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| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-09 19:09:34 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-09 19:09:34 -0300 |
| commit | c6bbb834f7758027c0df338f1520f34fad3befea (patch) | |
| tree | 1818cd23c24be16fbe19b16dd0a510874d440d83 /scripts/Entities/Actors/Enemy.cs | |
| parent | f1b51bed52ffbd90b5b7cc8dcfc6f0484bbbeb3c (diff) | |
Organização
Diffstat (limited to 'scripts/Entities/Actors/Enemy.cs')
| -rw-r--r-- | scripts/Entities/Actors/Enemy.cs | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/scripts/Entities/Actors/Enemy.cs b/scripts/Entities/Actors/Enemy.cs new file mode 100644 index 0000000..c152a0b --- /dev/null +++ b/scripts/Entities/Actors/Enemy.cs @@ -0,0 +1,54 @@ +using Godot; +using TheLegendOfGustav.Entities.Actors.AI; +using TheLegendOfGustav.Map; + +namespace TheLegendOfGustav.Entities.Actors; + +/// <summary> +/// Um inimigo é uma espécie de ator que é +/// hostil ao jogador. Inimigos são controlados por IA. +/// </summary> +public partial class Enemy : Actor +{ + public Enemy(Vector2I initialPosition, MapData map, EnemyDefinition definition) : base(initialPosition, map, definition) + { + Definition = definition; + SetDefinition(definition); + } + + /// <summary> + /// A alma do ator. Gera ações que são executadas todo turno. + /// </summary> + public BaseAI Soul { get; private set; } + + private EnemyDefinition Definition { get; set; } + + /// <summary> + /// Além de definir as características gerais de um ator, + /// também define qual IA utilizar. + /// </summary> + /// <param name="definition">Definição do inimigo.</param> + public void SetDefinition(EnemyDefinition definition) + { + // Definimos as características do ator. + base.SetDefinition(Definition); + + // Definimos qual IA utilizar. + switch (definition.AI) + { + case AIType.None: + break; + case AIType.DefaultHostile: + Soul = new HostileEnemyAI(); + AddChild(Soul); + break; + } + } + + public override void Die() + { + Soul.QueueFree(); + Soul = null; + base.Die(); + } +} |
