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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@ -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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