1
This commit is contained in:
61
backend/mvnw.cmd
vendored
61
backend/mvnw.cmd
vendored
@@ -1,61 +0,0 @@
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@REM ----------------------------------------------------------------------------
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@REM Licensed to the Apache Software Foundation (ASF) under one
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@REM or more contributor license agreements. See the NOTICE file
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@REM distributed with this work for additional information
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@REM regarding copyright ownership. The ASF licenses this file
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@REM to you under the Apache License, Version 2.0 (the
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@REM "License"); you may not use this file except in compliance
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@REM with the License. You may obtain a copy of the License at
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@REM
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@REM http://www.apache.org/licenses/LICENSE-2.0
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@REM
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@REM Unless required by applicable law or agreed to in writing,
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@REM software distributed under the License is distributed on an
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@REM "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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@REM KIND, either express or implied. See the License for the
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@REM specific language governing permissions and limitations
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@REM under the License.
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@REM ----------------------------------------------------------------------------
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@REM ----------------------------------------------------------------------------
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@REM Apache Maven Wrapper startup batch script, version 3.2.0
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@REM ----------------------------------------------------------------------------
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@IF "%__MVNW_ARG0_NAME__%"=="" (SET __MVNW_ARG0_NAME__=%~nx0)
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@SET __MVNW_CMD__=
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@SET __MVNW_ERROR__=
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@SET __MVNW_PSMODULEP_SAVE=%PSModulePath%
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@SET PSModulePath=
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@FOR /F "usebackq tokens=1* delims==" %%A IN (`powershell -noprofile "& {$scriptDir='%~dp0'; $proxy=''; [Net.WebRequest]::DefaultWebProxy.Credentials=[Net.CredentialCache]::DefaultCredentials; if('%MVNW_USERNAME%' -ne '' -and '%MVNW_PASSWORD%' -ne ''){$proxy=[Net.WebRequest]::GetSystemWebProxy(); $proxy.Credentials=[Net.NetworkCredential]::new('%MVNW_USERNAME%','%MVNW_PASSWORD%');} try{Invoke-WebRequest -Uri ('https://repo.maven.apache.org/maven2/org/apache/maven/wrapper/maven-wrapper/3.2.0/maven-wrapper-3.2.0.jar') -Proxy $proxy -ProxyUseDefaultCredentials -OutFile ('%__MVNW_JAR__%')}catch{Write-Error $_}}" 2>&1`) DO @(
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IF "%%A"=="MVNW_ERROR" (
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SET __MVNW_ERROR__=%%B
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)
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)
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@SET PSModulePath=%__MVNW_PSMODULEP_SAVE%
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@SET MAVEN_PROJECTBASEDIR=%MAVEN_BASEDIR%
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@IF NOT "%MAVEN_PROJECTBASEDIR%"=="" GOTO endDetectBaseDir
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@SET MAVEN_PROJECTBASEDIR=%~dp0..
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:endDetectBaseDir
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@IF NOT EXIST "%MAVEN_PROJECTBASEDIR%\.mvn\wrapper\maven-wrapper.jar" (
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powershell -noprofile "& {Invoke-WebRequest -Uri 'https://repo.maven.apache.org/maven2/org/apache/maven/wrapper/maven-wrapper/3.2.0/maven-wrapper-3.2.0.jar' -OutFile '%MAVEN_PROJECTBASEDIR%\.mvn\wrapper\maven-wrapper.jar'}"
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)
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@SET MAVEN_CMD_LINE_ARGS=%*
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@REM Find Java
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@SET JAVA_EXE=java.exe
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@IF DEFINED JAVA_HOME (
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@SET JAVA_HOME=%JAVA_HOME:"=%
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@SET JAVA_EXE=%JAVA_HOME%/bin/java.exe
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)
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@REM Execute Maven wrapper
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"%JAVA_EXE%" ^
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%JVM_CONFIG_MAVEN_PROPS% ^
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%MAVEN_OPTS% ^
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%MAVEN_DEBUG_OPTS% ^
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-classpath "%MAVEN_PROJECTBASEDIR%\.mvn\wrapper\maven-wrapper.jar" ^
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"-Dmaven.multiModuleProjectDirectory=%MAVEN_PROJECTBASEDIR%" ^
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org.apache.maven.wrapper.MavenWrapperMain %MAVEN_CMD_LINE_ARGS%
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@@ -6,11 +6,19 @@ public class GameMap {
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private final int[][] cells;
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private final int width;
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private final int height;
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private float[][] distanceField;
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private float[][] flowFieldX;
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private float[][] flowFieldY;
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private boolean flowFieldValid;
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public GameMap() {
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this.width = Constants.GRID_SIZE;
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this.height = Constants.GRID_SIZE;
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this.cells = new int[height][width];
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this.distanceField = new float[height][width];
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this.flowFieldX = new float[height][width];
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this.flowFieldY = new float[height][width];
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this.flowFieldValid = false;
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generateDefaultMap();
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}
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@@ -132,6 +140,121 @@ public class GameMap {
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return points;
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}
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public void updateFlowField(List<float[]> playerPositions) {
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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distanceField[y][x] = Float.MAX_VALUE;
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}
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}
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Queue<int[]> queue = new LinkedList<>();
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for (float[] pos : playerPositions) {
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int px = (int) Math.floor(pos[0]);
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int py = (int) Math.floor(pos[1]);
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if (px >= 0 && px < width && py >= 0 && py < height && !isWall(px, py)) {
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distanceField[py][px] = 0;
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queue.add(new int[]{px, py});
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}
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}
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int[][] dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
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while (!queue.isEmpty()) {
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int[] current = queue.poll();
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int cx = current[0];
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int cy = current[1];
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float currentDist = distanceField[cy][cx];
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for (int[] dir : dirs) {
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int nx = cx + dir[0];
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int ny = cy + dir[1];
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if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
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if (isWall(nx, ny)) continue;
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if (dir[0] != 0 && dir[1] != 0) {
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if (isWall(cx + dir[0], cy) || isWall(cx, cy + dir[1])) {
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continue;
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}
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}
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float moveCost = (dir[0] != 0 && dir[1] != 0) ? 1.414f : 1.0f;
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float newDist = currentDist + moveCost;
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if (newDist < distanceField[ny][nx]) {
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distanceField[ny][nx] = newDist;
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queue.add(new int[]{nx, ny});
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}
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}
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}
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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if (isWall(x, y) || distanceField[y][x] == Float.MAX_VALUE) {
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flowFieldX[y][x] = 0;
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flowFieldY[y][x] = 0;
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continue;
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}
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float bestDist = distanceField[y][x];
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float bestDirX = 0;
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float bestDirY = 0;
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for (int[] dir : dirs) {
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int nx = x + dir[0];
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int ny = y + dir[1];
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if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
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if (isWall(nx, ny)) continue;
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if (dir[0] != 0 && dir[1] != 0) {
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if (isWall(x + dir[0], y) || isWall(x, y + dir[1])) {
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continue;
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}
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}
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if (distanceField[ny][nx] < bestDist) {
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bestDist = distanceField[ny][nx];
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float len = (float) Math.sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
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bestDirX = dir[0] / len;
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bestDirY = dir[1] / len;
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}
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}
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flowFieldX[y][x] = bestDirX;
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flowFieldY[y][x] = bestDirY;
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}
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}
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flowFieldValid = true;
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}
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public float[] getFlowDirection(float wx, float wy) {
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int gx = (int) Math.floor(wx);
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int gy = (int) Math.floor(wy);
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if (gx < 0 || gx >= width || gy < 0 || gy >= height) {
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return new float[]{0, 0};
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}
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return new float[]{flowFieldX[gy][gx], flowFieldY[gy][gx]};
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}
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public boolean isFlowFieldValid() {
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return flowFieldValid;
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}
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public float getDistance(float wx, float wy) {
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int gx = (int) Math.floor(wx);
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int gy = (int) Math.floor(wy);
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if (gx < 0 || gx >= width || gy < 0 || gy >= height) {
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return Float.MAX_VALUE;
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}
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return distanceField[gy][gx];
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}
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public List<float[]> findPath(float startX, float startY, float endX, float endY) {
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int sgx = (int) Math.floor(startX);
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int sgy = (int) Math.floor(startY);
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@@ -82,6 +82,8 @@ public class GameWorld {
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spawnTimer += dt;
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difficultyTimer += dt;
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updateFlowField();
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if (difficultyTimer >= Constants.DIFFICULTY_INCREASE_INTERVAL) {
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difficultyTimer -= Constants.DIFFICULTY_INCREASE_INTERVAL;
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waveNumber++;
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@@ -103,15 +105,24 @@ public class GameWorld {
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checkLootCollection();
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}
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private void updateFlowField() {
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List<float[]> playerPositions = new ArrayList<>();
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for (Player p : players.values()) {
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if (p.isAlive()) {
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playerPositions.add(new float[]{p.getX(), p.getY()});
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}
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}
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if (!playerPositions.isEmpty()) {
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map.updateFlowField(playerPositions);
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}
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}
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private void spawnZombie() {
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List<int[]> spawnPoints = map.getZombieSpawnPoints();
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int[] sp = spawnPoints.get(random.nextInt(spawnPoints.size()));
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float wx = sp[0] + 0.5f;
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float wy = sp[1] + 0.5f;
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Player nearest = findNearestPlayer(wx, wy);
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if (nearest == null) return;
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boolean isElite = random.nextFloat() < Constants.ELITE_ZOMBIE_SPAWN_CHANCE;
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Zombie zombie;
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if (isElite) {
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@@ -119,7 +130,6 @@ public class GameWorld {
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} else {
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zombie = new Zombie(nextZombieId++, wx, wy, zombieHealth, zombieSpeed, false);
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}
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zombie.updatePath(map, nearest.getX(), nearest.getY());
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zombies.put(zombie.getId(), zombie);
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}
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@@ -139,21 +149,20 @@ public class GameWorld {
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private void updateZombies(float dt) {
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long now = System.currentTimeMillis();
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for (Zombie z : new ArrayList<>(zombies.values())) {
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List<Zombie> sortedZombies = new ArrayList<>(zombies.values());
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sortedZombies.sort((a, b) -> Integer.compare(a.getId(), b.getId()));
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for (Zombie z : sortedZombies) {
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if (!z.isAlive()) {
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onZombieKilled(z);
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zombies.remove(z.getId());
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continue;
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}
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Player nearest = findNearestPlayer(z.getX(), z.getY());
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if (nearest != null) {
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if (z.getPath() == null || z.getPathIndex() >= (z.getPath() != null ? z.getPath().size() : 0)
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|| random.nextFloat() < 0.02f) {
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z.updatePath(map, nearest.getX(), nearest.getY());
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}
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if (z.isElite()) {
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if (z.isElite()) {
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Player nearest = findNearestPlayer(z.getX(), z.getY());
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if (nearest != null) {
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float dist = z.distanceTo(nearest.getX(), nearest.getY());
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if (dist <= Constants.ELITE_ZOMBIE_ATTACK_RANGE && z.canRangedAttack(now)) {
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fireZombieBullet(z, nearest);
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@@ -162,7 +171,7 @@ public class GameWorld {
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}
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}
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z.move(map, dt);
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z.move(map, dt, zombies.values());
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}
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}
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@@ -10,11 +10,12 @@ public class Zombie {
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private float maxHealth;
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private float speed;
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private long lastAttackTime;
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private List<float[]> path;
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private int pathIndex;
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private float targetX, targetY;
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private boolean isElite;
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private long lastRangedAttackTime;
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private float targetX, targetY;
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private boolean hasTarget;
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private int reservedGridX, reservedGridY;
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private boolean hasReservation;
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public Zombie(int id, float x, float y, float health, float speed) {
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this(id, x, y, health, speed, false);
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@@ -29,10 +30,14 @@ public class Zombie {
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this.maxHealth = health;
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this.speed = speed;
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this.lastAttackTime = 0;
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this.path = null;
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this.pathIndex = 0;
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this.isElite = isElite;
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this.lastRangedAttackTime = 0;
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this.targetX = 0;
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this.targetY = 0;
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this.hasTarget = false;
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this.reservedGridX = -1;
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this.reservedGridY = -1;
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this.hasReservation = false;
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}
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public int getId() { return id; }
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@@ -41,9 +46,10 @@ public class Zombie {
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public float getAngle() { return angle; }
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public float getHealth() { return health; }
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public float getMaxHealth() { return maxHealth; }
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public List<float[]> getPath() { return path; }
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public int getPathIndex() { return pathIndex; }
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public boolean isElite() { return isElite; }
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public int getReservedGridX() { return reservedGridX; }
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public int getReservedGridY() { return reservedGridY; }
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public boolean hasReservation() { return hasReservation; }
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public void takeDamage(float damage) {
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this.health -= damage;
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@@ -54,43 +60,218 @@ public class Zombie {
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return health > 0;
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}
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public void updatePath(GameMap map, float targetX, float targetY) {
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this.targetX = targetX;
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this.targetY = targetY;
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this.path = map.findPath(x, y, targetX, targetY);
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this.pathIndex = 0;
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public void move(GameMap map, float dt, Collection<Zombie> otherZombies) {
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if (!map.isFlowFieldValid()) return;
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int currentGridX = (int) Math.floor(x);
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int currentGridY = (int) Math.floor(y);
|
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float centerDist = Float.MAX_VALUE;
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if (hasTarget) {
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float dx = targetX - x;
|
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float dy = targetY - y;
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centerDist = (float) Math.sqrt(dx * dx + dy * dy);
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}
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if (!hasTarget || centerDist < 0.15f) {
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float[] flowDir = map.getFlowDirection(x, y);
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float dirX = flowDir[0];
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float dirY = flowDir[1];
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if (dirX == 0 && dirY == 0) return;
|
||||
|
||||
float len = (float) Math.sqrt(dirX * dirX + dirY * dirY);
|
||||
if (len > 0) {
|
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dirX /= len;
|
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dirY /= len;
|
||||
}
|
||||
|
||||
int nextGridX = currentGridX + (int) Math.round(dirX);
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||||
int nextGridY = currentGridY + (int) Math.round(dirY);
|
||||
|
||||
if (map.isWall(nextGridX, nextGridY)) {
|
||||
nextGridX = currentGridX + (int) Math.signum(dirX);
|
||||
nextGridY = currentGridY + (int) Math.signum(dirY);
|
||||
|
||||
if (map.isWall(nextGridX, nextGridY)) {
|
||||
if (!map.isWall(currentGridX + (int) Math.signum(dirX), currentGridY)) {
|
||||
nextGridX = currentGridX + (int) Math.signum(dirX);
|
||||
nextGridY = currentGridY;
|
||||
} else if (!map.isWall(currentGridX, currentGridY + (int) Math.signum(dirY))) {
|
||||
nextGridX = currentGridX;
|
||||
nextGridY = currentGridY + (int) Math.signum(dirY);
|
||||
} else {
|
||||
hasReservation = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isGridOccupiedOrReserved(nextGridX, nextGridY, otherZombies)) {
|
||||
int[] altDirs = findAlternativeDirection(currentGridX, currentGridY, dirX, dirY, map, otherZombies);
|
||||
if (altDirs != null) {
|
||||
nextGridX = altDirs[0];
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nextGridY = altDirs[1];
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||||
} else {
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||||
hasReservation = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
reservedGridX = nextGridX;
|
||||
reservedGridY = nextGridY;
|
||||
hasReservation = true;
|
||||
|
||||
targetX = nextGridX + 0.5f;
|
||||
targetY = nextGridY + 0.5f;
|
||||
hasTarget = true;
|
||||
}
|
||||
|
||||
float dx = targetX - x;
|
||||
float dy = targetY - y;
|
||||
float dist = (float) Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (dist < 0.01f) {
|
||||
hasTarget = false;
|
||||
return;
|
||||
}
|
||||
|
||||
float dirX = dx / dist;
|
||||
float dirY = dy / dist;
|
||||
|
||||
float moveX = dirX * speed * dt;
|
||||
float moveY = dirY * speed * dt;
|
||||
|
||||
float newX = x + moveX;
|
||||
float newY = y + moveY;
|
||||
|
||||
boolean canMoveX = map.isWalkable(newX, y, Constants.ZOMBIE_SIZE);
|
||||
boolean canMoveY = map.isWalkable(x, newY, Constants.ZOMBIE_SIZE);
|
||||
boolean canMoveDiagonal = map.isWalkable(newX, newY, Constants.ZOMBIE_SIZE);
|
||||
|
||||
if (moveX != 0 && moveY != 0) {
|
||||
int checkX = (int) Math.floor(newX);
|
||||
int checkY = (int) Math.floor(newY);
|
||||
int checkCurrentX = (int) Math.floor(x);
|
||||
int checkCurrentY = (int) Math.floor(y);
|
||||
|
||||
boolean blockedByCorner = false;
|
||||
if (checkX != checkCurrentX && checkY != checkCurrentY) {
|
||||
boolean wallInX = map.isWall(checkX, checkCurrentY);
|
||||
boolean wallInY = map.isWall(checkCurrentX, checkY);
|
||||
|
||||
if (wallInX || wallInY) {
|
||||
blockedByCorner = true;
|
||||
|
||||
if (!wallInX && canMoveX) {
|
||||
x = newX;
|
||||
canMoveY = map.isWalkable(x, newY, Constants.ZOMBIE_SIZE);
|
||||
} else if (!wallInY && canMoveY) {
|
||||
y = newY;
|
||||
canMoveX = map.isWalkable(newX, y, Constants.ZOMBIE_SIZE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!blockedByCorner && canMoveDiagonal) {
|
||||
x = newX;
|
||||
y = newY;
|
||||
} else if (!blockedByCorner) {
|
||||
if (canMoveX) x = newX;
|
||||
if (canMoveY) y = newY;
|
||||
}
|
||||
} else {
|
||||
if (canMoveX) x = newX;
|
||||
if (canMoveY) y = newY;
|
||||
}
|
||||
|
||||
float minSeparationDist = Constants.ZOMBIE_SIZE;
|
||||
for (Zombie other : otherZombies) {
|
||||
if (other.getId() == this.id) continue;
|
||||
if (!other.isAlive()) continue;
|
||||
|
||||
float ox = other.getX();
|
||||
float oy = other.getY();
|
||||
float sepDx = x - ox;
|
||||
float sepDy = y - oy;
|
||||
float sepDist = (float) Math.sqrt(sepDx * sepDx + sepDy * sepDy);
|
||||
|
||||
if (sepDist < minSeparationDist && sepDist > 0.01f) {
|
||||
float overlap = minSeparationDist - sepDist;
|
||||
float pushX = (sepDx / sepDist) * overlap * 0.5f;
|
||||
float pushY = (sepDy / sepDist) * overlap * 0.5f;
|
||||
|
||||
float pushedX = x + pushX;
|
||||
float pushedY = y + pushY;
|
||||
|
||||
if (map.isWalkable(pushedX, pushedY, Constants.ZOMBIE_SIZE)) {
|
||||
x = pushedX;
|
||||
y = pushedY;
|
||||
} else {
|
||||
if (map.isWalkable(x + pushX, y, Constants.ZOMBIE_SIZE)) {
|
||||
x = x + pushX;
|
||||
}
|
||||
if (map.isWalkable(x, y + pushY, Constants.ZOMBIE_SIZE)) {
|
||||
y = y + pushY;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (dirX != 0 || dirY != 0) {
|
||||
angle = (float) Math.atan2(dirX, dirY);
|
||||
}
|
||||
}
|
||||
|
||||
public void move(GameMap map, float dt) {
|
||||
if (path != null && pathIndex < path.size()) {
|
||||
float[] target = path.get(pathIndex);
|
||||
float dx = target[0] - x;
|
||||
float dy = target[1] - y;
|
||||
float dist = (float) Math.sqrt(dx * dx + dy * dy);
|
||||
private boolean isGridOccupiedOrReserved(int gridX, int gridY, Collection<Zombie> otherZombies) {
|
||||
for (Zombie other : otherZombies) {
|
||||
if (other.getId() == this.id) continue;
|
||||
if (!other.isAlive()) continue;
|
||||
|
||||
if (dist < 0.2f) {
|
||||
pathIndex++;
|
||||
if (pathIndex >= path.size()) {
|
||||
path = null;
|
||||
}
|
||||
return;
|
||||
int otherGridX = (int) Math.floor(other.getX());
|
||||
int otherGridY = (int) Math.floor(other.getY());
|
||||
|
||||
if (otherGridX == gridX && otherGridY == gridY) {
|
||||
return true;
|
||||
}
|
||||
|
||||
float moveX = (dx / dist) * speed * dt;
|
||||
float moveY = (dy / dist) * speed * dt;
|
||||
|
||||
float newX = x + moveX;
|
||||
float newY = y + moveY;
|
||||
|
||||
if (map.isWalkable(newX, y, Constants.ZOMBIE_SIZE)) {
|
||||
x = newX;
|
||||
if (other.hasReservation() && other.getReservedGridX() == gridX && other.getReservedGridY() == gridY) {
|
||||
return true;
|
||||
}
|
||||
if (map.isWalkable(x, newY, Constants.ZOMBIE_SIZE)) {
|
||||
y = newY;
|
||||
}
|
||||
|
||||
angle = (float) Math.atan2(dx, dy);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private int[] findAlternativeDirection(int currentGridX, int currentGridY, float dirX, float dirY,
|
||||
GameMap map, Collection<Zombie> otherZombies) {
|
||||
int[][] allDirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
|
||||
|
||||
java.util.List<int[]> candidates = new java.util.ArrayList<>();
|
||||
|
||||
for (int[] dir : allDirs) {
|
||||
int nx = currentGridX + dir[0];
|
||||
int ny = currentGridY + dir[1];
|
||||
|
||||
if (map.isWall(nx, ny)) continue;
|
||||
|
||||
if (dir[0] != 0 && dir[1] != 0) {
|
||||
if (map.isWall(currentGridX + dir[0], currentGridY) ||
|
||||
map.isWall(currentGridX, currentGridY + dir[1])) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (isGridOccupiedOrReserved(nx, ny, otherZombies)) continue;
|
||||
|
||||
float dotProduct = dir[0] * dirX + dir[1] * dirY;
|
||||
candidates.add(new int[]{nx, ny, (int) (dotProduct * 1000)});
|
||||
}
|
||||
|
||||
if (candidates.isEmpty()) return null;
|
||||
|
||||
candidates.sort((a, b) -> b[2] - a[2]);
|
||||
|
||||
return new int[]{candidates.get(0)[0], candidates.get(0)[1]};
|
||||
}
|
||||
|
||||
public boolean canAttack(long now) {
|
||||
|
||||
Reference in New Issue
Block a user