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:
@@ -9,8 +9,10 @@ public partial class Enemy : StaticBody2D
|
|||||||
public delegate void DeathEventHandler(Enemy THIS);
|
public delegate void DeathEventHandler(Enemy THIS);
|
||||||
[Signal]
|
[Signal]
|
||||||
public delegate void ClickedEventHandler(Enemy THIS);
|
public delegate void ClickedEventHandler(Enemy THIS);
|
||||||
|
[Signal]
|
||||||
|
public delegate void RightClickedEventHandler(Enemy THIS);
|
||||||
public bool _hovered = false, _track = false;
|
public bool _hovered = false, _track = false;
|
||||||
public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4;
|
public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4, _hitRange = 1;
|
||||||
public Vector2I _address = -Vector2I.One, _range = Vector2I.Up;
|
public Vector2I _address = -Vector2I.One, _range = Vector2I.Up;
|
||||||
public List<Vector2I> _path = new();
|
public List<Vector2I> _path = new();
|
||||||
public float _movement = 0;
|
public float _movement = 0;
|
||||||
@@ -30,6 +32,10 @@ public partial class Enemy : StaticBody2D
|
|||||||
{
|
{
|
||||||
EmitSignal(SignalName.Clicked, this);
|
EmitSignal(SignalName.Clicked, this);
|
||||||
}
|
}
|
||||||
|
if (Input.IsActionJustPressed("rightClick"))
|
||||||
|
{
|
||||||
|
EmitSignal(SignalName.RightClicked, this);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override void _PhysicsProcess(double delta)
|
public override void _PhysicsProcess(double delta)
|
||||||
|
|||||||
+61
-55
@@ -18,6 +18,7 @@ public partial class EnemyController : TurnController
|
|||||||
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
|
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
|
||||||
newEnemy.Death += RemoveEnemy;
|
newEnemy.Death += RemoveEnemy;
|
||||||
newEnemy.Clicked += HandleEnemyClick;
|
newEnemy.Clicked += HandleEnemyClick;
|
||||||
|
newEnemy.RightClicked += HandleEnemyRightClick;
|
||||||
|
|
||||||
newEnemy._speed = Globals._rng.Next(2,4+1);
|
newEnemy._speed = Globals._rng.Next(2,4+1);
|
||||||
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
|
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>();
|
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
|
||||||
newEnemy.Death += RemoveEnemy;
|
newEnemy.Death += RemoveEnemy;
|
||||||
newEnemy.Clicked += HandleEnemyClick;
|
newEnemy.Clicked += HandleEnemyClick;
|
||||||
|
newEnemy.RightClicked += HandleEnemyRightClick;
|
||||||
|
|
||||||
newEnemy._speed = Globals._rng.Next(2,4+1);
|
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.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
|
||||||
newEnemy._enemyController = this;
|
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;
|
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e._address.Y <= e._hitRange)];
|
||||||
while (_playArea._map.IsRowFull(goal.Y))
|
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)
|
||||||
{
|
{
|
||||||
goal = rightGoal;
|
Vector2I goal = Vector2I.One * -1000;
|
||||||
}
|
|
||||||
else if (leftPath.Count < rightPath.Count && !_playArea._map.HasOccupant(leftGoal))
|
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++)
|
||||||
{
|
{
|
||||||
goal = leftGoal;
|
testPath = _playArea._map.GetPath(ENEMY._address, openCells[i]);
|
||||||
}
|
int testLength = testPath.Count;
|
||||||
else if (!_playArea._map.HasOccupant(rightGoal))
|
if (testLength < bestLength)
|
||||||
{
|
{
|
||||||
goal = rightGoal;
|
bestPath = testPath;
|
||||||
|
bestLength = testLength;
|
||||||
|
goal = openCells[i];
|
||||||
}
|
}
|
||||||
else if (!_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];
|
||||||
}
|
}
|
||||||
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)
|
public void HandleEnemyClick(Enemy ENEMY)
|
||||||
{
|
{
|
||||||
GD.Print(ENEMY._address, _playArea._map._astar.IsPointSolid(ENEMY._address));
|
if (ENEMY._speedRemaining <= 0){
|
||||||
// if (ENEMY._speedRemaining <= 0){
|
return;
|
||||||
// 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);
|
|
||||||
}
|
}
|
||||||
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));
|
pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(c,0,Vector2I.Down*4));
|
||||||
for (int i = 0; i < newPath.Count; i++)
|
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()
|
public void Initiate()
|
||||||
{
|
{
|
||||||
List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
|
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++)
|
for (int i = 0; i < _enemies.Count; i++)
|
||||||
{
|
{
|
||||||
Enemy enemy = _enemies[i];
|
Enemy enemy = _enemies[i];
|
||||||
enemy._speedRemaining = enemy._address.Y <= map._minY ? 0 : enemy._speed;
|
GetRemainingSpeed(enemy);
|
||||||
|
|
||||||
if (enemy._speedRemaining > 0)
|
if (enemy._speedRemaining > 0)
|
||||||
{
|
{
|
||||||
Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, map._minY)));
|
enemy._path = GetBestPath(enemy);
|
||||||
if (enemy._address == Vector2I.Zero)
|
|
||||||
{
|
|
||||||
GD.Print(1,goal);
|
|
||||||
}
|
|
||||||
enemy._path = map.GetPath(enemy._address, goal);
|
|
||||||
if (enemy._path.Count <= 0)
|
if (enemy._path.Count <= 0)
|
||||||
{
|
{
|
||||||
enemy._speedRemaining = 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());
|
_enemies.ForEach(e => e._path.Clear());
|
||||||
if (remainingEnemies.Count == 0)
|
if (remainingEnemies.Count == 0)
|
||||||
{
|
{
|
||||||
@@ -144,7 +153,7 @@ public partial class EnemyController : TurnController
|
|||||||
}
|
}
|
||||||
while (remainingEnemies.Count > 0)
|
while (remainingEnemies.Count > 0)
|
||||||
{
|
{
|
||||||
remainingEnemies = SortEnemies(remainingEnemies);
|
remainingEnemies = GetRemainingEnemies(remainingEnemies);
|
||||||
for (int i = 0; i < remainingEnemies.Count; i++)
|
for (int i = 0; i < remainingEnemies.Count; i++)
|
||||||
{
|
{
|
||||||
Enemy enemy = remainingEnemies[i];
|
Enemy enemy = remainingEnemies[i];
|
||||||
@@ -152,28 +161,24 @@ public partial class EnemyController : TurnController
|
|||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
if (enemy._address.Y <= map._minY)
|
if (enemy._address.Y <= map.GetFirstOpenRow())
|
||||||
{
|
{
|
||||||
enemy._speedRemaining = 0;
|
enemy._speedRemaining = 0;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, map._minY)));
|
List<Vector2I> path = GetBestPath(enemy);
|
||||||
if (enemy._address == Vector2I.Zero)
|
|
||||||
{
|
|
||||||
GD.Print(2,goal);
|
|
||||||
}
|
|
||||||
List<Vector2I> path = map.GetPath(enemy._address, goal);
|
|
||||||
if (path.Count == 0)
|
if (path.Count == 0)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
Vector2I cell = path[0];
|
Vector2I cell = path[0];
|
||||||
if (enemy._address == Vector2I.Zero)
|
if (cell.Y <= enemy._address.Y)
|
||||||
{
|
{
|
||||||
GD.Print(3, enemy._address);
|
|
||||||
}
|
|
||||||
map.SetCellEnemy(cell, enemy);
|
map.SetCellEnemy(cell, enemy);
|
||||||
enemy._path.Add(cell);
|
enemy._path.Add(cell);
|
||||||
|
}
|
||||||
|
|
||||||
enemy._speedRemaining--;
|
enemy._speedRemaining--;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -215,9 +220,9 @@ public partial class EnemyController : TurnController
|
|||||||
ENEMY_TO_REMOVE.QueueFree();
|
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()
|
public override void StartTurn()
|
||||||
@@ -226,6 +231,7 @@ public partial class EnemyController : TurnController
|
|||||||
|
|
||||||
MoveEnemies();
|
MoveEnemies();
|
||||||
|
|
||||||
|
EnemyAttacks();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetEnemy(Enemy ENEMY, Vector2I CELL)
|
public void SetEnemy(Enemy ENEMY, Vector2I CELL)
|
||||||
|
|||||||
@@ -90,14 +90,17 @@ public partial class Map : TileMapLayer
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void SetCellEnemy(Vector2I ADDRESS, Enemy ENEMY)
|
public void SetCellEnemy(Vector2I ADDRESS, Enemy ENEMY)
|
||||||
|
{
|
||||||
|
if (ENEMY != null)
|
||||||
{
|
{
|
||||||
if (ENEMY._address != -Vector2I.One)
|
if (ENEMY._address != -Vector2I.One)
|
||||||
{
|
{
|
||||||
_addressOccupants[ENEMY._address] = null;
|
_addressOccupants[ENEMY._address] = null;
|
||||||
SetCellSolid(ENEMY._address);
|
SetCellSolid(ENEMY._address);
|
||||||
}
|
}
|
||||||
|
|
||||||
ENEMY._address = ADDRESS;
|
ENEMY._address = ADDRESS;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
_addressOccupants[ADDRESS] = ENEMY;
|
_addressOccupants[ADDRESS] = ENEMY;
|
||||||
SetCellSolid(ADDRESS);
|
SetCellSolid(ADDRESS);
|
||||||
@@ -112,11 +115,14 @@ public partial class Map : TileMapLayer
|
|||||||
public void SetupAstar()
|
public void SetupAstar()
|
||||||
{
|
{
|
||||||
_astar.Region = new Rect2I(_minX, _minY, _topRow.Count, _leftmostColumn.Count);
|
_astar.Region = new Rect2I(_minX, _minY, _topRow.Count, _leftmostColumn.Count);
|
||||||
// GD.Print(_astar.Region);
|
|
||||||
_astar.CellSize = _cellSize;
|
_astar.CellSize = _cellSize;
|
||||||
_astar.DefaultComputeHeuristic = AStarGrid2D.Heuristic.Manhattan;
|
_astar.DefaultComputeHeuristic = AStarGrid2D.Heuristic.Manhattan;
|
||||||
_astar.DiagonalMode = AStarGrid2D.DiagonalModeEnum.Never;
|
_astar.DiagonalMode = AStarGrid2D.DiagonalModeEnum.Never;
|
||||||
_astar.Update();
|
_astar.Update();
|
||||||
|
// for (int i = 0; i < _cells.Count; i++)
|
||||||
|
// {
|
||||||
|
// _astar.SetPointWeightScale(_cells[i], _cells[i].Y * 5);
|
||||||
|
// }
|
||||||
EvaluateSolidCells();
|
EvaluateSolidCells();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user