still some bug fixes to work out but not sure how to duplicate them? starting to work on enemy attacks
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@@ -9,8 +9,10 @@ public partial class Enemy : StaticBody2D
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public delegate void DeathEventHandler(Enemy THIS);
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[Signal]
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public delegate void ClickedEventHandler(Enemy THIS);
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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;
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public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4;
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public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4, _hitRange = 1;
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public Vector2I _address = -Vector2I.One, _range = Vector2I.Up;
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public List<Vector2I> _path = new();
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public float _movement = 0;
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@@ -30,6 +32,10 @@ public partial class Enemy : StaticBody2D
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{
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EmitSignal(SignalName.Clicked, this);
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}
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if (Input.IsActionJustPressed("rightClick"))
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{
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EmitSignal(SignalName.RightClicked, this);
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}
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}
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}
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public override void _PhysicsProcess(double delta)
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+61
-55
@@ -18,6 +18,7 @@ public partial class EnemyController : TurnController
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Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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newEnemy.Death += RemoveEnemy;
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newEnemy.Clicked += HandleEnemyClick;
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newEnemy.RightClicked += HandleEnemyRightClick;
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newEnemy._speed = Globals._rng.Next(2,4+1);
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newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
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@@ -36,9 +37,9 @@ public partial class EnemyController : TurnController
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Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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newEnemy.Death += RemoveEnemy;
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newEnemy.Clicked += HandleEnemyClick;
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newEnemy.RightClicked += HandleEnemyRightClick;
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newEnemy._speed = Globals._rng.Next(2,4+1);
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newEnemy._speed = 3;
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newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
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newEnemy._enemyController = this;
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@@ -49,55 +50,62 @@ public partial class EnemyController : TurnController
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}
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public Vector2I GetBestGoal(Enemy ENEMY, Vector2I GOAL)
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public void EnemyAttacks()
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{
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Vector2I goal = GOAL;
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while (_playArea._map.IsRowFull(goal.Y))
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List<Enemy> attackingEnemies = [.. _enemies.Where(e => e._address.Y <= e._hitRange)];
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for (int i = 0; i < attackingEnemies.Count; i++)
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{
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goal.Y++;
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Enemy enemy = attackingEnemies[i];
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// enemy.Attack();
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}
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}
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int loop = 0;
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while (_playArea._map.HasOccupant(goal))
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{
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Vector2I leftGoal = new (Math.Clamp(ENEMY._address.X - loop / 2 - 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
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Vector2I rightGoal = new (Math.Clamp(ENEMY._address.X + loop / 2 + 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
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List<Vector2I> leftPath = _playArea._map.GetPath(ENEMY._address, leftGoal);
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List<Vector2I> rightPath = _playArea._map.GetPath(ENEMY._address, rightGoal);
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if (rightPath.Count < leftPath.Count && !_playArea._map.HasOccupant(rightGoal))
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public List<Vector2I> GetBestPath(Enemy ENEMY)
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{
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goal = rightGoal;
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}
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else if (leftPath.Count < rightPath.Count && !_playArea._map.HasOccupant(leftGoal))
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Vector2I goal = Vector2I.One * -1000;
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goal.Y = _playArea._map.GetFirstOpenRow();
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List<Vector2I> openCells = [.. _playArea._map._cells.Where(c => c.Y == goal.Y && !_playArea._map._astar.IsPointSolid(c))];
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List<Vector2I> testPath, bestPath = new();
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int bestLength = 999999;
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for (int i = 0; i < openCells.Count; i++)
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{
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goal = leftGoal;
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}
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else if (!_playArea._map.HasOccupant(rightGoal))
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testPath = _playArea._map.GetPath(ENEMY._address, openCells[i]);
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int testLength = testPath.Count;
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if (testLength < bestLength)
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{
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goal = rightGoal;
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bestPath = testPath;
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bestLength = testLength;
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goal = openCells[i];
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}
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else if (!_playArea._map.HasOccupant(leftGoal))
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else if (testLength == bestLength)
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{
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goal = leftGoal;
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if (Math.Abs(openCells[i].X - ENEMY._address.X) < Math.Abs(goal.X - ENEMY._address.X))
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{
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bestPath = testPath;
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bestLength = testLength;
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goal = openCells[i];
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}
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loop++;
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}
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return goal;
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}
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return bestPath;
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}
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public void GetRemainingSpeed(Enemy ENEMY)
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{
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ENEMY._speedRemaining = ENEMY._address.Y <= _playArea._map.GetFirstOpenRow() || ENEMY._address.Y <= ENEMY._hitRange ? 0 : ENEMY._speed;
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}
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public void HandleEnemyClick(Enemy ENEMY)
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{
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GD.Print(ENEMY._address, _playArea._map._astar.IsPointSolid(ENEMY._address));
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// if (ENEMY._speedRemaining <= 0){
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// return;
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// }
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TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
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Vector2I goal = GetBestGoal(ENEMY, new(ENEMY._address.X, Math.Max(ENEMY._address.Y - ENEMY._visibilityRange, _playArea._map._minY)));
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if (ENEMY._address == Vector2I.Zero)
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{
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GD.Print(0,goal);
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if (ENEMY._speedRemaining <= 0){
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return;
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}
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List<Vector2I> newPath = [.. _playArea._map.GetPath(ENEMY._address, goal)];
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TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
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List<Vector2I> newPath = GetBestPath(ENEMY);
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pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(c,0,Vector2I.Down*4));
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for (int i = 0; i < newPath.Count; i++)
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@@ -106,6 +114,11 @@ public partial class EnemyController : TurnController
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}
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}
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public void HandleEnemyRightClick(Enemy ENEMY)
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{
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RemoveEnemy(ENEMY);
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}
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public void Initiate()
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{
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List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
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@@ -119,16 +132,12 @@ public partial class EnemyController : TurnController
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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._speedRemaining = enemy._address.Y <= map._minY ? 0 : enemy._speed;
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GetRemainingSpeed(enemy);
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if (enemy._speedRemaining > 0)
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{
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Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, map._minY)));
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if (enemy._address == Vector2I.Zero)
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{
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GD.Print(1,goal);
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}
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enemy._path = map.GetPath(enemy._address, goal);
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enemy._path = GetBestPath(enemy);
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if (enemy._path.Count <= 0)
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{
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enemy._speedRemaining = 0;
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@@ -136,7 +145,7 @@ public partial class EnemyController : TurnController
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}
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}
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List<Enemy> remainingEnemies = SortEnemies(_enemies);
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List<Enemy> remainingEnemies = GetRemainingEnemies(_enemies);
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_enemies.ForEach(e => e._path.Clear());
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if (remainingEnemies.Count == 0)
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{
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@@ -144,7 +153,7 @@ public partial class EnemyController : TurnController
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}
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while (remainingEnemies.Count > 0)
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{
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remainingEnemies = SortEnemies(remainingEnemies);
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remainingEnemies = GetRemainingEnemies(remainingEnemies);
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for (int i = 0; i < remainingEnemies.Count; i++)
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{
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Enemy enemy = remainingEnemies[i];
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@@ -152,28 +161,24 @@ public partial class EnemyController : TurnController
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{
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continue;
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}
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if (enemy._address.Y <= map._minY)
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if (enemy._address.Y <= map.GetFirstOpenRow())
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{
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enemy._speedRemaining = 0;
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continue;
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}
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Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, map._minY)));
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if (enemy._address == Vector2I.Zero)
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{
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GD.Print(2,goal);
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}
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List<Vector2I> path = map.GetPath(enemy._address, goal);
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List<Vector2I> path = GetBestPath(enemy);
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if (path.Count == 0)
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{
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continue;
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}
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Vector2I cell = path[0];
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if (enemy._address == Vector2I.Zero)
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if (cell.Y <= enemy._address.Y)
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{
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GD.Print(3, enemy._address);
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}
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map.SetCellEnemy(cell, enemy);
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enemy._path.Add(cell);
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}
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enemy._speedRemaining--;
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}
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}
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@@ -215,9 +220,9 @@ public partial class EnemyController : TurnController
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ENEMY_TO_REMOVE.QueueFree();
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}
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public List<Enemy> SortEnemies(List<Enemy> ENEMIES)
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public List<Enemy> GetRemainingEnemies(List<Enemy> ENEMIES)
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{
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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))];
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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))];
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}
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public override void StartTurn()
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@@ -226,6 +231,7 @@ public partial class EnemyController : TurnController
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MoveEnemies();
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EnemyAttacks();
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}
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public void SetEnemy(Enemy ENEMY, Vector2I CELL)
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@@ -90,14 +90,17 @@ public partial class Map : TileMapLayer
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}
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public void SetCellEnemy(Vector2I ADDRESS, Enemy ENEMY)
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{
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if (ENEMY != null)
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{
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if (ENEMY._address != -Vector2I.One)
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{
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_addressOccupants[ENEMY._address] = null;
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SetCellSolid(ENEMY._address);
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}
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ENEMY._address = ADDRESS;
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}
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_addressOccupants[ADDRESS] = ENEMY;
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SetCellSolid(ADDRESS);
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@@ -112,11 +115,14 @@ public partial class Map : TileMapLayer
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public void SetupAstar()
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{
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_astar.Region = new Rect2I(_minX, _minY, _topRow.Count, _leftmostColumn.Count);
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// GD.Print(_astar.Region);
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_astar.CellSize = _cellSize;
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_astar.DefaultComputeHeuristic = AStarGrid2D.Heuristic.Manhattan;
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_astar.DiagonalMode = AStarGrid2D.DiagonalModeEnum.Never;
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_astar.Update();
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// for (int i = 0; i < _cells.Count; i++)
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// {
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// _astar.SetPointWeightScale(_cells[i], _cells[i].Y * 5);
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// }
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EvaluateSolidCells();
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}
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