~ruther/NosSmooth

ref: 45937a33d1f50cde336dd31a9bc9ef90563bc063 NosSmooth/Extensions/NosSmooth.Extensions.Combat/CombatManager.cs -rw-r--r-- 6.3 KiB
45937a33 — Rutherther chore(combat): update versions 3 years ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
//
//  CombatManager.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.

using NosSmooth.Core.Client;
using NosSmooth.Core.Commands.Attack;
using NosSmooth.Core.Stateful;
using NosSmooth.Extensions.Combat.Errors;
using NosSmooth.Extensions.Combat.Operations;
using NosSmooth.Extensions.Combat.Techniques;
using Remora.Results;

namespace NosSmooth.Extensions.Combat;

/// <summary>
/// The combat manager that uses techniques to attack enemies.
/// </summary>
public class CombatManager : IStatefulEntity
{
    private readonly List<CancellationTokenSource> _tokenSource;
    private readonly Semaphore _semaphore;
    private readonly INostaleClient _client;
    private readonly Game.Game _game;

    /// <summary>
    /// Initializes a new instance of the <see cref="CombatManager"/> class.
    /// </summary>
    /// <param name="client">The NosTale client.</param>
    /// <param name="game">The game.</param>
    public CombatManager(INostaleClient client, Game.Game game)
    {
        _semaphore = new Semaphore(1, 1);
        _tokenSource = new List<CancellationTokenSource>();
        _client = client;
        _game = game;
    }

    /// <summary>
    /// Enter into a combat state using the given technique.
    /// </summary>
    /// <param name="technique">The technique to use.</param>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not succeed.</returns>
    public async Task<Result> EnterCombatAsync(ICombatTechnique technique, CancellationToken ct = default)
    {
        var combatState = new CombatState(_client, _game, this);
        long? currentTarget = null;
        long? previousTarget = null;

        while (!combatState.ShouldQuit)
        {
            var commandResult = await _client.SendCommandAsync
            (
                new AttackCommand
                (
                    currentTarget,
                    async (c) =>
                    {
                        while (!combatState.ShouldQuit && currentTarget == previousTarget)
                        {
                            if (!technique.ShouldContinue(combatState))
                            {
                                combatState.QuitCombat();
                                continue;
                            }

                            var operation = combatState.NextOperation();

                            if (operation is null)
                            { // The operation is null and the step has to be obtained from the technique.
                                var stepResult = technique.HandleCombatStep(combatState);
                                if (!stepResult.IsSuccess)
                                {
                                    return Result.FromError(stepResult);
                                }

                                previousTarget = currentTarget;
                                currentTarget = stepResult.Entity;

                                operation = combatState.NextOperation();
                            }

                            if (operation is null)
                            { // The operation could be null just because there is currently not a skill to be used etc.
                                await Task.Delay(5, ct);
                                continue;
                            }

                            Result<CanBeUsedResponse> responseResult;
                            while ((responseResult = operation.CanBeUsed(combatState)).IsSuccess
                                && responseResult.Entity == CanBeUsedResponse.MustWait)
                            { // TODO: wait for just some amount of time
                                await Task.Delay(5, ct);
                            }

                            if (!responseResult.IsSuccess)
                            {
                                return Result.FromError(responseResult);
                            }

                            if (responseResult.Entity == CanBeUsedResponse.WontBeUsable)
                            {
                                return new UnusableOperationError(operation);
                            }

                            var usageResult = await operation.UseAsync(combatState, ct);
                            if (!usageResult.IsSuccess)
                            {
                                var errorHandleResult = technique.HandleError(combatState, operation, usageResult);
                                if (!errorHandleResult.IsSuccess)
                                {
                                    return errorHandleResult;
                                }
                            }
                        }

                        return Result.FromSuccess();
                    }
                ),
                ct
            );

            if (!commandResult.IsSuccess)
            {
                return commandResult;
            }

            previousTarget = currentTarget;
        }
        return Result.FromSuccess();
    }

    /// <summary>
    /// Register the given cancellation token source to be cancelled on skill use/cancel.
    /// </summary>
    /// <param name="tokenSource">The token source to register.</param>
    public void RegisterSkillCancellationToken(CancellationTokenSource tokenSource)
    {
        _semaphore.WaitOne();
        _tokenSource.Add(tokenSource);
        _semaphore.Release();
    }

    /// <summary>
    /// Unregister the given cancellation token registered using <see cref="RegisterSkillCancellationToken"/>.
    /// </summary>
    /// <param name="tokenSource">The token source to unregister.</param>
    public void UnregisterSkillCancellationToken(CancellationTokenSource tokenSource)
    {
        _semaphore.WaitOne();
        _tokenSource.Remove(tokenSource);
        _semaphore.Release();
    }

    /// <summary>
    /// Cancel all of the skill tokens.
    /// </summary>
    internal void CancelSkillTokens()
    {
        _semaphore.WaitOne();
        foreach (var tokenSource in _tokenSource)
        {
            try
            {
                tokenSource.Cancel();
            }
            catch
            {
                // ignored
            }
        }

        _tokenSource.Clear();
        _semaphore.Release();
    }
}
Do not follow this link