spaceship/boss/OctopusBoss.gd
2026-09-03 22:00:26 +02:00

312 lines
9.4 KiB
GDScript

class_name OctopusBoss
extends Node2D
signal phase_changed(phase: int)
signal health_changed(current: int, maximum: int)
signal defeated
const EYE_SCENE: PackedScene = preload("res://boss/BossEye.tscn")
const MINION_SCENE: PackedScene = preload("res://boss/BossMinion.tscn")
const RETURN_SCENE: PackedScene = preload("res://boss/BossReturnSignal.tscn")
const LASER_SCENE: PackedScene = preload("res://enemies/EnemyBigLaserBeam.tscn")
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
enum Phase { MINION_WAVES, LASER_STORM, CORE_EXPOSED, DEFEATED }
const EYE_COUNT: int = 6
const PHASE_TWO_EYES: int = 3
const BODY_RADIUS: float = 86.0
const TENTACLE_LENGTH: float = 235.0
const MAX_ACTIVE_MINIONS: int = 16
const GOLDEN_WAVE_PERIOD: int = 3
const CORE_MAX_HEALTH: int = 36
const REDRAW_INTERVAL: float = 1.0 / 12.0
@export var first_wave_delay: float = 1.5
@export var wave_interval: float = 6.0
@export var minions_per_wave: int = 7
@export var laser_interval: float = 3.5
@export var laser_charge_time: float = 0.85
var phase: int = Phase.MINION_WAVES
var wave_timer: float = 0.0
var laser_timer: float = 0.0
var wave_index: int = 0
var eyes: Array = []
var eyes_opened: int = 0
var eyes_destroyed: int = 0
var spawned_minions: Array = []
var return_signals: Array = []
var animation_phase: float = 0.0
var redraw_left: float = 0.0
var total_max_health: int = CORE_MAX_HEALTH
var core_health: int = CORE_MAX_HEALTH
var core_exposed: bool = false
var combat_active: bool = true
func _ready() -> void:
add_to_group("bosses")
wave_timer = first_wave_delay
laser_timer = laser_interval
_build_eyes()
queue_redraw()
func _build_eyes() -> void:
for i in range(EYE_COUNT):
var eye: Area2D = EYE_SCENE.instantiate()
eye.position = eye_position(i)
eye.rotation = eye.position.angle()
add_child(eye)
eye.health_changed.connect(_on_eye_health_changed)
eye.destroyed.connect(_on_eye_destroyed.bind(i))
eyes.append(eye)
total_max_health += int(eye.max_hp)
func eye_position(index: int) -> Vector2:
var angle: float = -PI / 2.0 + TAU * float(index) / float(EYE_COUNT)
# Alternating reach keeps the silhouette organic without randomising the
# actual weak-point layout between attempts.
var reach: float = TENTACLE_LENGTH * (0.88 if index % 2 == 0 else 1.0)
return Vector2.from_angle(angle) * reach
func _process(delta: float) -> void:
if phase == Phase.DEFEATED or not combat_active:
return
animation_phase += delta
wave_timer -= delta
if wave_timer <= 0.0:
spawn_wave()
wave_timer = wave_interval * (1.25 if phase == Phase.LASER_STORM else 1.0)
if phase == Phase.LASER_STORM:
laser_timer -= delta
if laser_timer <= 0.0:
fire_laser_volley()
laser_timer = laser_interval
redraw_left -= delta
if redraw_left <= 0.0:
redraw_left = REDRAW_INTERVAL
queue_redraw()
func spawn_wave() -> void:
if not combat_active or phase == Phase.CORE_EXPOSED or phase == Phase.DEFEATED:
return
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty() or get_parent() == null:
return
_prune_invalid(spawned_minions)
var wanted: int = maxi(5,
minions_per_wave - (2 if phase == Phase.LASER_STORM else 0))
var count: int = mini(wanted, MAX_ACTIVE_MINIONS - spawned_minions.size())
if count <= 0:
return
# One useful return every third ACTUAL wave. The first contains one so the
# mechanic teaches itself immediately; the two red-only waves afterwards
# make the gold target an event rather than permanent scenery.
var marked_slot: int = wave_index % GOLDEN_WAVE_PERIOD
if marked_slot != 0:
marked_slot = -1
else:
marked_slot = wave_index % count
for i in range(count):
var minion: Area2D = MINION_SCENE.instantiate()
minion.marked = i == marked_slot
minion.boss = self
get_parent().add_child(minion)
minion.tree_exiting.connect(_forget_minion.bind(minion))
var angle: float = TAU * float(i) / float(count) + float(wave_index) * 0.47
# Minions are siblings rather than boss children, so account for the
# encounter scene's imposing boss scale when placing them off its body.
var launch_direction := Vector2.from_angle(angle)
var launch_radius: float = BODY_RADIUS * scale.x + 60.0
minion.global_position = global_position + launch_direction * launch_radius
minion.expel(launch_direction, (i + wave_index) % 3 == 0)
spawned_minions.append(minion)
wave_index += 1
func accept_marked_kill(from: Vector2) -> void:
if phase == Phase.DEFEATED or get_parent() == null:
return
var returning: Node2D = RETURN_SCENE.instantiate()
returning.target = self
get_parent().add_child(returning)
returning.tree_exiting.connect(_forget_return.bind(returning))
returning.global_position = from
return_signals.append(returning)
func open_next_eye() -> bool:
if phase == Phase.DEFEATED:
return false
for eye in eyes:
if is_instance_valid(eye) and not bool(eye.opened):
eye.open_eye()
eyes_opened += 1
return true
return false
func _on_eye_destroyed(_index: int) -> void:
eyes_destroyed += 1
health_changed.emit(current_health(), max_health())
if eyes_destroyed >= EYE_COUNT:
_expose_core()
return
if phase == Phase.MINION_WAVES and eyes_destroyed >= PHASE_TWO_EYES:
phase = Phase.LASER_STORM
laser_timer = 0.2
phase_changed.emit(phase)
queue_redraw()
func _on_eye_health_changed(_current: int, _maximum: int) -> void:
health_changed.emit(current_health(), max_health())
func current_health() -> int:
var total: int = core_health
for eye in eyes:
if is_instance_valid(eye):
total += maxi(int(eye.hp), 0)
return total
func max_health() -> int:
return total_max_health
func fire_laser_volley() -> void:
if phase != Phase.LASER_STORM:
return
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return
var toward: Vector2 = fleet.get_centroid() - global_position
if toward.length() < 1.0:
return
# Three locked, dodgeable lanes form the second phase's distinct pattern.
for spread in [-0.17, 0.0, 0.17]:
var beam: Node2D = LASER_SCENE.instantiate()
beam.charge_time = laser_charge_time
beam.infinite_range = true
beam.beam_half_width = 24.0
beam.damage = 1
beam.color = Color(1.0, 0.12, 0.58)
get_tree().root.add_child(beam)
beam.add_to_group("boss_lasers")
beam.launch(global_position, toward.rotated(float(spread)))
func set_combat_active(active: bool) -> void:
combat_active = active
if active:
wave_timer = first_wave_delay
laser_timer = laser_interval
func _expose_core() -> void:
if core_exposed or phase == Phase.DEFEATED:
return
core_exposed = true
phase = Phase.CORE_EXPOSED
COMBAT_TARGET.register(self, COMBAT_TARGET.DANGER_PRIORITY)
$CoreCollision.set_deferred("disabled", false)
phase_changed.emit(phase)
queue_redraw()
func take_damage(amount: int) -> bool:
if not core_exposed or phase == Phase.DEFEATED:
return false
core_health = maxi(core_health - maxi(amount, 1), 0)
health_changed.emit(current_health(), max_health())
if core_health > 0:
queue_redraw()
return false
_defeat()
return true
func _forget_minion(minion: Node) -> void:
spawned_minions.erase(minion)
func _forget_return(returning: Node) -> void:
return_signals.erase(returning)
func _prune_invalid(nodes: Array) -> void:
for i in range(nodes.size() - 1, -1, -1):
if not is_instance_valid(nodes[i]) or nodes[i].is_queued_for_deletion():
nodes.remove_at(i)
func _defeat() -> void:
if phase == Phase.DEFEATED:
return
phase = Phase.DEFEATED
core_health = 0
remove_from_group(COMBAT_TARGET.GROUP)
$CoreCollision.set_deferred("disabled", true)
for minion in spawned_minions:
if is_instance_valid(minion):
minion.retire()
for returning in return_signals:
if is_instance_valid(returning):
returning.queue_free()
EnemyExplosionVFX.spawn(get_tree().root, global_position)
Sfx.play(get_tree(), Sfx.ENEMY_DEATH)
visible = false
phase_changed.emit(phase)
defeated.emit()
func suppress_as_defeated() -> void:
phase = Phase.DEFEATED
core_health = 0
combat_active = false
visible = false
set_process(false)
func _draw() -> void:
if phase == Phase.DEFEATED:
return
var flesh := Color(0.95, 0.18, 0.58)
var phase_color := Color(1.0, 0.1, 0.32) if phase == Phase.LASER_STORM \
else flesh
var dark := Color(0.075, 0.004, 0.05)
for i in range(EYE_COUNT):
var end: Vector2 = eye_position(i)
var angle: float = end.angle()
var side := Vector2.from_angle(angle + PI / 2.0)
var points := PackedVector2Array()
for step in range(9):
var t: float = float(step) / 8.0
var sway: float = sin(animation_phase * 1.7 + float(i) * 1.4 + t * PI * 2.0)
points.append(end * t + side * sway * 18.0 * sin(t * PI))
NeonDraw.draw_glowing_path(self, points, phase_color, 0.8, 0.8, dark)
var body := PackedVector2Array()
for i in range(28):
var angle: float = TAU * float(i) / 28.0
var pulse: float = 1.0 + 0.045 * sin(animation_phase * 2.4 + float(i) * 1.9)
body.append(Vector2.from_angle(angle) * BODY_RADIUS * pulse)
NeonDraw.draw_glowing_polygon(self, body, phase_color, 0.92, dark)
# The central eye watches but is armoured; only tentacle eyes opened by a
# returning marked minion join the combat-target group.
draw_set_transform(Vector2.ZERO, 0.0, Vector2(0.72, 1.0))
var core_color := Color(1.0, 0.78, 0.18) if core_exposed \
else Color(0.28, 0.92, 1.0)
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 31.0,
core_color, 0.8 + 0.2 * sin(animation_phase * 3.0), dark)
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 12.0,
Color(1.0, 0.82, 0.2), 1.0, dark)
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)