Files
peggle-roguelike/Enemy.cs
T

103 lines
2.7 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class Enemy : StaticBody2D
{
[Signal]
public delegate void DeathEventHandler(Enemy THIS);
public int _damage = 1, _health = 2, _speed, _visibilityRange = 10;
public Vector2I _range = Vector2I.Up;
public float _movement = 0;
public GridMarker _gridMarker;
public EnemyController _enemyController;
public override void _Ready()
{
base._Ready();
}
public override void _PhysicsProcess(double delta)
{
base._PhysicsProcess(delta);
}
public void Attack(Commander COMMANDER)
{
COMMANDER.TakeDamage(_damage, this);
}
public void CounterAttack(Commander COMMANDER)
{
}
public List<GridMarker> Pathfinding(GridMarker DESTINATION, bool INCLUDE_SELF = false)
{
PriorityQueue<GridMarker, float> queue = new();
queue.Enqueue(_gridMarker, 0f);
Dictionary<GridMarker, GridMarker> cameFrom = new();
Dictionary<GridMarker, float> costSoFar = new();
cameFrom[_gridMarker] = null;
costSoFar[_gridMarker] = 0f;
GridMarker current;
float newCost, priority;
while (queue.Count > 0)
{
current = queue.Dequeue();
if (current == DESTINATION)
{
break;
}
List<GridMarker> neighbors = current.GetMarkersInRange(1.5f);
for (int j = 0; j < neighbors.Count; j++)
{
GridMarker next = neighbors[j];
if (next._occupant != null)
{
continue;
}
newCost = costSoFar[current] + 1;
if (!costSoFar.TryGetValue(next, out float value) || newCost < value)
{
costSoFar[next] = newCost;
priority = newCost;
queue.Enqueue(next, priority);
cameFrom[next] = current;
}
}
}
List<GridMarker> path = new();
GridMarker pathMarker = DESTINATION;
if (cameFrom.ContainsKey(pathMarker))
{
while (pathMarker != null)
{
path.Add(pathMarker);
pathMarker = cameFrom[pathMarker];
}
path.Reverse();
if (!INCLUDE_SELF)
{
path.Remove(_gridMarker);
}
}
return path;
}
public void TakeDamage(int DAMAGE, Commander ATTACKER)
{
_health -= DAMAGE;
CounterAttack(ATTACKER);
if (_health <= 0)
{
EmitSignal(SignalName.Death, this);
}
}
}