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

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[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