extends CharacterBody2D const DAMAGE_POPUP_SCENE := preload("res://scenes/game/damage_popup.tscn") const IMPACT_EFFECT_SCENE := preload("res://scenes/game/impact_effect.tscn") const PLASMA_PROJECTILE_SCENE := preload("res://scenes/game/enemy_plasma_projectile.tscn") const WEAPON_AUDIO_SCRIPT := preload("res://scripts/game/weapon_audio.gd") const ITEM_GENERATOR := preload("res://scripts/items/item_generator.gd") const LOOT_PICKUP := preload("res://scripts/items/loot_pickup.gd") const LEVEL_BALANCE := preload("res://scripts/levels/level_balance.gd") @export_enum("Normal", "Elite", "Boss") var loot_tier: int = 0 @export var max_hull := 50.0 @export var activation_range := 760.0 @export var approach_speed := 62.0 @export var approach_acceleration := 85.0 @export var turn_speed := 1.8 @export var weapon_range := 680.0 @export var weapon_cooldown := 1.5 @export var weapon_damage := 8.0 var hull := 50.0 var _player: CharacterBody2D var _activated := false var _sprite: Sprite2D var _weapon_timer := 0.0 func _ready() -> void: hull = max_hull _sprite = $Sprite2D add_to_group("enemies") _weapon_timer = randf_range(0.2, weapon_cooldown) func apply_level_settings(level: int, tier: int) -> void: loot_tier = tier var power := LEVEL_BALANCE.power_scale(level) var hull_multiplier := 1.0 if tier == 0 else (2.0 if tier == 1 else 6.0) var damage_bonus := 1.0 if tier == 0 else (1.3 if tier == 1 else 1.7) max_hull = 50.0 * power * hull_multiplier hull = max_hull weapon_damage = 8.0 * power * damage_bonus approach_speed = 62.0 * (1.0 + 0.0005 * (clampi(level, 1, 1000) - 1)) weapon_cooldown = maxf(0.55, 1.5 / (1.0 + 0.001 * (clampi(level, 1, 1000) - 1))) func configure(player: CharacterBody2D, ship_texture: Texture2D) -> void: _player = player _sprite = $Sprite2D _sprite.texture = ship_texture var largest_dimension := maxf(ship_texture.get_width(), ship_texture.get_height()) var visual_size := 56.0 if loot_tier == 0 else (68.0 if loot_tier == 1 else 104.0) _sprite.scale = Vector2.ONE * (visual_size / largest_dimension) _sprite.modulate = Color("ffc785") if loot_tier == 1 else Color.WHITE func _physics_process(delta: float) -> void: if not is_instance_valid(_player): velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta) move_and_slide() return var to_player := _player.global_position - global_position if to_player.length() <= activation_range: _activated = true if _activated and to_player.length_squared() > 1.0: var direction := to_player.normalized() var desired_rotation := direction.angle() + PI * 0.5 rotation = rotate_toward(rotation, desired_rotation, turn_speed * delta) velocity = velocity.move_toward(direction * approach_speed, approach_acceleration * delta) _weapon_timer = maxf(0.0, _weapon_timer - delta) if to_player.length() <= weapon_range and _weapon_timer <= 0.0: _fire_plasma(direction) _weapon_timer = weapon_cooldown else: velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta) move_and_slide() _check_player_collision() func _check_player_collision() -> void: for collision_index in get_slide_collision_count(): var collision := get_slide_collision(collision_index) if collision.get_collider() == _player and _player.has_method("register_enemy_collision"): _player.call("register_enemy_collision", global_position) func _fire_plasma(direction: Vector2) -> void: var projectile := PLASMA_PROJECTILE_SCENE.instantiate() as Area2D projectile.call("configure", global_position + direction * 28.0, direction, weapon_damage) get_parent().add_child(projectile) # Relative to the Plasma bus: enemy shots are 4 dB quieter than player shots. WEAPON_AUDIO_SCRIPT.play(get_parent(), global_position, ItemDefinition.WeaponKind.PLASMA, -4.0) func take_weapon_hit(amount: float, critical: bool) -> void: take_damage(amount, critical) func take_damage(amount: float, critical: bool = false) -> void: if is_queued_for_deletion() or hull <= 0.0: return hull = maxf(0.0, hull - maxf(0.0, amount)) _show_damage_popup(amount, critical) if hull <= 0.0: _reward_captain() _drop_loot() _spawn_destruction_effect() queue_free() func _reward_captain() -> void: if is_instance_valid(_player): GameState.captain.reward_enemy(GameState.system_level, loot_tier, float(_player.get("experience_multiplier")), float(_player.get("credits_multiplier"))) func _drop_loot() -> void: var chance := 0.65 if loot_tier == 0 else (0.9 if loot_tier == 1 else 1.0) if randf() > chance: return var pickup := Node2D.new() pickup.set_script(LOOT_PICKUP) pickup.set("item", ITEM_GENERATOR.generate(GameState.system_level, loot_tier)) pickup.position = position get_parent().call_deferred("add_child", pickup) func _spawn_destruction_effect() -> void: var effect := IMPACT_EFFECT_SCENE.instantiate() as Node2D effect.global_position = global_position get_parent().add_child(effect) effect.call("configure", true, Color(1.0, 0.36, 0.18)) func _show_damage_popup(amount: float, critical: bool = false) -> void: if critical: var flash := Node2D.new() flash.set_script(preload("res://scripts/game/combat_flash.gd")) flash.set("flash_color", Color("ffbc5c")) flash.position = position get_parent().add_child(flash) var popup := DAMAGE_POPUP_SCENE.instantiate() as Label popup.text = "%s-%s DMG" % ["KRYT! " if critical else "", _format_damage(amount)] popup.set("is_critical", critical) popup.global_position = global_position + Vector2(randf_range(-16.0, 16.0), -28.0) get_parent().add_child(popup) func _format_damage(amount: float) -> String: if is_equal_approx(amount, roundf(amount)): return str(int(roundf(amount))) return "%.1f" % amount