Files
peggle-roguelike/EnemyController.cs
T

175 lines
6.3 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class EnemyController : TurnController
{
public PackedScene _enemyScene = GD.Load<PackedScene>("res://Enemy.tscn");
public List<Enemy> _enemies = new();
public PlayerController _playerController;
public void AddEnemies(int ENEMY_COUNT = 1)
{
for (int i = 0; i < ENEMY_COUNT; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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<Vector2I> 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<Vector2I> POSITIONS)
{
for (int i = 0; i < POSITIONS.Count; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
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;
WarpEnemy(newEnemy, POSITIONS[i]);
_enemies.Add(newEnemy);
AddChild(newEnemy);
}
}
public void Initiate()
{
List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
AddEnemies(positions);
}
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, _playArea._map._minY);
if (Math.Abs(goal.Y - enemy._address.Y) <= enemy._visibilityRange)
{
// GD.Print(goal.Y, enemy._address.Y,enemy._visibilityRange);
while(_playArea._map.IsRowFull(goal.Y))
{
goal.Y++;
}
// if (_playArea._map.GetOccupant(goal) != null)
// {
// goal.X = Math.Clamp(goal.X+1, _playArea._map._minX+1, _playArea._map._maxX-1);
// }
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++;
}
}
List<Vector2I> path = _playArea._map.GetPath(enemy._address, goal);
enemy._path = path;
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<Enemy> 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;
}
List<Vector2I> path = enemy._path;
int pathIndex = enemy._speed - enemy._speedRemaining;
Vector2I cell = path[pathIndex];
Enemy obstacle = _playArea._map.GetOccupant(cell);
if (obstacle != null)
{
int obstacleRemainingMoves = obstacle._speedRemaining;
if (obstacleRemainingMoves <= 0)
{
_playArea._map.EvaluateSolidCells();
List<Vector2I> newPath = _playArea._map.GetPath(enemy._address, new Vector2I(enemy._address.X, _playArea._map._minY));
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(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);
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 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);
}
}