class_name EnemyDefinition extends Resource # Data-driven enemy stats and appearance, mirroring VesselDefinition's role # for player ships. Enemy.gd instantiates component_scenes exactly like # Ship.gd does, so behaviour (pursuit, ranged fire, ...) lives in capability # components rather than in a type switch here. @export var enemy_id: String = "chaser" @export var display_name: String = "Chaser" @export var max_hp: int = 3 @export var speed: float = 140.0 @export var acceleration: float = 260.0 @export var rotation_speed: float = 6.0 @export var hull_points: PackedVector2Array = PackedVector2Array([ Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0), ]) @export var glow_color: Color = Color(1.0, 0.15, 0.2) # Interior detail drawn on top of the hull, as consecutive PAIRS of points # (a, b, c, d -> segments a-b and c-d). Every enemy used to be a single flat # outline, which left the artillery and the turret spawner as the same # octagon at two sizes - the silhouette carried no information about what a # thing did. Kept as DATA rather than a per-type draw branch, for the same # reason hull_points is: adding an enemy must not mean editing Enemy.gd. @export var detail_lines: PackedVector2Array = PackedVector2Array() # Rings, as triples of (centre x, centre y, radius). Sensor domes, muzzles # and bay openings all read better as circles than as polygon chords. @export var detail_rings: PackedVector2Array = PackedVector2Array() # #82: this enemy is destroyed by the impact when it reaches a player vessel, # rather than shrugging it off and lining up another pass. Data, not a type # check: the chaser rams because ramming is its whole behaviour, while a # sniper that happens to drift into a ship has not spent itself doing it. @export var dies_on_contact: bool = false # #101: what one strike against a player structure takes off it. A rammer # spends itself on the hit and so hits hardest; a stand-off enemy that drifts # into a wall barely scratches it, its real threat being its weapon. @export var contact_damage: int = 6 @export var core_color: Color = Color(0.06, 0.02, 0.03) @export var component_scenes: Array[PackedScene] = []