311 lines
13 KiB
GDScript
311 lines
13 KiB
GDScript
extends CharacterBody2D
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const DAMAGE_POPUP_SCENE := preload("res://scenes/game/damage_popup.tscn")
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const IMPACT_EFFECT_SCENE := preload("res://scenes/game/impact_effect.tscn")
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const WEAPON_AUDIO_SCRIPT := preload("res://scripts/game/weapon_audio.gd")
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const ITEM_GENERATOR := preload("res://scripts/items/item_generator.gd")
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const LOOT_PICKUP := preload("res://scripts/items/loot_pickup.gd")
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const LOOT_OFFSET := Vector2(0, 36)
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const LEVEL_BALANCE := preload("res://scripts/levels/level_balance.gd")
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const LASER_COOLDOWN_MULTIPLIER := 2.0
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const LASER_MINIMUM_COOLDOWN := 1.4
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const LASER_MISS_CHANCE := 0.35
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@export_enum("Normal", "Elite", "Boss") var loot_tier: int = 0
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@export var max_hull := 50.0
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@export var activation_range := 760.0
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@export var approach_speed := 62.0
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@export var approach_acceleration := 85.0
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@export var turn_speed := 1.8
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@export var weapon_range := 680.0
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@export var weapon_cooldown := 1.5
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@export var weapon_damage := 8.0
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enum Tactic { RAM, KEEP_DISTANCE }
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@export_enum("Losowa", "Taran", "Dystans") var tactic_choice := 0
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var tactic := Tactic.RAM
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var _orbit_direction := 1.0
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var max_shields := 20.0
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var shields := 20.0
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var absorption := Vector3.ZERO
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var weapon_kind := ItemDefinition.WeaponKind.PLASMA
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var _shield_visual: Node2D
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var hull := 50.0
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var _player: CharacterBody2D
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var _activated := false
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var _sprite: Sprite2D
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var _weapon_timer := 0.0
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var _slow_remaining := 0.0
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var _combat_target: Node2D
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func _ready() -> void:
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tactic = randi_range(0, 1) if tactic_choice == 0 else tactic_choice - 1
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_orbit_direction = -1.0 if randf() < 0.5 else 1.0
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hull = max_hull
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_sprite = $Sprite2D
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_shield_visual = Node2D.new()
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_shield_visual.set_script(preload("res://scripts/game/shield_visual.gd"))
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_shield_visual.scale = Vector2.ONE * get_visual_size() / 64.0
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add_child(_shield_visual)
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_shield_visual.set_shield_values(shields, max_shields)
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add_to_group("enemies")
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_weapon_timer = randf_range(0.2, get_fire_interval())
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func apply_level_settings(level: int, tier: int) -> void:
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loot_tier = tier
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$Sprite2D.modulate = get_tier_tint()
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var power := LEVEL_BALANCE.power_scale(level)
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var combat_multiplier := 2.0 if tier == 2 else 1.25
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var boss_multiplier := 2.0 if tier == 2 else 1.0
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var hull_multiplier := 4.0 if tier == 2 else (2.0 if tier == 1 else 1.0)
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var damage_bonus := 4.0 if tier == 2 else (1.3 if tier == 1 else 1.0)
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max_hull = 50.0 * power * hull_multiplier * combat_multiplier
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hull = max_hull
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max_shields = max_hull * 0.4
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shields = max_shields
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var profile := DamageTypes.enemy_profile(level, GameState.system_seed)
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weapon_kind = int(profile["kind"])
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absorption = profile["absorption"]
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weapon_damage = 8.0 * power * damage_bonus * combat_multiplier
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approach_speed = 62.0 * (1.0 + 0.0005 * (clampi(level, 1, 1000) - 1)) * boss_multiplier
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approach_acceleration = 85.0 * boss_multiplier
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turn_speed = 1.8 * boss_multiplier
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activation_range = 760.0 * boss_multiplier
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weapon_range = 680.0 * boss_multiplier
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weapon_cooldown = maxf(0.55, 1.5 / (1.0 + 0.001 * (clampi(level, 1, 1000) - 1))) / boss_multiplier
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$CollisionShape2D.scale = Vector2.ONE * boss_multiplier
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if is_instance_valid(_shield_visual):
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_shield_visual.scale = Vector2.ONE * get_visual_size() / 64.0
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_shield_visual.set_shield_values(shields, max_shields)
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func configure(player: CharacterBody2D, ship_texture: Texture2D) -> void:
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_player = player
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_sprite = $Sprite2D
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_sprite.texture = ship_texture
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var largest_dimension := maxf(ship_texture.get_width(), ship_texture.get_height())
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var visual_size := get_visual_size()
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_sprite.scale = Vector2.ONE * (visual_size / largest_dimension)
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_sprite.modulate = get_tier_tint()
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preload("res://scripts/game/ship_shadow.gd").attach_to(_sprite)
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func get_tier_tint() -> Color:
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return Color("ffb3df") if loot_tier == 2 else (Color("ffc785") if loot_tier == 1 else Color.WHITE)
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func get_visual_size() -> float:
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return 112.0 if loot_tier == 2 else (68.0 if loot_tier == 1 else 56.0)
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func _physics_process(delta: float) -> void:
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_slow_remaining = maxf(0.0, _slow_remaining - delta)
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_weapon_timer = maxf(0.0, _weapon_timer - delta)
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if not is_instance_valid(_player) or bool(_player.get("_is_destroyed")):
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velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta)
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move_and_slide()
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return
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_combat_target = select_combat_target()
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if _combat_target == null:
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velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta)
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move_and_slide()
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return
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var to_player := _combat_target.global_position - global_position
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if to_player.length() <= activation_range:
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_activated = true
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if _activated and to_player.length_squared() > 1.0:
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var direction := to_player.normalized()
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var fleeing := is_retreating()
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var movement := combat_movement(to_player)
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var desired_rotation := (movement if fleeing else direction).angle() + PI * 0.5
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rotation = rotate_toward(rotation, desired_rotation, turn_speed * delta)
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velocity = velocity.move_toward(movement * approach_speed * (1.35 if fleeing else 1.0) * get_slow_multiplier(), approach_acceleration * get_slow_multiplier() * delta)
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if not fleeing and to_player.length() <= weapon_range and _weapon_timer <= 0.0:
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_fire_plasma(direction)
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_weapon_timer = get_fire_interval()
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else:
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velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta)
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move_and_slide()
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_check_player_collision()
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func is_retreating() -> bool:
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return hull < max_hull * 0.5
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func combat_movement(to_target: Vector2) -> Vector2:
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var distance := to_target.length()
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var direction := to_target.normalized()
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if is_retreating():
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var escape := -direction
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var half := preload("res://scripts/levels/system_generator.gd").WORLD_SIZE * 0.5 - Vector2(120, 120)
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if absf(global_position.x) > half.x:
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escape.x = -signf(global_position.x)
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if absf(global_position.y) > half.y:
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escape.y = -signf(global_position.y)
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return escape.normalized()
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if tactic == Tactic.RAM:
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return direction
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var preferred := minf(weapon_range * 0.65, 420.0)
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if distance < preferred * 0.8:
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return -direction
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if distance > preferred * 1.15:
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return direction
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return direction.orthogonal() * _orbit_direction * 0.55
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func get_slow_multiplier() -> float:
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return 0.5 if _slow_remaining > 0.0 else 1.0
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func select_combat_target() -> Node2D:
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var closest: Node2D
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var closest_distance := INF
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for flare in get_tree().get_nodes_in_group("player_flares"):
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if flare.is_queued_for_deletion():
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continue
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var distance := global_position.distance_to(flare.global_position)
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if distance <= maxf(activation_range, weapon_range) and distance < closest_distance:
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closest = flare
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closest_distance = distance
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if closest != null:
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return closest
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if is_instance_valid(_player) and not bool(_player.get("_is_destroyed")) and not bool(_player.call("is_cloaked")):
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return _player
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return null
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func apply_mine_hit() -> void:
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if is_queued_for_deletion() or hull <= 0.0:
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return
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_slow_remaining = 5.0
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velocity = velocity.limit_length(approach_speed * 0.5)
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take_damage(max_hull * 0.05, false, DamageTypes.Type.KINETIC, true)
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func _check_player_collision() -> void:
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for collision_index in get_slide_collision_count():
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var collision := get_slide_collision(collision_index)
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if collision.get_collider() == _player and _player.has_method("register_enemy_collision"):
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_player.call("register_enemy_collision", global_position)
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func _fire_plasma(direction: Vector2) -> void:
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var muzzle := global_position + direction * (get_visual_size() * 0.5 + 8.0)
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if weapon_kind == ItemDefinition.WeaponKind.LASER:
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var endpoint := muzzle + _laser_aim_direction(direction) * weapon_range
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var query := PhysicsRayQueryParameters2D.create(muzzle, endpoint, 51, [get_rid()])
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var hit := get_world_2d().direct_space_state.intersect_ray(query)
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if not hit.is_empty():
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endpoint = hit["position"]
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var target: Node = hit.get("collider")
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if target is CharacterBody2D and target.has_method("take_damage"):
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target.take_damage(weapon_damage, false, DamageTypes.Type.ENERGY)
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var beam := Line2D.new()
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beam.set_script(preload("res://scripts/game/laser_beam_visual.gd"))
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beam.width = 4.0
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beam.default_color = Color(1.0, 0.3, 0.3)
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beam.add_point(muzzle)
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beam.add_point(endpoint)
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get_parent().add_child(beam)
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get_tree().create_timer(0.1).timeout.connect(beam.queue_free)
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else:
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var projectile := preload("res://scenes/game/weapon_projectile.tscn").instantiate()
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projectile.enemy_shot = true
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projectile.collision_mask = 51
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projectile.missile_homing = false
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var speed := 430.0 if weapon_kind == ItemDefinition.WeaponKind.GAMMA else (950.0 if weapon_kind == ItemDefinition.WeaponKind.MACHINE_GUN else 600.0)
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projectile.configure(muzzle, direction, weapon_kind, speed, weapon_damage, weapon_range)
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get_parent().add_child(projectile)
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WEAPON_AUDIO_SCRIPT.play(get_parent(), global_position, weapon_kind, -4.0)
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func take_weapon_hit(amount: float, critical: bool, damage_type: int = DamageTypes.Type.KINETIC) -> void:
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if is_queued_for_deletion() or hull <= 0.0:
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return
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var before := hull + shields
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take_damage(amount, critical, damage_type)
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if is_instance_valid(_player):
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_player.call("restore_shields_from_damage", maxf(0.0, before - hull - shields))
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func take_damage(amount: float, critical: bool = false, damage_type: int = DamageTypes.Type.KINETIC, bypass_absorption: bool = false) -> void:
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if is_queued_for_deletion() or hull <= 0.0:
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return
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var actual := maxf(0.0, amount) * (1.0 if bypass_absorption else 1.0 - absorption[damage_type] / 100.0)
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var shield_damage := minf(shields, actual)
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shields -= shield_damage
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hull = maxf(0.0, hull - actual + shield_damage)
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if is_instance_valid(_shield_visual):
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_shield_visual.set_shield_values(shields, max_shields)
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if shield_damage > 0.0:
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_shield_visual.flash_hit()
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_show_damage_popup(actual, critical)
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if hull <= 0.0:
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_reward_captain()
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_drop_loot()
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_spawn_destruction_effect()
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queue_free()
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func get_fire_interval() -> float:
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if weapon_kind == ItemDefinition.WeaponKind.LASER:
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return maxf(LASER_MINIMUM_COOLDOWN, weapon_cooldown * LASER_COOLDOWN_MULTIPLIER)
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return weapon_cooldown
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func _laser_aim_direction(direction: Vector2) -> Vector2:
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if randf() < LASER_MISS_CHANCE:
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var side := Vector2(-direction.y, direction.x)
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var distance := global_position.distance_to(_combat_target.global_position) if is_instance_valid(_combat_target) else weapon_range
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var offset := randf_range(60.0, 110.0) * (-1.0 if randf() < 0.5 else 1.0)
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return (direction * maxf(1.0, distance) + side * offset).normalized()
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return direction.rotated(randf_range(-0.02, 0.02))
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func get_weapon_dps() -> float:
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var interval := get_fire_interval()
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return weapon_damage / maxf(0.001, interval) * (1.0 + 0.25 * minf(3.0, interval) if weapon_kind == ItemDefinition.WeaponKind.GAMMA else 1.0)
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func _reward_captain() -> void:
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if is_instance_valid(_player):
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var reward := GameState.captain.reward_enemy(GameState.system_level, loot_tier, float(_player.get("experience_multiplier")), float(_player.get("credits_multiplier")), false)
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if reward.y > 0:
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var credits := Node2D.new()
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credits.set_script(preload("res://scripts/items/credit_pickup.gd"))
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credits.set("amount", reward.y)
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credits.position = position - LOOT_OFFSET
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get_parent().call_deferred("add_child", credits)
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func _drop_loot() -> void:
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# Roll independently of equipment drops.
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var bank_chance := 0.1
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if randf() < bank_chance:
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var bank := ItemInstance.new()
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bank.definition = preload("res://resources/items/energy_bank.tres")
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var bank_pickup := Node2D.new()
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bank_pickup.set_script(LOOT_PICKUP)
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bank_pickup.set("item", bank)
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bank_pickup.position = position + Vector2(0, -42)
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get_parent().call_deferred("add_child", bank_pickup)
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var chance := 0.65 if loot_tier == 0 else (0.9 if loot_tier == 1 else 1.0)
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if randf() > chance:
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return
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var pickup := Node2D.new()
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pickup.set_script(LOOT_PICKUP)
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pickup.set("item", ITEM_GENERATOR.generate_loot(GameState.system_level, loot_tier, null, float(_player.get("luck_percent")) if is_instance_valid(_player) else 0.0))
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pickup.position = position + LOOT_OFFSET
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get_parent().call_deferred("add_child", pickup)
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func _spawn_destruction_effect() -> void:
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var effect := IMPACT_EFFECT_SCENE.instantiate() as Node2D
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effect.global_position = global_position
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get_parent().add_child(effect)
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effect.call("configure", true, Color(1.0, 0.36, 0.18))
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func _show_damage_popup(amount: float, critical: bool = false) -> void:
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if critical:
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var flash := Node2D.new()
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flash.set_script(preload("res://scripts/game/combat_flash.gd"))
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flash.set("flash_color", Color("ffbc5c"))
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flash.position = position
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get_parent().add_child(flash)
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var popup := DAMAGE_POPUP_SCENE.instantiate() as Label
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popup.text = "%s-%s DMG" % ["KRYT! " if critical else "", _format_damage(amount)]
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popup.set("is_critical", critical)
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popup.global_position = global_position + Vector2(randf_range(-16.0, 16.0), -28.0)
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get_parent().add_child(popup)
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func _format_damage(amount: float) -> String:
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if is_equal_approx(amount, roundf(amount)):
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return str(int(roundf(amount)))
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return "%.1f" % amount
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