semi-idle-arpg/scripts/enemy.gd

51 lines
1.3 KiB
GDScript

class_name Enemy
extends NPC
enum npcDifficulties { MINION, NORMAL, ELITE, BOSS, ELITEBOSS, BBEG }
enum npcTiers { I, II, III, IV, V, VI, VII, VIII, IX, X }
@export var npcDifficulty: npcDifficulties
@export var npcTier: npcTiers
func _random_mod_health() -> void:
randomize()
# noise factor
var noise_factor = randf_range(7, 10)
self.maxHealth *= noise_factor
# difficulty factor
match self.npcDifficulty:
npcDifficulties.MINION:
self.maxHealth /= 2
npcDifficulties.ELITE:
self.maxHealth *= 2
npcDifficulties.BOSS:
self.maxHealth *= 4
npcDifficulties.ELITEBOSS:
self.maxHealth *= 8
npcDifficulties.BBEG:
self.maxHealth *= 16
# npcTier factor
self.maxHealth *= exp(self.npcTier)
# fun factor (just additional factor to tweak)
self.maxHealth *= 10
func _init() -> void:
self.npcDifficulty = npcDifficulties.NORMAL
self.npcTier = npcTiers.I
func _ready() -> void:
# add to enemies
add_to_group("enemies")
# modify max health value based on the various factors
_random_mod_health()
func _process(delta: float) -> void:
# if damageTaken > maxHealth:
# self.free()?
# send signal that I died to be counted, etc.
pass