#114: the enemy bomber flies, and its bombs arrive
It was a siege piece that crept at 20px/s and lobbed a shell taking five seconds to cross the gap. That read as a thing that was stuck rather than a thing that was dangerous: by the time a shell landed the fleet had wandered off, and the tower was still approaching. It now moves at 150px/s, faces where it is going, and its bombs travel at 460 - fast enough to arrive while the target is roughly where it was aimed, slow enough that the impact cross is a warning rather than a formality. The hull is a bomber rather than a lumpy octagon: swept wings, a short fuselage, a bay under it. The bomb has fins and a hot core down its smoke trail, and the blast throws real debris - a BombBlastVFX built from the same LightBurstVFX as every other explosion, plus a second ring chasing the first outwards and a white flash that is gone almost at once. It also bombs what the player has BUILT, through the shared targeting rather than the fleet alone, and its blast damages structures - it had been asking Fleet directly and hitting only player_ships, which was already out of step with #101. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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4 changed files with 109 additions and 31 deletions
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@ -8,12 +8,12 @@ script = ExtResource("1")
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enemy_id = "artillery"
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display_name = "Artillery"
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max_hp = 8
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speed = 90.0
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acceleration = 180.0
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rotation_speed = 3.0
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hull_points = PackedVector2Array(0, -30, 14, -22, 16, -6, 26, 2, 22, 18, 10, 26, -10, 26, -22, 18, -26, 2, -16, -6, -14, -22)
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speed = 215.0
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acceleration = 390.0
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rotation_speed = 4.2
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hull_points = PackedVector2Array(0, -34, 7, -18, 34, -4, 40, 8, 20, 6, 12, 20, 4, 28, -4, 28, -12, 20, -20, 6, -40, 8, -34, -4, -7, -18)
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glow_color = Color(1.0, 0.5, 0.2, 1)
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detail_lines = PackedVector2Array(-14, -20, 14, -20, -12, 6, -20, 16, 12, 6, 20, 16, 0, -22, 0, 6)
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detail_rings = PackedVector2Array(0, -20, 8, 0)
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detail_lines = PackedVector2Array(0, -30, 0, 22, -20, 4, 20, 4, -30, 0, -30, 6, 30, 0, 30, 6, -9, 12, 9, 12)
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detail_rings = PackedVector2Array(0, 14, 9, 0, 0, -16, 5, 0)
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component_scenes = Array[PackedScene]([ExtResource("2")])
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contact_damage = 6
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@ -18,7 +18,7 @@ signal finished
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# SEE coming and the cross marking where it will land. There used to be a
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# 1.8s charge-up before anything left the barrel, which arrived long before
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# the threat was legible and mostly read as the tower being stuck.
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@export var shell_speed: float = 180.0
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@export var shell_speed: float = 460.0
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@export var aoe_radius: float = 220.0
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@export var damage: int = 3
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@export var color: Color = Color(1.0, 0.5, 0.2)
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@ -30,6 +30,13 @@ const EXPLOSION_DURATION: float = 0.8
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# already says that something is coming. A full blast-radius ring here read
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# as an attack that had already happened.
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const IMPACT_CROSS_RADIUS: float = 20.0
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# #114: the blast throws real debris now. The ring alone read as a decal
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# being stamped on the map; a burst gives the moment some weight, and it is
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# the same LightBurstVFX every other explosion in the game is built from.
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const BLAST_VFX = preload("res://vfx/BombBlastVFX.gd")
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# Fins on the falling bomb, so it reads as an object with a direction rather
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# than a travelling dot.
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const FIN_LENGTH: float = 13.0
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var phase: int = Phase.TRAVELING
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var target: Vector2 = Vector2.ZERO
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@ -78,9 +85,16 @@ func _explode() -> void:
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phase = Phase.EXPLODING
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explosion_time = EXPLOSION_DURATION
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position = target
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BLAST_VFX.spawn(get_tree().root, target, color)
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for ship in get_tree().get_nodes_in_group("player_ships"):
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if is_instance_valid(ship) and ship.global_position.distance_to(target) <= aoe_radius:
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ship.take_damage(damage)
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# #101: a bomb does not care whether what it landed on flies. The hitbox
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# is a child Area2D of the Building, which is a plain Node2D and would
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# otherwise be unhittable.
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for hitbox in get_tree().get_nodes_in_group("player_buildings"):
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if is_instance_valid(hitbox) and hitbox.global_position.distance_to(target) <= aoe_radius:
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hitbox.take_damage(damage)
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func _draw() -> void:
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@ -91,14 +105,34 @@ func _draw() -> void:
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_draw_impact_cross(target - shell_pos)
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for i in range(1, trail.size()):
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var alpha: float = float(i) / trail.size()
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draw_line(trail[i - 1] - shell_pos, trail[i] - shell_pos, Color(color, alpha * 0.6), 5.0, true)
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draw_line(trail[i - 1] - shell_pos, trail[i] - shell_pos,
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Color(color, alpha * 0.6), 5.0, true)
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# A hot core down the middle of the smoke, brightest at the
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# bomb itself.
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draw_line(trail[i - 1] - shell_pos, trail[i] - shell_pos,
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Color(1.0, 0.94, 0.86, alpha * 0.5), 1.6, true)
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draw_circle(Vector2.ZERO, 14.0, Color(color, 0.35))
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# Fins, laid across the direction of travel.
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var heading: Vector2 = (target - shell_pos)
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heading = heading.normalized() if heading.length() > 0.001 else Vector2.DOWN
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var across: Vector2 = Vector2(-heading.y, heading.x) * FIN_LENGTH * 0.55
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var tail: Vector2 = -heading * FIN_LENGTH
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NeonDraw.draw_glowing_line(self, tail - across, tail + across, color, 0.9, 0.4)
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NeonDraw.draw_glowing_line(self, tail, heading * 6.0, color, 0.9, 0.45)
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 8.0, color, 1.0)
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Phase.EXPLODING:
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var eprogress: float = 1.0 - explosion_time / EXPLOSION_DURATION
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var eradius: float = lerpf(30.0, aoe_radius, minf(eprogress * 1.5, 1.0))
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draw_circle(Vector2.ZERO, eradius, Color(color, (1.0 - eprogress) * 0.18))
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_draw_ring(eradius, 1.0 - eprogress)
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# A second ring chasing the first outwards, and a white flash
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# that is gone almost at once - the two together are what make a
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# blast read as a shock rather than a circle growing.
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if eprogress < 0.55:
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_draw_ring(eradius * 0.62, (0.55 - eprogress) * 1.6)
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if eprogress < 0.18:
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draw_circle(Vector2.ZERO, eradius * 0.7,
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Color(1.0, 0.95, 0.88, (0.18 - eprogress) * 3.0))
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# A small cross where the shell will land, plus a dot at the exact point.
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@ -1,20 +1,32 @@
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class_name EnemyArtilleryComponent
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extends Node
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# Stationary siege piece: drifts slowly toward the fleet (deliberately no
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# pursuit component - closing distance is incidental, not its purpose) and
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# fires a slow, clearly visible AOE shell on a long cooldown via a
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# standalone ArtilleryShell, so an already-launched shot survives this
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# enemy dying mid-flight, same as EnemyProjectile/Projectile already do.
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# The bomber: it moves to where its bombs will land and drops them there.
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#
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# #114 turned it from a siege piece into an aircraft. It used to creep at
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# 20px/s and lob a shell that took five seconds to arrive, which read as a
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# thing that was stuck rather than a thing that was dangerous - by the time
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# a shell landed the fleet had wandered off, and the tower was still
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# approaching. It now flies at its own speed and its bombs travel at 460.
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#
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# The shell is still a standalone ArtilleryShell added to the root, so an
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# already-dropped bomb survives this enemy dying mid-flight, same as
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# EnemyProjectile/Projectile already do.
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var capability_id: String = "artillery"
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@export var fire_cooldown: float = 6.0
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@export var fire_cooldown: float = 4.0
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@export var fire_range: float = 900.0
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@export var shell_speed: float = 180.0
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# #114: fast enough that the bomb arrives while the target is still roughly
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# where it was aimed, and slow enough that the impact cross is a warning
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# rather than a formality.
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@export var shell_speed: float = 460.0
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@export var aoe_radius: float = 220.0
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@export var damage: int = 3
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@export var drift_speed: float = 20.0
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# It flies now rather than creeping. Kept as its own number rather than the
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# definition's `speed` so a run-in can be deliberately slower than a chaser's
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# top speed without making the hull slow.
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@export var drift_speed: float = 150.0
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@export var color: Color = Color(1.0, 0.5, 0.2)
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var cooldown_left: float = 0.0
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@ -29,10 +41,12 @@ func tick(delta: float) -> void:
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if cooldown_left > 0.0:
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return
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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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# #101/#113: it bombs what the player has BUILT as readily as what they
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# are flying, and asks the shared targeting rather than the fleet alone.
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var target: Node2D = EnemyTargets.nearest_target(self, enemy.global_position)
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if target == null:
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return
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var centroid: Vector2 = fleet.get_centroid()
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var centroid: Vector2 = target.global_position
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if enemy.global_position.distance_to(centroid) > fire_range:
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return
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@ -47,18 +61,22 @@ func tick(delta: float) -> void:
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func _drift(enemy: Node2D, delta: float) -> void:
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# Local position throughout, same convention as EnemyPursuitComponent/
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# EnemyStandoffComponent: valid as long as the enemy's container and
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# Fleet share a common origin, which every scene in this project does.
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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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var target: Node2D = EnemyTargets.nearest_target(self, enemy.global_position)
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if target == null:
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return
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var to_fleet: Vector2 = fleet.get_centroid() - enemy.position
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# #69: gated by the same fire_range it already shells within, rather
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# than a second tunable that could drift out of sync - outside its own
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# firing envelope it has nothing to be drifting toward yet.
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if to_fleet.length() > fire_range:
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var to_target: Vector2 = target.global_position - enemy.global_position
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var distance: float = to_target.length()
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if distance < 1.0:
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return
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if to_fleet.length() < 1.0:
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# #69: gated by the same fire_range it already bombs within, rather than
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# a second tunable that could drift out of sync - outside its own firing
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# envelope it has nothing to be flying toward yet. #113: unless it came
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# in with a wave, in which case it has somewhere to be.
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if distance > fire_range and not EnemyTargets.ignores_range(enemy):
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return
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enemy.position += to_fleet.normalized() * drift_speed * delta
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var heading: Vector2 = to_target / distance
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enemy.global_position += heading * drift_speed * delta
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# #114: it faces where it is going. A bomber that flew sideways was most
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# of why the old one read as scenery being nudged along.
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enemy.rotation = lerp_angle(enemy.rotation, heading.angle() + PI / 2.0,
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enemy.rotation_speed * delta)
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