mostly fixed movement but there's still a problem with enemies in the top left cell (0,0) being set to not solid
This commit is contained in:
+47
-9
@@ -17,6 +17,7 @@ public partial class EnemyController : TurnController
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{
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Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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newEnemy.Death += RemoveEnemy;
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newEnemy.Clicked += HandleEnemyClick;
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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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@@ -34,6 +35,7 @@ public partial class EnemyController : TurnController
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{
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Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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newEnemy.Death += RemoveEnemy;
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newEnemy.Clicked += HandleEnemyClick;
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newEnemy._speed = Globals._rng.Next(2,4+1);
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newEnemy._speed = 3;
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@@ -47,11 +49,6 @@ public partial class EnemyController : TurnController
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}
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// public List<Vector2I> GetEnemyPath(Enemy ENEMY, Vector2I PATH)
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// {
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// }
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public Vector2I GetBestGoal(Enemy ENEMY, Vector2I GOAL)
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{
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Vector2I goal = GOAL;
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@@ -88,6 +85,27 @@ public partial class EnemyController : TurnController
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return goal;
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}
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public void HandleEnemyClick(Enemy ENEMY)
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{
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GD.Print(ENEMY._address, _playArea._map._astar.IsPointSolid(ENEMY._address));
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if (ENEMY._speedRemaining <= 0){
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return;
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}
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TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
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Vector2I goal = GetBestGoal(ENEMY, new(ENEMY._address.X, Math.Max(ENEMY._address.Y - ENEMY._visibilityRange, _playArea._map._minY)));
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if (ENEMY._address == Vector2I.Zero)
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{
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GD.Print(0,goal);
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}
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List<Vector2I> newPath = [.. _playArea._map.GetPath(ENEMY._address, goal)];
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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 Initiate()
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{
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List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
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@@ -105,7 +123,15 @@ public partial class EnemyController : TurnController
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if (enemy._speedRemaining > 0)
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{
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Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
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if (enemy._address == Vector2I.Zero)
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{
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GD.Print(1,goal);
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}
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enemy._path = _playArea._map.GetPath(enemy._address, goal);
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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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}
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@@ -127,12 +153,24 @@ public partial class EnemyController : TurnController
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}
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if (enemy._address.Y <= _playArea._map._minY)
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{
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enemy._speedRemaining = 0;
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continue;
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}
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Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
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if (enemy._address == Vector2I.Zero)
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{
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GD.Print(2,goal);
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}
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List<Vector2I> path = _playArea._map.GetPath(enemy._address, goal);
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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 (enemy._address == Vector2I.Zero)
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{
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GD.Print(3, enemy._address);
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}
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_playArea._map.SetCellEnemy(cell, enemy);
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enemy._path.Add(cell);
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enemy._speedRemaining--;
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@@ -166,7 +204,7 @@ public partial class EnemyController : TurnController
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}
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tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone)));
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_playArea._map.HighlightCells();
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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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@@ -178,7 +216,7 @@ public partial class EnemyController : TurnController
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public List<Enemy> SortEnemies(List<Enemy> ENEMIES)
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{
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return [.. ENEMIES.Where(e => e._speedRemaining > 0 && _playArea._map.GetPath(e._address, new Vector2I(e._address.X, Math.Max(e._address.Y - e._visibilityRange, _playArea._map._minY))).Count > 0).OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
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return [.. ENEMIES.Where(e => e._speedRemaining > 0).OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).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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@@ -191,7 +229,7 @@ public partial class EnemyController : TurnController
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public void SetEnemy(Enemy ENEMY, Vector2I CELL)
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{
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if (CELL == new Vector2I(5, 7))
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if (CELL == new Vector2I(16, 14))
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{
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ENEMY._track = true;
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}
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