#105 (#97g): garrison vessels patrol and defend their outpost
A garrisoned vessel circles its post, engages what comes into range, and goes back to circling. It steers by writing move_target and lets Ship's own steering fly it, so it accelerates, banks and brakes exactly like a vessel in the formation. It is not in Fleet.ships. It does not follow the formation, does not count against max_fleet_size(), and does not move when the player flies away - which is the whole point of stationing it. A garrison that ate a fleet slot would mean stationing a vessel cost the player a place in their own wedge. The leash is the load-bearing part. Enemies are judged from the POST rather than from the vessel, so a garrison that has drifted out to its leash cannot see further still and be walked away from its outpost one enemy at a time, and an engagement is clamped to a circle around the post rather than to a straight line, so it still manoeuvres while pinned. The orbit starts from where the vessel actually is rather than a random bearing. A random one makes the first move_target a point on the far side of the circle, and the vessel flies straight across the middle - through the outpost it is guarding. EnemyTargets.nearest_ship now searches the player_ships GROUP instead of Fleet.ships: an enemy that ignored the guns shooting at it, because they were not in the player's formation, would let a garrison hold a position without ever being fought back. The laser vessel is deliberately not garrisonable. Firing the laser lives in LaserController, a fleet ability driven by the laser button, rather than in VesselLaserComponent - so a garrisoned laser would hold its position and never shoot, and offering a vessel that cannot fight is worse than a short list. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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5 changed files with 444 additions and 6 deletions
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@ -19,16 +19,17 @@ extends RefCounted
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const SHIP_PRIORITY_RANGE: float = 520.0
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# The GROUP, not Fleet.ships. #105 puts vessels at outposts that are not in
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# the fleet at all, and an enemy that ignored the guns actually shooting at
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# it - because they were not in the player's formation - would let a
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# garrison hold a position without ever being fought back.
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static func nearest_ship(node: Node, from: Vector2) -> Node2D:
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var fleet: Node2D = node.get_tree().get_first_node_in_group("player_fleet")
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if fleet == null:
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return null
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var nearest: Node2D = null
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var best: float = INF
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for ship in fleet.ships:
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if not is_instance_valid(ship):
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for ship in node.get_tree().get_nodes_in_group("player_ships"):
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if not is_instance_valid(ship) or ship.is_queued_for_deletion():
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continue
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var d: float = from.distance_to(ship.global_position)
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var d: float = from.distance_to((ship as Node2D).global_position)
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if d < best:
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best = d
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nearest = ship
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