Add artillery enemy with telegraphed AOE (#46)

EnemyArtilleryComponent is a stationary siege piece (slow drift toward
the fleet, deliberately no pursuit component) that fires at the fleet
centroid on a long cooldown via a standalone ArtilleryShell -
telegraph ring (~1.8s, growing radius plus a filling countdown arc) ->
slow visible travel -> AOE explosion via Ship.take_damage() on every
player_ships node inside, same all-or-nothing shield absorption as
every other damage source. The shell is independent of the enemy that
fired it (added to the tree root, like EnemyProjectile/Projectile) so
the shooter dying mid-flight doesn't cancel an already-telegraphed
shot, and the impact point is fixed at fire time - never re-aimed at
where the fleet moves to afterward.

Part of the #40 conquest-mechanic breakdown.
This commit is contained in:
Loïc Wisniewski 2026-08-15 21:23:43 +02:00
commit def224667d
16 changed files with 455 additions and 1 deletions

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[gd_resource type="Resource" script_class="EnemyDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://EnemyDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://EnemyArtilleryComponent.tscn" id="2"]
[resource]
script = ExtResource("1")
enemy_id = "artillery"
display_name = "Artillery"
max_hp = 8
speed = 60.0
acceleration = 120.0
rotation_speed = 3.0
hull_points = PackedVector2Array(0, -26, 18.4, -18.4, 26, 0, 18.4, 18.4, 0, 26, -18.4, 18.4, -26, 0, -18.4, -18.4)
glow_color = Color(1.0, 0.5, 0.2, 1)
component_scenes = Array[PackedScene]([ExtResource("2")])

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ArtilleryShell.gd Normal file
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class_name ArtilleryShell
extends Node2D
# Self-contained telegraph -> travel -> explode sequence for the artillery
# enemy's attack (see EnemyArtilleryComponent). Lives independently of the
# enemy that fired it once launched - added to the tree root, exactly like
# EnemyProjectile/Projectile - so the shooter dying mid-flight doesn't
# cancel a shot already telegraphed to the player.
#
# Shield interaction: a shield charge absorbs this hit entirely, same
# all-or-nothing semantics as every other damage source in this game
# (VesselShieldComponent.absorb_hit) - _explode() just calls
# Ship.take_damage() like everything else and lets that logic decide.
signal finished
@export var telegraph_time: float = 1.8
@export var shell_speed: float = 180.0
@export var aoe_radius: float = 220.0
@export var damage: int = 3
@export var color: Color = Color(1.0, 0.5, 0.2)
enum Phase { TELEGRAPHING, TRAVELING, EXPLODING }
const EXPLOSION_DURATION: float = 0.8
var phase: int = Phase.TELEGRAPHING
var target: Vector2 = Vector2.ZERO
var shell_pos: Vector2 = Vector2.ZERO
var telegraph_left: float = 0.0
var explosion_time: float = 0.0
var trail: PackedVector2Array = PackedVector2Array()
func _ready() -> void:
add_to_group("artillery_shells")
func launch(from: Vector2, at: Vector2) -> void:
target = at
shell_pos = from
telegraph_left = telegraph_time
phase = Phase.TELEGRAPHING
position = target
queue_redraw()
func _process(delta: float) -> void:
match phase:
Phase.TELEGRAPHING:
telegraph_left -= delta
if telegraph_left <= 0.0:
phase = Phase.TRAVELING
trail = PackedVector2Array([shell_pos])
queue_redraw()
Phase.TRAVELING:
var to_target: Vector2 = target - shell_pos
var step: float = shell_speed * delta
if to_target.length() <= step:
shell_pos = target
_explode()
else:
shell_pos += to_target.normalized() * step
trail.append(shell_pos)
while trail.size() > 14:
trail.remove_at(0)
position = shell_pos
queue_redraw()
Phase.EXPLODING:
explosion_time -= delta
queue_redraw()
if explosion_time <= 0.0:
finished.emit()
queue_free()
func _explode() -> void:
phase = Phase.EXPLODING
explosion_time = EXPLOSION_DURATION
position = target
for ship in get_tree().get_nodes_in_group("player_ships"):
if is_instance_valid(ship) and ship.global_position.distance_to(target) <= aoe_radius:
ship.take_damage(damage)
func _draw() -> void:
match phase:
Phase.TELEGRAPHING:
var progress: float = clampf(1.0 - telegraph_left / maxf(telegraph_time, 0.001), 0.0, 1.0)
# Growing ring plus a filling countdown arc: the warning reads
# clearly without needing a number on screen.
var radius: float = lerpf(24.0, aoe_radius, progress)
_draw_ring(radius, 0.7)
draw_arc(Vector2.ZERO, aoe_radius + 14.0, -PI / 2.0, -PI / 2.0 + TAU * progress, 48,
Color(color, 0.85), 8.0, true)
Phase.TRAVELING:
for i in range(1, trail.size()):
var alpha: float = float(i) / trail.size()
draw_line(trail[i - 1] - shell_pos, trail[i] - shell_pos, Color(color, alpha * 0.6), 5.0, true)
draw_circle(Vector2.ZERO, 14.0, Color(color, 0.35))
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 8.0, color, 1.0)
Phase.EXPLODING:
var eprogress: float = 1.0 - explosion_time / EXPLOSION_DURATION
var eradius: float = lerpf(30.0, aoe_radius, minf(eprogress * 1.5, 1.0))
draw_circle(Vector2.ZERO, eradius, Color(color, (1.0 - eprogress) * 0.18))
_draw_ring(eradius, 1.0 - eprogress)
func _draw_ring(radius: float, alpha: float) -> void:
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(color, 0.16 * alpha), 16.0, true)
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(color, 0.5 * alpha), 6.0, true)
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(1.0, 0.92, 0.86, 0.9 * alpha), 2.0, true)

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ArtilleryShell.tscn Normal file
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://ArtilleryShell.gd" id="1"]
[node name="ArtilleryShell" type="Node2D"]
script = ExtResource("1")

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class_name EnemyArtilleryComponent
extends Node
# Stationary siege piece: drifts slowly toward the fleet (deliberately no
# pursuit component - closing distance is incidental, not its purpose) and
# fires a slow, heavily telegraphed AOE shell on a long cooldown via a
# standalone ArtilleryShell, so an already-launched shot survives this
# enemy dying mid-flight, same as EnemyProjectile/Projectile already do.
var capability_id: String = "artillery"
@export var fire_cooldown: float = 6.0
@export var fire_range: float = 900.0
@export var telegraph_time: float = 1.8
@export var shell_speed: float = 180.0
@export var aoe_radius: float = 220.0
@export var damage: int = 3
@export var drift_speed: float = 20.0
@export var color: Color = Color(1.0, 0.5, 0.2)
var cooldown_left: float = 0.0
var shell_scene: PackedScene = preload("res://ArtilleryShell.tscn")
func tick(delta: float) -> void:
var enemy: Node2D = get_parent()
_drift(enemy, delta)
cooldown_left -= delta
if cooldown_left > 0.0:
return
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return
var centroid: Vector2 = fleet.get_centroid()
if enemy.global_position.distance_to(centroid) > fire_range:
return
var shell: Node2D = shell_scene.instantiate()
shell.telegraph_time = telegraph_time
shell.shell_speed = shell_speed
shell.aoe_radius = aoe_radius
shell.damage = damage
shell.color = color
enemy.get_tree().root.add_child(shell)
shell.launch(enemy.global_position, centroid)
cooldown_left = fire_cooldown
func _drift(enemy: Node2D, delta: float) -> void:
# Local position throughout, same convention as EnemyPursuitComponent/
# EnemyStandoffComponent: valid as long as the enemy's container and
# Fleet share a common origin, which every scene in this project does.
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return
var to_fleet: Vector2 = fleet.get_centroid() - enemy.position
if to_fleet.length() < 1.0:
return
enemy.position += to_fleet.normalized() * drift_speed * delta

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://EnemyArtilleryComponent.gd" id="1"]
[node name="EnemyArtilleryComponent" type="Node"]
script = ExtResource("1")

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extends RefCounted
const DEFAULT_ID: String = "chaser"
const ORDER: PackedStringArray = ["chaser", "sniper"]
const ORDER: PackedStringArray = ["chaser", "sniper", "artillery"]
const DEFINITIONS: Dictionary = {
"chaser": preload("res://ChaserEnemyDefinition.tres"),
"sniper": preload("res://SniperEnemyDefinition.tres"),
"artillery": preload("res://ArtilleryEnemyDefinition.tres"),
}

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extends Node2D
func _ready() -> void:
GameState.planet_name = "Violet Tempest"
GameState.planet_id = "artillery_preview_gas"
GameState.planet_definition_id = "gas_giant"
GameState.surviving_ship_count = 3
var surface: Node = load("res://PlanetSurface.tscn").instantiate()
surface.get_node("SurfaceController").fade_duration = 0.0
add_child(surface)
var shell: Node = load("res://ArtilleryShell.tscn").instantiate()
shell.telegraph_time = 10.0 # frozen mid-countdown for the screenshot
shell.aoe_radius = 220.0
surface.add_child(shell)
shell.launch(Vector2(-600, -600), Vector2.ZERO)
shell.telegraph_left = shell.telegraph_time * 0.45
shell.set_process(false)
shell.queue_redraw()

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_artillery_telegraph_gas_preview.gd" id="1"]
[node name="ArtilleryTelegraphGasPreview" type="Node2D"]
script = ExtResource("1")

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extends Node2D
func _ready() -> void:
GameState.planet_name = "Kepler's Rest"
GameState.planet_id = "artillery_preview_rocky"
GameState.planet_definition_id = "rocky"
GameState.surviving_ship_count = 3
var surface: Node = load("res://PlanetSurface.tscn").instantiate()
surface.get_node("SurfaceController").fade_duration = 0.0
add_child(surface)
var shell: Node = load("res://ArtilleryShell.tscn").instantiate()
shell.telegraph_time = 10.0 # frozen mid-countdown for the screenshot
shell.aoe_radius = 220.0
surface.add_child(shell)
shell.launch(Vector2(-600, -600), Vector2.ZERO)
shell.telegraph_left = shell.telegraph_time * 0.45
shell.set_process(false)
shell.queue_redraw()

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_artillery_telegraph_rocky_preview.gd" id="1"]
[node name="ArtilleryTelegraphRockyPreview" type="Node2D"]
script = ExtResource("1")

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_artillery_enemy.gd
# Verifies:
# 1. the telegraph is visible (phase == TELEGRAPHING) for the whole
# window before any damage lands
# 2. a ship that leaves the blast radius before impact takes no damage;
# one that stays takes the full hit
# 3. a shielded ship inside the blast survives, losing exactly one charge
# 4. the impact point is fixed at fire time - moving the fleet after the
# shot is launched does not redirect it (tested through the real
# EnemyArtilleryComponent, since that's what could tempt "aim at the
# fleet's live position" instead of its position at fire time)
# Resolved via load() inside _initialize(), NOT a top-level `const ...
# preload(...)` - a top-level preload in a script-mode ENTRY point (-s
# this_file.gd) evaluates during this file's own early compilation, which
# can happen before autoloads are registered. See test_capture_points.gd
# for the full explanation.
var ARTILLERY_SHELL_SCRIPT: Script
var game_state: Node
var main: Node
var fleet: Node
var shell: Node
var ship_inside: Node
var ship_leaves: Node
var shield_ship: Node
var far_ship: Node
var artillery: Node
var art_component: Node
var live_shell: Node
var recorded_target: Vector2 = Vector2.ZERO
var impact_point: Vector2 = Vector2.ZERO
var travel_time: float = 0.0
var stage2_wait: float = 0.0
var stage5_wait: float = 0.0
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
ARTILLERY_SHELL_SCRIPT = load("res://ArtilleryShell.gd")
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 2000
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for a in get_nodes_in_group("asteroids"):
a.queue_free()
impact_point = Vector2(5000, 0)
fleet.spawn_ships(1, impact_point)
ship_inside = fleet.ships[0]
ship_inside.position = impact_point
fleet.add_ship(GameState.VESSEL_INTERCEPTOR)
ship_leaves = fleet.ships[fleet.ships.size() - 1]
ship_leaves.position = impact_point + Vector2(100, 0)
fleet.add_ship(GameState.VESSEL_SHIELD)
shield_ship = fleet.ships[fleet.ships.size() - 1]
shield_ship.position = impact_point + Vector2(-100, 0)
var origin: Vector2 = impact_point + Vector2(400, 400)
travel_time = origin.distance_to(impact_point) / 300.0
shell = load("res://ArtilleryShell.tscn").instantiate()
shell.telegraph_time = 1.0
shell.shell_speed = 300.0
shell.aoe_radius = 220.0
shell.damage = 3
main.add_child(shell)
shell.launch(origin, impact_point)
elapsed = 0.0
stage = 1
return false
1:
# Mid-telegraph: nobody hurt yet, still visibly telegraphing.
if elapsed < shell.telegraph_time * 0.8:
return false
if shell.phase != ARTILLERY_SHELL_SCRIPT.Phase.TELEGRAPHING:
return _fail("shell left the telegraph phase too early")
if not is_instance_valid(ship_inside) or not is_instance_valid(ship_leaves) \
or not is_instance_valid(shield_ship):
return _fail("damage landed before the telegraph window finished")
# Ship B clears the blast radius now, well before impact.
ship_leaves.position = impact_point + Vector2(2000, 0)
# Captured once, as a plain float: the shell frees itself once
# it resolves, so re-reading shell.telegraph_time from inside
# the wait condition below (evaluated every frame) would touch
# a freed object on any frame after that.
stage2_wait = shell.telegraph_time * 0.2 + travel_time + 1.5
elapsed = 0.0
stage = 2
return false
2:
# Enough time for the remaining telegraph, travel, and the full
# explosion visual to resolve.
if elapsed < stage2_wait:
return false
if is_instance_valid(ship_inside):
return _fail("a ship that stayed inside the blast radius survived")
if not is_instance_valid(ship_leaves):
return _fail("a ship that left the blast radius before impact was still hit")
if not is_instance_valid(shield_ship):
return _fail("a shielded ship inside the blast was destroyed instead of absorbing the hit")
if shield_ship.shield_charges != 0:
return _fail("shield charges did not drop to 0 after absorbing the artillery hit (charges=%d)" %
shield_ship.shield_charges)
print("stayed=destroyed left=survived shielded=absorbed-one-charge")
# --- Part B: the impact point does not home onto a fleet that
# moves after the shot is fired ---------------------------------
fleet.spawn_ships(1, Vector2(9000, 0))
far_ship = fleet.ships[0]
artillery = load("res://Enemy.tscn").instantiate()
artillery.enemy_id = "artillery"
artillery.position = far_ship.position + Vector2(300, 0)
main.add_child(artillery)
art_component = artillery.get_component("artillery")
art_component.cooldown_left = 0.0
art_component.telegraph_time = 0.3
art_component.fire_cooldown = 999.0 # only the one shot for this check
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.15:
return false
# The shell is added to the tree root (a sibling of main, not
# its child - see EnemyArtilleryComponent.tick()), so it has to
# be found via its group, not main.get_children().
var shells: Array = get_nodes_in_group("artillery_shells")
if shells.is_empty():
return _fail("artillery enemy did not fire when in range and off cooldown")
live_shell = shells[0]
recorded_target = live_shell.target
far_ship.position += Vector2(4000, 0) # flee well clear of the recorded target
elapsed = 0.0
stage = 4
return false
4:
# Check the target field WHILE the shell is still alive - it
# frees itself right after exploding, so this has to happen
# before that, not after.
if elapsed < 0.3:
return false
if not is_instance_valid(live_shell):
return _fail("shell resolved implausibly fast - timing assumption broke")
if live_shell.target != recorded_target:
return _fail("shell target changed after the fleet moved - it homed instead of staying fixed")
# Captured once, as a plain float: far_ship's own weapon can
# destroy the artillery enemy (and with it art_component) well
# before this wait ends, so the condition below must not keep
# re-reading a property off a node that might already be freed.
stage5_wait = art_component.telegraph_time + (300.0 / 180.0) + 1.5
elapsed = 0.0
stage = 5
return false
5:
if elapsed < stage5_wait:
return false
if not is_instance_valid(far_ship):
return _fail("fleeing ship was hit by a shot aimed at its old position - homing occurred")
print("shell held its fire-time target and did not home onto the fleeing ship")
print("TEST_ARTILLERY_ENEMY: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_ARTILLERY_ENEMY: FAIL (%s)" % message)
quit(1)
return true

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