feat: spawn enemies from reusable definitions

This commit is contained in:
Rijad Zuzo
2026-08-12 20:34:55 +02:00
parent 41b37a4962
commit 809e7c008d
12 changed files with 332 additions and 57 deletions
+53 -19
View File
@@ -3,8 +3,12 @@ extends RefCounted
signal changed(state: CombatantStateRecord)
const SCHEMA_VERSION := 1
const SCHEMA_VERSION := 2
const LEGACY_SCHEMA_VERSION := 1
const NO_NPC_ID := -1
const NO_ENEMY_DEFINITION_ID := &""
const LEGACY_RAIDER_DEFINITION_ID := &"enemy_raider"
const LEGACY_WOLF_DEFINITION_ID := &"enemy_wolf"
var data: Dictionary
@@ -26,9 +30,13 @@ static func create(
max_health: float,
weapon_id: StringName,
npc_id: int = NO_NPC_ID,
hostile: bool = false
hostile: bool = false,
enemy_definition_id: StringName = NO_ENEMY_DEFINITION_ID
) -> CombatantStateRecord:
var snapped_position := Vector3(_snap(position.x), _snap(position.y), _snap(position.z))
var canonical_enemy_definition_id := enemy_definition_id
if canonical_enemy_definition_id.is_empty():
canonical_enemy_definition_id = _legacy_definition_id_for_kind(kind)
return (
CombatantStateRecord
. new(
@@ -39,6 +47,7 @@ static func create(
"faction_id": String(faction_id),
"display_name": display_name,
"npc_id": npc_id,
"enemy_definition_id": String(canonical_enemy_definition_id),
"position": [snapped_position.x, snapped_position.y, snapped_position.z],
"health": max_health,
"max_health": max_health,
@@ -52,10 +61,17 @@ static func create(
static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
var version := int(record_data.get("schema_version", -1))
var normalized := record_data.duplicate(true)
if version == LEGACY_SCHEMA_VERSION:
normalized["schema_version"] = SCHEMA_VERSION
normalized["enemy_definition_id"] = String(
_legacy_definition_id_for_kind(StringName(normalized.get("kind", &"")))
)
elif version != SCHEMA_VERSION:
return null
if not (
record_data
normalized
. has_all(
[
"combatant_id",
@@ -63,6 +79,7 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
"faction_id",
"display_name",
"npc_id",
"enemy_definition_id",
"position",
"health",
"max_health",
@@ -74,12 +91,12 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
)
):
return null
var combatant_id := String(record_data["combatant_id"])
var display_name := String(record_data["display_name"])
var combatant_id := String(normalized["combatant_id"])
var display_name := String(normalized["display_name"])
if combatant_id.is_empty() or display_name.is_empty():
return null
if (
StringName(record_data["kind"])
StringName(normalized["kind"])
not in [
SimulationIds.COMBATANT_KIND_NPC,
SimulationIds.COMBATANT_KIND_RAIDER,
@@ -88,15 +105,20 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
]
):
return null
var saved_position = record_data["position"]
var kind := StringName(normalized["kind"])
var enemy_definition_id := StringName(normalized["enemy_definition_id"])
var is_enemy := kind in [SimulationIds.COMBATANT_KIND_RAIDER, SimulationIds.COMBATANT_KIND_WOLF]
if is_enemy == enemy_definition_id.is_empty():
return null
var saved_position = normalized["position"]
if not saved_position is Array or saved_position.size() != 3:
return null
for component in saved_position:
if not is_finite(float(component)):
return null
var health := float(record_data["health"])
var max_health := float(record_data["max_health"])
var npc_id := int(record_data["npc_id"])
var health := float(normalized["health"])
var max_health := float(normalized["max_health"])
var npc_id := int(normalized["npc_id"])
if (
not is_finite(health)
or not is_finite(max_health)
@@ -104,16 +126,16 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
or max_health <= 0.0
or health > max_health
or npc_id < NO_NPC_ID
or int(record_data["attack_cooldown"]) < 0
or int(normalized["attack_cooldown"]) < 0
):
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
normalized["combatant_id"] = combatant_id
normalized["kind"] = String(record_data["kind"])
normalized["faction_id"] = String(record_data["faction_id"])
normalized["kind"] = String(kind)
normalized["faction_id"] = String(normalized["faction_id"])
normalized["display_name"] = display_name
normalized["npc_id"] = npc_id
normalized["enemy_definition_id"] = String(enemy_definition_id)
normalized["position"] = [
_snap(float(saved_position[0])),
_snap(float(saved_position[1])),
@@ -121,10 +143,10 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
]
normalized["health"] = health
normalized["max_health"] = max_health
normalized["weapon_id"] = String(record_data["weapon_id"])
normalized["alive"] = bool(record_data["alive"])
normalized["hostile"] = bool(record_data["hostile"])
normalized["attack_cooldown"] = int(record_data["attack_cooldown"])
normalized["weapon_id"] = String(normalized["weapon_id"])
normalized["alive"] = bool(normalized["alive"])
normalized["hostile"] = bool(normalized["hostile"])
normalized["attack_cooldown"] = int(normalized["attack_cooldown"])
return CombatantStateRecord.new(normalized)
@@ -148,6 +170,10 @@ func get_npc_id() -> int:
return int(data["npc_id"])
func get_enemy_definition_id() -> StringName:
return StringName(data["enemy_definition_id"])
func get_position() -> Vector3:
var saved_position: Array = data["position"]
return Vector3(float(saved_position[0]), float(saved_position[1]), float(saved_position[2]))
@@ -235,3 +261,11 @@ func _weapon_cooldown_ticks(tick_interval: float) -> int:
func to_dictionary() -> Dictionary:
return data.duplicate(true)
static func _legacy_definition_id_for_kind(kind: StringName) -> StringName:
if kind == SimulationIds.COMBATANT_KIND_RAIDER:
return LEGACY_RAIDER_DEFINITION_ID
if kind == SimulationIds.COMBATANT_KIND_WOLF:
return LEGACY_WOLF_DEFINITION_ID
return NO_ENEMY_DEFINITION_ID