using Godot; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading.Tasks; public partial class EnemyController : TurnController { public PackedScene _enemyScene = GD.Load("res://Enemy.tscn"); public List _enemies = new(); public PlayerController _playerController; <<<<<<< HEAD public Tween _movementTween; ======= public Dictionary> _tweenStages = new(); public Tween _tween; >>>>>>> f022333c9b378e5a77d8d2727f2a9cb16dd1b8f8 public void AddEnemies(int ENEMY_COUNT = 1) { for (int i = 0; i < ENEMY_COUNT; i++) { Enemy newEnemy = _enemyScene.Instantiate(); newEnemy.Death += RemoveEnemy; newEnemy.Clicked += HandleEnemyClick; newEnemy.RightClicked += HandleEnemyRightClick; newEnemy._stamina = Globals._rng.Next(2,4+1); newEnemy.Modulate = new Color(newEnemy._stamina == 2 ? "#FF0000" : newEnemy._stamina == 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.Clicked += HandleEnemyClick; newEnemy.RightClicked += HandleEnemyRightClick; newEnemy._stamina = Globals._rng.Next(2,4+1); newEnemy._hitRange = Globals._rng.Next(1,2+1); newEnemy.Modulate = new Color(newEnemy._stamina == 2 ? "#FF0000" : newEnemy._stamina == 3 ? "#00FF00" : "#0000FF"); newEnemy._enemyController = this; SetEnemy(newEnemy, POSITIONS[i]); _enemies.Add(newEnemy); AddChild(newEnemy); } } public async Task BuildAnimationTween() { _tweenStages.Clear(); for (int i= 0; i < _enemies.Count; i++) { Enemy enemy = _enemies[i]; await enemy.AnimateMovement(this); } _tweenStages.OrderBy(s => s.Key); } public async Task BuildEnemyPaths() { Map map = _playArea._map; _enemies.ForEach(e => e._path.Clear()); while (_enemies.Any(e => e._staminaRemaining > 0) && _enemies.Any(e => e._address.Y > map.GetFirstOpenRow())) { for (int i = 0; i < _enemies.Count; i++) { Enemy enemy = _enemies[i]; if (enemy._staminaRemaining <= 0 || enemy._address.Y <= map.GetFirstOpenRow()) { enemy._path.Add(enemy._path.LastOrDefault(enemy._address)); continue; } List path = enemy.GetBestPath(map); if (path.Count == 0) { enemy._path.Add(enemy._path.LastOrDefault(enemy._address)); continue; } Vector2I cell = path[0]; GD.Print(cell); map.SetCellEnemy(cell, enemy); enemy._path.Add(cell); enemy._staminaRemaining--; } } } public void EnemyAttacks() { List attackingEnemies = [.. _enemies.Where(e => e.CanAttack())]; for (int i = 0; i < attackingEnemies.Count; i++) { Enemy enemy = attackingEnemies[i]; enemy.Attack(_playerController); enemy._staminaRemaining = Math.Max(enemy._staminaRemaining - 2, 0); } } public void HandleEnemyClick(Enemy ENEMY) { if (ENEMY._staminaRemaining <= 0){ return; } TileMapLayer pathLayer = _playArea.GetNode("PathLayer"); List newPath = ENEMY.GetBestPath(_playArea._map); pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(c,0,Vector2I.Down*4)); for (int i = 0; i < newPath.Count; i++) { pathLayer.SetCell(newPath[i],0,Vector2I.One); } } public void HandleEnemyRightClick(Enemy ENEMY) { RemoveEnemy(ENEMY); } public void Initiate() { List positions = [.. _playArea.GetNode("InitialPositions").GetUsedCells()]; AddEnemies(positions); } public void ProcessTweenStep(int STEP = 0) { if (_tweenStages.Count <= 0) { return; } if (STEP >= _tweenStages.Count) { EndTurn(); return; } if (_tween != null) { _tween.Kill(); } _tween = CreateTween(); _tween.TweenInterval(0.5f); float stage = _tweenStages.Keys.ElementAt(STEP); List stageTweens = _tweenStages[stage]; for (int i = 0; i < stageTweens.Count; i++) { Tween step = stageTweens[i]; _tween.Parallel().TweenSubtween(step); } _tween.TweenCallback(Callable.From(() => ProcessTweenStep(STEP + 1))); } 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 void SortEnemies() { _enemies = [.. _enemies.OrderByDescending(e => e._priority).ThenBy(e => e._address.Y).ThenBy(e => e._path.Count).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))]; } public override async Task StartTurn() { AddEnemies(1); for (int i = 0; i < _enemies.Count; i++) { _enemies[i].StartTurn(); } SortEnemies(); EnemyAttacks(); await BuildEnemyPaths(); await BuildAnimationTween(); ProcessTweenStep(); } public void SetEnemy(Enemy ENEMY, Vector2I CELL) { if (CELL == new Vector2I(16, 14)) { ENEMY._track = true; } _playArea._map.SetCellEnemy(CELL, ENEMY); ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL); } }