Add tentacled boss planet encounter

This commit is contained in:
Loïc Wisniewski 2026-09-03 10:33:05 +02:00
commit 40f284dcdd
38 changed files with 1051 additions and 19 deletions

View file

@ -1,6 +1,8 @@
class_name GasBombEffect
extends Node2D
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
# The gas bomb itself: the flight, the blast and the picture of both, with
# nothing in it about who threw it.
#
@ -67,13 +69,11 @@ func _explode() -> void:
exploded = true
explosion_time = EXPLOSION_DURATION
hit_count = 0
# Asteroids too - a blast that clears everything around it but leaves the
# rocks untouched would need explaining, and they take damage the same way.
#
# Every weapon target opts into the same damage contract: ordinary enemies,
# asteroids, boss hatchlings and opened boss eyes all belong here.
# #176: player weapons never damage player buildings. A bomb may be thrown
# into a siege without punishing the structure it is meant to defend.
for target_node in get_tree().get_nodes_in_group("enemies") \
+ get_tree().get_nodes_in_group("asteroids"):
for target_node in get_tree().get_nodes_in_group(COMBAT_TARGET.GROUP):
if is_instance_valid(target_node) and target_node is Node2D \
and target_node.global_position.distance_to(target) <= AOE_RADIUS:
target_node.take_damage(damage)

View file

@ -1,6 +1,8 @@
class_name LaserBeamEffect
extends Node2D
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
# The laser shot itself: the strike and the picture of it, with nothing in it
# about who fired or why.
#
@ -71,11 +73,9 @@ static func fire(world: Node, origin: Vector2, direction: Vector2,
func _strike(direction: Vector2, damage: int) -> void:
hit_count = 0
var range_along: float = from.distance_to(to)
# Asteroids share the enemies' take_damage() contract, so the beam sweeps
# both groups in one pass. Shooting a path clear through a field is a
# perfectly good use of a laser, and the ore it leaves behind is the point.
for enemy in get_tree().get_nodes_in_group("enemies") \
+ get_tree().get_nodes_in_group("asteroids"):
# Every attackable composition shares this contract, including opened boss
# eyes. Shooting a path through an asteroid field still works unchanged.
for enemy in get_tree().get_nodes_in_group(COMBAT_TARGET.GROUP):
if not is_instance_valid(enemy) or not (enemy is Node2D):
continue
var to_enemy: Vector2 = enemy.global_position - from