still working on movement, for some reason some cells do not get set as solid that's why multiple can go on a cell
This commit is contained in:
+102
-62
@@ -1,6 +1,7 @@
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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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public partial class EnemyController : TurnController
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@@ -46,50 +47,110 @@ public partial class EnemyController : TurnController
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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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while (_playArea._map.IsRowFull(goal.Y))
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{
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goal.Y++;
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}
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int loop = 0;
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while (_playArea._map.HasOccupant(goal))
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{
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Vector2I leftGoal = new (Math.Clamp(ENEMY._address.X - loop / 2 - 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
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Vector2I rightGoal = new (Math.Clamp(ENEMY._address.X + loop / 2 + 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
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List<Vector2I> leftPath = _playArea._map.GetPath(ENEMY._address, leftGoal);
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List<Vector2I> rightPath = _playArea._map.GetPath(ENEMY._address, rightGoal);
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if (rightPath.Count < leftPath.Count && !_playArea._map.HasOccupant(rightGoal))
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{
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goal = rightGoal;
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}
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else if (leftPath.Count < rightPath.Count && !_playArea._map.HasOccupant(leftGoal))
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{
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goal = leftGoal;
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}
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else if (!_playArea._map.HasOccupant(rightGoal))
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{
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goal = rightGoal;
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}
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else if (!_playArea._map.HasOccupant(leftGoal))
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{
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goal = leftGoal;
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}
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loop++;
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}
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return goal;
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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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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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{
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Tween tween = CreateTween();
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tween.SetParallel();
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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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ShiftGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
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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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int maxSpeed = _enemies.Max(e => e._speedRemaining);
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List<Enemy> remainingEnemies = [.. _enemies];
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for (int i = 0; i < maxSpeed; i++)
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{
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for (int j = 0; j < remainingEnemies.Count; j++)
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if (enemy._speedRemaining > 0)
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{
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Enemy enemy = remainingEnemies[j];
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int pathIndex = enemy._speed - enemy._speedRemaining;
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enemy._path.InsertRange(0, [.. Enumerable.Repeat(enemy._path[0], pathIndex)]);
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Vector2I cell = enemy._path[pathIndex];
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Enemy obstacle = _playArea._map.GetOccupant(cell);
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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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enemy._path = _playArea._map.GetPath(enemy._address, goal);
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}
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}
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List<Enemy> remainingEnemies = SortEnemies(_enemies);
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_enemies.ForEach(e => e._path.Clear());
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if (remainingEnemies.Count == 0)
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{
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return;
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}
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while (remainingEnemies.Count > 0)
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{
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remainingEnemies = SortEnemies(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 <= _playArea._map._minY)
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{
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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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List<Vector2I> path = _playArea._map.GetPath(enemy._address, goal);
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Vector2I cell = path[0];
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if (enemy._track)
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{
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GD.Print(cell, _playArea._map._astar.IsPointSolid(cell));
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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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}
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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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{
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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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@@ -98,25 +159,12 @@ public partial class EnemyController : TurnController
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{
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tween.Parallel();
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}
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tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
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if (enemy._address.Y <= _playArea._map._minY)
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{
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remainingEnemies.Remove(enemy);
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continue;
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}
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enemy._speedRemaining--;
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if (enemy._speedRemaining <= 0)
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{
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remainingEnemies.Remove(enemy);
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continue;
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}
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ShiftGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
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tween.TweenProperty(mEnemy, "global_position", _playArea._map.GetCellPositionFromAddress(mEnemy._path[i]), .25f);
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}
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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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}
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public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
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@@ -126,6 +174,11 @@ public partial class EnemyController : TurnController
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ENEMY_TO_REMOVE.QueueFree();
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}
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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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}
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public override void StartTurn()
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{
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AddEnemies(1);
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@@ -136,25 +189,12 @@ 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(8, 13))
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{
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ENEMY._track = true;
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}
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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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public void ShiftGoal(Enemy ENEMY, Vector2I GOAL)
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{
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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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int loop = 0;
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while (_playArea._map.GetOccupant(GOAL) != null)
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{
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GD.Print(ENEMY._address, "-->", GOAL);
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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);
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}
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}
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