updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path.
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+49
-11
@@ -27,10 +27,29 @@ public partial class EnemyController : TurnController
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AddChild(newEnemy);
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}
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}
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public void AddEnemies(List<Vector2I> POSITIONS)
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{
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for (int i = 0; i < POSITIONS.Count; i++)
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{
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Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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newEnemy.Death += RemoveEnemy;
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newEnemy._speed = Globals._rng.Next(2,4+1);
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newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
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newEnemy._enemyController = this;
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WarpEnemy(newEnemy, POSITIONS[i]);
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_enemies.Add(newEnemy);
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AddChild(newEnemy);
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}
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}
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public void Initiate()
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{
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AddEnemies(3);
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List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
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AddEnemies(positions);
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}
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public void MoveEnemies()
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@@ -38,36 +57,51 @@ public partial class EnemyController : TurnController
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Tween tween = CreateTween();
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tween.SetParallel();
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Dictionary<Enemy, List<Vector2I>> enemyPaths = new();
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Dictionary<Enemy, int> enemyOffsets = new();
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_enemies = [.. _enemies.OrderBy(e => e._address.Y).ThenBy(e => e._address.X)];
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for (int i = 0; i < _enemies.Count; i++)
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{
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Enemy enemy = _enemies[i];
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List<Vector2I> path = _playArea._map.GetPath(enemy._address, new Vector2I(enemy._address.X, _playArea._map._minY));
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enemyPaths[enemy] = path;
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enemyOffsets[enemy] = 0;
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}
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int maxSpeed = _enemies.Max(e => e._speed);
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for (int i = 0; i < maxSpeed; i++)
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{
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for (int j = 0; j < enemyPaths.Count; j++)
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for (int j = 0; j < _enemies.Count; j++)
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{
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Enemy enemy = enemyPaths.ElementAt(j).Key;
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if (i >= enemy._speed)
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Enemy enemy = _enemies[j];
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int offset = enemyOffsets[enemy];
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if (i >= enemy._speed - offset)
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{
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continue;
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}
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List<Vector2I> path = enemyPaths.ElementAt(j).Value;
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Vector2I cell = path[i];
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enemy._address = cell;
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if (j == 0)
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List<Vector2I> path = enemyPaths[enemy];
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Vector2I cell = path[i - offset];
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if (_playArea._map.GetOccupant(cell) == null)
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{
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tween.Chain();
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_playArea._map.SetCellEnemy(enemy._address, null);
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enemy._address = cell;
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_playArea._map.SetCellEnemy(enemy._address, enemy);
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if (j == 0)
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{
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tween.Chain();
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}
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else
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{
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tween.Parallel();
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}
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tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
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}
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else
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{
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tween.Parallel();
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enemyOffsets[enemy]++;
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}
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tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
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}
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}
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@@ -90,7 +124,11 @@ public partial class EnemyController : TurnController
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public void WarpEnemy(Enemy ENEMY, Vector2I CELL)
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{
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_playArea._map.SetCellEnemy(ENEMY._address, null);
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ENEMY._address = CELL;
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_playArea._map.SetCellEnemy(ENEMY._address, ENEMY);
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ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL);
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}
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}
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