OneNightDuel/FNAF_Server/Enemies/RoamingPathfinder.cs

82 lines
3.3 KiB
C#
Raw Normal View History

using FNAF_Server.Map;
using GlobalClassLib;
namespace FNAF_Server.Enemies;
public class RoamingPathfinder : Pathfinder {
public Predicate<MapTile> AdditionalTileFilter{ get; set; } = _ => true;
public Predicate<TileConnector> AdditionalConnectorFilter{ get; set; } = _ => true;
protected int tolerance;
public List<MapTile> TakenPath { get; } = new();
private Random random = new();
// private Func<TileConnector, MapTile, bool> defaultConnectorFilter;
public RoamingPathfinder(Enemy enemy, int tolerance) : base(enemy) {
this.tolerance = tolerance;
}
protected Dictionary<MapTile, int> Crawl(MapTile tile) {
Dictionary<MapTile, int> distances = new(){ [tile] = 0 };
CrawlStep(tile, distances);
return distances;
}
private void CrawlStep(MapTile tile, Dictionary<MapTile, int> distances) {
List<MapTile> neighbours = GetNeighbours(tile,
c =>
AdditionalConnectorFilter(c) &&
(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
tile != Enemy.Location &&
(!distances.ContainsKey(c.OtherTile(tile)) || distances[c.OtherTile(tile)] > distances[tile] + 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[tile] + tile.GetConnector(t)!.Value);
if (neighbours.Count != 0){
neighbours.ForEach(t => CrawlStep(t, distances));
}
}
public override Decision DecideNext(MapTile goal) {
Dictionary<MapTile, int> distances = Crawl(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();
}
}