using RichCreator.Utility;
using RichCreator.Utility.InputControl;
using RichCreator.Utility.Structs;
using RichCreator.Jobs.StateMachines;
using RichCreator.Maps;
using RichCreator.Utilitys;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using static RichCreator.Jobs.StateMachines.KillMonsterStateMachine;
using Utils = RichCreator.Utilitys.Utils;
namespace RichCreator.StateMachines
{
public class MoveState
{
private const Int32 PaddingLeft = 140;//左边框内边距
private const Int32 PaddingRight = 140;//右边框内边距
public MoveState(ZTRectangle gameRect, MapHouse house)
{
this.gameRect = gameRect;
this.house = house;
minCenterLineY = this.gameRect.End.Y + this.house.HouseCenterMoveLine - centerLineErrorRange;
maxCenterLineY = this.gameRect.End.Y + this.house.HouseCenterMoveLine + centerLineErrorRange;
}
///
/// 步行速度,每100毫秒
///
public static readonly ZTSizeDouble SpeedOfStep = new ZTSizeDouble(0.29d, 0.24d);
///
/// 跑速度,每100毫秒
///
public static readonly ZTSizeDouble SpeedOfRun = new ZTSizeDouble(0.66d, 0);
///
/// 开始跑的阀值
///
public static readonly double RunThresold = SpeedOfStep.Width*RandomUtils.KeyPressDurationMax+SpeedOfRun.Width*RandomUtils.KeyPressDurationMax;
///
/// 左侧随机移动距离
///
public static readonly Int32 LeftRandomMoveDistance = 600;
///
/// 左侧随机移动毫秒数
///
public static readonly double LeftRandomMoveMillSecond = LeftRandomMoveDistance / SpeedOfStep.Width;
///
/// 上边随机移动距离
///
public static readonly Int32 TopRandomMoveDistance = 300;
///
/// 上边随机移动毫秒数
///
public static readonly double TopRandomMoveMillSecond = TopRandomMoveDistance / SpeedOfStep.Height;
///
/// 右侧随机移动距离
///
public static readonly Int32 RightRandomMoveDistance = 600;
///
/// 右侧随机移动毫秒数
///
public static readonly double RightRandomMoveMillSecond = RightRandomMoveDistance / SpeedOfStep.Width;
///
/// 下边随机移动距离
///
public static readonly Int32 BottomRandomMoveDistance = 300;
///
/// 下边随机移动毫秒数
///
public static readonly double BottomRandomMoveMillSecond = BottomRandomMoveDistance / SpeedOfStep.Height;
private Int32 minCenterLineY;
private Int32 maxCenterLineY;
private Int32 centerLineErrorRange = 35;//中间性可允许的误差
private MapHouse house;
private ZTRectangle gameRect = ZTRectangle.Empty;
private HIDCode moveKey = HIDCode.NoEvent;
private MoveIntent movingIntent = MoveIntent.ToAttack;//移动意图
private MoveMethod movingMethod= MoveMethod.Vertical;//移动方式,默认垂直移动
private ZTSize movingDistance;//移动距离
///
/// 按下的键,0:横向,1:纵向
///
private HIDCode[] pressKeys = new HIDCode[] { HIDCode.NoEvent, HIDCode.NoEvent };
private bool isRuning = false;
///
/// 移动方式
///
public enum MoveMethod
{
Vertical,//默认垂直移动
ToLeft,//左移动
ToRight,//右移动
Fixed//固定离动距离
}
///
/// 移动意图
///
public enum MoveIntent
{
None,//没移动
ToAttack,//去攻击
ToFindDoor,//去找门
ToFindRole,//找主角
ToPickup//去拾取
}
///
/// 是否移动中
///
public bool IsMoving
{
get
{
return pressKeys[0]!=HIDCode.NoEvent||pressKeys[1]!=HIDCode.NoEvent;
}
}
///
/// 是否正在攻击移动
///
///
public bool IsAttackMoving
{
get
{
if (IsMoving && movingIntent == MoveIntent.ToAttack)
{
return true;
}
return false;
}
}
///
/// 是否正在查门移动
///
///
public bool IsFindDoorMoving
{
get
{
if (IsMoving && movingIntent == MoveIntent.ToFindDoor)
{
return true;
}
return false;
}
}
///
/// 是否正在查找主角移动
///
///
public bool IsFindRoleMoving
{
get
{
if (IsMoving && movingIntent == MoveIntent.ToFindRole)
{
return true;
}
return false;
}
}
///
/// 是否正在去拾取移动
///
///
public bool IsPickupMoving
{
get
{
if (IsMoving && movingIntent == MoveIntent.ToPickup)
{
return true;
}
return false;
}
}
///
/// 攻击移动
///
///
public void AttackMove(ZTSize moveDistance)
{
PutKey(moveDistance);
movingIntent = MoveIntent.ToAttack;
}
private Int32 RandomDirRun = 0;//随机行走的方向
private const Int32 FindRoleMaxDelayMillSecond = 1000;//找角色开始移动最大延迟
private DateTime FindRoleMoveTimeout = DateTime.MinValue;//方向移动过期时间
private DateTime FindRoleStartTimeout = DateTime.MinValue;//开始查找主角移动过期时间
///
/// 查找主角移动
///
///
public void FindRoleMove()
{
bool recomputationTimeoutTime = false;
//延迟开始找角色
if (!IsMoving)
{
if (FindRoleStartTimeout == DateTime.MinValue)
{
//开始计时
FindRoleStartTimeout = DateTime.Now.AddMilliseconds(FindRoleMaxDelayMillSecond);
return;
}
if (DateTime.Now < FindRoleStartTimeout)
{
//未超过延迟时间
return;
}
//计算超时
recomputationTimeoutTime = true;
}
if (DateTime.Now>=FindRoleMoveTimeout)
{
//转换方向,计算超时
RandomDirRun++;
recomputationTimeoutTime = true;
}
HIDCode dirKey = HIDCode.NoEvent;
switch (RandomDirRun % 4)
{
case 0:
dirKey = HIDCode.LeftArrow;
if (recomputationTimeoutTime)
{
FindRoleMoveTimeout = DateTime.Now.AddMilliseconds(LeftRandomMoveMillSecond);
}
//movingDistance = new ZTPoint(-MoveMonitor.LeftRandomMoveDistance, 0);
break;
case 1:
dirKey = HIDCode.UpArrow;
if (recomputationTimeoutTime)
{
FindRoleMoveTimeout = DateTime.Now.AddMilliseconds(TopRandomMoveMillSecond);
}
//movingDistance = new ZTPoint(0, -MoveMonitor.TopRandomMoveDistance);
break;
case 2:
dirKey = HIDCode.RightArrow;
if (recomputationTimeoutTime)
{
FindRoleMoveTimeout = DateTime.Now.AddMilliseconds(RightRandomMoveMillSecond);
}
//movingDistance = new ZTPoint(MoveMonitor.RightRandomMoveDistance, 0);
break;
case 3:
dirKey = HIDCode.DownArrow;
if (recomputationTimeoutTime)
{
FindRoleMoveTimeout = DateTime.Now.AddMilliseconds(BottomRandomMoveMillSecond);
}
//movingDistance = new ZTPoint(0, MoveMonitor.BottomRandomMoveDistance);
break;
}
if (!IsMoving || (IsMoving && dirKey != moveKey))
{
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, dirKey);
moveKey = dirKey;
}
movingIntent = MoveIntent.ToFindRole;
}
///
/// 拾起物品移动
///
public void PickupMove(ZTPoint rolePosition,ZTPoint thingItemPosition)
{
ZTSize moveDistance = new ZTSize(thingItemPosition.X - rolePosition.X, thingItemPosition.Y - rolePosition.Y - 97);
if (Math.Abs(moveDistance.Width) < 100 && Math.Abs(moveDistance.Height)<100)
{
//距离允许,就近距离移动并X
G.Instance.DebugWriter("distance ok");
SyncMove(moveDistance);
G.Instance.InputControl.PressKey(RandomUtils.G(400, 500), HIDCode.X);
return;
}
//G.Instance.DebugWriter("pickup distance:" + moveDistance.ToString());
PutKey(moveDistance);
movingIntent = MoveIntent.ToPickup;
}
///
/// 找门找怪移动
///
///
public void FindDoorMove(ZTPoint rolePosition)
{
ComputeMoveInfo(rolePosition);
HIDCode dirKey = HIDCode.NoEvent;
switch (movingMethod)
{
case MoveMethod.ToLeft:
dirKey = HIDCode.LeftArrow;
break;
case MoveMethod.ToRight:
dirKey = HIDCode.RightArrow;
break;
case MoveMethod.Vertical:
dirKey = movingDistance.Height > 0 ? HIDCode.DownArrow : HIDCode.UpArrow;
break;
case MoveMethod.Fixed:
SyncMove(movingDistance);
ReleaseKey();
return;
}
PutKey(movingDistance);
movingIntent = MoveIntent.ToFindDoor;
}
private ZTPoint roleLastPosition = ZTPoint.Empty;
private bool StaticTimerIsStart = false;//静止计时是否开始
private Int32 StaticTimerCounter = 0;//静止计时计数器
private DateTime DetectLastNoMoveTime = DateTime.MaxValue;//最后没移动时间
private const Int32 NoMoveMaxMillSecond = 2000;//最大未移动容忍毫秒数
///
/// 得到循环移动的距离
///
///
private void ComputeMoveInfo(ZTPoint rolePosition)
{
ZTRectangle limitRect = ZTRectangle.Empty;
//达到未移动阀值,可能有障碍物,先攻击,如果攻击后还是无效则上下左右移
if (rolePosition == this.roleLastPosition)
{
if (StaticTimerIsStart)
{
if ((DateTime.Now - DetectLastNoMoveTime).TotalMilliseconds > NoMoveMaxMillSecond)
{
G.Instance.DebugWriter($"find door not move,role position:{rolePosition.ToString()}");
this.StopMove();
if (StaticTimerCounter==0)
{
//清除障碍物
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.X);
}
else
{
//无法清除障碍物,随机移动一下
switch (StaticTimerCounter % 4)
{
case 0:
G.Instance.DebugWriter("random up");
//上
movingDistance = new ZTSize(0, -TopRandomMoveDistance);
break;
case 1:
//右
movingDistance = new ZTSize(RightRandomMoveDistance, 0);
break;
case 2:
//下
movingDistance = new ZTSize(0, BottomRandomMoveDistance);
break;
case 3:
//左
movingDistance = new ZTSize(-LeftRandomMoveDistance, 0);
break;
}
movingMethod = MoveMethod.Fixed;
}
StaticTimerCounter++;
DetectLastNoMoveTime = DateTime.Now;
if (StaticTimerCounter > 1)
{
return;
}
}
}
else if (!StaticTimerIsStart)
{
//没开始计时 则 开始计时
StaticTimerIsStart = true;
DetectLastNoMoveTime = DateTime.Now;
}
}
else
{
//移动了 取消计时
this.roleLastPosition = rolePosition;
StaticTimerIsStart = false;
StaticTimerCounter = 0;
}
if (!IsMoving)
{
//刚开始移动
movingMethod = MoveMethod.Vertical;
}
if (movingMethod == MoveMethod.Vertical && rolePosition.Y >= minCenterLineY && rolePosition.Y <= maxCenterLineY)
{
//不需要上下移动,计算左右
if (this.house.DoorDirection[0] == Direction.Left)
{
movingMethod = MoveMethod.ToLeft;
}
else if (this.house.DoorDirection[0] == Direction.Right)
{
movingMethod = MoveMethod.ToRight;
}
else
{
//计算是向左还是右,哪边大往哪边
if (rolePosition.X > (this.gameRect.Start.X + (this.gameRect.End.X - this.gameRect.Start.X) / 2))
{
//左边空间大
movingMethod = MoveMethod.ToLeft;
}
else
{
movingMethod = MoveMethod.ToRight;
}
}
}
if (movingMethod == MoveMethod.ToLeft)
{
//计算左边界范围
limitRect = new ZTRectangle(gameRect.Start.X, gameRect.Start.Y, gameRect.Start.X + PaddingLeft, gameRect.End.Y);
//判断是否到左边界
if (Utils.IsInRect(rolePosition, limitRect))
{
//到左边界就向右走
movingMethod = MoveMethod.ToRight;
movingDistance = new ZTSize(gameRect.End.X - rolePosition.X, 0);
}
else
{
//没到继续向左走
movingMethod = MoveMethod.ToLeft;
movingDistance = new ZTSize(limitRect.Start.X - rolePosition.X, 0);
}
}
else if (movingMethod == MoveMethod.ToRight)
{
//计算右边界范围
limitRect = new ZTRectangle(gameRect.End.X - PaddingRight, gameRect.Start.Y, gameRect.End.X, gameRect.End.Y);
//判断是否到右边界
if (Utils.IsInRect(rolePosition, limitRect))
{
//到右边界就向左走
G.Instance.InfoWriter($"in limit rect,role position:{rolePosition.ToString()},limit:{limitRect.ToString()}");
movingMethod = MoveMethod.ToLeft;
movingDistance = new ZTSize(gameRect.Start.X - rolePosition.X, 0);
}
else
{
//没到继续向右走
movingMethod = MoveMethod.ToRight;
movingDistance = new ZTSize(gameRect.End.X - rolePosition.X, 0);
}
}
else
{
//向点移动
Int32 targetY = gameRect.End.Y + this.house.HouseCenterMoveLine;
movingDistance = new ZTSize(0, targetY - rolePosition.Y);
}
}
///
/// 停止移动
///
public void StopMove()
{
if (IsMoving)
{
//停止
ReleaseKey();
}
}
///
/// 同步移动指定距离
///
///
public void SyncMove(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) >= 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;
}
PutKey(out stepms, out runms, horizontal, vertical, isRun);
if (stepms > 0)
{
Int32 mdistance = (Int32)(stepms * SpeedOfStep.Width);
if (runms > 0)
{
mdistance += (Int32)(runms * SpeedOfRun.Width);
}
distance = new ZTSize(distance.Width - xsig*mdistance, distance.Height);
}
int ytime = (Int32)(Math.Abs(distance.Height) / SpeedOfStep.Height);
Int32 xtime = (Int32)(Math.Abs(distance.Width) / SpeedOfStep.Width);
if (isRun)
{
xtime = (Int32)(Math.Abs(distance.Width) / SpeedOfRun.Width);
}
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)
{
PutKey(out stepms, out runms, horizontal, HIDCode.NoEvent, isRun);
Thread.Sleep(xtime);
}
if (ytime > 0)
{
PutKey(out stepms, out runms, HIDCode.NoEvent, vertical, isRun);
Thread.Sleep(ytime);
}
StopMove();
}
///
/// 同步移动指定距离
///
///
public void SyncMove(ZTPoint distance)
{
SyncMove(new ZTSize(distance.X, distance.Y));
}
#region 八方向移动
///
/// 按下按键
///
///
private void PutKey(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) >= RunThresold)
{
isRun = true;
}
if (distance.Height < 0)
{
vertical = HIDCode.UpArrow;
}
if (distance.Height > 0)
{
vertical = HIDCode.DownArrow;
}
Int32 stepms, runms;
PutKey(out stepms,out runms,horizontal, vertical, isRun);
}
///
/// 按下按键
///
///
///
private void PutKey(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 (!isRuning || 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);
isRuning = 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);
}
}
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);
}
else
{
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false, horizontal, vertical);
}
}
}
}
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;
}
///
/// 释放按键
///
private void ReleaseKey()
{
G.Instance.InputControl.PutDown(false, false, false, false, false, false, false, false);
pressKeys[0] = HIDCode.NoEvent;
pressKeys[1] = HIDCode.NoEvent;
isRuning = false;
}
#endregion
}
}