Add standoff sniper enemy (#45)
EnemyStandoffComponent holds a preferred distance from the nearest player ship instead of ramming (advance beyond it, retreat inside retreat_range_factor of it, drift laterally in the comfortable band between) - never paired with a pursuit component. EnemyRangedWeaponComponent mirrors VesselWeaponComponent for an enemy: fires an EnemyProjectile aimed at the target's CURRENT position rather than led, so a moving ship can dodge it (projectile_speed 260 vs the interceptor's 460 max_speed). Registered in EnemyDefinitions so it's placeable from a planet setup by enemy_id. test_sniper_enemy.gd went through a few iterations to get its own timing right: physics ticks can run ahead of a SceneTree test's own _process() clock under this device's load, so the cooldown-violation check reads the component's own fire_timer directly (a rising value means it refired) instead of comparing projectile counts against a wall-clock wait, and manually repositioned ships need their move_target re-pinned or Ship's own steering silently drives them back to the stale target. Part of the #40 conquest-mechanic breakdown.
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54
EnemyRangedWeaponComponent.gd
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54
EnemyRangedWeaponComponent.gd
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class_name EnemyRangedWeaponComponent
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extends Node
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# Same shape as VesselWeaponComponent, mirrored for an enemy: fires an
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# EnemyProjectile at the nearest player ship's CURRENT position, not led,
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# so a moving ship can dodge it.
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var capability_id: String = "ranged_weapon"
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@export var fire_range: float = 700.0
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@export var fire_cooldown: float = 2.2
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@export var projectile_speed: float = 260.0
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@export var damage: int = 1
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var fire_timer: float = 0.0
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var projectile_scene: PackedScene = preload("res://EnemyProjectile.tscn")
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func tick(delta: float) -> void:
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fire_timer -= delta
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if fire_timer > 0.0:
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return
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var enemy: Node2D = get_parent()
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var target: Node2D = _nearest_ship_in_range(enemy)
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if target == null:
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fire_timer = 0.25
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return
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var projectile: Area2D = projectile_scene.instantiate()
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# global_position: the projectile is reparented to root, a different
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# node than the enemy's own (possibly nested) parent, so local
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# position would be wrong the moment an enemy isn't a direct root
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# child - exactly the case #44 introduced (planet-surface hosting).
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projectile.position = enemy.global_position
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projectile.damage = damage
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projectile.speed = projectile_speed
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enemy.get_tree().root.add_child(projectile)
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projectile.launch(target.global_position - enemy.global_position)
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fire_timer = fire_cooldown
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func _nearest_ship_in_range(enemy: Node2D) -> Node2D:
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var fleet: Node2D = 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_distance: float = fire_range
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for ship in fleet.ships:
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if not is_instance_valid(ship):
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continue
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var distance: float = enemy.global_position.distance_to(ship.global_position)
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if distance <= best_distance:
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best_distance = distance
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nearest = ship
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return nearest
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