59 lines
1.6 KiB
GDScript
59 lines
1.6 KiB
GDScript
class_name NPC
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extends CharacterBody2D
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enum npcDifficulties { MINION, NORMAL, ELITE, BOSS, ELITEBOSS, BBEG }
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enum npcTiers { I, II, III, IV, V, VI, VII, VIII, IX, X }
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signal npc_died(npcTier: npcTiers)
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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: npcDifficulties
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@export var npcTier: npcTiers
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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 *= noise_factor
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# difficulty factor
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match self.npcDifficulty:
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npcDifficulties.MINION:
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self.maxHealth /= 2
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npcDifficulties.ELITE:
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self.maxHealth *= 2
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npcDifficulties.BOSS:
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self.maxHealth *= 4
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npcDifficulties.ELITEBOSS:
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self.maxHealth *= 8
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npcDifficulties.BBEG:
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self.maxHealth *= 16
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# npcTier factor
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self.maxHealth *= exp(self.npcTier)
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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 = npcDifficulties.NORMAL
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self.npcTier = npcTiers.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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