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

@ -12,38 +12,62 @@ public class RoamingPathfinder : Pathfinder {
public List<MapTile> TakenPath { get; } = new();
private Random random = new();
// private Queue<MapTile> tilesToCrawl = new();
// private Dictionary<MapTile, int> distances = 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);
protected Dictionary<MapTile, int> Search(MapTile startingTile) {
Dictionary<MapTile, int> distances = new(){ [startingTile] = 0 };
Queue<MapTile> tilesToSearch = new();
tilesToSearch.Enqueue(startingTile);
while (tilesToSearch.Count > 0){
MapTile currentTile = tilesToSearch.Dequeue();
List<MapTile> neighbours = GetNeighbours(currentTile,
c =>
AdditionalConnectorFilter(c) &&
(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
(!distances.ContainsKey(c.OtherTile(currentTile)) || distances[c.OtherTile(currentTile)] > distances[currentTile] + 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[currentTile] + currentTile.GetConnector(t)!.Value;
tilesToSearch.Enqueue(t);
});
}
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));
}
}
// private void CrawlStep(MapTile tile) {
// 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));
// }
// }
public override Decision DecideNext(MapTile goal) {
Dictionary<MapTile, int> distances = Crawl(goal);
Dictionary<MapTile, int> distances = Search(goal);
List<MapTile> closerTiles = GetNeighbours(Enemy.Location,
c => AdditionalConnectorFilter(c) && !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE,