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); } }
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(); }
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); }