111 lines
2.3 KiB
C#
111 lines
2.3 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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public partial class Battle : Node
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{
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public bool _current;
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public Vector2 _startPosition = new Vector2(890, 340);
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public Manager _turn;
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public List<Sprite2D> _potted = new();
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public List<Ball> _balls = new();
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public Table _table;
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public override void _Ready()
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{
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}
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public override void _Process(double DELTA_)
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{
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CheckMovement();
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}
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public void CheckMovement()
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{
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bool movementCheck = _balls.Any(b => b._moving);
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if (movementCheck)
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{
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if (!Globals.Instance._anyMovement)
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{
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Globals.Instance._anyMovement = true;
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//EmitSignal(SignalName.DetectMovement, true);
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}
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}
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else
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{
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if (Globals.Instance._anyMovement)
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{
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Globals.Instance._anyMovement = false;
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//EmitSignal(SignalName.DetectMovement, false);
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}
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}
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}
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// public void PotBall(Node2D BODY)
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// {
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// if (BODY is Ball)
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// {
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// Ball ball = (Ball)BODY;
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// if (ball.GetParentOrNull<Manager>() == _player)
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// {
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// // _player.PotWorker(ball.GetParent<Worker>());
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// }
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// else
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// {
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// ball.Pot();
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// _balls.Remove(ball);
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// RemoveChild(ball);
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// ball.QueueFree();
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// }
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// }
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// }
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public void Start(PlayerManager PLAYER, ComputerManager COMPUTER)
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{
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// _current = true;
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// // GenerateBalls();
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Globals.Instance._currentBattle = this;
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// _player.Start();
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int diameter = 36;
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Table table = GetNode<Table>("Table");
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List<Ball> computerBalls = COMPUTER._balls;
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List<Ball> playerBalls = PLAYER._balls;
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List<Ball> rack = new();
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rack.AddRange(computerBalls);
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rack.AddRange(playerBalls);
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int rows = rack.Max(b => b._rackPosition.Y);
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Ball rackBall;
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int r, c;
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for (int i = 0; i < rack.Count; i++)
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{
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rackBall = rack[i];
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c = rackBall._rackPosition.X;
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r = Math.Abs(rackBall._rackPosition.Y - rows);
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if (c > 0)
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{
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Vector2 position = new Vector2(table.GlobalPosition.X - (r * (diameter / 2)) + ((c - 1) * diameter), table.GlobalPosition.Y - table.Texture.GetSize().Y / 4 - (r * diameter));
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if (PLAYER == rackBall._owner)
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{
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PLAYER.PlaceBall(rackBall, position);
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}
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if (COMPUTER == rackBall._owner)
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{
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COMPUTER.PlaceBall(rackBall, position);
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}
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}
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}
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// PLAYER.PotBall();
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PLAYER.SetRack();
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}
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}
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