Randoloot/scripts/game/enemy_ship.gd
2026-10-10 21:41:01 +02:00

136 lines
5.4 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 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:
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