38 lines
1.3 KiB
GDScript3
38 lines
1.3 KiB
GDScript3
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class_name EnemyPursuitComponent
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extends Node
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# Chases the nearest player ship. Moved out of Enemy.gd verbatim so the
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# behaviour is opt-in per definition rather than hardcoded into every enemy.
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var capability_id: String = "pursuit"
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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_pos: Vector2 = _nearest_ship_position(enemy)
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var to_target: Vector2 = target_pos - enemy.position
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if to_target.length() > 1.0:
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var desired_velocity: Vector2 = to_target.normalized() * enemy.speed
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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_position(enemy: Node2D) -> Vector2:
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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 enemy.position
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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.position
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