Zvuky, změny v pathfindingu, přidány ventilace
This commit is contained in:
parent
4fdff0a0cc
commit
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36 changed files with 527 additions and 143 deletions
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@ -5,6 +5,7 @@
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@ -37,7 +37,7 @@ public class Client {
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public static ClientPlayer Opponent { get; } = new();
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public static ClientPlayer GetPlayer(int pid) => Player.state.pid == pid ? Player : Opponent;
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public static void Connect(string endPoint, int port) {
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State = ConnectionState.CONNECTING;
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writer = new NetDataWriter();
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@ -34,6 +34,7 @@ public class CommandManager {
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Client.Player.state.monitorUp = !Client.Player.state.monitorUp;
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UIManager.ChangeMonitorState(Client.Player.state.monitorUp);
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Client.SendCommands([PlayerCommand.SET_MONITOR(Client.Player.state.monitorUp)]);
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SoundManager.PlayMonitorFlip();
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}
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private static void ToggleDoorLeft() => SendToggleDoor(Direction.EAST);
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@ -54,6 +55,7 @@ public class CommandManager {
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if (direction == Direction.SOUTH) return;
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Client.Player.state.doorStates[(int)direction] = !Client.Player.state.doorStates[(int)direction];
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UIManager.ChangeDoorState(direction, Client.Player.state.doorStates[(int)direction]);
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SoundManager.PlayDoor(Client.Player.state.doorStates[(int)direction]);
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Client.SendCommands([PlayerCommand.SET_DOOR_OFFICE(direction, Client.Player.state.doorStates[(int)direction])]);
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}
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@ -63,6 +65,7 @@ public class CommandManager {
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connector.Blocked = !connector.Blocked;
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Client.SendCommands([PlayerCommand.SET_DOOR_REMOTE(connector.Id, connector.Blocked)]);
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SoundManager.PlayDoorRemote(connector.Blocked);
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UIManager.ChangeRemoteDoorState(connector.Id, connector.Blocked);
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// Console.WriteLine("Changed door state to: " + (connector.Blocked ? "blocked" : "open") + " for door " + connector);
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// add UIManager toggle door
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@ -73,6 +76,7 @@ public class CommandManager {
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Client.Player.state.camera = id;
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UIManager.ChangeCamera(id);
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SoundManager.PlayCameraSwitch();
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Client.SendCommands([PlayerCommand.SWITCH_CAM(id)]);
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MapTileProjection tile = ClientMapManager.Get(id);
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// add UIManager switch camera
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@ -88,6 +92,7 @@ public class CommandManager {
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if(!Client.Player.state.monitorUp || ClientMapManager.Get(id).Owner != Client.Player) return;
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ClientMapManager.Get(id).Lit = state;
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UIManager.UpdateCameras([id]);
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SoundManager.PlayLight(state);
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Client.SendCommands([PlayerCommand.SET_LIGHT(id, state)]);
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}
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}
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@ -95,3 +95,123 @@
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/processorParam:TextureFormat=Compressed
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/build:ponderosa.spritefont
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#begin sounds/ambience.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/ambience.wav
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#begin sounds/camera-switch.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/camera-switch.wav
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#begin sounds/dash-move.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/dash-move.wav
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#begin sounds/dash-sounds-raw.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/dash-sounds-raw.wav
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#begin sounds/door-close-remote.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/door-close-remote.wav
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#begin sounds/door-close.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/door-close.wav
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#begin sounds/door-open-remote.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/door-open-remote.wav
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#begin sounds/door-open.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/door-open.wav
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#begin sounds/jumpscare.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/jumpscare.wav
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#begin sounds/light-off.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/light-off.wav
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#begin sounds/light-on.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/light-on.wav
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#begin sounds/mare-move.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/mare-move.wav
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#begin sounds/monitor-flip.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/monitor-flip.wav
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#begin sounds/neko-angry.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/neko-angry.wav
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#begin sounds/neko-move1.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/neko-move1.wav
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#begin sounds/neko-purr.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/neko-purr.wav
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#begin sounds/powerout.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/powerout.wav
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#begin sounds/spot-activate.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/spot-activate.wav
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#begin sounds/spot-move.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/spot-move.wav
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#begin sounds/vent-walk.wav
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/importer:WavImporter
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/processor:SoundEffectProcessor
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/processorParam:Quality=Best
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/build:sounds/vent-walk.wav
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BIN
FNAF_Clone/Content/sounds/ambience.wav
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BIN
FNAF_Clone/Content/sounds/ambience.wav
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FNAF_Clone/Content/sounds/camera-switch.wav
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BIN
FNAF_Clone/Content/sounds/camera-switch.wav
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BIN
FNAF_Clone/Content/sounds/dash-move.wav
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BIN
FNAF_Clone/Content/sounds/dash-move.wav
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BIN
FNAF_Clone/Content/sounds/dash-sounds-raw.wav
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BIN
FNAF_Clone/Content/sounds/dash-sounds-raw.wav
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BIN
FNAF_Clone/Content/sounds/door-close-remote.wav
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BIN
FNAF_Clone/Content/sounds/door-close-remote.wav
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BIN
FNAF_Clone/Content/sounds/door-close.wav
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BIN
FNAF_Clone/Content/sounds/door-close.wav
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BIN
FNAF_Clone/Content/sounds/door-open-remote.wav
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BIN
FNAF_Clone/Content/sounds/door-open-remote.wav
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BIN
FNAF_Clone/Content/sounds/door-open.wav
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BIN
FNAF_Clone/Content/sounds/door-open.wav
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BIN
FNAF_Clone/Content/sounds/jumpscare.wav
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BIN
FNAF_Clone/Content/sounds/jumpscare.wav
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FNAF_Clone/Content/sounds/light-off.wav
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BIN
FNAF_Clone/Content/sounds/light-off.wav
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BIN
FNAF_Clone/Content/sounds/light-on.wav
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BIN
FNAF_Clone/Content/sounds/light-on.wav
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BIN
FNAF_Clone/Content/sounds/mare-move.wav
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BIN
FNAF_Clone/Content/sounds/mare-move.wav
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BIN
FNAF_Clone/Content/sounds/monitor-flip.wav
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BIN
FNAF_Clone/Content/sounds/monitor-flip.wav
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BIN
FNAF_Clone/Content/sounds/neko-angry.wav
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BIN
FNAF_Clone/Content/sounds/neko-angry.wav
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BIN
FNAF_Clone/Content/sounds/neko-move1.wav
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BIN
FNAF_Clone/Content/sounds/neko-move1.wav
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BIN
FNAF_Clone/Content/sounds/neko-purr.wav
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BIN
FNAF_Clone/Content/sounds/neko-purr.wav
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BIN
FNAF_Clone/Content/sounds/powerout.wav
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FNAF_Clone/Content/sounds/powerout.wav
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FNAF_Clone/Content/sounds/spot-activate.wav
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FNAF_Clone/Content/sounds/spot-activate.wav
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BIN
FNAF_Clone/Content/sounds/spot-move.wav
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FNAF_Clone/Content/sounds/spot-move.wav
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BIN
FNAF_Clone/Content/sounds/vent-walk.wav
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FNAF_Clone/Content/sounds/vent-walk.wav
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@ -77,25 +77,29 @@ public class EventProcessor {
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int oldPos = ClientEnemyManager.Get(e.Args[0]).Location!.Id;
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ClientEnemyManager.Move(e.Args[0], ClientMapManager.Get(e.Args[1]));
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UIManager.UpdateCameras([oldPos, e.Args[1]]);
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SoundManager.PlayEnemyMove(ClientEnemyManager.Get(e.Args[0]));
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break;
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case 8: // attack
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Console.WriteLine($"E: Enemy {e.Args[0]} attacked player {e.Args[1]}"); // TODO: add an arg to indicate lethality
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if (e.Args[1] == Client.Player.state.pid) {
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UIManager.Jumpscare(ClientEnemyManager.Get(e.Args[0]));
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SoundManager.PlayJumpscare();
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}
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break;
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case 9:
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case 9: // reset
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Console.WriteLine($"E: Enemy {e.Args[0]} reset to {e.Args[1]}");
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int preResetPos = ClientEnemyManager.Get(e.Args[0]).Location!.Id;
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ClientEnemyManager.Move(e.Args[0], ClientMapManager.Get(e.Args[1]));
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UIManager.UpdateCameras([preResetPos, e.Args[1]]);
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SoundManager.PlayEnemyReset(ClientEnemyManager.Get(e.Args[0]));
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break;
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case 10:
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Console.WriteLine($"E: Spot:{e.Args[0]} turned {(e.Args[1] == 1 ? "on" : " off")}");
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ClientEnemyManager.Get(e.Args[0]).Sprite.SetTexture(e.Args[1] == 1 ? 0 : 1);
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SoundManager.PlaySpotActivate();
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break;
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case 11:
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@ -103,10 +107,11 @@ public class EventProcessor {
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if(Client.Player.state.pid == e.Args[0]) UIManager.ShowVictoryScreen();
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break;
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case 12:
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case 12: // game start
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Console.WriteLine("E: Game started");
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UIManager.DisplayGameUI();
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UIManager.StartTimer();
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SoundManager.StartAmbience();
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break;
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case 13:
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@ -140,6 +145,7 @@ public class EventProcessor {
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UIManager.ChangeDoorState(Direction.WEST, false);
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CommandManager.AllowGameControls(false);
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UIManager.ChangeMonitorState(false);
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SoundManager.PlayPowerOut();
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}
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else{
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UIManager.ChangeDoorStateOpponent(Direction.EAST, false);
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@ -159,8 +165,17 @@ public class EventProcessor {
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}
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ClientMapManager.Get(e.Args[1]).Lit = lightState;
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UIManager.UpdateCameras([e.Args[1]]);
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break;
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case 16: // neko anger
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SoundManager.PlayNekoAnger();
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break;
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case 17:
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SoundManager.PlayVentWalk();
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break;
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}
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}
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}
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@ -49,6 +49,8 @@ public class UIManager {
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private static InputListenerHook monitorSwitchHook;
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private static bool fullBright = false; // Debug
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public static void LoadAssets() {
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testAtlas = TextureAtlas.FromFile(Core.content, "images/testBlocks-definition.xml");
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OfficeAtlas = TextureAtlas.FromFile(Core.content, "images/office-definition.xml");
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@ -202,7 +204,7 @@ public class UIManager {
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int stateInt = state ? 1 : 0;
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switch ((int)dir){
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case 0:
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case 0:
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officeScreen["office_left"].SetTexture(stateInt);
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monitorScreen["p1-office-door-left"].SetTexture(stateInt);
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break;
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@ -214,7 +216,7 @@ public class UIManager {
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officeScreen["office_right"].SetTexture(stateInt);
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monitorScreen["p1-office-door-right"].SetTexture(stateInt);
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break;
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}
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}
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}
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public static void ChangeDoorStateOpponent(Direction dir, bool state) { // TODO: overload to avoid excessive casting
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@ -239,6 +241,7 @@ public class UIManager {
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public static void ChangeMonitorState(bool state) {
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Screen.SetScreen(state ? ScreenTypes.CAMERAS : ScreenTypes.OFFICE);
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UpdateCameras([Client.Player.state.camera]);
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}
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public static void ChangeMonitorStateOpponent(bool state) {
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@ -259,7 +262,7 @@ public class UIManager {
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}
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if (camIds.Contains(Client.Player.state.camera)){
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bool lit = ClientMapManager.Get(Client.Player.state.camera).Lit;
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bool lit = ClientMapManager.Get(Client.Player.state.camera).Lit || fullBright;
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cameraView.Visible = lit;
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enemyElements.Values.Where(e => e.Visible).ToList().ForEach(e => e.Visible = false);
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ClientEnemy[] enemies = ClientEnemyManager.GetByLocation(ClientMapManager.Get(Client.Player.state.camera));
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@ -270,6 +273,13 @@ public class UIManager {
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enemyElement.Visible = true;
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enemyElement.SetTexture(lit);
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}
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|
||||
if (!lit && Client.Player.state.monitorUp && enemies.Any(e => e.TypeId == (int)EnemyType.NEKO)){
|
||||
SoundManager.StartNekoPurr();
|
||||
}
|
||||
else{
|
||||
SoundManager.StopNekoPurr();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -293,6 +303,7 @@ public class UIManager {
|
|||
Screen.SetScreen(ScreenTypes.WIN);
|
||||
Screen.DisableOverlay();
|
||||
CommandManager.AllowGameControls(false);
|
||||
SoundManager.StopAmbience();
|
||||
InputManager.AddListener(Keys.Space, DisplayMainMenu, InputTiming.PRESS, new InputListenerHook(true, true));
|
||||
}
|
||||
|
||||
|
|
@ -300,6 +311,7 @@ public class UIManager {
|
|||
Screen.SetScreen(ScreenTypes.LOSE);
|
||||
Screen.DisableOverlay();
|
||||
CommandManager.AllowGameControls(false);
|
||||
SoundManager.StopAmbience();
|
||||
InputManager.AddListener(Keys.Space, DisplayMainMenu, InputTiming.PRESS, new InputListenerHook(true, true));
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -29,6 +29,7 @@ public class GameMain() : Core("fnafkooo", 1280, 720, false) {
|
|||
|
||||
protected override void LoadContent() {
|
||||
UIManager.LoadAssets();
|
||||
SoundManager.LoadSounds();
|
||||
// spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
// font = Content.Load<SpriteFont>("font");
|
||||
}
|
||||
|
|
|
|||
164
FNAF_Clone/SoundManager.cs
Normal file
164
FNAF_Clone/SoundManager.cs
Normal file
|
|
@ -0,0 +1,164 @@
|
|||
using System;
|
||||
using GlobalClassLib;
|
||||
using Microsoft.Xna.Framework.Audio;
|
||||
using MonoGameLibrary;
|
||||
|
||||
namespace FNAF_Clone;
|
||||
|
||||
public static class SoundManager {
|
||||
private static SoundEffect ambience;
|
||||
private static SoundEffect ventWalk;
|
||||
private static SoundEffect camSwitch;
|
||||
private static SoundEffect lightOff;
|
||||
private static SoundEffect lightOn;
|
||||
private static SoundEffect doorClose;
|
||||
private static SoundEffect doorCloseRemote;
|
||||
private static SoundEffect doorOpen;
|
||||
private static SoundEffect doorOpenRemote;
|
||||
private static SoundEffect monitorFlip;
|
||||
private static SoundEffect powerOut;
|
||||
private static SoundEffect mareMove;
|
||||
private static SoundEffect dashMove;
|
||||
private static SoundEffect spotMove;
|
||||
private static SoundEffect spotActivate;
|
||||
private static SoundEffect nekoPurr;
|
||||
private static SoundEffect jumpscare;
|
||||
private static SoundEffect nekoAnger;
|
||||
private static SoundEffect nekoMove;
|
||||
|
||||
private static SoundEffectInstance ambienceInstance;
|
||||
private static SoundEffectInstance nekoPurrInstance;
|
||||
|
||||
private static Random random = new();
|
||||
|
||||
public static void LoadSounds() {
|
||||
ambience = Core.content.Load<SoundEffect>("sounds/ambience");
|
||||
ventWalk = Core.content.Load<SoundEffect>("sounds/vent-walk");
|
||||
camSwitch = Core.content.Load<SoundEffect>("sounds/camera-switch");
|
||||
lightOff = Core.content.Load<SoundEffect>("sounds/light-off");
|
||||
lightOn = Core.content.Load<SoundEffect>("sounds/light-on");
|
||||
doorClose = Core.content.Load<SoundEffect>("sounds/door-close");
|
||||
doorCloseRemote = Core.content.Load<SoundEffect>("sounds/door-close-remote");
|
||||
doorOpen = Core.content.Load<SoundEffect>("sounds/door-open");
|
||||
doorOpenRemote = Core.content.Load<SoundEffect>("sounds/door-open-remote");
|
||||
monitorFlip = Core.content.Load<SoundEffect>("sounds/monitor-flip");
|
||||
powerOut = Core.content.Load<SoundEffect>("sounds/powerout");
|
||||
mareMove = Core.content.Load<SoundEffect>("sounds/mare-move");
|
||||
dashMove = Core.content.Load<SoundEffect>("sounds/dash-move");
|
||||
spotMove = Core.content.Load<SoundEffect>("sounds/spot-move");
|
||||
spotActivate = Core.content.Load<SoundEffect>("sounds/spot-activate");
|
||||
nekoPurr = Core.content.Load<SoundEffect>("sounds/neko-purr");
|
||||
jumpscare = Core.content.Load<SoundEffect>("sounds/jumpscare");
|
||||
nekoAnger = Core.content.Load<SoundEffect>("sounds/neko-angry");
|
||||
nekoMove = Core.content.Load<SoundEffect>("sounds/neko-move1");
|
||||
|
||||
nekoPurrInstance = nekoPurr.CreateInstance();
|
||||
ambienceInstance = ambience.CreateInstance();
|
||||
}
|
||||
|
||||
public static void StartAmbience() {
|
||||
ambienceInstance = ambience.CreateInstance();
|
||||
ambienceInstance.IsLooped = true;
|
||||
ambienceInstance.Volume = 0.75f;
|
||||
ambienceInstance.Play();
|
||||
}
|
||||
public static void StopAmbience() {
|
||||
ambienceInstance.Stop();
|
||||
}
|
||||
|
||||
public static void PlayDoor(bool doorState) {
|
||||
if (doorState){
|
||||
doorClose.Play();
|
||||
}
|
||||
else{
|
||||
doorOpen.Play();
|
||||
}
|
||||
}
|
||||
public static void PlayDoorRemote(bool doorState) {
|
||||
if (doorState){
|
||||
doorCloseRemote.Play();
|
||||
}
|
||||
else{
|
||||
doorOpenRemote.Play();
|
||||
}
|
||||
}
|
||||
|
||||
public static void PlayLight(bool lightState) {
|
||||
if (lightState){
|
||||
lightOn.Play();
|
||||
}
|
||||
else{
|
||||
lightOff.Play();
|
||||
}
|
||||
}
|
||||
|
||||
public static void PlayJumpscare() => jumpscare.Play();
|
||||
|
||||
public static void PlayPowerOut() => powerOut.Play();
|
||||
|
||||
public static void PlayNekoMove() => nekoMove.Play();
|
||||
|
||||
public static void PlayNekoAnger() => nekoAnger.Play();
|
||||
|
||||
public static void PlaySpotActivate() => spotActivate.Play();
|
||||
|
||||
public static void PlaySpotMove() => spotMove.Play();
|
||||
|
||||
public static void PlayDashMove() => dashMove.Play();
|
||||
|
||||
public static void PlayMareMove() => mareMove.Play();
|
||||
|
||||
public static void PlayMonitorFlip() => monitorFlip.Play();
|
||||
|
||||
public static void PlayCameraSwitch() => camSwitch.Play();
|
||||
|
||||
public static void PlayVentWalk() => ventWalk.Play();
|
||||
|
||||
public static void StartNekoPurr() {
|
||||
nekoPurrInstance = nekoPurr.CreateInstance();
|
||||
nekoPurrInstance.IsLooped = true;
|
||||
nekoPurrInstance.Play();
|
||||
}
|
||||
|
||||
public static void StopNekoPurr() {
|
||||
nekoPurrInstance.Stop();
|
||||
}
|
||||
|
||||
private static SoundEffectInstance GetRandomisedPitchInstance(SoundEffect effect) {
|
||||
SoundEffectInstance instance = effect.CreateInstance();
|
||||
instance.Pitch = (float)(random.NextDouble() - 0.5) / 5;
|
||||
instance.Play();
|
||||
return instance;
|
||||
}
|
||||
|
||||
public static void PlayEnemyMove(ClientEnemy enemy) {
|
||||
switch ((EnemyType)enemy.TypeId){
|
||||
case EnemyType.NEKO:
|
||||
PlayNekoMove();
|
||||
break;
|
||||
case EnemyType.SPOT:
|
||||
PlaySpotMove();
|
||||
break;
|
||||
case EnemyType.MARE:
|
||||
PlayMareMove();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public static void PlayEnemyReset(ClientEnemy enemy) {
|
||||
switch ((EnemyType)enemy.TypeId){
|
||||
case EnemyType.NEKO:
|
||||
PlayNekoMove();
|
||||
break;
|
||||
case EnemyType.SPOT:
|
||||
PlaySpotMove();
|
||||
break;
|
||||
case EnemyType.MARE:
|
||||
PlayMareMove();
|
||||
break;
|
||||
case EnemyType.DASH:
|
||||
PlayDashMove();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
5
FNAF_Server/Enemies/ITargetingEnemy.cs
Normal file
5
FNAF_Server/Enemies/ITargetingEnemy.cs
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
namespace FNAF_Server.Enemies;
|
||||
|
||||
public interface ITargetingEnemy {
|
||||
ServerPlayer Target { get; set; }
|
||||
}
|
||||
|
|
@ -32,13 +32,13 @@ public class LurkEnemy : Enemy {
|
|||
base.Spawn(location);
|
||||
// stopwatch.Start();
|
||||
movementOpportunity.Start();
|
||||
pathfinder.takenPath.Add(Location);
|
||||
pathfinder.TakenPath.Add(Location);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
||||
}
|
||||
|
||||
public override void Reset() {
|
||||
pathfinder.takenPath.Clear();
|
||||
pathfinder.takenPath.Add(Location);
|
||||
pathfinder.TakenPath.Clear();
|
||||
pathfinder.TakenPath.Add(Location);
|
||||
|
||||
Target.state.power -= 30;
|
||||
|
||||
|
|
@ -69,6 +69,9 @@ public class LurkEnemy : Enemy {
|
|||
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
|
||||
switch (decision.type){
|
||||
case Pathfinder.Decision.MoveType:
|
||||
if (Location.GetConnector(decision.nextTile!)!.Type == ConnectorType.VENT){
|
||||
Server.SendUpdateToAll([GameEvent.VENT_USED()]);
|
||||
}
|
||||
Location = decision.nextTile!;
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
|
||||
Console.WriteLine($"Enemy {TypeId} ({Name}) moving to {Location.PositionAsString})");
|
||||
|
|
@ -86,46 +89,43 @@ public class LurkEnemy : Enemy {
|
|||
}
|
||||
|
||||
private class LurkPathfinder : RoamingPathfinder {
|
||||
private Random random = new();
|
||||
// private Random random = new();
|
||||
|
||||
private int tolerance;
|
||||
public List<MapTile> takenPath = new();
|
||||
|
||||
public LurkPathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
||||
public LurkPathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
|
||||
this.tolerance = tolerance;
|
||||
}
|
||||
|
||||
public override Decision DecideNext(MapTile goal) {
|
||||
Dictionary<MapTile, int> distances = Crawl(goal);
|
||||
|
||||
List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
|
||||
c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
|
||||
t => distances.ContainsKey(t) && distances[t] <= distances[Enemy.Location] + tolerance);
|
||||
if (closerTiles.Contains(goal)){
|
||||
if (Enemy.Location.GetConnector(goal)!.Blocked){
|
||||
return Decision.Reset();
|
||||
}
|
||||
|
||||
return Decision.Attack(((LurkEnemy)Enemy).Target);
|
||||
}
|
||||
|
||||
if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
|
||||
takenPath.Clear();
|
||||
return DecideNext(goal);
|
||||
}
|
||||
closerTiles.RemoveAll(t => takenPath.Contains(t));
|
||||
|
||||
closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value);
|
||||
double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]);
|
||||
foreach (var tile in closerTiles){
|
||||
if (roll <= 1.0 / distances[tile]){
|
||||
takenPath.Add(tile);
|
||||
return Decision.Move(tile);
|
||||
}
|
||||
roll -= 1.0 / distances[tile];
|
||||
}
|
||||
|
||||
return Decision.Wait();
|
||||
}
|
||||
// public override Decision DecideNext(MapTile goal) {
|
||||
// Dictionary<MapTile, int> distances = Crawl(goal);
|
||||
//
|
||||
// List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
|
||||
// c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
|
||||
// t => distances.ContainsKey(t) && distances[t] <= distances[Enemy.Location] + tolerance);
|
||||
// if (closerTiles.Contains(goal)){
|
||||
// if (Enemy.Location.GetConnector(goal)!.Blocked){
|
||||
// return Decision.Reset();
|
||||
// }
|
||||
//
|
||||
// return Decision.Attack(((LurkEnemy)Enemy).Target);
|
||||
// }
|
||||
//
|
||||
// if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
|
||||
// takenPath.Clear();
|
||||
// return DecideNext(goal);
|
||||
// }
|
||||
// closerTiles.RemoveAll(t => takenPath.Contains(t));
|
||||
//
|
||||
// closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value);
|
||||
// double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]);
|
||||
// foreach (var tile in closerTiles){
|
||||
// if (roll <= 1.0 / distances[tile]){
|
||||
// takenPath.Add(tile);
|
||||
// return Decision.Move(tile);
|
||||
// }
|
||||
// roll -= 1.0 / distances[tile];
|
||||
// }
|
||||
//
|
||||
// return Decision.Wait();
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
|
@ -31,7 +31,7 @@ public class MareEnemy : Enemy {
|
|||
}
|
||||
|
||||
public override void Reset() {
|
||||
pathfinder.takenPath.Clear();
|
||||
pathfinder.TakenPath.Clear();
|
||||
Target = Server.OtherPlayer(Target);
|
||||
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
|
||||
if (decision.type == Pathfinder.Decision.MoveType){
|
||||
|
|
@ -53,7 +53,7 @@ public class MareEnemy : Enemy {
|
|||
// stopwatch.Start();
|
||||
|
||||
movementOpportunity.Start();
|
||||
pathfinder.takenPath.Add(Location);
|
||||
pathfinder.TakenPath.Add(Location);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
||||
}
|
||||
|
||||
|
|
@ -87,46 +87,44 @@ public class MareEnemy : Enemy {
|
|||
|
||||
|
||||
private class MarePathfinder : RoamingPathfinder {
|
||||
private Random random = new();
|
||||
|
||||
private int tolerance;
|
||||
public List<MapTile> takenPath = new();
|
||||
|
||||
public MarePathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
||||
// private Random random = new();
|
||||
|
||||
public MarePathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
|
||||
this.tolerance = tolerance;
|
||||
AdditionalConnectorFilter = c => c.Type != ConnectorType.VENT;
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
// 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();
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
|
@ -6,10 +6,10 @@ namespace FNAF_Server.Enemies;
|
|||
|
||||
public class NekoEnemy : Enemy {
|
||||
private MovementOpportunity movementOpportunity;
|
||||
private NekoPathfinder pathfinder;
|
||||
private RoamingPathfinder pathfinder;
|
||||
|
||||
public NekoEnemy(int difficulty) : base(difficulty) {
|
||||
pathfinder = new NekoPathfinder(this, 1);
|
||||
public NekoEnemy(int difficulty) : base(difficulty) {
|
||||
pathfinder = new RoamingPathfinder(this, 1){AdditionalTileFilter = t => Aggressive || t.Owner == null || !t.Lit};
|
||||
movementOpportunity = new MovementOpportunity(5000);
|
||||
SetDifficulty(difficulty);
|
||||
|
||||
|
|
@ -28,15 +28,16 @@ public class NekoEnemy : Enemy {
|
|||
base.Spawn(location);
|
||||
// stopwatch.Start();
|
||||
movementOpportunity.Start();
|
||||
pathfinder.takenPath.Add(Location);
|
||||
pathfinder.TakenPath.Add(Location);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
||||
}
|
||||
|
||||
public override void Reset() {
|
||||
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();
|
||||
Location = resetLocations[new Random().Next(resetLocations.Length)];
|
||||
Aggressive = false;
|
||||
Target = Server.OtherPlayer(Target);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
|
||||
}
|
||||
|
||||
|
|
@ -49,7 +50,7 @@ public class NekoEnemy : Enemy {
|
|||
public override void Update() {
|
||||
base.Update();
|
||||
|
||||
if (Location.Owner != null && Location.Lit){
|
||||
if (Location.Owner != null && Location.Lit && !Aggressive){
|
||||
Aggressive = true;
|
||||
Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.state.pid, Id)]);
|
||||
}
|
||||
|
|
@ -70,6 +71,9 @@ public class NekoEnemy : Enemy {
|
|||
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
|
||||
switch (decision.type){
|
||||
case Pathfinder.Decision.MoveType:
|
||||
if (Location.GetConnector(decision.nextTile!)!.Type == ConnectorType.VENT){
|
||||
Server.SendUpdateToAll([GameEvent.VENT_USED()]);
|
||||
}
|
||||
Location = decision.nextTile!;
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
|
||||
Console.WriteLine($"Enemy {TypeId} ({Name}) moving to {Location.PositionAsString})");
|
||||
|
|
@ -88,49 +92,46 @@ public class NekoEnemy : Enemy {
|
|||
}
|
||||
|
||||
private class NekoPathfinder : RoamingPathfinder {
|
||||
private Random random = new();
|
||||
// private Random random = new();
|
||||
|
||||
private int tolerance;
|
||||
public List<MapTile> takenPath = new();
|
||||
|
||||
public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
||||
public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
|
||||
this.tolerance = tolerance;
|
||||
AdditionalTileFilter = t => ((NekoEnemy)Enemy).Aggressive || t.Owner == null || !t.Lit;
|
||||
}
|
||||
|
||||
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(((NekoEnemy)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();
|
||||
}
|
||||
// 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(((NekoEnemy)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();
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
|
@ -3,13 +3,18 @@ using GlobalClassLib;
|
|||
|
||||
namespace FNAF_Server.Enemies;
|
||||
|
||||
public abstract class RoamingPathfinder : Pathfinder {
|
||||
public class RoamingPathfinder : Pathfinder {
|
||||
|
||||
protected Predicate<MapTile> AdditionalTileFilter = _ => true;
|
||||
protected Predicate<TileConnector> AdditionalConnectorFilter = _ => true;
|
||||
public Predicate<MapTile> AdditionalTileFilter{ get; set; } = _ => true;
|
||||
public Predicate<TileConnector> AdditionalConnectorFilter{ get; set; } = _ => true;
|
||||
|
||||
protected int tolerance;
|
||||
public List<MapTile> TakenPath { get; } = new();
|
||||
|
||||
private Random random = new();
|
||||
// private Func<TileConnector, MapTile, bool> defaultConnectorFilter;
|
||||
protected RoamingPathfinder(Enemy enemy) : base(enemy) {
|
||||
public RoamingPathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
||||
this.tolerance = tolerance;
|
||||
}
|
||||
|
||||
protected Dictionary<MapTile, int> Crawl(MapTile tile) {
|
||||
|
|
@ -23,10 +28,10 @@ public abstract class RoamingPathfinder : Pathfinder {
|
|||
c =>
|
||||
AdditionalConnectorFilter(c) &&
|
||||
(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
|
||||
tile != Enemy.Location,
|
||||
tile != Enemy.Location &&
|
||||
(!distances.ContainsKey(c.OtherTile(tile)) || distances[c.OtherTile(tile)] > distances[tile] + c.Value),
|
||||
t =>
|
||||
AdditionalTileFilter(t) &&
|
||||
(!distances.ContainsKey(t) || distances[t] > distances[tile]) &&
|
||||
(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
|
||||
Server.Players.All(p => p.Value.state.officeTileId != t.Id));
|
||||
|
||||
|
|
@ -36,4 +41,42 @@ public abstract class RoamingPathfinder : Pathfinder {
|
|||
neighbours.ForEach(t => CrawlStep(t, distances));
|
||||
}
|
||||
}
|
||||
|
||||
public override Decision DecideNext(MapTile goal) {
|
||||
Dictionary<MapTile, int> distances = Crawl(goal);
|
||||
|
||||
List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
|
||||
c => AdditionalConnectorFilter(c) && !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
|
||||
t => AdditionalTileFilter(t) && distances.ContainsKey(t) && distances[t] + t.GetConnector(Enemy.Location).Value <= distances[Enemy.Location] + tolerance);
|
||||
if (closerTiles.Contains(goal)){
|
||||
if (Enemy.Location.GetConnector(goal)!.Blocked){
|
||||
return Decision.Reset();
|
||||
}
|
||||
|
||||
IEnumerable<ServerPlayer> players = Server.Players.Values.Where(p => p.state.officeTileId == goal.Id);
|
||||
if (players.Count() == 1){
|
||||
return Decision.Attack(players.First());
|
||||
}
|
||||
return Decision.Move(goal);
|
||||
}
|
||||
|
||||
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){
|
||||
double value = 1.0 / distances[tile];
|
||||
if (roll <= value){
|
||||
TakenPath.Add(tile);
|
||||
return Decision.Move(tile);
|
||||
}
|
||||
roll -= value;
|
||||
}
|
||||
|
||||
return Decision.Wait();
|
||||
}
|
||||
}
|
||||
|
|
@ -20,6 +20,8 @@ public class GameLogic {
|
|||
public static int OfficeDoorUsage{ get; set; } = 10;
|
||||
public static int RemoteDoorUsage{ get; set; } = 3;
|
||||
public static int LightUsage{ get; set; } = 2;
|
||||
|
||||
private static bool unlimitedPower = false; // Debug
|
||||
|
||||
// public const int POWER_MAX = 1000;
|
||||
// public static int P1Power{ get; set; } = Power.MAX_POWER_VALUE;
|
||||
|
|
@ -64,11 +66,11 @@ public class GameLogic {
|
|||
secondCycleTimer.Start();
|
||||
Server.SendUpdateToAll([GameEvent.GAME_START()]);
|
||||
|
||||
EnemyManager.AddEnemy(new SpotEnemy(10)).Spawn(MapManager.Get(12));
|
||||
// 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 NekoEnemy(10)).Spawn(MapManager.Get(2));
|
||||
// EnemyManager.AddEnemy(new DashEnemy(10)).Spawn(MapManager.Get(12));
|
||||
// EnemyManager.AddEnemy(new MareEnemy(0)).Spawn(MapManager.Get(22));
|
||||
// EnemyManager.AddEnemy(new MareEnemy(10)).Spawn(MapManager.Get(22));
|
||||
}
|
||||
public static void Update() {
|
||||
if(secondCycleTimer.Check()) NSecondUpdate = true;
|
||||
|
|
@ -86,7 +88,12 @@ public class GameLogic {
|
|||
}
|
||||
// Server.SendUpdateToAll([GameEvent.POWER_OUT(player.state.pid)]);
|
||||
}
|
||||
|
||||
|
||||
if (unlimitedPower){ // Debug
|
||||
Server.P1.state.power = Power.MAX_POWER_VALUE;
|
||||
Server.P2.state.power = Power.MAX_POWER_VALUE;
|
||||
}
|
||||
|
||||
Server.SendUpdateToAll([GameEvent.POWER_TICK(Server.P1.state.pid, Server.P1.state.power), GameEvent.POWER_TICK(Server.P2.state.pid, Server.P2.state.power)]);
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ public static class MapManager {
|
|||
[(4, 0)] =[(4, 1, 1, ConnectorType.DOOR_REMOTE)],
|
||||
[(0, 1)] =[(1, 1, 1, ConnectorType.HALL)],
|
||||
[(1, 1)] =[(1, 2, 1, ConnectorType.DOOR_REMOTE)],
|
||||
[(2, 1)] =[(2, 2, 1, ConnectorType.HALL), (2, 0, 1, ConnectorType.DOOR_OFFICE)],
|
||||
[(2, 1)] =[(2, 2, 2, ConnectorType.HALL), (2, 0, 1, ConnectorType.DOOR_OFFICE)],
|
||||
[(3, 1)] =[(3, 2, 1, ConnectorType.DOOR_REMOTE), (4, 1, 1, ConnectorType.HALL)]
|
||||
};
|
||||
|
||||
|
|
@ -29,6 +29,8 @@ public static class MapManager {
|
|||
[(2,2)] = [(3,2,1)],
|
||||
[(3,2)] = [(4,2,1)]
|
||||
};
|
||||
|
||||
private static (int x, int y)[] ventTiles =[(0, 1), (4, 1), (2, 2), (0, 3), (4, 3)];
|
||||
|
||||
public static void InitMap() {
|
||||
for (int i = 0; i < 5; i++){
|
||||
|
|
@ -56,6 +58,15 @@ public static class MapManager {
|
|||
doors = GetAllConnectors().Where(c => c.Type == ConnectorType.DOOR_OFFICE || c.Type == ConnectorType.DOOR_REMOTE).ToList();
|
||||
doorsP1 = doors.Where(c => c.Owner == Server.P1).ToList();
|
||||
doorsP2 = doors.Where(c => c.Owner == Server.P2).ToList();
|
||||
|
||||
foreach (var tile1Coords in ventTiles){
|
||||
MapTile tile1 = map[tile1Coords.x, tile1Coords.y];
|
||||
foreach (var tile2Coords in ventTiles){
|
||||
MapTile tile2 = map[tile2Coords.x, tile2Coords.y];
|
||||
if(tile1.GetConnector(tile2) != null || tile1 == tile2) continue;
|
||||
tile1.AddConnector(new TileConnector(tile2, ConnectorType.VENT, 2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static TileConnector[] GetAllConnectors() {
|
||||
|
|
|
|||
|
|
@ -25,6 +25,7 @@ public struct GameEvent : INetSerializable{
|
|||
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 NEKO_ANGERED(int pid, int enemyId) => new(){ID = 16, Args = [pid, enemyId]};
|
||||
public static GameEvent VENT_USED() => new(){ID = 17};
|
||||
|
||||
public int ID{ get; set; }
|
||||
public bool Hideable => ID < 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue