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:
parent
5326852807
commit
f14ee656ea
20 changed files with 393 additions and 42 deletions
|
|
@ -39,5 +39,5 @@ func _ready() -> void:
|
|||
for offset in [Vector2(-65, 0), Vector2(45, -45), Vector2(55, 65)]:
|
||||
var enemy: Node = load("res://Enemy.tscn").instantiate()
|
||||
enemy.position = skill.aim_target + offset
|
||||
enemy.speed = 0.0
|
||||
main.add_child(enemy)
|
||||
enemy.speed = 0.0 # after add_child - _ready() sets it from the definition
|
||||
|
|
|
|||
Loading…
Reference in a new issue