2026-08-15 21:23:01 +02:00
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class_name EnemyStandoffComponent
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extends Node
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# Holds a preferred distance from the nearest player ship instead of
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# ramming: advances when too far, retreats when too close, drifts
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# laterally in the comfortable band between so it still reads as alive
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# rather than frozen. Never pair with a pursuit component on the same
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# enemy - the two would fight over velocity every tick.
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var capability_id: String = "standoff"
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@export var preferred_range: float = 620.0
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@export var retreat_range_factor: float = 0.75
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2026-08-17 19:47:37 +02:00
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# #69: kept comfortably beyond preferred_range so it still has room to close
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# in before settling at stand-off distance, but the fleet has to actually be
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# somewhere on the board first - see EnemyPursuitComponent's identical fix.
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@export var detection_range: float = 1200.0
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2026-08-15 21:23:01 +02:00
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var velocity: Vector2 = Vector2.ZERO
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func tick(delta: float) -> void:
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var enemy: Node2D = get_parent()
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var target: Node2D = _nearest_ship(enemy)
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if target == null:
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return
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var to_target: Vector2 = target.position - enemy.position
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var distance: float = to_target.length()
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2026-08-17 19:47:37 +02:00
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if distance < 1.0 or distance > detection_range:
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2026-08-15 21:23:01 +02:00
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return
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var direction: Vector2 = to_target / distance
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var retreat_range: float = preferred_range * retreat_range_factor
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var desired_velocity: Vector2
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if distance > preferred_range:
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desired_velocity = direction * enemy.speed
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elif distance < retreat_range:
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desired_velocity = -direction * enemy.speed
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else:
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var lateral: Vector2 = Vector2(-direction.y, direction.x)
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desired_velocity = lateral * enemy.speed * 0.5
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velocity = velocity.move_toward(desired_velocity, enemy.acceleration * delta)
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enemy.position += velocity * delta
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if velocity.length() > 5.0:
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var target_angle: float = velocity.angle() + PI / 2.0
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enemy.rotation = lerp_angle(enemy.rotation, target_angle, enemy.rotation_speed * delta)
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func _nearest_ship(enemy: Node2D) -> Node2D:
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var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
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if fleet == null or fleet.ships.is_empty():
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return null
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var nearest: Node2D = fleet.ships[0]
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var best_dist: float = enemy.position.distance_to(nearest.position)
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for ship in fleet.ships:
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var d: float = enemy.position.distance_to(ship.position)
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if d < best_dist:
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best_dist = d
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nearest = ship
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return nearest
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