114 lines
3.8 KiB
GDScript
114 lines
3.8 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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# #113: this one came in with a WAVE, and a wave is an attack on what the
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# player has built rather than a hazard sitting in space. It converges on the
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# nearest structure from wherever it spawned, ignoring the detection range
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# every component otherwise respects.
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#
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# Per instance rather than per definition: the same chaser is a wave when the
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# director launches it and a garrison when a map author places it, and a
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# planet garrison that chased the player across the system would be a very
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# different thing from what the editor was used to place.
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@export var relentless: bool = false
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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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# Weapons discover anything the player may deliberately aim at through one
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# compositional contract. Asteroids implement the same contract without the
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# aim-assist code having to know either concrete type (#181).
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add_to_group("player_aim_targets")
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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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Sfx.play(get_tree(), Sfx.ENEMY_DEATH)
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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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