class_name VesselGarrisonComponent extends Node # #105 (#97g): "When a vessel is assigned to an outpost, it navigates around # the outpost by itself, attacking nearby ennemies if any are detected." # # Attached to a Ship at spawn by GarrisonField rather than declared on the # vessel definition: garrisoning is a ROLE a hull is put into, not a property # of the hull. The same interceptor is a fleet vessel one minute and a # garrison the next, and nothing about it changes but who is steering. # # It steers by writing move_target and lets Ship's own steering do the # flying, so a garrison vessel accelerates, banks and brakes exactly like one # in the formation. It is not in Fleet.ships, so it does not follow the # formation, does not count against max_fleet_size(), and does not move when # the player flies away - which is the whole point of stationing it. var capability_id: String = "garrison" # Which outpost this belongs to, and where that outpost is. The position is # copied rather than looked up every tick: the record is the truth, and if # the outpost is levelled the vessel should hold the ground it was left on # rather than snap to the origin. var outpost_id: int = 0 var station: Vector2 = Vector2.ZERO @export var orbit_radius: float = 170.0 @export var orbit_speed: float = 0.85 @export var detection_range: float = 950.0 # How far from its post it will go. Without a leash a garrison would be # drawn off by anything that flew past, which is exactly what stationing it # was meant to stop - and the outpost would be left open behind it. @export var leash_range: float = 620.0 # Held off the target rather than ramming it: these are gunships, and a # vessel that closed to zero would trade itself for a chaser every time. @export var engage_distance: float = 300.0 var _angle: float = 0.0 var _engaging: bool = false func setup() -> void: # Start the orbit from where the vessel actually IS, not from a random # bearing. A random one makes the first move_target a point on the far # side of the circle, and the vessel flies straight across the middle to # reach it - through the outpost it is supposed to be guarding. var ship: Node2D = get_parent() var offset: Vector2 = ship.global_position - station _angle = offset.angle() if offset.length() > 1.0 else randf() * TAU func is_engaging() -> bool: return _engaging func tick(delta: float) -> void: var ship: Node2D = get_parent() var target: Node2D = _nearest_enemy(ship) _engaging = target != null if target == null: _patrol(ship, delta) _hold_fire(ship) return _engage(ship, target, delta) func _patrol(ship: Node2D, delta: float) -> void: _angle += orbit_speed * delta ship.move_target = station + Vector2(cos(_angle), sin(_angle)) * orbit_radius func _engage(ship: Node2D, target: Node2D, delta: float) -> void: # Keep station off the target, but never further from the post than the # leash allows - the approach is clamped to a circle around the outpost # rather than to a straight line, so it still manoeuvres while pinned. var to_target: Vector2 = target.global_position - ship.global_position var distance: float = to_target.length() var wanted: Vector2 = target.global_position if distance > 0.001: wanted = target.global_position - to_target.normalized() * engage_distance var from_station: Vector2 = wanted - station if from_station.length() > leash_range: wanted = station + from_station.normalized() * leash_range ship.move_target = wanted # The orbit angle keeps advancing while engaged, so breaking off does not # snap the vessel back to whatever bearing it left on. _angle += orbit_speed * delta _shoot(ship, target, distance, to_target) # Two kinds of armament, one rule: point the gun, or fire the ability. Which # one this vessel has is a question about its components, not about its type, # so a third armed vessel needs nothing here. func _shoot(ship: Node2D, target: Node2D, distance: float, to_target: Vector2) -> void: var weapon: Node = _component(ship, "weapon") if weapon != null: # The gun is a held trigger: it is aimed every tick and stops the # moment the direction is cleared. weapon.set_fire_direction(to_target if distance <= weapon.fire_range else Vector2.ZERO) for component in ship.get_children(): if not component.has_method("fire_ability") or not component.has_ability(): continue if not component.is_ready() or distance > component.ability_range(): continue # The magazine is the OUTPOST's, not the fleet's hold. A garrison # spends what was flown out to it, which is the whole point of the # outpost holding a store at all - and if the store is empty the # vessel holds its fire rather than firing free shots. var resource_type: String = component.ability_ammo_resource() var cost: int = component.ability_ammo_cost() if not GameState.spend_garrison_ammo(outpost_id, resource_type, cost): continue if not component.fire_ability(get_tree().root, ship.global_position, target.global_position): # It refused after being paid - put the ammunition back rather # than burning it on a shot that never happened. GameState.building_inventory(outpost_id).deposit(resource_type, cost) func _component(ship: Node2D, capability: String) -> Node: return ship.get_component(capability) if ship.has_method("get_component") else null func _hold_fire(ship: Node2D) -> void: var weapon: Node = _component(ship, "weapon") if weapon != null: weapon.set_fire_direction(Vector2.ZERO) func _nearest_enemy(ship: Node2D) -> Node2D: var nearest: Node2D = null var best: float = detection_range for enemy in get_tree().get_nodes_in_group("enemies"): if not is_instance_valid(enemy) or enemy.is_queued_for_deletion(): continue var at: Vector2 = (enemy as Node2D).global_position # Judged from the POST, not from the vessel: otherwise a garrison # that had drifted out to its leash would see further still, and # could be walked away from its outpost one enemy at a time. if station.distance_to(at) > leash_range + engage_distance: continue var d: float = ship.global_position.distance_to(at) if d < best: best = d nearest = enemy return nearest