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
+87 -90
View File
@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
public partial class EnemyController : TurnController
{
@@ -11,6 +12,8 @@ public partial class EnemyController : TurnController
public List<Enemy> _enemies = new();
public PlayerController _playerController;
public Tween _movementTween;
public void AddEnemies(int ENEMY_COUNT = 1)
{
for (int i = 0; i < ENEMY_COUNT; i++)
@@ -20,8 +23,8 @@ public partial class EnemyController : TurnController
newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick;
newEnemy._speed = Globals._rng.Next(2,4+1);
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
newEnemy._stamina = Globals._rng.Next(2,4+1);
newEnemy.Modulate = new Color(newEnemy._stamina == 2 ? "#FF0000" : newEnemy._stamina == 3 ? "#00FF00" : "#0000FF");
newEnemy._enemyController = this;
List<Vector2I> unoccupied = [.. _playArea._map._bottomRow.Where(c => _enemies.All(e => e._address != c))];
Vector2I randomCell = unoccupied[Globals._rng.Next(unoccupied.Count)];
@@ -39,9 +42,9 @@ public partial class EnemyController : TurnController
newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick;
newEnemy._speed = Globals._rng.Next(2,4+1);
newEnemy._stamina = Globals._rng.Next(2,4+1);
newEnemy._hitRange = Globals._rng.Next(1,2+1);
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
newEnemy.Modulate = new Color(newEnemy._stamina == 2 ? "#FF0000" : newEnemy._stamina == 3 ? "#00FF00" : "#0000FF");
newEnemy._enemyController = this;
SetEnemy(newEnemy, POSITIONS[i]);
@@ -51,25 +54,78 @@ public partial class EnemyController : TurnController
}
public List<Enemy> EnemyAttacks()
public void EnemyAttacks()
{
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e._address.Y <= e._hitRange)];
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e.CanAttack())];
for (int i = 0; i < attackingEnemies.Count; i++)
{
Enemy enemy = attackingEnemies[i];
enemy.Attack(_playerController);
enemy._staminaRemaining = Math.Max(enemy._staminaRemaining - 2, 0);
}
return attackingEnemies;
}
public void GetRemainingSpeed(Enemy ENEMY)
public async Task BuildEnemyPaths()
{
ENEMY._speedRemaining = ENEMY._address.Y <= _playArea._map.GetFirstOpenRow() || ENEMY._address.Y <= ENEMY._hitRange ? 0 : ENEMY._speed;
Map map = _playArea._map;
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
enemy.GetRemainingStamina(map);
}
_enemies.ForEach(e => e._path.Clear());
if (_enemies.All(e => e._staminaRemaining <= 0))
{
return;
}
while (_enemies.Any(e => e._staminaRemaining > 0))
{
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
if (enemy._staminaRemaining <= 0)
{
enemy.RemainInPlace();
continue;
}
if (enemy._address.Y <= map.GetFirstOpenRow())
{
enemy.RemainInPlace();
enemy._staminaRemaining = 0;
continue;
}
List<Vector2I> path = enemy.GetBestPath(map);
if (path.Count == 0)
{
enemy.RemainInPlace();
continue;
}
Vector2I cell = path[0];
if (cell.Y <= enemy._address.Y) // if path would move enemy forward
{
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
}
else
{
enemy.RemainInPlace();
}
enemy._staminaRemaining--;
}
}
}
public void HandleEnemyClick(Enemy ENEMY)
{
if (ENEMY._speedRemaining <= 0){
if (ENEMY._staminaRemaining <= 0){
return;
}
TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
@@ -95,92 +151,29 @@ public partial class EnemyController : TurnController
AddEnemies(positions);
}
public void MoveEnemies(List<Enemy> EXCLUDE_ENEMIES)
public void StepEnemies(int STEP)
{
Map map = _playArea._map;
List<Enemy> movingEnmies = [.. _enemies.Where(e => !EXCLUDE_ENEMIES.Contains(e))];
for (int i = 0; i < movingEnmies.Count; i++)
if (_movementTween != null)
{
Enemy enemy = movingEnmies[i];
GetRemainingSpeed(enemy);
if (enemy._speedRemaining > 0)
{
enemy._path = enemy.GetBestPath(map);
if (enemy._path.Count <= 0)
{
enemy._speedRemaining = 0;
}
}
_movementTween.Kill();
}
_movementTween = CreateTween();
_movementTween.TweenInterval(0.5f);
List<Enemy> remainingEnemies = GetRemainingEnemies(movingEnmies);
_enemies.ForEach(e => e._path.Clear());
if (remainingEnemies.Count == 0)
for (int i= 0; i < _enemies.Count; i++)
{
return;
Enemy enemy = _enemies[i];
_movementTween.Parallel().TweenProperty(enemy, "global_position", map.GetCellPositionFromAddress(enemy._path[STEP]), 0.25f);
}
while (remainingEnemies.Count > 0)
if (STEP < _enemies[0]._path.Count - 1)
{
remainingEnemies = GetRemainingEnemies(remainingEnemies);
for (int i = 0; i < remainingEnemies.Count; i++)
{
Enemy enemy = remainingEnemies[i];
if (enemy._speedRemaining <= 0)
{
continue;
}
if (enemy._address.Y <= map.GetFirstOpenRow())
{
enemy._speedRemaining = 0;
continue;
}
List<Vector2I> path = enemy.GetBestPath(map);
if (path.Count == 0)
{
continue;
}
Vector2I cell = path[0];
if (cell.Y <= enemy._address.Y)
{
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
}
enemy._speedRemaining--;
}
_movementTween.TweenCallback(Callable.From(() => StepEnemies(STEP + 1)));
}
Tween tween = CreateTween();
tween.SetParallel();
List<Enemy> movingEnemies = [.. _enemies.Where(e => e._path.Count > 0)];
int maxSteps = movingEnemies.Max(e => e._path.Count);
for (int i = 0; i < maxSteps; i++)
else
{
for (int j = 0; j < movingEnemies.Count; j++)
{
Enemy mEnemy = movingEnemies[j];
if (mEnemy._path.Count <= i)
{
continue;
}
if (j == 0)
{
tween.Chain();
}
else
{
tween.Parallel();
}
tween.TweenProperty(mEnemy, "global_position", map.GetCellPositionFromAddress(mEnemy._path[i]), .25f);
}
_movementTween.TweenCallback(Callable.From(() => EndTurn()));
}
tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone)));
_playArea.HighlightCells();
}
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
@@ -190,18 +183,22 @@ public partial class EnemyController : TurnController
ENEMY_TO_REMOVE.QueueFree();
}
public List<Enemy> GetRemainingEnemies(List<Enemy> ENEMIES)
public void SortEnemies()
{
return [.. ENEMIES.Where(e => e._speedRemaining > 0).OrderByDescending(e => e.GetBestPath(_playArea._map).Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
_enemies = [.. _enemies.OrderByDescending(e => e._priority).ThenBy(e => e._address.Y).ThenBy(e => e._path.Count).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
}
public override void StartTurn()
public override async Task StartTurn()
{
AddEnemies(1);
SortEnemies();
List<Enemy> attackingEnemies = EnemyAttacks();
EnemyAttacks();
await BuildEnemyPaths();
MoveEnemies(attackingEnemies);
StepEnemies(0);
}
public void SetEnemy(Enemy ENEMY, Vector2I CELL)