Projekt přejmenován. Neko nastaven na výchozí pozici
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104 changed files with 873 additions and 208 deletions
70
ONDServer/Enemies/DashEnemy.cs
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70
ONDServer/Enemies/DashEnemy.cs
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using System.Net.Mime;
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using GlobalClassLib;
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using ONDServer.Map;
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using PacketLib;
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namespace ONDServer.Enemies;
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public class DashEnemy : Enemy {
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public DashEnemy(int difficulty) : base(difficulty) {
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movementOpportunity = new(5000);
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SetDifficulty(difficulty);
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}
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public override string Name{ get; } = "Dash";
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public override int TypeId{ get; } = (int)EnemyType.DASH;
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public override bool BlocksTile{ get; set; } = false;
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private MovementOpportunity movementOpportunity;
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private readonly (MapTile tile, Direction p1AttackDir, Direction p2AttackDir)[] positions =[
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(MapManager.Get(7), Direction.EAST, Direction.WEST),
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(MapManager.Get(12), Direction.NORTH, Direction.NORTH),
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(MapManager.Get(17), Direction.WEST, Direction.EAST)
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];
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private int currentPosIndex = 0;
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private Random random = new();
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public override void Reset() {
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int roll = random.Next(0, positions.Length - 1);
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if (roll >= currentPosIndex) roll++;
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currentPosIndex = roll;
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Location = positions[roll].tile;
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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public override void SetDifficulty(int difficulty) {
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Difficulty = difficulty;
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movementOpportunity.MovementChance = (2 * Math.Sign(difficulty) + difficulty) / 12.0;
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}
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public override void Spawn(MapTile location) {
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currentPosIndex = positions.ToList().FindIndex(p => p.tile == location);
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if (currentPosIndex == -1){
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Console.WriteLine("Dash failed to spawn on " + location.Id);
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return;
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}
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base.Spawn(location);
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movementOpportunity.Start();
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
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}
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public override void Update() {
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base.Update();
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if (movementOpportunity.CheckAndRoll()){
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bool attackP1 = !Server.P1.state.doorStates[(int)positions[currentPosIndex].p1AttackDir];
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bool attackP2 = !Server.P2.state.doorStates[(int)positions[currentPosIndex].p2AttackDir];
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if (attackP1 != attackP2){
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if(attackP1) Attack(Server.P1);
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else if(attackP2) Attack(Server.P2);
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return;
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}
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Reset();
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}
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}
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}
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35
ONDServer/Enemies/Enemy.cs
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35
ONDServer/Enemies/Enemy.cs
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using GlobalClassLib;
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using ONDServer.Map;
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using PacketLib;
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namespace ONDServer.Enemies;
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public abstract class Enemy : GlobalEnemy<MapTile, TileConnector> {
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public int Difficulty { get; protected set; }
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protected Enemy(int difficulty) {
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Difficulty = difficulty;
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}
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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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}
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public abstract void Reset();
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public virtual void Attack(ServerPlayer player) {
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Server.SendUpdateToAll([GameEvent.ENEMY_ATTACK(Id, player.state.pid)]);
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GameLogic.DeclareWinner(Server.OtherPlayer(player));
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}
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public abstract void SetDifficulty(int difficulty);
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}
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32
ONDServer/Enemies/EnemyManager.cs
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32
ONDServer/Enemies/EnemyManager.cs
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using ONDServer.Map;
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namespace ONDServer.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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public static Enemy Get(int id) => enemies[id];
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public static Enemy[] GetAll() => enemies.Values.ToArray();
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}
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5
ONDServer/Enemies/ITargetingEnemy.cs
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5
ONDServer/Enemies/ITargetingEnemy.cs
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namespace ONDServer.Enemies;
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public interface ITargetingEnemy {
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ServerPlayer Target { get; set; }
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}
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131
ONDServer/Enemies/LurkEnemy.cs
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131
ONDServer/Enemies/LurkEnemy.cs
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using System.Diagnostics;
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using System.Reflection;
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using GlobalClassLib;
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using ONDServer.Map;
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using PacketLib;
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namespace ONDServer.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 ServerPlayer? Target{ get; set; }
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public LurkEnemy(int difficulty) : base(difficulty) {
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pathfinder = new LurkPathfinder(this, 1);
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movementOpportunity = new MovementOpportunity(5000);
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Target = null;
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SetDifficulty(difficulty);
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}
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public override void Spawn(MapTile location) {
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base.Spawn(location);
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// stopwatch.Start();
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movementOpportunity.Start();
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pathfinder.TakenPath.Add(Location);
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
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}
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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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Target.state.power -= 30;
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MapTile[] resetLocations = new[]{MapManager.Get(7), MapManager.Get(12), MapManager.Get(17)}.Where(t => EnemyManager.GetByLocation(t).Length == 0).ToArray();
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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 SetDifficulty(int difficulty) {
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Difficulty = difficulty;
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movementOpportunity.MovementChance = ((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
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}
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public override void Update() {
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base.Update();
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if (movementOpportunity.CheckAndRoll()){
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if (Server.P1.state.power > Server.P2.state.power){
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Target = Server.P1;
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}
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else if (Server.P1.state.power < Server.P2.state.power){
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Target = Server.P2;
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}
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else{
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return;
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}
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
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switch (decision.type){
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case Pathfinder.Decision.MoveType:
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if (Location.GetConnector(decision.nextTile!)!.Type == ConnectorType.VENT){
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Server.SendUpdateToAll([GameEvent.VENT_USED()]);
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}
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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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Attack(decision.attackTarget!);
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break;
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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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// private Random random = new();
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public LurkPathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
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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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//
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// List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
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// c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
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// t => distances.ContainsKey(t) && distances[t] <= distances[Enemy.Location] + tolerance);
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// if (closerTiles.Contains(goal)){
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// if (Enemy.Location.GetConnector(goal)!.Blocked){
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// return Decision.Reset();
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// }
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//
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// return Decision.Attack(((LurkEnemy)Enemy).Target);
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// }
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//
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// if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
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// takenPath.Clear();
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// return DecideNext(goal);
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// }
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// closerTiles.RemoveAll(t => takenPath.Contains(t));
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//
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// closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value);
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// double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]);
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// foreach (var tile in closerTiles){
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// if (roll <= 1.0 / distances[tile]){
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// takenPath.Add(tile);
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// return Decision.Move(tile);
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// }
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// roll -= 1.0 / distances[tile];
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// }
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//
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// return Decision.Wait();
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// }
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}
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}
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130
ONDServer/Enemies/MareEnemy.cs
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130
ONDServer/Enemies/MareEnemy.cs
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using GlobalClassLib;
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using ONDServer.Map;
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using PacketLib;
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namespace ONDServer.Enemies;
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public class MareEnemy : Enemy {
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public override string Name{ get; } = "Mare";
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public override int TypeId{ get; } = (int)EnemyType.MARE;
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public override bool BlocksTile{ get; set; } = true;
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private MarePathfinder pathfinder;
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private MovementOpportunity movementOpportunity;
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public ServerPlayer Target{ get; set; }
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public MareEnemy(int difficulty) : base(difficulty) {
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pathfinder = new MarePathfinder(this, 1);
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if (Server.P1.state.power > Server.P2.state.power){
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Target = Server.P2;
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}
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else if(Server.P1.state.power < Server.P2.state.power){
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Target = Server.P1;
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}
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else{
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Target = new Random().Next(2) == 0 ? Server.P1 : Server.P2;
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}
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movementOpportunity = new MovementOpportunity(5000);
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SetDifficulty(difficulty);
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}
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public override void Reset() {
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pathfinder.TakenPath.Clear();
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Target = Server.OtherPlayer(Target);
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
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if (decision.type == Pathfinder.Decision.MoveType){
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Location = decision.nextTile!;
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}
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);;
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}
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public override void SetDifficulty(int difficulty) {
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Difficulty = difficulty;
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movementOpportunity.MovementChance =
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((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
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}
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public override void Spawn(MapTile location) {
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base.Spawn(location);
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// stopwatch.Start();
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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 Update() {
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base.Update();
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if (movementOpportunity.CheckAndRoll()){
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if (Location.Owner != null && Location.Lit){
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Attack(Location.Owner);
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}
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Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId));
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switch (decision.type){
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case Pathfinder.Decision.MoveType:
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Location = decision.nextTile!;
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Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
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Console.WriteLine($"Enemy {TypeId} ({Name}) moving to {Location.PositionAsString})");
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break;
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case Pathfinder.Decision.AttackType:
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Attack(decision.attackTarget!);
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break;
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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 MarePathfinder : RoamingPathfinder {
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// private Random random = new();
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public MarePathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) {
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this.tolerance = tolerance;
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AdditionalConnectorFilter = c => c.Type != ConnectorType.VENT;
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}
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// public override Decision DecideNext(MapTile goal) {
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// Dictionary<MapTile, int> distances = Crawl(goal);
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//
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// List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
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// c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
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// t => distances.ContainsKey(t) && distances[t] <= distances[Enemy.Location] + tolerance);
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// if (closerTiles.Contains(goal)){
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// if (Enemy.Location.GetConnector(goal)!.Blocked){
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// return Decision.Reset();
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// }
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//
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// return Decision.Attack(((MareEnemy)Enemy).Target);
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// }
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//
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// if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){
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// takenPath.Clear();
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// return DecideNext(goal);
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// }
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// closerTiles.RemoveAll(t => takenPath.Contains(t));
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//
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// closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value);
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// double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]);
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// foreach (var tile in closerTiles){
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// if (roll <= 1.0 / distances[tile]){
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// takenPath.Add(tile);
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// return Decision.Move(tile);
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// }
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// roll -= 1.0 / distances[tile];
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// }
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//
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// return Decision.Wait();
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// }
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}
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}
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62
ONDServer/Enemies/MovementOpportunity.cs
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62
ONDServer/Enemies/MovementOpportunity.cs
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using System.Diagnostics;
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namespace ONDServer.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{
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get;
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set{
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field = value;
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GuaranteeSuccess(value >= 1);
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}
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}
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public bool Running => stopwatch.IsRunning;
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private Stopwatch stopwatch = new();
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private long 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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}
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public MovementOpportunity(int intervalMs) {
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Interval = intervalMs;
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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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int overshoot = (int)(stopwatch.ElapsedMilliseconds - stopwatchOffset - Interval);
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stopwatchOffset = stopwatch.ElapsedMilliseconds - overshoot;
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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;
|
||||
}
|
||||
|
||||
}
|
||||
140
ONDServer/Enemies/NekoEnemy.cs
Normal file
140
ONDServer/Enemies/NekoEnemy.cs
Normal file
|
|
@ -0,0 +1,140 @@
|
|||
using GlobalClassLib;
|
||||
using ONDServer.Map;
|
||||
using PacketLib;
|
||||
|
||||
namespace ONDServer.Enemies;
|
||||
|
||||
public class NekoEnemy : Enemy {
|
||||
private MovementOpportunity movementOpportunity;
|
||||
private RoamingPathfinder pathfinder;
|
||||
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
public override string Name{ get; } = "Neko";
|
||||
public override int TypeId{ get; } = (int)EnemyType.NEKO;
|
||||
public override bool BlocksTile{ get; set; } = true;
|
||||
|
||||
public bool Aggressive = false;
|
||||
|
||||
public ServerPlayer? Target{ get; set; }
|
||||
|
||||
|
||||
public override void Spawn(MapTile location) {
|
||||
base.Spawn(location);
|
||||
// stopwatch.Start();
|
||||
movementOpportunity.Start();
|
||||
pathfinder.TakenPath.Add(Location);
|
||||
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
|
||||
}
|
||||
|
||||
public override void Reset() {
|
||||
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)]);
|
||||
}
|
||||
|
||||
public override void SetDifficulty(int difficulty) {
|
||||
Difficulty = difficulty;
|
||||
movementOpportunity.MovementChance =
|
||||
((5 + Math.Pow(1.5f, Difficulty)) * Math.Sign(Difficulty)) / (5 + Math.Pow(1.5f, 10));
|
||||
}
|
||||
|
||||
public override void Update() {
|
||||
base.Update();
|
||||
|
||||
if (Location.Owner != null && Location.Lit && !Aggressive){
|
||||
Aggressive = true;
|
||||
Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.state.pid, Id)]);
|
||||
}
|
||||
|
||||
if (Target == null){
|
||||
if (Server.P1.state.power > Server.P2.state.power){
|
||||
Target = Server.P2;
|
||||
}
|
||||
else if (Server.P1.state.power < Server.P2.state.power){
|
||||
Target = Server.P1;
|
||||
}
|
||||
else{
|
||||
if (GameLogic.PhaseCounter > 1){
|
||||
Target = Server.Players[new Random().Next(2)];
|
||||
SetDifficulty(8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Target != null && (movementOpportunity.CheckAndRoll() || (Aggressive && GameLogic.NSecondUpdate))){
|
||||
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})");
|
||||
break;
|
||||
case Pathfinder.Decision.AttackType:
|
||||
Attack(decision.attackTarget!);
|
||||
break;
|
||||
case Pathfinder.Decision.ResetType:
|
||||
Reset();
|
||||
break;
|
||||
case Pathfinder.Decision.WaitType:
|
||||
Aggressive = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class NekoPathfinder : RoamingPathfinder {
|
||||
// private Random random = new();
|
||||
|
||||
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();
|
||||
// }
|
||||
}
|
||||
}
|
||||
36
ONDServer/Enemies/Pathfinder.cs
Normal file
36
ONDServer/Enemies/Pathfinder.cs
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
using ONDServer.Map;
|
||||
|
||||
namespace ONDServer.Enemies;
|
||||
|
||||
public abstract class Pathfinder {
|
||||
public Enemy Enemy;
|
||||
public Pathfinder(Enemy enemy) {
|
||||
Enemy = enemy;
|
||||
}
|
||||
public abstract Decision DecideNext(MapTile goal);
|
||||
// protected abstract Dictionary<MapTile, int> Crawl(MapTile tile); // fill Distances with all reachable tiles
|
||||
|
||||
protected virtual List<MapTile> GetNeighbours(MapTile tile, Predicate<TileConnector> connectorFilter, Predicate<MapTile> tileFilter) {
|
||||
return tile.GetAllConnectors().Where(c => connectorFilter(c)).Select(c => c.OtherTile(tile)).Where(t => tileFilter(t)).ToList();
|
||||
}
|
||||
|
||||
public class Decision {
|
||||
public int type;
|
||||
|
||||
public MapTile? nextTile;
|
||||
public ServerPlayer? attackTarget;
|
||||
|
||||
private Decision() { }
|
||||
|
||||
public static Decision Move(MapTile tile) => new() { type = MoveType, nextTile = tile };
|
||||
public static Decision Attack(ServerPlayer player) => new(){ type = AttackType, attackTarget = player };
|
||||
public static Decision Reset() => new(){ type = ResetType };
|
||||
public static Decision Wait() => new(){ type = WaitType };
|
||||
|
||||
public const int MoveType = 0;
|
||||
public const int AttackType = 1;
|
||||
public const int ResetType = 2;
|
||||
public const int WaitType = 3;
|
||||
|
||||
}
|
||||
}
|
||||
82
ONDServer/Enemies/RoamingPathfinder.cs
Normal file
82
ONDServer/Enemies/RoamingPathfinder.cs
Normal file
|
|
@ -0,0 +1,82 @@
|
|||
using GlobalClassLib;
|
||||
using ONDServer.Map;
|
||||
|
||||
namespace ONDServer.Enemies;
|
||||
|
||||
public class RoamingPathfinder : Pathfinder {
|
||||
|
||||
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;
|
||||
public RoamingPathfinder(Enemy enemy, int tolerance) : base(enemy) {
|
||||
this.tolerance = tolerance;
|
||||
}
|
||||
|
||||
protected Dictionary<MapTile, int> Crawl(MapTile tile) {
|
||||
Dictionary<MapTile, int> distances = new(){ [tile] = 0 };
|
||||
CrawlStep(tile, distances);
|
||||
return distances;
|
||||
}
|
||||
|
||||
private void CrawlStep(MapTile tile, Dictionary<MapTile, int> distances) {
|
||||
List<MapTile> neighbours = GetNeighbours(tile,
|
||||
c =>
|
||||
AdditionalConnectorFilter(c) &&
|
||||
(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
|
||||
tile != Enemy.Location &&
|
||||
(!distances.ContainsKey(c.OtherTile(tile)) || distances[c.OtherTile(tile)] > distances[tile] + c.Value),
|
||||
t =>
|
||||
AdditionalTileFilter(t) &&
|
||||
(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
|
||||
Server.Players.All(p => p.Value.state.officeTileId != t.Id));
|
||||
|
||||
neighbours.ForEach(t => distances[t] = distances[tile] + tile.GetConnector(t)!.Value);
|
||||
|
||||
if (neighbours.Count != 0){
|
||||
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();
|
||||
}
|
||||
}
|
||||
97
ONDServer/Enemies/SpotEnemy.cs
Normal file
97
ONDServer/Enemies/SpotEnemy.cs
Normal file
|
|
@ -0,0 +1,97 @@
|
|||
using GlobalClassLib;
|
||||
using ONDServer.Map;
|
||||
using PacketLib;
|
||||
|
||||
namespace ONDServer.Enemies;
|
||||
|
||||
public class SpotEnemy : Enemy {
|
||||
public SpotEnemy(int difficulty) : base(difficulty) {
|
||||
path = [MapManager.Get(10), MapManager.Get(11), MapManager.Get(12), MapManager.Get(13), MapManager.Get(14)];
|
||||
pathId = 2;
|
||||
movementOpportunity = new(6000);
|
||||
SetDifficulty(difficulty);
|
||||
}
|
||||
|
||||
public override string Name{ get; } = "Spot";
|
||||
public override int TypeId{ get; } = (int)EnemyType.SPOT;
|
||||
public override 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 SetDifficulty(int difficulty) {
|
||||
Difficulty = difficulty;
|
||||
movementOpportunity.MovementChance = (2 * Math.Sign(difficulty) + difficulty) / 12.0;
|
||||
}
|
||||
|
||||
public override void Update() {
|
||||
if (GameLogic.NSecondUpdate){
|
||||
if(!movementOpportunity.Running)
|
||||
movementOpportunity.Start();
|
||||
|
||||
if (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.P2);
|
||||
}
|
||||
}
|
||||
else if (p2WatchCounter > p1WatchCounter){
|
||||
pathId--;
|
||||
if (Location.GetConnector(path[pathId])!.Blocked){
|
||||
Reset();
|
||||
}
|
||||
else if (pathId == 0){
|
||||
Attack(Server.P1);
|
||||
}
|
||||
}
|
||||
|
||||
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)]);
|
||||
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue