From c6bbb834f7758027c0df338f1520f34fad3befea Mon Sep 17 00:00:00 2001 From: Matheus Date: Tue, 9 Sep 2025 19:09:34 -0300 Subject: Organização MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- scripts/Entities/Actors/Enemy.cs | 54 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 54 insertions(+) create mode 100644 scripts/Entities/Actors/Enemy.cs (limited to 'scripts/Entities/Actors/Enemy.cs') 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; + +/// +/// Um inimigo é uma espécie de ator que é +/// hostil ao jogador. Inimigos são controlados por IA. +/// +public partial class Enemy : Actor +{ + public Enemy(Vector2I initialPosition, MapData map, EnemyDefinition definition) : base(initialPosition, map, definition) + { + Definition = definition; + SetDefinition(definition); + } + + /// + /// A alma do ator. Gera ações que são executadas todo turno. + /// + public BaseAI Soul { get; private set; } + + private EnemyDefinition Definition { get; set; } + + /// + /// Além de definir as características gerais de um ator, + /// também define qual IA utilizar. + /// + /// Definição do inimigo. + 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(); + } +} -- cgit v1.2.3