still working out movement
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@@ -1,6 +1,7 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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public partial class Peg : MapCellOccupant
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@@ -8,7 +9,7 @@ public partial class Peg : MapCellOccupant
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[Signal]
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public delegate void DeathEventHandler(Peg THIS);
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public int _id, _health = 2, _healthMax = 2, _stamina, _staminaRemaining, _movement = 0, _visibility;
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public List<Vector2I> _path = new();
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public List<MapCell> _path = new();
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public PegController _pegController;
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public Map _map;
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public List<PegAction> _actions;
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@@ -45,28 +46,15 @@ public partial class Peg : MapCellOccupant
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}
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public virtual List<Vector2I> GetBestPath(bool PARTIAL = false)
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public virtual List<MapCell> GetBestPath(bool PARTIAL = false)
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{
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// Map map = _pegController._playArea._map;
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// List<Vector2I> goals = Target();
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// for (int i = 0; i < goals.Count; i++)
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// {
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// List<Vector2I> path = map.GetPath(_address, goals[i], false, PARTIAL);
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// if (path.Count > 0)
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// {
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// return path;
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// }
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// }
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MapCell goal = Goal();
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return _pegController._playArea._map.GetPath(_address, goal._address, false, PARTIAL);
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return [.. _map.GetPath(_address, goal._address, false, PARTIAL).Select(a => _map._cells[a])];
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}
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public virtual Dictionary<Vector2I, MapCell> GetEnemies()
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{
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Map map = _pegController._playArea._map;
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return map._cells.Where(c => (int)c.Value._occupant._disposition == -(int)_disposition).ToDictionary();
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return _map._cells.Where(c => (int)(c.Value._occupant?._disposition ?? Disposition.NONE) == -(int)_disposition).ToDictionary();
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}
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public virtual Dictionary<Vector2I, MapCell> GetVisibleCells()
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@@ -83,17 +71,16 @@ public partial class Peg : MapCellOccupant
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return enemies.Keys.Intersect(visible.Keys).ToDictionary(e => e, e => enemies[e]);
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}
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public Vector2 GetPositionFromAddress()
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{
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return _pegController._playArea._map.GetCellPositionFromAddress(_address);
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}
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public virtual MapCell Goal()
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{
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Map map = _pegController._playArea._map;
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Dictionary<Vector2I, MapCell> visible = GetVisibleCells();
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Dictionary<Vector2I, MapCell> unoccupied = visible.Where(c => !map._astar.IsPointSolid(c.Key)).ToDictionary();
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Dictionary<Vector2I, MapCell> closest = unoccupied.OrderByDescending(c => c.Value._address.Y * (int)_disposition).ThenByDescending(c => Math.Abs(c.Value._address.X - _address.X)).ToDictionary();
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Dictionary<Vector2I, MapCell> enemyTerritory = map._cells.Where(c => _map.GetCellDisposition(c.Value._address) == -(int)_disposition).ToDictionary();
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Dictionary<Vector2I, MapCell> closest = enemyTerritory.OrderByDescending(c => c.Value._address.Y).ThenByDescending(c => Math.Abs(c.Value._address.X - _address.X)).ToDictionary();
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// Dictionary<Vector2I, MapCell> closest = unoccupied.OrderByDescending(c => c.Value._address.Y * -(int)_disposition).ThenByDescending(c => Math.Abs(c.Value._address.X - _address.X)).ToDictionary();
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// Dictionary<Vector2I, MapCell> closest = furthest.Where(c => _map.GetCellDisposition(c.Value._address) == -(int)_disposition).ToDictionary();
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return closest.ElementAt(0).Value;
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}
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