Files
peggle-roguelike/EnemyController.cs
T

215 lines
6.4 KiB
C#

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<PackedScene>("res://Enemy.tscn");
public List<Enemy> _enemies = new();
public PlayerController _playerController;
public Tween _movementTween;
public void AddEnemies(int ENEMY_COUNT = 1)
{
for (int i = 0; i < ENEMY_COUNT; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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<Vector2I> 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<Vector2I> POSITIONS)
{
for (int i = 0; i < POSITIONS.Count; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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 void EnemyAttacks()
{
List<Enemy> 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 async Task BuildEnemyPaths()
{
Map map = _playArea._map;
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
enemy.GetRemainingStamina(map);
}
_enemies.ForEach(e => e._path.Clear());
if (_enemies.All(e => e._staminaRemaining <= 0))
{
return;
}
while (_enemies.Any(e => e._staminaRemaining > 0))
{
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
if (enemy._staminaRemaining <= 0)
{
enemy.RemainInPlace();
continue;
}
if (enemy._address.Y <= map.GetFirstOpenRow())
{
enemy.RemainInPlace();
enemy._staminaRemaining = 0;
continue;
}
List<Vector2I> path = enemy.GetBestPath(map);
if (path.Count == 0)
{
enemy.RemainInPlace();
continue;
}
Vector2I cell = path[0];
if (cell.Y <= enemy._address.Y) // if path would move enemy forward
{
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
}
else
{
enemy.RemainInPlace();
}
enemy._staminaRemaining--;
}
}
}
public void HandleEnemyClick(Enemy ENEMY)
{
if (ENEMY._staminaRemaining <= 0){
return;
}
TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
List<Vector2I> 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<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
AddEnemies(positions);
}
public void StepEnemies(int STEP)
{
Map map = _playArea._map;
if (_movementTween != null)
{
_movementTween.Kill();
}
_movementTween = CreateTween();
_movementTween.TweenInterval(0.5f);
for (int i= 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
_movementTween.Parallel().TweenProperty(enemy, "global_position", map.GetCellPositionFromAddress(enemy._path[STEP]), 0.25f);
}
if (STEP < _enemies[0]._path.Count - 1)
{
_movementTween.TweenCallback(Callable.From(() => StepEnemies(STEP + 1)));
}
else
{
_movementTween.TweenCallback(Callable.From(() => EndTurn()));
}
}
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);
SortEnemies();
EnemyAttacks();
await BuildEnemyPaths();
StepEnemies(0);
}
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);
}
}