#101 (#97c): waves attack buildings

Every enemy component used to ask the same question - which player SHIP is
nearest - so a structure was scenery they flew straight through. A Building
is also a plain Node2D, so there was nothing to collide with even if one had
tried.

EnemyTargets answers the question once, for pursuit, standoff, the lancer's
lunge and the ranged weapon together, so they cannot drift into disagreeing
about it. It keeps one thumb on the scale: a vessel inside 520px always
wins, even against a nearer building, or the fleet could not defend anything
by interposing itself and an enemy would fly past the ships shooting it.

Buildings get a hitbox - an Area2D in a group, the same shape as a Ship or
an asteroid, so EnemyProjectile needed one extra branch rather than a new
concept. It applies damage on a tick rather than on area_entered: entry
fires once, which is right for a rammer that dies on the first strike, but
would let a sniper that drifted inside sit there scratch-free for ever. On a
tick, an enemy parked on a structure is besieging it.

What one strike costs is data on the enemy definition, for the same reason
dies_on_contact is - a lancer arriving at 950px/s is not a sniper drifting
into a wall.

Also clears the asteroids in test_enemy_projectile_damage. set_process(false)
only stops NEW asteroids; the ones already placed keep drifting, and one
wandering into the shield vessel parked at (2000, 0) spent its single charge
so the projectile fired next killed it. That failed about one parallel suite
run in thirty and never in isolation. Clearing them is what the other combat
tests already do.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-23 13:53:17 +02:00
commit 3debcd7edd
18 changed files with 403 additions and 54 deletions

View file

@ -21,10 +21,11 @@ var velocity: Vector2 = Vector2.ZERO
func tick(delta: float) -> void:
var enemy: Node2D = get_parent()
var target: Node2D = _nearest_ship(enemy)
# #101: holds its preferred range off a building just as off a ship.
var target: Node2D = EnemyTargets.nearest_target(self, enemy.global_position)
if target == null:
return
var to_target: Vector2 = target.position - enemy.position
var to_target: Vector2 = target.global_position - enemy.global_position
var distance: float = to_target.length()
if distance < 1.0 or distance > detection_range:
return
@ -41,7 +42,7 @@ func tick(delta: float) -> void:
desired_velocity = lateral * enemy.speed * 0.5
velocity = velocity.move_toward(desired_velocity, enemy.acceleration * delta)
enemy.position += velocity * delta
enemy.global_position += velocity * delta
if velocity.length() > 5.0:
var target_angle: float = velocity.angle() + PI / 2.0
@ -49,14 +50,4 @@ func tick(delta: float) -> void:
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 null
var nearest: Node2D = fleet.ships[0]
var best_dist: float = enemy.position.distance_to(nearest.position)
for ship in fleet.ships:
var d: float = enemy.position.distance_to(ship.position)
if d < best_dist:
best_dist = d
nearest = ship
return nearest
return EnemyTargets.nearest_ship(self, enemy.global_position)