Files
peggle-roguelike/EnemyController.cs
T

213 lines
6.2 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 Dictionary<int, List<Tween>> _tweenStages = new();
public Tween _tween;
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 BuildAnimationTween()
{
_tweenStages.Clear();
for (int i= 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
enemy.AnimateMovement(this);
}
_tweenStages.OrderBy(s => s.Key);
}
public void BuildEnemyPaths()
{
Map map = _playArea._map;
_enemies.ForEach(e => e._path.Clear());
while (_enemies.Any(e => e._staminaRemaining > 0))
{
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
if (enemy._staminaRemaining <= 0 || enemy._address.Y <= map._firstOpenRow)
{
GD.Print(enemy._staminaRemaining <= 0, enemy._address.Y <= map._firstOpenRow);
enemy._path.Add(enemy._path.LastOrDefault(enemy._address));
continue;
}
List<Vector2I> path = enemy.GetBestPath(map);
if (path.Count == 0)
{
enemy._path.Add(enemy._path.LastOrDefault(enemy._address));
continue;
}
Vector2I cell = path[0];
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
enemy._staminaRemaining--;
}
}
}
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 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 ProcessTween()
{
if (_tweenStages.Count <= 0)
{
return;
}
if (_tween != null)
{
_tween.Kill();
}
_tween = CreateTween();
for (int i = 0; i < _tweenStages.Count; i++)
{
_tween.Chain().TweenInterval(0.5f);
List<Tween> tweenSteps = _tweenStages.Values.ElementAt(i);
for (int j = 0; j < tweenSteps.Count; j++)
{
Tween step = tweenSteps[j];
_tween.Parallel().TweenSubtween(step);
}
}
_tween.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.OrderBy(e => e._address.Y).ThenBy(e => e._path.Count).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
}
public override void StartTurn()
{
AddEnemies(1);
for (int i = 0; i < _enemies.Count; i++)
{
_enemies[i].StartTurn();
}
SortEnemies();
EnemyAttacks();
BuildEnemyPaths();
BuildAnimationTween();
ProcessTween();
}
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);
}
}