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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24 changed files with 258 additions and 138 deletions
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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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