still some bug fixes to work out but not sure how to duplicate them? starting to work on enemy attacks

This commit is contained in:
2026-06-10 01:57:06 -04:00
parent 86113141bf
commit a96d935ad4
3 changed files with 82 additions and 64 deletions
+64 -58
View File
@@ -18,6 +18,7 @@ public partial class EnemyController : TurnController
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
newEnemy.Death += RemoveEnemy;
newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick;
newEnemy._speed = Globals._rng.Next(2,4+1);
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
@@ -36,9 +37,9 @@ public partial class EnemyController : TurnController
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
newEnemy.Death += RemoveEnemy;
newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick;
newEnemy._speed = Globals._rng.Next(2,4+1);
newEnemy._speed = 3;
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
newEnemy._enemyController = this;
@@ -49,55 +50,62 @@ public partial class EnemyController : TurnController
}
public Vector2I GetBestGoal(Enemy ENEMY, Vector2I GOAL)
public void EnemyAttacks()
{
Vector2I goal = GOAL;
while (_playArea._map.IsRowFull(goal.Y))
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e._address.Y <= e._hitRange)];
for (int i = 0; i < attackingEnemies.Count; i++)
{
goal.Y++;
Enemy enemy = attackingEnemies[i];
// enemy.Attack();
}
int loop = 0;
while (_playArea._map.HasOccupant(goal))
{
Vector2I leftGoal = new (Math.Clamp(ENEMY._address.X - loop / 2 - 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
Vector2I rightGoal = new (Math.Clamp(ENEMY._address.X + loop / 2 + 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
List<Vector2I> leftPath = _playArea._map.GetPath(ENEMY._address, leftGoal);
List<Vector2I> rightPath = _playArea._map.GetPath(ENEMY._address, rightGoal);
}
if (rightPath.Count < leftPath.Count && !_playArea._map.HasOccupant(rightGoal))
public List<Vector2I> GetBestPath(Enemy ENEMY)
{
Vector2I goal = Vector2I.One * -1000;
goal.Y = _playArea._map.GetFirstOpenRow();
List<Vector2I> openCells = [.. _playArea._map._cells.Where(c => c.Y == goal.Y && !_playArea._map._astar.IsPointSolid(c))];
List<Vector2I> testPath, bestPath = new();
int bestLength = 999999;
for (int i = 0; i < openCells.Count; i++)
{
testPath = _playArea._map.GetPath(ENEMY._address, openCells[i]);
int testLength = testPath.Count;
if (testLength < bestLength)
{
goal = rightGoal;
bestPath = testPath;
bestLength = testLength;
goal = openCells[i];
}
else if (leftPath.Count < rightPath.Count && !_playArea._map.HasOccupant(leftGoal))
else if (testLength == bestLength)
{
goal = leftGoal;
if (Math.Abs(openCells[i].X - ENEMY._address.X) < Math.Abs(goal.X - ENEMY._address.X))
{
bestPath = testPath;
bestLength = testLength;
goal = openCells[i];
}
}
else if (!_playArea._map.HasOccupant(rightGoal))
{
goal = rightGoal;
}
else if (!_playArea._map.HasOccupant(leftGoal))
{
goal = leftGoal;
}
loop++;
}
return goal;
return bestPath;
}
public void GetRemainingSpeed(Enemy ENEMY)
{
ENEMY._speedRemaining = ENEMY._address.Y <= _playArea._map.GetFirstOpenRow() || ENEMY._address.Y <= ENEMY._hitRange ? 0 : ENEMY._speed;
}
public void HandleEnemyClick(Enemy ENEMY)
{
GD.Print(ENEMY._address, _playArea._map._astar.IsPointSolid(ENEMY._address));
// if (ENEMY._speedRemaining <= 0){
// return;
// }
TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
Vector2I goal = GetBestGoal(ENEMY, new(ENEMY._address.X, Math.Max(ENEMY._address.Y - ENEMY._visibilityRange, _playArea._map._minY)));
if (ENEMY._address == Vector2I.Zero)
{
GD.Print(0,goal);
if (ENEMY._speedRemaining <= 0){
return;
}
List<Vector2I> newPath = [.. _playArea._map.GetPath(ENEMY._address, goal)];
TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
List<Vector2I> newPath = GetBestPath(ENEMY);
pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(c,0,Vector2I.Down*4));
for (int i = 0; i < newPath.Count; i++)
@@ -106,6 +114,11 @@ public partial class EnemyController : TurnController
}
}
public void HandleEnemyRightClick(Enemy ENEMY)
{
RemoveEnemy(ENEMY);
}
public void Initiate()
{
List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
@@ -119,16 +132,12 @@ public partial class EnemyController : TurnController
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
enemy._speedRemaining = enemy._address.Y <= map._minY ? 0 : enemy._speed;
GetRemainingSpeed(enemy);
if (enemy._speedRemaining > 0)
{
Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, map._minY)));
if (enemy._address == Vector2I.Zero)
{
GD.Print(1,goal);
}
enemy._path = map.GetPath(enemy._address, goal);
enemy._path = GetBestPath(enemy);
if (enemy._path.Count <= 0)
{
enemy._speedRemaining = 0;
@@ -136,7 +145,7 @@ public partial class EnemyController : TurnController
}
}
List<Enemy> remainingEnemies = SortEnemies(_enemies);
List<Enemy> remainingEnemies = GetRemainingEnemies(_enemies);
_enemies.ForEach(e => e._path.Clear());
if (remainingEnemies.Count == 0)
{
@@ -144,7 +153,7 @@ public partial class EnemyController : TurnController
}
while (remainingEnemies.Count > 0)
{
remainingEnemies = SortEnemies(remainingEnemies);
remainingEnemies = GetRemainingEnemies(remainingEnemies);
for (int i = 0; i < remainingEnemies.Count; i++)
{
Enemy enemy = remainingEnemies[i];
@@ -152,28 +161,24 @@ public partial class EnemyController : TurnController
{
continue;
}
if (enemy._address.Y <= map._minY)
if (enemy._address.Y <= map.GetFirstOpenRow())
{
enemy._speedRemaining = 0;
continue;
}
Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, map._minY)));
if (enemy._address == Vector2I.Zero)
{
GD.Print(2,goal);
}
List<Vector2I> path = map.GetPath(enemy._address, goal);
List<Vector2I> path = GetBestPath(enemy);
if (path.Count == 0)
{
continue;
}
Vector2I cell = path[0];
if (enemy._address == Vector2I.Zero)
if (cell.Y <= enemy._address.Y)
{
GD.Print(3, enemy._address);
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
}
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
enemy._speedRemaining--;
}
}
@@ -215,9 +220,9 @@ public partial class EnemyController : TurnController
ENEMY_TO_REMOVE.QueueFree();
}
public List<Enemy> SortEnemies(List<Enemy> ENEMIES)
public List<Enemy> GetRemainingEnemies(List<Enemy> ENEMIES)
{
return [.. ENEMIES.Where(e => e._speedRemaining > 0).OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
return [.. ENEMIES.Where(e => e._speedRemaining > 0).OrderByDescending(e => GetBestPath(e).Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
}
public override void StartTurn()
@@ -226,6 +231,7 @@ public partial class EnemyController : TurnController
MoveEnemies();
EnemyAttacks();
}
public void SetEnemy(Enemy ENEMY, Vector2I CELL)