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.
This commit is contained in:
parent
c4e2ee7178
commit
fc2b5ca74a
13 changed files with 455 additions and 1 deletions
58
EnemyStandoffComponent.gd
Normal file
58
EnemyStandoffComponent.gd
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
class_name EnemyStandoffComponent
|
||||
extends Node
|
||||
|
||||
# Holds a preferred distance from the nearest player ship instead of
|
||||
# ramming: advances when too far, retreats when too close, drifts
|
||||
# laterally in the comfortable band between so it still reads as alive
|
||||
# rather than frozen. Never pair with a pursuit component on the same
|
||||
# enemy - the two would fight over velocity every tick.
|
||||
|
||||
var capability_id: String = "standoff"
|
||||
|
||||
@export var preferred_range: float = 620.0
|
||||
@export var retreat_range_factor: float = 0.75
|
||||
|
||||
var velocity: Vector2 = Vector2.ZERO
|
||||
|
||||
|
||||
func tick(delta: float) -> void:
|
||||
var enemy: Node2D = get_parent()
|
||||
var target: Node2D = _nearest_ship(enemy)
|
||||
if target == null:
|
||||
return
|
||||
var to_target: Vector2 = target.position - enemy.position
|
||||
var distance: float = to_target.length()
|
||||
if distance < 1.0:
|
||||
return
|
||||
var direction: Vector2 = to_target / distance
|
||||
var retreat_range: float = preferred_range * retreat_range_factor
|
||||
|
||||
var desired_velocity: Vector2
|
||||
if distance > preferred_range:
|
||||
desired_velocity = direction * enemy.speed
|
||||
elif distance < retreat_range:
|
||||
desired_velocity = -direction * enemy.speed
|
||||
else:
|
||||
var lateral: Vector2 = Vector2(-direction.y, direction.x)
|
||||
desired_velocity = lateral * enemy.speed * 0.5
|
||||
|
||||
velocity = velocity.move_toward(desired_velocity, enemy.acceleration * delta)
|
||||
enemy.position += velocity * delta
|
||||
|
||||
if velocity.length() > 5.0:
|
||||
var target_angle: float = velocity.angle() + PI / 2.0
|
||||
enemy.rotation = lerp_angle(enemy.rotation, target_angle, enemy.rotation_speed * delta)
|
||||
|
||||
|
||||
func _nearest_ship(enemy: Node2D) -> Node2D:
|
||||
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
|
||||
if fleet == null or fleet.ships.is_empty():
|
||||
return null
|
||||
var nearest: Node2D = fleet.ships[0]
|
||||
var best_dist: float = enemy.position.distance_to(nearest.position)
|
||||
for ship in fleet.ships:
|
||||
var d: float = enemy.position.distance_to(ship.position)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
nearest = ship
|
||||
return nearest
|
||||
Loading…
Reference in a new issue