Files
Decked-Out-Defense/Worlds/GreenPlanet/Enemies/enemy_controller.gd
2026-02-10 02:51:16 +11:00

100 lines
2.8 KiB
GDScript

class_name EnemyController extends CharacterBody3D
signal reached_goal(enemy: Enemy, penalty: int)
signal died(enemy: Enemy)
signal health_changed(health: int)
@export var stats: Enemy
@export var status_manager: StatusEffector
@export var movement_controller: EnemyMovement
@export var max_health: int = 10
@export var d_n: Node3D
#@export var sprite: Sprite3D
@export var corpse_scene: PackedScene
@export var health_bar: HealthBar
var damage_particle_scene: PackedScene = preload("res://UI/DamageParticle/damage_particle.tscn")
var current_health: int
var corpse_root: Node
var movement_speed: float
var movement_speed_penalty: float = 1.0
var alive: bool = true
func _ready() -> void:
max_health = stats.health
current_health = stats.health
health_changed.connect(health_bar.on_health_changed)
health_bar.setup(stats.health)
movement_speed = stats.movement_speed
status_manager.enemy = self
func spawn_damage_indicator(damage: int, pos: Vector3, damage_type: Data.DamageIndicationType) -> void:
var color: Color = Color.WHITE
if damage_type == Data.DamageIndicationType.PLAYER:
if !Data.preferences.display_self_damage_indicators:
return
else:
color = Color.FIREBRICK
if damage_type == Data.DamageIndicationType.TOWER:
if !Data.preferences.display_tower_damage_indicators:
return
else:
color = Color.WHITE_SMOKE
if damage_type == Data.DamageIndicationType.OTHER_PLAYER:
if !Data.preferences.display_party_damage_indicators:
return
else:
color = Color.AQUAMARINE
if damage_type == Data.DamageIndicationType.STATUS:
if !Data.preferences.display_status_effect_damage_indicators:
return
else:
color = Color.INDIAN_RED
var marker: DamageParticle = damage_particle_scene.instantiate()
get_tree().root.add_child(marker)
marker.set_number(damage)
marker.set_color(color)
marker.position = pos
func take_damage(damage: int, damage_type: Data.DamageIndicationType = Data.DamageIndicationType.TOWER, damage_point: Vector3 = global_position) -> void:
current_health -= damage
health_changed.emit(current_health)
if damage > 0:
spawn_damage_indicator(damage, damage_point, damage_type)
if current_health <= 0:
die()
func heal_damage(healing: int) -> void:
current_health += healing
if current_health > max_health:
current_health = max_health
health_changed.emit(current_health)
func apply_effect(effect: Effect) -> void:
take_damage(effect.damage)
for status: StatusEffect in effect.status_effects:
status_manager.add_effect(status)
func goal_entered() -> void:
if alive:
alive = false
reached_goal.emit(stats, stats.penalty)
queue_free()
func die() -> void:
if alive:
alive = false
var corpse: RigidBody3D = corpse_scene.instantiate()
corpse.set_sprite(stats.death_sprite)
corpse.position = global_position
corpse_root.add_child(corpse)
died.emit(stats)
queue_free()