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.
This commit is contained in:
Loïc Wisniewski 2026-08-15 14:43:29 +02:00
commit f14ee656ea
20 changed files with 393 additions and 42 deletions

22
Ship.gd
View file

@ -115,17 +115,27 @@ func _physics_process(delta: float) -> void:
rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
func _on_area_entered(area: Area2D) -> void:
if not (area.is_in_group("enemies") or area.is_in_group("asteroids")):
return
func take_damage(_amount: int) -> bool:
# Ships have no hit points - any unabsorbed hit is lethal. A shield
# charge absorbs a hit entirely regardless of its amount, matching
# VesselShieldComponent's existing all-or-nothing semantics; `_amount`
# is accepted (not `int`-clamped away) so callers like EnemyProjectile
# have a normal damage parameter to pass even though it isn't graded here.
for child in get_children():
if child.has_method("absorb_hit") and child.absorb_hit():
if area.is_in_group("asteroids") and is_instance_valid(area):
area.queue_free()
return
return true
ShipExplosionVFX.spawn(get_tree().root, position)
destroyed.emit()
queue_free()
return false
func _on_area_entered(area: Area2D) -> void:
if not (area.is_in_group("enemies") or area.is_in_group("asteroids")):
return
var absorbed: bool = take_damage(1)
if absorbed and area.is_in_group("asteroids") and is_instance_valid(area):
area.queue_free()
func _draw() -> void: