Gate enemies behind a detection range instead of instant omniscient pursuit (#69)

Chasers (EnemyPursuitComponent) and snipers (EnemyStandoffComponent)
used to beeline/close in from anywhere on the map the instant they
spawned - no matter how far the fleet was, which read as omniscient
rather than alert. Both now sit idle until the fleet is within their
own detection_range. Artillery's slow drift is gated the same way, but
reuses its own existing fire_range rather than a new tunable - outside
its firing envelope it has nothing to be drifting toward yet.

The enemy mothership deliberately keeps the opposite behaviour: it is
meant to read as a persistent, unavoidable stalking threat, not a
local sentry, so it gets its own EnemyPursuitComponentMothership.tscn
variant with an effectively unlimited detection_range - the same
scene-variant pattern EnemySpawnerComponentChaser/Artillery already
use for per-definition property overrides on a shared component script.
This commit is contained in:
Loïc Wisniewski 2026-08-17 19:47:37 +02:00
commit 1de66c6fb2
6 changed files with 161 additions and 7 deletions

View file

@ -7,11 +7,20 @@ extends Node
var capability_id: String = "pursuit"
var velocity: Vector2 = Vector2.ZERO
# #69: used to beeline from anywhere on the map the instant it spawned,
# which read as omniscient rather than alert. Idle until the fleet actually
# comes within this radius. A persistent stalking threat wants the opposite
# of this - see EnemyPursuitComponentMothership.tscn, which overrides it to
# an effectively unlimited value for the mothership's own instance.
@export var detection_range: float = 850.0
func tick(delta: float) -> void:
var enemy: Node2D = get_parent()
var target_pos: Vector2 = _nearest_ship_position(enemy)
var to_target: Vector2 = target_pos - enemy.position
var target: Node2D = _nearest_ship(enemy)
if target == null or enemy.position.distance_to(target.position) > detection_range:
return
var to_target: Vector2 = target.position - enemy.position
if to_target.length() > 1.0:
var desired_velocity: Vector2 = to_target.normalized() * enemy.speed
@ -23,10 +32,10 @@ func tick(delta: float) -> void:
enemy.rotation = lerp_angle(enemy.rotation, target_angle, enemy.rotation_speed * delta)
func _nearest_ship_position(enemy: Node2D) -> Vector2:
func _nearest_ship(enemy: Node2D) -> Node2D:
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return enemy.position
return null
var nearest: Node2D = fleet.ships[0]
var best_dist: float = enemy.position.distance_to(nearest.position)
@ -35,4 +44,4 @@ func _nearest_ship_position(enemy: Node2D) -> Vector2:
if d < best_dist:
best_dist = d
nearest = ship
return nearest.position
return nearest