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 # #69: kept comfortably beyond preferred_range so it still has room to close # in before settling at stand-off distance, but the fleet has to actually be # somewhere on the board first - see EnemyPursuitComponent's identical fix. @export var detection_range: float = 1200.0 var velocity: Vector2 = Vector2.ZERO func tick(delta: float) -> void: var enemy: Node2D = get_parent() # #101: holds its preferred range off a building just as off a ship. var target: Node2D = EnemyTargets.nearest_target(self, enemy.global_position) if target == null: return var to_target: Vector2 = target.global_position - enemy.global_position var distance: float = to_target.length() if distance < 1.0: return # #113: see EnemyPursuitComponent - a wave arrives with somewhere to be. if not EnemyTargets.ignores_range(enemy) and distance > detection_range: 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.global_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: return EnemyTargets.nearest_ship(self, enemy.global_position)