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:
parent
8d089d6f76
commit
1de66c6fb2
6 changed files with 161 additions and 7 deletions
7
EnemyPursuitComponentMothership.tscn
Normal file
7
EnemyPursuitComponentMothership.tscn
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://EnemyPursuitComponent.gd" id="1"]
|
||||
|
||||
[node name="EnemyPursuitComponentMothership" type="Node"]
|
||||
script = ExtResource("1")
|
||||
detection_range = 1000000.0
|
||||
Loading…
Reference in a new issue