spaceship/ChaserEnemyDefinition.tres
Loïc Wisniewski f14ee656ea 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.
2026-08-15 14:43:29 +02:00

16 lines
539 B
Text

[gd_resource type="Resource" script_class="EnemyDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://EnemyDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://EnemyPursuitComponent.tscn" id="2"]
[resource]
script = ExtResource("1")
enemy_id = "chaser"
display_name = "Chaser"
max_hp = 3
speed = 140.0
acceleration = 260.0
rotation_speed = 6.0
hull_points = PackedVector2Array(0, -16, 12, 0, 0, 16, -12, 0)
glow_color = Color(1, 0.15, 0.2, 1)
component_scenes = Array[PackedScene]([ExtResource("2")])