basic enemy movement

This commit is contained in:
reisenlol 2026-01-04 22:28:34 -08:00
parent 46d2b7bc95
commit fd8778e9f2
No known key found for this signature in database
6 changed files with 377 additions and 15 deletions

View file

@ -11,11 +11,14 @@ public class Enemy : Entity
turnSpeed = Random.Range(0, 100);
}
[ContextMenu("ForceTurn")]
public void StartTurn()
{
//attack the nearest player?
TurnHandler.instance.UpdateTurns();
closestPlayer = FindClosestPlayer();
Debug.Log(closestPlayer);
EnemyMovement.instance.PathfindToTarget(closestPlayer.currentTile.neighbors[Random.Range(0, closestPlayer.currentTile.neighbors.Count)], this);
}
private PlayerEntity FindClosestPlayer()

View file

@ -0,0 +1,104 @@
using System.Collections.Generic;
using UnityEngine;
public class EnemyMovement : MonoBehaviour
{
#region Statication
public static EnemyMovement instance;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
#endregion
private Queue<TileObject> allMovableTiles = new();
private Queue<TileObject> currentMovableTiles = new();
private Dictionary<TileObject, TileObject> currentPaths = new();
public void PathfindToTarget(TileObject target, Enemy selectedEntity)
{
allMovableTiles.Clear();
currentMovableTiles.Clear();
currentPaths.Clear();
GetTilesInRange(selectedEntity);
TileObject requestedTile = GetPathToTarget(target, selectedEntity);
selectedEntity.currentTile = requestedTile;
selectedEntity.transform.position = requestedTile.transform.position;
}
private void GetTilesInRange(Enemy selectedEntity)
{
foreach (TileObject tileObject in selectedEntity.currentTile.neighbors)
{
if (!tileObject.blocked && !tileObject.hasUnit)
{
currentMovableTiles.Enqueue(tileObject);
allMovableTiles.Enqueue(tileObject);
currentPaths.Add(tileObject, selectedEntity.currentTile);
}
}
for (int i = 0; i < selectedEntity.maxMovement - 1; i++)
{
foreach (TileObject tileObject in currentMovableTiles.ToArray())
{
foreach (TileObject neighboringTiles in tileObject.neighbors)
{
if (!neighboringTiles.blocked && !neighboringTiles.hasUnit)
{
currentMovableTiles.Enqueue(neighboringTiles);
currentPaths.TryAdd(neighboringTiles, tileObject);
}
}
}
}
foreach (TileObject tileObject in allMovableTiles.ToArray())
{
foreach (TileObject neighboringTiles in tileObject.neighbors)
{
if (!neighboringTiles.blocked && !neighboringTiles.hasUnit)
{
allMovableTiles.Enqueue(neighboringTiles);
currentPaths.TryAdd(neighboringTiles, tileObject);
}
}
}
}
private TileObject GetPathToTarget(TileObject target, Enemy selectedEntity)
{
TileObject currentTile = target;
List<TileObject> pathToTarget = new();
TileObject pathTileInRange = null;
while (currentTile != selectedEntity.currentTile)
{
pathToTarget.Add(currentTile);
currentTile = currentPaths[currentTile];
}
for (int i = 0; i < pathToTarget.Count; i++)
{
if (currentMovableTiles.Contains(pathToTarget[i]))
{
pathTileInRange = pathToTarget[i];
return pathTileInRange;
}
}
List<TileObject> pathToRange = new();
/*if (pathTileInRange != null)
{
while (pathTileInRange != selectedEntity.currentTile)
{
pathToTarget.Add(pathTileInRange);
pathTileInRange = currentPaths[pathTileInRange];
}
return pathToRange;
}*/
return null;
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5480895c85041d2e492c0ccbfa17254a

View file

@ -35,7 +35,10 @@ public class PlayerEntityMovement : MonoBehaviour
public LayerMask playerLayer;
private List<TileObject> currentMovableTiles = new();
private Queue<TileObject> currentMovableTiles = new();
private Dictionary<TileObject, TileObject> paths = new();
private List<TileObject> currentPath = new();
private TileObject requestedTile;
private void Start()
{
@ -52,6 +55,29 @@ public class PlayerEntityMovement : MonoBehaviour
}
if (isMoving)
{
TileObject newTile = GridManager.instance.GetTile(mouseGridPos);
if (requestedTile != newTile)
{
requestedTile = newTile;
foreach (TileObject tile in currentPath)
{
tile.sprite.color = Color.green;
}
currentPath.Clear();
if (currentMovableTiles.Contains(requestedTile))
{
TileObject currentTile = requestedTile;
while (currentTile != selectedEntity.currentTile)
{
currentPath.Add(currentTile);
currentTile = paths[currentTile];
}
foreach (TileObject tile in currentPath)
{
tile.sprite.color = Color.blue;
}
}
}
templateObject.transform.position = mouseGridPos;
if (Input.GetMouseButtonDown(0) && debounceTime <= 0 && SelectLocation())
{
@ -67,11 +93,13 @@ public class PlayerEntityMovement : MonoBehaviour
debounceTime = debounceDuration; //alotta for loops here
UncolorGrid();
currentMovableTiles.Clear();
paths.Clear();
foreach (TileObject tileObject in selectedEntity.currentTile.neighbors)
{
if (!tileObject.blocked && !tileObject.hasUnit)
{
currentMovableTiles.Add(tileObject);
currentMovableTiles.Enqueue(tileObject);
paths.Add(tileObject, selectedEntity.currentTile);
tileObject.sprite.color = Color.green;
}
}
@ -83,8 +111,9 @@ public class PlayerEntityMovement : MonoBehaviour
{
if (!neighboringTiles.blocked && !neighboringTiles.hasUnit)
{
currentMovableTiles.Add(neighboringTiles);
currentMovableTiles.Enqueue(neighboringTiles);
neighboringTiles.sprite.color = Color.green;
paths.TryAdd(neighboringTiles, tileObject);
}
}
}
@ -102,14 +131,13 @@ public class PlayerEntityMovement : MonoBehaviour
private bool SelectLocation()
{
TileObject selectedTile = GridManager.instance.GetTile(mouseGridPos);
if (!selectedTile || selectedTile.blocked || selectedTile.hasUnit || !currentMovableTiles.Contains(selectedTile))
if (!requestedTile || requestedTile.blocked || requestedTile.hasUnit || !currentMovableTiles.Contains(requestedTile))
{
return false;
}
selectedEntity.currentTile.hasUnit = false;
selectedTile.hasUnit = true;
selectedEntity.currentTile = selectedTile;
requestedTile.hasUnit = true;
selectedEntity.currentTile = requestedTile;
selectedEntity.transform.position = mouseGridPos;
templateObject.SetActive(false);
UncolorGrid();

View file

@ -52,12 +52,7 @@ public class TurnHandler : MonoBehaviour
}
if (allDone)
{
foreach (PlayerEntity player in playerEntities)
{
player.hasMoved = false;
player.hasAttacked = false;
}
//currentGameState = GameState.EnemyTurn;
currentGameState = GameState.EnemyTurn;
}
}
else if (currentGameState == GameState.EnemyTurn)