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

@ -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)]);
}
}