55 lines
1.8 KiB
GDScript
55 lines
1.8 KiB
GDScript
class_name EnemyDefinition
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extends Resource
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const BEHAVIOR_PROFILE_RAID_ASSAULT := &"raid_assault"
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const BEHAVIOR_PROFILE_WOLF_HUNT := &"wolf_hunt"
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const VALID_BEHAVIOR_PROFILE_IDS := [
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BEHAVIOR_PROFILE_RAID_ASSAULT,
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BEHAVIOR_PROFILE_WOLF_HUNT,
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]
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@export var enemy_id: StringName
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@export var display_name: String
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@export var kind: StringName = SimulationIds.COMBATANT_KIND_RAIDER
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@export var behavior_profile_id: StringName = BEHAVIOR_PROFILE_RAID_ASSAULT
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@export var combatant_id_prefix := "enemy"
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@export var faction_id: StringName = SimulationIds.FACTION_TRIBE
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@export var hostile := true
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@export var weapon_id: StringName = SimulationIds.ITEM_SWORD
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@export var health := 60.0
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@export var move_speed := 3.5
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@export var body_color := Color(0.4, 0.13, 0.1, 1.0)
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@export var accent_color := Color(0.55, 0.55, 0.58, 1.0)
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@export var visual_scale := Vector3.ONE
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func validate() -> Array[String]:
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var errors: Array[String] = []
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if enemy_id.is_empty():
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errors.append("enemy_id is empty")
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if display_name.is_empty():
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errors.append("display_name is empty for '%s'" % enemy_id)
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if behavior_profile_id not in VALID_BEHAVIOR_PROFILE_IDS:
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errors.append(
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"behavior_profile_id '%s' is invalid for '%s'" % [behavior_profile_id, enemy_id]
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)
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if combatant_id_prefix.is_empty():
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errors.append("combatant_id_prefix is empty for '%s'" % enemy_id)
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elif not combatant_id_prefix.is_valid_identifier():
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errors.append(
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"combatant_id_prefix '%s' is invalid for '%s'" % [combatant_id_prefix, enemy_id]
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)
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if faction_id.is_empty():
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errors.append("faction_id is empty for '%s'" % enemy_id)
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if (
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kind
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not in [
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SimulationIds.COMBATANT_KIND_RAIDER,
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SimulationIds.COMBATANT_KIND_WOLF,
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]
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):
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errors.append("kind '%s' is invalid for '%s'" % [kind, enemy_id])
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if health <= 0.0:
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errors.append("health must be positive for '%s'" % enemy_id)
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return errors
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