Bugfixy, odstranění nepoužívaných tříd CameraSystem a ITargetingEnemy, přidání dedikované třídy ReturnToMenuElement, předělání pathfinding algoritmu z DFS na BFS, přesun správy obtížnosti do abstraktní třídy Enemy, přidání scriptů pro kompilaci na aplikaci nevyžadující dotnet
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parent
ceac37920b
commit
e5d746d597
24 changed files with 258 additions and 138 deletions
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@ -6,7 +6,7 @@ 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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public DashEnemy(int difficulty) : base(difficulty, 5000) {
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movementOpportunity = new(5000);
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SetDifficulty(difficulty);
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}
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@ -15,7 +15,7 @@ public class DashEnemy : Enemy {
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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 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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@ -34,10 +34,10 @@ public class DashEnemy : Enemy {
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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 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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@ -6,9 +6,13 @@ 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 MovementOpportunity movementOpportunity;
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protected Enemy(int difficulty) {
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Difficulty = difficulty;
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protected Enemy(int difficulty, int movementInterval) {
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movementOpportunity = new(movementInterval);
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SetDifficulty(difficulty);
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}
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public abstract bool BlocksTile { get; set; }
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@ -30,6 +34,9 @@ public abstract class Enemy : GlobalEnemy<MapTile, TileConnector> {
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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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public virtual 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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}
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@ -1,5 +0,0 @@
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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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@ -18,15 +18,13 @@ public class LurkEnemy : Enemy {
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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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public LurkEnemy(int difficulty) : base(difficulty, 5000) {
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pathfinder = new LurkPathfinder(this, 1);
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movementOpportunity = new MovementOpportunity(5000);
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// movementOpportunity = new MovementOpportunity(5000);
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Target = null;
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SetDifficulty(difficulty);
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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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@ -37,20 +35,20 @@ public class LurkEnemy : Enemy {
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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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Target.state.power -= 80;
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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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pathfinder.TakenPath.Clear();
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pathfinder.TakenPath.Add(Location);
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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 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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@ -11,23 +11,14 @@ public class MareEnemy : Enemy {
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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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// private MovementOpportunity movementOpportunity;
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public ServerPlayer? Target{ get; set; }
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public MareEnemy(int difficulty) : base(difficulty, 6000) {
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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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// 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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@ -38,19 +29,28 @@ public class MareEnemy : Enemy {
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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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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 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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// stopwatch.Start()
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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.Start();
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pathfinder.TakenPath.Add(Location);
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@ -64,6 +64,8 @@ public class MareEnemy : Enemy {
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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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if (Target == null) return;
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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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@ -5,13 +5,13 @@ using PacketLib;
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namespace ONDServer.Enemies;
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public class NekoEnemy : Enemy {
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private MovementOpportunity movementOpportunity;
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// private MovementOpportunity movementOpportunity;
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private RoamingPathfinder pathfinder;
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public NekoEnemy(int difficulty) : base(difficulty) {
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public NekoEnemy(int difficulty) : base(difficulty, 4000) {
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pathfinder = new RoamingPathfinder(this, 1){AdditionalTileFilter = t => Aggressive || t.Owner == null || !t.Lit};
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movementOpportunity = new MovementOpportunity(5000);
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SetDifficulty(difficulty);
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// movementOpportunity = new MovementOpportunity(5000);
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// SetDifficulty(difficulty);
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}
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@ -33,19 +33,20 @@ public class NekoEnemy : Enemy {
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}
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public override void Reset() {
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pathfinder.TakenPath.Clear();
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MapTile[] resetLocations = new[]{MapManager.Get(7), MapManager.Get(12), MapManager.Get(17)}.Where(t => EnemyManager.GetByLocation(t).Length == 0).ToArray();
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Location = resetLocations[new Random().Next(resetLocations.Length)];
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pathfinder.TakenPath.Clear();
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pathfinder.TakenPath.Add(Location);
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Aggressive = false;
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Target = Server.OtherPlayer(Target);
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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 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 Update() {
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base.Update();
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@ -70,7 +71,8 @@ public class NekoEnemy : Enemy {
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}
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}
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if (Target != null && (movementOpportunity.CheckAndRoll() || (Aggressive && GameLogic.NSecondUpdate))){
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bool succeed = movementOpportunity.CheckAndRoll();
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if (Target != null && (succeed || (Aggressive && GameLogic.NSecondUpdate))){
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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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@ -12,38 +12,62 @@ public class RoamingPathfinder : Pathfinder {
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public List<MapTile> TakenPath { get; } = new();
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private Random random = new();
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// private Queue<MapTile> tilesToCrawl = new();
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// private Dictionary<MapTile, int> distances = new();
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// private Func<TileConnector, MapTile, bool> defaultConnectorFilter;
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public RoamingPathfinder(Enemy enemy, int tolerance) : base(enemy) {
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this.tolerance = tolerance;
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}
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protected Dictionary<MapTile, int> Crawl(MapTile tile) {
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Dictionary<MapTile, int> distances = new(){ [tile] = 0 };
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CrawlStep(tile, distances);
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protected Dictionary<MapTile, int> Search(MapTile startingTile) {
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Dictionary<MapTile, int> distances = new(){ [startingTile] = 0 };
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Queue<MapTile> tilesToSearch = new();
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tilesToSearch.Enqueue(startingTile);
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while (tilesToSearch.Count > 0){
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MapTile currentTile = tilesToSearch.Dequeue();
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List<MapTile> neighbours = GetNeighbours(currentTile,
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c =>
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AdditionalConnectorFilter(c) &&
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(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
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(!distances.ContainsKey(c.OtherTile(currentTile)) || distances[c.OtherTile(currentTile)] > distances[currentTile] + c.Value),
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t =>
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AdditionalTileFilter(t) &&
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(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
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Server.Players.All(p => p.Value.state.officeTileId != t.Id));
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neighbours.ForEach(t => {
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distances[t] = distances[currentTile] + currentTile.GetConnector(t)!.Value;
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tilesToSearch.Enqueue(t);
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});
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}
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return distances;
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}
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private void CrawlStep(MapTile tile, Dictionary<MapTile, int> distances) {
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List<MapTile> neighbours = GetNeighbours(tile,
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c =>
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AdditionalConnectorFilter(c) &&
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(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
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tile != Enemy.Location &&
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(!distances.ContainsKey(c.OtherTile(tile)) || distances[c.OtherTile(tile)] > distances[tile] + c.Value),
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t =>
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AdditionalTileFilter(t) &&
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(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
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Server.Players.All(p => p.Value.state.officeTileId != t.Id));
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neighbours.ForEach(t => distances[t] = distances[tile] + tile.GetConnector(t)!.Value);
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if (neighbours.Count != 0){
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neighbours.ForEach(t => CrawlStep(t, distances));
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}
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}
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// private void CrawlStep(MapTile tile) {
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// List<MapTile> neighbours = GetNeighbours(tile,
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// c =>
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// AdditionalConnectorFilter(c) &&
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// (!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
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// tile != Enemy.Location &&
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// (!distances.ContainsKey(c.OtherTile(tile)) || distances[c.OtherTile(tile)] > distances[tile] + c.Value),
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// t =>
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// AdditionalTileFilter(t) &&
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// (!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
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// Server.Players.All(p => p.Value.state.officeTileId != t.Id));
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//
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// neighbours.ForEach(t => distances[t] = distances[tile] + tile.GetConnector(t)!.Value);
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//
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// if (neighbours.Count != 0){
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// neighbours.ForEach(t => CrawlStep(t));
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// }
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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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Dictionary<MapTile, int> distances = Search(goal);
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List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
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c => AdditionalConnectorFilter(c) && !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,
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@ -5,11 +5,11 @@ using PacketLib;
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namespace ONDServer.Enemies;
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public class SpotEnemy : Enemy {
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public SpotEnemy(int difficulty) : base(difficulty) {
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public SpotEnemy(int difficulty) : base(difficulty, 6000) {
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path = [MapManager.Get(10), MapManager.Get(11), MapManager.Get(12), MapManager.Get(13), MapManager.Get(14)];
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pathId = 2;
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movementOpportunity = new(6000);
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SetDifficulty(difficulty);
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// movementOpportunity = new(6000);
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// SetDifficulty(difficulty);
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}
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public override string Name{ get; } = "Spot";
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@ -18,7 +18,7 @@ public class SpotEnemy : Enemy {
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public bool Active{ get; set; } = false;
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private MovementOpportunity movementOpportunity;
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// private MovementOpportunity movementOpportunity;
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private MapTile[] path;
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private int pathId;
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@ -26,15 +26,18 @@ public class SpotEnemy : Enemy {
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private int p2WatchCounter = 0;
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public override void Reset() {
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if (Location.Owner != null){
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Location.Owner.state.power -= 200;
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}
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pathId = 2;
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Location = path[pathId];
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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 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 Update() {
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if (GameLogic.NSecondUpdate){
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@ -52,7 +55,7 @@ public class SpotEnemy : Enemy {
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if (movementOpportunity.CheckAndRoll()){
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if(!Active) {
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Active = true;
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movementOpportunity.Interval = 12_000;
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movementOpportunity.Interval = 10_000;
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movementOpportunity.GuaranteeSuccess(true);
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Server.SendUpdateToAll([GameEvent.SPOT_SET_ACTIVE(Id, true)]);
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}
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@ -30,6 +30,7 @@ public class GameLogic {
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private static Random random = new();
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private static bool unlimitedPower = false; // Debug
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private static bool noPhases = true; // Debug
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// public const int POWER_MAX = 1000;
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// public static int P1Power{ get; set; } = Power.MAX_POWER_VALUE;
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@ -71,7 +72,8 @@ public class GameLogic {
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Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true, YourTiles = p2Tiles.ToArray(), OpponentTiles = p1Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P2.peer);
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spawnOrder = [[new SpotEnemy(3), new MareEnemy(3)], [new DashEnemy(6)], [new LurkEnemy(3), new NekoEnemy(3)]];
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// Enemy test = new SpotEnemy(3);
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Thread.Sleep(3000);
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secondCycleTimer.Start();
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gamePhaseTimer.Start();
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@ -79,12 +81,12 @@ public class GameLogic {
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|||
|
||||
// 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(7)).Spawn(MapManager.Get(2));
|
||||
// EnemyManager.AddEnemy(new DashEnemy(10)).Spawn(MapManager.Get(12));
|
||||
// EnemyManager.AddEnemy(new MareEnemy(10)).Spawn(MapManager.Get(22));
|
||||
|
||||
EnemyManager.AddEnemy(new LurkEnemy(4)).Spawn(MapManager.Get(2));
|
||||
EnemyManager.AddEnemy(new NekoEnemy(4)).Spawn(MapManager.Get(22));
|
||||
// EnemyManager.AddEnemy(new LurkEnemy(4)).Spawn(MapManager.Get(2));
|
||||
// EnemyManager.AddEnemy(new NekoEnemy(4)).Spawn(MapManager.Get(22));
|
||||
|
||||
}
|
||||
public static void Update() {
|
||||
|
|
@ -162,6 +164,8 @@ public class GameLogic {
|
|||
}
|
||||
|
||||
private static void NextPhase() {
|
||||
if(noPhases) return;
|
||||
|
||||
PhaseCounter++;
|
||||
Server.SendUpdateToAll([GameEvent.NEXT_PHASE()]);
|
||||
|
||||
|
|
|
|||
|
|
@ -140,10 +140,13 @@ public class Server {
|
|||
}
|
||||
|
||||
public static void OnPeerDisconnected(NetPeer peer, DisconnectInfo disconnectInfo) {
|
||||
GameLogic.DeclareWinner(OtherPlayer(Players.Values.First(p => Equals(p.peer, peer))));
|
||||
if (Players.Count == 2){
|
||||
GameLogic.DeclareWinner(OtherPlayer(Players.Values.First(p => Equals(p.peer, peer))));
|
||||
}
|
||||
|
||||
if (peer.Tag != null) {
|
||||
Players.Remove(peer.Id);
|
||||
Players.Remove(peer.Id);
|
||||
if (Players.Count == 0){
|
||||
Stop();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue