Add `Map.GetCharacters()`
parent
4c780da552
commit
a67dedf3f9
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@ -104,27 +104,25 @@ public partial class NPC : Character
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{
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float bestScore = float.MaxValue;
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Character bestChar = null;
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// NOTE: this relies on all Characters being under the Entities node
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foreach (Node node in GetParent().GetChildren())
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foreach (var character in World.Instance.CurrentMap.GetCharacters())
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{
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if (node is Character character)
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bool isFriendly = ((IFaction)character).AlignsWith(this);
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if (isFriendly || !character.IsAlive)
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{
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bool isFriendly = character.Faction == Faction;
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if (isFriendly || character.Health <= 0)
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{
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continue;
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}
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continue;
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}
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float score = 0;
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score -= Position.DistanceTo(character.Position);
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float score = 0;
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score += GlobalPosition.DistanceSquaredTo(character.GlobalPosition);
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if (score < bestScore)
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{
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bestScore = score;
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bestChar = character;
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}
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if (score < bestScore)
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{
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bestScore = score;
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bestChar = character;
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}
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}
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return bestChar;
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}
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@ -147,7 +145,7 @@ public partial class NPC : Character
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}
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float score = 0;
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score -= Position.DistanceTo(character.Position);
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score -= Position.DistanceSquaredTo(character.Position);
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if (score < bestScore)
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{
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@ -1,5 +1,6 @@
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using Godot;
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using SupaLidlGame.Extensions;
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using System.Collections.Generic;
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namespace SupaLidlGame.Scenes;
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@ -71,6 +72,17 @@ public partial class Map : TileMap
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GetNode<Audio.AudioManager>("/root/AudioManager").PlayBackground(Music);
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}
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public IEnumerable<Characters.Character> GetCharacters()
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{
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foreach (var child in Entities.GetChildren())
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{
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if (child is Characters.Character c)
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{
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yield return c;
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}
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}
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}
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public Node SpawnEntity(PackedScene scene)
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{
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var instance = scene.Instantiate();
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