still working on some pathfinding, it is seizing up when trying to find a new goal
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+42
-34
@@ -22,7 +22,7 @@ public partial class EnemyController : TurnController
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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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WarpEnemy(newEnemy, randomCell);
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SetEnemy(newEnemy, randomCell);
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_enemies.Add(newEnemy);
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AddChild(newEnemy);
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}
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@@ -39,7 +39,7 @@ public partial class EnemyController : TurnController
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newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
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newEnemy._enemyController = this;
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WarpEnemy(newEnemy, POSITIONS[i]);
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SetEnemy(newEnemy, POSITIONS[i]);
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_enemies.Add(newEnemy);
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AddChild(newEnemy);
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}
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@@ -51,6 +51,15 @@ public partial class EnemyController : TurnController
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List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
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AddEnemies(positions);
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// for (int i = 0; i < _playArea._map._cells.Count; i++)
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// {
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// if (_playArea._map._astar.IsPointSolid(_playArea._map._cells[i]))
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// {
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// GD.Print(_playArea._map._cells[i]);
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// }
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// }
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}
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public void MoveEnemies()
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@@ -61,27 +70,20 @@ public partial class EnemyController : TurnController
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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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Vector2I goal = new(enemy._address.X, _playArea._map._minY);
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if (Math.Abs(goal.Y - enemy._address.Y) <= enemy._visibilityRange)
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Vector2I goal = new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY));
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while(_playArea._map.IsRowFull(goal.Y))
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{
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// GD.Print(goal.Y, enemy._address.Y,enemy._visibilityRange);
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while(_playArea._map.IsRowFull(goal.Y))
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{
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goal.Y++;
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}
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// if (_playArea._map.GetOccupant(goal) != null)
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// {
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// goal.X = Math.Clamp(goal.X+1, _playArea._map._minX+1, _playArea._map._maxX-1);
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// }
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int loop = 0;
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while (_playArea._map.GetOccupant(goal) != null)
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{
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goal.X = Math.Clamp(enemy._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX);
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loop++;
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}
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goal.Y++;
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}
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List<Vector2I> path = _playArea._map.GetPath(enemy._address, goal);
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enemy._path = path;
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int loop = 0;
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while (_playArea._map.GetOccupant(goal) != null)
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{
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goal.X = Math.Clamp(enemy._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX);
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loop++;
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}
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enemy._path = _playArea._map.GetPath(enemy._address, goal, false, i==0);
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enemy._speedRemaining = enemy._address.Y <= _playArea._map._minY ? 0 : enemy._speed;
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}
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_enemies = [.. _enemies.OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X))];
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@@ -99,17 +101,29 @@ public partial class EnemyController : TurnController
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remainingEnemies.Remove(enemy);
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continue;
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}
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List<Vector2I> path = enemy._path;
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int pathIndex = enemy._speed - enemy._speedRemaining;
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Vector2I cell = path[pathIndex];
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Vector2I cell = enemy._path[pathIndex];
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Enemy obstacle = _playArea._map.GetOccupant(cell);
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if (obstacle != null)
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{
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int obstacleRemainingMoves = obstacle._speedRemaining;
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if (obstacleRemainingMoves <= 0)
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{
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_playArea._map.EvaluateSolidCells();
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List<Vector2I> newPath = _playArea._map.GetPath(enemy._address, new Vector2I(enemy._address.X, _playArea._map._minY));
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Vector2I newGoal = new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY));
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while(_playArea._map.IsRowFull(newGoal.Y))
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{
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newGoal.Y++;
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}
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int loop = 0;
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while (_playArea._map.GetOccupant(newGoal) != null)
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{
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newGoal.X = Math.Clamp(enemy._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX);
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loop++;
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}
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List<Vector2I> newPath = _playArea._map.GetPath(enemy._address, newGoal);
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enemy._path = newPath;
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newPath.InsertRange(0, [.. Enumerable.Repeat(newPath[0], pathIndex)]);
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@@ -121,9 +135,7 @@ public partial class EnemyController : TurnController
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if (obstacle == null)
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{
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_playArea._map.SetCellEnemy(enemy._address, null);
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enemy._address = cell;
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_playArea._map.SetCellEnemy(enemy._address, enemy);
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_playArea._map.SetCellEnemy(cell, enemy);
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if (j == 0)
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{
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tween.Chain();
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@@ -162,13 +174,9 @@ public partial class EnemyController : TurnController
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}
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public void WarpEnemy(Enemy ENEMY, Vector2I CELL)
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public void SetEnemy(Enemy ENEMY, Vector2I CELL)
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{
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_playArea._map.SetCellEnemy(ENEMY._address, null);
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ENEMY._address = CELL;
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_playArea._map.SetCellEnemy(ENEMY._address, ENEMY);
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_playArea._map.SetCellEnemy(CELL, ENEMY);
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ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL);
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}
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}
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