spaceship/enemies/EnemyProjectile.gd

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extends Area2D
# Mirrors Projectile.gd, but travels the other direction: fired by an enemy
# component (see EnemyRangedWeaponComponent, #45) and damages player_ships.
# This is the half of ranged combat that never existed before #44 - enemies
# could previously only hurt the fleet by physical contact.
@export var speed: float = 260.0
@export var lifetime: float = 3.0
@export var damage: int = 1
@export var bolt_length: float = 20.0
@export var color: Color = Color(1.0, 0.4, 0.35)
var velocity: Vector2 = Vector2.ZERO
var age: float = 0.0
func _ready() -> void:
add_to_group("enemy_projectiles")
area_entered.connect(_on_area_entered)
queue_redraw()
func launch(direction: Vector2) -> void:
velocity = direction.normalized() * speed
rotation = direction.angle() + PI / 2.0
func _physics_process(delta: float) -> void:
position += velocity * delta
age += delta
if age >= lifetime:
queue_free()
func _on_area_entered(area: Area2D) -> void:
if area.is_in_group("player_ships"):
area.take_damage(damage)
queue_free()
#101 (#97c): waves attack buildings Every enemy component used to ask the same question - which player SHIP is nearest - so a structure was scenery they flew straight through. A Building is also a plain Node2D, so there was nothing to collide with even if one had tried. EnemyTargets answers the question once, for pursuit, standoff, the lancer's lunge and the ranged weapon together, so they cannot drift into disagreeing about it. It keeps one thumb on the scale: a vessel inside 520px always wins, even against a nearer building, or the fleet could not defend anything by interposing itself and an enemy would fly past the ships shooting it. Buildings get a hitbox - an Area2D in a group, the same shape as a Ship or an asteroid, so EnemyProjectile needed one extra branch rather than a new concept. It applies damage on a tick rather than on area_entered: entry fires once, which is right for a rammer that dies on the first strike, but would let a sniper that drifted inside sit there scratch-free for ever. On a tick, an enemy parked on a structure is besieging it. What one strike costs is data on the enemy definition, for the same reason dies_on_contact is - a lancer arriving at 950px/s is not a sniper drifting into a wall. Also clears the asteroids in test_enemy_projectile_damage. set_process(false) only stops NEW asteroids; the ones already placed keep drifting, and one wandering into the shield vessel parked at (2000, 0) spent its single charge so the projectile fired next killed it. That failed about one parallel suite run in thirty and never in isolation. Clearing them is what the other combat tests already do. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 13:53:17 +02:00
return
# #101: structures are targets too. The hitbox is a child Area2D of the
# Building, which is a plain Node2D and could not be hit otherwise.
if area.is_in_group("player_buildings"):
area.take_damage(damage)
queue_free()
func _draw() -> void:
var tip: Vector2 = Vector2(0, -bolt_length * 0.6)
var tail: Vector2 = Vector2(0, bolt_length * 0.4)
NeonDraw.draw_glowing_line(self, tail, tip, color, 1.0, 0.5)