extends EntityBase class_name Chick @onready var firepot = $"%firepot" func register(): fields[FieldStore.Entity.MAX_HEALTH] = 1000 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.4 attackCooldownMap[0] = 200 attackCooldownMap[1] = 12000 attackCooldownMap[2] = 2000 attackCooldownMap[3] = 3000 sprintMultiplier = 50 func spawn(): texture.play("walk") func ai(): PresetEntityAI.follow(self, currentFocusedBoss, 0) PresetEntityAI.distanceAttack(self, currentFocusedBoss, 0, 200, 2) PresetEntityAI.distanceAttack(self, currentFocusedBoss, 200, 700, 1) PresetEntityAI.distanceAction(self, currentFocusedBoss, 700, INF, func(): PresetEntityAI.weightAttack(self, [0, 3], [5, 1], func(index): return index == 3) ) func attack(type): if type == 0: var weaponPos = findWeaponAnchor("normal") for i in randi_range(10, 20): BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90))) elif type == 1: var laserCount = randi_range(2, 4) for i in laserCount: BulletBase.generate(ComponentManager.getBullet("ChickLaser"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i)) elif type == 2: var weaponPos = findWeaponAnchor("normal") var target = weaponPos.angle_to_point(currentFocusedBoss.position) firepot.global_rotation = target firepot.shot() BulletBase.generate(ComponentManager.getBullet("FireScan"), self, weaponPos, target) elif type == 3: BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0) trySprint() return true func sprint(): move((currentFocusedBoss.position - position).normalized() * sprintMultiplier, true)