using FNAF_Server.Map; using GlobalClassLib; using PacketLib; namespace FNAF_Server.Enemies; public class NekoEnemy : Enemy { private MovementOpportunity movementOpportunity; private RoamingPathfinder pathfinder; public NekoEnemy(int difficulty) : base(difficulty) { pathfinder = new RoamingPathfinder(this, 1){AdditionalTileFilter = t => Aggressive || t.Owner == null || !t.Lit}; movementOpportunity = new MovementOpportunity(5000); SetDifficulty(difficulty); } public override string Name{ get; } = "Neko"; public override int TypeId{ get; } = (int)EnemyType.NEKO; public override bool BlocksTile{ get; set; } = true; public bool Aggressive = false; public ServerPlayer? Target{ get; set; } public override void Spawn(MapTile location) { base.Spawn(location); // stopwatch.Start(); movementOpportunity.Start(); pathfinder.TakenPath.Add(Location); Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]); } public override void Reset() { pathfinder.TakenPath.Clear(); 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)]; Aggressive = false; Target = Server.OtherPlayer(Target); 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 Update() { base.Update(); if (Location.Owner != null && Location.Lit && !Aggressive){ Aggressive = true; Server.SendUpdateToAll([GameEvent.NEKO_ANGERED(Location.Owner.state.pid, Id)]); } if (movementOpportunity.CheckAndRoll() || (Aggressive && GameLogic.NSecondUpdate)){ if (Target == null){ if (Server.P1.state.power > Server.P2.state.power){ Target = Server.P2; } else if (Server.P1.state.power < Server.P2.state.power){ Target = Server.P1; } else{ if (GameLogic.PhaseCounter > 1){ Target = Server.Players[new Random().Next(2)]; SetDifficulty(8); } else{ return; } } } Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.state.officeTileId)); switch (decision.type){ case Pathfinder.Decision.MoveType: if (Location.GetConnector(decision.nextTile!)!.Type == ConnectorType.VENT){ Server.SendUpdateToAll([GameEvent.VENT_USED()]); } Location = decision.nextTile!; Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]); Console.WriteLine($"Enemy {TypeId} ({Name}) moving to {Location.PositionAsString})"); break; case Pathfinder.Decision.AttackType: Attack(decision.attackTarget!); break; case Pathfinder.Decision.ResetType: Reset(); break; case Pathfinder.Decision.WaitType: Aggressive = false; break; } } } private class NekoPathfinder : RoamingPathfinder { // private Random random = new(); public NekoPathfinder(Enemy enemy, int tolerance) : base(enemy, tolerance) { this.tolerance = tolerance; AdditionalTileFilter = t => ((NekoEnemy)Enemy).Aggressive || t.Owner == null || !t.Lit; } // public override Decision DecideNext(MapTile goal) { // Dictionary distances = Crawl(goal); // // List closerTiles = GetNeighbours(Enemy.Location, // c => !c.Blocked || c.Type == ConnectorType.DOOR_OFFICE, // t => // distances.ContainsKey(t) && // distances[t] <= distances[Enemy.Location] + tolerance); // if (closerTiles.Contains(goal)){ // if (Enemy.Location.GetConnector(goal)!.Blocked){ // return Decision.Reset(); // } // // return Decision.Attack(((NekoEnemy)Enemy).Target); // } // // if (closerTiles.Count != 0 && closerTiles.All(t => takenPath.Contains(t))){ // takenPath.Clear(); // return DecideNext(goal); // } // closerTiles.RemoveAll(t => takenPath.Contains(t)); // // closerTiles.ForEach(t => distances[t] += Enemy.Location.GetConnector(t)!.Value); // double roll = random.NextDouble() * closerTiles.Sum(t => 1.0 / distances[t]); // foreach (var tile in closerTiles){ // if (roll <= 1.0 / distances[tile]){ // takenPath.Add(tile); // return Decision.Move(tile); // } // roll -= 1.0 / distances[tile]; // } // // return Decision.Wait(); // } } }