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