115 lines
3.3 KiB
C#
115 lines
3.3 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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public partial class Peg : HoverableNode
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{
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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, _disposition, _visibility;
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public Vector2I _address;
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public List<Vector2I> _path = new();
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public PegController _pegController;
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public List<PegAction> _actions;
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public int _distanceToGoal
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{
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get
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{
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return GetBestPath().Count;
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}
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}
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public override void _Ready()
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{
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base._Ready();
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_actions = [.. GetNode<Node2D>("Actions").GetChildren().Cast<PegAction>()];
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}
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public virtual PegAction SelectAction()
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{
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PegAction action = null;
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for (int i = 0; i < _actions.Count; i++)
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{
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if (_actions[i].MeetsCriteria(this))
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{
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action = _actions[i];
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break;
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}
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}
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return action;
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}
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public virtual void CounterAct(Commander COMMANDER)
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{
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}
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public virtual List<Vector2I> GetBestPath()
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{
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Map map = _pegController._playArea._map;
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List<Vector2I> goals = GetGoals();
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List<List<Vector2I>> paths = new();
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for (int i = 0; i < goals.Count; i++)
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{
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paths.Add(map.GetPath(_address, goals[i]));
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}
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List<List<Vector2I>> pathsOverZeroCount = [.. paths.Where(p => p.Count > 0)];
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if (pathsOverZeroCount.Count == 0)
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{
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return [];
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}
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return pathsOverZeroCount.OrderBy(p => p.Count).ToList()[0];
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}
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public virtual List<Vector2I> GetVisibleCells()
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{
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Map map = _pegController._playArea._map;
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return [.. map._cells.Where(c => (c - _address).Length() <= _visibility)];
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}
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public virtual List<Vector2I> GetGoals()
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{
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Map map = _pegController._playArea._map;
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TileMapLayer pathLayer = _pegController._playArea.GetNode<TileMapLayer>("PathLayer");
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List<Vector2I> pl = [.. pathLayer.GetUsedCells()];
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List<Vector2I> visible = GetVisibleCells();
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if (_id == 4)
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for (int i = 0; i < pl.Count; i++)
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{
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Vector2I cell = pl[i];
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pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(cell,0,Vector2I.Down + Vector2I.Right*(visible.IndexOf(cell) > -1 ? 1 : 4)));
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}
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List<Vector2I> unoccupied = [.. visible.Where(c => !map._astar.IsPointSolid(c))];
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List<Vector2I> closest = [.. unoccupied.Where(c => c.Y == (_disposition == -1 ? unoccupied.Min(c => c.Y) : unoccupied.Max(c => c.Y))).OrderByDescending(c => Math.Abs(c.X - _address.X))];
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return closest;
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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 void StartTurn()
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{
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_staminaRemaining = _stamina;
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_actions.ForEach(a => a.Reset());
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}
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public virtual void ChangeHealth(int DELTA, Commander COMMANDER)
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{
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_health += DELTA;
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CounterAct(COMMANDER);
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if (_health <= 0)
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{
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EmitSignal(SignalName.Death, this);
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}
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else if (_health > _healthMax)
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{
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_health = _healthMax;
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}
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}
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}
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