ennemi's vessels are going toward the player fleet instantly, they should only when they arrive at a given detection range #69
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Implemented and pushed in
1de66c6.Gave pursuit and standoff enemies a finite
detection_range(chaser/pursuit: 850, standoff/sniper: 1200) instead of instantly and omnisciently beelining for the fleet the moment they spawn regardless of distance - they now sit idle until the fleet enters range, then close in/engage as before. Artillery enemies already had a usablefire_rangefor this purpose and just needed their existing drift gated by it.The mothership is a deliberate exception - it shares
EnemyPursuitComponent.gdbut needed to keep tracking from anywhere on the map, so it gets its own scene variant,EnemyPursuitComponentMothership.tscn(detection_range = 1000000.0), following the same per-definition-override pattern already established byEnemySpawnerComponentChaser/Artillery.Tests:
tests/test_enemy_detection_range.gd(bash tests/run_tests.sh enemy_detection_range) - chaser idle beyond range then closes in, sniper idle beyond range, mothership closes in from 5000 units out.