Oprava spawnování monster, optimalizace v CommandProcessor a EventProcessor. Přesunutí některých tříd do vlastních namespaců, pročištění kódu, úpravy formátování, odstranění nepoužívaných souborů a zakomentovaného kódu

This commit is contained in:
Perry 2026-03-28 09:59:31 +01:00
parent e5d746d597
commit 243f071a43
62 changed files with 873 additions and 1217 deletions

View file

@ -2,41 +2,33 @@ using System.Diagnostics;
using System.Reflection;
using GlobalClassLib;
using ONDServer.Map;
using ONDServer.Net;
using PacketLib;
namespace ONDServer.Enemies;
public class LurkEnemy : Enemy {
public override string Name{ get; } = "Lurk";
public override int TypeId{ get; } = (int)EnemyType.LURK;
public override EnemyType Type{ get; } = EnemyType.LURK;
public override bool BlocksTile{ get; set; } = true;
private LurkPathfinder pathfinder;
// private int movementRollInterval = 5000;
// private static readonly double CHANCE_DENOMINATOR = 2 + Math.Pow(1.5f, 10); // d10 Lurk will have a 100% chance to move
// private double movementChance => (2 + Math.Pow(1.5f, Difficulty)) / CHANCE_DENOMINATOR; // chance scales exponentially using a constant multiplier
public ServerPlayer? Target{ get; set; }
private readonly RoamingPathfinder pathfinder;
public LurkEnemy(int difficulty) : base(difficulty, 5000) {
pathfinder = new LurkPathfinder(this, 1);
// movementOpportunity = new MovementOpportunity(5000);
Target = null;
// SetDifficulty(difficulty);
pathfinder = new RoamingPathfinder(this, 1);
Target = null;
}
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() {
Target.state.power -= 80;
if (Target != null) Target.State.Power -= 80;
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();
@ -45,26 +37,23 @@ public class LurkEnemy : Enemy {
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 (movementOpportunity.CheckAndRoll()){
if (Server.P1.state.power > Server.P2.state.power){
if(Location == null) return;
if (MovementOpportunity.CheckAndRoll()){
if (Server.P1.State.Power > Server.P2.State.Power){
Target = Server.P1;
}
else if (Server.P1.state.power < Server.P2.state.power){
else if (Server.P1.State.Power < Server.P2.State.Power){
Target = Server.P2;
}
else{
return;
}
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){
@ -72,7 +61,7 @@ public class LurkEnemy : 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!);
@ -85,45 +74,4 @@ public class LurkEnemy : Enemy {
}
}
}
private class LurkPathfinder : RoamingPathfinder {
// private Random random = new();
public LurkPathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
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(((LurkEnemy)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();
// }
}
}