První 3 monstra z plánovaných pěti. Kompletní pathfinding i zrcadlení do clienta. Útoky implementované nejsou. Lurk a Neko jsou hardcoded aby útočili na P1.
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4484b127c5
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27 changed files with 772 additions and 47 deletions
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@ -11,6 +11,7 @@ public class CommandProcessor {
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switch (playerCommand.ID){
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case 0:
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Console.WriteLine($"C: Player {pid} switched to camera {playerCommand.Args[0]}");
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currentPlayer.state.camera = playerCommand.Args[0];
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Server.SendUpdateToAll([GameEvent.SWITCH_CAM(pid, playerCommand.Args[0])]);
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break;
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case 1:
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@ -20,8 +21,10 @@ public class CommandProcessor {
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Server.SendUpdateToAll([GameEvent.TOGGLE_MONITOR(pid, monitorState)]);
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break;
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case 2:
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bool doorState = playerCommand.Args[1] == 1;
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bool doorState = playerCommand.Args[1] == 1; // TODO: block office doors
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currentPlayer.state.doorStates[playerCommand.Args[0]] = doorState;
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MapManager.Get(currentPlayer.state.officeTileId).GetConnector(currentPlayer.state.neighbouringTiles[playerCommand.Args[0]]).Blocked = doorState;
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Console.WriteLine($"C: Player {pid} {(doorState ? "closed" : "opened")} door {playerCommand.Args[0]}");
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Server.SendUpdateToAll([GameEvent.TOGGLE_DOOR_OFFICE(pid,playerCommand.Args[0] ,doorState)]);
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break;
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26
FNAF_Server/Enemies/Enemy.cs
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26
FNAF_Server/Enemies/Enemy.cs
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@ -0,0 +1,26 @@
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using FNAF_Server.Map;
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using GlobalClassLib;
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namespace FNAF_Server.Enemies;
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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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}
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public abstract bool BlocksTile { get; set; }
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public bool Spawned { get; set; }
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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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Spawn(location);
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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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Spawned = true;
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// EnemyManager.AddEnemy(this);
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}
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public abstract void Reset();
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public abstract void Attack(ServerPlayer player);
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}
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29
FNAF_Server/Enemies/EnemyManager.cs
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29
FNAF_Server/Enemies/EnemyManager.cs
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@ -0,0 +1,29 @@
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using FNAF_Server.Map;
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namespace FNAF_Server.Enemies;
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public 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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foreach (var pair in enemies){
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if (pair.Value.Spawned) pair.Value.Update();
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}
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}
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public static Enemy AddEnemy(Enemy enemy) {
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enemies.Add(enemy.Id, enemy);
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return enemy;
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}
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public static Enemy[] GetByLocation(MapTile tile) {
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List<Enemy> output = new();
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foreach (var e in enemies.Values){
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if (e.Location == tile){
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output.Add(e);
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}
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}
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return output.ToArray();
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}
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}
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118
FNAF_Server/Enemies/LurkEnemy.cs
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118
FNAF_Server/Enemies/LurkEnemy.cs
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@ -0,0 +1,118 @@
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using System.Diagnostics;
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using System.Reflection;
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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 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 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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private MovementOpportunity movementOpportunity;
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public LurkEnemy(int difficulty) : base(difficulty) {
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pathfinder = new LurkPathfinder(this, 1);
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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 = 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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pathfinder.takenPath.Add(Location);
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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 Reset() {
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pathfinder.takenPath.Clear();
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pathfinder.takenPath.Add(Location);
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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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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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public override void Attack(ServerPlayer player) {
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throw new NotImplementedException();
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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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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(10));
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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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break;
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case Pathfinder.Decision.AttackType:
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throw new NotImplementedException();
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case Pathfinder.Decision.ResetType:
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Reset();
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break;
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case Pathfinder.Decision.WaitType:
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break;
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}
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}
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}
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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 int tolerance;
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public List<MapTile> takenPath = new();
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public LurkPathfinder(Enemy enemy, int tolerance) : base(enemy) {
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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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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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return Decision.Attack(Server.P1); // TODO: un-hardcode this
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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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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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return Decision.Wait();
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}
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}
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}
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60
FNAF_Server/Enemies/MovementOpportunity.cs
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60
FNAF_Server/Enemies/MovementOpportunity.cs
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@ -0,0 +1,60 @@
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using System.Diagnostics;
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namespace FNAF_Server.Enemies;
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public class MovementOpportunity {
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public int Interval{ get; set; }
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// public double ChanceDenominator;
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public double MovementChance{ get; set; }
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public bool Running => stopwatch.IsRunning;
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public bool ConstantChance{ get; private set; }
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private Stopwatch stopwatch = new();
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private int stopwatchOffset = 0;
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private Random random = new();
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public MovementOpportunity(int intervalMs, double movementChance) {
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Interval = intervalMs;
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MovementChance = movementChance;
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GuaranteeSuccess(false);
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ConstantChance = true; // unused
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}
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public MovementOpportunity(int intervalMs) {
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Interval = intervalMs;
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GuaranteeSuccess(true);
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MovementChance = 1;
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}
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public void Start() {
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stopwatch.Start();
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}
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public void Stop() {
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stopwatch.Stop();
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}
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public bool Check() {
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if (stopwatch.ElapsedMilliseconds + stopwatchOffset >= Interval){
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stopwatchOffset = (int)(stopwatch.ElapsedMilliseconds - Interval);
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stopwatch.Restart();
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return true;
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}
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return false;
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}
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public bool Roll() => roll();
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private Func<bool> roll = () => true;
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public bool CheckAndRoll() {
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if (Check()) return Roll();
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return false;
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}
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public void GuaranteeSuccess(bool value) {
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roll = value ? () => true : () => random.NextDouble() <= MovementChance;
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}
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}
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106
FNAF_Server/Enemies/NekoEnemy.cs
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106
FNAF_Server/Enemies/NekoEnemy.cs
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@ -0,0 +1,106 @@
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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 NekoEnemy : Enemy {
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private MovementOpportunity movementOpportunity;
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private NekoPathfinder pathfinder;
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public NekoEnemy(int difficulty) : base(difficulty) {
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pathfinder = new NekoPathfinder(this, 1);
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}
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public override string Name{ get; } = "Neko";
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public override int TypeId{ get; } = 1;
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public override bool BlocksTile{ get; set; } = true;
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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 = 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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pathfinder.takenPath.Add(Location);
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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 Reset() {
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pathfinder.takenPath.Clear();
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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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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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public override void Attack(ServerPlayer player) {
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throw new NotImplementedException();
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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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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(10));
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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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break;
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case Pathfinder.Decision.AttackType:
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throw new NotImplementedException();
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case Pathfinder.Decision.ResetType:
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Reset();
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break;
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case Pathfinder.Decision.WaitType:
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break;
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}
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}
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}
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private class NekoPathfinder : RoamingPathfinder {
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private Random random = new();
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private int tolerance;
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public List<MapTile> takenPath = new();
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public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy) {
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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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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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return Decision.Attack(Server.P1); // TODO: un-hardcode this
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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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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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return Decision.Wait();
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}
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}
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}
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36
FNAF_Server/Enemies/Pathfinder.cs
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36
FNAF_Server/Enemies/Pathfinder.cs
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@ -0,0 +1,36 @@
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using FNAF_Server.Map;
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namespace FNAF_Server.Enemies;
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public abstract class Pathfinder {
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public Enemy Enemy;
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public Pathfinder(Enemy enemy) {
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Enemy = enemy;
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}
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public abstract Decision DecideNext(MapTile goal);
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// protected abstract Dictionary<MapTile, int> Crawl(MapTile tile); // fill Distances with all reachable tiles
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protected virtual List<MapTile> GetNeighbours(MapTile tile, Predicate<TileConnector> connectorFilter, Predicate<MapTile> tileFilter) {
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return tile.GetAllConnectors().Where(c => connectorFilter(c)).Select(c => c.OtherTile(tile)).Where(t => tileFilter(t)).ToList();
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}
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public class Decision {
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public int type;
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public MapTile? nextTile;
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public ServerPlayer? attackTarget;
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private Decision() { }
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public static Decision Move(MapTile tile) => new() { type = MoveType, nextTile = tile };
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public static Decision Attack(ServerPlayer player) => new(){ type = AttackType, attackTarget = player };
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public static Decision Reset() => new(){ type = ResetType };
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public static Decision Wait() => new(){ type = WaitType };
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public const int MoveType = 0;
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public const int AttackType = 1;
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public const int ResetType = 2;
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public const int WaitType = 3;
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}
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}
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29
FNAF_Server/Enemies/RoamingPathfinder.cs
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29
FNAF_Server/Enemies/RoamingPathfinder.cs
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@ -0,0 +1,29 @@
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using FNAF_Server.Map;
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using GlobalClassLib;
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namespace FNAF_Server.Enemies;
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public abstract class RoamingPathfinder : Pathfinder{
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protected RoamingPathfinder(Enemy enemy) : base(enemy) {
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}
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protected Dictionary<MapTile, int> Crawl(MapTile tile) {
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Dictionary<MapTile, int> distances = new(){ [tile] = 0 };
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CrawlStep(tile, distances);
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return distances;
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}
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private void CrawlStep(MapTile tile, Dictionary<MapTile, int> distances) {
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List<MapTile> neighbours = GetNeighbours(tile,
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c => (!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) && tile != Enemy.Location,
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t =>
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(!distances.ContainsKey(t) || distances[t] > distances[tile]) &&
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(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)));
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neighbours.ForEach(t => distances[t] = distances[tile] + tile.GetConnector(t)!.Value);
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if (neighbours.Count != 0){
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neighbours.ForEach(t => CrawlStep(t, distances));
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}
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}
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}
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95
FNAF_Server/Enemies/SpotEnemy.cs
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95
FNAF_Server/Enemies/SpotEnemy.cs
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@ -0,0 +1,95 @@
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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 SpotEnemy : Enemy {
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public SpotEnemy(int difficulty) : base(difficulty) {
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path = [MapManager.Get(10), MapManager.Get(11), MapManager.Get(12), MapManager.Get(13), MapManager.Get(14)];
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pathId = 2;
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movementOpportunity = new(6000, (2 * Math.Sign(difficulty) + difficulty) / 12.0);
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}
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public override string Name{ get; } = "Spot";
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public override int TypeId{ get; } = (int)EnemyType.SPOT;
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public override bool BlocksTile{ get; set; } = false;
|
||||
|
||||
public bool Active{ get; set; } = false;
|
||||
|
||||
private MovementOpportunity movementOpportunity;
|
||||
private MapTile[] path;
|
||||
private int pathId;
|
||||
|
||||
private int p1WatchCounter = 0;
|
||||
private int p2WatchCounter = 0;
|
||||
|
||||
public override void Reset() {
|
||||
pathId = 2;
|
||||
Location = path[pathId];
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
|
||||
}
|
||||
|
||||
public override void Attack(ServerPlayer player) {
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public override void Update() {
|
||||
if (GameLogic.NSecondUpdate){
|
||||
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++;
|
||||
|
||||
Console.WriteLine($"P1: {p1WatchCounter} | P2: {p2WatchCounter}");
|
||||
}
|
||||
}
|
||||
|
||||
if (movementOpportunity.CheckAndRoll()){
|
||||
if(!Active) {
|
||||
Active = true;
|
||||
movementOpportunity.Interval = 12_000;
|
||||
movementOpportunity.GuaranteeSuccess(true);
|
||||
Server.SendUpdateToAll([GameEvent.SPOT_SET_ACTIVE(Id, true)]);
|
||||
}
|
||||
else{
|
||||
movementOpportunity.Interval = 6000;
|
||||
movementOpportunity.GuaranteeSuccess(false);
|
||||
movementOpportunity.Stop();
|
||||
|
||||
if (p1WatchCounter > p2WatchCounter){
|
||||
pathId++;
|
||||
if (Location.GetConnector(path[pathId])!.Blocked){
|
||||
Reset();
|
||||
}
|
||||
else if (pathId == path.Length - 1){
|
||||
Attack(Server.P1);
|
||||
}
|
||||
}
|
||||
else if (p2WatchCounter > p1WatchCounter){
|
||||
pathId--;
|
||||
if (Location.GetConnector(path[pathId])!.Blocked){
|
||||
Reset();
|
||||
}
|
||||
else if (pathId == 0){
|
||||
Attack(Server.P2);
|
||||
}
|
||||
}
|
||||
|
||||
Location = path[pathId];
|
||||
Active = false;
|
||||
p1WatchCounter = 0;
|
||||
p2WatchCounter = 0;
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id), GameEvent.SPOT_SET_ACTIVE(Id, false)]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Spawn(MapTile location) {
|
||||
base.Spawn(location);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +1,5 @@
|
|||
using System.Diagnostics;
|
||||
using FNAF_Server.Enemies;
|
||||
using FNAF_Server.Map;
|
||||
using GlobalClassLib;
|
||||
using PacketLib;
|
||||
|
|
@ -7,10 +9,19 @@ namespace FNAF_Server;
|
|||
public class GameLogic {
|
||||
|
||||
public const int START_CAMERA = 12;
|
||||
|
||||
private static MovementOpportunity secondCycleTimer = new(1000);
|
||||
public static bool NSecondUpdate{ get; private set; } = false;
|
||||
|
||||
public static MapTile P1Office;
|
||||
public static MapTile P2Office;
|
||||
public static MapTile[] Offices =>[P1Office, P2Office];
|
||||
|
||||
public static void Init() {
|
||||
// Create map
|
||||
MapManager.InitMap();
|
||||
P1Office = MapManager.Get(10);
|
||||
P2Office = MapManager.Get(14);
|
||||
|
||||
//Send map to client
|
||||
TileConnector[] connectors = MapManager.GetAllConnectors();
|
||||
|
|
@ -20,13 +31,21 @@ public class GameLogic {
|
|||
connectorsConverted[i * 3 + 1] = connectors[i].Tiles.tile2.Id;
|
||||
connectorsConverted[i * 3 + 2] = (int)connectors[i].Type;
|
||||
}
|
||||
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true}, Server.P1.peer);
|
||||
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false}, Server.P2.peer);
|
||||
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false}, Server.P1.peer);
|
||||
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true}, Server.P2.peer);
|
||||
|
||||
// EnemyManager.AddEnemy(new LurkEnemy(0)).Spawn(MapManager.Get(12));
|
||||
EnemyManager.AddEnemy(new NekoEnemy(10)).Spawn(MapManager.Get(2));
|
||||
EnemyManager.AddEnemy(new SpotEnemy(0)).Spawn(MapManager.Get(12));
|
||||
|
||||
secondCycleTimer.Start();
|
||||
}
|
||||
public static void Update() {
|
||||
if(secondCycleTimer.Check()) NSecondUpdate = true;
|
||||
|
||||
EnemyManager.Update();
|
||||
|
||||
NSecondUpdate = false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -107,18 +107,26 @@ public class Server {
|
|||
},
|
||||
username = packet.username
|
||||
});
|
||||
|
||||
SendPacket(new JoinAcceptPacket { state = newPlayer.state }, peer);
|
||||
|
||||
|
||||
|
||||
if (Players.Count == 1){
|
||||
newPlayer.state.officeTileId = 10;
|
||||
newPlayer.state.neighbouringTiles = [5, 11, 15];
|
||||
SendPacket(new JoinAcceptPacket { state = newPlayer.state }, peer);
|
||||
P1 = newPlayer;
|
||||
}
|
||||
else{
|
||||
newPlayer.state.officeTileId = 14;
|
||||
newPlayer.state.neighbouringTiles = [19, 13, 9];
|
||||
|
||||
SendPacket(new JoinAcceptPacket { state = newPlayer.state }, peer);
|
||||
P2 = newPlayer;
|
||||
|
||||
SendPacket(new OpponentInitPacket{state = newPlayer.state}, P1.peer);
|
||||
SendPacket(new OpponentInitPacket{state = P1.state}, P2.peer);
|
||||
GameLogic.Init(); // TODO: move this to the condition above to wait for the other player
|
||||
GameLogic.Init();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static void OnNetworkReceive(NetPeer peer, NetPacketReader reader, DeliveryMethod deliveryMethod) {
|
||||
|
|
@ -133,29 +141,12 @@ public class Server {
|
|||
|
||||
public static void OnCommandReceived(PlayerCommandPacket packet, NetPeer peer) {
|
||||
CommandProcessor.Evaluate(packet.commands, peer.Id);
|
||||
|
||||
// PlayerCommand[] commands = packet.commands;
|
||||
|
||||
// foreach (var playerCommand in commands){
|
||||
// switch (playerCommand.ID){
|
||||
// case 0:
|
||||
// Console.WriteLine($"C: Player {peer.Id} switched to camera {playerCommand.Args[0]}");
|
||||
// SendUpdateToAll([GameEvent.SWITCH_CAM(peer.Id, playerCommand.Args[0])]);
|
||||
// break;
|
||||
// case 1:
|
||||
// bool newState = !Players[(uint)peer.Id].state.monitorUp;
|
||||
// Players[(uint)peer.Id].state.monitorUp = newState;
|
||||
// Console.WriteLine($"C: Player {peer.Id} toggled camera {(newState ? "on" : "off")}");
|
||||
// SendUpdateToAll([GameEvent.TOGGLE_MONITOR(peer.Id, newState)]);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
public static void Update() {
|
||||
server.PollEvents();
|
||||
// Console.WriteLine("update");
|
||||
GameLogic.Update(); // TODO: add a parameter for player input
|
||||
GameLogic.Update();
|
||||
}
|
||||
|
||||
public static void Run(CancellationToken cancellationToken = default)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue