Randoloot/scripts/game/enemy_ship.gd
2026-10-17 18:58:40 +02:00

395 lines
16 KiB
GDScript

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 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 LOOT_OFFSET := Vector2(0, 36)
const LEVEL_BALANCE := preload("res://scripts/levels/level_balance.gd")
const LASER_COOLDOWN_MULTIPLIER := 2.0
const LASER_MINIMUM_COOLDOWN := 1.4
const LASER_MISS_CHANCE := 0.35
@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
enum Tactic { RAM, KEEP_DISTANCE }
@export_enum("Losowa", "Taran", "Dystans") var tactic_choice := 0
var tactic := Tactic.RAM
var _orbit_direction := 1.0
var max_shields := 20.0
var shields := 20.0
var absorption := Vector3.ZERO
var weapon_kind := ItemDefinition.WeaponKind.PLASMA
var _shield_visual: Node2D
var hull := 50.0
var _player: CharacterBody2D
var _activated := false
var _retreat_mine_rolled := false
var _sprite: Sprite2D
var _weapon_timer := 0.0
var _slow_remaining := 0.0
var _combat_target: Node2D
var virus_controlled := false
var _reward_claimed := false
func set_virus_controlled(value: bool) -> void:
if virus_controlled == value or is_queued_for_deletion():
return
virus_controlled = value
_combat_target = null
_activated = true
if value:
remove_from_group("enemies")
add_to_group("virus_allies")
set_deferred("collision_layer", 64)
set_deferred("collision_mask", 5)
if not _reward_claimed:
_reward_claimed = true
_reward_captain()
_drop_loot()
else:
remove_from_group("virus_allies")
add_to_group("enemies")
set_deferred("collision_layer", 4)
set_deferred("collision_mask", 2)
if is_instance_valid(_sprite):
_sprite.modulate = Color("b986ff") if value else get_tier_tint()
queue_redraw()
func _draw() -> void:
if virus_controlled:
draw_arc(Vector2.ZERO, get_visual_size() * 0.6, 0.0, TAU, 48, Color("c57dff"), 2.0, true)
for index in 3:
var marker := Vector2.from_angle(index * TAU / 3.0) * get_visual_size() * 0.67
draw_circle(marker, 2.5, Color("e0baff"))
func _ready() -> void:
tactic = randi_range(0, 1) if tactic_choice == 0 else tactic_choice - 1
_orbit_direction = -1.0 if randf() < 0.5 else 1.0
hull = max_hull
_sprite = $Sprite2D
_shield_visual = Node2D.new()
_shield_visual.set_script(preload("res://scripts/game/shield_visual.gd"))
_shield_visual.scale = Vector2.ONE * get_visual_size() / 64.0
add_child(_shield_visual)
_shield_visual.set_shield_values(shields, max_shields)
add_to_group("enemies")
_weapon_timer = randf_range(0.2, get_fire_interval())
func apply_level_settings(level: int, tier: int) -> void:
loot_tier = tier
$Sprite2D.modulate = get_tier_tint()
var power := LEVEL_BALANCE.power_scale(level)
var combat_multiplier := 2.0 if tier == 2 else 1.25
var boss_multiplier := 2.0 if tier == 2 else 1.0
var hull_multiplier := 4.0 if tier == 2 else (2.0 if tier == 1 else 1.0)
var damage_bonus := 4.0 if tier == 2 else (1.3 if tier == 1 else 1.0)
max_hull = 50.0 * power * hull_multiplier * combat_multiplier
hull = max_hull
max_shields = max_hull * 0.4
shields = max_shields
var profile := DamageTypes.enemy_profile(level, GameState.system_seed)
weapon_kind = int(profile["kind"])
absorption = profile["absorption"]
weapon_damage = 8.0 * power * damage_bonus * combat_multiplier
approach_speed = 62.0 * (1.0 + 0.0005 * (clampi(level, 1, 1000) - 1)) * boss_multiplier
approach_acceleration = 85.0 * boss_multiplier
turn_speed = 1.8 * boss_multiplier
activation_range = 760.0 * boss_multiplier
weapon_range = 680.0 * boss_multiplier
weapon_cooldown = maxf(0.55, 1.5 / (1.0 + 0.001 * (clampi(level, 1, 1000) - 1))) / boss_multiplier
if tier == 2:
# Ease the first encounter, returning smoothly to standard bosses at level 6.
var intro := clampf(float(level - 1) / 5.0, 0.0, 1.0)
max_hull *= lerpf(0.6, 1.0, intro)
hull = max_hull
max_shields = max_hull * 0.4
shields = max_shields
weapon_damage *= lerpf(0.5, 1.0, intro)
weapon_cooldown *= lerpf(1.25, 1.0, intro)
approach_speed *= lerpf(0.8, 1.0, intro)
$CollisionShape2D.scale = Vector2.ONE * boss_multiplier
if is_instance_valid(_shield_visual):
_shield_visual.scale = Vector2.ONE * get_visual_size() / 64.0
_shield_visual.set_shield_values(shields, max_shields)
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 := get_visual_size()
_sprite.scale = Vector2.ONE * (visual_size / largest_dimension)
_sprite.modulate = get_tier_tint()
preload("res://scripts/game/ship_shadow.gd").attach_to(_sprite)
func get_tier_tint() -> Color:
return Color("ffb3df") if loot_tier == 2 else (Color("ffc785") if loot_tier == 1 else Color.WHITE)
func get_visual_size() -> float:
return 112.0 if loot_tier == 2 else (68.0 if loot_tier == 1 else 56.0)
func regenerate_defenses(delta: float) -> void:
if hull <= 0.0 or is_queued_for_deletion():
return
hull = minf(max_hull, hull + max_hull * 0.01 * delta)
shields = minf(max_shields, shields + max_shields * 0.01 * delta)
if is_instance_valid(_shield_visual):
_shield_visual.set_shield_values(shields, max_shields)
func _physics_process(delta: float) -> void:
regenerate_defenses(delta)
_slow_remaining = maxf(0.0, _slow_remaining - delta)
_weapon_timer = maxf(0.0, _weapon_timer - delta)
if not is_instance_valid(_player) or bool(_player.get("_is_destroyed")):
velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta)
move_and_slide()
return
if not virus_controlled and hull > 0.0 and hull < max_hull * 0.1:
_player.call("try_control_enemy", self)
_combat_target = select_combat_target()
if _combat_target == null:
velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta)
move_and_slide()
return
var to_player := _combat_target.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 fleeing := is_retreating()
if fleeing and not _retreat_mine_rolled:
_retreat_mine_rolled = true
if randf() < 0.15:
_drop_retreat_mine(to_player.normalized())
var movement := combat_movement(to_player)
var desired_rotation := (movement if fleeing else direction).angle() + PI * 0.5
rotation = rotate_toward(rotation, desired_rotation, turn_speed * delta)
velocity = velocity.move_toward(movement * approach_speed * (0.5 if fleeing else 1.0) * get_slow_multiplier(), approach_acceleration * get_slow_multiplier() * delta)
if not fleeing and to_player.length() <= weapon_range and _weapon_timer <= 0.0:
_fire_plasma(direction)
_weapon_timer = get_fire_interval()
else:
velocity = velocity.move_toward(Vector2.ZERO, approach_acceleration * delta)
move_and_slide()
_check_player_collision()
func is_retreating() -> bool:
return not virus_controlled and hull > 0.0 and hull < max_hull * 0.1
func _drop_retreat_mine(toward_target: Vector2) -> void:
var mine := Node2D.new()
mine.set_script(preload("res://scripts/game/enemy_mine.gd"))
mine.set("player", _player)
mine.set("drift", toward_target * 36.0)
mine.position = position + toward_target * (get_visual_size() * 0.5 + 16.0)
get_parent().add_child.call_deferred(mine)
func combat_movement(to_target: Vector2) -> Vector2:
var distance := to_target.length()
var direction := to_target.normalized()
if is_retreating():
var escape := -direction
var half := preload("res://scripts/levels/system_generator.gd").WORLD_SIZE * 0.5 - Vector2(120, 120)
if absf(global_position.x) > half.x:
escape.x = -signf(global_position.x)
if absf(global_position.y) > half.y:
escape.y = -signf(global_position.y)
return escape.normalized()
if tactic == Tactic.RAM:
return direction
var preferred := minf(weapon_range * 0.65, 420.0)
if distance < preferred * 0.8:
return -direction
if distance > preferred * 1.15:
return direction
return direction.orthogonal() * _orbit_direction * 0.55
func get_slow_multiplier() -> float:
return 0.5 if _slow_remaining > 0.0 else 1.0
func select_combat_target() -> Node2D:
if virus_controlled:
var opponent: Node2D
var nearest := INF
for enemy in get_tree().get_nodes_in_group("enemies"):
if enemy.is_queued_for_deletion() or float(enemy.get("hull")) <= 0.0:
continue
var distance := global_position.distance_squared_to(enemy.global_position)
if distance < nearest:
nearest = distance
opponent = enemy
return opponent
var closest: Node2D
var closest_distance := INF
for flare in get_tree().get_nodes_in_group("player_flares"):
if flare.is_queued_for_deletion():
continue
var distance := global_position.distance_to(flare.global_position)
if distance <= maxf(activation_range, weapon_range) and distance < closest_distance:
closest = flare
closest_distance = distance
if closest != null:
return closest
if is_instance_valid(_player) and not bool(_player.get("_is_destroyed")) and not bool(_player.call("is_cloaked")):
return _player
return null
func apply_mine_hit() -> void:
if is_queued_for_deletion() or hull <= 0.0:
return
_slow_remaining = 5.0
velocity = velocity.limit_length(approach_speed * 0.5)
take_damage(hull * 0.5, false, DamageTypes.Type.KINETIC, true)
func _check_player_collision() -> void:
if virus_controlled:
return
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 shot_mask := 37 if virus_controlled else 115
var muzzle := global_position + direction * (get_visual_size() * 0.5 + 8.0)
if weapon_kind == ItemDefinition.WeaponKind.LASER:
var endpoint := muzzle + _laser_aim_direction(direction) * weapon_range
var query := PhysicsRayQueryParameters2D.create(muzzle, endpoint, shot_mask, [get_rid()])
var hit := get_world_2d().direct_space_state.intersect_ray(query)
if not hit.is_empty():
endpoint = hit["position"]
var target: Node = hit.get("collider")
if target is CharacterBody2D and target.has_method("take_damage"):
target.take_damage(weapon_damage, false, DamageTypes.Type.ENERGY)
var beam := Line2D.new()
beam.set_script(preload("res://scripts/game/laser_beam_visual.gd"))
beam.width = 4.0
beam.default_color = Color(1.0, 0.3, 0.3)
beam.add_point(muzzle)
beam.add_point(endpoint)
get_parent().add_child(beam)
get_tree().create_timer(0.1).timeout.connect(beam.queue_free)
else:
var projectile := preload("res://scenes/game/weapon_projectile.tscn").instantiate()
projectile.enemy_shot = true
projectile.collision_mask = shot_mask
projectile.missile_homing = false
var speed := 430.0 if weapon_kind == ItemDefinition.WeaponKind.GAMMA else (950.0 if weapon_kind == ItemDefinition.WeaponKind.MACHINE_GUN else 600.0)
projectile.configure(muzzle, direction, weapon_kind, speed, weapon_damage, weapon_range)
get_parent().add_child(projectile)
WEAPON_AUDIO_SCRIPT.play(get_parent(), global_position, weapon_kind, -4.0)
func take_weapon_hit(amount: float, critical: bool, damage_type: int = DamageTypes.Type.KINETIC) -> void:
if is_queued_for_deletion() or hull <= 0.0:
return
var before := hull + shields
take_damage(amount, critical, damage_type)
if is_instance_valid(_player):
_player.call("restore_shields_from_damage", maxf(0.0, before - hull - shields))
func take_damage(amount: float, critical: bool = false, damage_type: int = DamageTypes.Type.KINETIC, bypass_absorption: bool = false) -> void:
if is_queued_for_deletion() or hull <= 0.0:
return
var actual := maxf(0.0, amount) * (1.0 if bypass_absorption else 1.0 - absorption[damage_type] / 100.0)
var shield_damage := minf(shields, actual)
shields -= shield_damage
hull = maxf(0.0, hull - actual + shield_damage)
if is_instance_valid(_shield_visual):
_shield_visual.set_shield_values(shields, max_shields)
if shield_damage > 0.0:
_shield_visual.flash_hit()
_show_damage_popup(actual, critical)
if hull <= 0.0:
if not _reward_claimed:
_reward_claimed = true
_reward_captain()
_drop_loot()
_spawn_destruction_effect()
queue_free()
func get_fire_interval() -> float:
if weapon_kind == ItemDefinition.WeaponKind.LASER:
return maxf(LASER_MINIMUM_COOLDOWN, weapon_cooldown * LASER_COOLDOWN_MULTIPLIER)
return weapon_cooldown
func _laser_aim_direction(direction: Vector2) -> Vector2:
if randf() < LASER_MISS_CHANCE:
var side := Vector2(-direction.y, direction.x)
var distance := global_position.distance_to(_combat_target.global_position) if is_instance_valid(_combat_target) else weapon_range
var offset := randf_range(60.0, 110.0) * (-1.0 if randf() < 0.5 else 1.0)
return (direction * maxf(1.0, distance) + side * offset).normalized()
return direction.rotated(randf_range(-0.02, 0.02))
func get_weapon_dps() -> float:
var interval := get_fire_interval()
return weapon_damage / maxf(0.001, interval) * (1.0 + 0.25 * minf(3.0, interval) if weapon_kind == ItemDefinition.WeaponKind.GAMMA else 1.0)
func _reward_captain() -> void:
if is_instance_valid(_player):
var reward := GameState.captain.reward_enemy(GameState.system_level, loot_tier, float(_player.get("experience_multiplier")), float(_player.get("credits_multiplier")), false)
if reward.y > 0:
var credits := Node2D.new()
credits.set_script(preload("res://scripts/items/credit_pickup.gd"))
credits.set("amount", reward.y)
credits.position = position - LOOT_OFFSET
get_parent().call_deferred("add_child", credits)
func _drop_loot() -> void:
# Roll independently of equipment drops.
var bank_chance := 0.1
if randf() < bank_chance:
var bank := ItemInstance.new()
bank.definition = preload("res://resources/items/energy_bank.tres")
var bank_pickup := Node2D.new()
bank_pickup.set_script(LOOT_PICKUP)
bank_pickup.set("item", bank)
bank_pickup.position = position + Vector2(0, -42)
get_parent().call_deferred("add_child", bank_pickup)
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_loot(GameState.system_level, loot_tier, null, float(_player.get("luck_percent")) if is_instance_valid(_player) else 0.0))
pickup.position = position + LOOT_OFFSET
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