OneNightDuel/ONDServer/Enemies/NekoEnemy.cs

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using GlobalClassLib;
using ONDServer.Map;
using ONDServer.Net;
using PacketLib;
namespace ONDServer.Enemies;
public class NekoEnemy : Enemy {
public override string Name{ get; } = "Neko";
public override EnemyType Type{ get; } = EnemyType.NEKO;
public override bool BlocksTile{ get; set; } = true;
public bool Aggressive = false;
public ServerPlayer? Target{ get; set; }
private readonly RoamingPathfinder pathfinder;
public NekoEnemy(int difficulty) : base(difficulty, 4000) {
pathfinder = new RoamingPathfinder(this, 1){AdditionalTileFilter = t => Aggressive || t.Owner == null || !t.Lit};
}
public override void Spawn(MapTile location) {
base.Spawn(location);
MovementOpportunity.Start();
pathfinder.TakenPath.Add(Location!);
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location!.Id)]);
}
public override void Reset() {
MapTile[] resetLocations = new[]{MapManager.Get(7), MapManager.Get(12), MapManager.Get(17)}.Where(t => EnemyManager.GetByLocation(t).Length == 0).ToArray();
Location = resetLocations[new Random().Next(resetLocations.Length)];
pathfinder.TakenPath.Clear();
pathfinder.TakenPath.Add(Location);
Aggressive = false;
Target = Server.OtherPlayer(Target!);
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
}
public override void Update() {
base.Update();
if(Location == null) return;
if (Location.Owner != null && Location.Lit && !Aggressive){
Aggressive = true;
Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.State.Pid, Id)]);
}
if (Target == null){
if (Server.P1.State.Power > Server.P2.State.Power){
Target = Server.P2;
}
else if (Server.P1.State.Power < Server.P2.State.Power){
Target = Server.P1;
}
else{
if (GameLogic.PhaseCounter > 1){
Target = Server.Players[new Random().Next(2)];
SetDifficulty(8);
}
}
}
bool succeed = MovementOpportunity.CheckAndRoll();
if (Target != null && (succeed || (Aggressive && GameLogic.NSecondUpdate))){
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.State.OfficeTileId));
switch (decision.type){
case Pathfinder.Decision.MoveType:
if (Location.GetConnector(decision.nextTile!)!.Type == ConnectorType.VENT){
Server.SendUpdateToAll([GameEvent.VENT_USED()]);
}
Location = decision.nextTile!;
Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
Console.WriteLine($"Enemy {Type} ({Name}) moving to {Location.IdAsString})");
break;
case Pathfinder.Decision.AttackType:
Attack(decision.attackTarget!);
break;
case Pathfinder.Decision.ResetType:
Reset();
break;
case Pathfinder.Decision.WaitType:
Aggressive = false;
break;
}
}
}
}