spaceship/EnemyDefinition.gd
Loïc Wisniewski baac11ae8b Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.

The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.

It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.

#81 - the bottom-left control hint is gone, from both scenes and from
GameController.

#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.

#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.

test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00

35 lines
1.9 KiB
GDScript

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
@export var core_color: Color = Color(0.06, 0.02, 0.03)
@export var component_scenes: Array[PackedScene] = []