Files
peggle-roguelike/EnemyController.cs
T

97 lines
2.9 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 Initiate()
{
AddEnemies(3);
}
public void MoveEnemies()
{
Tween tween = CreateTween();
tween.SetParallel();
Dictionary<Enemy, List<Vector2I>> enemyPaths = new();
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
List<Vector2I> path = _playArea._map.GetPath(enemy._address, new Vector2I(enemy._address.X, _playArea._map._minY));
enemyPaths[enemy] = path;
}
int maxSpeed = _enemies.Max(e => e._speed);
for (int i = 0; i < maxSpeed; i++)
{
for (int j = 0; j < enemyPaths.Count; j++)
{
Enemy enemy = enemyPaths.ElementAt(j).Key;
if (i >= enemy._speed)
{
continue;
}
List<Vector2I> path = enemyPaths.ElementAt(j).Value;
Vector2I cell = path[i];
enemy._address = cell;
if (j == 0)
{
tween.Chain();
}
else
{
tween.Parallel();
}
tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
}
}
tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone)));
}
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
{
_enemies.Remove(ENEMY_TO_REMOVE);
ENEMY_TO_REMOVE.QueueFree();
}
public override void StartTurn()
{
AddEnemies(1);
MoveEnemies();
}
public void WarpEnemy(Enemy ENEMY, Vector2I CELL)
{
ENEMY._address = CELL;
ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL);
}
}