extends Area2D signal destroyed const ENEMY_DEFINITIONS = preload("res://enemies/EnemyDefinitions.gd") @export var enemy_id: String = "chaser" # #113: this one came in with a WAVE, and a wave is an attack on what the # player has built rather than a hazard sitting in space. It converges on the # nearest structure from wherever it spawned, ignoring the detection range # every component otherwise respects. # # Per instance rather than per definition: the same chaser is a wave when the # director launches it and a garrison when a map author places it, and a # planet garrison that chased the player across the system would be a very # different thing from what the editor was used to place. @export var relentless: bool = false var definition: Resource var hp: int # Mirrors Ship.gd's own max_speed/acceleration: copied from the definition # once, then mutable, so a test/preview can pin an enemy in place (e.g. # `enemy.speed = 0.0`) without needing to know about definitions at all. var speed: float var acceleration: float var rotation_speed: float var max_hp: int func _ready() -> void: add_to_group("enemies") # Weapons discover anything the player may deliberately aim at through one # compositional contract. Asteroids implement the same contract without the # aim-assist code having to know either concrete type (#181). add_to_group("player_aim_targets") definition = ENEMY_DEFINITIONS.get_definition(enemy_id) speed = definition.speed acceleration = definition.acceleration rotation_speed = definition.rotation_speed max_hp = definition.max_hp hp = max_hp for component_scene in definition.component_scenes: var component: Node = component_scene.instantiate() add_child(component) if component.has_method("setup"): component.setup() queue_redraw() func get_component(capability: String) -> Node: for child in get_children(): if child.get("capability_id") == capability: return child return null func has_capability(capability: String) -> bool: return get_component(capability) != null func _physics_process(delta: float) -> void: for child in get_children(): if child.has_method("tick"): child.tick(delta) # Called by a player vessel this has just collided with. Whether the impact # destroys it is the definition's call - see EnemyDefinition.dies_on_contact. # Routed through take_damage so it dies exactly as it dies to gunfire: same # explosion, same `destroyed` signal, same bookkeeping for whatever is # listening. func collide_with_player_vessel() -> void: _resolve_ram() # #101: a structure resolves an impact by the same rule - whether it costs # the enemy its life is the definition's call, not the target's type. func collide_with_player_building() -> void: _resolve_ram() func _resolve_ram() -> void: if definition != null and bool(definition.dies_on_contact): take_damage(hp) # What one strike against a structure takes off it. Data on the definition, # for the same reason dies_on_contact is: a lancer arriving at 950px/s is not # a sniper drifting into a wall. func contact_damage() -> int: return 6 if definition == null else int(definition.contact_damage) func take_damage(amount: int) -> void: hp -= amount if hp <= 0: EnemyExplosionVFX.spawn(get_tree().root, position) Sfx.play(get_tree(), Sfx.ENEMY_DEATH) destroyed.emit() queue_free() func _draw() -> void: # Drawn through EnemyDefinitions.draw_definition, the same routine the # map editor's markers and palette use, so a definition cannot end up # looking one way where it is placed and another where it is fought. if definition == null: NeonDraw.draw_glowing_polygon(self, PackedVector2Array([ Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0), ]), Color(1.0, 0.15, 0.2), 1.0) return # Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw. ENEMY_DEFINITIONS.draw_definition(self, definition, definition.glow_color)