cosmic/modules/npcship.gd
Алкесей Мирнеков 3411c5796d
Initial commit (1/2)
2023-11-05 16:23:18 +03:00

78 lines
3 KiB
GDScript

extends CharacterBody2D
class_name NPCShip
@export var DestinationTimer : Timer
@export var Fraction = "Enemy"
@export var BountyMin : int = 20
@export var BountyMax : int = 30
@export var Bounty : PackedScene
var State = "idle"
var Shooting = false
var AllowShooting = true
@onready var PlayerShip = get_tree().current_scene.get_node("MainShip")
@onready var NPCEngine = $"Engine"
@onready var Hull = $"Hull"
@onready var DebugLabel = $DebugLabel
@onready var TargetSnap = $TargetSnap
@onready var Healthbar = $Zalupa/ZalupaTwo/Health
@onready var Shield = $Shield
func _ready():
DestinationTimer.timeout.connect(switchdestination)
TargetSnap.mouse_entered.connect(get_tree().current_scene.addtargetlist.bind(self))
TargetSnap.mouse_exited.connect(get_tree().current_scene.removetargetlist.bind(self))
func _physics_process(_delta):
match State:
"idle":
idlestate()
"chase":
chasestate()
"maintaindistance":
maintaindistancestate()
"runaway":
runawaystate()
Healthbar.text = "{HP} HS + {SC} SC".format({"HP" : "%0.2f" % Hull.HP, "SC" : "%0.2f" % Shield.Capacity})
if Vector2.ZERO.distance_to(global_position) > 5800 or Hull.HP <= 0:
destroy()
func switchdestination():
NPCEngine.DestinationAngle = randi_range(0, 360)
func idlestate():
Shooting = false
if global_position.distance_to(PlayerShip.global_position) <= 512 and PlayerShip.AllowShooting: State = "chase"
if Vector2.ZERO.distance_to(global_position) > 5800: NPCEngine.DestinationAngle = rad_to_deg(global_position.angle_to(Vector2.ZERO))
func chasestate():
NPCEngine.DestinationAngle = rad_to_deg(global_position.angle_to_point(PlayerShip.global_position))
Shooting = true if NPCEngine.DestinationDifference == clamp(NPCEngine.DestinationDifference, -5, 5) else false
if global_position.distance_to(PlayerShip.global_position) > 512 or !PlayerShip.AllowShooting: State = "idle"
if Hull.HP < Hull.MaxHP * 0.2: State = "runaway"
if global_position.distance_to(PlayerShip.global_position) <= 128: State = "maintaindistance"
func maintaindistancestate():
NPCEngine.DestinationAngle += 1
Shooting = true if NPCEngine.DestinationDifference == clamp(NPCEngine.DestinationDifference, -5, 5) else false
if global_position.distance_to(PlayerShip.global_position) > 128: State = "chase"
if !PlayerShip.AllowShooting: State = "idle"
func runawaystate():
Shooting = false
NPCEngine.DestinationAngle = rad_to_deg(global_position.angle_to_point(PlayerShip.global_position)) - 180
if global_position.distance_to(PlayerShip.global_position) > 1024 or !PlayerShip.AllowShooting: State = "idle"
func destroy():
Hull.HP = Hull.MaxHP
Hull.Fuel = Hull.MaxFuel
Shield.Capacity = Shield.MaxShieldCapacity
State = "idle"
var BountyInst = Bounty.instantiate()
get_tree().current_scene.add_child(BountyInst)
BountyInst.global_position = global_position
BountyInst.Amount = randi_range(BountyMin, BountyMax)
BountyInst.Text.text = str(BountyInst.Amount) + " MU"
global_position = Vector2(randi_range(-4096, 4096), randi_range(-4096, 4096))