Všechna monstra, dynamický targeting. Bugfixy u monster.
This commit is contained in:
parent
55fd052072
commit
4fdff0a0cc
18 changed files with 345 additions and 43 deletions
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@ -6,7 +6,7 @@ using MonoGameLibrary.Graphics;
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namespace FNAF_Clone;
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namespace FNAF_Clone;
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public class ClientEnemy : GlobalEnemy<MapTileProjection, TileConnectorProjection> {
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public class ClientEnemy : GlobalEnemy<MapTileProjection, TileConnectorProjection> {
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public ClientEnemy(int typeId, string name, int id, EnemyUIElement sprite, int difficulty, MapTileProjection location, JumpscareUIElement jumpscareSprite) : base(difficulty, id) {
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public ClientEnemy(int typeId, string name, int id, EnemyUIElement sprite, int difficulty, MapTileProjection location, JumpscareUIElement jumpscareSprite) : base(id) {
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Name = name;
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Name = name;
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TypeId = typeId;
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TypeId = typeId;
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Sprite = sprite;
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Sprite = sprite;
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@ -58,6 +58,28 @@ public static class ClientEnemyManager {
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new JumpscareUIElement(UIManager.EnemyAtlas["spot-awake-lit"], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)
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new JumpscareUIElement(UIManager.EnemyAtlas["spot-awake-lit"], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)
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));
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));
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break;
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break;
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case EnemyType.DASH:
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AddEnemy(new ClientEnemy(
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(int)type,
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"Dash",
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id,
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new EnemyUIElement(UIManager.EnemyAtlas["dash-lit"], UIManager.EnemyAtlas["dash-unlit"], cameraCorner, 3),
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difficulty,
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location,
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new JumpscareUIElement(UIManager.EnemyAtlas["dash-lit"], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)
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));
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break;
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case EnemyType.MARE:
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AddEnemy(new ClientEnemy(
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(int)type,
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"Mare",
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id,
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new EnemyUIElement(UIManager.EnemyAtlas["mare-lit"], UIManager.EnemyAtlas["mare-unlit"], cameraCorner),
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difficulty,
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location,
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new JumpscareUIElement(UIManager.EnemyAtlas["mare-lit"], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)
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));
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break;
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}
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}
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}
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}
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@ -10,7 +10,8 @@
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<Region name="spot-awake-unlit" x="240" y="480" width="240" height="240"/>
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<Region name="spot-awake-unlit" x="240" y="480" width="240" height="240"/>
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<Region name="spot-asleep-lit" x="0" y="720" width="240" height="240"/>
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<Region name="spot-asleep-lit" x="0" y="720" width="240" height="240"/>
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<Region name="spot-asleep-unlit" x="240" y="720" width="240" height="240"/>
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<Region name="spot-asleep-unlit" x="240" y="720" width="240" height="240"/>
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<Region name="dash" x="0" y="960" width="240" height="240"/>
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<Region name="dash-lit" x="0" y="960" width="240" height="240"/>\
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<Region name="dash-unlit" x="240" y="960" width="240" height="240"/>
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<Region name="mare-lit" x="0" y="1200" width="240" height="240"/>
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<Region name="mare-lit" x="0" y="1200" width="240" height="240"/>
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<Region name="mare-unlit" x="240" y="1200" width="240" height="240"/>
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<Region name="mare-unlit" x="240" y="1200" width="240" height="240"/>
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</Regions>
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</Regions>
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@ -30,7 +30,10 @@ public class MenuInputField : UIElement {
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textBoxElement.Text = defaultValue;
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textBoxElement.Text = defaultValue;
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}
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}
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public string Text => textBoxElement.Text;
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public string Text{
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get => textBoxElement.Text;
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set => textBoxElement.Text = value;
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}
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public override void Draw(SpriteBatch spriteBatch) {
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public override void Draw(SpriteBatch spriteBatch) {
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labelElement.Draw(spriteBatch);
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labelElement.Draw(spriteBatch);
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@ -1,8 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using FNAF_Clone.Map;
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using FNAF_Clone.Map;
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using GlobalClassLib;
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using GlobalClassLib;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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@ -121,7 +119,6 @@ public class UIManager {
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menuScreen.AddElement("host-button",
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menuScreen.AddElement("host-button",
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new TextUIElement(new(connectButton.Bounds.Item1.X, connectButton.Bounds.Item2.Y + 30), PixelMonoFont) {Text = "HOST"});
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new TextUIElement(new(connectButton.Bounds.Item1.X, connectButton.Bounds.Item2.Y + 30), PixelMonoFont) {Text = "HOST"});
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loadingScreen.AddElement("loading-text", new LoadingUIElement(new(320, 180), PixelMonoFont, field.Text));
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loadingScreen.AddElement("loading-text", new LoadingUIElement(new(320, 180), PixelMonoFont, field.Text));
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}
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}
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@ -129,6 +126,8 @@ public class UIManager {
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public static void DisplayMainMenu() {
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public static void DisplayMainMenu() {
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Screen.SetScreen(ScreenTypes.MENU);
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Screen.SetScreen(ScreenTypes.MENU);
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CommandManager.AllowGameControls(false);
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CommandManager.AllowGameControls(false);
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// if(Client.Player.username != null)
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// ((MenuInputField)menuScreen["username-field"]).Text = Client.Player.username;
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}
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}
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@ -255,7 +254,7 @@ public class UIManager {
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public static void UpdateCameras(int[] camIds) {
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public static void UpdateCameras(int[] camIds) {
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foreach (var id in camIds){
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foreach (var id in camIds){
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MapTileProjection tile = ClientMapManager.Get(id);
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MapTileProjection tile = ClientMapManager.Get(id);
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if(tile.Owner == null) continue;
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if(tile.Owner == null || tile.Id == Client.Player.state.officeTileId || tile.Id == Client.Opponent.state.officeTileId) continue;
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lightIndicators[id].Visible = tile.Lit;
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lightIndicators[id].Visible = tile.Lit;
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}
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}
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@ -283,6 +282,7 @@ public class UIManager {
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Screen.SetScreen(ScreenTypes.OFFICE);
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Screen.SetScreen(ScreenTypes.OFFICE);
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enemy.JumpscareSprite.Play();
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enemy.JumpscareSprite.Play();
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timerElement.Stop();
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timerElement.Stop();
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CommandManager.AllowGameControls(false);
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// UIElement jumpscareElement = enemy.Sprite.Clone();
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// UIElement jumpscareElement = enemy.Sprite.Clone();
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// jumpscareElement.ScaleMultiplier = 2;
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// jumpscareElement.ScaleMultiplier = 2;
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// jumpscareElement.SetPosition(new Point(0, 0));
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// jumpscareElement.SetPosition(new Point(0, 0));
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70
FNAF_Server/Enemies/DashEnemy.cs
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70
FNAF_Server/Enemies/DashEnemy.cs
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@ -0,0 +1,70 @@
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using System.Net.Mime;
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using FNAF_Server.Map;
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using GlobalClassLib;
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using PacketLib;
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namespace FNAF_Server.Enemies;
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public class DashEnemy : Enemy {
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public DashEnemy(int difficulty) : base(difficulty) {
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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 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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(MapManager.Get(12), Direction.NORTH, Direction.NORTH),
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(MapManager.Get(17), Direction.WEST, Direction.EAST)
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];
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private int currentPosIndex = 0;
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private Random random = new();
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public override void Reset() {
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int roll = random.Next(0, positions.Length - 1);
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if (roll >= currentPosIndex) roll++;
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currentPosIndex = roll;
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Location = positions[roll].tile;
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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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Console.WriteLine("Dash failed to spawn on " + location.Id);
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return;
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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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}
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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 (attackP1 != attackP2){
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if(attackP1) Attack(Server.P1);
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else if(attackP2) Attack(Server.P2);
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return;
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}
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Reset();
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}
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}
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}
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@ -5,7 +5,10 @@ using PacketLib;
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namespace FNAF_Server.Enemies;
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namespace FNAF_Server.Enemies;
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public abstract class Enemy : GlobalEnemy<MapTile, TileConnector> {
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public abstract class Enemy : GlobalEnemy<MapTile, TileConnector> {
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protected Enemy(int difficulty) : base(difficulty) {
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public int Difficulty { get; protected set; }
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protected Enemy(int difficulty) {
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Difficulty = difficulty;
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}
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}
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public abstract bool BlocksTile { get; set; }
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public abstract bool BlocksTile { get; set; }
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@ -27,4 +30,6 @@ public abstract class Enemy : GlobalEnemy<MapTile, TileConnector> {
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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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GameLogic.DeclareWinner(Server.OtherPlayer(player));
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}
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}
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public abstract void SetDifficulty(int difficulty);
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}
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}
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@ -19,14 +19,18 @@ public class LurkEnemy : Enemy {
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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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// private double movementChance => (2 + Math.Pow(1.5f, Difficulty)) / CHANCE_DENOMINATOR; // chance scales exponentially using a constant multiplier
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private MovementOpportunity movementOpportunity;
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private MovementOpportunity movementOpportunity;
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public ServerPlayer? Target{ get; set; }
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public LurkEnemy(int difficulty) : base(difficulty) {
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public LurkEnemy(int difficulty) : base(difficulty) {
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pathfinder = new LurkPathfinder(this, 1);
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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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}
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}
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public override void Spawn(MapTile location) {
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public override void Spawn(MapTile location) {
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base.Spawn(location);
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base.Spawn(location);
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// stopwatch.Start();
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// stopwatch.Start();
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movementOpportunity = new MovementOpportunity(5000, ((2 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (2 + Math.Pow(1.5f, 10)));
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movementOpportunity.Start();
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movementOpportunity.Start();
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pathfinder.takenPath.Add(Location);
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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(TypeId, Id, Difficulty, Location.Id)]);
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@ -35,17 +39,34 @@ public class LurkEnemy : Enemy {
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public override void Reset() {
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public override void Reset() {
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pathfinder.takenPath.Clear();
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pathfinder.takenPath.Clear();
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pathfinder.takenPath.Add(Location);
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pathfinder.takenPath.Add(Location);
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Target.state.power -= 30;
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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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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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Location = resetLocations[new Random().Next(resetLocations.Length)];
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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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.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (2 + Math.Pow(1.5f, 10));
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}
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public override void Update() {
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public override void Update() {
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base.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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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(10));
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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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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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switch (decision.type){
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switch (decision.type){
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case Pathfinder.Decision.MoveType:
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case Pathfinder.Decision.MoveType:
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Location = decision.nextTile!;
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Location = decision.nextTile!;
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}
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}
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private class LurkPathfinder : RoamingPathfinder {
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private class LurkPathfinder : RoamingPathfinder {
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// public override List<MapTile> FindPath(MapTile start, MapTile end) {
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// throw new NotImplementedException();
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// }
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private Random random = new();
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private Random random = new();
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private int tolerance;
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private int tolerance;
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@ -88,8 +105,8 @@ public class LurkEnemy : Enemy {
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if (Enemy.Location.GetConnector(goal)!.Blocked){
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if (Enemy.Location.GetConnector(goal)!.Blocked){
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return Decision.Reset();
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return Decision.Reset();
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}
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}
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return Decision.Attack(Server.P1); // TODO: un-hardcode this
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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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if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
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132
FNAF_Server/Enemies/MareEnemy.cs
Normal file
132
FNAF_Server/Enemies/MareEnemy.cs
Normal file
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@ -0,0 +1,132 @@
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using FNAF_Server.Map;
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using GlobalClassLib;
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using PacketLib;
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namespace FNAF_Server.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 bool BlocksTile{ get; set; } = true;
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private MarePathfinder pathfinder;
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private MovementOpportunity movementOpportunity;
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public ServerPlayer Target{ get; set; }
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public MareEnemy(int difficulty) : base(difficulty) {
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pathfinder = new MarePathfinder(this, 1);
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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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Target = Server.P1;
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}
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else{
|
||||||
|
Target = new Random().Next(2) == 0 ? Server.P1 : Server.P2;
|
||||||
|
}
|
||||||
|
|
||||||
|
movementOpportunity = new MovementOpportunity(5000);
|
||||||
|
SetDifficulty(difficulty);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Reset() {
|
||||||
|
pathfinder.takenPath.Clear();
|
||||||
|
Target = Server.OtherPlayer(Target);
|
||||||
|
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
|
||||||
|
if (decision.type == Pathfinder.Decision.MoveType){
|
||||||
|
Location = decision.nextTile!;
|
||||||
|
}
|
||||||
|
|
||||||
|
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetDifficulty(int difficulty) {
|
||||||
|
Difficulty = difficulty;
|
||||||
|
movementOpportunity.MovementChance =
|
||||||
|
((2 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (2 + Math.Pow(1.5f, 10));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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)]);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update() {
|
||||||
|
base.Update();
|
||||||
|
|
||||||
|
if (movementOpportunity.CheckAndRoll()){
|
||||||
|
if (Location.Owner != null && Location.Lit){
|
||||||
|
Attack(Location.Owner);
|
||||||
|
}
|
||||||
|
|
||||||
|
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
|
||||||
|
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 MarePathfinder : RoamingPathfinder {
|
||||||
|
private Random random = new();
|
||||||
|
|
||||||
|
private int tolerance;
|
||||||
|
public List<MapTile> takenPath = new();
|
||||||
|
|
||||||
|
public MarePathfinder(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(((MareEnemy)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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -5,11 +5,15 @@ namespace FNAF_Server.Enemies;
|
||||||
public class MovementOpportunity {
|
public class MovementOpportunity {
|
||||||
public int Interval{ get; set; }
|
public int Interval{ get; set; }
|
||||||
// public double ChanceDenominator;
|
// public double ChanceDenominator;
|
||||||
public double MovementChance{ get; set; }
|
public double MovementChance{
|
||||||
|
get;
|
||||||
|
set{
|
||||||
|
field = value;
|
||||||
|
GuaranteeSuccess(value >= 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public bool Running => stopwatch.IsRunning;
|
public bool Running => stopwatch.IsRunning;
|
||||||
|
|
||||||
public bool ConstantChance{ get; private set; }
|
|
||||||
|
|
||||||
private Stopwatch stopwatch = new();
|
private Stopwatch stopwatch = new();
|
||||||
private long stopwatchOffset = 0;
|
private long stopwatchOffset = 0;
|
||||||
|
|
@ -19,13 +23,10 @@ public class MovementOpportunity {
|
||||||
public MovementOpportunity(int intervalMs, double movementChance) {
|
public MovementOpportunity(int intervalMs, double movementChance) {
|
||||||
Interval = intervalMs;
|
Interval = intervalMs;
|
||||||
MovementChance = movementChance;
|
MovementChance = movementChance;
|
||||||
GuaranteeSuccess(false);
|
|
||||||
ConstantChance = true; // unused
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public MovementOpportunity(int intervalMs) {
|
public MovementOpportunity(int intervalMs) {
|
||||||
Interval = intervalMs;
|
Interval = intervalMs;
|
||||||
GuaranteeSuccess(true);
|
|
||||||
MovementChance = 1;
|
MovementChance = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -10,17 +10,23 @@ public class NekoEnemy : Enemy {
|
||||||
|
|
||||||
public NekoEnemy(int difficulty) : base(difficulty) {
|
public NekoEnemy(int difficulty) : base(difficulty) {
|
||||||
pathfinder = new NekoPathfinder(this, 1);
|
pathfinder = new NekoPathfinder(this, 1);
|
||||||
|
movementOpportunity = new MovementOpportunity(5000);
|
||||||
|
SetDifficulty(difficulty);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string Name{ get; } = "Neko";
|
public override string Name{ get; } = "Neko";
|
||||||
public override int TypeId{ get; } = 1;
|
public override int TypeId{ get; } = (int)EnemyType.NEKO;
|
||||||
public override bool BlocksTile{ get; set; } = true;
|
public override bool BlocksTile{ get; set; } = true;
|
||||||
|
|
||||||
|
public bool Aggressive = false;
|
||||||
|
|
||||||
|
public ServerPlayer? Target{ get; set; }
|
||||||
|
|
||||||
|
|
||||||
public override void Spawn(MapTile location) {
|
public override void Spawn(MapTile location) {
|
||||||
base.Spawn(location);
|
base.Spawn(location);
|
||||||
// stopwatch.Start();
|
// stopwatch.Start();
|
||||||
movementOpportunity = new MovementOpportunity(5000, ((2 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (2 + Math.Pow(1.5f, 10)));
|
|
||||||
movementOpportunity.Start();
|
movementOpportunity.Start();
|
||||||
pathfinder.takenPath.Add(Location);
|
pathfinder.takenPath.Add(Location);
|
||||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
||||||
|
|
@ -30,14 +36,38 @@ public class NekoEnemy : Enemy {
|
||||||
pathfinder.takenPath.Clear();
|
pathfinder.takenPath.Clear();
|
||||||
MapTile[] resetLocations = new[]{MapManager.Get(7), MapManager.Get(12), MapManager.Get(17)}.Where(t => EnemyManager.GetByLocation(t).Length == 0).ToArray();
|
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)];
|
Location = resetLocations[new Random().Next(resetLocations.Length)];
|
||||||
|
Aggressive = false;
|
||||||
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
|
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void SetDifficulty(int difficulty) {
|
||||||
|
Difficulty = difficulty;
|
||||||
|
movementOpportunity.MovementChance =
|
||||||
|
((2 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (2 + Math.Pow(1.5f, 10));
|
||||||
|
}
|
||||||
|
|
||||||
public override void Update() {
|
public override void Update() {
|
||||||
base.Update();
|
base.Update();
|
||||||
|
|
||||||
if (movementOpportunity.CheckAndRoll()){
|
if (Location.Owner != null && Location.Lit){
|
||||||
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(10));
|
Aggressive = true;
|
||||||
|
Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.state.pid, Id)]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (movementOpportunity.CheckAndRoll() || (Aggressive && GameLogic.NSecondUpdate)){
|
||||||
|
if (Target == null){
|
||||||
|
if (Server.P1.state.power > Server.P2.state.power){
|
||||||
|
Target = Server.P2;
|
||||||
|
}
|
||||||
|
else if (Server.P1.state.power < Server.P2.state.power){
|
||||||
|
Target = Server.P1;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
|
||||||
switch (decision.type){
|
switch (decision.type){
|
||||||
case Pathfinder.Decision.MoveType:
|
case Pathfinder.Decision.MoveType:
|
||||||
Location = decision.nextTile!;
|
Location = decision.nextTile!;
|
||||||
|
|
@ -51,6 +81,7 @@ public class NekoEnemy : Enemy {
|
||||||
Reset();
|
Reset();
|
||||||
break;
|
break;
|
||||||
case Pathfinder.Decision.WaitType:
|
case Pathfinder.Decision.WaitType:
|
||||||
|
Aggressive = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -64,6 +95,7 @@ public class NekoEnemy : Enemy {
|
||||||
|
|
||||||
public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
||||||
this.tolerance = tolerance;
|
this.tolerance = tolerance;
|
||||||
|
AdditionalTileFilter = t => ((NekoEnemy)Enemy).Aggressive || t.Owner == null || !t.Lit;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override Decision DecideNext(MapTile goal) {
|
public override Decision DecideNext(MapTile goal) {
|
||||||
|
|
@ -71,13 +103,15 @@ public class NekoEnemy : Enemy {
|
||||||
|
|
||||||
List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
|
List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
|
||||||
c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
|
c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
|
||||||
t => distances.ContainsKey(t) && distances[t] <= distances[Enemy.Location] + tolerance);
|
t =>
|
||||||
|
distances.ContainsKey(t) &&
|
||||||
|
distances[t] <= distances[Enemy.Location] + tolerance);
|
||||||
if (closerTiles.Contains(goal)){
|
if (closerTiles.Contains(goal)){
|
||||||
if (Enemy.Location.GetConnector(goal)!.Blocked){
|
if (Enemy.Location.GetConnector(goal)!.Blocked){
|
||||||
return Decision.Reset();
|
return Decision.Reset();
|
||||||
}
|
}
|
||||||
|
|
||||||
return Decision.Attack(Server.P1); // TODO: un-hardcode this
|
return Decision.Attack(((NekoEnemy)Enemy).Target);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
|
if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
|
||||||
|
|
|
||||||
|
|
@ -3,7 +3,12 @@ using GlobalClassLib;
|
||||||
|
|
||||||
namespace FNAF_Server.Enemies;
|
namespace FNAF_Server.Enemies;
|
||||||
|
|
||||||
public abstract class RoamingPathfinder : Pathfinder{
|
public abstract class RoamingPathfinder : Pathfinder {
|
||||||
|
|
||||||
|
protected Predicate<MapTile> AdditionalTileFilter = _ => true;
|
||||||
|
protected Predicate<TileConnector> AdditionalConnectorFilter = _ => true;
|
||||||
|
|
||||||
|
// private Func<TileConnector, MapTile, bool> defaultConnectorFilter;
|
||||||
protected RoamingPathfinder(Enemy enemy) : base(enemy) {
|
protected RoamingPathfinder(Enemy enemy) : base(enemy) {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -15,8 +20,12 @@ public abstract class RoamingPathfinder : Pathfinder{
|
||||||
|
|
||||||
private void CrawlStep(MapTile tile, Dictionary<MapTile, int> distances) {
|
private void CrawlStep(MapTile tile, Dictionary<MapTile, int> distances) {
|
||||||
List<MapTile> neighbours = GetNeighbours(tile,
|
List<MapTile> neighbours = GetNeighbours(tile,
|
||||||
c => (!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) && tile != Enemy.Location,
|
c =>
|
||||||
|
AdditionalConnectorFilter(c) &&
|
||||||
|
(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
|
||||||
|
tile != Enemy.Location,
|
||||||
t =>
|
t =>
|
||||||
|
AdditionalTileFilter(t) &&
|
||||||
(!distances.ContainsKey(t) || distances[t] > distances[tile]) &&
|
(!distances.ContainsKey(t) || distances[t] > distances[tile]) &&
|
||||||
(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
|
(!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));
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,8 @@ public class SpotEnemy : Enemy {
|
||||||
public SpotEnemy(int difficulty) : base(difficulty) {
|
public SpotEnemy(int difficulty) : base(difficulty) {
|
||||||
path = [MapManager.Get(10), MapManager.Get(11), MapManager.Get(12), MapManager.Get(13), MapManager.Get(14)];
|
path = [MapManager.Get(10), MapManager.Get(11), MapManager.Get(12), MapManager.Get(13), MapManager.Get(14)];
|
||||||
pathId = 2;
|
pathId = 2;
|
||||||
movementOpportunity = new(6000, (2 * Math.Sign(difficulty) + difficulty) / 12.0);
|
movementOpportunity = new(6000);
|
||||||
|
SetDifficulty(difficulty);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string Name{ get; } = "Spot";
|
public override string Name{ get; } = "Spot";
|
||||||
|
|
@ -30,6 +31,11 @@ public class SpotEnemy : Enemy {
|
||||||
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
|
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() {
|
public override void Update() {
|
||||||
if (GameLogic.NSecondUpdate){
|
if (GameLogic.NSecondUpdate){
|
||||||
if(!movementOpportunity.Running)
|
if(!movementOpportunity.Running)
|
||||||
|
|
|
||||||
|
|
@ -5,6 +5,7 @@
|
||||||
<TargetFramework>net9.0</TargetFramework>
|
<TargetFramework>net9.0</TargetFramework>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
|
<LangVersion>14</LangVersion>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
|
|
||||||
|
|
@ -60,13 +60,15 @@ public class GameLogic {
|
||||||
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false, YourTiles = p1Tiles.ToArray(), OpponentTiles = p2Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P1.peer);
|
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false, YourTiles = p1Tiles.ToArray(), OpponentTiles = p2Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P1.peer);
|
||||||
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true, YourTiles = p2Tiles.ToArray(), OpponentTiles = p1Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P2.peer);
|
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true, YourTiles = p2Tiles.ToArray(), OpponentTiles = p1Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P2.peer);
|
||||||
|
|
||||||
EnemyManager.AddEnemy(new SpotEnemy(0)).Spawn(MapManager.Get(12));
|
|
||||||
EnemyManager.AddEnemy(new LurkEnemy(0)).Spawn(MapManager.Get(12));
|
|
||||||
EnemyManager.AddEnemy(new NekoEnemy(10)).Spawn(MapManager.Get(2));
|
|
||||||
|
|
||||||
Thread.Sleep(3000);
|
Thread.Sleep(3000);
|
||||||
secondCycleTimer.Start();
|
secondCycleTimer.Start();
|
||||||
Server.SendUpdateToAll([GameEvent.GAME_START()]);
|
Server.SendUpdateToAll([GameEvent.GAME_START()]);
|
||||||
|
|
||||||
|
EnemyManager.AddEnemy(new SpotEnemy(10)).Spawn(MapManager.Get(12));
|
||||||
|
// EnemyManager.AddEnemy(new LurkEnemy(10)).Spawn(MapManager.Get(12));
|
||||||
|
// EnemyManager.AddEnemy(new NekoEnemy(10)).Spawn(MapManager.Get(2));
|
||||||
|
// EnemyManager.AddEnemy(new DashEnemy(10)).Spawn(MapManager.Get(12));
|
||||||
|
// EnemyManager.AddEnemy(new MareEnemy(0)).Spawn(MapManager.Get(22));
|
||||||
}
|
}
|
||||||
public static void Update() {
|
public static void Update() {
|
||||||
if(secondCycleTimer.Check()) NSecondUpdate = true;
|
if(secondCycleTimer.Check()) NSecondUpdate = true;
|
||||||
|
|
|
||||||
|
|
@ -35,7 +35,7 @@ public static class MapManager {
|
||||||
for (int j = 0; j < 2; j++){
|
for (int j = 0; j < 2; j++){
|
||||||
map[i, j] = new MapTile(CoordsToId(i, j)){Owner = Server.P1};
|
map[i, j] = new MapTile(CoordsToId(i, j)){Owner = Server.P1};
|
||||||
}
|
}
|
||||||
map[i, 2] = new MapTile(CoordsToId(i, 2));
|
map[i, 2] = new MapTile(CoordsToId(i, 2)){Lit = true};
|
||||||
for (int j = 3; j < 5; j++){
|
for (int j = 3; j < 5; j++){
|
||||||
map[i, j] = new MapTile(CoordsToId(i, j)){Owner = Server.P2};
|
map[i, j] = new MapTile(CoordsToId(i, j)){Owner = Server.P2};
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,6 @@
|
||||||
namespace GlobalClassLib;
|
namespace GlobalClassLib;
|
||||||
|
|
||||||
public abstract class GlobalEnemy<TTile, TCon> where TTile : GlobalMapTile<TCon, TTile> where TCon : GlobalTileConnector<TTile, TCon> {
|
public abstract class GlobalEnemy<TTile, TCon> where TTile : GlobalMapTile<TCon, TTile> where TCon : GlobalTileConnector<TTile, TCon> {
|
||||||
public int Difficulty { get; set; }
|
|
||||||
public TTile? Location { get; set; }
|
public TTile? Location { get; set; }
|
||||||
public bool Visible { get; set; }
|
public bool Visible { get; set; }
|
||||||
public abstract string Name{ get; }
|
public abstract string Name{ get; }
|
||||||
|
|
@ -14,20 +13,19 @@ public abstract class GlobalEnemy<TTile, TCon> where TTile : GlobalMapTile<TCon,
|
||||||
|
|
||||||
// public static Dictionary<TTile, GlobalEnemy<TTile, TCon>> PresentEnemies = new();
|
// public static Dictionary<TTile, GlobalEnemy<TTile, TCon>> PresentEnemies = new();
|
||||||
|
|
||||||
public GlobalEnemy(int difficulty) {
|
public GlobalEnemy() {
|
||||||
Difficulty = difficulty;
|
|
||||||
Id = nextId++;
|
Id = nextId++;
|
||||||
}
|
}
|
||||||
|
|
||||||
public GlobalEnemy(int difficulty, int id) {
|
public GlobalEnemy(int id) {
|
||||||
Difficulty = difficulty;
|
|
||||||
Id = id;
|
Id = id;
|
||||||
}
|
}
|
||||||
public virtual void Spawn(TTile location) {
|
public virtual void Spawn(TTile? location) {
|
||||||
// PresentEnemies.Add(location, this);
|
// PresentEnemies.Add(location, this);
|
||||||
Location = location;
|
Location = location;
|
||||||
Visible = true;
|
Visible = true;
|
||||||
Console.WriteLine($"Enemy {Id} ({Name}) spawned at {location.Id} {location.GridPosition}");
|
Console.WriteLine($"Enemy {Id} ({Name}) spawned at {(location == null ? "" : location.Id)} {(location == null ? "" : location.GridPosition)}");
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void Update() { }
|
public virtual void Update() { }
|
||||||
|
|
|
||||||
|
|
@ -24,6 +24,7 @@ public struct GameEvent : INetSerializable{
|
||||||
public static GameEvent POWER_TICK(int pid, int power) => new(){ID = 13, Args = [pid, power]};
|
public static GameEvent POWER_TICK(int pid, int power) => new(){ID = 13, Args = [pid, power]};
|
||||||
public static GameEvent POWER_OUT(int pid) => new(){ID = 14, Args = [pid]};
|
public static GameEvent POWER_OUT(int pid) => new(){ID = 14, Args = [pid]};
|
||||||
public static GameEvent TOGGLE_LIGHT(int pid, int camId, bool state) => new(){ID = 15, Args = [pid, camId, state ? 1 : 0]};
|
public static GameEvent TOGGLE_LIGHT(int pid, int camId, bool state) => new(){ID = 15, Args = [pid, camId, state ? 1 : 0]};
|
||||||
|
public static GameEvent NEKO_ANGERED(int pid, int enemyId) => new(){ID = 16, Args = [pid, enemyId]};
|
||||||
|
|
||||||
public int ID{ get; set; }
|
public int ID{ get; set; }
|
||||||
public bool Hideable => ID < 0;
|
public bool Hideable => ID < 0;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue