Files
peggle-roguelike/Peg.cs
T

114 lines
3.1 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class Peg : HoverableNode
{
[Signal]
public delegate void DeathEventHandler(Peg THIS);
public int _id, _health = 2, _healthMax = 2, _stamina, _staminaRemaining, _visibility = 4, _movement = 0, _disposition;
public Dictionary<string, int> _priorities = new()
{
{"act", 1000000}, // 1000000 to 1999999 reserved for action priorities
{"movement", 0} // 0 to 999999 reserved for movement priorities
};
public Vector2I _address;
public List<Vector2I> _path = new();
public PegController _pegController;
public List<PegAction> _actions;
public int _distanceToGoal
{
get
{
return GetBestPath().Count;
}
}
public override void _Ready()
{
base._Ready();
_actions = [.. GetNode<Node2D>("Actions").GetChildren().Cast<PegAction>()];
}
public virtual bool Act(int SUB_STEP)
{
PegAction action = null;
for (int i = 0; i < _actions.Count; i++)
{
if (_actions[i].MeetsCriteria(this))
{
action = _actions[i];
break;
}
}
if (action == null)
{
return false;
}
Tween subtween = action.CreateAnimation(this);
string key = action._priority + ":" + SUB_STEP ;
if (!_pegController._tweenStages.ContainsKey(key))
{
_pegController._tweenStages[key] = new();
}
_pegController._tweenStages[key].Add(subtween);
_staminaRemaining -= action._cost;
return true;
}
public virtual void CounterAct(Commander COMMANDER)
{
}
public virtual List<Vector2I> GetBestPath()
{
Map map = _pegController._playArea._map;
List<Vector2I> goals = GetGoals();
List<List<Vector2I>> paths = new();
for (int i = 0; i < goals.Count; i++)
{
paths.Add(map.GetPath(_address, goals[i]));
}
List<List<Vector2I>> pathsOverZeroCount = [.. paths.Where(p => p.Count > 0)];
if (pathsOverZeroCount.Count == 0)
{
return [];
}
return pathsOverZeroCount.OrderBy(p => p.Count).ToList()[0];
}
public virtual List<Vector2I> GetGoals()
{
Map map = _pegController._playArea._map;
return [.. map._cells.Where(c => c.Y == (_disposition == 1 ? map._lastOpenRow : map._firstOpenRow)).Where(c => !map._astar.IsPointSolid(c))];
}
public Vector2 GetPositionFromAddress()
{
return _pegController._playArea._map.GetCellPositionFromAddress(_address);
}
public virtual void StartTurn()
{
_staminaRemaining = _stamina;
_actions.ForEach(a => a.Reset());
}
public virtual void ChangeHealth(int DELTA, Commander COMMANDER)
{
_health += DELTA;
CounterAct(COMMANDER);
if (_health <= 0)
{
EmitSignal(SignalName.Death, this);
}
else if (_health > _healthMax)
{
_health = _healthMax;
}
}
}