public bool getConditionStatus(Character chara, RoomInterface room, RoundController roundController)
 {
     if (room.getRoomType() == RoomConstant.ROOM_TYPE_BOOK && chara.getName() == SystemConstant.P1_NAME)
     {
         Debug.Log("检查剧情开启:" + room.getRoomType() + "," + chara.getName());
         return(true);
     }
     else
     {
         Debug.Log("检查剧情没开启:" + room.getRoomType() + "," + chara.getName());
         return(false);
     }
 }
Esempio n. 2
0
    public new void defaultAction()
    {
        //  Debug.Log("run default aciont");
        if (waitPlan)
        {
            if (this.getGuangBoAction().isPlanSuccess())
            {
                this.sendMessageToPlayer(new string[] { "我这里有新线索发现,都来听我分析。" });
                if (this.getGuangBoAction().isGuangBoActionEnd())
                {
                    waitPlan = false;
                }
            }
            else
            {
                this.sendMessageToPlayer(new string[] { "你们这群呆逼,都不来算了。" });
                waitPlan = false;
            }
        }
        else
        {
            if (this.getTargetRoomList().Count <= 0)
            {
                NPC ben = (NPC)FindObjectOfType <Ben>();
                if (ben.isDead())
                {
                    Debug.Log("随便找个房间看看");
                    this.getTargetRoomList().Enqueue(roomContraller.getRandomRoom());
                }
                else
                {
                    if (AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, ben.getCurrentRoom()))
                    {
                        Debug.Log("kate 开始跟踪冒险家");
                        if (this.getAbilityInfo()[3] <= 1)
                        {
                            Debug.Log("kate 疯了, 准备杀人了");
                            ben.sendMessageToPlayer(new string[] { "侦探疯了,他要杀死所有人!", " 大家快跑。。。", "啊。。。" });
                            ben.getAbilityInfo()[0]  = 0;
                            this.getAbilityInfo()[3] = 1;

                            if (storyController.checkStoryStartBySPEvnet(bss, this, roundController, roomContraller.findRoomByXYZ(this.getCurrentRoom())))
                            {
                                Debug.Log(" 黑色征兆 剧本开启");
                                this.sendMessageToPlayer(new string[] { "啊!啊!啊!。。。", "冒险家被我杀死了。。。" });
                                this.getAbilityInfo()[3] = 3;
                            }
                            else
                            {
                                Debug.Log(" 剧本开启失败");
                            }
                        }
                        else
                        {
                            Debug.Log("kate 没疯,暗中观察");
                            //this.setClickMessage(new string[] { SystemConstant.P2_NAME + ", 让我看一下你当年手术的地方吧?" });
                        }
                    }
                }
            }
            else
            {
                RoomInterface target = this.getTargetRoomList().Peek();
                if (target == null)
                {
                    Debug.Log("target is null !!!!error");
                }
                if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_TRI_OPERATION && isTargetRoomLocked())
                {
                    Debug.Log("NPC发现手术室被锁着 去保安室找钥匙");

                    if (AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_HOSPITAIL_SECURITY))
                    {
                        Debug.Log("达到保安室");
                        H_securityRoom surgeryRoom = (H_securityRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom());
                        Item           item        = surgeryRoom.getKeysCabinet().GetComponent <KeysCabinet>().getItem(this);
                        if (item != null)
                        {
                            this.getBag().insertItem(item);
                            this.setTargetRoomLocked(false);
                        }
                        else
                        {
                            //没有找到钥匙, 直接判断手术室有没有被打开
                            H_tridOperationRoom tridOperationRoom = (H_tridOperationRoom)roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_HOSPITAIL_TRI_OPERATION);
                            if (tridOperationRoom.isLock())
                            {
                                Debug.Log("第3手术室锁着, 我又没钥匙,暂定瞎逛");
                                AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, roomContraller.getRandomRoom().getRoomType());
                            }
                            else
                            {
                                this.setTargetRoomLocked(false);
                            }
                        }
                    }
                }
                else
                {
                    // Debug.Log("targetRoom is " + target.getXYZ()[0] + "," + target.getXYZ()[1] + "," + target.getXYZ()[2]);
                    if (AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, target.getXYZ()))
                    {
                        //  Debug.Log("reached the targetRoom is " + target.getXYZ()[0] + "," + target.getXYZ()[1] + "," + target.getXYZ()[2]);
                        this.getTargetRoomList().Dequeue();
                        if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_SURGERY)
                        {
                            Debug.Log("达到外科室");
                            H_surgeryRoom surgeryRoom = (H_surgeryRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom());
                            Item          item        = surgeryRoom.getBookTable().GetComponent <BookTable>().getItem(this);
                            if (item != null)
                            {
                                string guangBoCode = this.getName() + "_" + RoomConstant.ROOM_TYPE_HOSPITAIL_SURGERY + "_gb";
                                getTargetChara().Add(SystemConstant.P2_NAME);
                                setGuangBoAction(new EveryoneGoTargetRoom(this.getName(), RoomConstant.ROOM_TYPE_HOSPITAIL_SURGERY, getTargetChara(), 8, guangBoCode));
                                guangBoController.insertGuangBo(this.getGuangBoAction());
                                waitPlan = true;
                                this.sendMessageToPlayer(new string[] { SystemConstant.P2_NAME + ", 这个病例上有你的名字", " 你最好来看看" }, guangBoCode);
                                this.getBag().insertItem(item);
                            }
                        }
                        else if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_TRI_OPERATION)
                        {
                            Debug.Log("到达第3手术室");
                            H_tridOperationRoom tridOperationRoom = (H_tridOperationRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom());
                            Item item = tridOperationRoom.getOperatingTable().GetComponent <OperatingTable>().getItem(this);
                            if (item != null)
                            {
                                this.getBag().insertItem(item);
                                this.sendMessageToPlayer(new string[] { SystemConstant.P1_NAME + ", 你最好解释下这个解剖样本,这个是什么病?" });
                            }
                            else
                            {
                                Debug.Log("这个解剖手术太奇怪了,我一定错过了什么。我要好好检查下。");
                                this.sendMessageToPlayer(new string[] { "这个解剖手术太奇怪了,我一定错过了什么。", "我要好好检查下。" });
                            }
                            //  this.setClickMessage(tridOperationRoom.findSomethingNews(this).ToArray());
                        }
                        else if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_MORGUE)
                        {
                            Debug.Log("到达停尸房");
                            this.sendMessageToPlayer(new string[] { "这里有好多尸体都标明了实验失败的标签", "而且实验人全是写的你医生的名字", "大家把医生抓住啊,他有重大嫌疑!" });
                        }
                        else if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_STORE)
                        {
                            Debug.Log("到达储藏室");
                            H_storeRoom storeRoom = (H_storeRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom());
                            Item        item      = storeRoom.getSafeCabinet().GetComponent <SafeCabinet>().getItem(this);
                            if (item != null)
                            {
                                this.getBag().insertItem(item);
                                this.getAbilityInfo()[3] = 1;
                                //发疯后行动力加强
                                this.getAbilityInfo()[0] = this.getAbilityInfo()[0] + 3;
                                this.getAbilityInfo()[1] = this.getAbilityInfo()[1] + 4;
                            }
                            else
                            {
                                if (!isCrazy())
                                {
                                    //this.sendMessageToPlayer(target.findSomethingNews(this.getName()).ToArray());
                                    // this.setClickMessage(target.findSomethingNews(this).ToArray());
                                }
                            }
                        }
                        else
                        {
                            Debug.Log("找路失败了");
                        }
                    }
                }
                //this.setClickMessage(this.roomContraller.findRoomByXYZ(this.getCurrentRoom()).findSomethingNews(this).ToArray());
            }
        }
        endRound();
    }
Esempio n. 3
0
    public static bool doMove(Character chara, RoomContraller roomContraller, EventController eventController, DiceRollCtrl diceRoll, APathManager aPathManager, RoomInterface targetRoom, bool goUpOrDown)
    {
        if (chara.ActionPointrolled() || chara.getActionPoint() > 0)
        {
            Stack <Node> path = null;

            RoomInterface currentRoom = roomContraller.findRoomByXYZ(chara.getCurrentRoom());
            //如果当前房间不是目标房间
            //开始找路
            if (chara.getCurrentRoom()[0] != targetRoom.getXYZ()[0] || chara.getCurrentRoom()[1] != targetRoom.getXYZ()[1] || chara.getCurrentRoom()[2] != targetRoom.getXYZ()[2])
            {
                //  Debug.Log("如果当前房间不是目标房间");
                //判定是否同层
                if (chara.getCurrentRoom()[2] != targetRoom.getXYZ()[2])
                {
                    //   Debug.Log("如果目标房间是楼下, 先定位到下楼梯口房间, 如果目标是楼上,先定位到上楼梯口房间");
                    // 如果目标房间是楼下, 先定位到下楼梯口房间, 如果目标是楼上,先定位到上楼梯口房间
                    if (targetRoom.getXYZ()[2] == RoomConstant.ROOM_Z_UP)
                    {
                        //    Debug.Log("目标是楼上,先定位到上楼梯口房间");
                        // targetRoom = roomContraller.findRoomByType(RoomConstant.);
                        if (chara.getCurrentRoom()[2] == RoomConstant.ROOM_Z_GROUND)
                        {
                            //    Debug.Log("当前房间 是地面, 只要到向上楼梯房间");
                            if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR, true))
                            {
                                return(false);
                            }
                            else
                            {
                                //      Debug.Log("当前房间 是楼上, 寻找目标房间");
                                path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller);
                            }
                        }
                        else
                        {
                            if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK, true))
                            {
                                return(false);
                            }
                            else
                            {
                                if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR, true))
                                {
                                    return(false);
                                }
                                else
                                {
                                    //     Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom);
                                    path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller);
                                }
                            }
                        }
                    }
                    else if (targetRoom.getXYZ()[2] == RoomConstant.ROOM_Z_GROUND)
                    {
                        if (chara.getCurrentRoom()[2] == RoomConstant.ROOM_Z_UP)
                        {
                            if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR_BACK, true))
                            {
                                return(false);
                            }
                            else
                            {
                                //   Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom);
                                path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller);
                            }
                        }
                        else
                        {
                            if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK, true))
                            {
                                return(false);
                            }
                            else
                            {
                                //   Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom);
                                path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller);
                            }
                        }
                    }

                    else if (targetRoom.getXYZ()[2] == RoomConstant.ROOM_Z_DOWN)
                    {
                        // Debug.Log("目标是楼下,先定位到下楼梯口房间");
                        if (chara.getCurrentRoom()[2] == RoomConstant.ROOM_Z_GROUND)
                        {
                            //   Debug.Log("当前房间 是地面, 只要到向下楼梯房间");
                            if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR, true))
                            {
                                return(false);
                            }
                            else
                            {
                                //
                                //     Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom);

                                path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller);
                            }
                        }
                        else
                        {
                            if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR_BACK, true))
                            {
                                return(false);
                            }
                            else
                            {
                                if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR, true))
                                {
                                    return(false);
                                }
                                else
                                {
                                    Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom);
                                    path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller);
                                }
                            }
                        }
                    }
                }
                else
                {
                    if (chara.ActionPointrolled())
                    {
                        //  Debug.Log("如果目标房间同层,直接找路");
                        int speed = chara.getAbilityInfo()[1] + chara.getDiceNumberBuffer();
                        int res   = diceRoll.calculateDice(speed) + chara.getDiceValueBuffer();
                        chara.updateActionPoint(res);
                        chara.setActionPointrolled(false);
                    }
                    path = aPathManager.findPath(currentRoom, targetRoom, roomContraller);
                }
                while (chara.getActionPoint() > 0 && path.Count > 0)
                {
                    Node nextRoom = path.Peek();
                    bool opened   = false;
                    //判断向什么方向的房间
                    GameObject targetDoor = null;
                    if (chara.getCurrentRoom()[0] == nextRoom.xy[0] && chara.getCurrentRoom()[1] - nextRoom.xy[1] < 0)
                    {
                        //up room
                        //调用AI 专用方法

                        targetDoor = currentRoom.getNorthDoor();
                        //开门成功
                    }
                    else if (chara.getCurrentRoom()[0] == nextRoom.xy[0] && chara.getCurrentRoom()[1] - nextRoom.xy[1] > 0)
                    {
                        //down room
                        targetDoor = currentRoom.getSouthDoor();
                    }
                    else if (chara.getCurrentRoom()[1] == nextRoom.xy[1] && chara.getCurrentRoom()[0] - nextRoom.xy[0] < 0)
                    {
                        //east room
                        targetDoor = currentRoom.getEastDoor();
                    }
                    else
                    {
                        //west room
                        targetDoor = currentRoom.getWestDoor();
                    }

                    if (roomContraller.findRoomByXYZ(nextRoom.xy).checkOpen(chara))
                    {
                        //     Debug.Log("没有锁,可以开门");
                        opened = targetDoor.GetComponent <WoodDoor>().openDoor(chara);
                        //开门成功
                    }
                    else
                    {
                        //     Debug.Log("有锁,不可以开门");
                        if (typeof(NPC).IsAssignableFrom(chara.GetType()))
                        {
                            //      Debug.Log("我是npc,我要去找钥匙开门");
                            NPC npc = (NPC)chara;
                            npc.checkTargetRoomLocked(roomContraller.findRoomByXYZ(nextRoom.xy).getRoomType());
                            return(false);
                        }
                        else
                        {
                            //      Debug.Log("怪物无法发言,只能等门被打开。");
                        };
                    }


                    //如果进入房间是目标房间 暂时回合结束
                    if (opened)
                    {
                        bool result = eventController.excuteLeaveRoomEvent(currentRoom, chara);

                        //非正式测试用,只考虑行动力足够

                        if (result == true)
                        {
                            //离开门成功
                            path.Pop();
                            currentRoom.removeChara(chara);
                            roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false);
                            //当前人物坐标移动到下一个房间
                            chara.setCurrentRoom(nextRoom.xy);
                            roomContraller.findRoomByXYZ(nextRoom.xy).setChara(chara);
                            roomContraller.setCharaInMiniMap(nextRoom.xy, chara, true);

                            //触发进门事件
                            //	eventController.excuteEnterRoomEvent (nextRoom, roundController.getCurrentRoundChar ());  暂时禁用 运行时有异常
                        }
                        else
                        {
                            //离开失败
                            //   Debug.Log("WoodDoor.cs OnMouseDown 离开房间失败");
                        }
                    }
                }

                //找到房间后, 如果还有体力值, 判定是否是上下楼的房间,如果是 直接上下楼
                if (chara.getActionPoint() > 0)
                {
                    if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK ||
                        targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK)
                    {
                        //   Debug.Log("找到目标房间了,但是行动力没有用完,直接上下楼");
                        RoomInterface stairRoom;
                        if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR)
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR_BACK);
                        }
                        else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK)
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR);
                        }
                        else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR)
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK);
                        }
                        else
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR);
                        }

                        targetRoom.removeChara(chara);
                        roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false);
                        stairRoom.setChara(chara);
                        chara.setCurrentRoom(stairRoom.getXYZ());
                        chara.updateActionPoint(chara.getActionPoint() - SystemConstant.UPStairActionPoint);
                        roomContraller.setCharaInMiniMap(stairRoom.getXYZ(), chara, true);


                        return(true);
                    }
                }
            }
            else
            {
                if (chara.ActionPointrolled())
                {
                    // Debug.Log("如果目标房间同层,直接找路");
                    int speed = chara.getAbilityInfo()[1] + chara.getDiceNumberBuffer();
                    int res   = diceRoll.calculateDice(speed) + chara.getDiceValueBuffer();
                    chara.updateActionPoint(res);
                    chara.setActionPointrolled(false);
                }

                if (goUpOrDown && (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK ||
                                   targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK))
                {
                    //  Debug.Log("当前房间是上或者下楼口");
                    //找到房间后, 如果还有体力值, 判定是否是上下楼的房间,如果是 直接上下楼
                    if (chara.getActionPoint() > 0)
                    {
                        //     Debug.Log("找到目标房间了,但是行动力没有用完,直接上下楼");
                        RoomInterface stairRoom;
                        if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR)
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR_BACK);
                        }
                        else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK)
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR);
                        }
                        else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR)
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK);
                        }
                        else
                        {
                            stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR);
                        }

                        targetRoom.removeChara(chara);
                        roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false);
                        stairRoom.setChara(chara);
                        chara.setCurrentRoom(stairRoom.getXYZ());
                        chara.updateActionPoint(chara.getActionPoint() - SystemConstant.UPStairActionPoint);
                        roomContraller.setCharaInMiniMap(stairRoom.getXYZ(), chara, true);

                        return(true);
                    }
                    else
                    {
                        //   Debug.Log("没有体力行动了");
                        return(false);
                    }
                }

                // Debug.Log("和目标房间 一起");
                return(true);
            }
        }
        else
        {
            Debug.Log("你已经丢过行动力骰子");
            return(false);
        }
        return(false);
    }