Oprava spawnování monster, optimalizace v CommandProcessor a EventProcessor. Přesunutí některých tříd do vlastních namespaců, pročištění kódu, úpravy formátování, odstranění nepoužívaných souborů a zakomentovaného kódu
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62 changed files with 873 additions and 1217 deletions
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@ -1,21 +1,19 @@
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using System.Net.Mime;
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using GlobalClassLib;
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using ONDServer.Map;
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using ONDServer.Net;
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using PacketLib;
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namespace ONDServer.Enemies;
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public class DashEnemy : Enemy {
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public DashEnemy(int difficulty) : base(difficulty, 5000) {
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movementOpportunity = new(5000);
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MovementOpportunity = new(5000);
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SetDifficulty(difficulty);
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}
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public override string Name{ get; } = "Dash";
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public override int TypeId{ get; } = (int)EnemyType.DASH;
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public override EnemyType Type{ get; } = EnemyType.DASH;
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public override bool BlocksTile{ get; set; } = false;
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// private MovementOpportunity movementOpportunity;
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private readonly (MapTile tile, Direction p1AttackDir, Direction p2AttackDir)[] positions =[
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(MapManager.Get(7), Direction.EAST, Direction.WEST),
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@ -34,11 +32,6 @@ public class DashEnemy : Enemy {
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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// public override void SetDifficulty(int difficulty) {
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// Difficulty = difficulty;
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// movementOpportunity.MovementChance = (2 * Math.Sign(difficulty) + difficulty) / 12.0;
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// }
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public override void Spawn(MapTile location) {
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currentPosIndex = positions.ToList().FindIndex(p => p.tile == location);
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if (currentPosIndex == -1){
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@ -47,16 +40,16 @@ public class DashEnemy : Enemy {
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}
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base.Spawn(location);
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movementOpportunity.Start();
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
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MovementOpportunity.Start();
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location!.Id)]);
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}
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public override void Update() {
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base.Update();
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if (movementOpportunity.CheckAndRoll()){
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bool attackP1 = !Server.P1.state.doorStates[(int)positions[currentPosIndex].p1AttackDir];
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bool attackP2 = !Server.P2.state.doorStates[(int)positions[currentPosIndex].p2AttackDir];
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if (MovementOpportunity.CheckAndRoll()){
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bool attackP1 = !Server.P1.State.DoorStates[(int)positions[currentPosIndex].p1AttackDir];
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bool attackP2 = !Server.P2.State.DoorStates[(int)positions[currentPosIndex].p2AttackDir];
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if (attackP1 != attackP2){
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if(attackP1) Attack(Server.P1);
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@ -1,25 +1,25 @@
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using GlobalClassLib;
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using ONDServer.Map;
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using ONDServer.Net;
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using PacketLib;
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namespace ONDServer.Enemies;
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public abstract class Enemy : GlobalEnemy<MapTile, TileConnector> {
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public int Difficulty { get; protected set; }
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protected MovementOpportunity movementOpportunity;
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protected Enemy(int difficulty, int movementInterval) {
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movementOpportunity = new(movementInterval);
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SetDifficulty(difficulty);
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}
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public abstract bool BlocksTile { get; set; }
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public bool Spawned { get; set; }
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protected OpportunityTimer MovementOpportunity;
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protected Enemy(int difficulty, int movementInterval) {
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MovementOpportunity = new(movementInterval);
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SetDifficulty(difficulty);
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}
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// unused
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public virtual void SpawnSilent(MapTile location) {
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Console.WriteLine($"!!! Silent spawn not implemented for enemy {TypeId} ({Name}), reverting to regular spawn");
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Console.WriteLine($"!!! Silent spawn not implemented for enemy {Type} ({Name}), reverting to regular spawn");
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Spawn(location);
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}
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@ -31,12 +31,13 @@ public abstract class Enemy : GlobalEnemy<MapTile, TileConnector> {
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public abstract void Reset();
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public virtual void Attack(ServerPlayer player) {
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Server.SendUpdateToAll([GameEvent.ENEMY_ATTACK(Id, player.state.pid)]);
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Server.SendUpdateToAll([GameEvent.ENEMY_ATTACK(Id, player.State.Pid)]);
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GameLogic.DeclareWinner(Server.OtherPlayer(player));
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}
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public virtual void SetDifficulty(int difficulty) {
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if (difficulty > 10) return;
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Difficulty = difficulty;
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movementOpportunity.MovementChance = ((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
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MovementOpportunity.MovementChance = ((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
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}
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}
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@ -2,7 +2,7 @@ using ONDServer.Map;
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namespace ONDServer.Enemies;
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public class EnemyManager {
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public static class EnemyManager {
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private static Dictionary<int, Enemy> enemies = new();
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public static void Update() {
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@ -2,41 +2,33 @@ using System.Diagnostics;
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using System.Reflection;
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using GlobalClassLib;
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using ONDServer.Map;
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using ONDServer.Net;
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using PacketLib;
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namespace ONDServer.Enemies;
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public class LurkEnemy : Enemy {
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public override string Name{ get; } = "Lurk";
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public override int TypeId{ get; } = (int)EnemyType.LURK;
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public override EnemyType Type{ get; } = EnemyType.LURK;
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public override bool BlocksTile{ get; set; } = true;
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private LurkPathfinder pathfinder;
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// private int movementRollInterval = 5000;
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// private static readonly double CHANCE_DENOMINATOR = 2 + Math.Pow(1.5f, 10); // d10 Lurk will have a 100% chance to move
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// private double movementChance => (2 + Math.Pow(1.5f, Difficulty)) / CHANCE_DENOMINATOR; // chance scales exponentially using a constant multiplier
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public ServerPlayer? Target{ get; set; }
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private readonly RoamingPathfinder pathfinder;
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public LurkEnemy(int difficulty) : base(difficulty, 5000) {
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pathfinder = new LurkPathfinder(this, 1);
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// movementOpportunity = new MovementOpportunity(5000);
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Target = null;
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// SetDifficulty(difficulty);
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pathfinder = new RoamingPathfinder(this, 1);
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Target = null;
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}
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public override void Spawn(MapTile location) {
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base.Spawn(location);
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// stopwatch.Start();
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movementOpportunity.Start();
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pathfinder.TakenPath.Add(Location);
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
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MovementOpportunity.Start();
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pathfinder.TakenPath.Add(Location!);
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location!.Id)]);
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}
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public override void Reset() {
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Target.state.power -= 80;
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if (Target != null) Target.State.Power -= 80;
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MapTile[] resetLocations = new[]{MapManager.Get(7), MapManager.Get(12), MapManager.Get(17)}.Where(t => EnemyManager.GetByLocation(t).Length == 0).ToArray();
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Location = resetLocations[new Random().Next(resetLocations.Length)];
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pathfinder.TakenPath.Clear();
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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// public override void SetDifficulty(int difficulty) {
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// Difficulty = difficulty;
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// movementOpportunity.MovementChance = ((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
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// }
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public override void Update() {
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base.Update();
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if (movementOpportunity.CheckAndRoll()){
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if (Server.P1.state.power > Server.P2.state.power){
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if(Location == null) return;
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if (MovementOpportunity.CheckAndRoll()){
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if (Server.P1.State.Power > Server.P2.State.Power){
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Target = Server.P1;
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}
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else if (Server.P1.state.power < Server.P2.state.power){
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else if (Server.P1.State.Power < Server.P2.State.Power){
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Target = Server.P2;
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}
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else{
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return;
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}
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.State.OfficeTileId));
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switch (decision.type){
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case Pathfinder.Decision.MoveType:
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if (Location.GetConnector(decision.nextTile!)!.Type == ConnectorType.VENT){
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}
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Location = decision.nextTile!;
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Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
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Console.WriteLine($"Enemy {TypeId} ({Name}) moving to {Location.PositionAsString})");
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Console.WriteLine($"Enemy {Type} ({Name}) moving to {Location.IdAsString})");
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break;
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case Pathfinder.Decision.AttackType:
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Attack(decision.attackTarget!);
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}
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}
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}
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private class LurkPathfinder : RoamingPathfinder {
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// private Random random = new();
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public LurkPathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
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this.tolerance = tolerance;
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}
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// public override Decision DecideNext(MapTile goal) {
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// Dictionary<MapTile, int> distances = Crawl(goal);
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//
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// List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
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// c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
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// t => distances.ContainsKey(t) && distances[t] <= distances[Enemy.Location] + tolerance);
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// if (closerTiles.Contains(goal)){
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// if (Enemy.Location.GetConnector(goal)!.Blocked){
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// return Decision.Reset();
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// }
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//
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// return Decision.Attack(((LurkEnemy)Enemy).Target);
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// }
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//
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// if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
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// takenPath.Clear();
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// return DecideNext(goal);
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// }
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// closerTiles.RemoveAll(t => takenPath.Contains(t));
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//
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// closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value);
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// double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]);
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// foreach (var tile in closerTiles){
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// if (roll <= 1.0 / distances[tile]){
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// takenPath.Add(tile);
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// return Decision.Move(tile);
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// }
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// roll -= 1.0 / distances[tile];
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// }
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//
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// return Decision.Wait();
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// }
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}
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}
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@ -1,5 +1,6 @@
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using GlobalClassLib;
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using ONDServer.Map;
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using ONDServer.Net;
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using PacketLib;
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namespace ONDServer.Enemies;
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@ -7,72 +8,60 @@ namespace ONDServer.Enemies;
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public class MareEnemy : Enemy {
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public override string Name{ get; } = "Mare";
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public override int TypeId{ get; } = (int)EnemyType.MARE;
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public override EnemyType Type{ get; } = EnemyType.MARE;
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public override bool BlocksTile{ get; set; } = true;
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private MarePathfinder pathfinder;
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// private MovementOpportunity movementOpportunity;
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private readonly RoamingPathfinder pathfinder;
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public ServerPlayer? Target{ get; set; }
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public MareEnemy(int difficulty) : base(difficulty, 6000) {
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pathfinder = new MarePathfinder(this, 1);
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// movementOpportunity = new MovementOpportunity(5000);
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// SetDifficulty(difficulty);
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pathfinder = new RoamingPathfinder(this, 1){ AdditionalConnectorFilter = c => c.Type != ConnectorType.VENT };
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}
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public override void Reset() {
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pathfinder.TakenPath.Clear();
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Target = Server.OtherPlayer(Target);
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.State.OfficeTileId));
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if (decision.type == Pathfinder.Decision.MoveType){
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Location = decision.nextTile!;
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}
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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// public override void SetDifficulty(int difficulty) {
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// Difficulty = difficulty;
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// movementOpportunity.MovementChance =
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// ((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
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// }
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public override void Spawn(MapTile location) {
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base.Spawn(location);
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// stopwatch.Start()
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if (Server.P1.state.power > Server.P2.state.power){
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if (Server.P1.State.Power > Server.P2.State.Power){
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Target = Server.P2;
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}
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else if(Server.P1.state.power < Server.P2.state.power){
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else if(Server.P1.State.Power < Server.P2.State.Power){
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Target = Server.P1;
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}
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else{
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Target = new Random().Next(2) == 0 ? Server.P1 : Server.P2;
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}
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movementOpportunity.Start();
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MovementOpportunity.Start();
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pathfinder.TakenPath.Add(Location);
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location.Id)]);
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}
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public override void Update() {
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base.Update();
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if (movementOpportunity.CheckAndRoll()){
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if (MovementOpportunity.CheckAndRoll()){
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if (Location.Owner != null && Location.Lit){
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Attack(Location.Owner);
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}
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if (Target == null) return;
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.State.OfficeTileId));
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switch (decision.type){
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case Pathfinder.Decision.MoveType:
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Location = decision.nextTile!;
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Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
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Console.WriteLine($"Enemy {TypeId} ({Name}) moving to {Location.PositionAsString})");
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Console.WriteLine($"Enemy {Type} ({Name}) moving to {Location.IdAsString})");
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break;
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case Pathfinder.Decision.AttackType:
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Attack(decision.attackTarget!);
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@ -85,48 +74,4 @@ public class MareEnemy : Enemy {
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}
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}
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}
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private class MarePathfinder : RoamingPathfinder {
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// private Random random = new();
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public MarePathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
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this.tolerance = tolerance;
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AdditionalConnectorFilter = c => c.Type != ConnectorType.VENT;
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}
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// public override Decision DecideNext(MapTile goal) {
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// Dictionary<MapTile, int> distances = Crawl(goal);
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//
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// List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
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// c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
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// t => distances.ContainsKey(t) && distances[t] <= distances[Enemy.Location] + tolerance);
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// if (closerTiles.Contains(goal)){
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// if (Enemy.Location.GetConnector(goal)!.Blocked){
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// return Decision.Reset();
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// }
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//
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// return Decision.Attack(((MareEnemy)Enemy).Target);
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// }
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//
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// if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
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// takenPath.Clear();
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// return DecideNext(goal);
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// }
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// closerTiles.RemoveAll(t => takenPath.Contains(t));
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//
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// closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value);
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// double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]);
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// foreach (var tile in closerTiles){
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// if (roll <= 1.0 / distances[tile]){
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// takenPath.Add(tile);
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// return Decision.Move(tile);
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// }
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// roll -= 1.0 / distances[tile];
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// }
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//
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// return Decision.Wait();
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// }
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}
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}
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@ -1,35 +1,29 @@
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using GlobalClassLib;
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using ONDServer.Map;
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using ONDServer.Net;
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using PacketLib;
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namespace ONDServer.Enemies;
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public class NekoEnemy : Enemy {
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// private MovementOpportunity movementOpportunity;
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private RoamingPathfinder pathfinder;
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public override string Name{ get; } = "Neko";
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public override EnemyType Type{ get; } = EnemyType.NEKO;
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public override bool BlocksTile{ get; set; } = true;
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public bool Aggressive = false;
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public ServerPlayer? Target{ get; set; }
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private readonly RoamingPathfinder pathfinder;
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public NekoEnemy(int difficulty) : base(difficulty, 4000) {
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pathfinder = new RoamingPathfinder(this, 1){AdditionalTileFilter = t => Aggressive || t.Owner == null || !t.Lit};
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// movementOpportunity = new MovementOpportunity(5000);
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// SetDifficulty(difficulty);
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}
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|
||||
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)]);
|
||||
MovementOpportunity.Start();
|
||||
pathfinder.TakenPath.Add(Location!);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location!.Id)]);
|
||||
}
|
||||
|
||||
public override void Reset() {
|
||||
|
|
@ -38,29 +32,25 @@ public class NekoEnemy : Enemy {
|
|||
pathfinder.TakenPath.Clear();
|
||||
pathfinder.TakenPath.Add(Location);
|
||||
Aggressive = false;
|
||||
Target = Server.OtherPlayer(Target);
|
||||
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 == null) return;
|
||||
|
||||
if (Location.Owner != null && Location.Lit && !Aggressive){
|
||||
Aggressive = true;
|
||||
Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.state.pid, Id)]);
|
||||
Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.State.Pid, Id)]);
|
||||
}
|
||||
|
||||
if (Target == null){
|
||||
if (Server.P1.state.power > Server.P2.state.power){
|
||||
if (Server.P1.State.Power > Server.P2.State.Power){
|
||||
Target = Server.P2;
|
||||
}
|
||||
else if (Server.P1.state.power < Server.P2.state.power){
|
||||
else if (Server.P1.State.Power < Server.P2.State.Power){
|
||||
Target = Server.P1;
|
||||
}
|
||||
else{
|
||||
|
|
@ -71,9 +61,9 @@ public class NekoEnemy : Enemy {
|
|||
}
|
||||
}
|
||||
|
||||
bool succeed = movementOpportunity.CheckAndRoll();
|
||||
bool succeed = MovementOpportunity.CheckAndRoll();
|
||||
if (Target != null && (succeed || (Aggressive && GameLogic.NSecondUpdate))){
|
||||
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
|
||||
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){
|
||||
|
|
@ -81,7 +71,7 @@ public class NekoEnemy : Enemy {
|
|||
}
|
||||
Location = decision.nextTile!;
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
|
||||
Console.WriteLine($"Enemy {TypeId} ({Name}) moving to {Location.PositionAsString})");
|
||||
Console.WriteLine($"Enemy {Type} ({Name}) moving to {Location.IdAsString})");
|
||||
break;
|
||||
case Pathfinder.Decision.AttackType:
|
||||
Attack(decision.attackTarget!);
|
||||
|
|
@ -95,48 +85,4 @@ public class NekoEnemy : Enemy {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
|
@ -2,9 +2,8 @@ using System.Diagnostics;
|
|||
|
||||
namespace ONDServer.Enemies;
|
||||
|
||||
public class MovementOpportunity {
|
||||
public class OpportunityTimer {
|
||||
public int Interval{ get; set; }
|
||||
// public double ChanceDenominator;
|
||||
public double MovementChance{
|
||||
get;
|
||||
set{
|
||||
|
|
@ -20,12 +19,12 @@ public class MovementOpportunity {
|
|||
|
||||
private Random random = new();
|
||||
|
||||
public MovementOpportunity(int intervalMs, double movementChance) {
|
||||
public OpportunityTimer(int intervalMs, double movementChance) {
|
||||
Interval = intervalMs;
|
||||
MovementChance = movementChance;
|
||||
}
|
||||
|
||||
public MovementOpportunity(int intervalMs) {
|
||||
public OpportunityTimer(int intervalMs) {
|
||||
Interval = intervalMs;
|
||||
MovementChance = 1;
|
||||
}
|
||||
|
|
@ -41,7 +40,6 @@ public class MovementOpportunity {
|
|||
if (stopwatch.ElapsedMilliseconds - stopwatchOffset >= Interval){
|
||||
int overshoot = (int)(stopwatch.ElapsedMilliseconds - stopwatchOffset - Interval);
|
||||
stopwatchOffset = stopwatch.ElapsedMilliseconds - overshoot;
|
||||
// stopwatch.Restart();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
using ONDServer.Map;
|
||||
using ONDServer.Net;
|
||||
|
||||
namespace ONDServer.Enemies;
|
||||
|
||||
|
|
@ -8,7 +9,6 @@ public abstract class Pathfinder {
|
|||
Enemy = enemy;
|
||||
}
|
||||
public abstract Decision DecideNext(MapTile goal);
|
||||
// protected abstract Dictionary<MapTile, int> Crawl(MapTile tile); // fill Distances with all reachable tiles
|
||||
|
||||
protected virtual List<MapTile> GetNeighbours(MapTile tile, Predicate<TileConnector> connectorFilter, Predicate<MapTile> tileFilter) {
|
||||
return tile.GetAllConnectors().Where(c => connectorFilter(c)).Select(c => c.OtherTile(tile)).Where(t => tileFilter(t)).ToList();
|
||||
|
|
|
|||
|
|
@ -1,25 +1,19 @@
|
|||
using GlobalClassLib;
|
||||
using ONDServer.Map;
|
||||
using ONDServer.Net;
|
||||
|
||||
namespace ONDServer.Enemies;
|
||||
|
||||
public class RoamingPathfinder : Pathfinder {
|
||||
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;
|
||||
protected int Tolerance = tolerance;
|
||||
public List<MapTile> TakenPath { get; } = new();
|
||||
|
||||
private Random random = new();
|
||||
|
||||
// private Queue<MapTile> tilesToCrawl = new();
|
||||
// private Dictionary<MapTile, int> distances = new();
|
||||
// private Func<TileConnector, MapTile, bool> defaultConnectorFilter;
|
||||
public RoamingPathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
||||
this.tolerance = tolerance;
|
||||
}
|
||||
|
||||
|
||||
protected Dictionary<MapTile, int> Search(MapTile startingTile) {
|
||||
Dictionary<MapTile, int> distances = new(){ [startingTile] = 0 };
|
||||
Queue<MapTile> tilesToSearch = new();
|
||||
|
|
@ -36,7 +30,7 @@ public class RoamingPathfinder : Pathfinder {
|
|||
t =>
|
||||
AdditionalTileFilter(t) &&
|
||||
(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
|
||||
Server.Players.All(p => p.Value.state.officeTileId != t.Id));
|
||||
Server.Players.All(p => p.Value.State.OfficeTileId != t.Id));
|
||||
|
||||
neighbours.ForEach(t => {
|
||||
distances[t] = distances[currentTile] + currentTile.GetConnector(t)!.Value;
|
||||
|
|
@ -47,37 +41,20 @@ public class RoamingPathfinder : Pathfinder {
|
|||
return distances;
|
||||
}
|
||||
|
||||
// private void CrawlStep(MapTile tile) {
|
||||
// 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));
|
||||
// }
|
||||
// }
|
||||
|
||||
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);
|
||||
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);
|
||||
IEnumerable<ServerPlayer> players = Server.Players.Values.Where(p => p.State.OfficeTileId == goal.Id);
|
||||
if (players.Count() == 1){
|
||||
return Decision.Attack(players.First());
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using GlobalClassLib;
|
||||
using ONDServer.Map;
|
||||
using ONDServer.Net;
|
||||
using PacketLib;
|
||||
|
||||
namespace ONDServer.Enemies;
|
||||
|
|
@ -8,17 +9,14 @@ public class SpotEnemy : Enemy {
|
|||
public SpotEnemy(int difficulty) : base(difficulty, 6000) {
|
||||
path = [MapManager.Get(10), MapManager.Get(11), MapManager.Get(12), MapManager.Get(13), MapManager.Get(14)];
|
||||
pathId = 2;
|
||||
// movementOpportunity = new(6000);
|
||||
// SetDifficulty(difficulty);
|
||||
}
|
||||
|
||||
public override string Name{ get; } = "Spot";
|
||||
public override int TypeId{ get; } = (int)EnemyType.SPOT;
|
||||
public override EnemyType Type{ get; } = EnemyType.SPOT;
|
||||
public override bool BlocksTile{ get; set; } = false;
|
||||
|
||||
public bool Active{ get; set; } = false;
|
||||
|
||||
// private MovementOpportunity movementOpportunity;
|
||||
private MapTile[] path;
|
||||
private int pathId;
|
||||
|
||||
|
|
@ -27,42 +25,37 @@ public class SpotEnemy : Enemy {
|
|||
|
||||
public override void Reset() {
|
||||
if (Location.Owner != null){
|
||||
Location.Owner.state.power -= 200;
|
||||
Location.Owner.State.Power -= 200;
|
||||
}
|
||||
pathId = 2;
|
||||
Location = path[pathId];
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
|
||||
}
|
||||
|
||||
// public override void SetDifficulty(int difficulty) {
|
||||
// Difficulty = difficulty;
|
||||
// movementOpportunity.MovementChance = (2 * Math.Sign(difficulty) + difficulty) / 12.0;
|
||||
// }
|
||||
|
||||
public override void Update() {
|
||||
if (GameLogic.NSecondUpdate){
|
||||
if(!movementOpportunity.Running)
|
||||
movementOpportunity.Start();
|
||||
if(!MovementOpportunity.Running)
|
||||
MovementOpportunity.Start();
|
||||
|
||||
if (Active){
|
||||
if (Server.P1.state.monitorUp && Server.P1.state.camera == Location.Id) p1WatchCounter++;
|
||||
if (Server.P2.state.monitorUp && Server.P2.state.camera == Location.Id) p2WatchCounter++;
|
||||
if (Server.P1.State.MonitorUp && Server.P1.State.Camera == Location.Id) p1WatchCounter++;
|
||||
if (Server.P2.State.MonitorUp && Server.P2.State.Camera == Location.Id) p2WatchCounter++;
|
||||
|
||||
Console.WriteLine($"P1: {p1WatchCounter} | P2: {p2WatchCounter}");
|
||||
}
|
||||
}
|
||||
|
||||
if (movementOpportunity.CheckAndRoll()){
|
||||
if (MovementOpportunity.CheckAndRoll()){
|
||||
if(!Active) {
|
||||
Active = true;
|
||||
movementOpportunity.Interval = 10_000;
|
||||
movementOpportunity.GuaranteeSuccess(true);
|
||||
MovementOpportunity.Interval = 10_000;
|
||||
MovementOpportunity.GuaranteeSuccess(true);
|
||||
Server.SendUpdateToAll([GameEvent.SPOT_SET_ACTIVE(Id, true)]);
|
||||
}
|
||||
else{
|
||||
movementOpportunity.Interval = 6000;
|
||||
movementOpportunity.GuaranteeSuccess(false);
|
||||
movementOpportunity.Stop();
|
||||
MovementOpportunity.Interval = 6000;
|
||||
MovementOpportunity.GuaranteeSuccess(false);
|
||||
MovementOpportunity.Stop();
|
||||
|
||||
if (p1WatchCounter > p2WatchCounter){
|
||||
pathId++;
|
||||
|
|
@ -94,7 +87,7 @@ public class SpotEnemy : Enemy {
|
|||
|
||||
public override void Spawn(MapTile location) {
|
||||
base.Spawn(location);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location.Id)]);
|
||||
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue