OneNightDuel/ONDServer/Enemies/RoamingPathfinder.cs

83 lines
3.3 KiB
C#
Raw Permalink Normal View History

using GlobalClassLib;
using ONDServer.Map;
using ONDServer.Net;
namespace ONDServer.Enemies;
public class RoamingPathfinder(Enemy enemy, int tolerance) : Pathfinder(enemy) {
public Predicate<MapTile> AdditionalTileFilter{ get; set; } = _ => true;
public Predicate<TileConnector> AdditionalConnectorFilter{ get; set; } = _ => true;
protected int Tolerance = tolerance;
public List<MapTile> TakenPath { get; } = new();
private Random random = new();
protected Dictionary<MapTile, int> Search(MapTile startingTile) {
Dictionary<MapTile, int> distances = new(){ [startingTile] = 0 };
Queue<MapTile> tilesToSearch = new();
tilesToSearch.Enqueue(startingTile);
while (tilesToSearch.Count > 0){
MapTile currentTile = tilesToSearch.Dequeue();
List<MapTile> neighbours = GetNeighbours(currentTile,
c =>
AdditionalConnectorFilter(c) &&
(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
(!distances.ContainsKey(c.OtherTile(currentTile)) || distances[c.OtherTile(currentTile)] > distances[currentTile] + c.Value),
t =>
AdditionalTileFilter(t) &&
(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
Server.Players.All(p => p.Value.State.OfficeTileId != t.Id));
neighbours.ForEach(t => {
distances[t] = distances[currentTile] + currentTile.GetConnector(t)!.Value;
tilesToSearch.Enqueue(t);
});
}
return distances;
}
public override Decision DecideNext(MapTile goal) {
if (Enemy.Location == null) return Decision.Wait();
Dictionary<MapTile, int> distances = Search(goal);
List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
c => AdditionalConnectorFilter(c) && !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
t => AdditionalTileFilter(t) && distances.ContainsKey(t) && distances[t] + t.GetConnector(Enemy.Location)!.Value <= distances[Enemy.Location] + Tolerance);
if (closerTiles.Contains(goal)){
if (Enemy.Location.GetConnector(goal)!.Blocked){
return Decision.Reset();
}
IEnumerable<ServerPlayer> players = Server.Players.Values.Where(p => p.State.OfficeTileId == goal.Id);
if (players.Count() == 1){
return Decision.Attack(players.First());
}
return Decision.Move(goal);
}
if (closerTiles.Count != 0 && closerTiles.All(t => TakenPath.Contains(t))){
TakenPath.Clear();
return DecideNext(goal);
}
closerTiles.RemoveAll(t => TakenPath.Contains(t));
closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value);
double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]);
foreach (var tile in closerTiles){
double value = 1.0 / distances[tile];
if (roll <= value){
TakenPath.Add(tile);
return Decision.Move(tile);
}
roll -= value;
}
return Decision.Wait();
}
}