mtd/Scripts/target_finder.gd

93 lines
3.0 KiB
GDScript

class_name TargetFinder extends Node
enum TARGETING_STRATEGY {
RANDOM = 0,
MOST_PROGRESSED = 1,
}
@export var tower: Tower
@export var max_targets: int = 1
@export var targeting_strategy: TARGETING_STRATEGY = TARGETING_STRATEGY.MOST_PROGRESSED
#TODO: this was the quantum cache, so uh, maybe thats a godot bug ?
#var multiple_targets_cache: Array[EnemyController]
#var has_target: bool :
#get:
#return targets.size() > 0
#set(_value):
#return
#
#var targets: Array[EnemyController] :
#get:
#return get_multiple_targets()
#set(_value):
#return
#
#
#func get_multiple_targets() -> Array[EnemyController]:
#var new_cache: Array[EnemyController] = []
#for enemy: EnemyController in multiple_targets_cache:
#if is_instance_valid(enemy) and enemy.alive and enemy.global_position.distance_to(tower.global_position) <= tower.target_range:
#new_cache.append(enemy)
#if max_targets == 0 or new_cache.size() < max_targets:
#multiple_targets_cache = find_multiple_targets(new_cache)
#return multiple_targets_cache
var targets: Array[EnemyController] :
get:
return find_multiple_targets()
set(_value):
return
#func find_multiple_targets(existing_cache: Array[EnemyController]) -> Array[EnemyController]:
func find_multiple_targets() -> Array[EnemyController]:
var possible_enemies: Array[EnemyController] = []
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if !is_instance_valid(enemy):
continue
if tower.global_position.distance_to(enemy.global_position) > tower.target_range:
continue
if !(enemy.stats.target_type & tower.stats.target_type):
continue
#if multiple_targets_cache.has(enemy):
# continue
possible_enemies.append(enemy)
#var enemies_to_select: int = max_targets - existing_cache.size()
var enemies: Array[EnemyController] = [] # temp cache, see above todo
var enemies_to_select: int = max_targets
if max_targets == 0:
enemies_to_select = possible_enemies.size()
for x: int in enemies_to_select:
if possible_enemies.size() == 0:
break
var chosen: EnemyController = null
match targeting_strategy:
TARGETING_STRATEGY.RANDOM:
chosen = select_random(possible_enemies)
TARGETING_STRATEGY.MOST_PROGRESSED:
chosen = select_most_progressed(possible_enemies)
possible_enemies.erase(chosen)
#existing_cache.append(chosen)
enemies.append(chosen)
#return existing_cache
return enemies
func select_random(choices: Array[EnemyController]) -> EnemyController:
return choices.pick_random()
func select_most_progressed(choices: Array[EnemyController]) -> EnemyController:
var most_progressed_enemy: EnemyController = null
for enemy: EnemyController in choices:
var em_1: EnemyMovement = enemy.movement_controller as EnemyMovement
var em_2: EnemyMovement = null
if most_progressed_enemy != null:
em_2 = most_progressed_enemy.movement_controller as EnemyMovement
if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining):
most_progressed_enemy = enemy
return most_progressed_enemy