semi-idle-arpg/scripts/NPCEnemy.gd

48 lines
1.2 KiB
GDScript

# base NPCEnemy class
class_name NPCEnemy
extends NPC
enum questTypes {NONE, FEW_KILL, MANY_KILL, ONE_KILL}
signal enemy_died(npcDifficulty: npcDifficulties, questType: questTypes)
@export var questType: questTypes = questTypes.NONE
var target
var speed := 300
var prevCollisions := 0
func _init() -> void:
self.npcDifficulty = npcDifficulties.NORMAL
self.npcTier = npcTiers.I
func _ready() -> void:
# add to enemies
add_to_group("enemies")
# set health
_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, etc.
enemy_died.emit(self.npcDifficulty, self.questType)
# delete node
self.queue_free()
func _physics_process(_delta):
velocity = position.direction_to(target) * speed
# look_at(target)
# FIXME want enemy to stop when touching something, to prevent vibrating
if position.distance_to(target) > 10 and get_slide_collision_count() == prevCollisions:
move_and_slide()
prevCollisions = get_slide_collision_count()