semi-idle-arpg/scripts/NPC.gd

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# base NPC class
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class_name NPC
extends CharacterBody2D
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enum NPCDifficulty {MINION, NORMAL, ELITE, BOSS, ELITEBOSS, BBEG}
enum NPCTier {I, II, III, IV, V, VI, VII, VIII, IX, X}
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signal npc_died(npcTier: NPCTier)
@export var charName := "Character"
@export var maxHealth := 10
@export var damageTaken := 0
@export var npcDifficulty: NPCDifficulty
@export var npcTier: NPCTier
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func _random_mod_health() -> void:
randomize()
# noise factor
var noise_factor = randf_range(7, 10)
self.maxHealth *= noise_factor
# difficulty factor
match self.npcDifficulty:
NPCDifficulty.MINION:
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self.maxHealth /= 2
NPCDifficulty.ELITE:
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self.maxHealth *= 2
NPCDifficulty.BOSS:
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self.maxHealth *= 4
NPCDifficulty.ELITEBOSS:
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self.maxHealth *= 8
NPCDifficulty.BBEG:
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self.maxHealth *= 16
# npcTier factor
self.maxHealth *= exp(self.npcTier)
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# fun factor (just additional factor to tweak)
self.maxHealth *= 10
func _init() -> void:
self.npcDifficulty = NPCDifficulty.NORMAL
self.npcTier = NPCTier.I
func _ready() -> void:
# modify max health value based on the various factors
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_random_mod_health()
# set health bar
%Healthbar.max_value = maxHealth
%Healthbar.value = maxHealth
func _process(_delta: float) -> void:
%Healthbar.value = maxHealth - damageTaken
if damageTaken >= maxHealth:
# send signal that I died to be counted, gen loot, etc.
npc_died.emit(self.npcTier)
# delete node
self.free()