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