OneNightDuel/FNAF_Server/Enemies/NekoEnemy.cs

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using FNAF_Server.Map;
using GlobalClassLib;
using PacketLib;
namespace FNAF_Server.Enemies;
public class NekoEnemy : Enemy {
private MovementOpportunity movementOpportunity;
private RoamingPathfinder pathfinder;
public NekoEnemy(int difficulty) : base(difficulty) {
pathfinder = new RoamingPathfinder(this, 1){AdditionalTileFilter = t => Aggressive || t.Owner == null || !t.Lit};
movementOpportunity = new MovementOpportunity(5000);
SetDifficulty(difficulty);
}
public override string Name{ get; } = "Neko";
public override int TypeId{ get; } = (int)EnemyType.NEKO;
public override bool BlocksTile{ get; set; } = true;
public bool Aggressive = false;
public ServerPlayer? Target{ get; set; }
public override void Spawn(MapTile location) {
base.Spawn(location);
// stopwatch.Start();
movementOpportunity.Start();
pathfinder.TakenPath.Add(Location);
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
}
public override void Reset() {
pathfinder.TakenPath.Clear();
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)];
Aggressive = false;
Target = Server.OtherPlayer(Target);
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
}
public override void SetDifficulty(int difficulty) {
Difficulty = difficulty;
movementOpportunity.MovementChance =
((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
}
public override void Update() {
base.Update();
if (Location.Owner != null && Location.Lit && !Aggressive){
Aggressive = true;
Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.state.pid, Id)]);
}
if (movementOpportunity.CheckAndRoll() || (Aggressive && GameLogic.NSecondUpdate)){
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);
}
else{
return;
}
}
}
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 {TypeId} ({Name}) moving to {Location.PositionAsString})");
break;
case Pathfinder.Decision.AttackType:
Attack(decision.attackTarget!);
break;
case Pathfinder.Decision.ResetType:
Reset();
break;
case Pathfinder.Decision.WaitType:
Aggressive = false;
break;
}
}
}
private class NekoPathfinder : RoamingPathfinder {
// private Random random = new();
public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
this.tolerance = tolerance;
AdditionalTileFilter = t => ((NekoEnemy)Enemy).Aggressive || t.Owner == null || !t.Lit;
}
// public override Decision DecideNext(MapTile goal) {
// Dictionary<MapTile, int> distances = Crawl(goal);
//
// List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
// c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
// t =>
// distances.ContainsKey(t) &&
// distances[t] <= distances[Enemy.Location] + tolerance);
// if (closerTiles.Contains(goal)){
// if (Enemy.Location.GetConnector(goal)!.Blocked){
// return Decision.Reset();
// }
//
// return Decision.Attack(((NekoEnemy)Enemy).Target);
// }
//
// 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){
// if (roll <= 1.0 / distances[tile]){
// takenPath.Add(tile);
// return Decision.Move(tile);
// }
// roll -= 1.0 / distances[tile];
// }
//
// return Decision.Wait();
// }
}
}