95 lines
No EOL
3.3 KiB
C#
95 lines
No EOL
3.3 KiB
C#
using FNAF_Server.Map;
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using GlobalClassLib;
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using PacketLib;
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namespace FNAF_Server.Enemies;
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public class SpotEnemy : Enemy {
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public SpotEnemy(int difficulty) : base(difficulty) {
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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, (2 * Math.Sign(difficulty) + difficulty) / 12.0);
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}
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public override string Name{ get; } = "Spot";
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public override int TypeId{ get; } = (int)EnemyType.SPOT;
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public override bool BlocksTile{ get; set; } = false;
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public bool Active{ get; set; } = false;
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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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private int p1WatchCounter = 0;
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private int p2WatchCounter = 0;
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public override void Reset() {
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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 Attack(ServerPlayer player) {
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throw new NotImplementedException();
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}
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public override void Update() {
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if (GameLogic.NSecondUpdate){
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if(!movementOpportunity.Running)
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movementOpportunity.Start();
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if (Active){
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if (Server.P1.state.monitorUp && Server.P1.state.camera == Location.Id) p1WatchCounter++;
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if (Server.P2.state.monitorUp && Server.P2.state.camera == Location.Id) p2WatchCounter++;
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Console.WriteLine($"P1: {p1WatchCounter} | P2: {p2WatchCounter}");
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}
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}
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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.GuaranteeSuccess(true);
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Server.SendUpdateToAll([GameEvent.SPOT_SET_ACTIVE(Id, true)]);
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}
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else{
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movementOpportunity.Interval = 6000;
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movementOpportunity.GuaranteeSuccess(false);
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movementOpportunity.Stop();
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if (p1WatchCounter > p2WatchCounter){
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pathId++;
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if (Location.GetConnector(path[pathId])!.Blocked){
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Reset();
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}
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else if (pathId == path.Length - 1){
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Attack(Server.P1);
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}
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}
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else if (p2WatchCounter > p1WatchCounter){
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pathId--;
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if (Location.GetConnector(path[pathId])!.Blocked){
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Reset();
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}
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else if (pathId == 0){
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Attack(Server.P2);
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}
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}
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Location = path[pathId];
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Active = false;
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p1WatchCounter = 0;
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p2WatchCounter = 0;
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Server.SendUpdateToAll([GameEvent.ENEMY_MOVEMENT(Id, Location.Id), GameEvent.SPOT_SET_ACTIVE(Id, false)]);
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}
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}
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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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Server.SendUpdateToAll([GameEvent.ENEMY_SPAWN(TypeId, Id, Difficulty, Location.Id)]);
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}
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} |