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); public delegate void ClickedEventHandler(Enemy THIS);
[Signal] [Signal]
public delegate void RightClickedEventHandler(Enemy THIS); public delegate void RightClickedEventHandler(Enemy THIS);
public bool _hovered = false, _track = false; public bool _hovered = false, _track = false, _warp = false;
public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4, _hitRange; public int _damage = 1, _health = 2, _stamina, _staminaRemaining, _visibilityRange = 4, _hitRange, _priority = 1;
public Vector2I _address = -Vector2I.One, _range = Vector2I.Up; public Vector2I _address = -Vector2I.One, _range = Vector2I.Up;
public List<Vector2I> _path = new(); public List<Vector2I> _path = new();
public float _movement = 0; public float _movement = 0;
@@ -48,44 +48,52 @@ public partial class Enemy : StaticBody2D
PLAYER.ChangeHealth(-1, this); PLAYER.ChangeHealth(-1, this);
} }
public bool CanAttack()
{
return _address.Y <= _hitRange;
}
public void CounterAttack(Commander COMMANDER) 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) 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(); for (int i = 0; i < goals.Count; i++)
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++)
{ {
testPath = MAP.GetPath(_address, openCells[i]); paths.Add(MAP.GetPath(_address, goals[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];
}
}
} }
List<Vector2I> bestPath = paths.OrderBy(p => p.Count).ThenBy(p => p.Last().X % 2).ToList()[0];
return bestPath; 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) public void TakeDamage(int DAMAGE, Commander ATTACKER)
{ {
_health -= DAMAGE; _health -= DAMAGE;
+87 -90
View File
@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Threading.Tasks;
public partial class EnemyController : TurnController public partial class EnemyController : TurnController
{ {
@@ -11,6 +12,8 @@ public partial class EnemyController : TurnController
public List<Enemy> _enemies = new(); public List<Enemy> _enemies = new();
public PlayerController _playerController; public PlayerController _playerController;
public Tween _movementTween;
public void AddEnemies(int ENEMY_COUNT = 1) public void AddEnemies(int ENEMY_COUNT = 1)
{ {
for (int i = 0; i < ENEMY_COUNT; i++) for (int i = 0; i < ENEMY_COUNT; i++)
@@ -20,8 +23,8 @@ public partial class EnemyController : TurnController
newEnemy.Clicked += HandleEnemyClick; newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick; newEnemy.RightClicked += HandleEnemyRightClick;
newEnemy._speed = Globals._rng.Next(2,4+1); newEnemy._stamina = Globals._rng.Next(2,4+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; newEnemy._enemyController = this;
List<Vector2I> unoccupied = [.. _playArea._map._bottomRow.Where(c => _enemies.All(e => e._address != c))]; List<Vector2I> unoccupied = [.. _playArea._map._bottomRow.Where(c => _enemies.All(e => e._address != c))];
Vector2I randomCell = unoccupied[Globals._rng.Next(unoccupied.Count)]; Vector2I randomCell = unoccupied[Globals._rng.Next(unoccupied.Count)];
@@ -39,9 +42,9 @@ public partial class EnemyController : TurnController
newEnemy.Clicked += HandleEnemyClick; newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick; 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._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; newEnemy._enemyController = this;
SetEnemy(newEnemy, POSITIONS[i]); 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++) for (int i = 0; i < attackingEnemies.Count; i++)
{ {
Enemy enemy = attackingEnemies[i]; Enemy enemy = attackingEnemies[i];
enemy.Attack(_playerController); 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) public void HandleEnemyClick(Enemy ENEMY)
{ {
if (ENEMY._speedRemaining <= 0){ if (ENEMY._staminaRemaining <= 0){
return; return;
} }
TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer"); TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
@@ -95,92 +151,29 @@ public partial class EnemyController : TurnController
AddEnemies(positions); AddEnemies(positions);
} }
public void MoveEnemies(List<Enemy> EXCLUDE_ENEMIES) public void StepEnemies(int STEP)
{ {
Map map = _playArea._map; Map map = _playArea._map;
List<Enemy> movingEnmies = [.. _enemies.Where(e => !EXCLUDE_ENEMIES.Contains(e))]; if (_movementTween != null)
for (int i = 0; i < movingEnmies.Count; i++)
{ {
Enemy enemy = movingEnmies[i]; _movementTween.Kill();
GetRemainingSpeed(enemy);
if (enemy._speedRemaining > 0)
{
enemy._path = enemy.GetBestPath(map);
if (enemy._path.Count <= 0)
{
enemy._speedRemaining = 0;
}
}
} }
_movementTween = CreateTween();
_movementTween.TweenInterval(0.5f);
List<Enemy> remainingEnemies = GetRemainingEnemies(movingEnmies); for (int i= 0; i < _enemies.Count; i++)
_enemies.ForEach(e => e._path.Clear());
if (remainingEnemies.Count == 0)
{ {
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); _movementTween.TweenCallback(Callable.From(() => StepEnemies(STEP + 1)));
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--;
}
} }
else
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++)
{ {
for (int j = 0; j < movingEnemies.Count; j++) _movementTween.TweenCallback(Callable.From(() => EndTurn()));
{
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);
}
} }
tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone)));
_playArea.HighlightCells();
} }
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE) public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
@@ -190,18 +183,22 @@ public partial class EnemyController : TurnController
ENEMY_TO_REMOVE.QueueFree(); 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); AddEnemies(1);
SortEnemies();
List<Enemy> attackingEnemies = EnemyAttacks(); EnemyAttacks();
await BuildEnemyPaths();
MoveEnemies(attackingEnemies); StepEnemies(0);
} }
public void SetEnemy(Enemy ENEMY, Vector2I CELL) public void SetEnemy(Enemy ENEMY, Vector2I CELL)
+4 -4
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@@ -37,7 +37,7 @@ public partial class Main : Node
base._Process(delta); base._Process(delta);
if (Input.IsActionJustPressed("escape")) if (Input.IsActionJustPressed("escape"))
{ {
EndGame(_playerController);
} }
if (Input.IsActionJustPressed("changeTurn")) if (Input.IsActionJustPressed("changeTurn"))
{ {
@@ -48,18 +48,18 @@ public partial class Main : Node
} }
} }
public void ChangeTurn() public async void ChangeTurn()
{ {
if (_turnController != _playerController) if (_turnController != _playerController)
{ {
_turnController = _playerController; _turnController = _playerController;
_playerController.StartTurn(); await _playerController.StartTurn();
} }
else else
{ {
_turnController = _enemyController; _turnController = _enemyController;
_enemyController.StartTurn(); await _enemyController.StartTurn();
} }
} }
+4 -4
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@@ -119,10 +119,10 @@ public partial class Map : TileMapLayer
_astar.DefaultComputeHeuristic = AStarGrid2D.Heuristic.Manhattan; _astar.DefaultComputeHeuristic = AStarGrid2D.Heuristic.Manhattan;
_astar.DiagonalMode = AStarGrid2D.DiagonalModeEnum.Never; _astar.DiagonalMode = AStarGrid2D.DiagonalModeEnum.Never;
_astar.Update(); _astar.Update();
// for (int i = 0; i < _cells.Count; i++) for (int i = 0; i < _cells.Count; i++)
// { {
// _astar.SetPointWeightScale(_cells[i], _cells[i].Y * 5); _astar.SetPointWeightScale(_cells[i], _cells[i].Y * 2);
// } }
EvaluateSolidCells(); EvaluateSolidCells();
} }
+6 -3
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@@ -2,11 +2,13 @@ using Godot;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading.Tasks;
public partial class PlayerController : TurnController public partial class PlayerController : TurnController
{ {
[Signal] [Signal]
public delegate void DeathEventHandler(PlayerController THIS); public delegate void DeathEventHandler(PlayerController THIS);
public bool _dead = false;
public int _health, _healthMax = 100; public int _health, _healthMax = 100;
public EnemyController _enemyController; public EnemyController _enemyController;
public PackedScene _commanderScene = GD.Load<PackedScene>("res://Commander.tscn"); public PackedScene _commanderScene = GD.Load<PackedScene>("res://Commander.tscn");
@@ -22,9 +24,10 @@ public partial class PlayerController : TurnController
{ {
_health += DAMAGE; _health += DAMAGE;
_health = Math.Clamp(_health, 0, _healthMax); _health = Math.Clamp(_health, 0, _healthMax);
GD.Print(_health); if (_health == 0 && !_dead)
if (_health == 0)
{ {
_dead = !_dead;
GD.Print("YOU DIED");
EmitSignal(SignalName.Death, this); EmitSignal(SignalName.Death, this);
} }
} }
@@ -60,7 +63,7 @@ public partial class PlayerController : TurnController
_towers[3].AddChild(newCommander); _towers[3].AddChild(newCommander);
} }
public override void StartTurn() public override async Task StartTurn()
{ {
_towers.ForEach(t => t.StartTurn()); _towers.ForEach(t => t.StartTurn());
} }
+6 -1
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@@ -1,5 +1,6 @@
using Godot; using Godot;
using System; using System;
using System.Threading.Tasks;
public partial class TurnController : Node2D public partial class TurnController : Node2D
{ {
@@ -7,7 +8,11 @@ public partial class TurnController : Node2D
public delegate void TurnDoneEventHandler(); public delegate void TurnDoneEventHandler();
public PlayArea _playArea; public PlayArea _playArea;
public virtual void StartTurn() public virtual async Task StartTurn()
{ {
} }
public virtual void EndTurn()
{
EmitSignal(SignalName.TurnDone);
}
} }