1976149ce5
Chemistry row *Spread* (canon CONCEPT.md § tag grammar): a heated enemy slammed into another (knockback impact >= threshold, not a walking bump) spreads its heat on contact and passes momentum, so chains cascade with decaying force — chemistry feeding chemistry. Authorship-loud feedback stack per canon: ~80ms hitstop (owned by the hand, capped so chain procs can't lock the world; rides on top of freeze/thaw states), the two tag hues meeting at the point of impact (oriented fx, no proc text), and a per-pair audio sting (procedural placeholder, _ph-marked per asset policy). Burster: second enemy type, HEAT-tagged walking bomb (orange base, literal tag mirror) — self-heats ~0.5/s toward threshold, big detonation. Every 4th spawn. Detonations are now symmetric: they damage enemies AND the mech in radius (one grammar on both sides; heat play prices standing close). Grunt scene exports drive both enemy types — no subclass. Smoke gate extended: burster self-heat observed (retry-tolerant), deterministic staged chemistry proc (heated striker slammed into cold neighbor outside weapon range -> proc counter, heat spread). 3/3 green on nh3-dev headless 4.7.1. Known cosmetic: 2 ObjectDB instances reported leaked at exit (constant, exit-order artifact — audio stream alive at quit), not a runtime leak.
51 lines
1.5 KiB
GDScript
51 lines
1.5 KiB
GDScript
extends Node2D
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## Keeps a floor count of grunts alive, spawning at the arena's inset
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## edges. Endless trickle — the tracer needs targets, not waves.
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signal grunt_spawned(grunt: Node)
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const GRUNT := preload("res://scenes/grunt.tscn")
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const BURSTER := preload("res://scenes/burster.tscn")
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@export var target_count := 8
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@export var spawn_interval := 0.8
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## Every Nth spawn is a burster.
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@export var burster_every := 4
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@export var spawn_rect := Rect2(32, 32, 576, 296)
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@export var min_dist_from_mech := 120.0
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var _timer := 0.0
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var _spawned := 0
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func _physics_process(delta: float) -> void:
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_timer -= delta
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if _timer > 0.0:
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return
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_timer = spawn_interval
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if get_tree().get_nodes_in_group("enemies").size() < target_count:
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_spawn()
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func _spawn() -> void:
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_spawned += 1
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var scene := BURSTER if _spawned % burster_every == 0 else GRUNT
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var g := scene.instantiate()
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g.position = _pick_point()
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add_child(g)
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grunt_spawned.emit(g)
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func _pick_point() -> Vector2:
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var mech := get_tree().get_first_node_in_group("mech") as Node2D
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var p := Vector2.ZERO
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for i in 12:
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match randi() % 4:
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0: p = Vector2(randf_range(spawn_rect.position.x, spawn_rect.end.x), spawn_rect.position.y)
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1: p = Vector2(randf_range(spawn_rect.position.x, spawn_rect.end.x), spawn_rect.end.y)
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2: p = Vector2(spawn_rect.position.x, randf_range(spawn_rect.position.y, spawn_rect.end.y))
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3: p = Vector2(spawn_rect.end.x, randf_range(spawn_rect.position.y, spawn_rect.end.y))
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if mech == null or p.distance_to(mech.global_position) >= min_dist_from_mech:
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return p
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return p
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