#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
96
vessels/GarrisonField.gd
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96
vessels/GarrisonField.gd
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extends Node2D
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# #105 (#97g): keeps the vessels stationed at outposts in step with what
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# GameState says is stationed there.
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#
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# Garrison vessels are NOT in Fleet.ships. They are spawned here, under a
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# node of their own, so the formation, the fleet's speed fader and
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# max_fleet_size() all continue to be about the fleet - a garrison that
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# counted against the fleet's slots would mean stationing a vessel cost the
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# player a place in their own wedge, which is the opposite of what an outpost
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# is for.
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#
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# The record is the truth, as everywhere else: this node is rebuilt from
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# GameState.garrison_crew() when the space scene loads, so a garrison
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# survives a trip to a planet surface.
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var ship_scene: PackedScene = preload("res://vessels/Ship.tscn")
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const GARRISON_COMPONENT = preload("res://vessels/VesselGarrisonComponent.gd")
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# {outpost_id: [ship, ...]}
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var stationed: Dictionary = {}
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func _ready() -> void:
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add_to_group("garrison_field")
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sync()
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func _process(_delta: float) -> void:
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sync()
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func ships_at(outpost_id: int) -> Array:
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var out: Array = []
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for ship in stationed.get(outpost_id, []):
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if is_instance_valid(ship) and not ship.is_queued_for_deletion():
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out.append(ship)
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return out
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func all_ships() -> Array:
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var out: Array = []
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for outpost_id in stationed:
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out.append_array(ships_at(outpost_id))
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return out
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func sync() -> void:
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# Retire whole outposts that no longer exist, then reconcile the rest.
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for outpost_id in stationed.keys():
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if GameState.find_building(outpost_id).is_empty():
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for ship in ships_at(outpost_id):
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ship.queue_free()
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stationed.erase(outpost_id)
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for outpost_id in GameState.outpost_ids():
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var record: Dictionary = GameState.find_building(outpost_id)
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var crew: Array = GameState.garrison_crew(outpost_id)
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var here: Array = ships_at(outpost_id)
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stationed[outpost_id] = here
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if here.size() == crew.size():
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continue
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if here.size() > crew.size():
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# The record shrank under us - a vessel was released or lost
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# while this node was not looking.
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for i in range(crew.size(), here.size()):
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here[i].queue_free()
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stationed[outpost_id] = here.slice(0, crew.size())
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continue
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for i in range(here.size(), crew.size()):
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here.append(_spawn(outpost_id, String(crew[i]), record.position, i))
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func _spawn(outpost_id: int, vessel_type: String, at: Vector2, index: int) -> Node2D:
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var ship: Area2D = ship_scene.instantiate()
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# Before add_child, so Ship._ready() builds the right vessel - the same
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# order Fleet.add_ship() relies on.
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ship.vessel_type = vessel_type
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var spread: float = TAU * float(index) / 4.0
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ship.position = at + Vector2(cos(spread), sin(spread)) * 170.0
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add_child(ship)
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var component: Node = GARRISON_COMPONENT.new()
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component.outpost_id = outpost_id
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component.station = at
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ship.add_child(component)
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component.setup()
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# A garrison vessel that dies frees its berth, so #104 sends another.
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ship.destroyed.connect(_on_garrison_lost.bind(outpost_id, vessel_type))
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return ship
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func _on_garrison_lost(outpost_id: int, vessel_type: String) -> void:
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var crew: Array = GameState.garrison_crew(outpost_id)
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var index: int = crew.find(vessel_type)
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if index >= 0:
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crew.remove_at(index)
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120
vessels/VesselGarrisonComponent.gd
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vessels/VesselGarrisonComponent.gd
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class_name VesselGarrisonComponent
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extends Node
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# #105 (#97g): "When a vessel is assigned to an outpost, it navigates around
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# the outpost by itself, attacking nearby ennemies if any are detected."
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#
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# Attached to a Ship at spawn by GarrisonField rather than declared on the
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# vessel definition: garrisoning is a ROLE a hull is put into, not a property
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# of the hull. The same interceptor is a fleet vessel one minute and a
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# garrison the next, and nothing about it changes but who is steering.
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#
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# It steers by writing move_target and lets Ship's own steering do the
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# flying, so a garrison vessel accelerates, banks and brakes exactly like one
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# in the formation. It is not in Fleet.ships, so it does not follow the
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# formation, does not count against max_fleet_size(), and does not move when
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# the player flies away - which is the whole point of stationing it.
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var capability_id: String = "garrison"
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# Which outpost this belongs to, and where that outpost is. The position is
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# copied rather than looked up every tick: the record is the truth, and if
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# the outpost is levelled the vessel should hold the ground it was left on
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# rather than snap to the origin.
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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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@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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# was meant to stop - and the outpost would be left open behind it.
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@export var leash_range: float = 620.0
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# Held off the target rather than ramming it: these are gunships, and a
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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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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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func is_engaging() -> bool:
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return _engaging
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func tick(delta: float) -> void:
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var ship: Node2D = get_parent()
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var target: Node2D = _nearest_enemy(ship)
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_engaging = target != null
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if target == null:
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_patrol(ship, delta)
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_hold_fire(ship)
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return
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_engage(ship, target, delta)
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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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func _engage(ship: Node2D, target: Node2D, delta: float) -> void:
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# Keep station off the target, but never further from the post than the
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# leash allows - the approach is clamped to a circle around the outpost
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# rather than to a straight line, so it still manoeuvres while pinned.
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var to_target: Vector2 = target.global_position - ship.global_position
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var distance: float = to_target.length()
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var wanted: Vector2 = target.global_position
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if distance > 0.001:
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wanted = target.global_position - to_target.normalized() * engage_distance
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var from_station: Vector2 = wanted - station
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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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var weapon: Node = ship.get_component("weapon") if ship.has_method("get_component") else null
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if weapon == null:
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return
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if distance <= weapon.fire_range:
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weapon.set_fire_direction(to_target)
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else:
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weapon.set_fire_direction(Vector2.ZERO)
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func _hold_fire(ship: Node2D) -> void:
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var weapon: Node = ship.get_component("weapon") if ship.has_method("get_component") else null
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if weapon != null:
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weapon.set_fire_direction(Vector2.ZERO)
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func _nearest_enemy(ship: Node2D) -> Node2D:
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var nearest: Node2D = null
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var best: float = detection_range
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy) or enemy.is_queued_for_deletion():
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continue
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var at: Vector2 = (enemy as Node2D).global_position
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# Judged from the POST, not from the vessel: otherwise a garrison
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# that had drifted out to its leash would see further still, and
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# could be walked away from its outpost one enemy at a time.
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if station.distance_to(at) > leash_range + engage_distance:
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continue
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var d: float = ship.global_position.distance_to(at)
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if d < best:
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best = d
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nearest = enemy
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return nearest
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