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

This commit is contained in:
Perry 2026-03-25 16:37:18 +01:00
parent ceac37920b
commit e5d746d597
24 changed files with 258 additions and 138 deletions

View file

@ -18,15 +18,13 @@ public class LurkEnemy : Enemy {
// private static readonly double CHANCE_DENOMINATOR = 2 + Math.Pow(1.5f, 10); // d10 Lurk will have a 100% chance to move
// private double movementChance => (2 + Math.Pow(1.5f, Difficulty)) / CHANCE_DENOMINATOR; // chance scales exponentially using a constant multiplier
private MovementOpportunity movementOpportunity;
public ServerPlayer? Target{ get; set; }
public LurkEnemy(int difficulty) : base(difficulty) {
public LurkEnemy(int difficulty) : base(difficulty, 5000) {
pathfinder = new LurkPathfinder(this, 1);
movementOpportunity = new MovementOpportunity(5000);
// movementOpportunity = new MovementOpportunity(5000);
Target = null;
SetDifficulty(difficulty);
// SetDifficulty(difficulty);
}
public override void Spawn(MapTile location) {
base.Spawn(location);
@ -37,20 +35,20 @@ public class LurkEnemy : Enemy {
}
public override void Reset() {
pathfinder.TakenPath.Clear();
pathfinder.TakenPath.Add(Location);
Target.state.power -= 30;
Target.state.power -= 80;
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)];
pathfinder.TakenPath.Clear();
pathfinder.TakenPath.Add(Location);
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 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();