveable obj, int moveTime, double direction, long stateNum if (isEnded) { - obj.IsMoving.Set(false); + obj.IsMoving.SetReturnOri(false); EndMove(obj); return; } @@ -184,7 +184,7 @@ public void MoveObj(IMoveable obj, int moveTime, double direction, long stateNum } if (isEnded) { - obj.IsMoving.Set(false); + obj.IsMoving.SetReturnOri(false); EndMove(obj); return; } @@ -224,7 +224,7 @@ public void MoveObj(IMoveable obj, int moveTime, double direction, long stateNum } } while (flag); } - obj.IsMoving.Set(false); // 结束移动 + obj.IsMoving.SetReturnOri(false); // 结束移动 EndMove(obj); } } diff --git a/logic/Gaming/ActionManager.cs b/logic/Gaming/ActionManager.cs index e2961b6d..6d83ff1f 100644 --- a/logic/Gaming/ActionManager.cs +++ b/logic/Gaming/ActionManager.cs @@ -199,7 +199,7 @@ public bool Treat(Student player, Student? playerTreated = null) } else if (!GameData.ApproachToInteract(playerTreated.Position, player.Position)) return false; - if (playerTreated.HP == playerTreated.MaxHp) return false; + if (playerTreated.HP == playerTreated.HP.GetMaxV()) return false; long stateNumTreated = playerTreated.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treated); if (stateNumTreated == -1) return false; @@ -321,7 +321,7 @@ public bool Rescue(Student player, Student? playerRescued = null) if (playerRescued.AddTimeOfRescue(GameData.checkInterval)) { playerRescued.SetPlayerStateNaturally(); - playerRescued.SetHP(playerRescued.MaxHp / 2); + playerRescued.HP.SetPositiveV(playerRescued.HP.GetMaxV() / 2); player.AddScore(GameData.StudentScoreRescue); return false; } @@ -369,7 +369,7 @@ public bool OpenChest(Character player) return; } else - if (!chestToOpen.Open(player)) + if (!chestToOpen.OpenProgress.Start((long)(GameData.degreeOfOpenedChest / player.SpeedOfOpenChest))) { player.ThreadNum.Release(); player.SetPlayerStateNaturally(); @@ -450,12 +450,12 @@ public bool ClimbingThroughWindow(Character player) player.ReSetPos(windowToPlayer + windowForClimb.Position); } - player.MoveSpeed.Set(player.SpeedOfClimbingThroughWindows); + player.MoveSpeed.SetReturnOri(player.SpeedOfClimbingThroughWindows); moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum); Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2)); - player.MoveSpeed.Set(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed)); + player.MoveSpeed.SetReturnOri(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed)); lock (player.ActionLock) { diff --git a/logic/Gaming/AttackManager.cs b/logic/Gaming/AttackManager.cs index ac7aea7a..70d61555 100644 --- a/logic/Gaming/AttackManager.cs +++ b/logic/Gaming/AttackManager.cs @@ -33,7 +33,7 @@ public AttackManager(Map gameMap, CharacterManager characterManager) 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.CanMove.Set(false); + obj.CanMove.SetReturnOri(false); } ); this.characterManager = characterManager; @@ -89,7 +89,7 @@ public bool TryRemoveBullet(Bullet bullet) { if (gameMap.Remove(bullet)) { - bullet.CanMove.Set(false); + bullet.CanMove.SetReturnOri(false); if (bullet.BulletBombRange > 0) { BombedBullet bombedBullet = new(bullet); @@ -203,7 +203,7 @@ 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 if (!player.Commandable()) return false; - Bullet? bullet = player.Attack(angle, gameMap.Timer.nowTime()); + Bullet? bullet = player.Attack(angle); if (bullet != null) { diff --git a/logic/Gaming/CharacterManager.cs b/logic/Gaming/CharacterManager.cs index 86c8fef5..71c403ff 100644 --- a/logic/Gaming/CharacterManager.cs +++ b/logic/Gaming/CharacterManager.cs @@ -57,41 +57,8 @@ public void DoubleFactorTeacher() } gameMap.Add(newPlayer); - newPlayer.TeamID = teamID; - newPlayer.PlayerID = playerID; - /* #region 人物装弹 - new Thread - ( - () => - { - while (!gameMap.Timer.IsGaming) - Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval)); - long lastTime = Environment.TickCount64; - new FrameRateTaskExecutor( - loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved, - loopToDo: () => - { - long nowTime = Environment.TickCount64; - if (newPlayer.BulletNum == newPlayer.MaxBulletNum) - lastTime = nowTime; - else if (nowTime - lastTime >= newPlayer.CD) - { - _ = newPlayer.TryAddBulletNum(); - lastTime = nowTime; - } - }, - timeInterval: GameData.checkInterval, - finallyReturn: () => 0 - ) - { - AllowTimeExceed = true, - } - .Start(); - } - ) - { IsBackground = true }.Start(); - #endregion - */ + newPlayer.TeamID.SetReturnOri(teamID); + newPlayer.PlayerID.SetReturnOri(playerID); #region BGM,牵制得分更新 new Thread ( @@ -311,7 +278,7 @@ public void BeAttacked(Student student, Bullet bullet) if (student.CharacterType == CharacterType.StraightAStudent) { - ((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.Set(0); + ((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.SetReturnOri(0); } student.SetDegreeOfTreatment0(); @@ -322,10 +289,10 @@ public void BeAttacked(Student student, Bullet bullet) { if (bullet.HasSpear) { - long subHp = student.SubHp(bullet.AP); + long subHp = student.HP.SubPositiveV(bullet.AP); Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString()); bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear); - bullet.Parent.AddHP((long)bullet.Parent.Vampire * subHp); + bullet.Parent.HP.AddPositiveV((long)bullet.Parent.Vampire * subHp); } else return; } @@ -334,12 +301,12 @@ public void BeAttacked(Student student, Bullet bullet) long subHp; if (bullet.HasSpear) { - subHp = student.SubHp(bullet.AP + GameData.ApSpearAdd); + subHp = student.HP.SubPositiveV(bullet.AP + GameData.ApSpearAdd); Debugger.Output(this, "is being shot with Spear! Now his hp is" + student.HP.ToString()); } else { - subHp = student.SubHp(bullet.AP); + subHp = student.HP.SubPositiveV(bullet.AP); Debugger.Output(this, "is being shot! Now his hp is" + student.HP.ToString()); } bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp)); @@ -348,7 +315,7 @@ public void BeAttacked(Student student, Bullet bullet) student.AddScore(subHp * GameData.factorOfScoreWhenTeacherAttacked / GameData.basicApOfGhost / FactorTeacher); } - bullet.Parent.AddHP((long)(bullet.Parent.Vampire * subHp)); + bullet.Parent.HP.AddPositiveV((long)(bullet.Parent.Vampire * subHp)); } if (student.HP <= 0) student.TryActivatingLIFE(); // 如果有复活甲 diff --git a/logic/Gaming/Game.cs b/logic/Gaming/Game.cs index 96db6753..02d783cb 100644 --- a/logic/Gaming/Game.cs +++ b/logic/Gaming/Game.cs @@ -84,7 +84,7 @@ public bool MovePlayer(long playerID, int moveTimeInMilliseconds, double angle) else { #if DEBUG - Console.WriteLine($"PlayerID:{playerID} player does not exists!"); + Console.WriteLine($"playerID:{playerID} player does not exists!"); #endif return false; @@ -326,7 +326,7 @@ public void ClearAllLists() { foreach (Character player in gameMap.GameObjDict[GameObjType.Character]) { - player.CanMove.Set(false); + player.CanMove.SetReturnOri(false); } } gameMap.GameObjDict[keyValuePair.Key].Clear(); diff --git a/logic/Gaming/PropManager.cs b/logic/Gaming/PropManager.cs index 75426af6..b370710b 100644 --- a/logic/Gaming/PropManager.cs +++ b/logic/Gaming/PropManager.cs @@ -44,9 +44,9 @@ public void ConsumeProp(Character player, PropType propType) break; case PropType.AddHpOrAp: if (!player.IsGhost()) - if (player.HP < player.MaxHp) + if (player.HP < player.HP.GetMaxV()) { - player.AddHP(GameData.basicTreatmentDegree / 2); + player.HP.AddPositiveV(GameData.basicTreatmentDegree / 2); player.AddScore(GameData.ScorePropAddHp); } else player.AddAp(GameData.PropDuration); diff --git a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs index c4f4aa51..88398ae7 100644 --- a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs +++ b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs @@ -196,7 +196,7 @@ public bool SparksNSplash(Character player, int AttackID) } if (homingMissile != null) { - homingMissile.CanMove.Set(true); + homingMissile.CanMove.SetReturnOri(true); attackManager.moveEngine.MoveObj(homingMissile, GameData.checkIntervalWhenSparksNSplash - 1, (whoAttacked.Position - homingMissile.Position).Angle(), ++homingMissile.StateNum); } }, @@ -227,7 +227,7 @@ public bool WriteAnswers(Character player) if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player)) gameMap.AddNumOfRepairedGenerators(); Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString()); - ((WriteAnswers)activeSkill).DegreeOfMeditation.Set(0); + ((WriteAnswers)activeSkill).DegreeOfMeditation.SetReturnOri(0); } }, () => @@ -349,7 +349,7 @@ public bool Punish(Character player) || character.PlayerState == PlayerStateType.ClimbingThroughWindows) && XY.DistanceFloor3(character.Position, player.Position) <= player.ViewRange / 3) { - int stunTime = (GameData.timeOfGhostStunnedWhenPunish + (int)((GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP) / GameData.basicApOfGhost))) / characterManager.FactorTeacher; + int stunTime = (GameData.timeOfGhostStunnedWhenPunish + (int)((GameData.factorOfTimeStunnedWhenPunish * (player.HP.GetMaxV() - player.HP) / GameData.basicApOfGhost))) / characterManager.FactorTeacher; if (CharacterManager.BeStunned(character, stunTime) > 0) player.AddScore(GameData.StudentScoreTrickerBeStunned(stunTime) / characterManager.FactorTeacher); break; @@ -421,7 +421,7 @@ public bool Rouse(Character player) if ((character.PlayerState == PlayerStateType.Addicted) && gameMap.CanSee(player, character)) { character.SetPlayerStateNaturally(); - character.SetHP(GameData.RemainHpWhenAddLife); + character.HP.SetPositiveV(GameData.RemainHpWhenAddLife); ((Student)character).SetTimeOfRescue(0); player.AddScore(GameData.StudentScoreRescue); break; @@ -449,10 +449,10 @@ public bool Encourage(Character player) { foreach (Character character in gameMap.GameObjDict[GameObjType.Character]) { - if ((character.HP < character.MaxHp) && gameMap.CanSee(player, character)) + if ((character.HP < character.HP.GetMaxV()) && gameMap.CanSee(player, character)) { player.AddScore(GameData.StudentScoreTreat(GameData.addHpWhenEncourage)); - character.AddHP(GameData.addHpWhenEncourage); + character.HP.AddPositiveV(GameData.addHpWhenEncourage); ((Student)character).SetDegreeOfTreatment0(); break; } diff --git a/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs b/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs index b22254ef..3cc89c78 100644 --- a/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs +++ b/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs @@ -26,7 +26,7 @@ public void Meditate(Character player) () => { if (player.Commandable() && player.PlayerState != PlayerStateType.Fixing) activeSkill.DegreeOfMeditation.Add(learningDegree * GameData.frameDuration); - else activeSkill.DegreeOfMeditation.Set(0); + else activeSkill.DegreeOfMeditation.SetReturnOri(0); //Debugger.Output(player, "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString()); }, timeInterval: GameData.frameDuration, diff --git a/logic/Preparation/Interface/ICharacter.cs b/logic/Preparation/Interface/ICharacter.cs index 07f0b938..dbddda81 100644 --- a/logic/Preparation/Interface/ICharacter.cs +++ b/logic/Preparation/Interface/ICharacter.cs @@ -1,13 +1,11 @@ -using System; -using Preparation.Utility; +using Preparation.Utility; namespace Preparation.Interface { public interface ICharacter : IMoveable { - public long TeamID { get; } - public long HP { get; } - public long AddHP(long add); + public AtomicLong TeamID { get; } + public LongWithVariableRange HP { get; } public long Score { get; } public void AddScore(long add); public double Vampire { get; } @@ -15,7 +13,7 @@ public interface ICharacter : IMoveable public BulletType BulletOfPlayer { get; set; } public CharacterType CharacterType { get; } public ActiveSkill FindActiveSkill(ActiveSkillType activeSkillType); - public int UpdateBulletNum(int time); + public IntNumUpdateByCD BulletNum { get; } public long SetPlayerState(RunningStateType running, PlayerStateType value = PlayerStateType.Null, IGameObj? obj = null); public bool ResetPlayerState(long state, RunningStateType running = RunningStateType.Null, PlayerStateType value = PlayerStateType.Null, IGameObj? obj = null); diff --git a/logic/Preparation/Interface/IChest.cs b/logic/Preparation/Interface/IChest.cs deleted file mode 100644 index d787cde9..00000000 --- a/logic/Preparation/Interface/IChest.cs +++ /dev/null @@ -1,9 +0,0 @@ -using Preparation.Utility; - -namespace Preparation.Interface -{ - public interface IChest : IGameObj - { - public void StopOpen(); - } -} \ No newline at end of file diff --git a/logic/Preparation/Interface/ISkill.cs b/logic/Preparation/Interface/ISkill.cs index bc3f2d60..65b62708 100644 --- a/logic/Preparation/Interface/ISkill.cs +++ b/logic/Preparation/Interface/ISkill.cs @@ -174,7 +174,8 @@ public class WriteAnswers : ActiveSkill public override int SkillCD => GameData.commonSkillCD; public override int DurationTime => 0; - public AtomicInt DegreeOfMeditation { get; } = new(0); + private AtomicInt degreeOfMeditation = new(0); + public AtomicInt DegreeOfMeditation { get => degreeOfMeditation; } } public class SummonGolem : ActiveSkill diff --git a/logic/Preparation/Utility/SafeValue.cs b/logic/Preparation/Utility/SafeValue.cs index 90b1f26b..934fbe22 100644 --- a/logic/Preparation/Utility/SafeValue.cs +++ b/logic/Preparation/Utility/SafeValue.cs @@ -5,7 +5,7 @@ namespace Preparation.Utility { //理论上结构体最好不可变,这里采用了可变结构。 //其对应属性不应当有set访问器,避免不安全的=赋值 - public struct AtomicInt + public class AtomicInt { private int v; public AtomicInt(int x) @@ -15,20 +15,39 @@ public AtomicInt(int x) public override string ToString() => Interlocked.CompareExchange(ref v, -1, -1).ToString(); public int Get() => Interlocked.CompareExchange(ref v, -1, -1); public static implicit operator int(AtomicInt aint) => Interlocked.CompareExchange(ref aint.v, -1, -1); - public int Set(int value) => Interlocked.Exchange(ref v, value); - + /// 返回操作前的值 + public int SetReturnOri(int value) => Interlocked.Exchange(ref v, value); public int Add(int x) => Interlocked.Add(ref v, x); public int Sub(int x) => Interlocked.Add(ref v, -x); public int Inc() => Interlocked.Increment(ref v); public int Dec() => Interlocked.Decrement(ref v); - - public void CompareExchange(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); /// 返回操作前的值 public int CompareExReturnOri(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); } - public struct AtomicBool + + public class AtomicLong + { + private long v; + public AtomicLong(long x) + { + v = x; + } + public override string ToString() => Interlocked.Read(ref v).ToString(); + public long Get() => Interlocked.Read(ref v); + public static implicit operator long(AtomicLong aint) => Interlocked.Read(ref aint.v); + /// 返回操作前的值 + public long SetReturnOri(long value) => Interlocked.Exchange(ref v, value); + public long Add(long x) => Interlocked.Add(ref v, x); + public long Sub(long x) => Interlocked.Add(ref v, -x); + public long Inc() => Interlocked.Increment(ref v); + public long Dec() => Interlocked.Decrement(ref v); + /// 返回操作前的值 + public long CompareExReturnOri(long newV, long compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo); + } + + public class AtomicBool { - private int v;//v==0为false,v!=0(v==1或v==-1)为true + private int v;//v==0为false,v==1为true public AtomicBool(bool x) { v = x ? 1 : 0; @@ -36,50 +55,113 @@ public AtomicBool(bool x) public override string ToString() => (Interlocked.CompareExchange(ref v, -2, -2) == 0) ? "false" : "true"; public bool Get() => (Interlocked.CompareExchange(ref v, -1, -1) != 0); public static implicit operator bool(AtomicBool abool) => (Interlocked.CompareExchange(ref abool.v, -1, -1) != 0); - - public bool Set(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0); - + /// 返回操作前的值 + public bool SetReturnOri(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0); /// 赋值前的值是否与将赋予的值不相同 public bool TrySet(bool value) { return (Interlocked.CompareExchange(ref v, value ? 1 : 0, value ? 0 : 1) ^ (value ? 1 : 0)) != 0; } - - public bool Invert() => Interlocked.Add(ref v, -1) != 0; public bool And(bool x) => Interlocked.And(ref v, x ? 1 : 0) != 0; public bool Or(bool x) => Interlocked.Or(ref v, x ? 1 : 0) != 0; } - public struct IntProgressContinuously + + /// + /// 根据时间推算Start后完成多少进度的进度条(long)。 + /// 只允许Start时修改needTime(请确保大于0); + /// 支持TrySet0使未完成的进度条终止清零;支持Set0使进度条强制终止清零; + /// 通过原子操作实现。 + /// + public class LongProgressByTime { private long endT = long.MaxValue; private long needT; - public IntProgressContinuously(long needTime) + public LongProgressByTime(long needTime) { + if (needTime <= 0) Debugger.Output("Bug:LongProgressByTime.needTime (" + needTime.ToString() + ") is less than 0."); this.needT = needTime; } + public LongProgressByTime() + { + this.needT = 0; + } public long GetEndTime() => Interlocked.CompareExchange(ref endT, -2, -2); public long GetNeedTime() => Interlocked.CompareExchange(ref needT, -2, -2); public override string ToString() => "EndTime:" + Interlocked.CompareExchange(ref endT, -2, -2).ToString() + " ms, NeedTime:" + Interlocked.CompareExchange(ref needT, -2, -2).ToString() + " ms"; + public bool IsFinished() + { + return Interlocked.CompareExchange(ref endT, -2, -2) <= Environment.TickCount64; + } + public bool IsOpened() => Interlocked.Read(ref endT) != long.MaxValue; + /// + /// GetProgress<0则表明未开始 + /// public long GetProgress() { long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64; if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2); return Interlocked.CompareExchange(ref needT, -2, -2) - cutime; } + public long GetNonNegativeProgress() + { + long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64; + if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2); + long progress = Interlocked.CompareExchange(ref needT, -2, -2) - cutime; + return progress < 0 ? 0 : progress; + } + /// + /// GetProgress<0则表明未开始 + /// + public long GetProgress(long time) + { + long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - time; + if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2); + return Interlocked.CompareExchange(ref needT, -2, -2) - cutime; + } + public long GetNonNegativeProgress(long time) + { + long cutime = Interlocked.Read(ref endT) - time; + if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2); + long progress = Interlocked.CompareExchange(ref needT, -2, -2) - cutime; + return progress < 0 ? 0 : progress; + } + /// + /// <0则表明未开始 + /// + public static implicit operator long(LongProgressByTime pLong) => pLong.GetProgress(); + + /// + /// GetProgressDouble<0则表明未开始 + /// public double GetProgressDouble() { long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64; if (cutime <= 0) return 1; - return 1.0 - ((double)cutime / Interlocked.CompareExchange(ref needT, -2, -2)); + long needTime = Interlocked.CompareExchange(ref needT, -2, -2); + if (needTime == 0) return 0; + return 1.0 - ((double)cutime / needTime); + } + public double GetNonNegativeProgressDouble(long time) + { + long cutime = Interlocked.Read(ref endT) - time; + if (cutime <= 0) return 1; + long needTime = Interlocked.CompareExchange(ref needT, -2, -2); + if (needTime <= cutime) return 0; + return 1.0 - ((double)cutime / needTime); } public bool Start(long needTime) { + if (needTime <= 0) + { + Debugger.Output("Warning:Start LongProgressByTime with the needTime (" + needTime.ToString() + ") which is less than 0."); + return false; + } //规定只有Start可以修改needT,且需要先访问endTime,从而避免锁(某种程度上endTime可以认为是needTime的锁) if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false; - if (needTime <= 2) Debugger.Output("Warning:the field of IntProgressContinuously is " + needTime.ToString() + ",which is too small."); - Interlocked.Exchange(ref this.needT, needTime); + if (needTime <= 2) Debugger.Output("Warning:the field of LongProgressByTime is " + needTime.ToString() + ",which is too small."); + Interlocked.Exchange(ref needT, needTime); return true; } public bool Start() @@ -88,12 +170,513 @@ public bool Start() if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false; return true; } + /// + /// 使进度条强制终止清零 + /// public void Set0() => Interlocked.Exchange(ref endT, long.MaxValue); - public void TryStop() + /// + /// 使未完成的进度条终止清零 + /// + public bool TrySet0() { if (Environment.TickCount64 < Interlocked.CompareExchange(ref endT, -2, -2)) + { Interlocked.Exchange(ref endT, long.MaxValue); + return true; + } + return false; + } + //增加其他新的写操作可能导致不安全 + } + + /* + /// + /// 记录(不是根据时间)完成多少进度的进度条(long)。 + /// + public struct IntProgressByAdding + { + private int completedProgress = -1; + private int requiredProgress; + public IntProgressByAdding(int completedProgress, int requiredProgress) + { + this.completedProgress = completedProgress; + this.requiredProgress = requiredProgress; + } + public IntProgressByAdding(int requiredProgress) + { + this.requiredProgress = requiredProgress; + } + public IntProgressByAdding() + { + this.requiredProgress=int.MaxValue; + } + } + */ + + /// + /// 一个保证在[0,maxValue]的可变int,支持可变的maxValue(请确保大于0) + /// + public class IntWithVariableRange + { + private int v; + private int maxV; + private readonly object vLock = new(); + public IntWithVariableRange(int value, int maxValue) + { + if (maxValue < 0) + { + Debugger.Output("Warning:Try to set IntWithVariableRange.maxValue to " + maxValue.ToString() + "."); + maxValue = 0; + } + v = value < maxValue ? value : maxValue; + this.maxV = maxValue; + } + /// + /// 默认使Value=maxValue + /// + public IntWithVariableRange(int maxValue) + { + if (maxValue < 0) + { + Debugger.Output("Warning:Try to set IntWithVariableRange.maxValue to " + maxValue.ToString() + "."); + maxValue = 0; + } + v = this.maxV = maxValue; + } + public IntWithVariableRange() + { + v = this.maxV = int.MaxValue; + } + + public override string ToString() + { + lock (vLock) + { + return "value:" + v.ToString() + " ,maxValue:" + maxV.ToString(); + } + } + public int GetValue() { lock (vLock) return v; } + public static implicit operator int(IntWithVariableRange aint) => aint.GetValue(); + public int GetMaxV() { lock (vLock) return maxV; } + + /// + /// 若maxValue<=0则maxValue设为0并返回False + /// + public bool SetMaxV(int maxValue) + { + if (maxValue < 0) maxValue = 0; + lock (vLock) + { + maxV = maxValue; + if (v > maxValue) v = maxValue; + } + return maxValue > 0; + } + /// + /// 应当保证该maxValue>=0 + /// + public void SetPositiveMaxV(int maxValue) + { + lock (vLock) + { + maxV = maxValue; + if (v > maxValue) v = maxValue; + } + } + /// + /// 应当保证该value>=0 + /// + public int SetPositiveV(int value) + { + lock (vLock) + { + return v = (value > maxV) ? maxV : value; + } + } + public int SetV(int value) + { + if (value < 0) value = 0; + lock (vLock) + { + return v = (value > maxV) ? maxV : value; + } + } + /// + /// 返回实际改变量 + /// + public int AddV(int addV) + { + lock (vLock) + { + int previousV = v; + v += addV; + if (v < 0) v = 0; + if (v > maxV) v = maxV; + return v - previousV; + } + } + /// + /// 应当保证该增加值大于0,返回实际改变量 + /// + public int AddPositiveV(int addPositiveV) + { + lock (vLock) + { + addPositiveV = Math.Min(addPositiveV, maxV - v); + v += addPositiveV; + } + return addPositiveV; + } + /// + /// 应当保证该减少值大于0,返回实际改变量 + /// + public int SubPositiveV(int subPositiveV) + { + lock (vLock) + { + subPositiveV = Math.Min(subPositiveV, v); + v -= subPositiveV; + } + return subPositiveV; + } + + /// + /// 试图加到满,如果无法加到maxValue则不加并返回-1 + /// + public int TryAddAll(int addV) + { + lock (vLock) + { + if (maxV - v <= addV) + { + addV = maxV - v; + v = maxV; + return addV; + } + return 0; + } + } + } + + /// + /// 一个保证在[0,maxValue]的可变long,支持可变的maxValue(请确保大于0) + /// + public class LongWithVariableRange + { + private long v; + private long maxV; + private readonly object vLock = new(); + public LongWithVariableRange(long value, long maxValue) + { + if (maxValue < 0) + { + Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + "."); + maxValue = 0; + } + v = value < maxValue ? value : maxValue; + this.maxV = maxValue; + } + /// + /// 默认使Value=maxValue + /// + public LongWithVariableRange(long maxValue) + { + if (maxValue < 0) + { + Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + "."); + maxValue = 0; + } + v = this.maxV = maxValue; + } + public LongWithVariableRange() + { + v = this.maxV = long.MaxValue; + } + + public override string ToString() + { + lock (vLock) + { + return "value:" + v.ToString() + " ,maxValue:" + maxV.ToString(); + } + } + public long GetValue() { lock (vLock) return v; } + public static implicit operator long(LongWithVariableRange aint) => aint.GetValue(); + public long GetMaxV() { lock (vLock) return maxV; } + + /// + /// 若maxValue<=0则maxValue设为0并返回False + /// + public bool SetMaxV(long maxValue) + { + if (maxValue < 0) maxValue = 0; + lock (vLock) + { + maxV = maxValue; + if (v > maxValue) v = maxValue; + } + return maxValue > 0; + } + /// + /// 应当保证该maxValue>=0 + /// + public void SetPositiveMaxV(long maxValue) + { + lock (vLock) + { + maxV = maxValue; + if (v > maxValue) v = maxValue; + } + } + /// + /// 应当保证该value>=0 + /// + public long SetPositiveV(long value) + { + lock (vLock) + { + return v = (value > maxV) ? maxV : value; + } + } + public long SetV(long value) + { + if (value < 0) value = 0; + lock (vLock) + { + return v = (value > maxV) ? maxV : value; + } + } + /// + /// 返回实际改变量 + /// + public long AddV(long addV) + { + lock (vLock) + { + long previousV = v; + v += addV; + if (v < 0) v = 0; + if (v > maxV) v = maxV; + return v - previousV; + } + } + /// + /// 应当保证该增加值大于0,返回实际改变量 + /// + public long AddPositiveV(long addPositiveV) + { + lock (vLock) + { + addPositiveV = Math.Min(addPositiveV, maxV - v); + v += addPositiveV; + } + return addPositiveV; + } + /// + /// 应当保证该减少值大于0,返回实际改变量 + /// + public long SubPositiveV(long subPositiveV) + { + lock (vLock) + { + subPositiveV = Math.Min(subPositiveV, v); + v -= subPositiveV; + } + return subPositiveV; + } + + /// + /// 试图加到满,如果无法加到maxValue则不加并返回-1 + /// + public long TryAddAll(long addV) + { + lock (vLock) + { + if (maxV - v <= addV) + { + addV = maxV - v; + v = maxV; + return addV; + } + return -1; + } + } + } + + /// + /// 一个保证在[0,maxNum],每CDms自动更新的可变int,支持可变的CD、maxNum(请确保大于0) + /// + public class IntNumUpdateByCD + { + private int num; + private int maxNum; + private int cd; + private long updateTime = 0; + private readonly object numLock = new(); + public IntNumUpdateByCD(int num, int maxNum, int cd) + { + if (num < 0) Debugger.Output("Bug:IntNumUpdateByCD.num (" + num.ToString() + ") is less than 0."); + if (maxNum < 0) Debugger.Output("Bug:IntNumUpdateByCD.maxNum (" + maxNum.ToString() + ") is less than 0."); + if (cd <= 0) Debugger.Output("Bug:IntNumUpdateByCD.cd (" + cd.ToString() + ") is less than 0."); + this.num = (num < maxNum) ? num : maxNum; + this.maxNum = maxNum; + this.cd = cd; + this.updateTime = Environment.TickCount64; + } + /// + /// 默认使num=maxNum + /// + public IntNumUpdateByCD(int maxNum, int cd) + { + if (maxNum < 0) Debugger.Output("Bug:IntNumUpdateByCD.maxNum (" + maxNum.ToString() + ") is less than 0."); + if (cd <= 0) Debugger.Output("Bug:IntNumUpdateByCD.cd (" + cd.ToString() + ") is less than 0."); + this.num = this.maxNum = maxNum; + this.cd = cd; + } + public IntNumUpdateByCD() + { + this.num = this.maxNum = 0; + this.cd = int.MaxValue; + } + + public int GetMaxNum() { lock (numLock) return maxNum; } + public int GetCD() { lock (numLock) return cd; } + public int GetNum(long time) + { + lock (numLock) + { + if (num < maxNum && time - updateTime >= cd) + { + int add = (int)Math.Min(maxNum - num, (time - updateTime) / cd); + updateTime += add * cd; + return (num += add); + } + return num; + } + } + public static implicit operator int(IntNumUpdateByCD aint) => aint.GetNum(Environment.TickCount64); + + /// + /// 应当保证该subV>=0 + /// + public int TrySub(int subV) + { + if (subV < 0) Debugger.Output("Bug:IntNumUpdateByCD Try to sub " + subV.ToString() + ", which is less than 0."); + long time = Environment.TickCount64; + lock (numLock) + { + if (num < maxNum && time - updateTime >= cd) + { + int add = (int)Math.Min(maxNum - num, (time - updateTime) / cd); + updateTime += add * cd; + num += add; + } + if (num == maxNum) updateTime = time; + num -= subV = Math.Min(subV, num); + } + return subV; + } + /// + /// 应当保证该addV>=0 + /// + public void TryAdd(int addV) + { + if (addV < 0) Debugger.Output("Bug:IntNumUpdateByCD Try to add " + addV.ToString() + ", which is less than 0."); + lock (numLock) + { + num += Math.Min(addV, maxNum - num); + } + } + /// + /// 若maxNum<=0则maxNum及Num设为0并返回False + /// + public bool SetMaxNumAndNum(int maxNum) + { + if (maxNum < 0) maxNum = 0; + lock (numLock) + { + this.num = this.maxNum = maxNum; + } + return maxNum > 0; + } + /// + /// 应当保证该maxnum>=0 + /// + public void SetPositiveMaxNumAndNum(int maxNum) + { + lock (numLock) + { + this.num = this.maxNum = maxNum; + } + } + /// + /// 应当保证该maxnum>=0 + /// + public void SetPositiveMaxNum(int maxNum) + { + lock (numLock) + { + if ((this.maxNum = maxNum) < num) + num = maxNum; + } + } + /// + /// 若maxNum<=0则maxNum及Num设为0并返回False + /// + public bool SetMaxNum(int maxNum) + { + if (maxNum < 0) maxNum = 0; + lock (numLock) + { + if ((this.maxNum = maxNum) < num) + num = maxNum; + } + return maxNum > 0; + } + /// + /// 若num<0则num设为0并返回False + /// + public bool SetNum(int num) + { + lock (numLock) + { + if (num < 0) + { + this.num = 0; + updateTime = Environment.TickCount64; + return false; + } + if (num < maxNum) + { + if (this.num == maxNum) updateTime = Environment.TickCount64; + this.num = num; + } + else this.num = maxNum; + return true; + } + } + /// + /// 应当保证该num>=0 + /// + public void SetPositiveNum(int num) + { + lock (numLock) + { + if (num < maxNum) + { + if (this.num == maxNum) updateTime = Environment.TickCount64; + this.num = num; + } + else this.num = maxNum; + } + } + public void SetCD(int cd) + { + lock (numLock) + { + if (cd <= 0) Debugger.Output("Bug:SetReturnOri IntNumUpdateByCD.cd to " + cd.ToString() + "."); + this.cd = cd; + } } - //增加新的写操作可能导致不安全 } -} +} \ No newline at end of file diff --git a/logic/Server/CopyInfo.cs b/logic/Server/CopyInfo.cs index d9d341a6..7532cd64 100644 --- a/logic/Server/CopyInfo.cs +++ b/logic/Server/CopyInfo.cs @@ -269,17 +269,15 @@ private static MessageOfObj Door(Door door) } private static MessageOfObj Chest(Chest chest, long time) { - MessageOfObj msg = new() + return new() { ChestMessage = new() { X = chest.Position.x, - Y = chest.Position.y + Y = chest.Position.y, + Progress = (int)(chest.OpenProgress.GetNonNegativeProgressDouble(time) * GameData.degreeOfOpenedChest) } }; - int progress = (chest.WhoOpen != null) ? (((int)(time - chest.OpenStartTime)) * chest.WhoOpen.SpeedOfOpenChest) : 0; - msg.ChestMessage.Progress = (progress > GameData.degreeOfOpenedChest) ? GameData.degreeOfOpenedChest : progress; - return msg; } } }