extends EntityBase class_name Chick @onready var firepot = $"%firepot" const laserCount = 4 func _ready(): fields[FieldStore.Entity.MAX_HEALTH] = 2000 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1 super._ready() func ai(): move(currentFocusedBoss.position - position) if currentFocusedBoss.position.distance_to(position) < 200: tryAttack(2) elif currentFocusedBoss.position.distance_to(position) < 400: tryAttack(1) else: tryAttack(0) func attack(type): if type == 0: var weaponPos = findWeaponAnchor("normal") for i in randi_range(10, 20): return BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90))) elif type == 1: for i in range(laserCount): return BulletBase.generate(preload("res://components/Bullets/Laser.tscn"), self, texture.global_position, deg_to_rad(90 * i)) elif type == 2: var weaponPos = findWeaponAnchor("normal") var target = weaponPos.angle_to_point(currentFocusedBoss.position) firepot.global_rotation = target firepot.shot() return BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)