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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@ -1,5 +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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