Files
MaidEngine/scripts/battle/deployed_units/deployed_unit.gd
2026-04-09 07:58:58 -04:00

82 lines
2.3 KiB
GDScript

class_name DeployedUnit extends Node2D
enum UnitState { ALIVE, DEAD }
@export var unit: Unit
var current_stats: DeployedUnitStats
var tactics: Array[CombatTactic] = []
var state: UnitState = UnitState.ALIVE
var _sprite: AnimatedSprite2D
var _previous_position: Vector2
signal unit_selected_changed(deployed: DeployedUnit, selected: bool)
signal unit_allegiance_changed(deployed: DeployedUnit, allegiance: UnitAllegiance)
signal unit_died(deployed: DeployedUnit)
func _ready() -> void:
current_stats = DeployedUnitStats.from_unit_stats(unit.stats)
tactics = unit.tactics.duplicate()
_append_builtin_tactics()
unit_allegiance_changed.emit(self, unit.allegiance)
_previous_position = position
_setup_appearance()
func _setup_appearance() -> void:
_sprite = get_node_or_null("AnimatedSprite2D") as AnimatedSprite2D
if not _sprite:
return
var sprite_frames: SpriteFrames = unit.appearance.deployed_sprite_sheet if unit.appearance else null
if not sprite_frames:
return
_sprite.sprite_frames = sprite_frames
_sprite.play("idle")
func _physics_process(_delta: float) -> void:
if not _sprite or not _sprite.sprite_frames:
return
var delta_pos := position - _previous_position
_previous_position = position
if delta_pos.length_squared() < 0.01:
if _sprite.animation != &"idle":
_sprite.play("idle")
return
var anim: StringName
if absf(delta_pos.x) >= absf(delta_pos.y):
anim = &"right" if delta_pos.x > 0 else &"left"
else:
anim = &"down" if delta_pos.y > 0 else &"up"
if _sprite.animation != anim:
_sprite.play(anim)
func _append_builtin_tactics() -> void:
var attack := AttackCombatTactic.new()
attack.tactic_name = "Attack"
attack.tactic_range = UnitMatchingCombatTacticRange.new()
tactics.append(attack)
var defend := DefendCombatTactic.new()
defend.tactic_name = "Defend"
defend.tactic_range = AnyCombatTacticRange.new()
tactics.append(defend)
func set_selected(selected: bool) -> void:
unit_selected_changed.emit(self, selected)
func is_alive() -> bool:
return state == UnitState.ALIVE
func take_damage(amount: int) -> void:
if state != UnitState.ALIVE:
return
current_stats.current_hp -= amount
if current_stats.current_hp <= 0:
current_stats.current_hp = 0
_die()
func _die() -> void:
state = UnitState.DEAD
unit_died.emit(self)
queue_free()