OneNightDuel/ONDServer/Enemies/MareEnemy.cs

77 lines
No EOL
2.6 KiB
C#

using GlobalClassLib;
using ONDServer.Map;
using ONDServer.Net;
using PacketLib;
namespace ONDServer.Enemies;
public class MareEnemy : Enemy {
public override string Name{ get; } = "Mare";
public override EnemyType Type{ get; } = EnemyType.MARE;
public override bool BlocksTile{ get; set; } = true;
private readonly RoamingPathfinder pathfinder;
public ServerPlayer? Target{ get; set; }
public MareEnemy(int difficulty) : base(difficulty, 6000) {
pathfinder = new RoamingPathfinder(this, 1){ AdditionalConnectorFilter = c => c.Type != ConnectorType.VENT };
}
public override void Reset() {
pathfinder.TakenPath.Clear();
Target = Server.OtherPlayer(Target);
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.State.OfficeTileId));
if (decision.type == Pathfinder.Decision.MoveType){
Location = decision.nextTile!;
}
Server.SendUpdateToAll([GameEvent.ENEMY_RESET(Id, Location.Id)]);
}
public override void Spawn(MapTile location) {
base.Spawn(location);
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{
Target = new Random().Next(2) == 0 ? Server.P1 : Server.P2;
}
MovementOpportunity.Start();
pathfinder.TakenPath.Add(Location);
Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(Type, Id, Difficulty, Location.Id)]);
}
public override void Update() {
base.Update();
if (MovementOpportunity.CheckAndRoll()){
if (Location.Owner != null && Location.Lit){
Attack(Location.Owner);
}
if (Target == null) return;
Pathfinder.Decision decision = pathfinder.DecideNext(MapManager.Get(Target.State.OfficeTileId));
switch (decision.type){
case Pathfinder.Decision.MoveType:
Location = decision.nextTile!;
Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id)]);
Console.WriteLine($"Enemy {Type} ({Name}) moving to {Location.IdAsString})");
break;
case Pathfinder.Decision.AttackType:
Attack(decision.attackTarget!);
break;
case Pathfinder.Decision.ResetType:
Reset();
break;
case Pathfinder.Decision.WaitType:
break;
}
}
}
}