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 NekoPathfinder pathfinder;
public NekoEnemy(int difficulty) : base(difficulty) {
pathfinder = new NekoPathfinder(this, 1);
}
public override string Name{ get; } = "Neko";
public override int TypeId{ get; } = 1;
public override bool BlocksTile{ get; set; } = true;
public override void Spawn(MapTile location) {
base.Spawn(location);
// stopwatch.Start();
movementOpportunity = new MovementOpportunity(5000, ((2 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (2 + Math.Pow(1.5f, 10)));
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)];
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
}
public override void Update() {
base.Update();
if (movementOpportunity.CheckAndRoll()){
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(10));
switch (decision.type){
case Pathfinder.Decision.MoveType:
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:
break;
}
}
}
private class NekoPathfinder : RoamingPathfinder {
private Random random = new();
private int tolerance;
public List<MapTile> takenPath = new();
public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy) {
this.tolerance = tolerance;
}
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(Server.P1); // TODO: un-hardcode this
}
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();
}
}
}