class_name EnemyPursuitComponent extends Node # Chases the nearest player ship. Moved out of Enemy.gd verbatim so the # behaviour is opt-in per definition rather than hardcoded into every enemy. var capability_id: String = "pursuit" var velocity: Vector2 = Vector2.ZERO # #69: used to beeline from anywhere on the map the instant it spawned, # which read as omniscient rather than alert. Idle until the fleet actually # comes within this radius. A persistent stalking threat wants the opposite # of this - see EnemyPursuitComponentMothership.tscn, which overrides it to # an effectively unlimited value for the mothership's own instance. @export var detection_range: float = 850.0 func tick(delta: float) -> void: var enemy: Node2D = get_parent() var target: Node2D = _nearest_ship(enemy) if target == null or enemy.position.distance_to(target.position) > detection_range: return var to_target: Vector2 = target.position - enemy.position if to_target.length() > 1.0: var desired_velocity: Vector2 = to_target.normalized() * enemy.speed 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