using Godot; using System; using System.Collections.Generic; using System.Linq; public partial class EnemyController : TurnController { public PackedScene _enemyScene = GD.Load("res://Enemy.tscn"); public List _enemies = new(); public PlayerController _playerController; public void AddEnemies(int ENEMY_COUNT = 1) { for (int i = 0; i < ENEMY_COUNT; i++) { Enemy newEnemy = _enemyScene.Instantiate(); newEnemy.Death += RemoveEnemy; newEnemy._speed = Globals._rng.Next(2,4+1); newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF"); newEnemy._enemyController = this; List unoccupied = [.. _playArea._map._bottomRow.Where(c => _enemies.All(e => e._address != c))]; Vector2I randomCell = unoccupied[Globals._rng.Next(unoccupied.Count)]; WarpEnemy(newEnemy, randomCell); _enemies.Add(newEnemy); AddChild(newEnemy); } } public void AddEnemies(List POSITIONS) { for (int i = 0; i < POSITIONS.Count; i++) { Enemy newEnemy = _enemyScene.Instantiate(); newEnemy.Death += RemoveEnemy; newEnemy._speed = Globals._rng.Next(2,4+1); newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF"); newEnemy._enemyController = this; WarpEnemy(newEnemy, POSITIONS[i]); _enemies.Add(newEnemy); AddChild(newEnemy); } } public void Initiate() { List positions = [.. _playArea.GetNode("InitialPositions").GetUsedCells()]; AddEnemies(positions); } public void MoveEnemies() { Tween tween = CreateTween(); tween.SetParallel(); Dictionary> enemyPaths = new(); Dictionary enemyOffsets = new(); _enemies = [.. _enemies.OrderBy(e => e._address.Y).ThenBy(e => e._address.X)]; for (int i = 0; i < _enemies.Count; i++) { Enemy enemy = _enemies[i]; List path = _playArea._map.GetPath(enemy._address, new Vector2I(enemy._address.X, _playArea._map._minY)); enemyPaths[enemy] = path; enemyOffsets[enemy] = 0; } int maxSpeed = _enemies.Max(e => e._speed); for (int i = 0; i < maxSpeed; i++) { for (int j = 0; j < _enemies.Count; j++) { Enemy enemy = _enemies[j]; int offset = enemyOffsets[enemy]; if (i >= enemy._speed - offset) { continue; } List path = enemyPaths[enemy]; Vector2I cell = path[i - offset]; if (_playArea._map.GetOccupant(cell) == null) { _playArea._map.SetCellEnemy(enemy._address, null); enemy._address = cell; _playArea._map.SetCellEnemy(enemy._address, enemy); if (j == 0) { tween.Chain(); } else { tween.Parallel(); } tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f); } else { enemyOffsets[enemy]++; } } } tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone))); } public void RemoveEnemy(Enemy ENEMY_TO_REMOVE) { _enemies.Remove(ENEMY_TO_REMOVE); ENEMY_TO_REMOVE.QueueFree(); } public override void StartTurn() { AddEnemies(1); MoveEnemies(); } public void WarpEnemy(Enemy ENEMY, Vector2I CELL) { _playArea._map.SetCellEnemy(ENEMY._address, null); ENEMY._address = CELL; _playArea._map.SetCellEnemy(ENEMY._address, ENEMY); ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL); } }