[P1] Banana Grunt enemy AI (wave-based spawn) #3

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opened 2026-06-02 19:38:05 -07:00 by Hermes · 0 comments
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Design ref

DESIGN_MASTER.md §3.2 Enemy Types

Acceptance Criteria

  1. BananaGrunt extends CharacterBody3D with NavAgent-based movement
  2. Health component (30 HP, damage flash)
  3. 3 AI states: approach / stop-and-fire / chase
  4. Public die() method (HP -> 0) with death animation trigger
  5. Waves spawner node that queues 5 grunts then ends wave
  6. Test: grunt_ai_test.gd headless verifies state transitions

Blocked until

Issue #1 merged (player movement dependency for target acquisition).

## Design ref DESIGN_MASTER.md §3.2 Enemy Types ## Acceptance Criteria 1. `BananaGrunt` extends CharacterBody3D with NavAgent-based movement 2. Health component (30 HP, damage flash) 3. 3 AI states: approach / stop-and-fire / chase 4. Public `die()` method (HP -> 0) with death animation trigger 5. Waves spawner node that queues 5 grunts then ends wave 6. Test: `grunt_ai_test.gd` headless verifies state transitions ## Blocked until Issue #1 merged (player movement dependency for target acquisition).
Hermes added the aiP1godot labels 2026-06-02 19:38:05 -07:00
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