Enemies

A Heavy enemy.
This enemy will have the following subtypes:

Heavy Armor:
- It should not be spawned with too many other types of enemies.

-The player should need to focus this enemy for a period before it dies and should not be easily killable with just traps.

- This enemy uses the same animations and basemodel and rig as the medium enemy, but will be scaled up slightly and feature a different appearance with armor.
 * Melee:  Targets the power core and structures.
 * High Health. High damage traps should not be able to kill this enemy in one go.
 * Slow Speed. Slower than the Player’s walking speed
 * High Damage.
 * Behaviors:
 * Detection: Heavy enemies go for the base unless they see the player in their vision range. They try and get past as many traps as they can. They should do a melee attack if the player gets in range.
 * Pathfinding: Heavy enemies chose the quickest path to the power core.
 * Attacks: Heavy enemies should attack the player that gets in their melee range. (Later we might make the heavy enemies destroy traps to keep in mind)
 * List of Attack animation:
 * Smash: Big enemies smashes down in front of him. Two fists slam down. This attack can hit structures and traps.
 * Building destruction: Heavy enemies should destroy everything that is blocking their path. With high damage output, this should be rather quickly.

A Medium enemy.
This enemy will have the following subtypes:

Medium Armor:
- All medium armor types use the same base mesh, rig, and animations but they can have different armor and/or weapons

These are the standard enemies, which will be spawned in the most wave.
 * Melee: Normal speed enemies, that try to hit players or structures or the power core.
 * Medium Health . High damage traps should be to kill this enemy in one go.
 * Medium Speed . Same speed as the Player’s walking speed.
 * Medium Damage.
 * Behaviors:
 * Detection: Melee Medium Enemies should choose 30/70 between the player and the base.
 * Pathfinding: Shortest path
 * Attacks: When close to the player starts hitting the player.
 * List of attacks:
 * Punches at players or structures. Show intent
 * Building destruction: If no path to the power core or player starts destroying the walls to create a path.
 * Shooting: Enemies that have weapons and can shoot the player from a distance. Targets the player when shooting but can walk to a structure and destroy it.
 * Medium Health. High damage traps should be to kill this enemy in one go.
 * Medium Speed. Same speed as the Player’s walking speed.
 * Low Damage. Bullets should not have a high damage output.
 * Behaviors:
 * Detection: Should 100% aim for the player. In multiplayer should chose the closet by the player and switch target in another player gets closer.
 * Pathfinding:  Stay in an attack range for shooting the player but move around.
 * Attacks:  Assault rifle gun. Shoots at the player
 * List of attacks:
 * Shoots with a gun, standstill while shooting.
 * Building destruction: -
 * Grenade thrower Enemies that have a single grenade and can throw that to the player from a distance. Targets both structures and players. Is not implemented!!!
 * Medium Health . High damage traps should be to kill this enemy in one go.
 * Medium Speed . Same speed as the Player’s walking speed.
 * Medium Damage. Grenades that damage both players and structures.
 * Behaviors:
 * Detection: Selects a structure nearest or player (70/30) and throw their grenade when they are in throwing distance. After that, they become medium melee enemies.
 * Pathfinding:  Stay in an attack range for throwing their grenade
 * Attacks: Throw their grenade when they are in throwing distance.
 * List of attacks:
 * Can throw a single grenade. This should have a long wind up to show intent. after punches at players or structures. Long wind up to show intent.
 * Building destruction: If no path to the power core or player starts destroying the walls to create a path.

Light Armor:
These are fast enemies that spawn every so often. They serve as a reaction test for the player.
 * Melee:  Fast enemies that try to hit players or structures.
 * Low health. Medium damage traps should be to kill this enemy in one go.
 * Fast speed . Slightly faster than the Player’s running speed.
 * Low Damage.
 * Behaviors:
 * Detection: Melee Medium Enemies should choose 20/80 between the player and the base.
 * Pathfinding:   Shortest path
 * Attacks: When close to the player starts hitting the player.
 * List of attacks:
 * Punches at players or structures. Long wind up to show intent.
 * Building destruction: If no path to the power core or player starts destroying the walls to create a path.
 * Bomber: Bombers run up to a target (structure) and place explode.
 * Low health . Medium damage traps should be to kill this enemy in one go.
 * Fast speed. Slightly faster than the Player’s running speed.
 * Medium Damage. Area damage when exploding.
 * Behaviors:
 * Detection: Selects a structure nearest or player and runs at it.
 * Pathfinding: Shortest path
 * Attacks: Runs into structures or player and damages them with their bomb. If they manage to use their bomb they die. If killed before the bomb goes off they explode damaging nearby enemies and structures and players.
 * List of attacks:
 * Runs into structures or player.
 * Building destruction: Runs into structures and damages them with their bomb.

Special enemies
Shield enemies

This enemy can't be shot from the front by the player because he has a shield. Buff enemies
 * Low health . Medium damage traps should be to kill this enemy in one go.
 * Medium speed. Same speed as the player.
 * Medium Damage. Only attacks powercore when he is there with melee attack
 * Behaviors:
 * Detection: Walks to the powercore.
 * Pathfinding: Shortest path to the powercore.
 * Attacks: Melee attack on powercore.
 * Special: This enemy has a shield. If the player hits the shield the damage gets canceled.

This enemy buffs other enemies arround him. It also make enemies group up arround him.
 * High Health. High damage traps should not be able to kill this enemy in one go.
 * Medium speed. Same speed as the player.
 * Medium Damage. Only attacks power core when he is there with a melee attack
 * Behaviors:
 * Detection: Walks to the powercore.
 * Pathfinding: Shortest path to the powercore.
 * Attacks: Melee attack on powercore.
 * Special: This enemy has an area around him. If other enemies enter this area they will get buffed and start moving at the same speed as the buff enemy.