Finishing up basic pathfinding? later down the line will want to implement warping

This commit is contained in:
2026-06-23 03:14:49 -04:00
parent 1903e1a1aa
commit 2cf3428b8c
6 changed files with 142 additions and 129 deletions
+35 -27
View File
@@ -11,8 +11,8 @@ public partial class Enemy : StaticBody2D
public delegate void ClickedEventHandler(Enemy THIS);
[Signal]
public delegate void RightClickedEventHandler(Enemy THIS);
public bool _hovered = false, _track = false;
public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4, _hitRange;
public bool _hovered = false, _track = false, _warp = false;
public int _damage = 1, _health = 2, _stamina, _staminaRemaining, _visibilityRange = 4, _hitRange, _priority = 1;
public Vector2I _address = -Vector2I.One, _range = Vector2I.Up;
public List<Vector2I> _path = new();
public float _movement = 0;
@@ -48,44 +48,52 @@ public partial class Enemy : StaticBody2D
PLAYER.ChangeHealth(-1, this);
}
public bool CanAttack()
{
return _address.Y <= _hitRange;
}
public void CounterAttack(Commander COMMANDER)
{
}
public virtual List<Vector2I> GetGoals(Map MAP)
{
List<Vector2I> firstOpenRow = [.. MAP._cells.Where(c => c.Y == MAP.GetFirstOpenRow() && !MAP._astar.IsPointSolid(c))];
return firstOpenRow;
}
public virtual List<Vector2I> GetBestPath(Map MAP)
{
Vector2I goal = Vector2I.One * -1000;
List<Vector2I> goals = GetGoals(MAP);
List<List<Vector2I>> paths = new();
goal.Y = MAP.GetFirstOpenRow();
List<Vector2I> openCells = [.. MAP._cells.Where(c => c.Y == goal.Y && !MAP._astar.IsPointSolid(c))];
List<Vector2I> testPath, bestPath = [];
int bestLength = 999999;
for (int i = 0; i < openCells.Count; i++)
for (int i = 0; i < goals.Count; i++)
{
testPath = MAP.GetPath(_address, openCells[i]);
int testLength = testPath.Count;
if (testLength < bestLength)
{
bestPath = testPath;
bestLength = testLength;
goal = openCells[i];
}
else if (testLength == bestLength)
{
if (Math.Abs(openCells[i].X - _address.X) < Math.Abs(goal.X - _address.X))
{
bestPath = testPath;
bestLength = testLength;
goal = openCells[i];
}
}
paths.Add(MAP.GetPath(_address, goals[i]));
}
List<Vector2I> bestPath = paths.OrderBy(p => p.Count).ThenBy(p => p.Last().X % 2).ToList()[0];
return bestPath;
}
public void GetRemainingStamina(Map MAP)
{
_staminaRemaining = _address.Y <= MAP.GetFirstOpenRow() ? 0 : _stamina;
}
public void RemainInPlace()
{
if (_path.Count <= 0)
{
_path.Add(_address);
}
else
{
_path.Add(_path.LastOrDefault());
}
}
public void TakeDamage(int DAMAGE, Commander ATTACKER)
{
_health -= DAMAGE;