Every enemy component used to ask the same question - which player SHIP is nearest - so a structure was scenery they flew straight through. A Building is also a plain Node2D, so there was nothing to collide with even if one had tried. EnemyTargets answers the question once, for pursuit, standoff, the lancer's lunge and the ranged weapon together, so they cannot drift into disagreeing about it. It keeps one thumb on the scale: a vessel inside 520px always wins, even against a nearer building, or the fleet could not defend anything by interposing itself and an enemy would fly past the ships shooting it. Buildings get a hitbox - an Area2D in a group, the same shape as a Ship or an asteroid, so EnemyProjectile needed one extra branch rather than a new concept. It applies damage on a tick rather than on area_entered: entry fires once, which is right for a rammer that dies on the first strike, but would let a sniper that drifted inside sit there scratch-free for ever. On a tick, an enemy parked on a structure is besieging it. What one strike costs is data on the enemy definition, for the same reason dies_on_contact is - a lancer arriving at 950px/s is not a sniper drifting into a wall. Also clears the asteroids in test_enemy_projectile_damage. set_process(false) only stops NEW asteroids; the ones already placed keep drifting, and one wandering into the shield vessel parked at (2000, 0) spent its single charge so the projectile fired next killed it. That failed about one parallel suite run in thirty and never in isolation. Clearing them is what the other combat tests already do. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
99 lines
3 KiB
GDScript
99 lines
3 KiB
GDScript
extends Area2D
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signal destroyed
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const ENEMY_DEFINITIONS = preload("res://enemies/EnemyDefinitions.gd")
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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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# 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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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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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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# Called by a player vessel this has just collided with. Whether the impact
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# destroys it is the definition's call - see EnemyDefinition.dies_on_contact.
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# Routed through take_damage so it dies exactly as it dies to gunfire: same
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# explosion, same `destroyed` signal, same bookkeeping for whatever is
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# listening.
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func collide_with_player_vessel() -> void:
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_resolve_ram()
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# #101: a structure resolves an impact by the same rule - whether it costs
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# the enemy its life is the definition's call, not the target's type.
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func collide_with_player_building() -> void:
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_resolve_ram()
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func _resolve_ram() -> void:
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if definition != null and bool(definition.dies_on_contact):
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take_damage(hp)
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# What one strike against a structure takes off it. Data on the definition,
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# for the same reason dies_on_contact is: a lancer arriving at 950px/s is not
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# a sniper drifting into a wall.
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func contact_damage() -> int:
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return 6 if definition == null else int(definition.contact_damage)
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func take_damage(amount: int) -> void:
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hp -= amount
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if hp <= 0:
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EnemyExplosionVFX.spawn(get_tree().root, position)
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destroyed.emit()
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queue_free()
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func _draw() -> void:
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# Drawn through EnemyDefinitions.draw_definition, the same routine the
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# map editor's markers and palette use, so a definition cannot end up
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# looking one way where it is placed and another where it is fought.
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if definition == null:
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
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]), Color(1.0, 0.15, 0.2), 1.0)
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return
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# Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw.
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ENEMY_DEFINITIONS.draw_definition(self, definition, definition.glow_color)
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