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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