#109: garrison vessels wander their post instead of walking a ring
Two things were wrong and the second was the real one. A ring is not what a picket does - but each step around it was shorter than Ship's arrive_radius, so every frame the vessel SNAPPED onto its target and zeroed its velocity, and Ship only turns to face a heading while it is actually moving. The result slid around the outpost pointing whichever way it had spawned. So: real destinations, far enough apart to be flown to. The vessel picks a point somewhere in its patrol area, flies there, pauses, and picks another. A leg is never shorter than wander_min_leg, which is what keeps the snap-and-stop from coming straight back, and a leg that cannot be reached times out rather than stranding the picket. Breaking off a fight now starts a fresh leg from where the fight ended, rather than flying back to a waypoint chosen before it began. Measured: 485px of wander, 46-271px from its post, up to 690px/s, pointing where it was going for 88% of its travel. The test measures that facing as a FRACTION rather than a worst instant - a vessel just given a new heading is legitimately still swinging onto it at its own rotation_speed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
209169206b
commit
457ae7023c
2 changed files with 107 additions and 21 deletions
|
|
@ -10,7 +10,11 @@ extends SceneTree
|
|||
# A. a crewed outpost puts a real vessel in the world, and that vessel is
|
||||
# NOT in the fleet - it must not follow the formation, must not eat a
|
||||
# fleet slot, and must not fly off when the player leaves
|
||||
# B. left alone it circles its post rather than sitting on it
|
||||
# B. left alone it WANDERS its post: it visits genuinely different places,
|
||||
# it is actually travelling rather than sliding, and it faces where it
|
||||
# is going (#109 - it used to walk a circle in steps shorter than
|
||||
# Ship's arrive_radius, so every frame it snapped and zeroed its
|
||||
# velocity, and Ship only turns while it is moving)
|
||||
# C. an enemy inside its detection range is engaged and shot at
|
||||
# D. it will not be walked away: an enemy beyond the leash is ignored, and
|
||||
# an engagement never drags it further than the leash from its post
|
||||
|
|
@ -30,6 +34,10 @@ var stage: int = 0
|
|||
var elapsed: float = 0.0
|
||||
var orbit_min: float = INF
|
||||
var orbit_max: float = 0.0
|
||||
var visited: Array = []
|
||||
var top_speed: float = 0.0
|
||||
var moving_frames: int = 0
|
||||
var facing_frames: int = 0
|
||||
var max_from_post: float = 0.0
|
||||
var dummy_hp_before: int = 0
|
||||
|
||||
|
|
@ -117,20 +125,50 @@ func _process(delta: float) -> bool:
|
|||
stage = 2
|
||||
return false
|
||||
2:
|
||||
# --- B. it circles the post ---------------------------------
|
||||
# --- B. it wanders its post ---------------------------------
|
||||
var from_post: float = guard.global_position.length()
|
||||
orbit_min = minf(orbit_min, from_post)
|
||||
orbit_max = maxf(orbit_max, from_post)
|
||||
if elapsed < 4.0:
|
||||
visited.append(guard.global_position)
|
||||
var speed: float = guard.velocity.length()
|
||||
top_speed = maxf(top_speed, speed)
|
||||
if speed > 40.0:
|
||||
# Facing is only meaningful while actually travelling, which
|
||||
# is the whole of what #109 was about. Measured as a FRACTION
|
||||
# of the travel rather than as a worst instant: a vessel that
|
||||
# has just been given a new heading is legitimately still
|
||||
# swinging onto it at its own rotation_speed, and one frame
|
||||
# mid-turn says nothing about whether it flies nose-first.
|
||||
moving_frames += 1
|
||||
var drift: float = absf(angle_difference(guard.rotation,
|
||||
guard.velocity.angle() + PI / 2.0))
|
||||
if drift <= PI / 4.0:
|
||||
facing_frames += 1
|
||||
if elapsed < 8.0:
|
||||
return false
|
||||
if component.is_engaging():
|
||||
return _fail("the garrison thinks it is fighting with no enemy on the map")
|
||||
if orbit_min < 40.0:
|
||||
return _fail("the garrison sat on top of its outpost (closest %.0fpx)" % orbit_min)
|
||||
if orbit_max > component.leash_range:
|
||||
return _fail("patrolling took it %.0fpx from its post, past the %.0fpx leash" \
|
||||
% [orbit_max, component.leash_range])
|
||||
print("patrolled between %.0f and %.0fpx of its post" % [orbit_min, orbit_max])
|
||||
if top_speed < 60.0:
|
||||
return _fail("the picket never got above %.0fpx/s - it is sliding, not flying" \
|
||||
% top_speed)
|
||||
if moving_frames <= 0:
|
||||
return _fail("it never travelled at all")
|
||||
var aligned: float = float(facing_frames) / float(moving_frames)
|
||||
if aligned < 0.7:
|
||||
return _fail("it was pointing where it was going for only %.0f%% of its travel" \
|
||||
% (aligned * 100.0))
|
||||
# Genuinely different places, not one path walked over and over.
|
||||
var spread: float = 0.0
|
||||
for a in visited:
|
||||
for b in visited:
|
||||
spread = maxf(spread, a.distance_to(b))
|
||||
if spread < 120.0:
|
||||
return _fail("everywhere it went was within %.0fpx - that is not wandering" % spread)
|
||||
print("wandered %.0fpx across, %.0f-%.0fpx from its post, up to %.0fpx/s, nose-first %.0f%% of the way" \
|
||||
% [spread, orbit_min, orbit_max, top_speed, aligned * 100.0])
|
||||
|
||||
# --- D (first half). an enemy beyond the leash is ignored ----
|
||||
enemy = _dummy(Vector2(component.leash_range + component.engage_distance + 900.0, 0.0))
|
||||
|
|
|
|||
Loading…
Reference in a new issue