Files
Station-0/scripts/enemies/warden.gd
T

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15 KiB
GDScript

extends EnemyBase
# ---------------------------------------------------------------------------
# Warden — Floor 1 boss
# Orbits the room center. Barrier sweeps + proximity mines.
# ---------------------------------------------------------------------------
enum Phase { ONE, TWO, CLIMAX }
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ORBIT_RADIUS := 220.0
const ROOM_HW := 480.0
const ROOM_HH := 270.0
const WALL_T := 32.0
const ORBIT_SPEED_P1 := 0.55 # rad/sec ≈ 31 deg/sec
const ORBIT_SPEED_P2 := 0.85 # rad/sec ≈ 49 deg/sec
const TELEGRAPH_TIME := 0.8
const PASS_DELAY := 1.8
const SWEEP_SPEED_P1 := 50.0
const SWEEP_SPEED_P2 := 85.0
const SWEEP_CD_P1 := 6.5
const SWEEP_CD_P2 := 4.5
const PROJ_SPACING := 18.0
const GAP_W := 90.0
const MINE_CD_P1 := 4.0
const MINE_CD_P2 := 2.5
const MINE_RADIUS := 18.0
const MINE_ARM_TIME := 1.0
const MINE_LIFE_TIME := 3.0
const MINE_AOE := 70.0
const FREEZE_DURATION := 1.5
const SWEEP_PROJ_DAMAGE := 1.0
const MINE_DAMAGE := 1.0
const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
const ALL_PART_PATHS: Array[String] = [
"res://data/body_parts/torso_reinforced_chassis.tres",
"res://data/body_parts/torso_lightweight_frame.tres",
"res://data/body_parts/left_arm_scatter_emitter.tres",
"res://data/body_parts/left_arm_shield_projector.tres",
"res://data/body_parts/right_arm_heavy_emitter.tres",
"res://data/body_parts/right_arm_rapid_emitter.tres",
]
const ALL_ITEM_PATHS: Array[String] = [
"res://data/run_items/coolant_leak.tres",
"res://data/run_items/overclock_module.tres",
"res://data/run_items/scrap_magnet.tres",
"res://data/run_items/memory_spike.tres",
"res://data/run_items/rust_coat.tres",
"res://data/run_items/static_discharge.tres",
"res://data/run_items/fragmented_map.tres",
"res://data/run_items/plating_shard.tres",
"res://data/run_items/range_booster.tres",
]
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _phase: Phase = Phase.ONE
var _room_center: Vector2 = Vector2.ZERO
var _orbit_angle: float = 0.0
# Sweep
var _sweep_cd_timer: float = 3.0 # initial delay before first sweep
var _telegraphing: bool = false
var _telegraph_timer: float = 0.0
var _passes_total: int = 0
var _passes_fired: int = 0
var _pass_delay_timer: float = 0.0
var _sweep_dir: float = 1.0 # 1 = downward, -1 = upward
var _sweep_projs: Array = [] # [{node: Node2D, vel: Vector2}]
# Mines — each entry: {node: Node2D, timer: float, armed: bool, poly: Polygon2D}
var _mine_cd_timer: float = MINE_CD_P1
var _mines: Array = []
# Climax
var _freeze_timer: float = 0.0
# ---------------------------------------------------------------------------
# Ready
# ---------------------------------------------------------------------------
func _ready() -> void:
max_health = 150.0
current_health = 150.0
contact_damage = 1.0
contact_cooldown = 0.8
super._ready()
_room_center = global_position
_orbit_angle = 0.0
global_position = _room_center + Vector2(ORBIT_RADIUS, 0.0)
# ---------------------------------------------------------------------------
# Physics loop
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
_tick_spawn_delay(delta)
_find_player()
_tick_contact(delta)
_tick_flash(delta)
_tick_sweep_projs(delta)
if not is_active():
return
if _phase == Phase.ONE and current_health / max_health <= 0.4:
_enter_phase_two()
match _phase:
Phase.ONE, Phase.TWO:
_do_orbit(ORBIT_SPEED_P2 if _phase == Phase.TWO else ORBIT_SPEED_P1, delta)
_tick_sweep(delta)
_tick_mines(delta)
Phase.CLIMAX:
_do_climax(delta)
move_and_slide()
# ---------------------------------------------------------------------------
# Phase transitions
# ---------------------------------------------------------------------------
func _enter_phase_two() -> void:
_phase = Phase.TWO
_sweep_cd_timer = SWEEP_CD_P2 * 0.6 # first P2 sweep sooner
func _enter_climax() -> void:
AudioManager.play("boss_death")
_phase = Phase.CLIMAX
velocity = Vector2.ZERO
_freeze_timer = FREEZE_DURATION
_telegraphing = false
# ---------------------------------------------------------------------------
# Orbit — position set directly; velocity stays zero so move_and_slide is no-op
# ---------------------------------------------------------------------------
func _do_orbit(angular_speed: float, delta: float) -> void:
if _telegraphing:
velocity = Vector2.ZERO
return
_orbit_angle += angular_speed * delta
global_position = _room_center + Vector2(cos(_orbit_angle), sin(_orbit_angle)) * ORBIT_RADIUS
velocity = Vector2.ZERO
# ---------------------------------------------------------------------------
# Barrier Sweep — multi-pass horizontal wall with gaps
# ---------------------------------------------------------------------------
func _tick_sweep(delta: float) -> void:
# Telegraph: boss pauses + flashes yellow, then fires first pass
if _telegraphing:
_telegraph_timer -= delta
if _telegraph_timer <= 0.0:
_telegraphing = false
_passes_fired = 0
_pass_delay_timer = 0.0
_fire_sweep_pass()
return
# Waiting between passes
if _passes_fired > 0 and _passes_fired < _passes_total:
_pass_delay_timer -= delta
if _pass_delay_timer <= 0.0:
_fire_sweep_pass()
return
# All passes done — start cooldown
if _passes_total > 0 and _passes_fired >= _passes_total:
_passes_total = 0
_passes_fired = 0
_sweep_cd_timer = SWEEP_CD_P2 if _phase == Phase.TWO else SWEEP_CD_P1
return
# Cooldown ticking
_sweep_cd_timer -= delta
if _sweep_cd_timer <= 0.0:
_telegraphing = true
_telegraph_timer = TELEGRAPH_TIME
_passes_total = randi_range(2, 4) if _phase == Phase.TWO else randi_range(1, 3)
_sweep_dir = 1.0 if randf() < 0.5 else -1.0
func _fire_sweep_pass() -> void:
AudioManager.play("warden_sweep")
_passes_fired += 1
_pass_delay_timer = PASS_DELAY
var proj_speed := SWEEP_SPEED_P2 if _phase == Phase.TWO else SWEEP_SPEED_P1
var move_vel := Vector2(0.0, proj_speed * _sweep_dir)
var inner_left := -ROOM_HW + WALL_T
var inner_right := ROOM_HW - WALL_T
var room_w := inner_right - inner_left
var num_gaps := randi_range(1, 3)
# Gap centers evenly spaced
var gaps: Array[float] = []
for i in num_gaps:
gaps.append(inner_left + room_w * float(i + 1) / float(num_gaps + 1))
# Start Y: outside the wall at the entering edge
var start_y: float
if _sweep_dir > 0.0:
start_y = _room_center.y - ROOM_HH + WALL_T - 10.0 # top, moving down
else:
start_y = _room_center.y + ROOM_HH - WALL_T + 10.0 # bottom, moving up
var x := inner_left
while x <= inner_right:
var in_gap := false
for gx in gaps:
if abs(x - gx) < GAP_W * 0.5:
in_gap = true
break
if not in_gap:
_spawn_sweep_proj(Vector2(_room_center.x + x, start_y), move_vel)
x += PROJ_SPACING
func _spawn_sweep_proj(world_pos: Vector2, vel: Vector2) -> void:
var proj := Node2D.new()
var rect := ColorRect.new()
rect.size = Vector2(14.0, 14.0)
rect.position = Vector2(-7.0, -7.0)
rect.color = Color(0.9, 0.7, 0.1, 0.9)
proj.add_child(rect)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = Vector2(12.0, 12.0)
cs.shape = rs
area.add_child(cs)
area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"):
body.take_damage(SWEEP_PROJ_DAMAGE)
proj.queue_free())
proj.add_child(area)
get_parent().add_child(proj)
proj.global_position = world_pos # set after add_child so global_position resolves
_sweep_projs.append({"node": proj, "vel": vel})
func _tick_sweep_projs(delta: float) -> void:
var i := _sweep_projs.size() - 1
while i >= 0:
var entry: Dictionary = _sweep_projs[i]
var node = entry["node"] # untyped — prevents crash on freed instance
if not is_instance_valid(node):
_sweep_projs.remove_at(i)
i -= 1
continue
node.global_position += entry["vel"] * delta
if absf(node.global_position.y - _room_center.y) > ROOM_HH + 30.0:
node.queue_free()
_sweep_projs.remove_at(i)
i -= 1
# ---------------------------------------------------------------------------
# Timed Mines — drop at orbit position, arm after 1s, explode at 3s with AOE
# ---------------------------------------------------------------------------
func _tick_mines(delta: float) -> void:
# Spawn new mines on cooldown
_mine_cd_timer -= delta
if _mine_cd_timer <= 0.0:
_mine_cd_timer = MINE_CD_P2 if _phase == Phase.TWO else MINE_CD_P1
_spawn_mine(global_position)
# Update each mine's lifecycle
var i := _mines.size() - 1
while i >= 0:
var entry: Dictionary = _mines[i]
var node: Node2D = entry["node"]
if not is_instance_valid(node):
_mines.remove_at(i)
i -= 1
continue
entry["timer"] += delta
# Arm at 1 second — start pulsing red and show AOE ring
if not entry["armed"] and entry["timer"] >= MINE_ARM_TIME:
entry["armed"] = true
var aoe_ring: Polygon2D = entry["aoe_ring"]
aoe_ring.visible = true
# Armed visual pulse (mine core and AOE ring)
if entry["armed"]:
var poly: Polygon2D = entry["poly"]
var aoe_ring: Polygon2D = entry["aoe_ring"]
var pulse := fmod(entry["timer"], 0.25) < 0.125
poly.color = Color(1.0, 0.15, 0.1, 0.95) if pulse else Color(0.6, 0.08, 0.05, 0.9)
aoe_ring.color = Color(1.0, 0.3, 0.1, 0.25) if pulse else Color(1.0, 0.3, 0.1, 0.12)
# Explode at 3 seconds
if entry["timer"] >= MINE_LIFE_TIME:
_explode_mine(entry)
_mines.remove_at(i)
i -= 1
func _spawn_mine(world_pos: Vector2) -> void:
AudioManager.play("mine_arm")
var mine := Node2D.new()
# AOE ring visual — shows blast radius when armed (hidden initially)
var aoe_ring := Polygon2D.new()
var aoe_pts := PackedVector2Array()
for j in 24:
var a := TAU * j / 24.0
aoe_pts.append(Vector2(cos(a), sin(a)) * MINE_AOE)
aoe_ring.polygon = aoe_pts
aoe_ring.color = Color(1.0, 0.3, 0.1, 0.15)
aoe_ring.visible = false
mine.add_child(aoe_ring)
# Visual — dim dark red polygon circle (not armed yet)
var poly := Polygon2D.new()
var pts := PackedVector2Array()
for j in 12:
var a := TAU * j / 12.0
pts.append(Vector2(cos(a), sin(a)) * MINE_RADIUS)
poly.polygon = pts
poly.color = Color(0.35, 0.05, 0.05, 0.7) # dim until armed
mine.add_child(poly)
get_parent().add_child(mine)
mine.global_position = world_pos
_mines.append({"node": mine, "timer": 0.0, "armed": false, "poly": poly, "aoe_ring": aoe_ring})
func _explode_mine(entry: Dictionary) -> void:
AudioManager.play("mine_explode")
var node: Node2D = entry["node"]
if not is_instance_valid(node):
return
# Check if player is within AOE
if _player != null and is_instance_valid(_player):
var dist := node.global_position.distance_to(_player.global_position)
if dist <= MINE_AOE:
_player.take_damage(MINE_DAMAGE)
# Brief visual flash for explosion (optional: could add particle later)
var flash := Polygon2D.new()
var pts := PackedVector2Array()
for j in 16:
var a := TAU * j / 16.0
pts.append(Vector2(cos(a), sin(a)) * MINE_AOE)
flash.polygon = pts
flash.color = Color(1.0, 0.4, 0.1, 0.6)
flash.global_position = node.global_position
get_parent().add_child(flash)
# Remove flash after short delay
var tw := get_tree().create_tween()
tw.tween_property(flash, "modulate:a", 0.0, 0.15)
tw.tween_callback(flash.queue_free)
node.queue_free()
func _clear_mines() -> void:
for entry in _mines:
if is_instance_valid(entry["node"]):
entry["node"].queue_free()
_mines.clear()
# ---------------------------------------------------------------------------
# Climax — freeze + blink, then die
# ---------------------------------------------------------------------------
func _do_climax(delta: float) -> void:
velocity = Vector2.ZERO
_freeze_timer -= delta
var blink := fmod(_freeze_timer, 0.3) < 0.15
visual.modulate = Color(2.0, 0.3, 0.3) if blink else Color(0.25, 0.08, 0.08)
if _freeze_timer <= 0.0:
_die()
# ---------------------------------------------------------------------------
# Damage / death
# ---------------------------------------------------------------------------
func take_damage(amount: float) -> void:
if _phase == Phase.CLIMAX:
return # already dying
current_health -= amount
_flash_timer = 0.1
AudioManager.play("enemy_hit")
if current_health <= 0.0:
_enter_climax()
func _die() -> void:
AudioManager.play("enemy_death")
_clear_mines()
for entry in _sweep_projs:
if is_instance_valid(entry["node"]):
entry["node"].queue_free()
_sweep_projs.clear()
# Always spawn item pickup
_spawn_item_drop()
# Also spawn body part if player doesn't have all
_spawn_body_part_drop()
EventBus.boss_died.emit()
queue_free()
func _spawn_item_drop() -> void:
# Filter out already collected items
var available: Array[String] = []
for path in ALL_ITEM_PATHS:
var dominated := false
for collected in RunManager.run_items:
if collected.resource_path == path:
dominated = true
break
if not dominated:
available.append(path)
if available.is_empty():
return
var chosen: String = available[randi() % available.size()]
var pickup = RUN_ITEM_PICKUP.instantiate()
pickup.item = load(chosen)
var spawn_pos := global_position + Vector2(-30, 0)
get_parent().call_deferred("add_child", pickup)
pickup.set_deferred("global_position", spawn_pos)
func _spawn_body_part_drop() -> void:
var unacquired: Array[String] = []
for path in ALL_PART_PATHS:
if path not in UpgradeManager.acquired_part_paths:
unacquired.append(path)
if unacquired.is_empty():
return
var chosen: String = unacquired[randi() % unacquired.size()]
var pickup = BODY_PART_PICKUP.instantiate()
pickup.part = load(chosen)
var spawn_pos := global_position + Vector2(30, 0)
get_parent().call_deferred("add_child", pickup)
pickup.set_deferred("global_position", spawn_pos)
# ---------------------------------------------------------------------------
# Visual — phase-aware tints (overrides EnemyBase._tick_flash)
# ---------------------------------------------------------------------------
func _tick_flash(delta: float) -> void:
if _phase == Phase.CLIMAX:
return # _do_climax owns the visual
# Telegraph: yellow warning pulse (same pattern as Supervisor wind-up)
if _telegraphing:
var pulse := fmod(_telegraph_timer, 0.18) < 0.09
var base := Color(1.0, 0.65, 0.2) if _phase == Phase.TWO else Color(1.0, 1.0, 1.0)
visual.modulate = Color(2.4, 2.1, 0.3) if pulse else base
return
# Hit flash
if _flash_timer > 0.0:
_flash_timer -= delta
visual.modulate = Color(2.5, 2.5, 2.5)
return
# Idle tint
visual.modulate = Color(1.0, 0.65, 0.2) if _phase == Phase.TWO else Color(1.0, 1.0, 1.0)