271 lines
6.2 KiB
C#
271 lines
6.2 KiB
C#
using System.Collections.Generic;
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using AceFieldNewHorizon.Scripts.Tiles;
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using Godot;
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using AceFieldNewHorizon.Scripts.System;
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namespace AceFieldNewHorizon.Scripts.Entities;
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public partial class Enemy : CharacterBody2D
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{
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public const string EnemyGroupName = "Enemy";
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[Export] public float MoveSpeed = 150.0f;
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[Export] public float DetectionRadius = 300.0f;
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[Export] public float AttackRadius = 80.0f;
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[Export] public int Damage = 10;
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[Export] public float AttackCooldown = 1.0f;
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[Export] public int MaxHealth = 100;
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[Export] public bool ShowDamageNumbers = true;
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private BaseTile _targetTile;
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private ReactorTile _reactor;
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private float _attackTimer = 0;
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private Area2D _detectionArea;
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private Area2D _attackArea;
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private int _currentHealth;
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private ProgressBar _healthBar;
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private GridManager _gridManager;
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// Track collisions with potential targets
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private readonly HashSet<BaseTile> _collidingTiles = [];
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public int CurrentHealth
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{
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get => _currentHealth;
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private set
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{
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_currentHealth = Mathf.Clamp(value, 0, MaxHealth);
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UpdateHealthBar();
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if (_currentHealth <= 0)
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{
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Die();
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}
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}
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}
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public bool IsDead => _currentHealth <= 0;
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public override void _Ready()
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{
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_currentHealth = MaxHealth;
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_gridManager = DependencyInjection.Container.GetInstance<GridManager>();
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// Find the reactor in the scene
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_reactor = GetTree().GetFirstNodeInGroup(ReactorTile.ReactorGroupName) as ReactorTile;
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// Create health bar
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_healthBar = new ProgressBar
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{
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MaxValue = MaxHealth,
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Value = _currentHealth,
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Size = new Vector2(40, 4),
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ShowPercentage = false,
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Visible = false
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};
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var healthBarContainer = new Control();
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healthBarContainer.AddChild(_healthBar);
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AddChild(healthBarContainer);
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healthBarContainer.Position = new Vector2(-20, -20);
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// Create detection area for finding targets
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_detectionArea = new Area2D();
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var collisionShape = new CollisionShape2D();
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var shape = new CircleShape2D();
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shape.Radius = DetectionRadius;
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collisionShape.Shape = shape;
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_detectionArea.AddChild(collisionShape);
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AddChild(_detectionArea);
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_attackArea = GetNodeOrNull<Area2D>("AttackArea");
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// Connect signals
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_detectionArea.BodyEntered += OnBodyEnteredDetection;
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_detectionArea.BodyExited += OnBodyExitedDetection;
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if (_attackArea != null)
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{
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_attackArea.BodyEntered += OnBodyEntered;
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_attackArea.BodyExited += OnBodyExited;
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}
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AddToGroup(EnemyGroupName);
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}
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public override void _Process(double delta)
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{
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if (IsDead) return;
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// Find the best target if we don't have one
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if (_targetTile == null || _targetTile.IsDestroyed || !_targetTile.IsInsideTree())
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{
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UpdateTarget();
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}
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// Move towards current target
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if (_targetTile != null)
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{
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var direction = GlobalPosition.DirectionTo(_targetTile.GlobalPosition);
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Velocity = direction * MoveSpeed;
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LookAt(_targetTile.GlobalPosition);
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MoveAndSlide();
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}
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// Attack any colliding tiles
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if (_attackTimer > 0)
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{
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_attackTimer -= (float)delta;
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}
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else if (_collidingTiles.Count > 0)
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{
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// Attack the first colliding tile
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foreach (var tile in _collidingTiles)
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{
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if (tile != null && !tile.IsDestroyed && tile.IsInsideTree())
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{
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TryAttackTile(tile);
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break;
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}
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}
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}
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}
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private void UpdateTarget()
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{
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// If we have a valid target in collision, use that
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foreach (var tile in _collidingTiles)
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{
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if (tile != null && !tile.IsDestroyed && tile.IsInsideTree())
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{
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_targetTile = tile;
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return;
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}
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}
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// Otherwise find the reactor
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if (_reactor != null && !_reactor.IsDestroyed && _reactor.IsInsideTree())
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{
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_targetTile = _reactor;
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}
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else
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{
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_targetTile = null;
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}
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}
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private void TryAttackTile(BaseTile tile)
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{
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if (IsDead || tile == null || tile.IsDestroyed || !tile.IsInsideTree())
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return;
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_attackTimer = AttackCooldown;
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bool wasDestroyed = tile.TakeDamage(Damage);
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GD.Print($"Attacking {tile.Name} for {Damage} damage. Was destroyed: {wasDestroyed}");
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if (wasDestroyed)
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{
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_collidingTiles.Remove(tile);
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if (_targetTile == tile)
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{
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_targetTile = null;
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}
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}
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}
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private void OnBodyEntered(Node2D body)
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{
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if (body is BaseTile { IsDestroyed: false } tile && !body.IsInGroup("Hostile"))
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{
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GD.Print($"[Enemy] {body.Name} Entered attack range");
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_collidingTiles.Add(tile);
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if (_targetTile == null || _targetTile.IsDestroyed || !_targetTile.IsInsideTree())
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{
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_targetTile = tile;
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}
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// Attack immediately on collision
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TryAttackTile(tile);
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}
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}
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private void OnBodyExited(Node2D body)
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{
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if (body.GetParent() is BaseTile tile)
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{
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_collidingTiles.Remove(tile);
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if (_targetTile == tile)
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{
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_targetTile = null;
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}
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}
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}
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private void OnBodyEnteredDetection(Node2D body)
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{
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// Keep this for initial target detection if needed
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}
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private void OnBodyExitedDetection(Node2D body)
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{
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// Keep this for target cleanup if needed
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}
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public void TakeDamage(int damage, Vector2? hitPosition = null)
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{
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if (IsDead) return;
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CurrentHealth -= damage;
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// Show damage number (optional)
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if (ShowDamageNumbers)
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{
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var damageLabel = new Label
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{
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Text = $"-{damage}",
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Position = hitPosition ?? GlobalPosition,
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ZIndex = 1000
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};
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GetTree().CurrentScene.AddChild(damageLabel);
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// Animate and remove damage number
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var tween = CreateTween();
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tween.TweenProperty(damageLabel, "position:y", damageLabel.Position.Y - 30, 0.5f);
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tween.TweenCallback(Callable.From(() => damageLabel.QueueFree())).SetDelay(0.5f);
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}
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// Visual feedback
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var originalModulate = Modulate;
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Modulate = new Color(1, 0.5f, 0.5f); // Flash red
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var tweenFlash = CreateTween();
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tweenFlash.TweenProperty(this, "modulate", originalModulate, 0.2f);
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}
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private void UpdateHealthBar()
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{
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if (_healthBar != null)
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{
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_healthBar.Value = _currentHealth;
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_healthBar.Visible = _currentHealth < MaxHealth; // Only show when damaged
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}
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}
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private void Die()
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{
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// Play death animation/sound
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// You can add a death animation here
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// Disable collisions and hide
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SetProcess(false);
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SetPhysicsProcess(false);
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Hide();
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// Queue free after a delay (for any death animation/sound to play)
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var timer = new Timer();
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AddChild(timer);
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timer.Timeout += () => QueueFree();
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timer.Start(0.5f);
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}
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}
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