reworking pathfinding to update with each step, removing the need to worry about obstacles, but still needs work

This commit is contained in:
2026-06-08 04:28:30 -04:00
parent 648a00ccf1
commit 813ca5f633
+43 -65
View File
@@ -70,20 +70,7 @@ public partial class EnemyController : TurnController
for (int i = 0; i < _enemies.Count; i++) for (int i = 0; i < _enemies.Count; i++)
{ {
Enemy enemy = _enemies[i]; Enemy enemy = _enemies[i];
Vector2I goal = new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)); ShiftGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
while(_playArea._map.IsRowFull(goal.Y))
{
goal.Y++;
}
int loop = 0;
while (_playArea._map.GetOccupant(goal) != null)
{
goal.X = Math.Clamp(enemy._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX);
loop++;
}
enemy._path = _playArea._map.GetPath(enemy._address, goal, false, i==0);
enemy._speedRemaining = enemy._address.Y <= _playArea._map._minY ? 0 : enemy._speed; enemy._speedRemaining = enemy._address.Y <= _playArea._map._minY ? 0 : enemy._speed;
} }
_enemies = [.. _enemies.OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X))]; _enemies = [.. _enemies.OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X))];
@@ -96,63 +83,36 @@ public partial class EnemyController : TurnController
for (int j = 0; j < remainingEnemies.Count; j++) for (int j = 0; j < remainingEnemies.Count; j++)
{ {
Enemy enemy = remainingEnemies[j]; Enemy enemy = remainingEnemies[j];
int pathIndex = enemy._speed - enemy._speedRemaining;
enemy._path.InsertRange(0, [.. Enumerable.Repeat(enemy._path[0], pathIndex)]);
Vector2I cell = enemy._path[pathIndex];
Enemy obstacle = _playArea._map.GetOccupant(cell);
_playArea._map.SetCellEnemy(cell, enemy);
if (j == 0)
{
tween.Chain();
}
else
{
tween.Parallel();
}
tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
if (enemy._address.Y <= _playArea._map._minY)
{
remainingEnemies.Remove(enemy);
continue;
}
enemy._speedRemaining--;
if (enemy._speedRemaining <= 0) if (enemy._speedRemaining <= 0)
{ {
remainingEnemies.Remove(enemy); remainingEnemies.Remove(enemy);
continue; continue;
} }
ShiftGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
int pathIndex = enemy._speed - enemy._speedRemaining;
Vector2I cell = enemy._path[pathIndex];
Enemy obstacle = _playArea._map.GetOccupant(cell);
if (obstacle != null)
{
int obstacleRemainingMoves = obstacle._speedRemaining;
if (obstacleRemainingMoves <= 0)
{
Vector2I newGoal = new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY));
while(_playArea._map.IsRowFull(newGoal.Y))
{
newGoal.Y++;
}
int loop = 0;
while (_playArea._map.GetOccupant(newGoal) != null)
{
newGoal.X = Math.Clamp(enemy._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX);
loop++;
}
List<Vector2I> newPath = _playArea._map.GetPath(enemy._address, newGoal);
enemy._path = newPath;
newPath.InsertRange(0, [.. Enumerable.Repeat(newPath[0], pathIndex)]);
cell = enemy._path[pathIndex];
obstacle = _playArea._map.GetOccupant(cell);
}
}
if (obstacle == null)
{
_playArea._map.SetCellEnemy(cell, enemy);
if (j == 0)
{
tween.Chain();
}
else
{
tween.Parallel();
}
tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
if (enemy._address.Y <= _playArea._map._minY)
{
remainingEnemies.Remove(enemy);
continue;
}
enemy._speedRemaining--;
}
} }
} }
@@ -179,4 +139,22 @@ public partial class EnemyController : TurnController
_playArea._map.SetCellEnemy(CELL, ENEMY); _playArea._map.SetCellEnemy(CELL, ENEMY);
ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL); ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL);
} }
public void ShiftGoal(Enemy ENEMY, Vector2I GOAL)
{
while(_playArea._map.IsRowFull(GOAL.Y))
{
GOAL.Y++;
}
int loop = 0;
while (_playArea._map.GetOccupant(GOAL) != null)
{
GD.Print(ENEMY._address, "-->", GOAL);
GOAL.X = Math.Clamp(ENEMY._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX);
loop++;
}
ENEMY._path = _playArea._map.GetPath(ENEMY._address, GOAL);
}
} }