still attempting to allow enemies to handle their own animations. still a matter of improving performance and there's some issue when enemies reach rank 0?
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@@ -2,6 +2,7 @@ using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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public partial class Enemy : StaticBody2D
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{
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@@ -12,7 +13,12 @@ public partial class Enemy : StaticBody2D
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[Signal]
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public delegate void RightClickedEventHandler(Enemy THIS);
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public bool _hovered = false, _track = false, _warp = false;
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public int _damage = 1, _health = 2, _stamina, _staminaRemaining, _visibilityRange = 4, _hitRange, _priority = 1;
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public int _damage = 1, _health = 2, _stamina, _staminaRemaining, _visibilityRange = 4, _hitRange;
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public Dictionary<string, int> _priorities = new()
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{
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{"attack", 0}, // 0 to 999999 reserved for attacking priorities
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{"movement", 1000000} // 1000000 to 1999999 reserved for movement priorities
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};
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public Vector2I _address = -Vector2I.One, _range = Vector2I.Up;
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public List<Vector2I> _path = new(), _pathStored = new();
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public float _movement = 0;
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@@ -49,7 +55,8 @@ public partial class Enemy : StaticBody2D
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{
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Tween subtween = CreateTween();
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subtween.TweenProperty(this, "global_position", CONTROLLER._playArea._map.GetCellPositionFromAddress(_path[i]), 0.25f);
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float key = _priority + i/1000;
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int key = _priorities["movement"] + i;
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if (!CONTROLLER._tweenStages.ContainsKey(key))
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{
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CONTROLLER._tweenStages[key] = new();
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@@ -76,8 +83,7 @@ public partial class Enemy : StaticBody2D
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public virtual List<Vector2I> GetGoals(Map MAP)
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{
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List<Vector2I> firstOpenRow = [.. MAP._cells.Where(c => c.Y == MAP.GetFirstOpenRow() && !MAP._astar.IsPointSolid(c))];
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return firstOpenRow;
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return [.. MAP._cells.Where(c => c.Y == Math.Max(_address.Y - _visibilityRange, MAP._firstOpenRow)).Where(c => !MAP._astar.IsPointSolid(c))];
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}
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public virtual List<Vector2I> GetBestPath(Map MAP)
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@@ -89,13 +95,13 @@ public partial class Enemy : StaticBody2D
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{
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paths.Add(MAP.GetPath(_address, goals[i]));
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}
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List<Vector2I> bestPath = paths.OrderBy(p => p.Count).ThenBy(p => p.Last().X % 2).ToList()[0];
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List<Vector2I> bestPath = paths.Where(p => p.Count > 0).OrderBy(p => p.Count).ThenBy(p => p.Last().X % 2).ToList()[0];
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return bestPath;
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}
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public void GetRemainingStamina(EnemyController CONTROLLER)
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public void StartTurn()
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{
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_staminaRemaining = _address.Y <= CONTROLLER._playArea._map.GetFirstOpenRow() ? 0 : _staminaRemaining;
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_staminaRemaining = _stamina;
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}
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public void TakeDamage(int DAMAGE, Commander ATTACKER)
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+50
-50
@@ -11,7 +11,7 @@ public partial class EnemyController : TurnController
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public PackedScene _enemyScene = GD.Load<PackedScene>("res://Enemy.tscn");
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public List<Enemy> _enemies = new();
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public PlayerController _playerController;
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public Dictionary<float, List<Tween>> _tweenStages = new();
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public Dictionary<int, List<Tween>> _tweenStages = new();
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public Tween _tween;
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public void AddEnemies(int ENEMY_COUNT = 1)
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@@ -54,41 +54,30 @@ public partial class EnemyController : TurnController
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}
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public void EnemyAttacks()
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public void BuildAnimationTween()
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{
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List<Enemy> attackingEnemies = [.. _enemies.Where(e => e.CanAttack())];
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for (int i = 0; i < attackingEnemies.Count; i++)
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{
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Enemy enemy = attackingEnemies[i];
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enemy.Attack(_playerController);
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enemy._staminaRemaining = Math.Max(enemy._staminaRemaining - 2, 0);
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}
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}
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public async Task BuildEnemyPaths()
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{
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Map map = _playArea._map;
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for (int i = 0; i < _enemies.Count; i++)
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_tweenStages.Clear();
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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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enemy.GetRemainingStamina(this);
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enemy.AnimateMovement(this);
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}
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_tweenStages.OrderBy(s => s.Key);
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}
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public void BuildEnemyPaths()
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{
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Map map = _playArea._map;
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_enemies.ForEach(e => e._path.Clear());
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if (_enemies.All(e => e._staminaRemaining <= 0))
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{
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return;
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}
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while (_enemies.Any(e => e._staminaRemaining > 0))
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{
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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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if (enemy._staminaRemaining <= 0 || enemy._address.Y <= map.GetFirstOpenRow())
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if (enemy._staminaRemaining <= 0 || enemy._address.Y <= map._firstOpenRow)
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{
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GD.Print(enemy._staminaRemaining <= 0, enemy._address.Y <= map._firstOpenRow);
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enemy._path.Add(enemy._path.LastOrDefault(enemy._address));
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continue;
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}
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@@ -100,9 +89,7 @@ public partial class EnemyController : TurnController
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enemy._path.Add(enemy._path.LastOrDefault(enemy._address));
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continue;
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}
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Vector2I cell = path[0];
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map.SetCellEnemy(cell, enemy);
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enemy._path.Add(cell);
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@@ -111,6 +98,18 @@ public partial class EnemyController : TurnController
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}
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}
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public void EnemyAttacks()
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{
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List<Enemy> attackingEnemies = [.. _enemies.Where(e => e.CanAttack())];
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for (int i = 0; i < attackingEnemies.Count; i++)
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{
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Enemy enemy = attackingEnemies[i];
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enemy.Attack(_playerController);
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enemy._staminaRemaining = Math.Max(enemy._staminaRemaining - 2, 0);
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}
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}
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public void HandleEnemyClick(Enemy ENEMY)
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{
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if (ENEMY._staminaRemaining <= 0){
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@@ -141,37 +140,31 @@ public partial class EnemyController : TurnController
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public void ProcessTween()
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{
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if (_tweenStages.Count <= 0)
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{
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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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_tween.TweenInterval(0.5f);
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List<float> tweenPriorities = [.. _tweenStages.Keys];
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for (int i = 0; i < tweenPriorities.Count; i++)
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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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float stage = tweenPriorities[i];
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List<Tween> stageTweens = _tweenStages[stage];
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_tween.Chain().TweenSubtween(stageTweens[0]);
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for (int j = 1; j < stageTweens.Count; j++)
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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 = stageTweens[j];
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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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_tween.TweenCallback(Callable.From(EndTurn));
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public void StepEnemies(int STEP)
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{
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Map map = _playArea._map;
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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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enemy.AnimateMovement(this);
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}
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}
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public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
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@@ -183,20 +176,27 @@ public partial class EnemyController : TurnController
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public void SortEnemies()
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{
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_enemies = [.. _enemies.OrderByDescending(e => e._priority).ThenBy(e => e._address.Y).ThenBy(e => e._path.Count).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
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_enemies = [.. _enemies.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 override async Task StartTurn()
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public override void StartTurn()
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{
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AddEnemies(1);
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for (int i = 0; i < _enemies.Count; i++)
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{
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_enemies[i].StartTurn();
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}
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SortEnemies();
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EnemyAttacks();
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await BuildEnemyPaths();
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BuildEnemyPaths();
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StepEnemies(0);
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BuildAnimationTween();
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ProcessTween();
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}
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public void SetEnemy(Enemy ENEMY, Vector2I CELL)
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@@ -43,24 +43,15 @@ public partial class Main : Node
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{
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if(_turnController == _playerController)
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{
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ChangeTurn();
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_playerController.EndTurn();
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}
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}
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}
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public async void ChangeTurn()
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public void ChangeTurn()
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{
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if (_turnController != _playerController)
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{
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_turnController = _playerController;
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await _playerController.StartTurn();
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}
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else
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{
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_turnController = _enemyController;
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await _enemyController.StartTurn();
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}
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_turnController = _turnController == _playerController ? _enemyController : _playerController;
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_turnController.StartTurn();
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}
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public void EndGame(PlayerController PLAYER)
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@@ -13,7 +13,20 @@ public partial class Map : TileMapLayer
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public List<Vector2I> _cells = new(), _leftmostColumn = new(), _rightmostColumn = new(), _topRow = new(), _bottomRow = new();
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public AStarGrid2D _astar = new();
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public Dictionary<Vector2I, Enemy> _addressOccupants = new();
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public int _firstOpenRow
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{
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get
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{
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for (int i = 0; i < _maxY; i++)
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{
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if (!IsRowFull(i))
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{
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return i;
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}
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}
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return 1;
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}
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}
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public override void _Ready()
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{
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base._Ready();
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@@ -51,18 +64,6 @@ public partial class Map : TileMapLayer
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return GlobalPosition + CELL_ADDRESS * _cellSize + _cellSize / 2;
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}
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public int GetFirstOpenRow()
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{
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for (int i = 0; i < _maxY; i++)
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{
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if (!IsRowFull(i))
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{
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return i;
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}
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}
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return 1;
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}
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public Enemy GetOccupant(Vector2I CELL_TO_CHECK)
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{
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return _addressOccupants[CELL_TO_CHECK];
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@@ -130,7 +131,7 @@ public partial class Map : TileMapLayer
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{
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_astar.SetPointSolid(FROM, false);
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List<Vector2I> pathTaken = [.. _astar.GetIdPath(FROM, TO, true)];
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List<Vector2I> pathTaken = [.. _astar.GetIdPath(FROM, TO)];
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_astar.SetPointSolid(FROM, true);
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if (!INCLUDE_FROM)
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+1
-1
@@ -63,7 +63,7 @@ public partial class PlayerController : TurnController
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_towers[3].AddChild(newCommander);
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}
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public override async Task StartTurn()
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public override void StartTurn()
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{
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_towers.ForEach(t => t.StartTurn());
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}
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+1
-1
@@ -8,7 +8,7 @@ public partial class TurnController : Node2D
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public delegate void TurnDoneEventHandler();
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public PlayArea _playArea;
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public virtual async Task StartTurn()
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public virtual void StartTurn()
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{
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}
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