61 lines
1.7 KiB
GDScript
61 lines
1.7 KiB
GDScript
# base NPC class
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class_name NPC
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extends CharacterBody2D
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enum NPCDifficulty {MINION, NORMAL, ELITE, BOSS, ELITEBOSS, BBEG}
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signal npc_died(npcTier: Globals.World.Tier)
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@export var charName := "Character"
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@export var maxHealth := 10
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@export var damageTaken := 0
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@export var npcDifficulty: NPCDifficulty
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# TODO: remove npc/enemy Tier and just tie it all to world tier
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@export var npcTier: Globals.World.Tier
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@export var faction: Globals.World.Faction
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func _random_mod_health() -> void:
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randomize()
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# noise factor
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var noise_factor = randf_range(7, 10)
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self.maxHealth = round(noise_factor * self.maxHealth)
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# difficulty factor
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match self.npcDifficulty:
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NPCDifficulty.MINION:
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self.maxHealth /= 2
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NPCDifficulty.ELITE:
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self.maxHealth *= 2
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NPCDifficulty.BOSS:
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self.maxHealth *= 4
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NPCDifficulty.ELITEBOSS:
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self.maxHealth *= 8
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NPCDifficulty.BBEG:
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self.maxHealth *= 16
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# npcTier factor
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self.maxHealth = round(exp(self.npcTier) * self.maxHealth)
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# fun factor (just additional factor to tweak)
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self.maxHealth *= 10
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# func _init() -> void:
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# self.npcDifficulty = NPCDifficulty.NORMAL
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# self.npcTier = Globals.Tier.I
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func _ready() -> void:
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# modify max health value based on the various factors
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_random_mod_health()
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# set health bar
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%Healthbar.max_value = maxHealth
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%Healthbar.value = maxHealth
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func _process(_delta: float) -> void:
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%Healthbar.value = maxHealth - damageTaken
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if damageTaken >= maxHealth:
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# send signal that I died to be counted, gen loot, etc.
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npc_died.emit(self.npcTier)
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# delete node
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self.free()
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