77 lines
No EOL
2.8 KiB
C#
77 lines
No EOL
2.8 KiB
C#
using System.Diagnostics;
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using System.Reflection;
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using GlobalClassLib;
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using ONDServer.Map;
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using ONDServer.Net;
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using PacketLib;
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namespace ONDServer.Enemies;
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public class LurkEnemy : Enemy {
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public override string Name{ get; } = "Lurk";
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public override EnemyType Type{ get; } = EnemyType.LURK;
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public override bool BlocksTile{ get; set; } = true;
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public ServerPlayer? Target{ get; set; }
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private readonly RoamingPathfinder pathfinder;
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public LurkEnemy(int difficulty) : base(difficulty, 5000) {
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pathfinder = new RoamingPathfinder(this, 1);
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Target = null;
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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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MovementOpportunity.Start();
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pathfinder.TakenPath.Add(Location!);
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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location!.Id)]);
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}
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public override void Reset() {
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if (Target != null) Target.State.Power -= 80;
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MapTile[] resetLocations = new[]{MapManager.Get(7), MapManager.Get(12), MapManager.Get(17)}.Where(t => EnemyManager.GetByLocation(t).Length == 0).ToArray();
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Location = resetLocations[new Random().Next(resetLocations.Length)];
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pathfinder.TakenPath.Clear();
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pathfinder.TakenPath.Add(Location);
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Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
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}
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public override void Update() {
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base.Update();
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if(Location == null) return;
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if (MovementOpportunity.CheckAndRoll()){
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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 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{
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return;
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}
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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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case Pathfinder.Decision.MoveType:
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if (Location.GetConnector(decision.nextTile!)!.Type == ConnectorType.VENT){
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Server.SendUpdateToAll([GameEvent.VENT_USED()]);
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}
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Location = decision.nextTile!;
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Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
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Console.WriteLine($"Enemy {Type} ({Name}) moving to {Location.IdAsString})");
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break;
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case Pathfinder.Decision.AttackType:
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Attack(decision.attackTarget!);
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break;
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case Pathfinder.Decision.ResetType:
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Reset();
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break;
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case Pathfinder.Decision.WaitType:
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break;
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}
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}
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}
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} |