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)]; SetEnemy(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._speed = 3; newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF"); newEnemy._enemyController = this; SetEnemy(newEnemy, POSITIONS[i]); _enemies.Add(newEnemy); AddChild(newEnemy); } } public void Initiate() { List positions = [.. _playArea.GetNode("InitialPositions").GetUsedCells()]; AddEnemies(positions); // for (int i = 0; i < _playArea._map._cells.Count; i++) // { // if (_playArea._map._astar.IsPointSolid(_playArea._map._cells[i])) // { // GD.Print(_playArea._map._cells[i]); // } // } } public void MoveEnemies() { Tween tween = CreateTween(); tween.SetParallel(); for (int i = 0; i < _enemies.Count; i++) { Enemy enemy = _enemies[i]; Vector2I goal = new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)); while(_playArea._map.IsRowFull(goal.Y)) { goal.Y++; } int loop = 0; while (_playArea._map.GetOccupant(goal) != null) { goal.X = Math.Clamp(enemy._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX); loop++; } enemy._path = _playArea._map.GetPath(enemy._address, goal, false, i==0); enemy._speedRemaining = enemy._address.Y <= _playArea._map._minY ? 0 : enemy._speed; } _enemies = [.. _enemies.OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X))]; int maxSpeed = _enemies.Max(e => e._speedRemaining); List remainingEnemies = [.. _enemies]; for (int i = 0; i < maxSpeed; i++) { for (int j = 0; j < remainingEnemies.Count; j++) { Enemy enemy = remainingEnemies[j]; if (enemy._speedRemaining <= 0) { remainingEnemies.Remove(enemy); continue; } int pathIndex = enemy._speed - enemy._speedRemaining; Vector2I cell = enemy._path[pathIndex]; Enemy obstacle = _playArea._map.GetOccupant(cell); if (obstacle != null) { int obstacleRemainingMoves = obstacle._speedRemaining; if (obstacleRemainingMoves <= 0) { Vector2I newGoal = new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)); while(_playArea._map.IsRowFull(newGoal.Y)) { newGoal.Y++; } int loop = 0; while (_playArea._map.GetOccupant(newGoal) != null) { newGoal.X = Math.Clamp(enemy._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX); loop++; } List newPath = _playArea._map.GetPath(enemy._address, newGoal); enemy._path = newPath; newPath.InsertRange(0, [.. Enumerable.Repeat(newPath[0], pathIndex)]); cell = enemy._path[pathIndex]; obstacle = _playArea._map.GetOccupant(cell); } } if (obstacle == null) { _playArea._map.SetCellEnemy(cell, enemy); if (j == 0) { tween.Chain(); } else { tween.Parallel(); } tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f); if (enemy._address.Y <= _playArea._map._minY) { remainingEnemies.Remove(enemy); continue; } enemy._speedRemaining--; } } } tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone))); } public void RemoveEnemy(Enemy ENEMY_TO_REMOVE) { _enemies.Remove(ENEMY_TO_REMOVE); _playArea._map.SetCellEnemy(ENEMY_TO_REMOVE._address, null); ENEMY_TO_REMOVE.QueueFree(); } public override void StartTurn() { AddEnemies(1); MoveEnemies(); } public void SetEnemy(Enemy ENEMY, Vector2I CELL) { _playArea._map.SetCellEnemy(CELL, ENEMY); ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL); } }