altering enemies into peg to open up for the future with hostile and friendly pegs. made some changes to the pathfinding. starting to add a mouse handler that will more easily handle single and double clicks, and holds. Enemy controller becomes peg controller and will handle all peg interactions
This commit is contained in:
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using Godot;
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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 PegController : TurnController
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{
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public int _actionLoop = 0;
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public PackedScene _hostilePegScene = GD.Load<PackedScene>("res://hostile_peg.tscn");
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public List<Peg> _pegs = new();
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public PlayerController _playerController;
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public Dictionary<int, List<Tween>> _tweenStages = new();
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public Tween _tween;
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public void AddHostilePegs(int PEG_COUNT = 1)
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{
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for (int i = 0; i < PEG_COUNT; i++)
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{
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HostilePeg newHostilePeg = _hostilePegScene.Instantiate<HostilePeg>();
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newHostilePeg.Death += HandlePegRemoval;
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newHostilePeg.Clicked += HandlePegClick;
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newHostilePeg.RightClicked += HandlePegRightClick;
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newHostilePeg._stamina = Globals._rng.Next(2,4+1);
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newHostilePeg.Modulate = new Color(newHostilePeg._stamina == 2 ? "#FF0000" : newHostilePeg._stamina == 3 ? "#00FF00" : "#0000FF");
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newHostilePeg._pegController = this;
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List<Vector2I> unoccupied = [.. _playArea._map._bottomRow.Where(c => _pegs.All(e => e._address != c))];
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Vector2I randomCell = unoccupied[Globals._rng.Next(unoccupied.Count)];
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SetPeg(newHostilePeg, randomCell);
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_pegs.Add(newHostilePeg);
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AddChild(newHostilePeg);
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}
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}
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public void AddHostilePegs(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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HostilePeg newHostilePeg = _hostilePegScene.Instantiate<HostilePeg>();
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newHostilePeg.Death += HandlePegRemoval;
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newHostilePeg.Clicked += HandlePegClick;
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newHostilePeg.RightClicked += HandlePegRightClick;
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newHostilePeg._stamina = Globals._rng.Next(2,4+1);
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newHostilePeg._hitRange = Globals._rng.Next(1,2+1);
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newHostilePeg.GetNode<Sprite2D>("Sprite2D").SelfModulate = new Color(newHostilePeg._stamina == 2 ? "#FF0000" : newHostilePeg._stamina == 3 ? "#00FF00" : "#0000FF");
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newHostilePeg._pegController = this;
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SetPeg(newHostilePeg, POSITIONS[i]);
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_pegs.Add(newHostilePeg);
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AddChild(newHostilePeg);
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}
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}
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public List<Peg> GetRemainingPegs()
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{
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return [.. _pegs.Where(e => e.CanMove() || e.CanAttack())];
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}
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public void HandlePegActions()
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{
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_actionLoop = 0;
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_tweenStages.Clear();
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Map map = _playArea._map;
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_pegs.ForEach(e => e._path.Clear());
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List<Peg> remainingPegs = GetRemainingPegs();
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while (remainingPegs.Count > 0 && _actionLoop <100)
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{
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for (int i = 0; i < remainingPegs.Count; i++)
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{
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Peg peg = remainingPegs[i];
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if (!peg.CanMove() && !peg.CanAttack())
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{
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GD.Print(i);
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}
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HandlePegPathing(peg);
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HandlePegAttacking(peg);
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}
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remainingPegs = GetRemainingPegs();
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_actionLoop++;
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}
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}
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public void HandlePegAttacking(Peg PEG)
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{
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if (!PEG.CanAttack())
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{
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return;
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}
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PEG.Attack();
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}
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public void HandlePegClick(Peg PEG)
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{
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if (PEG._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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List<Vector2I> newPath = PEG.GetBestPath();
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pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(c,0,Vector2I.Down*4));
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for (int i = 0; i < newPath.Count; i++)
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{
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pathLayer.SetCell(newPath[i],0,Vector2I.One);
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}
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}
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public void HandlePegRightClick(Peg PEG)
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{
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HandlePegRemoval(PEG);
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}
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public void HandlePegPathing(Peg PEG)
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{
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if (!PEG.CanMove())
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{
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return;
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}
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List<Vector2I> path = PEG.GetBestPath();
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if (path?.Count == 0)
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{
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// PEG.Move(PEG._path.LastOrDefault(PEG._address), this);
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return;
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}
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PEG.Move(path[0]);
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}
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public void HandlePegRemoval(Peg PEG_TO_REMOVE)
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{
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_pegs.Remove(PEG_TO_REMOVE);
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_playArea._map.SetCellPeg(PEG_TO_REMOVE._address, null);
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PEG_TO_REMOVE.QueueFree();
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}
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public void HandlePegSort()
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{
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_pegs = [.. _pegs.OrderBy(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 void Initiate()
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{
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List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
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AddHostilePegs(positions);
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}
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public void ProcessTween()
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{
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_tweenStages = _tweenStages.OrderBy(s => s.Key).ToDictionary();
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GD.Print(string.Join(", ", _tweenStages.Keys));
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if (_tweenStages.Count <= 0)
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{
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EndTurn();
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return;
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}
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if (_tween != null)
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{
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_tween.Kill();
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}
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_tween = CreateTween();
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for (int i = 0; i < _tweenStages.Count; i++)
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{
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_tween.Chain().TweenInterval(0.5f);
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List<Tween> tweenSteps = _tweenStages.Values.ElementAt(i);
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for (int j = 0; j < tweenSteps.Count; j++)
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{
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Tween step = tweenSteps[j];
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_tween.Parallel().TweenSubtween(step);
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}
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}
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_tween.TweenCallback(Callable.From(EndTurn));
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}
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public override void StartTurn()
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{
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AddHostilePegs(1);
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for (int i = 0; i < _pegs.Count; i++)
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{
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_pegs[i].StartTurn();
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}
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HandlePegSort();
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HandlePegActions();
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ProcessTween();
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}
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public void SetPeg(Peg PEG, Vector2I CELL)
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{
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if (CELL == new Vector2I(16, 14))
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{
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PEG._track = true;
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}
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_playArea._map.SetCellPeg(CELL, PEG);
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PEG.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL);
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}
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}
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