using RichCreator.Models;
using RichCreator.Utility;
using RichCreator.Utility.Dnf;
using RichCreator.Utility.InputControl;
using RichCreator.Utility.Maps;
using RichCreator.Utility.Skills;
using RichCreator.Utility.Structs;
using RichCreator.Utility.Utilitys;
using System;
using System.Collections.Generic;
using System.Threading;
namespace RichCreator.Dnf
{
///
/// DNF角色
///
public class DnfRole
{
private const Int32 PaddingLeft = 140;//左边框内边距
private const Int32 PaddingRight = 140;//右边框内边距
///
/// 角色脚部距色块中央的偏移
///
public static readonly ZTPoint RoleFootOffset = new ZTPoint(0, 143);
///
/// 角色身体中间距色块中央的偏移
///
public static readonly ZTPoint RoleHalfOffset = new ZTPoint(0, 88);
public DnfRole(ZTRectangle gameRect)
{
this.gameRect = gameRect;
speed = SpeedProvider.Define;
moveCancelToken = new CancellationTokenSource();
}
private SpeedProvider speed;//速度
private HouseInfo house;//所在房间
private ZTRectangle gameRect = ZTRectangle.Empty;
public MoveIntent movingIntent = MoveIntent.AttackMove;//移动意图
private CancellationTokenSource moveCancelToken;//移动取消令牌
private Int32 findRoleDir = 0;//寻找角色行走的方向
private DateTime findRoleMoveTimeout = DateTime.MinValue;//方向移动过期时间
///
/// 角色色块位置
///
public ZTPoint RoleCBPosition { get; private set; }
///
/// 角色脚部位置
///
public ZTPoint Position
{
get
{
return CBToFootPosition(RoleCBPosition);
}
}
///
/// 身体中间位置
///
public ZTPoint HalfPosition
{
get
{
return CBToHalfPosition(RoleCBPosition);
}
}
///
/// 按下的键,0:横向,1:纵向
///
private HIDCode[] pressKeys = new HIDCode[] { HIDCode.NoEvent, HIDCode.NoEvent };//当前按键
private bool isRun = false;//是否奔跑
///
/// 设置当前房间信息
///
///
public void SetHouse(HouseInfo house)
{
this.house = house;
toNextGate = true;
}
///
/// 设置当前角色速度
///
///
public void SetSpeed(Int32 speed)
{
this.speed = new SpeedProvider(speed);
}
///
/// 更新位置
///
///
public void UpdatePosition(ZTPoint roleCBPosition)
{
this.RoleCBPosition = roleCBPosition;
}
private bool isMoving = false;
///
/// 是否移动中
///
public bool IsMoving
{
get
{
return isMoving;
//return pressKeys[0] != HIDCode.NoEvent || pressKeys[1] != HIDCode.NoEvent;
}
}
///
/// 是否指定移动行为
///
///
///
public bool IsMoveIntent(MoveIntent intent)
{
if (IsMoving && movingIntent == intent)
{
return true;
}
return false;
}
///
/// 攻击移动至
///
///
public void AttackMove(ZTPoint skillReleasePoint, ParametersPoint screenLocation)
{
//屏幕坐标转地图坐标
ZTPoint start = this.house.ScreenToMapCoordinate(this.Position, screenLocation);
ZTPoint end = this.house.ScreenToMapCoordinate(DnfRole.HalfToFootPosition(skillReleasePoint), screenLocation);
List paths = this.house.FindPath(start, end);
this.movingIntent = MoveIntent.AttackMove;
isMoving = true;
ThreadPool.QueueUserWorkItem((obj) =>
{
this.MovePaths(start, paths, this.moveCancelToken.Token,"attack move");
}, null);
}
///
/// 查找主角移动
///
///
public void FindRoleMove()
{
if (DateTime.Now >= findRoleMoveTimeout)
{
//转换方向
findRoleDir++;
ZTSize distance = ZTSize.Empty;
switch (findRoleDir % 4)
{
case 0:
//右
distance = new ZTSize(SpeedProvider.RandomMoveDistance, 0);
break;
case 1:
//下
distance = new ZTSize(0,SpeedProvider.RandomMoveDistance);
break;
case 2:
//左
distance = new ZTSize(-SpeedProvider.RandomMoveDistance, 0);
break;
case 3:
//上
distance = new ZTSize(0,-SpeedProvider.RandomMoveDistance);
break;
}
movingIntent = MoveIntent.FindRoleMove;
isMoving = true;
ThreadPool.QueueUserWorkItem((state) => {
CancellationToken ctoken = (CancellationToken)state;
this.SyncMoveKeyPress(distance);
if (!ctoken.IsCancellationRequested)
{
//如果没有取消则停止
StopMove("find role mvoe");
}
}, this.moveCancelToken.Token);
}
}
///
/// 进门移动
///
public void EntryDoorMove(ZTPoint doorScreenPosition, ParametersPoint screenLocation, Direction doorDirect)
{
//先到进门点
ZTPoint roleMapPoint = this.house.ScreenToMapCoordinate(this.Position, screenLocation);
ZTPoint nextGatePoint = this.house.GetNextGatePoint(doorDirect);
List paths = this.house.FindPath(roleMapPoint, DnfRole.HalfToFootPosition(nextGatePoint));
//再到门后50像素
ZTPoint dp = this.house.ScreenToMapCoordinate(doorScreenPosition, screenLocation);
ZTPoint doorPoint = DnfRole.HalfToFootPosition(dp);
switch (doorDirect)
{
case Direction.Up:
doorPoint = doorPoint.Add(0, -50);
break;
case Direction.Right:
doorPoint = doorPoint.Add(50, 0);
break;
case Direction.Bottom:
doorPoint = doorPoint.Add(0, 50);
break;
case Direction.Left:
doorPoint = doorPoint.Add(-50, 0);
break;
}
paths.Add(doorPoint);
this.movingIntent = MoveIntent.EntryDoor;
isMoving = true;
this.MovePaths(roleMapPoint, paths, this.moveCancelToken.Token,"entry move");
}
private bool toNextGate = true;
private Int32 nextGate = 0;
///
/// 移至巡逻点
///
public void LoopMove(ParametersPoint screenLocation)
{
ZTPoint start = ZTPoint.Empty, end = ZTPoint.Empty;
ZTPoint halfMapPosition= this.house.ScreenToMapCoordinate(this.HalfPosition, screenLocation);
ZTPoint footMapPosition= this.house.ScreenToMapCoordinate(this.Position, screenLocation);
if (toNextGate)
{
//判断当前是否进门点
ZTPoint nextGatePoint=this.house.HousePathInfo.NextGates[nextGate].Point;
ZTRectangle nextGateRect = new ZTRectangle(nextGatePoint.X - 20, nextGatePoint.Y - 20, nextGatePoint.X + 20, nextGatePoint.Y + 20);
if (GeoHelper.IsInRect(halfMapPosition, nextGateRect))
{
nextGate++;
nextGate = nextGate % this.house.HousePathInfo.NextGates.Count;
toNextGate = false;
}
}
else
{
//判断当前是否在巡逻点
ZTPoint loopPoint = this.house.HousePathInfo.LoopPoint;
ZTRectangle loopRect = new ZTRectangle(loopPoint.X - 20, loopPoint.Y - 20, loopPoint.X + 20, loopPoint.Y + 20);
if (GeoHelper.IsInRect(footMapPosition, loopRect))
{
toNextGate = true;
}
}
if (toNextGate)
{
//向进门点移动
start = halfMapPosition;
end=this.house.HousePathInfo.NextGates[nextGate].Point;
G.Instance.InfoWriter($"nextgate->screen location:{screenLocation},start:{start},end:{end}");
}
else
{
//向巡逻点移动
start = footMapPosition;
end= this.house.HousePathInfo.LoopPoint;
G.Instance.InfoWriter($"loop:screen location:{screenLocation},start:{start},end:{end}");
}
List paths = this.house.FindPath(start,end);
this.movingIntent = MoveIntent.ToLoop;
isMoving = true;
ThreadPool.QueueUserWorkItem((obj) =>
{
this.MovePaths(start, paths, this.moveCancelToken.Token, "loop move");
}, null);
}
///
/// 拾起物品移动
///
public void PickupMove(ZTPoint screenThingPosition,ParametersPoint screenLocation)
{
//屏幕坐标转地图坐标
ZTPoint start = this.house.ScreenToMapCoordinate(this.Position, screenLocation);
ZTPoint end = this.house.ScreenToMapCoordinate(screenThingPosition, screenLocation);
List paths = this.house.FindPath(start, end);
this.movingIntent = MoveIntent.PickupMove;
isMoving = true;
//未被打断移动至色块后,拾取
if (this.MovePaths(start, paths, this.moveCancelToken.Token,"pickup"))
{
G.Instance.InputControl.PressKey(RandomUtils.G(400, 500), HIDCode.X);
}
}
///
/// 同步移动指定距离
///
///
public void SyncMove(ZTPoint size)
{
ZTSize distance = new ZTSize(size.X, size.Y);
isMoving = true;
SyncMoveKeyPress(distance);
StopMove("sync move");
}
///
/// 移动指定路径
///
///
///
/// true:完成移动,false:中间被打断
private bool MovePaths(ZTPoint start, List paths, CancellationToken cancelToken,string from)
{
ZTPoint lastPoint = start;
if (paths != null && paths.Count > 0)
{
for (int i = 0; i < paths.Count; i++)
{
if (cancelToken.IsCancellationRequested)
{
break;
}
ZTPoint distance = paths[i].Sub(lastPoint);
this.SyncMoveKeyPress(new ZTSize(distance.X, distance.Y));
lastPoint = paths[i];
}
}
if (!cancelToken.IsCancellationRequested)
{
//停止
StopMove("move path,"+from);
return true;
}
return false;
}
///
/// 同步移动指定距离的按键
///
///
private void SyncMoveKeyPress(ZTSize distance)
{
HIDCode horizontal = HIDCode.NoEvent;
HIDCode vertical = HIDCode.NoEvent;
bool isRun = false;
int runms, stepms;
Int32 xsig = Math.Sign(distance.Width);
Int32 ysig = Math.Sign(distance.Height);
if (Math.Abs(distance.Width) >= speed.RunThresold)
{
isRun = true;
}
if (distance.Height > 0)
{
vertical = HIDCode.DownArrow;
}
if (distance.Height < 0)
{
vertical = HIDCode.UpArrow;
}
if (distance.Width > 0)
{
horizontal = HIDCode.RightArrow;
}
if (distance.Width < 0)
{
horizontal = HIDCode.LeftArrow;
}
PutDirectionKey(out stepms, out runms, horizontal, vertical, isRun);
if (stepms > 0)
{
Int32 mdistance = (Int32)(stepms * speed.StepX);
if (runms > 0)
{
mdistance += (Int32)(runms * speed.RunX);
}
distance = new ZTSize(distance.Width - xsig * mdistance, distance.Height);
}
int ytime = (Int32)(Math.Abs(distance.Height) / speed.StepY);
Int32 xtime = (Int32)(Math.Abs(distance.Width) / speed.StepX);
if (isRun)
{
xtime = (Int32)(Math.Abs(distance.Width) / speed.RunX);
}
Int32 mintime = Math.Min(xtime, ytime);
if (xtime <= 0)
{
mintime = ytime;
}
if (ytime <= 0)
{
mintime = xtime;
}
Thread.Sleep(mintime);
xtime -= mintime;
ytime -= mintime;
if (xtime > 0)
{
PutDirectionKey(out stepms, out runms, horizontal, HIDCode.NoEvent, isRun);
Thread.Sleep(xtime);
}
if (ytime > 0)
{
PutDirectionKey(out stepms, out runms, HIDCode.NoEvent, vertical, false);
Thread.Sleep(ytime);
}
}
///
/// 停止移动
///
public void StopMove(string from)
{
if (IsMoving)
{
G.Instance.InfoWriter("stop move from:"+from);
this.moveCancelToken.Cancel();
this.moveCancelToken = new CancellationTokenSource();
StateProvider.Instance.DirectionKey = "无";
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false);
pressKeys[0] = HIDCode.NoEvent;
pressKeys[1] = HIDCode.NoEvent;
isMoving = false;
isRun = false;
}
}
///
/// 休眠
///
///
public void Sleep(Int32 millSecond)
{
Thread.Sleep(millSecond);
}
///
/// 释放技能
///
///
public void ReleaseSkill(HIDCode key)
{
Int32 dur = RandomUtils.KeyPressDuration;
G.Instance.InputControl.PressKey(dur, key);
SkillInfo skill = SkillInfo.GetSkillInfo(key);
if (skill != null)
{
Int32 subTime = (Int32)(skill.ReleaseWaitTime - dur);
if (subTime > 0)
{
Sleep(subTime);
}
}
}
#region 八方向移动
///
/// 按下按键
///
///
private void PutDirectionKey(ZTSize distance)
{
HIDCode horizontal = HIDCode.NoEvent;
HIDCode vertical = HIDCode.NoEvent;
bool isRun = false;
if (distance.Width < 0)
{
horizontal = HIDCode.LeftArrow;
}
if (distance.Width > 0)
{
horizontal = HIDCode.RightArrow;
}
if (Math.Abs(distance.Width) >= speed.RunThresold)
{
isRun = true;
}
if (distance.Height < 0)
{
vertical = HIDCode.UpArrow;
}
if (distance.Height > 0)
{
vertical = HIDCode.DownArrow;
}
Int32 stepms, runms;
PutDirectionKey(out stepms, out runms, horizontal, vertical, isRun);
}
///
/// 行走按键
///
/// 已经步行ms
/// 已经奔跑ms
/// 横向按键
/// 纵向按键
/// 是否奔跑
private void PutDirectionKey(out Int32 stepMS, out Int32 runMS, HIDCode horizontal, HIDCode vertical, bool isRun)
{
stepMS = 0;
runMS = 0;
if (horizontal == vertical)
{
return;
}
if (horizontal == pressKeys[0] && vertical == pressKeys[1])
{
return;
}
int keyCount = horizontal != HIDCode.NoEvent && vertical != HIDCode.NoEvent ? 2 : 1;
Int32 tempwait = 0;
if (isRun)
{
//跑
if (!this.isRun || horizontal != pressKeys[0])
{
//如果之前没有跑,或跑的方向不一样,则开始跑
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal);
tempwait = RandomUtils.KeyPressDuration;
stepMS += tempwait;
Thread.Sleep(tempwait);
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false);
Thread.Sleep(RandomUtils.KeyPressDuration);
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal);
this.isRun = true;
if (keyCount == 2)
{
tempwait = RandomUtils.KeyPressDuration;
runMS += tempwait;
Thread.Sleep(tempwait);
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal, vertical);
//StateProvider.Instance.DirectionKey = "跑," + horizontal.ToString() + "," + vertical.ToString();
}
//else
//{
// StateProvider.Instance.DirectionKey = "跑," + horizontal.ToString();
//}
}
else
{
//奔跑方向不变
int afterKeyCount = pressKeys[0] != HIDCode.NoEvent && pressKeys[1] != HIDCode.NoEvent ? 2 : 1;
if (afterKeyCount != keyCount)
{
//如果跟原来按键数量不一样
if (keyCount == 1)
{
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal);
//StateProvider.Instance.DirectionKey = "走," + horizontal.ToString();
}
else
{
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal, vertical);
//StateProvider.Instance.DirectionKey = "走," + horizontal.ToString() + "," + vertical.ToString();
}
}
}
}
else
{
//走
if (keyCount == 1)
{
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal != HIDCode.NoEvent ? horizontal : vertical);
}
else
{
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal, vertical);
}
}
pressKeys[0] = horizontal;
pressKeys[1] = vertical;
}
///
/// 按钮是否变化
///
///
///
private bool IsChangeOfKey(HIDCode[] pressKey)
{
if (pressKey == null || pressKey.Length != 2)
{
return true;
}
if (pressKeys[0] == pressKey[0] && pressKeys[1] == pressKey[1])
{
return false;
}
return true;
}
#endregion
#region role position convert
///
/// 色块中央位置转为脚部位置
///
///
///
public static ZTPoint CBToFootPosition(ZTPoint cbPosition)
{
return cbPosition.Add(RoleFootOffset);
}
///
/// 色块中央位置转为人物中间位置
///
///
///
public static ZTPoint CBToHalfPosition(ZTPoint cbPosition)
{
return cbPosition.Add(RoleHalfOffset);
}
///
/// 脚部坐标到身份中央坐标转换
///
///
///
public static ZTPoint FootToHalfPosition(ZTPoint footPosition)
{
return footPosition.Sub(RoleFootOffset).Add(RoleHalfOffset);
}
///
/// 身体中央坐标到脚部坐标转换
///
///
///
public static ZTPoint HalfToFootPosition(ZTPoint halfPosition)
{
return halfPosition.Sub(RoleHalfOffset).Add(RoleFootOffset);
}
#endregion
}
}