#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>
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2 changed files with 107 additions and 21 deletions
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@ -10,7 +10,11 @@ extends SceneTree
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# A. a crewed outpost puts a real vessel in the world, and that vessel is
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# NOT in the fleet - it must not follow the formation, must not eat a
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# fleet slot, and must not fly off when the player leaves
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# B. left alone it circles its post rather than sitting on it
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# B. left alone it WANDERS its post: it visits genuinely different places,
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# it is actually travelling rather than sliding, and it faces where it
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# is going (#109 - it used to walk a circle in steps shorter than
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# Ship's arrive_radius, so every frame it snapped and zeroed its
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# velocity, and Ship only turns while it is moving)
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# C. an enemy inside its detection range is engaged and shot at
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# D. it will not be walked away: an enemy beyond the leash is ignored, and
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# an engagement never drags it further than the leash from its post
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@ -30,6 +34,10 @@ var stage: int = 0
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var elapsed: float = 0.0
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var orbit_min: float = INF
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var orbit_max: float = 0.0
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var visited: Array = []
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var top_speed: float = 0.0
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var moving_frames: int = 0
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var facing_frames: int = 0
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var max_from_post: float = 0.0
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var dummy_hp_before: int = 0
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@ -117,20 +125,50 @@ func _process(delta: float) -> bool:
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stage = 2
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return false
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2:
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# --- B. it circles the post ---------------------------------
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# --- B. it wanders its post ---------------------------------
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var from_post: float = guard.global_position.length()
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orbit_min = minf(orbit_min, from_post)
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orbit_max = maxf(orbit_max, from_post)
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if elapsed < 4.0:
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visited.append(guard.global_position)
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var speed: float = guard.velocity.length()
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top_speed = maxf(top_speed, speed)
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if speed > 40.0:
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# Facing is only meaningful while actually travelling, which
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# is the whole of what #109 was about. Measured as a FRACTION
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# of the travel rather than as a worst instant: a vessel that
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# has just been given a new heading is legitimately still
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# swinging onto it at its own rotation_speed, and one frame
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# mid-turn says nothing about whether it flies nose-first.
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moving_frames += 1
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var drift: float = absf(angle_difference(guard.rotation,
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guard.velocity.angle() + PI / 2.0))
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if drift <= PI / 4.0:
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facing_frames += 1
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if elapsed < 8.0:
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return false
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if component.is_engaging():
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return _fail("the garrison thinks it is fighting with no enemy on the map")
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if orbit_min < 40.0:
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return _fail("the garrison sat on top of its outpost (closest %.0fpx)" % orbit_min)
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if orbit_max > component.leash_range:
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return _fail("patrolling took it %.0fpx from its post, past the %.0fpx leash" \
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% [orbit_max, component.leash_range])
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print("patrolled between %.0f and %.0fpx of its post" % [orbit_min, orbit_max])
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if top_speed < 60.0:
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return _fail("the picket never got above %.0fpx/s - it is sliding, not flying" \
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% top_speed)
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if moving_frames <= 0:
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return _fail("it never travelled at all")
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var aligned: float = float(facing_frames) / float(moving_frames)
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if aligned < 0.7:
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return _fail("it was pointing where it was going for only %.0f%% of its travel" \
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% (aligned * 100.0))
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# Genuinely different places, not one path walked over and over.
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var spread: float = 0.0
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for a in visited:
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for b in visited:
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spread = maxf(spread, a.distance_to(b))
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if spread < 120.0:
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return _fail("everywhere it went was within %.0fpx - that is not wandering" % spread)
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print("wandered %.0fpx across, %.0f-%.0fpx from its post, up to %.0fpx/s, nose-first %.0f%% of the way" \
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% [spread, orbit_min, orbit_max, top_speed, aligned * 100.0])
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# --- D (first half). an enemy beyond the leash is ignored ----
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enemy = _dummy(Vector2(component.leash_range + component.engage_distance + 900.0, 0.0))
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@ -24,8 +24,23 @@ var capability_id: String = "garrison"
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var outpost_id: int = 0
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var station: Vector2 = Vector2.ZERO
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@export var orbit_radius: float = 170.0
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@export var orbit_speed: float = 0.85
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# #109: it used to walk a circle, one small step per frame. That looked
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# wrong for two reasons and the second was the real one. A ring is not what
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# a picket does - but worse, each step was shorter than Ship's arrive_radius,
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# so every frame the vessel SNAPPED onto its target and set velocity to zero,
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# and Ship only turns to face a heading while it is actually moving. The
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# result slid around the outpost pointing whichever way it had spawned.
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#
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# So: real destinations, far enough apart to be flown to. The vessel picks a
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# point somewhere in its patrol area, goes there, pauses, and picks another.
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@export var wander_radius: float = 340.0
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# A new leg is never shorter than this, or the snap-and-stop problem comes
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# straight back.
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@export var wander_min_leg: float = 150.0
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@export var wander_arrive: float = 60.0
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@export var wander_pause: float = 0.8
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# A leg that somehow cannot be reached must not strand the picket.
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@export var wander_leg_timeout: float = 12.0
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@export var detection_range: float = 950.0
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# How far from its post it will go. Without a leash a garrison would be
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# drawn off by anything that flew past, which is exactly what stationing it
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@ -35,18 +50,14 @@ var station: Vector2 = Vector2.ZERO
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# vessel that closed to zero would trade itself for a chaser every time.
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@export var engage_distance: float = 300.0
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var _angle: float = 0.0
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var _engaging: bool = false
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var _wander_to: Vector2 = Vector2.ZERO
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var _leg_time: float = 0.0
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var _pause_left: float = 0.0
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func setup() -> void:
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# Start the orbit from where the vessel actually IS, not from a random
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# bearing. A random one makes the first move_target a point on the far
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# side of the circle, and the vessel flies straight across the middle to
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# reach it - through the outpost it is supposed to be guarding.
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var ship: Node2D = get_parent()
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var offset: Vector2 = ship.global_position - station
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_angle = offset.angle() if offset.length() > 1.0 else randf() * TAU
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_pick_leg()
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func is_engaging() -> bool:
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@ -65,8 +76,43 @@ func tick(delta: float) -> void:
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func _patrol(ship: Node2D, delta: float) -> void:
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_angle += orbit_speed * delta
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ship.move_target = station + Vector2(cos(_angle), sin(_angle)) * orbit_radius
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if _pause_left > 0.0:
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# Sitting still between legs, which is most of what makes it read as
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# a picket holding a position rather than a thing on a rail.
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_pause_left -= delta
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return
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_leg_time += delta
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if ship.global_position.distance_to(_wander_to) <= wander_arrive \
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or _leg_time >= wander_leg_timeout:
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_pause_left = randf_range(wander_pause * 0.5, wander_pause * 1.5)
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_pick_leg()
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return
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ship.move_target = _wander_to
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func _pick_leg() -> void:
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var ship: Node2D = get_parent()
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var from: Vector2 = ship.global_position if ship != null else station
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# Rejection-sampled rather than solved: a handful of tries always finds a
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# point that is both inside the patrol area and far enough to be worth
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# flying to, and the alternative is arithmetic nobody will read.
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for attempt in range(8):
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var angle: float = randf() * TAU
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var radius: float = sqrt(randf()) * wander_radius
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var candidate: Vector2 = station + Vector2(cos(angle), sin(angle)) * radius
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if from.distance_to(candidate) >= wander_min_leg:
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_wander_to = candidate
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_leg_time = 0.0
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return
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# Nothing far enough came up - head straight out to the edge instead.
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var away: Vector2 = (from - station)
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away = away.normalized() if away.length() > 1.0 else Vector2.RIGHT
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_wander_to = station - away * wander_radius
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_leg_time = 0.0
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func patrol_destination() -> Vector2:
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return _wander_to
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func _engage(ship: Node2D, target: Node2D, delta: float) -> void:
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@ -82,9 +128,11 @@ func _engage(ship: Node2D, target: Node2D, delta: float) -> void:
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if from_station.length() > leash_range:
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wanted = station + from_station.normalized() * leash_range
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ship.move_target = wanted
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# The orbit angle keeps advancing while engaged, so breaking off does not
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# snap the vessel back to whatever bearing it left on.
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_angle += orbit_speed * delta
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# Breaking off starts a fresh leg from wherever the fight ended, rather
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# than flying back to a waypoint chosen before it began.
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_wander_to = wanted
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_leg_time = 0.0
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_pause_left = 0.0
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_shoot(ship, target, distance, to_target)
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