#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>
This commit is contained in:
Loïc Wisniewski 2026-08-23 21:58:56 +02:00
commit 0c48b5e739
4 changed files with 109 additions and 31 deletions

View file

@ -1,20 +1,32 @@
class_name EnemyArtilleryComponent
extends Node
# Stationary siege piece: drifts slowly toward the fleet (deliberately no
# pursuit component - closing distance is incidental, not its purpose) and
# fires a slow, clearly visible AOE shell on a long cooldown via a
# standalone ArtilleryShell, so an already-launched shot survives this
# enemy dying mid-flight, same as EnemyProjectile/Projectile already do.
# The bomber: it moves to where its bombs will land and drops them there.
#
# #114 turned it from a siege piece into an aircraft. It used to creep at
# 20px/s and lob a shell that took five seconds to arrive, which 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 flies at its own speed and its bombs travel at 460.
#
# The shell is still a standalone ArtilleryShell added to the root, so an
# already-dropped bomb survives this enemy dying mid-flight, same as
# EnemyProjectile/Projectile already do.
var capability_id: String = "artillery"
@export var fire_cooldown: float = 6.0
@export var fire_cooldown: float = 4.0
@export var fire_range: float = 900.0
@export var shell_speed: float = 180.0
# #114: fast enough that the bomb arrives while the target is still roughly
# where it was aimed, and slow enough that the impact cross is a warning
# rather than a formality.
@export var shell_speed: float = 460.0
@export var aoe_radius: float = 220.0
@export var damage: int = 3
@export var drift_speed: float = 20.0
# It flies now rather than creeping. Kept as its own number rather than the
# definition's `speed` so a run-in can be deliberately slower than a chaser's
# top speed without making the hull slow.
@export var drift_speed: float = 150.0
@export var color: Color = Color(1.0, 0.5, 0.2)
var cooldown_left: float = 0.0
@ -29,10 +41,12 @@ func tick(delta: float) -> void:
if cooldown_left > 0.0:
return
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
# #101/#113: it bombs what the player has BUILT as readily as what they
# are flying, and asks the shared targeting rather than the fleet alone.
var target: Node2D = EnemyTargets.nearest_target(self, enemy.global_position)
if target == null:
return
var centroid: Vector2 = fleet.get_centroid()
var centroid: Vector2 = target.global_position
if enemy.global_position.distance_to(centroid) > fire_range:
return
@ -47,18 +61,22 @@ func tick(delta: float) -> void:
func _drift(enemy: Node2D, delta: float) -> void:
# Local position throughout, same convention as EnemyPursuitComponent/
# EnemyStandoffComponent: valid as long as the enemy's container and
# Fleet share a common origin, which every scene in this project does.
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
var target: Node2D = EnemyTargets.nearest_target(self, enemy.global_position)
if target == null:
return
var to_fleet: Vector2 = fleet.get_centroid() - enemy.position
# #69: gated by the same fire_range it already shells within, rather
# than a second tunable that could drift out of sync - outside its own
# firing envelope it has nothing to be drifting toward yet.
if to_fleet.length() > fire_range:
var to_target: Vector2 = target.global_position - enemy.global_position
var distance: float = to_target.length()
if distance < 1.0:
return
if to_fleet.length() < 1.0:
# #69: gated by the same fire_range it already bombs within, rather than
# a second tunable that could drift out of sync - outside its own firing
# envelope it has nothing to be flying toward yet. #113: unless it came
# in with a wave, in which case it has somewhere to be.
if distance > fire_range and not EnemyTargets.ignores_range(enemy):
return
enemy.position += to_fleet.normalized() * drift_speed * delta
var heading: Vector2 = to_target / distance
enemy.global_position += heading * drift_speed * delta
# #114: it faces where it is going. A bomber that flew sideways was most
# of why the old one read as scenery being nudged along.
enemy.rotation = lerp_angle(enemy.rotation, heading.angle() + PI / 2.0,
enemy.rotation_speed * delta)