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So I’m creating a Tower Defense game and I want to have different ways for towers to prioritize their targets (I’m using Python but looking for a generic design answer):

class TargetPriority(enum.Enum):     LOW_HEALTH = 1     HIGH_HEALTH = 2     FIRST = 3     LAST = 4     CLOSEST = 5   class Tower(Entity):     def __init__(self, *args, **kwargs, target_priority=TargetPriority.FIRST):         super().__init__(*args, **kwargs)         self.target_priority = target_priority      def find_target(self, all_monsters):         sort_functions = {             TargetPriority.LOW_HEALTH: lambda monster: monster.health,             TargetPriority.HIGH_HEALTH: lambda monster: -monster.health,             TargetPriority.FIRST: ???,             TargetPriority.LAST: ???,             TargetPriority.CLOSEST: self.distance_to,         }         func = sort_functions[self.target_priority]         return next(sorted(all_monsters, key=func), None) 

As you can see, I’m not sure how to get the “first” or “last” monster from the wave of monsters. The way my monsters work right now is by getting a Checkpoint object and once they reach the checkpoint, they call it’s check_in() method to get new instructions:

class Monster(Entity):     def __init__(self, *args, **kwargs, health, checkpoint):         super().__init__(*args, **kwargs)         self.health = health         self.checkpoint = checkpoint      def update(self, dt):         travel = self.velocity / 1000 * dt         remaining_distance = self.distance_to(self.checkpoint)         if travel.length < remaining_distance:             self.position += travel         else:             self.checkpoint.check_in(self) 

The Checkpoint.check_in(monster) method can invoke any callback given to the checkpoint, usually it just changes the monster’s checkpoint to the next checkpoint, but it can also do something else like take a life away from the player and remove the monster (the last checkpoint always does this). I can change the way these checkpoints work (or how the monsters move in general) if required by an “optimal” solution though.

Here are few things I’ve considered:

  • I can’t use the order of the monsters in the all_monsters list because some towers may slow some monsters down, thus changing their order
  • For the same reason I can’t use any other kind of indexing
  • I can’t use the monsters’ position on the map because there’s no way of knowing which way the monster is going or where the checkpoints are
  • I can’t use the monsters’ distance to checkpoints because the monsters can be at different checkpoints already

So far the only actual solution I could come up with was to store a total_distance_travelled for each monster, so in update() I would have:

self.position += travel self.total_distance_travelled += travel.length 

But there are two reasons why I hesitate:

  • It’s not 100% fail proof: although not currently possible, what if I will have something like towers that teleport monsters back to their previous checkpoint?
  • I’m adding an instance attribute just for the sole reason of towers being able to sort these monsters

Am I worrying too much, or is there a better solution that I’m just missing?

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