Every enemy component used to ask the same question - which player SHIP is
nearest - so a structure was scenery they flew straight through. A Building
is also a plain Node2D, so there was nothing to collide with even if one had
tried.
EnemyTargets answers the question once, for pursuit, standoff, the lancer's
lunge and the ranged weapon together, so they cannot drift into disagreeing
about it. It keeps one thumb on the scale: a vessel inside 520px always
wins, even against a nearer building, or the fleet could not defend anything
by interposing itself and an enemy would fly past the ships shooting it.
Buildings get a hitbox - an Area2D in a group, the same shape as a Ship or
an asteroid, so EnemyProjectile needed one extra branch rather than a new
concept. It applies damage on a tick rather than on area_entered: entry
fires once, which is right for a rammer that dies on the first strike, but
would let a sniper that drifted inside sit there scratch-free for ever. On a
tick, an enemy parked on a structure is besieging it.
What one strike costs is data on the enemy definition, for the same reason
dies_on_contact is - a lancer arriving at 950px/s is not a sniper drifting
into a wall.
Also clears the asteroids in test_enemy_projectile_damage. set_process(false)
only stops NEW asteroids; the ones already placed keep drifting, and one
wandering into the shield vessel parked at (2000, 0) spent its single charge
so the projectile fired next killed it. That failed about one parallel suite
run in thirty and never in isolation. Clearing them is what the other combat
tests already do.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Enemy.gd now resolves stats/hull/color from EnemyDefinition resources
and composes behaviour from capability components (EnemyPursuitComponent
holds today's chase-the-nearest-ship logic), the same shape Ship.gd
already uses for vessels. Fleet lookups go through a "player_fleet"
group instead of a hardcoded ../Fleet sibling path, so an enemy parented
anywhere (e.g. under a planet surface's SurfaceFeatures) still finds it.
Also closes a real gap: enemies previously had no way to damage the
fleet at range at all (Ship only reacted to physical contact,
Projectile.gd was player-only). Ship.take_damage() is now a proper
entry point - contact damage routes through it unchanged - and
EnemyProjectile lets an enemy component fire at player_ships. Both
ranged enemy archetypes in #45/#46 build on this.
Part of the #40 conquest-mechanic breakdown.