spaceship/enemies/Enemy.gd
2026-08-31 18:15:37 +02:00

110 lines
3.6 KiB
GDScript

extends Area2D
signal destroyed
const ENEMY_DEFINITIONS = preload("res://enemies/EnemyDefinitions.gd")
@export var enemy_id: String = "chaser"
# #113: this one came in with a WAVE, and a wave is an attack on what the
# player has built rather than a hazard sitting in space. It converges on the
# nearest structure from wherever it spawned, ignoring the detection range
# every component otherwise respects.
#
# Per instance rather than per definition: the same chaser is a wave when the
# director launches it and a garrison when a map author places it, and a
# planet garrison that chased the player across the system would be a very
# different thing from what the editor was used to place.
@export var relentless: bool = false
var definition: Resource
var hp: int
# Mirrors Ship.gd's own max_speed/acceleration: copied from the definition
# once, then mutable, so a test/preview can pin an enemy in place (e.g.
# `enemy.speed = 0.0`) without needing to know about definitions at all.
var speed: float
var acceleration: float
var rotation_speed: float
var max_hp: int
func _ready() -> void:
add_to_group("enemies")
definition = ENEMY_DEFINITIONS.get_definition(enemy_id)
speed = definition.speed
acceleration = definition.acceleration
rotation_speed = definition.rotation_speed
max_hp = definition.max_hp
hp = max_hp
for component_scene in definition.component_scenes:
var component: Node = component_scene.instantiate()
add_child(component)
if component.has_method("setup"):
component.setup()
queue_redraw()
func get_component(capability: String) -> Node:
for child in get_children():
if child.get("capability_id") == capability:
return child
return null
func has_capability(capability: String) -> bool:
return get_component(capability) != null
func _physics_process(delta: float) -> void:
for child in get_children():
if child.has_method("tick"):
child.tick(delta)
# Called by a player vessel this has just collided with. Whether the impact
# destroys it is the definition's call - see EnemyDefinition.dies_on_contact.
# Routed through take_damage so it dies exactly as it dies to gunfire: same
# explosion, same `destroyed` signal, same bookkeeping for whatever is
# listening.
func collide_with_player_vessel() -> void:
_resolve_ram()
# #101: a structure resolves an impact by the same rule - whether it costs
# the enemy its life is the definition's call, not the target's type.
func collide_with_player_building() -> void:
_resolve_ram()
func _resolve_ram() -> void:
if definition != null and bool(definition.dies_on_contact):
take_damage(hp)
# What one strike against a structure takes off it. Data on the definition,
# for the same reason dies_on_contact is: a lancer arriving at 950px/s is not
# a sniper drifting into a wall.
func contact_damage() -> int:
return 6 if definition == null else int(definition.contact_damage)
func take_damage(amount: int) -> void:
hp -= amount
if hp <= 0:
EnemyExplosionVFX.spawn(get_tree().root, position)
Sfx.play(get_tree(), Sfx.ENEMY_DEATH)
destroyed.emit()
queue_free()
func _draw() -> void:
# Drawn through EnemyDefinitions.draw_definition, the same routine the
# map editor's markers and palette use, so a definition cannot end up
# looking one way where it is placed and another where it is fought.
if definition == null:
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
]), Color(1.0, 0.15, 0.2), 1.0)
return
# Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw.
ENEMY_DEFINITIONS.draw_definition(self, definition, definition.glow_color)