39 lines
No EOL
1.5 KiB
C#
39 lines
No EOL
1.5 KiB
C#
using FNAF_Server.Map;
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using GlobalClassLib;
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namespace FNAF_Server.Enemies;
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public abstract class RoamingPathfinder : Pathfinder {
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protected Predicate<MapTile> AdditionalTileFilter = _ => true;
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protected Predicate<TileConnector> AdditionalConnectorFilter = _ => true;
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// private Func<TileConnector, MapTile, bool> defaultConnectorFilter;
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protected RoamingPathfinder(Enemy enemy) : base(enemy) {
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}
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protected Dictionary<MapTile, int> Crawl(MapTile tile) {
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Dictionary<MapTile, int> distances = new(){ [tile] = 0 };
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CrawlStep(tile, distances);
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return distances;
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}
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private void CrawlStep(MapTile tile, Dictionary<MapTile, int> distances) {
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List<MapTile> neighbours = GetNeighbours(tile,
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c =>
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AdditionalConnectorFilter(c) &&
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(!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) &&
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tile != Enemy.Location,
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t =>
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AdditionalTileFilter(t) &&
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(!distances.ContainsKey(t) || distances[t] > distances[tile]) &&
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(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
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Server.Players.All(p => p.Value.state.officeTileId != t.Id));
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neighbours.ForEach(t => distances[t] = distances[tile] + tile.GetConnector(t)!.Value);
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if (neighbours.Count != 0){
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neighbours.ForEach(t => CrawlStep(t, distances));
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}
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}
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} |