Files
peggle-roguelike/Peg.cs
T

115 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, _movement = 0, _disposition, _visibility;
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 PegAction SelectAction()
{
PegAction action = null;
for (int i = 0; i < _actions.Count; i++)
{
if (_actions[i].MeetsCriteria(this))
{
action = _actions[i];
break;
}
}
return action;
}
public virtual void CounterAct(Commander COMMANDER)
{
}
public virtual List<Vector2I> GetBestPath(bool PARTIAL = false)
{
// Map map = _pegController._playArea._map;
// List<Vector2I> goals = Target();
// for (int i = 0; i < goals.Count; i++)
// {
// List<Vector2I> path = map.GetPath(_address, goals[i], false, PARTIAL);
// if (path.Count > 0)
// {
// return path;
// }
// }
return _pegController._playArea._map.GetPath(_address, Goal(), false, PARTIAL);
}
public virtual List<Peg> GetEnemies()
{
return [.. _pegController._pegs.Where(p => p._disposition == -_disposition).OrderBy(p => (p._address - _address).Length())];
}
public virtual List<Vector2I> GetVisibleCells()
{
Map map = _pegController._playArea._map;
return [.. map._cells.Where(c => (c - _address).Length() <= _visibility)];
}
public virtual List<Peg> GetVisibleEnemies()
{
List<Vector2I> visible = GetVisibleCells();
return [.. GetEnemies().Where(e => visible.Contains(e._address))];
}
public Vector2 GetPositionFromAddress()
{
return _pegController._playArea._map.GetCellPositionFromAddress(_address);
}
public virtual Vector2I Goal()
{
Map map = _pegController._playArea._map;
List<Vector2I> visible = GetVisibleCells();
List<Vector2I> unoccupied = [.. visible.Where(c => !map._astar.IsPointSolid(c))];
List<Vector2I> closest = [.. unoccupied.OrderByDescending(c => c.Y * _disposition).ThenByDescending(c => Math.Abs(c.X - _address.X))];
return closest[0];
}
public virtual void StartTurn()
{
_staminaRemaining = _stamina;
_actions.ForEach(a => a.Reset());
}
public virtual void ChangeHealth(int DELTA)
{
_health += DELTA;
if (_health <= 0)
{
EmitSignal(SignalName.Death, this);
}
else if (_health > _healthMax)
{
_health = _healthMax;
}
}
}