Add enemy foundation: definitions, components, ranged damage (#44)
Enemy.gd now resolves stats/hull/color from EnemyDefinition resources and composes behaviour from capability components (EnemyPursuitComponent holds today's chase-the-nearest-ship logic), the same shape Ship.gd already uses for vessels. Fleet lookups go through a "player_fleet" group instead of a hardcoded ../Fleet sibling path, so an enemy parented anywhere (e.g. under a planet surface's SurfaceFeatures) still finds it. Also closes a real gap: enemies previously had no way to damage the fleet at range at all (Ship only reacted to physical contact, Projectile.gd was player-only). Ship.take_damage() is now a proper entry point - contact damage routes through it unchanged - and EnemyProjectile lets an enemy component fire at player_ships. Both ranged enemy archetypes in #45/#46 build on this. Part of the #40 conquest-mechanic breakdown.
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20 changed files with 393 additions and 42 deletions
76
Enemy.gd
76
Enemy.gd
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@ -2,50 +2,53 @@ extends Area2D
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signal destroyed
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@export var speed: float = 140.0
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@export var acceleration: float = 260.0
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@export var rotation_speed: float = 6.0
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@export var max_hp: int = 3
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const ENEMY_DEFINITIONS = preload("res://EnemyDefinitions.gd")
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var velocity: Vector2 = Vector2.ZERO
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@export var enemy_id: String = "chaser"
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var definition: Resource
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var hp: int
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@onready var fleet: Node2D = get_node("../Fleet")
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# Mirrors Ship.gd's own max_speed/acceleration: copied from the definition
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# once, then mutable, so a test/preview can pin an enemy in place (e.g.
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# `enemy.speed = 0.0`) without needing to know about definitions at all.
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var speed: float
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var acceleration: float
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var rotation_speed: float
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var max_hp: int
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func _ready() -> void:
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hp = max_hp
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add_to_group("enemies")
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definition = ENEMY_DEFINITIONS.get_definition(enemy_id)
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speed = definition.speed
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acceleration = definition.acceleration
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rotation_speed = definition.rotation_speed
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max_hp = definition.max_hp
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hp = max_hp
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for component_scene in definition.component_scenes:
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var component: Node = component_scene.instantiate()
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add_child(component)
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if component.has_method("setup"):
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component.setup()
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queue_redraw()
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func get_component(capability: String) -> Node:
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for child in get_children():
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if child.get("capability_id") == capability:
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return child
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return null
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func has_capability(capability: String) -> bool:
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return get_component(capability) != null
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func _physics_process(delta: float) -> void:
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var target_pos: Vector2 = _nearest_ship_position()
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var to_target: Vector2 = target_pos - position
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if to_target.length() > 1.0:
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var desired_velocity: Vector2 = to_target.normalized() * speed
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velocity = velocity.move_toward(desired_velocity, acceleration * delta)
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position += velocity * delta
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if velocity.length() > 5.0:
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var target_angle: float = velocity.angle() + PI / 2.0
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rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
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func _nearest_ship_position() -> Vector2:
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if fleet.ships.is_empty():
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return position
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var nearest: Node2D = fleet.ships[0]
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var best_dist: float = position.distance_to(nearest.position)
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for ship in fleet.ships:
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var d: float = position.distance_to(ship.position)
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if d < best_dist:
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best_dist = d
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nearest = ship
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return nearest.position
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for child in get_children():
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if child.has_method("tick"):
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child.tick(delta)
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func take_damage(amount: int) -> void:
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@ -57,8 +60,9 @@ func take_damage(amount: int) -> void:
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func _draw() -> void:
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var points: PackedVector2Array = PackedVector2Array([
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Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0)
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var points: PackedVector2Array = definition.hull_points if definition != null else PackedVector2Array([
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Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
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])
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var glow: Color = definition.glow_color if definition != null else Color(1.0, 0.15, 0.2)
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# Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw.
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NeonDraw.draw_glowing_polygon(self, points, Color(1.0, 0.15, 0.2), 1.0)
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NeonDraw.draw_glowing_polygon(self, points, glow, 1.0)
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